// 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 #include "Common.h" #include "Statistics.h" #include "Config.h" #include "main.h" #include "VertexManager.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 "TextureCache.h" #include "Utils.h" #include "EmuWindow.h" #include "AVIDump.h" #include "OnScreenDisplay.h" #include "debugger/debugger.h" static float m_x; static float m_y; static float m_width; static float m_height; static float xScale; static float yScale; static int m_recordWidth; static int m_recordHeight; static bool m_LastFrameDumped; static bool m_AVIDumping; #define NUMWNDRES 6 extern int g_Res[NUMWNDRES][2]; bool Renderer::Init() { EmuWindow::SetSize(g_Res[g_Config.iWindowedRes][0], g_Res[g_Config.iWindowedRes][1]); D3D::Create(g_Config.iAdapter, EmuWindow::GetWnd(), g_Config.bFullscreen, g_Config.iFSResolution, g_Config.iMultisampleMode); float width = (float)D3D::GetDisplayWidth(); float height = (float)D3D::GetDisplayHeight(); m_x = 0; m_y = 0; m_width = width; m_height = height; xScale = m_width / (float)EFB_WIDTH; yScale = m_height / (float)EFB_HEIGHT; m_LastFrameDumped = false; m_AVIDumping = false; // We're not using fixed function, except for some 2D. // Let's just set the matrices to identity to be sure. D3DXMATRIX mtx; D3DXMatrixIdentity(&mtx); D3D::dev->SetTransform(D3DTS_VIEW, &mtx); D3D::dev->SetTransform(D3DTS_WORLD, &mtx); D3D::font.Init(); for (int i = 0; i < 8; i++) D3D::dev->SetSamplerState(i, D3DSAMP_MAXANISOTROPY, 16); D3D::BeginFrame(true, 0); VertexManager::BeginFrame(); return true; } void Renderer::Shutdown() { D3D::font.Shutdown(); D3D::EndFrame(); D3D::Close(); if (m_AVIDumping) { AVIDump::Stop(); } } float Renderer::GetTargetScaleX() { return xScale; } float Renderer::GetTargetScaleY() { return yScale; } void Renderer::RenderText(const char *text, int left, int top, u32 color) { D3D::font.DrawTextScaled((float)left, (float)top, 20, 20, 0.0f, color, text, false); } void dumpMatrix(D3DXMATRIX &mtx) { for (int y = 0; y < 4; y++) { char temp[256]; sprintf(temp,"%4.4f %4.4f %4.4f %4.4f",mtx.m[y][0],mtx.m[y][1],mtx.m[y][2],mtx.m[y][3]); g_VideoInitialize.pLog(temp, FALSE); } } void formatBufferDump(const char *in, char *out, int w, int h, int p) { for (int y = 0; y < h; y++) { const char *line = in + (h - y - 1) * p; for (int x = 0; x < w; x++) { memcpy(out, line, 3); out += 3; line += 4; } } } void Renderer::SwapBuffers() { // Center window again. if (EmuWindow::GetParentWnd()) { RECT rcWindow; GetWindowRect(EmuWindow::GetParentWnd(), &rcWindow); int width = rcWindow.right - rcWindow.left; int height = rcWindow.bottom - rcWindow.top; ::MoveWindow(EmuWindow::GetWnd(), 0, 0, width, height, FALSE); } // Frame dumping routine if (g_Config.bDumpFrames) { D3DDISPLAYMODE DisplayMode; if (SUCCEEDED(D3D::dev->GetDisplayMode(0, &DisplayMode))) { LPDIRECT3DSURFACE9 surf; if (SUCCEEDED(D3D::dev->CreateOffscreenPlainSurface(DisplayMode.Width, DisplayMode.Height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &surf, NULL))) { if (!m_LastFrameDumped) { RECT windowRect; GetWindowRect(EmuWindow::GetWnd(), &windowRect); m_recordWidth = windowRect.right - windowRect.left; m_recordHeight = windowRect.bottom - windowRect.top; m_AVIDumping = AVIDump::Start(EmuWindow::GetParentWnd(), m_recordWidth, m_recordHeight); if (!m_AVIDumping) { PanicAlert("Error dumping frames to AVI."); } else { char msg [255]; sprintf(msg, "Dumping Frames to \"%s/framedump0.avi\" (%dx%d RGB24)", FULL_FRAMES_DIR, m_recordWidth, m_recordHeight); OSD::AddMessage(msg, 2000); } } if (m_AVIDumping) { if (SUCCEEDED(D3D::dev->GetFrontBufferData(0, surf))) { RECT windowRect; GetWindowRect(EmuWindow::GetWnd(), &windowRect); D3DLOCKED_RECT rect; if (SUCCEEDED(surf->LockRect(&rect, &windowRect, D3DLOCK_NO_DIRTY_UPDATE | D3DLOCK_NOSYSLOCK | D3DLOCK_READONLY))) { char *data = (char *)malloc(3 * m_recordWidth * m_recordHeight); formatBufferDump((const char *)rect.pBits, data, m_recordWidth, m_recordHeight, rect.Pitch); AVIDump::AddFrame(data); free(data); surf->UnlockRect(); } } } m_LastFrameDumped = true; surf->Release(); } } } else { if(m_LastFrameDumped && m_AVIDumping) { AVIDump::Stop(); m_AVIDumping = false; } m_LastFrameDumped = false; } char st[8192]; // Finish up the current frame, print some stats if (g_Config.bOverlayStats) { Statistics::ToString(st); D3D::font.DrawTextScaled(0,30,20,20,0.0f,0xFF00FFFF,st,false); } if (g_Config.bOverlayProjStats) { Statistics::ToStringProj(st); D3D::font.DrawTextScaled(0,30,20,20,0.0f,0xFF00FFFF,st,false); } OSD::DrawMessages(); #if defined(DVPROFILE) if (g_bWriteProfile) { //g_bWriteProfile = 0; static int framenum = 0; const int UPDATE_FRAMES = 8; if (++framenum >= UPDATE_FRAMES) { DVProfWrite("prof.txt", UPDATE_FRAMES); DVProfClear(); framenum = 0; } } #endif D3D::EndFrame(); DEBUGGER_PAUSE_COUNT_N_WITHOUT_UPDATE(NEXT_FRAME); // D3D frame is now over // Clean out old stuff from caches. frameCount++; PixelShaderCache::Cleanup(); VertexShaderCache::Cleanup(); TextureCache::Cleanup(); //Begin new frame //Set default viewport and scissor, for the clear to work correctly stats.ResetFrame(); D3DVIEWPORT9 vp; vp.X = 0; vp.Y = 0; vp.Width = (DWORD)m_width; vp.Height = (DWORD)m_height; vp.MinZ = 0; vp.MaxZ = 1.0f; D3D::dev->SetViewport(&vp); RECT rc; rc.left = 0; rc.top = 0; rc.right = (LONG)m_width; rc.bottom = (LONG)m_height; D3D::dev->SetScissorRect(&rc); D3D::dev->SetRenderState(D3DRS_SCISSORTESTENABLE, false); // We probably shouldn't clear here. D3D::dev->Clear(0, 0, D3DCLEAR_TARGET, 0x00000000, 0, 0); u32 clearColor = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB; D3D::BeginFrame(false, clearColor, 1.0f); // This probably causes problems, and the visual difference is tiny anyway. // So let's keep it commented out. // D3D::EnableAlphaToCoverage(); VertexManager::BeginFrame(); if (g_Config.bOldCard) D3D::font.SetRenderStates(); //compatibility with low end cards } bool Renderer::SetScissorRect() { int xoff = bpmem.scissorOffset.x * 2 - 342; int yoff = bpmem.scissorOffset.y * 2 - 342; RECT rc; rc.left = (int)((float)bpmem.scissorTL.x - xoff - 342); rc.top = (int)((float)bpmem.scissorTL.y - yoff - 342); rc.right = (int)((float)bpmem.scissorBR.x - xoff - 341); rc.bottom = (int)((float)bpmem.scissorBR.y - yoff - 341); 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.right >= rc.left && rc.bottom >= rc.top) { D3D::dev->SetScissorRect(&rc); return true; } else { WARN_LOG(VIDEO, "SCISSOR ERROR"); return false; } } void Renderer::SetColorMask() { DWORD write = 0; if (bpmem.blendmode.alphaupdate) write = D3DCOLORWRITEENABLE_ALPHA; if (bpmem.blendmode.colorupdate) write |= D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE; D3D::SetRenderState(D3DRS_COLORWRITEENABLE, write); } // mtx.m[0][3] = pMatrix[1]; // -0.5f/m_width; <-- fix d3d pixel center? // mtx.m[1][3] = pMatrix[3]; // +0.5f/m_height; <-- fix d3d pixel center? // Called from VertexShaderManager void UpdateViewport() { int scissorXOff = bpmem.scissorOffset.x * 2; int scissorYOff = bpmem.scissorOffset.y * 2; // ------------------------------------- float MValueX = Renderer::GetTargetScaleX(); float MValueY = Renderer::GetTargetScaleY(); D3DVIEWPORT9 vp; // Stretch picture with increased internal resolution vp.X = (int)(ceil(xfregs.rawViewport[3] - xfregs.rawViewport[0] - (scissorXOff)) * MValueX); vp.Y = (int)(ceil(xfregs.rawViewport[4] + xfregs.rawViewport[1] - (scissorYOff)) * MValueY); vp.Width = (int)ceil(abs((int)(2 * xfregs.rawViewport[0])) * MValueX); vp.Height = (int)ceil(abs((int)(2 * xfregs.rawViewport[1])) * MValueY); vp.MinZ = (xfregs.rawViewport[5] - xfregs.rawViewport[2]) / 16777215.0f; vp.MaxZ = xfregs.rawViewport[5] / 16777215.0f; D3D::dev->SetViewport(&vp); }