/* 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" #include "rend/sorter.h" 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; } maxAnisotropy = caps.MaxAnisotropy; 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; forcePaletteUpdate(); 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(); fbScaledTexture.reset(); fbScaledSurface.reset(); fogTexture.reset(); paletteTexture.reset(); modVolVtxDecl.reset(); mainVtxDecl.reset(); modvolBuffer.reset(); modvolBufferSize = 0; indexBuffer.reset(); indexBufferSize = 0; vertexBuffer.reset(); vertexBufferSize = 0; framebufferSurface.reset(); framebufferTexture.reset(); frameRendered = false; frameRenderedOnce = false; } void D3DRenderer::postReset() { devCache.reset(); u32 w = width; // FIXME u32 h = height; width = 0; height = 0; resize(w, h); bool rc = ensureVertexBufferSize(vertexBuffer, vertexBufferSize, 4 * 1024 * 1024); verify(rc); rc = ensureIndexBufferSize(indexBuffer, indexBufferSize, 120 * 1024 * 4); verify(rc); rc = SUCCEEDED(device->CreateVertexDeclaration(MainVtxElement, &mainVtxDecl.get())); verify(rc); rc = SUCCEEDED(device->CreateVertexDeclaration(ModVolVtxElement, &modVolVtxDecl.get())); verify(rc); rc = SUCCEEDED(device->CreateTexture(32, 32, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &paletteTexture.get(), 0)); verify(rc); rc = SUCCEEDED(device->CreateTexture(128, 2, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8, D3DPOOL_DEFAULT, &fogTexture.get(), 0)); verify(rc); fog_needs_update = true; forcePaletteUpdate(); } void D3DRenderer::Term() { preReset(); devCache.reset(); shaders.term(); device.reset(); } BaseTextureCacheData *D3DRenderer::GetTexture(TSP tsp, TCW tcw) { if (!theDXContext.isReady()) return nullptr; //lookup texture D3DTexture* tf = texCache.getTextureCacheData(tsp, tcw); //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::RenderFramebuffer(const FramebufferInfo& info) { if (!theDXContext.isReady()) { // force a Present frameRendered = true; return; } backbuffer.reset(); device->GetRenderTarget(0, &backbuffer.get()); PixelBuffer pb; int width; int height; if (info.fb_r_ctrl.fb_enable == 0 || info.vo_control.blank_video == 1) { // Video output disabled width = height = 1; pb.init(width, height, false); u8 *p = (u8 *)pb.data(0, 0); p[0] = info.vo_border_col._blue; p[1] = info.vo_border_col._green; p[2] = info.vo_border_col._red; p[3] = 255; } else { ReadFramebuffer(info, pb, width, height); } if (dcfbTexture) { D3DSURFACE_DESC desc; dcfbTexture->GetLevelDesc(0, &desc); if ((int)desc.Width != width || (int)desc.Height != height) dcfbTexture.reset(); } if (!dcfbTexture) { 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); resize(width, height); devCache.reset(); devCache.SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE); device->ColorFill(framebufferSurface, 0, D3DCOLOR_ARGB(255, info.vo_border_col._red, info.vo_border_col._green, info.vo_border_col._blue)); u32 bar = (this->width - this->height * 640 / 480) / 2; RECT rd{ (LONG)bar, 0, (LONG)(this->width - bar), (LONG)this->height }; device->StretchRect(dcfbSurface, nullptr, framebufferSurface, &rd, D3DTEXF_LINEAR); aspectRatio = getDCFramebufferAspectRatio(); displayFramebuffer(); DrawOSD(false); frameRendered = true; frameRenderedOnce = true; theDXContext.setFrameRendered(); } bool D3DRenderer::Process(TA_context* ctx) { if (!theDXContext.isReady()) { // force a Present frameRendered = true; return false; } if (KillTex) texCache.Clear(); texCache.Cleanup(); return ta_parse(ctx, false); } 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.full != 0 || pvrrc.fog_clamp_max.full != 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, clipmode == TileClipping::Inside)); 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); 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); if (clipmode == TileClipping::Inside) { float f[] = { (float)clip_rect[0], (float)clip_rect[1], (float)(clip_rect[0] + clip_rect[2]), (float)(clip_rect[1] + clip_rect[3]) }; device->SetPixelShaderConstantF(4, f, 1); } } 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 bool linearFiltering; if (config::TextureFiltering == 0) linearFiltering = gp->tsp.FilterMode != 0 && !gpuPalette; else if (config::TextureFiltering == 1) linearFiltering = false; else linearFiltering = true; if (!linearFiltering) { //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 devCache.SetSamplerState(0, D3DSAMP_MAXANISOTROPY, std::min(maxAnisotropy, (int)config::AnisotropicFiltering)); } } // 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::drawSorted(int first, int count, bool multipass) { int end = first + count; for (int p = first; p < end; p++) { const PolyParam* params = pvrrc.sortedTriangles[p].ppid; setGPState(params); device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, pvrrc.sortedTriangles[p].count, pvrrc.sortedTriangles[p].first, pvrrc.sortedTriangles[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 (int p = first; p < end; p++) { const PolyParam* params = pvrrc.sortedTriangles[p].ppid; if (!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, pvrrc.sortedTriangles[p].count, pvrrc.sortedTriangles[p].first, pvrrc.sortedTriangles[p].count / 3); } } devCache.SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE); } } //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_ZFUNC, D3DCMP_GREATER); 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); } 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) drawSorted(previous_pass.sorted_tr_count, current_pass.sorted_tr_count - previous_pass.sorted_tr_count, render_pass < pvrrc.render_passes.used() - 1); else 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 && !config::EmulateFramebuffer; 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.getFramebufferWidth(); u32 fbh = pvrrc.getFramebufferHeight(); DEBUG_LOG(RENDERER, "RTT packmode=%d stride=%d - %d x %d @ %06x", pvrrc.fb_W_CTRL.fb_packmode, pvrrc.fb_W_LINESTRIDE * 8, fbw, fbh, texAddress); u32 fbw2; u32 fbh2; getRenderToTextureDimensions(fbw, fbh, fbw2, fbh2); 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.getFramebufferWidth(); u32 h = pvrrc.getFramebufferHeight(); if (config::RenderToTextureBuffer) { D3DSURFACE_DESC rttDesc; rttSurface->GetDesc(&rttDesc); ComPtr offscreenSurface; bool rc = SUCCEEDED(device->CreateOffscreenPlainSurface(rttDesc.Width, rttDesc.Height, rttDesc.Format, D3DPOOL_SYSTEMMEM, &offscreenSurface.get(), nullptr)); verify(rc); rc = SUCCEEDED(device->GetRenderTargetData(rttSurface, offscreenSurface)); verify(rc); 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 }; rc = SUCCEEDED(offscreenSurface->LockRect(&rect, &lockRect, D3DLOCK_READONLY)); verify(rc); 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); } } rc = SUCCEEDED(offscreenSurface->UnlockRect()); verify(rc); u16 *dst = (u16 *)&vram[texAddress]; WriteTextureToVRam<2, 1, 0, 3>(w, h, (u8 *)tmp_buf.data(), dst, pvrrc.fb_W_CTRL, pvrrc.fb_W_LINESTRIDE * 8); } else { //memset(&vram[gl.rtt.texAddress], 0, size); if (w <= 1024 && h <= 1024) { D3DTexture* texture = texCache.getRTTexture(texAddress, pvrrc.fb_W_CTRL.fb_packmode, w, h); texture->texture = rttTexture; texture->dirty = 0; texture->unprotectVRam(); } } } bool D3DRenderer::Render() { if (!theDXContext.isReady()) return false; bool is_rtt = pvrrc.isRTT; backbuffer.reset(); bool rc = SUCCEEDED(device->GetRenderTarget(0, &backbuffer.get())); verify(rc); u32 texAddress = pvrrc.fb_W_SOF1 & VRAM_MASK; if (is_rtt) { prepareRttRenderTarget(texAddress); } else { resize(pvrrc.framebufferWidth, pvrrc.framebufferHeight); rc = SUCCEEDED(device->SetRenderTarget(0, framebufferSurface)); verify(rc); D3DVIEWPORT9 viewport; viewport.X = viewport.Y = 0; viewport.Width = width; viewport.Height = height; viewport.MinZ = 0; viewport.MaxZ = 1; rc = SUCCEEDED(device->SetViewport(&viewport)); verify(rc); } rc = SUCCEEDED(device->SetDepthStencilSurface(depthSurface)); verify(rc); 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(); rc = SUCCEEDED(device->SetVertexShaderConstantF(0, &normalMat[0][0], 4)); verify(rc); devCache.reset(); devCache.SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE); device->Clear(0, NULL, D3DCLEAR_STENCIL | D3DCLEAR_ZBUFFER, 0, 0.0f, 0); setFirstProvokingVertex(pvrrc); // Set clip planes at (-1,0) (1,0) (0,-1) and (0,1). // Helps avoiding interpolation errors on large triangles. devCache.SetRenderState(D3DRS_CLIPPLANEENABLE, 15); float v[4] {}; v[3] = 1.f; // left v[0] = 1.f; device->SetClipPlane(0, v); // right v[0] = -1.f; device->SetClipPlane(1, v); // top v[0] = 0.f; v[1] = 1.f; device->SetClipPlane(2, v); // bottom v[1] = -1.f; device->SetClipPlane(3, v); rc = ensureVertexBufferSize(vertexBuffer, vertexBufferSize, pvrrc.verts.bytes()); verify(rc); void *ptr; rc = SUCCEEDED(vertexBuffer->Lock(0, pvrrc.verts.bytes(), &ptr, D3DLOCK_DISCARD)); verify(rc); memcpy(ptr, pvrrc.verts.head(), pvrrc.verts.bytes()); vertexBuffer->Unlock(); rc = ensureIndexBufferSize(indexBuffer, indexBufferSize, pvrrc.idx.bytes()); verify(rc); rc = SUCCEEDED(indexBuffer->Lock(0, pvrrc.idx.bytes(), &ptr, D3DLOCK_DISCARD)); verify(rc); memcpy(ptr, pvrrc.idx.head(), pvrrc.idx.bytes()); indexBuffer->Unlock(); if (config::ModifierVolumes && pvrrc.modtrig.used()) { rc = ensureVertexBufferSize(modvolBuffer, modvolBufferSize, pvrrc.modtrig.bytes()); verify(rc); rc = SUCCEEDED(modvolBuffer->Lock(0, pvrrc.modtrig.bytes(), &ptr, D3DLOCK_DISCARD)); verify(rc); memcpy(ptr, pvrrc.modtrig.head(), pvrrc.modtrig.bytes()); modvolBuffer->Unlock(); } updateFogTexture(); updatePaletteTexture(); devCache.SetVertexShader(shaders.getVertexShader(true)); // VERT and RAM fog color constants float ps_FOG_COL_VERT[4]; float ps_FOG_COL_RAM[4]; FOG_COL_VERT.getRGBColor(ps_FOG_COL_VERT); FOG_COL_RAM.getRGBColor(ps_FOG_COL_RAM); device->SetPixelShaderConstantF(1, ps_FOG_COL_VERT, 1); device->SetPixelShaderConstantF(2, ps_FOG_COL_RAM, 1); // Fog density and scale constants float fog_den_float = FOG_DENSITY.get() * 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 color_clamp[4]; pvrrc.fog_clamp_min.getRGBAColor(color_clamp); device->SetPixelShaderConstantF(6, color_clamp, 1); pvrrc.fog_clamp_max.getRGBAColor(color_clamp); device->SetPixelShaderConstantF(7, color_clamp, 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_CLIPPING, FALSE); setBaseScissor(); if (!SUCCEEDED(device->BeginScene())) { WARN_LOG(RENDERER, "Render: BeginScene failed!"); return false; } drawStrips(); device->EndScene(); devCache.SetRenderState(D3DRS_CLIPPLANEENABLE, 0); rc = SUCCEEDED(device->SetRenderTarget(0, backbuffer)); verify(rc); if (is_rtt) { readRttRenderTarget(texAddress); } else if (config::EmulateFramebuffer) { writeFramebufferToVRAM(); } else { aspectRatio = getOutputFramebufferAspectRatio(); displayFramebuffer(); DrawOSD(false); frameRendered = true; frameRenderedOnce = true; theDXContext.setFrameRendered(); } return !is_rtt; } void D3DRenderer::resize(int w, int h) { if (width == (u32)w && height == (u32)h) return; if (!config::EmulateFramebuffer) // TODO use different surfaces in full fb emulation to avoid resizing twice per frame NOTICE_LOG(RENDERER, "D3DRenderer::resize: %d x %d -> %d x %d", width, height, w, h); width = w; height = h; framebufferTexture.reset(); framebufferSurface.reset(); HRESULT hr = device->CreateTexture(width, height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &framebufferTexture.get(), NULL); if (FAILED(hr)) { ERROR_LOG(RENDERER, "Framebuffer texture (%d x %d) creation failed: %x", w, h, hr); die("Framebuffer texture creation failed"); } bool rc = SUCCEEDED(framebufferTexture->GetSurfaceLevel(0, &framebufferSurface.get())); verify(rc); depthSurface.reset(); rc = SUCCEEDED(device->CreateDepthStencilSurface(width, height, D3DFMT_D24S8, D3DMULTISAMPLE_NONE, 0, TRUE, &depthSurface.get(), nullptr)); verify(rc); frameRendered = false; frameRenderedOnce = false; } void D3DRenderer::displayFramebuffer() { devCache.SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE); device->ColorFill(backbuffer, 0, D3DCOLOR_ARGB(255, VO_BORDER_COL._red, VO_BORDER_COL._green, VO_BORDER_COL._blue)); float screenAR = (float)settings.display.width / settings.display.height; int dx = 0; int dy = 0; if (aspectRatio > screenAR) dy = (int)roundf(settings.display.height * (1 - screenAR / aspectRatio) / 2.f); else dx = (int)roundf(settings.display.width * (1 - aspectRatio / screenAR) / 2.f); if (!config::Rotate90) { RECT rs { 0, 0, (long)width, (long)height }; RECT rd { dx, dy, settings.display.width - dx, settings.display.height - dy }; device->StretchRect(framebufferSurface, &rs, backbuffer, &rd, config::TextureFiltering == 1 ? D3DTEXF_POINT : 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, config::TextureFiltering == 1 ? D3DTEXF_POINT : D3DTEXF_LINEAR); device->SetSamplerState(0, D3DSAMP_MAGFILTER, config::TextureFiltering == 1 ? D3DTEXF_POINT : 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 = dx; viewport.Y = dy; viewport.Width = settings.display.width - dx * 2; viewport.Height = settings.display.height - dy * 2; viewport.MinZ = 0; viewport.MaxZ = 1; bool rc = SUCCEEDED(device->SetViewport(&viewport)); verify(rc); 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 || !theDXContext.isReady()) return false; backbuffer.reset(); bool rc = SUCCEEDED(device->GetRenderTarget(0, &backbuffer.get())); verify(rc); devCache.reset(); displayFramebuffer(); return true; } void D3DRenderer::updatePaletteTexture() { if (!palette_updated) return; palette_updated = false; D3DLOCKED_RECT rect; bool rc = SUCCEEDED(paletteTexture->LockRect(0, &rect, nullptr, 0)); verify(rc); 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; bool rc = SUCCEEDED(fogTexture->LockRect(0, &rect, nullptr, 0)); verify(rc); 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); } void D3DRenderer::writeFramebufferToVRAM() { u32 width = (pvrrc.ta_GLOB_TILE_CLIP.tile_x_num + 1) * 32; u32 height = (pvrrc.ta_GLOB_TILE_CLIP.tile_y_num + 1) * 32; float xscale = pvrrc.scaler_ctl.hscale == 1 ? 0.5f : 1.f; float yscale = 1024.f / pvrrc.scaler_ctl.vscalefactor; if (std::abs(yscale - 1.f) < 0.01) yscale = 1.f; ComPtr fbSurface = framebufferSurface; FB_X_CLIP_type xClip = pvrrc.fb_X_CLIP; FB_Y_CLIP_type yClip = pvrrc.fb_Y_CLIP; if (xscale != 1.f || yscale != 1.f) { u32 scaledW = width * xscale; u32 scaledH = height * yscale; if (fbScaledTexture) { D3DSURFACE_DESC desc; fbScaledTexture->GetLevelDesc(0, &desc); if (desc.Width != scaledW || desc.Height != scaledH) { fbScaledTexture.reset(); fbScaledSurface.reset(); } } if (!fbScaledTexture) { device->CreateTexture(scaledW, scaledH, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &fbScaledTexture.get(), NULL); fbScaledTexture->GetSurfaceLevel(0, &fbScaledSurface.get()); } device->StretchRect(framebufferSurface, nullptr, fbScaledSurface, nullptr, D3DTEXF_LINEAR); width = scaledW; height = scaledH; fbSurface = fbScaledSurface; // FB_Y_CLIP is applied before vscalefactor if > 1, so it must be scaled here if (yscale > 1) { yClip.min = std::round(yClip.min * yscale); yClip.max = std::round(yClip.max * yscale); } } u32 texAddress = pvrrc.fb_W_SOF1 & VRAM_MASK; // TODO SCALER_CTL.interlace, SCALER_CTL.fieldselect u32 linestride = pvrrc.fb_W_LINESTRIDE * 8; ComPtr offscreenSurface; bool rc = SUCCEEDED(device->CreateOffscreenPlainSurface(width, height, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &offscreenSurface.get(), nullptr)); verify(rc); rc = SUCCEEDED(device->GetRenderTargetData(fbSurface, offscreenSurface)); verify(rc); PixelBuffer tmp_buf; tmp_buf.init(width, height); u8 *p = (u8 *)tmp_buf.data(); D3DLOCKED_RECT rect; RECT lockRect { 0, 0, (long)width, (long)height }; rc = SUCCEEDED(offscreenSurface->LockRect(&rect, &lockRect, D3DLOCK_READONLY)); verify(rc); if ((u32)rect.Pitch == width * sizeof(u32)) memcpy(p, rect.pBits, width * height * sizeof(u32)); else { u8 *src = (u8 *)rect.pBits; for (u32 y = 0; y < height; y++) { memcpy(p, src, width * sizeof(u32)); src += rect.Pitch; p += width * sizeof(u32); } } rc = SUCCEEDED(offscreenSurface->UnlockRect()); verify(rc); xClip.min = std::min(xClip.min, width - 1); xClip.max = std::min(xClip.max, width - 1); yClip.min = std::min(yClip.min, height - 1); yClip.max = std::min(yClip.max, height - 1); WriteFramebuffer<2, 1, 0, 3>(width, height, (u8 *)tmp_buf.data(), texAddress, pvrrc.fb_W_CTRL, linestride, xClip, yClip); } Renderer* rend_DirectX9() { return new D3DRenderer(); }