// 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 #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 "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 "TextureConverter.h" #include "DLCache.h" #include "debugger/debugger.h" 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 float EFBxScale; static float EFByScale; static int s_recordWidth; static int s_recordHeight; static bool s_bLastFrameDumped; static bool s_bAVIDumping; static u32 s_blendMode; static u32 s_LastAA; static u32 s_LastEFBScale; static bool IS_AMD; static bool XFBWrited = false; // used extern by other files. need to clean this up at some point. int frameCount; static char *st; static bool s_bScreenshot = false; static Common::CriticalSection s_criticalScreenshot; static char s_sScreenshotName[1024]; static LPDIRECT3DSURFACE9 ScreenShootMEMSurface = NULL; // 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 }; // 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 D3DBLENDOP d3dLogicOpop[16] = { D3DBLENDOP_ADD, D3DBLENDOP_ADD, D3DBLENDOP_SUBTRACT, D3DBLENDOP_ADD, D3DBLENDOP_REVSUBTRACT, D3DBLENDOP_ADD, D3DBLENDOP_MAX, D3DBLENDOP_ADD, D3DBLENDOP_MAX, D3DBLENDOP_MAX, D3DBLENDOP_ADD, D3DBLENDOP_ADD, D3DBLENDOP_ADD, D3DBLENDOP_ADD, D3DBLENDOP_ADD, D3DBLENDOP_ADD }; static const D3DBLEND d3dLogicOpSrcFactors[16] = { D3DBLEND_ZERO, D3DBLEND_DESTCOLOR, D3DBLEND_ONE, D3DBLEND_ONE, D3DBLEND_DESTCOLOR, D3DBLEND_ZERO, D3DBLEND_INVDESTCOLOR, D3DBLEND_INVDESTCOLOR, D3DBLEND_INVSRCCOLOR, D3DBLEND_INVSRCCOLOR, D3DBLEND_INVDESTCOLOR, D3DBLEND_ONE, D3DBLEND_INVSRCCOLOR, D3DBLEND_INVSRCCOLOR, D3DBLEND_INVDESTCOLOR, D3DBLEND_ONE }; static const D3DBLEND d3dLogicOpDestFactors[16] = { D3DBLEND_ZERO, D3DBLEND_ZERO, D3DBLEND_INVSRCCOLOR, D3DBLEND_ZERO, D3DBLEND_ONE, D3DBLEND_ONE, D3DBLEND_INVSRCCOLOR, D3DBLEND_ONE, D3DBLEND_INVDESTCOLOR, D3DBLEND_SRCCOLOR, D3DBLEND_INVDESTCOLOR, D3DBLEND_INVDESTCOLOR, D3DBLEND_INVSRCCOLOR, D3DBLEND_ONE, D3DBLEND_INVSRCCOLOR, D3DBLEND_ONE }; 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_NONE, //reserved }; static const D3DTEXTUREADDRESS d3dClamps[4] = { D3DTADDRESS_CLAMP, D3DTADDRESS_WRAP, D3DTADDRESS_MIRROR, D3DTADDRESS_WRAP //reserved }; void SetupDeviceObjects() { D3D::font.Init(); VertexLoaderManager::Init(); g_framebufferManager.Create(); VertexShaderManager::Dirty(); PixelShaderManager::Dirty(); TextureConverter::Init(); // To avoid shader compilation stutters, read back all shaders from cache. VertexShaderCache::Init(); PixelShaderCache::Init(); // Texture cache will recreate themselves over time. } // Kill off all POOL_DEFAULT device objects. void TeardownDeviceObjects() { if(ScreenShootMEMSurface) ScreenShootMEMSurface->Release(); ScreenShootMEMSurface = NULL; D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface()); D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface()); g_framebufferManager.Destroy(); D3D::font.Shutdown(); TextureCache::Invalidate(false); VertexLoaderManager::Shutdown(); VertexShaderCache::Shutdown(); PixelShaderCache::Shutdown(); TextureConverter::Shutdown(); } // Init functions bool Renderer::Init() { st = new char[32768]; UpdateActiveConfig(); int fullScreenRes, x, y, w_temp, h_temp; s_blendMode = 0; // Multisample Anti-aliasing hasn't been implemented yet use supersamling instead int backbuffer_ms_mode = 0; g_VideoInitialize.pRequestWindowSize(x, y, 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(), fullScreenRes, backbuffer_ms_mode, false); IS_AMD = D3D::IsATIDevice(); // Decide frambuffer size 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); if(g_ActiveConfig.bUseRealXFB) { xScale = yScale = 1.0f; } else { 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_LastAA = g_ActiveConfig.iMultisampleMode; s_LastEFBScale = g_ActiveConfig.iEFBScale; float SupersampleCoeficient = s_LastAA + 1; switch(s_LastEFBScale) { case 0: EFBxScale = xScale; EFByScale = yScale; break; case 1: EFBxScale = ceilf(xScale); EFByScale = ceilf(yScale); break; default: EFBxScale = g_ActiveConfig.iEFBScale - 1; EFByScale = EFBxScale; break; }; EFBxScale *= SupersampleCoeficient; EFByScale *= SupersampleCoeficient; s_target_width = EFB_WIDTH * EFBxScale; s_target_height = EFB_HEIGHT * EFByScale; s_Fulltarget_width = s_target_width; s_Fulltarget_height = s_target_height; s_bLastFrameDumped = false; s_bAVIDumping = false; // We're not using fixed function. // 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, g_framebufferManager.GetEFBColorRTSurface()); D3D::dev->SetDepthStencilSurface(g_framebufferManager.GetEFBDepthRTSurface()); vp.X = (s_Fulltarget_width - s_target_width) / 2; vp.Y = (s_Fulltarget_height - s_target_height) / 2; 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); D3D::dev->CreateOffscreenPlainSurface(s_backbuffer_width,s_backbuffer_height, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &ScreenShootMEMSurface, NULL ); return true; } void Renderer::Shutdown() { TeardownDeviceObjects(); D3D::EndFrame(); D3D::Present(); D3D::Close(); if (s_bAVIDumping) { AVIDump::Stop(); } delete [] st; } // Return the rendering target width and height 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 EFBxScale; } float Renderer::GetTargetScaleY() { return EFByScale; } float Renderer::GetXFBScaleX() { return xScale; } float Renderer::GetXFBScaleY() { 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 = g_ActiveConfig.bEFBCopyDisable ? "Disabled" : g_ActiveConfig.bCopyEFBToTexture ? "To Texture" : "To RAM"; // 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, 20, 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 * EFBxScale) + Xstride; result.top = (int)(rc.top * EFByScale) + Ystride; result.right = (int)(rc.right * EFBxScale) + Xstride; result.bottom = (int)(rc.bottom * EFByScale) + Ystride; 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); 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) { TeardownDeviceObjects(); D3D::Reset(); s_backbuffer_width = D3D::GetBackBufferWidth(); s_backbuffer_height = D3D::GetBackBufferHeight(); if(ScreenShootMEMSurface) ScreenShootMEMSurface->Release(); D3D::dev->CreateOffscreenPlainSurface(s_backbuffer_width,s_backbuffer_height, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &ScreenShootMEMSurface, NULL ); 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; 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); if (rc.left < 0) rc.left = 0; if (rc.right < 0) rc.right = 0; if (rc.left > EFB_WIDTH) rc.left = EFB_WIDTH; if (rc.right > EFB_WIDTH) rc.right = EFB_WIDTH; if (rc.top < 0) rc.top = 0; if (rc.bottom < 0) rc.bottom = 0; if (rc.top > EFB_HEIGHT) rc.top = EFB_HEIGHT; if (rc.bottom > EFB_HEIGHT) rc.bottom = EFB_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; } int Xstride = (s_Fulltarget_width - s_target_width) / 2; int Ystride = (s_Fulltarget_height - s_target_height) / 2; rc.left = (int)(rc.left * EFBxScale) + Xstride; rc.top = (int)(rc.top * EFByScale) + Ystride; rc.right = (int)(rc.right * EFBxScale) + Xstride; rc.bottom = (int)(rc.bottom * EFByScale) + Ystride; 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 = Xstride; rc.top = Ystride; rc.right = Xstride + s_target_width; rc.bottom = Ystride + s_target_height; D3D::dev->SetScissorRect(&rc); } 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) { 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 working buffer LPDIRECT3DSURFACE9 pBuffer = (type == PEEK_Z || type == POKE_Z) ? g_framebufferManager.GetEFBDepthRTSurface() : g_framebufferManager.GetEFBColorRTSurface(); // Get the temporal buffer to move 1pixel data LPDIRECT3DSURFACE9 RBuffer = (type == PEEK_Z || type == POKE_Z) ? g_framebufferManager.GetEFBDepthReadSurface() : g_framebufferManager.GetEFBColorReadSurface(); // Get the memory buffer that can be locked LPDIRECT3DSURFACE9 pOffScreenBuffer = (type == PEEK_Z || type == POKE_Z) ? g_framebufferManager.GetEFBDepthOffScreenRTSurface() : g_framebufferManager.GetEFBColorOffScreenRTSurface(); // Get the buffer format D3DFORMAT BufferFormat = (type == PEEK_Z || type == POKE_Z) ? g_framebufferManager.GetEFBDepthRTSurfaceFormat() : g_framebufferManager.GetEFBColorRTSurfaceFormat(); D3DFORMAT ReadBufferFormat = (type == PEEK_Z || type == POKE_Z) ? g_framebufferManager.GetEFBDepthReadSurfaceFormat() : BufferFormat; if (BufferFormat == D3DFMT_D24X8) return 0; D3DLOCKED_RECT drect; // 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 = g_framebufferManager.GetEFBDepthTexture(source_rect); D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT); D3D::drawShadedTexQuad( read_texture, &RectToLock, Renderer::GetFullTargetWidth(), Renderer::GetFullTargetHeight(), 4, 4, (BufferFormat == FOURCC_RAWZ) ? PixelShaderCache::GetColorMatrixProgram(0) : PixelShaderCache::GetDepthMatrixProgram(0), VertexShaderCache::GetSimpleVertexShader(0)); D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER); hr = D3D::dev->SetRenderTarget(0, g_framebufferManager.GetEFBColorRTSurface()); hr = D3D::dev->SetDepthStencilSurface(g_framebufferManager.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; } // Retrieve 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: Implement break; case PEEK_COLOR: z = ((u32*)drect.pBits)[0]; break; case POKE_COLOR: // TODO: Implement. One way is to draw a tiny pixel-sized rectangle at // the exact location. Note: EFB pokes are susceptible to Z-buffering // and perhaps blending. //WARN_LOG(VIDEOINTERFACE, "This is probably some kind of software rendering"); break; // TODO: Implement POKE_Z and POKE_COLOR default: break; } pOffScreenBuffer->UnlockRect(); // TODO: in RE0 this value is often off by one, which causes lighting to disappear return z; } // 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; D3DVIEWPORT9 vp; // 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; } if (!IS_AMD) { if(X + Width > s_Fulltarget_width) { s_Fulltarget_width += (X + Width - s_Fulltarget_width) * 2; sizeChanged = true; } if(Y + Height > s_Fulltarget_height) { s_Fulltarget_height += (Y + Height - s_Fulltarget_height) * 2; sizeChanged = true; } } if (sizeChanged) { D3DCAPS9 caps = D3D::GetCaps(); // Make sure that the requested size is actually supported by the GFX driver if (s_Fulltarget_width > caps.MaxTextureWidth || s_Fulltarget_height > caps.MaxTextureHeight) { // 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 Direct3D9. Requested EFB size is %dx%d, keeping the %dx%d EFB now\n", s_Fulltarget_width, s_Fulltarget_height, old_fulltarget_w, old_fulltarget_h); // Fix the viewport to fit to the old EFB size, TODO: Check this for off-by-one errors X *= old_fulltarget_w / s_Fulltarget_width; Y *= old_fulltarget_h / s_Fulltarget_height; Width *= old_fulltarget_w / s_Fulltarget_width; Height *= old_fulltarget_h / s_Fulltarget_height; s_Fulltarget_width = old_fulltarget_w; s_Fulltarget_height = old_fulltarget_h; } else { D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface()); D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface()); g_framebufferManager.Destroy(); g_framebufferManager.Create(); D3D::dev->SetRenderTarget(0, g_framebufferManager.GetEFBColorRTSurface()); D3D::dev->SetDepthStencilSurface(g_framebufferManager.GetEFBDepthRTSurface()); } } 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 = 0.0f; // (xfregs.rawViewport[5] - xfregs.rawViewport[2]) / 16777216.0f; vp.MaxZ = 1.0f; // xfregs.rawViewport[5] / 16777216.0f; 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 TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc); D3DVIEWPORT9 vp; vp.X = targetRc.left; vp.Y = targetRc.top; vp.Width = targetRc.GetWidth(); vp.Height = targetRc.GetHeight(); vp.MinZ = 0.0; vp.MaxZ = 1.0; D3D::dev->SetViewport(&vp); // Always set the scissor in case it was set by the game and has not been reset RECT sicr; sicr.left = targetRc.left; sicr.top = targetRc.top; sicr.right = targetRc.right; sicr.bottom = targetRc.bottom; D3D::dev->SetScissorRect(&sicr); D3D::ChangeRenderState(D3DRS_ALPHABLENDENABLE, false); if (zEnable) D3D::ChangeRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS); D3D::drawClearQuad(color, (z & 0xFFFFFF) / float(0xFFFFFF), PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader()); if (zEnable) D3D::RefreshRenderState(D3DRS_ZFUNC); D3D::RefreshRenderState(D3DRS_ALPHABLENDENABLE); UpdateViewport(); SetScissorRect(); } void Renderer::SetBlendMode(bool forceUpdate) { if (bpmem.blendmode.logicopenable) return; if (bpmem.blendmode.subtract && bpmem.blendmode.blendenable) { D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, true); D3D::SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_REVSUBTRACT); D3D::SetRenderState(D3DRS_SRCBLEND, d3dSrcFactors[1]); D3D::SetRenderState(D3DRS_DESTBLEND, d3dDestFactors[1]); } else { D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, bpmem.blendmode.blendenable && (!( bpmem.blendmode.srcfactor == 1 && bpmem.blendmode.dstfactor == 0))); if (bpmem.blendmode.blendenable && (!( bpmem.blendmode.srcfactor == 1 && bpmem.blendmode.dstfactor == 0))) { D3D::SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); D3D::SetRenderState(D3DRS_SRCBLEND, d3dSrcFactors[bpmem.blendmode.srcfactor]); D3D::SetRenderState(D3DRS_DESTBLEND, d3dDestFactors[bpmem.blendmode.dstfactor]); } } } static bool RightFrame = false; // 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(); if(g_ActiveConfig.bAnaglyphStereo) { if(RightFrame) { D3D::SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_GREEN); VertexShaderManager::ResetView(); VertexShaderManager::TranslateView(-0.001f * g_ActiveConfig.iAnaglyphStereoSeparation,0.0f); VertexShaderManager::RotateView(-0.0001 *g_ActiveConfig.iAnaglyphFocalAngle,0.0f); RightFrame = false; } else { D3D::SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED); VertexShaderManager::ResetView(); VertexShaderManager::TranslateView(0.001f *g_ActiveConfig.iAnaglyphStereoSeparation,0.0f); VertexShaderManager::RotateView(0.0001 * g_ActiveConfig.iAnaglyphFocalAngle,0.0f); RightFrame = true; } } // Prepare to copy the XFBs to our backbuffer D3D::dev->SetDepthStencilSurface(NULL); D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface()); TargetRectangle dst_rect; 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); D3D::drawClearQuad(0, 1.0, PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader()); 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); D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); D3D::ChangeSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); 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); if (!g_ActiveConfig.bAutoScale) { // 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->texture,&sourceRc,xfbSource->texWidth,xfbSource->texHeight,&drawRc,Width,Height,PixelShaderCache::GetColorCopyProgram(0),VertexShaderCache::GetSimpleVertexShader(0)); } } else { TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc); LPDIRECT3DTEXTURE9 read_texture = g_framebufferManager.GetEFBColorTexture(rc); D3D::drawShadedTexQuad(read_texture,targetRc.AsRECT(),Renderer::GetFullTargetWidth(),Renderer::GetFullTargetHeight(),Width,Height,PixelShaderCache::GetColorCopyProgram(g_Config.iMultisampleMode),VertexShaderCache::GetSimpleVertexShader(g_Config.iMultisampleMode)); } D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER); D3D::RefreshSamplerState(0, D3DSAMP_MAGFILTER); if(g_ActiveConfig.bAnaglyphStereo) { DWORD color_mask = D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE; D3D::SetRenderState(D3DRS_COLORWRITEENABLE, color_mask); } 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); if (s_bScreenshot) { s_criticalScreenshot.Enter(); HRESULT hr = D3D::dev->GetRenderTargetData(D3D::GetBackBufferSurface(),ScreenShootMEMSurface); if(FAILED(hr)) { PanicAlert("Error dumping surface data."); } hr = PD3DXSaveSurfaceToFileA(s_sScreenshotName, D3DXIFF_PNG, ScreenShootMEMSurface, NULL, dst_rect.AsRECT()); if(FAILED(hr)) { PanicAlert("Error saving screen."); } s_bScreenshot = false; s_criticalScreenshot.Leave(); } if (g_ActiveConfig.bDumpFrames) { HRESULT hr = D3D::dev->GetRenderTargetData(D3D::GetBackBufferSurface(),ScreenShootMEMSurface); if (!s_bLastFrameDumped) { s_recordWidth = dst_rect.GetWidth(); s_recordHeight = dst_rect.GetHeight(); s_bAVIDumping = AVIDump::Start(EmuWindow::GetParentWnd(), s_recordWidth, s_recordHeight); if (!s_bAVIDumping) { PanicAlert("Error dumping frames to AVI."); } else { char msg [255]; sprintf_s(msg,255, "Dumping Frames to \"%sframedump0.avi\" (%dx%d RGB24)", File::GetUserPath(D_DUMPFRAMES_IDX), s_recordWidth, s_recordHeight); OSD::AddMessage(msg, 2000); } } if (s_bAVIDumping) { D3DLOCKED_RECT rect; if (SUCCEEDED(ScreenShootMEMSurface->LockRect(&rect, dst_rect.AsRECT(), 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); ScreenShootMEMSurface->UnlockRect(); } } s_bLastFrameDumped = true; } else { if (s_bLastFrameDumped && s_bAVIDumping) { AVIDump::Stop(); s_bAVIDumping = false; OSD::AddMessage("Stop dumping frames to AVI", 2000); } s_bLastFrameDumped = 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, 20, 0.0f, 0xFF00FFFF, fps, false); } Renderer::DrawDebugText(); 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(); 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; } u32 newAA = g_ActiveConfig.iMultisampleMode; u32 newEFBScale = g_ActiveConfig.iEFBScale; if (newAA != s_LastAA || newEFBScale != s_LastEFBScale || xfbchanged || WindowResized) { s_LastAA = newAA; s_LastEFBScale = newEFBScale; ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect); if(g_ActiveConfig.bUseRealXFB) { xScale = yScale = 1.0f; } else { xScale = (float)(dst_rect.right - dst_rect.left) / (float)s_XFB_width; yScale = (float)(dst_rect.bottom - dst_rect.top) / (float)s_XFB_height; } float SupersampleCoeficient = s_LastAA + 1; switch(s_LastEFBScale) { case 0: EFBxScale = xScale; EFByScale = yScale; break; case 1: EFBxScale = ceilf(xScale); EFByScale = ceilf(yScale); break; default: EFBxScale = g_ActiveConfig.iEFBScale - 1; EFByScale = EFBxScale; break; }; EFBxScale *= SupersampleCoeficient; EFByScale *= SupersampleCoeficient; s_target_width = EFB_WIDTH * EFBxScale; s_target_height = EFB_HEIGHT * EFByScale; D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface()); D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface()); if (WindowResized) { SetupDeviceObjects(); } else { g_framebufferManager.Destroy(); g_framebufferManager.Create(); } D3D::dev->SetRenderTarget(0, g_framebufferManager.GetEFBColorRTSurface()); D3D::dev->SetDepthStencilSurface(g_framebufferManager.GetEFBDepthRTSurface()); } // Place messages on the picture, then copy it to the screen // --------------------------------------------------------------------- // Count FPS. // ------------- 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(); D3D::BeginFrame(); Renderer::RestoreAPIState(); D3D::dev->SetRenderTarget(0, g_framebufferManager.GetEFBColorRTSurface()); D3D::dev->SetDepthStencilSurface(g_framebufferManager.GetEFBDepthRTSurface()); 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::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. D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE); UpdateViewport(); SetScissorRect(); if (bpmem.zmode.testenable) D3D::SetRenderState(D3DRS_ZENABLE, TRUE); if (bpmem.zmode.updateenable) D3D::SetRenderState(D3DRS_ZWRITEENABLE, TRUE); SetColorMask(); SetLogicOpMode(); } void Renderer::SetGenerationMode() { D3D::SetRenderState(D3DRS_CULLMODE, d3dCullModes[bpmem.genMode.cullmode]); } 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 { // if the test is disabled write is disabled too D3D::SetRenderState(D3DRS_ZENABLE, FALSE); D3D::SetRenderState(D3DRS_ZWRITEENABLE, FALSE); // ?? } } void Renderer::SetLogicOpMode() { if (bpmem.blendmode.logicopenable && bpmem.blendmode.logicmode != 3) { D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, true); D3D::SetRenderState(D3DRS_BLENDOP, d3dLogicOpop[bpmem.blendmode.logicmode]); D3D::SetRenderState(D3DRS_SRCBLEND, d3dLogicOpSrcFactors[bpmem.blendmode.logicmode]); D3D::SetRenderState(D3DRS_DESTBLEND, d3dLogicOpDestFactors[bpmem.blendmode.logicmode]); } else { SetBlendMode(true); } } 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 fratio = xfregs.rawViewport[0] != 0 ? Renderer::GetTargetScaleX() : 1.0f; float psize = bpmem.lineptwidth.linesize * fratio / 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]; const TexMode1 &tm1 = tex.texMode1[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 = (tm0.min_filter == 8) ? D3DTEXF_NONE : d3dMipFilters[tm0.min_filter & 3]; if((tm0.min_filter & 3) && (tm0.min_filter != 8) && ((tm1.max_lod >> 4) == 0)) mip = D3DTEXF_NONE; } 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]); //float SuperSampleCoeficient = (s_LastAA < 3)? s_LastAA + 1 : s_LastAA - 1;// uncoment this changes to conserve detail when incresing ssaa level float lodbias = (tm0.lod_bias / 32.0f);// + (s_LastAA)?(log(SuperSampleCoeficient) / log(2.0f)):0; D3D::SetSamplerState(stage, D3DSAMP_MIPMAPLODBIAS, *(DWORD*)&lodbias); D3D::SetSamplerState(stage, D3DSAMP_MAXMIPLEVEL, tm1.min_lod >> 4); } 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(); }