forked from dolphin-emu/dolphin
		
	git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5336 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			637 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			637 lines
		
	
	
		
			17 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 "D3DBase.h"
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#include "VideoConfig.h"
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#include "Render.h"
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#include "XFStructs.h"
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namespace D3D
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{
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LPDIRECT3D9        D3D = NULL; // Used to create the D3DDevice
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LPDIRECT3DDEVICE9  dev = NULL; // Our rendering device
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LPDIRECT3DSURFACE9 back_buffer;
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LPDIRECT3DSURFACE9 back_buffer_z;
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D3DCAPS9 caps;
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HWND hWnd;
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static int multisample;
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static int resolution;
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static int xres, yres;
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static bool auto_depth_stencil = false;
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#define VENDOR_NVIDIA 4318
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#define VENDOR_ATI    4098
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bool bFrameInProgress = false;
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#define MAX_ADAPTERS 4
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static Adapter adapters[MAX_ADAPTERS];
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static int numAdapters;
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static int cur_adapter;
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// Value caches for state filtering
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const int MaxTextureStages = 9;
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const int MaxRenderStates = 210 + 46;
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const int MaxTextureTypes = 33;
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const int MaxSamplerSize = 13;
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const int MaxSamplerTypes = 15;
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static bool m_RenderStatesSet[MaxRenderStates];
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static DWORD m_RenderStates[MaxRenderStates];
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static bool m_RenderStatesChanged[MaxRenderStates];
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static DWORD m_TextureStageStates[MaxTextureStages][MaxTextureTypes];
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static bool m_TextureStageStatesSet[MaxTextureStages][MaxTextureTypes];
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static bool m_TextureStageStatesChanged[MaxTextureStages][MaxTextureTypes];
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static DWORD m_SamplerStates[MaxSamplerSize][MaxSamplerTypes];
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static bool m_SamplerStatesSet[MaxSamplerSize][MaxSamplerTypes];
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static bool m_SamplerStatesChanged[MaxSamplerSize][MaxSamplerTypes];
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LPDIRECT3DBASETEXTURE9 m_Textures[16];
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LPDIRECT3DVERTEXDECLARATION9 m_VtxDecl;
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LPDIRECT3DPIXELSHADER9 m_PixelShader;
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LPDIRECT3DVERTEXSHADER9 m_VertexShader;
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void Enumerate();
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int GetNumAdapters() { return numAdapters; }
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const Adapter &GetAdapter(int i) { return adapters[i]; }
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const Adapter &GetCurAdapter() { return adapters[cur_adapter]; }
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bool IsATIDevice()
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{
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	return GetCurAdapter().ident.VendorId == VENDOR_ATI;
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}
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HRESULT Init()
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{
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	// Create the D3D object, which is needed to create the D3DDevice.
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	D3D = Direct3DCreate9(D3D_SDK_VERSION);
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	if (!D3D)
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		return E_FAIL;
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	Enumerate();
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	return S_OK;
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}
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void Shutdown()
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{
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	D3D->Release();
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	D3D = 0;
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}
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void EnableAlphaToCoverage()
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{
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	// Each vendor has their own specific little hack.
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	if (GetCurAdapter().ident.VendorId == VENDOR_ATI)
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		D3D::SetRenderState(D3DRS_POINTSIZE, (D3DFORMAT)MAKEFOURCC('A', '2', 'M', '1'));
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	else
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		D3D::SetRenderState(D3DRS_ADAPTIVETESS_Y, (D3DFORMAT)MAKEFOURCC('A', 'T', 'O', 'C'));			
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}
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void InitPP(int adapter, int f, int aa_mode, D3DPRESENT_PARAMETERS *pp)
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{
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	int FSResX = adapters[adapter].resolutions[resolution].xres; 
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	int FSResY = adapters[adapter].resolutions[resolution].yres;
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	ZeroMemory(pp, sizeof(D3DPRESENT_PARAMETERS));
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	pp->hDeviceWindow = hWnd;
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	if (auto_depth_stencil)
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	{
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		pp->EnableAutoDepthStencil = TRUE;
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		pp->AutoDepthStencilFormat = D3DFMT_D24S8;
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	} else {
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		pp->EnableAutoDepthStencil = FALSE;
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		pp->AutoDepthStencilFormat = D3DFMT_UNKNOWN;
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	}
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	pp->BackBufferFormat = D3DFMT_A8R8G8B8;
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	if (aa_mode >= (int)adapters[adapter].aa_levels.size())
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		aa_mode = 0;
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	pp->MultiSampleType = adapters[adapter].aa_levels[aa_mode].ms_setting;
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	pp->MultiSampleQuality = adapters[adapter].aa_levels[aa_mode].qual_setting;
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	pp->Flags = auto_depth_stencil ? D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL : 0;
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	RECT client;
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	GetClientRect(hWnd, &client);
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	xres = pp->BackBufferWidth  = client.right - client.left;
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	yres = pp->BackBufferHeight = client.bottom - client.top;
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	pp->SwapEffect = D3DSWAPEFFECT_DISCARD;
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	pp->PresentationInterval = g_Config.bVSync ? D3DPRESENT_INTERVAL_DEFAULT : D3DPRESENT_INTERVAL_IMMEDIATE;
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	pp->Windowed = TRUE;
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}
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void Enumerate()
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{
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	numAdapters = D3D::D3D->GetAdapterCount();
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	for (int i = 0; i < std::min(MAX_ADAPTERS, numAdapters); i++)
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	{
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		Adapter &a = adapters[i];
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		a.aa_levels.clear();
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		a.resolutions.clear();
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		D3D::D3D->GetAdapterIdentifier(i, 0, &a.ident);
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		bool isNvidia = a.ident.VendorId == VENDOR_NVIDIA;
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		// Add SuperSamples modes
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		a.aa_levels.push_back(AALevel("None", D3DMULTISAMPLE_NONE, 0));
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		a.aa_levels.push_back(AALevel("2.25x SSAA", D3DMULTISAMPLE_NONE, 0));
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		a.aa_levels.push_back(AALevel("4x SSAA", D3DMULTISAMPLE_NONE, 0));
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		a.aa_levels.push_back(AALevel("9x SSAA", D3DMULTISAMPLE_NONE, 0));
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		//Add multisample modes
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		//disable them will they are not implemnted
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		/*
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		DWORD qlevels = 0;
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		if (D3DERR_NOTAVAILABLE != D3D::D3D->CheckDeviceMultiSampleType(
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			i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES, &qlevels))
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			if (qlevels > 0)
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				a.aa_levels.push_back(AALevel("2x MSAA", D3DMULTISAMPLE_2_SAMPLES, 0));
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		if (D3DERR_NOTAVAILABLE != D3D::D3D->CheckDeviceMultiSampleType(
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			i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES, &qlevels))
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			if (qlevels > 0)
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				a.aa_levels.push_back(AALevel("4x MSAA", D3DMULTISAMPLE_4_SAMPLES, 0));
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		if (D3DERR_NOTAVAILABLE != D3D::D3D->CheckDeviceMultiSampleType(
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			i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, TRUE, D3DMULTISAMPLE_8_SAMPLES, &qlevels))
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			if (qlevels > 0)
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				a.aa_levels.push_back(AALevel("8x MSAA", D3DMULTISAMPLE_8_SAMPLES, 0));
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		if (isNvidia)
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		{
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			// CSAA support
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			if (D3DERR_NOTAVAILABLE != D3D::D3D->CheckDeviceMultiSampleType(
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				i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, TRUE, D3DMULTISAMPLE_4_SAMPLES, &qlevels))
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			{
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				if (qlevels > 2)
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				{
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					// 8x, 8xQ are available
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					// See http://developer.nvidia.com/object/coverage-sampled-aa.html
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					a.aa_levels.push_back(AALevel("8x CSAA", D3DMULTISAMPLE_4_SAMPLES, 2));
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					a.aa_levels.push_back(AALevel("8xQ CSAA", D3DMULTISAMPLE_8_SAMPLES, 0));
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				}
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			}
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			if (D3DERR_NOTAVAILABLE != D3D::D3D->CheckDeviceMultiSampleType(
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				i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, TRUE, D3DMULTISAMPLE_8_SAMPLES, &qlevels)) 
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			{
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				if (qlevels > 2)
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				{
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					// 16x, 16xQ are available
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					// See http://developer.nvidia.com/object/coverage-sampled-aa.html
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					a.aa_levels.push_back(AALevel("16x CSAA", D3DMULTISAMPLE_4_SAMPLES, 4));
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					a.aa_levels.push_back(AALevel("16xQ CSAA", D3DMULTISAMPLE_8_SAMPLES, 2));
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				}
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			}
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		}
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		*/
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		// Determine if INTZ is supported. Code from ATI's doc.
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		// http://developer.amd.com/gpu_assets/Advanced%20DX9%20Capabilities%20for%20ATI%20Radeon%20Cards.pdf
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		a.supports_intz = D3D_OK == D3D->CheckDeviceFormat(
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			i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
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			D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, FOURCC_INTZ); 
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		// Also check for RAWZ (nvidia only, but the only option to get Z24 textures on sub GF8800
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		a.supports_rawz = D3D_OK == D3D->CheckDeviceFormat(
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			i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
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			D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, FOURCC_RAWZ); 
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		// Might as well check for RESZ and NULL too.
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		a.supports_resz = D3D_OK == D3D->CheckDeviceFormat(
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			i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
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			D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, FOURCC_RESZ); 
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		a.supports_null = D3D_OK == D3D->CheckDeviceFormat(
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			i, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
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			D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, FOURCC_NULL); 
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		if (a.aa_levels.size() == 1)
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		{
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			strcpy(a.aa_levels[0].name, "(Not supported on this device)");
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		}
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		int numModes = D3D::D3D->GetAdapterModeCount(i, D3DFMT_X8R8G8B8);
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		for (int m = 0; m < numModes; m++)
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		{	
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			D3DDISPLAYMODE mode;
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			D3D::D3D->EnumAdapterModes(i, D3DFMT_X8R8G8B8, m, &mode);
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			int found = -1;
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			for (int x = 0; x < (int)a.resolutions.size(); x++)
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			{
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				if (a.resolutions[x].xres == mode.Width && a.resolutions[x].yres == mode.Height)
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				{
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					found = x;
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					break;
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				}
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			}
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			Resolution temp;
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			Resolution &r = found==-1 ? temp : a.resolutions[found];
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			sprintf(r.name, "%ix%i", mode.Width, mode.Height);
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			r.bitdepths.insert(mode.Format);
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			r.refreshes.insert(mode.RefreshRate);
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			if (found == -1 && mode.Width >= 640 && mode.Height >= 480)
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			{
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				r.xres = mode.Width;
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				r.yres = mode.Height;
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				a.resolutions.push_back(r);
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			}
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		}
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	}
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}
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HRESULT Create(int adapter, HWND wnd, int _resolution, int aa_mode, bool auto_depth)
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{
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	hWnd = wnd;
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	multisample = aa_mode;
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	resolution = _resolution;
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	auto_depth_stencil = auto_depth;
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	cur_adapter = adapter;
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	D3DPRESENT_PARAMETERS d3dpp; 
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	InitPP(adapter, resolution, aa_mode, &d3dpp);
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	if (FAILED(D3D->CreateDevice( 
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		adapter, 
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		D3DDEVTYPE_HAL, 
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		wnd,
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		D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE,  //doesn't seem to make a difference
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		&d3dpp, &dev)))
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	{
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		if (FAILED(D3D->CreateDevice( 
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			adapter, 
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			D3DDEVTYPE_HAL, 
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			wnd,
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			D3DCREATE_SOFTWARE_VERTEXPROCESSING,
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			&d3dpp, &dev)))
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		{
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			MessageBox(wnd,
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				_T("Failed to initialize Direct3D."),
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				_T("Dolphin Direct3D plugin"), MB_OK | MB_ICONERROR);
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			return E_FAIL;
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		}
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	}
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	dev->GetDeviceCaps(&caps);
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	dev->GetRenderTarget(0, &back_buffer);
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	if (dev->GetDepthStencilSurface(&back_buffer_z) == D3DERR_NOTFOUND)
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		back_buffer_z = NULL;
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	D3D::SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE );	
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	D3D::SetRenderState(D3DRS_FILLMODE, g_Config.bWireFrame ? D3DFILL_WIREFRAME : D3DFILL_SOLID);
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	memset(m_Textures, 0, sizeof(m_Textures));
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	memset(m_TextureStageStatesSet, 0, sizeof(m_TextureStageStatesSet));
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	memset(m_RenderStatesSet, 0, sizeof(m_RenderStatesSet));
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	memset(m_SamplerStatesSet, 0, sizeof(m_SamplerStatesSet));
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	memset(m_TextureStageStatesChanged, 0, sizeof(m_TextureStageStatesChanged));
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	memset(m_RenderStatesChanged, 0, sizeof(m_RenderStatesChanged));
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	memset(m_SamplerStatesChanged, 0, sizeof(m_SamplerStatesChanged));
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	m_VtxDecl = NULL;
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	m_PixelShader = NULL;
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	m_VertexShader = NULL;
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	// Device state would normally be set here
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	return S_OK;
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}
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void Close()
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{
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	if (back_buffer_z)
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		back_buffer_z->Release();
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	back_buffer_z = NULL;
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	back_buffer->Release();
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	back_buffer = NULL;
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	ULONG references = dev->Release();
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	if (references)
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		ERROR_LOG(VIDEO, "Unreleased references: %i.", references);
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	dev = 0;
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}
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const D3DCAPS9 &GetCaps()
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{
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	return caps;
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}
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const char *VertexShaderVersionString()
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{
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	static const char *versions[5] = {"ERROR", "vs_1_4", "vs_2_0", "vs_3_0", "vs_4_0"};
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	int version = ((D3D::caps.VertexShaderVersion >> 8) & 0xFF);
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	return versions[std::min(4, version)];
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}
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const char *PixelShaderVersionString()
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{
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	static const char *versions[5] = {"ERROR", "ps_1_4", "ps_2_0", "ps_3_0", "ps_4_0"};
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	int version = ((D3D::caps.PixelShaderVersion >> 8) & 0xFF);
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	return versions[std::min(4, version)];
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}
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LPDIRECT3DSURFACE9 GetBackBufferSurface()
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{
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	return back_buffer;
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}
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LPDIRECT3DSURFACE9 GetBackBufferDepthSurface()
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{
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	return back_buffer_z;
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}
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void ShowD3DError(HRESULT err)
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{
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	switch (err) 
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	{
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	case D3DERR_DEVICELOST: PanicAlert("Device Lost"); break;
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	case D3DERR_INVALIDCALL: PanicAlert("Invalid Call"); break;
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	case D3DERR_DRIVERINTERNALERROR: PanicAlert("Driver Internal Error"); break;
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	case D3DERR_OUTOFVIDEOMEMORY: PanicAlert("Out of vid mem"); break;
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	default:
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		// MessageBoxA(0,"Other error or success","ERROR",0);
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		break;
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	}
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}
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void Reset()
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{
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	if (dev)
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	{
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		// ForgetCachedState();
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		// Can't keep a pointer around to the backbuffer surface when resetting.
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		if (back_buffer_z)
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			back_buffer_z->Release();
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		back_buffer_z = NULL;
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		back_buffer->Release();
 | 
						|
		back_buffer = NULL;
 | 
						|
 | 
						|
		D3DPRESENT_PARAMETERS d3dpp; 
 | 
						|
		InitPP(cur_adapter, resolution, multisample, &d3dpp);
 | 
						|
		HRESULT hr = dev->Reset(&d3dpp);
 | 
						|
		ShowD3DError(hr);
 | 
						|
 | 
						|
		dev->GetRenderTarget(0, &back_buffer);
 | 
						|
		if (dev->GetDepthStencilSurface(&back_buffer_z) == D3DERR_NOTFOUND)
 | 
						|
			back_buffer_z = NULL;
 | 
						|
		ApplyCachedState();
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
int GetBackBufferWidth()
 | 
						|
{
 | 
						|
	return xres;
 | 
						|
}
 | 
						|
 | 
						|
int GetBackBufferHeight()
 | 
						|
{
 | 
						|
	return yres;
 | 
						|
}
 | 
						|
 | 
						|
bool BeginFrame()
 | 
						|
{
 | 
						|
	if (bFrameInProgress)
 | 
						|
	{
 | 
						|
		PanicAlert("BeginFrame WTF");
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
	bFrameInProgress = true;
 | 
						|
	if (dev)
 | 
						|
	{
 | 
						|
		dev->BeginScene();
 | 
						|
		return true;
 | 
						|
	}
 | 
						|
	else 
 | 
						|
		return false;
 | 
						|
}
 | 
						|
 | 
						|
void EndFrame()
 | 
						|
{
 | 
						|
	if (!bFrameInProgress)
 | 
						|
	{
 | 
						|
		PanicAlert("EndFrame WTF");
 | 
						|
		return;
 | 
						|
	}
 | 
						|
	bFrameInProgress = false;
 | 
						|
	dev->EndScene();
 | 
						|
}
 | 
						|
 | 
						|
void Present()
 | 
						|
{
 | 
						|
	if (dev)
 | 
						|
	{
 | 
						|
		dev->Present(NULL, NULL, NULL, NULL);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void ApplyCachedState()
 | 
						|
{
 | 
						|
	for (int sampler = 0; sampler < 8; sampler++)
 | 
						|
	{
 | 
						|
		for (int type = 0; type < MaxSamplerTypes; type++)
 | 
						|
		{
 | 
						|
			if(m_SamplerStatesSet[sampler][type])
 | 
						|
				D3D::dev->SetSamplerState(sampler, (D3DSAMPLERSTATETYPE)type, m_SamplerStates[sampler][type]);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	for (int rs = 0; rs < MaxRenderStates; rs++)
 | 
						|
	{
 | 
						|
		if (m_RenderStatesSet[rs])
 | 
						|
			D3D::dev->SetRenderState((D3DRENDERSTATETYPE)rs, m_RenderStates[rs]);
 | 
						|
	}
 | 
						|
 | 
						|
	// We don't bother restoring these so let's just wipe the state copy
 | 
						|
	// so no stale state is around.
 | 
						|
	memset(m_Textures, 0, sizeof(m_Textures));
 | 
						|
	memset(m_TextureStageStatesSet, 0, sizeof(m_TextureStageStatesSet));
 | 
						|
	memset(m_TextureStageStatesChanged, 0, sizeof(m_TextureStageStatesChanged));	
 | 
						|
	m_VtxDecl = NULL;
 | 
						|
	m_PixelShader = NULL;
 | 
						|
	m_VertexShader = NULL;
 | 
						|
}
 | 
						|
 | 
						|
void SetTexture(DWORD Stage, LPDIRECT3DBASETEXTURE9 pTexture)
 | 
						|
{
 | 
						|
	if (m_Textures[Stage] != pTexture)
 | 
						|
	{
 | 
						|
		m_Textures[Stage] = pTexture;
 | 
						|
		D3D::dev->SetTexture(Stage, pTexture);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void RefreshRenderState(D3DRENDERSTATETYPE State)
 | 
						|
{
 | 
						|
	if(m_RenderStatesSet[State] && m_RenderStatesChanged[State])
 | 
						|
	{
 | 
						|
		D3D::dev->SetRenderState(State, m_RenderStates[State]);	
 | 
						|
		m_RenderStatesChanged[State] = false;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void SetRenderState(D3DRENDERSTATETYPE State, DWORD Value)
 | 
						|
{
 | 
						|
	if (m_RenderStates[State] != Value || !m_RenderStatesSet[State])
 | 
						|
	{
 | 
						|
		m_RenderStates[State] = Value;
 | 
						|
		m_RenderStatesSet[State] = true;
 | 
						|
		m_RenderStatesChanged[State] = false;
 | 
						|
		D3D::dev->SetRenderState(State, Value);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void ChangeRenderState(D3DRENDERSTATETYPE State, DWORD Value)
 | 
						|
{
 | 
						|
	if (m_RenderStates[State] != Value || !m_RenderStatesSet[State])
 | 
						|
	{
 | 
						|
		m_RenderStatesChanged[State] = m_RenderStatesSet[State];
 | 
						|
		D3D::dev->SetRenderState(State, Value);
 | 
						|
	}
 | 
						|
	else
 | 
						|
	{
 | 
						|
		m_RenderStatesChanged[State] = false;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void SetTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD Value)
 | 
						|
{
 | 
						|
	if (m_TextureStageStates[Stage][Type] != Value || !m_TextureStageStatesSet[Stage][Type])
 | 
						|
	{
 | 
						|
		m_TextureStageStates[Stage][Type] = Value;
 | 
						|
		m_TextureStageStatesSet[Stage][Type]=true;
 | 
						|
		m_TextureStageStatesChanged[Stage][Type]=false;
 | 
						|
		D3D::dev->SetTextureStageState(Stage, Type, Value);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void RefreshTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type)
 | 
						|
{
 | 
						|
	if(m_TextureStageStatesSet[Stage][Type] && m_TextureStageStatesChanged[Stage][Type])
 | 
						|
	{
 | 
						|
		D3D::dev->SetTextureStageState(Stage, Type, m_TextureStageStates[Stage][Type]);
 | 
						|
		m_TextureStageStatesChanged[Stage][Type] = false;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void ChangeTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD Value)
 | 
						|
{
 | 
						|
	if (m_TextureStageStates[Stage][Type] != Value || !m_TextureStageStatesSet[Stage][Type])
 | 
						|
	{
 | 
						|
		m_TextureStageStatesChanged[Stage][Type] = m_TextureStageStatesSet[Stage][Type];
 | 
						|
		D3D::dev->SetTextureStageState(Stage, Type, Value);
 | 
						|
	}
 | 
						|
	else
 | 
						|
	{
 | 
						|
		m_TextureStageStatesChanged[Stage][Type] = false;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void SetSamplerState(DWORD Sampler, D3DSAMPLERSTATETYPE Type, DWORD Value)
 | 
						|
{
 | 
						|
	if (m_SamplerStates[Sampler][Type] != Value || !m_SamplerStatesSet[Sampler][Type])
 | 
						|
	{
 | 
						|
		m_SamplerStates[Sampler][Type] = Value;
 | 
						|
		m_SamplerStatesSet[Sampler][Type] = true;
 | 
						|
		m_SamplerStatesChanged[Sampler][Type] = false;
 | 
						|
		D3D::dev->SetSamplerState(Sampler, Type, Value);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void RefreshSamplerState(DWORD Sampler, D3DSAMPLERSTATETYPE Type)
 | 
						|
{
 | 
						|
	if(m_SamplerStatesSet[Sampler][Type] && m_SamplerStatesChanged[Sampler][Type])
 | 
						|
	{
 | 
						|
		D3D::dev->SetSamplerState(Sampler, Type, m_SamplerStates[Sampler][Type]);	
 | 
						|
		m_SamplerStatesChanged[Sampler][Type] = false;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void ChangeSamplerState(DWORD Sampler, D3DSAMPLERSTATETYPE Type, DWORD Value)
 | 
						|
{
 | 
						|
	if (m_SamplerStates[Sampler][Type] != Value || !m_SamplerStatesSet[Sampler][Type])
 | 
						|
	{
 | 
						|
		m_SamplerStatesChanged[Sampler][Type] = m_SamplerStatesSet[Sampler][Type];
 | 
						|
		D3D::dev->SetSamplerState(Sampler, Type, Value);
 | 
						|
	}
 | 
						|
	else
 | 
						|
	{
 | 
						|
		m_SamplerStatesChanged[Sampler][Type] = false;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void RefreshVertexDeclaration()
 | 
						|
{
 | 
						|
	if (m_VtxDecl)
 | 
						|
	{
 | 
						|
		D3D::dev->SetVertexDeclaration(m_VtxDecl);		
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void SetVertexDeclaration(LPDIRECT3DVERTEXDECLARATION9 decl)
 | 
						|
{
 | 
						|
	if (!decl) {
 | 
						|
		m_VtxDecl = NULL;
 | 
						|
		return;
 | 
						|
	}
 | 
						|
	if (decl != m_VtxDecl)
 | 
						|
	{
 | 
						|
		D3D::dev->SetVertexDeclaration(decl);
 | 
						|
		m_VtxDecl = decl;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void RefreshVertexShader()
 | 
						|
{
 | 
						|
	if (m_VertexShader)
 | 
						|
	{
 | 
						|
		D3D::dev->SetVertexShader(m_VertexShader);		
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void SetVertexShader(LPDIRECT3DVERTEXSHADER9 shader)
 | 
						|
{
 | 
						|
	if (!shader) {
 | 
						|
		m_VertexShader = NULL;
 | 
						|
		return;
 | 
						|
	}
 | 
						|
	if (shader != m_VertexShader)
 | 
						|
	{
 | 
						|
		D3D::dev->SetVertexShader(shader);
 | 
						|
		m_VertexShader = shader;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void RefreshPixelShader()
 | 
						|
{
 | 
						|
	if (m_PixelShader)
 | 
						|
	{
 | 
						|
		D3D::dev->SetPixelShader(m_PixelShader);		
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void SetPixelShader(LPDIRECT3DPIXELSHADER9 shader)
 | 
						|
{
 | 
						|
	if (!shader) {
 | 
						|
		m_PixelShader = NULL;
 | 
						|
		return;
 | 
						|
	}
 | 
						|
	if (shader != m_PixelShader)
 | 
						|
	{
 | 
						|
		D3D::dev->SetPixelShader(shader);
 | 
						|
		m_PixelShader = shader;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
}  // namespace
 |