1425 lines
40 KiB
C++
1425 lines
40 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 "VideoConfig.h"
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#include "main.h"
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#include "VertexManager.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 "debugger/debugger.h"
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int s_fps=0;
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static bool WindowResized;
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static int s_target_width;
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static int s_target_height;
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static int s_Fulltarget_width;
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static int s_Fulltarget_height;
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static int s_backbuffer_width;
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static int s_backbuffer_height;
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static int s_XFB_width;
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static int s_XFB_height;
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static float xScale;
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static float yScale;
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static float EFBxScale;
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static float EFByScale;
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static int s_recordWidth;
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static int s_recordHeight;
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static bool s_LastFrameDumped;
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static bool s_AVIDumping;
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static u32 s_blendMode;
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static u32 s_LastAA;
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static u32 s_LastEFBScale;
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static bool IS_AMD;
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static bool XFBWrited;
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// used extern by other files. need to clean this up at some point.
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int frameCount;
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static char *st;
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static bool s_bScreenshot = false;
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static Common::CriticalSection s_criticalScreenshot;
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static char s_sScreenshotName[1024];
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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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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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FBManager.Create();
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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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// 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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FBManager.Destroy();
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D3D::font.Shutdown();
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TextureCache::Invalidate(false);
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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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}
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bool Renderer::Init()
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{
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st = new char[32768];
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UpdateActiveConfig();
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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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g_VideoInitialize.pRequestWindowSize(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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s_backbuffer_width = D3D::GetBackBufferWidth();
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s_backbuffer_height = D3D::GetBackBufferHeight();
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s_XFB_width = MAX_XFB_WIDTH;
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s_XFB_height = MAX_XFB_HEIGHT;
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TargetRectangle dst_rect;
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ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
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if(g_ActiveConfig.bUseRealXFB)
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{
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xScale = yScale = 1.0f;
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}
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else
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{
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xScale = (float)(dst_rect.right - dst_rect.left) / (float)s_XFB_width;
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yScale = (float)(dst_rect.bottom - dst_rect.top) / (float)s_XFB_height;
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}
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s_LastAA = g_ActiveConfig.iMultisampleMode;
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s_LastEFBScale = g_ActiveConfig.iEFBScale;
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float SupersampleCoeficient = s_LastAA + 1;
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switch(s_LastEFBScale)
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{
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case 0:
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EFBxScale = xScale;
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EFByScale = yScale;
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break;
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case 1:
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EFBxScale = ceilf(xScale);
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EFByScale = ceilf(yScale);
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break;
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default:
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EFBxScale = g_ActiveConfig.iEFBScale - 1;
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EFByScale = EFBxScale;
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break;
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};
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EFBxScale *= SupersampleCoeficient;
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EFByScale *= SupersampleCoeficient;
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s_target_width = EFB_WIDTH * EFBxScale;
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s_target_height = EFB_HEIGHT * EFByScale;
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s_Fulltarget_width = s_target_width;
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s_Fulltarget_height = s_target_height;
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s_LastFrameDumped = false;
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s_AVIDumping = false;
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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, 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, FBManager.GetEFBColorRTSurface());
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D3D::dev->SetDepthStencilSurface(FBManager.GetEFBDepthRTSurface());
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vp.X = (s_Fulltarget_width - s_target_width) / 2;
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vp.Y = (s_Fulltarget_height - s_target_height) / 2;
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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, 0x0, 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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return true;
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}
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void Renderer::Shutdown()
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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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if (s_AVIDumping)
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{
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AVIDump::Stop();
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}
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delete [] st;
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}
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int Renderer::GetTargetWidth() { return s_target_width; }
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int Renderer::GetTargetHeight() { return s_target_height; }
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int Renderer::GetFullTargetWidth() { return s_Fulltarget_width; }
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int Renderer::GetFullTargetHeight() { return s_Fulltarget_height; }
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float Renderer::GetTargetScaleX() { return EFBxScale; }
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float Renderer::GetTargetScaleY() { return EFByScale; }
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float Renderer::GetXFBScaleX() { return xScale; }
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float Renderer::GetXFBScaleY() { return yScale; }
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int Renderer::GetFrameBufferWidth()
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{
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return s_backbuffer_width;
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}
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int Renderer::GetFrameBufferHeight()
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{
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return s_backbuffer_height;
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}
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// Create On-Screen-Messages
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void Renderer::DrawDebugText()
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{
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// OSD Menu messages
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if (g_ActiveConfig.bOSDHotKey)
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{
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if (OSDChoice > 0)
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{
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OSDTime = Common::Timer::GetTimeMs() + 3000;
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OSDChoice = -OSDChoice;
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}
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if ((u32)OSDTime > Common::Timer::GetTimeMs())
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{
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std::string T1 = "", T2 = "";
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std::vector<std::string> T0;
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std::string OSDM1 = StringFromFormat("%i x %i", OSDInternalW, OSDInternalH);
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std::string OSDM21;
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switch(g_ActiveConfig.iAspectRatio)
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{
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case ASPECT_AUTO:
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OSDM21 = "Auto";
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break;
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case ASPECT_FORCE_16_9:
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OSDM21 = "16:9";
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break;
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case ASPECT_FORCE_4_3:
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OSDM21 = "4:3";
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break;
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case ASPECT_STRETCH:
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OSDM21 = "Stretch";
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break;
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}
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std::string OSDM22 =
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g_ActiveConfig.bCrop ? " (crop)" : "";
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std::string OSDM3 = g_ActiveConfig.bEFBCopyDisable ? "Disabled" :
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g_ActiveConfig.bCopyEFBToTexture ? "To Texture" : "To RAM";
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// If there is more text than this we will have a collission
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if (g_ActiveConfig.bShowFPS)
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{ T1 += "\n\n"; T2 += "\n\n"; }
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// The rows
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T0.push_back(StringFromFormat("3: Internal Resolution: %s\n", OSDM1.c_str()));
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T0.push_back(StringFromFormat("4: Aspect Ratio: %s%s\n", OSDM21.c_str(), OSDM22.c_str()));
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T0.push_back(StringFromFormat("5: Copy EFB: %s\n", OSDM3.c_str()));
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T0.push_back(StringFromFormat("6: Fog: %s\n", g_ActiveConfig.bDisableFog ? "Disabled" : "Enabled"));
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T0.push_back(StringFromFormat("7: Material Lighting: %s\n", g_ActiveConfig.bDisableLighting ? "Disabled" : "Enabled"));
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// The latest changed setting in yellow
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T1 += (OSDChoice == -1) ? T0.at(0) : "\n";
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T1 += (OSDChoice == -2) ? T0.at(1) : "\n";
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T1 += (OSDChoice == -3) ? T0.at(2) : "\n";
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T1 += (OSDChoice == -4) ? T0.at(3) : "\n";
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T1 += (OSDChoice == -5) ? T0.at(4) : "\n";
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// The other settings in cyan
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T2 += (OSDChoice != -1) ? T0.at(0) : "\n";
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T2 += (OSDChoice != -2) ? T0.at(1) : "\n";
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T2 += (OSDChoice != -3) ? T0.at(2) : "\n";
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T2 += (OSDChoice != -4) ? T0.at(3) : "\n";
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T2 += (OSDChoice != -5) ? T0.at(4) : "\n";
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// Render a shadow, and then the text
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Renderer::RenderText(T1.c_str(), 21, 21, 0xDD000000);
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Renderer::RenderText(T1.c_str(), 20, 20, 0xFFffff00);
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Renderer::RenderText(T2.c_str(), 21, 21, 0xDD000000);
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Renderer::RenderText(T2.c_str(), 20, 20, 0xFF00FFFF);
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}
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}
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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, false);
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}
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TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
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{
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int Xstride = (s_Fulltarget_width - s_target_width) / 2;
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int Ystride = (s_Fulltarget_height - s_target_height) / 2;
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TargetRectangle result;
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result.left = (int)(rc.left * EFBxScale) + Xstride;
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result.top = (int)(rc.top * EFByScale) + Ystride;
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result.right = (int)(rc.right * EFBxScale) + Xstride;
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result.bottom = (int)(rc.bottom * EFByScale) + Ystride;
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return result;
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}
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|
|
void formatBufferDump(const char *in, char *out, int w, int h, int p)
|
|
{
|
|
for (int y = 0; y < h; y++)
|
|
{
|
|
const char *line = in + (h - y - 1) * p;
|
|
for (int x = 0; x < w; x++)
|
|
{
|
|
memcpy(out, line, 3);
|
|
out += 3;
|
|
line += 4;
|
|
}
|
|
}
|
|
}
|
|
|
|
// With D3D, we have to resize the backbuffer if the window changed
|
|
// size.
|
|
void CheckForResize()
|
|
{
|
|
while (EmuWindow::IsSizing())
|
|
{
|
|
Sleep(10);
|
|
}
|
|
|
|
if (EmuWindow::GetParentWnd())
|
|
{
|
|
// Re-stretch window to parent window size again, if it has a parent window.
|
|
RECT rcParentWindow;
|
|
GetWindowRect(EmuWindow::GetParentWnd(), &rcParentWindow);
|
|
int width = rcParentWindow.right - rcParentWindow.left;
|
|
int height = rcParentWindow.bottom - rcParentWindow.top;
|
|
if (width != s_backbuffer_width || height != s_backbuffer_height)
|
|
MoveWindow(EmuWindow::GetWnd(), 0, 0, width, height, FALSE);
|
|
}
|
|
RECT rcWindow;
|
|
GetClientRect(EmuWindow::GetWnd(), &rcWindow);
|
|
int client_width = rcWindow.right - rcWindow.left;
|
|
int client_height = rcWindow.bottom - rcWindow.top;
|
|
// Sanity check.
|
|
if ((client_width != s_backbuffer_width ||
|
|
client_height != s_backbuffer_height) &&
|
|
client_width >= 4 && client_height >= 4)
|
|
{
|
|
TeardownDeviceObjects();
|
|
|
|
D3D::Reset();
|
|
s_backbuffer_width = D3D::GetBackBufferWidth();
|
|
s_backbuffer_height = D3D::GetBackBufferHeight();
|
|
if(ScreenShootMEMSurface)
|
|
ScreenShootMEMSurface->Release();
|
|
D3D::dev->CreateOffscreenPlainSurface(s_backbuffer_width,s_backbuffer_height, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &ScreenShootMEMSurface, NULL );
|
|
WindowResized = true;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void Renderer::RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
|
|
{
|
|
if (!fbWidth || !fbHeight)
|
|
return;
|
|
VideoFifo_CheckEFBAccess();
|
|
VideoFifo_CheckSwapRequestAt(xfbAddr, fbWidth, fbHeight);
|
|
XFBWrited = true;
|
|
// XXX: Without the VI, how would we know what kind of field this is? So
|
|
// just use progressive.
|
|
if (g_ActiveConfig.bUseXFB)
|
|
{
|
|
FBManager.CopyToXFB(xfbAddr, fbWidth, fbHeight, sourceRc);
|
|
}
|
|
else
|
|
{
|
|
Renderer::Swap(xfbAddr, FIELD_PROGRESSIVE, fbWidth, fbHeight,sourceRc);
|
|
Common::AtomicStoreRelease(s_swapRequested, FALSE);
|
|
}
|
|
}
|
|
|
|
bool Renderer::SetScissorRect()
|
|
{
|
|
int xoff = bpmem.scissorOffset.x * 2 - 342;
|
|
int yoff = bpmem.scissorOffset.y * 2 - 342;
|
|
RECT rc;
|
|
rc.left = (int)((float)bpmem.scissorTL.x - xoff - 342);
|
|
rc.top = (int)((float)bpmem.scissorTL.y - yoff - 342);
|
|
rc.right = (int)((float)bpmem.scissorBR.x - xoff - 341);
|
|
rc.bottom = (int)((float)bpmem.scissorBR.y - yoff - 341);
|
|
|
|
if (rc.left < 0) rc.left = 0;
|
|
if (rc.right < 0) rc.right = 0;
|
|
if (rc.left > EFB_WIDTH) rc.left = EFB_WIDTH;
|
|
if (rc.right > EFB_WIDTH) rc.right = EFB_WIDTH;
|
|
if (rc.top < 0) rc.top = 0;
|
|
if (rc.bottom < 0) rc.bottom = 0;
|
|
if (rc.top > EFB_HEIGHT) rc.top = EFB_HEIGHT;
|
|
if (rc.bottom > EFB_HEIGHT) rc.bottom = EFB_HEIGHT;
|
|
|
|
if (rc.left > rc.right)
|
|
{
|
|
int temp = rc.right;
|
|
rc.right = rc.left;
|
|
rc.left = temp;
|
|
}
|
|
if (rc.top > rc.bottom)
|
|
{
|
|
int temp = rc.bottom;
|
|
rc.bottom = rc.top;
|
|
rc.top = temp;
|
|
}
|
|
|
|
int Xstride = (s_Fulltarget_width - s_target_width) / 2;
|
|
int Ystride = (s_Fulltarget_height - s_target_height) / 2;
|
|
|
|
rc.left = (int)(rc.left * EFBxScale) + Xstride;
|
|
rc.top = (int)(rc.top * EFByScale) + Ystride;
|
|
rc.right = (int)(rc.right * EFBxScale) + Xstride;
|
|
rc.bottom = (int)(rc.bottom * EFByScale) + Ystride;
|
|
|
|
if (rc.right != rc.left && rc.bottom != rc.top)
|
|
{
|
|
D3D::dev->SetScissorRect(&rc);
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
//WARN_LOG(VIDEO, "Bad scissor rectangle: %i %i %i %i", rc.left, rc.top, rc.right, rc.bottom);
|
|
rc.left = Xstride;
|
|
rc.top = Ystride;
|
|
rc.right = Xstride + s_target_width;
|
|
rc.bottom = Ystride + s_target_height;
|
|
D3D::dev->SetScissorRect(&rc);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void Renderer::SetColorMask()
|
|
{
|
|
DWORD color_mask = 0;
|
|
if (bpmem.blendmode.alphaupdate)
|
|
color_mask = D3DCOLORWRITEENABLE_ALPHA;
|
|
if (bpmem.blendmode.colorupdate)
|
|
color_mask |= D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
|
|
D3D::SetRenderState(D3DRS_COLORWRITEENABLE, color_mask);
|
|
}
|
|
|
|
u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
|
|
{
|
|
if (!g_ActiveConfig.bEFBAccessEnable)
|
|
return 0;
|
|
|
|
if (type == POKE_Z || type == POKE_COLOR)
|
|
{
|
|
static bool alert_only_once = true;
|
|
if (!alert_only_once) return 0;
|
|
PanicAlert("Poke EFB not implemented");
|
|
alert_only_once = false;
|
|
return 0;
|
|
}
|
|
|
|
// Get the working buffer
|
|
LPDIRECT3DSURFACE9 pBuffer = (type == PEEK_Z || type == POKE_Z) ?
|
|
FBManager.GetEFBDepthRTSurface() : FBManager.GetEFBColorRTSurface();
|
|
// Get the temporal buffer to move 1pixel data
|
|
LPDIRECT3DSURFACE9 RBuffer = (type == PEEK_Z || type == POKE_Z) ?
|
|
FBManager.GetEFBDepthReadSurface() : FBManager.GetEFBColorReadSurface();
|
|
// Get the memory buffer that can be locked
|
|
LPDIRECT3DSURFACE9 pOffScreenBuffer = (type == PEEK_Z || type == POKE_Z) ?
|
|
FBManager.GetEFBDepthOffScreenRTSurface() : FBManager.GetEFBColorOffScreenRTSurface();
|
|
// Get the buffer format
|
|
D3DFORMAT BufferFormat = (type == PEEK_Z || type == POKE_Z) ?
|
|
FBManager.GetEFBDepthRTSurfaceFormat() : FBManager.GetEFBColorRTSurfaceFormat();
|
|
D3DFORMAT ReadBufferFormat = (type == PEEK_Z || type == POKE_Z) ?
|
|
FBManager.GetEFBDepthReadSurfaceFormat() : BufferFormat;
|
|
|
|
if (BufferFormat == D3DFMT_D24X8)
|
|
return 0;
|
|
|
|
D3DLOCKED_RECT drect;
|
|
|
|
// Buffer not found alert
|
|
if (!pBuffer) {
|
|
PanicAlert("No %s!", (type == PEEK_Z || type == POKE_Z) ? "Z-Buffer" : "Color EFB");
|
|
return 0;
|
|
}
|
|
// Get the rectangular target region covered by the EFB pixel.
|
|
|
|
EFBRectangle efbPixelRc;
|
|
efbPixelRc.left = x;
|
|
efbPixelRc.top = y;
|
|
efbPixelRc.right = x + 1;
|
|
efbPixelRc.bottom = y + 1;
|
|
|
|
TargetRectangle targetPixelRc = Renderer::ConvertEFBRectangle(efbPixelRc);
|
|
|
|
u32 z = 0;
|
|
float val = 0.0f;
|
|
HRESULT hr;
|
|
RECT RectToLock;
|
|
RectToLock.bottom = targetPixelRc.bottom;
|
|
RectToLock.left = targetPixelRc.left;
|
|
RectToLock.right = targetPixelRc.right;
|
|
RectToLock.top = targetPixelRc.top;
|
|
if (type == PEEK_Z)
|
|
{
|
|
RECT PixelRect;
|
|
PixelRect.bottom = 4;
|
|
PixelRect.left = 0;
|
|
PixelRect.right = 4;
|
|
PixelRect.top = 0;
|
|
RectToLock.bottom+=2;
|
|
RectToLock.right+=1;
|
|
RectToLock.top-=1;
|
|
RectToLock.left-=2;
|
|
if ((RectToLock.bottom - RectToLock.top) > 4)
|
|
RectToLock.bottom--;
|
|
if ((RectToLock.right - RectToLock.left) > 4)
|
|
RectToLock.left++;
|
|
ResetAPIState(); // Reset any game specific settings
|
|
hr = D3D::dev->SetDepthStencilSurface(NULL);
|
|
hr = D3D::dev->SetRenderTarget(0, RBuffer);
|
|
if (FAILED(hr))
|
|
{
|
|
PanicAlert("unable to set pixel render buffer");
|
|
return 0;
|
|
}
|
|
D3DVIEWPORT9 vp;
|
|
// Stretch picture with increased internal resolution
|
|
vp.X = 0;
|
|
vp.Y = 0;
|
|
vp.Width = 4;
|
|
vp.Height = 4;
|
|
vp.MinZ = 0.0f;
|
|
vp.MaxZ = 1.0f;
|
|
hr = D3D::dev->SetViewport(&vp);
|
|
if (FAILED(hr))
|
|
{
|
|
PanicAlert("unable to set pixel viewport");
|
|
return 0;
|
|
}
|
|
float colmat[16] = {0.0f};
|
|
float fConstAdd[4] = {0.0f};
|
|
colmat[0] = colmat[5] = colmat[10] = 1.0f;
|
|
PixelShaderManager::SetColorMatrix(colmat, fConstAdd); // set transformation
|
|
EFBRectangle source_rect;
|
|
LPDIRECT3DTEXTURE9 read_texture = FBManager.GetEFBDepthTexture(source_rect);
|
|
|
|
D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
|
|
|
|
D3D::drawShadedTexQuad(
|
|
read_texture,
|
|
&RectToLock,
|
|
Renderer::GetFullTargetWidth(),
|
|
Renderer::GetFullTargetHeight(),
|
|
4, 4,
|
|
(BufferFormat == FOURCC_RAWZ) ? PixelShaderCache::GetColorMatrixProgram(0) : PixelShaderCache::GetDepthMatrixProgram(0),
|
|
VertexShaderCache::GetSimpleVertexShader(0));
|
|
|
|
D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
|
|
|
|
hr = D3D::dev->SetRenderTarget(0, FBManager.GetEFBColorRTSurface());
|
|
hr = D3D::dev->SetDepthStencilSurface(FBManager.GetEFBDepthRTSurface());
|
|
RestoreAPIState();
|
|
RectToLock.bottom = 4;
|
|
RectToLock.left = 0;
|
|
RectToLock.right = 4;
|
|
RectToLock.top = 0;
|
|
}
|
|
else
|
|
{
|
|
hr = D3D::dev->StretchRect(pBuffer, &RectToLock, RBuffer, NULL, D3DTEXF_NONE);
|
|
//change the rect to lock the entire one pixel buffer
|
|
RectToLock.bottom = 1;
|
|
RectToLock.left = 0;
|
|
RectToLock.right = 1;
|
|
RectToLock.top = 0;
|
|
}
|
|
if (FAILED(hr))
|
|
{
|
|
PanicAlert("Unable to stretch data to buffer");
|
|
return 0;
|
|
}
|
|
// Retrieve the pixel data to the local memory buffer
|
|
D3D::dev->GetRenderTargetData(RBuffer, pOffScreenBuffer);
|
|
if (FAILED(hr))
|
|
{
|
|
PanicAlert("Unable to copy data to mem buffer");
|
|
return 0;
|
|
}
|
|
|
|
|
|
|
|
// The surface is good.. lock it
|
|
if ((hr = pOffScreenBuffer->LockRect(&drect, &RectToLock, D3DLOCK_READONLY)) != D3D_OK)
|
|
{
|
|
PanicAlert("ERROR: %s", hr == D3DERR_WASSTILLDRAWING ? "Still drawing" : hr == D3DERR_INVALIDCALL ? "Invalid call" : "w00t");
|
|
return 0;
|
|
}
|
|
|
|
switch (type) {
|
|
case PEEK_Z:
|
|
{
|
|
switch (ReadBufferFormat)
|
|
{
|
|
case D3DFMT_R32F:
|
|
val = ((float*)drect.pBits)[6];
|
|
break;
|
|
default:
|
|
float ffrac = 1.0f/255.0f;
|
|
z = ((u32*)drect.pBits)[6];
|
|
val = ((float)((z>>16) & 0xFF)) * ffrac;
|
|
ffrac*= 1 / 255.0f;
|
|
val += ((float)((z>>8) & 0xFF)) * ffrac;
|
|
ffrac*= 1 / 255.0f;
|
|
val += ((float)(z & 0xFF)) * ffrac;
|
|
break;
|
|
};
|
|
z = ((u32)(val * 0xffffff));
|
|
}
|
|
break;
|
|
|
|
case PEEK_COLOR:
|
|
z = ((u32 *)drect.pBits)[0];
|
|
break;
|
|
case POKE_COLOR:
|
|
|
|
// TODO: Implement POKE_Z and POKE_COLOR
|
|
default:
|
|
break;
|
|
}
|
|
|
|
pOffScreenBuffer->UnlockRect();
|
|
// TODO: in RE0 this value is often off by one, which causes lighting to disappear
|
|
return z;
|
|
}
|
|
|
|
// Called from VertexShaderManager
|
|
void UpdateViewport()
|
|
{
|
|
// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
|
|
// [0] = width/2
|
|
// [1] = height/2
|
|
// [2] = 16777215 * (farz - nearz)
|
|
// [3] = xorig + width/2 + 342
|
|
// [4] = yorig + height/2 + 342
|
|
// [5] = 16777215 * farz
|
|
const int old_fulltarget_w = s_Fulltarget_width;
|
|
const int old_fulltarget_h = s_Fulltarget_height;
|
|
|
|
int scissorXOff = bpmem.scissorOffset.x * 2;
|
|
int scissorYOff = bpmem.scissorOffset.y * 2;
|
|
|
|
float MValueX = Renderer::GetTargetScaleX();
|
|
float MValueY = Renderer::GetTargetScaleY();
|
|
|
|
int Xstride = (s_Fulltarget_width - s_target_width) / 2;
|
|
int Ystride = (s_Fulltarget_height - s_target_height) / 2;
|
|
|
|
D3DVIEWPORT9 vp;
|
|
|
|
// Stretch picture with increased internal resolution
|
|
int X = (int)(ceil(xfregs.rawViewport[3] - xfregs.rawViewport[0] - (scissorXOff)) * MValueX) + Xstride;
|
|
int Y = (int)(ceil(xfregs.rawViewport[4] + xfregs.rawViewport[1] - (scissorYOff)) * MValueY) + Ystride;
|
|
int Width = (int)ceil((int)(2 * xfregs.rawViewport[0]) * MValueX);
|
|
int Height = (int)ceil((int)(-2 * xfregs.rawViewport[1]) * MValueY);
|
|
if (Width < 0)
|
|
{
|
|
X += Width;
|
|
Width*=-1;
|
|
}
|
|
if (Height < 0)
|
|
{
|
|
Y += Height;
|
|
Height *= -1;
|
|
}
|
|
bool sizeChanged = false;
|
|
if (X < 0)
|
|
{
|
|
s_Fulltarget_width -= 2 * X;
|
|
X = 0;
|
|
sizeChanged=true;
|
|
}
|
|
if (Y < 0)
|
|
{
|
|
s_Fulltarget_height -= 2 * Y;
|
|
Y = 0;
|
|
sizeChanged = true;
|
|
}
|
|
if (!IS_AMD)
|
|
{
|
|
if(X + Width > s_Fulltarget_width)
|
|
{
|
|
s_Fulltarget_width += (X + Width - s_Fulltarget_width) * 2;
|
|
sizeChanged = true;
|
|
}
|
|
if(Y + Height > s_Fulltarget_height)
|
|
{
|
|
s_Fulltarget_height += (Y + Height - s_Fulltarget_height) * 2;
|
|
sizeChanged = true;
|
|
}
|
|
}
|
|
if (sizeChanged)
|
|
{
|
|
D3DCAPS9 caps = D3D::GetCaps();
|
|
// Make sure that the requested size is actually supported by the GFX driver
|
|
if (s_Fulltarget_width > caps.MaxTextureWidth || s_Fulltarget_height > caps.MaxTextureHeight)
|
|
{
|
|
// Skip EFB recreation and viewport setting. Most likely causes glitches in this case, but prevents crashes at least
|
|
ERROR_LOG(VIDEO, "Tried to set a viewport which is too wide to emulate with Direct3D9. Requested EFB size is %dx%d, keeping the %dx%d EFB now\n", s_Fulltarget_width, s_Fulltarget_height, old_fulltarget_w, old_fulltarget_h);
|
|
|
|
// Fix the viewport to fit to the old EFB size, TODO: Check this for off-by-one errors
|
|
X *= old_fulltarget_w / s_Fulltarget_width;
|
|
Y *= old_fulltarget_h / s_Fulltarget_height;
|
|
Width *= old_fulltarget_w / s_Fulltarget_width;
|
|
Height *= old_fulltarget_h / s_Fulltarget_height;
|
|
|
|
s_Fulltarget_width = old_fulltarget_w;
|
|
s_Fulltarget_height = old_fulltarget_h;
|
|
}
|
|
else
|
|
{
|
|
D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
|
|
D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
|
|
FBManager.Destroy();
|
|
FBManager.Create();
|
|
D3D::dev->SetRenderTarget(0, FBManager.GetEFBColorRTSurface());
|
|
D3D::dev->SetDepthStencilSurface(FBManager.GetEFBDepthRTSurface());
|
|
}
|
|
}
|
|
vp.X = X;
|
|
vp.Y = Y;
|
|
vp.Width = Width;
|
|
vp.Height = Height;
|
|
|
|
// Some games set invalids values for z min and z max so fix them to the max an min alowed and let the shaders do this work
|
|
vp.MinZ = 0.0f; // (xfregs.rawViewport[5] - xfregs.rawViewport[2]) / 16777216.0f;
|
|
vp.MaxZ = 1.0f; // xfregs.rawViewport[5] / 16777216.0f;
|
|
D3D::dev->SetViewport(&vp);
|
|
}
|
|
|
|
void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z)
|
|
{
|
|
// Update the view port for clearing the picture
|
|
TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc);
|
|
D3DVIEWPORT9 vp;
|
|
vp.X = targetRc.left;
|
|
vp.Y = targetRc.top;
|
|
vp.Width = targetRc.GetWidth();
|
|
vp.Height = targetRc.GetHeight();
|
|
vp.MinZ = 0.0;
|
|
vp.MaxZ = 1.0;
|
|
D3D::dev->SetViewport(&vp);
|
|
|
|
// Always set the scissor in case it was set by the game and has not been reset
|
|
RECT sicr;
|
|
sicr.left = targetRc.left;
|
|
sicr.top = targetRc.top;
|
|
sicr.right = targetRc.right;
|
|
sicr.bottom = targetRc.bottom;
|
|
D3D::dev->SetScissorRect(&sicr);
|
|
D3D::ChangeRenderState(D3DRS_ALPHABLENDENABLE, false);
|
|
if (zEnable)
|
|
D3D::ChangeRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
|
|
D3D::drawClearQuad(color, (z & 0xFFFFFF) / float(0xFFFFFF), PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader());
|
|
if (zEnable)
|
|
D3D::RefreshRenderState(D3DRS_ZFUNC);
|
|
D3D::RefreshRenderState(D3DRS_ALPHABLENDENABLE);
|
|
UpdateViewport();
|
|
SetScissorRect();
|
|
}
|
|
|
|
void Renderer::SetBlendMode(bool forceUpdate)
|
|
{
|
|
if (bpmem.blendmode.logicopenable)
|
|
return;
|
|
|
|
if (bpmem.blendmode.subtract && bpmem.blendmode.blendenable)
|
|
{
|
|
D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, true);
|
|
D3D::SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_REVSUBTRACT);
|
|
D3D::SetRenderState(D3DRS_SRCBLEND, d3dSrcFactors[1]);
|
|
D3D::SetRenderState(D3DRS_DESTBLEND, d3dDestFactors[1]);
|
|
}
|
|
else
|
|
{
|
|
D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, bpmem.blendmode.blendenable && (!( bpmem.blendmode.srcfactor == 1 && bpmem.blendmode.dstfactor == 0)));
|
|
if (bpmem.blendmode.blendenable && (!( bpmem.blendmode.srcfactor == 1 && bpmem.blendmode.dstfactor == 0)))
|
|
{
|
|
D3D::SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
|
|
D3D::SetRenderState(D3DRS_SRCBLEND, d3dSrcFactors[bpmem.blendmode.srcfactor]);
|
|
D3D::SetRenderState(D3DRS_DESTBLEND, d3dDestFactors[bpmem.blendmode.dstfactor]);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,const EFBRectangle& rc)
|
|
{
|
|
if (g_bSkipCurrentFrame || (!XFBWrited && !g_ActiveConfig.bUseRealXFB) || !fbWidth || !fbHeight)
|
|
{
|
|
g_VideoInitialize.pCopiedToXFB(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 XFBSource** xfbSourceList = FBManager.GetXFBSource(xfbAddr, fbWidth, fbHeight, xfbCount);
|
|
if ((!xfbSourceList || xfbCount == 0) && g_ActiveConfig.bUseXFB && !g_ActiveConfig.bUseRealXFB)
|
|
{
|
|
g_VideoInitialize.pCopiedToXFB(false);
|
|
return;
|
|
}
|
|
|
|
Renderer::ResetAPIState();
|
|
// Set the backbuffer as the rendering target
|
|
D3D::dev->SetDepthStencilSurface(NULL);
|
|
D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
|
|
|
|
TargetRectangle dst_rect;
|
|
ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
|
|
D3DVIEWPORT9 vp;
|
|
vp.X = 0;
|
|
vp.Y = 0;
|
|
vp.Width = s_backbuffer_width;
|
|
vp.Height = s_backbuffer_height;
|
|
vp.MinZ = 0.0f;
|
|
vp.MaxZ = 1.0f;
|
|
D3D::dev->SetViewport(&vp);
|
|
D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
|
|
|
|
int X = dst_rect.left;
|
|
int Y = dst_rect.top;
|
|
int Width = dst_rect.right - dst_rect.left;
|
|
int Height = dst_rect.bottom - dst_rect.top;
|
|
|
|
if (X < 0) X = 0;
|
|
if (Y < 0) Y = 0;
|
|
if (X > s_backbuffer_width) X = s_backbuffer_width;
|
|
if (Y > s_backbuffer_height) Y = s_backbuffer_height;
|
|
if (Width < 0) Width = 0;
|
|
if (Height < 0) Height = 0;
|
|
if (Width > (s_backbuffer_width - X)) Width = s_backbuffer_width - X;
|
|
if (Height > (s_backbuffer_height - Y)) Height = s_backbuffer_height - Y;
|
|
vp.X = X;
|
|
vp.Y = Y;
|
|
vp.Width = Width;
|
|
vp.Height = Height;
|
|
vp.MinZ = 0.0f;
|
|
vp.MaxZ = 1.0f;
|
|
|
|
D3D::dev->SetViewport(&vp);
|
|
|
|
D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
|
|
D3D::ChangeSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
|
|
|
|
if(g_ActiveConfig.bUseXFB)
|
|
{
|
|
const XFBSource* xfbSource;
|
|
|
|
// draw each xfb source
|
|
for (u32 i = 0; i < xfbCount; ++i)
|
|
{
|
|
xfbSource = xfbSourceList[i];
|
|
MathUtil::Rectangle<float> sourceRc;
|
|
|
|
sourceRc.left = 0;
|
|
sourceRc.top = 0;
|
|
sourceRc.right = xfbSource->texWidth;
|
|
sourceRc.bottom = xfbSource->texHeight;
|
|
|
|
MathUtil::Rectangle<float> drawRc;
|
|
|
|
if (g_ActiveConfig.bUseXFB && !g_ActiveConfig.bUseRealXFB)
|
|
{
|
|
// use virtual xfb with offset
|
|
int xfbHeight = xfbSource->srcHeight;
|
|
int xfbWidth = xfbSource->srcWidth;
|
|
int hOffset = ((s32)xfbSource->srcAddr - (s32)xfbAddr) / ((s32)fbWidth * 2);
|
|
|
|
drawRc.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);
|
|
|
|
|
|
if (!g_ActiveConfig.bAutoScale)
|
|
{
|
|
// scale draw area for a 1 to 1 pixel mapping with the draw target
|
|
float vScale = (float)fbHeight / (float)s_backbuffer_height;
|
|
float hScale = (float)fbWidth / (float)s_backbuffer_width;
|
|
|
|
drawRc.top *= vScale;
|
|
drawRc.bottom *= vScale;
|
|
drawRc.left *= hScale;
|
|
drawRc.right *= hScale;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
drawRc.top = -1;
|
|
drawRc.bottom = 1;
|
|
drawRc.left = -1;
|
|
drawRc.right = 1;
|
|
}
|
|
|
|
D3D::drawShadedTexSubQuad(xfbSource->texture,&sourceRc,xfbSource->texWidth,xfbSource->texHeight,&drawRc,Width,Height,PixelShaderCache::GetColorCopyProgram(0),VertexShaderCache::GetSimpleVertexShader(0));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc);
|
|
LPDIRECT3DTEXTURE9 read_texture = FBManager.GetEFBColorTexture(rc);
|
|
D3D::drawShadedTexQuad(read_texture,targetRc.AsRECT(),Renderer::GetFullTargetWidth(),Renderer::GetFullTargetHeight(),Width,Height,PixelShaderCache::GetColorCopyProgram(g_Config.iMultisampleMode),VertexShaderCache::GetSimpleVertexShader(g_Config.iMultisampleMode));
|
|
}
|
|
D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
|
|
D3D::RefreshSamplerState(0, D3DSAMP_MAGFILTER);
|
|
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);
|
|
if(s_bScreenshot)
|
|
{
|
|
s_criticalScreenshot.Enter();
|
|
HRESULT hr = D3D::dev->GetRenderTargetData(D3D::GetBackBufferSurface(),ScreenShootMEMSurface);
|
|
if(FAILED(hr))
|
|
{
|
|
PanicAlert("Error dumping surface data.");
|
|
}
|
|
hr = PD3DXSaveSurfaceToFileA(s_sScreenshotName, D3DXIFF_PNG, ScreenShootMEMSurface, NULL, dst_rect.AsRECT());
|
|
if(FAILED(hr))
|
|
{
|
|
PanicAlert("Error saving screen.");
|
|
}
|
|
s_bScreenshot = false;
|
|
s_criticalScreenshot.Leave();
|
|
}
|
|
if (g_ActiveConfig.bDumpFrames)
|
|
{
|
|
HRESULT hr = D3D::dev->GetRenderTargetData(D3D::GetBackBufferSurface(),ScreenShootMEMSurface);
|
|
if (!s_LastFrameDumped)
|
|
{
|
|
s_recordWidth = dst_rect.GetWidth();
|
|
s_recordHeight = dst_rect.GetHeight();
|
|
s_AVIDumping = AVIDump::Start(EmuWindow::GetParentWnd(), s_recordWidth, s_recordHeight);
|
|
if (!s_AVIDumping)
|
|
{
|
|
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), s_recordWidth, s_recordHeight);
|
|
OSD::AddMessage(msg, 2000);
|
|
}
|
|
}
|
|
if (s_AVIDumping)
|
|
{
|
|
D3DLOCKED_RECT rect;
|
|
if (SUCCEEDED(ScreenShootMEMSurface->LockRect(&rect, dst_rect.AsRECT(), D3DLOCK_NO_DIRTY_UPDATE | D3DLOCK_NOSYSLOCK | D3DLOCK_READONLY)))
|
|
{
|
|
char* data = (char*)malloc(3 * s_recordWidth * s_recordHeight);
|
|
formatBufferDump((const char*)rect.pBits, data, s_recordWidth, s_recordHeight, rect.Pitch);
|
|
AVIDump::AddFrame(data);
|
|
free(data);
|
|
ScreenShootMEMSurface->UnlockRect();
|
|
}
|
|
}
|
|
s_LastFrameDumped = true;
|
|
}
|
|
else
|
|
{
|
|
if (s_LastFrameDumped && s_AVIDumping)
|
|
{
|
|
AVIDump::Stop();
|
|
s_AVIDumping = false;
|
|
}
|
|
s_LastFrameDumped = 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, 30, 20, 20, 0.0f, 0xFF00FFFF, fps, false);
|
|
}
|
|
Renderer::DrawDebugText();
|
|
|
|
if (g_ActiveConfig.bOverlayStats)
|
|
{
|
|
Statistics::ToString(st);
|
|
D3D::font.DrawTextScaled(0, 30, 20, 20, 0.0f, 0xFF00FFFF, st, false);
|
|
}
|
|
else if (g_ActiveConfig.bOverlayProjStats)
|
|
{
|
|
Statistics::ToStringProj(st);
|
|
D3D::font.DrawTextScaled(0, 30, 20, 20, 0.0f, 0xFF00FFFF, st, false);
|
|
}
|
|
|
|
|
|
OSD::DrawMessages();
|
|
|
|
D3D::EndFrame();
|
|
|
|
frameCount++;
|
|
TextureCache::Cleanup();
|
|
|
|
// Make any new configuration settings active.
|
|
UpdateActiveConfig();
|
|
WindowResized = false;
|
|
CheckForResize();
|
|
|
|
bool xfbchanged = false;
|
|
|
|
if (s_XFB_width != fbWidth || s_XFB_height != fbHeight)
|
|
{
|
|
xfbchanged = true;
|
|
s_XFB_width = fbWidth;
|
|
s_XFB_height = fbHeight;
|
|
if (s_XFB_width < 1) s_XFB_width = MAX_XFB_WIDTH;
|
|
if (s_XFB_width > MAX_XFB_WIDTH) s_XFB_width = MAX_XFB_WIDTH;
|
|
if (s_XFB_height < 1) s_XFB_height = MAX_XFB_HEIGHT;
|
|
if (s_XFB_height > MAX_XFB_HEIGHT) s_XFB_height = MAX_XFB_HEIGHT;
|
|
}
|
|
|
|
u32 newAA = g_ActiveConfig.iMultisampleMode;
|
|
u32 newEFBScale = g_ActiveConfig.iEFBScale;
|
|
if (newAA != s_LastAA || newEFBScale != s_LastEFBScale || xfbchanged || WindowResized)
|
|
{
|
|
s_LastAA = newAA;
|
|
s_LastEFBScale = newEFBScale;
|
|
|
|
ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
|
|
|
|
if(g_ActiveConfig.bUseRealXFB)
|
|
{
|
|
xScale = yScale = 1.0f;
|
|
}
|
|
else
|
|
{
|
|
xScale = (float)(dst_rect.right - dst_rect.left) / (float)s_XFB_width;
|
|
yScale = (float)(dst_rect.bottom - dst_rect.top) / (float)s_XFB_height;
|
|
}
|
|
|
|
float SupersampleCoeficient = s_LastAA + 1;
|
|
switch(s_LastEFBScale)
|
|
{
|
|
case 0:
|
|
EFBxScale = xScale;
|
|
EFByScale = yScale;
|
|
break;
|
|
case 1:
|
|
EFBxScale = ceilf(xScale);
|
|
EFByScale = ceilf(yScale);
|
|
break;
|
|
default:
|
|
EFBxScale = g_ActiveConfig.iEFBScale - 1;
|
|
EFByScale = EFBxScale;
|
|
break;
|
|
};
|
|
|
|
EFBxScale *= SupersampleCoeficient;
|
|
EFByScale *= SupersampleCoeficient;
|
|
s_target_width = EFB_WIDTH * EFBxScale;
|
|
s_target_height = EFB_HEIGHT * EFByScale;
|
|
D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
|
|
D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
|
|
if (WindowResized)
|
|
{
|
|
SetupDeviceObjects();
|
|
}
|
|
else
|
|
{
|
|
FBManager.Destroy();
|
|
FBManager.Create();
|
|
}
|
|
D3D::dev->SetRenderTarget(0, FBManager.GetEFBColorRTSurface());
|
|
D3D::dev->SetDepthStencilSurface(FBManager.GetEFBDepthRTSurface());
|
|
}
|
|
|
|
// ---------------------------------------------------------------------
|
|
// Count FPS.
|
|
// -------------
|
|
static int fpscount = 0;
|
|
static unsigned long lasttime = 0;
|
|
if (Common::Timer::GetTimeMs() - lasttime >= 1000)
|
|
{
|
|
lasttime = Common::Timer::GetTimeMs();
|
|
s_fps = fpscount;
|
|
fpscount = 0;
|
|
}
|
|
if (XFBWrited)
|
|
++fpscount;
|
|
|
|
// Begin new frame
|
|
// Set default viewport and scissor, for the clear to work correctly
|
|
stats.ResetFrame();
|
|
|
|
// Flip/present backbuffer to frontbuffer here
|
|
D3D::Present();
|
|
D3D::BeginFrame();
|
|
Renderer::RestoreAPIState();
|
|
D3D::dev->SetRenderTarget(0, FBManager.GetEFBColorRTSurface());
|
|
D3D::dev->SetDepthStencilSurface(FBManager.GetEFBDepthRTSurface());
|
|
UpdateViewport();
|
|
VertexShaderManager::SetViewportChanged();
|
|
g_VideoInitialize.pCopiedToXFB(XFBWrited || g_ActiveConfig.bUseRealXFB);
|
|
XFBWrited = false;
|
|
}
|
|
|
|
void Renderer::ResetAPIState()
|
|
{
|
|
D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
|
|
D3D::SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
|
|
D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
|
|
D3D::SetRenderState(D3DRS_ZENABLE, FALSE);
|
|
D3D::SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
|
|
DWORD color_mask = D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
|
|
D3D::SetRenderState(D3DRS_COLORWRITEENABLE, color_mask);
|
|
}
|
|
|
|
void Renderer::RestoreAPIState()
|
|
{
|
|
// Gets us back into a more game-like state.
|
|
D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
|
|
UpdateViewport();
|
|
SetScissorRect();
|
|
if (bpmem.zmode.testenable)
|
|
D3D::SetRenderState(D3DRS_ZENABLE, TRUE);
|
|
if (bpmem.zmode.updateenable)
|
|
D3D::SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
|
|
SetColorMask();
|
|
SetLogicOpMode();
|
|
}
|
|
|
|
void Renderer::SetGenerationMode()
|
|
{
|
|
D3D::SetRenderState(D3DRS_CULLMODE, d3dCullModes[bpmem.genMode.cullmode]);
|
|
}
|
|
|
|
void Renderer::SetDepthMode()
|
|
{
|
|
if (bpmem.zmode.testenable)
|
|
{
|
|
D3D::SetRenderState(D3DRS_ZENABLE, TRUE);
|
|
D3D::SetRenderState(D3DRS_ZWRITEENABLE, bpmem.zmode.updateenable);
|
|
D3D::SetRenderState(D3DRS_ZFUNC, d3dCmpFuncs[bpmem.zmode.func]);
|
|
}
|
|
else
|
|
{
|
|
D3D::SetRenderState(D3DRS_ZENABLE, FALSE);
|
|
D3D::SetRenderState(D3DRS_ZWRITEENABLE, FALSE); // ??
|
|
}
|
|
}
|
|
|
|
void Renderer::SetLogicOpMode()
|
|
{
|
|
if (bpmem.blendmode.logicopenable && bpmem.blendmode.logicmode != 3)
|
|
{
|
|
D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, true);
|
|
D3D::SetRenderState(D3DRS_BLENDOP, d3dLogicOpop[bpmem.blendmode.logicmode]);
|
|
D3D::SetRenderState(D3DRS_SRCBLEND, d3dLogicOpSrcFactors[bpmem.blendmode.logicmode]);
|
|
D3D::SetRenderState(D3DRS_DESTBLEND, d3dLogicOpDestFactors[bpmem.blendmode.logicmode]);
|
|
}
|
|
else
|
|
{
|
|
SetBlendMode(true);
|
|
}
|
|
}
|
|
|
|
void Renderer::SetDitherMode()
|
|
{
|
|
D3D::SetRenderState(D3DRS_DITHERENABLE, bpmem.blendmode.dither);
|
|
}
|
|
|
|
void Renderer::SetLineWidth()
|
|
{
|
|
// We can't change line width in D3D unless we use ID3DXLine
|
|
float fratio = xfregs.rawViewport[0] != 0 ? Renderer::GetTargetScaleX() : 1.0f;
|
|
float psize = bpmem.lineptwidth.linesize * fratio / 6.0f;
|
|
D3D::SetRenderState(D3DRS_POINTSIZE, *((DWORD*)&psize));
|
|
}
|
|
|
|
void Renderer::SetSamplerState(int stage, int texindex)
|
|
{
|
|
const FourTexUnits &tex = bpmem.tex[texindex];
|
|
const TexMode0 &tm0 = tex.texMode0[stage];
|
|
const TexMode1 &tm1 = tex.texMode1[stage];
|
|
|
|
D3DTEXTUREFILTERTYPE min, mag, mip;
|
|
if (g_ActiveConfig.bForceFiltering)
|
|
{
|
|
min = mag = mip = D3DTEXF_LINEAR;
|
|
}
|
|
else
|
|
{
|
|
min = (tm0.min_filter & 4) ? D3DTEXF_LINEAR : D3DTEXF_POINT;
|
|
mag = tm0.mag_filter ? D3DTEXF_LINEAR : D3DTEXF_POINT;
|
|
mip = (tm0.min_filter == 8) ? D3DTEXF_NONE : d3dMipFilters[tm0.min_filter & 3];
|
|
if((tm0.min_filter & 3) && (tm0.min_filter != 8) && ((tm1.max_lod >> 4) == 0))
|
|
mip = D3DTEXF_NONE;
|
|
}
|
|
if (texindex)
|
|
stage += 4;
|
|
|
|
if (mag == D3DTEXF_LINEAR && min == D3DTEXF_LINEAR && g_ActiveConfig.iMaxAnisotropy > 1)
|
|
{
|
|
min = D3DTEXF_ANISOTROPIC;
|
|
}
|
|
D3D::SetSamplerState(stage, D3DSAMP_MINFILTER, min);
|
|
D3D::SetSamplerState(stage, D3DSAMP_MAGFILTER, mag);
|
|
D3D::SetSamplerState(stage, D3DSAMP_MIPFILTER, mip);
|
|
|
|
D3D::SetSamplerState(stage, D3DSAMP_ADDRESSU, d3dClamps[tm0.wrap_s]);
|
|
D3D::SetSamplerState(stage, D3DSAMP_ADDRESSV, d3dClamps[tm0.wrap_t]);
|
|
//float SuperSampleCoeficient = (s_LastAA < 3)? s_LastAA + 1 : s_LastAA - 1;// uncoment this changes to conserve detail when incresing ssaa level
|
|
float lodbias = (tm0.lod_bias / 32.0f);// + (s_LastAA)?(log(SuperSampleCoeficient) / log(2.0f)):0;
|
|
D3D::SetSamplerState(stage, D3DSAMP_MIPMAPLODBIAS, *(DWORD*)&lodbias);
|
|
D3D::SetSamplerState(stage, D3DSAMP_MAXMIPLEVEL, tm1.min_lod >> 4);
|
|
}
|
|
|
|
void Renderer::SetInterlacingMode()
|
|
{
|
|
// TODO
|
|
}
|
|
|
|
// Save screenshot
|
|
void Renderer::SetScreenshot(const char *filename)
|
|
{
|
|
s_criticalScreenshot.Enter();
|
|
strcpy_s(s_sScreenshotName, filename);
|
|
s_bScreenshot = true;
|
|
s_criticalScreenshot.Leave();
|
|
}
|