#include #include "Common.h" #include "D3DBase.h" #include "Globals.h" #include "main.h" #include "VertexHandler.h" #include "Render.h" #include "OpcodeDecoding.h" #include "BPStructs.h" #include "XFStructs.h" #include "D3DPostprocess.h" #include "D3DUtil.h" #include "ShaderManager.h" #include "TextureCache.h" #include "Utils.h" #include "EmuWindow.h" float Renderer::m_x,Renderer::m_y,Renderer::m_width, Renderer::m_height, Renderer::xScale,Renderer::yScale; #define NUMWNDRES 6 extern int g_Res[NUMWNDRES][2]; void Renderer::Init(SVideoInitialize &_VideoInitialize) { EmuWindow::SetSize(g_Res[g_Config.iWindowedRes][0], g_Res[g_Config.iWindowedRes][1]); D3D::Create(g_Config.iAdapter, EmuWindow::GetWnd(), g_Config.bFullscreen, g_Config.iFSResolution, g_Config.iMultisampleMode); D3DVIEWPORT9 vp; D3D::dev->GetViewport(&vp); m_x = 0; m_y = 0; m_width = (float)vp.Width; m_height = (float)vp.Height; xScale = 640.0f / (float)vp.Width; yScale = 480.0f / (float)vp.Height; D3D::font.Init(); Initialize(); } void Renderer::Shutdown(void) { D3D::font.Shutdown(); D3D::EndFrame(); D3D::Close(); } void Renderer::Initialize(void) { D3D::dev->SetRenderState(D3DRS_LIGHTING,FALSE); D3D::dev->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); D3D::dev->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); D3D::dev->SetRenderState(D3DRS_FOGENABLE, FALSE); D3D::dev->SetRenderState(D3DRS_FILLMODE, g_Config.bWireFrame?D3DFILL_WIREFRAME:D3DFILL_SOLID); for (int i=0; i<8; i++) { D3D::dev->SetSamplerState(i, D3DSAMP_MAXANISOTROPY, 16); } ReinitView(); Postprocess::Initialize(); Postprocess::BeginFrame(); D3D::BeginFrame(true, 0); CVertexHandler::BeginFrame(); } 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); } } void Renderer::ReinitView() { D3DXMATRIX mtx; D3DXMatrixIdentity(&mtx); D3D::dev->SetTransform(D3DTS_VIEW,&mtx); D3D::dev->SetTransform(D3DTS_WORLD,&mtx); float width = (float)D3D::GetDisplayWidth(); float height = (float)D3D::GetDisplayHeight(); xScale = width/640.0f; yScale = height/480.0f; RECT rc = { (LONG)(m_x*xScale), (LONG)(m_y*yScale), (LONG)(m_width*xScale), (LONG)(m_height*yScale) }; } void Renderer::SwapBuffers(void) { //Finish up the current frame, print some stats Postprocess::FinalizeFrame(); if (g_Config.bOverlayStats) { char st[2048]; char *p = st; p+=sprintf(p,"Num textures created: %i\n",stats.numTexturesCreated); p+=sprintf(p,"Num textures alive: %i\n",stats.numTexturesAlive); p+=sprintf(p,"Num pshaders created: %i\n",stats.numPixelShadersCreated); p+=sprintf(p,"Num pshaders alive: %i\n",stats.numPixelShadersAlive); p+=sprintf(p,"Num vshaders created: %i\n",stats.numVertexShadersCreated); p+=sprintf(p,"Num vshaders alive: %i\n",stats.numVertexShadersAlive); p+=sprintf(p,"Num dlists called: %i\n",stats.numDListsCalled); p+=sprintf(p,"Num dlists created: %i\n",stats.numDListsCreated); p+=sprintf(p,"Num dlists alive: %i\n",stats.numDListsAlive); p+=sprintf(p,"Num strip joins: %i\n",stats.numJoins); p+=sprintf(p,"Num primitives: %i\n",stats.thisFrame.numPrims); p+=sprintf(p,"Num primitives (DL): %i\n",stats.thisFrame.numDLPrims); p+=sprintf(p,"Num bad commands: %i%s\n",stats.thisFrame.numBadCommands,stats.thisFrame.numBadCommands?"!!!":""); p+=sprintf(p,"Num XF loads: %i\n",stats.thisFrame.numXFLoads); p+=sprintf(p,"Num XF loads (DL): %i\n",stats.thisFrame.numXFLoadsInDL); p+=sprintf(p,"Num CP loads: %i\n",stats.thisFrame.numCPLoads); p+=sprintf(p,"Num CP loads (DL): %i\n",stats.thisFrame.numCPLoadsInDL); p+=sprintf(p,"Num BP loads: %i\n",stats.thisFrame.numBPLoads); p+=sprintf(p,"Num BP loads (DL): %i\n",stats.thisFrame.numBPLoadsInDL); D3D::font.DrawTextScaled(0,30,20,20,0.0f,0xFF00FFFF,st,false); //end frame } #if defined(DVPROFILE) if( g_bWriteProfile ) { //g_bWriteProfile = 0; static int framenum = 0; const int UPDATE_FRAMES = 8; if( ++framenum >= UPDATE_FRAMES ) { DVProfWrite("prof.txt", UPDATE_FRAMES); DVProfClear(); framenum = 0; } } #endif D3D::EndFrame(); //D3D frame is now over ////////////////////////////////////////////////////////////////////////// //clean out old stuff from caches frameCount++; PShaderCache::Cleanup(); TextureCache::Cleanup(); //DListCache::Cleanup(); ////////////////////////////////////////////////////////////////////////// //Begin new frame //Set default viewport and scissor, for the clear to work correctly stats.ResetFrame(); D3DVIEWPORT9 vp; vp.X = 0; vp.Y = 0; vp.Width = (DWORD)m_width; vp.Height = (DWORD)m_height; vp.MinZ = 0; vp.MaxZ = 0; D3D::dev->SetViewport(&vp); RECT rc; rc.left = 0; rc.top = 0; rc.right = (LONG)m_width; rc.bottom = (LONG)m_height; D3D::dev->SetScissorRect(&rc); u32 clearColor = (bpmem.clearcolorAR<<16)|bpmem.clearcolorGB; // clearColor |= 0x003F003F; // D3D::BeginFrame(true,clearColor,1.0f); D3D::BeginFrame(false,clearColor,1.0f); // D3D::EnableAlphaToCoverage(); Postprocess::BeginFrame(); CVertexHandler::BeginFrame(); if (g_Config.bOldCard) D3D::font.SetRenderStates(); //compatibility with lowend cards } void Renderer::Flush(void) { // render the rest of the vertex buffer //only to be used for debugging purposes //D3D::EndFrame(); //D3D::BeginFrame(false,0); } void Renderer::SetViewport(float* _Viewport) { Viewport* pViewport = (Viewport*)_Viewport; D3DVIEWPORT9 vp; float x=(pViewport->xOrig-662)*2; float y=(pViewport->yOrig-582)*2; //something is wrong, but what?? y-=16; float w=pViewport->wd*2; //multiply up to real size float h=pViewport->ht*-2; //why is this negative? oh well.. if (x < 0.0f) x = 0.0f; if (y < 0.0f) y = 0.0f; if (x > 640.0f) x = 639.0f; if (y > 480.0f) y = 479.0f; if (w < 0) w=1; if (h < 0) h=1; if (x+w > 640.0f) w=640-x; if (y+h > 480.0f) h=480-y; //x=y=0; //if(w>0.0f) w=0.0f; //if(h<0.0f) h=0.0f; vp.X = (DWORD)(x*xScale); vp.Y = (DWORD)(y*yScale); vp.Width = (DWORD)(w*xScale); vp.Height = (DWORD)(h*yScale); vp.MinZ = 0.0f; vp.MaxZ = 1.0f; // char temp[256]; // sprintf(temp,"Viewport: %i %i %i %i %f %f",vp.X,vp.Y,vp.Width,vp.Height,vp.MinZ,vp.MaxZ); // g_VideoInitialize.pLog(temp, FALSE); D3D::dev->SetViewport(&vp); } void Renderer::SetScissorBox(RECT &rc) { 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.right >= rc.left && rc.bottom >= rc.top) D3D::dev->SetScissorRect(&rc); else g_VideoInitialize.pLog("SCISSOR ERROR", FALSE); } void Renderer::SetProjection(float* pMatrix, int constantIndex) { D3DXMATRIX mtx; if (pMatrix[6] == 0) { mtx.m[0][0] = pMatrix[0]; mtx.m[1][0] = 0.0f; mtx.m[2][0] = pMatrix[1]; mtx.m[3][0] = -0.5f/m_width; mtx.m[0][1] = 0.0f; mtx.m[1][1] = pMatrix[2]; mtx.m[2][1] = pMatrix[3]; mtx.m[3][1] = +0.5f/m_height; mtx.m[0][2] = 0.0f; mtx.m[1][2] = 0.0f; mtx.m[2][2] = -(1-pMatrix[4]); mtx.m[3][2] = pMatrix[5]; mtx.m[0][3] = 0.0f; mtx.m[1][3] = 0.0f; mtx.m[2][3] = -1.0f; mtx.m[3][3] = 0.0f; } else { mtx.m[0][0] = pMatrix[0]; mtx.m[1][0] = 0.0f; mtx.m[2][0] = 0.0f; mtx.m[3][0] = pMatrix[1]-0.5f/m_width; // fix d3d pixel center mtx.m[0][1] = 0.0f; mtx.m[1][1] = pMatrix[2]; mtx.m[2][1] = 0.0f; mtx.m[3][1] = pMatrix[3]+0.5f/m_height; // fix d3d pixel center mtx.m[0][2] = 0.0f; mtx.m[1][2] = 0.0f; mtx.m[2][2] = pMatrix[4]; mtx.m[3][2] = -(-1 - pMatrix[5]); mtx.m[0][3] = 0; mtx.m[1][3] = 0; mtx.m[2][3] = 0.0f; mtx.m[3][3] = 1.0f; } D3D::dev->SetVertexShaderConstantF(constantIndex, mtx, 4); }