forked from dolphin-emu/dolphin
		
	almost fixed real xfb in d3d, i say almost because there are some minor scalling problems. hope will fix them soon. implemented a more intelligent index generator to emulate more accurately the behavior of the gc. please give me feedback on this changes. enjoy :) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5465 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			1437 lines
		
	
	
		
			38 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1437 lines
		
	
	
		
			38 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 <strsafe.h>
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#include "StringUtil.h"
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#include "Common.h"
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#include "Atomic.h"
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#include "FileUtil.h"
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#include "Thread.h"
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#include "Timer.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 "TextureConverter.h"
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#include "debugger/debugger.h"
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int s_fps=0;
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static bool WindowResized;
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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_Fulltarget_width;
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static int s_Fulltarget_height;
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static int s_backbuffer_width;
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static int s_backbuffer_height;
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static int s_XFB_width;
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static int s_XFB_height;
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static float xScale;
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static float yScale;
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static int EFBxScale;
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static int EFByScale;
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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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static u32 s_LastAA;
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static bool IS_AMD;
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static bool XFBWrited;
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char st[32768];
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static bool s_bScreenshot = false;
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static Common::CriticalSection s_criticalScreenshot;
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static char s_sScreenshotName[1024];
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static LPDIRECT3DSURFACE9 ScreenShootMEMSurface = NULL;
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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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//		0	0x00
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//		1	Source & destination
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//		2	Source & ~destination
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//		3	Source
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//		4	~Source & destination
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//		5	Destination
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//		6	Source ^ destination =  Source & ~destination | ~Source & destination
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//		7	Source | destination
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//		8	~(Source | destination)
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//		9	~(Source ^ destination) = ~Source & ~destination | Source & destination
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//		10	~Destination
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//		11	Source | ~destination
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//		12	~Source
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//		13	~Source | destination
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//		14	~(Source & destination)
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//		15	0xff
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static const D3DBLENDOP d3dLogincOPop[16] =
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{
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	D3DBLENDOP_ADD,//0
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	D3DBLENDOP_ADD,//1
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	D3DBLENDOP_SUBTRACT,//2
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	D3DBLENDOP_ADD,//3
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	D3DBLENDOP_REVSUBTRACT,//4
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	D3DBLENDOP_ADD,//5
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	D3DBLENDOP_MAX,//6
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	D3DBLENDOP_ADD,//7
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	D3DBLENDOP_MAX,//8
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	D3DBLENDOP_MAX,//9
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	D3DBLENDOP_ADD,//10
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	D3DBLENDOP_ADD,//11
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	D3DBLENDOP_ADD,//12
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	D3DBLENDOP_ADD,//13
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	D3DBLENDOP_ADD,//14
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	D3DBLENDOP_ADD//15
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};
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static const D3DBLEND d3dLogicOpSrcFactors[16] =
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{
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	D3DBLEND_ZERO,//0
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	D3DBLEND_DESTCOLOR,//1
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	D3DBLEND_ONE,//2
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	D3DBLEND_ONE,//3
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	D3DBLEND_DESTCOLOR,//4
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	D3DBLEND_ZERO,//5
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	D3DBLEND_INVDESTCOLOR,//6
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	D3DBLEND_INVDESTCOLOR,//7
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	D3DBLEND_INVSRCCOLOR,//8
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	D3DBLEND_INVSRCCOLOR,//9
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	D3DBLEND_INVDESTCOLOR,//10
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	D3DBLEND_ONE,//11
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	D3DBLEND_INVSRCCOLOR,//12
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	D3DBLEND_INVSRCCOLOR,//13 
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	D3DBLEND_INVDESTCOLOR,//14
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	D3DBLEND_ONE//15
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};
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static const D3DBLEND d3dLogicOpDestFactors[16] =
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{
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	D3DBLEND_ZERO,//0
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	D3DBLEND_ZERO,//1
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	D3DBLEND_INVSRCCOLOR,//2
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	D3DBLEND_ZERO,//3
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	D3DBLEND_ONE,//4
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	D3DBLEND_ONE,//5
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	D3DBLEND_INVSRCCOLOR,//6
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	D3DBLEND_ONE,//7
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	D3DBLEND_INVDESTCOLOR,//8
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	D3DBLEND_SRCCOLOR,//9
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	D3DBLEND_INVDESTCOLOR,//10
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	D3DBLEND_INVDESTCOLOR,//11
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	D3DBLEND_INVSRCCOLOR,//12
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	D3DBLEND_ONE,//13 
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	D3DBLEND_INVSRCCOLOR,//14
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	D3DBLEND_ONE//15
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};
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static const D3DCULL d3dCullModes[4] = 
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{
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	D3DCULL_NONE,
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	D3DCULL_CCW,
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	D3DCULL_CW,
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	D3DCULL_CCW
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};
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static const D3DCMPFUNC d3dCmpFuncs[8] = 
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{
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	D3DCMP_NEVER,
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	D3DCMP_LESS,
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	D3DCMP_EQUAL,
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	D3DCMP_LESSEQUAL,
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	D3DCMP_GREATER,
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	D3DCMP_NOTEQUAL,
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	D3DCMP_GREATEREQUAL,
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	D3DCMP_ALWAYS
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};
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static const D3DTEXTUREFILTERTYPE d3dMipFilters[4] = 
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{
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	D3DTEXF_NONE,
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	D3DTEXF_POINT,
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	D3DTEXF_LINEAR,
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	D3DTEXF_NONE, //reserved
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};
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static const D3DTEXTUREADDRESS d3dClamps[4] =
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{
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	D3DTADDRESS_CLAMP,
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	D3DTADDRESS_WRAP,
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	D3DTADDRESS_MIRROR,
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	D3DTADDRESS_WRAP //reserved
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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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	TextureConverter::Init();
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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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	if(ScreenShootMEMSurface)
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		ScreenShootMEMSurface->Release();
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	ScreenShootMEMSurface = NULL;
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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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	TextureConverter::Shutdown();
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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, x, y, w_temp, h_temp;
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	s_blendMode = 0;
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	// Multisample Anti-aliasing hasn't been implemented yet
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	int backbuffer_ms_mode = 0;  // g_ActiveConfig.iMultisampleMode;
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	g_VideoInitialize.pRequestWindowSize(x, y, w_temp, h_temp);
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	for (fullScreenRes = 0; fullScreenRes < (int)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(),
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				fullScreenRes, backbuffer_ms_mode, false);
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	IS_AMD = D3D::IsATIDevice();
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	s_backbuffer_width = D3D::GetBackBufferWidth();
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	s_backbuffer_height = D3D::GetBackBufferHeight();
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	s_XFB_width = MAX_XFB_WIDTH;
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	s_XFB_height = MAX_XFB_HEIGHT;
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	TargetRectangle dst_rect;
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	ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
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	if(g_ActiveConfig.bUseRealXFB)
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	{
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		xScale = yScale = 1.0f;
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	}
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	else
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	{
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		xScale = (float)(dst_rect.right - dst_rect.left) / (float)s_XFB_width;
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		yScale = (float)(dst_rect.bottom - dst_rect.top) / (float)s_XFB_height;
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	}
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	s_LastAA = (g_ActiveConfig.iMultisampleMode > 3)?0:g_ActiveConfig.iMultisampleMode;
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	float SupersampleCoeficient = 1.0f;	
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	switch (s_LastAA)
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	{
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		case 1:
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			break;
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		case 2:
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			SupersampleCoeficient = 2.0f;			
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			break;
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		case 3:
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			SupersampleCoeficient = 3.0f;
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			break;
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		default:
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			break;
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	};
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	xScale *= SupersampleCoeficient;
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	yScale *= SupersampleCoeficient;
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	EFBxScale = ceilf(xScale);
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	EFByScale = ceilf(yScale);
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	s_target_width  = EFB_WIDTH * EFBxScale;
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	s_target_height = EFB_HEIGHT * EFByScale;
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	s_Fulltarget_width  = s_target_width;
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	s_Fulltarget_height = s_target_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.
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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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	D3DVIEWPORT9 vp;
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	vp.X = 0;
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	vp.Y = 0;
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	vp.Width  = s_backbuffer_width;
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	vp.Height = s_backbuffer_height;
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	vp.MinZ = 0.0f;
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	vp.MaxZ = 1.0f;
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	D3D::dev->SetViewport(&vp);
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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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	vp.X = (s_Fulltarget_width - s_target_width) / 2;
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	vp.Y = (s_Fulltarget_height - s_target_height) / 2;
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	vp.Width  = s_target_width;
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	vp.Height = s_target_height;
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	D3D::dev->SetViewport(&vp);
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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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	D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, true);
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	D3D::dev->CreateOffscreenPlainSurface(s_backbuffer_width,s_backbuffer_height, FBManager.GetEFBColorRTSurfaceFormat(), D3DPOOL_SYSTEMMEM, &ScreenShootMEMSurface, NULL );
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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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int Renderer::GetFullTargetWidth() { return s_Fulltarget_width; }
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int Renderer::GetFullTargetHeight() { return s_Fulltarget_height; }
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float Renderer::GetTargetScaleX() { return EFBxScale; }
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float Renderer::GetTargetScaleY() { return EFByScale; }
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float Renderer::GetXFBScaleX() { return xScale; }
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float Renderer::GetXFBScaleY() { return yScale; }
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int Renderer::GetFrameBufferWidth()
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{
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	return s_backbuffer_width;
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}
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int Renderer::GetFrameBufferHeight()
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{
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	return s_backbuffer_height;
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}
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// Create On-Screen-Messages
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void Renderer::DrawDebugText()
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{
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	// OSD Menu messages
 | 
						|
	if (g_ActiveConfig.bOSDHotKey)
 | 
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	{
 | 
						|
		if (OSDChoice > 0)
 | 
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		{
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			OSDTime = Common::Timer::GetTimeMs() + 3000;
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			OSDChoice = -OSDChoice;
 | 
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		}
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		if ((u32)OSDTime > Common::Timer::GetTimeMs())
 | 
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		{
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			std::string T1 = "", T2 = "";
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			std::vector<std::string> T0;
 | 
						|
 | 
						|
/*
 | 
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			int W, H;
 | 
						|
			sscanf(g_ActiveConfig.cInternalRes, "%dx%d", &W, &H);
 | 
						|
			std::string OSDM1 = 
 | 
						|
				g_ActiveConfig.bNativeResolution || g_ActiveConfig.b2xResolution ?
 | 
						|
				(g_ActiveConfig.bNativeResolution ? 
 | 
						|
				StringFromFormat("%i x %i (native)", OSDInternalW, OSDInternalH)
 | 
						|
				: StringFromFormat("%i x %i (2x)", OSDInternalW, OSDInternalH))
 | 
						|
				: StringFromFormat("%i x %i (custom)", W, H);
 | 
						|
*/
 | 
						|
			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);
 | 
						|
}
 | 
						|
 | 
						|
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)
 | 
						|
{
 | 
						|
	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);
 | 
						|
 | 
						|
	int Xstride =  (s_Fulltarget_width - s_target_width) / 2;
 | 
						|
	int Ystride =  (s_Fulltarget_height - s_target_height) / 2;
 | 
						|
 | 
						|
	rc.left   = (int)(rc.left   * EFBxScale);
 | 
						|
	rc.top    = (int)(rc.top    * EFByScale);
 | 
						|
	rc.right  = (int)(rc.right  * EFBxScale);
 | 
						|
	rc.bottom = (int)(rc.bottom * EFByScale);
 | 
						|
 | 
						|
	if (rc.left < 0) rc.left = 0;
 | 
						|
	if (rc.right < 0) rc.right = 0;
 | 
						|
	if (rc.left > s_target_width) rc.left = s_target_width;
 | 
						|
	if (rc.right > s_target_width) rc.right = s_target_width;
 | 
						|
	if (rc.top < 0) rc.top = 0;
 | 
						|
	if (rc.bottom < 0) rc.bottom = 0;
 | 
						|
	if (rc.top > s_target_height) rc.top = s_target_height;
 | 
						|
	if (rc.bottom > s_target_height) rc.bottom = s_target_height;
 | 
						|
 | 
						|
	rc.left   += Xstride;
 | 
						|
	rc.top    += Ystride;
 | 
						|
	rc.right  += Xstride;
 | 
						|
	rc.bottom += Ystride;
 | 
						|
 | 
						|
	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;
 | 
						|
	}
 | 
						|
	
 | 
						|
	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(),
 | 
						|
			(BufferFormat == FOURCC_RAWZ)?PixelShaderCache::GetColorMatrixProgram(0):PixelShaderCache::GetDepthMatrixProgram(0),
 | 
						|
			VertexShaderCache::GetSimpleVertexShader());
 | 
						|
 | 
						|
		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
 | 
						|
 | 
						|
	D3DVIEWPORT9 vp;
 | 
						|
	vp.X = 0;
 | 
						|
	vp.Y = 0;	
 | 
						|
	vp.Width  = Renderer::GetFullTargetWidth();
 | 
						|
	vp.Height = Renderer::GetFullTargetHeight();
 | 
						|
	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);
 | 
						|
	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::dev->Clear(0, NULL, (colorEnable ? D3DCLEAR_TARGET : 0)| ( zEnable ? D3DCLEAR_ZBUFFER : 0), color | ((alphaEnable)?0:0xFF000000),(z & 0xFFFFFF) / float(0xFFFFFF), 0);
 | 
						|
	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
 | 
						|
	if (bpmem.blendmode.logicopenable && bpmem.blendmode.logicmode != 3)
 | 
						|
		return;
 | 
						|
	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)
 | 
						|
{
 | 
						|
	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,PixelShaderCache::GetColorCopyProgram(0),VertexShaderCache::GetSimpleVertexShader());
 | 
						|
	}
 | 
						|
 | 
						|
	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();
 | 
						|
		D3DXSaveSurfaceToFileA(s_sScreenshotName, D3DXIFF_BMP, D3D::GetBackBufferSurface(), NULL, NULL);
 | 
						|
		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(msg, "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;
 | 
						|
	if(newAA != s_LastAA || xfbchanged || WindowResized)
 | 
						|
	{	
 | 
						|
		s_LastAA = newAA;
 | 
						|
 | 
						|
		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 = 1.0f;	
 | 
						|
		switch (s_LastAA)
 | 
						|
		{
 | 
						|
			case 1:
 | 
						|
				break;
 | 
						|
			case 2:
 | 
						|
				SupersampleCoeficient = 2.0f;			
 | 
						|
				break;
 | 
						|
			case 3:
 | 
						|
				SupersampleCoeficient = 3.0f;
 | 
						|
				break;
 | 
						|
			default:
 | 
						|
				break;
 | 
						|
		};
 | 
						|
 | 
						|
		xScale *= SupersampleCoeficient;
 | 
						|
		yScale *= SupersampleCoeficient;
 | 
						|
 | 
						|
		EFBxScale = ceilf(xScale);
 | 
						|
		EFByScale = ceilf(yScale);
 | 
						|
		
 | 
						|
		s_target_width  = EFB_WIDTH * ceilf(EFBxScale);
 | 
						|
		s_target_height = EFB_HEIGHT * ceilf(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, d3dLogincOPop[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]);
 | 
						|
	//just a test but it seems to work
 | 
						|
	D3D::SetSamplerState(stage,D3DSAMP_MIPMAPLODBIAS,tm0.lod_bias/2.0f);
 | 
						|
	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_sScreenshotName,filename);
 | 
						|
	s_bScreenshot = true;
 | 
						|
	s_criticalScreenshot.Leave();
 | 
						|
}
 |