forked from dolphin-emu/dolphin
		
	thanks a lot to chaoscode he make possible to test this on nvidia. please test this a lot and give me feedback :) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4468 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			732 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			732 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright (C) 2003 Dolphin Project.
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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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// 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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// 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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// 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 "Common.h"
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#include "Statistics.h"
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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 "Utils.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 "debugger/debugger.h"
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static int s_target_width;
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static int s_target_height;
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static int s_backbuffer_width;
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static int s_backbuffer_height;
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static float xScale;
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static float yScale;
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static int s_recordWidth;
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static int s_recordHeight;
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static bool s_LastFrameDumped;
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static bool s_AVIDumping;
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static u32 s_blendMode;
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char st[32768];
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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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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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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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	VertexShaderManager::Dirty();
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	PixelShaderManager::Dirty();
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	// Tex and shader caches will recreate themselves over time.
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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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	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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	VertexManager::DestroyDeviceObjects();
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	VertexLoaderManager::Shutdown();
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	VertexShaderCache::Clear();
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	PixelShaderCache::Clear();
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}
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bool Renderer::Init() 
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{
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	UpdateActiveConfig();
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	int fullScreenRes, w_temp, h_temp;
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	sscanf(g_Config.cInternalRes, "%dx%d", &w_temp, &h_temp);
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	if (w_temp <= 0 || h_temp <= 0)
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	{
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		w_temp = 640;
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		h_temp = 480;
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	}
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	EmuWindow::SetSize(w_temp, h_temp);
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	s_blendMode = 0;
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	int backbuffer_ms_mode = 0;  // g_ActiveConfig.iMultisampleMode;
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	sscanf(g_Config.cFSResolution, "%dx%d", &w_temp, &h_temp);
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	for (fullScreenRes = 0; fullScreenRes < 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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	D3D::Create(g_ActiveConfig.iAdapter, EmuWindow::GetWnd(), g_ActiveConfig.bFullscreen,
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				fullScreenRes, backbuffer_ms_mode, false);
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	s_backbuffer_width = D3D::GetBackBufferWidth();
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	s_backbuffer_height = D3D::GetBackBufferHeight();
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	// TODO: Grab target width from configured resolution?
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	s_target_width  = s_backbuffer_width * EFB_WIDTH / 640;
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	s_target_height = s_backbuffer_height * EFB_HEIGHT / 480;
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	xScale = (float)s_target_width / (float)EFB_WIDTH;
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	yScale = (float)s_target_height / (float)EFB_HEIGHT;
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	s_LastFrameDumped = false;
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	s_AVIDumping = false;
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	// We're not using fixed function, except for some 2D.
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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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	SetupDeviceObjects();
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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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	D3D::dev->Clear(0, NULL, D3DCLEAR_ZBUFFER,D3DCOLOR_XRGB(255,255,255),1.0f,0);
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	D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET, 0x0, 0, 0);
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	D3D::dev->SetRenderTarget(0, FBManager::GetEFBColorRTSurface());
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	D3D::dev->SetDepthStencilSurface(FBManager::GetEFBDepthRTSurface());
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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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	return true;
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}
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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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	{
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		AVIDump::Stop();
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	}
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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; }
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float Renderer::GetTargetScaleX() { return xScale; }
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float Renderer::GetTargetScaleY() { return yScale; }
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void Renderer::RenderText(const char *text, int left, int top, u32 color)
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{
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	D3D::font.DrawTextScaled((float)left, (float)top, 20, 20, 0.0f, color, text, false);
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}
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void dumpMatrix(D3DXMATRIX &mtx)
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{
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	for (int y = 0; y < 4; y++)
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	{
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		char temp[256];
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		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]);
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		g_VideoInitialize.pLog(temp, FALSE);
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	}
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}
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TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
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{
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	TargetRectangle result;
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	result.left   = (rc.left   * s_target_width)  / EFB_WIDTH;
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	result.top    = (rc.top    * s_target_height) / EFB_HEIGHT;
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	result.right  = (rc.right  * s_target_width)  / EFB_WIDTH;
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	result.bottom = (rc.bottom * s_target_height) / EFB_HEIGHT;
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	return result;
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}
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void formatBufferDump(const char *in, char *out, int w, int h, int p)
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{
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	for (int y = 0; y < h; y++)
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	{
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		const char *line = in + (h - y - 1) * p;
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		for (int x = 0; x < w; x++)
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		{
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			memcpy(out, line, 3);
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			out += 3;
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			line += 4;
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		}
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	}
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}
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// With D3D, we have to resize the backbuffer if the window changed
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// size.
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void CheckForResize()
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{
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	while (EmuWindow::IsSizing())
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	{
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		Sleep(10);
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	}
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	RECT rcWindow;
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	GetClientRect(EmuWindow::GetWnd(), &rcWindow);
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	int client_width = rcWindow.right - rcWindow.left;
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	int client_height = rcWindow.bottom - rcWindow.top;
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	// Sanity check.
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	if ((client_width != s_backbuffer_width ||
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		client_height != s_backbuffer_height) && 
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		client_width >= 4 && client_height >= 4)
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	{
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		TeardownDeviceObjects();
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		D3D::Reset();
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		SetupDeviceObjects();
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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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}
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static void EFBTextureToD3DBackBuffer(const EFBRectangle& sourceRc)
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{
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	// Set the backbuffer as the rendering target
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	D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
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	D3D::dev->SetDepthStencilSurface(NULL);
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	// Blit our render target onto the backbuffer.
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	// TODO: Change to a quad so we can do post processing.
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	TargetRectangle src_rect, dst_rect;
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	src_rect = Renderer::ConvertEFBRectangle(sourceRc);
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	ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
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	//LPD3DXSPRITE pSprite=NULL;
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	//D3DXCreateSprite(D3D::dev, &pSprite);
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	//D3DXVECTOR3 pos(0,0,0);
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	//EFBRectangle efbRect;
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	//
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	//pSprite->Begin(D3DXSPRITE_ALPHABLEND);
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	//pSprite->Draw(FBManager::GetEFBColorTexture(efbRect),NULL, NULL, &pos, 0xFFFFFFFF);
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	//pSprite->End();
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	//pSprite->Release();
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	//D3D::dev->Clear(0,NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,D3DCOLOR_XRGB(0,0,0),1.0f,0);
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	// todo, to draw the EFB texture to the backbuffer instead of StretchRect
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	D3D::dev->StretchRect(FBManager::GetEFBColorRTSurface(), src_rect.AsRECT(),
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		D3D::GetBackBufferSurface(), dst_rect.AsRECT(),
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		D3DTEXF_LINEAR);
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	// Finish up the current frame, print some stats
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	if (g_ActiveConfig.bOverlayStats)
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	{
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		Statistics::ToString(st);
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		D3D::font.DrawTextScaled(0,30,20,20,0.0f,0xFF00FFFF,st,false);
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	}
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	else if (g_ActiveConfig.bOverlayProjStats)
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	{
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		Statistics::ToStringProj(st);
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		D3D::font.DrawTextScaled(0,30,20,20,0.0f,0xFF00FFFF,st,false);
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	}
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	OSD::DrawMessages();
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	// u32 clearColor = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
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	// Clear the render target. We probably don't need to do this every frame.
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	//D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET, 0x0, 1.0f, 0);
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	// Set rendering target back to the EFB rendering texture
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	D3D::dev->SetRenderTarget(0, FBManager::GetEFBColorRTSurface());
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	D3D::dev->SetDepthStencilSurface(FBManager::GetEFBDepthRTSurface());
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}
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static void D3DDumpFrame()
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{
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	if (EmuWindow::GetParentWnd())
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	{
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		// Re-stretch window to parent window size again, if it has a parent window.
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		RECT rcWindow;
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		GetWindowRect(EmuWindow::GetParentWnd(), &rcWindow);
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		int width = rcWindow.right - rcWindow.left;
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		int height = rcWindow.bottom - rcWindow.top;
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		::MoveWindow(EmuWindow::GetWnd(), 0, 0, width, height, FALSE);
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	}
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	// Frame dumping routine - seems buggy and wrong, esp. regarding buffer sizes
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	if (g_ActiveConfig.bDumpFrames) {
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		D3DDISPLAYMODE DisplayMode;
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		if (SUCCEEDED(D3D::dev->GetDisplayMode(0, &DisplayMode))) {
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			LPDIRECT3DSURFACE9 surf;
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			if (SUCCEEDED(D3D::dev->CreateOffscreenPlainSurface(DisplayMode.Width, DisplayMode.Height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &surf, NULL))) {
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				if (!s_LastFrameDumped) {
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					RECT windowRect;
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					GetClientRect(EmuWindow::GetWnd(), &windowRect);
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					s_recordWidth = windowRect.right - windowRect.left;
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					s_recordHeight = windowRect.bottom - windowRect.top;
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					s_AVIDumping = AVIDump::Start(EmuWindow::GetParentWnd(), s_recordWidth, s_recordHeight);
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					if (!s_AVIDumping) {
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						PanicAlert("Error dumping frames to AVI.");
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					} else {
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						char msg [255];
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						sprintf(msg, "Dumping Frames to \"%s/framedump0.avi\" (%dx%d RGB24)", FULL_FRAMES_DIR, s_recordWidth, s_recordHeight);
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						OSD::AddMessage(msg, 2000);
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					}
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				}
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				if (s_AVIDumping) {
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					if (SUCCEEDED(D3D::dev->GetFrontBufferData(0, surf))) {
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						RECT windowRect;
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						GetWindowRect(EmuWindow::GetWnd(), &windowRect);
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						D3DLOCKED_RECT rect;
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						if (SUCCEEDED(surf->LockRect(&rect, &windowRect, D3DLOCK_NO_DIRTY_UPDATE | D3DLOCK_NOSYSLOCK | D3DLOCK_READONLY))) {
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							char *data = (char *)malloc(3 * s_recordWidth * s_recordHeight);
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							formatBufferDump((const char *)rect.pBits, data, s_recordWidth, s_recordHeight, rect.Pitch);
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							AVIDump::AddFrame(data);
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							free(data);
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							surf->UnlockRect();
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						}
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					}
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				}
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				s_LastFrameDumped = true;
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				surf->Release();
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			}
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		}
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	} 
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	else 
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	{
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		if (s_LastFrameDumped && s_AVIDumping) {
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			AVIDump::Stop();
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			s_AVIDumping = false;
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		}
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		s_LastFrameDumped = false;
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	}
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}
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void Renderer::RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
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{
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	if (g_bSkipCurrentFrame)
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	{
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		g_VideoInitialize.pCopiedToXFB(false);
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		DEBUGGER_PAUSE_LOG_AT(NEXT_XFB_CMD,false,{printf("RenderToXFB - disabled");});
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		return;
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	}
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	D3D::EndFrame();
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	D3DDumpFrame();
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	EFBTextureToD3DBackBuffer(sourceRc);
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	D3D::BeginFrame();
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	DEBUGGER_LOG_AT((NEXT_XFB_CMD|NEXT_EFB_CMD|NEXT_FRAME),
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		{printf("StretchRect, EFB->XFB\n");});
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	DEBUGGER_PAUSE_LOG_AT(
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		(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
 | 
						|
}
 | 
						|
 | 
						|
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
 | 
						|
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);
 | 
						|
	//new depth equation , don't know if is correct but...
 | 
						|
	vp.MinZ = (xfregs.rawViewport[5] - xfregs.rawViewport[2]+xfregs.Zoffset) / xfregs.ZScale;
 | 
						|
	vp.MaxZ = (xfregs.rawViewport[5] + xfregs.Zoffset) / xfregs.ZScale;
 | 
						|
	
 | 
						|
	// This seems to happen a lot - the above calc is probably wrong.
 | 
						|
	if (vp.MinZ < 0.0f) vp.MinZ = 0.0f;
 | 
						|
	if (vp.MaxZ > 1.0f) vp.MaxZ = 1.0f;
 | 
						|
	
 | 
						|
	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();
 | 
						|
}
 |