961 lines
26 KiB
C++
961 lines
26 KiB
C++
// Copyright (C) 2003 Dolphin Project.
|
|
|
|
// This program is free software: you can redistribute it and/or modify
|
|
// it under the terms of the GNU General Public License as published by
|
|
// the Free Software Foundation, version 2.0.
|
|
|
|
// This program is distributed in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
// GNU General Public License 2.0 for more details.
|
|
|
|
// A copy of the GPL 2.0 should have been included with the program.
|
|
// If not, see http://www.gnu.org/licenses/
|
|
|
|
// Official SVN repository and contact information can be found at
|
|
// http://code.google.com/p/dolphin-emu/
|
|
|
|
#include <list>
|
|
#include <d3dx9.h>
|
|
#include <strsafe.h>
|
|
|
|
#include "StringUtil.h"
|
|
#include "Common.h"
|
|
#include "Atomic.h"
|
|
#include "FileUtil.h"
|
|
#include "Thread.h"
|
|
#include "Timer.h"
|
|
#include "Statistics.h"
|
|
|
|
#include "VideoConfig.h"
|
|
#include "main.h"
|
|
#include "DX9_VertexManager.h"
|
|
#include "DX9_Render.h"
|
|
#include "OpcodeDecoding.h"
|
|
#include "BPStructs.h"
|
|
#include "XFStructs.h"
|
|
#include "DX9_D3DUtil.h"
|
|
#include "VertexShaderManager.h"
|
|
#include "PixelShaderManager.h"
|
|
#include "DX9_VertexShaderCache.h"
|
|
#include "DX9_PixelShaderCache.h"
|
|
#include "VertexLoaderManager.h"
|
|
#include "DX9_TextureCache.h"
|
|
#include "EmuWindow.h"
|
|
#include "AVIDump.h"
|
|
#include "OnScreenDisplay.h"
|
|
#include "DX9_FramebufferManager.h"
|
|
#include "Fifo.h"
|
|
#include "DX9_TextureConverter.h"
|
|
#include "DLCache.h"
|
|
|
|
//#include "debugger/debugger.h"
|
|
|
|
#include "DX9_Render.h"
|
|
|
|
namespace DX9
|
|
{
|
|
|
|
bool Renderer::IS_AMD;
|
|
|
|
// State translation lookup tables
|
|
static const D3DBLEND d3dSrcFactors[8] =
|
|
{
|
|
D3DBLEND_ZERO,
|
|
D3DBLEND_ONE,
|
|
D3DBLEND_DESTCOLOR,
|
|
D3DBLEND_INVDESTCOLOR,
|
|
D3DBLEND_SRCALPHA,
|
|
D3DBLEND_INVSRCALPHA,
|
|
D3DBLEND_DESTALPHA,
|
|
D3DBLEND_INVDESTALPHA
|
|
};
|
|
|
|
static const D3DBLEND d3dDestFactors[8] =
|
|
{
|
|
D3DBLEND_ZERO,
|
|
D3DBLEND_ONE,
|
|
D3DBLEND_SRCCOLOR,
|
|
D3DBLEND_INVSRCCOLOR,
|
|
D3DBLEND_SRCALPHA,
|
|
D3DBLEND_INVSRCALPHA,
|
|
D3DBLEND_DESTALPHA,
|
|
D3DBLEND_INVDESTALPHA
|
|
};
|
|
|
|
static const D3DBLENDOP d3dLogicOpop[16] =
|
|
{
|
|
D3DBLENDOP_ADD,
|
|
D3DBLENDOP_ADD,
|
|
D3DBLENDOP_SUBTRACT,
|
|
D3DBLENDOP_ADD,
|
|
D3DBLENDOP_REVSUBTRACT,
|
|
D3DBLENDOP_ADD,
|
|
D3DBLENDOP_MAX,
|
|
D3DBLENDOP_ADD,
|
|
|
|
D3DBLENDOP_MAX,
|
|
D3DBLENDOP_MAX,
|
|
D3DBLENDOP_ADD,
|
|
D3DBLENDOP_ADD,
|
|
D3DBLENDOP_ADD,
|
|
D3DBLENDOP_ADD,
|
|
D3DBLENDOP_ADD,
|
|
D3DBLENDOP_ADD
|
|
};
|
|
|
|
static const D3DBLEND d3dLogicOpSrcFactors[16] =
|
|
{
|
|
D3DBLEND_ZERO,
|
|
D3DBLEND_DESTCOLOR,
|
|
D3DBLEND_ONE,
|
|
D3DBLEND_ONE,
|
|
D3DBLEND_DESTCOLOR,
|
|
D3DBLEND_ZERO,
|
|
D3DBLEND_INVDESTCOLOR,
|
|
D3DBLEND_INVDESTCOLOR,
|
|
|
|
D3DBLEND_INVSRCCOLOR,
|
|
D3DBLEND_INVSRCCOLOR,
|
|
D3DBLEND_INVDESTCOLOR,
|
|
D3DBLEND_ONE,
|
|
D3DBLEND_INVSRCCOLOR,
|
|
D3DBLEND_INVSRCCOLOR,
|
|
D3DBLEND_INVDESTCOLOR,
|
|
D3DBLEND_ONE
|
|
};
|
|
|
|
static const D3DBLEND d3dLogicOpDestFactors[16] =
|
|
{
|
|
D3DBLEND_ZERO,
|
|
D3DBLEND_ZERO,
|
|
D3DBLEND_INVSRCCOLOR,
|
|
D3DBLEND_ZERO,
|
|
D3DBLEND_ONE,
|
|
D3DBLEND_ONE,
|
|
D3DBLEND_INVSRCCOLOR,
|
|
D3DBLEND_ONE,
|
|
|
|
D3DBLEND_INVDESTCOLOR,
|
|
D3DBLEND_SRCCOLOR,
|
|
D3DBLEND_INVDESTCOLOR,
|
|
D3DBLEND_INVDESTCOLOR,
|
|
D3DBLEND_INVSRCCOLOR,
|
|
D3DBLEND_ONE,
|
|
D3DBLEND_INVSRCCOLOR,
|
|
D3DBLEND_ONE
|
|
};
|
|
|
|
static const D3DCULL d3dCullModes[4] =
|
|
{
|
|
D3DCULL_NONE,
|
|
D3DCULL_CCW,
|
|
D3DCULL_CW,
|
|
D3DCULL_CCW
|
|
};
|
|
|
|
static const D3DCMPFUNC d3dCmpFuncs[8] =
|
|
{
|
|
D3DCMP_NEVER,
|
|
D3DCMP_LESS,
|
|
D3DCMP_EQUAL,
|
|
D3DCMP_LESSEQUAL,
|
|
D3DCMP_GREATER,
|
|
D3DCMP_NOTEQUAL,
|
|
D3DCMP_GREATEREQUAL,
|
|
D3DCMP_ALWAYS
|
|
};
|
|
|
|
static const D3DTEXTUREFILTERTYPE d3dMipFilters[4] =
|
|
{
|
|
D3DTEXF_NONE,
|
|
D3DTEXF_POINT,
|
|
D3DTEXF_LINEAR,
|
|
D3DTEXF_NONE, //reserved
|
|
};
|
|
|
|
static const D3DTEXTUREADDRESS d3dClamps[4] =
|
|
{
|
|
D3DTADDRESS_CLAMP,
|
|
D3DTADDRESS_WRAP,
|
|
D3DTADDRESS_MIRROR,
|
|
D3DTADDRESS_WRAP //reserved
|
|
};
|
|
|
|
void Renderer::SetupDeviceObjects()
|
|
{
|
|
D3D::font.Init();
|
|
g_framebuffer_manager = new FramebufferManager;
|
|
|
|
VertexShaderManager::Dirty();
|
|
PixelShaderManager::Dirty();
|
|
// TODO:
|
|
//TextureConverter::Init();
|
|
|
|
// To avoid shader compilation stutters, read back all shaders from cache.
|
|
// Texture cache will recreate themselves over time.
|
|
}
|
|
|
|
// Kill off all POOL_DEFAULT device objects.
|
|
void Renderer::TeardownDeviceObjects()
|
|
{
|
|
D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
|
|
D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
|
|
|
|
delete g_framebuffer_manager;
|
|
|
|
//D3D::font.Shutdown();
|
|
// TODO:
|
|
//TextureConverter::Shutdown();
|
|
}
|
|
|
|
Renderer::Renderer()
|
|
{
|
|
UpdateActiveConfig();
|
|
int fullScreenRes, x, y, w_temp, h_temp;
|
|
s_blendMode = 0;
|
|
// Multisample Anti-aliasing hasn't been implemented yet use supersamling instead
|
|
int backbuffer_ms_mode = 0;
|
|
|
|
g_VideoInitialize.pRequestWindowSize(x, y, w_temp, h_temp);
|
|
|
|
for (fullScreenRes = 0; fullScreenRes < (int)D3D::GetAdapter(g_ActiveConfig.iAdapter).resolutions.size(); fullScreenRes++)
|
|
{
|
|
if ((D3D::GetAdapter(g_ActiveConfig.iAdapter).resolutions[fullScreenRes].xres == w_temp) &&
|
|
(D3D::GetAdapter(g_ActiveConfig.iAdapter).resolutions[fullScreenRes].yres == h_temp))
|
|
break;
|
|
}
|
|
if (fullScreenRes == D3D::GetAdapter(g_ActiveConfig.iAdapter).resolutions.size())
|
|
fullScreenRes = 0;
|
|
|
|
D3D::Init();
|
|
|
|
D3D::Create(g_ActiveConfig.iAdapter, EmuWindow::GetWnd(),
|
|
fullScreenRes, backbuffer_ms_mode, false);
|
|
|
|
IS_AMD = D3D::IsATIDevice();
|
|
s_backbuffer_width = D3D::GetBackBufferWidth();
|
|
s_backbuffer_height = D3D::GetBackBufferHeight();
|
|
|
|
s_XFB_width = MAX_XFB_WIDTH;
|
|
s_XFB_height = MAX_XFB_HEIGHT;
|
|
|
|
FramebufferSize(s_backbuffer_width, s_backbuffer_height);
|
|
|
|
// We're not using fixed function.
|
|
// Let's just set the matrices to identity to be sure.
|
|
D3DXMATRIX mtx;
|
|
D3DXMatrixIdentity(&mtx);
|
|
D3D::dev->SetTransform(D3DTS_VIEW, &mtx);
|
|
D3D::dev->SetTransform(D3DTS_WORLD, &mtx);
|
|
|
|
SetupDeviceObjects();
|
|
|
|
for (int stage = 0; stage < 8; stage++)
|
|
D3D::SetSamplerState(stage, D3DSAMP_MAXANISOTROPY, g_ActiveConfig.iMaxAnisotropy);
|
|
|
|
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, 0x0, 0, 0);
|
|
|
|
D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
|
|
D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
|
|
vp.X = (s_Fulltarget_width - s_target_width) / 2;
|
|
vp.Y = (s_Fulltarget_height - s_target_height) / 2;
|
|
vp.Width = s_target_width;
|
|
vp.Height = s_target_height;
|
|
D3D::dev->SetViewport(&vp);
|
|
D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x0, 1.0f, 0);
|
|
D3D::BeginFrame();
|
|
D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, true);
|
|
//return true;
|
|
}
|
|
|
|
Renderer::~Renderer()
|
|
{
|
|
TeardownDeviceObjects();
|
|
D3D::EndFrame();
|
|
D3D::Present();
|
|
D3D::Close();
|
|
}
|
|
|
|
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.
|
|
bool Renderer::CheckForResize()
|
|
{
|
|
while (EmuWindow::IsSizing())
|
|
{
|
|
Sleep(10);
|
|
}
|
|
|
|
if (EmuWindow::GetParentWnd())
|
|
{
|
|
// Re-stretch window to parent window size again, if it has a parent window.
|
|
RECT rcParentWindow;
|
|
GetWindowRect(EmuWindow::GetParentWnd(), &rcParentWindow);
|
|
int width = rcParentWindow.right - rcParentWindow.left;
|
|
int height = rcParentWindow.bottom - rcParentWindow.top;
|
|
if (width != 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();
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool Renderer::SetScissorRect()
|
|
{
|
|
EFBRectangle rc;
|
|
if (g_renderer->SetScissorRect(rc))
|
|
{
|
|
D3D::dev->SetScissorRect((RECT*)&rc);
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
//WARN_LOG(VIDEO, "Bad scissor rectangle: %i %i %i %i", rc.left, rc.top, rc.right, rc.bottom);
|
|
const int Xstride = (s_Fulltarget_width - s_target_width) / 2;
|
|
const int Ystride = (s_Fulltarget_height - s_target_height) / 2;
|
|
rc.left = Xstride;
|
|
rc.top = Ystride;
|
|
rc.right = Xstride + s_target_width;
|
|
rc.bottom = Ystride + s_target_height;
|
|
|
|
D3D::dev->SetScissorRect((RECT*)&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) ?
|
|
FramebufferManager::GetEFBDepthRTSurface() : FramebufferManager::GetEFBColorRTSurface();
|
|
// Get the temporal buffer to move 1pixel data
|
|
LPDIRECT3DSURFACE9 RBuffer = (type == PEEK_Z || type == POKE_Z) ?
|
|
FramebufferManager::GetEFBDepthReadSurface() : FramebufferManager::GetEFBColorReadSurface();
|
|
// Get the memory buffer that can be locked
|
|
LPDIRECT3DSURFACE9 pOffScreenBuffer = (type == PEEK_Z || type == POKE_Z) ?
|
|
FramebufferManager::GetEFBDepthOffScreenRTSurface() : FramebufferManager::GetEFBColorOffScreenRTSurface();
|
|
// Get the buffer format
|
|
D3DFORMAT BufferFormat = (type == PEEK_Z || type == POKE_Z) ?
|
|
FramebufferManager::GetEFBDepthRTSurfaceFormat() : FramebufferManager::GetEFBColorRTSurfaceFormat();
|
|
D3DFORMAT ReadBufferFormat = (type == PEEK_Z || type == POKE_Z) ?
|
|
FramebufferManager::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 = FramebufferManager::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, FramebufferManager::GetEFBColorRTSurface());
|
|
hr = D3D::dev->SetDepthStencilSurface(FramebufferManager::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 Renderer::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());
|
|
|
|
delete g_framebuffer_manager;
|
|
g_framebuffer_manager = new FramebufferManager();
|
|
|
|
D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
|
|
D3D::dev->SetDepthStencilSurface(FramebufferManager::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::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::PrepareXFBCopy(const TargetRectangle &dst_rect)
|
|
{
|
|
D3D::dev->SetDepthStencilSurface(NULL);
|
|
D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
|
|
|
|
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);
|
|
}
|
|
|
|
void Renderer::Draw(const XFBSourceBase* xfbSource, const TargetRectangle& sourceRc,
|
|
const MathUtil::Rectangle<float>& drawRc, const EFBRectangle& rc)
|
|
{
|
|
// TODO: this is lame here
|
|
TargetRectangle dst_rect;
|
|
ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
|
|
|
|
const int Width = dst_rect.right - dst_rect.left;
|
|
const int Height = dst_rect.bottom - dst_rect.top;
|
|
|
|
if (xfbSource)
|
|
{
|
|
const LPDIRECT3DTEXTURE9 tex = ((XFBSource*)xfbSource)->texture;
|
|
|
|
// TODO:
|
|
|
|
//D3D::drawShadedTexSubQuad(tex, &sourceRc, xfbSource->texWidth,
|
|
// xfbSource->texHeight, &drawRc, Width, Height, PixelShaderCache::GetColorCopyProgram(0),
|
|
// VertexShaderCache::GetSimpleVertexShader(0));
|
|
}
|
|
else
|
|
{
|
|
const LPDIRECT3DTEXTURE9 tex = FramebufferManager::GetEFBColorTexture(rc);
|
|
|
|
D3D::drawShadedTexQuad(tex, sourceRc.AsRECT(), Renderer::GetFullTargetWidth(),
|
|
Renderer::GetFullTargetHeight(), Width, Height,
|
|
PixelShaderCache::GetColorCopyProgram(g_Config.iMultisampleMode),
|
|
VertexShaderCache::GetSimpleVertexShader(g_Config.iMultisampleMode));
|
|
}
|
|
|
|
// TODO: good here?
|
|
D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
|
|
D3D::RefreshSamplerState(0, D3DSAMP_MAGFILTER);
|
|
|
|
// TODO: this is for overlay text i think, move it elsewhere
|
|
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);
|
|
}
|
|
|
|
void Renderer::EndFrame()
|
|
{
|
|
D3D::EndFrame();
|
|
}
|
|
|
|
void Renderer::Present()
|
|
{
|
|
D3D::Present();
|
|
}
|
|
|
|
void Renderer::GetBackBufferSize(int* w, int* h)
|
|
{
|
|
*w = D3D::GetBackBufferWidth();
|
|
*h = D3D::GetBackBufferHeight();
|
|
}
|
|
|
|
void Renderer::RecreateFramebufferManger()
|
|
{
|
|
// TODO: these ok here?
|
|
D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
|
|
D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
|
|
SetupDeviceObjects();
|
|
|
|
delete g_framebuffer_manager;
|
|
g_framebuffer_manager = new FramebufferManager;
|
|
|
|
D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
|
|
D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
|
|
}
|
|
|
|
void Renderer::BeginFrame()
|
|
{
|
|
D3D::BeginFrame();
|
|
D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
|
|
D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
|
|
}
|
|
|
|
}
|