/* Copyright 2021 flyinghead This file is part of Flycast. Flycast is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 2 of the License, or (at your option) any later version. Flycast is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Flycast. If not, see . */ #include "d3d_renderer.h" #include "hw/pvr/ta.h" #include "hw/pvr/pvr_mem.h" #include "rend/tileclip.h" #include "rend/gui.h" #define verifyWin(x) verify(SUCCEEDED(x)) const u32 DstBlendGL[] { D3DBLEND_ZERO, D3DBLEND_ONE, D3DBLEND_SRCCOLOR, D3DBLEND_INVSRCCOLOR, D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA, D3DBLEND_DESTALPHA, D3DBLEND_INVDESTALPHA }; const u32 SrcBlendGL[] { D3DBLEND_ZERO, D3DBLEND_ONE, D3DBLEND_DESTCOLOR, D3DBLEND_INVDESTCOLOR, D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA, D3DBLEND_DESTALPHA, D3DBLEND_INVDESTALPHA }; const u32 CullMode[] { D3DCULL_NONE, //0 No culling no culling D3DCULL_NONE, //1 Cull if Small Cull if ( |det| < fpu_cull_val ) D3DCULL_CCW, //2 Cull if Negative Cull if ( |det| < 0 ) or //( |det| < fpu_cull_val ) D3DCULL_CW, //3 Cull if Positive Cull if ( |det| > 0 ) or //( |det| < fpu_cull_val ) }; const u32 Zfunction[] { D3DCMP_NEVER, //0 Never D3DCMP_LESS, //1 Less D3DCMP_EQUAL, //2 Equal D3DCMP_LESSEQUAL, //3 Less Or Equal D3DCMP_GREATER, //4 Greater D3DCMP_NOTEQUAL, //5 Not Equal D3DCMP_GREATEREQUAL, //6 Greater Or Equal D3DCMP_ALWAYS, //7 Always }; const D3DVERTEXELEMENT9 MainVtxElement[] { { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 }, { 0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 }, //Base color { 0, 16, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 1 }, //Specular color { 0, 20, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 }, //u,v D3DDECL_END() }; const D3DVERTEXELEMENT9 ModVolVtxElement[] { { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 }, D3DDECL_END() }; bool D3DRenderer::ensureVertexBufferSize(ComPtr& buffer, u32& currentSize, u32 minSize) { if (minSize <= currentSize && buffer) return true; if (currentSize == 0) currentSize = minSize; else while (currentSize < minSize) currentSize *= 2; buffer.reset(); return SUCCEEDED(device->CreateVertexBuffer(currentSize, D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &buffer.get(), 0)); } bool D3DRenderer::ensureIndexBufferSize(ComPtr& buffer, u32& currentSize, u32 minSize) { if (minSize <= currentSize && buffer) return true; if (currentSize == 0) currentSize = minSize; else while (currentSize < minSize) currentSize *= 2; buffer.reset(); return SUCCEEDED(device->CreateIndexBuffer(currentSize, D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFMT_INDEX32, D3DPOOL_DEFAULT, &buffer.get(), 0)); } bool D3DRenderer::Init() { ComPtr d3d9 = theDXContext.getD3D(); D3DCAPS9 caps; d3d9->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &caps); if (caps.VertexShaderVersion < D3DVS_VERSION(1, 0)) { WARN_LOG(RENDERER, "Vertex shader version %x", caps.VertexShaderVersion); return false; } if (caps.PixelShaderVersion < D3DPS_VERSION(2, 0)) { WARN_LOG(RENDERER, "Pixel shader version %x", caps.PixelShaderVersion); return false; } device = theDXContext.getDevice(); devCache.setDevice(device); bool success = ensureVertexBufferSize(vertexBuffer, vertexBufferSize, 4 * 1024 * 1024); success &= ensureIndexBufferSize(indexBuffer, indexBufferSize, 120 * 1024 * 4); success &= SUCCEEDED(device->CreateVertexDeclaration(MainVtxElement, &mainVtxDecl.get())); success &= SUCCEEDED(device->CreateVertexDeclaration(ModVolVtxElement, &modVolVtxDecl.get())); shaders.init(device); success &= (bool)shaders.getVertexShader(true); success &= SUCCEEDED(device->CreateTexture(32, 32, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &paletteTexture.get(), 0)); success &= SUCCEEDED(device->CreateTexture(128, 2, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8, D3DPOOL_DEFAULT, &fogTexture.get(), 0)); fog_needs_update = true; palette_updated = true; if (!success) { WARN_LOG(RENDERER, "DirectX9 renderer initialization failed"); Term(); } frameRendered = false; frameRenderedOnce = false; return success; } void D3DRenderer::preReset() { texCache.Clear(); backbuffer.reset(); depthSurface.reset(); rttSurface.reset(); rttTexture.reset(); dcfbSurface.reset(); dcfbTexture.reset(); fogTexture.reset(); paletteTexture.reset(); modVolVtxDecl.reset(); mainVtxDecl.reset(); modvolBuffer.reset(); modvolBufferSize = 0; sortedTriIndexBuffer.reset(); sortedTriIndexBufferSize = 0; indexBuffer.reset(); indexBufferSize = 0; vertexBuffer.reset(); vertexBufferSize = 0; framebufferSurface.reset(); framebufferTexture.reset(); resetting = true; frameRendered = false; frameRenderedOnce = false; } void D3DRenderer::postReset() { resetting = false; devCache.reset(); u32 w = width; // FIXME u32 h = height; width = 0; height = 0; Resize(w, h); verify(ensureVertexBufferSize(vertexBuffer, vertexBufferSize, 4 * 1024 * 1024)); verify(ensureIndexBufferSize(indexBuffer, indexBufferSize, 120 * 1024 * 4)); verifyWin(device->CreateVertexDeclaration(MainVtxElement, &mainVtxDecl.get())); verifyWin(device->CreateVertexDeclaration(ModVolVtxElement, &modVolVtxDecl.get())); verifyWin(device->CreateTexture(32, 32, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &paletteTexture.get(), 0)); verifyWin(device->CreateTexture(128, 2, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8, D3DPOOL_DEFAULT, &fogTexture.get(), 0)); fog_needs_update = true; palette_updated = true; } void D3DRenderer::Term() { preReset(); resetting = false; devCache.reset(); shaders.term(); device.reset(); } BaseTextureCacheData *D3DRenderer::GetTexture(TSP tsp, TCW tcw) { if (resetting) return nullptr; //lookup texture D3DTexture* tf = texCache.getTextureCacheData(tsp, tcw); if (tf->texture == nullptr) tf->Create(); //update if needed if (tf->NeedsUpdate()) tf->Update(); else { if (tf->IsCustomTextureAvailable()) { texCache.DeleteLater(tf->texture); tf->texture.reset(); tf->loadCustomTexture(); } } return tf; } void D3DRenderer::readDCFramebuffer() { if (FB_R_SIZE.fb_x_size == 0 || FB_R_SIZE.fb_y_size == 0) return; PixelBuffer pb; int width; int height; ReadFramebuffer(pb, width, height); if (!dcfbTexture) { // FIXME dimension can change device->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &dcfbTexture.get(), 0); dcfbTexture->GetSurfaceLevel(0, &dcfbSurface.get()); } D3DLOCKED_RECT rect; dcfbTexture->LockRect(0, &rect, nullptr, 0); if ((u32)rect.Pitch == width * sizeof(u32)) memcpy(rect.pBits, pb.data(), width * height * sizeof(u32)); else { u8 *dst = (u8 *)rect.pBits; for (int y = 0; y < height; y++) memcpy(dst + y * rect.Pitch, pb.data() + y * width, width * sizeof(u32)); } dcfbTexture->UnlockRect(0); } void D3DRenderer::renderDCFramebuffer() { device->ColorFill(framebufferSurface, 0, D3DCOLOR_ARGB(255, VO_BORDER_COL.Red, VO_BORDER_COL.Green, VO_BORDER_COL.Blue)); u32 bar = (width - height * 640 / 480) / 2; RECT rd{ (LONG)bar, 0, (LONG)(width - bar), (LONG)height }; device->StretchRect(dcfbSurface, nullptr, framebufferSurface, &rd, D3DTEXF_LINEAR); } bool D3DRenderer::Process(TA_context* ctx) { if (resetting) return false; if (KillTex) texCache.Clear(); texCache.Cleanup(); if (ctx->rend.isRenderFramebuffer) { readDCFramebuffer(); } else { if (!ta_parse_vdrc(ctx, true)) return false; } return true; } inline void D3DRenderer::setTexMode(D3DSAMPLERSTATETYPE state, u32 clamp, u32 mirror) { if (clamp) devCache.SetSamplerState(0, state, D3DTADDRESS_CLAMP); else { if (mirror) devCache.SetSamplerState(0, state, D3DTADDRESS_MIRROR); else devCache.SetSamplerState(0, state, D3DTADDRESS_WRAP); } } template void D3DRenderer::setGPState(const PolyParam *gp) { float trilinear_alpha; if (gp->pcw.Texture && gp->tsp.FilterMode > 1 && Type != ListType_Punch_Through && gp->tcw.MipMapped == 1) { trilinear_alpha = 0.25f * (gp->tsp.MipMapD & 0x3); if (gp->tsp.FilterMode == 2) // Trilinear pass A trilinear_alpha = 1.f - trilinear_alpha; } else trilinear_alpha = 1.f; bool color_clamp = gp->tsp.ColorClamp && (pvrrc.fog_clamp_min != 0 || pvrrc.fog_clamp_max != 0xffffffff); int fog_ctrl = config::Fog ? gp->tsp.FogCtrl : 2; int clip_rect[4] = {}; TileClipping clipmode = GetTileClip(gp->tileclip, matrices.GetViewportMatrix(), clip_rect); D3DTexture *texture = (D3DTexture *)gp->texture; bool gpuPalette = texture != nullptr ? texture->gpuPalette : false; devCache.SetPixelShader(shaders.getShader( gp->pcw.Texture, gp->tsp.UseAlpha, gp->tsp.IgnoreTexA, gp->tsp.ShadInstr, gp->pcw.Offset, fog_ctrl, gp->tcw.PixelFmt == PixelBumpMap, color_clamp, trilinear_alpha != 1.f, gpuPalette, gp->pcw.Gouraud)); if (trilinear_alpha != 1.f) { float f[4] { trilinear_alpha, 0, 0, 0 }; device->SetPixelShaderConstantF(5, f, 1); } if (gpuPalette) { float paletteIndex[4]; if (gp->tcw.PixelFmt == PixelPal4) paletteIndex[0] = (float)(gp->tcw.PalSelect << 4); else paletteIndex[0] = (float)((gp->tcw.PalSelect >> 4) << 8); device->SetPixelShaderConstantF(0, paletteIndex, 1); } devCache.SetVertexShader(shaders.getVertexShader(gp->pcw.Gouraud)); devCache.SetRenderState(D3DRS_SHADEMODE, gp->pcw.Gouraud == 1 ? D3DSHADE_GOURAUD : D3DSHADE_FLAT); /* TODO if (clipmode == TileClipping::Inside) { float f[] = { clip_rect[0], clip_rect[1], clip_rect[0] + clip_rect[2], clip_rect[1] + clip_rect[3] }; device->SetPixelShaderConstantF(n, f, 1); } else */ if (clipmode == TileClipping::Outside) { devCache.SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE); RECT rect { clip_rect[0], clip_rect[1], clip_rect[0] + clip_rect[2], clip_rect[1] + clip_rect[3] }; // TODO cache device->SetScissorRect(&rect); } else { devCache.SetRenderState(D3DRS_SCISSORTESTENABLE, scissorEnable); if (scissorEnable) device->SetScissorRect(&scissorRect); } const u32 stencil = (gp->pcw.Shadow != 0) ? 0x80 : 0; if (config::ModifierVolumes) devCache.SetRenderState(D3DRS_STENCILREF, stencil); if (texture != nullptr) { devCache.SetTexture(0, texture->texture); setTexMode(D3DSAMP_ADDRESSU, gp->tsp.ClampU, gp->tsp.FlipU); setTexMode(D3DSAMP_ADDRESSV, gp->tsp.ClampV, gp->tsp.FlipV); //set texture filter mode if (gp->tsp.FilterMode == 0 || gpuPalette) { //disable filtering, mipmaps devCache.SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT); devCache.SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); devCache.SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_POINT); } else { //bilinear filtering devCache.SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); devCache.SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); devCache.SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR); // LINEAR for Trilinear filtering } } // Apparently punch-through polys support blending, or at least some combinations if (Type == ListType_Translucent || Type == ListType_Punch_Through) { devCache.SetRenderState(D3DRS_SRCBLEND, SrcBlendGL[gp->tsp.SrcInstr]); devCache.SetRenderState(D3DRS_DESTBLEND, DstBlendGL[gp->tsp.DstInstr]); } devCache.SetRenderState(D3DRS_CULLMODE, CullMode[gp->isp.CullMode]); //set Z mode, only if required if (Type == ListType_Punch_Through || (Type == ListType_Translucent && SortingEnabled)) { devCache.SetRenderState(D3DRS_ZFUNC, Zfunction[6]); // GEQ } else { devCache.SetRenderState(D3DRS_ZFUNC, Zfunction[gp->isp.DepthMode]); } if (SortingEnabled && !config::PerStripSorting) devCache.SetRenderState(D3DRS_ZWRITEENABLE, FALSE); else { // Z Write Disable seems to be ignored for punch-through. // Fixes Worms World Party, Bust-a-Move 4 and Re-Volt if (Type == ListType_Punch_Through) devCache.SetRenderState(D3DRS_ZWRITEENABLE, TRUE); else devCache.SetRenderState(D3DRS_ZWRITEENABLE, !gp->isp.ZWriteDis); } } template void D3DRenderer::drawList(const List& gply, int first, int count) { PolyParam* params = &gply.head()[first]; while (count-- > 0) { if (params->count > 2) { if ((Type == ListType_Opaque || (Type == ListType_Translucent && !SortingEnabled)) && params->isp.DepthMode == 0) { // depthFunc = never params++; continue; } setGPState(params); device->DrawIndexedPrimitive(D3DPT_TRIANGLESTRIP, 0, 0, params->count, params->first, params->count - 2); } params++; } } void D3DRenderer::sortTriangles(int first, int count) { std::vector vidx_sort; GenSorted(first, count, pidx_sort, vidx_sort); //Upload to GPU if needed if (pidx_sort.empty()) return; const u32 bufSize = vidx_sort.size() * sizeof(u32); // Upload sorted index buffer ensureIndexBufferSize(sortedTriIndexBuffer, sortedTriIndexBufferSize, bufSize); void *ptr; sortedTriIndexBuffer->Lock(0, bufSize, &ptr, D3DLOCK_DISCARD); memcpy(ptr, &vidx_sort[0], bufSize); sortedTriIndexBuffer->Unlock(); device->SetIndices(sortedTriIndexBuffer); } void D3DRenderer::drawSorted(bool multipass) { if (pidx_sort.empty()) return; u32 count = pidx_sort.size(); for (u32 p = 0; p < count; p++) { const PolyParam* params = pidx_sort[p].ppid; if (pidx_sort[p].count > 2) { setGPState(params); device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, pidx_sort[p].count, pidx_sort[p].first, pidx_sort[p].count / 3); } } if (multipass && config::TranslucentPolygonDepthMask) { // Write to the depth buffer now. The next render pass might need it. (Cosmic Smash) devCache.SetRenderState(D3DRS_COLORWRITEENABLE, 0); devCache.SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); // We use the modifier volumes shader because it's fast. We don't need textures, etc. devCache.SetPixelShader(shaders.getModVolShader()); devCache.SetRenderState(D3DRS_ZFUNC, D3DCMP_GREATEREQUAL); devCache.SetRenderState(D3DRS_ZWRITEENABLE, TRUE); devCache.SetRenderState(D3DRS_SCISSORTESTENABLE, scissorEnable); if (scissorEnable) device->SetScissorRect(&scissorRect); for (u32 p = 0; p < count; p++) { const PolyParam* params = pidx_sort[p].ppid; if (pidx_sort[p].count > 2 && !params->isp.ZWriteDis) { // FIXME no clipping in modvol shader //SetTileClip(gp->tileclip,true); devCache.SetRenderState(D3DRS_CULLMODE, CullMode[params->isp.CullMode]); device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, pidx_sort[p].count, pidx_sort[p].first, pidx_sort[p].count / 3); } } devCache.SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE); } device->SetIndices(indexBuffer); } //All pixels are in area 0 by default. //If inside an 'in' volume, they are in area 1 //if inside an 'out' volume, they are in area 0 /* Stencil bits: bit 7: mv affected (must be preserved) bit 1: current volume state but 0: summary result (starts off as 0) Lower 2 bits: IN volume (logical OR): 00 -> 00 01 -> 01 10 -> 01 11 -> 01 Out volume (logical AND): 00 -> 00 01 -> 00 10 -> 00 11 -> 01 */ void D3DRenderer::setMVS_Mode(ModifierVolumeMode mv_mode, ISP_Modvol ispc) { if (mv_mode == Xor) { // set states devCache.SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE); // write only bit 1 devCache.SetRenderState(D3DRS_STENCILWRITEMASK, 2); // no stencil testing devCache.SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS); devCache.SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_INVERT); // flip bit 1 devCache.SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP); // else keep it // Cull mode needs to be set devCache.SetRenderState(D3DRS_CULLMODE, CullMode[ispc.CullMode]); } else if (mv_mode == Or) { // set states devCache.SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE); // write only bit 1 devCache.SetRenderState(D3DRS_STENCILWRITEMASK, 2); // no stencil testing devCache.SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS); // Or'ing of all triangles devCache.SetRenderState(D3DRS_STENCILREF, 2); devCache.SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE); // set bit 1 devCache.SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP); // else keep it // Cull mode needs to be set devCache.SetRenderState(D3DRS_CULLMODE, CullMode[ispc.CullMode]); } else { // Inclusion or Exclusion volume // no depth test devCache.SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE); // write bits 1:0 devCache.SetRenderState(D3DRS_STENCILWRITEMASK, 3); // read bits 1:0 devCache.SetRenderState(D3DRS_STENCILMASK, 3); if (mv_mode == Inclusion) { // Inclusion volume //res : old : final //0 : 0 : 00 //0 : 1 : 01 //1 : 0 : 01 //1 : 1 : 01 // if (1<=st) st=1; else st=0; devCache.SetRenderState(D3DRS_STENCILFUNC, D3DCMP_LESSEQUAL); devCache.SetRenderState(D3DRS_STENCILREF, 1); devCache.SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE); // set bit 0, clear bit 1 devCache.SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_ZERO); } else { // Exclusion volume /* I've only seen a single game use it, so i guess it doesn't matter ? (Zombie revenge) (actually, i think there was also another, racing game) */ // The initial value for exclusion volumes is 1 so we need to invert the result before and'ing. //res : old : final //0 : 0 : 00 //0 : 1 : 01 //1 : 0 : 00 //1 : 1 : 00 // if (1 == st) st = 1; else st = 0; devCache.SetRenderState(D3DRS_STENCILFUNC, D3DCMP_LESSEQUAL); devCache.SetRenderState(D3DRS_STENCILREF, 1); devCache.SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_KEEP); devCache.SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_ZERO); } } } void D3DRenderer::drawModVols(int first, int count) { if (count == 0 || pvrrc.modtrig.used() == 0 || !config::ModifierVolumes) return; device->SetVertexDeclaration(modVolVtxDecl); device->SetStreamSource(0, modvolBuffer, 0, 3 * sizeof(float)); devCache.SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); devCache.SetRenderState(D3DRS_STENCILENABLE, TRUE); devCache.SetRenderState(D3DRS_ZWRITEENABLE, D3DZB_FALSE); devCache.SetRenderState(D3DRS_SCISSORTESTENABLE, scissorEnable); if (scissorEnable) device->SetScissorRect(&scissorRect); devCache.SetPixelShader(shaders.getModVolShader()); ModifierVolumeParam* params = &pvrrc.global_param_mvo.head()[first]; devCache.SetRenderState(D3DRS_COLORWRITEENABLE, 0); int mod_base = -1; for (int cmv = 0; cmv < count; cmv++) { ModifierVolumeParam& param = params[cmv]; if (param.count == 0) continue; u32 mv_mode = param.isp.DepthMode; if (mod_base == -1) mod_base = param.first; if (!param.isp.VolumeLast && mv_mode > 0) setMVS_Mode(Or, param.isp); // OR'ing (open volume or quad) else setMVS_Mode(Xor, param.isp); // XOR'ing (closed volume) device->DrawPrimitive(D3DPT_TRIANGLELIST, param.first * 3, param.count); if (mv_mode == 1 || mv_mode == 2) { // Sum the area setMVS_Mode(mv_mode == 1 ? Inclusion : Exclusion, param.isp); device->DrawPrimitive(D3DPT_TRIANGLELIST, mod_base * 3, param.first + param.count - mod_base); mod_base = -1; } } //disable culling devCache.SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); //enable color writes devCache.SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE); //black out any stencil with '1' devCache.SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); devCache.SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); devCache.SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); //only pixels that are Modvol enabled, and in area 1 devCache.SetRenderState(D3DRS_STENCILFUNC, D3DCMP_EQUAL); devCache.SetRenderState(D3DRS_STENCILREF, 0x81); devCache.SetRenderState(D3DRS_STENCILMASK, 0x81); //clear the stencil result bits devCache.SetRenderState(D3DRS_STENCILWRITEMASK, 3); devCache.SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_ZERO); devCache.SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_ZERO); //don't do depth testing devCache.SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE); device->SetVertexDeclaration(mainVtxDecl); device->SetStreamSource(0, vertexBuffer, 0, sizeof(Vertex)); device->SetIndices(indexBuffer); device->DrawIndexedPrimitive(D3DPT_TRIANGLESTRIP, 0, 0, 4, 0, 2); //restore states devCache.SetRenderState(D3DRS_STENCILENABLE, FALSE); devCache.SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE); } // Direct3D uses the color values of the first vertex for flat shaded triangle strips. // On Dreamcast the last vertex is the provoking one so we must copy it onto the first. // TODO refactor with Vk void D3DRenderer::setProvokingVertices() { auto setProvokingVertex = [](const List& list) { u32 *idx_base = pvrrc.idx.head(); Vertex *vtx_base = pvrrc.verts.head(); const PolyParam *pp_end = list.LastPtr(0); for (const PolyParam *pp = list.head(); pp != pp_end; pp++) { if (!pp->pcw.Gouraud && pp->count > 2) { for (u32 i = 0; i < pp->count - 2; i++) { Vertex *vertex = &vtx_base[idx_base[pp->first + i]]; Vertex *lastVertex = &vtx_base[idx_base[pp->first + i + 2]]; memcpy(vertex->col, lastVertex->col, 4); memcpy(vertex->spc, lastVertex->spc, 4); //memcpy(vertex->col1, lastVertex->col1, 4); //memcpy(vertex->spc1, lastVertex->spc1, 4); } } } }; setProvokingVertex(pvrrc.global_param_op); setProvokingVertex(pvrrc.global_param_pt); setProvokingVertex(pvrrc.global_param_tr); } void D3DRenderer::drawStrips() { RenderPass previous_pass {}; for (int render_pass = 0; render_pass < pvrrc.render_passes.used(); render_pass++) { const RenderPass& current_pass = pvrrc.render_passes.head()[render_pass]; u32 op_count = current_pass.op_count - previous_pass.op_count; u32 pt_count = current_pass.pt_count - previous_pass.pt_count; u32 tr_count = current_pass.tr_count - previous_pass.tr_count; u32 mvo_count = current_pass.mvo_count - previous_pass.mvo_count; DEBUG_LOG(RENDERER, "Render pass %d OP %d PT %d TR %d MV %d", render_pass + 1, op_count, pt_count, tr_count, mvo_count); if (config::ModifierVolumes) { devCache.SetRenderState(D3DRS_STENCILENABLE, TRUE); devCache.SetRenderState(D3DRS_STENCILWRITEMASK, 0xFF); devCache.SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS); devCache.SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE); devCache.SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP); } else { devCache.SetRenderState(D3DRS_STENCILENABLE, FALSE); } devCache.SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); drawList(pvrrc.global_param_op, previous_pass.op_count, op_count); devCache.SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); devCache.SetRenderState(D3DRS_ALPHATESTENABLE, TRUE); devCache.SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL); devCache.SetRenderState(D3DRS_ALPHAREF, PT_ALPHA_REF & 0xFF); drawList(pvrrc.global_param_pt, previous_pass.pt_count, pt_count); devCache.SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); drawModVols(previous_pass.mvo_count, mvo_count); devCache.SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); devCache.SetRenderState(D3DRS_STENCILENABLE, FALSE); if (current_pass.autosort) { if (!config::PerStripSorting) { sortTriangles(previous_pass.tr_count, tr_count); drawSorted(render_pass < pvrrc.render_passes.used() - 1); } else { SortPParams(previous_pass.tr_count, tr_count); drawList(pvrrc.global_param_tr, previous_pass.tr_count, tr_count); } } else { drawList(pvrrc.global_param_tr, previous_pass.tr_count, tr_count); } previous_pass = current_pass; } } void D3DRenderer::setBaseScissor() { bool wide_screen_on = !pvrrc.isRTT && config::Widescreen && !matrices.IsClipped() && !config::Rotate90; if (!wide_screen_on) { float fWidth; float fHeight; float min_x; float min_y; if (!pvrrc.isRTT) { glm::vec4 clip_min(pvrrc.fb_X_CLIP.min, pvrrc.fb_Y_CLIP.min, 0, 1); glm::vec4 clip_dim(pvrrc.fb_X_CLIP.max - pvrrc.fb_X_CLIP.min + 1, pvrrc.fb_Y_CLIP.max - pvrrc.fb_Y_CLIP.min + 1, 0, 0); clip_min = matrices.GetScissorMatrix() * clip_min; clip_dim = matrices.GetScissorMatrix() * clip_dim; min_x = clip_min[0]; min_y = clip_min[1]; fWidth = clip_dim[0]; fHeight = clip_dim[1]; if (fWidth < 0) { min_x += fWidth; fWidth = -fWidth; } if (fHeight < 0) { min_y += fHeight; fHeight = -fHeight; } if (matrices.GetSidebarWidth() > 0) { float scaled_offs_x = matrices.GetSidebarWidth(); D3DCOLOR borderColor = D3DCOLOR_ARGB(255, VO_BORDER_COL.Red, VO_BORDER_COL.Green, VO_BORDER_COL.Blue); devCache.SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE); D3DRECT rects[] { { 0, 0, lroundf(scaled_offs_x), (long)height }, { (long)(width - scaled_offs_x), 0, (long)(width + 1), (long)height }, }; device->Clear(2, rects, D3DCLEAR_TARGET, borderColor, 0.f, 0); } } else { fWidth = (float)(pvrrc.fb_X_CLIP.max - pvrrc.fb_X_CLIP.min + 1); fHeight = (float)(pvrrc.fb_Y_CLIP.max - pvrrc.fb_Y_CLIP.min + 1); min_x = (float)pvrrc.fb_X_CLIP.min; min_y = (float)pvrrc.fb_Y_CLIP.min; if (config::RenderResolution > 480 && !config::RenderToTextureBuffer) { min_x *= config::RenderResolution / 480.f; min_y *= config::RenderResolution / 480.f; fWidth *= config::RenderResolution / 480.f; fHeight *= config::RenderResolution / 480.f; } } scissorEnable = true; scissorRect.left = lroundf(min_x); scissorRect.top = lroundf(min_y); scissorRect.right = scissorRect.left + lroundf(fWidth); scissorRect.bottom = scissorRect.top + lroundf(fHeight); device->SetScissorRect(&scissorRect); devCache.SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE); } else { devCache.SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE); scissorEnable = false; } } void D3DRenderer::prepareRttRenderTarget(u32 texAddress) { u32 fbw = pvrrc.fb_X_CLIP.max + 1; u32 fbh = pvrrc.fb_Y_CLIP.max + 1; DEBUG_LOG(RENDERER, "RTT packmode=%d stride=%d - %d x %d @ %06x", FB_W_CTRL.fb_packmode, FB_W_LINESTRIDE.stride * 8, fbw, fbh, texAddress); // Find the smallest power of two texture that fits the viewport u32 fbh2 = 2; while (fbh2 < fbh) fbh2 *= 2; u32 fbw2 = 2; while (fbw2 < fbw) fbw2 *= 2; if (!config::RenderToTextureBuffer) { fbw *= config::RenderResolution / 480.f; fbh *= config::RenderResolution / 480.f; fbw2 *= config::RenderResolution / 480.f; fbh2 *= config::RenderResolution / 480.f; } rttTexture.reset(); device->CreateTexture(fbw2, fbh2, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &rttTexture.get(), NULL); rttSurface.reset(); rttTexture->GetSurfaceLevel(0, &rttSurface.get()); device->SetRenderTarget(0, rttSurface); D3DVIEWPORT9 viewport; viewport.X = viewport.Y = 0; viewport.Width = fbw; viewport.Height = fbh; viewport.MinZ = 0; viewport.MaxZ = 1; device->SetViewport(&viewport); } void D3DRenderer::readRttRenderTarget(u32 texAddress) { u32 w = pvrrc.fb_X_CLIP.max + 1; u32 h = pvrrc.fb_Y_CLIP.max + 1; const u8 fb_packmode = FB_W_CTRL.fb_packmode; if (config::RenderToTextureBuffer) { D3DSURFACE_DESC rttDesc; rttSurface->GetDesc(&rttDesc); ComPtr offscreenSurface; verifyWin(device->CreateOffscreenPlainSurface(rttDesc.Width, rttDesc.Height, rttDesc.Format, D3DPOOL_SYSTEMMEM, &offscreenSurface.get(), nullptr)); verifyWin(device->GetRenderTargetData(rttSurface, offscreenSurface)); PixelBuffer tmp_buf; tmp_buf.init(w, h); u8 *p = (u8 *)tmp_buf.data(); D3DLOCKED_RECT rect; RECT lockRect { 0, 0, (long)w, (long)h }; verifyWin(offscreenSurface->LockRect(&rect, &lockRect, D3DLOCK_READONLY)); if ((u32)rect.Pitch == w * sizeof(u32)) memcpy(p, rect.pBits, w * h * sizeof(u32)); else { u8 *src = (u8 *)rect.pBits; for (u32 y = 0; y < h; y++) { memcpy(p, src, w * sizeof(u32)); src += rect.Pitch; p += w * sizeof(u32); } } verifyWin(offscreenSurface->UnlockRect()); u16 *dst = (u16 *)&vram[texAddress]; WriteTextureToVRam<2, 1, 0, 3>(w, h, p, dst); } else { //memset(&vram[gl.rtt.texAddress], 0, size); if (w <= 1024 && h <= 1024) { // TexAddr : (address), Reserved : 0, StrideSel : 0, ScanOrder : 1 TCW tcw = { { texAddress >> 3, 0, 0, 1 } }; switch (fb_packmode) { case 0: case 3: tcw.PixelFmt = Pixel1555; break; case 1: tcw.PixelFmt = Pixel565; break; case 2: tcw.PixelFmt = Pixel4444; break; } TSP tsp = { 0 }; for (tsp.TexU = 0; tsp.TexU <= 7 && (8u << tsp.TexU) < w; tsp.TexU++) ; for (tsp.TexV = 0; tsp.TexV <= 7 && (8u << tsp.TexV) < h; tsp.TexV++) ; D3DTexture* texture = texCache.getTextureCacheData(tsp, tcw); if (!texture->texture) texture->Create(); texture->texture = rttTexture; texture->dirty = 0; libCore_vramlock_Lock(texture->sa_tex, texture->sa + texture->size - 1, texture); } } } bool D3DRenderer::Render() { if (resetting) return false; bool is_rtt = pvrrc.isRTT; backbuffer.reset(); verifyWin(device->GetRenderTarget(0, &backbuffer.get())); u32 texAddress = FB_W_SOF1 & VRAM_MASK; if (is_rtt) { prepareRttRenderTarget(texAddress); } else { verifyWin(device->SetRenderTarget(0, framebufferSurface)); D3DVIEWPORT9 viewport; viewport.X = viewport.Y = 0; viewport.Width = width; viewport.Height = height; viewport.MinZ = 0; viewport.MaxZ = 1; verifyWin(device->SetViewport(&viewport)); } verifyWin(device->SetDepthStencilSurface(depthSurface)); matrices.CalcMatrices(&pvrrc, width, height); // infamous DX9 half-pixel viewport shift // https://docs.microsoft.com/en-us/windows/win32/direct3d9/directly-mapping-texels-to-pixels glm::mat4 normalMat = glm::translate(glm::vec3(-1.f / width, 1.f / height, 0)) * matrices.GetNormalMatrix(); verifyWin(device->SetVertexShaderConstantF(0, &normalMat[0][0], 4)); devCache.reset(); devCache.SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE); device->Clear(0, NULL, D3DCLEAR_STENCIL | D3DCLEAR_ZBUFFER, 0, 0.0f, 0); if (!pvrrc.isRenderFramebuffer) { setProvokingVertices(); verify(ensureVertexBufferSize(vertexBuffer, vertexBufferSize, pvrrc.verts.bytes())); void *ptr; verifyWin(vertexBuffer->Lock(0, pvrrc.verts.bytes(), &ptr, D3DLOCK_DISCARD)); memcpy(ptr, pvrrc.verts.head(), pvrrc.verts.bytes()); vertexBuffer->Unlock(); verify(ensureIndexBufferSize(indexBuffer, indexBufferSize, pvrrc.idx.bytes())); verifyWin(indexBuffer->Lock(0, pvrrc.idx.bytes(), &ptr, D3DLOCK_DISCARD)); memcpy(ptr, pvrrc.idx.head(), pvrrc.idx.bytes()); indexBuffer->Unlock(); if (config::ModifierVolumes && pvrrc.modtrig.used()) { verify(ensureVertexBufferSize(modvolBuffer, modvolBufferSize, pvrrc.modtrig.bytes())); verifyWin(modvolBuffer->Lock(0, pvrrc.modtrig.bytes(), &ptr, D3DLOCK_DISCARD)); memcpy(ptr, pvrrc.modtrig.head(), pvrrc.modtrig.bytes()); modvolBuffer->Unlock(); } updateFogTexture(); updatePaletteTexture(); devCache.SetVertexShader(shaders.getVertexShader(true)); // VERT and RAM fog color constants u8* fog_colvert_bgra = (u8*)&FOG_COL_VERT; u8* fog_colram_bgra = (u8*)&FOG_COL_RAM; float ps_FOG_COL_VERT[4] = { fog_colvert_bgra[2] / 255.0f, fog_colvert_bgra[1] / 255.0f, fog_colvert_bgra[0] / 255.0f, 1 }; float ps_FOG_COL_RAM[4] = { fog_colram_bgra[2] / 255.0f, fog_colram_bgra[1] / 255.0f, fog_colram_bgra[0] / 255.0f, 1 }; device->SetPixelShaderConstantF(1, ps_FOG_COL_VERT, 1); device->SetPixelShaderConstantF(2, ps_FOG_COL_RAM, 1); // Fog density and scale constants u8* fog_density = (u8*)&FOG_DENSITY; float fog_den_mant = fog_density[1] / 128.0f; //bit 7 -> x. bit, so [6:0] -> fraction -> /128 s32 fog_den_exp = (s8)fog_density[0]; float fog_den_float = fog_den_mant * powf(2.0f, (float)fog_den_exp) * config::ExtraDepthScale; float fogDensityAndScale[4]= { fog_den_float, 1.f - FPU_SHAD_SCALE.scale_factor / 256.f, 0, 1 }; device->SetPixelShaderConstantF(3, fogDensityAndScale, 1); // Color clamping float fog_clamp_min[] { ((pvrrc.fog_clamp_min >> 16) & 0xFF) / 255.0f, ((pvrrc.fog_clamp_min >> 8) & 0xFF) / 255.0f, ((pvrrc.fog_clamp_min >> 0) & 0xFF) / 255.0f, ((pvrrc.fog_clamp_min >> 24) & 0xFF) / 255.0f }; device->SetPixelShaderConstantF(6, fog_clamp_min, 1); float fog_clamp_max[] { ((pvrrc.fog_clamp_max >> 16) & 0xFF) / 255.0f, ((pvrrc.fog_clamp_max >> 8) & 0xFF) / 255.0f, ((pvrrc.fog_clamp_max >> 0) & 0xFF) / 255.0f, ((pvrrc.fog_clamp_max >> 24) & 0xFF) / 255.0f }; device->SetPixelShaderConstantF(7, fog_clamp_max, 1); devCache.SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE); device->SetVertexDeclaration(mainVtxDecl); device->SetStreamSource(0, vertexBuffer, 0, sizeof(Vertex)); device->SetIndices(indexBuffer); devCache.SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); devCache.SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); devCache.SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); devCache.SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); devCache.SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); devCache.SetRenderState(D3DRS_CLIPPLANEENABLE, 0); setBaseScissor(); if (!SUCCEEDED(device->BeginScene())) { WARN_LOG(RENDERER, "Render: BeginScene failed!"); return false; } drawStrips(); device->EndScene(); } else { renderDCFramebuffer(); } verifyWin(device->SetRenderTarget(0, backbuffer)); if (is_rtt) { readRttRenderTarget(texAddress); } else { renderFramebuffer(); DrawOSD(false); frameRendered = true; frameRenderedOnce = true; } return !is_rtt; } void D3DRenderer::Resize(int w, int h) { if (width == (u32)w && height == (u32)h) return; width = w; height = h; framebufferTexture.reset(); framebufferSurface.reset(); verifyWin(device->CreateTexture(width, height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &framebufferTexture.get(), NULL)); verifyWin(framebufferTexture->GetSurfaceLevel(0, &framebufferSurface.get())); depthSurface.reset(); verifyWin(device->CreateDepthStencilSurface(width, height, D3DFMT_D24S8, D3DMULTISAMPLE_NONE, 0, TRUE, &depthSurface.get(), nullptr)); frameRendered = false; frameRenderedOnce = false; } void D3DRenderer::renderFramebuffer() { devCache.SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE); device->ColorFill(backbuffer, 0, D3DCOLOR_ARGB(255, VO_BORDER_COL.Red, VO_BORDER_COL.Green, VO_BORDER_COL.Blue)); int fx = 0; int sx = 0; float screenAR = (float)settings.display.width / settings.display.height; int fbwidth = width; int fbheight = height; if (config::Rotate90) std::swap(fbwidth, fbheight); float renderAR = (float)fbwidth / fbheight; if (renderAR > screenAR) fx = (int)roundf((fbwidth - screenAR * fbheight) / 2.f); else sx = (int)roundf((settings.display.width - renderAR * settings.display.height) / 2.f); if (!config::Rotate90) { RECT rs { 0, 0, (long)width, (long)height }; RECT rd { 0, 0, settings.display.width, settings.display.height }; if (sx != 0) { rd.left = sx; rd.right = settings.display.width - sx; } else { rs.left = fx; rs.right = width - fx; } device->StretchRect(framebufferSurface, &rs, backbuffer, &rd, D3DTEXF_LINEAR); // This can fail if window is minimized } else { device->SetPixelShader(NULL); device->SetVertexShader(NULL); device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); device->SetRenderState(D3DRS_ZENABLE, FALSE); device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); glm::mat4 identity = glm::identity(); glm::mat4 projection = glm::translate(glm::vec3(-1.f / settings.display.width, 1.f / settings.display.height, 0)) * glm::rotate((float)M_PI_2, glm::vec3(0, 0, 1)); device->SetTransform(D3DTS_WORLD, (const D3DMATRIX *)&identity[0][0]); device->SetTransform(D3DTS_VIEW, (const D3DMATRIX *)&identity[0][0]); device->SetTransform(D3DTS_PROJECTION, (const D3DMATRIX *)&projection[0][0]); device->SetFVF(D3DFVF_XYZ | D3DFVF_TEX1); D3DVIEWPORT9 viewport; viewport.X = sx; viewport.Y = fx * settings.display.width / height; viewport.Width = settings.display.width - sx * 2; viewport.Height = settings.display.height - 2 * fx * settings.display.width / height; viewport.MinZ = 0; viewport.MaxZ = 1; verifyWin(device->SetViewport(&viewport)); float coords[] { -1, 1, 0.5f, 0, 0, -1, -1, 0.5f, 0, 1, 1, 1, 0.5f, 1, 0, 1, -1, 0.5f, 1, 1, }; device->SetTexture(0, framebufferTexture); device->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, coords, sizeof(float) * 5); } } bool D3DRenderer::RenderLastFrame() { if (!frameRenderedOnce) return false; backbuffer.reset(); verifyWin(device->GetRenderTarget(0, &backbuffer.get())); renderFramebuffer(); return true; } void D3DRenderer::updatePaletteTexture() { if (!palette_updated) return; palette_updated = false; D3DLOCKED_RECT rect; verifyWin(paletteTexture->LockRect(0, &rect, nullptr, 0)); if (rect.Pitch == 32 * sizeof(u32)) memcpy(rect.pBits, palette32_ram, 32 * 32 * sizeof(u32)); else { u8 *dst = (u8 *)rect.pBits; for (int y = 0; y < 32; y++) memcpy(dst + y * rect.Pitch, palette32_ram + y * 32, 32 * sizeof(u32)); } paletteTexture->UnlockRect(0); device->SetTexture(1, paletteTexture); device->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_POINT); device->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_POINT); } void D3DRenderer::updateFogTexture() { if (!fog_needs_update || !config::Fog) return; fog_needs_update = false; u8 temp_tex_buffer[256]; MakeFogTexture(temp_tex_buffer); D3DLOCKED_RECT rect; verifyWin(fogTexture->LockRect(0, &rect, nullptr, 0)); if (rect.Pitch == 128) memcpy(rect.pBits, temp_tex_buffer, 128 * 2 * 1); else { u8 *dst = (u8 *)rect.pBits; for (int y = 0; y < 2; y++) memcpy(dst + y * rect.Pitch, temp_tex_buffer + y * 128, 128); } fogTexture->UnlockRect(0); device->SetTexture(2, fogTexture); device->SetSamplerState(2, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); device->SetSamplerState(2, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); } void D3DRenderer::DrawOSD(bool clear_screen) { theDXContext.setOverlay(!clear_screen); gui_display_osd(); theDXContext.setOverlay(false); } Renderer* rend_DirectX9() { return new D3DRenderer(); }