// 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 "VideoConfig.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 "VertexLoaderManager.h" #include "TextureCache.h" #include "Utils.h" #include "EmuWindow.h" #include "AVIDump.h" #include "OnScreenDisplay.h" #include "FramebufferManager.h" #include "Fifo.h" #include "TextureConverter.h" #include "debugger/debugger.h" static int s_target_width; static int s_target_height; static int s_backbuffer_width; static int s_backbuffer_height; static float xScale; static float yScale; static int s_recordWidth; static int s_recordHeight; static bool s_LastFrameDumped; static bool s_AVIDumping; static u32 s_blendMode; char st[32768]; // State translation lookup tables static const D3DBLEND d3dSrcFactors[8] = { D3DBLEND_ZERO, D3DBLEND_ONE, D3DBLEND_DESTCOLOR, D3DBLEND_INVDESTCOLOR, D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA, D3DBLEND_DESTALPHA, D3DBLEND_INVDESTALPHA }; static const D3DBLEND d3dDestFactors[8] = { D3DBLEND_ZERO, D3DBLEND_ONE, D3DBLEND_SRCCOLOR, D3DBLEND_INVSRCCOLOR, D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA, D3DBLEND_DESTALPHA, D3DBLEND_INVDESTALPHA }; static const D3DCULL d3dCullModes[4] = { D3DCULL_NONE, D3DCULL_CCW, D3DCULL_CW, D3DCULL_CCW }; static const D3DCMPFUNC d3dCmpFuncs[8] = { D3DCMP_NEVER, D3DCMP_LESS, D3DCMP_EQUAL, D3DCMP_LESSEQUAL, D3DCMP_GREATER, D3DCMP_NOTEQUAL, D3DCMP_GREATEREQUAL, D3DCMP_ALWAYS }; static const D3DTEXTUREFILTERTYPE d3dMipFilters[4] = { D3DTEXF_NONE, D3DTEXF_POINT, D3DTEXF_LINEAR, D3DTEXF_LINEAR, //reserved }; static const D3DTEXTUREADDRESS d3dClamps[4] = { D3DTADDRESS_CLAMP, D3DTADDRESS_WRAP, D3DTADDRESS_MIRROR, D3DTADDRESS_WRAP //reserved }; void SetupDeviceObjects() { D3D::font.Init(); VertexLoaderManager::Init(); FBManager::Create(); VertexShaderManager::Dirty(); PixelShaderManager::Dirty(); TextureConverter::Init(); // Tex and shader caches will recreate themselves over time. } // Kill off all POOL_DEFAULT device objects. void TeardownDeviceObjects() { D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface()); D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface()); FBManager::Destroy(); D3D::font.Shutdown(); TextureCache::Invalidate(false); VertexManager::DestroyDeviceObjects(); VertexLoaderManager::Shutdown(); VertexShaderCache::Clear(); PixelShaderCache::Clear(); TextureConverter::Shutdown(); } bool Renderer::Init() { UpdateActiveConfig(); int fullScreenRes, w_temp, h_temp; s_blendMode = 0; int backbuffer_ms_mode = 0; // g_ActiveConfig.iMultisampleMode; sscanf(g_Config.cFSResolution, "%dx%d", &w_temp, &h_temp); for (fullScreenRes = 0; fullScreenRes < (int)D3D::GetAdapter(g_ActiveConfig.iAdapter).resolutions.size(); fullScreenRes++) { if ((D3D::GetAdapter(g_ActiveConfig.iAdapter).resolutions[fullScreenRes].xres == w_temp) && (D3D::GetAdapter(g_ActiveConfig.iAdapter).resolutions[fullScreenRes].yres == h_temp)) break; } if (fullScreenRes == D3D::GetAdapter(g_ActiveConfig.iAdapter).resolutions.size()) fullScreenRes = 0; D3D::Create(g_ActiveConfig.iAdapter, EmuWindow::GetWnd(), g_ActiveConfig.bFullscreen, fullScreenRes, backbuffer_ms_mode, false); s_backbuffer_width = D3D::GetBackBufferWidth(); s_backbuffer_height = D3D::GetBackBufferHeight(); // TODO: Grab target width from configured resolution? s_target_width = s_backbuffer_width * EFB_WIDTH / 640; s_target_height = s_backbuffer_height * EFB_HEIGHT / 480; xScale = (float)s_target_width / (float)EFB_WIDTH; yScale = (float)s_target_height / (float)EFB_HEIGHT; s_LastFrameDumped = false; s_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); SetupDeviceObjects(); for (int stage = 0; stage < 8; stage++) D3D::SetSamplerState(stage, D3DSAMP_MAXANISOTROPY, g_ActiveConfig.iMaxAnisotropy); D3DVIEWPORT9 vp; vp.X = 0; vp.Y = 0; vp.Width = s_backbuffer_width; vp.Height = s_backbuffer_height; vp.MinZ = 0.0f; vp.MaxZ = 1.0f; D3D::dev->SetViewport(&vp); D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET, 0x0, 0, 0); D3D::dev->SetRenderTarget(0, FBManager::GetEFBColorRTSurface()); D3D::dev->SetDepthStencilSurface(FBManager::GetEFBDepthRTSurface()); vp.Width = s_target_width; vp.Height = s_target_height; D3D::dev->SetViewport(&vp); D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x0, 1.0f, 0); D3D::BeginFrame(); D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, true); return true; } void Renderer::Shutdown() { TeardownDeviceObjects(); D3D::EndFrame(); D3D::Present(); D3D::Close(); if (s_AVIDumping) { AVIDump::Stop(); } } int Renderer::GetTargetWidth() { return s_target_width; } int Renderer::GetTargetHeight() { return s_target_height; } 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); } } TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc) { TargetRectangle result; result.left = (int)ceilf((((float)rc.left * s_target_width) / (float)EFB_WIDTH)-0.5f) ; result.top = (int)ceilf((((float)rc.top * s_target_height) / (float)EFB_HEIGHT)-0.5f); result.right = (int)floorf((((float)rc.right * s_target_width) / (float)EFB_WIDTH)+0.5f) ; result.bottom = (int)floorf((((float)rc.bottom * s_target_height) / (float)EFB_HEIGHT)+0.5f); return result; } 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; } } } // With D3D, we have to resize the backbuffer if the window changed // size. void CheckForResize() { while (EmuWindow::IsSizing()) { Sleep(10); } 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) { TeardownDeviceObjects(); D3D::Reset(); SetupDeviceObjects(); s_backbuffer_width = D3D::GetBackBufferWidth(); s_backbuffer_height = D3D::GetBackBufferHeight(); } } static void EFBTextureToD3DBackBuffer(const EFBRectangle& sourceRc) { TargetRectangle src_rect, dst_rect; src_rect = Renderer::ConvertEFBRectangle(sourceRc); ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect); D3DVIEWPORT9 vp; vp.X = 0; vp.Y = 0; vp.Width = s_backbuffer_width; vp.Height = s_backbuffer_height; vp.MinZ = 0.0f; vp.MaxZ = 1.0f; D3D::dev->SetViewport(&vp); D3D::dev->Clear(0,NULL, D3DCLEAR_TARGET,D3DCOLOR_XRGB(0,0,0),1.0f,0); 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.X = X; vp.Y = Y; vp.Width = Width; vp.Height = Height; vp.MinZ = 0.0f; vp.MaxZ = 1.0f; D3D::dev->SetViewport(&vp); EFBRectangle efbRect; LPDIRECT3DTEXTURE9 read_texture = FBManager::GetEFBColorTexture(efbRect); RECT destinationrect; destinationrect.bottom = dst_rect.bottom; destinationrect.left = dst_rect.left; destinationrect.right = dst_rect.right; destinationrect.top = dst_rect.top; RECT sourcerect; sourcerect.bottom = src_rect.bottom; sourcerect.left = src_rect.left; sourcerect.right = src_rect.right; sourcerect.top = src_rect.top; D3D::drawShadedTexQuad(read_texture,&sourcerect,Renderer::GetTargetWidth(),Renderer::GetTargetHeight(),&destinationrect,PixelShaderCache::GetColorCopyProgram(),VertexShaderCache::GetSimpleVertexShader()); // Finish up the current frame, print some stats if (g_ActiveConfig.bOverlayStats) { Statistics::ToString(st); D3D::font.DrawTextScaled(0,30,20,20,0.0f,0xFF00FFFF,st,false); } else if (g_ActiveConfig.bOverlayProjStats) { Statistics::ToStringProj(st); D3D::font.DrawTextScaled(0,30,20,20,0.0f,0xFF00FFFF,st,false); } OSD::DrawMessages(); } static void D3DDumpFrame() { if (EmuWindow::GetParentWnd()) { // Re-stretch window to parent window size again, if it has a parent window. 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 - seems buggy and wrong, esp. regarding buffer sizes if (g_ActiveConfig.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 (!s_LastFrameDumped) { RECT windowRect; GetClientRect(EmuWindow::GetWnd(), &windowRect); s_recordWidth = windowRect.right - windowRect.left; s_recordHeight = windowRect.bottom - windowRect.top; s_AVIDumping = AVIDump::Start(EmuWindow::GetParentWnd(), s_recordWidth, s_recordHeight); if (!s_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, s_recordWidth, s_recordHeight); OSD::AddMessage(msg, 2000); } } if (s_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 * s_recordWidth * s_recordHeight); formatBufferDump((const char *)rect.pBits, data, s_recordWidth, s_recordHeight, rect.Pitch); AVIDump::AddFrame(data); free(data); surf->UnlockRect(); } } } s_LastFrameDumped = true; surf->Release(); } } } else { if (s_LastFrameDumped && s_AVIDumping) { AVIDump::Stop(); s_AVIDumping = false; } s_LastFrameDumped = false; } } void Renderer::RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc) { if (g_bSkipCurrentFrame) { g_VideoInitialize.pCopiedToXFB(false); DEBUGGER_PAUSE_LOG_AT(NEXT_XFB_CMD,false,{printf("RenderToXFB - disabled");}); return; } Renderer::ResetAPIState(); // Set the backbuffer as the rendering target D3D::dev->SetDepthStencilSurface(NULL); D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface()); D3DDumpFrame(); EFBTextureToD3DBackBuffer(sourceRc); D3D::EndFrame(); DEBUGGER_LOG_AT((NEXT_XFB_CMD|NEXT_EFB_CMD|NEXT_FRAME), {printf("StretchRect, EFB->XFB\n");}); DEBUGGER_PAUSE_LOG_AT( (NEXT_XFB_CMD),false, {printf("RenderToXFB: addr = %08X, %d x %d, sourceRc = (%d,%d,%d,%d)\n", xfbAddr, fbWidth, fbHeight, sourceRc.left, sourceRc.top, sourceRc.right, sourceRc.bottom);} ); Swap(0,FIELD_PROGRESSIVE,0,0); // we used to swap the buffer here, now we will wait // until the XFB pointer is updated by VI D3D::BeginFrame(); Renderer::RestoreAPIState(); D3D::dev->SetRenderTarget(0, FBManager::GetEFBColorRTSurface()); D3D::dev->SetDepthStencilSurface(FBManager::GetEFBDepthRTSurface()); UpdateViewport(); VertexShaderManager::SetViewportChanged(); } 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.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; 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::dev->SetScissorRect(&rc); return true; } else { //WARN_LOG(VIDEO, "Bad scissor rectangle: %i %i %i %i", rc.left, rc.top, rc.right, rc.bottom); rc.left = 0; rc.top = 0; rc.right = GetTargetWidth(); rc.bottom = GetTargetHeight(); D3D::dev->SetScissorRect(&rc); return false; } return false; } void Renderer::SetColorMask() { DWORD color_mask = 0; if (bpmem.blendmode.alphaupdate) color_mask = D3DCOLORWRITEENABLE_ALPHA; if (bpmem.blendmode.colorupdate) color_mask |= D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE; D3D::SetRenderState(D3DRS_COLORWRITEENABLE, color_mask); } u32 Renderer::AccessEFB(EFBAccessType type, int x, int y) { //Get the working buffer LPDIRECT3DSURFACE9 pBuffer = (type == PEEK_Z || type == POKE_Z) ? FBManager::GetEFBDepthRTSurface() : FBManager::GetEFBColorRTSurface(); //get the temporal buffer to move 1pixel data LPDIRECT3DSURFACE9 RBuffer = (type == PEEK_Z || type == POKE_Z) ? FBManager::GetEFBDepthReadSurface() : FBManager::GetEFBColorReadSurface(); //get the memory buffer that can be locked LPDIRECT3DSURFACE9 pOffScreenBuffer = (type == PEEK_Z || type == POKE_Z) ? FBManager::GetEFBDepthOffScreenRTSurface() : FBManager::GetEFBColorOffScreenRTSurface(); //get the buffer format D3DFORMAT BufferFormat = (type == PEEK_Z || type == POKE_Z) ? FBManager::GetEFBDepthRTSurfaceFormat() : FBManager::GetEFBColorRTSurfaceFormat(); D3DFORMAT ReadBufferFormat = (type == PEEK_Z || type == POKE_Z) ? FBManager::GetEFBDepthReadSurfaceFormat() : BufferFormat; D3DLOCKED_RECT drect; if(!g_ActiveConfig.bEFBAccessEnable || BufferFormat == D3DFMT_D24X8) return 0; //Buffer not found alert if(!pBuffer) { PanicAlert("No %s!", (type == PEEK_Z || type == POKE_Z) ? "Z-Buffer" : "Color EFB"); 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 = Renderer::ConvertEFBRectangle(efbPixelRc); u32 z = 0; float val = 0.0f; HRESULT hr; RECT RectToLock; RectToLock.bottom = targetPixelRc.bottom; RectToLock.left = targetPixelRc.left; RectToLock.right = targetPixelRc.right; RectToLock.top = targetPixelRc.top; if(type == PEEK_Z) { RECT PixelRect; PixelRect.bottom = 4; PixelRect.left = 0; PixelRect.right = 4; PixelRect.top = 0; 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 hr =D3D::dev->SetDepthStencilSurface(NULL); hr = D3D::dev->SetRenderTarget(0, RBuffer); if(FAILED(hr)) { PanicAlert("unable to set pixel render buffer"); return 0; } D3DVIEWPORT9 vp; // Stretch picture with increased internal resolution vp.X = 0; vp.Y = 0; vp.Width = 4; vp.Height = 4; vp.MinZ = 0.0f; vp.MaxZ = 1.0f; hr = D3D::dev->SetViewport(&vp); if(FAILED(hr)) { PanicAlert("unable to set pixel viewport"); return 0; } float colmat[16]= {0.0f}; float fConstAdd[4] = {0.0f}; colmat[0] = colmat[5] = colmat[10] = 1.0f; PixelShaderManager::SetColorMatrix(colmat, fConstAdd); // set transformation EFBRectangle source_rect; LPDIRECT3DTEXTURE9 read_texture = FBManager::GetEFBDepthTexture(source_rect); D3D::dev->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT); D3D::dev->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); D3D::dev->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_POINT); D3D::drawShadedTexQuad(read_texture,&RectToLock, Renderer::GetTargetWidth() , Renderer::GetTargetHeight(),&PixelRect,(BufferFormat == FOURCC_RAWZ)?PixelShaderCache::GetColorMatrixProgram():PixelShaderCache::GetDepthMatrixProgram(),VertexShaderCache::GetSimpleVertexShader()); D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER); D3D::RefreshSamplerState(0, D3DSAMP_MAGFILTER); D3D::RefreshSamplerState(0, D3DSAMP_MIPFILTER); hr = D3D::dev->SetRenderTarget(0, FBManager::GetEFBColorRTSurface()); hr = D3D::dev->SetDepthStencilSurface(FBManager::GetEFBDepthRTSurface()); RestoreAPIState(); RectToLock.bottom = 4; RectToLock.left = 0; RectToLock.right = 4; RectToLock.top = 0; } else { hr = D3D::dev->StretchRect(pBuffer,&RectToLock,RBuffer,NULL, D3DTEXF_NONE); //change the rect to lock the entire one pixel buffer RectToLock.bottom = 1; RectToLock.left = 0; RectToLock.right = 1; RectToLock.top = 0; } if(FAILED(hr)) { PanicAlert("Unable to stretch data to buffer"); return 0; } //retriebe the pixel data to the local memory buffer D3D::dev->GetRenderTargetData(RBuffer,pOffScreenBuffer); if(FAILED(hr)) { PanicAlert("Unable to copy data to mem buffer"); return 0; } //the surface is good.. lock it if((hr = pOffScreenBuffer->LockRect(&drect, &RectToLock, D3DLOCK_READONLY)) != D3D_OK) { PanicAlert("ERROR: %s", hr == D3DERR_WASSTILLDRAWING ? "Still drawing" : hr == D3DERR_INVALIDCALL ? "Invalid call" : "w00t"); return 0; } switch(type) { case PEEK_Z: { switch (ReadBufferFormat) { case D3DFMT_R32F: val = ((float *)drect.pBits)[6]; break; default: float ffrac = 1.0f/255.0f; z = ((u32 *)drect.pBits)[6]; val = ((float)((z>>16) & 0xFF)) * ffrac; ffrac*= 1 / 255.0f; val += ((float)((z>>8) & 0xFF)) * ffrac; ffrac*= 1 / 255.0f; val += ((float)(z & 0xFF)) * ffrac; break; }; z = ((u32)(val * 0xffffff)); } break; case POKE_Z: // TODO: Get that Z value to poke from somewhere //((float *)drect.pBits)[0] = val; PanicAlert("Poke Z-buffer not implemented"); break; case PEEK_COLOR: z = ((u32 *)drect.pBits)[0]; break; case POKE_COLOR: // TODO: Get that ARGB value to poke from somewhere //((float *)drect.pBits)[0] = val; PanicAlert("Poke color EFB not implemented"); break; } pOffScreenBuffer->UnlockRect(); // TODO: in RE0 this value is often off by one, which causes lighting to disappear return z; } // mtx.m[0][3] = pMatrix[1]; // -0.5f/s_target_width; <-- fix d3d pixel center? // mtx.m[1][3] = pMatrix[3]; // +0.5f/s_target_height; <-- fix d3d pixel center? // Called from VertexShaderManager // 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 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 int X = (int)(ceil(xfregs.rawViewport[3] - xfregs.rawViewport[0] - (scissorXOff)) * MValueX); int Y = (int)(ceil(xfregs.rawViewport[4] + xfregs.rawViewport[1] - (scissorYOff)) * MValueY); 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( X < 0) { Width +=X; } } if(Height < 0) { Y += Height; Height *= -1; if(Y < 0) { Height+=Y; } } if(X < 0) X = 0; if(Y < 0) Y = 0; vp.X = X; vp.Y = Y; vp.Width = Width; vp.Height = Height; //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 vp.MinZ = (xfregs.rawViewport[5] - xfregs.rawViewport[2]) / 16777216.0f; vp.MaxZ = xfregs.rawViewport[5] / 16777216.0f; if(vp.MinZ < 0.0f) vp.MinZ = 0.0f; if(vp.MinZ > 1.0f) vp.MinZ = 1.0f; if(vp.MaxZ < 0.0f) vp.MaxZ = 0.0f; if(vp.MaxZ > 1.0f) vp.MaxZ = 1.0f; if(vp.MinZ > vp.MaxZ) { float temp = vp.MinZ; vp.MinZ = vp.MaxZ; vp.MaxZ = temp; } D3D::dev->SetViewport(&vp); } void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z) { // Update the view port for clearing the picture D3DVIEWPORT9 vp; vp.X = 0; vp.Y = 0; vp.Width = Renderer::GetTargetWidth(); vp.Height = Renderer::GetTargetHeight(); vp.MinZ = 0.0; vp.MaxZ = 1.0; D3D::dev->SetViewport(&vp); TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc); // Always set the scissor in case it was set by the game and has not been reset RECT sirc; sirc.left = targetRc.left; sirc.top = targetRc.top; sirc.right = targetRc.right; sirc.bottom = targetRc.bottom; D3D::dev->SetScissorRect(&sirc); if(zEnable) D3D::SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS); D3D::drawClearQuad(&sirc,color,(z & 0xFFFFFF) / float(0xFFFFFF),PixelShaderCache::GetClearProgram(),VertexShaderCache::GetSimpleVertexShader()); if(zEnable) D3D::SetRenderState(D3DRS_ZFUNC, d3dCmpFuncs[bpmem.zmode.func]); //D3D::dev->Clear(0, NULL, (colorEnable ? D3DCLEAR_TARGET : 0)| ( zEnable ? D3DCLEAR_ZBUFFER : 0), color,(z & 0xFFFFFF) / float(0xFFFFFF), 0); SetScissorRect(); UpdateViewport(); } void Renderer::SetBlendMode(bool forceUpdate) { // blend mode bit mask // 0 - blend enable // 2 - reverse subtract enable (else add) // 3-5 - srcRGB function // 6-8 - dstRGB function u32 newval = bpmem.blendmode.subtract << 2; if (bpmem.blendmode.subtract) { newval |= 0x0049; // enable blending src 1 dst 1 } else if (bpmem.blendmode.blendenable) { newval |= 1; // enable blending newval |= bpmem.blendmode.srcfactor << 3; newval |= bpmem.blendmode.dstfactor << 6; } u32 changes = forceUpdate ? 0xFFFFFFFF : newval ^ s_blendMode; if (changes & 1) { // blend enable change D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, (newval & 1)); } if (changes & 4) { // subtract enable change D3D::SetRenderState(D3DRS_BLENDOP, newval & 4 ? D3DBLENDOP_REVSUBTRACT : D3DBLENDOP_ADD); } if (changes & 0x1F8) { // blend RGB change D3D::SetRenderState(D3DRS_SRCBLEND, d3dSrcFactors[(newval >> 3) & 7]); D3D::SetRenderState(D3DRS_DESTBLEND, d3dDestFactors[(newval >> 6) & 7]); } s_blendMode = newval; } void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight) { // 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 // D3D frame is now over // Clean out old stuff from caches. frameCount++; PixelShaderCache::Cleanup(); VertexShaderCache::Cleanup(); TextureCache::Cleanup(); // Make any new configuration settings active. UpdateActiveConfig(); //TODO: Resize backbuffer if window size has changed. This code crashes, debug it. g_VideoInitialize.pCopiedToXFB(false); CheckForResize(); // Begin new frame // Set default viewport and scissor, for the clear to work correctly stats.ResetFrame(); // Flip/present backbuffer to frontbuffer here D3D::Present(); } void Renderer::ResetAPIState() { D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE); D3D::SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); D3D::SetRenderState(D3DRS_ZENABLE, FALSE); D3D::SetRenderState(D3DRS_ZWRITEENABLE, FALSE); DWORD color_mask = D3DCOLORWRITEENABLE_ALPHA| D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE; D3D::SetRenderState(D3DRS_COLORWRITEENABLE, color_mask); } void Renderer::RestoreAPIState() { // Gets us back into a more game-like state. UpdateViewport(); D3D::SetRenderState(D3DRS_CULLMODE, d3dCullModes[bpmem.genMode.cullmode]); if (bpmem.zmode.testenable) D3D::SetRenderState(D3DRS_ZENABLE, TRUE); if (bpmem.zmode.updateenable) D3D::SetRenderState(D3DRS_ZWRITEENABLE, TRUE); D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE); SetScissorRect(); SetColorMask(); SetBlendMode(true); } void Renderer::SetGenerationMode() { D3D::SetRenderState(D3DRS_CULLMODE, d3dCullModes[bpmem.genMode.cullmode]); if (bpmem.genMode.cullmode == 3) { D3D::SetRenderState(D3DRS_COLORWRITEENABLE, 0); } else { 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); } } void Renderer::SetDepthMode() { if (bpmem.zmode.testenable) { D3D::SetRenderState(D3DRS_ZENABLE, TRUE); D3D::SetRenderState(D3DRS_ZWRITEENABLE, bpmem.zmode.updateenable); D3D::SetRenderState(D3DRS_ZFUNC, d3dCmpFuncs[bpmem.zmode.func]); } else { D3D::SetRenderState(D3DRS_ZENABLE, FALSE); D3D::SetRenderState(D3DRS_ZWRITEENABLE, FALSE); // ?? } } void Renderer::SetLogicOpMode() { //TODO } void Renderer::SetDitherMode() { D3D::SetRenderState(D3DRS_DITHERENABLE,bpmem.blendmode.dither); } void Renderer::SetLineWidth() { // We can't change line width in D3D unless we use ID3DXLine float psize = float(bpmem.lineptwidth.pointsize) * 6.0f; D3D::SetRenderState(D3DRS_POINTSIZE, *((DWORD*)&psize)); } void Renderer::SetSamplerState(int stage,int texindex) { const FourTexUnits &tex = bpmem.tex[texindex]; const TexMode0 &tm0 = tex.texMode0[stage]; D3DTEXTUREFILTERTYPE min, mag, mip; if (g_ActiveConfig.bForceFiltering) { min = mag = mip = D3DTEXF_LINEAR; } else { min = (tm0.min_filter & 4) ? D3DTEXF_LINEAR : D3DTEXF_POINT; mag = tm0.mag_filter ? D3DTEXF_LINEAR : D3DTEXF_POINT; mip = d3dMipFilters[tm0.min_filter & 3]; } if (texindex) stage += 4; if (mag == D3DTEXF_LINEAR && min == D3DTEXF_LINEAR && g_ActiveConfig.iMaxAnisotropy > 1) { min = D3DTEXF_ANISOTROPIC; } D3D::SetSamplerState(stage, D3DSAMP_MINFILTER, min); D3D::SetSamplerState(stage, D3DSAMP_MAGFILTER, mag); D3D::SetSamplerState(stage, D3DSAMP_MIPFILTER, mip); D3D::SetSamplerState(stage, D3DSAMP_ADDRESSU, d3dClamps[tm0.wrap_s]); D3D::SetSamplerState(stage, D3DSAMP_ADDRESSV, d3dClamps[tm0.wrap_t]); //wip //dev->SetSamplerState(stage,D3DSAMP_MIPMAPLODBIAS,tm0.lod_bias/4.0f); //char temp[256]; //sprintf(temp,"lod %f",tm0.lod_bias/4.0f); //g_VideoInitialize.pLog(temp); } void Renderer::SetInterlacingMode() { // TODO }