dolphin/Source/Plugins/Plugin_VideoDX9/Src/Render.cpp

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// Copyright (C) 2003 Dolphin Project.
// This program 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, version 2.0.
// This program 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 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include <list>
#include <d3dx9.h>
#include "Common.h"
#include "Statistics.h"
#include "VideoConfig.h"
#include "main.h"
#include "VertexManager.h"
#include "Render.h"
#include "OpcodeDecoding.h"
#include "BPStructs.h"
#include "XFStructs.h"
#include "D3DUtil.h"
#include "VertexShaderManager.h"
#include "PixelShaderManager.h"
#include "VertexShaderCache.h"
#include "PixelShaderCache.h"
#include "VertexLoaderManager.h"
#include "TextureCache.h"
#include "Utils.h"
#include "EmuWindow.h"
#include "AVIDump.h"
#include "OnScreenDisplay.h"
#include "FramebufferManager.h"
#include "Fifo.h"
#include "debugger/debugger.h"
static int s_target_width;
static int s_target_height;
static int s_backbuffer_width;
static int s_backbuffer_height;
static float xScale;
static float yScale;
static int s_recordWidth;
static int s_recordHeight;
static bool s_LastFrameDumped;
static bool s_AVIDumping;
static u32 s_blendMode;
char st[32768];
// State translation lookup tables
static const D3DBLEND d3dSrcFactors[8] =
{
D3DBLEND_ZERO,
D3DBLEND_ONE,
D3DBLEND_DESTCOLOR,
D3DBLEND_INVDESTCOLOR,
D3DBLEND_SRCALPHA,
D3DBLEND_INVSRCALPHA,
D3DBLEND_DESTALPHA,
D3DBLEND_INVDESTALPHA
};
static const D3DBLEND d3dDestFactors[8] =
{
D3DBLEND_ZERO,
D3DBLEND_ONE,
D3DBLEND_SRCCOLOR,
D3DBLEND_INVSRCCOLOR,
D3DBLEND_SRCALPHA,
D3DBLEND_INVSRCALPHA,
D3DBLEND_DESTALPHA,
D3DBLEND_INVDESTALPHA
};
void SetupDeviceObjects()
{
D3D::font.Init();
VertexLoaderManager::Init();
FBManager::Create();
VertexShaderManager::Dirty();
PixelShaderManager::Dirty();
// Tex and shader caches will recreate themselves over time.
}
// Kill off all POOL_DEFAULT device objects.
void TeardownDeviceObjects()
{
D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
FBManager::Destroy();
D3D::font.Shutdown();
TextureCache::Invalidate(false);
VertexManager::DestroyDeviceObjects();
VertexLoaderManager::Shutdown();
VertexShaderCache::Clear();
PixelShaderCache::Clear();
}
bool Renderer::Init()
{
UpdateActiveConfig();
int fullScreenRes, w_temp, h_temp;
s_blendMode = 0;
int backbuffer_ms_mode = 0; // g_ActiveConfig.iMultisampleMode;
sscanf(g_Config.cFSResolution, "%dx%d", &w_temp, &h_temp);
for (fullScreenRes = 0; fullScreenRes < (int)D3D::GetAdapter(g_ActiveConfig.iAdapter).resolutions.size(); fullScreenRes++)
{
if ((D3D::GetAdapter(g_ActiveConfig.iAdapter).resolutions[fullScreenRes].xres == w_temp) &&
(D3D::GetAdapter(g_ActiveConfig.iAdapter).resolutions[fullScreenRes].yres == h_temp))
break;
}
if (fullScreenRes == D3D::GetAdapter(g_ActiveConfig.iAdapter).resolutions.size())
fullScreenRes = 0;
D3D::Create(g_ActiveConfig.iAdapter, EmuWindow::GetWnd(), g_ActiveConfig.bFullscreen,
fullScreenRes, backbuffer_ms_mode, false);
s_backbuffer_width = D3D::GetBackBufferWidth();
s_backbuffer_height = D3D::GetBackBufferHeight();
// TODO: Grab target width from configured resolution?
s_target_width = s_backbuffer_width * EFB_WIDTH / 640;
s_target_height = s_backbuffer_height * EFB_HEIGHT / 480;
xScale = (float)s_target_width / (float)EFB_WIDTH;
yScale = (float)s_target_height / (float)EFB_HEIGHT;
s_LastFrameDumped = false;
s_AVIDumping = false;
// We're not using fixed function, except for some 2D.
// Let's just set the matrices to identity to be sure.
D3DXMATRIX mtx;
D3DXMatrixIdentity(&mtx);
D3D::dev->SetTransform(D3DTS_VIEW, &mtx);
D3D::dev->SetTransform(D3DTS_WORLD, &mtx);
SetupDeviceObjects();
for (int stage = 0; stage < 8; stage++)
D3D::SetSamplerState(stage, D3DSAMP_MAXANISOTROPY, g_ActiveConfig.iMaxAnisotropy);
D3D::dev->Clear(0, NULL, D3DCLEAR_ZBUFFER,D3DCOLOR_XRGB(255,255,255),1.0f,0);
D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET, 0x0, 0, 0);
D3D::dev->SetRenderTarget(0, FBManager::GetEFBColorRTSurface());
D3D::dev->SetDepthStencilSurface(FBManager::GetEFBDepthRTSurface());
D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x0, 1.0f, 0);
D3D::BeginFrame();
D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, true);
return true;
}
void Renderer::Shutdown()
{
TeardownDeviceObjects();
D3D::EndFrame();
D3D::Present();
D3D::Close();
if (s_AVIDumping)
{
AVIDump::Stop();
}
}
int Renderer::GetTargetWidth() { return s_target_width; }
int Renderer::GetTargetHeight() { return s_target_height; }
float Renderer::GetTargetScaleX() { return xScale; }
float Renderer::GetTargetScaleY() { return yScale; }
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);
}
void dumpMatrix(D3DXMATRIX &mtx)
{
for (int y = 0; y < 4; y++)
{
char temp[256];
sprintf(temp,"%4.4f %4.4f %4.4f %4.4f",mtx.m[y][0],mtx.m[y][1],mtx.m[y][2],mtx.m[y][3]);
g_VideoInitialize.pLog(temp, FALSE);
}
}
TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
{
TargetRectangle result;
result.left = (rc.left * s_target_width) / EFB_WIDTH;
result.top = (rc.top * s_target_height) / EFB_HEIGHT;
result.right = (rc.right * s_target_width) / EFB_WIDTH;
result.bottom = (rc.bottom * s_target_height) / EFB_HEIGHT;
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);
}
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();
SetupDeviceObjects();
s_backbuffer_width = D3D::GetBackBufferWidth();
s_backbuffer_height = D3D::GetBackBufferHeight();
}
}
static void EFBTextureToD3DBackBuffer(const EFBRectangle& sourceRc)
{
// Set the backbuffer as the rendering target
D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
D3D::dev->SetDepthStencilSurface(NULL);
// Blit our render target onto the backbuffer.
// TODO: Change to a quad so we can do post processing.
TargetRectangle src_rect, dst_rect;
src_rect = Renderer::ConvertEFBRectangle(sourceRc);
ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
//LPD3DXSPRITE pSprite=NULL;
//D3DXCreateSprite(D3D::dev, &pSprite);
//D3DXVECTOR3 pos(0,0,0);
//EFBRectangle efbRect;
//
//pSprite->Begin(D3DXSPRITE_ALPHABLEND);
//pSprite->Draw(FBManager::GetEFBColorTexture(efbRect),NULL, NULL, &pos, 0xFFFFFFFF);
//pSprite->End();
//pSprite->Release();
D3D::dev->Clear(0,NULL, D3DCLEAR_TARGET,D3DCOLOR_XRGB(0,0,0),1.0f,0);
// todo, to draw the EFB texture to the backbuffer instead of StretchRect
D3D::dev->StretchRect(FBManager::GetEFBColorRTSurface(), src_rect.AsRECT(),
D3D::GetBackBufferSurface(), dst_rect.AsRECT(),
D3DTEXF_LINEAR);
// Finish up the current frame, print some stats
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();
// u32 clearColor = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
// Clear the render target. We probably don't need to do this every frame.
//D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET, 0x0, 1.0f, 0);
// Set rendering target back to the EFB rendering texture
D3D::dev->SetRenderTarget(0, FBManager::GetEFBColorRTSurface());
D3D::dev->SetDepthStencilSurface(FBManager::GetEFBDepthRTSurface());
}
static void D3DDumpFrame()
{
if (EmuWindow::GetParentWnd())
{
// Re-stretch window to parent window size again, if it has a parent window.
RECT rcWindow;
GetWindowRect(EmuWindow::GetParentWnd(), &rcWindow);
int width = rcWindow.right - rcWindow.left;
int height = rcWindow.bottom - rcWindow.top;
::MoveWindow(EmuWindow::GetWnd(), 0, 0, width, height, FALSE);
}
// Frame dumping routine - seems buggy and wrong, esp. regarding buffer sizes
if (g_ActiveConfig.bDumpFrames) {
D3DDISPLAYMODE DisplayMode;
if (SUCCEEDED(D3D::dev->GetDisplayMode(0, &DisplayMode))) {
LPDIRECT3DSURFACE9 surf;
if (SUCCEEDED(D3D::dev->CreateOffscreenPlainSurface(DisplayMode.Width, DisplayMode.Height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &surf, NULL))) {
if (!s_LastFrameDumped) {
RECT windowRect;
GetClientRect(EmuWindow::GetWnd(), &windowRect);
s_recordWidth = windowRect.right - windowRect.left;
s_recordHeight = windowRect.bottom - windowRect.top;
s_AVIDumping = AVIDump::Start(EmuWindow::GetParentWnd(), s_recordWidth, s_recordHeight);
if (!s_AVIDumping) {
PanicAlert("Error dumping frames to AVI.");
} else {
char msg [255];
sprintf(msg, "Dumping Frames to \"%s/framedump0.avi\" (%dx%d RGB24)", FULL_FRAMES_DIR, s_recordWidth, s_recordHeight);
OSD::AddMessage(msg, 2000);
}
}
if (s_AVIDumping) {
if (SUCCEEDED(D3D::dev->GetFrontBufferData(0, surf))) {
RECT windowRect;
GetWindowRect(EmuWindow::GetWnd(), &windowRect);
D3DLOCKED_RECT rect;
if (SUCCEEDED(surf->LockRect(&rect, &windowRect, D3DLOCK_NO_DIRTY_UPDATE | D3DLOCK_NOSYSLOCK | D3DLOCK_READONLY))) {
char *data = (char *)malloc(3 * s_recordWidth * s_recordHeight);
formatBufferDump((const char *)rect.pBits, data, s_recordWidth, s_recordHeight, rect.Pitch);
AVIDump::AddFrame(data);
free(data);
surf->UnlockRect();
}
}
}
s_LastFrameDumped = true;
surf->Release();
}
}
}
else
{
if (s_LastFrameDumped && s_AVIDumping) {
AVIDump::Stop();
s_AVIDumping = false;
}
s_LastFrameDumped = false;
}
}
void Renderer::RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
{
if (g_bSkipCurrentFrame)
{
g_VideoInitialize.pCopiedToXFB(false);
DEBUGGER_PAUSE_LOG_AT(NEXT_XFB_CMD,false,{printf("RenderToXFB - disabled");});
return;
}
D3D::EndFrame();
D3DDumpFrame();
EFBTextureToD3DBackBuffer(sourceRc);
D3D::BeginFrame();
DEBUGGER_LOG_AT((NEXT_XFB_CMD|NEXT_EFB_CMD|NEXT_FRAME),
{printf("StretchRect, EFB->XFB\n");});
DEBUGGER_PAUSE_LOG_AT(
(NEXT_XFB_CMD),false,
{printf("RenderToXFB: addr = %08X, %d x %d, sourceRc = (%d,%d,%d,%d)\n",
xfbAddr, fbWidth, fbHeight,
sourceRc.left, sourceRc.top, sourceRc.right, sourceRc.bottom);}
);
RECT rc;
rc.left = 0;
rc.top = 0;
rc.right = (LONG)s_target_width;
rc.bottom = (LONG)s_target_height;
D3D::dev->SetScissorRect(&rc);
D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, false);
UpdateViewport();
Swap(0,FIELD_PROGRESSIVE,0,0); // we used to swap the buffer here, now we will wait
// until the XFB pointer is updated by VI
D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, true);
}
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);
rc.left = (int)(rc.left * xScale);
rc.top = (int)(rc.top * yScale);
rc.right = (int)(rc.right * xScale);
rc.bottom = (int)(rc.bottom * yScale);
if (rc.left < 0) rc.left = 0;
if (rc.right > s_target_width) rc.right = s_target_width;
if (rc.top < 0) rc.top = 0;
if (rc.bottom > s_target_height) rc.bottom = s_target_height;
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);
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)
{
//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();
D3DLOCKED_RECT drect;
//Buffer not found alert
if(!pBuffer) {
PanicAlert("No %s!", (type == PEEK_Z || type == POKE_Z) ? "Z-Buffer" : "Color EFB");
return 0;
}
// Z buffer lock not suported: returning
if((type == PEEK_Z || type == POKE_Z) && BufferFormat == D3DFMT_D24X8)
{
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;
//lock the buffer
if(!(BufferFormat == D3DFMT_D32F_LOCKABLE || BufferFormat == D3DFMT_D16_LOCKABLE))
{
//the hard support stretchrect in both color and z so use it
hr = D3D::dev->StretchRect(pBuffer,&RectToLock,RBuffer,NULL, D3DTEXF_NONE);
if(FAILED(hr))
{
PanicAlert("Unable to stretch data to buffer");
return 0;
}
//retriebe the pixel data to the local memory buffer
D3D::dev->GetRenderTargetData(RBuffer,pOffScreenBuffer);
if(FAILED(hr))
{
PanicAlert("Unable to copy data to mem buffer");
return 0;
}
//change the rect to lock the entire one pixel buffer
RectToLock.bottom = 1;
RectToLock.left = 0;
RectToLock.right = 1;
RectToLock.top = 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 (BufferFormat)
{
case D3DFMT_D32F_LOCKABLE:
val = ((float *)drect.pBits)[0];
z = ((u32)(val * 0xffffff));// 0xFFFFFFFF;
break;
case D3DFMT_D16_LOCKABLE:
val = ((float)((u16 *)drect.pBits)[0])/((float)0xFFFF);
z = ((u32)(val * 0xffffff));
break;
default:
z = ((u32 *)drect.pBits)[0] >> 8;
break;
};
// [0.0, 1.0] ==> [0, 0xFFFFFFFF]
break;
}
case POKE_Z:
// TODO: Get that Z value to poke from somewhere
//((float *)drect.pBits)[0] = val;
PanicAlert("Poke Z-buffer not implemented");
break;
case PEEK_COLOR:
z = ((u32 *)drect.pBits)[0];
break;
case POKE_COLOR:
// TODO: Get that ARGB value to poke from somewhere
//((float *)drect.pBits)[0] = val;
PanicAlert("Poke color EFB not implemented");
break;
}
pOffScreenBuffer->UnlockRect();
// TODO: in RE0 this value is often off by one, which causes lighting to disappear
return z;
}
// mtx.m[0][3] = pMatrix[1]; // -0.5f/s_target_width; <-- fix d3d pixel center?
// mtx.m[1][3] = pMatrix[3]; // +0.5f/s_target_height; <-- fix d3d pixel center?
// Called from VertexShaderManager
// Called from VertexShaderManager
void UpdateViewport()
{
int scissorXOff = bpmem.scissorOffset.x * 2;
int scissorYOff = bpmem.scissorOffset.y * 2;
float MValueX = Renderer::GetTargetScaleX();
float MValueY = Renderer::GetTargetScaleY();
D3DVIEWPORT9 vp;
// Stretch picture with increased internal resolution
vp.X = (int)(ceil(xfregs.rawViewport[3] - xfregs.rawViewport[0] - (scissorXOff)) * MValueX);
vp.Y = (int)(ceil(xfregs.rawViewport[4] + xfregs.rawViewport[1] - (scissorYOff)) * MValueY);
vp.Width = (int)ceil(abs((int)(2 * xfregs.rawViewport[0])) * MValueX);
vp.Height = (int)ceil(abs((int)(2 * xfregs.rawViewport[1])) * MValueY);
//some games set invalids values for z min and z max so fix them to the max an min alowed and let the shaders do this work
vp.MinZ = 0.0f;//(xfregs.rawViewport[5] - xfregs.rawViewport[2]) / 16777216.0f;
vp.MaxZ = 1.0f;//xfregs.rawViewport[5] / 16777216.0f;
D3D::dev->SetViewport(&vp);
}
void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z)
{
// Update the view port for clearing the picture
D3DVIEWPORT9 vp;
vp.X = 0;
vp.Y = 0;
vp.Width = Renderer::GetTargetWidth();
vp.Height = Renderer::GetTargetHeight();
vp.MinZ = 0.0;
vp.MaxZ = 1.0;
D3D::dev->SetViewport(&vp);
TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc);
// Always set the scissor in case it was set by the game and has not been reset
RECT sirc;
sirc.left = targetRc.left;
sirc.top = targetRc.top;
sirc.right = targetRc.right;
sirc.bottom = targetRc.bottom;
D3D::dev->SetScissorRect(&sirc);
VertexShaderManager::SetViewportChanged();
DWORD clearflags = 0;
if(colorEnable)
{
clearflags |= D3DCLEAR_TARGET;
}
if (zEnable)
{
clearflags |= D3DCLEAR_ZBUFFER;
}
D3D::dev->Clear(0, NULL, clearflags, color,(z & 0xFFFFFF) / float(0xFFFFFF), 0);
}
void Renderer::SetBlendMode(bool forceUpdate)
{
// blend mode bit mask
// 0 - blend enable
// 2 - reverse subtract enable (else add)
// 3-5 - srcRGB function
// 6-8 - dstRGB function
u32 newval = bpmem.blendmode.subtract << 2;
if (bpmem.blendmode.subtract) {
newval |= 0x0049; // enable blending src 1 dst 1
} else if (bpmem.blendmode.blendenable) {
newval |= 1; // enable blending
newval |= bpmem.blendmode.srcfactor << 3;
newval |= bpmem.blendmode.dstfactor << 6;
}
u32 changes = forceUpdate ? 0xFFFFFFFF : newval ^ s_blendMode;
if (changes & 1) {
// blend enable change
D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, (newval & 1));
}
if (changes & 4) {
// subtract enable change
D3D::SetRenderState(D3DRS_BLENDOP, newval & 4 ? D3DBLENDOP_REVSUBTRACT : D3DBLENDOP_ADD);
}
if (changes & 0x1F8) {
// blend RGB change
D3D::SetRenderState(D3DRS_SRCBLEND, d3dSrcFactors[(newval >> 3) & 7]);
D3D::SetRenderState(D3DRS_DESTBLEND, d3dDestFactors[(newval >> 6) & 7]);
}
s_blendMode = newval;
}
void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
{
// this function is called after the XFB field is changed, not after
// EFB is copied to XFB. In this way, flickering is reduced in games
// and seems to also give more FPS in ZTP
// D3D frame is now over
// Clean out old stuff from caches.
frameCount++;
PixelShaderCache::Cleanup();
VertexShaderCache::Cleanup();
TextureCache::Cleanup();
// Make any new configuration settings active.
UpdateActiveConfig();
//TODO: Resize backbuffer if window size has changed. This code crashes, debug it.
g_VideoInitialize.pCopiedToXFB(false);
CheckForResize();
// Begin new frame
// Set default viewport and scissor, for the clear to work correctly
stats.ResetFrame();
// Flip/present backbuffer to frontbuffer here
D3D::Present();
}