dolphin/Source/Core/VideoBackends/D3D/Render.cpp

1282 lines
44 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include <cinttypes>
#include <cmath>
#include <string>
#include <strsafe.h>
#include <unordered_map>
#include "Common/Timer.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "Core/Host.h"
#include "VideoBackends/D3D/BoundingBox.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/D3DUtil.h"
#include "VideoBackends/D3D/FramebufferManager.h"
#include "VideoBackends/D3D/GeometryShaderCache.h"
#include "VideoBackends/D3D/PixelShaderCache.h"
#include "VideoBackends/D3D/Render.h"
#include "VideoBackends/D3D/Television.h"
#include "VideoBackends/D3D/TextureCache.h"
#include "VideoBackends/D3D/VertexShaderCache.h"
#include "VideoCommon/AVIDump.h"
#include "VideoCommon/BPFunctions.h"
#include "VideoCommon/Fifo.h"
#include "VideoCommon/FPSCounter.h"
#include "VideoCommon/ImageWrite.h"
#include "VideoCommon/OnScreenDisplay.h"
#include "VideoCommon/PixelEngine.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/VertexShaderManager.h"
#include "VideoCommon/VideoConfig.h"
namespace DX11
{
static u32 s_LastAA = 0;
static Television s_television;
static bool s_last_fullscreen_mode = false;
static bool s_LastStereo = 0;
ID3D11Buffer* access_efb_cbuf = nullptr;
ID3D11BlendState* clearblendstates[4] = {nullptr};
ID3D11DepthStencilState* cleardepthstates[3] = {nullptr};
ID3D11BlendState* resetblendstate = nullptr;
ID3D11DepthStencilState* resetdepthstate = nullptr;
ID3D11RasterizerState* resetraststate = nullptr;
static ID3D11Texture2D* s_screenshot_texture = nullptr;
static D3DTexture2D* s_3d_vision_texture = nullptr;
// Nvidia stereo blitting struct defined in "nvstereo.h" from the Nvidia SDK
typedef struct _Nv_Stereo_Image_Header
{
unsigned int dwSignature;
unsigned int dwWidth;
unsigned int dwHeight;
unsigned int dwBPP;
unsigned int dwFlags;
} NVSTEREOIMAGEHEADER, *LPNVSTEREOIMAGEHEADER;
#define NVSTEREO_IMAGE_SIGNATURE 0x4433564e
// GX pipeline state
struct
{
SamplerState sampler[8];
BlendState blend;
ZMode zmode;
RasterizerState raster;
} gx_state;
StateCache gx_state_cache;
void SetupDeviceObjects()
{
s_television.Init();
g_framebuffer_manager = new FramebufferManager;
HRESULT hr;
float colmat[20]= {0.0f};
colmat[0] = colmat[5] = colmat[10] = 1.0f;
D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(20*sizeof(float), D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DEFAULT);
D3D11_SUBRESOURCE_DATA data;
data.pSysMem = colmat;
hr = D3D::device->CreateBuffer(&cbdesc, &data, &access_efb_cbuf);
CHECK(hr==S_OK, "Create constant buffer for Renderer::AccessEFB");
D3D::SetDebugObjectName((ID3D11DeviceChild*)access_efb_cbuf, "constant buffer for Renderer::AccessEFB");
D3D11_DEPTH_STENCIL_DESC ddesc;
ddesc.DepthEnable = FALSE;
ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
ddesc.DepthFunc = D3D11_COMPARISON_ALWAYS;
ddesc.StencilEnable = FALSE;
ddesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
ddesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
hr = D3D::device->CreateDepthStencilState(&ddesc, &cleardepthstates[0]);
CHECK(hr==S_OK, "Create depth state for Renderer::ClearScreen");
ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
ddesc.DepthEnable = TRUE;
hr = D3D::device->CreateDepthStencilState(&ddesc, &cleardepthstates[1]);
CHECK(hr==S_OK, "Create depth state for Renderer::ClearScreen");
ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
hr = D3D::device->CreateDepthStencilState(&ddesc, &cleardepthstates[2]);
CHECK(hr==S_OK, "Create depth state for Renderer::ClearScreen");
D3D::SetDebugObjectName((ID3D11DeviceChild*)cleardepthstates[0], "depth state for Renderer::ClearScreen (depth buffer disabled)");
D3D::SetDebugObjectName((ID3D11DeviceChild*)cleardepthstates[1], "depth state for Renderer::ClearScreen (depth buffer enabled, writing enabled)");
D3D::SetDebugObjectName((ID3D11DeviceChild*)cleardepthstates[2], "depth state for Renderer::ClearScreen (depth buffer enabled, writing disabled)");
D3D11_BLEND_DESC blenddesc;
blenddesc.AlphaToCoverageEnable = FALSE;
blenddesc.IndependentBlendEnable = FALSE;
blenddesc.RenderTarget[0].BlendEnable = FALSE;
blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
blenddesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
blenddesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
blenddesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
hr = D3D::device->CreateBlendState(&blenddesc, &resetblendstate);
CHECK(hr==S_OK, "Create blend state for Renderer::ResetAPIState");
D3D::SetDebugObjectName((ID3D11DeviceChild*)resetblendstate, "blend state for Renderer::ResetAPIState");
clearblendstates[0] = resetblendstate;
resetblendstate->AddRef();
blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_RED|D3D11_COLOR_WRITE_ENABLE_GREEN|D3D11_COLOR_WRITE_ENABLE_BLUE;
hr = D3D::device->CreateBlendState(&blenddesc, &clearblendstates[1]);
CHECK(hr==S_OK, "Create blend state for Renderer::ClearScreen");
blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALPHA;
hr = D3D::device->CreateBlendState(&blenddesc, &clearblendstates[2]);
CHECK(hr==S_OK, "Create blend state for Renderer::ClearScreen");
blenddesc.RenderTarget[0].RenderTargetWriteMask = 0;
hr = D3D::device->CreateBlendState(&blenddesc, &clearblendstates[3]);
CHECK(hr==S_OK, "Create blend state for Renderer::ClearScreen");
ddesc.DepthEnable = FALSE;
ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
ddesc.DepthFunc = D3D11_COMPARISON_LESS;
ddesc.StencilEnable = FALSE;
ddesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
ddesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
hr = D3D::device->CreateDepthStencilState(&ddesc, &resetdepthstate);
CHECK(hr==S_OK, "Create depth state for Renderer::ResetAPIState");
D3D::SetDebugObjectName((ID3D11DeviceChild*)resetdepthstate, "depth stencil state for Renderer::ResetAPIState");
D3D11_RASTERIZER_DESC rastdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false, 0, 0.f, 0.f, false, false, false, false);
hr = D3D::device->CreateRasterizerState(&rastdesc, &resetraststate);
CHECK(hr==S_OK, "Create rasterizer state for Renderer::ResetAPIState");
D3D::SetDebugObjectName((ID3D11DeviceChild*)resetraststate, "rasterizer state for Renderer::ResetAPIState");
s_screenshot_texture = nullptr;
}
// Kill off all device objects
void TeardownDeviceObjects()
{
delete g_framebuffer_manager;
SAFE_RELEASE(access_efb_cbuf);
SAFE_RELEASE(clearblendstates[0]);
SAFE_RELEASE(clearblendstates[1]);
SAFE_RELEASE(clearblendstates[2]);
SAFE_RELEASE(clearblendstates[3]);
SAFE_RELEASE(cleardepthstates[0]);
SAFE_RELEASE(cleardepthstates[1]);
SAFE_RELEASE(cleardepthstates[2]);
SAFE_RELEASE(resetblendstate);
SAFE_RELEASE(resetdepthstate);
SAFE_RELEASE(resetraststate);
SAFE_RELEASE(s_screenshot_texture);
SAFE_RELEASE(s_3d_vision_texture);
s_television.Shutdown();
gx_state_cache.Clear();
}
void CreateScreenshotTexture(const TargetRectangle& rc)
{
D3D11_TEXTURE2D_DESC scrtex_desc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, rc.GetWidth(), rc.GetHeight(), 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ|D3D11_CPU_ACCESS_WRITE);
HRESULT hr = D3D::device->CreateTexture2D(&scrtex_desc, nullptr, &s_screenshot_texture);
CHECK(hr==S_OK, "Create screenshot staging texture");
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_screenshot_texture, "staging screenshot texture");
}
void Create3DVisionTexture(int width, int height)
{
// Create a staging texture for 3D vision with signature information in the last row.
// Nvidia 3D Vision supports full SBS, so there is no loss in resolution during this process.
D3D11_SUBRESOURCE_DATA sysData;
sysData.SysMemPitch = 4 * width * 2;
sysData.pSysMem = new u8[(height + 1) * sysData.SysMemPitch];
LPNVSTEREOIMAGEHEADER header = (LPNVSTEREOIMAGEHEADER)((u8*)sysData.pSysMem + height * sysData.SysMemPitch);
header->dwSignature = NVSTEREO_IMAGE_SIGNATURE;
header->dwWidth = width * 2;
header->dwHeight = height + 1;
header->dwBPP = 32;
header->dwFlags = 0;
s_3d_vision_texture = D3DTexture2D::Create(width * 2, height + 1, D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT, DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, &sysData);
delete[] sysData.pSysMem;
}
Renderer::Renderer(void *&window_handle)
{
D3D::Create((HWND)window_handle);
s_backbuffer_width = D3D::GetBackBufferWidth();
s_backbuffer_height = D3D::GetBackBufferHeight();
FramebufferManagerBase::SetLastXfbWidth(MAX_XFB_WIDTH);
FramebufferManagerBase::SetLastXfbHeight(MAX_XFB_HEIGHT);
UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
s_LastAA = g_ActiveConfig.iMultisampleMode;
s_LastEFBScale = g_ActiveConfig.iEFBScale;
s_last_fullscreen_mode = g_ActiveConfig.bFullscreen;
s_LastStereo = g_ActiveConfig.iStereoMode > 0;
CalculateTargetSize(s_backbuffer_width, s_backbuffer_height);
SetupDeviceObjects();
// Setup GX pipeline state
gx_state.blend.blend_enable = false;
gx_state.blend.write_mask = D3D11_COLOR_WRITE_ENABLE_ALL;
gx_state.blend.src_blend = D3D11_BLEND_ONE;
gx_state.blend.dst_blend = D3D11_BLEND_ZERO;
gx_state.blend.blend_op = D3D11_BLEND_OP_ADD;
gx_state.blend.use_dst_alpha = false;
for (unsigned int k = 0;k < 8;k++)
{
gx_state.sampler[k].packed = 0;
}
gx_state.zmode.testenable = false;
gx_state.zmode.updateenable = false;
gx_state.zmode.func = ZMode::NEVER;
gx_state.raster.cull_mode = D3D11_CULL_NONE;
// Clear EFB textures
float ClearColor[4] = { 0.f, 0.f, 0.f, 1.f };
D3D::context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(), ClearColor);
D3D::context->ClearDepthStencilView(FramebufferManager::GetEFBDepthTexture()->GetDSV(), D3D11_CLEAR_DEPTH, 1.f, 0);
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)s_target_width, (float)s_target_height);
D3D::context->RSSetViewports(1, &vp);
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
D3D::BeginFrame();
}
Renderer::~Renderer()
{
TeardownDeviceObjects();
D3D::EndFrame();
D3D::Present();
D3D::Close();
}
void Renderer::RenderText(const std::string& text, int left, int top, u32 color)
{
D3D::font.DrawTextScaled((float)(left+1), (float)(top+1), 20.f, 0.0f, color & 0xFF000000, text);
D3D::font.DrawTextScaled((float)left, (float)top, 20.f, 0.0f, color, text);
}
TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
{
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()
{
RECT rcWindow;
GetClientRect(D3D::hWnd, &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;
}
void Renderer::SetScissorRect(const EFBRectangle& rc)
{
TargetRectangle trc = ConvertEFBRectangle(rc);
D3D::context->RSSetScissorRects(1, trc.AsRECT());
}
void Renderer::SetColorMask()
{
// Only enable alpha channel if it's supported by the current EFB format
UINT8 color_mask = 0;
if (bpmem.alpha_test.TestResult() != AlphaTest::FAIL)
{
if (bpmem.blendmode.alphaupdate && (bpmem.zcontrol.pixel_format == PEControl::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.blend.write_mask = 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 (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::stateman->SetPixelConstants(0, access_efb_cbuf);
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBDepthReadTexture()->GetRTV(), nullptr);
D3D::SetPointCopySampler();
D3D::drawShadedTexQuad(FramebufferManager::GetEFBDepthTexture()->GetSRV(),
&RectToLock,
Renderer::GetTargetWidth(),
Renderer::GetTargetHeight(),
PixelShaderCache::GetColorCopyProgram(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 == PEControl::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::GetAlphaReadMode();
if (bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24)
{
ret = RGBA8ToRGBA6ToRGBA8(ret);
}
else if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16)
{
ret = RGBA8ToRGB565ToRGBA8(ret);
}
if (bpmem.zcontrol.pixel_format != PEControl::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(), nullptr);
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;
}
}
void Renderer::SetViewport()
{
// 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
// D3D crashes for zero viewports
if (xfmem.viewport.wd == 0 || xfmem.viewport.ht == 0)
return;
int scissorXOff = bpmem.scissorOffset.x * 2;
int scissorYOff = bpmem.scissorOffset.y * 2;
float X = Renderer::EFBToScaledXf(xfmem.viewport.xOrig - xfmem.viewport.wd - scissorXOff);
float Y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissorYOff);
float Wd = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd);
float Ht = Renderer::EFBToScaledYf(-2.0f * xfmem.viewport.ht);
if (Wd < 0.0f)
{
X += Wd;
Wd = -Wd;
}
if (Ht < 0.0f)
{
Y += Ht;
Ht = -Ht;
}
// In D3D, the viewport rectangle must fit within the render target.
X = (X >= 0.f) ? X : 0.f;
Y = (Y >= 0.f) ? Y : 0.f;
Wd = (X + Wd <= GetTargetWidth()) ? Wd : (GetTargetWidth() - X);
Ht = (Y + Ht <= GetTargetHeight()) ? Ht : (GetTargetHeight() - Y);
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht,
std::max(0.0f, std::min(1.0f, (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f)),
std::max(0.0f, std::min(1.0f, xfmem.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));
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
{
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();
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(), nullptr);
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 Renderer::SetBlendMode(bool forceUpdate)
{
// Our render target always uses an alpha channel, so we need to override the blend functions to assume a destination alpha of 1 if the render target isn't supposed to have an alpha channel
// Example: D3DBLEND_DESTALPHA needs to be D3DBLEND_ONE since the result without an alpha channel is assumed to always be 1.
bool target_has_alpha = bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24;
const D3D11_BLEND d3dSrcFactors[8] =
{
D3D11_BLEND_ZERO,
D3D11_BLEND_ONE,
D3D11_BLEND_DEST_COLOR,
D3D11_BLEND_INV_DEST_COLOR,
D3D11_BLEND_SRC_ALPHA,
D3D11_BLEND_INV_SRC_ALPHA, // NOTE: Use SRC1_ALPHA if dst alpha is enabled!
(target_has_alpha) ? D3D11_BLEND_DEST_ALPHA : D3D11_BLEND_ONE,
(target_has_alpha) ? D3D11_BLEND_INV_DEST_ALPHA : D3D11_BLEND_ZERO
};
const D3D11_BLEND d3dDestFactors[8] =
{
D3D11_BLEND_ZERO,
D3D11_BLEND_ONE,
D3D11_BLEND_SRC_COLOR,
D3D11_BLEND_INV_SRC_COLOR,
D3D11_BLEND_SRC_ALPHA,
D3D11_BLEND_INV_SRC_ALPHA, // NOTE: Use SRC1_ALPHA if dst alpha is enabled!
(target_has_alpha) ? D3D11_BLEND_DEST_ALPHA : D3D11_BLEND_ONE,
(target_has_alpha) ? D3D11_BLEND_INV_DEST_ALPHA : D3D11_BLEND_ZERO
};
if (bpmem.blendmode.logicopenable && !bpmem.blendmode.blendenable && !forceUpdate)
return;
if (bpmem.blendmode.subtract)
{
gx_state.blend.blend_enable = true;
gx_state.blend.blend_op = D3D11_BLEND_OP_REV_SUBTRACT;
gx_state.blend.src_blend = D3D11_BLEND_ONE;
gx_state.blend.dst_blend = D3D11_BLEND_ONE;
}
else
{
gx_state.blend.blend_enable = (u32)bpmem.blendmode.blendenable;
if (bpmem.blendmode.blendenable)
{
gx_state.blend.blend_op = D3D11_BLEND_OP_ADD;
gx_state.blend.src_blend = d3dSrcFactors[bpmem.blendmode.srcfactor];
gx_state.blend.dst_blend = d3dDestFactors[bpmem.blendmode.dstfactor];
}
}
}
bool Renderer::SaveScreenshot(const std::string &filename, const TargetRectangle& rc)
{
if (!s_screenshot_texture)
CreateScreenshotTexture(rc);
// copy back buffer to system memory
D3D11_BOX box = CD3D11_BOX(rc.left, rc.top, 0, rc.right, rc.bottom, 1);
D3D::context->CopySubresourceRegion(s_screenshot_texture, 0, 0, 0, 0, (ID3D11Resource*)D3D::GetBackBuffer()->GetTex(), 0, &box);
D3D11_MAPPED_SUBRESOURCE map;
D3D::context->Map(s_screenshot_texture, 0, D3D11_MAP_READ_WRITE, 0, &map);
bool saved_png = TextureToPng((u8*)map.pData, map.RowPitch, filename, rc.GetWidth(), rc.GetHeight(), false);
D3D::context->Unmap(s_screenshot_texture, 0);
if (saved_png)
{
OSD::AddMessage(StringFromFormat("Saved %i x %i %s", rc.GetWidth(),
rc.GetHeight(), filename.c_str()));
}
else
{
OSD::AddMessage(StringFromFormat("Error saving %s", filename.c_str()));
}
return saved_png;
}
void formatBufferDump(const u8* in, u8* out, int w, int h, int p)
{
for (int y = 0; y < h; ++y)
{
auto line = (in + (h - y - 1) * p);
for (int x = 0; x < w; ++x)
{
out[0] = line[2];
out[1] = line[1];
out[2] = line[0];
out += 3;
line += 4;
}
}
}
// This function has the final picture. We adjust the aspect ratio here.
void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const EFBRectangle& rc, float Gamma)
{
if (g_bSkipCurrentFrame || (!XFBWrited && !g_ActiveConfig.RealXFBEnabled()) || !fbWidth || !fbHeight)
{
if (SConfig::GetInstance().m_DumpFrames && !frame_data.empty())
AVIDump::AddFrame(&frame_data[0], fbWidth, fbHeight);
Core::Callback_VideoCopiedToXFB(false);
return;
}
u32 xfbCount = 0;
const XFBSourceBase* const* xfbSourceList = FramebufferManager::GetXFBSource(xfbAddr, fbStride, fbHeight, &xfbCount);
if ((!xfbSourceList || xfbCount == 0) && g_ActiveConfig.bUseXFB && !g_ActiveConfig.bUseRealXFB)
{
if (SConfig::GetInstance().m_DumpFrames && !frame_data.empty())
AVIDump::AddFrame(&frame_data[0], fbWidth, fbHeight);
Core::Callback_VideoCopiedToXFB(false);
return;
}
ResetAPIState();
// Prepare to copy the XFBs to our backbuffer
UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
int X = GetTargetRectangle().left;
int Y = GetTargetRectangle().top;
int Width = GetTargetRectangle().right - GetTargetRectangle().left;
int Height = GetTargetRectangle().bottom - GetTargetRectangle().top;
// TODO: Redundant checks...
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;
D3D11_VIEWPORT vp = CD3D11_VIEWPORT((float)X, (float)Y, (float)Width, (float)Height);
D3D::context->RSSetViewports(1, &vp);
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), nullptr);
float ClearColor[4] = { 0.f, 0.f, 0.f, 1.f };
D3D::context->ClearRenderTargetView(D3D::GetBackBuffer()->GetRTV(), ClearColor);
// 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, fbStride, 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<int> sourceRc;
sourceRc.left = 0;
sourceRc.top = 0;
sourceRc.right = (int)xfbSource->texWidth;
sourceRc.bottom = (int)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)fbStride * 2);
drawRc.top = 1.0f - (2.0f * (hOffset) / (float)fbHeight);
drawRc.bottom = 1.0f - (2.0f * (hOffset + xfbHeight) / (float)fbHeight);
drawRc.left = -(xfbWidth / (float)fbStride);
drawRc.right = (xfbWidth / (float)fbStride);
// 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;
}
xfbSource->Draw(sourceRc, drawRc);
}
}
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();
if (g_ActiveConfig.iStereoMode == STEREO_SBS || g_ActiveConfig.iStereoMode == STEREO_TAB)
{
TargetRectangle leftRc, rightRc;
ConvertStereoRectangle(GetTargetRectangle(), leftRc, rightRc);
D3D11_VIEWPORT leftVp = CD3D11_VIEWPORT((float)leftRc.left, (float)leftRc.top, (float)leftRc.GetWidth(), (float)leftRc.GetHeight());
D3D11_VIEWPORT rightVp = CD3D11_VIEWPORT((float)rightRc.left, (float)rightRc.top, (float)rightRc.GetWidth(), (float)rightRc.GetHeight());
D3D::context->RSSetViewports(1, &leftVp);
D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), PixelShaderCache::GetColorCopyProgram(false), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 0);
D3D::context->RSSetViewports(1, &rightVp);
D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), PixelShaderCache::GetColorCopyProgram(false), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 1);
D3D::context->RSSetViewports(1, &vp);
}
else if (g_ActiveConfig.iStereoMode == STEREO_3DVISION)
{
if (!s_3d_vision_texture)
Create3DVisionTexture(s_backbuffer_width, s_backbuffer_height);
D3D11_VIEWPORT leftVp = CD3D11_VIEWPORT((float)X, (float)Y, (float)Width, (float)Height);
D3D11_VIEWPORT rightVp = CD3D11_VIEWPORT((float)(X + s_backbuffer_width), (float)Y, (float)Width, (float)Height);
// Render to staging texture which is double the width of the backbuffer
D3D::context->OMSetRenderTargets(1, &s_3d_vision_texture->GetRTV(), nullptr);
D3D::context->RSSetViewports(1, &leftVp);
D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), PixelShaderCache::GetColorCopyProgram(false), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 0);
D3D::context->RSSetViewports(1, &rightVp);
D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), PixelShaderCache::GetColorCopyProgram(false), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma, 1);
// Copy the left eye to the backbuffer, if Nvidia 3D Vision is enabled it should
// recognize the signature and automatically include the right eye frame.
D3D11_BOX box = CD3D11_BOX(0, 0, 0, s_backbuffer_width, s_backbuffer_height, 1);
D3D::context->CopySubresourceRegion(D3D::GetBackBuffer()->GetTex(), 0, 0, 0, 0, s_3d_vision_texture->GetTex(), 0, &box);
D3D::context->RSSetViewports(1, &vp);
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), nullptr);
}
else
{
D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight(), (g_Config.iStereoMode == STEREO_ANAGLYPH) ? PixelShaderCache::GetAnaglyphProgram() : PixelShaderCache::GetColorCopyProgram(false), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma);
}
}
// done with drawing the game stuff, good moment to save a screenshot
if (s_bScreenshot)
{
SaveScreenshot(s_sScreenshotName, GetTargetRectangle());
s_bScreenshot = false;
}
// Dump frames
static int w = 0, h = 0;
if (SConfig::GetInstance().m_DumpFrames)
{
static int s_recordWidth;
static int s_recordHeight;
if (!s_screenshot_texture)
CreateScreenshotTexture(GetTargetRectangle());
D3D11_BOX box = CD3D11_BOX(GetTargetRectangle().left, GetTargetRectangle().top, 0, GetTargetRectangle().right, GetTargetRectangle().bottom, 1);
D3D::context->CopySubresourceRegion(s_screenshot_texture, 0, 0, 0, 0, (ID3D11Resource*)D3D::GetBackBuffer()->GetTex(), 0, &box);
if (!bLastFrameDumped)
{
s_recordWidth = GetTargetRectangle().GetWidth();
s_recordHeight = GetTargetRectangle().GetHeight();
bAVIDumping = AVIDump::Start(D3D::hWnd, s_recordWidth, s_recordHeight);
if (!bAVIDumping)
{
PanicAlert("Error dumping frames to AVI.");
}
else
{
std::string msg = StringFromFormat("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)
{
D3D11_MAPPED_SUBRESOURCE map;
D3D::context->Map(s_screenshot_texture, 0, D3D11_MAP_READ, 0, &map);
if (frame_data.empty() || w != s_recordWidth || h != s_recordHeight)
{
frame_data.resize(3 * s_recordWidth * s_recordHeight);
w = s_recordWidth;
h = s_recordHeight;
}
formatBufferDump((u8*)map.pData, &frame_data[0], s_recordWidth, s_recordHeight, map.RowPitch);
AVIDump::AddFrame(&frame_data[0], GetTargetRectangle().GetWidth(), GetTargetRectangle().GetHeight());
D3D::context->Unmap(s_screenshot_texture, 0);
}
bLastFrameDumped = true;
}
else
{
if (bLastFrameDumped && bAVIDumping)
{
std::vector<u8>().swap(frame_data);
w = h = 0;
AVIDump::Stop();
bAVIDumping = false;
OSD::AddMessage("Stop dumping frames to AVI", 2000);
}
bLastFrameDumped = false;
}
// Reset viewport for drawing text
vp = CD3D11_VIEWPORT(0.0f, 0.0f, (float)GetBackbufferWidth(), (float)GetBackbufferHeight());
D3D::context->RSSetViewports(1, &vp);
Renderer::DrawDebugText();
OSD::DrawMessages();
D3D::EndFrame();
TextureCache::Cleanup();
// Enable configuration changes
UpdateActiveConfig();
TextureCache::OnConfigChanged(g_ActiveConfig);
SetWindowSize(fbStride, fbHeight);
const bool windowResized = CheckForResize();
const bool fullscreen = g_ActiveConfig.bFullscreen &&
!SConfig::GetInstance().m_LocalCoreStartupParameter.bRenderToMain;
bool fullscreen_changed = s_last_fullscreen_mode != fullscreen;
bool fullscreen_state;
if (SUCCEEDED(D3D::GetFullscreenState(&fullscreen_state)))
{
if (fullscreen_state != fullscreen && Host_RendererHasFocus())
{
// The current fullscreen state does not match the configuration,
// this may happen when the renderer frame loses focus. When the
// render frame is in focus again we can re-apply the configuration.
fullscreen_changed = true;
}
}
bool xfbchanged = false;
if (FramebufferManagerBase::LastXfbWidth() != fbStride || FramebufferManagerBase::LastXfbHeight() != fbHeight)
{
xfbchanged = true;
unsigned int w = (fbStride < 1 || fbStride > MAX_XFB_WIDTH) ? MAX_XFB_WIDTH : fbStride;
unsigned int h = (fbHeight < 1 || fbHeight > MAX_XFB_HEIGHT) ? MAX_XFB_HEIGHT : fbHeight;
FramebufferManagerBase::SetLastXfbWidth(w);
FramebufferManagerBase::SetLastXfbHeight(h);
}
// Flip/present backbuffer to frontbuffer here
D3D::Present();
// Resize the back buffers NOW to avoid flickering
if (xfbchanged ||
windowResized ||
fullscreen_changed ||
s_LastEFBScale != g_ActiveConfig.iEFBScale ||
s_LastAA != g_ActiveConfig.iMultisampleMode ||
s_LastStereo != (g_ActiveConfig.iStereoMode > 0))
{
s_LastAA = g_ActiveConfig.iMultisampleMode;
PixelShaderCache::InvalidateMSAAShaders();
if (windowResized || fullscreen_changed)
{
// Apply fullscreen state
if (fullscreen_changed)
{
s_last_fullscreen_mode = fullscreen;
D3D::SetFullscreenState(fullscreen);
// Notify the host that it is safe to exit fullscreen
if (!fullscreen)
{
Host_RequestFullscreen(false);
}
}
// TODO: Aren't we still holding a reference to the back buffer right now?
D3D::Reset();
SAFE_RELEASE(s_screenshot_texture);
SAFE_RELEASE(s_3d_vision_texture);
s_backbuffer_width = D3D::GetBackBufferWidth();
s_backbuffer_height = D3D::GetBackBufferHeight();
}
UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
s_LastEFBScale = g_ActiveConfig.iEFBScale;
s_LastStereo = g_ActiveConfig.iStereoMode > 0;
CalculateTargetSize(s_backbuffer_width, s_backbuffer_height);
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), nullptr);
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
RestoreAPIState();
D3D::BeginFrame();
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
SetViewport();
}
// 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();
SetViewport();
BPFunctions::SetScissor();
}
void Renderer::ApplyState(bool bUseDstAlpha)
{
gx_state.blend.use_dst_alpha = bUseDstAlpha;
D3D::stateman->PushBlendState(gx_state_cache.Get(gx_state.blend));
D3D::stateman->PushDepthState(gx_state_cache.Get(gx_state.zmode));
D3D::stateman->PushRasterizerState(gx_state_cache.Get(gx_state.raster));
for (unsigned int stage = 0; stage < 8; stage++)
{
// TODO: cache SamplerState directly, not d3d object
gx_state.sampler[stage].max_anisotropy = g_ActiveConfig.iMaxAnisotropy;
D3D::stateman->SetSampler(stage, gx_state_cache.Get(gx_state.sampler[stage]));
}
if (bUseDstAlpha)
{
// restore actual state
SetBlendMode(false);
SetLogicOpMode();
}
ID3D11Buffer* vertexConstants = VertexShaderCache::GetConstantBuffer();
D3D::stateman->SetPixelConstants(PixelShaderCache::GetConstantBuffer(), g_ActiveConfig.bEnablePixelLighting ? vertexConstants : nullptr);
D3D::stateman->SetVertexConstants(vertexConstants);
D3D::stateman->SetGeometryConstants(GeometryShaderCache::GetConstantBuffer());
D3D::stateman->SetPixelShader(PixelShaderCache::GetActiveShader());
D3D::stateman->SetVertexShader(VertexShaderCache::GetActiveShader());
D3D::stateman->SetGeometryShader(GeometryShaderCache::GetActiveShader());
}
void Renderer::RestoreState()
{
D3D::stateman->PopBlendState();
D3D::stateman->PopDepthState();
D3D::stateman->PopRasterizerState();
}
void Renderer::ApplyCullDisable()
{
RasterizerState rast = gx_state.raster;
rast.cull_mode = D3D11_CULL_NONE;
ID3D11RasterizerState* raststate = gx_state_cache.Get(rast);
D3D::stateman->PushRasterizerState(raststate);
}
void Renderer::RestoreCull()
{
D3D::stateman->PopRasterizerState();
}
void Renderer::SetGenerationMode()
{
const D3D11_CULL_MODE d3dCullModes[4] =
{
D3D11_CULL_NONE,
D3D11_CULL_BACK,
D3D11_CULL_FRONT,
D3D11_CULL_BACK
};
// rastdc.FrontCounterClockwise must be false for this to work
// TODO: GX_CULL_ALL not supported, yet!
gx_state.raster.cull_mode = d3dCullModes[bpmem.genMode.cullmode];
}
void Renderer::SetDepthMode()
{
gx_state.zmode = bpmem.zmode;
}
void Renderer::SetLogicOpMode()
{
// D3D11 doesn't support logic blending, so this is a huge hack
// TODO: Make use of D3D11.1's logic blending support
// 0 0x00
// 1 Source & destination
// 2 Source & ~destination
// 3 Source
// 4 ~Source & destination
// 5 Destination
// 6 Source ^ destination = Source & ~destination | ~Source & destination
// 7 Source | destination
// 8 ~(Source | destination)
// 9 ~(Source ^ destination) = ~Source & ~destination | Source & destination
// 10 ~Destination
// 11 Source | ~destination
// 12 ~Source
// 13 ~Source | destination
// 14 ~(Source & destination)
// 15 0xff
const D3D11_BLEND_OP d3dLogicOps[16] =
{
D3D11_BLEND_OP_ADD,//0
D3D11_BLEND_OP_ADD,//1
D3D11_BLEND_OP_SUBTRACT,//2
D3D11_BLEND_OP_ADD,//3
D3D11_BLEND_OP_REV_SUBTRACT,//4
D3D11_BLEND_OP_ADD,//5
D3D11_BLEND_OP_MAX,//6
D3D11_BLEND_OP_ADD,//7
D3D11_BLEND_OP_MAX,//8
D3D11_BLEND_OP_MAX,//9
D3D11_BLEND_OP_ADD,//10
D3D11_BLEND_OP_ADD,//11
D3D11_BLEND_OP_ADD,//12
D3D11_BLEND_OP_ADD,//13
D3D11_BLEND_OP_ADD,//14
D3D11_BLEND_OP_ADD//15
};
const D3D11_BLEND d3dLogicOpSrcFactors[16] =
{
D3D11_BLEND_ZERO,//0
D3D11_BLEND_DEST_COLOR,//1
D3D11_BLEND_ONE,//2
D3D11_BLEND_ONE,//3
D3D11_BLEND_DEST_COLOR,//4
D3D11_BLEND_ZERO,//5
D3D11_BLEND_INV_DEST_COLOR,//6
D3D11_BLEND_INV_DEST_COLOR,//7
D3D11_BLEND_INV_SRC_COLOR,//8
D3D11_BLEND_INV_SRC_COLOR,//9
D3D11_BLEND_INV_DEST_COLOR,//10
D3D11_BLEND_ONE,//11
D3D11_BLEND_INV_SRC_COLOR,//12
D3D11_BLEND_INV_SRC_COLOR,//13
D3D11_BLEND_INV_DEST_COLOR,//14
D3D11_BLEND_ONE//15
};
const D3D11_BLEND d3dLogicOpDestFactors[16] =
{
D3D11_BLEND_ZERO,//0
D3D11_BLEND_ZERO,//1
D3D11_BLEND_INV_SRC_COLOR,//2
D3D11_BLEND_ZERO,//3
D3D11_BLEND_ONE,//4
D3D11_BLEND_ONE,//5
D3D11_BLEND_INV_SRC_COLOR,//6
D3D11_BLEND_ONE,//7
D3D11_BLEND_INV_DEST_COLOR,//8
D3D11_BLEND_SRC_COLOR,//9
D3D11_BLEND_INV_DEST_COLOR,//10
D3D11_BLEND_INV_DEST_COLOR,//11
D3D11_BLEND_INV_SRC_COLOR,//12
D3D11_BLEND_ONE,//13
D3D11_BLEND_INV_SRC_COLOR,//14
D3D11_BLEND_ONE//15
};
if (bpmem.blendmode.logicopenable && !bpmem.blendmode.blendenable)
{
gx_state.blend.blend_enable = true;
gx_state.blend.blend_op = d3dLogicOps[bpmem.blendmode.logicmode];
gx_state.blend.src_blend = d3dLogicOpSrcFactors[bpmem.blendmode.logicmode];
gx_state.blend.dst_blend = d3dLogicOpDestFactors[bpmem.blendmode.logicmode];
}
else
{
SetBlendMode(true);
}
}
void Renderer::SetDitherMode()
{
// TODO: Set dither mode to bpmem.blendmode.dither
}
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];
if (texindex)
stage += 4;
if (g_ActiveConfig.bForceFiltering)
{
gx_state.sampler[stage].min_filter = 6; // 4 (linear mip) | 2 (linear min)
gx_state.sampler[stage].mag_filter = 1; // linear mag
}
else
{
gx_state.sampler[stage].min_filter = (u32)tm0.min_filter;
gx_state.sampler[stage].mag_filter = (u32)tm0.mag_filter;
}
gx_state.sampler[stage].wrap_s = (u32)tm0.wrap_s;
gx_state.sampler[stage].wrap_t = (u32)tm0.wrap_t;
gx_state.sampler[stage].max_lod = (u32)tm1.max_lod;
gx_state.sampler[stage].min_lod = (u32)tm1.min_lod;
gx_state.sampler[stage].lod_bias = (s32)tm0.lod_bias;
}
void Renderer::SetInterlacingMode()
{
// TODO
}
int Renderer::GetMaxTextureSize()
{
return DX11::D3D::GetMaxTextureSize();
}
u16 Renderer::BBoxRead(int index)
{
// Here we get the min/max value of the truncated position of the upscaled framebuffer.
// So we have to correct them to the unscaled EFB sizes.
int value = BBox::Get(index);
if (index < 2)
{
// left/right
value = value * EFB_WIDTH / s_target_width;
}
else
{
// up/down
value = value * EFB_HEIGHT / s_target_height;
}
if (index & 1)
value++; // fix max values to describe the outer border
return value;
}
void Renderer::BBoxWrite(int index, u16 _value)
{
int value = _value; // u16 isn't enough to multiply by the efb width
if (index & 1)
value--;
if (index < 2)
{
value = value * s_target_width / EFB_WIDTH;
}
else
{
value = value * s_target_height / EFB_HEIGHT;
}
BBox::Set(index, value);
}
} // namespace DX11