1148 lines
32 KiB
C++
1148 lines
32 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 "Common.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 "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 "TextureConverter.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_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 float xScale;
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static float yScale;
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static bool AUTO_ADJUST_RENDERTARGET_SIZE = false;
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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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char st[32768];
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// State translation lookup tables
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static const D3DBLEND d3dSrcFactors[8] =
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{
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D3DBLEND_ZERO,
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D3DBLEND_ONE,
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D3DBLEND_DESTCOLOR,
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D3DBLEND_INVDESTCOLOR,
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D3DBLEND_SRCALPHA,
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D3DBLEND_INVSRCALPHA,
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D3DBLEND_DESTALPHA,
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D3DBLEND_INVDESTALPHA
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};
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static const D3DBLEND d3dDestFactors[8] =
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{
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D3DBLEND_ZERO,
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D3DBLEND_ONE,
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D3DBLEND_SRCCOLOR,
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D3DBLEND_INVSRCCOLOR,
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D3DBLEND_SRCALPHA,
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D3DBLEND_INVSRCALPHA,
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D3DBLEND_DESTALPHA,
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D3DBLEND_INVDESTALPHA
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};
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// 0 0x00
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// 1 Source & destination
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// 2 Source & ~destination
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// 3 Source
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// 4 ~Source & destination
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// 5 Destination
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// 6 Source ^ destination = Source & ~destination | ~Source & destination
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// 7 Source | destination
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// 8 ~(Source | destination)
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// 9 ~(Source ^ destination) = ~Source & ~destination | Source & destination
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// 10 ~Destination
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// 11 Source | ~destination
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// 12 ~Source
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// 13 ~Source | destination
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// 14 ~(Source & destination)
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// 15 0xff
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static const D3DBLENDOP d3dLogincOPop[16] =
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{
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D3DBLENDOP_ADD,//0
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D3DBLENDOP_ADD,//1
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D3DBLENDOP_SUBTRACT,//2
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D3DBLENDOP_ADD,//3
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D3DBLENDOP_REVSUBTRACT,//4
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D3DBLENDOP_ADD,//5
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D3DBLENDOP_MAX,//6
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D3DBLENDOP_ADD,//7
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D3DBLENDOP_MAX,//8
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D3DBLENDOP_MAX,//9
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D3DBLENDOP_ADD,//10
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D3DBLENDOP_ADD,//11
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D3DBLENDOP_ADD,//12
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D3DBLENDOP_ADD,//13
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D3DBLENDOP_ADD,//14
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D3DBLENDOP_ADD//15
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};
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static const D3DBLEND d3dLogicOpSrcFactors[16] =
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{
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D3DBLEND_ZERO,//0
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D3DBLEND_DESTCOLOR,//1
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D3DBLEND_ONE,//2
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D3DBLEND_ONE,//3
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D3DBLEND_DESTCOLOR,//4
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D3DBLEND_ZERO,//5
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D3DBLEND_INVDESTCOLOR,//6
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D3DBLEND_INVDESTCOLOR,//7
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D3DBLEND_INVSRCCOLOR,//8
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D3DBLEND_INVSRCCOLOR,//9
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D3DBLEND_INVDESTCOLOR,//10
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D3DBLEND_ONE,//11
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D3DBLEND_INVSRCCOLOR,//12
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D3DBLEND_INVSRCCOLOR,//13
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D3DBLEND_INVDESTCOLOR,//14
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D3DBLEND_ONE//15
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};
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static const D3DBLEND d3dLogicOpDestFactors[16] =
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{
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D3DBLEND_ZERO,//0
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D3DBLEND_ZERO,//1
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D3DBLEND_INVSRCCOLOR,//2
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D3DBLEND_ZERO,//3
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D3DBLEND_ONE,//4
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D3DBLEND_ONE,//5
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D3DBLEND_INVSRCCOLOR,//6
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D3DBLEND_ONE,//7
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D3DBLEND_INVDESTCOLOR,//8
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D3DBLEND_SRCCOLOR,//9
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D3DBLEND_INVDESTCOLOR,//10
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D3DBLEND_INVDESTCOLOR,//11
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D3DBLEND_INVSRCCOLOR,//12
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D3DBLEND_ONE,//13
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D3DBLEND_INVSRCCOLOR,//14
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D3DBLEND_ONE//15
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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_LINEAR, //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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// 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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TextureConverter::Shutdown();
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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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s_blendMode = 0;
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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 < (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(), false,
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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;
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s_target_height = s_backbuffer_height * ((float)EFB_HEIGHT / 480.0f);
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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_Fulltarget_width = s_target_width;
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s_Fulltarget_height = s_target_height;
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//apply automatic resizing only is not an ati card, ati can handle large viewports :)
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AUTO_ADJUST_RENDERTARGET_SIZE = !D3D::IsATIDevice();
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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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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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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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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 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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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 * xScale) + Xstride;
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result.top = (int)(rc.top * yScale) + Ystride;
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result.right = (int)(rc.right * xScale) + Xstride;
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result.bottom = (int)(rc.bottom * yScale) + 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)
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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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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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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,D3DCOLOR_XRGB(0,0,0),1.0f,0);
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int X = dst_rect.left;
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int Y = dst_rect.top;
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int Width = dst_rect.right - dst_rect.left;
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int Height = dst_rect.bottom - dst_rect.top;
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if (X < 0) X = 0;
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if (Y < 0) Y = 0;
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if (X > s_backbuffer_width) X = s_backbuffer_width;
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if (Y > s_backbuffer_height) Y = s_backbuffer_height;
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if (Width < 0) Width = 0;
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if (Height < 0) Height = 0;
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if (Width > (s_backbuffer_width - X)) Width = s_backbuffer_width - X;
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if (Height > (s_backbuffer_height - Y)) Height = s_backbuffer_height - Y;
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vp.X = X;
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vp.Y = Y;
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vp.Width = Width;
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vp.Height = 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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EFBRectangle efbRect;
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LPDIRECT3DTEXTURE9 read_texture = FBManager::GetEFBColorTexture(efbRect);
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RECT destinationrect;
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destinationrect.bottom = dst_rect.bottom;
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destinationrect.left = dst_rect.left;
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destinationrect.right = dst_rect.right;
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destinationrect.top = dst_rect.top;
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RECT sourcerect;
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sourcerect.bottom = src_rect.bottom;
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sourcerect.left = src_rect.left;
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sourcerect.right = src_rect.right;
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sourcerect.top = src_rect.top;
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D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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D3D::ChangeSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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D3D::drawShadedTexQuad(read_texture,&sourcerect,Renderer::GetFullTargetWidth(),Renderer::GetFullTargetHeight(),&destinationrect,PixelShaderCache::GetColorCopyProgram(),VertexShaderCache::GetSimpleVertexShader());
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D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
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D3D::RefreshSamplerState(0, D3DSAMP_MAGFILTER);
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// Finish up the current frame, print some stats
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if (g_ActiveConfig.bShowFPS)
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{
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char fps[20];
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StringCchPrintfA(fps, 20, "FPS: %d\n", s_fps);
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D3D::font.DrawTextScaled(0,30,20,20,0.0f,0xFF00FFFF,fps,false);
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}
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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();
|
|
}
|
|
|
|
|
|
static void D3DDumpFrame()
|
|
{
|
|
if (EmuWindow::GetParentWnd())
|
|
{
|
|
// Re-stretch window to parent window size again, if it has a parent window.
|
|
RECT rcWindow;
|
|
GetWindowRect(EmuWindow::GetParentWnd(), &rcWindow);
|
|
|
|
int width = rcWindow.right - rcWindow.left;
|
|
int height = rcWindow.bottom - rcWindow.top;
|
|
|
|
::MoveWindow(EmuWindow::GetWnd(), 0, 0, width, height, FALSE);
|
|
}
|
|
|
|
// Frame dumping routine - seems buggy and wrong, esp. regarding buffer sizes
|
|
if (g_ActiveConfig.bDumpFrames) {
|
|
D3DDISPLAYMODE DisplayMode;
|
|
if (SUCCEEDED(D3D::dev->GetDisplayMode(0, &DisplayMode))) {
|
|
LPDIRECT3DSURFACE9 surf;
|
|
if (SUCCEEDED(D3D::dev->CreateOffscreenPlainSurface(DisplayMode.Width, DisplayMode.Height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &surf, NULL))) {
|
|
if (!s_LastFrameDumped) {
|
|
RECT windowRect;
|
|
GetClientRect(EmuWindow::GetWnd(), &windowRect);
|
|
s_recordWidth = windowRect.right - windowRect.left;
|
|
s_recordHeight = windowRect.bottom - windowRect.top;
|
|
s_AVIDumping = AVIDump::Start(EmuWindow::GetParentWnd(), s_recordWidth, s_recordHeight);
|
|
if (!s_AVIDumping) {
|
|
PanicAlert("Error dumping frames to AVI.");
|
|
} else {
|
|
char msg [255];
|
|
sprintf(msg, "Dumping Frames to \"%s/framedump0.avi\" (%dx%d RGB24)", FULL_FRAMES_DIR, s_recordWidth, s_recordHeight);
|
|
OSD::AddMessage(msg, 2000);
|
|
}
|
|
}
|
|
if (s_AVIDumping) {
|
|
if (SUCCEEDED(D3D::dev->GetFrontBufferData(0, surf))) {
|
|
RECT windowRect;
|
|
GetWindowRect(EmuWindow::GetWnd(), &windowRect);
|
|
D3DLOCKED_RECT rect;
|
|
if (SUCCEEDED(surf->LockRect(&rect, &windowRect, 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);
|
|
surf->UnlockRect();
|
|
}
|
|
}
|
|
}
|
|
s_LastFrameDumped = true;
|
|
surf->Release();
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (s_LastFrameDumped && s_AVIDumping) {
|
|
AVIDump::Stop();
|
|
s_AVIDumping = false;
|
|
}
|
|
|
|
s_LastFrameDumped = false;
|
|
}
|
|
}
|
|
|
|
|
|
void Renderer::RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
|
|
{
|
|
if (g_bSkipCurrentFrame)
|
|
{
|
|
g_VideoInitialize.pCopiedToXFB(false);
|
|
DEBUGGER_PAUSE_LOG_AT(NEXT_XFB_CMD,false,{printf("RenderToXFB - disabled");});
|
|
return;
|
|
}
|
|
|
|
Renderer::ResetAPIState();
|
|
// Set the backbuffer as the rendering target
|
|
D3D::dev->SetDepthStencilSurface(NULL);
|
|
D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
|
|
|
|
D3DDumpFrame();
|
|
EFBTextureToD3DBackBuffer(sourceRc);
|
|
D3D::EndFrame();
|
|
|
|
DEBUGGER_LOG_AT((NEXT_XFB_CMD|NEXT_EFB_CMD|NEXT_FRAME),
|
|
{printf("StretchRect, EFB->XFB\n");});
|
|
DEBUGGER_PAUSE_LOG_AT(
|
|
(NEXT_XFB_CMD),false,
|
|
{printf("RenderToXFB: addr = %08X, %d x %d, sourceRc = (%d,%d,%d,%d)\n",
|
|
xfbAddr, fbWidth, fbHeight,
|
|
sourceRc.left, sourceRc.top, sourceRc.right, sourceRc.bottom);}
|
|
);
|
|
|
|
Swap(0,FIELD_PROGRESSIVE,0,0); // we used to swap the buffer here, now we will wait
|
|
// until the XFB pointer is updated by VI
|
|
D3D::BeginFrame();
|
|
Renderer::RestoreAPIState();
|
|
D3D::dev->SetRenderTarget(0, FBManager::GetEFBColorRTSurface());
|
|
D3D::dev->SetDepthStencilSurface(FBManager::GetEFBDepthRTSurface());
|
|
UpdateViewport();
|
|
VertexShaderManager::SetViewportChanged();
|
|
}
|
|
|
|
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);
|
|
|
|
int Xstride = (s_Fulltarget_width - s_target_width) / 2;
|
|
int Ystride = (s_Fulltarget_height - s_target_height) / 2;
|
|
|
|
rc.left = (int)(rc.left * xScale) + Xstride;
|
|
rc.top = (int)(rc.top * yScale) + Ystride;
|
|
rc.right = (int)(rc.right * xScale) + Xstride;
|
|
rc.bottom = (int)(rc.bottom * yScale) + Ystride;
|
|
|
|
if (rc.left < 0) rc.left = 0;
|
|
if (rc.right < 0) rc.right = 0;
|
|
if (rc.left > s_Fulltarget_width) rc.left = s_Fulltarget_width;
|
|
if (rc.right > s_Fulltarget_width) rc.right = s_Fulltarget_width;
|
|
if (rc.top < 0) rc.top = 0;
|
|
if (rc.bottom < 0) rc.bottom = 0;
|
|
if (rc.top > s_Fulltarget_height) rc.top = s_Fulltarget_height;
|
|
if (rc.bottom > s_Fulltarget_height) rc.bottom = s_Fulltarget_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;
|
|
}
|
|
|
|
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 + GetTargetWidth();
|
|
rc.bottom = Ystride + GetTargetHeight();
|
|
D3D::dev->SetScissorRect(&rc);
|
|
return false;
|
|
}
|
|
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;
|
|
|
|
//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(),&PixelRect,(BufferFormat == FOURCC_RAWZ)?PixelShaderCache::GetColorMatrixProgram():PixelShaderCache::GetDepthMatrixProgram(),VertexShaderCache::GetSimpleVertexShader());
|
|
|
|
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;
|
|
}
|
|
//retriebe 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 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;
|
|
}
|
|
|
|
|
|
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
|
|
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;
|
|
}
|
|
if(AUTO_ADJUST_RENDERTARGET_SIZE)
|
|
{
|
|
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(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)
|
|
{
|
|
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
|
|
|
|
D3DVIEWPORT9 vp;
|
|
vp.X = 0;
|
|
vp.Y = 0;
|
|
vp.Width = Renderer::GetFullTargetWidth();
|
|
vp.Height = Renderer::GetFullTargetHeight();
|
|
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);
|
|
if (zEnable)
|
|
D3D::ChangeRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
|
|
D3D::drawClearQuad(&sirc,color ,(z & 0xFFFFFF) / float(0xFFFFFF),PixelShaderCache::GetClearProgram(),VertexShaderCache::GetSimpleVertexShader());
|
|
if (zEnable)
|
|
D3D::RefreshRenderState(D3DRS_ZFUNC);
|
|
//D3D::dev->Clear(0, NULL, (colorEnable ? D3DCLEAR_TARGET : 0)| ( zEnable ? D3DCLEAR_ZBUFFER : 0), color | ((alphaEnable)?0:0xFF000000),(z & 0xFFFFFF) / float(0xFFFFFF), 0);
|
|
UpdateViewport();
|
|
SetScissorRect();
|
|
}
|
|
|
|
void Renderer::SetBlendMode(bool forceUpdate)
|
|
{
|
|
// blend mode bit mask
|
|
// 0 - blend enable
|
|
// 2 - reverse subtract enable (else add)
|
|
// 3-5 - srcRGB function
|
|
// 6-8 - dstRGB function
|
|
if (bpmem.blendmode.logicopenable && bpmem.blendmode.logicmode != 3)
|
|
return;
|
|
u32 newval = bpmem.blendmode.subtract << 2;
|
|
|
|
if (bpmem.blendmode.subtract) {
|
|
newval |= 0x0049; // enable blending src 1 dst 1
|
|
} else if (bpmem.blendmode.blendenable) {
|
|
newval |= 1; // enable blending
|
|
newval |= bpmem.blendmode.srcfactor << 3;
|
|
newval |= bpmem.blendmode.dstfactor << 6;
|
|
}
|
|
|
|
u32 changes = forceUpdate ? 0xFFFFFFFF : newval ^ s_blendMode;
|
|
|
|
if (changes & 1) {
|
|
// blend enable change
|
|
D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, (newval & 1));
|
|
|
|
}
|
|
|
|
if (changes & 4) {
|
|
// subtract enable change
|
|
D3D::SetRenderState(D3DRS_BLENDOP, newval & 4 ? D3DBLENDOP_REVSUBTRACT : D3DBLENDOP_ADD);
|
|
}
|
|
|
|
if (changes & 0x1F8) {
|
|
// blend RGB change
|
|
D3D::SetRenderState(D3DRS_SRCBLEND, d3dSrcFactors[(newval >> 3) & 7]);
|
|
D3D::SetRenderState(D3DRS_DESTBLEND, d3dDestFactors[(newval >> 6) & 7]);
|
|
}
|
|
|
|
s_blendMode = newval;
|
|
}
|
|
|
|
|
|
|
|
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++;
|
|
TextureCache::Cleanup();
|
|
|
|
// Make any new configuration settings active.
|
|
UpdateActiveConfig();
|
|
|
|
g_VideoInitialize.pCopiedToXFB(false);
|
|
|
|
//TODO: Resize backbuffer if window size has changed. This code crashes, debug it.
|
|
CheckForResize();
|
|
|
|
// ---------------------------------------------------------------------
|
|
// Count FPS.
|
|
// -------------
|
|
static int fpscount = 0;
|
|
static unsigned long lasttime;
|
|
++fpscount;
|
|
if (Common::Timer::GetTimeMs() - lasttime > 1000)
|
|
{
|
|
lasttime = Common::Timer::GetTimeMs();
|
|
s_fps = fpscount - 1;
|
|
fpscount = 0;
|
|
}
|
|
|
|
// Begin new frame
|
|
// Set default viewport and scissor, for the clear to work correctly
|
|
stats.ResetFrame();
|
|
|
|
// Flip/present backbuffer to frontbuffer here
|
|
D3D::Present();
|
|
}
|
|
|
|
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)
|
|
{
|
|
s_blendMode = 0;
|
|
D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, 1);
|
|
D3D::SetRenderState(D3DRS_BLENDOP, d3dLogincOPop[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 psize = float(bpmem.lineptwidth.pointsize) * 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];
|
|
|
|
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 = d3dMipFilters[tm0.min_filter & 3];
|
|
}
|
|
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]);
|
|
//wip
|
|
//dev->SetSamplerState(stage,D3DSAMP_MIPMAPLODBIAS,tm0.lod_bias/4.0f);
|
|
//char temp[256];
|
|
//sprintf(temp,"lod %f",tm0.lod_bias/4.0f);
|
|
//g_VideoInitialize.pLog(temp);
|
|
}
|
|
|
|
void Renderer::SetInterlacingMode()
|
|
{
|
|
// TODO
|
|
}
|