DX9/DX11: Workaround the viewpoint/EFB creation issues in e.g. SMG2 on NVIDIA hardwar...
[dolphin.git] / Source / Plugins / Plugin_VideoDX9 / Src / Render.cpp
blob65fd01aa5295556e3779a922f636d14142d712ac
1 // Copyright (C) 2003 Dolphin Project.
3 // This program is free software: you can redistribute it and/or modify
4 // it under the terms of the GNU General Public License as published by
5 // the Free Software Foundation, version 2.0.
7 // This program is distributed in the hope that it will be useful,
8 // but WITHOUT ANY WARRANTY; without even the implied warranty of
9 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 // GNU General Public License 2.0 for more details.
12 // A copy of the GPL 2.0 should have been included with the program.
13 // If not, see http://www.gnu.org/licenses/
15 // Official SVN repository and contact information can be found at
16 // http://code.google.com/p/dolphin-emu/
18 #include <list>
19 #include <d3dx9.h>
20 #include <strsafe.h>
22 #include "StringUtil.h"
23 #include "Common.h"
24 #include "Atomic.h"
25 #include "FileUtil.h"
26 #include "Thread.h"
27 #include "Timer.h"
28 #include "Statistics.h"
30 #include "VideoConfig.h"
31 #include "main.h"
32 #include "VertexManager.h"
33 #include "Render.h"
34 #include "OpcodeDecoding.h"
35 #include "BPStructs.h"
36 #include "XFStructs.h"
37 #include "D3DUtil.h"
38 #include "VertexShaderManager.h"
39 #include "PixelShaderManager.h"
40 #include "VertexShaderCache.h"
41 #include "PixelShaderCache.h"
42 #include "VertexLoaderManager.h"
43 #include "TextureCache.h"
44 #include "EmuWindow.h"
45 #include "AVIDump.h"
46 #include "OnScreenDisplay.h"
47 #include "FramebufferManager.h"
48 #include "Fifo.h"
49 #include "TextureConverter.h"
51 #include "debugger/debugger.h"
53 int s_fps=0;
55 static bool WindowResized;
56 static int s_target_width;
57 static int s_target_height;
59 static int s_Fulltarget_width;
60 static int s_Fulltarget_height;
62 static int s_backbuffer_width;
63 static int s_backbuffer_height;
65 static int s_XFB_width;
66 static int s_XFB_height;
68 static float xScale;
69 static float yScale;
71 static float EFBxScale;
72 static float EFByScale;
74 static int s_recordWidth;
75 static int s_recordHeight;
77 static bool s_LastFrameDumped;
78 static bool s_AVIDumping;
80 static u32 s_blendMode;
81 static u32 s_LastAA;
82 static u32 s_LastEFBScale;
83 static bool IS_AMD;
84 static bool XFBWrited;
86 // used extern by other files. need to clean this up at some point.
87 int frameCount;
89 static char *st;
91 static bool s_bScreenshot = false;
92 static Common::CriticalSection s_criticalScreenshot;
93 static char s_sScreenshotName[1024];
94 static LPDIRECT3DSURFACE9 ScreenShootMEMSurface = NULL;
97 // State translation lookup tables
98 static const D3DBLEND d3dSrcFactors[8] =
100 D3DBLEND_ZERO,
101 D3DBLEND_ONE,
102 D3DBLEND_DESTCOLOR,
103 D3DBLEND_INVDESTCOLOR,
104 D3DBLEND_SRCALPHA,
105 D3DBLEND_INVSRCALPHA,
106 D3DBLEND_DESTALPHA,
107 D3DBLEND_INVDESTALPHA
110 static const D3DBLEND d3dDestFactors[8] =
112 D3DBLEND_ZERO,
113 D3DBLEND_ONE,
114 D3DBLEND_SRCCOLOR,
115 D3DBLEND_INVSRCCOLOR,
116 D3DBLEND_SRCALPHA,
117 D3DBLEND_INVSRCALPHA,
118 D3DBLEND_DESTALPHA,
119 D3DBLEND_INVDESTALPHA
122 static const D3DBLENDOP d3dLogicOpop[16] =
124 D3DBLENDOP_ADD,
125 D3DBLENDOP_ADD,
126 D3DBLENDOP_SUBTRACT,
127 D3DBLENDOP_ADD,
128 D3DBLENDOP_REVSUBTRACT,
129 D3DBLENDOP_ADD,
130 D3DBLENDOP_MAX,
131 D3DBLENDOP_ADD,
133 D3DBLENDOP_MAX,
134 D3DBLENDOP_MAX,
135 D3DBLENDOP_ADD,
136 D3DBLENDOP_ADD,
137 D3DBLENDOP_ADD,
138 D3DBLENDOP_ADD,
139 D3DBLENDOP_ADD,
140 D3DBLENDOP_ADD
143 static const D3DBLEND d3dLogicOpSrcFactors[16] =
145 D3DBLEND_ZERO,
146 D3DBLEND_DESTCOLOR,
147 D3DBLEND_ONE,
148 D3DBLEND_ONE,
149 D3DBLEND_DESTCOLOR,
150 D3DBLEND_ZERO,
151 D3DBLEND_INVDESTCOLOR,
152 D3DBLEND_INVDESTCOLOR,
154 D3DBLEND_INVSRCCOLOR,
155 D3DBLEND_INVSRCCOLOR,
156 D3DBLEND_INVDESTCOLOR,
157 D3DBLEND_ONE,
158 D3DBLEND_INVSRCCOLOR,
159 D3DBLEND_INVSRCCOLOR,
160 D3DBLEND_INVDESTCOLOR,
161 D3DBLEND_ONE
164 static const D3DBLEND d3dLogicOpDestFactors[16] =
166 D3DBLEND_ZERO,
167 D3DBLEND_ZERO,
168 D3DBLEND_INVSRCCOLOR,
169 D3DBLEND_ZERO,
170 D3DBLEND_ONE,
171 D3DBLEND_ONE,
172 D3DBLEND_INVSRCCOLOR,
173 D3DBLEND_ONE,
175 D3DBLEND_INVDESTCOLOR,
176 D3DBLEND_SRCCOLOR,
177 D3DBLEND_INVDESTCOLOR,
178 D3DBLEND_INVDESTCOLOR,
179 D3DBLEND_INVSRCCOLOR,
180 D3DBLEND_ONE,
181 D3DBLEND_INVSRCCOLOR,
182 D3DBLEND_ONE
185 static const D3DCULL d3dCullModes[4] =
187 D3DCULL_NONE,
188 D3DCULL_CCW,
189 D3DCULL_CW,
190 D3DCULL_CCW
193 static const D3DCMPFUNC d3dCmpFuncs[8] =
195 D3DCMP_NEVER,
196 D3DCMP_LESS,
197 D3DCMP_EQUAL,
198 D3DCMP_LESSEQUAL,
199 D3DCMP_GREATER,
200 D3DCMP_NOTEQUAL,
201 D3DCMP_GREATEREQUAL,
202 D3DCMP_ALWAYS
205 static const D3DTEXTUREFILTERTYPE d3dMipFilters[4] =
207 D3DTEXF_NONE,
208 D3DTEXF_POINT,
209 D3DTEXF_LINEAR,
210 D3DTEXF_NONE, //reserved
213 static const D3DTEXTUREADDRESS d3dClamps[4] =
215 D3DTADDRESS_CLAMP,
216 D3DTADDRESS_WRAP,
217 D3DTADDRESS_MIRROR,
218 D3DTADDRESS_WRAP //reserved
221 void SetupDeviceObjects()
223 D3D::font.Init();
224 VertexLoaderManager::Init();
225 FBManager.Create();
227 VertexShaderManager::Dirty();
228 PixelShaderManager::Dirty();
229 TextureConverter::Init();
231 // To avoid shader compilation stutters, read back all shaders from cache.
232 VertexShaderCache::Init();
233 PixelShaderCache::Init();
234 // Texture cache will recreate themselves over time.
237 // Kill off all POOL_DEFAULT device objects.
238 void TeardownDeviceObjects()
240 if(ScreenShootMEMSurface)
241 ScreenShootMEMSurface->Release();
242 ScreenShootMEMSurface = NULL;
243 D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
244 D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
245 FBManager.Destroy();
246 D3D::font.Shutdown();
247 TextureCache::Invalidate(false);
248 VertexLoaderManager::Shutdown();
249 VertexShaderCache::Shutdown();
250 PixelShaderCache::Shutdown();
251 TextureConverter::Shutdown();
254 bool Renderer::Init()
256 st = new char[32768];
257 UpdateActiveConfig();
258 int fullScreenRes, x, y, w_temp, h_temp;
259 s_blendMode = 0;
260 // Multisample Anti-aliasing hasn't been implemented yet use supersamling instead
261 int backbuffer_ms_mode = 0;
263 g_VideoInitialize.pRequestWindowSize(x, y, w_temp, h_temp);
265 for (fullScreenRes = 0; fullScreenRes < (int)D3D::GetAdapter(g_ActiveConfig.iAdapter).resolutions.size(); fullScreenRes++)
267 if ((D3D::GetAdapter(g_ActiveConfig.iAdapter).resolutions[fullScreenRes].xres == w_temp) &&
268 (D3D::GetAdapter(g_ActiveConfig.iAdapter).resolutions[fullScreenRes].yres == h_temp))
269 break;
271 if (fullScreenRes == D3D::GetAdapter(g_ActiveConfig.iAdapter).resolutions.size())
272 fullScreenRes = 0;
274 D3D::Create(g_ActiveConfig.iAdapter, EmuWindow::GetWnd(),
275 fullScreenRes, backbuffer_ms_mode, false);
277 IS_AMD = D3D::IsATIDevice();
278 s_backbuffer_width = D3D::GetBackBufferWidth();
279 s_backbuffer_height = D3D::GetBackBufferHeight();
281 s_XFB_width = MAX_XFB_WIDTH;
282 s_XFB_height = MAX_XFB_HEIGHT;
284 TargetRectangle dst_rect;
285 ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
287 if(g_ActiveConfig.bUseRealXFB)
289 xScale = yScale = 1.0f;
291 else
293 xScale = (float)(dst_rect.right - dst_rect.left) / (float)s_XFB_width;
294 yScale = (float)(dst_rect.bottom - dst_rect.top) / (float)s_XFB_height;
297 s_LastAA = g_ActiveConfig.iMultisampleMode;
298 s_LastEFBScale = g_ActiveConfig.iEFBScale;
299 float SupersampleCoeficient = s_LastAA + 1;
300 switch(s_LastEFBScale)
302 case 0:
303 EFBxScale = xScale;
304 EFByScale = yScale;
305 break;
306 case 1:
307 EFBxScale = ceilf(xScale);
308 EFByScale = ceilf(yScale);
309 break;
310 default:
311 EFBxScale = g_ActiveConfig.iEFBScale - 1;
312 EFByScale = EFBxScale;
313 break;
316 EFBxScale *= SupersampleCoeficient;
317 EFByScale *= SupersampleCoeficient;
319 s_target_width = EFB_WIDTH * EFBxScale;
320 s_target_height = EFB_HEIGHT * EFByScale;
322 s_Fulltarget_width = s_target_width;
323 s_Fulltarget_height = s_target_height;
325 s_LastFrameDumped = false;
326 s_AVIDumping = false;
328 // We're not using fixed function.
329 // Let's just set the matrices to identity to be sure.
330 D3DXMATRIX mtx;
331 D3DXMatrixIdentity(&mtx);
332 D3D::dev->SetTransform(D3DTS_VIEW, &mtx);
333 D3D::dev->SetTransform(D3DTS_WORLD, &mtx);
335 SetupDeviceObjects();
337 for (int stage = 0; stage < 8; stage++)
338 D3D::SetSamplerState(stage, D3DSAMP_MAXANISOTROPY, g_ActiveConfig.iMaxAnisotropy);
340 D3DVIEWPORT9 vp;
341 vp.X = 0;
342 vp.Y = 0;
343 vp.Width = s_backbuffer_width;
344 vp.Height = s_backbuffer_height;
345 vp.MinZ = 0.0f;
346 vp.MaxZ = 1.0f;
347 D3D::dev->SetViewport(&vp);
348 D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET, 0x0, 0, 0);
350 D3D::dev->SetRenderTarget(0, FBManager.GetEFBColorRTSurface());
351 D3D::dev->SetDepthStencilSurface(FBManager.GetEFBDepthRTSurface());
352 vp.X = (s_Fulltarget_width - s_target_width) / 2;
353 vp.Y = (s_Fulltarget_height - s_target_height) / 2;
354 vp.Width = s_target_width;
355 vp.Height = s_target_height;
356 D3D::dev->SetViewport(&vp);
357 D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x0, 1.0f, 0);
358 D3D::BeginFrame();
359 D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, true);
360 D3D::dev->CreateOffscreenPlainSurface(s_backbuffer_width,s_backbuffer_height, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &ScreenShootMEMSurface, NULL );
361 return true;
364 void Renderer::Shutdown()
366 TeardownDeviceObjects();
367 D3D::EndFrame();
368 D3D::Present();
369 D3D::Close();
371 if (s_AVIDumping)
373 AVIDump::Stop();
375 delete [] st;
378 int Renderer::GetTargetWidth() { return s_target_width; }
379 int Renderer::GetTargetHeight() { return s_target_height; }
380 int Renderer::GetFullTargetWidth() { return s_Fulltarget_width; }
381 int Renderer::GetFullTargetHeight() { return s_Fulltarget_height; }
382 float Renderer::GetTargetScaleX() { return EFBxScale; }
383 float Renderer::GetTargetScaleY() { return EFByScale; }
385 float Renderer::GetXFBScaleX() { return xScale; }
386 float Renderer::GetXFBScaleY() { return yScale; }
389 int Renderer::GetFrameBufferWidth()
391 return s_backbuffer_width;
393 int Renderer::GetFrameBufferHeight()
395 return s_backbuffer_height;
398 // Create On-Screen-Messages
399 void Renderer::DrawDebugText()
401 // OSD Menu messages
402 if (g_ActiveConfig.bOSDHotKey)
404 if (OSDChoice > 0)
406 OSDTime = Common::Timer::GetTimeMs() + 3000;
407 OSDChoice = -OSDChoice;
409 if ((u32)OSDTime > Common::Timer::GetTimeMs())
411 std::string T1 = "", T2 = "";
412 std::vector<std::string> T0;
414 std::string OSDM1 = StringFromFormat("%i x %i", OSDInternalW, OSDInternalH);
415 std::string OSDM21;
416 switch(g_ActiveConfig.iAspectRatio)
418 case ASPECT_AUTO:
419 OSDM21 = "Auto";
420 break;
421 case ASPECT_FORCE_16_9:
422 OSDM21 = "16:9";
423 break;
424 case ASPECT_FORCE_4_3:
425 OSDM21 = "4:3";
426 break;
427 case ASPECT_STRETCH:
428 OSDM21 = "Stretch";
429 break;
431 std::string OSDM22 =
432 g_ActiveConfig.bCrop ? " (crop)" : "";
433 std::string OSDM3 = g_ActiveConfig.bEFBCopyDisable ? "Disabled" :
434 g_ActiveConfig.bCopyEFBToTexture ? "To Texture" : "To RAM";
436 // If there is more text than this we will have a collission
437 if (g_ActiveConfig.bShowFPS)
438 { T1 += "\n\n"; T2 += "\n\n"; }
440 // The rows
441 T0.push_back(StringFromFormat("3: Internal Resolution: %s\n", OSDM1.c_str()));
442 T0.push_back(StringFromFormat("4: Aspect Ratio: %s%s\n", OSDM21.c_str(), OSDM22.c_str()));
443 T0.push_back(StringFromFormat("5: Copy EFB: %s\n", OSDM3.c_str()));
444 T0.push_back(StringFromFormat("6: Fog: %s\n", g_ActiveConfig.bDisableFog ? "Disabled" : "Enabled"));
445 T0.push_back(StringFromFormat("7: Material Lighting: %s\n", g_ActiveConfig.bDisableLighting ? "Disabled" : "Enabled"));
447 // The latest changed setting in yellow
448 T1 += (OSDChoice == -1) ? T0.at(0) : "\n";
449 T1 += (OSDChoice == -2) ? T0.at(1) : "\n";
450 T1 += (OSDChoice == -3) ? T0.at(2) : "\n";
451 T1 += (OSDChoice == -4) ? T0.at(3) : "\n";
452 T1 += (OSDChoice == -5) ? T0.at(4) : "\n";
454 // The other settings in cyan
455 T2 += (OSDChoice != -1) ? T0.at(0) : "\n";
456 T2 += (OSDChoice != -2) ? T0.at(1) : "\n";
457 T2 += (OSDChoice != -3) ? T0.at(2) : "\n";
458 T2 += (OSDChoice != -4) ? T0.at(3) : "\n";
459 T2 += (OSDChoice != -5) ? T0.at(4) : "\n";
461 // Render a shadow, and then the text
462 Renderer::RenderText(T1.c_str(), 21, 21, 0xDD000000);
463 Renderer::RenderText(T1.c_str(), 20, 20, 0xFFffff00);
464 Renderer::RenderText(T2.c_str(), 21, 21, 0xDD000000);
465 Renderer::RenderText(T2.c_str(), 20, 20, 0xFF00FFFF);
470 void Renderer::RenderText(const char *text, int left, int top, u32 color)
472 D3D::font.DrawTextScaled((float)left, (float)top, 20, 20, 0.0f, color, text, false);
475 TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
477 int Xstride = (s_Fulltarget_width - s_target_width) / 2;
478 int Ystride = (s_Fulltarget_height - s_target_height) / 2;
479 TargetRectangle result;
480 result.left = (int)(rc.left * EFBxScale) + Xstride;
481 result.top = (int)(rc.top * EFByScale) + Ystride;
482 result.right = (int)(rc.right * EFBxScale) + Xstride;
483 result.bottom = (int)(rc.bottom * EFByScale) + Ystride;
484 return result;
487 void formatBufferDump(const char *in, char *out, int w, int h, int p)
489 for (int y = 0; y < h; y++)
491 const char *line = in + (h - y - 1) * p;
492 for (int x = 0; x < w; x++)
494 memcpy(out, line, 3);
495 out += 3;
496 line += 4;
501 // With D3D, we have to resize the backbuffer if the window changed
502 // size.
503 void CheckForResize()
505 while (EmuWindow::IsSizing())
507 Sleep(10);
510 if (EmuWindow::GetParentWnd())
512 // Re-stretch window to parent window size again, if it has a parent window.
513 RECT rcParentWindow;
514 GetWindowRect(EmuWindow::GetParentWnd(), &rcParentWindow);
515 int width = rcParentWindow.right - rcParentWindow.left;
516 int height = rcParentWindow.bottom - rcParentWindow.top;
517 if (width != s_backbuffer_width || height != s_backbuffer_height)
518 MoveWindow(EmuWindow::GetWnd(), 0, 0, width, height, FALSE);
520 RECT rcWindow;
521 GetClientRect(EmuWindow::GetWnd(), &rcWindow);
522 int client_width = rcWindow.right - rcWindow.left;
523 int client_height = rcWindow.bottom - rcWindow.top;
524 // Sanity check.
525 if ((client_width != s_backbuffer_width ||
526 client_height != s_backbuffer_height) &&
527 client_width >= 4 && client_height >= 4)
529 TeardownDeviceObjects();
531 D3D::Reset();
532 s_backbuffer_width = D3D::GetBackBufferWidth();
533 s_backbuffer_height = D3D::GetBackBufferHeight();
534 if(ScreenShootMEMSurface)
535 ScreenShootMEMSurface->Release();
536 D3D::dev->CreateOffscreenPlainSurface(s_backbuffer_width,s_backbuffer_height, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &ScreenShootMEMSurface, NULL );
537 WindowResized = true;
543 void Renderer::RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
545 if (!fbWidth || !fbHeight)
546 return;
547 VideoFifo_CheckEFBAccess();
548 VideoFifo_CheckSwapRequestAt(xfbAddr, fbWidth, fbHeight);
549 XFBWrited = true;
550 // XXX: Without the VI, how would we know what kind of field this is? So
551 // just use progressive.
552 if (g_ActiveConfig.bUseXFB)
554 FBManager.CopyToXFB(xfbAddr, fbWidth, fbHeight, sourceRc);
556 else
558 Renderer::Swap(xfbAddr, FIELD_PROGRESSIVE, fbWidth, fbHeight,sourceRc);
559 Common::AtomicStoreRelease(s_swapRequested, FALSE);
563 bool Renderer::SetScissorRect()
565 int xoff = bpmem.scissorOffset.x * 2 - 342;
566 int yoff = bpmem.scissorOffset.y * 2 - 342;
567 RECT rc;
568 rc.left = (int)((float)bpmem.scissorTL.x - xoff - 342);
569 rc.top = (int)((float)bpmem.scissorTL.y - yoff - 342);
570 rc.right = (int)((float)bpmem.scissorBR.x - xoff - 341);
571 rc.bottom = (int)((float)bpmem.scissorBR.y - yoff - 341);
573 if (rc.left < 0) rc.left = 0;
574 if (rc.right < 0) rc.right = 0;
575 if (rc.left > EFB_WIDTH) rc.left = EFB_WIDTH;
576 if (rc.right > EFB_WIDTH) rc.right = EFB_WIDTH;
577 if (rc.top < 0) rc.top = 0;
578 if (rc.bottom < 0) rc.bottom = 0;
579 if (rc.top > EFB_HEIGHT) rc.top = EFB_HEIGHT;
580 if (rc.bottom > EFB_HEIGHT) rc.bottom = EFB_HEIGHT;
582 if (rc.left > rc.right)
584 int temp = rc.right;
585 rc.right = rc.left;
586 rc.left = temp;
588 if (rc.top > rc.bottom)
590 int temp = rc.bottom;
591 rc.bottom = rc.top;
592 rc.top = temp;
595 int Xstride = (s_Fulltarget_width - s_target_width) / 2;
596 int Ystride = (s_Fulltarget_height - s_target_height) / 2;
598 rc.left = (int)(rc.left * EFBxScale) + Xstride;
599 rc.top = (int)(rc.top * EFByScale) + Ystride;
600 rc.right = (int)(rc.right * EFBxScale) + Xstride;
601 rc.bottom = (int)(rc.bottom * EFByScale) + Ystride;
603 if (rc.right != rc.left && rc.bottom != rc.top)
605 D3D::dev->SetScissorRect(&rc);
606 return true;
608 else
610 //WARN_LOG(VIDEO, "Bad scissor rectangle: %i %i %i %i", rc.left, rc.top, rc.right, rc.bottom);
611 rc.left = Xstride;
612 rc.top = Ystride;
613 rc.right = Xstride + s_target_width;
614 rc.bottom = Ystride + s_target_height;
615 D3D::dev->SetScissorRect(&rc);
617 return false;
620 void Renderer::SetColorMask()
622 DWORD color_mask = 0;
623 if (bpmem.blendmode.alphaupdate)
624 color_mask = D3DCOLORWRITEENABLE_ALPHA;
625 if (bpmem.blendmode.colorupdate)
626 color_mask |= D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
627 D3D::SetRenderState(D3DRS_COLORWRITEENABLE, color_mask);
630 u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
632 if (!g_ActiveConfig.bEFBAccessEnable)
633 return 0;
635 // Get the working buffer
636 LPDIRECT3DSURFACE9 pBuffer = (type == PEEK_Z || type == POKE_Z) ?
637 FBManager.GetEFBDepthRTSurface() : FBManager.GetEFBColorRTSurface();
638 // Get the temporal buffer to move 1pixel data
639 LPDIRECT3DSURFACE9 RBuffer = (type == PEEK_Z || type == POKE_Z) ?
640 FBManager.GetEFBDepthReadSurface() : FBManager.GetEFBColorReadSurface();
641 // Get the memory buffer that can be locked
642 LPDIRECT3DSURFACE9 pOffScreenBuffer = (type == PEEK_Z || type == POKE_Z) ?
643 FBManager.GetEFBDepthOffScreenRTSurface() : FBManager.GetEFBColorOffScreenRTSurface();
644 // Get the buffer format
645 D3DFORMAT BufferFormat = (type == PEEK_Z || type == POKE_Z) ?
646 FBManager.GetEFBDepthRTSurfaceFormat() : FBManager.GetEFBColorRTSurfaceFormat();
647 D3DFORMAT ReadBufferFormat = (type == PEEK_Z || type == POKE_Z) ?
648 FBManager.GetEFBDepthReadSurfaceFormat() : BufferFormat;
650 if (BufferFormat == D3DFMT_D24X8)
651 return 0;
653 D3DLOCKED_RECT drect;
655 // Buffer not found alert
656 if (!pBuffer) {
657 PanicAlert("No %s!", (type == PEEK_Z || type == POKE_Z) ? "Z-Buffer" : "Color EFB");
658 return 0;
660 // Get the rectangular target region covered by the EFB pixel.
662 EFBRectangle efbPixelRc;
663 efbPixelRc.left = x;
664 efbPixelRc.top = y;
665 efbPixelRc.right = x + 1;
666 efbPixelRc.bottom = y + 1;
668 TargetRectangle targetPixelRc = Renderer::ConvertEFBRectangle(efbPixelRc);
670 u32 z = 0;
671 float val = 0.0f;
672 HRESULT hr;
673 RECT RectToLock;
674 RectToLock.bottom = targetPixelRc.bottom;
675 RectToLock.left = targetPixelRc.left;
676 RectToLock.right = targetPixelRc.right;
677 RectToLock.top = targetPixelRc.top;
678 if (type == PEEK_Z)
680 RECT PixelRect;
681 PixelRect.bottom = 4;
682 PixelRect.left = 0;
683 PixelRect.right = 4;
684 PixelRect.top = 0;
685 RectToLock.bottom+=2;
686 RectToLock.right+=1;
687 RectToLock.top-=1;
688 RectToLock.left-=2;
689 if ((RectToLock.bottom - RectToLock.top) > 4)
690 RectToLock.bottom--;
691 if ((RectToLock.right - RectToLock.left) > 4)
692 RectToLock.left++;
693 ResetAPIState(); // Reset any game specific settings
694 hr = D3D::dev->SetDepthStencilSurface(NULL);
695 hr = D3D::dev->SetRenderTarget(0, RBuffer);
696 if (FAILED(hr))
698 PanicAlert("unable to set pixel render buffer");
699 return 0;
701 D3DVIEWPORT9 vp;
702 // Stretch picture with increased internal resolution
703 vp.X = 0;
704 vp.Y = 0;
705 vp.Width = 4;
706 vp.Height = 4;
707 vp.MinZ = 0.0f;
708 vp.MaxZ = 1.0f;
709 hr = D3D::dev->SetViewport(&vp);
710 if (FAILED(hr))
712 PanicAlert("unable to set pixel viewport");
713 return 0;
715 float colmat[16] = {0.0f};
716 float fConstAdd[4] = {0.0f};
717 colmat[0] = colmat[5] = colmat[10] = 1.0f;
718 PixelShaderManager::SetColorMatrix(colmat, fConstAdd); // set transformation
719 EFBRectangle source_rect;
720 LPDIRECT3DTEXTURE9 read_texture = FBManager.GetEFBDepthTexture(source_rect);
722 D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
724 D3D::drawShadedTexQuad(
725 read_texture,
726 &RectToLock,
727 Renderer::GetFullTargetWidth(),
728 Renderer::GetFullTargetHeight(),
729 4, 4,
730 (BufferFormat == FOURCC_RAWZ) ? PixelShaderCache::GetColorMatrixProgram(0) : PixelShaderCache::GetDepthMatrixProgram(0),
731 VertexShaderCache::GetSimpleVertexShader(0));
733 D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
735 hr = D3D::dev->SetRenderTarget(0, FBManager.GetEFBColorRTSurface());
736 hr = D3D::dev->SetDepthStencilSurface(FBManager.GetEFBDepthRTSurface());
737 RestoreAPIState();
738 RectToLock.bottom = 4;
739 RectToLock.left = 0;
740 RectToLock.right = 4;
741 RectToLock.top = 0;
743 else
745 hr = D3D::dev->StretchRect(pBuffer, &RectToLock, RBuffer, NULL, D3DTEXF_NONE);
746 //change the rect to lock the entire one pixel buffer
747 RectToLock.bottom = 1;
748 RectToLock.left = 0;
749 RectToLock.right = 1;
750 RectToLock.top = 0;
752 if (FAILED(hr))
754 PanicAlert("Unable to stretch data to buffer");
755 return 0;
757 // Retrieve the pixel data to the local memory buffer
758 D3D::dev->GetRenderTargetData(RBuffer, pOffScreenBuffer);
759 if (FAILED(hr))
761 PanicAlert("Unable to copy data to mem buffer");
762 return 0;
767 // The surface is good.. lock it
768 if ((hr = pOffScreenBuffer->LockRect(&drect, &RectToLock, D3DLOCK_READONLY)) != D3D_OK)
770 PanicAlert("ERROR: %s", hr == D3DERR_WASSTILLDRAWING ? "Still drawing" : hr == D3DERR_INVALIDCALL ? "Invalid call" : "w00t");
771 return 0;
774 switch (type) {
775 case PEEK_Z:
777 switch (ReadBufferFormat)
779 case D3DFMT_R32F:
780 val = ((float*)drect.pBits)[6];
781 break;
782 default:
783 float ffrac = 1.0f/255.0f;
784 z = ((u32*)drect.pBits)[6];
785 val = ((float)((z>>16) & 0xFF)) * ffrac;
786 ffrac*= 1 / 255.0f;
787 val += ((float)((z>>8) & 0xFF)) * ffrac;
788 ffrac*= 1 / 255.0f;
789 val += ((float)(z & 0xFF)) * ffrac;
790 break;
792 z = ((u32)(val * 0xffffff));
794 break;
795 case POKE_Z:
796 // TODO: Get that Z value to poke from somewhere
797 //((float *)drect.pBits)[0] = val;
798 PanicAlert("Poke Z-buffer not implemented");
799 break;
801 case PEEK_COLOR:
802 z = ((u32 *)drect.pBits)[0];
803 break;
804 case POKE_COLOR:
805 // TODO: Get that ARGB value to poke from somewhere
806 //((float*)drect.pBits)[0] = val;
807 PanicAlert("Poke color EFB not implemented");
808 break;
811 pOffScreenBuffer->UnlockRect();
812 // TODO: in RE0 this value is often off by one, which causes lighting to disappear
813 return z;
816 // Called from VertexShaderManager
817 void UpdateViewport()
819 // reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
820 // [0] = width/2
821 // [1] = height/2
822 // [2] = 16777215 * (farz - nearz)
823 // [3] = xorig + width/2 + 342
824 // [4] = yorig + height/2 + 342
825 // [5] = 16777215 * farz
826 const int old_fulltarget_w = s_Fulltarget_width;
827 const int old_fulltarget_h = s_Fulltarget_height;
829 int scissorXOff = bpmem.scissorOffset.x * 2;
830 int scissorYOff = bpmem.scissorOffset.y * 2;
832 float MValueX = Renderer::GetTargetScaleX();
833 float MValueY = Renderer::GetTargetScaleY();
835 int Xstride = (s_Fulltarget_width - s_target_width) / 2;
836 int Ystride = (s_Fulltarget_height - s_target_height) / 2;
838 D3DVIEWPORT9 vp;
840 // Stretch picture with increased internal resolution
841 int X = (int)(ceil(xfregs.rawViewport[3] - xfregs.rawViewport[0] - (scissorXOff)) * MValueX) + Xstride;
842 int Y = (int)(ceil(xfregs.rawViewport[4] + xfregs.rawViewport[1] - (scissorYOff)) * MValueY) + Ystride;
843 int Width = (int)ceil((int)(2 * xfregs.rawViewport[0]) * MValueX);
844 int Height = (int)ceil((int)(-2 * xfregs.rawViewport[1]) * MValueY);
845 if (Width < 0)
847 X += Width;
848 Width*=-1;
850 if (Height < 0)
852 Y += Height;
853 Height *= -1;
855 bool sizeChanged = false;
856 if (X < 0)
858 s_Fulltarget_width -= 2 * X;
859 X = 0;
860 sizeChanged=true;
862 if (Y < 0)
864 s_Fulltarget_height -= 2 * Y;
865 Y = 0;
866 sizeChanged = true;
868 if (!IS_AMD)
870 if(X + Width > s_Fulltarget_width)
872 s_Fulltarget_width += (X + Width - s_Fulltarget_width) * 2;
873 sizeChanged = true;
875 if(Y + Height > s_Fulltarget_height)
877 s_Fulltarget_height += (Y + Height - s_Fulltarget_height) * 2;
878 sizeChanged = true;
881 if (sizeChanged)
883 D3DCAPS9 caps = D3D::GetCaps();
884 // Make sure that the requested size is actually supported by the GFX driver
885 if (s_Fulltarget_width > caps.MaxTextureWidth || s_Fulltarget_height > caps.MaxTextureHeight)
887 // Skip EFB recreation and viewport setting. Most likely cause glitches in this case, but prevents crashes at least
888 ERROR_LOG(VIDEO, "Tried to set a viewport which is too wide to emulate with Direct3D9. Requested EFB size is %dx%d\n", s_Fulltarget_width, s_Fulltarget_height);
889 s_Fulltarget_width = old_fulltarget_w;
890 s_Fulltarget_height = old_fulltarget_h;
891 return;
893 D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
894 D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
895 FBManager.Destroy();
896 FBManager.Create();
897 D3D::dev->SetRenderTarget(0, FBManager.GetEFBColorRTSurface());
898 D3D::dev->SetDepthStencilSurface(FBManager.GetEFBDepthRTSurface());
900 vp.X = X;
901 vp.Y = Y;
902 vp.Width = Width;
903 vp.Height = Height;
905 // 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
906 vp.MinZ = 0.0f; // (xfregs.rawViewport[5] - xfregs.rawViewport[2]) / 16777216.0f;
907 vp.MaxZ =1.0f; // xfregs.rawViewport[5] / 16777216.0f;
908 D3D::dev->SetViewport(&vp);
911 void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z)
913 // Update the view port for clearing the picture
914 TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc);
915 D3DVIEWPORT9 vp;
916 vp.X = targetRc.left;
917 vp.Y = targetRc.top;
918 vp.Width = targetRc.GetWidth();
919 vp.Height = targetRc.GetHeight();
920 vp.MinZ = 0.0;
921 vp.MaxZ = 1.0;
922 D3D::dev->SetViewport(&vp);
924 // Always set the scissor in case it was set by the game and has not been reset
925 RECT sicr;
926 sicr.left = targetRc.left;
927 sicr.top = targetRc.top;
928 sicr.right = targetRc.right;
929 sicr.bottom = targetRc.bottom;
930 D3D::dev->SetScissorRect(&sicr);
931 D3D::ChangeRenderState(D3DRS_ALPHABLENDENABLE, false);
932 if (zEnable)
933 D3D::ChangeRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
934 D3D::drawClearQuad(color, (z & 0xFFFFFF) / float(0xFFFFFF), PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader());
935 if (zEnable)
936 D3D::RefreshRenderState(D3DRS_ZFUNC);
937 D3D::RefreshRenderState(D3DRS_ALPHABLENDENABLE);
938 UpdateViewport();
939 SetScissorRect();
942 void Renderer::SetBlendMode(bool forceUpdate)
944 if (bpmem.blendmode.logicopenable)
945 return;
947 if (bpmem.blendmode.subtract && bpmem.blendmode.blendenable)
949 D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, true);
950 D3D::SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_REVSUBTRACT);
951 D3D::SetRenderState(D3DRS_SRCBLEND, d3dSrcFactors[1]);
952 D3D::SetRenderState(D3DRS_DESTBLEND, d3dDestFactors[1]);
954 else
956 D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, bpmem.blendmode.blendenable && (!( bpmem.blendmode.srcfactor == 1 && bpmem.blendmode.dstfactor == 0)));
957 if (bpmem.blendmode.blendenable && (!( bpmem.blendmode.srcfactor == 1 && bpmem.blendmode.dstfactor == 0)))
959 D3D::SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
960 D3D::SetRenderState(D3DRS_SRCBLEND, d3dSrcFactors[bpmem.blendmode.srcfactor]);
961 D3D::SetRenderState(D3DRS_DESTBLEND, d3dDestFactors[bpmem.blendmode.dstfactor]);
968 void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,const EFBRectangle& rc)
970 if (g_bSkipCurrentFrame || (!XFBWrited && !g_ActiveConfig.bUseRealXFB) || !fbWidth || !fbHeight)
972 g_VideoInitialize.pCopiedToXFB(false);
973 return;
975 // this function is called after the XFB field is changed, not after
976 // EFB is copied to XFB. In this way, flickering is reduced in games
977 // and seems to also give more FPS in ZTP
979 if (field == FIELD_LOWER) xfbAddr -= fbWidth * 2;
980 u32 xfbCount = 0;
981 const XFBSource** xfbSourceList = FBManager.GetXFBSource(xfbAddr, fbWidth, fbHeight, xfbCount);
982 if ((!xfbSourceList || xfbCount == 0) && g_ActiveConfig.bUseXFB && !g_ActiveConfig.bUseRealXFB)
984 g_VideoInitialize.pCopiedToXFB(false);
985 return;
988 Renderer::ResetAPIState();
989 // Set the backbuffer as the rendering target
990 D3D::dev->SetDepthStencilSurface(NULL);
991 D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
993 TargetRectangle dst_rect;
994 ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
995 D3DVIEWPORT9 vp;
996 vp.X = 0;
997 vp.Y = 0;
998 vp.Width = s_backbuffer_width;
999 vp.Height = s_backbuffer_height;
1000 vp.MinZ = 0.0f;
1001 vp.MaxZ = 1.0f;
1002 D3D::dev->SetViewport(&vp);
1003 D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
1005 int X = dst_rect.left;
1006 int Y = dst_rect.top;
1007 int Width = dst_rect.right - dst_rect.left;
1008 int Height = dst_rect.bottom - dst_rect.top;
1010 if (X < 0) X = 0;
1011 if (Y < 0) Y = 0;
1012 if (X > s_backbuffer_width) X = s_backbuffer_width;
1013 if (Y > s_backbuffer_height) Y = s_backbuffer_height;
1014 if (Width < 0) Width = 0;
1015 if (Height < 0) Height = 0;
1016 if (Width > (s_backbuffer_width - X)) Width = s_backbuffer_width - X;
1017 if (Height > (s_backbuffer_height - Y)) Height = s_backbuffer_height - Y;
1018 vp.X = X;
1019 vp.Y = Y;
1020 vp.Width = Width;
1021 vp.Height = Height;
1022 vp.MinZ = 0.0f;
1023 vp.MaxZ = 1.0f;
1025 D3D::dev->SetViewport(&vp);
1027 D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
1028 D3D::ChangeSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
1030 if(g_ActiveConfig.bUseXFB)
1032 const XFBSource* xfbSource;
1034 // draw each xfb source
1035 for (u32 i = 0; i < xfbCount; ++i)
1037 xfbSource = xfbSourceList[i];
1038 MathUtil::Rectangle<float> sourceRc;
1040 sourceRc.left = 0;
1041 sourceRc.top = 0;
1042 sourceRc.right = xfbSource->texWidth;
1043 sourceRc.bottom = xfbSource->texHeight;
1045 MathUtil::Rectangle<float> drawRc;
1047 if (g_ActiveConfig.bUseXFB && !g_ActiveConfig.bUseRealXFB)
1049 // use virtual xfb with offset
1050 int xfbHeight = xfbSource->srcHeight;
1051 int xfbWidth = xfbSource->srcWidth;
1052 int hOffset = ((s32)xfbSource->srcAddr - (s32)xfbAddr) / ((s32)fbWidth * 2);
1054 drawRc.bottom = 1.0f - 2.0f * ((hOffset) / (float)fbHeight);
1055 drawRc.top = 1.0f - 2.0f * ((hOffset + xfbHeight) / (float)fbHeight);
1056 drawRc.left = -(xfbWidth / (float)fbWidth);
1057 drawRc.right = (xfbWidth / (float)fbWidth);
1060 if (!g_ActiveConfig.bAutoScale)
1062 // scale draw area for a 1 to 1 pixel mapping with the draw target
1063 float vScale = (float)fbHeight / (float)s_backbuffer_height;
1064 float hScale = (float)fbWidth / (float)s_backbuffer_width;
1066 drawRc.top *= vScale;
1067 drawRc.bottom *= vScale;
1068 drawRc.left *= hScale;
1069 drawRc.right *= hScale;
1072 else
1074 drawRc.top = -1;
1075 drawRc.bottom = 1;
1076 drawRc.left = -1;
1077 drawRc.right = 1;
1080 D3D::drawShadedTexSubQuad(xfbSource->texture,&sourceRc,xfbSource->texWidth,xfbSource->texHeight,&drawRc,Width,Height,PixelShaderCache::GetColorCopyProgram(0),VertexShaderCache::GetSimpleVertexShader(0));
1083 else
1085 TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc);
1086 LPDIRECT3DTEXTURE9 read_texture = FBManager.GetEFBColorTexture(rc);
1087 D3D::drawShadedTexQuad(read_texture,targetRc.AsRECT(),Renderer::GetFullTargetWidth(),Renderer::GetFullTargetHeight(),Width,Height,PixelShaderCache::GetColorCopyProgram(g_Config.iMultisampleMode),VertexShaderCache::GetSimpleVertexShader(g_Config.iMultisampleMode));
1089 D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
1090 D3D::RefreshSamplerState(0, D3DSAMP_MAGFILTER);
1091 vp.X = 0;
1092 vp.Y = 0;
1093 vp.Width = s_backbuffer_width;
1094 vp.Height = s_backbuffer_height;
1095 vp.MinZ = 0.0f;
1096 vp.MaxZ = 1.0f;
1097 D3D::dev->SetViewport(&vp);
1098 if(s_bScreenshot)
1100 s_criticalScreenshot.Enter();
1101 HRESULT hr = D3D::dev->GetRenderTargetData(D3D::GetBackBufferSurface(),ScreenShootMEMSurface);//, NULL, dst_rect.AsRECT(), D3D::GetBackBufferSurface(), NULL, dst_rect.AsRECT(), D3DX_FILTER_NONE, 0);
1102 if(FAILED(hr))
1104 PanicAlert("Error dumping surface data.");
1106 hr = D3DXSaveSurfaceToFileA(s_sScreenshotName, D3DXIFF_PNG, ScreenShootMEMSurface, NULL, dst_rect.AsRECT());
1107 if(FAILED(hr))
1109 PanicAlert("Error saving screen.");
1111 s_bScreenshot = false;
1112 s_criticalScreenshot.Leave();
1114 if (g_ActiveConfig.bDumpFrames)
1116 HRESULT hr = D3D::dev->GetRenderTargetData(D3D::GetBackBufferSurface(),ScreenShootMEMSurface);
1117 if (!s_LastFrameDumped)
1119 s_recordWidth = dst_rect.GetWidth();
1120 s_recordHeight = dst_rect.GetHeight();
1121 s_AVIDumping = AVIDump::Start(EmuWindow::GetParentWnd(), s_recordWidth, s_recordHeight);
1122 if (!s_AVIDumping)
1124 PanicAlert("Error dumping frames to AVI.");
1126 else
1128 char msg [255];
1129 sprintf_s(msg,255, "Dumping Frames to \"%sframedump0.avi\" (%dx%d RGB24)", File::GetUserPath(D_DUMPFRAMES_IDX), s_recordWidth, s_recordHeight);
1130 OSD::AddMessage(msg, 2000);
1133 if (s_AVIDumping)
1135 D3DLOCKED_RECT rect;
1136 if (SUCCEEDED(ScreenShootMEMSurface->LockRect(&rect, dst_rect.AsRECT(), D3DLOCK_NO_DIRTY_UPDATE | D3DLOCK_NOSYSLOCK | D3DLOCK_READONLY)))
1138 char* data = (char*)malloc(3 * s_recordWidth * s_recordHeight);
1139 formatBufferDump((const char*)rect.pBits, data, s_recordWidth, s_recordHeight, rect.Pitch);
1140 AVIDump::AddFrame(data);
1141 free(data);
1142 ScreenShootMEMSurface->UnlockRect();
1145 s_LastFrameDumped = true;
1147 else
1149 if (s_LastFrameDumped && s_AVIDumping)
1151 AVIDump::Stop();
1152 s_AVIDumping = false;
1154 s_LastFrameDumped = false;
1157 // Finish up the current frame, print some stats
1158 if (g_ActiveConfig.bShowFPS)
1160 char fps[20];
1161 StringCchPrintfA(fps, 20, "FPS: %d\n", s_fps);
1162 D3D::font.DrawTextScaled(0, 30, 20, 20, 0.0f, 0xFF00FFFF, fps, false);
1164 Renderer::DrawDebugText();
1166 if (g_ActiveConfig.bOverlayStats)
1168 Statistics::ToString(st);
1169 D3D::font.DrawTextScaled(0, 30, 20, 20, 0.0f, 0xFF00FFFF, st, false);
1171 else if (g_ActiveConfig.bOverlayProjStats)
1173 Statistics::ToStringProj(st);
1174 D3D::font.DrawTextScaled(0, 30, 20, 20, 0.0f, 0xFF00FFFF, st, false);
1178 OSD::DrawMessages();
1180 D3D::EndFrame();
1182 frameCount++;
1183 TextureCache::Cleanup();
1185 // Make any new configuration settings active.
1186 UpdateActiveConfig();
1187 WindowResized = false;
1188 CheckForResize();
1190 bool xfbchanged = false;
1192 if (s_XFB_width != fbWidth || s_XFB_height != fbHeight)
1194 xfbchanged = true;
1195 s_XFB_width = fbWidth;
1196 s_XFB_height = fbHeight;
1197 if (s_XFB_width < 1) s_XFB_width = MAX_XFB_WIDTH;
1198 if (s_XFB_width > MAX_XFB_WIDTH) s_XFB_width = MAX_XFB_WIDTH;
1199 if (s_XFB_height < 1) s_XFB_height = MAX_XFB_HEIGHT;
1200 if (s_XFB_height > MAX_XFB_HEIGHT) s_XFB_height = MAX_XFB_HEIGHT;
1203 u32 newAA = g_ActiveConfig.iMultisampleMode;
1204 u32 newEFBScale = g_ActiveConfig.iEFBScale;
1205 if (newAA != s_LastAA || newEFBScale != s_LastEFBScale || xfbchanged || WindowResized)
1207 s_LastAA = newAA;
1208 s_LastEFBScale = newEFBScale;
1210 ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
1212 if(g_ActiveConfig.bUseRealXFB)
1214 xScale = yScale = 1.0f;
1216 else
1218 xScale = (float)(dst_rect.right - dst_rect.left) / (float)s_XFB_width;
1219 yScale = (float)(dst_rect.bottom - dst_rect.top) / (float)s_XFB_height;
1222 float SupersampleCoeficient = s_LastAA + 1;
1223 switch(s_LastEFBScale)
1225 case 0:
1226 EFBxScale = xScale;
1227 EFByScale = yScale;
1228 break;
1229 case 1:
1230 EFBxScale = ceilf(xScale);
1231 EFByScale = ceilf(yScale);
1232 break;
1233 default:
1234 EFBxScale = g_ActiveConfig.iEFBScale - 1;
1235 EFByScale = EFBxScale;
1236 break;
1239 EFBxScale *= SupersampleCoeficient;
1240 EFByScale *= SupersampleCoeficient;
1241 s_target_width = EFB_WIDTH * EFBxScale;
1242 s_target_height = EFB_HEIGHT * EFByScale;
1243 D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
1244 D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
1245 if (WindowResized)
1247 SetupDeviceObjects();
1249 else
1251 FBManager.Destroy();
1252 FBManager.Create();
1254 D3D::dev->SetRenderTarget(0, FBManager.GetEFBColorRTSurface());
1255 D3D::dev->SetDepthStencilSurface(FBManager.GetEFBDepthRTSurface());
1258 // ---------------------------------------------------------------------
1259 // Count FPS.
1260 // -------------
1261 static int fpscount = 1;
1262 static unsigned long lasttime;
1263 if (XFBWrited)
1264 ++fpscount;
1265 if (Common::Timer::GetTimeMs() - lasttime > 1000)
1267 lasttime = Common::Timer::GetTimeMs();
1268 s_fps = fpscount - 1;
1269 fpscount = 1;
1272 // Begin new frame
1273 // Set default viewport and scissor, for the clear to work correctly
1274 stats.ResetFrame();
1276 // Flip/present backbuffer to frontbuffer here
1277 D3D::Present();
1278 D3D::BeginFrame();
1279 Renderer::RestoreAPIState();
1280 D3D::dev->SetRenderTarget(0, FBManager.GetEFBColorRTSurface());
1281 D3D::dev->SetDepthStencilSurface(FBManager.GetEFBDepthRTSurface());
1282 UpdateViewport();
1283 VertexShaderManager::SetViewportChanged();
1284 g_VideoInitialize.pCopiedToXFB(XFBWrited || g_ActiveConfig.bUseRealXFB);
1285 XFBWrited = false;
1288 void Renderer::ResetAPIState()
1290 D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
1291 D3D::SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1292 D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1293 D3D::SetRenderState(D3DRS_ZENABLE, FALSE);
1294 D3D::SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
1295 DWORD color_mask = D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
1296 D3D::SetRenderState(D3DRS_COLORWRITEENABLE, color_mask);
1299 void Renderer::RestoreAPIState()
1301 // Gets us back into a more game-like state.
1302 D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
1303 UpdateViewport();
1304 SetScissorRect();
1305 if (bpmem.zmode.testenable)
1306 D3D::SetRenderState(D3DRS_ZENABLE, TRUE);
1307 if (bpmem.zmode.updateenable)
1308 D3D::SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
1309 SetColorMask();
1310 SetLogicOpMode();
1313 void Renderer::SetGenerationMode()
1315 D3D::SetRenderState(D3DRS_CULLMODE, d3dCullModes[bpmem.genMode.cullmode]);
1318 void Renderer::SetDepthMode()
1320 if (bpmem.zmode.testenable)
1322 D3D::SetRenderState(D3DRS_ZENABLE, TRUE);
1323 D3D::SetRenderState(D3DRS_ZWRITEENABLE, bpmem.zmode.updateenable);
1324 D3D::SetRenderState(D3DRS_ZFUNC, d3dCmpFuncs[bpmem.zmode.func]);
1326 else
1328 D3D::SetRenderState(D3DRS_ZENABLE, FALSE);
1329 D3D::SetRenderState(D3DRS_ZWRITEENABLE, FALSE); // ??
1333 void Renderer::SetLogicOpMode()
1335 if (bpmem.blendmode.logicopenable && bpmem.blendmode.logicmode != 3)
1337 D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, true);
1338 D3D::SetRenderState(D3DRS_BLENDOP, d3dLogicOpop[bpmem.blendmode.logicmode]);
1339 D3D::SetRenderState(D3DRS_SRCBLEND, d3dLogicOpSrcFactors[bpmem.blendmode.logicmode]);
1340 D3D::SetRenderState(D3DRS_DESTBLEND, d3dLogicOpDestFactors[bpmem.blendmode.logicmode]);
1342 else
1344 SetBlendMode(true);
1348 void Renderer::SetDitherMode()
1350 D3D::SetRenderState(D3DRS_DITHERENABLE, bpmem.blendmode.dither);
1353 void Renderer::SetLineWidth()
1355 // We can't change line width in D3D unless we use ID3DXLine
1356 float fratio = xfregs.rawViewport[0] != 0 ? Renderer::GetTargetScaleX() : 1.0f;
1357 float psize = bpmem.lineptwidth.linesize * fratio / 6.0f;
1358 D3D::SetRenderState(D3DRS_POINTSIZE, *((DWORD*)&psize));
1361 void Renderer::SetSamplerState(int stage, int texindex)
1363 const FourTexUnits &tex = bpmem.tex[texindex];
1364 const TexMode0 &tm0 = tex.texMode0[stage];
1365 const TexMode1 &tm1 = tex.texMode1[stage];
1367 D3DTEXTUREFILTERTYPE min, mag, mip;
1368 if (g_ActiveConfig.bForceFiltering)
1370 min = mag = mip = D3DTEXF_LINEAR;
1372 else
1374 min = (tm0.min_filter & 4) ? D3DTEXF_LINEAR : D3DTEXF_POINT;
1375 mag = tm0.mag_filter ? D3DTEXF_LINEAR : D3DTEXF_POINT;
1376 mip = (tm0.min_filter == 8) ? D3DTEXF_NONE : d3dMipFilters[tm0.min_filter & 3];
1377 if((tm0.min_filter & 3) && (tm0.min_filter != 8) && ((tm1.max_lod >> 4) == 0))
1378 mip = D3DTEXF_NONE;
1380 if (texindex)
1381 stage += 4;
1383 if (mag == D3DTEXF_LINEAR && min == D3DTEXF_LINEAR && g_ActiveConfig.iMaxAnisotropy > 1)
1385 min = D3DTEXF_ANISOTROPIC;
1387 D3D::SetSamplerState(stage, D3DSAMP_MINFILTER, min);
1388 D3D::SetSamplerState(stage, D3DSAMP_MAGFILTER, mag);
1389 D3D::SetSamplerState(stage, D3DSAMP_MIPFILTER, mip);
1391 D3D::SetSamplerState(stage, D3DSAMP_ADDRESSU, d3dClamps[tm0.wrap_s]);
1392 D3D::SetSamplerState(stage, D3DSAMP_ADDRESSV, d3dClamps[tm0.wrap_t]);
1393 //float SuperSampleCoeficient = (s_LastAA < 3)? s_LastAA + 1 : s_LastAA - 1;// uncoment this changes to conserve detail when incresing ssaa level
1394 float lodbias = (tm0.lod_bias / 32.0f);// + (s_LastAA)?(log(SuperSampleCoeficient) / log(2.0f)):0;
1395 D3D::SetSamplerState(stage, D3DSAMP_MIPMAPLODBIAS, *(DWORD*)&lodbias);
1396 D3D::SetSamplerState(stage, D3DSAMP_MAXMIPLEVEL, tm1.min_lod >> 4);
1399 void Renderer::SetInterlacingMode()
1401 // TODO
1404 // Save screenshot
1405 void Renderer::SetScreenshot(const char *filename)
1407 s_criticalScreenshot.Enter();
1408 strcpy_s(s_sScreenshotName, filename);
1409 s_bScreenshot = true;
1410 s_criticalScreenshot.Leave();