dolphin/Source/Plugins/Plugin_VideoDX9/Src/Render.cpp
Rodolfo Osvaldo Bogado 4ab0e4b8a0 fix for rbga8 decoding that causes problems in nsmbw
fix for screen clearing in opengl and d3d

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5749 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-19 21:12:09 +00:00

1415 lines
38 KiB
C++

// 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 <strsafe.h>
#include "StringUtil.h"
#include "Common.h"
#include "Atomic.h"
#include "FileUtil.h"
#include "Thread.h"
#include "Timer.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 "TextureConverter.h"
#include "debugger/debugger.h"
int s_fps=0;
static bool WindowResized;
static int s_target_width;
static int s_target_height;
static int s_Fulltarget_width;
static int s_Fulltarget_height;
static int s_backbuffer_width;
static int s_backbuffer_height;
static int s_XFB_width;
static int s_XFB_height;
static float xScale;
static float yScale;
static float EFBxScale;
static float EFByScale;
static int s_recordWidth;
static int s_recordHeight;
static bool s_LastFrameDumped;
static bool s_AVIDumping;
static u32 s_blendMode;
static u32 s_LastAA;
static u32 s_LastEFBScale;
static bool IS_AMD;
static bool XFBWrited;
char st[32768];
static bool s_bScreenshot = false;
static Common::CriticalSection s_criticalScreenshot;
static char s_sScreenshotName[1024];
static LPDIRECT3DSURFACE9 ScreenShootMEMSurface = NULL;
// 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
};
static const D3DBLENDOP d3dLogicOpop[16] =
{
D3DBLENDOP_ADD,
D3DBLENDOP_ADD,
D3DBLENDOP_SUBTRACT,
D3DBLENDOP_ADD,
D3DBLENDOP_REVSUBTRACT,
D3DBLENDOP_ADD,
D3DBLENDOP_MAX,
D3DBLENDOP_ADD,
D3DBLENDOP_MAX,
D3DBLENDOP_MAX,
D3DBLENDOP_ADD,
D3DBLENDOP_ADD,
D3DBLENDOP_ADD,
D3DBLENDOP_ADD,
D3DBLENDOP_ADD,
D3DBLENDOP_ADD
};
static const D3DBLEND d3dLogicOpSrcFactors[16] =
{
D3DBLEND_ZERO,
D3DBLEND_DESTCOLOR,
D3DBLEND_ONE,
D3DBLEND_ONE,
D3DBLEND_DESTCOLOR,
D3DBLEND_ZERO,
D3DBLEND_INVDESTCOLOR,
D3DBLEND_INVDESTCOLOR,
D3DBLEND_INVSRCCOLOR,
D3DBLEND_INVSRCCOLOR,
D3DBLEND_INVDESTCOLOR,
D3DBLEND_ONE,
D3DBLEND_INVSRCCOLOR,
D3DBLEND_INVSRCCOLOR,
D3DBLEND_INVDESTCOLOR,
D3DBLEND_ONE
};
static const D3DBLEND d3dLogicOpDestFactors[16] =
{
D3DBLEND_ZERO,
D3DBLEND_ZERO,
D3DBLEND_INVSRCCOLOR,
D3DBLEND_ZERO,
D3DBLEND_ONE,
D3DBLEND_ONE,
D3DBLEND_INVSRCCOLOR,
D3DBLEND_ONE,
D3DBLEND_INVDESTCOLOR,
D3DBLEND_SRCCOLOR,
D3DBLEND_INVDESTCOLOR,
D3DBLEND_INVDESTCOLOR,
D3DBLEND_INVSRCCOLOR,
D3DBLEND_ONE,
D3DBLEND_INVSRCCOLOR,
D3DBLEND_ONE
};
static const D3DCULL d3dCullModes[4] =
{
D3DCULL_NONE,
D3DCULL_CCW,
D3DCULL_CW,
D3DCULL_CCW
};
static const D3DCMPFUNC d3dCmpFuncs[8] =
{
D3DCMP_NEVER,
D3DCMP_LESS,
D3DCMP_EQUAL,
D3DCMP_LESSEQUAL,
D3DCMP_GREATER,
D3DCMP_NOTEQUAL,
D3DCMP_GREATEREQUAL,
D3DCMP_ALWAYS
};
static const D3DTEXTUREFILTERTYPE d3dMipFilters[4] =
{
D3DTEXF_NONE,
D3DTEXF_POINT,
D3DTEXF_LINEAR,
D3DTEXF_NONE, //reserved
};
static const D3DTEXTUREADDRESS d3dClamps[4] =
{
D3DTADDRESS_CLAMP,
D3DTADDRESS_WRAP,
D3DTADDRESS_MIRROR,
D3DTADDRESS_WRAP //reserved
};
void SetupDeviceObjects()
{
D3D::font.Init();
VertexLoaderManager::Init();
FBManager.Create();
VertexShaderManager::Dirty();
PixelShaderManager::Dirty();
TextureConverter::Init();
// To avoid shader compilation stutters, read back all shaders from cache.
VertexShaderCache::Init();
PixelShaderCache::Init();
// Texture cache will recreate themselves over time.
}
// Kill off all POOL_DEFAULT device objects.
void TeardownDeviceObjects()
{
if(ScreenShootMEMSurface)
ScreenShootMEMSurface->Release();
ScreenShootMEMSurface = NULL;
D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
FBManager.Destroy();
D3D::font.Shutdown();
TextureCache::Invalidate(false);
VertexLoaderManager::Shutdown();
VertexShaderCache::Shutdown();
PixelShaderCache::Shutdown();
TextureConverter::Shutdown();
}
bool Renderer::Init()
{
UpdateActiveConfig();
int fullScreenRes, x, y, w_temp, h_temp;
s_blendMode = 0;
// Multisample Anti-aliasing hasn't been implemented yet use supersamling instead
int backbuffer_ms_mode = 0;
g_VideoInitialize.pRequestWindowSize(x, y, 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(),
fullScreenRes, backbuffer_ms_mode, false);
IS_AMD = D3D::IsATIDevice();
s_backbuffer_width = D3D::GetBackBufferWidth();
s_backbuffer_height = D3D::GetBackBufferHeight();
s_XFB_width = MAX_XFB_WIDTH;
s_XFB_height = MAX_XFB_HEIGHT;
TargetRectangle dst_rect;
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;
}
s_LastAA = g_ActiveConfig.iMultisampleMode;
s_LastEFBScale = g_ActiveConfig.iEFBScale;
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;
s_Fulltarget_width = s_target_width;
s_Fulltarget_height = s_target_height;
s_LastFrameDumped = false;
s_AVIDumping = false;
// We're not using fixed function.
// 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);
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, 0x0, 0, 0);
D3D::dev->SetRenderTarget(0, FBManager.GetEFBColorRTSurface());
D3D::dev->SetDepthStencilSurface(FBManager.GetEFBDepthRTSurface());
vp.X = (s_Fulltarget_width - s_target_width) / 2;
vp.Y = (s_Fulltarget_height - s_target_height) / 2;
vp.Width = s_target_width;
vp.Height = s_target_height;
D3D::dev->SetViewport(&vp);
D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x0, 1.0f, 0);
D3D::BeginFrame();
D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, true);
D3D::dev->CreateOffscreenPlainSurface(s_backbuffer_width,s_backbuffer_height, FBManager.GetEFBColorRTSurfaceFormat(), D3DPOOL_SYSTEMMEM, &ScreenShootMEMSurface, NULL );
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; }
int Renderer::GetFullTargetWidth() { return s_Fulltarget_width; }
int Renderer::GetFullTargetHeight() { return s_Fulltarget_height; }
float Renderer::GetTargetScaleX() { return EFBxScale; }
float Renderer::GetTargetScaleY() { return EFByScale; }
float Renderer::GetXFBScaleX() { return xScale; }
float Renderer::GetXFBScaleY() { return yScale; }
int Renderer::GetFrameBufferWidth()
{
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();
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);
FBManager.CopyToXFB(xfbAddr, fbWidth, fbHeight, sourceRc);
XFBWrited = true;
// XXX: Without the VI, how would we know what kind of field this is? So
// just use progressive.
if (!g_ActiveConfig.bUseXFB)
{
Renderer::Swap(xfbAddr, FIELD_PROGRESSIVE, fbWidth, fbHeight);
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;
}
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;
//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;
}
//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;
}
//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 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;
}
// 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
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)
{
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 sirc;
sirc.left = targetRc.left;
sirc.top = targetRc.top;
sirc.right = targetRc.right;
sirc.bottom = targetRc.bottom;
D3D::dev->SetScissorRect(&sirc);
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)
{
// blend mode bit mask
// 0 - blend enable
// 2 - reverse subtract enable (else add)
// 3-5 - srcRGB function
// 6-8 - dstRGB function
#define BLEND_ENABLE_MASK 1
#define BLENDOP_SHIFT 2
#define BLENDOP_MASK 4
#define SRCFACTOR_SHIFT 3
#define DESTFACTOR_SHIFT 6
#define FACTOR_MASK 7
if (bpmem.blendmode.logicopenable && bpmem.blendmode.logicmode != 3)
return;
u32 newval = bpmem.blendmode.subtract << BLENDOP_SHIFT;
if (bpmem.blendmode.subtract) {
newval |= BLEND_ENABLE_MASK | (1 << SRCFACTOR_SHIFT) | (1 << DESTFACTOR_SHIFT);
} else if (bpmem.blendmode.blendenable) {
newval |= BLEND_ENABLE_MASK; // enable blending
newval |= bpmem.blendmode.srcfactor << SRCFACTOR_SHIFT;
newval |= bpmem.blendmode.dstfactor << DESTFACTOR_SHIFT;
}
u32 changes = forceUpdate ? 0xFFFFFFFF : newval ^ s_blendMode;
if (changes & BLEND_ENABLE_MASK) {
// blend enable change
D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, (newval & BLEND_ENABLE_MASK));
}
if (changes & BLENDOP_MASK) {
// subtract enable change
D3D::SetRenderState(D3DRS_BLENDOP, newval & BLENDOP_MASK ? D3DBLENDOP_REVSUBTRACT : D3DBLENDOP_ADD);
}
if (changes & 0x1F8) {
// blend RGB change
D3D::SetRenderState(D3DRS_SRCBLEND, d3dSrcFactors[(newval >> SRCFACTOR_SHIFT) & FACTOR_MASK]);
D3D::SetRenderState(D3DRS_DESTBLEND, d3dDestFactors[(newval >> DESTFACTOR_SHIFT) & FACTOR_MASK]);
}
s_blendMode = newval;
}
void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
{
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_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);
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));
}
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();
// create a R8G8B8 surface for the screenshot (no alpha channel)
// otherwise funky screenshots get saved
LPDIRECT3DSURFACE9 screenshot_surface;
if (D3D_OK == D3D::dev->CreateOffscreenPlainSurface(s_backbuffer_width, s_backbuffer_height, D3DFMT_R8G8B8, D3DPOOL_SCRATCH, &screenshot_surface, NULL))
{
D3DXLoadSurfaceFromSurface(screenshot_surface, NULL, NULL, D3D::GetBackBufferSurface(), NULL, NULL, D3DX_DEFAULT, 0);
D3DXSaveSurfaceToFileA(s_sScreenshotName, D3DXIFF_PNG, screenshot_surface, NULL, NULL);
screenshot_surface->Release();
}
else
PanicAlert("Failed to create surface for screenshot!");
s_bScreenshot = false;
s_criticalScreenshot.Leave();
}
if (g_ActiveConfig.bDumpFrames)
{
D3D::dev->GetRenderTargetData(D3D::GetBackBufferSurface(),ScreenShootMEMSurface);
if (!s_LastFrameDumped)
{
s_recordWidth = s_backbuffer_width;
s_recordHeight = s_backbuffer_height;
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, NULL, 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++;
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 = 1;
static unsigned long lasttime;
if(XFBWrited)
++fpscount;
if (Common::Timer::GetTimeMs() - lasttime > 1000)
{
lasttime = Common::Timer::GetTimeMs();
s_fps = fpscount - 1;
fpscount = 1;
}
// 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);
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)
{
s_blendMode = 0;
D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, 1);
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 lodbias = tm0.lod_bias / 32.0f;
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();
}