1264 lines
45 KiB
C++
1264 lines
45 KiB
C++
// Copyright 2010 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "VideoBackends/D3D/Render.h"
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#include <cinttypes>
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#include <cmath>
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#include <memory>
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#include <string>
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#include <strsafe.h>
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#include <unordered_map>
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#include "Common/CommonTypes.h"
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#include "Common/FileUtil.h"
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#include "Common/Logging/Log.h"
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#include "Common/MathUtil.h"
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#include "Core/Core.h"
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#include "VideoBackends/D3D/BoundingBox.h"
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3D/D3DState.h"
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#include "VideoBackends/D3D/D3DUtil.h"
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#include "VideoBackends/D3D/FramebufferManager.h"
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#include "VideoBackends/D3D/GeometryShaderCache.h"
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#include "VideoBackends/D3D/PixelShaderCache.h"
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#include "VideoBackends/D3D/Television.h"
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#include "VideoBackends/D3D/TextureCache.h"
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#include "VideoBackends/D3D/VertexShaderCache.h"
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#include "VideoCommon/AVIDump.h"
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#include "VideoCommon/BPFunctions.h"
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#include "VideoCommon/OnScreenDisplay.h"
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#include "VideoCommon/PixelEngine.h"
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#include "VideoCommon/PixelShaderManager.h"
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#include "VideoCommon/SamplerCommon.h"
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#include "VideoCommon/VideoBackendBase.h"
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#include "VideoCommon/VideoConfig.h"
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#include "VideoCommon/XFMemory.h"
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namespace DX11
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{
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static u32 s_last_multisamples = 1;
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static bool s_last_stereo_mode = false;
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static bool s_last_xfb_mode = false;
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static Television s_television;
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ID3D11BlendState* clearblendstates[4] = {nullptr};
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ID3D11DepthStencilState* cleardepthstates[3] = {nullptr};
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ID3D11BlendState* resetblendstate = nullptr;
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ID3D11DepthStencilState* resetdepthstate = nullptr;
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ID3D11RasterizerState* resetraststate = nullptr;
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static ID3D11Texture2D* s_screenshot_texture = nullptr;
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static D3DTexture2D* s_3d_vision_texture = nullptr;
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// Nvidia stereo blitting struct defined in "nvstereo.h" from the Nvidia SDK
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typedef struct _Nv_Stereo_Image_Header
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{
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unsigned int dwSignature;
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unsigned int dwWidth;
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unsigned int dwHeight;
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unsigned int dwBPP;
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unsigned int dwFlags;
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} NVSTEREOIMAGEHEADER, *LPNVSTEREOIMAGEHEADER;
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#define NVSTEREO_IMAGE_SIGNATURE 0x4433564e
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// GX pipeline state
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struct
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{
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SamplerState sampler[8];
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BlendState blend;
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ZMode zmode;
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RasterizerState raster;
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} gx_state;
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StateCache gx_state_cache;
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static void SetupDeviceObjects()
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{
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s_television.Init();
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HRESULT hr;
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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 Renderer::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 Renderer::ClearScreen");
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ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
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hr = D3D::device->CreateDepthStencilState(&ddesc, &cleardepthstates[2]);
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CHECK(hr == S_OK, "Create depth state for Renderer::ClearScreen");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)cleardepthstates[0],
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"depth state for Renderer::ClearScreen (depth buffer disabled)");
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D3D::SetDebugObjectName(
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(ID3D11DeviceChild*)cleardepthstates[1],
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"depth state for Renderer::ClearScreen (depth buffer enabled, writing enabled)");
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D3D::SetDebugObjectName(
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(ID3D11DeviceChild*)cleardepthstates[2],
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"depth state for Renderer::ClearScreen (depth buffer enabled, writing disabled)");
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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 Renderer::ResetAPIState");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)resetblendstate,
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"blend state for Renderer::ResetAPIState");
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clearblendstates[0] = resetblendstate;
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resetblendstate->AddRef();
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blenddesc.RenderTarget[0].RenderTargetWriteMask =
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D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN | D3D11_COLOR_WRITE_ENABLE_BLUE;
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hr = D3D::device->CreateBlendState(&blenddesc, &clearblendstates[1]);
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CHECK(hr == S_OK, "Create blend state for Renderer::ClearScreen");
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blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALPHA;
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hr = D3D::device->CreateBlendState(&blenddesc, &clearblendstates[2]);
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CHECK(hr == S_OK, "Create blend state for Renderer::ClearScreen");
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blenddesc.RenderTarget[0].RenderTargetWriteMask = 0;
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hr = D3D::device->CreateBlendState(&blenddesc, &clearblendstates[3]);
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CHECK(hr == S_OK, "Create blend state for Renderer::ClearScreen");
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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 Renderer::ResetAPIState");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)resetdepthstate,
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"depth stencil state for Renderer::ResetAPIState");
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D3D11_RASTERIZER_DESC rastdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false,
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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 Renderer::ResetAPIState");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)resetraststate,
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"rasterizer state for Renderer::ResetAPIState");
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s_screenshot_texture = nullptr;
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}
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// Kill off all device objects
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static void TeardownDeviceObjects()
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{
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g_framebuffer_manager.reset();
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SAFE_RELEASE(clearblendstates[0]);
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SAFE_RELEASE(clearblendstates[1]);
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SAFE_RELEASE(clearblendstates[2]);
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SAFE_RELEASE(clearblendstates[3]);
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SAFE_RELEASE(cleardepthstates[0]);
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SAFE_RELEASE(cleardepthstates[1]);
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SAFE_RELEASE(cleardepthstates[2]);
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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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SAFE_RELEASE(s_screenshot_texture);
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SAFE_RELEASE(s_3d_vision_texture);
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s_television.Shutdown();
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gx_state_cache.Clear();
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}
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static void CreateScreenshotTexture()
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{
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// We can't render anything outside of the backbuffer anyway, so use the backbuffer size as the
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// screenshot buffer size.
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// This texture is released to be recreated when the window is resized in Renderer::SwapImpl.
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D3D11_TEXTURE2D_DESC scrtex_desc = CD3D11_TEXTURE2D_DESC(
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DXGI_FORMAT_R8G8B8A8_UNORM, D3D::GetBackBufferWidth(), D3D::GetBackBufferHeight(), 1, 1, 0,
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D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE);
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HRESULT hr = D3D::device->CreateTexture2D(&scrtex_desc, nullptr, &s_screenshot_texture);
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CHECK(hr == S_OK, "Create screenshot staging texture");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_screenshot_texture, "staging screenshot texture");
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}
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static D3D11_BOX GetScreenshotSourceBox(const TargetRectangle& targetRc)
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{
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// Since the screenshot buffer is copied back to the CPU via Map(), we can't access pixels that
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// fall outside the backbuffer bounds. Therefore, when crop is enabled and the target rect is
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// off-screen to the top/left, we clamp the origin at zero, as well as the bottom/right
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// coordinates at the backbuffer dimensions. This will result in a rectangle that can be
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// smaller than the backbuffer, but never larger.
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return CD3D11_BOX(std::max(targetRc.left, 0), std::max(targetRc.top, 0), 0,
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std::min(D3D::GetBackBufferWidth(), (unsigned int)targetRc.right),
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std::min(D3D::GetBackBufferHeight(), (unsigned int)targetRc.bottom), 1);
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}
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static void Create3DVisionTexture(int width, int height)
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{
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// Create a staging texture for 3D vision with signature information in the last row.
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// Nvidia 3D Vision supports full SBS, so there is no loss in resolution during this process.
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D3D11_SUBRESOURCE_DATA sysData;
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sysData.SysMemPitch = 4 * width * 2;
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sysData.pSysMem = new u8[(height + 1) * sysData.SysMemPitch];
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LPNVSTEREOIMAGEHEADER header =
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(LPNVSTEREOIMAGEHEADER)((u8*)sysData.pSysMem + height * sysData.SysMemPitch);
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header->dwSignature = NVSTEREO_IMAGE_SIGNATURE;
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header->dwWidth = width * 2;
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header->dwHeight = height + 1;
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header->dwBPP = 32;
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header->dwFlags = 0;
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s_3d_vision_texture =
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D3DTexture2D::Create(width * 2, height + 1, D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT,
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DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, &sysData);
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delete[] sysData.pSysMem;
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}
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Renderer::Renderer() : ::Renderer(D3D::GetBackBufferWidth(), D3D::GetBackBufferHeight())
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{
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s_last_multisamples = g_ActiveConfig.iMultisamples;
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s_last_stereo_mode = g_ActiveConfig.iStereoMode > 0;
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s_last_xfb_mode = g_ActiveConfig.bUseRealXFB;
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g_framebuffer_manager = std::make_unique<FramebufferManager>(s_target_width, s_target_height);
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SetupDeviceObjects();
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// Setup GX pipeline state
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gx_state.blend.blend_enable = false;
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gx_state.blend.write_mask = D3D11_COLOR_WRITE_ENABLE_ALL;
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gx_state.blend.src_blend = D3D11_BLEND_ONE;
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gx_state.blend.dst_blend = D3D11_BLEND_ZERO;
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gx_state.blend.blend_op = D3D11_BLEND_OP_ADD;
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gx_state.blend.use_dst_alpha = false;
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for (unsigned int k = 0; k < 8; k++)
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{
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gx_state.sampler[k].packed = 0;
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}
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gx_state.zmode.testenable = false;
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gx_state.zmode.updateenable = false;
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gx_state.zmode.func = ZMode::NEVER;
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gx_state.raster.cull_mode = D3D11_CULL_NONE;
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// Clear EFB textures
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float ClearColor[4] = {0.f, 0.f, 0.f, 1.f};
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D3D::context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(),
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ClearColor);
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D3D::context->ClearDepthStencilView(FramebufferManager::GetEFBDepthTexture()->GetDSV(),
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D3D11_CLEAR_DEPTH, 0.f, 0);
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (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(),
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FramebufferManager::GetEFBDepthTexture()->GetDSV());
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D3D::BeginFrame();
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}
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Renderer::~Renderer()
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{
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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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void Renderer::RenderText(const std::string& text, int left, int top, u32 color)
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{
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D3D::font.DrawTextScaled((float)(left + 1), (float)(top + 1), 20.f, 0.0f, color & 0xFF000000,
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text);
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D3D::font.DrawTextScaled((float)left, (float)top, 20.f, 0.0f, color, text);
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}
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TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
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{
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TargetRectangle result;
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result.left = EFBToScaledX(rc.left);
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result.top = EFBToScaledY(rc.top);
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result.right = EFBToScaledX(rc.right);
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result.bottom = EFBToScaledY(rc.bottom);
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return result;
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}
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// With D3D, we have to resize the backbuffer if the window changed
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// size.
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bool Renderer::CheckForResize()
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{
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RECT rcWindow;
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GetClientRect(D3D::hWnd, &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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if ((client_width != GetBackbufferWidth() || client_height != GetBackbufferHeight()) &&
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client_width >= 4 && client_height >= 4)
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{
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return true;
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}
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return false;
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}
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void Renderer::SetScissorRect(const EFBRectangle& rc)
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{
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TargetRectangle trc = ConvertEFBRectangle(rc);
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D3D::context->RSSetScissorRects(1, trc.AsRECT());
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}
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void Renderer::SetColorMask()
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{
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// Only enable alpha channel if it's supported by the current EFB format
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UINT8 color_mask = 0;
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if (bpmem.alpha_test.TestResult() != AlphaTest::FAIL)
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{
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if (bpmem.blendmode.alphaupdate && (bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24))
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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 |
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D3D11_COLOR_WRITE_ENABLE_BLUE;
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}
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gx_state.blend.write_mask = color_mask;
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}
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// This function allows the CPU to directly access the EFB.
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// There are EFB peeks (which will read the color or depth of a pixel)
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// and EFB pokes (which will change the color or depth of a pixel).
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//
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// The behavior of EFB peeks can only be modified by:
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// - GX_PokeAlphaRead
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// The behavior of EFB pokes can be modified by:
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// - GX_PokeAlphaMode (TODO)
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// - GX_PokeAlphaUpdate (TODO)
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// - GX_PokeBlendMode (TODO)
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// - GX_PokeColorUpdate (TODO)
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// - GX_PokeDither (TODO)
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// - GX_PokeDstAlpha (TODO)
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// - GX_PokeZMode (TODO)
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u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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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 = Renderer::ConvertEFBRectangle(efbPixelRc);
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// Take the mean of the resulting dimensions; TODO: Don't use the center pixel, compute the
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// average color instead
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D3D11_RECT RectToLock;
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if (type == EFBAccessType::PeekColor || type == EFBAccessType::PeekZ)
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{
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RectToLock.left = (targetPixelRc.left + targetPixelRc.right) / 2;
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RectToLock.top = (targetPixelRc.top + targetPixelRc.bottom) / 2;
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RectToLock.right = RectToLock.left + 1;
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RectToLock.bottom = RectToLock.top + 1;
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}
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else
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{
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RectToLock.left = targetPixelRc.left;
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RectToLock.right = targetPixelRc.right;
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RectToLock.top = targetPixelRc.top;
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RectToLock.bottom = targetPixelRc.bottom;
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}
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// Reset any game specific settings.
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ResetAPIState();
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, 1.f, 1.f);
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D3D::context->RSSetViewports(1, &vp);
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D3D::SetPointCopySampler();
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// Select copy and read textures depending on if we are doing a color or depth read (since they
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// are different formats).
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D3DTexture2D* source_tex;
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D3DTexture2D* read_tex;
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ID3D11Texture2D* staging_tex;
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if (type == EFBAccessType::PeekColor)
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{
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source_tex = FramebufferManager::GetEFBColorTexture();
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read_tex = FramebufferManager::GetEFBColorReadTexture();
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staging_tex = FramebufferManager::GetEFBColorStagingBuffer();
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}
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else
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{
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source_tex = FramebufferManager::GetEFBDepthTexture();
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read_tex = FramebufferManager::GetEFBDepthReadTexture();
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staging_tex = FramebufferManager::GetEFBDepthStagingBuffer();
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}
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// Select pixel shader (we don't want to average depth samples, instead select the minimum).
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ID3D11PixelShader* copy_pixel_shader;
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if (type == EFBAccessType::PeekZ && g_ActiveConfig.iMultisamples > 1)
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copy_pixel_shader = PixelShaderCache::GetDepthResolveProgram();
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else
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copy_pixel_shader = PixelShaderCache::GetColorCopyProgram(true);
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|
// Draw a quad to grab the texel we want to read.
|
|
D3D::context->OMSetRenderTargets(1, &read_tex->GetRTV(), nullptr);
|
|
D3D::drawShadedTexQuad(source_tex->GetSRV(), &RectToLock, Renderer::GetTargetWidth(),
|
|
Renderer::GetTargetHeight(), copy_pixel_shader,
|
|
VertexShaderCache::GetSimpleVertexShader(),
|
|
VertexShaderCache::GetSimpleInputLayout());
|
|
|
|
// Restore expected game state.
|
|
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
|
|
FramebufferManager::GetEFBDepthTexture()->GetDSV());
|
|
RestoreAPIState();
|
|
|
|
// Copy the pixel from the renderable to cpu-readable buffer.
|
|
D3D11_BOX box = CD3D11_BOX(0, 0, 0, 1, 1, 1);
|
|
D3D::context->CopySubresourceRegion(staging_tex, 0, 0, 0, 0, read_tex->GetTex(), 0, &box);
|
|
D3D11_MAPPED_SUBRESOURCE map;
|
|
CHECK(D3D::context->Map(staging_tex, 0, D3D11_MAP_READ, 0, &map) == S_OK,
|
|
"Map staging buffer failed");
|
|
|
|
// Convert the framebuffer data to the format the game is expecting to receive.
|
|
u32 ret;
|
|
if (type == EFBAccessType::PeekColor)
|
|
{
|
|
u32 val;
|
|
memcpy(&val, map.pData, sizeof(val));
|
|
|
|
// our buffers are RGBA, yet a BGRA value is expected
|
|
val = ((val & 0xFF00FF00) | ((val >> 16) & 0xFF) | ((val << 16) & 0xFF0000));
|
|
|
|
// check what to do with the alpha channel (GX_PokeAlphaRead)
|
|
PixelEngine::UPEAlphaReadReg alpha_read_mode = PixelEngine::GetAlphaReadMode();
|
|
|
|
if (bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24)
|
|
{
|
|
val = RGBA8ToRGBA6ToRGBA8(val);
|
|
}
|
|
else if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16)
|
|
{
|
|
val = RGBA8ToRGB565ToRGBA8(val);
|
|
}
|
|
if (bpmem.zcontrol.pixel_format != PEControl::RGBA6_Z24)
|
|
{
|
|
val |= 0xFF000000;
|
|
}
|
|
|
|
if (alpha_read_mode.ReadMode == 2)
|
|
ret = val; // GX_READ_NONE
|
|
else if (alpha_read_mode.ReadMode == 1)
|
|
ret = (val | 0xFF000000); // GX_READ_FF
|
|
else /*if(alpha_read_mode.ReadMode == 0)*/
|
|
ret = (val & 0x00FFFFFF); // GX_READ_00
|
|
}
|
|
else // type == EFBAccessType::PeekZ
|
|
{
|
|
float val;
|
|
memcpy(&val, map.pData, sizeof(val));
|
|
|
|
// depth buffer is inverted in the d3d backend
|
|
val = 1.0f - val;
|
|
|
|
if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16)
|
|
{
|
|
// if Z is in 16 bit format you must return a 16 bit integer
|
|
ret = MathUtil::Clamp<u32>(static_cast<u32>(val * 65536.0f), 0, 0xFFFF);
|
|
}
|
|
else
|
|
{
|
|
ret = MathUtil::Clamp<u32>(static_cast<u32>(val * 16777216.0f), 0, 0xFFFFFF);
|
|
}
|
|
}
|
|
|
|
D3D::context->Unmap(staging_tex, 0);
|
|
return ret;
|
|
}
|
|
|
|
void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points)
|
|
{
|
|
ResetAPIState();
|
|
|
|
if (type == EFBAccessType::PokeColor)
|
|
{
|
|
D3D11_VIEWPORT vp =
|
|
CD3D11_VIEWPORT(0.0f, 0.0f, (float)GetTargetWidth(), (float)GetTargetHeight());
|
|
D3D::context->RSSetViewports(1, &vp);
|
|
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
|
|
nullptr);
|
|
}
|
|
else // if (type == EFBAccessType::PokeZ)
|
|
{
|
|
D3D::stateman->PushBlendState(clearblendstates[3]);
|
|
D3D::stateman->PushDepthState(cleardepthstates[1]);
|
|
|
|
D3D11_VIEWPORT vp =
|
|
CD3D11_VIEWPORT(0.0f, 0.0f, (float)GetTargetWidth(), (float)GetTargetHeight());
|
|
|
|
D3D::context->RSSetViewports(1, &vp);
|
|
|
|
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
|
|
FramebufferManager::GetEFBDepthTexture()->GetDSV());
|
|
}
|
|
|
|
D3D::DrawEFBPokeQuads(type, points, num_points);
|
|
|
|
if (type == EFBAccessType::PokeZ)
|
|
{
|
|
D3D::stateman->PopDepthState();
|
|
D3D::stateman->PopBlendState();
|
|
}
|
|
|
|
RestoreAPIState();
|
|
}
|
|
|
|
void Renderer::SetViewport()
|
|
{
|
|
// 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
|
|
|
|
// D3D crashes for zero viewports
|
|
if (xfmem.viewport.wd == 0 || xfmem.viewport.ht == 0)
|
|
return;
|
|
|
|
int scissorXOff = bpmem.scissorOffset.x * 2;
|
|
int scissorYOff = bpmem.scissorOffset.y * 2;
|
|
|
|
float X = Renderer::EFBToScaledXf(xfmem.viewport.xOrig - xfmem.viewport.wd - scissorXOff);
|
|
float Y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissorYOff);
|
|
float Wd = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd);
|
|
float Ht = Renderer::EFBToScaledYf(-2.0f * xfmem.viewport.ht);
|
|
float range = MathUtil::Clamp<float>(xfmem.viewport.zRange, 0.0f, 16777215.0f);
|
|
float min_depth =
|
|
MathUtil::Clamp<float>(xfmem.viewport.farZ - range, 0.0f, 16777215.0f) / 16777216.0f;
|
|
float max_depth = MathUtil::Clamp<float>(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f;
|
|
if (Wd < 0.0f)
|
|
{
|
|
X += Wd;
|
|
Wd = -Wd;
|
|
}
|
|
if (Ht < 0.0f)
|
|
{
|
|
Y += Ht;
|
|
Ht = -Ht;
|
|
}
|
|
|
|
// If an inverted depth range is used, which D3D doesn't support,
|
|
// we need to calculate the depth range in the vertex shader.
|
|
if (xfmem.viewport.zRange < 0.0f)
|
|
{
|
|
min_depth = 0.0f;
|
|
max_depth = GX_MAX_DEPTH;
|
|
}
|
|
|
|
// In D3D, the viewport rectangle must fit within the render target.
|
|
X = (X >= 0.f) ? X : 0.f;
|
|
Y = (Y >= 0.f) ? Y : 0.f;
|
|
Wd = (X + Wd <= GetTargetWidth()) ? Wd : (GetTargetWidth() - X);
|
|
Ht = (Y + Ht <= GetTargetHeight()) ? Ht : (GetTargetHeight() - Y);
|
|
|
|
// We use an inverted depth range here to apply the Reverse Z trick.
|
|
// This trick makes sure we match the precision provided by the 1:0
|
|
// clipping depth range on the hardware.
|
|
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht, 1.0f - max_depth, 1.0f - min_depth);
|
|
D3D::context->RSSetViewports(1, &vp);
|
|
}
|
|
|
|
void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,
|
|
u32 color, u32 z)
|
|
{
|
|
ResetAPIState();
|
|
|
|
if (colorEnable && alphaEnable)
|
|
D3D::stateman->PushBlendState(clearblendstates[0]);
|
|
else if (colorEnable)
|
|
D3D::stateman->PushBlendState(clearblendstates[1]);
|
|
else if (alphaEnable)
|
|
D3D::stateman->PushBlendState(clearblendstates[2]);
|
|
else
|
|
D3D::stateman->PushBlendState(clearblendstates[3]);
|
|
|
|
// TODO: Should we enable Z testing here?
|
|
/*if (!bpmem.zmode.testenable) D3D::stateman->PushDepthState(cleardepthstates[0]);
|
|
else */ if (zEnable)
|
|
D3D::stateman->PushDepthState(cleardepthstates[1]);
|
|
else /*if (!zEnable)*/
|
|
D3D::stateman->PushDepthState(cleardepthstates[2]);
|
|
|
|
// Update the view port for clearing the picture
|
|
TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc);
|
|
D3D11_VIEWPORT vp =
|
|
CD3D11_VIEWPORT((float)targetRc.left, (float)targetRc.top, (float)targetRc.GetWidth(),
|
|
(float)targetRc.GetHeight(), 0.f, 1.f);
|
|
D3D::context->RSSetViewports(1, &vp);
|
|
|
|
// Color is passed in bgra mode so we need to convert it to rgba
|
|
u32 rgbaColor = (color & 0xFF00FF00) | ((color >> 16) & 0xFF) | ((color << 16) & 0xFF0000);
|
|
D3D::drawClearQuad(rgbaColor, 1.0f - (z & 0xFFFFFF) / 16777216.0f);
|
|
|
|
D3D::stateman->PopDepthState();
|
|
D3D::stateman->PopBlendState();
|
|
|
|
RestoreAPIState();
|
|
}
|
|
|
|
void Renderer::ReinterpretPixelData(unsigned int convtype)
|
|
{
|
|
// TODO: MSAA support..
|
|
D3D11_RECT source = CD3D11_RECT(0, 0, GetTargetWidth(), GetTargetHeight());
|
|
|
|
ID3D11PixelShader* pixel_shader;
|
|
if (convtype == 0)
|
|
pixel_shader = PixelShaderCache::ReinterpRGB8ToRGBA6(true);
|
|
else if (convtype == 2)
|
|
pixel_shader = PixelShaderCache::ReinterpRGBA6ToRGB8(true);
|
|
else
|
|
{
|
|
ERROR_LOG(VIDEO, "Trying to reinterpret pixel data with unsupported conversion type %d",
|
|
convtype);
|
|
return;
|
|
}
|
|
|
|
// convert data and set the target texture as our new EFB
|
|
ResetAPIState();
|
|
|
|
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, static_cast<float>(GetTargetWidth()),
|
|
static_cast<float>(GetTargetHeight()));
|
|
D3D::context->RSSetViewports(1, &vp);
|
|
|
|
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTempTexture()->GetRTV(),
|
|
nullptr);
|
|
D3D::SetPointCopySampler();
|
|
D3D::drawShadedTexQuad(
|
|
FramebufferManager::GetEFBColorTexture()->GetSRV(), &source, GetTargetWidth(),
|
|
GetTargetHeight(), pixel_shader, VertexShaderCache::GetSimpleVertexShader(),
|
|
VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader());
|
|
|
|
RestoreAPIState();
|
|
|
|
FramebufferManager::SwapReinterpretTexture();
|
|
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
|
|
FramebufferManager::GetEFBDepthTexture()->GetDSV());
|
|
}
|
|
|
|
void Renderer::SetBlendMode(bool forceUpdate)
|
|
{
|
|
// Our render target always uses an alpha channel, so we need to override the blend functions to
|
|
// assume a destination alpha of 1 if the render target isn't supposed to have an alpha channel
|
|
// Example: D3DBLEND_DESTALPHA needs to be D3DBLEND_ONE since the result without an alpha channel
|
|
// is assumed to always be 1.
|
|
bool target_has_alpha = bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24;
|
|
const D3D11_BLEND d3dSrcFactors[8] = {
|
|
D3D11_BLEND_ZERO,
|
|
D3D11_BLEND_ONE,
|
|
D3D11_BLEND_DEST_COLOR,
|
|
D3D11_BLEND_INV_DEST_COLOR,
|
|
D3D11_BLEND_SRC1_ALPHA,
|
|
D3D11_BLEND_INV_SRC1_ALPHA,
|
|
(target_has_alpha) ? D3D11_BLEND_DEST_ALPHA : D3D11_BLEND_ONE,
|
|
(target_has_alpha) ? D3D11_BLEND_INV_DEST_ALPHA : D3D11_BLEND_ZERO};
|
|
const D3D11_BLEND d3dDestFactors[8] = {
|
|
D3D11_BLEND_ZERO,
|
|
D3D11_BLEND_ONE,
|
|
D3D11_BLEND_SRC_COLOR,
|
|
D3D11_BLEND_INV_SRC_COLOR,
|
|
D3D11_BLEND_SRC1_ALPHA,
|
|
D3D11_BLEND_INV_SRC1_ALPHA,
|
|
(target_has_alpha) ? D3D11_BLEND_DEST_ALPHA : D3D11_BLEND_ONE,
|
|
(target_has_alpha) ? D3D11_BLEND_INV_DEST_ALPHA : D3D11_BLEND_ZERO};
|
|
|
|
if (bpmem.blendmode.logicopenable && !bpmem.blendmode.blendenable && !forceUpdate)
|
|
return;
|
|
|
|
if (bpmem.blendmode.subtract)
|
|
{
|
|
gx_state.blend.blend_enable = true;
|
|
gx_state.blend.blend_op = D3D11_BLEND_OP_REV_SUBTRACT;
|
|
gx_state.blend.src_blend = D3D11_BLEND_ONE;
|
|
gx_state.blend.dst_blend = D3D11_BLEND_ONE;
|
|
}
|
|
else
|
|
{
|
|
gx_state.blend.blend_enable = (u32)bpmem.blendmode.blendenable;
|
|
if (bpmem.blendmode.blendenable)
|
|
{
|
|
gx_state.blend.blend_op = D3D11_BLEND_OP_ADD;
|
|
gx_state.blend.src_blend = d3dSrcFactors[bpmem.blendmode.srcfactor];
|
|
gx_state.blend.dst_blend = d3dDestFactors[bpmem.blendmode.dstfactor];
|
|
}
|
|
}
|
|
}
|
|
|
|
// This function has the final picture. We adjust the aspect ratio here.
|
|
void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
|
|
const EFBRectangle& rc, u64 ticks, float Gamma)
|
|
{
|
|
if ((!XFBWrited && !g_ActiveConfig.RealXFBEnabled()) || !fbWidth || !fbHeight)
|
|
{
|
|
Core::Callback_VideoCopiedToXFB(false);
|
|
return;
|
|
}
|
|
|
|
u32 xfbCount = 0;
|
|
const XFBSourceBase* const* xfbSourceList =
|
|
FramebufferManager::GetXFBSource(xfbAddr, fbStride, fbHeight, &xfbCount);
|
|
if ((!xfbSourceList || xfbCount == 0) && g_ActiveConfig.bUseXFB && !g_ActiveConfig.bUseRealXFB)
|
|
{
|
|
Core::Callback_VideoCopiedToXFB(false);
|
|
return;
|
|
}
|
|
|
|
ResetAPIState();
|
|
|
|
// Prepare to copy the XFBs to our backbuffer
|
|
UpdateDrawRectangle();
|
|
TargetRectangle targetRc = GetTargetRectangle();
|
|
|
|
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), nullptr);
|
|
|
|
float ClearColor[4] = {0.f, 0.f, 0.f, 1.f};
|
|
D3D::context->ClearRenderTargetView(D3D::GetBackBuffer()->GetRTV(), ClearColor);
|
|
|
|
// activate linear filtering for the buffer copies
|
|
D3D::SetLinearCopySampler();
|
|
|
|
if (g_ActiveConfig.bUseXFB && g_ActiveConfig.bUseRealXFB)
|
|
{
|
|
// TODO: Television should be used to render Virtual XFB mode as well.
|
|
D3D11_VIEWPORT vp = CD3D11_VIEWPORT((float)targetRc.left, (float)targetRc.top,
|
|
(float)targetRc.GetWidth(), (float)targetRc.GetHeight());
|
|
D3D::context->RSSetViewports(1, &vp);
|
|
|
|
s_television.Submit(xfbAddr, fbStride, fbWidth, fbHeight);
|
|
s_television.Render();
|
|
}
|
|
else if (g_ActiveConfig.bUseXFB)
|
|
{
|
|
const XFBSource* xfbSource;
|
|
|
|
// draw each xfb source
|
|
for (u32 i = 0; i < xfbCount; ++i)
|
|
{
|
|
xfbSource = (const XFBSource*)xfbSourceList[i];
|
|
|
|
TargetRectangle drawRc;
|
|
|
|
// use virtual xfb with offset
|
|
int xfbHeight = xfbSource->srcHeight;
|
|
int xfbWidth = xfbSource->srcWidth;
|
|
int hOffset = ((s32)xfbSource->srcAddr - (s32)xfbAddr) / ((s32)fbStride * 2);
|
|
|
|
drawRc.top = targetRc.top + hOffset * targetRc.GetHeight() / (s32)fbHeight;
|
|
drawRc.bottom = targetRc.top + (hOffset + xfbHeight) * targetRc.GetHeight() / (s32)fbHeight;
|
|
drawRc.left = targetRc.left +
|
|
(targetRc.GetWidth() - xfbWidth * targetRc.GetWidth() / (s32)fbStride) / 2;
|
|
drawRc.right = targetRc.left +
|
|
(targetRc.GetWidth() + xfbWidth * targetRc.GetWidth() / (s32)fbStride) / 2;
|
|
|
|
// The following code disables auto stretch. Kept for reference.
|
|
// scale draw area for a 1 to 1 pixel mapping with the draw target
|
|
// float vScale = (float)fbHeight / (float)s_backbuffer_height;
|
|
// float hScale = (float)fbWidth / (float)s_backbuffer_width;
|
|
// drawRc.top *= vScale;
|
|
// drawRc.bottom *= vScale;
|
|
// drawRc.left *= hScale;
|
|
// drawRc.right *= hScale;
|
|
|
|
TargetRectangle sourceRc;
|
|
sourceRc.left = xfbSource->sourceRc.left;
|
|
sourceRc.top = xfbSource->sourceRc.top;
|
|
sourceRc.right = xfbSource->sourceRc.right;
|
|
sourceRc.bottom = xfbSource->sourceRc.bottom;
|
|
|
|
sourceRc.right -= Renderer::EFBToScaledX(fbStride - fbWidth);
|
|
|
|
BlitScreen(sourceRc, drawRc, xfbSource->tex, xfbSource->texWidth, xfbSource->texHeight,
|
|
Gamma);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
TargetRectangle sourceRc = Renderer::ConvertEFBRectangle(rc);
|
|
|
|
// TODO: Improve sampling algorithm for the pixel shader so that we can use the multisampled EFB
|
|
// texture as source
|
|
D3DTexture2D* read_texture = FramebufferManager::GetResolvedEFBColorTexture();
|
|
BlitScreen(sourceRc, targetRc, read_texture, GetTargetWidth(), GetTargetHeight(), Gamma);
|
|
}
|
|
|
|
// Dump frames
|
|
if (IsFrameDumping())
|
|
{
|
|
if (!s_screenshot_texture)
|
|
CreateScreenshotTexture();
|
|
|
|
D3D11_BOX source_box = GetScreenshotSourceBox(targetRc);
|
|
unsigned int source_width = source_box.right - source_box.left;
|
|
unsigned int source_height = source_box.bottom - source_box.top;
|
|
D3D::context->CopySubresourceRegion(s_screenshot_texture, 0, 0, 0, 0,
|
|
(ID3D11Resource*)D3D::GetBackBuffer()->GetTex(), 0,
|
|
&source_box);
|
|
|
|
D3D11_MAPPED_SUBRESOURCE map;
|
|
D3D::context->Map(s_screenshot_texture, 0, D3D11_MAP_READ, 0, &map);
|
|
|
|
AVIDump::Frame state = AVIDump::FetchState(ticks);
|
|
DumpFrameData(reinterpret_cast<const u8*>(map.pData), source_width, source_height, map.RowPitch,
|
|
state);
|
|
FinishFrameData();
|
|
|
|
D3D::context->Unmap(s_screenshot_texture, 0);
|
|
}
|
|
|
|
// Reset viewport for drawing text
|
|
D3D11_VIEWPORT vp =
|
|
CD3D11_VIEWPORT(0.0f, 0.0f, (float)GetBackbufferWidth(), (float)GetBackbufferHeight());
|
|
D3D::context->RSSetViewports(1, &vp);
|
|
|
|
Renderer::DrawDebugText();
|
|
|
|
OSD::DrawMessages();
|
|
D3D::EndFrame();
|
|
|
|
g_texture_cache->Cleanup(frameCount);
|
|
|
|
// Enable configuration changes
|
|
UpdateActiveConfig();
|
|
g_texture_cache->OnConfigChanged(g_ActiveConfig);
|
|
|
|
SetWindowSize(fbStride, fbHeight);
|
|
|
|
const bool windowResized = CheckForResize();
|
|
|
|
bool xfbchanged = s_last_xfb_mode != g_ActiveConfig.bUseRealXFB;
|
|
|
|
if (FramebufferManagerBase::LastXfbWidth() != fbStride ||
|
|
FramebufferManagerBase::LastXfbHeight() != fbHeight)
|
|
{
|
|
xfbchanged = true;
|
|
unsigned int xfb_w = (fbStride < 1 || fbStride > MAX_XFB_WIDTH) ? MAX_XFB_WIDTH : fbStride;
|
|
unsigned int xfb_h = (fbHeight < 1 || fbHeight > MAX_XFB_HEIGHT) ? MAX_XFB_HEIGHT : fbHeight;
|
|
FramebufferManagerBase::SetLastXfbWidth(xfb_w);
|
|
FramebufferManagerBase::SetLastXfbHeight(xfb_h);
|
|
}
|
|
|
|
// Flip/present backbuffer to frontbuffer here
|
|
D3D::Present();
|
|
|
|
// Resize the back buffers NOW to avoid flickering
|
|
if (CalculateTargetSize() || xfbchanged || windowResized ||
|
|
s_last_efb_scale != g_ActiveConfig.iEFBScale ||
|
|
s_last_multisamples != g_ActiveConfig.iMultisamples ||
|
|
s_last_stereo_mode != (g_ActiveConfig.iStereoMode > 0))
|
|
{
|
|
s_last_xfb_mode = g_ActiveConfig.bUseRealXFB;
|
|
s_last_multisamples = g_ActiveConfig.iMultisamples;
|
|
PixelShaderCache::InvalidateMSAAShaders();
|
|
|
|
if (windowResized)
|
|
{
|
|
// TODO: Aren't we still holding a reference to the back buffer right now?
|
|
D3D::Reset();
|
|
SAFE_RELEASE(s_screenshot_texture);
|
|
SAFE_RELEASE(s_3d_vision_texture);
|
|
s_backbuffer_width = D3D::GetBackBufferWidth();
|
|
s_backbuffer_height = D3D::GetBackBufferHeight();
|
|
}
|
|
|
|
UpdateDrawRectangle();
|
|
|
|
s_last_efb_scale = g_ActiveConfig.iEFBScale;
|
|
s_last_stereo_mode = g_ActiveConfig.iStereoMode > 0;
|
|
|
|
PixelShaderManager::SetEfbScaleChanged();
|
|
|
|
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), nullptr);
|
|
|
|
g_framebuffer_manager.reset();
|
|
g_framebuffer_manager = std::make_unique<FramebufferManager>(s_target_width, s_target_height);
|
|
float clear_col[4] = {0.f, 0.f, 0.f, 1.f};
|
|
D3D::context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(),
|
|
clear_col);
|
|
D3D::context->ClearDepthStencilView(FramebufferManager::GetEFBDepthTexture()->GetDSV(),
|
|
D3D11_CLEAR_DEPTH, 0.f, 0);
|
|
}
|
|
|
|
// begin next frame
|
|
RestoreAPIState();
|
|
D3D::BeginFrame();
|
|
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
|
|
FramebufferManager::GetEFBDepthTexture()->GetDSV());
|
|
SetViewport();
|
|
}
|
|
|
|
// ALWAYS call RestoreAPIState for each ResetAPIState call you're doing
|
|
void Renderer::ResetAPIState()
|
|
{
|
|
D3D::stateman->PushBlendState(resetblendstate);
|
|
D3D::stateman->PushDepthState(resetdepthstate);
|
|
D3D::stateman->PushRasterizerState(resetraststate);
|
|
}
|
|
|
|
void Renderer::RestoreAPIState()
|
|
{
|
|
// Gets us back into a more game-like state.
|
|
D3D::stateman->PopBlendState();
|
|
D3D::stateman->PopDepthState();
|
|
D3D::stateman->PopRasterizerState();
|
|
SetViewport();
|
|
BPFunctions::SetScissor();
|
|
}
|
|
|
|
void Renderer::ApplyState()
|
|
{
|
|
// TODO: Refactor this logic here.
|
|
bool bUseDstAlpha = bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate &&
|
|
bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24;
|
|
|
|
gx_state.blend.use_dst_alpha = bUseDstAlpha;
|
|
D3D::stateman->PushBlendState(gx_state_cache.Get(gx_state.blend));
|
|
D3D::stateman->PushDepthState(gx_state_cache.Get(gx_state.zmode));
|
|
D3D::stateman->PushRasterizerState(gx_state_cache.Get(gx_state.raster));
|
|
|
|
for (unsigned int stage = 0; stage < 8; stage++)
|
|
{
|
|
// TODO: cache SamplerState directly, not d3d object
|
|
gx_state.sampler[stage].max_anisotropy = UINT64_C(1) << g_ActiveConfig.iMaxAnisotropy;
|
|
D3D::stateman->SetSampler(stage, gx_state_cache.Get(gx_state.sampler[stage]));
|
|
}
|
|
|
|
if (bUseDstAlpha)
|
|
{
|
|
// restore actual state
|
|
SetBlendMode(false);
|
|
SetLogicOpMode();
|
|
}
|
|
|
|
ID3D11Buffer* vertexConstants = VertexShaderCache::GetConstantBuffer();
|
|
|
|
D3D::stateman->SetPixelConstants(PixelShaderCache::GetConstantBuffer(),
|
|
g_ActiveConfig.bEnablePixelLighting ? vertexConstants : nullptr);
|
|
D3D::stateman->SetVertexConstants(vertexConstants);
|
|
D3D::stateman->SetGeometryConstants(GeometryShaderCache::GetConstantBuffer());
|
|
|
|
D3D::stateman->SetPixelShader(PixelShaderCache::GetActiveShader());
|
|
D3D::stateman->SetVertexShader(VertexShaderCache::GetActiveShader());
|
|
D3D::stateman->SetGeometryShader(GeometryShaderCache::GetActiveShader());
|
|
}
|
|
|
|
void Renderer::RestoreState()
|
|
{
|
|
D3D::stateman->PopBlendState();
|
|
D3D::stateman->PopDepthState();
|
|
D3D::stateman->PopRasterizerState();
|
|
}
|
|
|
|
void Renderer::ApplyCullDisable()
|
|
{
|
|
RasterizerState rast = gx_state.raster;
|
|
rast.cull_mode = D3D11_CULL_NONE;
|
|
|
|
ID3D11RasterizerState* raststate = gx_state_cache.Get(rast);
|
|
D3D::stateman->PushRasterizerState(raststate);
|
|
}
|
|
|
|
void Renderer::RestoreCull()
|
|
{
|
|
D3D::stateman->PopRasterizerState();
|
|
}
|
|
|
|
void Renderer::SetGenerationMode()
|
|
{
|
|
const D3D11_CULL_MODE d3dCullModes[4] = {D3D11_CULL_NONE, D3D11_CULL_BACK, D3D11_CULL_FRONT,
|
|
D3D11_CULL_BACK};
|
|
|
|
// rastdc.FrontCounterClockwise must be false for this to work
|
|
// TODO: GX_CULL_ALL not supported, yet!
|
|
gx_state.raster.cull_mode = d3dCullModes[bpmem.genMode.cullmode];
|
|
}
|
|
|
|
void Renderer::SetDepthMode()
|
|
{
|
|
gx_state.zmode.hex = bpmem.zmode.hex;
|
|
}
|
|
|
|
void Renderer::SetLogicOpMode()
|
|
{
|
|
// D3D11 doesn't support logic blending, so this is a huge hack
|
|
// TODO: Make use of D3D11.1's logic blending support
|
|
|
|
// 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
|
|
const D3D11_BLEND_OP d3dLogicOps[16] = {
|
|
D3D11_BLEND_OP_ADD, // 0
|
|
D3D11_BLEND_OP_ADD, // 1
|
|
D3D11_BLEND_OP_SUBTRACT, // 2
|
|
D3D11_BLEND_OP_ADD, // 3
|
|
D3D11_BLEND_OP_REV_SUBTRACT, // 4
|
|
D3D11_BLEND_OP_ADD, // 5
|
|
D3D11_BLEND_OP_MAX, // 6
|
|
D3D11_BLEND_OP_ADD, // 7
|
|
D3D11_BLEND_OP_MAX, // 8
|
|
D3D11_BLEND_OP_MAX, // 9
|
|
D3D11_BLEND_OP_ADD, // 10
|
|
D3D11_BLEND_OP_ADD, // 11
|
|
D3D11_BLEND_OP_ADD, // 12
|
|
D3D11_BLEND_OP_ADD, // 13
|
|
D3D11_BLEND_OP_ADD, // 14
|
|
D3D11_BLEND_OP_ADD // 15
|
|
};
|
|
const D3D11_BLEND d3dLogicOpSrcFactors[16] = {
|
|
D3D11_BLEND_ZERO, // 0
|
|
D3D11_BLEND_DEST_COLOR, // 1
|
|
D3D11_BLEND_ONE, // 2
|
|
D3D11_BLEND_ONE, // 3
|
|
D3D11_BLEND_DEST_COLOR, // 4
|
|
D3D11_BLEND_ZERO, // 5
|
|
D3D11_BLEND_INV_DEST_COLOR, // 6
|
|
D3D11_BLEND_INV_DEST_COLOR, // 7
|
|
D3D11_BLEND_INV_SRC_COLOR, // 8
|
|
D3D11_BLEND_INV_SRC_COLOR, // 9
|
|
D3D11_BLEND_INV_DEST_COLOR, // 10
|
|
D3D11_BLEND_ONE, // 11
|
|
D3D11_BLEND_INV_SRC_COLOR, // 12
|
|
D3D11_BLEND_INV_SRC_COLOR, // 13
|
|
D3D11_BLEND_INV_DEST_COLOR, // 14
|
|
D3D11_BLEND_ONE // 15
|
|
};
|
|
const D3D11_BLEND d3dLogicOpDestFactors[16] = {
|
|
D3D11_BLEND_ZERO, // 0
|
|
D3D11_BLEND_ZERO, // 1
|
|
D3D11_BLEND_INV_SRC_COLOR, // 2
|
|
D3D11_BLEND_ZERO, // 3
|
|
D3D11_BLEND_ONE, // 4
|
|
D3D11_BLEND_ONE, // 5
|
|
D3D11_BLEND_INV_SRC_COLOR, // 6
|
|
D3D11_BLEND_ONE, // 7
|
|
D3D11_BLEND_INV_DEST_COLOR, // 8
|
|
D3D11_BLEND_SRC_COLOR, // 9
|
|
D3D11_BLEND_INV_DEST_COLOR, // 10
|
|
D3D11_BLEND_INV_DEST_COLOR, // 11
|
|
D3D11_BLEND_INV_SRC_COLOR, // 12
|
|
D3D11_BLEND_ONE, // 13
|
|
D3D11_BLEND_INV_SRC_COLOR, // 14
|
|
D3D11_BLEND_ONE // 15
|
|
};
|
|
|
|
if (bpmem.blendmode.logicopenable && !bpmem.blendmode.blendenable)
|
|
{
|
|
gx_state.blend.blend_enable = true;
|
|
gx_state.blend.blend_op = d3dLogicOps[bpmem.blendmode.logicmode];
|
|
gx_state.blend.src_blend = d3dLogicOpSrcFactors[bpmem.blendmode.logicmode];
|
|
gx_state.blend.dst_blend = d3dLogicOpDestFactors[bpmem.blendmode.logicmode];
|
|
}
|
|
else
|
|
{
|
|
SetBlendMode(true);
|
|
}
|
|
}
|
|
|
|
void Renderer::SetDitherMode()
|
|
{
|
|
// TODO: Set dither mode to bpmem.blendmode.dither
|
|
}
|
|
|
|
void Renderer::SetSamplerState(int stage, int texindex, bool custom_tex)
|
|
{
|
|
const FourTexUnits& tex = bpmem.tex[texindex];
|
|
const TexMode0& tm0 = tex.texMode0[stage];
|
|
const TexMode1& tm1 = tex.texMode1[stage];
|
|
|
|
if (texindex)
|
|
stage += 4;
|
|
|
|
if (g_ActiveConfig.bForceFiltering)
|
|
{
|
|
// Only use mipmaps if the game says they are available.
|
|
gx_state.sampler[stage].min_filter = SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ? 6 : 4;
|
|
gx_state.sampler[stage].mag_filter = 1; // linear mag
|
|
}
|
|
else
|
|
{
|
|
gx_state.sampler[stage].min_filter = (u32)tm0.min_filter;
|
|
gx_state.sampler[stage].mag_filter = (u32)tm0.mag_filter;
|
|
}
|
|
|
|
gx_state.sampler[stage].wrap_s = (u32)tm0.wrap_s;
|
|
gx_state.sampler[stage].wrap_t = (u32)tm0.wrap_t;
|
|
gx_state.sampler[stage].max_lod = (u32)tm1.max_lod;
|
|
gx_state.sampler[stage].min_lod = (u32)tm1.min_lod;
|
|
gx_state.sampler[stage].lod_bias = (s32)tm0.lod_bias;
|
|
|
|
// custom textures may have higher resolution, so disable the max_lod
|
|
if (custom_tex)
|
|
{
|
|
gx_state.sampler[stage].max_lod = 255;
|
|
}
|
|
}
|
|
|
|
void Renderer::SetInterlacingMode()
|
|
{
|
|
// TODO
|
|
}
|
|
|
|
u32 Renderer::GetMaxTextureSize()
|
|
{
|
|
return DX11::D3D::GetMaxTextureSize();
|
|
}
|
|
|
|
u16 Renderer::BBoxRead(int index)
|
|
{
|
|
// Here we get the min/max value of the truncated position of the upscaled framebuffer.
|
|
// So we have to correct them to the unscaled EFB sizes.
|
|
int value = BBox::Get(index);
|
|
|
|
if (index < 2)
|
|
{
|
|
// left/right
|
|
value = value * EFB_WIDTH / s_target_width;
|
|
}
|
|
else
|
|
{
|
|
// up/down
|
|
value = value * EFB_HEIGHT / s_target_height;
|
|
}
|
|
if (index & 1)
|
|
value++; // fix max values to describe the outer border
|
|
|
|
return value;
|
|
}
|
|
|
|
void Renderer::BBoxWrite(int index, u16 _value)
|
|
{
|
|
int value = _value; // u16 isn't enough to multiply by the efb width
|
|
if (index & 1)
|
|
value--;
|
|
if (index < 2)
|
|
{
|
|
value = value * s_target_width / EFB_WIDTH;
|
|
}
|
|
else
|
|
{
|
|
value = value * s_target_height / EFB_HEIGHT;
|
|
}
|
|
|
|
BBox::Set(index, value);
|
|
}
|
|
|
|
void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D* src_texture,
|
|
u32 src_width, u32 src_height, float Gamma)
|
|
{
|
|
if (g_ActiveConfig.iStereoMode == STEREO_SBS || g_ActiveConfig.iStereoMode == STEREO_TAB)
|
|
{
|
|
TargetRectangle leftRc, rightRc;
|
|
ConvertStereoRectangle(dst, leftRc, rightRc);
|
|
|
|
D3D11_VIEWPORT leftVp = CD3D11_VIEWPORT((float)leftRc.left, (float)leftRc.top,
|
|
(float)leftRc.GetWidth(), (float)leftRc.GetHeight());
|
|
D3D11_VIEWPORT rightVp = CD3D11_VIEWPORT((float)rightRc.left, (float)rightRc.top,
|
|
(float)rightRc.GetWidth(), (float)rightRc.GetHeight());
|
|
|
|
D3D::context->RSSetViewports(1, &leftVp);
|
|
D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height,
|
|
PixelShaderCache::GetColorCopyProgram(false),
|
|
VertexShaderCache::GetSimpleVertexShader(),
|
|
VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 0);
|
|
|
|
D3D::context->RSSetViewports(1, &rightVp);
|
|
D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height,
|
|
PixelShaderCache::GetColorCopyProgram(false),
|
|
VertexShaderCache::GetSimpleVertexShader(),
|
|
VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 1);
|
|
}
|
|
else if (g_ActiveConfig.iStereoMode == STEREO_3DVISION)
|
|
{
|
|
if (!s_3d_vision_texture)
|
|
Create3DVisionTexture(s_backbuffer_width, s_backbuffer_height);
|
|
|
|
D3D11_VIEWPORT leftVp = CD3D11_VIEWPORT((float)dst.left, (float)dst.top, (float)dst.GetWidth(),
|
|
(float)dst.GetHeight());
|
|
D3D11_VIEWPORT rightVp = CD3D11_VIEWPORT((float)(dst.left + s_backbuffer_width), (float)dst.top,
|
|
(float)dst.GetWidth(), (float)dst.GetHeight());
|
|
|
|
// Render to staging texture which is double the width of the backbuffer
|
|
D3D::context->OMSetRenderTargets(1, &s_3d_vision_texture->GetRTV(), nullptr);
|
|
|
|
D3D::context->RSSetViewports(1, &leftVp);
|
|
D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height,
|
|
PixelShaderCache::GetColorCopyProgram(false),
|
|
VertexShaderCache::GetSimpleVertexShader(),
|
|
VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 0);
|
|
|
|
D3D::context->RSSetViewports(1, &rightVp);
|
|
D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height,
|
|
PixelShaderCache::GetColorCopyProgram(false),
|
|
VertexShaderCache::GetSimpleVertexShader(),
|
|
VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 1);
|
|
|
|
// Copy the left eye to the backbuffer, if Nvidia 3D Vision is enabled it should
|
|
// recognize the signature and automatically include the right eye frame.
|
|
D3D11_BOX box = CD3D11_BOX(0, 0, 0, s_backbuffer_width, s_backbuffer_height, 1);
|
|
D3D::context->CopySubresourceRegion(D3D::GetBackBuffer()->GetTex(), 0, 0, 0, 0,
|
|
s_3d_vision_texture->GetTex(), 0, &box);
|
|
|
|
// Restore render target to backbuffer
|
|
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), nullptr);
|
|
}
|
|
else
|
|
{
|
|
D3D11_VIEWPORT vp = CD3D11_VIEWPORT((float)dst.left, (float)dst.top, (float)dst.GetWidth(),
|
|
(float)dst.GetHeight());
|
|
D3D::context->RSSetViewports(1, &vp);
|
|
D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height,
|
|
(g_Config.iStereoMode == STEREO_ANAGLYPH) ?
|
|
PixelShaderCache::GetAnaglyphProgram() :
|
|
PixelShaderCache::GetColorCopyProgram(false),
|
|
VertexShaderCache::GetSimpleVertexShader(),
|
|
VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma);
|
|
}
|
|
}
|
|
|
|
void Renderer::SetFullscreen(bool enable_fullscreen)
|
|
{
|
|
D3D::SetFullscreenState(enable_fullscreen);
|
|
}
|
|
|
|
bool Renderer::IsFullscreen() const
|
|
{
|
|
return D3D::GetFullscreenState();
|
|
}
|
|
|
|
} // namespace DX11
|