1388 lines
47 KiB
C++
1388 lines
47 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include <math.h>
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#include <strsafe.h>
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#include "Timer.h"
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#include "Debugger.h"
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#include "DLCache.h"
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#include "EmuWindow.h"
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#include "Fifo.h"
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#include "OnScreenDisplay.h"
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#include "PixelEngine.h"
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#include "Statistics.h"
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#include "VertexShaderManager.h"
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#include "VideoConfig.h"
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#include "D3DBase.h"
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#include "D3DUtil.h"
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#include "FramebufferManager.h"
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#include "GfxState.h"
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#include "PixelShaderCache.h"
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#include "Render.h"
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#include "TextureCache.h"
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#include "VertexShaderCache.h"
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#include "Core.h"
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#include "Movie.h"
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#include "Television.h"
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#include "Host.h"
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namespace DX11
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{
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static int s_fps = 0;
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static u32 s_LastAA = 0;
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static u32 s_blendMode;
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static Television s_television;
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ID3D11Buffer* access_efb_cbuf = NULL;
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ID3D11BlendState* clearblendstates[4] = {NULL};
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ID3D11DepthStencilState* cleardepthstates[3] = {NULL};
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ID3D11BlendState* resetblendstate = NULL;
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ID3D11DepthStencilState* resetdepthstate = NULL;
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ID3D11RasterizerState* resetraststate = NULL;
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// GX pipeline state
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struct
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{
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D3D11_SAMPLER_DESC sampdc[8];
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D3D11_BLEND_DESC blenddc;
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D3D11_DEPTH_STENCIL_DESC depthdc;
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D3D11_RASTERIZER_DESC rastdc;
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} gx_state;
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// State translation lookup tables
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static const D3D11_BLEND d3dSrcFactors[8] =
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{
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D3D11_BLEND_ZERO,
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D3D11_BLEND_ONE,
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D3D11_BLEND_DEST_COLOR,
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D3D11_BLEND_INV_DEST_COLOR,
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D3D11_BLEND_SRC_ALPHA,
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D3D11_BLEND_INV_SRC_ALPHA, // NOTE: Use SRC1_ALPHA if dst alpha is enabled!
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D3D11_BLEND_DEST_ALPHA,
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D3D11_BLEND_INV_DEST_ALPHA
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};
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static const D3D11_BLEND d3dDestFactors[8] =
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{
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D3D11_BLEND_ZERO,
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D3D11_BLEND_ONE,
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D3D11_BLEND_SRC_COLOR,
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D3D11_BLEND_INV_SRC_COLOR,
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D3D11_BLEND_SRC_ALPHA,
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D3D11_BLEND_INV_SRC_ALPHA, // NOTE: Use SRC1_ALPHA if dst alpha is enabled!
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D3D11_BLEND_DEST_ALPHA,
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D3D11_BLEND_INV_DEST_ALPHA
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};
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// 0 0x00
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// 1 Source & destination
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// 2 Source & ~destination
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// 3 Source
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// 4 ~Source & destination
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// 5 Destination
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// 6 Source ^ destination = Source & ~destination | ~Source & destination
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// 7 Source | destination
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// 8 ~(Source | destination)
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// 9 ~(Source ^ destination) = ~Source & ~destination | Source & destination
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// 10 ~Destination
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// 11 Source | ~destination
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// 12 ~Source
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// 13 ~Source | destination
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// 14 ~(Source & destination)
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// 15 0xff
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static const D3D11_BLEND_OP d3dLogicOps[16] =
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{
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D3D11_BLEND_OP_ADD,//0
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D3D11_BLEND_OP_ADD,//1
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D3D11_BLEND_OP_SUBTRACT,//2
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D3D11_BLEND_OP_ADD,//3
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D3D11_BLEND_OP_REV_SUBTRACT,//4
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D3D11_BLEND_OP_ADD,//5
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D3D11_BLEND_OP_MAX,//6
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D3D11_BLEND_OP_ADD,//7
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D3D11_BLEND_OP_MAX,//8
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D3D11_BLEND_OP_MAX,//9
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D3D11_BLEND_OP_ADD,//10
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D3D11_BLEND_OP_ADD,//11
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D3D11_BLEND_OP_ADD,//12
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D3D11_BLEND_OP_ADD,//13
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D3D11_BLEND_OP_ADD,//14
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D3D11_BLEND_OP_ADD//15
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};
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static const D3D11_BLEND d3dLogicOpSrcFactors[16] =
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{
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D3D11_BLEND_ZERO,//0
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D3D11_BLEND_DEST_COLOR,//1
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D3D11_BLEND_ONE,//2
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D3D11_BLEND_ONE,//3
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D3D11_BLEND_DEST_COLOR,//4
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D3D11_BLEND_ZERO,//5
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D3D11_BLEND_INV_DEST_COLOR,//6
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D3D11_BLEND_INV_DEST_COLOR,//7
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D3D11_BLEND_INV_SRC_COLOR,//8
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D3D11_BLEND_INV_SRC_COLOR,//9
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D3D11_BLEND_INV_DEST_COLOR,//10
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D3D11_BLEND_ONE,//11
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D3D11_BLEND_INV_SRC_COLOR,//12
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D3D11_BLEND_INV_SRC_COLOR,//13
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D3D11_BLEND_INV_DEST_COLOR,//14
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D3D11_BLEND_ONE//15
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};
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static const D3D11_BLEND d3dLogicOpDestFactors[16] =
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{
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D3D11_BLEND_ZERO,//0
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D3D11_BLEND_ZERO,//1
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D3D11_BLEND_INV_SRC_COLOR,//2
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D3D11_BLEND_ZERO,//3
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D3D11_BLEND_ONE,//4
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D3D11_BLEND_ONE,//5
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D3D11_BLEND_INV_SRC_COLOR,//6
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D3D11_BLEND_ONE,//7
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D3D11_BLEND_INV_DEST_COLOR,//8
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D3D11_BLEND_SRC_COLOR,//9
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D3D11_BLEND_INV_DEST_COLOR,//10
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D3D11_BLEND_INV_DEST_COLOR,//11
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D3D11_BLEND_INV_SRC_COLOR,//12
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D3D11_BLEND_ONE,//13
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D3D11_BLEND_INV_SRC_COLOR,//14
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D3D11_BLEND_ONE//15
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};
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static const D3D11_CULL_MODE d3dCullModes[4] =
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{
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D3D11_CULL_NONE,
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D3D11_CULL_BACK,
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D3D11_CULL_FRONT,
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D3D11_CULL_BACK
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};
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static const D3D11_COMPARISON_FUNC d3dCmpFuncs[8] =
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{
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D3D11_COMPARISON_NEVER,
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D3D11_COMPARISON_LESS,
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D3D11_COMPARISON_EQUAL,
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D3D11_COMPARISON_LESS_EQUAL,
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D3D11_COMPARISON_GREATER,
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D3D11_COMPARISON_NOT_EQUAL,
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D3D11_COMPARISON_GREATER_EQUAL,
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D3D11_COMPARISON_ALWAYS
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};
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#define TEXF_NONE 0
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#define TEXF_POINT 1
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#define TEXF_LINEAR 2
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static const unsigned int d3dMipFilters[4] =
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{
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TEXF_NONE,
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TEXF_POINT,
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TEXF_LINEAR,
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TEXF_NONE, //reserved
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};
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static const D3D11_TEXTURE_ADDRESS_MODE d3dClamps[4] =
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{
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D3D11_TEXTURE_ADDRESS_CLAMP,
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D3D11_TEXTURE_ADDRESS_WRAP,
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D3D11_TEXTURE_ADDRESS_MIRROR,
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D3D11_TEXTURE_ADDRESS_WRAP //reserved
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};
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void SetupDeviceObjects()
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{
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s_television.Init();
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g_framebuffer_manager = new FramebufferManager;
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HRESULT hr;
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float colmat[20]= {0.0f};
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colmat[0] = colmat[5] = colmat[10] = 1.0f;
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D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(20*sizeof(float), D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DEFAULT);
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D3D11_SUBRESOURCE_DATA data;
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data.pSysMem = colmat;
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hr = D3D::device->CreateBuffer(&cbdesc, &data, &access_efb_cbuf);
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CHECK(hr==S_OK, "Create constant buffer for Renderer::AccessEFB");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)access_efb_cbuf, "constant buffer for Renderer::AccessEFB");
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D3D11_DEPTH_STENCIL_DESC ddesc;
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ddesc.DepthEnable = FALSE;
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ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
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ddesc.DepthFunc = D3D11_COMPARISON_ALWAYS;
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ddesc.StencilEnable = FALSE;
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ddesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
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ddesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
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hr = D3D::device->CreateDepthStencilState(&ddesc, &cleardepthstates[0]);
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CHECK(hr==S_OK, "Create depth state for 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], "depth state for Renderer::ClearScreen (depth buffer disabled)");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)cleardepthstates[1], "depth state for Renderer::ClearScreen (depth buffer enabled, writing enabled)");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)cleardepthstates[2], "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, "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 = 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, "depth stencil state for Renderer::ResetAPIState");
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D3D11_RASTERIZER_DESC rastdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false, 0, 0.f, 0.f, false, false, false, false);
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hr = D3D::device->CreateRasterizerState(&rastdesc, &resetraststate);
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CHECK(hr==S_OK, "Create rasterizer state for Renderer::ResetAPIState");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)resetraststate, "rasterizer state for Renderer::ResetAPIState");
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}
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// Kill off all POOL_DEFAULT device objects.
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void TeardownDeviceObjects()
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{
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delete g_framebuffer_manager;
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SAFE_RELEASE(access_efb_cbuf);
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SAFE_RELEASE(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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s_television.Shutdown();
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}
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Renderer::Renderer()
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{
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int x, y, w_temp, h_temp;
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s_blendMode = 0;
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Host_GetRenderWindowSize(x, y, w_temp, h_temp);
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D3D::Create(EmuWindow::GetWnd());
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s_backbuffer_width = D3D::GetBackBufferWidth();
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s_backbuffer_height = D3D::GetBackBufferHeight();
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s_XFB_width = MAX_XFB_WIDTH;
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s_XFB_height = MAX_XFB_HEIGHT;
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TargetRectangle dst_rect;
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ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
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CalculateXYScale(dst_rect);
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s_LastAA = g_ActiveConfig.iMultisampleMode;
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s_LastEFBScale = g_ActiveConfig.iEFBScale;
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CalculateTargetSize();
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SetupDeviceObjects();
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// Setup GX pipeline state
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memset(&gx_state.blenddc, 0, sizeof(gx_state.blenddc));
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gx_state.blenddc.AlphaToCoverageEnable = FALSE;
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gx_state.blenddc.IndependentBlendEnable = FALSE;
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gx_state.blenddc.RenderTarget[0].BlendEnable = FALSE;
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gx_state.blenddc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
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gx_state.blenddc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
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gx_state.blenddc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
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gx_state.blenddc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
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gx_state.blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
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gx_state.blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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gx_state.blenddc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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memset(&gx_state.depthdc, 0, sizeof(gx_state.depthdc));
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gx_state.depthdc.DepthEnable = TRUE;
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gx_state.depthdc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
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gx_state.depthdc.DepthFunc = D3D11_COMPARISON_LESS;
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gx_state.depthdc.StencilEnable = FALSE;
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gx_state.depthdc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
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gx_state.depthdc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
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// TODO: Do we need to enable multisampling here?
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gx_state.rastdc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false, 0, 0.f, 0, false, true, false, false);
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for (unsigned int k = 0;k < 8;k++)
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{
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float border[4] = {0.f, 0.f, 0.f, 0.f};
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gx_state.sampdc[k] = CD3D11_SAMPLER_DESC(D3D11_FILTER_MIN_MAG_MIP_LINEAR, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP,
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0.f, 1 << g_ActiveConfig.iMaxAnisotropy,
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D3D11_COMPARISON_ALWAYS, border,
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-D3D11_FLOAT32_MAX, D3D11_FLOAT32_MAX);
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if(g_ActiveConfig.iMaxAnisotropy != 0) gx_state.sampdc[k].Filter = D3D11_FILTER_ANISOTROPIC;
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}
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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(), ClearColor);
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D3D::context->ClearDepthStencilView(FramebufferManager::GetEFBDepthTexture()->GetDSV(), D3D11_CLEAR_DEPTH, 1.f, 0);
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(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(), 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 char *text, int left, int top, u32 color)
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{
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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;
|
|
result.left = EFBToScaledX(rc.left);
|
|
result.top = EFBToScaledY(rc.top);
|
|
result.right = EFBToScaledX(rc.right);
|
|
result.bottom = EFBToScaledY(rc.bottom);
|
|
return result;
|
|
}
|
|
|
|
// 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 != Renderer::GetBackbufferWidth() || height != Renderer::GetBackbufferHeight())
|
|
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 != Renderer::GetBackbufferWidth() ||
|
|
client_height != Renderer::GetBackbufferHeight()) &&
|
|
client_width >= 4 && client_height >= 4)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool Renderer::SetScissorRect()
|
|
{
|
|
TargetRectangle rc;
|
|
GetScissorRect(rc);
|
|
|
|
if (rc.left < 0) rc.left = 0;
|
|
if (rc.right < 0) rc.right = 0;
|
|
if (rc.top < 0) rc.top = 0;
|
|
if (rc.bottom < 0) rc.bottom = 0;
|
|
|
|
if (rc.left > EFB_WIDTH) rc.left = EFB_WIDTH;
|
|
if (rc.right > EFB_WIDTH) rc.right = EFB_WIDTH;
|
|
if (rc.top > EFB_HEIGHT) rc.top = EFB_HEIGHT;
|
|
if (rc.bottom > EFB_HEIGHT) rc.bottom = EFB_HEIGHT;
|
|
|
|
rc.left = EFBToScaledX(rc.left);
|
|
rc.right = EFBToScaledX(rc.right);
|
|
rc.top = EFBToScaledY(rc.top);
|
|
rc.bottom = EFBToScaledY(rc.bottom);
|
|
|
|
if (rc.left > rc.right)
|
|
{
|
|
int temp = rc.right;
|
|
rc.right = rc.left;
|
|
rc.left = temp;
|
|
}
|
|
if (rc.top > rc.bottom)
|
|
{
|
|
int temp = rc.bottom;
|
|
rc.bottom = rc.top;
|
|
rc.top = temp;
|
|
}
|
|
|
|
if (rc.right >= rc.left && rc.bottom >= rc.top)
|
|
{
|
|
D3D::context->RSSetScissorRects(1, rc.AsRECT());
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
//WARN_LOG(VIDEO, "Bad scissor rectangle: %i %i %i %i", rc.left, rc.top, rc.right, rc.bottom);
|
|
*rc.AsRECT() = CD3D11_RECT(0.f, 0.f, s_target_width, s_target_height);
|
|
D3D::context->RSSetScissorRects(1, rc.AsRECT());
|
|
return false;
|
|
}
|
|
}
|
|
|
|
void Renderer::SetColorMask()
|
|
{
|
|
// Only enable alpha channel if it's supported by the current EFB format
|
|
UINT8 color_mask = 0;
|
|
if (bpmem.blendmode.alphaupdate && (bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24))
|
|
color_mask = D3D11_COLOR_WRITE_ENABLE_ALPHA;
|
|
if (bpmem.blendmode.colorupdate)
|
|
color_mask |= D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN | D3D11_COLOR_WRITE_ENABLE_BLUE;
|
|
gx_state.blenddc.RenderTarget[0].RenderTargetWriteMask = color_mask;
|
|
}
|
|
|
|
// This function allows the CPU to directly access the EFB.
|
|
// There are EFB peeks (which will read the color or depth of a pixel)
|
|
// and EFB pokes (which will change the color or depth of a pixel).
|
|
//
|
|
// The behavior of EFB peeks can only be modified by:
|
|
// - GX_PokeAlphaRead
|
|
// The behavior of EFB pokes can be modified by:
|
|
// - GX_PokeAlphaMode (TODO)
|
|
// - GX_PokeAlphaUpdate (TODO)
|
|
// - GX_PokeBlendMode (TODO)
|
|
// - GX_PokeColorUpdate (TODO)
|
|
// - GX_PokeDither (TODO)
|
|
// - GX_PokeDstAlpha (TODO)
|
|
// - GX_PokeZMode (TODO)
|
|
u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
|
|
{
|
|
// TODO: This function currently is broken if anti-aliasing is enabled
|
|
D3D11_MAPPED_SUBRESOURCE map;
|
|
ID3D11Texture2D* read_tex;
|
|
|
|
if (!g_ActiveConfig.bEFBAccessEnable)
|
|
return 0;
|
|
|
|
if (type == POKE_Z)
|
|
{
|
|
static bool alert_only_once = true;
|
|
if (!alert_only_once) return 0;
|
|
PanicAlert("EFB: Poke Z not implemented (tried to poke z value %#x at (%d,%d))", poke_data, x, y);
|
|
alert_only_once = false;
|
|
return 0;
|
|
}
|
|
|
|
// Convert EFB dimensions to the ones of our render target
|
|
EFBRectangle efbPixelRc;
|
|
efbPixelRc.left = x;
|
|
efbPixelRc.top = y;
|
|
efbPixelRc.right = x + 1;
|
|
efbPixelRc.bottom = y + 1;
|
|
TargetRectangle targetPixelRc = Renderer::ConvertEFBRectangle(efbPixelRc);
|
|
|
|
// Take the mean of the resulting dimensions; TODO: Don't use the center pixel, compute the average color instead
|
|
D3D11_RECT RectToLock;
|
|
if(type == PEEK_COLOR || type == PEEK_Z)
|
|
{
|
|
RectToLock.left = (targetPixelRc.left + targetPixelRc.right) / 2;
|
|
RectToLock.top = (targetPixelRc.top + targetPixelRc.bottom) / 2;
|
|
RectToLock.right = RectToLock.left + 1;
|
|
RectToLock.bottom = RectToLock.top + 1;
|
|
}
|
|
else
|
|
{
|
|
RectToLock.left = targetPixelRc.left;
|
|
RectToLock.right = targetPixelRc.right;
|
|
RectToLock.top = targetPixelRc.top;
|
|
RectToLock.bottom = targetPixelRc.bottom;
|
|
}
|
|
|
|
if (type == PEEK_Z)
|
|
{
|
|
ResetAPIState(); // Reset any game specific settings
|
|
|
|
// depth buffers can only be completely CopySubresourceRegion'ed, so we're using drawShadedTexQuad instead
|
|
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, 1.f, 1.f);
|
|
D3D::context->RSSetViewports(1, &vp);
|
|
D3D::context->PSSetConstantBuffers(0, 1, &access_efb_cbuf);
|
|
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBDepthReadTexture()->GetRTV(), NULL);
|
|
D3D::SetPointCopySampler();
|
|
D3D::drawShadedTexQuad(FramebufferManager::GetEFBDepthTexture()->GetSRV(),
|
|
&RectToLock,
|
|
Renderer::GetTargetWidth(),
|
|
Renderer::GetTargetHeight(),
|
|
PixelShaderCache::GetDepthMatrixProgram(true),
|
|
VertexShaderCache::GetSimpleVertexShader(),
|
|
VertexShaderCache::GetSimpleInputLayout());
|
|
|
|
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
|
|
|
|
// copy to system memory
|
|
D3D11_BOX box = CD3D11_BOX(0, 0, 0, 1, 1, 1);
|
|
read_tex = FramebufferManager::GetEFBDepthStagingBuffer();
|
|
D3D::context->CopySubresourceRegion(read_tex, 0, 0, 0, 0, FramebufferManager::GetEFBDepthReadTexture()->GetTex(), 0, &box);
|
|
|
|
RestoreAPIState(); // restore game state
|
|
|
|
// read the data from system memory
|
|
D3D::context->Map(read_tex, 0, D3D11_MAP_READ, 0, &map);
|
|
|
|
float val = *(float*)map.pData;
|
|
u32 ret = 0;
|
|
if(bpmem.zcontrol.pixel_format == PIXELFMT_RGB565_Z16)
|
|
{
|
|
// if Z is in 16 bit format you must return a 16 bit integer
|
|
ret = ((u32)(val * 0xffff));
|
|
}
|
|
else
|
|
{
|
|
ret = ((u32)(val * 0xffffff));
|
|
}
|
|
D3D::context->Unmap(read_tex, 0);
|
|
|
|
// TODO: in RE0 this value is often off by one in Video_DX9 (where this code is derived from), which causes lighting to disappear
|
|
return ret;
|
|
}
|
|
else if (type == PEEK_COLOR)
|
|
{
|
|
// we can directly copy to system memory here
|
|
read_tex = FramebufferManager::GetEFBColorStagingBuffer();
|
|
D3D11_BOX box = CD3D11_BOX(RectToLock.left, RectToLock.top, 0, RectToLock.right, RectToLock.bottom, 1);
|
|
D3D::context->CopySubresourceRegion(read_tex, 0, 0, 0, 0, FramebufferManager::GetEFBColorTexture()->GetTex(), 0, &box);
|
|
|
|
// read the data from system memory
|
|
D3D::context->Map(read_tex, 0, D3D11_MAP_READ, 0, &map);
|
|
u32 ret = 0;
|
|
if(map.pData)
|
|
ret = *(u32*)map.pData;
|
|
D3D::context->Unmap(read_tex, 0);
|
|
|
|
// check what to do with the alpha channel (GX_PokeAlphaRead)
|
|
PixelEngine::UPEAlphaReadReg alpha_read_mode;
|
|
PixelEngine::Read16((u16&)alpha_read_mode, PE_ALPHAREAD);
|
|
|
|
if (bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24)
|
|
{
|
|
ret = RGBA8ToRGBA6ToRGBA8(ret);
|
|
}
|
|
else if (bpmem.zcontrol.pixel_format == PIXELFMT_RGB565_Z16)
|
|
{
|
|
ret = RGBA8ToRGB565ToRGBA8(ret);
|
|
}
|
|
if(bpmem.zcontrol.pixel_format != PIXELFMT_RGBA6_Z24)
|
|
{
|
|
ret |= 0xFF000000;
|
|
}
|
|
|
|
if(alpha_read_mode.ReadMode == 2) return ret; // GX_READ_NONE
|
|
else if(alpha_read_mode.ReadMode == 1) return (ret | 0xFF000000); // GX_READ_FF
|
|
else /*if(alpha_read_mode.ReadMode == 0)*/ return (ret & 0x00FFFFFF); // GX_READ_00
|
|
}
|
|
else //if(type == POKE_COLOR)
|
|
{
|
|
u32 rgbaColor = (poke_data & 0xFF00FF00) | ((poke_data >> 16) & 0xFF) | ((poke_data << 16) & 0xFF0000);
|
|
|
|
// TODO: The first five PE registers may change behavior of EFB pokes, this isn't implemented, yet.
|
|
ResetAPIState();
|
|
|
|
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), NULL);
|
|
D3D::drawColorQuad(rgbaColor, (float)RectToLock.left * 2.f / (float)Renderer::GetTargetWidth() - 1.f,
|
|
- (float)RectToLock.top * 2.f / (float)Renderer::GetTargetHeight() + 1.f,
|
|
(float)RectToLock.right * 2.f / (float)Renderer::GetTargetWidth() - 1.f,
|
|
- (float)RectToLock.bottom * 2.f / (float)Renderer::GetTargetHeight() + 1.f);
|
|
|
|
RestoreAPIState();
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
// Viewport correction:
|
|
// Say you want a viewport at (ix, iy) with size (iw, ih),
|
|
// but your viewport must be clamped at (ax, ay) with size (aw, ah).
|
|
// Just multiply the projection matrix with the following to get the same
|
|
// effect:
|
|
// [ (iw/aw) 0 0 ((iw - 2*(ax-ix)) / aw - 1) ]
|
|
// [ 0 (ih/ah) 0 ((-ih + 2*(ay-iy)) / ah + 1) ]
|
|
// [ 0 0 1 0 ]
|
|
// [ 0 0 0 1 ]
|
|
static void ViewportCorrectionMatrix(Matrix44& result,
|
|
float ix, float iy, float iw, float ih, // Intended viewport (x, y, width, height)
|
|
float ax, float ay, float aw, float ah) // Actual viewport (x, y, width, height)
|
|
{
|
|
Matrix44::LoadIdentity(result);
|
|
if (aw == 0.f || ah == 0.f)
|
|
return;
|
|
result.data[4*0+0] = iw / aw;
|
|
result.data[4*0+3] = (iw - 2.f * (ax - ix)) / aw - 1.f;
|
|
result.data[4*1+1] = ih / ah;
|
|
result.data[4*1+3] = (-ih + 2.f * (ay - iy)) / ah + 1.f;
|
|
}
|
|
|
|
// Called from VertexShaderManager
|
|
void Renderer::UpdateViewport(Matrix44& vpCorrection)
|
|
{
|
|
// 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
|
|
|
|
int scissorXOff = bpmem.scissorOffset.x * 2;
|
|
int scissorYOff = bpmem.scissorOffset.y * 2;
|
|
|
|
// TODO: ceil, floor or just cast to int?
|
|
// TODO: Directly use the floats instead of rounding them?
|
|
int intendedX = Renderer::EFBToScaledX((int)ceil(xfregs.viewport.xOrig - xfregs.viewport.wd - scissorXOff));
|
|
int intendedY = Renderer::EFBToScaledY((int)ceil(xfregs.viewport.yOrig + xfregs.viewport.ht - scissorYOff));
|
|
int intendedWd = Renderer::EFBToScaledX((int)ceil(2.0f * xfregs.viewport.wd));
|
|
int intendedHt = Renderer::EFBToScaledY((int)ceil(-2.0f * xfregs.viewport.ht));
|
|
if (intendedWd < 0)
|
|
{
|
|
intendedX += intendedWd;
|
|
intendedWd = -intendedWd;
|
|
}
|
|
if (intendedHt < 0)
|
|
{
|
|
intendedY += intendedHt;
|
|
intendedHt = -intendedHt;
|
|
}
|
|
|
|
// In D3D, the viewport rectangle must fit within the render target.
|
|
int X = intendedX;
|
|
if (X < 0)
|
|
X = 0;
|
|
|
|
int Y = intendedY;
|
|
if (Y < 0)
|
|
Y = 0;
|
|
|
|
int Wd = intendedWd;
|
|
if (X + Wd > GetTargetWidth())
|
|
Wd = GetTargetWidth() - X;
|
|
int Ht = intendedHt;
|
|
if (Y + Ht > GetTargetHeight())
|
|
Ht = GetTargetHeight() - Y;
|
|
|
|
// If GX viewport is off the render target, we must clamp our viewport
|
|
// within the bounds. Use the correction matrix to compensate.
|
|
ViewportCorrectionMatrix(vpCorrection,
|
|
intendedX, intendedY, intendedWd, intendedHt,
|
|
X, Y, Wd, Ht);
|
|
|
|
// 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
|
|
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht,
|
|
0.f, // (xfregs.viewport.farZ - xfregs.viewport.zRange) / 16777216.0f;
|
|
1.f); // xfregs.viewport.farZ / 16777216.0f;
|
|
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, (z & 0xFFFFFF) / float(0xFFFFFF), PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader(), VertexShaderCache::GetClearInputLayout());
|
|
|
|
D3D::stateman->PopDepthState();
|
|
D3D::stateman->PopBlendState();
|
|
|
|
RestoreAPIState();
|
|
}
|
|
|
|
void Renderer::ReinterpretPixelData(unsigned int convtype)
|
|
{
|
|
// TODO: MSAA support..
|
|
D3D11_RECT source = CD3D11_RECT(0, 0, g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight());
|
|
|
|
ID3D11PixelShader* pixel_shader;
|
|
if (convtype == 0) pixel_shader = PixelShaderCache::ReinterpRGB8ToRGBA6(true);
|
|
else if (convtype == 2) pixel_shader = PixelShaderCache::ReinterpRGBA6ToRGB8(true);
|
|
else
|
|
{
|
|
PanicAlert("Trying to reinterpret pixel data with unsupported conversion type %d", convtype);
|
|
return;
|
|
}
|
|
|
|
// convert data and set the target texture as our new EFB
|
|
g_renderer->ResetAPIState();
|
|
|
|
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)g_renderer->GetTargetWidth(), (float)g_renderer->GetTargetHeight());
|
|
D3D::context->RSSetViewports(1, &vp);
|
|
|
|
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTempTexture()->GetRTV(), NULL);
|
|
D3D::SetPointCopySampler();
|
|
D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture()->GetSRV(), &source, g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight(), pixel_shader, VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
|
|
|
|
g_renderer->RestoreAPIState();
|
|
|
|
FramebufferManager::SwapReinterpretTexture();
|
|
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
|
|
}
|
|
|
|
void SetSrcBlend(D3D11_BLEND val)
|
|
{
|
|
// Colors should blend against SRC_ALPHA
|
|
if (val == D3D11_BLEND_SRC1_ALPHA)
|
|
val = D3D11_BLEND_SRC_ALPHA;
|
|
else if (val == D3D11_BLEND_INV_SRC1_ALPHA)
|
|
val = D3D11_BLEND_INV_SRC_ALPHA;
|
|
|
|
if (val == D3D11_BLEND_SRC_COLOR)
|
|
gx_state.blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
|
|
else if (val == D3D11_BLEND_INV_SRC_COLOR)
|
|
gx_state.blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
|
|
else if (val == D3D11_BLEND_DEST_COLOR)
|
|
gx_state.blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_DEST_ALPHA;
|
|
else if (val == D3D11_BLEND_INV_DEST_COLOR)
|
|
gx_state.blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
|
|
else
|
|
gx_state.blenddc.RenderTarget[0].SrcBlendAlpha = val;
|
|
|
|
gx_state.blenddc.RenderTarget[0].SrcBlend = val;
|
|
}
|
|
|
|
void SetDestBlend(D3D11_BLEND val)
|
|
{
|
|
// Colors should blend against SRC_ALPHA
|
|
if (val == D3D11_BLEND_SRC1_ALPHA)
|
|
val = D3D11_BLEND_SRC_ALPHA;
|
|
else if (val == D3D11_BLEND_INV_SRC1_ALPHA)
|
|
val = D3D11_BLEND_INV_SRC_ALPHA;
|
|
|
|
if (val == D3D11_BLEND_SRC_COLOR)
|
|
gx_state.blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_SRC_ALPHA;
|
|
else if (val == D3D11_BLEND_INV_SRC_COLOR)
|
|
gx_state.blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
|
|
else if (val == D3D11_BLEND_DEST_COLOR)
|
|
gx_state.blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_DEST_ALPHA;
|
|
else if (val == D3D11_BLEND_INV_DEST_COLOR)
|
|
gx_state.blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
|
|
else
|
|
gx_state.blenddc.RenderTarget[0].DestBlendAlpha = val;
|
|
|
|
gx_state.blenddc.RenderTarget[0].DestBlend = val;
|
|
}
|
|
|
|
void SetBlendOp(D3D11_BLEND_OP val)
|
|
{
|
|
gx_state.blenddc.RenderTarget[0].BlendOp = val;
|
|
gx_state.blenddc.RenderTarget[0].BlendOpAlpha = val;
|
|
}
|
|
|
|
void Renderer::SetBlendMode(bool forceUpdate)
|
|
{
|
|
if (bpmem.blendmode.logicopenable && !forceUpdate)
|
|
return;
|
|
|
|
if (bpmem.blendmode.subtract) // enable blending src 1 dst 1
|
|
{
|
|
gx_state.blenddc.RenderTarget[0].BlendEnable = true;
|
|
SetBlendOp(D3D11_BLEND_OP_REV_SUBTRACT);
|
|
SetSrcBlend(d3dSrcFactors[1]);
|
|
SetDestBlend(d3dDestFactors[1]);
|
|
}
|
|
else
|
|
{
|
|
gx_state.blenddc.RenderTarget[0].BlendEnable = bpmem.blendmode.blendenable && (!( bpmem.blendmode.srcfactor == 1 && bpmem.blendmode.dstfactor == 0));
|
|
if (bpmem.blendmode.blendenable && (!( bpmem.blendmode.srcfactor == 1 && bpmem.blendmode.dstfactor == 0)))
|
|
{
|
|
SetBlendOp(D3D11_BLEND_OP_ADD);
|
|
SetSrcBlend(d3dSrcFactors[bpmem.blendmode.srcfactor]);
|
|
SetDestBlend(d3dDestFactors[bpmem.blendmode.dstfactor]);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool Renderer::SaveScreenshot(const std::string &filename, const TargetRectangle &rc)
|
|
{
|
|
// copy back buffer to system memory
|
|
ID3D11Texture2D* buftex;
|
|
D3D11_TEXTURE2D_DESC tex_desc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, D3D::GetBackBufferWidth(), D3D::GetBackBufferHeight(), 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ|D3D11_CPU_ACCESS_WRITE);
|
|
HRESULT hr = D3D::device->CreateTexture2D(&tex_desc, NULL, &buftex);
|
|
if (FAILED(hr)) PanicAlert("Failed to create screenshot buffer texture");
|
|
D3D::context->CopyResource(buftex, (ID3D11Resource*)D3D::GetBackBuffer()->GetTex());
|
|
|
|
// D3DX11SaveTextureToFileA doesn't allow us to ignore the alpha channel, so we need to strip it out ourselves
|
|
D3D11_MAPPED_SUBRESOURCE map;
|
|
D3D::context->Map(buftex, 0, D3D11_MAP_READ_WRITE, 0, &map);
|
|
for (unsigned int y = 0; y < D3D::GetBackBufferHeight(); ++y)
|
|
{
|
|
u8* ptr = (u8*)map.pData + y * map.RowPitch + 3;
|
|
for (unsigned int x = 0; x < D3D::GetBackBufferWidth(); ++x)
|
|
{
|
|
*ptr = 0xFF;
|
|
ptr += 4;
|
|
}
|
|
}
|
|
D3D::context->Unmap(buftex, 0);
|
|
|
|
// ready to be saved
|
|
hr = PD3DX11SaveTextureToFileA(D3D::context, buftex, D3DX11_IFF_PNG, filename.c_str());
|
|
buftex->Release();
|
|
|
|
return SUCCEEDED(hr);
|
|
}
|
|
|
|
|
|
// This function has the final picture. We adjust the aspect ratio here.
|
|
void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,const EFBRectangle& rc,float Gamma)
|
|
{
|
|
if (g_bSkipCurrentFrame || (!XFBWrited && (!g_ActiveConfig.bUseXFB || !g_ActiveConfig.bUseRealXFB)) || !fbWidth || !fbHeight)
|
|
{
|
|
Core::Callback_VideoCopiedToXFB(false);
|
|
return;
|
|
}
|
|
// this function is called after the XFB field is changed, not after
|
|
// EFB is copied to XFB. In this way, flickering is reduced in games
|
|
// and seems to also give more FPS in ZTP
|
|
|
|
u32 xfbCount = 0;
|
|
const XFBSourceBase* const* xfbSourceList = FramebufferManager::GetXFBSource(xfbAddr, fbWidth, 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
|
|
TargetRectangle dst_rect;
|
|
ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
|
|
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)s_backbuffer_width, (float)s_backbuffer_height);
|
|
D3D::context->RSSetViewports(1, &vp);
|
|
float ClearColor[4] = { 0.f, 0.f, 0.f, 1.f };
|
|
D3D::context->ClearRenderTargetView(D3D::GetBackBuffer()->GetRTV(), ClearColor);
|
|
|
|
int X = dst_rect.left;
|
|
int Y = dst_rect.top;
|
|
int Width = dst_rect.right - dst_rect.left;
|
|
int Height = dst_rect.bottom - dst_rect.top;
|
|
|
|
if (X < 0) X = 0;
|
|
if (Y < 0) Y = 0;
|
|
if (X > s_backbuffer_width) X = s_backbuffer_width;
|
|
if (Y > s_backbuffer_height) Y = s_backbuffer_height;
|
|
if (Width < 0) Width = 0;
|
|
if (Height < 0) Height = 0;
|
|
if (Width > (s_backbuffer_width - X)) Width = s_backbuffer_width - X;
|
|
if (Height > (s_backbuffer_height - Y)) Height = s_backbuffer_height - Y;
|
|
vp = CD3D11_VIEWPORT((float)X, (float)Y, (float)Width, (float)Height);
|
|
D3D::context->RSSetViewports(1, &vp);
|
|
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL);
|
|
|
|
// activate linear filtering for the buffer copies
|
|
D3D::SetLinearCopySampler();
|
|
|
|
if (g_ActiveConfig.bUseXFB && g_ActiveConfig.bUseRealXFB)
|
|
{
|
|
// TODO: Television should be used to render Virtual XFB mode as well.
|
|
s_television.Submit(xfbAddr, fbWidth, fbHeight);
|
|
s_television.Render();
|
|
}
|
|
else if(g_ActiveConfig.bUseXFB)
|
|
{
|
|
const XFBSourceBase* xfbSource;
|
|
|
|
// draw each xfb source
|
|
for (u32 i = 0; i < xfbCount; ++i)
|
|
{
|
|
xfbSource = xfbSourceList[i];
|
|
MathUtil::Rectangle<float> sourceRc;
|
|
|
|
sourceRc.left = 0;
|
|
sourceRc.top = 0;
|
|
sourceRc.right = (float)xfbSource->texWidth;
|
|
sourceRc.bottom = (float)xfbSource->texHeight;
|
|
|
|
MathUtil::Rectangle<float> drawRc;
|
|
|
|
if (g_ActiveConfig.bUseXFB && !g_ActiveConfig.bUseRealXFB)
|
|
{
|
|
// use virtual xfb with offset
|
|
int xfbHeight = xfbSource->srcHeight;
|
|
int xfbWidth = xfbSource->srcWidth;
|
|
int hOffset = ((s32)xfbSource->srcAddr - (s32)xfbAddr) / ((s32)fbWidth * 2);
|
|
|
|
drawRc.top = 1.0f - (2.0f * (hOffset) / (float)fbHeight);
|
|
drawRc.bottom = 1.0f - (2.0f * (hOffset + xfbHeight) / (float)fbHeight);
|
|
drawRc.left = -(xfbWidth / (float)fbWidth);
|
|
drawRc.right = (xfbWidth / (float)fbWidth);
|
|
|
|
// 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;
|
|
}
|
|
else
|
|
{
|
|
drawRc.top = 1;
|
|
drawRc.bottom = -1;
|
|
drawRc.left = -1;
|
|
drawRc.right = 1;
|
|
}
|
|
|
|
xfbSource->Draw(sourceRc, drawRc, 0, 0);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
TargetRectangle targetRc = 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();
|
|
D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), PixelShaderCache::GetColorCopyProgram(false),VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), Gamma);
|
|
}
|
|
|
|
// done with drawing the game stuff, good moment to save a screenshot
|
|
if (s_bScreenshot)
|
|
{
|
|
SaveScreenshot(s_sScreenshotName, dst_rect);
|
|
s_bScreenshot = false;
|
|
}
|
|
|
|
// Finish up the current frame, print some stats
|
|
if (g_ActiveConfig.bShowFPS)
|
|
{
|
|
char fps[20];
|
|
StringCchPrintfA(fps, 20, "FPS: %d\n", s_fps);
|
|
D3D::font.DrawTextScaled(0, 0, 20, 0.0f, 0xFF00FFFF, fps);
|
|
}
|
|
|
|
if (g_ActiveConfig.bShowInputDisplay)
|
|
{
|
|
char inputDisplay[1000];
|
|
StringCchPrintfA(inputDisplay, 1000, Movie::GetInputDisplay().c_str());
|
|
D3D::font.DrawTextScaled(0, 30, 20, 0.0f, 0xFF00FFFF, inputDisplay);
|
|
}
|
|
Renderer::DrawDebugText();
|
|
|
|
if (g_ActiveConfig.bOverlayStats)
|
|
{
|
|
char buf[32768];
|
|
Statistics::ToString(buf);
|
|
D3D::font.DrawTextScaled(0, 30, 20, 0.0f, 0xFF00FFFF, buf);
|
|
}
|
|
else if (g_ActiveConfig.bOverlayProjStats)
|
|
{
|
|
char buf[32768];
|
|
Statistics::ToStringProj(buf);
|
|
D3D::font.DrawTextScaled(0, 30, 20, 0.0f, 0xFF00FFFF, buf);
|
|
}
|
|
|
|
OSD::DrawMessages();
|
|
D3D::EndFrame();
|
|
frameCount++;
|
|
|
|
GFX_DEBUGGER_PAUSE_AT(NEXT_FRAME, true);
|
|
|
|
DLCache::ProgressiveCleanup();
|
|
TextureCache::Cleanup();
|
|
|
|
// reload textures if these settings changed
|
|
if (g_Config.bSafeTextureCache != g_ActiveConfig.bSafeTextureCache ||
|
|
g_Config.bUseNativeMips != g_ActiveConfig.bUseNativeMips)
|
|
TextureCache::Invalidate(false);
|
|
|
|
// Enable any configuration changes
|
|
UpdateActiveConfig();
|
|
|
|
SetWindowSize(fbWidth, fbHeight);
|
|
|
|
const bool windowResized = CheckForResize();
|
|
|
|
bool xfbchanged = false;
|
|
|
|
if (s_XFB_width != fbWidth || s_XFB_height != fbHeight)
|
|
{
|
|
xfbchanged = true;
|
|
s_XFB_width = fbWidth;
|
|
s_XFB_height = fbHeight;
|
|
if (s_XFB_width < 1) s_XFB_width = MAX_XFB_WIDTH;
|
|
if (s_XFB_width > MAX_XFB_WIDTH) s_XFB_width = MAX_XFB_WIDTH;
|
|
if (s_XFB_height < 1) s_XFB_height = MAX_XFB_HEIGHT;
|
|
if (s_XFB_height > MAX_XFB_HEIGHT) s_XFB_height = MAX_XFB_HEIGHT;
|
|
}
|
|
|
|
// update FPS counter
|
|
static int fpscount = 0;
|
|
static unsigned long lasttime = 0;
|
|
if (Common::Timer::GetTimeMs() - lasttime >= 1000)
|
|
{
|
|
lasttime = Common::Timer::GetTimeMs();
|
|
s_fps = fpscount;
|
|
fpscount = 0;
|
|
}
|
|
if (XFBWrited)
|
|
++fpscount;
|
|
|
|
// Begin new frame
|
|
// Set default viewport and scissor, for the clear to work correctly
|
|
// New frame
|
|
stats.ResetFrame();
|
|
|
|
// Flip/present backbuffer to frontbuffer here
|
|
D3D::Present();
|
|
|
|
// resize the back buffers NOW to avoid flickering
|
|
if (xfbchanged ||
|
|
windowResized ||
|
|
s_LastEFBScale != g_ActiveConfig.iEFBScale ||
|
|
s_LastAA != g_ActiveConfig.iMultisampleMode)
|
|
{
|
|
s_LastAA = g_ActiveConfig.iMultisampleMode;
|
|
PixelShaderCache::InvalidateMSAAShaders();
|
|
|
|
// TODO: Aren't we still holding a reference to the back buffer right now?
|
|
D3D::Reset();
|
|
s_backbuffer_width = D3D::GetBackBufferWidth();
|
|
s_backbuffer_height = D3D::GetBackBufferHeight();
|
|
|
|
ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
|
|
|
|
CalculateXYScale(dst_rect);
|
|
|
|
s_LastEFBScale = g_ActiveConfig.iEFBScale;
|
|
CalculateTargetSize();
|
|
|
|
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL);
|
|
|
|
delete g_framebuffer_manager;
|
|
g_framebuffer_manager = new FramebufferManager;
|
|
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, 1.f, 0);
|
|
}
|
|
|
|
// begin next frame
|
|
Renderer::RestoreAPIState();
|
|
D3D::BeginFrame();
|
|
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
|
|
VertexShaderManager::SetViewportChanged();
|
|
|
|
Core::Callback_VideoCopiedToXFB(XFBWrited || (g_ActiveConfig.bUseXFB && g_ActiveConfig.bUseRealXFB));
|
|
XFBWrited = false;
|
|
}
|
|
|
|
// 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();
|
|
VertexShaderManager::SetViewportChanged();
|
|
SetScissorRect();
|
|
}
|
|
|
|
void Renderer::ApplyState(bool bUseDstAlpha)
|
|
{
|
|
HRESULT hr;
|
|
|
|
if (bUseDstAlpha)
|
|
{
|
|
// Colors should blend against SRC1_ALPHA
|
|
if (gx_state.blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_SRC_ALPHA)
|
|
gx_state.blenddc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC1_ALPHA;
|
|
else if (gx_state.blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_INV_SRC_ALPHA)
|
|
gx_state.blenddc.RenderTarget[0].SrcBlend = D3D11_BLEND_INV_SRC1_ALPHA;
|
|
|
|
// Colors should blend against SRC1_ALPHA
|
|
if (gx_state.blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_SRC_ALPHA)
|
|
gx_state.blenddc.RenderTarget[0].DestBlend = D3D11_BLEND_SRC1_ALPHA;
|
|
else if (gx_state.blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_INV_SRC_ALPHA)
|
|
gx_state.blenddc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC1_ALPHA;
|
|
|
|
gx_state.blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
|
|
gx_state.blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
|
|
gx_state.blenddc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
|
|
}
|
|
|
|
ID3D11BlendState* blstate;
|
|
hr = D3D::device->CreateBlendState(&gx_state.blenddc, &blstate);
|
|
if (FAILED(hr)) PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__);
|
|
D3D::stateman->PushBlendState(blstate);
|
|
D3D::SetDebugObjectName((ID3D11DeviceChild*)blstate, "blend state used to emulate the GX pipeline");
|
|
SAFE_RELEASE(blstate);
|
|
|
|
ID3D11DepthStencilState* depth_state;
|
|
hr = D3D::device->CreateDepthStencilState(&gx_state.depthdc, &depth_state);
|
|
if (SUCCEEDED(hr)) D3D::SetDebugObjectName((ID3D11DeviceChild*)depth_state, "depth-stencil state used to emulate the GX pipeline");
|
|
else PanicAlert("Failed to create depth state at %s %d\n", __FILE__, __LINE__);
|
|
D3D::stateman->PushDepthState(depth_state);
|
|
SAFE_RELEASE(depth_state);
|
|
|
|
gx_state.rastdc.FillMode = (g_ActiveConfig.bWireFrame) ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
|
|
ID3D11RasterizerState* raststate;
|
|
hr = D3D::device->CreateRasterizerState(&gx_state.rastdc, &raststate);
|
|
if (FAILED(hr)) PanicAlert("Failed to create rasterizer state at %s %d\n", __FILE__, __LINE__);
|
|
D3D::SetDebugObjectName((ID3D11DeviceChild*)raststate, "rasterizer state used to emulate the GX pipeline");
|
|
D3D::stateman->PushRasterizerState(raststate);
|
|
SAFE_RELEASE(raststate);
|
|
|
|
ID3D11SamplerState* samplerstate[8];
|
|
for (unsigned int stage = 0; stage < 8; stage++)
|
|
{
|
|
// TODO: unnecessary state changes, we should store a list of shader resources
|
|
//if (shader_resources[stage])
|
|
{
|
|
if(g_ActiveConfig.iMaxAnisotropy > 0) gx_state.sampdc[stage].Filter = D3D11_FILTER_ANISOTROPIC;
|
|
hr = D3D::device->CreateSamplerState(&gx_state.sampdc[stage], &samplerstate[stage]);
|
|
if (FAILED(hr)) PanicAlert("Fail %s %d, stage=%d\n", __FILE__, __LINE__, stage);
|
|
else D3D::SetDebugObjectName((ID3D11DeviceChild*)samplerstate[stage], "sampler state used to emulate the GX pipeline");
|
|
}
|
|
// else samplerstate[stage] = NULL;
|
|
}
|
|
D3D::context->PSSetSamplers(0, 8, samplerstate);
|
|
for (unsigned int stage = 0; stage < 8; stage++)
|
|
SAFE_RELEASE(samplerstate[stage]);
|
|
|
|
D3D::stateman->Apply();
|
|
|
|
if (bUseDstAlpha)
|
|
{
|
|
// restore actual state
|
|
SetBlendMode(false);
|
|
SetLogicOpMode();
|
|
}
|
|
|
|
D3D::context->PSSetConstantBuffers(0, 1, &PixelShaderCache::GetConstantBuffer());
|
|
D3D::context->VSSetConstantBuffers(0, 1, &VertexShaderCache::GetConstantBuffer());
|
|
|
|
D3D::context->PSSetShader(PixelShaderCache::GetActiveShader(), NULL, 0);
|
|
D3D::context->VSSetShader(VertexShaderCache::GetActiveShader(), NULL, 0);
|
|
}
|
|
|
|
void Renderer::RestoreState()
|
|
{
|
|
ID3D11ShaderResourceView* shader_resources[8] = { NULL };
|
|
D3D::context->PSSetShaderResources(0, 8, shader_resources);
|
|
|
|
D3D::stateman->PopBlendState();
|
|
D3D::stateman->PopDepthState();
|
|
D3D::stateman->PopRasterizerState();
|
|
}
|
|
|
|
void Renderer::ApplyCullDisable()
|
|
{
|
|
D3D11_RASTERIZER_DESC rastDesc = gx_state.rastdc;
|
|
rastDesc.CullMode = D3D11_CULL_NONE;
|
|
|
|
ID3D11RasterizerState* raststate;
|
|
HRESULT hr = D3D::device->CreateRasterizerState(&rastDesc, &raststate);
|
|
if (FAILED(hr)) PanicAlert("Failed to create culling-disabled rasterizer state at %s %d\n", __FILE__, __LINE__);
|
|
D3D::SetDebugObjectName((ID3D11DeviceChild*)raststate, "rasterizer state (culling disabled) used to emulate the GX pipeline");
|
|
|
|
D3D::stateman->PushRasterizerState(raststate);
|
|
SAFE_RELEASE(raststate);
|
|
|
|
D3D::stateman->Apply();
|
|
}
|
|
|
|
void Renderer::RestoreCull()
|
|
{
|
|
D3D::stateman->PopRasterizerState();
|
|
}
|
|
|
|
void Renderer::SetGenerationMode()
|
|
{
|
|
// rastdc.FrontCounterClockwise must be false for this to work
|
|
gx_state.rastdc.CullMode = d3dCullModes[bpmem.genMode.cullmode];
|
|
}
|
|
|
|
void Renderer::SetDepthMode()
|
|
{
|
|
if (bpmem.zmode.testenable)
|
|
{
|
|
gx_state.depthdc.DepthEnable = TRUE;
|
|
gx_state.depthdc.DepthWriteMask = bpmem.zmode.updateenable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
|
|
gx_state.depthdc.DepthFunc = d3dCmpFuncs[bpmem.zmode.func];
|
|
}
|
|
else
|
|
{
|
|
// if the test is disabled write is disabled too
|
|
gx_state.depthdc.DepthEnable = FALSE;
|
|
gx_state.depthdc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
|
|
}
|
|
}
|
|
|
|
void Renderer::SetLogicOpMode()
|
|
{
|
|
if (bpmem.blendmode.logicopenable && bpmem.blendmode.logicmode != 3)
|
|
{
|
|
s_blendMode = 0;
|
|
gx_state.blenddc.RenderTarget[0].BlendEnable = true;
|
|
SetBlendOp(d3dLogicOps[bpmem.blendmode.logicmode]);
|
|
SetSrcBlend(d3dLogicOpSrcFactors[bpmem.blendmode.logicmode]);
|
|
SetDestBlend(d3dLogicOpDestFactors[bpmem.blendmode.logicmode]);
|
|
}
|
|
else
|
|
{
|
|
SetBlendMode(true);
|
|
}
|
|
}
|
|
|
|
void Renderer::SetDitherMode()
|
|
{
|
|
// TODO: Set dither mode to bpmem.blendmode.dither
|
|
}
|
|
|
|
void Renderer::SetLineWidth()
|
|
{
|
|
// TODO
|
|
}
|
|
|
|
void Renderer::SetSamplerState(int stage, int texindex)
|
|
{
|
|
const FourTexUnits &tex = bpmem.tex[texindex];
|
|
const TexMode0 &tm0 = tex.texMode0[stage];
|
|
const TexMode1 &tm1 = tex.texMode1[stage];
|
|
|
|
unsigned int mip;
|
|
mip = (tm0.min_filter == 8) ? TEXF_NONE:d3dMipFilters[tm0.min_filter & 3];
|
|
if ((tm0.min_filter & 3) && (tm0.min_filter != 8) && ((tm1.max_lod >> 4) == 0)) mip = TEXF_NONE;
|
|
|
|
if (texindex) stage += 4;
|
|
|
|
// TODO: Clarify whether these values are correct
|
|
// NOTE: since there's no "no filter" in DX11 we're using point filters in these cases
|
|
if (g_ActiveConfig.bForceFiltering)
|
|
{
|
|
gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
|
}
|
|
else if (tm0.min_filter & 4) // linear min filter
|
|
{
|
|
if (tm0.mag_filter) // linear mag filter
|
|
{
|
|
if (mip == TEXF_NONE) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
|
|
else if (mip == TEXF_POINT) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
|
|
else if (mip == TEXF_LINEAR) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
|
}
|
|
else // point mag filter
|
|
{
|
|
if (mip == TEXF_NONE) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT;
|
|
else if (mip == TEXF_POINT) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT;
|
|
else if (mip == TEXF_LINEAR) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR;
|
|
}
|
|
}
|
|
else // point min filter
|
|
{
|
|
if (tm0.mag_filter) // linear mag filter
|
|
{
|
|
if (mip == TEXF_NONE) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT;
|
|
else if (mip == TEXF_POINT) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT;
|
|
else if (mip == TEXF_LINEAR) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR;
|
|
}
|
|
else // point mag filter
|
|
{
|
|
if (mip == TEXF_NONE) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
|
|
else if (mip == TEXF_POINT) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
|
|
else if (mip == TEXF_LINEAR) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR;
|
|
}
|
|
}
|
|
|
|
gx_state.sampdc[stage].AddressU = d3dClamps[tm0.wrap_s];
|
|
gx_state.sampdc[stage].AddressV = d3dClamps[tm0.wrap_t];
|
|
|
|
gx_state.sampdc[stage].MipLODBias = (float)tm0.lod_bias/32.0f;
|
|
gx_state.sampdc[stage].MaxLOD = (float)tm1.max_lod/16.f;
|
|
gx_state.sampdc[stage].MinLOD = (float)tm1.min_lod/16.f;
|
|
}
|
|
|
|
void Renderer::SetInterlacingMode()
|
|
{
|
|
// TODO
|
|
}
|
|
|
|
} // namespace DX11
|