// Copyright (C) 2003 Dolphin Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official SVN repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ #include #include // Common #include "Common.h" #include "StringUtil.h" #include "Atomic.h" #include "FileUtil.h" #include "Thread.h" #include "Timer.h" #include "Statistics.h" #include "OnScreenDisplay.h" // VideoCommon #include "VideoConfig.h" #include "OpcodeDecoding.h" #include "BPStructs.h" #include "XFStructs.h" #include "PixelShaderManager.h" #include "VertexShaderManager.h" #include "VertexLoaderManager.h" #include "AVIDump.h" #include "Fifo.h" #include "DLCache.h" // DX11 #include "DX11_D3DUtil.h" #include "DX11_VertexManager.h" #include "DX11_VertexShaderCache.h" #include "DX11_PixelShaderCache.h" #include "DX11_TextureCache.h" #include "DX11_FramebufferManager.h" #include "DX11_Render.h" #include "../EmuWindow.h" #include "../Main.h" namespace DX11 { ID3D11Buffer* access_efb_cbuf = NULL; ID3D11DepthStencilState* cleardepthstates[2] = {NULL}; ID3D11RasterizerState* clearraststate = NULL; ID3D11BlendState* resetblendstate = NULL; ID3D11DepthStencilState* resetdepthstate = NULL; ID3D11RasterizerState* resetraststate = NULL; bool reset_called = false; // state translation lookup tables static const D3D11_BLEND d3dSrcFactors[8] = { D3D11_BLEND_ZERO, D3D11_BLEND_ONE, D3D11_BLEND_DEST_COLOR, D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA }; static const D3D11_BLEND d3dDestFactors[8] = { D3D11_BLEND_ZERO, D3D11_BLEND_ONE, D3D11_BLEND_SRC_COLOR, D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA }; // 0 0x00 // 1 Source & destination // 2 Source & ~destination // 3 Source // 4 ~Source & destination // 5 Destination // 6 Source ^ destination = Source & ~destination | ~Source & destination // 7 Source | destination // 8 ~(Source | destination) // 9 ~(Source ^ destination) = ~Source & ~destination | Source & destination // 10 ~Destination // 11 Source | ~destination // 12 ~Source // 13 ~Source | destination // 14 ~(Source & destination) // 15 0xff static const D3D11_BLEND_OP d3dLogicOps[16] = { D3D11_BLEND_OP_ADD,//0 D3D11_BLEND_OP_ADD,//1 D3D11_BLEND_OP_SUBTRACT,//2 D3D11_BLEND_OP_ADD,//3 D3D11_BLEND_OP_REV_SUBTRACT,//4 D3D11_BLEND_OP_ADD,//5 D3D11_BLEND_OP_MAX,//6 D3D11_BLEND_OP_ADD,//7 D3D11_BLEND_OP_MAX,//8 D3D11_BLEND_OP_MAX,//9 D3D11_BLEND_OP_ADD,//10 D3D11_BLEND_OP_ADD,//11 D3D11_BLEND_OP_ADD,//12 D3D11_BLEND_OP_ADD,//13 D3D11_BLEND_OP_ADD,//14 D3D11_BLEND_OP_ADD//15 }; static const D3D11_BLEND d3dLogicOpSrcFactors[16] = { D3D11_BLEND_ZERO,//0 D3D11_BLEND_DEST_COLOR,//1 D3D11_BLEND_ONE,//2 D3D11_BLEND_ONE,//3 D3D11_BLEND_DEST_COLOR,//4 D3D11_BLEND_ZERO,//5 D3D11_BLEND_INV_DEST_COLOR,//6 D3D11_BLEND_INV_DEST_COLOR,//7 D3D11_BLEND_INV_SRC_COLOR,//8 D3D11_BLEND_INV_SRC_COLOR,//9 D3D11_BLEND_INV_DEST_COLOR,//10 D3D11_BLEND_ONE,//11 D3D11_BLEND_INV_SRC_COLOR,//12 D3D11_BLEND_INV_SRC_COLOR,//13 D3D11_BLEND_INV_DEST_COLOR,//14 D3D11_BLEND_ONE//15 }; static const D3D11_BLEND d3dLogicOpDestFactors[16] = { D3D11_BLEND_ZERO,//0 D3D11_BLEND_ZERO,//1 D3D11_BLEND_INV_SRC_COLOR,//2 D3D11_BLEND_ZERO,//3 D3D11_BLEND_ONE,//4 D3D11_BLEND_ONE,//5 D3D11_BLEND_INV_SRC_COLOR,//6 D3D11_BLEND_ONE,//7 D3D11_BLEND_INV_DEST_COLOR,//8 D3D11_BLEND_SRC_COLOR,//9 D3D11_BLEND_INV_DEST_COLOR,//10 D3D11_BLEND_INV_DEST_COLOR,//11 D3D11_BLEND_INV_SRC_COLOR,//12 D3D11_BLEND_ONE,//13 D3D11_BLEND_INV_SRC_COLOR,//14 D3D11_BLEND_ONE//15 }; static const D3D11_CULL_MODE d3dCullModes[4] = { D3D11_CULL_NONE, D3D11_CULL_BACK, D3D11_CULL_FRONT, D3D11_CULL_BACK }; static const D3D11_COMPARISON_FUNC d3dCmpFuncs[8] = { D3D11_COMPARISON_NEVER, D3D11_COMPARISON_LESS, D3D11_COMPARISON_EQUAL, D3D11_COMPARISON_LESS_EQUAL, D3D11_COMPARISON_GREATER, D3D11_COMPARISON_NOT_EQUAL, D3D11_COMPARISON_GREATER_EQUAL, D3D11_COMPARISON_ALWAYS }; #define TEXF_NONE 0 #define TEXF_POINT 1 #define TEXF_LINEAR 2 static const unsigned int d3dMipFilters[4] = { TEXF_NONE, TEXF_POINT, TEXF_LINEAR, TEXF_NONE, //reserved }; static const D3D11_TEXTURE_ADDRESS_MODE d3dClamps[4] = { D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_WRAP, D3D11_TEXTURE_ADDRESS_MIRROR, D3D11_TEXTURE_ADDRESS_WRAP //reserved }; // what are these 2? //bool Renderer::Allow2x() //{ // return false; //} // //bool Renderer::AllowCustom() //{ // return false; //} void Renderer::SetupDeviceObjects() { g_framebuffer_manager = new FramebufferManager; HRESULT hr; float colmat[20]= {0.0f}; colmat[0] = colmat[5] = colmat[10] = 1.0f; D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(20*sizeof(float), D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DEFAULT); D3D11_SUBRESOURCE_DATA data; data.pSysMem = colmat; hr = D3D::device->CreateBuffer(&cbdesc, &data, &access_efb_cbuf); CHECK(hr==S_OK, "Create constant buffer for AccessEFB"); D3D::SetDebugObjectName((ID3D11DeviceChild*)access_efb_cbuf, "constant buffer for AccessEFB"); D3D11_DEPTH_STENCIL_DESC ddesc; ddesc.DepthEnable = FALSE; ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO; ddesc.DepthFunc = D3D11_COMPARISON_ALWAYS; ddesc.StencilEnable = FALSE; ddesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK; ddesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK; hr = D3D::device->CreateDepthStencilState(&ddesc, &cleardepthstates[0]); CHECK(hr==S_OK, "Create depth state for ClearScreen"); ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; ddesc.DepthEnable = TRUE; hr = D3D::device->CreateDepthStencilState(&ddesc, &cleardepthstates[1]); CHECK(hr==S_OK, "Create depth state for ClearScreen"); D3D::SetDebugObjectName((ID3D11DeviceChild*)cleardepthstates[0], "depth state for ClearScreen (depth buffer disabled)"); D3D::SetDebugObjectName((ID3D11DeviceChild*)cleardepthstates[1], "depth state for ClearScreen (depth buffer enabled)"); // TODO: once multisampling gets implemented, this might need to be changed D3D11_RASTERIZER_DESC rdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false, 0, 0.f, 0.f, false, true, false, false); hr = D3D::device->CreateRasterizerState(&rdesc, &clearraststate); CHECK(hr==S_OK, "Create rasterizer state for ClearScreen"); D3D::SetDebugObjectName((ID3D11DeviceChild*)clearraststate, "rasterizer state for ClearScreen"); D3D11_BLEND_DESC blenddesc; blenddesc.AlphaToCoverageEnable = FALSE; blenddesc.IndependentBlendEnable = FALSE; blenddesc.RenderTarget[0].BlendEnable = FALSE; blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; blenddesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE; blenddesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO; blenddesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; hr = D3D::device->CreateBlendState(&blenddesc, &resetblendstate); CHECK(hr==S_OK, "Create blend state for ResetAPIState"); D3D::SetDebugObjectName((ID3D11DeviceChild*)resetblendstate, "blend state for ResetAPIState"); ddesc.DepthEnable = FALSE; ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO; ddesc.DepthFunc = D3D11_COMPARISON_LESS; ddesc.StencilEnable = FALSE; ddesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK; ddesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK; hr = D3D::device->CreateDepthStencilState(&ddesc, &resetdepthstate); CHECK(hr==S_OK, "Create depth state for ResetAPIState"); D3D::SetDebugObjectName((ID3D11DeviceChild*)resetdepthstate, "depth stencil state for ResetAPIState"); // this might need to be changed once multisampling support gets added D3D11_RASTERIZER_DESC rastdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false, 0, 0.f, 0.f, false, false, false, false); hr = D3D::device->CreateRasterizerState(&rastdesc, &resetraststate); CHECK(hr==S_OK, "Create rasterizer state for ClearScreen"); D3D::SetDebugObjectName((ID3D11DeviceChild*)resetraststate, "rasterizer state for ResetAPIState"); } void Renderer::TeardownDeviceObjects() { delete g_framebuffer_manager; SAFE_RELEASE(access_efb_cbuf); SAFE_RELEASE(cleardepthstates[0]); SAFE_RELEASE(cleardepthstates[1]); SAFE_RELEASE(clearraststate); SAFE_RELEASE(resetblendstate); SAFE_RELEASE(resetdepthstate); SAFE_RELEASE(resetraststate); } Renderer::Renderer() { UpdateActiveConfig(); //int x, y, w_temp, h_temp; //g_VideoInitialize.pRequestWindowSize(x, y, w_temp, h_temp); D3D::Create(EmuWindow::GetWnd()); FramebufferSize(D3D::GetBackBufferWidth(), D3D::GetBackBufferHeight()); SetupDeviceObjects(); for (unsigned int stage = 0; stage < 8; stage++) D3D::gfxstate->samplerdesc[stage].MaxAnisotropy = g_ActiveConfig.iMaxAnisotropy; float ClearColor[4] = { 0.f, 0.f, 0.f, 0.f }; D3D::context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(), ClearColor); D3D::context->ClearDepthStencilView(FramebufferManager::GetEFBDepthTexture()->GetDSV(), D3D11_CLEAR_DEPTH, 1.f, 0); D3D11_VIEWPORT vp = CD3D11_VIEWPORT((float)(s_Fulltarget_width - s_target_width) / 2.f, (float)(s_Fulltarget_height - s_target_height) / 2.f, (float)s_target_width, (float)s_target_height); D3D::context->RSSetViewports(1, &vp); D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV()); D3D::BeginFrame(); D3D::gfxstate->rastdesc.ScissorEnable = TRUE; // temporary, maybe D3D::InitUtils(); reset_called = false; //return true; } Renderer::~Renderer() { // temporary, maybe D3D::ShutdownUtils(); TeardownDeviceObjects(); D3D::EndFrame(); D3D::Present(); D3D::Close(); } bool Renderer::CheckForResize() { while (EmuWindow::IsSizing()) Sleep(10); if (EmuWindow::GetParentWnd()) { // re-stretch window to parent window size again, if it has a parent window. RECT rcParentWindow; GetWindowRect(EmuWindow::GetParentWnd(), &rcParentWindow); int width = rcParentWindow.right - rcParentWindow.left; int height = rcParentWindow.bottom - rcParentWindow.top; if (width != s_backbuffer_width || height != s_backbuffer_height) ::MoveWindow(EmuWindow::GetWnd(), 0, 0, width, height, FALSE); } RECT rcWindow; GetClientRect(EmuWindow::GetWnd(), &rcWindow); int client_width = rcWindow.right - rcWindow.left; int client_height = rcWindow.bottom - rcWindow.top; // sanity check return ((client_width != s_backbuffer_width || client_height != s_backbuffer_height) && client_width >= 4 && client_height >= 4); } bool Renderer::SetScissorRect() { EFBRectangle rc; if (g_renderer->SetScissorRect(rc)) { D3D::context->RSSetScissorRects(1, (D3D11_RECT*)&rc); return true; } else { //WARN_LOG(VIDEO, "Bad scissor rectangle: %i %i %i %i", rc.left, rc.top, rc.right, rc.bottom); const int Xstride = (s_Fulltarget_width - s_target_width) / 2; const int Ystride = (s_Fulltarget_height - s_target_height) / 2; rc.left = Xstride; rc.top = Ystride; rc.right = Xstride + s_target_width; rc.bottom = Ystride + s_target_height; D3D::context->RSSetScissorRects(1, (D3D11_RECT*)&rc); return false; } } void Renderer::SetColorMask() { UINT8 color_mask = 0; if (bpmem.blendmode.alphaupdate) color_mask |= D3D11_COLOR_WRITE_ENABLE_ALPHA; if (bpmem.blendmode.colorupdate) color_mask |= D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN | D3D11_COLOR_WRITE_ENABLE_BLUE; D3D::gfxstate->SetRenderTargetWriteMask(color_mask); } u32 Renderer::AccessEFB(EFBAccessType type, int x, int y) { ID3D11Texture2D* read_tex; if (!g_ActiveConfig.bEFBAccessEnable) return 0; if (type == POKE_Z || type == POKE_COLOR) { static bool alert_only_once = true; if (!alert_only_once) return 0; PanicAlert("Poke EFB not implemented"); alert_only_once = false; return 0; } // get the rectangular target region covered by the EFB pixel EFBRectangle efbPixelRc; efbPixelRc.left = x; efbPixelRc.top = y; efbPixelRc.right = x + 1; efbPixelRc.bottom = y + 1; TargetRectangle targetPixelRc = ConvertEFBRectangle(efbPixelRc); u32 z = 0; float val = 0.0f; D3D11_RECT RectToLock = CD3D11_RECT(targetPixelRc.left, targetPixelRc.top, targetPixelRc.right, targetPixelRc.bottom); if (type == PEEK_Z) { // depth buffers can only be completely CopySubresourceRegion'ed, so we're using drawShadedTexQuad instead RectToLock.bottom+=2; RectToLock.right+=1; RectToLock.top-=1; RectToLock.left-=2; if ((RectToLock.bottom - RectToLock.top) > 4) RectToLock.bottom--; if ((RectToLock.right - RectToLock.left) > 4) RectToLock.left++; ResetAPIState(); // reset any game specific settings // Stretch picture with increased internal resolution D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, 4.f, 4.f); D3D::context->RSSetViewports(1, &vp); D3D::context->PSSetConstantBuffers(0, 1, &access_efb_cbuf); D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBDepthReadTexture()->GetRTV(), NULL); D3D::SetPointCopySampler(); D3D::drawShadedTexQuad(FramebufferManager::GetEFBDepthTexture()->GetSRV(), &RectToLock, GetFullTargetWidth(), GetFullTargetHeight(), PixelShaderCache::GetDepthMatrixProgram(), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout()); D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV()); RestoreAPIState(); RectToLock = CD3D11_RECT(0, 0, 4, 4); // copy to system memory D3D11_BOX box = CD3D11_BOX(0, 0, 0, 4, 4, 1); read_tex = FramebufferManager::GetEFBDepthStagingBuffer(); D3D::context->CopySubresourceRegion(read_tex, 0, 0, 0, 0, FramebufferManager::GetEFBDepthReadTexture()->GetTex(), 0, &box); } else { // we can directly copy to system memory here read_tex = FramebufferManager::GetEFBColorStagingBuffer(); D3D11_BOX box = CD3D11_BOX(RectToLock.left, RectToLock.top, 0, RectToLock.right, RectToLock.bottom, 1); D3D::context->CopySubresourceRegion(read_tex, 0, 0, 0, 0, FramebufferManager::GetEFBColorTexture()->GetTex(), 0, &box); RectToLock = CD3D11_RECT(0, 0, 1, 1); } // read the data from system memory D3D11_MAPPED_SUBRESOURCE map; D3D::context->Map(read_tex, 0, D3D11_MAP_READ, 0, &map); switch(type) { case PEEK_Z: val = *(float*)map.pData; z = (u32)(val * 0xffffff); break; case PEEK_COLOR: z = *(u32*)map.pData; break; // TODO: Implement POKE_Z and POKE_COLOR default: break; } D3D::context->Unmap(read_tex, 0); return z; } // Called from VertexShaderManager void Renderer::UpdateViewport() { // reversed gxsetviewport(xorig, yorig, width, height, nearz, farz) // [0] = width/2 // [1] = height/2 // [2] = 16777215 * (farz - nearz) // [3] = xorig + width/2 + 342 // [4] = yorig + height/2 + 342 // [5] = 16777215 * farz const int old_fulltarget_w = s_Fulltarget_width; const int old_fulltarget_h = s_Fulltarget_height; int scissorXOff = bpmem.scissorOffset.x * 2; int scissorYOff = bpmem.scissorOffset.y * 2; float MValueX = GetTargetScaleX(); float MValueY = GetTargetScaleY(); int Xstride = (s_Fulltarget_width - s_target_width) / 2; int Ystride = (s_Fulltarget_height - s_target_height) / 2; // Stretch picture with increased internal resolution int X = (int)(ceil(xfregs.rawViewport[3] - xfregs.rawViewport[0] - (scissorXOff)) * MValueX) + Xstride; int Y = (int)(ceil(xfregs.rawViewport[4] + xfregs.rawViewport[1] - (scissorYOff)) * MValueY) + Ystride; int Width = (int)ceil((int)(2 * xfregs.rawViewport[0]) * MValueX); int Height = (int)ceil((int)(-2 * xfregs.rawViewport[1]) * MValueY); if (Width < 0) { X += Width; Width*=-1; } if (Height < 0) { Y += Height; Height *= -1; } bool sizeChanged = false; if (X < 0) { s_Fulltarget_width -= 2 * X; X = 0; sizeChanged=true; } if (Y < 0) { s_Fulltarget_height -= 2 * Y; Y = 0; sizeChanged=true; } float newx = (float)X; float newy = (float)Y; float newwidth = (float)Width; float newheight = (float)Height; if (sizeChanged) { // Make sure that the requested size is actually supported by the GFX driver if (s_Fulltarget_width > (int)D3D::GetMaxTextureSize() || s_Fulltarget_height > (int)D3D::GetMaxTextureSize()) { // Skip EFB recreation and viewport setting. Most likely causes glitches in this case, but prevents crashes at least ERROR_LOG(VIDEO, "Tried to set a viewport which is too wide to emulate with Direct3D11. Requested EFB size is %dx%d\n", s_Fulltarget_width, s_Fulltarget_height); // Fix the viewport to fit to the old EFB size, TODO: Check this for off-by-one errors newx *= (float)old_fulltarget_w / (float)s_Fulltarget_width; newy *= (float)old_fulltarget_h / (float)s_Fulltarget_height; newwidth *= (float)old_fulltarget_w / (float)s_Fulltarget_width; newheight *= (float)old_fulltarget_h / (float)s_Fulltarget_height; s_Fulltarget_width = old_fulltarget_w; s_Fulltarget_height = old_fulltarget_h; } else { D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL); delete g_framebuffer_manager; g_framebuffer_manager = new FramebufferManager; D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV()); } } // some games set invalids values MinDepth and MaxDepth so fix them to the max an min allowed and let the shaders do this work D3D11_VIEWPORT vp = CD3D11_VIEWPORT(newx, newy, newwidth, newheight, 0.f, // (xfregs.rawViewport[5] - xfregs.rawViewport[2]) / 16777216.0f; 1.f); // xfregs.rawViewport[5] / 16777216.0f; D3D::context->RSSetViewports(1, &vp); } // Tino: color is passed in bgra mode so need to convert it to rgba void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z) { const TargetRectangle targetRc = ConvertEFBRectangle(rc); // update the view port for clearing the picture D3D11_VIEWPORT vp = CD3D11_VIEWPORT((float)targetRc.left, (float)targetRc.top, (float)targetRc.GetWidth(), (float)targetRc.GetHeight(), 0.f, 1.f); D3D::context->RSSetViewports(1, &vp); // always set the scissor in case it was set by the game and has not been reset D3D11_RECT sirc = CD3D11_RECT(targetRc.left, targetRc.top, targetRc.right, targetRc.bottom); D3D::context->RSSetScissorRects(1, &sirc); u32 rgbaColor = (color & 0xFF00FF00) | ((color >> 16) & 0xFF) | ((color << 16) & 0xFF0000); D3D::stateman->PushDepthState(cleardepthstates[zEnable]); D3D::stateman->PushRasterizerState(clearraststate); //D3D::stateman->PushBlendState(resetblendstate); temporarily commented until I find the cause of the blending issue in mkwii (see next line) D3D::gfxstate->ApplyState(); // TODO (neobrain): find out whether this breaks/fixes anything or can just be dropped. Might obsolete the comment above this line D3D::drawClearQuad(rgbaColor, (z & 0xFFFFFF) / float(0xFFFFFF), PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader(), VertexShaderCache::GetClearInputLayout()); D3D::gfxstate->Reset(); D3D::stateman->PopDepthState(); D3D::stateman->PopRasterizerState(); // D3D::stateman->PopBlendState(); UpdateViewport(); SetScissorRect(); } void Renderer::SetBlendMode(bool forceUpdate) { if (bpmem.blendmode.logicopenable) return; if (bpmem.blendmode.subtract) // enable blending src 1 dst 1 { D3D::gfxstate->SetAlphaBlendEnable(true); D3D::gfxstate->SetBlendOp(D3D11_BLEND_OP_REV_SUBTRACT); D3D::gfxstate->SetSrcBlend(d3dSrcFactors[1]); D3D::gfxstate->SetDestBlend(d3dDestFactors[1]); } else { D3D::gfxstate->SetAlphaBlendEnable(bpmem.blendmode.blendenable && (!( bpmem.blendmode.srcfactor == 1 && bpmem.blendmode.dstfactor == 0))); if (bpmem.blendmode.blendenable && (!( bpmem.blendmode.srcfactor == 1 && bpmem.blendmode.dstfactor == 0))) { D3D::gfxstate->SetBlendOp(D3D11_BLEND_OP_ADD); D3D::gfxstate->SetSrcBlend(d3dSrcFactors[bpmem.blendmode.srcfactor]); D3D::gfxstate->SetDestBlend(d3dDestFactors[bpmem.blendmode.dstfactor]); } } } void Renderer::PrepareXFBCopy(const TargetRectangle &dst_rect) { D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)s_backbuffer_width, (float)s_backbuffer_height); D3D::context->RSSetViewports(1, &vp); static const float clear_color[4] = { 0.f, 0.f, 0.f, 1.f }; D3D::context->ClearRenderTargetView(D3D::GetBackBuffer()->GetRTV(), clear_color); int x = dst_rect.left; int y = dst_rect.top; int width = dst_rect.right - dst_rect.left; int height = dst_rect.bottom - dst_rect.top; if (x < 0) x = 0; if (y < 0) y = 0; if (x > s_backbuffer_width) x = s_backbuffer_width; if (y > s_backbuffer_height) y = s_backbuffer_height; if (width < 0) width = 0; if (height < 0) height = 0; if (width > (s_backbuffer_width - x)) width = s_backbuffer_width - x; if (height > (s_backbuffer_height - y)) height = s_backbuffer_height - y; vp = CD3D11_VIEWPORT((float)x, (float)y, (float)width, (float)height); D3D::context->RSSetViewports(1, &vp); D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL); // activate linear filtering for the buffer copies D3D::SetLinearCopySampler(); } void Renderer::Draw(const XFBSourceBase* xfbSource, const TargetRectangle& sourceRc, const MathUtil::Rectangle& drawRc, const EFBRectangle& rc) { if (xfbSource) { D3DTexture2D* const tex = ((XFBSource*)xfbSource)->tex; // TODO: PanicAlert("DX11 XFB"); } else { D3DTexture2D* const tex = FramebufferManager::GetEFBColorTexture(); D3D::drawShadedTexQuad(tex->GetSRV(), sourceRc.AsRECT(), GetFullTargetWidth(), GetFullTargetHeight(), PixelShaderCache::GetColorCopyProgram(), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout()); } } void Renderer::EndFrame() { D3D::EndFrame(); } void Renderer::Present() { D3D::Present(); // TODO: Aren't we still holding a reference to the back buffer right now? // TODO: this was right before getting the backbuffer size in DX11::Renderer::Swap D3D::Reset(); } void Renderer::GetBackBufferSize(int* w, int* h) { *w = D3D::GetBackBufferWidth(); *h = D3D::GetBackBufferHeight(); } void Renderer::RecreateFramebufferManger() { // this good? D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL); delete g_framebuffer_manager; g_framebuffer_manager = new FramebufferManager; } void Renderer::BeginFrame() { D3D::BeginFrame(); D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV()); } // ALWAYS call RestoreAPIState for each ResetAPIState call you're doing void Renderer::ResetAPIState() { D3D::gfxstate->Reset(); D3D::stateman->PushBlendState(resetblendstate); D3D::stateman->PushDepthState(resetdepthstate); D3D::stateman->PushRasterizerState(resetraststate); D3D::stateman->Apply(); reset_called = true; } void Renderer::RestoreAPIState() { // gets us back into a more game-like state. if (reset_called) { D3D::stateman->PopBlendState(); D3D::stateman->PopDepthState(); D3D::stateman->PopRasterizerState(); } UpdateViewport(); SetScissorRect(); D3D::gfxstate->ApplyState(); reset_called = false; } void Renderer::SetGenerationMode() { // rastdesc.FrontCounterClockwise must be false for this to work D3D::gfxstate->rastdesc.CullMode = d3dCullModes[bpmem.genMode.cullmode]; } void Renderer::SetDepthMode() { if (bpmem.zmode.testenable) { D3D::gfxstate->depthdesc.DepthEnable = TRUE; D3D::gfxstate->depthdesc.DepthWriteMask = bpmem.zmode.updateenable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO; D3D::gfxstate->depthdesc.DepthFunc = d3dCmpFuncs[bpmem.zmode.func]; } else { D3D::gfxstate->depthdesc.DepthEnable = FALSE; D3D::gfxstate->depthdesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO; } } void Renderer::SetLogicOpMode() { if (bpmem.blendmode.logicopenable && bpmem.blendmode.logicmode != 3) { s_blendMode = 0; D3D::gfxstate->SetAlphaBlendEnable(true); D3D::gfxstate->SetBlendOp(d3dLogicOps[bpmem.blendmode.logicmode]); D3D::gfxstate->SetSrcBlend(d3dLogicOpSrcFactors[bpmem.blendmode.logicmode]); D3D::gfxstate->SetDestBlend(d3dLogicOpDestFactors[bpmem.blendmode.logicmode]); } else { SetBlendMode(true); } } void Renderer::SetSamplerState(int stage, int texindex) { const FourTexUnits &tex = bpmem.tex[texindex]; const TexMode0 &tm0 = tex.texMode0[stage]; const TexMode1 &tm1 = tex.texMode1[stage]; unsigned int mip; mip = (tm0.min_filter == 8) ? TEXF_NONE : d3dMipFilters[tm0.min_filter & 3]; if ((tm0.min_filter & 3) && (tm0.min_filter != 8) && ((tm1.max_lod >> 4) == 0)) mip = TEXF_NONE; if (texindex) stage += 4; // TODO: Clarify whether these values are correct // NOTE: since there's no "no filter" in DX11 we're using point filters in these cases if (tm0.min_filter & 4) // linear min filter { if (tm0.mag_filter) // linear mag filter { if (mip == TEXF_NONE) D3D::gfxstate->SetSamplerFilter(stage, D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT); else if (mip == TEXF_POINT) D3D::gfxstate->SetSamplerFilter(stage, D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT); else if (mip == TEXF_LINEAR) D3D::gfxstate->SetSamplerFilter(stage, D3D11_FILTER_MIN_MAG_MIP_LINEAR); } else // point mag filter { if (mip == TEXF_NONE) D3D::gfxstate->SetSamplerFilter(stage, D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT); else if (mip == TEXF_POINT) D3D::gfxstate->SetSamplerFilter(stage, D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT); else if (mip == TEXF_LINEAR) D3D::gfxstate->SetSamplerFilter(stage, D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR); } } else // point min filter { if (tm0.mag_filter) // linear mag filter { if (mip == TEXF_NONE) D3D::gfxstate->SetSamplerFilter(stage, D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT); else if (mip == TEXF_POINT) D3D::gfxstate->SetSamplerFilter(stage, D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT); else if (mip == TEXF_LINEAR) D3D::gfxstate->SetSamplerFilter(stage, D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR); } else // point mag filter { if (mip == TEXF_NONE) D3D::gfxstate->SetSamplerFilter(stage, D3D11_FILTER_MIN_MAG_MIP_POINT); else if (mip == TEXF_POINT) D3D::gfxstate->SetSamplerFilter(stage, D3D11_FILTER_MIN_MAG_MIP_POINT); else if (mip == TEXF_LINEAR) D3D::gfxstate->SetSamplerFilter(stage, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR); } } D3D::gfxstate->samplerdesc[stage].AddressU = d3dClamps[tm0.wrap_s]; D3D::gfxstate->samplerdesc[stage].AddressV = d3dClamps[tm0.wrap_t]; D3D::gfxstate->samplerdesc[stage].MipLODBias = (float)tm0.lod_bias / 32.0f; D3D::gfxstate->samplerdesc[stage].MaxLOD = (float)tm1.max_lod / 16.f; D3D::gfxstate->samplerdesc[stage].MinLOD = (float)tm1.min_lod / 16.f; } }