863 lines
31 KiB
C++
863 lines
31 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 <array>
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#include <cinttypes>
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#include <cmath>
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#include <cstring>
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#include <memory>
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#include <string>
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#include <strsafe.h>
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#include <tuple>
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#include "Common/CommonTypes.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/DXTexture.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/TextureCache.h"
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#include "VideoBackends/D3D/VertexShaderCache.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/RenderState.h"
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#include "VideoCommon/VideoBackendBase.h"
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#include "VideoCommon/VideoCommon.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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// 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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Renderer::Renderer() : ::Renderer(D3D::GetBackBufferWidth(), D3D::GetBackBufferHeight())
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{
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m_last_multisamples = g_ActiveConfig.iMultisamples;
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m_last_stereo_mode = g_ActiveConfig.stereo_mode != StereoMode::Off;
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m_last_fullscreen_mode = D3D::GetFullscreenState();
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g_framebuffer_manager = std::make_unique<FramebufferManager>(m_target_width, m_target_height);
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SetupDeviceObjects();
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// Setup GX pipeline state
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for (auto& sampler : m_gx_state.samplers)
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sampler.hex = RenderState::GetPointSamplerState().hex;
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m_gx_state.zmode.testenable = false;
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m_gx_state.zmode.updateenable = false;
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m_gx_state.zmode.func = ZMode::NEVER;
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m_gx_state.raster.cullmode = GenMode::CULL_NONE;
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// Clear EFB textures
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constexpr std::array<float, 4> clear_color{{0.f, 0.f, 0.f, 1.f}};
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D3D::context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(),
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clear_color.data());
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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)m_target_width, (float)m_target_height);
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D3D::context->RSSetViewports(1, &vp);
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FramebufferManager::BindEFBRenderTarget();
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}
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Renderer::~Renderer()
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{
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TeardownDeviceObjects();
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}
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void Renderer::SetupDeviceObjects()
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{
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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, &m_clear_depth_states[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, &m_clear_depth_states[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, &m_clear_depth_states[2]);
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CHECK(hr == S_OK, "Create depth state for Renderer::ClearScreen");
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D3D::SetDebugObjectName(m_clear_depth_states[0],
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"depth state for Renderer::ClearScreen (depth buffer disabled)");
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D3D::SetDebugObjectName(
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m_clear_depth_states[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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m_clear_depth_states[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, &m_reset_blend_state);
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CHECK(hr == S_OK, "Create blend state for Renderer::ResetAPIState");
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D3D::SetDebugObjectName(m_reset_blend_state, "blend state for Renderer::ResetAPIState");
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m_clear_blend_states[0] = m_reset_blend_state;
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m_reset_blend_state->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, &m_clear_blend_states[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, &m_clear_blend_states[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, &m_clear_blend_states[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, &m_reset_depth_state);
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CHECK(hr == S_OK, "Create depth state for Renderer::ResetAPIState");
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D3D::SetDebugObjectName(m_reset_depth_state, "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, &m_reset_rast_state);
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CHECK(hr == S_OK, "Create rasterizer state for Renderer::ResetAPIState");
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D3D::SetDebugObjectName(m_reset_rast_state, "rasterizer state for Renderer::ResetAPIState");
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m_screenshot_texture = nullptr;
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}
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// Kill off all device objects
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void Renderer::TeardownDeviceObjects()
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{
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g_framebuffer_manager.reset();
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SAFE_RELEASE(m_clear_blend_states[0]);
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SAFE_RELEASE(m_clear_blend_states[1]);
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SAFE_RELEASE(m_clear_blend_states[2]);
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SAFE_RELEASE(m_clear_blend_states[3]);
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SAFE_RELEASE(m_clear_depth_states[0]);
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SAFE_RELEASE(m_clear_depth_states[1]);
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SAFE_RELEASE(m_clear_depth_states[2]);
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SAFE_RELEASE(m_reset_blend_state);
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SAFE_RELEASE(m_reset_depth_state);
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SAFE_RELEASE(m_reset_rast_state);
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SAFE_RELEASE(m_screenshot_texture);
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SAFE_RELEASE(m_3d_vision_texture);
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}
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void Renderer::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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NVSTEREOIMAGEHEADER header;
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header.dwSignature = NVSTEREO_IMAGE_SIGNATURE;
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header.dwWidth = static_cast<u32>(width * 2);
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header.dwHeight = static_cast<u32>(height + 1);
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header.dwBPP = 32;
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header.dwFlags = 0;
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const u32 pitch = static_cast<u32>(4 * width * 2);
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const auto memory = std::make_unique<u8[]>((height + 1) * pitch);
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u8* image_header_location = &memory[height * pitch];
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std::memcpy(image_header_location, &header, sizeof(header));
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D3D11_SUBRESOURCE_DATA sys_data;
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sys_data.SysMemPitch = pitch;
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sys_data.pSysMem = memory.get();
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m_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, &sys_data);
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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::DrawTextScaled(static_cast<float>(left + 1), static_cast<float>(top + 1), 20.f, 0.0f,
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color & 0xFF000000, text);
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D3D::DrawTextScaled(static_cast<float>(left), static_cast<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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// 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.
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D3D::context->OMSetRenderTargets(1, &read_tex->GetRTV(), nullptr);
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D3D::drawShadedTexQuad(source_tex->GetSRV(), &RectToLock, Renderer::GetTargetWidth(),
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Renderer::GetTargetHeight(), copy_pixel_shader,
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VertexShaderCache::GetSimpleVertexShader(),
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VertexShaderCache::GetSimpleInputLayout());
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// Restore expected game state.
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FramebufferManager::BindEFBRenderTarget();
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RestoreAPIState();
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// Copy the pixel from the renderable to cpu-readable buffer.
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D3D11_BOX box = CD3D11_BOX(0, 0, 0, 1, 1, 1);
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D3D::context->CopySubresourceRegion(staging_tex, 0, 0, 0, 0, read_tex->GetTex(), 0, &box);
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D3D11_MAPPED_SUBRESOURCE map;
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CHECK(D3D::context->Map(staging_tex, 0, D3D11_MAP_READ, 0, &map) == S_OK,
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"Map staging buffer failed");
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// Convert the framebuffer data to the format the game is expecting to receive.
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u32 ret;
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if (type == EFBAccessType::PeekColor)
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{
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u32 val;
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memcpy(&val, map.pData, sizeof(val));
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// our buffers are RGBA, yet a BGRA value is expected
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val = ((val & 0xFF00FF00) | ((val >> 16) & 0xFF) | ((val << 16) & 0xFF0000));
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// check what to do with the alpha channel (GX_PokeAlphaRead)
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PixelEngine::UPEAlphaReadReg alpha_read_mode = PixelEngine::GetAlphaReadMode();
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if (bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24)
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{
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val = RGBA8ToRGBA6ToRGBA8(val);
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}
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else if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16)
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{
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val = RGBA8ToRGB565ToRGBA8(val);
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}
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if (bpmem.zcontrol.pixel_format != PEControl::RGBA6_Z24)
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{
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val |= 0xFF000000;
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}
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if (alpha_read_mode.ReadMode == 2)
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ret = val; // GX_READ_NONE
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else if (alpha_read_mode.ReadMode == 1)
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ret = (val | 0xFF000000); // GX_READ_FF
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else /*if(alpha_read_mode.ReadMode == 0)*/
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ret = (val & 0x00FFFFFF); // GX_READ_00
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}
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else // type == EFBAccessType::PeekZ
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{
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float val;
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memcpy(&val, map.pData, sizeof(val));
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// depth buffer is inverted in the d3d backend
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val = 1.0f - val;
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if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16)
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{
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// if Z is in 16 bit format you must return a 16 bit integer
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ret = MathUtil::Clamp<u32>(static_cast<u32>(val * 65536.0f), 0, 0xFFFF);
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}
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else
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{
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ret = MathUtil::Clamp<u32>(static_cast<u32>(val * 16777216.0f), 0, 0xFFFFFF);
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}
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}
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D3D::context->Unmap(staging_tex, 0);
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return ret;
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}
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void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points)
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{
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ResetAPIState();
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if (type == EFBAccessType::PokeColor)
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{
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D3D11_VIEWPORT vp =
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CD3D11_VIEWPORT(0.0f, 0.0f, (float)GetTargetWidth(), (float)GetTargetHeight());
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D3D::context->RSSetViewports(1, &vp);
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FramebufferManager::BindEFBRenderTarget(false);
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}
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else // if (type == EFBAccessType::PokeZ)
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{
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D3D::stateman->PushBlendState(m_clear_blend_states[3]);
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D3D::stateman->PushDepthState(m_clear_depth_states[1]);
|
|
|
|
D3D11_VIEWPORT vp =
|
|
CD3D11_VIEWPORT(0.0f, 0.0f, (float)GetTargetWidth(), (float)GetTargetHeight());
|
|
|
|
D3D::context->RSSetViewports(1, &vp);
|
|
FramebufferManager::BindEFBRenderTarget();
|
|
}
|
|
|
|
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 min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f;
|
|
float max_depth = xfmem.viewport.farZ / 16777216.0f;
|
|
if (Wd < 0.0f)
|
|
{
|
|
X += Wd;
|
|
Wd = -Wd;
|
|
}
|
|
if (Ht < 0.0f)
|
|
{
|
|
Y += Ht;
|
|
Ht = -Ht;
|
|
}
|
|
|
|
// If an inverted or oversized depth range is used, we need to calculate the depth range in the
|
|
// vertex shader.
|
|
if (UseVertexDepthRange())
|
|
{
|
|
// We need to ensure depth values are clamped the maximum value supported by the console GPU.
|
|
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(m_clear_blend_states[0]);
|
|
else if (colorEnable)
|
|
D3D::stateman->PushBlendState(m_clear_blend_states[1]);
|
|
else if (alphaEnable)
|
|
D3D::stateman->PushBlendState(m_clear_blend_states[2]);
|
|
else
|
|
D3D::stateman->PushBlendState(m_clear_blend_states[3]);
|
|
|
|
// TODO: Should we enable Z testing here?
|
|
// if (!bpmem.zmode.testenable) D3D::stateman->PushDepthState(s_clear_depth_states[0]);
|
|
// else
|
|
if (zEnable)
|
|
D3D::stateman->PushDepthState(m_clear_depth_states[1]);
|
|
else /*if (!zEnable)*/
|
|
D3D::stateman->PushDepthState(m_clear_depth_states[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);
|
|
FramebufferManager::SetIntegerEFBRenderTarget(false);
|
|
|
|
// 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();
|
|
FramebufferManager::BindEFBRenderTarget();
|
|
}
|
|
|
|
void Renderer::SetBlendingState(const BlendingState& state)
|
|
{
|
|
m_gx_state.blend.hex = state.hex;
|
|
}
|
|
|
|
// This function has the final picture. We adjust the aspect ratio here.
|
|
void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region, u64 ticks,
|
|
float Gamma)
|
|
{
|
|
ResetAPIState();
|
|
|
|
// Prepare to copy the XFBs to our backbuffer
|
|
UpdateDrawRectangle();
|
|
TargetRectangle targetRc = GetTargetRectangle();
|
|
|
|
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), nullptr);
|
|
|
|
constexpr std::array<float, 4> clear_color{{0.f, 0.f, 0.f, 1.f}};
|
|
D3D::context->ClearRenderTargetView(D3D::GetBackBuffer()->GetRTV(), clear_color.data());
|
|
|
|
// activate linear filtering for the buffer copies
|
|
D3D::SetLinearCopySampler();
|
|
auto* xfb_texture = static_cast<DXTexture*>(texture);
|
|
|
|
BlitScreen(xfb_region, targetRc, xfb_texture->GetRawTexIdentifier(),
|
|
xfb_texture->GetConfig().width, xfb_texture->GetConfig().height, Gamma);
|
|
|
|
// 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();
|
|
|
|
g_texture_cache->Cleanup(frameCount);
|
|
|
|
// Enable configuration changes
|
|
UpdateActiveConfig();
|
|
g_texture_cache->OnConfigChanged(g_ActiveConfig);
|
|
VertexShaderCache::RetreiveAsyncShaders();
|
|
|
|
SetWindowSize(xfb_texture->GetConfig().width, xfb_texture->GetConfig().height);
|
|
|
|
const bool window_resized = CheckForResize();
|
|
const bool fullscreen = D3D::GetFullscreenState();
|
|
const bool fs_changed = m_last_fullscreen_mode != fullscreen;
|
|
|
|
// Flip/present backbuffer to frontbuffer here
|
|
D3D::Present();
|
|
|
|
// Resize the back buffers NOW to avoid flickering
|
|
if (CalculateTargetSize() || window_resized || fs_changed ||
|
|
m_last_multisamples != g_ActiveConfig.iMultisamples ||
|
|
m_last_stereo_mode != (g_ActiveConfig.stereo_mode != StereoMode::Off))
|
|
{
|
|
m_last_multisamples = g_ActiveConfig.iMultisamples;
|
|
m_last_fullscreen_mode = fullscreen;
|
|
PixelShaderCache::InvalidateMSAAShaders();
|
|
|
|
if (window_resized || fs_changed)
|
|
{
|
|
// TODO: Aren't we still holding a reference to the back buffer right now?
|
|
D3D::Reset();
|
|
SAFE_RELEASE(m_screenshot_texture);
|
|
SAFE_RELEASE(m_3d_vision_texture);
|
|
m_backbuffer_width = D3D::GetBackBufferWidth();
|
|
m_backbuffer_height = D3D::GetBackBufferHeight();
|
|
}
|
|
|
|
UpdateDrawRectangle();
|
|
|
|
m_last_stereo_mode = g_ActiveConfig.stereo_mode != StereoMode::Off;
|
|
|
|
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), nullptr);
|
|
|
|
g_framebuffer_manager.reset();
|
|
g_framebuffer_manager = std::make_unique<FramebufferManager>(m_target_width, m_target_height);
|
|
|
|
D3D::context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(),
|
|
clear_color.data());
|
|
D3D::context->ClearDepthStencilView(FramebufferManager::GetEFBDepthTexture()->GetDSV(),
|
|
D3D11_CLEAR_DEPTH, 0.f, 0);
|
|
}
|
|
|
|
if (CheckForHostConfigChanges())
|
|
{
|
|
VertexShaderCache::Reload();
|
|
GeometryShaderCache::Reload();
|
|
PixelShaderCache::Reload();
|
|
}
|
|
|
|
// begin next frame
|
|
RestoreAPIState();
|
|
FramebufferManager::BindEFBRenderTarget();
|
|
SetViewport();
|
|
}
|
|
|
|
// ALWAYS call RestoreAPIState for each ResetAPIState call you're doing
|
|
void Renderer::ResetAPIState()
|
|
{
|
|
D3D::stateman->PushBlendState(m_reset_blend_state);
|
|
D3D::stateman->PushDepthState(m_reset_depth_state);
|
|
D3D::stateman->PushRasterizerState(m_reset_rast_state);
|
|
}
|
|
|
|
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()
|
|
{
|
|
D3D::stateman->PushBlendState(m_state_cache.Get(m_gx_state.blend));
|
|
D3D::stateman->PushDepthState(m_state_cache.Get(m_gx_state.zmode));
|
|
D3D::stateman->PushRasterizerState(m_state_cache.Get(m_gx_state.raster));
|
|
D3D::stateman->SetPrimitiveTopology(
|
|
StateCache::GetPrimitiveTopology(m_gx_state.raster.primitive));
|
|
FramebufferManager::SetIntegerEFBRenderTarget(m_gx_state.blend.logicopenable);
|
|
|
|
for (u32 stage = 0; stage < static_cast<u32>(m_gx_state.samplers.size()); stage++)
|
|
D3D::stateman->SetSampler(stage, m_state_cache.Get(m_gx_state.samplers[stage]));
|
|
|
|
ID3D11Buffer* vertexConstants = VertexShaderCache::GetConstantBuffer();
|
|
|
|
D3D::stateman->SetPixelConstants(PixelShaderCache::GetConstantBuffer(),
|
|
g_ActiveConfig.bEnablePixelLighting ? vertexConstants : nullptr);
|
|
D3D::stateman->SetVertexConstants(vertexConstants);
|
|
D3D::stateman->SetGeometryConstants(GeometryShaderCache::GetConstantBuffer());
|
|
}
|
|
|
|
void Renderer::RestoreState()
|
|
{
|
|
D3D::stateman->PopBlendState();
|
|
D3D::stateman->PopDepthState();
|
|
D3D::stateman->PopRasterizerState();
|
|
}
|
|
|
|
void Renderer::SetRasterizationState(const RasterizationState& state)
|
|
{
|
|
m_gx_state.raster.hex = state.hex;
|
|
}
|
|
|
|
void Renderer::SetDepthState(const DepthState& state)
|
|
{
|
|
m_gx_state.zmode.hex = state.hex;
|
|
}
|
|
|
|
void Renderer::SetSamplerState(u32 index, const SamplerState& state)
|
|
{
|
|
m_gx_state.samplers[index].hex = state.hex;
|
|
}
|
|
|
|
void Renderer::SetInterlacingMode()
|
|
{
|
|
// TODO
|
|
}
|
|
|
|
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 / m_target_width;
|
|
}
|
|
else
|
|
{
|
|
// up/down
|
|
value = value * EFB_HEIGHT / m_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 * m_target_width / EFB_WIDTH;
|
|
}
|
|
else
|
|
{
|
|
value = value * m_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.stereo_mode == StereoMode::SBS ||
|
|
g_ActiveConfig.stereo_mode == StereoMode::TAB)
|
|
{
|
|
TargetRectangle leftRc, rightRc;
|
|
std::tie(leftRc, rightRc) = ConvertStereoRectangle(dst);
|
|
|
|
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.stereo_mode == StereoMode::Nvidia3DVision)
|
|
{
|
|
if (!m_3d_vision_texture)
|
|
Create3DVisionTexture(m_backbuffer_width, m_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 + m_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, &m_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, m_backbuffer_width, m_backbuffer_height, 1);
|
|
D3D::context->CopySubresourceRegion(D3D::GetBackBuffer()->GetTex(), 0, 0, 0, 0,
|
|
m_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);
|
|
|
|
ID3D11PixelShader* pixelShader = (g_Config.stereo_mode == StereoMode::Anaglyph) ?
|
|
PixelShaderCache::GetAnaglyphProgram() :
|
|
PixelShaderCache::GetColorCopyProgram(false);
|
|
ID3D11GeometryShader* geomShader = (g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer) ?
|
|
GeometryShaderCache::GetCopyGeometryShader() :
|
|
nullptr;
|
|
D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height, pixelShader,
|
|
VertexShaderCache::GetSimpleVertexShader(),
|
|
VertexShaderCache::GetSimpleInputLayout(), geomShader, Gamma);
|
|
}
|
|
}
|
|
|
|
void Renderer::SetFullscreen(bool enable_fullscreen)
|
|
{
|
|
D3D::SetFullscreenState(enable_fullscreen);
|
|
}
|
|
|
|
bool Renderer::IsFullscreen() const
|
|
{
|
|
return D3D::GetFullscreenState();
|
|
}
|
|
|
|
} // namespace DX11
|