forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			1375 lines
		
	
	
		
			39 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1375 lines
		
	
	
		
			39 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 "Host.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 "PixelEngine.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 "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 "DLCache.h"
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#include "Debugger.h"
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#include "Core.h"
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#include "Movie.h"
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#include "BPFunctions.h"
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namespace DX9
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{
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static int s_fps = 0;
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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 char *st;
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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 d3dLogicOpop[16] =
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{
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	D3DBLENDOP_ADD,
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	D3DBLENDOP_ADD,
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	D3DBLENDOP_SUBTRACT,
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	D3DBLENDOP_ADD,
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	D3DBLENDOP_REVSUBTRACT,
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	D3DBLENDOP_ADD,
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	D3DBLENDOP_MAX,
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	D3DBLENDOP_ADD,
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	D3DBLENDOP_MAX,
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	D3DBLENDOP_MAX,
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	D3DBLENDOP_ADD,
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	D3DBLENDOP_ADD,
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	D3DBLENDOP_ADD,
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	D3DBLENDOP_ADD,
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	D3DBLENDOP_ADD,
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	D3DBLENDOP_ADD
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};
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static const D3DBLEND d3dLogicOpSrcFactors[16] =
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{
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	D3DBLEND_ZERO,
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	D3DBLEND_DESTCOLOR,
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	D3DBLEND_ONE,
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	D3DBLEND_ONE,
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	D3DBLEND_DESTCOLOR,
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	D3DBLEND_ZERO,
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	D3DBLEND_INVDESTCOLOR,
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	D3DBLEND_INVDESTCOLOR,
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	D3DBLEND_INVSRCCOLOR,
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	D3DBLEND_INVSRCCOLOR,
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	D3DBLEND_INVDESTCOLOR,
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	D3DBLEND_ONE,
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	D3DBLEND_INVSRCCOLOR,
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	D3DBLEND_INVSRCCOLOR,
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	D3DBLEND_INVDESTCOLOR,
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	D3DBLEND_ONE
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};
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static const D3DBLEND d3dLogicOpDestFactors[16] =
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{
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	D3DBLEND_ZERO,
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	D3DBLEND_ZERO,
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	D3DBLEND_INVSRCCOLOR,
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	D3DBLEND_ZERO,
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	D3DBLEND_ONE,
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	D3DBLEND_ONE,
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	D3DBLEND_INVSRCCOLOR,
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	D3DBLEND_ONE,
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	D3DBLEND_INVDESTCOLOR,
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	D3DBLEND_SRCCOLOR,
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	D3DBLEND_INVDESTCOLOR,
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	D3DBLEND_INVDESTCOLOR,
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	D3DBLEND_INVSRCCOLOR,
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	D3DBLEND_ONE,
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	D3DBLEND_INVSRCCOLOR,
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	D3DBLEND_ONE
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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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	g_framebuffer_manager = new FramebufferManager;
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	VertexShaderManager::Dirty();
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	PixelShaderManager::Dirty();
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	TextureConverter::Init();
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	// To avoid shader compilation stutters, read back all shaders from cache.
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	VertexShaderCache::Init();
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	PixelShaderCache::Init();
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	// Texture cache 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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	delete g_framebuffer_manager;
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	D3D::font.Shutdown();
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	TextureCache::Invalidate(false);
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	VertexLoaderManager::Shutdown();
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	VertexShaderCache::Shutdown();
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	PixelShaderCache::Shutdown();
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	TextureConverter::Shutdown();
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}
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// Init functions
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Renderer::Renderer()
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{
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	Renderer::LastMode = RSM_None;
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	st = new char[32768];
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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 use supersamling instead
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	int backbuffer_ms_mode = 0;
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	Host_GetRenderWindowSize(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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	// Decide frambuffer size
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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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	CalculateXYScale(dst_rect);
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	s_LastAA = g_ActiveConfig.iMultisampleMode;
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	int SupersampleCoeficient = (s_LastAA % 3) + 1;
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	s_LastEFBScale = g_ActiveConfig.iEFBScale;
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	CalculateTargetSize(SupersampleCoeficient);
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	// Make sure to use valid texture sizes
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	D3D::FixTextureSize(s_target_width, s_target_height);
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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, 1 << 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, FramebufferManager::GetEFBColorRTSurface());
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	D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
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	vp.X = 0;
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	vp.Y = 0;
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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, D3DCOLOR_XRGB(0,0,0), 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, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &ScreenShootMEMSurface, NULL );
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}
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Renderer::~Renderer()
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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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	delete[] st;
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}
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void Renderer::RenderText(const char *text, int left, int top, u32 color)
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{
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	D3D::font.DrawTextScaled((float)left, (float)top, 20, 20, 0.0f, color, text);
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}
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TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
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{
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	TargetRectangle result;
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	result.left   = EFBToScaledX(rc.left);
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	result.top    = EFBToScaledY(rc.top);
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	result.right  = EFBToScaledX(rc.right);
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	result.bottom = EFBToScaledY(rc.bottom);
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	return result;
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}
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}
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void formatBufferDump(const char *in, char *out, int w, int h, int p)
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{
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	for (int y = 0; y < h; y++)
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	{
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		const char *line = in + (h - y - 1) * p;
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		for (int x = 0; x < w; x++)
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		{
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			memcpy(out, line, 3);
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			out += 3;
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			line += 4;
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		}			
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	}
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}
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namespace DX9
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{
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// With D3D, we have to resize the backbuffer if the window changed
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// size.
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bool Renderer::CheckForResize()
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{
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	while (EmuWindow::IsSizing())
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		Sleep(10);
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	if (EmuWindow::GetParentWnd())
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	{
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		// Re-stretch window to parent window size again, if it has a parent window.
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		RECT rcParentWindow;
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		GetWindowRect(EmuWindow::GetParentWnd(), &rcParentWindow);
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		int width = rcParentWindow.right - rcParentWindow.left;
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		int height = rcParentWindow.bottom - rcParentWindow.top;
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		if (width != Renderer::GetBackbufferWidth() || height != Renderer::GetBackbufferHeight())
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			MoveWindow(EmuWindow::GetWnd(), 0, 0, width, height, FALSE);
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	}
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	RECT rcWindow;
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	GetClientRect(EmuWindow::GetWnd(), &rcWindow);
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	int client_width = rcWindow.right - rcWindow.left;
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	int client_height = rcWindow.bottom - rcWindow.top;
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	// Sanity check
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	if ((client_width != Renderer::GetBackbufferWidth() ||
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		client_height != Renderer::GetBackbufferHeight()) && 
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		client_width >= 4 && client_height >= 4)
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	{
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		TeardownDeviceObjects();
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		D3D::Reset();
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		s_backbuffer_width = D3D::GetBackBufferWidth();
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		s_backbuffer_height = D3D::GetBackBufferHeight();
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		if(ScreenShootMEMSurface)
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			ScreenShootMEMSurface->Release();
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		D3D::dev->CreateOffscreenPlainSurface(Renderer::GetBackbufferWidth(), Renderer::GetBackbufferHeight(),
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			D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &ScreenShootMEMSurface, NULL );
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		return true;
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	}
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	return false;
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}
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void Renderer::SetScissorRect(const TargetRectangle& rc)
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{
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	D3D::dev->SetScissorRect(rc.AsRECT());
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}
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void Renderer::SetColorMask()
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{
 | 
						|
	// Only enable alpha channel if it's supported by the current EFB format
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						|
	DWORD color_mask = 0;
 | 
						|
	if (bpmem.blendmode.alphaupdate && (bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24))
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		color_mask = D3DCOLORWRITEENABLE_ALPHA;
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						|
	if (bpmem.blendmode.colorupdate)
 | 
						|
		color_mask |= D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
 | 
						|
	D3D::SetRenderState(D3DRS_COLORWRITEENABLE, color_mask);
 | 
						|
}
 | 
						|
 | 
						|
// This function allows the CPU to directly access the EFB.
 | 
						|
// There are EFB peeks (which will read the color or depth of a pixel)
 | 
						|
// and EFB pokes (which will change the color or depth of a pixel).
 | 
						|
//
 | 
						|
// The behavior of EFB peeks can only be modified by:
 | 
						|
//	- GX_PokeAlphaRead
 | 
						|
// The behavior of EFB pokes can be modified by:
 | 
						|
//	- GX_PokeAlphaMode (TODO)
 | 
						|
//	- GX_PokeAlphaUpdate (TODO)
 | 
						|
//	- GX_PokeBlendMode (TODO)
 | 
						|
//	- GX_PokeColorUpdate (TODO)
 | 
						|
//	- GX_PokeDither (TODO)
 | 
						|
//	- GX_PokeDstAlpha (TODO)
 | 
						|
//	- GX_PokeZMode (TODO)
 | 
						|
u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
 | 
						|
{
 | 
						|
	if (!g_ActiveConfig.bEFBAccessEnable)
 | 
						|
		return 0;
 | 
						|
 | 
						|
	if (type == POKE_Z)
 | 
						|
	{
 | 
						|
		static bool alert_only_once = true;
 | 
						|
		if (!alert_only_once) return 0;
 | 
						|
		PanicAlert("EFB: Poke Z not implemented (tried to poke z value %#x at (%d,%d))", poke_data, x, y);
 | 
						|
		alert_only_once = false;
 | 
						|
		return 0;
 | 
						|
	}
 | 
						|
 | 
						|
	// if depth textures aren't supported by the hardware, just return
 | 
						|
	if (type == PEEK_Z)
 | 
						|
		if (FramebufferManager::GetEFBDepthTexture() == NULL)
 | 
						|
			return 0;
 | 
						|
 | 
						|
	// We're using three surfaces here:
 | 
						|
	// - pEFBSurf: EFB Surface. Source surface when peeking, destination surface when poking.
 | 
						|
	// - pBufferRT: A render target surface. When peeking, we render a textured quad to this surface.
 | 
						|
	// - pSystemBuf: An offscreen surface. Used to retrieve the pixel data from pBufferRT.
 | 
						|
	LPDIRECT3DSURFACE9 pEFBSurf, pBufferRT, pSystemBuf;
 | 
						|
	if(type == PEEK_Z || type == POKE_Z)
 | 
						|
	{
 | 
						|
		pEFBSurf = FramebufferManager::GetEFBDepthRTSurface();
 | 
						|
		pBufferRT = FramebufferManager::GetEFBDepthReadSurface();
 | 
						|
		pSystemBuf = FramebufferManager::GetEFBDepthOffScreenRTSurface();
 | 
						|
	}
 | 
						|
	else //if(type == PEEK_COLOR || type == POKE_COLOR)
 | 
						|
	{
 | 
						|
		pEFBSurf = FramebufferManager::GetEFBColorRTSurface();
 | 
						|
		pBufferRT = FramebufferManager::GetEFBColorReadSurface();
 | 
						|
		pSystemBuf = FramebufferManager::GetEFBColorOffScreenRTSurface();
 | 
						|
	}
 | 
						|
 | 
						|
	// Buffer not found alert
 | 
						|
	if (!pEFBSurf) {
 | 
						|
		PanicAlert("No %s!", (type == PEEK_Z || type == POKE_Z) ? "Z-Buffer" : "Color EFB");
 | 
						|
		return 0;
 | 
						|
	}
 | 
						|
 | 
						|
	// Convert EFB dimensions to the ones of our render target
 | 
						|
	EFBRectangle efbPixelRc;
 | 
						|
	efbPixelRc.left = x;
 | 
						|
	efbPixelRc.top = y;
 | 
						|
	efbPixelRc.right = x + 1;
 | 
						|
	efbPixelRc.bottom = y + 1;
 | 
						|
 | 
						|
	TargetRectangle targetPixelRc = ConvertEFBRectangle(efbPixelRc);
 | 
						|
 | 
						|
	HRESULT hr;
 | 
						|
	RECT RectToLock;
 | 
						|
	RectToLock.bottom = targetPixelRc.bottom;
 | 
						|
	RectToLock.left = targetPixelRc.left;
 | 
						|
	RectToLock.right = targetPixelRc.right;
 | 
						|
	RectToLock.top = targetPixelRc.top;	
 | 
						|
	if (type == PEEK_Z)
 | 
						|
	{
 | 
						|
		// TODO: why is D3DFMT_D24X8 singled out here? why not D3DFMT_D24X4S4/D24S8/D24FS8/D32/D16/D15S1 too, or none of them?
 | 
						|
		if (FramebufferManager::GetEFBDepthRTSurfaceFormat() == D3DFMT_D24X8)
 | 
						|
			return 0;
 | 
						|
 | 
						|
		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
 | 
						|
		D3D::dev->SetDepthStencilSurface(NULL);
 | 
						|
		D3D::dev->SetRenderTarget(0, pBufferRT);
 | 
						|
 | 
						|
		// Stretch picture with increased internal resolution
 | 
						|
		D3DVIEWPORT9 vp;
 | 
						|
		vp.X = 0;
 | 
						|
		vp.Y = 0;
 | 
						|
		vp.Width  = 4;
 | 
						|
		vp.Height = 4;
 | 
						|
		vp.MinZ = 0.0f;
 | 
						|
		vp.MaxZ = 1.0f;
 | 
						|
		D3D::dev->SetViewport(&vp);
 | 
						|
 | 
						|
		float colmat[28] = {0.0f};
 | 
						|
		colmat[0] = colmat[5] = colmat[10] = 1.0f;
 | 
						|
		PixelShaderManager::SetColorMatrix(colmat); // set transformation
 | 
						|
		LPDIRECT3DTEXTURE9 read_texture = FramebufferManager::GetEFBDepthTexture();
 | 
						|
		
 | 
						|
		D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
 | 
						|
 | 
						|
		D3DFORMAT bformat = FramebufferManager::GetEFBDepthRTSurfaceFormat();
 | 
						|
 | 
						|
		D3D::drawShadedTexQuad(
 | 
						|
			read_texture,
 | 
						|
			&RectToLock,
 | 
						|
			Renderer::GetTargetWidth(),
 | 
						|
			Renderer::GetTargetHeight(),
 | 
						|
			4, 4,
 | 
						|
			PixelShaderCache::GetDepthMatrixProgram(0, bformat != FOURCC_RAWZ),
 | 
						|
			VertexShaderCache::GetSimpleVertexShader(0));
 | 
						|
 | 
						|
		D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
 | 
						|
 | 
						|
		D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
 | 
						|
		D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
 | 
						|
		RestoreAPIState();
 | 
						|
 | 
						|
		// Retrieve the pixel data to the local memory buffer
 | 
						|
		RectToLock.bottom = 4;
 | 
						|
		RectToLock.left = 0;
 | 
						|
		RectToLock.right = 4;
 | 
						|
		RectToLock.top = 0;
 | 
						|
		D3D::dev->GetRenderTargetData(pBufferRT, pSystemBuf);
 | 
						|
 | 
						|
		// EFB data successfully retrieved, now get the pixel data
 | 
						|
		D3DLOCKED_RECT drect;
 | 
						|
		pSystemBuf->LockRect(&drect, &RectToLock, D3DLOCK_READONLY);
 | 
						|
		u32 z = ((u32*)drect.pBits)[6];	// 24 bit depth value
 | 
						|
		pSystemBuf->UnlockRect();
 | 
						|
 | 
						|
		// if Z is in 16 bit format you must return a 16 bit integer
 | 
						|
		if(bpmem.zcontrol.pixel_format == PIXELFMT_RGB565_Z16) {
 | 
						|
			z >>= 8;
 | 
						|
		}
 | 
						|
 | 
						|
		return z;
 | 
						|
	}
 | 
						|
	else if(type == PEEK_COLOR)
 | 
						|
	{
 | 
						|
		// TODO: Can't we directly StretchRect to System buf?
 | 
						|
		hr = D3D::dev->StretchRect(pEFBSurf, &RectToLock, pBufferRT, NULL, D3DTEXF_NONE);
 | 
						|
		D3D::dev->GetRenderTargetData(pBufferRT, pSystemBuf);
 | 
						|
 | 
						|
		// EFB data successfully retrieved, now get the pixel data
 | 
						|
		RectToLock.bottom = 1;
 | 
						|
		RectToLock.left = 0;
 | 
						|
		RectToLock.right = 1;
 | 
						|
		RectToLock.top = 0;
 | 
						|
 | 
						|
		D3DLOCKED_RECT drect;
 | 
						|
		pSystemBuf->LockRect(&drect, &RectToLock, D3DLOCK_READONLY);
 | 
						|
		u32 ret = ((u32*)drect.pBits)[0];
 | 
						|
		pSystemBuf->UnlockRect();
 | 
						|
 | 
						|
		// check what to do with the alpha channel (GX_PokeAlphaRead)
 | 
						|
		PixelEngine::UPEAlphaReadReg alpha_read_mode;
 | 
						|
		PixelEngine::Read16((u16&)alpha_read_mode, PE_ALPHAREAD);
 | 
						|
 | 
						|
		if (bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24)
 | 
						|
		{
 | 
						|
			ret = RGBA8ToRGBA6ToRGBA8(ret);
 | 
						|
		}
 | 
						|
		else if (bpmem.zcontrol.pixel_format == PIXELFMT_RGB565_Z16)
 | 
						|
		{
 | 
						|
			ret = RGBA8ToRGB565ToRGBA8(ret);
 | 
						|
		}
 | 
						|
		if(bpmem.zcontrol.pixel_format != PIXELFMT_RGBA6_Z24)
 | 
						|
		{
 | 
						|
			ret |= 0xFF000000;
 | 
						|
		}
 | 
						|
 | 
						|
		if(alpha_read_mode.ReadMode == 2) return ret; // GX_READ_NONE
 | 
						|
		else if(alpha_read_mode.ReadMode == 1) return (ret | 0xFF000000); // GX_READ_FF
 | 
						|
		else return (ret & 0x00FFFFFF); // GX_READ_00
 | 
						|
	}
 | 
						|
	else //if(type == POKE_COLOR)
 | 
						|
	{
 | 
						|
		// TODO: Speed this up by batching pokes?
 | 
						|
		ResetAPIState();
 | 
						|
		D3D::drawColorQuad(poke_data,
 | 
						|
							  (float)RectToLock.left   * 2.f / (float)Renderer::GetTargetWidth()  - 1.f,
 | 
						|
							- (float)RectToLock.top    * 2.f / (float)Renderer::GetTargetHeight() + 1.f,
 | 
						|
							  (float)RectToLock.right  * 2.f / (float)Renderer::GetTargetWidth()  - 1.f,
 | 
						|
							- (float)RectToLock.bottom * 2.f / (float)Renderer::GetTargetHeight() + 1.f);
 | 
						|
		RestoreAPIState();
 | 
						|
		return 0;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
// Viewport correction:
 | 
						|
// Say you want a viewport at (ix, iy) with size (iw, ih),
 | 
						|
// but your viewport must be clamped at (ax, ay) with size (aw, ah).
 | 
						|
// Just multiply the projection matrix with the following to get the same
 | 
						|
// effect:
 | 
						|
// [   (iw/aw)         0     0    ((iw - 2*(ax-ix)) / aw - 1)   ]
 | 
						|
// [         0   (ih/ah)     0   ((-ih + 2*(ay-iy)) / ah + 1)   ]
 | 
						|
// [         0         0     1                              0   ]
 | 
						|
// [         0         0     0                              1   ]
 | 
						|
static void ViewportCorrectionMatrix(Matrix44& result,
 | 
						|
	float ix, float iy, float iw, float ih, // Intended viewport (x, y, width, height)
 | 
						|
	float ax, float ay, float aw, float ah) // Actual viewport (x, y, width, height)
 | 
						|
{
 | 
						|
	Matrix44::LoadIdentity(result);
 | 
						|
	if (aw == 0.f || ah == 0.f)
 | 
						|
		return;
 | 
						|
	result.data[4*0+0] = iw / aw;
 | 
						|
	result.data[4*0+3] = (iw - 2.f * (ax - ix)) / aw - 1.f;
 | 
						|
	result.data[4*1+1] = ih / ah;
 | 
						|
	result.data[4*1+3] = (-ih + 2.f * (ay - iy)) / ah + 1.f;
 | 
						|
}
 | 
						|
 | 
						|
// Called from VertexShaderManager
 | 
						|
void Renderer::UpdateViewport(Matrix44& vpCorrection)
 | 
						|
{
 | 
						|
	// 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;
 | 
						|
 | 
						|
	// TODO: ceil, floor or just cast to int?
 | 
						|
	int intendedX = EFBToScaledX((int)ceil(xfregs.viewport.xOrig - xfregs.viewport.wd - scissorXOff));
 | 
						|
	int intendedY = EFBToScaledY((int)ceil(xfregs.viewport.yOrig + xfregs.viewport.ht - scissorYOff));
 | 
						|
	int intendedWd = EFBToScaledX((int)ceil(2.0f * xfregs.viewport.wd));
 | 
						|
	int intendedHt = EFBToScaledY((int)ceil(-2.0f * xfregs.viewport.ht));
 | 
						|
	if (intendedWd < 0)
 | 
						|
	{
 | 
						|
		intendedX += intendedWd;
 | 
						|
		intendedWd = -intendedWd;
 | 
						|
	}
 | 
						|
	if (intendedHt < 0)
 | 
						|
	{
 | 
						|
		intendedY += intendedHt;
 | 
						|
		intendedHt = -intendedHt;
 | 
						|
	}
 | 
						|
 | 
						|
	// In D3D, the viewport rectangle must fit within the render target.
 | 
						|
	int X = intendedX;
 | 
						|
	if (X < 0)
 | 
						|
		X = 0;
 | 
						|
	int Y = intendedY;
 | 
						|
	if (Y < 0)
 | 
						|
		Y = 0;
 | 
						|
	int Wd = intendedWd;
 | 
						|
	if (X + Wd > GetTargetWidth())
 | 
						|
		Wd = GetTargetWidth() - X;
 | 
						|
	int Ht = intendedHt;
 | 
						|
	if (Y + Ht > GetTargetHeight())
 | 
						|
		Ht = GetTargetHeight() - Y;
 | 
						|
 | 
						|
	// If GX viewport is off the render target, we must clamp our viewport
 | 
						|
	// within the bounds. Use the correction matrix to compensate.
 | 
						|
	ViewportCorrectionMatrix(vpCorrection,
 | 
						|
		intendedX, intendedY, intendedWd, intendedHt,
 | 
						|
		X, Y, Wd, Ht);
 | 
						|
 | 
						|
	D3DVIEWPORT9 vp;
 | 
						|
	vp.X = X;
 | 
						|
	vp.Y = Y;
 | 
						|
	vp.Width = Wd;
 | 
						|
	vp.Height = Ht;
 | 
						|
	
 | 
						|
	// 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.viewport.farZ - xfregs.viewport.zRange) / 16777216.0f;
 | 
						|
	vp.MaxZ = 1.0f; // xfregs.viewport.farZ / 16777216.0f;
 | 
						|
	D3D::dev->SetViewport(&vp);
 | 
						|
}
 | 
						|
 | 
						|
void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z)
 | 
						|
{
 | 
						|
	// Reset rendering pipeline while keeping color masks and depth buffer settings
 | 
						|
	ResetAPIState();
 | 
						|
 | 
						|
	DWORD color_mask = 0;
 | 
						|
	if (alphaEnable)
 | 
						|
		color_mask = D3DCOLORWRITEENABLE_ALPHA;
 | 
						|
	if (colorEnable)
 | 
						|
		color_mask |= D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
 | 
						|
	D3D::ChangeRenderState(D3DRS_COLORWRITEENABLE, color_mask);
 | 
						|
 | 
						|
	if (zEnable)
 | 
						|
	{
 | 
						|
		D3D::ChangeRenderState(D3DRS_ZENABLE, TRUE);
 | 
						|
		D3D::ChangeRenderState(D3DRS_ZWRITEENABLE, TRUE);
 | 
						|
		D3D::ChangeRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
 | 
						|
	}
 | 
						|
	else
 | 
						|
		D3D::ChangeRenderState(D3DRS_ZENABLE, FALSE);
 | 
						|
 | 
						|
	// Update the viewport for clearing the target EFB rect
 | 
						|
	TargetRectangle targetRc = ConvertEFBRectangle(rc);
 | 
						|
	D3DVIEWPORT9 vp;
 | 
						|
	vp.X = targetRc.left;
 | 
						|
	vp.Y = targetRc.top;
 | 
						|
	vp.Width  = targetRc.GetWidth();
 | 
						|
	vp.Height = targetRc.GetHeight();
 | 
						|
	vp.MinZ = 0.0;
 | 
						|
	vp.MaxZ = 1.0;
 | 
						|
	D3D::dev->SetViewport(&vp);
 | 
						|
	D3D::drawClearQuad(color, (z & 0xFFFFFF) / float(0xFFFFFF), PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader());
 | 
						|
	RestoreAPIState();
 | 
						|
}
 | 
						|
 | 
						|
void Renderer::ReinterpretPixelData(unsigned int convtype)
 | 
						|
{
 | 
						|
	RECT source;
 | 
						|
	SetRect(&source, 0, 0, g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight());
 | 
						|
 | 
						|
	LPDIRECT3DPIXELSHADER9 pixel_shader;
 | 
						|
	if (convtype == 0) pixel_shader = PixelShaderCache::ReinterpRGB8ToRGBA6();
 | 
						|
	else if (convtype == 2) pixel_shader = PixelShaderCache::ReinterpRGBA6ToRGB8();
 | 
						|
	else
 | 
						|
	{
 | 
						|
		ERROR_LOG(VIDEO, "Trying to reinterpret pixel data with unsupported conversion type %d", convtype);
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	// convert data and set the target texture as our new EFB
 | 
						|
	g_renderer->ResetAPIState();
 | 
						|
	D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorReinterpretSurface());
 | 
						|
	D3DVIEWPORT9 vp;
 | 
						|
	vp.X = 0;
 | 
						|
	vp.Y = 0;
 | 
						|
	vp.Width  = g_renderer->GetTargetWidth();
 | 
						|
	vp.Height = g_renderer->GetTargetHeight();
 | 
						|
	vp.MinZ = 0.0;
 | 
						|
	vp.MaxZ = 1.0;
 | 
						|
	D3D::dev->SetViewport(&vp);
 | 
						|
	D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
 | 
						|
	D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture(), &source,
 | 
						|
		g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight(),
 | 
						|
		g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight(),
 | 
						|
		pixel_shader, VertexShaderCache::GetSimpleVertexShader(0));
 | 
						|
	FramebufferManager::SwapReinterpretTexture();
 | 
						|
	D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);	
 | 
						|
	g_renderer->RestoreAPIState();
 | 
						|
}
 | 
						|
 | 
						|
void Renderer::SetBlendMode(bool forceUpdate)
 | 
						|
{
 | 
						|
	if (bpmem.blendmode.logicopenable && !forceUpdate)
 | 
						|
		return;
 | 
						|
 | 
						|
	if (bpmem.blendmode.subtract && bpmem.blendmode.blendenable)
 | 
						|
	{
 | 
						|
		D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, true);
 | 
						|
		D3D::SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_REVSUBTRACT);
 | 
						|
		D3D::SetRenderState(D3DRS_SRCBLEND, d3dSrcFactors[1]);
 | 
						|
		D3D::SetRenderState(D3DRS_DESTBLEND, d3dDestFactors[1]);
 | 
						|
	}
 | 
						|
	else
 | 
						|
	{
 | 
						|
		D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, bpmem.blendmode.blendenable && (!( bpmem.blendmode.srcfactor == 1 && bpmem.blendmode.dstfactor == 0)));
 | 
						|
		if (bpmem.blendmode.blendenable && (!( bpmem.blendmode.srcfactor == 1 && bpmem.blendmode.dstfactor == 0)))
 | 
						|
		{
 | 
						|
			D3D::SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
 | 
						|
			D3D::SetRenderState(D3DRS_SRCBLEND, d3dSrcFactors[bpmem.blendmode.srcfactor]);
 | 
						|
			D3D::SetRenderState(D3DRS_DESTBLEND, d3dDestFactors[bpmem.blendmode.dstfactor]);
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
bool Renderer::SaveScreenshot(const std::string &filename, const TargetRectangle &dst_rect)
 | 
						|
{
 | 
						|
	HRESULT hr = D3D::dev->GetRenderTargetData(D3D::GetBackBufferSurface(),ScreenShootMEMSurface);
 | 
						|
	if(FAILED(hr))
 | 
						|
	{
 | 
						|
		PanicAlert("Error dumping surface data.");
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
	hr = PD3DXSaveSurfaceToFileA(filename.c_str(), D3DXIFF_PNG, ScreenShootMEMSurface, NULL, dst_rect.AsRECT());
 | 
						|
	if(FAILED(hr))
 | 
						|
	{
 | 
						|
		PanicAlert("Error saving screen.");
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
 | 
						|
	return true;
 | 
						|
}
 | 
						|
 | 
						|
// This function has the final picture. We adjust the aspect ratio here.
 | 
						|
void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,const EFBRectangle& rc,float Gamma)
 | 
						|
{
 | 
						|
	if (g_bSkipCurrentFrame || (!XFBWrited && (!g_ActiveConfig.bUseXFB || !g_ActiveConfig.bUseRealXFB)) || !fbWidth || !fbHeight)
 | 
						|
	{
 | 
						|
		if (g_ActiveConfig.bDumpFrames && frame_data)
 | 
						|
			AVIDump::AddFrame(frame_data);
 | 
						|
 | 
						|
		Core::Callback_VideoCopiedToXFB(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 XFBSourceBase* const* xfbSourceList = FramebufferManager::GetXFBSource(xfbAddr, fbWidth, fbHeight, xfbCount);
 | 
						|
	if ((!xfbSourceList || xfbCount == 0) && g_ActiveConfig.bUseXFB && !g_ActiveConfig.bUseRealXFB)
 | 
						|
	{
 | 
						|
		if (g_ActiveConfig.bDumpFrames && frame_data)
 | 
						|
			AVIDump::AddFrame(frame_data);
 | 
						|
 | 
						|
		Core::Callback_VideoCopiedToXFB(false);
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	ResetAPIState();
 | 
						|
 | 
						|
	if(g_ActiveConfig.bAnaglyphStereo)
 | 
						|
	{
 | 
						|
		static bool RightFrame = false;
 | 
						|
		if(RightFrame)
 | 
						|
		{
 | 
						|
			D3D::SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_GREEN);
 | 
						|
			VertexShaderManager::ResetView();
 | 
						|
			VertexShaderManager::TranslateView(-0.001f * g_ActiveConfig.iAnaglyphStereoSeparation,0.0f);
 | 
						|
			VertexShaderManager::RotateView(-0.0001f *g_ActiveConfig.iAnaglyphFocalAngle,0.0f);
 | 
						|
			RightFrame = false;
 | 
						|
		}
 | 
						|
		else
 | 
						|
		{
 | 
						|
			D3D::SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED);
 | 
						|
			VertexShaderManager::ResetView();
 | 
						|
			VertexShaderManager::TranslateView(0.001f *g_ActiveConfig.iAnaglyphStereoSeparation,0.0f);
 | 
						|
			VertexShaderManager::RotateView(0.0001f * g_ActiveConfig.iAnaglyphFocalAngle,0.0f);
 | 
						|
			RightFrame = true;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	// Prepare to copy the XFBs to our backbuffer
 | 
						|
	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;
 | 
						|
 | 
						|
	// Clear full target screen (edges, borders etc)
 | 
						|
	if(g_ActiveConfig.bAnaglyphStereo) {
 | 
						|
		// use a clear quad to keep old red or blue/green data
 | 
						|
		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::drawClearQuad(0, 1.0, PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader());
 | 
						|
	}
 | 
						|
	else
 | 
						|
	{
 | 
						|
		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;
 | 
						|
 | 
						|
	// Sanity check
 | 
						|
	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 XFBSourceBase* xfbSource = NULL;
 | 
						|
 | 
						|
	if(g_ActiveConfig.bUseXFB)
 | 
						|
	{
 | 
						|
		// draw each xfb source
 | 
						|
		// Render to the real buffer now.
 | 
						|
		for (u32 i = 0; i < xfbCount; ++i)
 | 
						|
		{
 | 
						|
			xfbSource = xfbSourceList[i];
 | 
						|
 | 
						|
			MathUtil::Rectangle<float> sourceRc;
 | 
						|
			
 | 
						|
			sourceRc.left = 0;
 | 
						|
			sourceRc.top = 0;
 | 
						|
			sourceRc.right = (float)xfbSource->texWidth;
 | 
						|
			sourceRc.bottom = (float)xfbSource->texHeight;
 | 
						|
 | 
						|
			MathUtil::Rectangle<float> drawRc;
 | 
						|
 | 
						|
			if (!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);
 | 
						|
 | 
						|
				// The following code disables auto stretch.  Kept for reference.
 | 
						|
				// scale draw area for a 1 to 1 pixel mapping with the draw target
 | 
						|
				//float vScale = (float)fbHeight / (float)dst_rect.GetHeight();
 | 
						|
				//float hScale = (float)fbWidth / (float)dst_rect.GetWidth();
 | 
						|
				//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;
 | 
						|
			}
 | 
						|
 | 
						|
			xfbSource->Draw(sourceRc, drawRc, Width, Height);
 | 
						|
		}
 | 
						|
	}
 | 
						|
	else
 | 
						|
	{
 | 
						|
		TargetRectangle targetRc = ConvertEFBRectangle(rc);
 | 
						|
		LPDIRECT3DTEXTURE9 read_texture = FramebufferManager::GetEFBColorTexture();
 | 
						|
		D3D::drawShadedTexQuad(read_texture,targetRc.AsRECT(),
 | 
						|
			Renderer::GetTargetWidth(),Renderer::GetTargetHeight(),
 | 
						|
			Width,Height,
 | 
						|
			PixelShaderCache::GetColorCopyProgram(g_ActiveConfig.iMultisampleMode),
 | 
						|
			VertexShaderCache::GetSimpleVertexShader(g_ActiveConfig.iMultisampleMode),Gamma);		
 | 
						|
		
 | 
						|
	}
 | 
						|
	D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
 | 
						|
	D3D::RefreshSamplerState(0, D3DSAMP_MAGFILTER);
 | 
						|
 | 
						|
	if(g_ActiveConfig.bAnaglyphStereo)
 | 
						|
	{
 | 
						|
		DWORD color_mask = D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
 | 
						|
		D3D::SetRenderState(D3DRS_COLORWRITEENABLE, color_mask);
 | 
						|
	}
 | 
						|
 | 
						|
	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);
 | 
						|
 | 
						|
	// Save screenshot
 | 
						|
	if (s_bScreenshot)
 | 
						|
	{
 | 
						|
		std::lock_guard<std::mutex> lk(s_criticalScreenshot);
 | 
						|
		SaveScreenshot(s_sScreenshotName, dst_rect);
 | 
						|
		s_bScreenshot = false;
 | 
						|
	}
 | 
						|
 | 
						|
	// Dump frames
 | 
						|
	static int w = 0, h = 0;
 | 
						|
	if (g_ActiveConfig.bDumpFrames)
 | 
						|
	{
 | 
						|
		static int s_recordWidth;
 | 
						|
		static int s_recordHeight;
 | 
						|
 | 
						|
		HRESULT hr = D3D::dev->GetRenderTargetData(D3D::GetBackBufferSurface(),ScreenShootMEMSurface);
 | 
						|
		if (!bLastFrameDumped)
 | 
						|
		{
 | 
						|
			s_recordWidth = dst_rect.GetWidth();
 | 
						|
			s_recordHeight = dst_rect.GetHeight();
 | 
						|
			bAVIDumping = AVIDump::Start(EmuWindow::GetParentWnd(), s_recordWidth, s_recordHeight);
 | 
						|
			if (!bAVIDumping)
 | 
						|
			{
 | 
						|
				PanicAlert("Error dumping frames to AVI.");
 | 
						|
			}
 | 
						|
			else
 | 
						|
			{
 | 
						|
				char msg [255];
 | 
						|
				sprintf_s(msg,255, "Dumping Frames to \"%sframedump0.avi\" (%dx%d RGB24)",
 | 
						|
						File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), s_recordWidth, s_recordHeight);
 | 
						|
				OSD::AddMessage(msg, 2000);
 | 
						|
			}
 | 
						|
		}
 | 
						|
		if (bAVIDumping)
 | 
						|
		{
 | 
						|
			D3DLOCKED_RECT rect;
 | 
						|
			if (SUCCEEDED(ScreenShootMEMSurface->LockRect(&rect, dst_rect.AsRECT(), D3DLOCK_NO_DIRTY_UPDATE | D3DLOCK_NOSYSLOCK | D3DLOCK_READONLY)))
 | 
						|
			{
 | 
						|
				if (!frame_data || w != s_recordWidth || h != s_recordHeight)
 | 
						|
				{
 | 
						|
					delete[] frame_data;
 | 
						|
					frame_data = new char[3 * s_recordWidth * s_recordHeight];
 | 
						|
					w = s_recordWidth;
 | 
						|
					h = s_recordHeight;
 | 
						|
				}
 | 
						|
				formatBufferDump((const char*)rect.pBits, frame_data, s_recordWidth, s_recordHeight, rect.Pitch);
 | 
						|
				AVIDump::AddFrame(frame_data);
 | 
						|
				ScreenShootMEMSurface->UnlockRect();
 | 
						|
			}
 | 
						|
		}
 | 
						|
		bLastFrameDumped = true;
 | 
						|
	}
 | 
						|
	else
 | 
						|
	{
 | 
						|
		if (bLastFrameDumped && bAVIDumping)
 | 
						|
		{
 | 
						|
			if (frame_data)
 | 
						|
			{
 | 
						|
				delete[] frame_data;
 | 
						|
				frame_data = 0;
 | 
						|
				w = h = 0;
 | 
						|
			}
 | 
						|
			AVIDump::Stop();
 | 
						|
			bAVIDumping = false;
 | 
						|
			OSD::AddMessage("Stop dumping frames to AVI", 2000);
 | 
						|
		}
 | 
						|
		bLastFrameDumped = 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, 0, 20, 20, 0.0f, 0xFF00FFFF, fps);
 | 
						|
	}
 | 
						|
 | 
						|
	if (g_ActiveConfig.bShowInputDisplay)
 | 
						|
	{
 | 
						|
		char inputDisplay[1000];
 | 
						|
		StringCchPrintfA(inputDisplay, 1000, Movie::GetInputDisplay().c_str());
 | 
						|
		D3D::font.DrawTextScaled(0, 30, 20, 20, 0.0f, 0xFF00FFFF, inputDisplay);
 | 
						|
	}
 | 
						|
	Renderer::DrawDebugText();
 | 
						|
 | 
						|
	if (g_ActiveConfig.bOverlayStats)
 | 
						|
	{
 | 
						|
		Statistics::ToString(st);
 | 
						|
		D3D::font.DrawTextScaled(0, 30, 20, 20, 0.0f, 0xFF00FFFF, st);
 | 
						|
	}
 | 
						|
	else if (g_ActiveConfig.bOverlayProjStats)
 | 
						|
	{
 | 
						|
		Statistics::ToStringProj(st);
 | 
						|
		D3D::font.DrawTextScaled(0, 30, 20, 20, 0.0f, 0xFF00FFFF, st);
 | 
						|
	}
 | 
						|
 | 
						|
	OSD::DrawMessages();
 | 
						|
	D3D::EndFrame();
 | 
						|
	frameCount++;
 | 
						|
 | 
						|
	GFX_DEBUGGER_PAUSE_AT(NEXT_FRAME, true);
 | 
						|
 | 
						|
	DLCache::ProgressiveCleanup();
 | 
						|
	TextureCache::Cleanup();
 | 
						|
 | 
						|
	// Enable configuration changes
 | 
						|
	UpdateActiveConfig();
 | 
						|
 | 
						|
	SetWindowSize(fbWidth, fbHeight);
 | 
						|
 | 
						|
	const bool windowResized = 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 (xfbchanged || windowResized || s_LastEFBScale != g_ActiveConfig.iEFBScale || s_LastAA != newAA)
 | 
						|
	{
 | 
						|
		s_LastAA = newAA;
 | 
						|
 | 
						|
		ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
 | 
						|
 | 
						|
		CalculateXYScale(dst_rect);
 | 
						|
		
 | 
						|
		int SupersampleCoeficient = (s_LastAA % 3) + 1;
 | 
						|
 | 
						|
		s_LastEFBScale = g_ActiveConfig.iEFBScale;
 | 
						|
		CalculateTargetSize(SupersampleCoeficient);
 | 
						|
 | 
						|
		D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
 | 
						|
		D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
 | 
						|
		if (windowResized)
 | 
						|
		{
 | 
						|
			// device objects lost, so recreate all of them
 | 
						|
			SetupDeviceObjects();
 | 
						|
		}
 | 
						|
		else
 | 
						|
		{
 | 
						|
			// just resize the frame buffer
 | 
						|
			delete g_framebuffer_manager;
 | 
						|
			g_framebuffer_manager = new FramebufferManager;
 | 
						|
		}
 | 
						|
		D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
 | 
						|
		D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
 | 
						|
		D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1.0f, 0);
 | 
						|
	}
 | 
						|
 | 
						|
	// Place messages on the picture, then copy it to the screen
 | 
						|
	// ---------------------------------------------------------------------
 | 
						|
	// Count FPS.
 | 
						|
	// -------------
 | 
						|
	static int fpscount = 0;
 | 
						|
	static unsigned long lasttime = 0;
 | 
						|
	if (Common::Timer::GetTimeMs() - lasttime >= 1000)
 | 
						|
	{
 | 
						|
		lasttime = Common::Timer::GetTimeMs();
 | 
						|
		s_fps = fpscount;
 | 
						|
		fpscount = 0;
 | 
						|
	}
 | 
						|
	if (XFBWrited)
 | 
						|
		++fpscount;
 | 
						|
 | 
						|
	// Begin new frame
 | 
						|
	// Set default viewport and scissor, for the clear to work correctly
 | 
						|
	// New frame
 | 
						|
	stats.ResetFrame();
 | 
						|
 | 
						|
	// Flip/present backbuffer to frontbuffer here
 | 
						|
	D3D::Present();
 | 
						|
	D3D::BeginFrame();
 | 
						|
	RestoreAPIState();
 | 
						|
 | 
						|
	D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
 | 
						|
	D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
 | 
						|
	VertexShaderManager::SetViewportChanged();
 | 
						|
 | 
						|
	Core::Callback_VideoCopiedToXFB(XFBWrited || (g_ActiveConfig.bUseXFB && g_ActiveConfig.bUseRealXFB));
 | 
						|
	XFBWrited = false;
 | 
						|
}
 | 
						|
 | 
						|
void Renderer::ApplyState(u32 mode)
 | 
						|
{
 | 
						|
	if(mode & RSM_Zcomploc)
 | 
						|
	{
 | 
						|
		D3D::ChangeRenderState(D3DRS_COLORWRITEENABLE, 0);
 | 
						|
	}
 | 
						|
	
 | 
						|
	if(mode & RSM_Multipass)
 | 
						|
	{		
 | 
						|
		D3D::ChangeRenderState(D3DRS_ZENABLE, TRUE);
 | 
						|
		D3D::ChangeRenderState(D3DRS_ZWRITEENABLE, false);		
 | 
						|
		D3D::ChangeRenderState(D3DRS_ZFUNC, D3DCMP_EQUAL);
 | 
						|
	}
 | 
						|
	
 | 
						|
	if (mode & RSM_UseDstAlpha)
 | 
						|
	{
 | 
						|
		D3D::ChangeRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA);
 | 
						|
		D3D::ChangeRenderState(D3DRS_ALPHABLENDENABLE, false);
 | 
						|
	}
 | 
						|
	Renderer::LastMode |= mode;
 | 
						|
}
 | 
						|
 | 
						|
void Renderer::RestoreState()
 | 
						|
{
 | 
						|
	if(Renderer::LastMode & RSM_Zcomploc)
 | 
						|
	{
 | 
						|
		D3D::RefreshRenderState(D3DRS_COLORWRITEENABLE);
 | 
						|
	}
 | 
						|
	
 | 
						|
	if(Renderer::LastMode & RSM_Multipass)
 | 
						|
	{
 | 
						|
		D3D::RefreshRenderState(D3DRS_ALPHABLENDENABLE);
 | 
						|
		D3D::RefreshRenderState(D3DRS_ZENABLE);
 | 
						|
		D3D::RefreshRenderState(D3DRS_ZWRITEENABLE);
 | 
						|
		D3D::RefreshRenderState(D3DRS_ZFUNC);
 | 
						|
	}
 | 
						|
	
 | 
						|
	if(Renderer::LastMode & RSM_UseDstAlpha)
 | 
						|
	{
 | 
						|
		D3D::RefreshRenderState(D3DRS_COLORWRITEENABLE);
 | 
						|
		D3D::RefreshRenderState(D3DRS_ALPHABLENDENABLE);		
 | 
						|
	}
 | 
						|
	Renderer::LastMode = RSM_None;
 | 
						|
	// TODO: Enable this code. Caused glitches for me however (neobrain)
 | 
						|
//	for (unsigned int i = 0; i < 8; ++i)
 | 
						|
//		D3D::dev->SetTexture(i, NULL);
 | 
						|
}
 | 
						|
 | 
						|
// ALWAYS call RestoreAPIState for each ResetAPIState call you're doing
 | 
						|
void Renderer::ResetAPIState()
 | 
						|
{
 | 
						|
	D3D::SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
 | 
						|
	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_FILLMODE, g_ActiveConfig.bWireFrame ? D3DFILL_WIREFRAME : D3DFILL_SOLID);
 | 
						|
	D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
 | 
						|
	VertexShaderManager::SetViewportChanged();
 | 
						|
	BPFunctions::SetScissor();
 | 
						|
	if (bpmem.zmode.testenable) {
 | 
						|
		D3D::SetRenderState(D3DRS_ZENABLE, TRUE);
 | 
						|
		if (bpmem.zmode.updateenable)
 | 
						|
			D3D::SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
 | 
						|
	}
 | 
						|
	SetColorMask();
 | 
						|
	SetLogicOpMode();
 | 
						|
	SetGenerationMode();
 | 
						|
}
 | 
						|
 | 
						|
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
 | 
						|
	{
 | 
						|
		// if the test is disabled write is disabled too
 | 
						|
		D3D::SetRenderState(D3DRS_ZENABLE, FALSE);
 | 
						|
		D3D::SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void Renderer::SetLogicOpMode()
 | 
						|
{
 | 
						|
	if (bpmem.blendmode.logicopenable && bpmem.blendmode.logicmode != 3)
 | 
						|
	{
 | 
						|
		D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, true);
 | 
						|
		D3D::SetRenderState(D3DRS_BLENDOP, d3dLogicOpop[bpmem.blendmode.logicmode]);
 | 
						|
		D3D::SetRenderState(D3DRS_SRCBLEND, d3dLogicOpSrcFactors[bpmem.blendmode.logicmode]);
 | 
						|
		D3D::SetRenderState(D3DRS_DESTBLEND, d3dLogicOpDestFactors[bpmem.blendmode.logicmode]);
 | 
						|
	}
 | 
						|
	else
 | 
						|
	{
 | 
						|
		SetBlendMode(true);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void Renderer::SetDitherMode()
 | 
						|
{
 | 
						|
	D3D::SetRenderState(D3DRS_DITHERENABLE, bpmem.blendmode.dither);
 | 
						|
}
 | 
						|
 | 
						|
void Renderer::SetLineWidth()
 | 
						|
{
 | 
						|
	// We can't change line width in D3D unless we use ID3DXLine
 | 
						|
	float fratio = xfregs.viewport.wd != 0 ? Renderer::EFBToScaledXf(1.f) : 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)
 | 
						|
	{
 | 
						|
		min = D3DTEXF_ANISOTROPIC;
 | 
						|
	}
 | 
						|
	D3D::SetSamplerState(stage, D3DSAMP_MINFILTER, min);
 | 
						|
	D3D::SetSamplerState(stage, D3DSAMP_MAGFILTER, mag);
 | 
						|
	D3D::SetSamplerState(stage, D3DSAMP_MIPFILTER, mip);
 | 
						|
	
 | 
						|
	D3D::SetSamplerState(stage, D3DSAMP_ADDRESSU, d3dClamps[tm0.wrap_s]);
 | 
						|
	D3D::SetSamplerState(stage, D3DSAMP_ADDRESSV, d3dClamps[tm0.wrap_t]);
 | 
						|
	//float SuperSampleCoeficient = (s_LastAA < 3)? s_LastAA + 1 : s_LastAA - 1;// uncoment this changes to conserve detail when incresing ssaa level
 | 
						|
	float lodbias = (tm0.lod_bias / 32.0f);// + (s_LastAA)?(log(SuperSampleCoeficient) / log(2.0f)):0;
 | 
						|
	D3D::SetSamplerState(stage, D3DSAMP_MIPMAPLODBIAS, *(DWORD*)&lodbias);
 | 
						|
	D3D::SetSamplerState(stage, D3DSAMP_MAXMIPLEVEL, tm1.min_lod >> 4);
 | 
						|
}
 | 
						|
 | 
						|
void Renderer::SetInterlacingMode()
 | 
						|
{
 | 
						|
	// TODO
 | 
						|
}
 | 
						|
 | 
						|
}  // namespace DX9
 |