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/
22 #include "StringUtil.h"
28 #include "Statistics.h"
30 #include "VideoConfig.h"
32 #include "VertexManager.h"
34 #include "OpcodeDecoding.h"
35 #include "BPStructs.h"
36 #include "XFStructs.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"
46 #include "OnScreenDisplay.h"
47 #include "FramebufferManager.h"
49 #include "TextureConverter.h"
51 #include "debugger/debugger.h"
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
;
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
;
82 static u32 s_LastEFBScale
;
84 static bool XFBWrited
;
86 // used extern by other files. need to clean this up at some point.
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] =
103 D3DBLEND_INVDESTCOLOR
,
105 D3DBLEND_INVSRCALPHA
,
107 D3DBLEND_INVDESTALPHA
110 static const D3DBLEND d3dDestFactors
[8] =
115 D3DBLEND_INVSRCCOLOR
,
117 D3DBLEND_INVSRCALPHA
,
119 D3DBLEND_INVDESTALPHA
122 static const D3DBLENDOP d3dLogicOpop
[16] =
128 D3DBLENDOP_REVSUBTRACT
,
143 static const D3DBLEND d3dLogicOpSrcFactors
[16] =
151 D3DBLEND_INVDESTCOLOR
,
152 D3DBLEND_INVDESTCOLOR
,
154 D3DBLEND_INVSRCCOLOR
,
155 D3DBLEND_INVSRCCOLOR
,
156 D3DBLEND_INVDESTCOLOR
,
158 D3DBLEND_INVSRCCOLOR
,
159 D3DBLEND_INVSRCCOLOR
,
160 D3DBLEND_INVDESTCOLOR
,
164 static const D3DBLEND d3dLogicOpDestFactors
[16] =
168 D3DBLEND_INVSRCCOLOR
,
172 D3DBLEND_INVSRCCOLOR
,
175 D3DBLEND_INVDESTCOLOR
,
177 D3DBLEND_INVDESTCOLOR
,
178 D3DBLEND_INVDESTCOLOR
,
179 D3DBLEND_INVSRCCOLOR
,
181 D3DBLEND_INVSRCCOLOR
,
185 static const D3DCULL d3dCullModes
[4] =
193 static const D3DCMPFUNC d3dCmpFuncs
[8] =
205 static const D3DTEXTUREFILTERTYPE d3dMipFilters
[4] =
210 D3DTEXF_NONE
, //reserved
213 static const D3DTEXTUREADDRESS d3dClamps
[4] =
218 D3DTADDRESS_WRAP
//reserved
221 void SetupDeviceObjects()
224 VertexLoaderManager::Init();
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());
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
;
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
))
271 if (fullScreenRes
== D3D::GetAdapter(g_ActiveConfig
.iAdapter
).resolutions
.size())
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
;
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
)
307 EFBxScale
= ceilf(xScale
);
308 EFByScale
= ceilf(yScale
);
311 EFBxScale
= g_ActiveConfig
.iEFBScale
- 1;
312 EFByScale
= EFBxScale
;
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.
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
);
343 vp
.Width
= s_backbuffer_width
;
344 vp
.Height
= s_backbuffer_height
;
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);
359 D3D::SetRenderState(D3DRS_SCISSORTESTENABLE
, true);
360 D3D::dev
->CreateOffscreenPlainSurface(s_backbuffer_width
,s_backbuffer_height
, D3DFMT_X8R8G8B8
, D3DPOOL_SYSTEMMEM
, &ScreenShootMEMSurface
, NULL
);
364 void Renderer::Shutdown()
366 TeardownDeviceObjects();
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()
402 if (g_ActiveConfig
.bOSDHotKey
)
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
);
416 switch(g_ActiveConfig
.iAspectRatio
)
421 case ASPECT_FORCE_16_9
:
424 case ASPECT_FORCE_4_3
:
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"; }
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
;
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);
501 // With D3D, we have to resize the backbuffer if the window changed
503 void CheckForResize()
505 while (EmuWindow::IsSizing())
510 if (EmuWindow::GetParentWnd())
512 // Re-stretch window to parent window size again, if it has a parent window.
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
);
521 GetClientRect(EmuWindow::GetWnd(), &rcWindow
);
522 int client_width
= rcWindow
.right
- rcWindow
.left
;
523 int client_height
= rcWindow
.bottom
- rcWindow
.top
;
525 if ((client_width
!= s_backbuffer_width
||
526 client_height
!= s_backbuffer_height
) &&
527 client_width
>= 4 && client_height
>= 4)
529 TeardownDeviceObjects();
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
)
547 VideoFifo_CheckEFBAccess();
548 VideoFifo_CheckSwapRequestAt(xfbAddr
, fbWidth
, fbHeight
);
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
);
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;
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
)
588 if (rc
.top
> rc
.bottom
)
590 int temp
= rc
.bottom
;
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
);
610 //WARN_LOG(VIDEO, "Bad scissor rectangle: %i %i %i %i", rc.left, rc.top, rc.right, rc.bottom);
613 rc
.right
= Xstride
+ s_target_width
;
614 rc
.bottom
= Ystride
+ s_target_height
;
615 D3D::dev
->SetScissorRect(&rc
);
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
)
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;
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
)
662 D3DLOCKED_RECT drect
;
664 // Buffer not found alert
666 PanicAlert("No %s!", (type
== PEEK_Z
|| type
== POKE_Z
) ? "Z-Buffer" : "Color EFB");
669 // Get the rectangular target region covered by the EFB pixel.
671 EFBRectangle efbPixelRc
;
674 efbPixelRc
.right
= x
+ 1;
675 efbPixelRc
.bottom
= y
+ 1;
677 TargetRectangle targetPixelRc
= Renderer::ConvertEFBRectangle(efbPixelRc
);
683 RectToLock
.bottom
= targetPixelRc
.bottom
;
684 RectToLock
.left
= targetPixelRc
.left
;
685 RectToLock
.right
= targetPixelRc
.right
;
686 RectToLock
.top
= targetPixelRc
.top
;
690 PixelRect
.bottom
= 4;
694 RectToLock
.bottom
+=2;
698 if ((RectToLock
.bottom
- RectToLock
.top
) > 4)
700 if ((RectToLock
.right
- RectToLock
.left
) > 4)
702 ResetAPIState(); // Reset any game specific settings
703 hr
= D3D::dev
->SetDepthStencilSurface(NULL
);
704 hr
= D3D::dev
->SetRenderTarget(0, RBuffer
);
707 PanicAlert("unable to set pixel render buffer");
711 // Stretch picture with increased internal resolution
718 hr
= D3D::dev
->SetViewport(&vp
);
721 PanicAlert("unable to set pixel viewport");
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(
736 Renderer::GetFullTargetWidth(),
737 Renderer::GetFullTargetHeight(),
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());
747 RectToLock
.bottom
= 4;
749 RectToLock
.right
= 4;
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;
758 RectToLock
.right
= 1;
763 PanicAlert("Unable to stretch data to buffer");
766 // Retrieve the pixel data to the local memory buffer
767 D3D::dev
->GetRenderTargetData(RBuffer
, pOffScreenBuffer
);
770 PanicAlert("Unable to copy data to mem buffer");
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");
786 switch (ReadBufferFormat
)
789 val
= ((float*)drect
.pBits
)[6];
792 float ffrac
= 1.0f
/255.0f
;
793 z
= ((u32
*)drect
.pBits
)[6];
794 val
= ((float)((z
>>16) & 0xFF)) * ffrac
;
796 val
+= ((float)((z
>>8) & 0xFF)) * ffrac
;
798 val
+= ((float)(z
& 0xFF)) * ffrac
;
801 z
= ((u32
)(val
* 0xffffff));
806 z
= ((u32
*)drect
.pBits
)[0];
810 // TODO: Implement POKE_Z and POKE_COLOR
815 pOffScreenBuffer
->UnlockRect();
816 // TODO: in RE0 this value is often off by one, which causes lighting to disappear
820 // Called from VertexShaderManager
821 void UpdateViewport()
823 // reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
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;
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
);
859 bool sizeChanged
= false;
862 s_Fulltarget_width
-= 2 * X
;
868 s_Fulltarget_height
-= 2 * Y
;
874 if(X
+ Width
> s_Fulltarget_width
)
876 s_Fulltarget_width
+= (X
+ Width
- s_Fulltarget_width
) * 2;
879 if(Y
+ Height
> s_Fulltarget_height
)
881 s_Fulltarget_height
+= (Y
+ Height
- s_Fulltarget_height
) * 2;
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
;
905 D3D::dev
->SetRenderTarget(0, D3D::GetBackBufferSurface());
906 D3D::dev
->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
909 D3D::dev
->SetRenderTarget(0, FBManager
.GetEFBColorRTSurface());
910 D3D::dev
->SetDepthStencilSurface(FBManager
.GetEFBDepthRTSurface());
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
);
929 vp
.X
= targetRc
.left
;
931 vp
.Width
= targetRc
.GetWidth();
932 vp
.Height
= targetRc
.GetHeight();
935 D3D::dev
->SetViewport(&vp
);
937 // Always set the scissor in case it was set by the game and has not been reset
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);
946 D3D::ChangeRenderState(D3DRS_ZFUNC
, D3DCMP_ALWAYS
);
947 D3D::drawClearQuad(color
, (z
& 0xFFFFFF) / float(0xFFFFFF), PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader());
949 D3D::RefreshRenderState(D3DRS_ZFUNC
);
950 D3D::RefreshRenderState(D3DRS_ALPHABLENDENABLE
);
955 void Renderer::SetBlendMode(bool forceUpdate
)
957 if (bpmem
.blendmode
.logicopenable
)
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]);
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);
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;
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);
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
);
1011 vp
.Width
= s_backbuffer_width
;
1012 vp
.Height
= s_backbuffer_height
;
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
;
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
;
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
;
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
;
1093 D3D::drawShadedTexSubQuad(xfbSource
->texture
,&sourceRc
,xfbSource
->texWidth
,xfbSource
->texHeight
,&drawRc
,Width
,Height
,PixelShaderCache::GetColorCopyProgram(0),VertexShaderCache::GetSimpleVertexShader(0));
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
);
1106 vp
.Width
= s_backbuffer_width
;
1107 vp
.Height
= s_backbuffer_height
;
1110 D3D::dev
->SetViewport(&vp
);
1113 s_criticalScreenshot
.Enter();
1114 HRESULT hr
= D3D::dev
->GetRenderTargetData(D3D::GetBackBufferSurface(),ScreenShootMEMSurface
);
1117 PanicAlert("Error dumping surface data.");
1119 hr
= PD3DXSaveSurfaceToFileA(s_sScreenshotName
, D3DXIFF_PNG
, ScreenShootMEMSurface
, NULL
, dst_rect
.AsRECT());
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
);
1137 PanicAlert("Error dumping frames to AVI.");
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);
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
);
1155 ScreenShootMEMSurface
->UnlockRect();
1158 s_LastFrameDumped
= true;
1162 if (s_LastFrameDumped
&& s_AVIDumping
)
1165 s_AVIDumping
= false;
1167 s_LastFrameDumped
= false;
1170 // Finish up the current frame, print some stats
1171 if (g_ActiveConfig
.bShowFPS
)
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();
1196 TextureCache::Cleanup();
1198 // Make any new configuration settings active.
1199 UpdateActiveConfig();
1200 WindowResized
= false;
1203 bool xfbchanged
= false;
1205 if (s_XFB_width
!= fbWidth
|| s_XFB_height
!= fbHeight
)
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
)
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
;
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
)
1243 EFBxScale
= ceilf(xScale
);
1244 EFByScale
= ceilf(yScale
);
1247 EFBxScale
= g_ActiveConfig
.iEFBScale
- 1;
1248 EFByScale
= EFBxScale
;
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());
1260 SetupDeviceObjects();
1264 FBManager
.Destroy();
1267 D3D::dev
->SetRenderTarget(0, FBManager
.GetEFBColorRTSurface());
1268 D3D::dev
->SetDepthStencilSurface(FBManager
.GetEFBDepthRTSurface());
1271 // ---------------------------------------------------------------------
1274 static int fpscount
= 0;
1275 static unsigned long lasttime
= 0;
1276 if (Common::Timer::GetTimeMs() - lasttime
>= 1000)
1278 lasttime
= Common::Timer::GetTimeMs();
1286 // Set default viewport and scissor, for the clear to work correctly
1289 // Flip/present backbuffer to frontbuffer here
1292 Renderer::RestoreAPIState();
1293 D3D::dev
->SetRenderTarget(0, FBManager
.GetEFBColorRTSurface());
1294 D3D::dev
->SetDepthStencilSurface(FBManager
.GetEFBDepthRTSurface());
1296 VertexShaderManager::SetViewportChanged();
1297 g_VideoInitialize
.pCopiedToXFB(XFBWrited
|| g_ActiveConfig
.bUseRealXFB
);
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
);
1318 if (bpmem
.zmode
.testenable
)
1319 D3D::SetRenderState(D3DRS_ZENABLE
, TRUE
);
1320 if (bpmem
.zmode
.updateenable
)
1321 D3D::SetRenderState(D3DRS_ZWRITEENABLE
, TRUE
);
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
]);
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
]);
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
;
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))
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()
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();