Marginally improve FPS counting logic in the video plugins.
[dolphin.git] / Source / Plugins / Plugin_VideoDX9 / Src / Render.cpp
blobb05aed85cea5c9bd6dc24cbdc976ad196d2bc73c
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 if (type == POKE_Z || type == POKE_COLOR)
637 static bool alert_only_once = true;
638 if (!alert_only_once) return 0;
639 PanicAlert("Poke EFB not implemented");
640 alert_only_once = false;
641 return 0;
644 // Get the working buffer
645 LPDIRECT3DSURFACE9 pBuffer = (type == PEEK_Z || type == POKE_Z) ?
646 FBManager.GetEFBDepthRTSurface() : FBManager.GetEFBColorRTSurface();
647 // Get the temporal buffer to move 1pixel data
648 LPDIRECT3DSURFACE9 RBuffer = (type == PEEK_Z || type == POKE_Z) ?
649 FBManager.GetEFBDepthReadSurface() : FBManager.GetEFBColorReadSurface();
650 // Get the memory buffer that can be locked
651 LPDIRECT3DSURFACE9 pOffScreenBuffer = (type == PEEK_Z || type == POKE_Z) ?
652 FBManager.GetEFBDepthOffScreenRTSurface() : FBManager.GetEFBColorOffScreenRTSurface();
653 // Get the buffer format
654 D3DFORMAT BufferFormat = (type == PEEK_Z || type == POKE_Z) ?
655 FBManager.GetEFBDepthRTSurfaceFormat() : FBManager.GetEFBColorRTSurfaceFormat();
656 D3DFORMAT ReadBufferFormat = (type == PEEK_Z || type == POKE_Z) ?
657 FBManager.GetEFBDepthReadSurfaceFormat() : BufferFormat;
659 if (BufferFormat == D3DFMT_D24X8)
660 return 0;
662 D3DLOCKED_RECT drect;
664 // Buffer not found alert
665 if (!pBuffer) {
666 PanicAlert("No %s!", (type == PEEK_Z || type == POKE_Z) ? "Z-Buffer" : "Color EFB");
667 return 0;
669 // Get the rectangular target region covered by the EFB pixel.
671 EFBRectangle efbPixelRc;
672 efbPixelRc.left = x;
673 efbPixelRc.top = y;
674 efbPixelRc.right = x + 1;
675 efbPixelRc.bottom = y + 1;
677 TargetRectangle targetPixelRc = Renderer::ConvertEFBRectangle(efbPixelRc);
679 u32 z = 0;
680 float val = 0.0f;
681 HRESULT hr;
682 RECT RectToLock;
683 RectToLock.bottom = targetPixelRc.bottom;
684 RectToLock.left = targetPixelRc.left;
685 RectToLock.right = targetPixelRc.right;
686 RectToLock.top = targetPixelRc.top;
687 if (type == PEEK_Z)
689 RECT PixelRect;
690 PixelRect.bottom = 4;
691 PixelRect.left = 0;
692 PixelRect.right = 4;
693 PixelRect.top = 0;
694 RectToLock.bottom+=2;
695 RectToLock.right+=1;
696 RectToLock.top-=1;
697 RectToLock.left-=2;
698 if ((RectToLock.bottom - RectToLock.top) > 4)
699 RectToLock.bottom--;
700 if ((RectToLock.right - RectToLock.left) > 4)
701 RectToLock.left++;
702 ResetAPIState(); // Reset any game specific settings
703 hr = D3D::dev->SetDepthStencilSurface(NULL);
704 hr = D3D::dev->SetRenderTarget(0, RBuffer);
705 if (FAILED(hr))
707 PanicAlert("unable to set pixel render buffer");
708 return 0;
710 D3DVIEWPORT9 vp;
711 // Stretch picture with increased internal resolution
712 vp.X = 0;
713 vp.Y = 0;
714 vp.Width = 4;
715 vp.Height = 4;
716 vp.MinZ = 0.0f;
717 vp.MaxZ = 1.0f;
718 hr = D3D::dev->SetViewport(&vp);
719 if (FAILED(hr))
721 PanicAlert("unable to set pixel viewport");
722 return 0;
724 float colmat[16] = {0.0f};
725 float fConstAdd[4] = {0.0f};
726 colmat[0] = colmat[5] = colmat[10] = 1.0f;
727 PixelShaderManager::SetColorMatrix(colmat, fConstAdd); // set transformation
728 EFBRectangle source_rect;
729 LPDIRECT3DTEXTURE9 read_texture = FBManager.GetEFBDepthTexture(source_rect);
731 D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
733 D3D::drawShadedTexQuad(
734 read_texture,
735 &RectToLock,
736 Renderer::GetFullTargetWidth(),
737 Renderer::GetFullTargetHeight(),
738 4, 4,
739 (BufferFormat == FOURCC_RAWZ) ? PixelShaderCache::GetColorMatrixProgram(0) : PixelShaderCache::GetDepthMatrixProgram(0),
740 VertexShaderCache::GetSimpleVertexShader(0));
742 D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
744 hr = D3D::dev->SetRenderTarget(0, FBManager.GetEFBColorRTSurface());
745 hr = D3D::dev->SetDepthStencilSurface(FBManager.GetEFBDepthRTSurface());
746 RestoreAPIState();
747 RectToLock.bottom = 4;
748 RectToLock.left = 0;
749 RectToLock.right = 4;
750 RectToLock.top = 0;
752 else
754 hr = D3D::dev->StretchRect(pBuffer, &RectToLock, RBuffer, NULL, D3DTEXF_NONE);
755 //change the rect to lock the entire one pixel buffer
756 RectToLock.bottom = 1;
757 RectToLock.left = 0;
758 RectToLock.right = 1;
759 RectToLock.top = 0;
761 if (FAILED(hr))
763 PanicAlert("Unable to stretch data to buffer");
764 return 0;
766 // Retrieve the pixel data to the local memory buffer
767 D3D::dev->GetRenderTargetData(RBuffer, pOffScreenBuffer);
768 if (FAILED(hr))
770 PanicAlert("Unable to copy data to mem buffer");
771 return 0;
776 // The surface is good.. lock it
777 if ((hr = pOffScreenBuffer->LockRect(&drect, &RectToLock, D3DLOCK_READONLY)) != D3D_OK)
779 PanicAlert("ERROR: %s", hr == D3DERR_WASSTILLDRAWING ? "Still drawing" : hr == D3DERR_INVALIDCALL ? "Invalid call" : "w00t");
780 return 0;
783 switch (type) {
784 case PEEK_Z:
786 switch (ReadBufferFormat)
788 case D3DFMT_R32F:
789 val = ((float*)drect.pBits)[6];
790 break;
791 default:
792 float ffrac = 1.0f/255.0f;
793 z = ((u32*)drect.pBits)[6];
794 val = ((float)((z>>16) & 0xFF)) * ffrac;
795 ffrac*= 1 / 255.0f;
796 val += ((float)((z>>8) & 0xFF)) * ffrac;
797 ffrac*= 1 / 255.0f;
798 val += ((float)(z & 0xFF)) * ffrac;
799 break;
801 z = ((u32)(val * 0xffffff));
803 break;
805 case PEEK_COLOR:
806 z = ((u32 *)drect.pBits)[0];
807 break;
808 case POKE_COLOR:
810 // TODO: Implement POKE_Z and POKE_COLOR
811 default:
812 break;
815 pOffScreenBuffer->UnlockRect();
816 // TODO: in RE0 this value is often off by one, which causes lighting to disappear
817 return z;
820 // Called from VertexShaderManager
821 void UpdateViewport()
823 // reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
824 // [0] = width/2
825 // [1] = height/2
826 // [2] = 16777215 * (farz - nearz)
827 // [3] = xorig + width/2 + 342
828 // [4] = yorig + height/2 + 342
829 // [5] = 16777215 * farz
830 const int old_fulltarget_w = s_Fulltarget_width;
831 const int old_fulltarget_h = s_Fulltarget_height;
833 int scissorXOff = bpmem.scissorOffset.x * 2;
834 int scissorYOff = bpmem.scissorOffset.y * 2;
836 float MValueX = Renderer::GetTargetScaleX();
837 float MValueY = Renderer::GetTargetScaleY();
839 int Xstride = (s_Fulltarget_width - s_target_width) / 2;
840 int Ystride = (s_Fulltarget_height - s_target_height) / 2;
842 D3DVIEWPORT9 vp;
844 // Stretch picture with increased internal resolution
845 int X = (int)(ceil(xfregs.rawViewport[3] - xfregs.rawViewport[0] - (scissorXOff)) * MValueX) + Xstride;
846 int Y = (int)(ceil(xfregs.rawViewport[4] + xfregs.rawViewport[1] - (scissorYOff)) * MValueY) + Ystride;
847 int Width = (int)ceil((int)(2 * xfregs.rawViewport[0]) * MValueX);
848 int Height = (int)ceil((int)(-2 * xfregs.rawViewport[1]) * MValueY);
849 if (Width < 0)
851 X += Width;
852 Width*=-1;
854 if (Height < 0)
856 Y += Height;
857 Height *= -1;
859 bool sizeChanged = false;
860 if (X < 0)
862 s_Fulltarget_width -= 2 * X;
863 X = 0;
864 sizeChanged=true;
866 if (Y < 0)
868 s_Fulltarget_height -= 2 * Y;
869 Y = 0;
870 sizeChanged = true;
872 if (!IS_AMD)
874 if(X + Width > s_Fulltarget_width)
876 s_Fulltarget_width += (X + Width - s_Fulltarget_width) * 2;
877 sizeChanged = true;
879 if(Y + Height > s_Fulltarget_height)
881 s_Fulltarget_height += (Y + Height - s_Fulltarget_height) * 2;
882 sizeChanged = true;
885 if (sizeChanged)
887 D3DCAPS9 caps = D3D::GetCaps();
888 // Make sure that the requested size is actually supported by the GFX driver
889 if (s_Fulltarget_width > caps.MaxTextureWidth || s_Fulltarget_height > caps.MaxTextureHeight)
891 // Skip EFB recreation and viewport setting. Most likely causes glitches in this case, but prevents crashes at least
892 ERROR_LOG(VIDEO, "Tried to set a viewport which is too wide to emulate with Direct3D9. Requested EFB size is %dx%d, keeping the %dx%d EFB now\n", s_Fulltarget_width, s_Fulltarget_height, old_fulltarget_w, old_fulltarget_h);
894 // Fix the viewport to fit to the old EFB size, TODO: Check this for off-by-one errors
895 X *= old_fulltarget_w / s_Fulltarget_width;
896 Y *= old_fulltarget_h / s_Fulltarget_height;
897 Width *= old_fulltarget_w / s_Fulltarget_width;
898 Height *= old_fulltarget_h / s_Fulltarget_height;
900 s_Fulltarget_width = old_fulltarget_w;
901 s_Fulltarget_height = old_fulltarget_h;
903 else
905 D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
906 D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
907 FBManager.Destroy();
908 FBManager.Create();
909 D3D::dev->SetRenderTarget(0, FBManager.GetEFBColorRTSurface());
910 D3D::dev->SetDepthStencilSurface(FBManager.GetEFBDepthRTSurface());
913 vp.X = X;
914 vp.Y = Y;
915 vp.Width = Width;
916 vp.Height = Height;
918 // 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
919 vp.MinZ = 0.0f; // (xfregs.rawViewport[5] - xfregs.rawViewport[2]) / 16777216.0f;
920 vp.MaxZ = 1.0f; // xfregs.rawViewport[5] / 16777216.0f;
921 D3D::dev->SetViewport(&vp);
924 void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z)
926 // Update the view port for clearing the picture
927 TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc);
928 D3DVIEWPORT9 vp;
929 vp.X = targetRc.left;
930 vp.Y = targetRc.top;
931 vp.Width = targetRc.GetWidth();
932 vp.Height = targetRc.GetHeight();
933 vp.MinZ = 0.0;
934 vp.MaxZ = 1.0;
935 D3D::dev->SetViewport(&vp);
937 // Always set the scissor in case it was set by the game and has not been reset
938 RECT sicr;
939 sicr.left = targetRc.left;
940 sicr.top = targetRc.top;
941 sicr.right = targetRc.right;
942 sicr.bottom = targetRc.bottom;
943 D3D::dev->SetScissorRect(&sicr);
944 D3D::ChangeRenderState(D3DRS_ALPHABLENDENABLE, false);
945 if (zEnable)
946 D3D::ChangeRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
947 D3D::drawClearQuad(color, (z & 0xFFFFFF) / float(0xFFFFFF), PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader());
948 if (zEnable)
949 D3D::RefreshRenderState(D3DRS_ZFUNC);
950 D3D::RefreshRenderState(D3DRS_ALPHABLENDENABLE);
951 UpdateViewport();
952 SetScissorRect();
955 void Renderer::SetBlendMode(bool forceUpdate)
957 if (bpmem.blendmode.logicopenable)
958 return;
960 if (bpmem.blendmode.subtract && bpmem.blendmode.blendenable)
962 D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, true);
963 D3D::SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_REVSUBTRACT);
964 D3D::SetRenderState(D3DRS_SRCBLEND, d3dSrcFactors[1]);
965 D3D::SetRenderState(D3DRS_DESTBLEND, d3dDestFactors[1]);
967 else
969 D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, bpmem.blendmode.blendenable && (!( bpmem.blendmode.srcfactor == 1 && bpmem.blendmode.dstfactor == 0)));
970 if (bpmem.blendmode.blendenable && (!( bpmem.blendmode.srcfactor == 1 && bpmem.blendmode.dstfactor == 0)))
972 D3D::SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
973 D3D::SetRenderState(D3DRS_SRCBLEND, d3dSrcFactors[bpmem.blendmode.srcfactor]);
974 D3D::SetRenderState(D3DRS_DESTBLEND, d3dDestFactors[bpmem.blendmode.dstfactor]);
981 void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,const EFBRectangle& rc)
983 if (g_bSkipCurrentFrame || (!XFBWrited && !g_ActiveConfig.bUseRealXFB) || !fbWidth || !fbHeight)
985 g_VideoInitialize.pCopiedToXFB(false);
986 return;
988 // this function is called after the XFB field is changed, not after
989 // EFB is copied to XFB. In this way, flickering is reduced in games
990 // and seems to also give more FPS in ZTP
992 if (field == FIELD_LOWER) xfbAddr -= fbWidth * 2;
993 u32 xfbCount = 0;
994 const XFBSource** xfbSourceList = FBManager.GetXFBSource(xfbAddr, fbWidth, fbHeight, xfbCount);
995 if ((!xfbSourceList || xfbCount == 0) && g_ActiveConfig.bUseXFB && !g_ActiveConfig.bUseRealXFB)
997 g_VideoInitialize.pCopiedToXFB(false);
998 return;
1001 Renderer::ResetAPIState();
1002 // Set the backbuffer as the rendering target
1003 D3D::dev->SetDepthStencilSurface(NULL);
1004 D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
1006 TargetRectangle dst_rect;
1007 ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
1008 D3DVIEWPORT9 vp;
1009 vp.X = 0;
1010 vp.Y = 0;
1011 vp.Width = s_backbuffer_width;
1012 vp.Height = s_backbuffer_height;
1013 vp.MinZ = 0.0f;
1014 vp.MaxZ = 1.0f;
1015 D3D::dev->SetViewport(&vp);
1016 D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
1018 int X = dst_rect.left;
1019 int Y = dst_rect.top;
1020 int Width = dst_rect.right - dst_rect.left;
1021 int Height = dst_rect.bottom - dst_rect.top;
1023 if (X < 0) X = 0;
1024 if (Y < 0) Y = 0;
1025 if (X > s_backbuffer_width) X = s_backbuffer_width;
1026 if (Y > s_backbuffer_height) Y = s_backbuffer_height;
1027 if (Width < 0) Width = 0;
1028 if (Height < 0) Height = 0;
1029 if (Width > (s_backbuffer_width - X)) Width = s_backbuffer_width - X;
1030 if (Height > (s_backbuffer_height - Y)) Height = s_backbuffer_height - Y;
1031 vp.X = X;
1032 vp.Y = Y;
1033 vp.Width = Width;
1034 vp.Height = Height;
1035 vp.MinZ = 0.0f;
1036 vp.MaxZ = 1.0f;
1038 D3D::dev->SetViewport(&vp);
1040 D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
1041 D3D::ChangeSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
1043 if(g_ActiveConfig.bUseXFB)
1045 const XFBSource* xfbSource;
1047 // draw each xfb source
1048 for (u32 i = 0; i < xfbCount; ++i)
1050 xfbSource = xfbSourceList[i];
1051 MathUtil::Rectangle<float> sourceRc;
1053 sourceRc.left = 0;
1054 sourceRc.top = 0;
1055 sourceRc.right = xfbSource->texWidth;
1056 sourceRc.bottom = xfbSource->texHeight;
1058 MathUtil::Rectangle<float> drawRc;
1060 if (g_ActiveConfig.bUseXFB && !g_ActiveConfig.bUseRealXFB)
1062 // use virtual xfb with offset
1063 int xfbHeight = xfbSource->srcHeight;
1064 int xfbWidth = xfbSource->srcWidth;
1065 int hOffset = ((s32)xfbSource->srcAddr - (s32)xfbAddr) / ((s32)fbWidth * 2);
1067 drawRc.bottom = 1.0f - 2.0f * ((hOffset) / (float)fbHeight);
1068 drawRc.top = 1.0f - 2.0f * ((hOffset + xfbHeight) / (float)fbHeight);
1069 drawRc.left = -(xfbWidth / (float)fbWidth);
1070 drawRc.right = (xfbWidth / (float)fbWidth);
1073 if (!g_ActiveConfig.bAutoScale)
1075 // scale draw area for a 1 to 1 pixel mapping with the draw target
1076 float vScale = (float)fbHeight / (float)s_backbuffer_height;
1077 float hScale = (float)fbWidth / (float)s_backbuffer_width;
1079 drawRc.top *= vScale;
1080 drawRc.bottom *= vScale;
1081 drawRc.left *= hScale;
1082 drawRc.right *= hScale;
1085 else
1087 drawRc.top = -1;
1088 drawRc.bottom = 1;
1089 drawRc.left = -1;
1090 drawRc.right = 1;
1093 D3D::drawShadedTexSubQuad(xfbSource->texture,&sourceRc,xfbSource->texWidth,xfbSource->texHeight,&drawRc,Width,Height,PixelShaderCache::GetColorCopyProgram(0),VertexShaderCache::GetSimpleVertexShader(0));
1096 else
1098 TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc);
1099 LPDIRECT3DTEXTURE9 read_texture = FBManager.GetEFBColorTexture(rc);
1100 D3D::drawShadedTexQuad(read_texture,targetRc.AsRECT(),Renderer::GetFullTargetWidth(),Renderer::GetFullTargetHeight(),Width,Height,PixelShaderCache::GetColorCopyProgram(g_Config.iMultisampleMode),VertexShaderCache::GetSimpleVertexShader(g_Config.iMultisampleMode));
1102 D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
1103 D3D::RefreshSamplerState(0, D3DSAMP_MAGFILTER);
1104 vp.X = 0;
1105 vp.Y = 0;
1106 vp.Width = s_backbuffer_width;
1107 vp.Height = s_backbuffer_height;
1108 vp.MinZ = 0.0f;
1109 vp.MaxZ = 1.0f;
1110 D3D::dev->SetViewport(&vp);
1111 if(s_bScreenshot)
1113 s_criticalScreenshot.Enter();
1114 HRESULT hr = D3D::dev->GetRenderTargetData(D3D::GetBackBufferSurface(),ScreenShootMEMSurface);
1115 if(FAILED(hr))
1117 PanicAlert("Error dumping surface data.");
1119 hr = PD3DXSaveSurfaceToFileA(s_sScreenshotName, D3DXIFF_PNG, ScreenShootMEMSurface, NULL, dst_rect.AsRECT());
1120 if(FAILED(hr))
1122 PanicAlert("Error saving screen.");
1124 s_bScreenshot = false;
1125 s_criticalScreenshot.Leave();
1127 if (g_ActiveConfig.bDumpFrames)
1129 HRESULT hr = D3D::dev->GetRenderTargetData(D3D::GetBackBufferSurface(),ScreenShootMEMSurface);
1130 if (!s_LastFrameDumped)
1132 s_recordWidth = dst_rect.GetWidth();
1133 s_recordHeight = dst_rect.GetHeight();
1134 s_AVIDumping = AVIDump::Start(EmuWindow::GetParentWnd(), s_recordWidth, s_recordHeight);
1135 if (!s_AVIDumping)
1137 PanicAlert("Error dumping frames to AVI.");
1139 else
1141 char msg [255];
1142 sprintf_s(msg,255, "Dumping Frames to \"%sframedump0.avi\" (%dx%d RGB24)", File::GetUserPath(D_DUMPFRAMES_IDX), s_recordWidth, s_recordHeight);
1143 OSD::AddMessage(msg, 2000);
1146 if (s_AVIDumping)
1148 D3DLOCKED_RECT rect;
1149 if (SUCCEEDED(ScreenShootMEMSurface->LockRect(&rect, dst_rect.AsRECT(), D3DLOCK_NO_DIRTY_UPDATE | D3DLOCK_NOSYSLOCK | D3DLOCK_READONLY)))
1151 char* data = (char*)malloc(3 * s_recordWidth * s_recordHeight);
1152 formatBufferDump((const char*)rect.pBits, data, s_recordWidth, s_recordHeight, rect.Pitch);
1153 AVIDump::AddFrame(data);
1154 free(data);
1155 ScreenShootMEMSurface->UnlockRect();
1158 s_LastFrameDumped = true;
1160 else
1162 if (s_LastFrameDumped && s_AVIDumping)
1164 AVIDump::Stop();
1165 s_AVIDumping = false;
1167 s_LastFrameDumped = false;
1170 // Finish up the current frame, print some stats
1171 if (g_ActiveConfig.bShowFPS)
1173 char fps[20];
1174 StringCchPrintfA(fps, 20, "FPS: %d\n", s_fps);
1175 D3D::font.DrawTextScaled(0, 30, 20, 20, 0.0f, 0xFF00FFFF, fps, false);
1177 Renderer::DrawDebugText();
1179 if (g_ActiveConfig.bOverlayStats)
1181 Statistics::ToString(st);
1182 D3D::font.DrawTextScaled(0, 30, 20, 20, 0.0f, 0xFF00FFFF, st, false);
1184 else if (g_ActiveConfig.bOverlayProjStats)
1186 Statistics::ToStringProj(st);
1187 D3D::font.DrawTextScaled(0, 30, 20, 20, 0.0f, 0xFF00FFFF, st, false);
1191 OSD::DrawMessages();
1193 D3D::EndFrame();
1195 frameCount++;
1196 TextureCache::Cleanup();
1198 // Make any new configuration settings active.
1199 UpdateActiveConfig();
1200 WindowResized = false;
1201 CheckForResize();
1203 bool xfbchanged = false;
1205 if (s_XFB_width != fbWidth || s_XFB_height != fbHeight)
1207 xfbchanged = true;
1208 s_XFB_width = fbWidth;
1209 s_XFB_height = fbHeight;
1210 if (s_XFB_width < 1) s_XFB_width = MAX_XFB_WIDTH;
1211 if (s_XFB_width > MAX_XFB_WIDTH) s_XFB_width = MAX_XFB_WIDTH;
1212 if (s_XFB_height < 1) s_XFB_height = MAX_XFB_HEIGHT;
1213 if (s_XFB_height > MAX_XFB_HEIGHT) s_XFB_height = MAX_XFB_HEIGHT;
1216 u32 newAA = g_ActiveConfig.iMultisampleMode;
1217 u32 newEFBScale = g_ActiveConfig.iEFBScale;
1218 if (newAA != s_LastAA || newEFBScale != s_LastEFBScale || xfbchanged || WindowResized)
1220 s_LastAA = newAA;
1221 s_LastEFBScale = newEFBScale;
1223 ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
1225 if(g_ActiveConfig.bUseRealXFB)
1227 xScale = yScale = 1.0f;
1229 else
1231 xScale = (float)(dst_rect.right - dst_rect.left) / (float)s_XFB_width;
1232 yScale = (float)(dst_rect.bottom - dst_rect.top) / (float)s_XFB_height;
1235 float SupersampleCoeficient = s_LastAA + 1;
1236 switch(s_LastEFBScale)
1238 case 0:
1239 EFBxScale = xScale;
1240 EFByScale = yScale;
1241 break;
1242 case 1:
1243 EFBxScale = ceilf(xScale);
1244 EFByScale = ceilf(yScale);
1245 break;
1246 default:
1247 EFBxScale = g_ActiveConfig.iEFBScale - 1;
1248 EFByScale = EFBxScale;
1249 break;
1252 EFBxScale *= SupersampleCoeficient;
1253 EFByScale *= SupersampleCoeficient;
1254 s_target_width = EFB_WIDTH * EFBxScale;
1255 s_target_height = EFB_HEIGHT * EFByScale;
1256 D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
1257 D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
1258 if (WindowResized)
1260 SetupDeviceObjects();
1262 else
1264 FBManager.Destroy();
1265 FBManager.Create();
1267 D3D::dev->SetRenderTarget(0, FBManager.GetEFBColorRTSurface());
1268 D3D::dev->SetDepthStencilSurface(FBManager.GetEFBDepthRTSurface());
1271 // ---------------------------------------------------------------------
1272 // Count FPS.
1273 // -------------
1274 static int fpscount = 0;
1275 static unsigned long lasttime = 0;
1276 if (Common::Timer::GetTimeMs() - lasttime >= 1000)
1278 lasttime = Common::Timer::GetTimeMs();
1279 s_fps = fpscount;
1280 fpscount = 0;
1282 if (XFBWrited)
1283 ++fpscount;
1285 // Begin new frame
1286 // Set default viewport and scissor, for the clear to work correctly
1287 stats.ResetFrame();
1289 // Flip/present backbuffer to frontbuffer here
1290 D3D::Present();
1291 D3D::BeginFrame();
1292 Renderer::RestoreAPIState();
1293 D3D::dev->SetRenderTarget(0, FBManager.GetEFBColorRTSurface());
1294 D3D::dev->SetDepthStencilSurface(FBManager.GetEFBDepthRTSurface());
1295 UpdateViewport();
1296 VertexShaderManager::SetViewportChanged();
1297 g_VideoInitialize.pCopiedToXFB(XFBWrited || g_ActiveConfig.bUseRealXFB);
1298 XFBWrited = false;
1301 void Renderer::ResetAPIState()
1303 D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
1304 D3D::SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1305 D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1306 D3D::SetRenderState(D3DRS_ZENABLE, FALSE);
1307 D3D::SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
1308 DWORD color_mask = D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
1309 D3D::SetRenderState(D3DRS_COLORWRITEENABLE, color_mask);
1312 void Renderer::RestoreAPIState()
1314 // Gets us back into a more game-like state.
1315 D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
1316 UpdateViewport();
1317 SetScissorRect();
1318 if (bpmem.zmode.testenable)
1319 D3D::SetRenderState(D3DRS_ZENABLE, TRUE);
1320 if (bpmem.zmode.updateenable)
1321 D3D::SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
1322 SetColorMask();
1323 SetLogicOpMode();
1326 void Renderer::SetGenerationMode()
1328 D3D::SetRenderState(D3DRS_CULLMODE, d3dCullModes[bpmem.genMode.cullmode]);
1331 void Renderer::SetDepthMode()
1333 if (bpmem.zmode.testenable)
1335 D3D::SetRenderState(D3DRS_ZENABLE, TRUE);
1336 D3D::SetRenderState(D3DRS_ZWRITEENABLE, bpmem.zmode.updateenable);
1337 D3D::SetRenderState(D3DRS_ZFUNC, d3dCmpFuncs[bpmem.zmode.func]);
1339 else
1341 D3D::SetRenderState(D3DRS_ZENABLE, FALSE);
1342 D3D::SetRenderState(D3DRS_ZWRITEENABLE, FALSE); // ??
1346 void Renderer::SetLogicOpMode()
1348 if (bpmem.blendmode.logicopenable && bpmem.blendmode.logicmode != 3)
1350 D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, true);
1351 D3D::SetRenderState(D3DRS_BLENDOP, d3dLogicOpop[bpmem.blendmode.logicmode]);
1352 D3D::SetRenderState(D3DRS_SRCBLEND, d3dLogicOpSrcFactors[bpmem.blendmode.logicmode]);
1353 D3D::SetRenderState(D3DRS_DESTBLEND, d3dLogicOpDestFactors[bpmem.blendmode.logicmode]);
1355 else
1357 SetBlendMode(true);
1361 void Renderer::SetDitherMode()
1363 D3D::SetRenderState(D3DRS_DITHERENABLE, bpmem.blendmode.dither);
1366 void Renderer::SetLineWidth()
1368 // We can't change line width in D3D unless we use ID3DXLine
1369 float fratio = xfregs.rawViewport[0] != 0 ? Renderer::GetTargetScaleX() : 1.0f;
1370 float psize = bpmem.lineptwidth.linesize * fratio / 6.0f;
1371 D3D::SetRenderState(D3DRS_POINTSIZE, *((DWORD*)&psize));
1374 void Renderer::SetSamplerState(int stage, int texindex)
1376 const FourTexUnits &tex = bpmem.tex[texindex];
1377 const TexMode0 &tm0 = tex.texMode0[stage];
1378 const TexMode1 &tm1 = tex.texMode1[stage];
1380 D3DTEXTUREFILTERTYPE min, mag, mip;
1381 if (g_ActiveConfig.bForceFiltering)
1383 min = mag = mip = D3DTEXF_LINEAR;
1385 else
1387 min = (tm0.min_filter & 4) ? D3DTEXF_LINEAR : D3DTEXF_POINT;
1388 mag = tm0.mag_filter ? D3DTEXF_LINEAR : D3DTEXF_POINT;
1389 mip = (tm0.min_filter == 8) ? D3DTEXF_NONE : d3dMipFilters[tm0.min_filter & 3];
1390 if((tm0.min_filter & 3) && (tm0.min_filter != 8) && ((tm1.max_lod >> 4) == 0))
1391 mip = D3DTEXF_NONE;
1393 if (texindex)
1394 stage += 4;
1396 if (mag == D3DTEXF_LINEAR && min == D3DTEXF_LINEAR && g_ActiveConfig.iMaxAnisotropy > 1)
1398 min = D3DTEXF_ANISOTROPIC;
1400 D3D::SetSamplerState(stage, D3DSAMP_MINFILTER, min);
1401 D3D::SetSamplerState(stage, D3DSAMP_MAGFILTER, mag);
1402 D3D::SetSamplerState(stage, D3DSAMP_MIPFILTER, mip);
1404 D3D::SetSamplerState(stage, D3DSAMP_ADDRESSU, d3dClamps[tm0.wrap_s]);
1405 D3D::SetSamplerState(stage, D3DSAMP_ADDRESSV, d3dClamps[tm0.wrap_t]);
1406 //float SuperSampleCoeficient = (s_LastAA < 3)? s_LastAA + 1 : s_LastAA - 1;// uncoment this changes to conserve detail when incresing ssaa level
1407 float lodbias = (tm0.lod_bias / 32.0f);// + (s_LastAA)?(log(SuperSampleCoeficient) / log(2.0f)):0;
1408 D3D::SetSamplerState(stage, D3DSAMP_MIPMAPLODBIAS, *(DWORD*)&lodbias);
1409 D3D::SetSamplerState(stage, D3DSAMP_MAXMIPLEVEL, tm1.min_lod >> 4);
1412 void Renderer::SetInterlacingMode()
1414 // TODO
1417 // Save screenshot
1418 void Renderer::SetScreenshot(const char *filename)
1420 s_criticalScreenshot.Enter();
1421 strcpy_s(s_sScreenshotName, filename);
1422 s_bScreenshot = true;
1423 s_criticalScreenshot.Leave();