// 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 "StringUtil.h" #include "Common.h" #include "Atomic.h" #include "FileUtil.h" #include "Thread.h" #include "Timer.h" #include "Statistics.h" #include "VideoConfig.h" #include "main.h" #include "VertexManager.h" #include "PixelEngine.h" #include "Render.h" #include "OpcodeDecoding.h" #include "BPStructs.h" #include "XFStructs.h" #include "D3DUtil.h" #include "VertexShaderManager.h" #include "PixelShaderManager.h" #include "VertexShaderCache.h" #include "PixelShaderCache.h" #include "VertexLoaderManager.h" #include "TextureCache.h" #include "EmuWindow.h" #include "AVIDump.h" #include "OnScreenDisplay.h" #include "FramebufferManager.h" #include "Fifo.h" #include "DLCache.h" #include int frameCount = 0; static int s_fps = 0; static bool WindowResized; static int s_target_width; static int s_target_height; static int s_Fulltarget_width; static int s_Fulltarget_height; static int s_backbuffer_width; static int s_backbuffer_height; static int s_XFB_width; static int s_XFB_height; static float xScale; static float yScale; static u32 s_blendMode; static bool XFBWrited; static bool s_bScreenshot = false; static Common::CriticalSection s_criticalScreenshot; static char s_sScreenshotName[1024]; ID3D11Buffer* access_efb_cbuf = NULL; ID3D11BlendState* clearblendstates[4] = {NULL}; ID3D11DepthStencilState* cleardepthstates[3] = {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, // NOTE: Use SRC1_ALPHA if dst alpha is enabled! 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, // NOTE: Use SRC1_ALPHA if dst alpha is enabled! 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 }; void SetupDeviceObjects() { g_framebufferManager.Create(); 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 Renderer::AccessEFB"); D3D::SetDebugObjectName((ID3D11DeviceChild*)access_efb_cbuf, "constant buffer for Renderer::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 Renderer::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 Renderer::ClearScreen"); ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO; hr = D3D::device->CreateDepthStencilState(&ddesc, &cleardepthstates[2]); CHECK(hr==S_OK, "Create depth state for Renderer::ClearScreen"); D3D::SetDebugObjectName((ID3D11DeviceChild*)cleardepthstates[0], "depth state for Renderer::ClearScreen (depth buffer disabled)"); D3D::SetDebugObjectName((ID3D11DeviceChild*)cleardepthstates[1], "depth state for Renderer::ClearScreen (depth buffer enabled, writing enabled)"); D3D::SetDebugObjectName((ID3D11DeviceChild*)cleardepthstates[2], "depth state for Renderer::ClearScreen (depth buffer enabled, writing disabled)"); 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 Renderer::ResetAPIState"); D3D::SetDebugObjectName((ID3D11DeviceChild*)resetblendstate, "blend state for Renderer::ResetAPIState"); clearblendstates[0] = resetblendstate; resetblendstate->AddRef(); blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_RED|D3D11_COLOR_WRITE_ENABLE_GREEN|D3D11_COLOR_WRITE_ENABLE_BLUE; hr = D3D::device->CreateBlendState(&blenddesc, &clearblendstates[1]); CHECK(hr==S_OK, "Create blend state for Renderer::ClearScreen"); blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALPHA; hr = D3D::device->CreateBlendState(&blenddesc, &clearblendstates[2]); CHECK(hr==S_OK, "Create blend state for Renderer::ClearScreen"); blenddesc.RenderTarget[0].RenderTargetWriteMask = 0; hr = D3D::device->CreateBlendState(&blenddesc, &clearblendstates[3]); CHECK(hr==S_OK, "Create blend state for Renderer::ClearScreen"); 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 Renderer::ResetAPIState"); D3D::SetDebugObjectName((ID3D11DeviceChild*)resetdepthstate, "depth stencil state for Renderer::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 Renderer::ResetAPIState"); D3D::SetDebugObjectName((ID3D11DeviceChild*)resetraststate, "rasterizer state for Renderer::ResetAPIState"); } // Kill off all POOL_DEFAULT device objects. void TeardownDeviceObjects() { g_framebufferManager.Destroy(); SAFE_RELEASE(access_efb_cbuf); SAFE_RELEASE(clearblendstates[0]); SAFE_RELEASE(clearblendstates[1]); SAFE_RELEASE(clearblendstates[2]); SAFE_RELEASE(clearblendstates[3]); SAFE_RELEASE(cleardepthstates[0]); SAFE_RELEASE(cleardepthstates[1]); SAFE_RELEASE(cleardepthstates[2]); SAFE_RELEASE(resetblendstate); SAFE_RELEASE(resetdepthstate); SAFE_RELEASE(resetraststate); } bool Renderer::Init() { UpdateActiveConfig(); int x, y, w_temp, h_temp; s_blendMode = 0; g_VideoInitialize.pRequestWindowSize(x, y, w_temp, h_temp); D3D::Create(EmuWindow::GetWnd()); s_backbuffer_width = D3D::GetBackBufferWidth(); s_backbuffer_height = D3D::GetBackBufferHeight(); s_XFB_width = MAX_XFB_WIDTH; s_XFB_height = MAX_XFB_HEIGHT; TargetRectangle dst_rect; ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect); xScale = (float)(dst_rect.right - dst_rect.left) / (float)s_XFB_width; yScale = (float)(dst_rect.bottom - dst_rect.top) / (float)s_XFB_height; s_target_width = (int)(EFB_WIDTH * xScale); s_target_height = (int)(EFB_HEIGHT * yScale); s_Fulltarget_width = s_target_width; s_Fulltarget_height = s_target_height; 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(g_framebufferManager.GetEFBColorTexture()->GetRTV(), ClearColor); D3D::context->ClearDepthStencilView(g_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, &g_framebufferManager.GetEFBColorTexture()->GetRTV(), g_framebufferManager.GetEFBDepthTexture()->GetDSV()); D3D::BeginFrame(); D3D::gfxstate->rastdesc.ScissorEnable = TRUE; reset_called = false; return true; } void Renderer::Shutdown() { TeardownDeviceObjects(); D3D::EndFrame(); D3D::Present(); D3D::Close(); } int Renderer::GetTargetWidth() { return s_target_width; } int Renderer::GetTargetHeight() { return s_target_height; } int Renderer::GetFullTargetWidth() { return s_Fulltarget_width; } int Renderer::GetFullTargetHeight() { return s_Fulltarget_height; } float Renderer::GetTargetScaleX() { return xScale; } float Renderer::GetTargetScaleY() { return yScale; } // Return the framebuffer size int Renderer::GetFrameBufferWidth() { return s_backbuffer_width; } int Renderer::GetFrameBufferHeight() { return s_backbuffer_height; } // Create On-Screen-Messages void Renderer::DrawDebugText() { // OSD menu messages if (g_ActiveConfig.bOSDHotKey) { if (OSDChoice > 0) { OSDTime = Common::Timer::GetTimeMs() + 3000; OSDChoice = -OSDChoice; } if ((u32)OSDTime > Common::Timer::GetTimeMs()) { std::string T1 = "", T2 = ""; std::vector T0; std::string OSDM1 = StringFromFormat("%i x %i", OSDInternalW, OSDInternalH); std::string OSDM21; switch(g_ActiveConfig.iAspectRatio) { case ASPECT_AUTO: OSDM21 = "Auto"; break; case ASPECT_FORCE_16_9: OSDM21 = "16:9"; break; case ASPECT_FORCE_4_3: OSDM21 = "4:3"; break; case ASPECT_STRETCH: OSDM21 = "Stretch"; break; } std::string OSDM22 = g_ActiveConfig.bCrop ? " (crop)" : ""; std::string OSDM3 = "Disabled"; // If there is more text than this we will have a collision if (g_ActiveConfig.bShowFPS) { T1 += "\n\n"; T2 += "\n\n"; } // The rows T0.push_back(StringFromFormat("3: Internal Resolution: %s\n", OSDM1.c_str())); T0.push_back(StringFromFormat("4: Aspect Ratio: %s%s\n", OSDM21.c_str(), OSDM22.c_str())); T0.push_back(StringFromFormat("5: Copy EFB: %s\n", OSDM3.c_str())); T0.push_back(StringFromFormat("6: Fog: %s\n", g_ActiveConfig.bDisableFog ? "Disabled" : "Enabled")); T0.push_back(StringFromFormat("7: Material Lighting: %s\n", g_ActiveConfig.bDisableLighting ? "Disabled" : "Enabled")); // The latest changed setting in yellow T1 += (OSDChoice == -1) ? T0.at(0) : "\n"; T1 += (OSDChoice == -2) ? T0.at(1) : "\n"; T1 += (OSDChoice == -3) ? T0.at(2) : "\n"; T1 += (OSDChoice == -4) ? T0.at(3) : "\n"; T1 += (OSDChoice == -5) ? T0.at(4) : "\n"; // The other settings in cyan T2 += (OSDChoice != -1) ? T0.at(0) : "\n"; T2 += (OSDChoice != -2) ? T0.at(1) : "\n"; T2 += (OSDChoice != -3) ? T0.at(2) : "\n"; T2 += (OSDChoice != -4) ? T0.at(3) : "\n"; T2 += (OSDChoice != -5) ? T0.at(4) : "\n"; // Render a shadow, and then the text Renderer::RenderText(T1.c_str(), 21, 21, 0xDD000000); Renderer::RenderText(T1.c_str(), 20, 20, 0xFFffff00); Renderer::RenderText(T2.c_str(), 21, 21, 0xDD000000); Renderer::RenderText(T2.c_str(), 20, 20, 0xFF00FFFF); } } } void Renderer::RenderText(const char *text, int left, int top, u32 color) { D3D::font.DrawTextScaled((float)left, (float)top, 20.f, 0.0f, color, text, false); } TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc) { int Xstride = (s_Fulltarget_width - s_target_width) / 2; int Ystride = (s_Fulltarget_height - s_target_height) / 2; TargetRectangle result; result.left = (int)(rc.left * xScale) + Xstride; result.top = (int)(rc.top * yScale) + Ystride; result.right = (int)(rc.right * xScale) + Xstride; result.bottom = (int)(rc.bottom * yScale) + Ystride; return result; } // With D3D, we have to resize the backbuffer if the window changed // size. void 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 if ((client_width != s_backbuffer_width || client_height != s_backbuffer_height) && client_width >= 4 && client_height >= 4) { WindowResized = true; } } void Renderer::RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc) { if (!fbWidth || !fbHeight) return; VideoFifo_CheckEFBAccess(); VideoFifo_CheckSwapRequestAt(xfbAddr, fbWidth, fbHeight); XFBWrited = true; // XXX: Without the VI, how would we know what kind of field this is? So // just use progressive. if (g_ActiveConfig.bUseXFB) { g_framebufferManager.CopyToXFB(xfbAddr, fbWidth, fbHeight, sourceRc); } else { Renderer::Swap(xfbAddr, FIELD_PROGRESSIVE, fbWidth, fbHeight,sourceRc); Common::AtomicStoreRelease(s_swapRequested, FALSE); } } bool Renderer::SetScissorRect() { int xoff = bpmem.scissorOffset.x * 2 - 342; int yoff = bpmem.scissorOffset.y * 2 - 342; D3D11_RECT rc = CD3D11_RECT(bpmem.scissorTL.x - xoff - 342, bpmem.scissorTL.y - yoff - 342, bpmem.scissorBR.x - xoff - 341, bpmem.scissorBR.y - yoff - 341); int Xstride = (s_Fulltarget_width - s_target_width) / 2; int Ystride = (s_Fulltarget_height - s_target_height) / 2; rc.left = (int)(rc.left * xScale); rc.top = (int)(rc.top * yScale); rc.right = (int)(rc.right * xScale); rc.bottom = (int)(rc.bottom * yScale); if (rc.left < 0) rc.left = 0; if (rc.right < 0) rc.right = 0; if (rc.left > s_target_width) rc.left = s_target_width; if (rc.right > s_target_width) rc.right = s_target_width; if (rc.top < 0) rc.top = 0; if (rc.bottom < 0) rc.bottom = 0; if (rc.top > s_target_height) rc.top = s_target_height; if (rc.bottom > s_target_height) rc.bottom = s_target_height; rc.left += Xstride; rc.top += Ystride; rc.right += Xstride; rc.bottom += Ystride; if (rc.left > rc.right) { int temp = rc.right; rc.right = rc.left; rc.left = temp; } if (rc.top > rc.bottom) { int temp = rc.bottom; rc.bottom = rc.top; rc.top = temp; } if (rc.right >= rc.left && rc.bottom >= rc.top) { D3D::context->RSSetScissorRects(1, &rc); return true; } else { //WARN_LOG(VIDEO, "Bad scissor rectangle: %i %i %i %i", rc.left, rc.top, rc.right, rc.bottom); rc = CD3D11_RECT(Xstride, Ystride, Xstride + s_target_width, Ystride + s_target_height); D3D::context->RSSetScissorRects(1, &rc); return false; } 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); } // This function allows the CPU to directly access the EFB. // There are EFB peeks (which will read the color or depth of a pixel) // and EFB pokes (which will change the color or depth of a pixel). // // The behavior of EFB peeks can only be modified by: // - GX_PokeAlphaRead // The behavior of EFB pokes can be modified by: // - GX_PokeAlphaMode (TODO) // - GX_PokeAlphaUpdate (TODO) // - GX_PokeBlendMode (TODO) // - GX_PokeColorUpdate (TODO) // - GX_PokeDither (TODO) // - GX_PokeDstAlpha (TODO) // - GX_PokeZMode (TODO) u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) { D3D11_MAPPED_SUBRESOURCE map; ID3D11Texture2D* read_tex; if (!g_ActiveConfig.bEFBAccessEnable) return 0; if (type == POKE_Z) { static bool alert_only_once = true; if (!alert_only_once) return 0; PanicAlert("EFB: Poke Z not implemented (tried to poke z value %#x at (%d,%d))", poke_data, x, y); alert_only_once = false; return 0; } // Convert EFB dimensions to the ones of our render target EFBRectangle efbPixelRc; efbPixelRc.left = x; efbPixelRc.top = y; efbPixelRc.right = x + 1; efbPixelRc.bottom = y + 1; TargetRectangle targetPixelRc = Renderer::ConvertEFBRectangle(efbPixelRc); // Take the mean of the resulting dimensions; TODO: Don't use the center pixel, compute the average color instead D3D11_RECT RectToLock; if(type == PEEK_COLOR || type == PEEK_Z) { RectToLock.left = (targetPixelRc.left + targetPixelRc.right) / 2; RectToLock.top = (targetPixelRc.top + targetPixelRc.bottom) / 2; RectToLock.right = RectToLock.left + 1; RectToLock.bottom = RectToLock.top + 1; } else { RectToLock.left = targetPixelRc.left; RectToLock.right = targetPixelRc.right; RectToLock.top = targetPixelRc.top; RectToLock.bottom = targetPixelRc.bottom; } if (type == PEEK_Z) { ResetAPIState(); // Reset any game specific settings // depth buffers can only be completely CopySubresourceRegion'ed, so we're using drawShadedTexQuad instead D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, 1.f, 1.f); D3D::context->RSSetViewports(1, &vp); D3D::context->PSSetConstantBuffers(0, 1, &access_efb_cbuf); D3D::context->OMSetRenderTargets(1, &g_framebufferManager.GetEFBDepthReadTexture()->GetRTV(), NULL); D3D::SetPointCopySampler(); D3D::drawShadedTexQuad(g_framebufferManager.GetEFBDepthTexture()->GetSRV(), &RectToLock, Renderer::GetFullTargetWidth(), Renderer::GetFullTargetHeight(), PixelShaderCache::GetDepthMatrixProgram(), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout()); D3D::context->OMSetRenderTargets(1, &g_framebufferManager.GetEFBColorTexture()->GetRTV(), g_framebufferManager.GetEFBDepthTexture()->GetDSV()); // copy to system memory D3D11_BOX box = CD3D11_BOX(0, 0, 0, 1, 1, 1); read_tex = g_framebufferManager.GetEFBDepthStagingBuffer(); D3D::context->CopySubresourceRegion(read_tex, 0, 0, 0, 0, g_framebufferManager.GetEFBDepthReadTexture()->GetTex(), 0, &box); RestoreAPIState(); // restore game state // read the data from system memory D3D::context->Map(read_tex, 0, D3D11_MAP_READ, 0, &map); float val = *(float*)map.pData; u32 ret = ((u32)(val * 0xffffff)); D3D::context->Unmap(read_tex, 0); // TODO: in RE0 this value is often off by one in Video_DX9 (where this code is derived from), which causes lighting to disappear return ret; } else if (type == PEEK_COLOR) { // we can directly copy to system memory here read_tex = g_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, g_framebufferManager.GetEFBColorTexture()->GetTex(), 0, &box); // read the data from system memory D3D::context->Map(read_tex, 0, D3D11_MAP_READ, 0, &map); u32 ret = *(u32*)map.pData; D3D::context->Unmap(read_tex, 0); // check what to do with the alpha channel (GX_PokeAlphaRead) PixelEngine::UPEAlphaReadReg alpha_read_mode; PixelEngine::Read16((u16&)alpha_read_mode, PE_DSTALPHACONF); if(alpha_read_mode.ReadMode == 2) return ret; // GX_READ_NONE else if(alpha_read_mode.ReadMode == 1) return (ret | 0xFF000000); // GX_READ_FF else /*if(alpha_read_mode.ReadMode == 0)*/ return (ret & 0x00FFFFFF); // GX_READ_00 } else //if(type == POKE_COLOR) { u32 rgbaColor = (poke_data & 0xFF00FF00) | ((poke_data >> 16) & 0xFF) | ((poke_data << 16) & 0xFF0000); // TODO: The first five PE registers may change behavior of EFB pokes, this isn't implemented, yet. ResetAPIState(); D3D::context->OMSetRenderTargets(1, &g_framebufferManager.GetEFBColorTexture()->GetRTV(), NULL); D3D::drawColorQuad(rgbaColor, (float)RectToLock.left * 2.f / (float)Renderer::GetFullTargetWidth() - 1.f, - (float)RectToLock.top * 2.f / (float)Renderer::GetFullTargetHeight() + 1.f, (float)RectToLock.right * 2.f / (float)Renderer::GetFullTargetWidth() - 1.f, - (float)RectToLock.bottom * 2.f / (float)Renderer::GetFullTargetHeight() + 1.f); RestoreAPIState(); return 0; } } // Called from VertexShaderManager void 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 = Renderer::GetTargetScaleX(); float MValueY = Renderer::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); g_framebufferManager.Destroy(); g_framebufferManager.Create(); D3D::context->OMSetRenderTargets(1, &g_framebufferManager.GetEFBColorTexture()->GetRTV(), g_framebufferManager.GetEFBDepthTexture()->GetDSV()); } } // Some games set invalids values for z min and z max so fix them to the max an min alowed 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); } void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z) { ResetAPIState(); if (bpmem.blendmode.colorupdate && bpmem.blendmode.alphaupdate) D3D::stateman->PushBlendState(clearblendstates[0]); else if (bpmem.blendmode.colorupdate) D3D::stateman->PushBlendState(clearblendstates[1]); else if (bpmem.blendmode.alphaupdate) D3D::stateman->PushBlendState(clearblendstates[2]); else D3D::stateman->PushBlendState(clearblendstates[3]); if (!bpmem.zmode.testenable) D3D::stateman->PushDepthState(cleardepthstates[0]); else if (bpmem.zmode.updateenable) D3D::stateman->PushDepthState(cleardepthstates[1]); else /*if (!bpmem.zmode.updateenable)*/ D3D::stateman->PushDepthState(cleardepthstates[2]); // Update the view port for clearing the picture TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc); 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); // Color is passed in bgra mode so we need to convert it to rgba u32 rgbaColor = (color & 0xFF00FF00) | ((color >> 16) & 0xFF) | ((color << 16) & 0xFF0000); D3D::drawClearQuad(rgbaColor, (z & 0xFFFFFF) / float(0xFFFFFF), PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader(), VertexShaderCache::GetClearInputLayout()); D3D::stateman->PopDepthState(); D3D::stateman->PopBlendState(); RestoreAPIState(); } 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]); } } } // This function has the final picture. We adjust the aspect ratio here. void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,const EFBRectangle& rc) { if (g_bSkipCurrentFrame || (!XFBWrited && !g_ActiveConfig.bUseRealXFB) || !fbWidth || !fbHeight) { g_VideoInitialize.pCopiedToXFB(false); return; } // this function is called after the XFB field is changed, not after // EFB is copied to XFB. In this way, flickering is reduced in games // and seems to also give more FPS in ZTP if (field == FIELD_LOWER) xfbAddr -= fbWidth * 2; u32 xfbCount = 0; const XFBSource** xfbSourceList = g_framebufferManager.GetXFBSource(xfbAddr, fbWidth, fbHeight, xfbCount); if ((!xfbSourceList || xfbCount == 0) && g_ActiveConfig.bUseXFB && !g_ActiveConfig.bUseRealXFB) { g_VideoInitialize.pCopiedToXFB(false); return; } Renderer::ResetAPIState(); // Prepare to copy the XFBs to our backbuffer TargetRectangle dst_rect; ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect); D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)s_backbuffer_width, (float)s_backbuffer_height); D3D::context->RSSetViewports(1, &vp); float ClearColor[4] = { 0.f, 0.f, 0.f, 1.f }; D3D::context->ClearRenderTargetView(D3D::GetBackBuffer()->GetRTV(), ClearColor); 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(); if(g_ActiveConfig.bUseXFB) { const XFBSource* xfbSource; // draw each xfb source for (u32 i = 0; i < xfbCount; ++i) { xfbSource = xfbSourceList[i]; MathUtil::Rectangle sourceRc; sourceRc.left = 0; sourceRc.top = 0; sourceRc.right = xfbSource->texWidth; sourceRc.bottom = xfbSource->texHeight; MathUtil::Rectangle drawRc; if (g_ActiveConfig.bUseXFB && !g_ActiveConfig.bUseRealXFB) { // use virtual xfb with offset int xfbHeight = xfbSource->srcHeight; int xfbWidth = xfbSource->srcWidth; int hOffset = ((s32)xfbSource->srcAddr - (s32)xfbAddr) / ((s32)fbWidth * 2); drawRc.bottom = 1.0f - (2.0f * (hOffset) / (float)fbHeight); drawRc.top = 1.0f - (2.0f * (hOffset + xfbHeight) / (float)fbHeight); drawRc.left = -(xfbWidth / (float)fbWidth); drawRc.right = (xfbWidth / (float)fbWidth); // The following code disables auto stretch. Kept for reference. // scale draw area for a 1 to 1 pixel mapping with the draw target //float vScale = (float)fbHeight / (float)s_backbuffer_height; //float hScale = (float)fbWidth / (float)s_backbuffer_width; //drawRc.top *= vScale; //drawRc.bottom *= vScale; //drawRc.left *= hScale; //drawRc.right *= hScale; } else { drawRc.top = -1; drawRc.bottom = 1; drawRc.left = -1; drawRc.right = 1; } D3D::drawShadedTexSubQuad(xfbSource->tex->GetSRV(), &sourceRc, xfbSource->texWidth, xfbSource->texHeight, &drawRc, PixelShaderCache::GetColorCopyProgram(),VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout()); } } else { TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc); D3DTexture2D* read_texture = g_framebufferManager.GetEFBColorTexture(); D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(), Renderer::GetFullTargetWidth(), Renderer::GetFullTargetHeight(), PixelShaderCache::GetColorCopyProgram(),VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout()); } // done with drawing the game stuff, good moment to save a screenshot if (s_bScreenshot) { // copy back buffer to system memory ID3D11Texture2D* buftex; D3D11_TEXTURE2D_DESC tex_desc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, D3D::GetBackBufferWidth(), D3D::GetBackBufferHeight(), 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ|D3D11_CPU_ACCESS_WRITE); HRESULT hr = D3D::device->CreateTexture2D(&tex_desc, NULL, &buftex); if (FAILED(hr)) PanicAlert("Failed to create screenshot buffer texture"); D3D::context->CopyResource(buftex, (ID3D11Resource*)D3D::GetBackBuffer()->GetTex()); // D3DX11SaveTextureToFileA doesn't allow us to ignore the alpha channel, so we need to strip it out ourselves D3D11_MAPPED_SUBRESOURCE map; D3D::context->Map(buftex, 0, D3D11_MAP_READ_WRITE, 0, &map); for (unsigned int y = 0; y < D3D::GetBackBufferHeight(); ++y) { u8* ptr = (u8*)map.pData + y * map.RowPitch + 3; for (unsigned int x = 0; x < D3D::GetBackBufferWidth(); ++x) { *ptr = 0xFF; ptr += 4; } } D3D::context->Unmap(buftex, 0); // ready to be saved hr = PD3DX11SaveTextureToFileA(D3D::context, buftex, D3DX11_IFF_PNG, s_sScreenshotName); if (FAILED(hr)) PanicAlert("Failed to save screenshot"); buftex->Release(); s_bScreenshot = false; } // Finish up the current frame, print some stats if (g_ActiveConfig.bShowFPS) { char fps[20]; StringCchPrintfA(fps, 20, "FPS: %d\n", s_fps); D3D::font.DrawTextScaled(0, 30, 20, 0.0f, 0xFF00FFFF, fps, false); } Renderer::DrawDebugText(); if (g_ActiveConfig.bOverlayStats) { char buf[32768]; Statistics::ToString(buf); D3D::font.DrawTextScaled(0, 30, 20, 0.0f, 0xFF00FFFF, buf, false); } else if (g_ActiveConfig.bOverlayProjStats) { char buf[32768]; Statistics::ToStringProj(buf); D3D::font.DrawTextScaled(0, 30, 20, 0.0f, 0xFF00FFFF, buf, false); } OSD::DrawMessages(); D3D::EndFrame(); frameCount++; DLCache::ProgressiveCleanup(); TextureCache::Cleanup(); // Enable any configuration changes UpdateActiveConfig(); WindowResized = false; CheckForResize(); bool xfbchanged = false; if (s_XFB_width != fbWidth || s_XFB_height != fbHeight) { xfbchanged = true; s_XFB_width = fbWidth; s_XFB_height = fbHeight; if (s_XFB_width < 1) s_XFB_width = MAX_XFB_WIDTH; if (s_XFB_width > MAX_XFB_WIDTH) s_XFB_width = MAX_XFB_WIDTH; if (s_XFB_height < 1) s_XFB_height = MAX_XFB_HEIGHT; if (s_XFB_height > MAX_XFB_HEIGHT) s_XFB_height = MAX_XFB_HEIGHT; } // update FPS counter static int fpscount = 0; static unsigned long lasttime = 0; if (Common::Timer::GetTimeMs() - lasttime >= 1000) { lasttime = Common::Timer::GetTimeMs(); s_fps = fpscount; fpscount = 0; } if (XFBWrited) ++fpscount; // Begin new frame // Set default viewport and scissor, for the clear to work correctly // New frame stats.ResetFrame(); // Flip/present backbuffer to frontbuffer here D3D::Present(); // resize the back buffers NOW to avoid flickering when resizing windows if (xfbchanged || WindowResized) { // TODO: Aren't we still holding a reference to the back buffer right now? D3D::Reset(); s_backbuffer_width = D3D::GetBackBufferWidth(); s_backbuffer_height = D3D::GetBackBufferHeight(); ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect); xScale = (float)(dst_rect.right - dst_rect.left) / (float)s_XFB_width; yScale = (float)(dst_rect.bottom - dst_rect.top) / (float)s_XFB_height; s_target_width = (int)(EFB_WIDTH * xScale); s_target_height = (int)(EFB_HEIGHT * yScale); D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL); g_framebufferManager.Destroy(); g_framebufferManager.Create(); } // begin next frame Renderer::RestoreAPIState(); D3D::BeginFrame(); D3D::context->OMSetRenderTargets(1, &g_framebufferManager.GetEFBColorTexture()->GetRTV(), g_framebufferManager.GetEFBDepthTexture()->GetDSV()); UpdateViewport(); VertexShaderManager::SetViewportChanged(); // For testing zbuffer targets. // Renderer::SetZBufferRender(); // SaveTexture("tex.tga", GL_TEXTURE_RECTANGLE_ARB, s_FakeZTarget, // GetTargetWidth(), GetTargetHeight()); g_VideoInitialize.pCopiedToXFB(XFBWrited || g_ActiveConfig.bUseRealXFB); XFBWrited = false; } // ALWAYS call RestoreAPIState for each ResetAPIState call you're doing void Renderer::ResetAPIState() { D3D::stateman->PushBlendState(resetblendstate); D3D::stateman->PushDepthState(resetdepthstate); D3D::stateman->PushRasterizerState(resetraststate); 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(); 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 { // if the test is disabled write is disabled too 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::SetDitherMode() { // TODO: Set dither mode to bpmem.blendmode.dither } void Renderer::SetLineWidth() { // TODO } 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; } void Renderer::SetInterlacingMode() { // TODO } // Save screenshot void Renderer::SetScreenshot(const char *filename) { s_criticalScreenshot.Enter(); strcpy_s(s_sScreenshotName, filename); s_bScreenshot = true; s_criticalScreenshot.Leave(); }