forked from dolphin-emu/dolphin
		
	git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4306 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			579 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			579 lines
		
	
	
		
			17 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 "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;
 | 
						|
 | 
						|
#define NUMWNDRES 6
 | 
						|
extern int g_Res[NUMWNDRES][2];
 | 
						|
char st[32768];
 | 
						|
 | 
						|
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;
 | 
						|
	sscanf(g_Config.cInternalRes, "%dx%d", &w_temp, &h_temp);
 | 
						|
	if (w_temp <= 0 || h_temp <= 0)
 | 
						|
	{
 | 
						|
		w_temp = 640;
 | 
						|
		h_temp = 480;
 | 
						|
	}
 | 
						|
	EmuWindow::SetSize(w_temp, h_temp);
 | 
						|
 | 
						|
	int backbuffer_ms_mode = 0;  // g_ActiveConfig.iMultisampleMode;
 | 
						|
 | 
						|
	sscanf(g_Config.cFSResolution, "%dx%d", &w_temp, &h_temp);
 | 
						|
 | 
						|
	for (fullScreenRes = 0; fullScreenRes < 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_TARGET, 0x0, 0, 0);
 | 
						|
 | 
						|
	D3D::dev->SetRenderTarget(0, FBManager::GetEFBColorRTSurface());
 | 
						|
	D3D::dev->SetDepthStencilSurface(FBManager::GetEFBDepthRTSurface());
 | 
						|
 | 
						|
	D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL, 0x0, 1.0f, 0);
 | 
						|
 | 
						|
	D3D::BeginFrame();
 | 
						|
	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 | D3DCLEAR_ZBUFFER,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
 | 
						|
}
 | 
						|
 | 
						|
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 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);
 | 
						|
 | 
						|
	// TODO (FIX) : currently, AA path is broken/offset and doesn't return the correct pixel
 | 
						|
	switch (type)
 | 
						|
	{
 | 
						|
	case PEEK_Z:
 | 
						|
	{
 | 
						|
		// if (s_MSAASamples > 1)
 | 
						|
		{
 | 
						|
			// Resolve our rectangle.
 | 
						|
			// g_framebufferManager.GetEFBDepthTexture(efbPixelRc);
 | 
						|
			// glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, g_framebufferManager.GetResolvedFramebuffer());
 | 
						|
		}
 | 
						|
 | 
						|
		// Sample from the center of the target region.
 | 
						|
		int srcX = (targetPixelRc.left + targetPixelRc.right) / 2;
 | 
						|
		int srcY = (targetPixelRc.top + targetPixelRc.bottom) / 2;
 | 
						|
 | 
						|
		u32 z = 0;
 | 
						|
		// glReadPixels(srcX, srcY, 1, 1, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, &z);
 | 
						|
 | 
						|
		// Scale the 32-bit value returned by glReadPixels to a 24-bit
 | 
						|
		// value (GC uses a 24-bit Z-buffer).
 | 
						|
		// TODO: in RE0 this value is often off by one, which causes lighting to disappear
 | 
						|
		return z >> 8;
 | 
						|
	}
 | 
						|
 | 
						|
	case POKE_Z:
 | 
						|
		// TODO: Implement
 | 
						|
		break;
 | 
						|
 | 
						|
	case PEEK_COLOR: // GXPeekARGB
 | 
						|
	{
 | 
						|
		// Although it may sound strange, this really is A8R8G8B8 and not RGBA or 24-bit...
 | 
						|
 | 
						|
		// Tested in Killer 7, the first 8bits represent the alpha value which is used to
 | 
						|
		// determine if we're aiming at an enemy (0x80 / 0x88) or not (0x70) 
 | 
						|
		// Wind Waker is also using it for the pictograph to determine the color of each pixel
 | 
						|
 | 
						|
		// if (s_MSAASamples > 1)
 | 
						|
		{
 | 
						|
			// Resolve our rectangle.
 | 
						|
			// g_framebufferManager.GetEFBColorTexture(efbPixelRc);
 | 
						|
			// glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, g_framebufferManager.GetResolvedFramebuffer());
 | 
						|
		}
 | 
						|
 | 
						|
		// Sample from the center of the target region.
 | 
						|
		int srcX = (targetPixelRc.left + targetPixelRc.right) / 2;
 | 
						|
		int srcY = (targetPixelRc.top + targetPixelRc.bottom) / 2;
 | 
						|
 | 
						|
		// Read back pixel in BGRA format, then byteswap to get GameCube's ARGB Format.
 | 
						|
		u32 color = 0;
 | 
						|
		// glReadPixels(srcX, srcY, 1, 1, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, &color);
 | 
						|
 | 
						|
		return color;
 | 
						|
	}
 | 
						|
 | 
						|
	case POKE_COLOR:
 | 
						|
		// TODO: Implement. One way is to draw a tiny pixel-sized rectangle at
 | 
						|
		// the exact location. Note: EFB pokes are susceptible to Z-buffering
 | 
						|
		// and perhaps blending.
 | 
						|
		// WARN_LOG(VIDEOINTERFACE, "This is probably some kind of software rendering");
 | 
						|
		break;
 | 
						|
	}
 | 
						|
 | 
						|
	DEBUGGER_PAUSE_LOG_AT(NEXT_EFB_CMD,true,{printf("AccessEFB, type = %d",type);});
 | 
						|
 | 
						|
	return 0;
 | 
						|
}
 | 
						|
 | 
						|
//		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);
 | 
						|
	
 | 
						|
	vp.MinZ = (xfregs.rawViewport[5] - xfregs.rawViewport[2]) / 16777215.0f;
 | 
						|
	vp.MaxZ = xfregs.rawViewport[5] / 16777215.0f;
 | 
						|
	
 | 
						|
	// 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::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();
 | 
						|
}
 |