dolphin/Source/Plugins/Plugin_VideoDX9/Src/Render.cpp

438 lines
11 KiB
C++

// Copyright (C) 2003-2008 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include <d3dx9.h>
#include "Common.h"
#include "Statistics.h"
#include "Config.h"
#include "main.h"
#include "VertexManager.h"
#include "Render.h"
#include "OpcodeDecoding.h"
#include "BPStructs.h"
#include "XFStructs.h"
#include "D3DPostprocess.h"
#include "D3DUtil.h"
#include "VertexShaderManager.h"
#include "VertexShaderCache.h"
#include "PixelShaderManager.h"
#include "PixelShaderCache.h"
#include "TextureCache.h"
#include "Utils.h"
#include "EmuWindow.h"
#include <list>
float Renderer::m_x,Renderer::m_y,Renderer::m_width, Renderer::m_height, Renderer::xScale,Renderer::yScale;
std::vector<LPDIRECT3DBASETEXTURE9> Renderer::m_Textures;
DWORD Renderer::m_RenderStates[MaxRenderStates+46];
DWORD Renderer::m_TextureStageStates[MaxTextureStages][MaxTextureTypes];
DWORD Renderer::m_SamplerStates[MaxSamplerSize][MaxSamplerTypes];
DWORD Renderer::m_FVF;
#define NUMWNDRES 6
extern int g_Res[NUMWNDRES][2];
struct Message
{
Message(const std::string &msg, u32 dw) : message( msg ), dwTimeStamp( dw )
{
}
std::string message;
u32 dwTimeStamp;
};
static std::list<Message> s_listMsgs;
void Renderer::Init(SVideoInitialize &_VideoInitialize)
{
EmuWindow::SetSize(g_Res[g_Config.iWindowedRes][0], g_Res[g_Config.iWindowedRes][1]);
D3D::Create(g_Config.iAdapter, EmuWindow::GetWnd(), g_Config.bFullscreen, g_Config.iFSResolution, g_Config.iMultisampleMode);
D3DVIEWPORT9 vp;
D3D::dev->GetViewport(&vp);
m_x = 0;
m_y = 0;
m_width = (float)vp.Width;
m_height = (float)vp.Height;
xScale = 640.0f / (float)vp.Width;
yScale = 480.0f / (float)vp.Height;
D3D::font.Init();
Initialize();
}
void Renderer::Shutdown(void)
{
D3D::font.Shutdown();
D3D::EndFrame();
D3D::Close();
}
void Renderer::Initialize(void)
{
m_FVF = 0;
m_Textures.reserve( MaxTextureStages );
for ( int i = 0; i < MaxTextureStages; i++ )
{
m_Textures.push_back( NULL );
}
for (int i=0; i<8; i++)
{
D3D::dev->SetSamplerState(i, D3DSAMP_MAXANISOTROPY, 16);
}
ReinitView();
Postprocess::Initialize();
Postprocess::BeginFrame();
D3D::BeginFrame(true, 0);
VertexManager::BeginFrame();
}
void Renderer::AddMessage(const std::string &message, u32 ms)
{
s_listMsgs.push_back(Message(message, timeGetTime()+ms));
}
void Renderer::ProcessMessages()
{
if (s_listMsgs.size() > 0) {
int left = 25, top = 15;
std::list<Message>::iterator it = s_listMsgs.begin();
while( it != s_listMsgs.end() )
{
int time_left = (int)(it->dwTimeStamp - timeGetTime());
int alpha = 255;
if(time_left<1024)
{
alpha=time_left>>2;
if(time_left<0) alpha=0;
}
alpha <<= 24;
RenderText(it->message, left+1, top+1, 0x000000|alpha);
RenderText(it->message, left, top, 0xffff30|alpha);
top += 15;
if (time_left <= 0)
it = s_listMsgs.erase(it);
else ++it;
}
}
}
void Renderer::RenderText(const std::string &text, int left, int top, u32 color)
{
D3D::font.DrawTextScaled((float)left, (float)top, 20, 20, 0.0f, color, text.c_str(), false);
}
void dumpMatrix(D3DXMATRIX &mtx)
{
for (int y=0; y<4; y++)
{
char temp[256];
sprintf(temp,"%4.4f %4.4f %4.4f %4.4f",mtx.m[y][0],mtx.m[y][1],mtx.m[y][2],mtx.m[y][3]);
g_VideoInitialize.pLog(temp, FALSE);
}
}
void Renderer::ReinitView()
{
D3DXMATRIX mtx;
D3DXMatrixIdentity(&mtx);
D3D::dev->SetTransform(D3DTS_VIEW,&mtx);
D3D::dev->SetTransform(D3DTS_WORLD,&mtx);
float width = (float)D3D::GetDisplayWidth();
float height = (float)D3D::GetDisplayHeight();
xScale = width/640.0f;
yScale = height/480.0f;
RECT rc =
{
(LONG)(m_x*xScale), (LONG)(m_y*yScale), (LONG)(m_width*xScale), (LONG)(m_height*yScale)
};
}
void Renderer::SwapBuffers(void)
{
// center window again
if (EmuWindow::GetParentWnd())
{
RECT rcWindow;
GetWindowRect(EmuWindow::GetParentWnd(), &rcWindow);
int width = rcWindow.right - rcWindow.left;
int height = rcWindow.bottom - rcWindow.top;
::MoveWindow(EmuWindow::GetWnd(), 0,0,width,height, FALSE);
// nBackbufferWidth = width;
// nBackbufferHeight = height;
}
//Finish up the current frame, print some stats
Postprocess::FinalizeFrame();
if (g_Config.bOverlayStats)
{
char st[2048];
char *p = st;
p+=sprintf(p,"textures created: %i\n",stats.numTexturesCreated);
p+=sprintf(p,"textures alive: %i\n",stats.numTexturesAlive);
p+=sprintf(p,"pshaders created: %i\n",stats.numPixelShadersCreated);
p+=sprintf(p,"pshaders alive: %i\n",stats.numPixelShadersAlive);
p+=sprintf(p,"vshaders created: %i\n",stats.numVertexShadersCreated);
p+=sprintf(p,"vshaders alive: %i\n",stats.numVertexShadersAlive);
p+=sprintf(p,"dlists called: %i\n",stats.numDListsCalled);
p+=sprintf(p,"dlists created: %i\n",stats.numDListsCreated);
p+=sprintf(p,"dlists alive: %i\n",stats.numDListsAlive);
p+=sprintf(p,"primitives: %i\n",stats.thisFrame.numPrims);
p+=sprintf(p,"primitive joins: %i\n",stats.thisFrame.numPrimitiveJoins);
p+=sprintf(p,"primitives (DL): %i\n",stats.thisFrame.numDLPrims);
p+=sprintf(p,"XF loads: %i\n",stats.thisFrame.numXFLoads);
p+=sprintf(p,"XF loads (DL): %i\n",stats.thisFrame.numXFLoadsInDL);
p+=sprintf(p,"CP loads: %i\n",stats.thisFrame.numCPLoads);
p+=sprintf(p,"CP loads (DL): %i\n",stats.thisFrame.numCPLoadsInDL);
p+=sprintf(p,"BP loads: %i\n",stats.thisFrame.numBPLoads);
p+=sprintf(p,"BP loads (DL): %i\n",stats.thisFrame.numBPLoadsInDL);
D3D::font.DrawTextScaled(0,30,20,20,0.0f,0xFF00FFFF,st,false);
//end frame
}
ProcessMessages();
#if defined(DVPROFILE)
if( g_bWriteProfile ) {
//g_bWriteProfile = 0;
static int framenum = 0;
const int UPDATE_FRAMES = 8;
if( ++framenum >= UPDATE_FRAMES ) {
DVProfWrite("prof.txt", UPDATE_FRAMES);
DVProfClear();
framenum = 0;
}
}
#endif
D3D::EndFrame();
//D3D frame is now over
//////////////////////////////////////////////////////////////////////////
//clean out old stuff from caches
frameCount++;
PShaderCache::Cleanup();
VShaderCache::Cleanup();
TextureCache::Cleanup();
//DListCache::Cleanup();
//////////////////////////////////////////////////////////////////////////
//Begin new frame
//Set default viewport and scissor, for the clear to work correctly
stats.ResetFrame();
D3DVIEWPORT9 vp;
vp.X = 0;
vp.Y = 0;
vp.Width = (DWORD)m_width;
vp.Height = (DWORD)m_height;
vp.MinZ = 0;
vp.MaxZ = 0;
D3D::dev->SetViewport(&vp);
RECT rc;
rc.left = 0;
rc.top = 0;
rc.right = (LONG)m_width;
rc.bottom = (LONG)m_height;
D3D::dev->SetScissorRect(&rc);
u32 clearColor = (bpmem.clearcolorAR<<16)|bpmem.clearcolorGB;
// clearColor |= 0x003F003F;
// D3D::BeginFrame(true,clearColor,1.0f);
D3D::BeginFrame(false, clearColor, 1.0f);
// D3D::EnableAlphaToCoverage();
Postprocess::BeginFrame();
VertexManager::BeginFrame();
if (g_Config.bOldCard)
D3D::font.SetRenderStates(); //compatibility with low end cards
}
void Renderer::SetViewport(float* _Viewport)
{
Viewport* pViewport = (Viewport*)_Viewport;
D3DVIEWPORT9 vp;
float x=(pViewport->xOrig-662)*2;
float y=(pViewport->yOrig-582)*2; //something is wrong, but what??
y-=16;
float w=pViewport->wd*2; //multiply up to real size
float h=pViewport->ht*-2; //why is this negative? oh well..
if (x < 0.0f) x = 0.0f;
if (y < 0.0f) y = 0.0f;
if (x > 640.0f) x = 639.0f;
if (y > 480.0f) y = 479.0f;
if (w < 0) w=1;
if (h < 0) h=1;
if (x+w > 640.0f) w=640-x;
if (y+h > 480.0f) h=480-y;
//x=y=0;
//if(w>0.0f) w=0.0f;
//if(h<0.0f) h=0.0f;
vp.X = (DWORD)(x*xScale);
vp.Y = (DWORD)(y*yScale);
vp.Width = (DWORD)(w*xScale);
vp.Height = (DWORD)(h*yScale);
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
// char temp[256];
// sprintf(temp,"Viewport: %i %i %i %i %f %f",vp.X,vp.Y,vp.Width,vp.Height,vp.MinZ,vp.MaxZ);
// g_VideoInitialize.pLog(temp, FALSE);
D3D::dev->SetViewport(&vp);
}
void Renderer::SetScissorBox(RECT &rc)
{
rc.left = (int)(rc.left * xScale);
rc.top = (int)(rc.top * yScale);
rc.right = (int)(rc.right * xScale);
rc.bottom = (int)(rc.bottom * yScale);
if (rc.right >= rc.left && rc.bottom >= rc.top)
D3D::dev->SetScissorRect(&rc);
else
g_VideoInitialize.pLog("SCISSOR ERROR", FALSE);
}
void Renderer::SetProjection(float* pMatrix, int constantIndex)
{
D3DXMATRIX mtx;
if (pMatrix[6] == 0) // Perspective
{
mtx.m[0][0] = pMatrix[0];
mtx.m[0][1] = 0.0f;
mtx.m[0][2] = pMatrix[1];
mtx.m[0][3] = 0; // -0.5f/m_height; <-- fix d3d pixel center?
mtx.m[1][0] = 0.0f;
mtx.m[1][1] = pMatrix[2];
mtx.m[1][2] = pMatrix[3];
mtx.m[1][3] = 0; // +0.5f/m_height; <-- fix d3d pixel center?
mtx.m[2][0] = 0.0f;
mtx.m[2][1] = 0.0f;
mtx.m[2][2] = -(1.0f - pMatrix[4]);
mtx.m[2][3] = pMatrix[5]; // Problematic in OGL
mtx.m[3][0] = 0.0f;
mtx.m[3][1] = 0.0f;
// donkopunchstania: GC GPU rounds differently?
// -(1 + epsilon) so objects are clipped as they are on the real HW
mtx.m[3][2] = -1.00000011921f;
mtx.m[3][3] = 0.0f;
}
else // Orthographic Projection
{
mtx.m[0][0] = pMatrix[0];
mtx.m[0][1] = 0.0f;
mtx.m[0][2] = 0.0f;
mtx.m[0][3] = pMatrix[1]; // -0.5f/m_width; <-- fix d3d pixel center?
mtx.m[1][0] = 0.0f;
mtx.m[1][1] = pMatrix[2];
mtx.m[1][2] = 0.0f;
mtx.m[1][3] = pMatrix[3]; // +0.5f/m_height; <-- fix d3d pixel center?
mtx.m[2][0] = 0.0f;
mtx.m[2][1] = 0.0f;
mtx.m[2][2] = pMatrix[4];
mtx.m[2][3] = -(-1.0f - pMatrix[5]);
mtx.m[3][0] = 0;
mtx.m[3][1] = 0;
mtx.m[3][2] = 0.0f;
mtx.m[3][3] = 1.0f;
}
D3D::dev->SetVertexShaderConstantF(constantIndex, mtx, 4);
}
void Renderer::SetTexture( DWORD Stage, LPDIRECT3DBASETEXTURE9 pTexture )
{
if ( m_Textures[Stage] != pTexture )
{
m_Textures[Stage] = pTexture;
D3D::dev->SetTexture( Stage, pTexture );
}
}
void Renderer::SetFVF( DWORD FVF )
{
if ( m_FVF != FVF )
{
m_FVF = FVF;
D3D::dev->SetFVF( FVF );
}
}
void Renderer::SetRenderState( D3DRENDERSTATETYPE State, DWORD Value )
{
if ( m_RenderStates[State] != Value )
{
m_RenderStates[State] = Value;
D3D::dev->SetRenderState( State, Value );
}
}
void Renderer::SetTextureStageState( DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD Value )
{
if ( m_TextureStageStates[Stage][Type] != Value )
{
m_TextureStageStates[Stage][Type] = Value;
D3D::dev->SetTextureStageState( Stage, Type, Value );
}
}
void Renderer::SetSamplerState( DWORD Sampler, D3DSAMPLERSTATETYPE Type, DWORD Value )
{
if ( m_SamplerStates[Sampler][Type] != Value )
{
m_SamplerStates[Sampler][Type] = Value;
D3D::dev->SetSamplerState( Sampler, Type, Value );
}
}