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