239 lines
9.0 KiB
C++
239 lines
9.0 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 "D3DBase.h"
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#include "Render.h"
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#include "FramebufferManager.h"
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#include "VideoConfig.h"
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#include "PixelShaderCache.h"
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#include "VertexShaderCache.h"
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#include "TextureConverter.h"
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#include "HW/Memmap.h"
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namespace DX9
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{
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// TODO: this is probably somewhere else
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#define SAFE_RELEASE(p) if (p) { (p)->Release(); (p) = NULL; }
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#undef CHECK
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#define CHECK(hr, Message, ...) if (FAILED(hr)) { PanicAlert(__FUNCTION__ "Failed in %s at line %d: " Message, __FILE__, __LINE__, __VA_ARGS__); }
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inline void GetSurface(IDirect3DTexture9* texture, IDirect3DSurface9** surface)
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{
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if (!texture) return;
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texture->GetSurfaceLevel(0, surface);
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}
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FramebufferManager::Efb FramebufferManager::s_efb;
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FramebufferManager::FramebufferManager()
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{
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bool depth_textures_supported = true;
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int target_width = Renderer::GetTargetWidth();
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int target_height = Renderer::GetTargetHeight();
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s_efb.color_surface_Format = D3DFMT_A8R8G8B8;
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// EFB color texture - primary render target
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HRESULT hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET, s_efb.color_surface_Format,
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D3DPOOL_DEFAULT, &s_efb.color_texture, NULL);
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GetSurface(s_efb.color_texture, &s_efb.color_surface);
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CHECK(hr, "Create color texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
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// Render buffer for AccessEFB (color data)
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hr = D3D::dev->CreateTexture(1, 1, 1, D3DUSAGE_RENDERTARGET, s_efb.color_surface_Format,
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D3DPOOL_DEFAULT, &s_efb.colorRead_texture, NULL);
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GetSurface(s_efb.colorRead_texture, &s_efb.color_ReadBuffer);
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CHECK(hr, "Create Color Read Texture (hr=%#x)", hr);
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// AccessEFB - Sysmem buffer used to retrieve the pixel data from color_ReadBuffer
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hr = D3D::dev->CreateOffscreenPlainSurface(1, 1, s_efb.color_surface_Format, D3DPOOL_SYSTEMMEM, &s_efb.color_OffScreenReadBuffer, NULL);
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CHECK(hr, "Create offscreen color surface (hr=%#x)", hr);
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// Select a Z-buffer texture format with hardware support
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s_efb.depth_surface_Format = D3D::GetSupportedDepthTextureFormat();
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if (s_efb.depth_surface_Format == D3DFMT_UNKNOWN)
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{
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// workaround for Intel GPUs etc: only create a depth _surface_
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depth_textures_supported = false;
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s_efb.depth_surface_Format = D3D::GetSupportedDepthSurfaceFormat(s_efb.color_surface_Format);
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ERROR_LOG(VIDEO, "No supported depth texture format found, disabling Z peeks for EFB access.");
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}
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if (depth_textures_supported)
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{
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// EFB depth buffer - primary depth buffer
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hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_DEPTHSTENCIL, s_efb.depth_surface_Format,
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D3DPOOL_DEFAULT, &s_efb.depth_texture, NULL);
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GetSurface(s_efb.depth_texture, &s_efb.depth_surface);
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CHECK(hr, "Framebuffer depth texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
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// Render buffer for AccessEFB (depth data)
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D3DFORMAT DepthTexFormats[2];
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DepthTexFormats[0] = D3DFMT_D24X8;
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// This is expected to work on all hardware
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DepthTexFormats[1] = D3DFMT_A8R8G8B8;
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for (int i = 0; i < 2; ++i)
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{
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if (D3D::CheckTextureSupport(D3DUSAGE_RENDERTARGET, DepthTexFormats[i]))
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{
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s_efb.depth_ReadBuffer_Format = DepthTexFormats[i];
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break;
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}
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}
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hr = D3D::dev->CreateTexture(4, 4, 1, D3DUSAGE_RENDERTARGET, s_efb.depth_ReadBuffer_Format,
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D3DPOOL_DEFAULT, &s_efb.depthRead_texture, NULL);
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GetSurface(s_efb.depthRead_texture, &s_efb.depth_ReadBuffer);
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CHECK(hr, "Create depth read texture (hr=%#x)", hr);
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// AccessEFB - Sysmem buffer used to retrieve the pixel data from depth_ReadBuffer
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hr = D3D::dev->CreateOffscreenPlainSurface(4, 4, s_efb.depth_ReadBuffer_Format, D3DPOOL_SYSTEMMEM, &s_efb.depth_OffScreenReadBuffer, NULL);
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CHECK(hr, "Create depth offscreen surface (hr=%#x)", hr);
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}
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else if (s_efb.depth_surface_Format)
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{
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// just create a depth surface
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hr = D3D::dev->CreateDepthStencilSurface(target_width, target_height, s_efb.depth_surface_Format, D3DMULTISAMPLE_NONE, 0, FALSE, &s_efb.depth_surface, NULL);
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CHECK(hr, "Framebuffer depth surface (size: %dx%d; hr=%#x)", target_width, target_height, hr);
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}
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// ReinterpretPixelData - EFB color data will be copy-converted to this texture and the buffers are swapped then
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hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET, s_efb.color_surface_Format,
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D3DPOOL_DEFAULT, &s_efb.color_reinterpret_texture, NULL);
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GetSurface(s_efb.color_reinterpret_texture, &s_efb.color_reinterpret_surface);
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CHECK(hr, "Create color reinterpret texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
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}
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FramebufferManager::~FramebufferManager()
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{
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SAFE_RELEASE(s_efb.depth_surface);
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SAFE_RELEASE(s_efb.color_surface);
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SAFE_RELEASE(s_efb.color_ReadBuffer);
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SAFE_RELEASE(s_efb.depth_ReadBuffer);
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SAFE_RELEASE(s_efb.color_OffScreenReadBuffer);
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SAFE_RELEASE(s_efb.depth_OffScreenReadBuffer);
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SAFE_RELEASE(s_efb.color_texture);
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SAFE_RELEASE(s_efb.colorRead_texture);
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SAFE_RELEASE(s_efb.depth_texture);
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SAFE_RELEASE(s_efb.depthRead_texture);
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SAFE_RELEASE(s_efb.color_reinterpret_texture);
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SAFE_RELEASE(s_efb.color_reinterpret_surface);
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s_efb.color_surface_Format = D3DFMT_UNKNOWN;
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s_efb.depth_surface_Format = D3DFMT_UNKNOWN;
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s_efb.depth_ReadBuffer_Format = D3DFMT_UNKNOWN;
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}
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XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, unsigned int target_height)
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{
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LPDIRECT3DTEXTURE9 tex;
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D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET,
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s_efb.color_surface_Format, D3DPOOL_DEFAULT, &tex, NULL);
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return new XFBSource(tex);
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}
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void FramebufferManager::GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc)
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{
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TargetRectangle targetSource;
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targetSource.top = ScaleToVirtualXfbHeight(sourceRc.top, Renderer::GetBackbufferHeight());
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targetSource.bottom = ScaleToVirtualXfbHeight(sourceRc.bottom, Renderer::GetBackbufferHeight());
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targetSource.left = ScaleToVirtualXfbWidth(sourceRc.left, Renderer::GetBackbufferWidth());
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targetSource.right = ScaleToVirtualXfbWidth(sourceRc.right, Renderer::GetBackbufferWidth());
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*width = targetSource.right - targetSource.left;
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*height = targetSource.bottom - targetSource.top;
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}
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void XFBSource::Draw(const MathUtil::Rectangle<float> &sourcerc,
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const MathUtil::Rectangle<float> &drawrc, int width, int height) const
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{
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D3D::drawShadedTexSubQuad(texture, &sourcerc, texWidth, texHeight, &drawrc, width , height,
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PixelShaderCache::GetColorCopyProgram(0), VertexShaderCache::GetSimpleVertexShader(0));
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}
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void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
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{
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TextureConverter::DecodeToTexture(xfbAddr, fbWidth, fbHeight, texture);
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}
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void FramebufferManager::CopyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma)
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{
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u8* xfb_in_ram = Memory::GetPointer(xfbAddr);
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if (!xfb_in_ram)
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{
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WARN_LOG(VIDEO, "Tried to copy to invalid XFB address");
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return;
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}
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TargetRectangle targetRc = g_renderer->ConvertEFBRectangle(sourceRc);
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TextureConverter::EncodeToRamYUYV(GetEFBColorTexture(), targetRc, xfb_in_ram, fbWidth, fbHeight,Gamma);
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}
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void XFBSource::CopyEFB(float Gamma)
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{
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g_renderer->ResetAPIState(); // reset any game specific settings
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// Copy EFB data to XFB and restore render target again
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LPDIRECT3DSURFACE9 Rendersurf = NULL;
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texture->GetSurfaceLevel(0, &Rendersurf);
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D3D::dev->SetDepthStencilSurface(NULL);
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D3D::dev->SetRenderTarget(0, Rendersurf);
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D3DVIEWPORT9 vp;
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vp.X = 0;
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vp.Y = 0;
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vp.Width = texWidth;
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vp.Height = texHeight;
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vp.MinZ = 0.0f;
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vp.MaxZ = 1.0f;
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D3D::dev->SetViewport(&vp);
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RECT sourcerect;
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sourcerect.bottom = sourceRc.bottom;
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sourcerect.left = sourceRc.left;
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sourcerect.right = sourceRc.right;
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sourcerect.top = sourceRc.top;
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D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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D3D::ChangeSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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D3D::drawShadedTexQuad(
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FramebufferManager::GetEFBColorTexture(),
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&sourcerect,
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Renderer::GetTargetWidth(),
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Renderer::GetTargetHeight(),
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texWidth,
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texHeight,
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PixelShaderCache::GetColorCopyProgram( g_ActiveConfig.iMultisampleMode),
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VertexShaderCache::GetSimpleVertexShader( g_ActiveConfig.iMultisampleMode),
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Gamma);
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D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
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D3D::RefreshSamplerState(0, D3DSAMP_MAGFILTER);
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D3D::SetTexture(0, NULL);
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D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
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D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
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Rendersurf->Release();
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g_renderer->RestoreAPIState();
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}
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} // namespace DX9
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