1352 lines
39 KiB
C++
1352 lines
39 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 <list>
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#include <d3dx9.h>
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#include <strsafe.h>
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#include "StringUtil.h"
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#include "Common.h"
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#include "Atomic.h"
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#include "FileUtil.h"
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#include "Thread.h"
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#include "Timer.h"
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#include "Statistics.h"
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#include "Host.h"
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#include "VideoConfig.h"
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#include "main.h"
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#include "VertexManager.h"
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#include "PixelEngine.h"
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#include "Render.h"
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#include "OpcodeDecoding.h"
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#include "BPStructs.h"
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#include "XFStructs.h"
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#include "D3DUtil.h"
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#include "VertexShaderManager.h"
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#include "PixelShaderManager.h"
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#include "VertexShaderCache.h"
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#include "PixelShaderCache.h"
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#include "VertexLoaderManager.h"
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#include "TextureCache.h"
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#include "EmuWindow.h"
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#include "AVIDump.h"
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#include "OnScreenDisplay.h"
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#include "FramebufferManager.h"
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#include "Fifo.h"
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#include "TextureConverter.h"
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#include "DLCache.h"
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#include "Debugger.h"
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#include "Core.h"
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#include "Movie.h"
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#include "BPFunctions.h"
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#include "FPSCounter.h"
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#include "ConfigManager.h"
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namespace DX9
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{
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static int s_fps = 0;
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static u32 s_blendMode;
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static u32 s_LastAA;
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static bool IS_AMD;
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static char *st;
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static LPDIRECT3DSURFACE9 ScreenShootMEMSurface = NULL;
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// State translation lookup tables
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static const D3DBLEND d3dSrcFactors[8] =
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{
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D3DBLEND_ZERO,
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D3DBLEND_ONE,
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D3DBLEND_DESTCOLOR,
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D3DBLEND_INVDESTCOLOR,
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D3DBLEND_SRCALPHA,
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D3DBLEND_INVSRCALPHA,
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D3DBLEND_DESTALPHA,
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D3DBLEND_INVDESTALPHA
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};
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static const D3DBLEND d3dDestFactors[8] =
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{
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D3DBLEND_ZERO,
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D3DBLEND_ONE,
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D3DBLEND_SRCCOLOR,
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D3DBLEND_INVSRCCOLOR,
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D3DBLEND_SRCALPHA,
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D3DBLEND_INVSRCALPHA,
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D3DBLEND_DESTALPHA,
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D3DBLEND_INVDESTALPHA
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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 D3DBLENDOP d3dLogicOpop[16] =
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{
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D3DBLENDOP_ADD,
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D3DBLENDOP_ADD,
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D3DBLENDOP_SUBTRACT,
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D3DBLENDOP_ADD,
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D3DBLENDOP_REVSUBTRACT,
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D3DBLENDOP_ADD,
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D3DBLENDOP_MAX,
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D3DBLENDOP_ADD,
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D3DBLENDOP_MAX,
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D3DBLENDOP_MAX,
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D3DBLENDOP_ADD,
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D3DBLENDOP_ADD,
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D3DBLENDOP_ADD,
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D3DBLENDOP_ADD,
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D3DBLENDOP_ADD,
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D3DBLENDOP_ADD
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};
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static const D3DBLEND d3dLogicOpSrcFactors[16] =
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{
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D3DBLEND_ZERO,
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D3DBLEND_DESTCOLOR,
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D3DBLEND_ONE,
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D3DBLEND_ONE,
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D3DBLEND_DESTCOLOR,
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D3DBLEND_ZERO,
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D3DBLEND_INVDESTCOLOR,
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D3DBLEND_INVDESTCOLOR,
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D3DBLEND_INVSRCCOLOR,
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D3DBLEND_INVSRCCOLOR,
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D3DBLEND_INVDESTCOLOR,
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D3DBLEND_ONE,
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D3DBLEND_INVSRCCOLOR,
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D3DBLEND_INVSRCCOLOR,
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D3DBLEND_INVDESTCOLOR,
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D3DBLEND_ONE
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};
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static const D3DBLEND d3dLogicOpDestFactors[16] =
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{
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D3DBLEND_ZERO,
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D3DBLEND_ZERO,
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D3DBLEND_INVSRCCOLOR,
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D3DBLEND_ZERO,
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D3DBLEND_ONE,
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D3DBLEND_ONE,
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D3DBLEND_INVSRCCOLOR,
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D3DBLEND_ONE,
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D3DBLEND_INVDESTCOLOR,
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D3DBLEND_SRCCOLOR,
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D3DBLEND_INVDESTCOLOR,
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D3DBLEND_INVDESTCOLOR,
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D3DBLEND_INVSRCCOLOR,
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D3DBLEND_ONE,
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D3DBLEND_INVSRCCOLOR,
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D3DBLEND_ONE
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};
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static const D3DCULL d3dCullModes[4] =
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{
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D3DCULL_NONE,
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D3DCULL_CCW,
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D3DCULL_CW,
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D3DCULL_CCW
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};
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static const D3DCMPFUNC d3dCmpFuncs[8] =
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{
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D3DCMP_NEVER,
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D3DCMP_LESS,
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D3DCMP_EQUAL,
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D3DCMP_LESSEQUAL,
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D3DCMP_GREATER,
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D3DCMP_NOTEQUAL,
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D3DCMP_GREATEREQUAL,
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D3DCMP_ALWAYS
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};
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static const D3DTEXTUREFILTERTYPE d3dMipFilters[4] =
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{
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D3DTEXF_NONE,
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D3DTEXF_POINT,
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D3DTEXF_LINEAR,
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D3DTEXF_NONE, //reserved
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};
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static const D3DTEXTUREADDRESS d3dClamps[4] =
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{
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D3DTADDRESS_CLAMP,
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D3DTADDRESS_WRAP,
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D3DTADDRESS_MIRROR,
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D3DTADDRESS_WRAP //reserved
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};
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void SetupDeviceObjects()
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{
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D3D::font.Init();
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VertexLoaderManager::Init();
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g_framebuffer_manager = new FramebufferManager;
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VertexShaderManager::Dirty();
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PixelShaderManager::Dirty();
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TextureConverter::Init();
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// To avoid shader compilation stutters, read back all shaders from cache.
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VertexShaderCache::Init();
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PixelShaderCache::Init();
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g_vertex_manager->CreateDeviceObjects();
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// Texture cache will recreate themselves over time.
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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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if(ScreenShootMEMSurface)
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ScreenShootMEMSurface->Release();
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ScreenShootMEMSurface = NULL;
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D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
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D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
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delete g_framebuffer_manager;
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D3D::font.Shutdown();
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TextureCache::Invalidate();
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VertexLoaderManager::Shutdown();
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VertexShaderCache::Shutdown();
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PixelShaderCache::Shutdown();
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TextureConverter::Shutdown();
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g_vertex_manager->DestroyDeviceObjects();
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}
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// Init functions
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Renderer::Renderer()
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{
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InitFPSCounter();
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st = new char[32768];
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int fullScreenRes, x, y, w_temp, h_temp;
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s_blendMode = 0;
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// Multisample Anti-aliasing hasn't been implemented yet use supersamling instead
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int backbuffer_ms_mode = 0;
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Host_GetRenderWindowSize(x, y, w_temp, h_temp);
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for (fullScreenRes = 0; fullScreenRes < (int)D3D::GetAdapter(g_ActiveConfig.iAdapter).resolutions.size(); fullScreenRes++)
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{
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if ((D3D::GetAdapter(g_ActiveConfig.iAdapter).resolutions[fullScreenRes].xres == w_temp) &&
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(D3D::GetAdapter(g_ActiveConfig.iAdapter).resolutions[fullScreenRes].yres == h_temp))
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break;
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}
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if (fullScreenRes == D3D::GetAdapter(g_ActiveConfig.iAdapter).resolutions.size())
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fullScreenRes = 0;
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D3D::Create(g_ActiveConfig.iAdapter, EmuWindow::GetWnd(),
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fullScreenRes, backbuffer_ms_mode, false);
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IS_AMD = D3D::IsATIDevice();
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// Decide frambuffer size
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s_backbuffer_width = D3D::GetBackBufferWidth();
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s_backbuffer_height = D3D::GetBackBufferHeight();
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FramebufferManagerBase::SetLastXfbWidth(MAX_XFB_WIDTH);
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FramebufferManagerBase::SetLastXfbHeight(MAX_XFB_HEIGHT);
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UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
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s_LastAA = g_ActiveConfig.iMultisampleMode;
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int SupersampleCoeficient = (s_LastAA % 3) + 1;
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s_LastEFBScale = g_ActiveConfig.iEFBScale;
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CalculateTargetSize(s_backbuffer_width, s_backbuffer_height, SupersampleCoeficient);
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// Make sure to use valid texture sizes
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D3D::FixTextureSize(s_target_width, s_target_height);
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// We're not using fixed function.
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// Let's just set the matrices to identity to be sure.
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D3DXMATRIX mtx;
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D3DXMatrixIdentity(&mtx);
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D3D::dev->SetTransform(D3DTS_VIEW, &mtx);
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D3D::dev->SetTransform(D3DTS_WORLD, &mtx);
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SetupDeviceObjects();
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for (int stage = 0; stage < 8; stage++)
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D3D::SetSamplerState(stage, D3DSAMP_MAXANISOTROPY, 1 << g_ActiveConfig.iMaxAnisotropy);
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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 = s_backbuffer_width;
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vp.Height = s_backbuffer_height;
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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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D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET, 0x0, 0, 0);
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D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
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D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
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vp.X = 0;
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vp.Y = 0;
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vp.Width = s_target_width;
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vp.Height = s_target_height;
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D3D::dev->SetViewport(&vp);
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D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1.0f, 0);
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D3D::BeginFrame();
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D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, true);
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D3D::dev->CreateOffscreenPlainSurface(s_backbuffer_width,s_backbuffer_height, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &ScreenShootMEMSurface, NULL );
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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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delete[] st;
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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, 20, 0.0f, color, text);
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}
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TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
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{
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TargetRectangle result;
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result.left = EFBToScaledX(rc.left);
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result.top = EFBToScaledY(rc.top);
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result.right = EFBToScaledX(rc.right);
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result.bottom = EFBToScaledY(rc.bottom);
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return result;
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}
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}
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void formatBufferDump(const char *in, char *out, int w, int h, int p)
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{
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for (int y = 0; y < h; y++)
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{
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const char *line = in + (h - y - 1) * p;
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for (int x = 0; x < w; x++)
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{
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memcpy(out, line, 3);
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out += 3;
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line += 4;
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}
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}
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}
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namespace DX9
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{
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// With D3D, we have to resize the backbuffer if the window changed
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// size.
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bool Renderer::CheckForResize()
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{
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while (EmuWindow::IsSizing())
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Sleep(10);
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if (EmuWindow::GetParentWnd())
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{
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// Re-stretch window to parent window size again, if it has a parent window.
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RECT rcParentWindow;
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GetWindowRect(EmuWindow::GetParentWnd(), &rcParentWindow);
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int width = rcParentWindow.right - rcParentWindow.left;
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int height = rcParentWindow.bottom - rcParentWindow.top;
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if (width != Renderer::GetBackbufferWidth() || height != Renderer::GetBackbufferHeight())
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MoveWindow(EmuWindow::GetWnd(), 0, 0, width, height, FALSE);
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}
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RECT rcWindow;
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GetClientRect(EmuWindow::GetWnd(), &rcWindow);
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int client_width = rcWindow.right - rcWindow.left;
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int client_height = rcWindow.bottom - rcWindow.top;
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// Sanity check
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if ((client_width != Renderer::GetBackbufferWidth() ||
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client_height != Renderer::GetBackbufferHeight()) &&
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client_width >= 4 && client_height >= 4)
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{
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TeardownDeviceObjects();
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D3D::Reset();
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s_backbuffer_width = D3D::GetBackBufferWidth();
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s_backbuffer_height = D3D::GetBackBufferHeight();
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if(ScreenShootMEMSurface)
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ScreenShootMEMSurface->Release();
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D3D::dev->CreateOffscreenPlainSurface(Renderer::GetBackbufferWidth(), Renderer::GetBackbufferHeight(),
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D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &ScreenShootMEMSurface, NULL );
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return true;
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}
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return false;
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}
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void Renderer::SetScissorRect(const TargetRectangle& rc)
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{
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D3D::dev->SetScissorRect(rc.AsRECT());
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}
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void Renderer::SetColorMask()
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{
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// Only enable alpha channel if it's supported by the current EFB format
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DWORD color_mask = 0;
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if (bpmem.blendmode.alphaupdate && (bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24))
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color_mask = D3DCOLORWRITEENABLE_ALPHA;
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if (bpmem.blendmode.colorupdate)
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color_mask |= D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
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D3D::SetRenderState(D3DRS_COLORWRITEENABLE, color_mask);
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}
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// This function allows the CPU to directly access the EFB.
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// There are EFB peeks (which will read the color or depth of a pixel)
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// and EFB pokes (which will change the color or depth of a pixel).
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//
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// The behavior of EFB peeks can only be modified by:
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// - GX_PokeAlphaRead
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// The behavior of EFB pokes can be modified by:
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// - GX_PokeAlphaMode (TODO)
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// - GX_PokeAlphaUpdate (TODO)
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// - GX_PokeBlendMode (TODO)
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// - GX_PokeColorUpdate (TODO)
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// - GX_PokeDither (TODO)
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// - GX_PokeDstAlpha (TODO)
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// - GX_PokeZMode (TODO)
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u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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{
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if (!g_ActiveConfig.bEFBAccessEnable)
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return 0;
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if (type == POKE_Z)
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{
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static bool alert_only_once = true;
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if (!alert_only_once) return 0;
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PanicAlert("EFB: Poke Z not implemented (tried to poke z value %#x at (%d,%d))", poke_data, x, y);
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alert_only_once = false;
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return 0;
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}
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// if depth textures aren't supported by the hardware, just return
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if (type == PEEK_Z)
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if (FramebufferManager::GetEFBDepthTexture() == NULL)
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return 0;
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// We're using three surfaces here:
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// - pEFBSurf: EFB Surface. Source surface when peeking, destination surface when poking.
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// - pBufferRT: A render target surface. When peeking, we render a textured quad to this surface.
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// - pSystemBuf: An offscreen surface. Used to retrieve the pixel data from pBufferRT.
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LPDIRECT3DSURFACE9 pEFBSurf, pBufferRT, pSystemBuf;
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if(type == PEEK_Z || type == POKE_Z)
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{
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pEFBSurf = FramebufferManager::GetEFBDepthRTSurface();
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pBufferRT = FramebufferManager::GetEFBDepthReadSurface();
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pSystemBuf = FramebufferManager::GetEFBDepthOffScreenRTSurface();
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}
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else //if(type == PEEK_COLOR || type == POKE_COLOR)
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{
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pEFBSurf = FramebufferManager::GetEFBColorRTSurface();
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pBufferRT = FramebufferManager::GetEFBColorReadSurface();
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pSystemBuf = FramebufferManager::GetEFBColorOffScreenRTSurface();
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}
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// Buffer not found alert
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if (!pEFBSurf) {
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PanicAlert("No %s!", (type == PEEK_Z || type == POKE_Z) ? "Z-Buffer" : "Color EFB");
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return 0;
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}
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|
// 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 = ConvertEFBRectangle(efbPixelRc);
|
|
|
|
HRESULT hr;
|
|
RECT RectToLock;
|
|
RectToLock.bottom = targetPixelRc.bottom;
|
|
RectToLock.left = targetPixelRc.left;
|
|
RectToLock.right = targetPixelRc.right;
|
|
RectToLock.top = targetPixelRc.top;
|
|
if (type == PEEK_Z)
|
|
{
|
|
// TODO: why is D3DFMT_D24X8 singled out here? why not D3DFMT_D24X4S4/D24S8/D24FS8/D32/D16/D15S1 too, or none of them?
|
|
if (FramebufferManager::GetEFBDepthRTSurfaceFormat() == D3DFMT_D24X8)
|
|
return 0;
|
|
|
|
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
|
|
D3D::dev->SetDepthStencilSurface(NULL);
|
|
D3D::dev->SetRenderTarget(0, pBufferRT);
|
|
|
|
// Stretch picture with increased internal resolution
|
|
D3DVIEWPORT9 vp;
|
|
vp.X = 0;
|
|
vp.Y = 0;
|
|
vp.Width = 4;
|
|
vp.Height = 4;
|
|
vp.MinZ = 0.0f;
|
|
vp.MaxZ = 1.0f;
|
|
D3D::dev->SetViewport(&vp);
|
|
|
|
float colmat[28] = {0.0f};
|
|
colmat[0] = colmat[5] = colmat[10] = 1.0f;
|
|
PixelShaderManager::SetColorMatrix(colmat); // set transformation
|
|
LPDIRECT3DTEXTURE9 read_texture = FramebufferManager::GetEFBDepthTexture();
|
|
|
|
D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
|
|
|
|
D3DFORMAT bformat = FramebufferManager::GetEFBDepthRTSurfaceFormat();
|
|
|
|
D3D::drawShadedTexQuad(
|
|
read_texture,
|
|
&RectToLock,
|
|
Renderer::GetTargetWidth(),
|
|
Renderer::GetTargetHeight(),
|
|
4, 4,
|
|
PixelShaderCache::GetDepthMatrixProgram(0, bformat != FOURCC_RAWZ),
|
|
VertexShaderCache::GetSimpleVertexShader(0));
|
|
|
|
D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
|
|
|
|
D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
|
|
D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
|
|
RestoreAPIState();
|
|
|
|
// Retrieve the pixel data to the local memory buffer
|
|
RectToLock.bottom = 4;
|
|
RectToLock.left = 0;
|
|
RectToLock.right = 4;
|
|
RectToLock.top = 0;
|
|
D3D::dev->GetRenderTargetData(pBufferRT, pSystemBuf);
|
|
|
|
// EFB data successfully retrieved, now get the pixel data
|
|
D3DLOCKED_RECT drect;
|
|
pSystemBuf->LockRect(&drect, &RectToLock, D3DLOCK_READONLY);
|
|
u32 z = ((u32*)drect.pBits)[6]; // 24 bit depth value
|
|
pSystemBuf->UnlockRect();
|
|
|
|
// if Z is in 16 bit format you must return a 16 bit integer
|
|
if(bpmem.zcontrol.pixel_format == PIXELFMT_RGB565_Z16) {
|
|
z >>= 8;
|
|
}
|
|
|
|
return z;
|
|
}
|
|
else if(type == PEEK_COLOR)
|
|
{
|
|
// TODO: Can't we directly StretchRect to System buf?
|
|
hr = D3D::dev->StretchRect(pEFBSurf, &RectToLock, pBufferRT, NULL, D3DTEXF_NONE);
|
|
D3D::dev->GetRenderTargetData(pBufferRT, pSystemBuf);
|
|
|
|
// EFB data successfully retrieved, now get the pixel data
|
|
RectToLock.bottom = 1;
|
|
RectToLock.left = 0;
|
|
RectToLock.right = 1;
|
|
RectToLock.top = 0;
|
|
|
|
D3DLOCKED_RECT drect;
|
|
pSystemBuf->LockRect(&drect, &RectToLock, D3DLOCK_READONLY);
|
|
u32 ret = ((u32*)drect.pBits)[0];
|
|
pSystemBuf->UnlockRect();
|
|
|
|
// 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 return (ret & 0x00FFFFFF); // GX_READ_00
|
|
}
|
|
else //if(type == POKE_COLOR)
|
|
{
|
|
// TODO: Speed this up by batching pokes?
|
|
ResetAPIState();
|
|
D3D::drawColorQuad(poke_data,
|
|
(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?
|
|
int intendedX = EFBToScaledX((int)ceil(xfregs.viewport.xOrig - xfregs.viewport.wd - scissorXOff));
|
|
int intendedY = EFBToScaledY((int)ceil(xfregs.viewport.yOrig + xfregs.viewport.ht - scissorYOff));
|
|
int intendedWd = EFBToScaledX((int)ceil(2.0f * xfregs.viewport.wd));
|
|
int intendedHt = 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);
|
|
|
|
D3DVIEWPORT9 vp;
|
|
vp.X = X;
|
|
vp.Y = Y;
|
|
vp.Width = Wd;
|
|
vp.Height = 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
|
|
vp.MinZ = 0.0f; // (xfregs.viewport.farZ - xfregs.viewport.zRange) / 16777216.0f;
|
|
vp.MaxZ = 1.0f; // xfregs.viewport.farZ / 16777216.0f;
|
|
D3D::dev->SetViewport(&vp);
|
|
}
|
|
|
|
void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z)
|
|
{
|
|
// Reset rendering pipeline while keeping color masks and depth buffer settings
|
|
ResetAPIState();
|
|
|
|
DWORD color_mask = 0;
|
|
if (alphaEnable)
|
|
color_mask = D3DCOLORWRITEENABLE_ALPHA;
|
|
if (colorEnable)
|
|
color_mask |= D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
|
|
D3D::ChangeRenderState(D3DRS_COLORWRITEENABLE, color_mask);
|
|
|
|
if (zEnable)
|
|
{
|
|
D3D::ChangeRenderState(D3DRS_ZENABLE, TRUE);
|
|
D3D::ChangeRenderState(D3DRS_ZWRITEENABLE, TRUE);
|
|
D3D::ChangeRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
|
|
}
|
|
else
|
|
D3D::ChangeRenderState(D3DRS_ZENABLE, FALSE);
|
|
|
|
// Update the viewport for clearing the target EFB rect
|
|
TargetRectangle targetRc = 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);
|
|
D3D::drawClearQuad(color, (z & 0xFFFFFF) / float(0xFFFFFF), PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader());
|
|
RestoreAPIState();
|
|
}
|
|
|
|
void Renderer::ReinterpretPixelData(unsigned int convtype)
|
|
{
|
|
RECT source;
|
|
SetRect(&source, 0, 0, g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight());
|
|
|
|
LPDIRECT3DPIXELSHADER9 pixel_shader;
|
|
if (convtype == 0) pixel_shader = PixelShaderCache::ReinterpRGB8ToRGBA6();
|
|
else if (convtype == 2) pixel_shader = PixelShaderCache::ReinterpRGBA6ToRGB8();
|
|
else
|
|
{
|
|
ERROR_LOG(VIDEO, "Trying to reinterpret pixel data with unsupported conversion type %d", convtype);
|
|
return;
|
|
}
|
|
|
|
// convert data and set the target texture as our new EFB
|
|
g_renderer->ResetAPIState();
|
|
D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorReinterpretSurface());
|
|
D3DVIEWPORT9 vp;
|
|
vp.X = 0;
|
|
vp.Y = 0;
|
|
vp.Width = g_renderer->GetTargetWidth();
|
|
vp.Height = g_renderer->GetTargetHeight();
|
|
vp.MinZ = 0.0;
|
|
vp.MaxZ = 1.0;
|
|
D3D::dev->SetViewport(&vp);
|
|
D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
|
|
D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture(), &source,
|
|
g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight(),
|
|
g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight(),
|
|
pixel_shader, VertexShaderCache::GetSimpleVertexShader(0));
|
|
FramebufferManager::SwapReinterpretTexture();
|
|
D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
|
|
g_renderer->RestoreAPIState();
|
|
}
|
|
|
|
void Renderer::SetBlendMode(bool forceUpdate)
|
|
{
|
|
if (bpmem.blendmode.logicopenable && !forceUpdate)
|
|
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]);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool Renderer::SaveScreenshot(const std::string &filename, const TargetRectangle &dst_rect)
|
|
{
|
|
HRESULT hr = D3D::dev->GetRenderTargetData(D3D::GetBackBufferSurface(),ScreenShootMEMSurface);
|
|
if(FAILED(hr))
|
|
{
|
|
PanicAlert("Error dumping surface data.");
|
|
return false;
|
|
}
|
|
hr = PD3DXSaveSurfaceToFileA(filename.c_str(), D3DXIFF_PNG, ScreenShootMEMSurface, NULL, dst_rect.AsRECT());
|
|
if(FAILED(hr))
|
|
{
|
|
PanicAlert("Error saving screen.");
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
// 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.RealXFBEnabled()) || !fbWidth || !fbHeight)
|
|
{
|
|
if (g_ActiveConfig.bDumpFrames && frame_data)
|
|
AVIDump::AddFrame(frame_data);
|
|
|
|
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
|
|
|
|
if (field == FIELD_LOWER) xfbAddr -= fbWidth * 2;
|
|
u32 xfbCount = 0;
|
|
const XFBSourceBase* const* xfbSourceList = FramebufferManager::GetXFBSource(xfbAddr, fbWidth, fbHeight, xfbCount);
|
|
if ((!xfbSourceList || xfbCount == 0) && g_ActiveConfig.bUseXFB && !g_ActiveConfig.bUseRealXFB)
|
|
{
|
|
if (g_ActiveConfig.bDumpFrames && frame_data)
|
|
AVIDump::AddFrame(frame_data);
|
|
|
|
Core::Callback_VideoCopiedToXFB(false);
|
|
return;
|
|
}
|
|
|
|
ResetAPIState();
|
|
|
|
if(g_ActiveConfig.bAnaglyphStereo)
|
|
{
|
|
static bool RightFrame = false;
|
|
if(RightFrame)
|
|
{
|
|
D3D::SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_GREEN);
|
|
VertexShaderManager::ResetView();
|
|
VertexShaderManager::TranslateView(-0.001f * g_ActiveConfig.iAnaglyphStereoSeparation,0.0f);
|
|
VertexShaderManager::RotateView(-0.0001f *g_ActiveConfig.iAnaglyphFocalAngle,0.0f);
|
|
RightFrame = false;
|
|
}
|
|
else
|
|
{
|
|
D3D::SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED);
|
|
VertexShaderManager::ResetView();
|
|
VertexShaderManager::TranslateView(0.001f *g_ActiveConfig.iAnaglyphStereoSeparation,0.0f);
|
|
VertexShaderManager::RotateView(0.0001f * g_ActiveConfig.iAnaglyphFocalAngle,0.0f);
|
|
RightFrame = true;
|
|
}
|
|
}
|
|
|
|
// Prepare to copy the XFBs to our backbuffer
|
|
D3D::dev->SetDepthStencilSurface(NULL);
|
|
D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
|
|
|
|
UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
|
|
D3DVIEWPORT9 vp;
|
|
|
|
// Clear full target screen (edges, borders etc)
|
|
if(g_ActiveConfig.bAnaglyphStereo) {
|
|
// use a clear quad to keep old red or blue/green data
|
|
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::drawClearQuad(0, 1.0, PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader());
|
|
}
|
|
else
|
|
{
|
|
D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
|
|
}
|
|
|
|
int X = GetTargetRectangle().left;
|
|
int Y = GetTargetRectangle().top;
|
|
int Width = GetTargetRectangle().right - GetTargetRectangle().left;
|
|
int Height = GetTargetRectangle().bottom - GetTargetRectangle().top;
|
|
|
|
// Sanity check
|
|
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);
|
|
|
|
const XFBSourceBase* xfbSource = NULL;
|
|
|
|
if(g_ActiveConfig.bUseXFB)
|
|
{
|
|
// draw each xfb source
|
|
// Render to the real buffer now.
|
|
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.bUseRealXFB)
|
|
{
|
|
drawRc.top = -1;
|
|
drawRc.bottom = 1;
|
|
drawRc.left = -1;
|
|
drawRc.right = 1;
|
|
}
|
|
else
|
|
{
|
|
// use virtual xfb with offset
|
|
int xfbHeight = xfbSource->srcHeight;
|
|
int xfbWidth = xfbSource->srcWidth;
|
|
int hOffset = ((s32)xfbSource->srcAddr - (s32)xfbAddr) / ((s32)fbWidth * 2);
|
|
|
|
drawRc.bottom = 1.0f - (2.0f * (hOffset) / (float)fbHeight);
|
|
drawRc.top = 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)GetTargetRectangle().GetHeight();
|
|
//float hScale = (float)fbWidth / (float)GetTargetRectangle().GetWidth();
|
|
//drawRc.top *= vScale;
|
|
//drawRc.bottom *= vScale;
|
|
//drawRc.left *= hScale;
|
|
//drawRc.right *= hScale;
|
|
}
|
|
|
|
xfbSource->Draw(sourceRc, drawRc, Width, Height);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
TargetRectangle targetRc = ConvertEFBRectangle(rc);
|
|
LPDIRECT3DTEXTURE9 read_texture = FramebufferManager::GetEFBColorTexture();
|
|
D3D::drawShadedTexQuad(read_texture,targetRc.AsRECT(),
|
|
Renderer::GetTargetWidth(),Renderer::GetTargetHeight(),
|
|
Width,Height,
|
|
PixelShaderCache::GetColorCopyProgram(g_ActiveConfig.iMultisampleMode),
|
|
VertexShaderCache::GetSimpleVertexShader(g_ActiveConfig.iMultisampleMode),Gamma);
|
|
|
|
}
|
|
D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
|
|
D3D::RefreshSamplerState(0, D3DSAMP_MAGFILTER);
|
|
|
|
if(g_ActiveConfig.bAnaglyphStereo)
|
|
{
|
|
DWORD color_mask = D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
|
|
D3D::SetRenderState(D3DRS_COLORWRITEENABLE, color_mask);
|
|
}
|
|
|
|
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);
|
|
|
|
// Save screenshot
|
|
if (s_bScreenshot)
|
|
{
|
|
std::lock_guard<std::mutex> lk(s_criticalScreenshot);
|
|
SaveScreenshot(s_sScreenshotName, GetTargetRectangle());
|
|
s_bScreenshot = false;
|
|
}
|
|
|
|
// Dump frames
|
|
static int w = 0, h = 0;
|
|
if (g_ActiveConfig.bDumpFrames)
|
|
{
|
|
static int s_recordWidth;
|
|
static int s_recordHeight;
|
|
|
|
HRESULT hr = D3D::dev->GetRenderTargetData(D3D::GetBackBufferSurface(),ScreenShootMEMSurface);
|
|
if (!bLastFrameDumped)
|
|
{
|
|
s_recordWidth = GetTargetRectangle().GetWidth();
|
|
s_recordHeight = GetTargetRectangle().GetHeight();
|
|
bAVIDumping = AVIDump::Start(EmuWindow::GetParentWnd(), s_recordWidth, s_recordHeight);
|
|
if (!bAVIDumping)
|
|
{
|
|
PanicAlert("Error dumping frames to AVI.");
|
|
}
|
|
else
|
|
{
|
|
char msg [255];
|
|
sprintf_s(msg,255, "Dumping Frames to \"%sframedump0.avi\" (%dx%d RGB24)",
|
|
File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), s_recordWidth, s_recordHeight);
|
|
OSD::AddMessage(msg, 2000);
|
|
}
|
|
}
|
|
if (bAVIDumping)
|
|
{
|
|
D3DLOCKED_RECT rect;
|
|
if (SUCCEEDED(ScreenShootMEMSurface->LockRect(&rect, GetTargetRectangle().AsRECT(), D3DLOCK_NO_DIRTY_UPDATE | D3DLOCK_NOSYSLOCK | D3DLOCK_READONLY)))
|
|
{
|
|
if (!frame_data || w != s_recordWidth || h != s_recordHeight)
|
|
{
|
|
delete[] frame_data;
|
|
frame_data = new char[3 * s_recordWidth * s_recordHeight];
|
|
w = s_recordWidth;
|
|
h = s_recordHeight;
|
|
}
|
|
formatBufferDump((const char*)rect.pBits, frame_data, s_recordWidth, s_recordHeight, rect.Pitch);
|
|
AVIDump::AddFrame(frame_data);
|
|
ScreenShootMEMSurface->UnlockRect();
|
|
}
|
|
}
|
|
bLastFrameDumped = true;
|
|
}
|
|
else
|
|
{
|
|
if (bLastFrameDumped && bAVIDumping)
|
|
{
|
|
if (frame_data)
|
|
{
|
|
delete[] frame_data;
|
|
frame_data = 0;
|
|
w = h = 0;
|
|
}
|
|
AVIDump::Stop();
|
|
bAVIDumping = false;
|
|
OSD::AddMessage("Stop dumping frames to AVI", 2000);
|
|
}
|
|
bLastFrameDumped = 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, 20, 0.0f, 0xFF00FFFF, fps);
|
|
}
|
|
|
|
if (SConfig::GetInstance().m_ShowLag)
|
|
{
|
|
char lag[10];
|
|
StringCchPrintfA(lag, 1000, "Lag: %d\n", Movie::g_currentLagCount);
|
|
D3D::font.DrawTextScaled(0, 18, 20, 20, 0.0f, 0xFF00FFFF, lag);
|
|
}
|
|
|
|
if (g_ActiveConfig.bShowInputDisplay)
|
|
{
|
|
char inputDisplay[1000];
|
|
StringCchPrintfA(inputDisplay, 1000, Movie::GetInputDisplay().c_str());
|
|
D3D::font.DrawTextScaled(0, 36, 20, 20, 0.0f, 0xFF00FFFF, inputDisplay);
|
|
}
|
|
|
|
Renderer::DrawDebugText();
|
|
|
|
if (g_ActiveConfig.bOverlayStats)
|
|
{
|
|
Statistics::ToString(st);
|
|
D3D::font.DrawTextScaled(0, 36, 20, 20, 0.0f, 0xFF00FFFF, st);
|
|
}
|
|
else if (g_ActiveConfig.bOverlayProjStats)
|
|
{
|
|
Statistics::ToStringProj(st);
|
|
D3D::font.DrawTextScaled(0, 36, 20, 20, 0.0f, 0xFF00FFFF, st);
|
|
}
|
|
|
|
OSD::DrawMessages();
|
|
D3D::EndFrame();
|
|
++frameCount;
|
|
|
|
GFX_DEBUGGER_PAUSE_AT(NEXT_FRAME, true);
|
|
|
|
DLCache::ProgressiveCleanup();
|
|
TextureCache::Cleanup();
|
|
|
|
// Enable configuration changes
|
|
UpdateActiveConfig();
|
|
TextureCache::OnConfigChanged(g_ActiveConfig);
|
|
|
|
SetWindowSize(fbWidth, fbHeight);
|
|
|
|
const bool windowResized = CheckForResize();
|
|
|
|
bool xfbchanged = false;
|
|
|
|
if (FramebufferManagerBase::LastXfbWidth() != fbWidth || FramebufferManagerBase::LastXfbHeight() != fbHeight)
|
|
{
|
|
xfbchanged = true;
|
|
unsigned int w = (fbWidth < 1 || fbWidth > MAX_XFB_WIDTH) ? MAX_XFB_WIDTH : fbWidth;
|
|
unsigned int h = (fbHeight < 1 || fbHeight > MAX_XFB_HEIGHT) ? MAX_XFB_HEIGHT : fbHeight;
|
|
FramebufferManagerBase::SetLastXfbWidth(w);
|
|
FramebufferManagerBase::SetLastXfbHeight(h);
|
|
}
|
|
|
|
u32 newAA = g_ActiveConfig.iMultisampleMode;
|
|
|
|
if (xfbchanged || windowResized || s_LastEFBScale != g_ActiveConfig.iEFBScale || s_LastAA != newAA)
|
|
{
|
|
s_LastAA = newAA;
|
|
|
|
UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
|
|
|
|
int SupersampleCoeficient = (s_LastAA % 3) + 1;
|
|
|
|
s_LastEFBScale = g_ActiveConfig.iEFBScale;
|
|
CalculateTargetSize(s_backbuffer_width, s_backbuffer_height, SupersampleCoeficient);
|
|
|
|
D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
|
|
D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
|
|
if (windowResized)
|
|
{
|
|
// device objects lost, so recreate all of them
|
|
SetupDeviceObjects();
|
|
}
|
|
else
|
|
{
|
|
// just resize the frame buffer
|
|
delete g_framebuffer_manager;
|
|
g_framebuffer_manager = new FramebufferManager;
|
|
}
|
|
D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
|
|
D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
|
|
D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1.0f, 0);
|
|
}
|
|
|
|
if (XFBWrited)
|
|
s_fps = UpdateFPSCounter();
|
|
|
|
// 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();
|
|
D3D::BeginFrame();
|
|
RestoreAPIState();
|
|
|
|
D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
|
|
D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
|
|
VertexShaderManager::SetViewportChanged();
|
|
|
|
Core::Callback_VideoCopiedToXFB(XFBWrited || (g_ActiveConfig.bUseXFB && g_ActiveConfig.bUseRealXFB));
|
|
XFBWrited = false;
|
|
}
|
|
|
|
void Renderer::ApplyState(bool bUseDstAlpha)
|
|
{
|
|
if (bUseDstAlpha)
|
|
{
|
|
D3D::ChangeRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA);
|
|
D3D::ChangeRenderState(D3DRS_ALPHABLENDENABLE, false);
|
|
if(bpmem.zmode.testenable && bpmem.zmode.updateenable)
|
|
{
|
|
//This is needed to draw to the correct pixels in multi-pass algorithms
|
|
//this avoid z-figthing and grants that you write to the same pixels
|
|
//affected by the last pass
|
|
D3D::ChangeRenderState(D3DRS_ZWRITEENABLE, false);
|
|
D3D::ChangeRenderState(D3DRS_ZFUNC, D3DCMP_EQUAL);
|
|
}
|
|
}
|
|
}
|
|
|
|
void Renderer::RestoreState()
|
|
{
|
|
D3D::RefreshRenderState(D3DRS_COLORWRITEENABLE);
|
|
D3D::RefreshRenderState(D3DRS_ALPHABLENDENABLE);
|
|
if(bpmem.zmode.testenable && bpmem.zmode.updateenable)
|
|
{
|
|
D3D::RefreshRenderState(D3DRS_ZWRITEENABLE);
|
|
D3D::RefreshRenderState(D3DRS_ZFUNC);
|
|
}
|
|
// TODO: Enable this code. Caused glitches for me however (neobrain)
|
|
// for (unsigned int i = 0; i < 8; ++i)
|
|
// D3D::dev->SetTexture(i, NULL);
|
|
}
|
|
|
|
// ALWAYS call RestoreAPIState for each ResetAPIState call you're doing
|
|
void Renderer::ResetAPIState()
|
|
{
|
|
D3D::SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
|
|
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_FILLMODE, g_ActiveConfig.bWireFrame ? D3DFILL_WIREFRAME : D3DFILL_SOLID);
|
|
D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
|
|
VertexShaderManager::SetViewportChanged();
|
|
BPFunctions::SetScissor();
|
|
if (bpmem.zmode.testenable) {
|
|
D3D::SetRenderState(D3DRS_ZENABLE, TRUE);
|
|
if (bpmem.zmode.updateenable)
|
|
D3D::SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
|
|
}
|
|
SetColorMask();
|
|
SetLogicOpMode();
|
|
SetGenerationMode();
|
|
}
|
|
|
|
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
|
|
{
|
|
// if the test is disabled write is disabled too
|
|
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.viewport.wd != 0 ? Renderer::EFBToScaledXf(1.f) : 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)
|
|
{
|
|
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::SetInterlacingMode()
|
|
{
|
|
// TODO
|
|
}
|
|
|
|
} // namespace DX9
|