dolphin/Source/Plugins/Plugin_VideoMerge/Src/DX9/DX9_Render.cpp

961 lines
26 KiB
C++

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include <list>
#include <d3dx9.h>
#include <strsafe.h>
#include "StringUtil.h"
#include "Common.h"
#include "Atomic.h"
#include "FileUtil.h"
#include "Thread.h"
#include "Timer.h"
#include "Statistics.h"
#include "VideoConfig.h"
#include "main.h"
#include "DX9_VertexManager.h"
#include "DX9_Render.h"
#include "OpcodeDecoding.h"
#include "BPStructs.h"
#include "XFStructs.h"
#include "DX9_D3DUtil.h"
#include "VertexShaderManager.h"
#include "PixelShaderManager.h"
#include "DX9_VertexShaderCache.h"
#include "DX9_PixelShaderCache.h"
#include "VertexLoaderManager.h"
#include "DX9_TextureCache.h"
#include "EmuWindow.h"
#include "AVIDump.h"
#include "OnScreenDisplay.h"
#include "DX9_FramebufferManager.h"
#include "Fifo.h"
#include "DX9_TextureConverter.h"
#include "DLCache.h"
//#include "debugger/debugger.h"
#include "DX9_Render.h"
namespace DX9
{
bool Renderer::IS_AMD;
// State translation lookup tables
static const D3DBLEND d3dSrcFactors[8] =
{
D3DBLEND_ZERO,
D3DBLEND_ONE,
D3DBLEND_DESTCOLOR,
D3DBLEND_INVDESTCOLOR,
D3DBLEND_SRCALPHA,
D3DBLEND_INVSRCALPHA,
D3DBLEND_DESTALPHA,
D3DBLEND_INVDESTALPHA
};
static const D3DBLEND d3dDestFactors[8] =
{
D3DBLEND_ZERO,
D3DBLEND_ONE,
D3DBLEND_SRCCOLOR,
D3DBLEND_INVSRCCOLOR,
D3DBLEND_SRCALPHA,
D3DBLEND_INVSRCALPHA,
D3DBLEND_DESTALPHA,
D3DBLEND_INVDESTALPHA
};
static const D3DBLENDOP d3dLogicOpop[16] =
{
D3DBLENDOP_ADD,
D3DBLENDOP_ADD,
D3DBLENDOP_SUBTRACT,
D3DBLENDOP_ADD,
D3DBLENDOP_REVSUBTRACT,
D3DBLENDOP_ADD,
D3DBLENDOP_MAX,
D3DBLENDOP_ADD,
D3DBLENDOP_MAX,
D3DBLENDOP_MAX,
D3DBLENDOP_ADD,
D3DBLENDOP_ADD,
D3DBLENDOP_ADD,
D3DBLENDOP_ADD,
D3DBLENDOP_ADD,
D3DBLENDOP_ADD
};
static const D3DBLEND d3dLogicOpSrcFactors[16] =
{
D3DBLEND_ZERO,
D3DBLEND_DESTCOLOR,
D3DBLEND_ONE,
D3DBLEND_ONE,
D3DBLEND_DESTCOLOR,
D3DBLEND_ZERO,
D3DBLEND_INVDESTCOLOR,
D3DBLEND_INVDESTCOLOR,
D3DBLEND_INVSRCCOLOR,
D3DBLEND_INVSRCCOLOR,
D3DBLEND_INVDESTCOLOR,
D3DBLEND_ONE,
D3DBLEND_INVSRCCOLOR,
D3DBLEND_INVSRCCOLOR,
D3DBLEND_INVDESTCOLOR,
D3DBLEND_ONE
};
static const D3DBLEND d3dLogicOpDestFactors[16] =
{
D3DBLEND_ZERO,
D3DBLEND_ZERO,
D3DBLEND_INVSRCCOLOR,
D3DBLEND_ZERO,
D3DBLEND_ONE,
D3DBLEND_ONE,
D3DBLEND_INVSRCCOLOR,
D3DBLEND_ONE,
D3DBLEND_INVDESTCOLOR,
D3DBLEND_SRCCOLOR,
D3DBLEND_INVDESTCOLOR,
D3DBLEND_INVDESTCOLOR,
D3DBLEND_INVSRCCOLOR,
D3DBLEND_ONE,
D3DBLEND_INVSRCCOLOR,
D3DBLEND_ONE
};
static const D3DCULL d3dCullModes[4] =
{
D3DCULL_NONE,
D3DCULL_CCW,
D3DCULL_CW,
D3DCULL_CCW
};
static const D3DCMPFUNC d3dCmpFuncs[8] =
{
D3DCMP_NEVER,
D3DCMP_LESS,
D3DCMP_EQUAL,
D3DCMP_LESSEQUAL,
D3DCMP_GREATER,
D3DCMP_NOTEQUAL,
D3DCMP_GREATEREQUAL,
D3DCMP_ALWAYS
};
static const D3DTEXTUREFILTERTYPE d3dMipFilters[4] =
{
D3DTEXF_NONE,
D3DTEXF_POINT,
D3DTEXF_LINEAR,
D3DTEXF_NONE, //reserved
};
static const D3DTEXTUREADDRESS d3dClamps[4] =
{
D3DTADDRESS_CLAMP,
D3DTADDRESS_WRAP,
D3DTADDRESS_MIRROR,
D3DTADDRESS_WRAP //reserved
};
void Renderer::SetupDeviceObjects()
{
D3D::font.Init();
g_framebuffer_manager = new FramebufferManager;
VertexShaderManager::Dirty();
PixelShaderManager::Dirty();
// TODO:
//TextureConverter::Init();
// To avoid shader compilation stutters, read back all shaders from cache.
// Texture cache will recreate themselves over time.
}
// Kill off all POOL_DEFAULT device objects.
void Renderer::TeardownDeviceObjects()
{
D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
delete g_framebuffer_manager;
//D3D::font.Shutdown();
// TODO:
//TextureConverter::Shutdown();
}
Renderer::Renderer()
{
UpdateActiveConfig();
int fullScreenRes, x, y, w_temp, h_temp;
s_blendMode = 0;
// Multisample Anti-aliasing hasn't been implemented yet use supersamling instead
int backbuffer_ms_mode = 0;
g_VideoInitialize.pRequestWindowSize(x, y, w_temp, h_temp);
for (fullScreenRes = 0; fullScreenRes < (int)D3D::GetAdapter(g_ActiveConfig.iAdapter).resolutions.size(); fullScreenRes++)
{
if ((D3D::GetAdapter(g_ActiveConfig.iAdapter).resolutions[fullScreenRes].xres == w_temp) &&
(D3D::GetAdapter(g_ActiveConfig.iAdapter).resolutions[fullScreenRes].yres == h_temp))
break;
}
if (fullScreenRes == D3D::GetAdapter(g_ActiveConfig.iAdapter).resolutions.size())
fullScreenRes = 0;
D3D::Init();
D3D::Create(g_ActiveConfig.iAdapter, EmuWindow::GetWnd(),
fullScreenRes, backbuffer_ms_mode, false);
IS_AMD = D3D::IsATIDevice();
s_backbuffer_width = D3D::GetBackBufferWidth();
s_backbuffer_height = D3D::GetBackBufferHeight();
s_XFB_width = MAX_XFB_WIDTH;
s_XFB_height = MAX_XFB_HEIGHT;
FramebufferSize(s_backbuffer_width, s_backbuffer_height);
// We're not using fixed function.
// Let's just set the matrices to identity to be sure.
D3DXMATRIX mtx;
D3DXMatrixIdentity(&mtx);
D3D::dev->SetTransform(D3DTS_VIEW, &mtx);
D3D::dev->SetTransform(D3DTS_WORLD, &mtx);
SetupDeviceObjects();
for (int stage = 0; stage < 8; stage++)
D3D::SetSamplerState(stage, D3DSAMP_MAXANISOTROPY, g_ActiveConfig.iMaxAnisotropy);
D3DVIEWPORT9 vp;
vp.X = 0;
vp.Y = 0;
vp.Width = s_backbuffer_width;
vp.Height = s_backbuffer_height;
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
D3D::dev->SetViewport(&vp);
D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET, 0x0, 0, 0);
D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
vp.X = (s_Fulltarget_width - s_target_width) / 2;
vp.Y = (s_Fulltarget_height - s_target_height) / 2;
vp.Width = s_target_width;
vp.Height = s_target_height;
D3D::dev->SetViewport(&vp);
D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x0, 1.0f, 0);
D3D::BeginFrame();
D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, true);
//return true;
}
Renderer::~Renderer()
{
TeardownDeviceObjects();
D3D::EndFrame();
D3D::Present();
D3D::Close();
}
void formatBufferDump(const char *in, char *out, int w, int h, int p)
{
for (int y = 0; y < h; y++)
{
const char *line = in + (h - y - 1) * p;
for (int x = 0; x < w; x++)
{
memcpy(out, line, 3);
out += 3;
line += 4;
}
}
}
// With D3D, we have to resize the backbuffer if the window changed
// size.
bool Renderer::CheckForResize()
{
while (EmuWindow::IsSizing())
{
Sleep(10);
}
if (EmuWindow::GetParentWnd())
{
// Re-stretch window to parent window size again, if it has a parent window.
RECT rcParentWindow;
GetWindowRect(EmuWindow::GetParentWnd(), &rcParentWindow);
int width = rcParentWindow.right - rcParentWindow.left;
int height = rcParentWindow.bottom - rcParentWindow.top;
if (width != s_backbuffer_width || height != s_backbuffer_height)
MoveWindow(EmuWindow::GetWnd(), 0, 0, width, height, FALSE);
}
RECT rcWindow;
GetClientRect(EmuWindow::GetWnd(), &rcWindow);
int client_width = rcWindow.right - rcWindow.left;
int client_height = rcWindow.bottom - rcWindow.top;
// Sanity check.
if ((client_width != s_backbuffer_width ||
client_height != s_backbuffer_height) &&
client_width >= 4 && client_height >= 4)
{
TeardownDeviceObjects();
D3D::Reset();
s_backbuffer_width = D3D::GetBackBufferWidth();
s_backbuffer_height = D3D::GetBackBufferHeight();
return true;
}
return false;
}
bool Renderer::SetScissorRect()
{
EFBRectangle rc;
if (g_renderer->SetScissorRect(rc))
{
D3D::dev->SetScissorRect((RECT*)&rc);
return true;
}
else
{
//WARN_LOG(VIDEO, "Bad scissor rectangle: %i %i %i %i", rc.left, rc.top, rc.right, rc.bottom);
const int Xstride = (s_Fulltarget_width - s_target_width) / 2;
const int Ystride = (s_Fulltarget_height - s_target_height) / 2;
rc.left = Xstride;
rc.top = Ystride;
rc.right = Xstride + s_target_width;
rc.bottom = Ystride + s_target_height;
D3D::dev->SetScissorRect((RECT*)&rc);
return false;
}
}
void Renderer::SetColorMask()
{
DWORD color_mask = 0;
if (bpmem.blendmode.alphaupdate)
color_mask = D3DCOLORWRITEENABLE_ALPHA;
if (bpmem.blendmode.colorupdate)
color_mask |= D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
D3D::SetRenderState(D3DRS_COLORWRITEENABLE, color_mask);
}
u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
{
if (!g_ActiveConfig.bEFBAccessEnable)
return 0;
if (type == POKE_Z || type == POKE_COLOR)
{
static bool alert_only_once = true;
if (!alert_only_once) return 0;
PanicAlert("Poke EFB not implemented");
alert_only_once = false;
return 0;
}
// Get the working buffer
LPDIRECT3DSURFACE9 pBuffer = (type == PEEK_Z || type == POKE_Z) ?
FramebufferManager::GetEFBDepthRTSurface() : FramebufferManager::GetEFBColorRTSurface();
// Get the temporal buffer to move 1pixel data
LPDIRECT3DSURFACE9 RBuffer = (type == PEEK_Z || type == POKE_Z) ?
FramebufferManager::GetEFBDepthReadSurface() : FramebufferManager::GetEFBColorReadSurface();
// Get the memory buffer that can be locked
LPDIRECT3DSURFACE9 pOffScreenBuffer = (type == PEEK_Z || type == POKE_Z) ?
FramebufferManager::GetEFBDepthOffScreenRTSurface() : FramebufferManager::GetEFBColorOffScreenRTSurface();
// Get the buffer format
D3DFORMAT BufferFormat = (type == PEEK_Z || type == POKE_Z) ?
FramebufferManager::GetEFBDepthRTSurfaceFormat() : FramebufferManager::GetEFBColorRTSurfaceFormat();
D3DFORMAT ReadBufferFormat = (type == PEEK_Z || type == POKE_Z) ?
FramebufferManager::GetEFBDepthReadSurfaceFormat() : BufferFormat;
if (BufferFormat == D3DFMT_D24X8)
return 0;
D3DLOCKED_RECT drect;
// Buffer not found alert
if (!pBuffer) {
PanicAlert("No %s!", (type == PEEK_Z || type == POKE_Z) ? "Z-Buffer" : "Color EFB");
return 0;
}
// Get the rectangular target region covered by the EFB pixel.
EFBRectangle efbPixelRc;
efbPixelRc.left = x;
efbPixelRc.top = y;
efbPixelRc.right = x + 1;
efbPixelRc.bottom = y + 1;
TargetRectangle targetPixelRc = Renderer::ConvertEFBRectangle(efbPixelRc);
u32 z = 0;
float val = 0.0f;
HRESULT hr;
RECT RectToLock;
RectToLock.bottom = targetPixelRc.bottom;
RectToLock.left = targetPixelRc.left;
RectToLock.right = targetPixelRc.right;
RectToLock.top = targetPixelRc.top;
if (type == PEEK_Z)
{
RECT PixelRect;
PixelRect.bottom = 4;
PixelRect.left = 0;
PixelRect.right = 4;
PixelRect.top = 0;
RectToLock.bottom+=2;
RectToLock.right+=1;
RectToLock.top-=1;
RectToLock.left-=2;
if ((RectToLock.bottom - RectToLock.top) > 4)
RectToLock.bottom--;
if ((RectToLock.right - RectToLock.left) > 4)
RectToLock.left++;
ResetAPIState(); // Reset any game specific settings
hr = D3D::dev->SetDepthStencilSurface(NULL);
hr = D3D::dev->SetRenderTarget(0, RBuffer);
if (FAILED(hr))
{
PanicAlert("unable to set pixel render buffer");
return 0;
}
D3DVIEWPORT9 vp;
// Stretch picture with increased internal resolution
vp.X = 0;
vp.Y = 0;
vp.Width = 4;
vp.Height = 4;
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
hr = D3D::dev->SetViewport(&vp);
if (FAILED(hr))
{
PanicAlert("unable to set pixel viewport");
return 0;
}
float colmat[16] = {0.0f};
float fConstAdd[4] = {0.0f};
colmat[0] = colmat[5] = colmat[10] = 1.0f;
PixelShaderManager::SetColorMatrix(colmat, fConstAdd); // set transformation
EFBRectangle source_rect;
LPDIRECT3DTEXTURE9 read_texture = FramebufferManager::GetEFBDepthTexture(source_rect);
D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
D3D::drawShadedTexQuad(
read_texture,
&RectToLock,
Renderer::GetFullTargetWidth(),
Renderer::GetFullTargetHeight(),
4, 4,
(BufferFormat == FOURCC_RAWZ) ? PixelShaderCache::GetColorMatrixProgram(0) : PixelShaderCache::GetDepthMatrixProgram(0),
VertexShaderCache::GetSimpleVertexShader(0));
D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
hr = D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
hr = D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
RestoreAPIState();
RectToLock.bottom = 4;
RectToLock.left = 0;
RectToLock.right = 4;
RectToLock.top = 0;
}
else
{
hr = D3D::dev->StretchRect(pBuffer, &RectToLock, RBuffer, NULL, D3DTEXF_NONE);
//change the rect to lock the entire one pixel buffer
RectToLock.bottom = 1;
RectToLock.left = 0;
RectToLock.right = 1;
RectToLock.top = 0;
}
if (FAILED(hr))
{
PanicAlert("Unable to stretch data to buffer");
return 0;
}
// Retrieve the pixel data to the local memory buffer
D3D::dev->GetRenderTargetData(RBuffer, pOffScreenBuffer);
if (FAILED(hr))
{
PanicAlert("Unable to copy data to mem buffer");
return 0;
}
// The surface is good.. lock it
if ((hr = pOffScreenBuffer->LockRect(&drect, &RectToLock, D3DLOCK_READONLY)) != D3D_OK)
{
PanicAlert("ERROR: %s", hr == D3DERR_WASSTILLDRAWING ? "Still drawing" : hr == D3DERR_INVALIDCALL ? "Invalid call" : "w00t");
return 0;
}
switch (type) {
case PEEK_Z:
{
switch (ReadBufferFormat)
{
case D3DFMT_R32F:
val = ((float*)drect.pBits)[6];
break;
default:
float ffrac = 1.0f/255.0f;
z = ((u32*)drect.pBits)[6];
val = ((float)((z>>16) & 0xFF)) * ffrac;
ffrac*= 1 / 255.0f;
val += ((float)((z>>8) & 0xFF)) * ffrac;
ffrac*= 1 / 255.0f;
val += ((float)(z & 0xFF)) * ffrac;
break;
};
z = ((u32)(val * 0xffffff));
}
break;
case PEEK_COLOR:
z = ((u32 *)drect.pBits)[0];
break;
case POKE_COLOR:
// TODO: Implement POKE_Z and POKE_COLOR
default:
break;
}
pOffScreenBuffer->UnlockRect();
// TODO: in RE0 this value is often off by one, which causes lighting to disappear
return z;
}
// Called from VertexShaderManager
void Renderer::UpdateViewport()
{
// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
// [0] = width/2
// [1] = height/2
// [2] = 16777215 * (farz - nearz)
// [3] = xorig + width/2 + 342
// [4] = yorig + height/2 + 342
// [5] = 16777215 * farz
const int old_fulltarget_w = s_Fulltarget_width;
const int old_fulltarget_h = s_Fulltarget_height;
int scissorXOff = bpmem.scissorOffset.x * 2;
int scissorYOff = bpmem.scissorOffset.y * 2;
float MValueX = Renderer::GetTargetScaleX();
float MValueY = Renderer::GetTargetScaleY();
int Xstride = (s_Fulltarget_width - s_target_width) / 2;
int Ystride = (s_Fulltarget_height - s_target_height) / 2;
D3DVIEWPORT9 vp;
// Stretch picture with increased internal resolution
int X = (int)(ceil(xfregs.rawViewport[3] - xfregs.rawViewport[0] - (scissorXOff)) * MValueX) + Xstride;
int Y = (int)(ceil(xfregs.rawViewport[4] + xfregs.rawViewport[1] - (scissorYOff)) * MValueY) + Ystride;
int Width = (int)ceil((int)(2 * xfregs.rawViewport[0]) * MValueX);
int Height = (int)ceil((int)(-2 * xfregs.rawViewport[1]) * MValueY);
if (Width < 0)
{
X += Width;
Width*=-1;
}
if (Height < 0)
{
Y += Height;
Height *= -1;
}
bool sizeChanged = false;
if (X < 0)
{
s_Fulltarget_width -= 2 * X;
X = 0;
sizeChanged=true;
}
if (Y < 0)
{
s_Fulltarget_height -= 2 * Y;
Y = 0;
sizeChanged = true;
}
if (!IS_AMD)
{
if(X + Width > s_Fulltarget_width)
{
s_Fulltarget_width += (X + Width - s_Fulltarget_width) * 2;
sizeChanged = true;
}
if(Y + Height > s_Fulltarget_height)
{
s_Fulltarget_height += (Y + Height - s_Fulltarget_height) * 2;
sizeChanged = true;
}
}
if (sizeChanged)
{
D3DCAPS9 caps = D3D::GetCaps();
// Make sure that the requested size is actually supported by the GFX driver
if (s_Fulltarget_width > caps.MaxTextureWidth || s_Fulltarget_height > caps.MaxTextureHeight)
{
// Skip EFB recreation and viewport setting. Most likely causes glitches in this case, but prevents crashes at least
ERROR_LOG(VIDEO, "Tried to set a viewport which is too wide to emulate with Direct3D9. Requested EFB size is %dx%d, keeping the %dx%d EFB now\n", s_Fulltarget_width, s_Fulltarget_height, old_fulltarget_w, old_fulltarget_h);
// Fix the viewport to fit to the old EFB size, TODO: Check this for off-by-one errors
X *= old_fulltarget_w / s_Fulltarget_width;
Y *= old_fulltarget_h / s_Fulltarget_height;
Width *= old_fulltarget_w / s_Fulltarget_width;
Height *= old_fulltarget_h / s_Fulltarget_height;
s_Fulltarget_width = old_fulltarget_w;
s_Fulltarget_height = old_fulltarget_h;
}
else
{
D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
delete g_framebuffer_manager;
g_framebuffer_manager = new FramebufferManager();
D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
}
}
vp.X = X;
vp.Y = Y;
vp.Width = Width;
vp.Height = Height;
// Some games set invalids values for z min and z max so fix them to the max an min alowed and let the shaders do this work
vp.MinZ = 0.0f; // (xfregs.rawViewport[5] - xfregs.rawViewport[2]) / 16777216.0f;
vp.MaxZ = 1.0f; // xfregs.rawViewport[5] / 16777216.0f;
D3D::dev->SetViewport(&vp);
}
void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z)
{
// Update the view port for clearing the picture
TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc);
D3DVIEWPORT9 vp;
vp.X = targetRc.left;
vp.Y = targetRc.top;
vp.Width = targetRc.GetWidth();
vp.Height = targetRc.GetHeight();
vp.MinZ = 0.0;
vp.MaxZ = 1.0;
D3D::dev->SetViewport(&vp);
// Always set the scissor in case it was set by the game and has not been reset
RECT sicr;
sicr.left = targetRc.left;
sicr.top = targetRc.top;
sicr.right = targetRc.right;
sicr.bottom = targetRc.bottom;
D3D::dev->SetScissorRect(&sicr);
D3D::ChangeRenderState(D3DRS_ALPHABLENDENABLE, false);
if (zEnable)
D3D::ChangeRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
D3D::drawClearQuad(color, (z & 0xFFFFFF) / float(0xFFFFFF), PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader());
if (zEnable)
D3D::RefreshRenderState(D3DRS_ZFUNC);
D3D::RefreshRenderState(D3DRS_ALPHABLENDENABLE);
UpdateViewport();
SetScissorRect();
}
void Renderer::SetBlendMode(bool forceUpdate)
{
if (bpmem.blendmode.logicopenable)
return;
if (bpmem.blendmode.subtract && bpmem.blendmode.blendenable)
{
D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, true);
D3D::SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_REVSUBTRACT);
D3D::SetRenderState(D3DRS_SRCBLEND, d3dSrcFactors[1]);
D3D::SetRenderState(D3DRS_DESTBLEND, d3dDestFactors[1]);
}
else
{
D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, bpmem.blendmode.blendenable && (!( bpmem.blendmode.srcfactor == 1 && bpmem.blendmode.dstfactor == 0)));
if (bpmem.blendmode.blendenable && (!( bpmem.blendmode.srcfactor == 1 && bpmem.blendmode.dstfactor == 0)))
{
D3D::SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
D3D::SetRenderState(D3DRS_SRCBLEND, d3dSrcFactors[bpmem.blendmode.srcfactor]);
D3D::SetRenderState(D3DRS_DESTBLEND, d3dDestFactors[bpmem.blendmode.dstfactor]);
}
}
}
void Renderer::ResetAPIState()
{
D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
D3D::SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
D3D::SetRenderState(D3DRS_ZENABLE, FALSE);
D3D::SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
DWORD color_mask = D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
D3D::SetRenderState(D3DRS_COLORWRITEENABLE, color_mask);
}
void Renderer::RestoreAPIState()
{
// Gets us back into a more game-like state.
D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
UpdateViewport();
SetScissorRect();
if (bpmem.zmode.testenable)
D3D::SetRenderState(D3DRS_ZENABLE, TRUE);
if (bpmem.zmode.updateenable)
D3D::SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
SetColorMask();
SetLogicOpMode();
}
void Renderer::SetGenerationMode()
{
D3D::SetRenderState(D3DRS_CULLMODE, d3dCullModes[bpmem.genMode.cullmode]);
}
void Renderer::SetDepthMode()
{
if (bpmem.zmode.testenable)
{
D3D::SetRenderState(D3DRS_ZENABLE, TRUE);
D3D::SetRenderState(D3DRS_ZWRITEENABLE, bpmem.zmode.updateenable);
D3D::SetRenderState(D3DRS_ZFUNC, d3dCmpFuncs[bpmem.zmode.func]);
}
else
{
D3D::SetRenderState(D3DRS_ZENABLE, FALSE);
D3D::SetRenderState(D3DRS_ZWRITEENABLE, FALSE); // ??
}
}
void Renderer::SetLogicOpMode()
{
if (bpmem.blendmode.logicopenable && bpmem.blendmode.logicmode != 3)
{
D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, true);
D3D::SetRenderState(D3DRS_BLENDOP, d3dLogicOpop[bpmem.blendmode.logicmode]);
D3D::SetRenderState(D3DRS_SRCBLEND, d3dLogicOpSrcFactors[bpmem.blendmode.logicmode]);
D3D::SetRenderState(D3DRS_DESTBLEND, d3dLogicOpDestFactors[bpmem.blendmode.logicmode]);
}
else
{
SetBlendMode(true);
}
}
void Renderer::SetDitherMode()
{
D3D::SetRenderState(D3DRS_DITHERENABLE, bpmem.blendmode.dither);
}
void Renderer::SetLineWidth()
{
// We can't change line width in D3D unless we use ID3DXLine
float fratio = xfregs.rawViewport[0] != 0 ? Renderer::GetTargetScaleX() : 1.0f;
float psize = bpmem.lineptwidth.linesize * fratio / 6.0f;
D3D::SetRenderState(D3DRS_POINTSIZE, *((DWORD*)&psize));
}
void Renderer::SetSamplerState(int stage, int texindex)
{
const FourTexUnits &tex = bpmem.tex[texindex];
const TexMode0 &tm0 = tex.texMode0[stage];
const TexMode1 &tm1 = tex.texMode1[stage];
D3DTEXTUREFILTERTYPE min, mag, mip;
if (g_ActiveConfig.bForceFiltering)
{
min = mag = mip = D3DTEXF_LINEAR;
}
else
{
min = (tm0.min_filter & 4) ? D3DTEXF_LINEAR : D3DTEXF_POINT;
mag = tm0.mag_filter ? D3DTEXF_LINEAR : D3DTEXF_POINT;
mip = (tm0.min_filter == 8) ? D3DTEXF_NONE : d3dMipFilters[tm0.min_filter & 3];
if((tm0.min_filter & 3) && (tm0.min_filter != 8) && ((tm1.max_lod >> 4) == 0))
mip = D3DTEXF_NONE;
}
if (texindex)
stage += 4;
if (mag == D3DTEXF_LINEAR && min == D3DTEXF_LINEAR && g_ActiveConfig.iMaxAnisotropy > 1)
{
min = D3DTEXF_ANISOTROPIC;
}
D3D::SetSamplerState(stage, D3DSAMP_MINFILTER, min);
D3D::SetSamplerState(stage, D3DSAMP_MAGFILTER, mag);
D3D::SetSamplerState(stage, D3DSAMP_MIPFILTER, mip);
D3D::SetSamplerState(stage, D3DSAMP_ADDRESSU, d3dClamps[tm0.wrap_s]);
D3D::SetSamplerState(stage, D3DSAMP_ADDRESSV, d3dClamps[tm0.wrap_t]);
//float SuperSampleCoeficient = (s_LastAA < 3)? s_LastAA + 1 : s_LastAA - 1;// uncoment this changes to conserve detail when incresing ssaa level
float lodbias = (tm0.lod_bias / 32.0f);// + (s_LastAA)?(log(SuperSampleCoeficient) / log(2.0f)):0;
D3D::SetSamplerState(stage, D3DSAMP_MIPMAPLODBIAS, *(DWORD*)&lodbias);
D3D::SetSamplerState(stage, D3DSAMP_MAXMIPLEVEL, tm1.min_lod >> 4);
}
void Renderer::PrepareXFBCopy(const TargetRectangle &dst_rect)
{
D3D::dev->SetDepthStencilSurface(NULL);
D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
D3DVIEWPORT9 vp;
vp.X = 0;
vp.Y = 0;
vp.Width = s_backbuffer_width;
vp.Height = s_backbuffer_height;
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
D3D::dev->SetViewport(&vp);
D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
int X = dst_rect.left;
int Y = dst_rect.top;
int Width = dst_rect.right - dst_rect.left;
int Height = dst_rect.bottom - dst_rect.top;
if (X < 0) X = 0;
if (Y < 0) Y = 0;
if (X > s_backbuffer_width) X = s_backbuffer_width;
if (Y > s_backbuffer_height) Y = s_backbuffer_height;
if (Width < 0) Width = 0;
if (Height < 0) Height = 0;
if (Width > (s_backbuffer_width - X)) Width = s_backbuffer_width - X;
if (Height > (s_backbuffer_height - Y)) Height = s_backbuffer_height - Y;
vp.X = X;
vp.Y = Y;
vp.Width = Width;
vp.Height = Height;
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
D3D::dev->SetViewport(&vp);
D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
D3D::ChangeSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
}
void Renderer::Draw(const XFBSourceBase* xfbSource, const TargetRectangle& sourceRc,
const MathUtil::Rectangle<float>& drawRc, const EFBRectangle& rc)
{
// TODO: this is lame here
TargetRectangle dst_rect;
ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
const int Width = dst_rect.right - dst_rect.left;
const int Height = dst_rect.bottom - dst_rect.top;
if (xfbSource)
{
const LPDIRECT3DTEXTURE9 tex = ((XFBSource*)xfbSource)->texture;
// TODO:
//D3D::drawShadedTexSubQuad(tex, &sourceRc, xfbSource->texWidth,
// xfbSource->texHeight, &drawRc, Width, Height, PixelShaderCache::GetColorCopyProgram(0),
// VertexShaderCache::GetSimpleVertexShader(0));
}
else
{
const LPDIRECT3DTEXTURE9 tex = FramebufferManager::GetEFBColorTexture(rc);
D3D::drawShadedTexQuad(tex, sourceRc.AsRECT(), Renderer::GetFullTargetWidth(),
Renderer::GetFullTargetHeight(), Width, Height,
PixelShaderCache::GetColorCopyProgram(g_Config.iMultisampleMode),
VertexShaderCache::GetSimpleVertexShader(g_Config.iMultisampleMode));
}
// TODO: good here?
D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
D3D::RefreshSamplerState(0, D3DSAMP_MAGFILTER);
// TODO: this is for overlay text i think, move it elsewhere
D3DVIEWPORT9 vp;
vp.X = 0;
vp.Y = 0;
vp.Width = s_backbuffer_width;
vp.Height = s_backbuffer_height;
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
D3D::dev->SetViewport(&vp);
}
void Renderer::EndFrame()
{
D3D::EndFrame();
}
void Renderer::Present()
{
D3D::Present();
}
void Renderer::GetBackBufferSize(int* w, int* h)
{
*w = D3D::GetBackBufferWidth();
*h = D3D::GetBackBufferHeight();
}
void Renderer::RecreateFramebufferManger()
{
// TODO: these ok here?
D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
SetupDeviceObjects();
delete g_framebuffer_manager;
g_framebuffer_manager = new FramebufferManager;
D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
}
void Renderer::BeginFrame()
{
D3D::BeginFrame();
D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
}
}