639 lines
18 KiB
C++
639 lines
18 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 "Common.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 "Utils.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 "debugger/debugger.h"
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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_backbuffer_width;
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static int s_backbuffer_height;
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static float xScale;
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static float yScale;
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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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#define NUMWNDRES 6
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extern int g_Res[NUMWNDRES][2];
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char st[32768];
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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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// Tex and shader caches 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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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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VertexManager::DestroyDeviceObjects();
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VertexLoaderManager::Shutdown();
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VertexShaderCache::Clear();
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PixelShaderCache::Clear();
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}
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bool Renderer::Init()
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{
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UpdateActiveConfig();
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int fullScreenRes, w_temp, h_temp;
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sscanf(g_Config.cInternalRes, "%dx%d", &w_temp, &h_temp);
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if (w_temp <= 0 || h_temp <= 0)
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{
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w_temp = 640;
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h_temp = 480;
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}
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EmuWindow::SetSize(w_temp, h_temp);
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int backbuffer_ms_mode = 0; // g_ActiveConfig.iMultisampleMode;
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sscanf(g_Config.cFSResolution, "%dx%d", &w_temp, &h_temp);
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for (fullScreenRes = 0; fullScreenRes < 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(), g_ActiveConfig.bFullscreen,
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fullScreenRes, backbuffer_ms_mode, false);
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s_backbuffer_width = D3D::GetBackBufferWidth();
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s_backbuffer_height = D3D::GetBackBufferHeight();
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// TODO: Grab target width from configured resolution?
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s_target_width = s_backbuffer_width * EFB_WIDTH / 640;
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s_target_height = s_backbuffer_height * EFB_HEIGHT / 480;
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xScale = (float)s_target_width / (float)EFB_WIDTH;
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yScale = (float)s_target_height / (float)EFB_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, except for some 2D.
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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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D3D::dev->Clear(0, NULL, D3DCLEAR_ZBUFFER,D3DCOLOR_XRGB(255,255,255),1.0f,0);
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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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D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x0, 1.0f, 0);
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D3D::BeginFrame();
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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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}
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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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float Renderer::GetTargetScaleX() { return xScale; }
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float Renderer::GetTargetScaleY() { return yScale; }
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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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void dumpMatrix(D3DXMATRIX &mtx)
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{
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for (int y = 0; y < 4; y++)
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{
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char temp[256];
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sprintf(temp,"%4.4f %4.4f %4.4f %4.4f",mtx.m[y][0],mtx.m[y][1],mtx.m[y][2],mtx.m[y][3]);
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g_VideoInitialize.pLog(temp, FALSE);
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}
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}
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TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
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{
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TargetRectangle result;
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result.left = (rc.left * s_target_width) / EFB_WIDTH;
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result.top = (rc.top * s_target_height) / EFB_HEIGHT;
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result.right = (rc.right * s_target_width) / EFB_WIDTH;
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result.bottom = (rc.bottom * s_target_height) / EFB_HEIGHT;
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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)
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{
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for (int y = 0; y < h; y++)
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{
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const char *line = in + (h - y - 1) * p;
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for (int x = 0; x < w; x++)
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{
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memcpy(out, line, 3);
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out += 3;
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line += 4;
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}
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}
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}
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// With D3D, we have to resize the backbuffer if the window changed
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// size.
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void CheckForResize()
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{
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while (EmuWindow::IsSizing())
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{
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Sleep(10);
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}
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RECT rcWindow;
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GetClientRect(EmuWindow::GetWnd(), &rcWindow);
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int client_width = rcWindow.right - rcWindow.left;
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int client_height = rcWindow.bottom - rcWindow.top;
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// Sanity check.
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if ((client_width != s_backbuffer_width ||
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client_height != s_backbuffer_height) &&
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client_width >= 4 && client_height >= 4)
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{
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TeardownDeviceObjects();
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D3D::Reset();
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SetupDeviceObjects();
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s_backbuffer_width = D3D::GetBackBufferWidth();
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s_backbuffer_height = D3D::GetBackBufferHeight();
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}
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}
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static void EFBTextureToD3DBackBuffer(const EFBRectangle& sourceRc)
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{
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// Set the backbuffer as the rendering target
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D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
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D3D::dev->SetDepthStencilSurface(NULL);
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// Blit our render target onto the backbuffer.
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// TODO: Change to a quad so we can do post processing.
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TargetRectangle src_rect, dst_rect;
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src_rect = Renderer::ConvertEFBRectangle(sourceRc);
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ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
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//LPD3DXSPRITE pSprite=NULL;
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//D3DXCreateSprite(D3D::dev, &pSprite);
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//D3DXVECTOR3 pos(0,0,0);
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//EFBRectangle efbRect;
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//
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//pSprite->Begin(D3DXSPRITE_ALPHABLEND);
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//pSprite->Draw(FBManager::GetEFBColorTexture(efbRect),NULL, NULL, &pos, 0xFFFFFFFF);
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//pSprite->End();
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//pSprite->Release();
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//D3D::dev->Clear(0,NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,D3DCOLOR_XRGB(0,0,0),1.0f,0);
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// todo, to draw the EFB texture to the backbuffer instead of StretchRect
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D3D::dev->StretchRect(FBManager::GetEFBColorRTSurface(), src_rect.AsRECT(),
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D3D::GetBackBufferSurface(), dst_rect.AsRECT(),
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D3DTEXF_LINEAR);
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// Finish up the current frame, print some stats
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if (g_ActiveConfig.bOverlayStats)
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{
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Statistics::ToString(st);
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D3D::font.DrawTextScaled(0,30,20,20,0.0f,0xFF00FFFF,st,false);
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}
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else if (g_ActiveConfig.bOverlayProjStats)
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{
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Statistics::ToStringProj(st);
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D3D::font.DrawTextScaled(0,30,20,20,0.0f,0xFF00FFFF,st,false);
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}
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OSD::DrawMessages();
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// u32 clearColor = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
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// Clear the render target. We probably don't need to do this every frame.
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//D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET, 0x0, 1.0f, 0);
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// Set rendering target back to the EFB rendering texture
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D3D::dev->SetRenderTarget(0, FBManager::GetEFBColorRTSurface());
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D3D::dev->SetDepthStencilSurface(FBManager::GetEFBDepthRTSurface());
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}
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static void D3DDumpFrame()
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{
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if (EmuWindow::GetParentWnd())
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{
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// Re-stretch window to parent window size again, if it has a parent window.
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RECT rcWindow;
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GetWindowRect(EmuWindow::GetParentWnd(), &rcWindow);
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int width = rcWindow.right - rcWindow.left;
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int height = rcWindow.bottom - rcWindow.top;
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::MoveWindow(EmuWindow::GetWnd(), 0, 0, width, height, FALSE);
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}
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// Frame dumping routine - seems buggy and wrong, esp. regarding buffer sizes
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if (g_ActiveConfig.bDumpFrames) {
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D3DDISPLAYMODE DisplayMode;
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if (SUCCEEDED(D3D::dev->GetDisplayMode(0, &DisplayMode))) {
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LPDIRECT3DSURFACE9 surf;
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if (SUCCEEDED(D3D::dev->CreateOffscreenPlainSurface(DisplayMode.Width, DisplayMode.Height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &surf, NULL))) {
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if (!s_LastFrameDumped) {
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RECT windowRect;
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GetClientRect(EmuWindow::GetWnd(), &windowRect);
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s_recordWidth = windowRect.right - windowRect.left;
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s_recordHeight = windowRect.bottom - windowRect.top;
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s_AVIDumping = AVIDump::Start(EmuWindow::GetParentWnd(), s_recordWidth, s_recordHeight);
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if (!s_AVIDumping) {
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PanicAlert("Error dumping frames to AVI.");
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} else {
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char msg [255];
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sprintf(msg, "Dumping Frames to \"%s/framedump0.avi\" (%dx%d RGB24)", FULL_FRAMES_DIR, s_recordWidth, s_recordHeight);
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OSD::AddMessage(msg, 2000);
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}
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}
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if (s_AVIDumping) {
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if (SUCCEEDED(D3D::dev->GetFrontBufferData(0, surf))) {
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RECT windowRect;
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GetWindowRect(EmuWindow::GetWnd(), &windowRect);
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D3DLOCKED_RECT rect;
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if (SUCCEEDED(surf->LockRect(&rect, &windowRect, D3DLOCK_NO_DIRTY_UPDATE | D3DLOCK_NOSYSLOCK | D3DLOCK_READONLY))) {
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char *data = (char *)malloc(3 * s_recordWidth * s_recordHeight);
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formatBufferDump((const char *)rect.pBits, data, s_recordWidth, s_recordHeight, rect.Pitch);
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AVIDump::AddFrame(data);
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free(data);
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surf->UnlockRect();
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}
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}
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}
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s_LastFrameDumped = true;
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surf->Release();
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}
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}
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}
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else
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{
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if (s_LastFrameDumped && s_AVIDumping) {
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AVIDump::Stop();
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s_AVIDumping = false;
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}
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s_LastFrameDumped = false;
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}
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}
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void Renderer::RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
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{
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if (g_bSkipCurrentFrame)
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{
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g_VideoInitialize.pCopiedToXFB(false);
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DEBUGGER_PAUSE_LOG_AT(NEXT_XFB_CMD,false,{printf("RenderToXFB - disabled");});
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return;
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}
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D3D::EndFrame();
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D3DDumpFrame();
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EFBTextureToD3DBackBuffer(sourceRc);
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D3D::BeginFrame();
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DEBUGGER_LOG_AT((NEXT_XFB_CMD|NEXT_EFB_CMD|NEXT_FRAME),
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{printf("StretchRect, EFB->XFB\n");});
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DEBUGGER_PAUSE_LOG_AT(
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(NEXT_XFB_CMD),false,
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{printf("RenderToXFB: addr = %08X, %d x %d, sourceRc = (%d,%d,%d,%d)\n",
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xfbAddr, fbWidth, fbHeight,
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sourceRc.left, sourceRc.top, sourceRc.right, sourceRc.bottom);}
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);
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RECT rc;
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rc.left = 0;
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rc.top = 0;
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rc.right = (LONG)s_target_width;
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rc.bottom = (LONG)s_target_height;
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D3D::dev->SetScissorRect(&rc);
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D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, false);
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UpdateViewport();
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Swap(0,FIELD_PROGRESSIVE,0,0); // we used to swap the buffer here, now we will wait
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// until the XFB pointer is updated by VI
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}
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bool Renderer::SetScissorRect()
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{
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int xoff = bpmem.scissorOffset.x * 2 - 342;
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int yoff = bpmem.scissorOffset.y * 2 - 342;
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RECT rc;
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rc.left = (int)((float)bpmem.scissorTL.x - xoff - 342);
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rc.top = (int)((float)bpmem.scissorTL.y - yoff - 342);
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rc.right = (int)((float)bpmem.scissorBR.x - xoff - 341);
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rc.bottom = (int)((float)bpmem.scissorBR.y - yoff - 341);
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rc.left = (int)(rc.left * xScale);
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rc.top = (int)(rc.top * yScale);
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rc.right = (int)(rc.right * xScale);
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rc.bottom = (int)(rc.bottom * yScale);
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if (rc.left < 0) rc.left = 0;
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if (rc.right > s_target_width) rc.right = s_target_width;
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if (rc.top < 0) rc.top = 0;
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if (rc.bottom > s_target_height) rc.bottom = s_target_height;
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if (rc.right >= rc.left && rc.bottom >= rc.top)
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{
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D3D::dev->SetScissorRect(&rc);
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return true;
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}
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else
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{
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WARN_LOG(VIDEO, "Bad scissor rectangle: %i %i %i %i", rc.left, rc.top, rc.right, rc.bottom);
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return false;
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}
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}
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void Renderer::SetColorMask()
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{
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DWORD color_mask = 0;
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if (bpmem.blendmode.alphaupdate)
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color_mask = D3DCOLORWRITEENABLE_ALPHA;
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if (bpmem.blendmode.colorupdate)
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color_mask |= D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
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D3D::SetRenderState(D3DRS_COLORWRITEENABLE, color_mask);
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}
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u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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{
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//Get the working buffer and it's format
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LPDIRECT3DSURFACE9 pBuffer = (type == PEEK_Z || type == POKE_Z) ?
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FBManager::GetEFBDepthRTSurface() : FBManager::GetEFBColorRTSurface();
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D3DLOCKED_RECT drect;
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D3DFORMAT BufferFormat = (type == PEEK_Z || type == POKE_Z) ?
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FBManager::GetEFBDepthRTSurfaceFormat() : FBManager::GetEFBColorRTSurfaceFormat();
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//Buffer not found alert
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if(!pBuffer) {
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PanicAlert("No %s!", (type == PEEK_Z || type == POKE_Z) ? "Z-Buffer" : "Color EFB");
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return 0;
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}
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// Z buffer lock not suported: returning
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if((type == PEEK_Z || type == POKE_Z) && BufferFormat == D3DFMT_D24S8)
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{
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return 0;
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}
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// Get the rectangular target region covered by the EFB pixel.
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EFBRectangle efbPixelRc;
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efbPixelRc.left = x;
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efbPixelRc.top = y;
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efbPixelRc.right = x + 1;
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efbPixelRc.bottom = y + 1;
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|
TargetRectangle targetPixelRc = Renderer::ConvertEFBRectangle(efbPixelRc);
|
|
|
|
|
|
// Sample from the center of the target region.
|
|
int srcX = (targetPixelRc.left + targetPixelRc.right) / 2;
|
|
int srcY = (targetPixelRc.top + targetPixelRc.bottom) / 2;
|
|
|
|
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;
|
|
|
|
//lock the buffer
|
|
if((hr = pBuffer->LockRect(&drect, &RectToLock, D3DLOCK_READONLY)) != D3D_OK)
|
|
PanicAlert("ERROR: %s", hr == D3DERR_WASSTILLDRAWING ? "Still drawing" :
|
|
hr == D3DERR_INVALIDCALL ? "Invalid call" : "w00t");
|
|
|
|
switch(type) {
|
|
case PEEK_Z:
|
|
{
|
|
switch (BufferFormat)
|
|
{
|
|
case D3DFMT_D32F_LOCKABLE:
|
|
val = ((float *)drect.pBits)[0];
|
|
break;
|
|
case D3DFMT_D16_LOCKABLE:
|
|
val = ((float)((u16 *)drect.pBits)[0])/((float)0xFFFF);
|
|
break;
|
|
default:
|
|
val=0;
|
|
};
|
|
// [0.0, 1.0] ==> [0, 0xFFFFFFFF]
|
|
z = ((u32)(val * 0xffffff));// 0xFFFFFFFF;
|
|
break;
|
|
}
|
|
case POKE_Z:
|
|
// TODO: Get that Z value to poke from somewhere
|
|
//((float *)drect.pBits)[0] = val;
|
|
PanicAlert("Poke Z-buffer not implemented");
|
|
break;
|
|
|
|
case PEEK_COLOR:
|
|
z = ((u32 *)drect.pBits)[0];
|
|
break;
|
|
|
|
case POKE_COLOR:
|
|
// TODO: Get that ARGB value to poke from somewhere
|
|
//((float *)drect.pBits)[0] = val;
|
|
PanicAlert("Poke color EFB not implemented");
|
|
break;
|
|
}
|
|
|
|
|
|
pBuffer->UnlockRect();
|
|
|
|
|
|
// Scale the 32-bit value returned to a 24-bit
|
|
// value (GC uses a 24-bit Z-buffer).
|
|
// TODO: in RE0 this value is often off by one, which causes lighting to disappear
|
|
return z;//z >> 8;
|
|
|
|
DEBUGGER_PAUSE_LOG_AT(NEXT_EFB_CMD,true,{printf("AccessEFB, type = %d",type);});
|
|
|
|
return 0;
|
|
}
|
|
|
|
// mtx.m[0][3] = pMatrix[1]; // -0.5f/s_target_width; <-- fix d3d pixel center?
|
|
// mtx.m[1][3] = pMatrix[3]; // +0.5f/s_target_height; <-- fix d3d pixel center?
|
|
|
|
// Called from VertexShaderManager
|
|
void UpdateViewport()
|
|
{
|
|
int scissorXOff = bpmem.scissorOffset.x * 2;
|
|
int scissorYOff = bpmem.scissorOffset.y * 2;
|
|
|
|
float MValueX = Renderer::GetTargetScaleX();
|
|
float MValueY = Renderer::GetTargetScaleY();
|
|
|
|
D3DVIEWPORT9 vp;
|
|
|
|
// Stretch picture with increased internal resolution
|
|
vp.X = (int)(ceil(xfregs.rawViewport[3] - xfregs.rawViewport[0] - (scissorXOff)) * MValueX);
|
|
vp.Y = (int)(ceil(xfregs.rawViewport[4] + xfregs.rawViewport[1] - (scissorYOff)) * MValueY);
|
|
|
|
vp.Width = (int)ceil(abs((int)(2 * xfregs.rawViewport[0])) * MValueX);
|
|
vp.Height = (int)ceil(abs((int)(2 * xfregs.rawViewport[1])) * MValueY);
|
|
|
|
vp.MinZ = (xfregs.rawViewport[5] - xfregs.rawViewport[2]) / 16777215.0f;
|
|
vp.MaxZ = xfregs.rawViewport[5] / 16777215.0f;
|
|
|
|
// This seems to happen a lot - the above calc is probably wrong.
|
|
if (vp.MinZ < 0.0f) vp.MinZ = 0.0f;
|
|
if (vp.MaxZ > 1.0f) vp.MaxZ = 1.0f;
|
|
|
|
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
|
|
D3DVIEWPORT9 vp;
|
|
vp.X = 0;
|
|
vp.Y = 0;
|
|
vp.Width = Renderer::GetTargetWidth();
|
|
vp.Height = Renderer::GetTargetHeight();
|
|
vp.MinZ = 0.0;
|
|
vp.MaxZ = 1.0;
|
|
D3D::dev->SetViewport(&vp);
|
|
|
|
TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc);
|
|
|
|
// Always set the scissor in case it was set by the game and has not been reset
|
|
RECT sirc;
|
|
sirc.left = targetRc.left;
|
|
sirc.top = targetRc.top;
|
|
sirc.right = targetRc.right;
|
|
sirc.bottom = targetRc.bottom;
|
|
D3D::dev->SetScissorRect(&sirc);
|
|
|
|
VertexShaderManager::SetViewportChanged();
|
|
|
|
DWORD clearflags = 0;
|
|
if(colorEnable)
|
|
{
|
|
clearflags |= D3DCLEAR_TARGET;
|
|
}
|
|
if (zEnable)
|
|
{
|
|
clearflags |= D3DCLEAR_ZBUFFER;
|
|
}
|
|
|
|
D3D::dev->Clear(0, NULL, clearflags, color,(z & 0xFFFFFF) / float(0xFFFFFF), 0);
|
|
}
|
|
|
|
|
|
|
|
|
|
void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
|
|
{
|
|
// 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
|
|
|
|
// D3D frame is now over
|
|
// Clean out old stuff from caches.
|
|
frameCount++;
|
|
PixelShaderCache::Cleanup();
|
|
VertexShaderCache::Cleanup();
|
|
TextureCache::Cleanup();
|
|
|
|
// Make any new configuration settings active.
|
|
UpdateActiveConfig();
|
|
|
|
//TODO: Resize backbuffer if window size has changed. This code crashes, debug it.
|
|
g_VideoInitialize.pCopiedToXFB(false);
|
|
|
|
CheckForResize();
|
|
|
|
|
|
// Begin new frame
|
|
// Set default viewport and scissor, for the clear to work correctly
|
|
stats.ResetFrame();
|
|
|
|
// Flip/present backbuffer to frontbuffer here
|
|
D3D::Present();
|
|
}
|