mirror of
				https://github.com/dolphin-emu/dolphin.git
				synced 2025-10-26 09:59:15 +00:00 
			
		
		
		
	still experimental, not totally optimized but must bring a nice speed up please test for regressions an error. an please Linux people fix scons :) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6149 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			1426 lines
		
	
	
	
		
			40 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1426 lines
		
	
	
	
		
			40 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright (C) 2003 Dolphin Project.
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| #include "StringUtil.h"
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| #include "Common.h"
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| #include "Atomic.h"
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| #include "FileUtil.h"
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| #include "Thread.h"
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| #include "Timer.h"
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| #include "Statistics.h"
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| 
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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 "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 "DLCache.h"
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| 
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| #include "debugger/debugger.h"
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| 
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| int s_fps=0;
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| 
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| static bool WindowResized;
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| static int s_target_width;
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| static int s_target_height;
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| 
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| static int s_Fulltarget_width;
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| static int s_Fulltarget_height;
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| 
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| static int s_backbuffer_width;
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| static int s_backbuffer_height;
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| 
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| static int s_XFB_width;
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| static int s_XFB_height;
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| 
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| static float xScale;
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| static float yScale;
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| 
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| static float EFBxScale;
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| static float EFByScale;
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| 
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| static int s_recordWidth;
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| static int s_recordHeight;
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| 
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| static bool s_LastFrameDumped;
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| static bool s_AVIDumping;
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| 
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| static u32 s_blendMode;
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| static u32 s_LastAA;
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| static u32 s_LastEFBScale;
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| static bool IS_AMD;
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| static bool XFBWrited;
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| 
 | |
| // used extern by other files. need to clean this up at some point.
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| int frameCount;
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| 
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| static char *st;
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| 
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| static bool s_bScreenshot = false;
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| static Common::CriticalSection s_criticalScreenshot;
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| static char s_sScreenshotName[1024];
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| static LPDIRECT3DSURFACE9 ScreenShootMEMSurface = NULL;
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| 
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| 
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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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| 
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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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| 
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| static const D3DBLENDOP d3dLogicOpop[16] =
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| {
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| 	D3DBLENDOP_ADD,
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| 	D3DBLENDOP_ADD,
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| 	D3DBLENDOP_SUBTRACT,
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| 	D3DBLENDOP_ADD,
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| 	D3DBLENDOP_REVSUBTRACT,
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| 	D3DBLENDOP_ADD,
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| 	D3DBLENDOP_MAX,
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| 	D3DBLENDOP_ADD,
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| 	
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| 	D3DBLENDOP_MAX,
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| 	D3DBLENDOP_MAX,
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| 	D3DBLENDOP_ADD,
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| 	D3DBLENDOP_ADD,
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| 	D3DBLENDOP_ADD,
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| 	D3DBLENDOP_ADD,
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| 	D3DBLENDOP_ADD,
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| 	D3DBLENDOP_ADD
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| };
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| 
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| static const D3DBLEND d3dLogicOpSrcFactors[16] =
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| {
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| 	D3DBLEND_ZERO,
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| 	D3DBLEND_DESTCOLOR,
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| 	D3DBLEND_ONE,
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| 	D3DBLEND_ONE,
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| 	D3DBLEND_DESTCOLOR,
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| 	D3DBLEND_ZERO,
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| 	D3DBLEND_INVDESTCOLOR,
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| 	D3DBLEND_INVDESTCOLOR,
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| 
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| 	D3DBLEND_INVSRCCOLOR,
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| 	D3DBLEND_INVSRCCOLOR,
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| 	D3DBLEND_INVDESTCOLOR,
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| 	D3DBLEND_ONE,
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| 	D3DBLEND_INVSRCCOLOR,
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| 	D3DBLEND_INVSRCCOLOR,
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| 	D3DBLEND_INVDESTCOLOR,
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| 	D3DBLEND_ONE
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| };
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| 
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| static const D3DBLEND d3dLogicOpDestFactors[16] =
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| {
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| 	D3DBLEND_ZERO,
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| 	D3DBLEND_ZERO,
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| 	D3DBLEND_INVSRCCOLOR,
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| 	D3DBLEND_ZERO,
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| 	D3DBLEND_ONE,
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| 	D3DBLEND_ONE,
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| 	D3DBLEND_INVSRCCOLOR,
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| 	D3DBLEND_ONE,
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| 
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| 	D3DBLEND_INVDESTCOLOR,
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| 	D3DBLEND_SRCCOLOR,
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| 	D3DBLEND_INVDESTCOLOR,
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| 	D3DBLEND_INVDESTCOLOR,
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| 	D3DBLEND_INVSRCCOLOR,
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| 	D3DBLEND_ONE,
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| 	D3DBLEND_INVSRCCOLOR,
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| 	D3DBLEND_ONE
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| };
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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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| 
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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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| 
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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_NONE, //reserved
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| };
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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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| 
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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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| 
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| 	VertexShaderManager::Dirty();
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| 	PixelShaderManager::Dirty();
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| 	TextureConverter::Init();
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| 	
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| 	// To avoid shader compilation stutters, read back all shaders from cache.
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| 	VertexShaderCache::Init();
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| 	PixelShaderCache::Init();
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| 	// Texture cache will recreate themselves over time.
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| }
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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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| 	if(ScreenShootMEMSurface)
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| 		ScreenShootMEMSurface->Release();
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| 	ScreenShootMEMSurface = NULL;
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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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| 	VertexLoaderManager::Shutdown();
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| 	VertexShaderCache::Shutdown();
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| 	PixelShaderCache::Shutdown();
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| 	TextureConverter::Shutdown();
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| }
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| 
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| bool Renderer::Init() 
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| {
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| 	st = new char[32768];
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| 	UpdateActiveConfig();
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| 	int fullScreenRes, x, y, w_temp, h_temp;
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| 	s_blendMode = 0;
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| 	// Multisample Anti-aliasing hasn't been implemented yet use supersamling instead
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| 	int backbuffer_ms_mode = 0;
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| 
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| 	g_VideoInitialize.pRequestWindowSize(x, y, w_temp, h_temp);
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| 
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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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| 
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| 	D3D::Create(g_ActiveConfig.iAdapter, EmuWindow::GetWnd(), 
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| 				fullScreenRes, backbuffer_ms_mode, false);
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| 
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| 	IS_AMD = D3D::IsATIDevice();
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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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| 	s_XFB_width = MAX_XFB_WIDTH;
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| 	s_XFB_height = MAX_XFB_HEIGHT;
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| 
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| 	TargetRectangle dst_rect;
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| 	ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
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| 
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| 	if(g_ActiveConfig.bUseRealXFB)
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| 	{
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| 		xScale = yScale = 1.0f;
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| 	}
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| 	else
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| 	{
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| 		xScale = (float)(dst_rect.right - dst_rect.left) / (float)s_XFB_width;
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| 		yScale = (float)(dst_rect.bottom - dst_rect.top) / (float)s_XFB_height;
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| 	}
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| 	
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| 	s_LastAA = g_ActiveConfig.iMultisampleMode;
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| 	s_LastEFBScale = g_ActiveConfig.iEFBScale;
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| 	float SupersampleCoeficient = s_LastAA + 1;
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| 	switch(s_LastEFBScale)
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| 	{
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| 		case 0:
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| 			EFBxScale = xScale;
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| 			EFByScale = yScale;
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| 			break;
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| 		case 1:
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| 			EFBxScale = ceilf(xScale);
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| 			EFByScale = ceilf(yScale);
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| 			break;
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| 		default:
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| 			EFBxScale = g_ActiveConfig.iEFBScale - 1;
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| 			EFByScale = EFBxScale;
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| 			break;
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| 	};
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| 	
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| 	EFBxScale *= SupersampleCoeficient;
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| 	EFByScale *= SupersampleCoeficient;
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| 
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| 	s_target_width  = EFB_WIDTH * EFBxScale;
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| 	s_target_height = EFB_HEIGHT * EFByScale;
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| 
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| 	s_Fulltarget_width  = s_target_width;
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| 	s_Fulltarget_height = s_target_height;
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| 	
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| 	s_LastFrameDumped = false;
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| 	s_AVIDumping = false;
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| 
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| 	// We're not using fixed function.
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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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| 
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| 	SetupDeviceObjects();
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| 
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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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| 
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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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| 	
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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);
 | |
| 	D3D::dev->CreateOffscreenPlainSurface(s_backbuffer_width,s_backbuffer_height, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &ScreenShootMEMSurface, NULL );
 | |
| 	return true;
 | |
| }
 | |
| 
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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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| 		AVIDump::Stop();
 | |
| 	}
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| 	delete [] st;
 | |
| }
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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; }
 | |
| 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 EFBxScale; }
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| float Renderer::GetTargetScaleY() { return EFByScale; }
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| 
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| float Renderer::GetXFBScaleX() { return xScale; }
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| float Renderer::GetXFBScaleY() { return yScale; }
 | |
| 
 | |
| 
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| int Renderer::GetFrameBufferWidth()
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| {
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| 	return s_backbuffer_width;
 | |
| }
 | |
| int Renderer::GetFrameBufferHeight()
 | |
| {
 | |
| 	return s_backbuffer_height;
 | |
| }
 | |
| 
 | |
| // Create On-Screen-Messages
 | |
| void Renderer::DrawDebugText()
 | |
| {
 | |
| 	// OSD Menu messages
 | |
| 	if (g_ActiveConfig.bOSDHotKey)
 | |
| 	{
 | |
| 		if (OSDChoice > 0)
 | |
| 		{
 | |
| 			OSDTime = Common::Timer::GetTimeMs() + 3000;
 | |
| 			OSDChoice = -OSDChoice;
 | |
| 		}
 | |
| 		if ((u32)OSDTime > Common::Timer::GetTimeMs())
 | |
| 		{
 | |
| 			std::string T1 = "", T2 = "";
 | |
| 			std::vector<std::string> T0;
 | |
| 
 | |
| 			std::string OSDM1 = StringFromFormat("%i x %i", OSDInternalW, OSDInternalH);
 | |
| 			std::string OSDM21;
 | |
| 			switch(g_ActiveConfig.iAspectRatio)
 | |
| 			{
 | |
| 			case ASPECT_AUTO:
 | |
| 				OSDM21 = "Auto";
 | |
| 				break;
 | |
| 			case ASPECT_FORCE_16_9:
 | |
| 				OSDM21 = "16:9";
 | |
| 				break;
 | |
| 			case ASPECT_FORCE_4_3:
 | |
| 				OSDM21 = "4:3";
 | |
| 				break;
 | |
| 			case ASPECT_STRETCH:
 | |
| 				OSDM21 = "Stretch";
 | |
| 				break;
 | |
| 			}
 | |
| 			std::string OSDM22 =
 | |
| 				g_ActiveConfig.bCrop ? " (crop)" : "";
 | |
| 			std::string OSDM3 = g_ActiveConfig.bEFBCopyDisable ? "Disabled" :
 | |
| 				g_ActiveConfig.bCopyEFBToTexture ? "To Texture" : "To RAM";
 | |
| 
 | |
| 			// If there is more text than this we will have a collission
 | |
| 			if (g_ActiveConfig.bShowFPS)
 | |
| 				{ T1 += "\n\n"; T2 += "\n\n"; }
 | |
| 
 | |
| 			// The rows
 | |
| 			T0.push_back(StringFromFormat("3: Internal Resolution: %s\n", OSDM1.c_str()));
 | |
| 			T0.push_back(StringFromFormat("4: Aspect Ratio: %s%s\n", OSDM21.c_str(), OSDM22.c_str()));
 | |
| 			T0.push_back(StringFromFormat("5: Copy EFB: %s\n", OSDM3.c_str()));
 | |
| 			T0.push_back(StringFromFormat("6: Fog: %s\n", g_ActiveConfig.bDisableFog ? "Disabled" : "Enabled"));
 | |
| 			T0.push_back(StringFromFormat("7: Material Lighting: %s\n", g_ActiveConfig.bDisableLighting ? "Disabled" : "Enabled"));
 | |
| 
 | |
| 			// The latest changed setting in yellow
 | |
| 			T1 += (OSDChoice == -1) ? T0.at(0) : "\n";
 | |
| 			T1 += (OSDChoice == -2) ? T0.at(1) : "\n";
 | |
| 			T1 += (OSDChoice == -3) ? T0.at(2) : "\n";
 | |
| 			T1 += (OSDChoice == -4) ? T0.at(3) : "\n";
 | |
| 			T1 += (OSDChoice == -5) ? T0.at(4) : "\n";
 | |
| 
 | |
| 			// The other settings in cyan
 | |
| 			T2 += (OSDChoice != -1) ? T0.at(0) : "\n";
 | |
| 			T2 += (OSDChoice != -2) ? T0.at(1) : "\n";
 | |
| 			T2 += (OSDChoice != -3) ? T0.at(2) : "\n";
 | |
| 			T2 += (OSDChoice != -4) ? T0.at(3) : "\n";
 | |
| 			T2 += (OSDChoice != -5) ? T0.at(4) : "\n";
 | |
| 
 | |
| 			// Render a shadow, and then the text
 | |
| 			Renderer::RenderText(T1.c_str(), 21, 21, 0xDD000000);
 | |
| 			Renderer::RenderText(T1.c_str(), 20, 20, 0xFFffff00);
 | |
| 			Renderer::RenderText(T2.c_str(), 21, 21, 0xDD000000);
 | |
| 			Renderer::RenderText(T2.c_str(), 20, 20, 0xFF00FFFF);
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void Renderer::RenderText(const char *text, int left, int top, u32 color)
 | |
| {
 | |
| 	D3D::font.DrawTextScaled((float)left, (float)top, 20, 20, 0.0f, color, text, false);
 | |
| }
 | |
| 
 | |
| TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
 | |
| {
 | |
| 	int Xstride = (s_Fulltarget_width - s_target_width) / 2;
 | |
| 	int Ystride = (s_Fulltarget_height - s_target_height) / 2;
 | |
| 	TargetRectangle result;
 | |
| 	result.left   = (int)(rc.left   * EFBxScale) + Xstride;
 | |
| 	result.top    = (int)(rc.top    * EFByScale) + Ystride;
 | |
| 	result.right  = (int)(rc.right  * EFBxScale) + Xstride;
 | |
| 	result.bottom = (int)(rc.bottom * EFByScale) + Ystride;
 | |
| 	return result;
 | |
| }
 | |
| 
 | |
| void formatBufferDump(const char *in, char *out, int w, int h, int p)
 | |
| {
 | |
| 	for (int y = 0; y < h; y++)
 | |
| 	{
 | |
| 		const char *line = in + (h - y - 1) * p;
 | |
| 		for (int x = 0; x < w; x++)
 | |
| 		{
 | |
| 			memcpy(out, line, 3);
 | |
| 			out += 3;
 | |
| 			line += 4;
 | |
| 		}			
 | |
| 	}
 | |
| }
 | |
| 
 | |
| // With D3D, we have to resize the backbuffer if the window changed
 | |
| // size.
 | |
| void CheckForResize()
 | |
| {
 | |
| 	while (EmuWindow::IsSizing())
 | |
| 	{
 | |
| 		Sleep(10);
 | |
| 	}
 | |
| 	
 | |
| 	if (EmuWindow::GetParentWnd())
 | |
| 	{
 | |
| 		// Re-stretch window to parent window size again, if it has a parent window.
 | |
| 		RECT rcParentWindow;
 | |
| 		GetWindowRect(EmuWindow::GetParentWnd(), &rcParentWindow);
 | |
| 		int width = rcParentWindow.right - rcParentWindow.left;
 | |
| 		int height = rcParentWindow.bottom - rcParentWindow.top;
 | |
| 		if (width != s_backbuffer_width || height != s_backbuffer_height)
 | |
| 			MoveWindow(EmuWindow::GetWnd(), 0, 0, width, height, FALSE);
 | |
| 	}
 | |
| 	RECT rcWindow;
 | |
| 	GetClientRect(EmuWindow::GetWnd(), &rcWindow);
 | |
| 	int client_width = rcWindow.right - rcWindow.left;
 | |
| 	int client_height = rcWindow.bottom - rcWindow.top;
 | |
| 	// Sanity check.
 | |
| 	if ((client_width != s_backbuffer_width ||
 | |
| 		client_height != s_backbuffer_height) && 
 | |
| 		client_width >= 4 && client_height >= 4)
 | |
| 	{
 | |
| 		TeardownDeviceObjects();
 | |
| 
 | |
| 		D3D::Reset();
 | |
| 		s_backbuffer_width = D3D::GetBackBufferWidth();
 | |
| 		s_backbuffer_height = D3D::GetBackBufferHeight();
 | |
| 		if(ScreenShootMEMSurface)
 | |
| 			ScreenShootMEMSurface->Release();
 | |
| 		D3D::dev->CreateOffscreenPlainSurface(s_backbuffer_width,s_backbuffer_height, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &ScreenShootMEMSurface, NULL );
 | |
| 		WindowResized = true;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| 
 | |
| 
 | |
| void Renderer::RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
 | |
| {
 | |
| 	if (!fbWidth || !fbHeight)
 | |
| 		return;
 | |
| 	VideoFifo_CheckEFBAccess();
 | |
| 	VideoFifo_CheckSwapRequestAt(xfbAddr, fbWidth, fbHeight);	
 | |
| 	XFBWrited = true;
 | |
| 	// XXX: Without the VI, how would we know what kind of field this is? So
 | |
| 	// just use progressive.
 | |
| 	if (g_ActiveConfig.bUseXFB)
 | |
| 	{
 | |
| 		FBManager.CopyToXFB(xfbAddr, fbWidth, fbHeight, sourceRc);
 | |
| 	}
 | |
| 	else
 | |
| 	{
 | |
| 		Renderer::Swap(xfbAddr, FIELD_PROGRESSIVE, fbWidth, fbHeight,sourceRc);
 | |
| 		Common::AtomicStoreRelease(s_swapRequested, FALSE);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| 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);
 | |
| 
 | |
| 	if (rc.left < 0) rc.left = 0;
 | |
| 	if (rc.right < 0) rc.right = 0;
 | |
| 	if (rc.left > EFB_WIDTH) rc.left = EFB_WIDTH;
 | |
| 	if (rc.right > EFB_WIDTH) rc.right = EFB_WIDTH;
 | |
| 	if (rc.top < 0) rc.top = 0;
 | |
| 	if (rc.bottom < 0) rc.bottom = 0;
 | |
| 	if (rc.top > EFB_HEIGHT) rc.top = EFB_HEIGHT;
 | |
| 	if (rc.bottom > EFB_HEIGHT) rc.bottom = EFB_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;
 | |
| 	}
 | |
| 
 | |
| 	int Xstride =  (s_Fulltarget_width - s_target_width) / 2;
 | |
| 	int Ystride =  (s_Fulltarget_height - s_target_height) / 2;
 | |
| 
 | |
| 	rc.left   = (int)(rc.left   * EFBxScale) + Xstride;
 | |
| 	rc.top    = (int)(rc.top    * EFByScale) + Ystride;
 | |
| 	rc.right  = (int)(rc.right  * EFBxScale) + Xstride;
 | |
| 	rc.bottom = (int)(rc.bottom * EFByScale) + Ystride;
 | |
| 
 | |
| 	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 + s_target_width;
 | |
| 		rc.bottom = Ystride + s_target_height;
 | |
| 		D3D::dev->SetScissorRect(&rc);
 | |
| 	}
 | |
| 	return false;
 | |
| }
 | |
| 
 | |
| void Renderer::SetColorMask() 
 | |
| {
 | |
| 	DWORD color_mask = 0;
 | |
| 	if (bpmem.blendmode.alphaupdate)
 | |
| 		color_mask = D3DCOLORWRITEENABLE_ALPHA;
 | |
| 	if (bpmem.blendmode.colorupdate)
 | |
| 		color_mask |= D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
 | |
| 	D3D::SetRenderState(D3DRS_COLORWRITEENABLE, color_mask);
 | |
| }
 | |
| 
 | |
| u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
 | |
| {
 | |
| 	if (!g_ActiveConfig.bEFBAccessEnable)
 | |
| 		return 0;
 | |
| 
 | |
| 	if (type == POKE_Z || type == POKE_COLOR)
 | |
| 	{
 | |
| 		static bool alert_only_once = true;
 | |
| 		if (!alert_only_once) return 0;
 | |
| 		PanicAlert("Poke EFB not implemented");
 | |
| 		alert_only_once = false;
 | |
| 		return 0;
 | |
| 	}
 | |
| 
 | |
| 	// Get the working buffer
 | |
| 	LPDIRECT3DSURFACE9 pBuffer = (type == PEEK_Z || type == POKE_Z) ? 
 | |
| 		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(), 
 | |
| 			4, 4, 
 | |
| 			(BufferFormat == FOURCC_RAWZ) ? PixelShaderCache::GetColorMatrixProgram(0) : PixelShaderCache::GetDepthMatrixProgram(0), 
 | |
| 			VertexShaderCache::GetSimpleVertexShader(0));
 | |
| 
 | |
| 		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;
 | |
| 	}
 | |
| 	// Retrieve the pixel data to the local memory buffer
 | |
| 	D3D::dev->GetRenderTargetData(RBuffer, pOffScreenBuffer);
 | |
| 	if (FAILED(hr))
 | |
| 	{
 | |
| 		PanicAlert("Unable to copy data to mem buffer");
 | |
| 		return 0;
 | |
| 	}
 | |
| 	
 | |
| 	
 | |
| 	
 | |
| 	// The surface is good.. lock it
 | |
| 	if ((hr = pOffScreenBuffer->LockRect(&drect, &RectToLock, D3DLOCK_READONLY)) != D3D_OK)
 | |
| 	{
 | |
| 		PanicAlert("ERROR: %s", hr == D3DERR_WASSTILLDRAWING ? "Still drawing" : hr == D3DERR_INVALIDCALL ? "Invalid call" : "w00t");
 | |
| 		return 0;
 | |
| 	}
 | |
| 		
 | |
| 	switch (type) {
 | |
| 		case PEEK_Z:
 | |
| 			{
 | |
| 				switch (ReadBufferFormat)
 | |
| 				{
 | |
| 				case D3DFMT_R32F:
 | |
| 					val = ((float*)drect.pBits)[6];
 | |
| 					break;
 | |
| 				default:
 | |
| 					float ffrac = 1.0f/255.0f;
 | |
| 					z = ((u32*)drect.pBits)[6];
 | |
| 					val =	((float)((z>>16) & 0xFF)) * ffrac;
 | |
| 					ffrac*= 1 / 255.0f;
 | |
| 					val +=	((float)((z>>8) & 0xFF)) * ffrac;
 | |
| 					ffrac*= 1 / 255.0f;
 | |
| 					val +=	((float)(z & 0xFF)) * ffrac;
 | |
| 					break;
 | |
| 				};
 | |
| 				z = ((u32)(val * 0xffffff));
 | |
| 			}
 | |
| 			break;
 | |
| 
 | |
| 		case PEEK_COLOR:
 | |
| 			z = ((u32 *)drect.pBits)[0];
 | |
| 			break;
 | |
| 		case POKE_COLOR:
 | |
| 
 | |
| 		// TODO: Implement POKE_Z and POKE_COLOR
 | |
| 		default:
 | |
| 			break;
 | |
| 	}
 | |
| 
 | |
| 	pOffScreenBuffer->UnlockRect();
 | |
| 	// TODO: in RE0 this value is often off by one, which causes lighting to disappear
 | |
| 	return z;
 | |
| }
 | |
| 
 | |
| // Called from VertexShaderManager
 | |
| void UpdateViewport()
 | |
| {
 | |
| 	// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
 | |
| 	// [0] = width/2
 | |
| 	// [1] = height/2
 | |
| 	// [2] = 16777215 * (farz - nearz)
 | |
| 	// [3] = xorig + width/2 + 342
 | |
| 	// [4] = yorig + height/2 + 342
 | |
| 	// [5] = 16777215 * farz
 | |
| 	const int old_fulltarget_w = s_Fulltarget_width;
 | |
| 	const int old_fulltarget_h = s_Fulltarget_height;
 | |
| 
 | |
| 	int scissorXOff = bpmem.scissorOffset.x * 2;
 | |
| 	int scissorYOff = bpmem.scissorOffset.y * 2;
 | |
| 
 | |
| 	float MValueX = Renderer::GetTargetScaleX();
 | |
| 	float MValueY = Renderer::GetTargetScaleY();
 | |
| 	
 | |
| 	int Xstride =  (s_Fulltarget_width - s_target_width) / 2;
 | |
| 	int Ystride =  (s_Fulltarget_height - s_target_height) / 2;
 | |
| 
 | |
| 	D3DVIEWPORT9 vp;
 | |
| 
 | |
| 	// Stretch picture with increased internal resolution
 | |
| 	int X = (int)(ceil(xfregs.rawViewport[3] - xfregs.rawViewport[0] - (scissorXOff)) * MValueX) + Xstride;
 | |
| 	int Y = (int)(ceil(xfregs.rawViewport[4] + xfregs.rawViewport[1] - (scissorYOff)) * MValueY) + Ystride;
 | |
| 	int Width  = (int)ceil((int)(2 * xfregs.rawViewport[0]) * MValueX);
 | |
| 	int Height = (int)ceil((int)(-2 * xfregs.rawViewport[1]) * MValueY);
 | |
| 	if (Width < 0)
 | |
| 	{
 | |
| 		X += Width;
 | |
| 		Width*=-1;
 | |
| 	}
 | |
| 	if (Height < 0)
 | |
| 	{
 | |
| 		Y += Height;
 | |
| 		Height *= -1;
 | |
| 	}
 | |
| 	bool sizeChanged = false;
 | |
| 	if (X < 0)
 | |
| 	{
 | |
| 		s_Fulltarget_width -= 2 * X;
 | |
| 		X = 0;
 | |
| 		sizeChanged=true;
 | |
| 	}
 | |
| 	if (Y < 0)
 | |
| 	{
 | |
| 		s_Fulltarget_height -= 2 * Y;
 | |
| 		Y = 0;
 | |
| 		sizeChanged = true;
 | |
| 	}
 | |
| 	if (!IS_AMD)
 | |
| 	{
 | |
| 		if(X + Width > s_Fulltarget_width)
 | |
| 		{
 | |
| 			s_Fulltarget_width += (X + Width - s_Fulltarget_width) * 2;
 | |
| 			sizeChanged = true;
 | |
| 		}
 | |
| 		if(Y + Height > s_Fulltarget_height)
 | |
| 		{
 | |
| 			s_Fulltarget_height += (Y + Height - s_Fulltarget_height) * 2;
 | |
| 			sizeChanged = true;
 | |
| 		}
 | |
| 	}
 | |
| 	if (sizeChanged)
 | |
| 	{
 | |
| 		D3DCAPS9 caps = D3D::GetCaps();
 | |
| 		// Make sure that the requested size is actually supported by the GFX driver
 | |
| 		if (s_Fulltarget_width > caps.MaxTextureWidth || s_Fulltarget_height > caps.MaxTextureHeight)
 | |
| 		{
 | |
| 			// Skip EFB recreation and viewport setting. Most likely causes glitches in this case, but prevents crashes at least
 | |
| 			ERROR_LOG(VIDEO, "Tried to set a viewport which is too wide to emulate with Direct3D9. Requested EFB size is %dx%d, keeping the %dx%d EFB now\n", s_Fulltarget_width, s_Fulltarget_height, old_fulltarget_w, old_fulltarget_h);
 | |
| 
 | |
| 			// Fix the viewport to fit to the old EFB size, TODO: Check this for off-by-one errors
 | |
| 			X *= old_fulltarget_w / s_Fulltarget_width;
 | |
| 			Y *= old_fulltarget_h / s_Fulltarget_height;
 | |
| 			Width *= old_fulltarget_w / s_Fulltarget_width;
 | |
| 			Height *= old_fulltarget_h / s_Fulltarget_height;
 | |
| 
 | |
| 			s_Fulltarget_width = old_fulltarget_w;
 | |
| 			s_Fulltarget_height = old_fulltarget_h;
 | |
| 		}
 | |
| 		else
 | |
| 		{
 | |
| 			D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
 | |
| 			D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
 | |
| 			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
 | |
| 	TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc);
 | |
| 	D3DVIEWPORT9 vp;
 | |
| 	vp.X = targetRc.left;
 | |
| 	vp.Y = targetRc.top;
 | |
| 	vp.Width  = targetRc.GetWidth();
 | |
| 	vp.Height = targetRc.GetHeight();
 | |
| 	vp.MinZ = 0.0;
 | |
| 	vp.MaxZ = 1.0;
 | |
| 	D3D::dev->SetViewport(&vp);
 | |
| 
 | |
| 	// Always set the scissor in case it was set by the game and has not been reset
 | |
| 	RECT sicr;
 | |
| 	sicr.left   = targetRc.left;
 | |
| 	sicr.top    = targetRc.top;
 | |
| 	sicr.right  = targetRc.right;
 | |
| 	sicr.bottom = targetRc.bottom;
 | |
| 	D3D::dev->SetScissorRect(&sicr);
 | |
| 	D3D::ChangeRenderState(D3DRS_ALPHABLENDENABLE, false);
 | |
| 	if (zEnable)
 | |
| 		D3D::ChangeRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
 | |
| 	D3D::drawClearQuad(color, (z & 0xFFFFFF) / float(0xFFFFFF), PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader());
 | |
| 	if (zEnable)
 | |
| 		D3D::RefreshRenderState(D3DRS_ZFUNC);
 | |
| 	D3D::RefreshRenderState(D3DRS_ALPHABLENDENABLE);
 | |
| 	UpdateViewport();
 | |
| 	SetScissorRect();
 | |
| }
 | |
| 
 | |
| void Renderer::SetBlendMode(bool forceUpdate)
 | |
| {
 | |
| 	if (bpmem.blendmode.logicopenable)
 | |
| 		return;
 | |
| 	
 | |
| 	if (bpmem.blendmode.subtract && bpmem.blendmode.blendenable)
 | |
| 	{
 | |
| 		D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, true);
 | |
| 		D3D::SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_REVSUBTRACT);
 | |
| 		D3D::SetRenderState(D3DRS_SRCBLEND, d3dSrcFactors[1]);
 | |
| 		D3D::SetRenderState(D3DRS_DESTBLEND, d3dDestFactors[1]);
 | |
| 	}
 | |
| 	else
 | |
| 	{
 | |
| 		D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, bpmem.blendmode.blendenable && (!( bpmem.blendmode.srcfactor == 1 && bpmem.blendmode.dstfactor == 0)));
 | |
| 		if (bpmem.blendmode.blendenable && (!( bpmem.blendmode.srcfactor == 1 && bpmem.blendmode.dstfactor == 0)))
 | |
| 		{
 | |
| 			D3D::SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
 | |
| 			D3D::SetRenderState(D3DRS_SRCBLEND, d3dSrcFactors[bpmem.blendmode.srcfactor]);
 | |
| 			D3D::SetRenderState(D3DRS_DESTBLEND, d3dDestFactors[bpmem.blendmode.dstfactor]);
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| 
 | |
| 
 | |
| void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,const EFBRectangle& rc)
 | |
| {
 | |
| 	if (g_bSkipCurrentFrame || (!XFBWrited && !g_ActiveConfig.bUseRealXFB) || !fbWidth || !fbHeight)
 | |
| 	{
 | |
| 		g_VideoInitialize.pCopiedToXFB(false);
 | |
| 		return;
 | |
| 	}
 | |
| 	// 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
 | |
| 	
 | |
| 	if (field == FIELD_LOWER) xfbAddr -= fbWidth * 2;
 | |
| 	u32 xfbCount = 0;
 | |
| 	const XFBSource** xfbSourceList = FBManager.GetXFBSource(xfbAddr, fbWidth, fbHeight, xfbCount);
 | |
| 	if ((!xfbSourceList || xfbCount == 0) && g_ActiveConfig.bUseXFB && !g_ActiveConfig.bUseRealXFB)
 | |
| 	{
 | |
| 		g_VideoInitialize.pCopiedToXFB(false);
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	Renderer::ResetAPIState();
 | |
| 	// Set the backbuffer as the rendering target
 | |
| 	D3D::dev->SetDepthStencilSurface(NULL);
 | |
| 	D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
 | |
| 	
 | |
| 	TargetRectangle dst_rect;
 | |
| 	ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
 | |
| 	D3DVIEWPORT9 vp;
 | |
| 	vp.X = 0;
 | |
| 	vp.Y = 0;
 | |
| 	vp.Width  = s_backbuffer_width;
 | |
| 	vp.Height = s_backbuffer_height;
 | |
| 	vp.MinZ = 0.0f;
 | |
| 	vp.MaxZ = 1.0f;
 | |
| 	D3D::dev->SetViewport(&vp);
 | |
| 	D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
 | |
| 
 | |
| 	int X = dst_rect.left;
 | |
| 	int Y = dst_rect.top;
 | |
| 	int Width  = dst_rect.right - dst_rect.left;
 | |
| 	int Height = dst_rect.bottom - dst_rect.top;
 | |
| 	
 | |
| 	if (X < 0) X = 0;
 | |
| 	if (Y < 0) Y = 0;
 | |
| 	if (X > s_backbuffer_width) X = s_backbuffer_width;
 | |
| 	if (Y > s_backbuffer_height) Y = s_backbuffer_height;
 | |
| 	if (Width < 0) Width = 0;
 | |
| 	if (Height < 0) Height = 0;
 | |
| 	if (Width > (s_backbuffer_width - X)) Width = s_backbuffer_width - X;
 | |
| 	if (Height > (s_backbuffer_height - Y)) Height = s_backbuffer_height - Y;
 | |
| 	vp.X = X;
 | |
| 	vp.Y = Y;
 | |
| 	vp.Width = Width;
 | |
| 	vp.Height = Height;
 | |
| 	vp.MinZ = 0.0f;
 | |
| 	vp.MaxZ = 1.0f;
 | |
| 
 | |
| 	D3D::dev->SetViewport(&vp);
 | |
| 
 | |
| 	D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
 | |
| 	D3D::ChangeSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
 | |
| 
 | |
| 	if(g_ActiveConfig.bUseXFB)
 | |
| 	{
 | |
| 		const XFBSource* xfbSource;
 | |
| 
 | |
| 		// draw each xfb source
 | |
| 		for (u32 i = 0; i < xfbCount; ++i)
 | |
| 		{
 | |
| 			xfbSource = xfbSourceList[i];	
 | |
| 			MathUtil::Rectangle<float> sourceRc;
 | |
| 			
 | |
| 			sourceRc.left = 0;
 | |
| 			sourceRc.top = 0;
 | |
| 			sourceRc.right = xfbSource->texWidth;
 | |
| 			sourceRc.bottom = xfbSource->texHeight;		
 | |
| 
 | |
| 			MathUtil::Rectangle<float> drawRc;
 | |
| 
 | |
| 			if (g_ActiveConfig.bUseXFB && !g_ActiveConfig.bUseRealXFB)
 | |
| 			{
 | |
| 				// use virtual xfb with offset
 | |
| 				int xfbHeight = xfbSource->srcHeight;
 | |
| 				int xfbWidth = xfbSource->srcWidth;
 | |
| 				int hOffset = ((s32)xfbSource->srcAddr - (s32)xfbAddr) / ((s32)fbWidth * 2);
 | |
| 
 | |
| 				drawRc.bottom = 1.0f - 2.0f * ((hOffset) / (float)fbHeight);
 | |
| 				drawRc.top = 1.0f - 2.0f * ((hOffset + xfbHeight) / (float)fbHeight);
 | |
| 				drawRc.left = -(xfbWidth / (float)fbWidth);
 | |
| 				drawRc.right = (xfbWidth / (float)fbWidth);
 | |
| 				
 | |
| 
 | |
| 				if (!g_ActiveConfig.bAutoScale)
 | |
| 				{
 | |
| 					// scale draw area for a 1 to 1 pixel mapping with the draw target
 | |
| 					float vScale = (float)fbHeight / (float)s_backbuffer_height;
 | |
| 					float hScale = (float)fbWidth / (float)s_backbuffer_width;
 | |
| 
 | |
| 					drawRc.top *= vScale;
 | |
| 					drawRc.bottom *= vScale;
 | |
| 					drawRc.left *= hScale;
 | |
| 					drawRc.right *= hScale;
 | |
| 				}
 | |
| 			}
 | |
| 			else
 | |
| 			{
 | |
| 				drawRc.top = -1;
 | |
| 				drawRc.bottom = 1;
 | |
| 				drawRc.left = -1;
 | |
| 				drawRc.right = 1;
 | |
| 			}
 | |
| 
 | |
| 			D3D::drawShadedTexSubQuad(xfbSource->texture,&sourceRc,xfbSource->texWidth,xfbSource->texHeight,&drawRc,Width,Height,PixelShaderCache::GetColorCopyProgram(0),VertexShaderCache::GetSimpleVertexShader(0));
 | |
| 		}
 | |
| 	}
 | |
| 	else
 | |
| 	{
 | |
| 		TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc);
 | |
| 		LPDIRECT3DTEXTURE9 read_texture = FBManager.GetEFBColorTexture(rc);
 | |
| 		D3D::drawShadedTexQuad(read_texture,targetRc.AsRECT(),Renderer::GetFullTargetWidth(),Renderer::GetFullTargetHeight(),Width,Height,PixelShaderCache::GetColorCopyProgram(g_Config.iMultisampleMode),VertexShaderCache::GetSimpleVertexShader(g_Config.iMultisampleMode));
 | |
| 	}
 | |
| 	D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
 | |
| 	D3D::RefreshSamplerState(0, D3DSAMP_MAGFILTER);
 | |
| 	vp.X = 0;
 | |
| 	vp.Y = 0;
 | |
| 	vp.Width  = s_backbuffer_width;
 | |
| 	vp.Height = s_backbuffer_height;
 | |
| 	vp.MinZ = 0.0f;
 | |
| 	vp.MaxZ = 1.0f;
 | |
| 	D3D::dev->SetViewport(&vp);
 | |
| 	if(s_bScreenshot)
 | |
| 	{
 | |
| 		s_criticalScreenshot.Enter();
 | |
| 		HRESULT hr = D3D::dev->GetRenderTargetData(D3D::GetBackBufferSurface(),ScreenShootMEMSurface);
 | |
| 		if(FAILED(hr))
 | |
| 		{
 | |
| 			PanicAlert("Error dumping surface data.");
 | |
| 		}
 | |
| 		hr = PD3DXSaveSurfaceToFileA(s_sScreenshotName, D3DXIFF_PNG, ScreenShootMEMSurface, NULL, dst_rect.AsRECT());
 | |
| 		if(FAILED(hr))
 | |
| 		{
 | |
| 			PanicAlert("Error saving screen.");
 | |
| 		}
 | |
| 		s_bScreenshot = false;
 | |
| 		s_criticalScreenshot.Leave();
 | |
| 	}
 | |
| 	if (g_ActiveConfig.bDumpFrames)
 | |
| 	{
 | |
| 		HRESULT hr = D3D::dev->GetRenderTargetData(D3D::GetBackBufferSurface(),ScreenShootMEMSurface);
 | |
| 		if (!s_LastFrameDumped)
 | |
| 		{
 | |
| 			s_recordWidth = dst_rect.GetWidth();
 | |
| 			s_recordHeight = dst_rect.GetHeight();
 | |
| 			s_AVIDumping = AVIDump::Start(EmuWindow::GetParentWnd(), s_recordWidth, s_recordHeight);
 | |
| 			if (!s_AVIDumping)
 | |
| 			{
 | |
| 				PanicAlert("Error dumping frames to AVI.");
 | |
| 			}
 | |
| 			else
 | |
| 			{
 | |
| 				char msg [255];
 | |
| 				sprintf_s(msg,255, "Dumping Frames to \"%sframedump0.avi\" (%dx%d RGB24)", File::GetUserPath(D_DUMPFRAMES_IDX), s_recordWidth, s_recordHeight);
 | |
| 				OSD::AddMessage(msg, 2000);
 | |
| 			}
 | |
| 		}
 | |
| 		if (s_AVIDumping)
 | |
| 		{
 | |
| 			D3DLOCKED_RECT rect;
 | |
| 			if (SUCCEEDED(ScreenShootMEMSurface->LockRect(&rect, dst_rect.AsRECT(), 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);
 | |
| 				ScreenShootMEMSurface->UnlockRect();
 | |
| 			}
 | |
| 		}
 | |
| 		s_LastFrameDumped = true;
 | |
| 	}
 | |
| 	else
 | |
| 	{
 | |
| 		if (s_LastFrameDumped && s_AVIDumping)
 | |
| 		{
 | |
| 			AVIDump::Stop();
 | |
| 			s_AVIDumping = false;
 | |
| 		}
 | |
| 		s_LastFrameDumped = false;
 | |
| 	}
 | |
| 
 | |
| 	// Finish up the current frame, print some stats
 | |
| 	if (g_ActiveConfig.bShowFPS)
 | |
| 	{
 | |
| 		char fps[20];
 | |
| 		StringCchPrintfA(fps, 20, "FPS: %d\n", s_fps);
 | |
| 		D3D::font.DrawTextScaled(0, 30, 20, 20, 0.0f, 0xFF00FFFF, fps, false);
 | |
| 	}
 | |
| 	Renderer::DrawDebugText();
 | |
| 
 | |
| 	if (g_ActiveConfig.bOverlayStats)
 | |
| 	{
 | |
| 		Statistics::ToString(st);
 | |
| 		D3D::font.DrawTextScaled(0, 30, 20, 20, 0.0f, 0xFF00FFFF, st, false);
 | |
| 	}
 | |
| 	else if (g_ActiveConfig.bOverlayProjStats)
 | |
| 	{
 | |
| 		Statistics::ToStringProj(st);
 | |
| 		D3D::font.DrawTextScaled(0, 30, 20, 20, 0.0f, 0xFF00FFFF, st, false);
 | |
| 	}
 | |
| 
 | |
| 
 | |
| 	OSD::DrawMessages();
 | |
| 	
 | |
| 	D3D::EndFrame();
 | |
| 
 | |
| 	frameCount++;
 | |
| 	DLCache::ProgressiveCleanup();
 | |
| 	TextureCache::Cleanup();
 | |
| 
 | |
| 	// Make any new configuration settings active.
 | |
| 	UpdateActiveConfig();
 | |
| 	WindowResized = false;
 | |
| 	CheckForResize();
 | |
| 	
 | |
| 	bool xfbchanged = false;
 | |
| 	
 | |
| 	if (s_XFB_width != fbWidth || s_XFB_height != fbHeight)
 | |
| 	{
 | |
| 		xfbchanged = true;
 | |
| 		s_XFB_width = fbWidth;
 | |
| 		s_XFB_height = fbHeight;
 | |
| 		if (s_XFB_width < 1) s_XFB_width = MAX_XFB_WIDTH;
 | |
| 		if (s_XFB_width > MAX_XFB_WIDTH) s_XFB_width = MAX_XFB_WIDTH;
 | |
| 		if (s_XFB_height < 1) s_XFB_height = MAX_XFB_HEIGHT;
 | |
| 		if (s_XFB_height > MAX_XFB_HEIGHT) s_XFB_height = MAX_XFB_HEIGHT;
 | |
| 	}
 | |
| 
 | |
| 	u32 newAA = g_ActiveConfig.iMultisampleMode;
 | |
| 	u32 newEFBScale = g_ActiveConfig.iEFBScale;
 | |
| 	if (newAA != s_LastAA || newEFBScale != s_LastEFBScale || xfbchanged || WindowResized)
 | |
| 	{
 | |
| 		s_LastAA = newAA;
 | |
| 		s_LastEFBScale = newEFBScale;
 | |
| 
 | |
| 		ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
 | |
| 
 | |
| 		if(g_ActiveConfig.bUseRealXFB)
 | |
| 		{
 | |
| 			xScale = yScale = 1.0f;
 | |
| 		}
 | |
| 		else
 | |
| 		{
 | |
| 			xScale = (float)(dst_rect.right - dst_rect.left) / (float)s_XFB_width;
 | |
| 			yScale = (float)(dst_rect.bottom - dst_rect.top) / (float)s_XFB_height;
 | |
| 		}
 | |
| 		
 | |
| 		float SupersampleCoeficient = s_LastAA + 1;
 | |
| 		switch(s_LastEFBScale)
 | |
| 		{
 | |
| 			case 0:
 | |
| 				EFBxScale = xScale;
 | |
| 				EFByScale = yScale;
 | |
| 				break;
 | |
| 			case 1:
 | |
| 				EFBxScale = ceilf(xScale);
 | |
| 				EFByScale = ceilf(yScale);
 | |
| 				break;
 | |
| 			default:
 | |
| 				EFBxScale = g_ActiveConfig.iEFBScale - 1;
 | |
| 				EFByScale = EFBxScale;
 | |
| 				break;
 | |
| 		};
 | |
| 		
 | |
| 		EFBxScale *= SupersampleCoeficient;
 | |
| 		EFByScale *= SupersampleCoeficient;
 | |
| 		s_target_width  = EFB_WIDTH * EFBxScale;
 | |
| 		s_target_height = EFB_HEIGHT * EFByScale;
 | |
| 		D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
 | |
| 		D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
 | |
| 		if (WindowResized)
 | |
| 		{
 | |
| 			SetupDeviceObjects();
 | |
| 		}
 | |
| 		else
 | |
| 		{
 | |
| 			FBManager.Destroy();
 | |
| 			FBManager.Create();
 | |
| 		}
 | |
| 		D3D::dev->SetRenderTarget(0, FBManager.GetEFBColorRTSurface());
 | |
| 		D3D::dev->SetDepthStencilSurface(FBManager.GetEFBDepthRTSurface());
 | |
| 	}
 | |
| 
 | |
| 	// ---------------------------------------------------------------------
 | |
| 	// Count FPS.
 | |
| 	// -------------
 | |
| 	static int fpscount = 0;
 | |
| 	static unsigned long lasttime = 0;
 | |
| 	if (Common::Timer::GetTimeMs() - lasttime >= 1000)
 | |
| 	{
 | |
| 		lasttime = Common::Timer::GetTimeMs();
 | |
| 		s_fps = fpscount;
 | |
| 		fpscount = 0;
 | |
| 	}
 | |
| 	if (XFBWrited)
 | |
| 		++fpscount;
 | |
| 
 | |
| 	// Begin new frame
 | |
| 	// Set default viewport and scissor, for the clear to work correctly
 | |
| 	stats.ResetFrame();
 | |
| 
 | |
| 	// Flip/present backbuffer to frontbuffer here
 | |
| 	D3D::Present();
 | |
| 	D3D::BeginFrame();
 | |
| 	Renderer::RestoreAPIState();
 | |
| 	D3D::dev->SetRenderTarget(0, FBManager.GetEFBColorRTSurface());
 | |
| 	D3D::dev->SetDepthStencilSurface(FBManager.GetEFBDepthRTSurface());
 | |
| 	UpdateViewport();
 | |
| 	VertexShaderManager::SetViewportChanged();
 | |
| 	g_VideoInitialize.pCopiedToXFB(XFBWrited || g_ActiveConfig.bUseRealXFB);
 | |
| 	XFBWrited = false;
 | |
| }
 | |
| 
 | |
| void Renderer::ResetAPIState()
 | |
| {
 | |
| 	D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
 | |
| 	D3D::SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
 | |
| 	D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
 | |
| 	D3D::SetRenderState(D3DRS_ZENABLE, FALSE);
 | |
| 	D3D::SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
 | |
| 	DWORD color_mask = D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
 | |
| 	D3D::SetRenderState(D3DRS_COLORWRITEENABLE, color_mask);
 | |
| }
 | |
| 
 | |
| void Renderer::RestoreAPIState()
 | |
| {
 | |
| 	// Gets us back into a more game-like state.
 | |
| 	D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
 | |
| 	UpdateViewport();
 | |
| 	SetScissorRect();
 | |
| 	if (bpmem.zmode.testenable)
 | |
| 		D3D::SetRenderState(D3DRS_ZENABLE, TRUE);
 | |
| 	if (bpmem.zmode.updateenable)
 | |
| 		D3D::SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
 | |
| 	SetColorMask();
 | |
| 	SetLogicOpMode();
 | |
| }
 | |
| 
 | |
| void Renderer::SetGenerationMode()
 | |
| {
 | |
| 	D3D::SetRenderState(D3DRS_CULLMODE, d3dCullModes[bpmem.genMode.cullmode]);
 | |
| }
 | |
| 
 | |
| void Renderer::SetDepthMode()
 | |
| {
 | |
| 	if (bpmem.zmode.testenable)
 | |
| 	{
 | |
| 		D3D::SetRenderState(D3DRS_ZENABLE, TRUE);
 | |
| 		D3D::SetRenderState(D3DRS_ZWRITEENABLE, bpmem.zmode.updateenable);
 | |
| 		D3D::SetRenderState(D3DRS_ZFUNC, d3dCmpFuncs[bpmem.zmode.func]);
 | |
| 	}
 | |
| 	else
 | |
| 	{
 | |
| 		D3D::SetRenderState(D3DRS_ZENABLE, FALSE);
 | |
| 		D3D::SetRenderState(D3DRS_ZWRITEENABLE, FALSE);  // ??
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void Renderer::SetLogicOpMode()
 | |
| {
 | |
| 	if (bpmem.blendmode.logicopenable && bpmem.blendmode.logicmode != 3)
 | |
| 	{
 | |
| 		D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, true);
 | |
| 		D3D::SetRenderState(D3DRS_BLENDOP, d3dLogicOpop[bpmem.blendmode.logicmode]);
 | |
| 		D3D::SetRenderState(D3DRS_SRCBLEND, d3dLogicOpSrcFactors[bpmem.blendmode.logicmode]);
 | |
| 		D3D::SetRenderState(D3DRS_DESTBLEND, d3dLogicOpDestFactors[bpmem.blendmode.logicmode]);
 | |
| 	}
 | |
| 	else
 | |
| 	{
 | |
| 		SetBlendMode(true);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void Renderer::SetDitherMode()
 | |
| {
 | |
| 	D3D::SetRenderState(D3DRS_DITHERENABLE, bpmem.blendmode.dither);
 | |
| }
 | |
| 
 | |
| void Renderer::SetLineWidth()
 | |
| {
 | |
| 	// We can't change line width in D3D unless we use ID3DXLine
 | |
| 	float fratio = xfregs.rawViewport[0] != 0 ? Renderer::GetTargetScaleX() : 1.0f;
 | |
| 	float psize = bpmem.lineptwidth.linesize * fratio / 6.0f;
 | |
| 	D3D::SetRenderState(D3DRS_POINTSIZE, *((DWORD*)&psize));
 | |
| }
 | |
| 
 | |
| void Renderer::SetSamplerState(int stage, int texindex)
 | |
| {
 | |
| 	const FourTexUnits &tex = bpmem.tex[texindex];
 | |
| 	const TexMode0 &tm0 = tex.texMode0[stage];
 | |
| 	const TexMode1 &tm1 = tex.texMode1[stage];
 | |
| 	
 | |
| 	D3DTEXTUREFILTERTYPE min, mag, mip;
 | |
| 	if (g_ActiveConfig.bForceFiltering)
 | |
| 	{
 | |
| 		min = mag = mip = D3DTEXF_LINEAR;
 | |
| 	}
 | |
| 	else
 | |
| 	{
 | |
| 		min = (tm0.min_filter & 4) ? D3DTEXF_LINEAR : D3DTEXF_POINT;
 | |
| 		mag = tm0.mag_filter ? D3DTEXF_LINEAR : D3DTEXF_POINT;
 | |
| 		mip = (tm0.min_filter == 8) ? D3DTEXF_NONE : d3dMipFilters[tm0.min_filter & 3];
 | |
| 		if((tm0.min_filter & 3) && (tm0.min_filter != 8) && ((tm1.max_lod >> 4) == 0))
 | |
| 			mip = D3DTEXF_NONE;
 | |
| 	}
 | |
| 	if (texindex)
 | |
| 		stage += 4;
 | |
| 	
 | |
| 	if (mag == D3DTEXF_LINEAR && min == D3DTEXF_LINEAR && g_ActiveConfig.iMaxAnisotropy > 1)
 | |
| 	{
 | |
| 		min = D3DTEXF_ANISOTROPIC;
 | |
| 	}
 | |
| 	D3D::SetSamplerState(stage, D3DSAMP_MINFILTER, min);
 | |
| 	D3D::SetSamplerState(stage, D3DSAMP_MAGFILTER, mag);
 | |
| 	D3D::SetSamplerState(stage, D3DSAMP_MIPFILTER, mip);
 | |
| 	
 | |
| 	D3D::SetSamplerState(stage, D3DSAMP_ADDRESSU, d3dClamps[tm0.wrap_s]);
 | |
| 	D3D::SetSamplerState(stage, D3DSAMP_ADDRESSV, d3dClamps[tm0.wrap_t]);
 | |
| 	//float SuperSampleCoeficient = (s_LastAA < 3)? s_LastAA + 1 : s_LastAA - 1;// uncoment this changes to conserve detail when incresing ssaa level
 | |
| 	float lodbias = (tm0.lod_bias / 32.0f);// + (s_LastAA)?(log(SuperSampleCoeficient) / log(2.0f)):0;
 | |
| 	D3D::SetSamplerState(stage, D3DSAMP_MIPMAPLODBIAS, *(DWORD*)&lodbias);
 | |
| 	D3D::SetSamplerState(stage, D3DSAMP_MAXMIPLEVEL, tm1.min_lod >> 4);
 | |
| }
 | |
| 
 | |
| void Renderer::SetInterlacingMode()
 | |
| {
 | |
| 	// TODO
 | |
| }
 | |
| 
 | |
| // Save screenshot
 | |
| void Renderer::SetScreenshot(const char *filename)
 | |
| {
 | |
| 	s_criticalScreenshot.Enter();
 | |
| 	strcpy_s(s_sScreenshotName, filename);
 | |
| 	s_bScreenshot = true;
 | |
| 	s_criticalScreenshot.Leave();
 | |
| }
 |