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// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
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# include <cinttypes>
# include <cmath>
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# include <string>
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# include <strsafe.h>
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# include <unordered_map>
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# include "Common/Timer.h"
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# include "Core/ConfigManager.h"
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# include "Core/Core.h"
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# include "Core/Host.h"
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# include "VideoBackends/D3D/BoundingBox.h"
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# include "VideoBackends/D3D/D3DBase.h"
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# include "VideoBackends/D3D/D3DState.h"
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# include "VideoBackends/D3D/D3DUtil.h"
# include "VideoBackends/D3D/FramebufferManager.h"
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# include "VideoBackends/D3D/GeometryShaderCache.h"
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# include "VideoBackends/D3D/PixelShaderCache.h"
# include "VideoBackends/D3D/Render.h"
# include "VideoBackends/D3D/Television.h"
# include "VideoBackends/D3D/TextureCache.h"
# include "VideoBackends/D3D/VertexShaderCache.h"
# include "VideoCommon/AVIDump.h"
# include "VideoCommon/BPFunctions.h"
# include "VideoCommon/Fifo.h"
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# include "VideoCommon/FPSCounter.h"
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# include "VideoCommon/ImageWrite.h"
# include "VideoCommon/OnScreenDisplay.h"
# include "VideoCommon/PixelEngine.h"
# include "VideoCommon/Statistics.h"
# include "VideoCommon/VertexShaderManager.h"
# include "VideoCommon/VideoConfig.h"
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namespace DX11
{
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static u32 s_LastAA = 0 ;
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static Television s_television ;
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static bool s_last_fullscreen_mode = false ;
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static bool s_LastStereo = 0 ;
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ID3D11Buffer * access_efb_cbuf = nullptr ;
ID3D11BlendState * clearblendstates [ 4 ] = { nullptr } ;
ID3D11DepthStencilState * cleardepthstates [ 3 ] = { nullptr } ;
ID3D11BlendState * resetblendstate = nullptr ;
ID3D11DepthStencilState * resetdepthstate = nullptr ;
ID3D11RasterizerState * resetraststate = nullptr ;
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static ID3D11Texture2D * s_screenshot_texture = nullptr ;
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static D3DTexture2D * s_3d_vision_texture = nullptr ;
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// Nvidia stereo blitting struct defined in "nvstereo.h" from the Nvidia SDK
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typedef struct _Nv_Stereo_Image_Header
{
unsigned int dwSignature ;
unsigned int dwWidth ;
unsigned int dwHeight ;
unsigned int dwBPP ;
unsigned int dwFlags ;
} NVSTEREOIMAGEHEADER , * LPNVSTEREOIMAGEHEADER ;
# define NVSTEREO_IMAGE_SIGNATURE 0x4433564e
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// GX pipeline state
struct
{
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SamplerState sampler [ 8 ] ;
BlendState blend ;
ZMode zmode ;
RasterizerState raster ;
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} gx_state ;
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StateCache gx_state_cache ;
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void SetupDeviceObjects ( )
{
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s_television . Init ( ) ;
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g_framebuffer_manager = new FramebufferManager ;
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HRESULT hr ;
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float colmat [ 20 ] = { 0.0f } ;
colmat [ 0 ] = colmat [ 5 ] = colmat [ 10 ] = 1.0f ;
D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC ( 20 * sizeof ( float ) , D3D11_BIND_CONSTANT_BUFFER , D3D11_USAGE_DEFAULT ) ;
D3D11_SUBRESOURCE_DATA data ;
data . pSysMem = colmat ;
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hr = D3D : : device - > CreateBuffer ( & cbdesc , & data , & access_efb_cbuf ) ;
CHECK ( hr = = S_OK , " Create constant buffer for Renderer::AccessEFB " ) ;
D3D : : SetDebugObjectName ( ( ID3D11DeviceChild * ) access_efb_cbuf , " constant buffer for Renderer::AccessEFB " ) ;
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D3D11_DEPTH_STENCIL_DESC ddesc ;
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ddesc . DepthEnable = FALSE ;
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ddesc . DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO ;
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ddesc . DepthFunc = D3D11_COMPARISON_ALWAYS ;
ddesc . StencilEnable = FALSE ;
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ddesc . StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK ;
ddesc . StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK ;
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hr = D3D : : device - > CreateDepthStencilState ( & ddesc , & cleardepthstates [ 0 ] ) ;
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CHECK ( hr = = S_OK , " Create depth state for Renderer::ClearScreen " ) ;
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ddesc . DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL ;
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ddesc . DepthEnable = TRUE ;
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hr = D3D : : device - > CreateDepthStencilState ( & ddesc , & cleardepthstates [ 1 ] ) ;
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CHECK ( hr = = S_OK , " Create depth state for Renderer::ClearScreen " ) ;
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ddesc . DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO ;
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hr = D3D : : device - > CreateDepthStencilState ( & ddesc , & cleardepthstates [ 2 ] ) ;
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CHECK ( hr = = S_OK , " Create depth state for Renderer::ClearScreen " ) ;
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D3D : : SetDebugObjectName ( ( ID3D11DeviceChild * ) cleardepthstates [ 0 ] , " depth state for Renderer::ClearScreen (depth buffer disabled) " ) ;
D3D : : SetDebugObjectName ( ( ID3D11DeviceChild * ) cleardepthstates [ 1 ] , " depth state for Renderer::ClearScreen (depth buffer enabled, writing enabled) " ) ;
D3D : : SetDebugObjectName ( ( ID3D11DeviceChild * ) cleardepthstates [ 2 ] , " depth state for Renderer::ClearScreen (depth buffer enabled, writing disabled) " ) ;
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D3D11_BLEND_DESC blenddesc ;
blenddesc . AlphaToCoverageEnable = FALSE ;
blenddesc . IndependentBlendEnable = FALSE ;
blenddesc . RenderTarget [ 0 ] . BlendEnable = FALSE ;
blenddesc . RenderTarget [ 0 ] . RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL ;
blenddesc . RenderTarget [ 0 ] . SrcBlend = D3D11_BLEND_ONE ;
blenddesc . RenderTarget [ 0 ] . DestBlend = D3D11_BLEND_ZERO ;
blenddesc . RenderTarget [ 0 ] . BlendOp = D3D11_BLEND_OP_ADD ;
blenddesc . RenderTarget [ 0 ] . SrcBlendAlpha = D3D11_BLEND_ONE ;
blenddesc . RenderTarget [ 0 ] . DestBlendAlpha = D3D11_BLEND_ZERO ;
blenddesc . RenderTarget [ 0 ] . BlendOpAlpha = D3D11_BLEND_OP_ADD ;
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hr = D3D : : device - > CreateBlendState ( & blenddesc , & resetblendstate ) ;
CHECK ( hr = = S_OK , " Create blend state for Renderer::ResetAPIState " ) ;
D3D : : SetDebugObjectName ( ( ID3D11DeviceChild * ) resetblendstate , " blend state for Renderer::ResetAPIState " ) ;
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clearblendstates [ 0 ] = resetblendstate ;
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resetblendstate - > AddRef ( ) ;
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blenddesc . RenderTarget [ 0 ] . RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN | D3D11_COLOR_WRITE_ENABLE_BLUE ;
hr = D3D : : device - > CreateBlendState ( & blenddesc , & clearblendstates [ 1 ] ) ;
CHECK ( hr = = S_OK , " Create blend state for Renderer::ClearScreen " ) ;
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blenddesc . RenderTarget [ 0 ] . RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALPHA ;
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hr = D3D : : device - > CreateBlendState ( & blenddesc , & clearblendstates [ 2 ] ) ;
CHECK ( hr = = S_OK , " Create blend state for Renderer::ClearScreen " ) ;
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blenddesc . RenderTarget [ 0 ] . RenderTargetWriteMask = 0 ;
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hr = D3D : : device - > CreateBlendState ( & blenddesc , & clearblendstates [ 3 ] ) ;
CHECK ( hr = = S_OK , " Create blend state for Renderer::ClearScreen " ) ;
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ddesc . DepthEnable = FALSE ;
ddesc . DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO ;
ddesc . DepthFunc = D3D11_COMPARISON_LESS ;
ddesc . StencilEnable = FALSE ;
ddesc . StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK ;
ddesc . StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK ;
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hr = D3D : : device - > CreateDepthStencilState ( & ddesc , & resetdepthstate ) ;
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CHECK ( hr = = S_OK , " Create depth state for Renderer::ResetAPIState " ) ;
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D3D : : SetDebugObjectName ( ( ID3D11DeviceChild * ) resetdepthstate , " depth stencil state for Renderer::ResetAPIState " ) ;
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D3D11_RASTERIZER_DESC rastdesc = CD3D11_RASTERIZER_DESC ( D3D11_FILL_SOLID , D3D11_CULL_NONE , false , 0 , 0.f , 0.f , false , false , false , false ) ;
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hr = D3D : : device - > CreateRasterizerState ( & rastdesc , & resetraststate ) ;
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CHECK ( hr = = S_OK , " Create rasterizer state for Renderer::ResetAPIState " ) ;
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D3D : : SetDebugObjectName ( ( ID3D11DeviceChild * ) resetraststate , " rasterizer state for Renderer::ResetAPIState " ) ;
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s_screenshot_texture = nullptr ;
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}
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// Kill off all device objects
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void TeardownDeviceObjects ( )
{
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delete g_framebuffer_manager ;
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SAFE_RELEASE ( access_efb_cbuf ) ;
SAFE_RELEASE ( clearblendstates [ 0 ] ) ;
SAFE_RELEASE ( clearblendstates [ 1 ] ) ;
SAFE_RELEASE ( clearblendstates [ 2 ] ) ;
SAFE_RELEASE ( clearblendstates [ 3 ] ) ;
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SAFE_RELEASE ( cleardepthstates [ 0 ] ) ;
SAFE_RELEASE ( cleardepthstates [ 1 ] ) ;
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SAFE_RELEASE ( cleardepthstates [ 2 ] ) ;
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SAFE_RELEASE ( resetblendstate ) ;
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SAFE_RELEASE ( resetdepthstate ) ;
SAFE_RELEASE ( resetraststate ) ;
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SAFE_RELEASE ( s_screenshot_texture ) ;
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SAFE_RELEASE ( s_3d_vision_texture ) ;
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s_television . Shutdown ( ) ;
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gx_state_cache . Clear ( ) ;
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}
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void CreateScreenshotTexture ( const TargetRectangle & rc )
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{
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D3D11_TEXTURE2D_DESC scrtex_desc = CD3D11_TEXTURE2D_DESC ( DXGI_FORMAT_R8G8B8A8_UNORM , rc . GetWidth ( ) , rc . GetHeight ( ) , 1 , 1 , 0 , D3D11_USAGE_STAGING , D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE ) ;
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HRESULT hr = D3D : : device - > CreateTexture2D ( & scrtex_desc , nullptr , & s_screenshot_texture ) ;
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CHECK ( hr = = S_OK , " Create screenshot staging texture " ) ;
D3D : : SetDebugObjectName ( ( ID3D11DeviceChild * ) s_screenshot_texture , " staging screenshot texture " ) ;
}
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void Create3DVisionTexture ( int width , int height )
{
// Create a staging texture for 3D vision with signature information in the last row.
// Nvidia 3D Vision supports full SBS, so there is no loss in resolution during this process.
D3D11_SUBRESOURCE_DATA sysData ;
sysData . SysMemPitch = 4 * width * 2 ;
sysData . pSysMem = new u8 [ ( height + 1 ) * sysData . SysMemPitch ] ;
LPNVSTEREOIMAGEHEADER header = ( LPNVSTEREOIMAGEHEADER ) ( ( u8 * ) sysData . pSysMem + height * sysData . SysMemPitch ) ;
header - > dwSignature = NVSTEREO_IMAGE_SIGNATURE ;
header - > dwWidth = width * 2 ;
header - > dwHeight = height + 1 ;
header - > dwBPP = 32 ;
header - > dwFlags = 0 ;
s_3d_vision_texture = D3DTexture2D : : Create ( width * 2 , height + 1 , D3D11_BIND_RENDER_TARGET , D3D11_USAGE_DEFAULT , DXGI_FORMAT_R8G8B8A8_UNORM , 1 , 1 , & sysData ) ;
delete [ ] sysData . pSysMem ;
}
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Renderer : : Renderer ( void * & window_handle )
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{
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D3D : : Create ( ( HWND ) window_handle ) ;
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s_backbuffer_width = D3D : : GetBackBufferWidth ( ) ;
s_backbuffer_height = D3D : : GetBackBufferHeight ( ) ;
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FramebufferManagerBase : : SetLastXfbWidth ( MAX_XFB_WIDTH ) ;
FramebufferManagerBase : : SetLastXfbHeight ( MAX_XFB_HEIGHT ) ;
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UpdateDrawRectangle ( s_backbuffer_width , s_backbuffer_height ) ;
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s_LastAA = g_ActiveConfig . iMultisampleMode ;
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s_LastEFBScale = g_ActiveConfig . iEFBScale ;
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s_last_fullscreen_mode = g_ActiveConfig . bFullscreen ;
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s_LastStereo = g_ActiveConfig . iStereoMode > 0 ;
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CalculateTargetSize ( s_backbuffer_width , s_backbuffer_height ) ;
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SetupDeviceObjects ( ) ;
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// Setup GX pipeline state
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gx_state . blend . blend_enable = false ;
gx_state . blend . write_mask = D3D11_COLOR_WRITE_ENABLE_ALL ;
gx_state . blend . src_blend = D3D11_BLEND_ONE ;
gx_state . blend . dst_blend = D3D11_BLEND_ZERO ;
gx_state . blend . blend_op = D3D11_BLEND_OP_ADD ;
gx_state . blend . use_dst_alpha = false ;
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for ( unsigned int k = 0 ; k < 8 ; k + + )
{
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gx_state . sampler [ k ] . packed = 0 ;
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}
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gx_state . zmode . testenable = false ;
gx_state . zmode . updateenable = false ;
gx_state . zmode . func = ZMode : : NEVER ;
gx_state . raster . cull_mode = D3D11_CULL_NONE ;
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// Clear EFB textures
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float ClearColor [ 4 ] = { 0.f , 0.f , 0.f , 1.f } ;
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D3D : : context - > ClearRenderTargetView ( FramebufferManager : : GetEFBColorTexture ( ) - > GetRTV ( ) , ClearColor ) ;
D3D : : context - > ClearDepthStencilView ( FramebufferManager : : GetEFBDepthTexture ( ) - > GetDSV ( ) , D3D11_CLEAR_DEPTH , 1.f , 0 ) ;
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT ( 0.f , 0.f , ( float ) s_target_width , ( float ) s_target_height ) ;
D3D : : context - > RSSetViewports ( 1 , & vp ) ;
D3D : : context - > OMSetRenderTargets ( 1 , & FramebufferManager : : GetEFBColorTexture ( ) - > GetRTV ( ) , FramebufferManager : : GetEFBDepthTexture ( ) - > GetDSV ( ) ) ;
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D3D : : BeginFrame ( ) ;
}
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Renderer : : ~ Renderer ( )
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{
TeardownDeviceObjects ( ) ;
D3D : : EndFrame ( ) ;
D3D : : Present ( ) ;
D3D : : Close ( ) ;
}
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void Renderer : : RenderText ( const std : : string & text , int left , int top , u32 color )
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{
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D3D : : font . DrawTextScaled ( ( float ) ( left + 1 ) , ( float ) ( top + 1 ) , 20.f , 0.0f , color & 0xFF000000 , text ) ;
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D3D : : font . DrawTextScaled ( ( float ) left , ( float ) top , 20.f , 0.0f , color , text ) ;
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}
TargetRectangle Renderer : : ConvertEFBRectangle ( const EFBRectangle & rc )
{
TargetRectangle result ;
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result . left = EFBToScaledX ( rc . left ) ;
result . top = EFBToScaledY ( rc . top ) ;
result . right = EFBToScaledX ( rc . right ) ;
result . bottom = EFBToScaledY ( rc . bottom ) ;
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return result ;
}
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// With D3D, we have to resize the backbuffer if the window changed
// size.
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bool Renderer : : CheckForResize ( )
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{
RECT rcWindow ;
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GetClientRect ( D3D : : hWnd , & rcWindow ) ;
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int client_width = rcWindow . right - rcWindow . left ;
int client_height = rcWindow . bottom - rcWindow . top ;
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// Sanity check
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if ( ( client_width ! = Renderer : : GetBackbufferWidth ( ) | |
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client_height ! = Renderer : : GetBackbufferHeight ( ) ) & &
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client_width > = 4 & & client_height > = 4 )
{
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return true ;
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}
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return false ;
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}
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void Renderer : : SetScissorRect ( const EFBRectangle & rc )
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{
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TargetRectangle trc = ConvertEFBRectangle ( rc ) ;
D3D : : context - > RSSetScissorRects ( 1 , trc . AsRECT ( ) ) ;
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}
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void Renderer : : SetColorMask ( )
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{
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// Only enable alpha channel if it's supported by the current EFB format
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UINT8 color_mask = 0 ;
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if ( bpmem . alpha_test . TestResult ( ) ! = AlphaTest : : FAIL )
{
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if ( bpmem . blendmode . alphaupdate & & ( bpmem . zcontrol . pixel_format = = PEControl : : RGBA6_Z24 ) )
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color_mask = D3D11_COLOR_WRITE_ENABLE_ALPHA ;
if ( bpmem . blendmode . colorupdate )
color_mask | = D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN | D3D11_COLOR_WRITE_ENABLE_BLUE ;
}
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gx_state . blend . write_mask = color_mask ;
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}
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// This function allows the CPU to directly access the EFB.
// There are EFB peeks (which will read the color or depth of a pixel)
// and EFB pokes (which will change the color or depth of a pixel).
//
// The behavior of EFB peeks can only be modified by:
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// - GX_PokeAlphaRead
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// The behavior of EFB pokes can be modified by:
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// - GX_PokeAlphaMode (TODO)
// - GX_PokeAlphaUpdate (TODO)
// - GX_PokeBlendMode (TODO)
// - GX_PokeColorUpdate (TODO)
// - GX_PokeDither (TODO)
// - GX_PokeDstAlpha (TODO)
// - GX_PokeZMode (TODO)
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u32 Renderer : : AccessEFB ( EFBAccessType type , u32 x , u32 y , u32 poke_data )
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{
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// TODO: This function currently is broken if anti-aliasing is enabled
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D3D11_MAPPED_SUBRESOURCE map ;
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ID3D11Texture2D * read_tex ;
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if ( type = = POKE_Z )
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{
static bool alert_only_once = true ;
if ( ! alert_only_once ) return 0 ;
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PanicAlert ( " EFB: Poke Z not implemented (tried to poke z value %#x at (%d,%d)) " , poke_data , x , y ) ;
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alert_only_once = false ;
return 0 ;
}
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// Convert EFB dimensions to the ones of our render target
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EFBRectangle efbPixelRc ;
efbPixelRc . left = x ;
efbPixelRc . top = y ;
efbPixelRc . right = x + 1 ;
efbPixelRc . bottom = y + 1 ;
TargetRectangle targetPixelRc = Renderer : : ConvertEFBRectangle ( efbPixelRc ) ;
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// Take the mean of the resulting dimensions; TODO: Don't use the center pixel, compute the average color instead
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D3D11_RECT RectToLock ;
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if ( type = = PEEK_COLOR | | type = = PEEK_Z )
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{
RectToLock . left = ( targetPixelRc . left + targetPixelRc . right ) / 2 ;
RectToLock . top = ( targetPixelRc . top + targetPixelRc . bottom ) / 2 ;
RectToLock . right = RectToLock . left + 1 ;
RectToLock . bottom = RectToLock . top + 1 ;
}
else
{
RectToLock . left = targetPixelRc . left ;
RectToLock . right = targetPixelRc . right ;
RectToLock . top = targetPixelRc . top ;
RectToLock . bottom = targetPixelRc . bottom ;
}
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if ( type = = PEEK_Z )
{
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ResetAPIState ( ) ; // Reset any game specific settings
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// depth buffers can only be completely CopySubresourceRegion'ed, so we're using drawShadedTexQuad instead
D3D11_VIEWPORT vp = CD3D11_VIEWPORT ( 0.f , 0.f , 1.f , 1.f ) ;
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D3D : : context - > RSSetViewports ( 1 , & vp ) ;
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D3D : : stateman - > SetPixelConstants ( 0 , access_efb_cbuf ) ;
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D3D : : context - > OMSetRenderTargets ( 1 , & FramebufferManager : : GetEFBDepthReadTexture ( ) - > GetRTV ( ) , nullptr ) ;
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D3D : : SetPointCopySampler ( ) ;
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D3D : : drawShadedTexQuad ( FramebufferManager : : GetEFBDepthTexture ( ) - > GetSRV ( ) ,
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& RectToLock ,
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Renderer : : GetTargetWidth ( ) ,
Renderer : : GetTargetHeight ( ) ,
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PixelShaderCache : : GetColorCopyProgram ( true ) ,
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VertexShaderCache : : GetSimpleVertexShader ( ) ,
VertexShaderCache : : GetSimpleInputLayout ( ) ) ;
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D3D : : context - > OMSetRenderTargets ( 1 , & FramebufferManager : : GetEFBColorTexture ( ) - > GetRTV ( ) , FramebufferManager : : GetEFBDepthTexture ( ) - > GetDSV ( ) ) ;
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// copy to system memory
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D3D11_BOX box = CD3D11_BOX ( 0 , 0 , 0 , 1 , 1 , 1 ) ;
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read_tex = FramebufferManager : : GetEFBDepthStagingBuffer ( ) ;
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D3D : : context - > CopySubresourceRegion ( read_tex , 0 , 0 , 0 , 0 , FramebufferManager : : GetEFBDepthReadTexture ( ) - > GetTex ( ) , 0 , & box ) ;
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RestoreAPIState ( ) ; // restore game state
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// read the data from system memory
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D3D : : context - > Map ( read_tex , 0 , D3D11_MAP_READ , 0 , & map ) ;
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float val = * ( float * ) map . pData ;
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u32 ret = 0 ;
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if ( bpmem . zcontrol . pixel_format = = PEControl : : RGB565_Z16 )
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{
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// if Z is in 16 bit format you must return a 16 bit integer
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ret = ( ( u32 ) ( val * 0xffff ) ) ;
}
else
{
ret = ( ( u32 ) ( val * 0xffffff ) ) ;
}
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D3D : : context - > Unmap ( read_tex , 0 ) ;
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// TODO: in RE0 this value is often off by one in Video_DX9 (where this code is derived from), which causes lighting to disappear
return ret ;
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}
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else if ( type = = PEEK_COLOR )
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{
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// we can directly copy to system memory here
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read_tex = FramebufferManager : : GetEFBColorStagingBuffer ( ) ;
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D3D11_BOX box = CD3D11_BOX ( RectToLock . left , RectToLock . top , 0 , RectToLock . right , RectToLock . bottom , 1 ) ;
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D3D : : context - > CopySubresourceRegion ( read_tex , 0 , 0 , 0 , 0 , FramebufferManager : : GetEFBColorTexture ( ) - > GetTex ( ) , 0 , & box ) ;
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// read the data from system memory
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D3D : : context - > Map ( read_tex , 0 , D3D11_MAP_READ , 0 , & map ) ;
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u32 ret = 0 ;
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if ( map . pData )
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ret = * ( u32 * ) map . pData ;
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D3D : : context - > Unmap ( read_tex , 0 ) ;
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// check what to do with the alpha channel (GX_PokeAlphaRead)
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PixelEngine : : UPEAlphaReadReg alpha_read_mode = PixelEngine : : GetAlphaReadMode ( ) ;
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if ( bpmem . zcontrol . pixel_format = = PEControl : : RGBA6_Z24 )
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{
ret = RGBA8ToRGBA6ToRGBA8 ( ret ) ;
}
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else if ( bpmem . zcontrol . pixel_format = = PEControl : : RGB565_Z16 )
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{
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ret = RGBA8ToRGB565ToRGBA8 ( ret ) ;
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}
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if ( bpmem . zcontrol . pixel_format ! = PEControl : : RGBA6_Z24 )
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{
ret | = 0xFF000000 ;
}
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if ( alpha_read_mode . ReadMode = = 2 ) return ret ; // GX_READ_NONE
else if ( alpha_read_mode . ReadMode = = 1 ) return ( ret | 0xFF000000 ) ; // GX_READ_FF
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else /*if(alpha_read_mode.ReadMode == 0)*/ return ( ret & 0x00FFFFFF ) ; // GX_READ_00
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}
else //if(type == POKE_COLOR)
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{
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u32 rgbaColor = ( poke_data & 0xFF00FF00 ) | ( ( poke_data > > 16 ) & 0xFF ) | ( ( poke_data < < 16 ) & 0xFF0000 ) ;
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// TODO: The first five PE registers may change behavior of EFB pokes, this isn't implemented, yet.
ResetAPIState ( ) ;
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D3D : : context - > OMSetRenderTargets ( 1 , & FramebufferManager : : GetEFBColorTexture ( ) - > GetRTV ( ) , nullptr ) ;
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D3D : : drawColorQuad ( rgbaColor , ( float ) RectToLock . left * 2.f / ( float ) Renderer : : GetTargetWidth ( ) - 1.f ,
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- ( float ) RectToLock . top * 2.f / ( float ) Renderer : : GetTargetHeight ( ) + 1.f ,
( float ) RectToLock . right * 2.f / ( float ) Renderer : : GetTargetWidth ( ) - 1.f ,
- ( float ) RectToLock . bottom * 2.f / ( float ) Renderer : : GetTargetHeight ( ) + 1.f ) ;
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RestoreAPIState ( ) ;
return 0 ;
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}
}
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void Renderer : : SetViewport ( )
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{
// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
// [0] = width/2
// [1] = height/2
// [2] = 16777215 * (farz - nearz)
// [3] = xorig + width/2 + 342
// [4] = yorig + height/2 + 342
// [5] = 16777215 * farz
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// D3D crashes for zero viewports
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if ( xfmem . viewport . wd = = 0 | | xfmem . viewport . ht = = 0 )
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return ;
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int scissorXOff = bpmem . scissorOffset . x * 2 ;
int scissorYOff = bpmem . scissorOffset . y * 2 ;
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float X = Renderer : : EFBToScaledXf ( xfmem . viewport . xOrig - xfmem . viewport . wd - scissorXOff ) ;
float Y = Renderer : : EFBToScaledYf ( xfmem . viewport . yOrig + xfmem . viewport . ht - scissorYOff ) ;
float Wd = Renderer : : EFBToScaledXf ( 2.0f * xfmem . viewport . wd ) ;
float Ht = Renderer : : EFBToScaledYf ( - 2.0f * xfmem . viewport . ht ) ;
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if ( Wd < 0.0f )
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{
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X + = Wd ;
Wd = - Wd ;
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}
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if ( Ht < 0.0f )
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{
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Y + = Ht ;
Ht = - Ht ;
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}
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// In D3D, the viewport rectangle must fit within the render target.
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X = ( X > = 0.f ) ? X : 0.f ;
Y = ( Y > = 0.f ) ? Y : 0.f ;
Wd = ( X + Wd < = GetTargetWidth ( ) ) ? Wd : ( GetTargetWidth ( ) - X ) ;
Ht = ( Y + Ht < = GetTargetHeight ( ) ) ? Ht : ( GetTargetHeight ( ) - Y ) ;
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT ( X , Y , Wd , Ht ,
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std : : max ( 0.0f , std : : min ( 1.0f , ( xfmem . viewport . farZ - xfmem . viewport . zRange ) / 16777216.0f ) ) ,
std : : max ( 0.0f , std : : min ( 1.0f , xfmem . viewport . farZ / 16777216.0f ) ) ) ;
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D3D : : context - > RSSetViewports ( 1 , & vp ) ;
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}
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void Renderer : : ClearScreen ( const EFBRectangle & rc , bool colorEnable , bool alphaEnable , bool zEnable , u32 color , u32 z )
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{
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ResetAPIState ( ) ;
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if ( colorEnable & & alphaEnable ) D3D : : stateman - > PushBlendState ( clearblendstates [ 0 ] ) ;
else if ( colorEnable ) D3D : : stateman - > PushBlendState ( clearblendstates [ 1 ] ) ;
else if ( alphaEnable ) D3D : : stateman - > PushBlendState ( clearblendstates [ 2 ] ) ;
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else D3D : : stateman - > PushBlendState ( clearblendstates [ 3 ] ) ;
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// TODO: Should we enable Z testing here?
/*if (!bpmem.zmode.testenable) D3D::stateman->PushDepthState(cleardepthstates[0]);
else */ if ( zEnable ) D3D : : stateman - > PushDepthState ( cleardepthstates [ 1 ] ) ;
else /*if (!zEnable)*/ D3D : : stateman - > PushDepthState ( cleardepthstates [ 2 ] ) ;
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// Update the view port for clearing the picture
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TargetRectangle targetRc = Renderer : : ConvertEFBRectangle ( rc ) ;
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT ( ( float ) targetRc . left , ( float ) targetRc . top , ( float ) targetRc . GetWidth ( ) , ( float ) targetRc . GetHeight ( ) , 0.f , 1.f ) ;
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D3D : : context - > RSSetViewports ( 1 , & vp ) ;
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// Color is passed in bgra mode so we need to convert it to rgba
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u32 rgbaColor = ( color & 0xFF00FF00 ) | ( ( color > > 16 ) & 0xFF ) | ( ( color < < 16 ) & 0xFF0000 ) ;
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D3D : : drawClearQuad ( rgbaColor , ( z & 0xFFFFFF ) / float ( 0xFFFFFF ) ) ;
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D3D : : stateman - > PopDepthState ( ) ;
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D3D : : stateman - > PopBlendState ( ) ;
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RestoreAPIState ( ) ;
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}
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void Renderer : : ReinterpretPixelData ( unsigned int convtype )
{
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// TODO: MSAA support..
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D3D11_RECT source = CD3D11_RECT ( 0 , 0 , g_renderer - > GetTargetWidth ( ) , g_renderer - > GetTargetHeight ( ) ) ;
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ID3D11PixelShader * pixel_shader ;
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if ( convtype = = 0 ) pixel_shader = PixelShaderCache : : ReinterpRGB8ToRGBA6 ( true ) ;
else if ( convtype = = 2 ) pixel_shader = PixelShaderCache : : ReinterpRGBA6ToRGB8 ( true ) ;
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else
{
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ERROR_LOG ( VIDEO , " Trying to reinterpret pixel data with unsupported conversion type %d " , convtype ) ;
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return ;
}
// convert data and set the target texture as our new EFB
g_renderer - > ResetAPIState ( ) ;
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT ( 0.f , 0.f , ( float ) g_renderer - > GetTargetWidth ( ) , ( float ) g_renderer - > GetTargetHeight ( ) ) ;
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D3D : : context - > RSSetViewports ( 1 , & vp ) ;
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D3D : : context - > OMSetRenderTargets ( 1 , & FramebufferManager : : GetEFBColorTempTexture ( ) - > GetRTV ( ) , nullptr ) ;
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D3D : : SetPointCopySampler ( ) ;
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D3D : : drawShadedTexQuad ( FramebufferManager : : GetEFBColorTexture ( ) - > GetSRV ( ) , & source , g_renderer - > GetTargetWidth ( ) , g_renderer - > GetTargetHeight ( ) ,
pixel_shader , VertexShaderCache : : GetSimpleVertexShader ( ) , VertexShaderCache : : GetSimpleInputLayout ( ) , GeometryShaderCache : : GetCopyGeometryShader ( ) ) ;
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g_renderer - > RestoreAPIState ( ) ;
FramebufferManager : : SwapReinterpretTexture ( ) ;
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D3D : : context - > OMSetRenderTargets ( 1 , & FramebufferManager : : GetEFBColorTexture ( ) - > GetRTV ( ) , FramebufferManager : : GetEFBDepthTexture ( ) - > GetDSV ( ) ) ;
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}
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void Renderer : : SetBlendMode ( bool forceUpdate )
{
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// Our render target always uses an alpha channel, so we need to override the blend functions to assume a destination alpha of 1 if the render target isn't supposed to have an alpha channel
// Example: D3DBLEND_DESTALPHA needs to be D3DBLEND_ONE since the result without an alpha channel is assumed to always be 1.
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bool target_has_alpha = bpmem . zcontrol . pixel_format = = PEControl : : RGBA6_Z24 ;
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const D3D11_BLEND d3dSrcFactors [ 8 ] =
{
D3D11_BLEND_ZERO ,
D3D11_BLEND_ONE ,
D3D11_BLEND_DEST_COLOR ,
D3D11_BLEND_INV_DEST_COLOR ,
D3D11_BLEND_SRC_ALPHA ,
D3D11_BLEND_INV_SRC_ALPHA , // NOTE: Use SRC1_ALPHA if dst alpha is enabled!
( target_has_alpha ) ? D3D11_BLEND_DEST_ALPHA : D3D11_BLEND_ONE ,
( target_has_alpha ) ? D3D11_BLEND_INV_DEST_ALPHA : D3D11_BLEND_ZERO
} ;
const D3D11_BLEND d3dDestFactors [ 8 ] =
{
D3D11_BLEND_ZERO ,
D3D11_BLEND_ONE ,
D3D11_BLEND_SRC_COLOR ,
D3D11_BLEND_INV_SRC_COLOR ,
D3D11_BLEND_SRC_ALPHA ,
D3D11_BLEND_INV_SRC_ALPHA , // NOTE: Use SRC1_ALPHA if dst alpha is enabled!
( target_has_alpha ) ? D3D11_BLEND_DEST_ALPHA : D3D11_BLEND_ONE ,
( target_has_alpha ) ? D3D11_BLEND_INV_DEST_ALPHA : D3D11_BLEND_ZERO
} ;
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if ( bpmem . blendmode . logicopenable & & ! bpmem . blendmode . blendenable & & ! forceUpdate )
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return ;
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if ( bpmem . blendmode . subtract )
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{
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gx_state . blend . blend_enable = true ;
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gx_state . blend . blend_op = D3D11_BLEND_OP_REV_SUBTRACT ;
gx_state . blend . src_blend = D3D11_BLEND_ONE ;
gx_state . blend . dst_blend = D3D11_BLEND_ONE ;
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}
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else
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{
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gx_state . blend . blend_enable = ( u32 ) bpmem . blendmode . blendenable ;
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if ( bpmem . blendmode . blendenable )
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{
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gx_state . blend . blend_op = D3D11_BLEND_OP_ADD ;
gx_state . blend . src_blend = d3dSrcFactors [ bpmem . blendmode . srcfactor ] ;
gx_state . blend . dst_blend = d3dDestFactors [ bpmem . blendmode . dstfactor ] ;
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}
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}
}
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bool Renderer : : SaveScreenshot ( const std : : string & filename , const TargetRectangle & rc )
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{
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if ( ! s_screenshot_texture )
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CreateScreenshotTexture ( rc ) ;
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// copy back buffer to system memory
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D3D11_BOX box = CD3D11_BOX ( rc . left , rc . top , 0 , rc . right , rc . bottom , 1 ) ;
D3D : : context - > CopySubresourceRegion ( s_screenshot_texture , 0 , 0 , 0 , 0 , ( ID3D11Resource * ) D3D : : GetBackBuffer ( ) - > GetTex ( ) , 0 , & box ) ;
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D3D11_MAPPED_SUBRESOURCE map ;
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D3D : : context - > Map ( s_screenshot_texture , 0 , D3D11_MAP_READ_WRITE , 0 , & map ) ;
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bool saved_png = TextureToPng ( ( u8 * ) map . pData , map . RowPitch , filename , rc . GetWidth ( ) , rc . GetHeight ( ) , false ) ;
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D3D : : context - > Unmap ( s_screenshot_texture , 0 ) ;
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if ( saved_png )
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{
OSD : : AddMessage ( StringFromFormat ( " Saved %i x %i %s " , rc . GetWidth ( ) ,
rc . GetHeight ( ) , filename . c_str ( ) ) ) ;
}
else
{
OSD : : AddMessage ( StringFromFormat ( " Error saving %s " , filename . c_str ( ) ) ) ;
}
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return saved_png ;
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}
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void formatBufferDump ( const u8 * in , u8 * out , int w , int h , int p )
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{
for ( int y = 0 ; y < h ; + + y )
{
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auto line = ( in + ( h - y - 1 ) * p ) ;
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for ( int x = 0 ; x < w ; + + x )
{
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out [ 0 ] = line [ 2 ] ;
out [ 1 ] = line [ 1 ] ;
out [ 2 ] = line [ 0 ] ;
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out + = 3 ;
line + = 4 ;
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}
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}
}
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// This function has the final picture. We adjust the aspect ratio here.
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void Renderer : : SwapImpl ( u32 xfbAddr , u32 fbWidth , u32 fbStride , u32 fbHeight , const EFBRectangle & rc , float Gamma )
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{
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if ( g_bSkipCurrentFrame | | ( ! XFBWrited & & ! g_ActiveConfig . RealXFBEnabled ( ) ) | | ! fbWidth | | ! fbHeight )
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{
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if ( SConfig : : GetInstance ( ) . m_DumpFrames & & ! frame_data . empty ( ) )
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AVIDump : : AddFrame ( & frame_data [ 0 ] , fbWidth , fbHeight ) ;
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Core : : Callback_VideoCopiedToXFB ( false ) ;
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return ;
}
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u32 xfbCount = 0 ;
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const XFBSourceBase * const * xfbSourceList = FramebufferManager : : GetXFBSource ( xfbAddr , fbStride , fbHeight , & xfbCount ) ;
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if ( ( ! xfbSourceList | | xfbCount = = 0 ) & & g_ActiveConfig . bUseXFB & & ! g_ActiveConfig . bUseRealXFB )
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{
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if ( SConfig : : GetInstance ( ) . m_DumpFrames & & ! frame_data . empty ( ) )
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AVIDump : : AddFrame ( & frame_data [ 0 ] , fbWidth , fbHeight ) ;
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Core : : Callback_VideoCopiedToXFB ( false ) ;
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return ;
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}
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ResetAPIState ( ) ;
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// Prepare to copy the XFBs to our backbuffer
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UpdateDrawRectangle ( s_backbuffer_width , s_backbuffer_height ) ;
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TargetRectangle targetRc = GetTargetRectangle ( ) ;
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D3D : : context - > OMSetRenderTargets ( 1 , & D3D : : GetBackBuffer ( ) - > GetRTV ( ) , nullptr ) ;
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float ClearColor [ 4 ] = { 0.f , 0.f , 0.f , 1.f } ;
D3D : : context - > ClearRenderTargetView ( D3D : : GetBackBuffer ( ) - > GetRTV ( ) , ClearColor ) ;
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// activate linear filtering for the buffer copies
D3D : : SetLinearCopySampler ( ) ;
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if ( g_ActiveConfig . bUseXFB & & g_ActiveConfig . bUseRealXFB )
{
// TODO: Television should be used to render Virtual XFB mode as well.
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT ( ( float ) targetRc . left , ( float ) targetRc . top , ( float ) targetRc . GetWidth ( ) , ( float ) targetRc . GetHeight ( ) ) ;
D3D : : context - > RSSetViewports ( 1 , & vp ) ;
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s_television . Submit ( xfbAddr , fbStride , fbWidth , fbHeight ) ;
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s_television . Render ( ) ;
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}
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else if ( g_ActiveConfig . bUseXFB )
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{
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const XFBSource * xfbSource ;
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// draw each xfb source
for ( u32 i = 0 ; i < xfbCount ; + + i )
{
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xfbSource = ( const XFBSource * ) xfbSourceList [ i ] ;
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TargetRectangle drawRc ;
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// use virtual xfb with offset
int xfbHeight = xfbSource - > srcHeight ;
int xfbWidth = xfbSource - > srcWidth ;
int hOffset = ( ( s32 ) xfbSource - > srcAddr - ( s32 ) xfbAddr ) / ( ( s32 ) fbStride * 2 ) ;
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drawRc . top = targetRc . top + hOffset * targetRc . GetHeight ( ) / fbHeight ;
drawRc . bottom = targetRc . top + ( hOffset + xfbHeight ) * targetRc . GetHeight ( ) / fbHeight ;
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drawRc . left = targetRc . left + ( targetRc . GetWidth ( ) - xfbWidth * targetRc . GetWidth ( ) / fbStride ) / 2 ;
drawRc . right = targetRc . left + ( targetRc . GetWidth ( ) + xfbWidth * targetRc . GetWidth ( ) / fbStride ) / 2 ;
// The following code disables auto stretch. Kept for reference.
// scale draw area for a 1 to 1 pixel mapping with the draw target
//float vScale = (float)fbHeight / (float)s_backbuffer_height;
//float hScale = (float)fbWidth / (float)s_backbuffer_width;
//drawRc.top *= vScale;
//drawRc.bottom *= vScale;
//drawRc.left *= hScale;
//drawRc.right *= hScale;
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TargetRectangle sourceRc ;
sourceRc . left = 0 ;
sourceRc . top = 0 ;
sourceRc . right = ( int ) xfbSource - > texWidth ;
sourceRc . bottom = ( int ) xfbSource - > texHeight ;
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BlitScreen ( sourceRc , drawRc , xfbSource - > tex , xfbSource - > texWidth , xfbSource - > texHeight , Gamma ) ;
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}
}
else
{
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TargetRectangle sourceRc = Renderer : : ConvertEFBRectangle ( rc ) ;
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// TODO: Improve sampling algorithm for the pixel shader so that we can use the multisampled EFB texture as source
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D3DTexture2D * read_texture = FramebufferManager : : GetResolvedEFBColorTexture ( ) ;
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BlitScreen ( sourceRc , targetRc , read_texture , GetTargetWidth ( ) , GetTargetHeight ( ) , Gamma ) ;
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}
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// done with drawing the game stuff, good moment to save a screenshot
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if ( s_bScreenshot )
{
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SaveScreenshot ( s_sScreenshotName , GetTargetRectangle ( ) ) ;
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s_bScreenshot = false ;
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}
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// Dump frames
static int w = 0 , h = 0 ;
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if ( SConfig : : GetInstance ( ) . m_DumpFrames )
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{
static int s_recordWidth ;
static int s_recordHeight ;
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if ( ! s_screenshot_texture )
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CreateScreenshotTexture ( GetTargetRectangle ( ) ) ;
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D3D11_BOX box = CD3D11_BOX ( GetTargetRectangle ( ) . left , GetTargetRectangle ( ) . top , 0 , GetTargetRectangle ( ) . right , GetTargetRectangle ( ) . bottom , 1 ) ;
D3D : : context - > CopySubresourceRegion ( s_screenshot_texture , 0 , 0 , 0 , 0 , ( ID3D11Resource * ) D3D : : GetBackBuffer ( ) - > GetTex ( ) , 0 , & box ) ;
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if ( ! bLastFrameDumped )
{
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s_recordWidth = GetTargetRectangle ( ) . GetWidth ( ) ;
s_recordHeight = GetTargetRectangle ( ) . GetHeight ( ) ;
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bAVIDumping = AVIDump : : Start ( D3D : : hWnd , s_recordWidth , s_recordHeight ) ;
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if ( ! bAVIDumping )
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{
PanicAlert ( " Error dumping frames to AVI. " ) ;
}
else
{
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std : : string msg = StringFromFormat ( " Dumping Frames to \" %sframedump0.avi \" (%dx%d RGB24) " ,
File : : GetUserPath ( D_DUMPFRAMES_IDX ) . c_str ( ) , s_recordWidth , s_recordHeight ) ;
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OSD : : AddMessage ( msg , 2000 ) ;
}
}
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if ( bAVIDumping )
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{
D3D11_MAPPED_SUBRESOURCE map ;
D3D : : context - > Map ( s_screenshot_texture , 0 , D3D11_MAP_READ , 0 , & map ) ;
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if ( frame_data . empty ( ) | | w ! = s_recordWidth | | h ! = s_recordHeight )
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{
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frame_data . resize ( 3 * s_recordWidth * s_recordHeight ) ;
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w = s_recordWidth ;
h = s_recordHeight ;
}
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formatBufferDump ( ( u8 * ) map . pData , & frame_data [ 0 ] , s_recordWidth , s_recordHeight , map . RowPitch ) ;
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AVIDump : : AddFrame ( & frame_data [ 0 ] , GetTargetRectangle ( ) . GetWidth ( ) , GetTargetRectangle ( ) . GetHeight ( ) ) ;
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D3D : : context - > Unmap ( s_screenshot_texture , 0 ) ;
}
bLastFrameDumped = true ;
}
else
{
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if ( bLastFrameDumped & & bAVIDumping )
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{
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std : : vector < u8 > ( ) . swap ( frame_data ) ;
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w = h = 0 ;
AVIDump : : Stop ( ) ;
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bAVIDumping = false ;
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OSD : : AddMessage ( " Stop dumping frames to AVI " , 2000 ) ;
}
bLastFrameDumped = false ;
}
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// Reset viewport for drawing text
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT ( 0.0f , 0.0f , ( float ) GetBackbufferWidth ( ) , ( float ) GetBackbufferHeight ( ) ) ;
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D3D : : context - > RSSetViewports ( 1 , & vp ) ;
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Renderer : : DrawDebugText ( ) ;
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OSD : : DrawMessages ( ) ;
D3D : : EndFrame ( ) ;
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TextureCache : : Cleanup ( ) ;
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// Enable configuration changes
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UpdateActiveConfig ( ) ;
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TextureCache : : OnConfigChanged ( g_ActiveConfig ) ;
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SetWindowSize ( fbStride , fbHeight ) ;
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const bool windowResized = CheckForResize ( ) ;
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const bool fullscreen = g_ActiveConfig . bFullscreen & &
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! SConfig : : GetInstance ( ) . m_LocalCoreStartupParameter . bRenderToMain ;
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bool fullscreen_changed = s_last_fullscreen_mode ! = fullscreen ;
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bool fullscreen_state ;
if ( SUCCEEDED ( D3D : : GetFullscreenState ( & fullscreen_state ) ) )
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{
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if ( fullscreen_state ! = fullscreen & & Host_RendererHasFocus ( ) )
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{
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// The current fullscreen state does not match the configuration,
// this may happen when the renderer frame loses focus. When the
// render frame is in focus again we can re-apply the configuration.
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fullscreen_changed = true ;
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}
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}
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bool xfbchanged = false ;
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if ( FramebufferManagerBase : : LastXfbWidth ( ) ! = fbStride | | FramebufferManagerBase : : LastXfbHeight ( ) ! = fbHeight )
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{
xfbchanged = true ;
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unsigned int w = ( fbStride < 1 | | fbStride > MAX_XFB_WIDTH ) ? MAX_XFB_WIDTH : fbStride ;
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unsigned int h = ( fbHeight < 1 | | fbHeight > MAX_XFB_HEIGHT ) ? MAX_XFB_HEIGHT : fbHeight ;
FramebufferManagerBase : : SetLastXfbWidth ( w ) ;
FramebufferManagerBase : : SetLastXfbHeight ( h ) ;
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}
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// Flip/present backbuffer to frontbuffer here
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D3D : : Present ( ) ;
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// Resize the back buffers NOW to avoid flickering
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if ( xfbchanged | |
windowResized | |
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fullscreen_changed | |
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s_LastEFBScale ! = g_ActiveConfig . iEFBScale | |
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s_LastAA ! = g_ActiveConfig . iMultisampleMode | |
s_LastStereo ! = ( g_ActiveConfig . iStereoMode > 0 ) )
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{
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s_LastAA = g_ActiveConfig . iMultisampleMode ;
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PixelShaderCache : : InvalidateMSAAShaders ( ) ;
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if ( windowResized | | fullscreen_changed )
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{
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// Apply fullscreen state
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if ( fullscreen_changed )
{
s_last_fullscreen_mode = fullscreen ;
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D3D : : SetFullscreenState ( fullscreen ) ;
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// Notify the host that it is safe to exit fullscreen
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if ( ! fullscreen )
{
Host_RequestFullscreen ( false ) ;
}
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}
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// TODO: Aren't we still holding a reference to the back buffer right now?
D3D : : Reset ( ) ;
SAFE_RELEASE ( s_screenshot_texture ) ;
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SAFE_RELEASE ( s_3d_vision_texture ) ;
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s_backbuffer_width = D3D : : GetBackBufferWidth ( ) ;
s_backbuffer_height = D3D : : GetBackBufferHeight ( ) ;
}
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UpdateDrawRectangle ( s_backbuffer_width , s_backbuffer_height ) ;
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s_LastEFBScale = g_ActiveConfig . iEFBScale ;
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s_LastStereo = g_ActiveConfig . iStereoMode > 0 ;
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CalculateTargetSize ( s_backbuffer_width , s_backbuffer_height ) ;
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D3D : : context - > OMSetRenderTargets ( 1 , & D3D : : GetBackBuffer ( ) - > GetRTV ( ) , nullptr ) ;
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delete g_framebuffer_manager ;
g_framebuffer_manager = new FramebufferManager ;
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float clear_col [ 4 ] = { 0.f , 0.f , 0.f , 1.f } ;
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D3D : : context - > ClearRenderTargetView ( FramebufferManager : : GetEFBColorTexture ( ) - > GetRTV ( ) , clear_col ) ;
D3D : : context - > ClearDepthStencilView ( FramebufferManager : : GetEFBDepthTexture ( ) - > GetDSV ( ) , D3D11_CLEAR_DEPTH , 1.f , 0 ) ;
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}
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// begin next frame
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RestoreAPIState ( ) ;
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D3D : : BeginFrame ( ) ;
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D3D : : context - > OMSetRenderTargets ( 1 , & FramebufferManager : : GetEFBColorTexture ( ) - > GetRTV ( ) , FramebufferManager : : GetEFBDepthTexture ( ) - > GetDSV ( ) ) ;
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SetViewport ( ) ;
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}
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// ALWAYS call RestoreAPIState for each ResetAPIState call you're doing
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void Renderer : : ResetAPIState ( )
{
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D3D : : stateman - > PushBlendState ( resetblendstate ) ;
D3D : : stateman - > PushDepthState ( resetdepthstate ) ;
D3D : : stateman - > PushRasterizerState ( resetraststate ) ;
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}
void Renderer : : RestoreAPIState ( )
{
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// Gets us back into a more game-like state.
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D3D : : stateman - > PopBlendState ( ) ;
D3D : : stateman - > PopDepthState ( ) ;
D3D : : stateman - > PopRasterizerState ( ) ;
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SetViewport ( ) ;
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BPFunctions : : SetScissor ( ) ;
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}
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void Renderer : : ApplyState ( bool bUseDstAlpha )
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{
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gx_state . blend . use_dst_alpha = bUseDstAlpha ;
D3D : : stateman - > PushBlendState ( gx_state_cache . Get ( gx_state . blend ) ) ;
D3D : : stateman - > PushDepthState ( gx_state_cache . Get ( gx_state . zmode ) ) ;
D3D : : stateman - > PushRasterizerState ( gx_state_cache . Get ( gx_state . raster ) ) ;
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for ( unsigned int stage = 0 ; stage < 8 ; stage + + )
{
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// TODO: cache SamplerState directly, not d3d object
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gx_state . sampler [ stage ] . max_anisotropy = g_ActiveConfig . iMaxAnisotropy ;
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D3D : : stateman - > SetSampler ( stage , gx_state_cache . Get ( gx_state . sampler [ stage ] ) ) ;
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}
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if ( bUseDstAlpha )
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{
// restore actual state
SetBlendMode ( false ) ;
SetLogicOpMode ( ) ;
}
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ID3D11Buffer * vertexConstants = VertexShaderCache : : GetConstantBuffer ( ) ;
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D3D : : stateman - > SetPixelConstants ( PixelShaderCache : : GetConstantBuffer ( ) , g_ActiveConfig . bEnablePixelLighting ? vertexConstants : nullptr ) ;
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D3D : : stateman - > SetVertexConstants ( vertexConstants ) ;
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D3D : : stateman - > SetGeometryConstants ( GeometryShaderCache : : GetConstantBuffer ( ) ) ;
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D3D : : stateman - > SetPixelShader ( PixelShaderCache : : GetActiveShader ( ) ) ;
D3D : : stateman - > SetVertexShader ( VertexShaderCache : : GetActiveShader ( ) ) ;
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D3D : : stateman - > SetGeometryShader ( GeometryShaderCache : : GetActiveShader ( ) ) ;
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}
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void Renderer : : RestoreState ( )
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{
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D3D : : stateman - > PopBlendState ( ) ;
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D3D : : stateman - > PopDepthState ( ) ;
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D3D : : stateman - > PopRasterizerState ( ) ;
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}
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void Renderer : : ApplyCullDisable ( )
{
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RasterizerState rast = gx_state . raster ;
rast . cull_mode = D3D11_CULL_NONE ;
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ID3D11RasterizerState * raststate = gx_state_cache . Get ( rast ) ;
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D3D : : stateman - > PushRasterizerState ( raststate ) ;
}
void Renderer : : RestoreCull ( )
{
D3D : : stateman - > PopRasterizerState ( ) ;
}
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void Renderer : : SetGenerationMode ( )
{
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const D3D11_CULL_MODE d3dCullModes [ 4 ] =
{
D3D11_CULL_NONE ,
D3D11_CULL_BACK ,
D3D11_CULL_FRONT ,
D3D11_CULL_BACK
} ;
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// rastdc.FrontCounterClockwise must be false for this to work
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// TODO: GX_CULL_ALL not supported, yet!
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gx_state . raster . cull_mode = d3dCullModes [ bpmem . genMode . cullmode ] ;
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}
void Renderer : : SetDepthMode ( )
{
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gx_state . zmode = bpmem . zmode ;
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}
void Renderer : : SetLogicOpMode ( )
{
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// D3D11 doesn't support logic blending, so this is a huge hack
// TODO: Make use of D3D11.1's logic blending support
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// 0 0x00
// 1 Source & destination
// 2 Source & ~destination
// 3 Source
// 4 ~Source & destination
// 5 Destination
// 6 Source ^ destination = Source & ~destination | ~Source & destination
// 7 Source | destination
// 8 ~(Source | destination)
// 9 ~(Source ^ destination) = ~Source & ~destination | Source & destination
// 10 ~Destination
// 11 Source | ~destination
// 12 ~Source
// 13 ~Source | destination
// 14 ~(Source & destination)
// 15 0xff
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const D3D11_BLEND_OP d3dLogicOps [ 16 ] =
{
D3D11_BLEND_OP_ADD , //0
D3D11_BLEND_OP_ADD , //1
D3D11_BLEND_OP_SUBTRACT , //2
D3D11_BLEND_OP_ADD , //3
D3D11_BLEND_OP_REV_SUBTRACT , //4
D3D11_BLEND_OP_ADD , //5
D3D11_BLEND_OP_MAX , //6
D3D11_BLEND_OP_ADD , //7
D3D11_BLEND_OP_MAX , //8
D3D11_BLEND_OP_MAX , //9
D3D11_BLEND_OP_ADD , //10
D3D11_BLEND_OP_ADD , //11
D3D11_BLEND_OP_ADD , //12
D3D11_BLEND_OP_ADD , //13
D3D11_BLEND_OP_ADD , //14
D3D11_BLEND_OP_ADD //15
} ;
const D3D11_BLEND d3dLogicOpSrcFactors [ 16 ] =
{
D3D11_BLEND_ZERO , //0
D3D11_BLEND_DEST_COLOR , //1
D3D11_BLEND_ONE , //2
D3D11_BLEND_ONE , //3
D3D11_BLEND_DEST_COLOR , //4
D3D11_BLEND_ZERO , //5
D3D11_BLEND_INV_DEST_COLOR , //6
D3D11_BLEND_INV_DEST_COLOR , //7
D3D11_BLEND_INV_SRC_COLOR , //8
D3D11_BLEND_INV_SRC_COLOR , //9
D3D11_BLEND_INV_DEST_COLOR , //10
D3D11_BLEND_ONE , //11
D3D11_BLEND_INV_SRC_COLOR , //12
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D3D11_BLEND_INV_SRC_COLOR , //13
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D3D11_BLEND_INV_DEST_COLOR , //14
D3D11_BLEND_ONE //15
} ;
const D3D11_BLEND d3dLogicOpDestFactors [ 16 ] =
{
D3D11_BLEND_ZERO , //0
D3D11_BLEND_ZERO , //1
D3D11_BLEND_INV_SRC_COLOR , //2
D3D11_BLEND_ZERO , //3
D3D11_BLEND_ONE , //4
D3D11_BLEND_ONE , //5
D3D11_BLEND_INV_SRC_COLOR , //6
D3D11_BLEND_ONE , //7
D3D11_BLEND_INV_DEST_COLOR , //8
D3D11_BLEND_SRC_COLOR , //9
D3D11_BLEND_INV_DEST_COLOR , //10
D3D11_BLEND_INV_DEST_COLOR , //11
D3D11_BLEND_INV_SRC_COLOR , //12
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D3D11_BLEND_ONE , //13
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D3D11_BLEND_INV_SRC_COLOR , //14
D3D11_BLEND_ONE //15
} ;
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if ( bpmem . blendmode . logicopenable & & ! bpmem . blendmode . blendenable )
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{
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gx_state . blend . blend_enable = true ;
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gx_state . blend . blend_op = d3dLogicOps [ bpmem . blendmode . logicmode ] ;
gx_state . blend . src_blend = d3dLogicOpSrcFactors [ bpmem . blendmode . logicmode ] ;
gx_state . blend . dst_blend = d3dLogicOpDestFactors [ bpmem . blendmode . logicmode ] ;
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}
else
{
SetBlendMode ( true ) ;
}
}
void Renderer : : SetDitherMode ( )
{
// TODO: Set dither mode to bpmem.blendmode.dither
}
void Renderer : : SetSamplerState ( int stage , int texindex )
{
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const FourTexUnits & tex = bpmem . tex [ texindex ] ;
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const TexMode0 & tm0 = tex . texMode0 [ stage ] ;
const TexMode1 & tm1 = tex . texMode1 [ stage ] ;
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if ( texindex )
stage + = 4 ;
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if ( g_ActiveConfig . bForceFiltering )
{
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gx_state . sampler [ stage ] . min_filter = 6 ; // 4 (linear mip) | 2 (linear min)
gx_state . sampler [ stage ] . mag_filter = 1 ; // linear mag
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}
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else
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{
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gx_state . sampler [ stage ] . min_filter = ( u32 ) tm0 . min_filter ;
gx_state . sampler [ stage ] . mag_filter = ( u32 ) tm0 . mag_filter ;
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}
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gx_state . sampler [ stage ] . wrap_s = ( u32 ) tm0 . wrap_s ;
gx_state . sampler [ stage ] . wrap_t = ( u32 ) tm0 . wrap_t ;
gx_state . sampler [ stage ] . max_lod = ( u32 ) tm1 . max_lod ;
gx_state . sampler [ stage ] . min_lod = ( u32 ) tm1 . min_lod ;
gx_state . sampler [ stage ] . lod_bias = ( s32 ) tm0 . lod_bias ;
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}
void Renderer : : SetInterlacingMode ( )
{
// TODO
}
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int Renderer : : GetMaxTextureSize ( )
{
return DX11 : : D3D : : GetMaxTextureSize ( ) ;
}
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u16 Renderer : : BBoxRead ( int index )
{
// Here we get the min/max value of the truncated position of the upscaled framebuffer.
// So we have to correct them to the unscaled EFB sizes.
int value = BBox : : Get ( index ) ;
if ( index < 2 )
{
// left/right
value = value * EFB_WIDTH / s_target_width ;
}
else
{
// up/down
value = value * EFB_HEIGHT / s_target_height ;
}
if ( index & 1 )
value + + ; // fix max values to describe the outer border
return value ;
}
void Renderer : : BBoxWrite ( int index , u16 _value )
{
int value = _value ; // u16 isn't enough to multiply by the efb width
if ( index & 1 )
value - - ;
if ( index < 2 )
{
value = value * s_target_width / EFB_WIDTH ;
}
else
{
value = value * s_target_height / EFB_HEIGHT ;
}
BBox : : Set ( index , value ) ;
}
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void Renderer : : BlitScreen ( TargetRectangle src , TargetRectangle dst , D3DTexture2D * src_texture , u32 src_width , u32 src_height , float Gamma )
{
if ( g_ActiveConfig . iStereoMode = = STEREO_SBS | | g_ActiveConfig . iStereoMode = = STEREO_TAB )
{
TargetRectangle leftRc , rightRc ;
ConvertStereoRectangle ( dst , leftRc , rightRc ) ;
D3D11_VIEWPORT leftVp = CD3D11_VIEWPORT ( ( float ) leftRc . left , ( float ) leftRc . top , ( float ) leftRc . GetWidth ( ) , ( float ) leftRc . GetHeight ( ) ) ;
D3D11_VIEWPORT rightVp = CD3D11_VIEWPORT ( ( float ) rightRc . left , ( float ) rightRc . top , ( float ) rightRc . GetWidth ( ) , ( float ) rightRc . GetHeight ( ) ) ;
D3D : : context - > RSSetViewports ( 1 , & leftVp ) ;
D3D : : drawShadedTexQuad ( src_texture - > GetSRV ( ) , src . AsRECT ( ) , src_width , src_height , PixelShaderCache : : GetColorCopyProgram ( false ) , VertexShaderCache : : GetSimpleVertexShader ( ) , VertexShaderCache : : GetSimpleInputLayout ( ) , nullptr , Gamma , 0 ) ;
D3D : : context - > RSSetViewports ( 1 , & rightVp ) ;
D3D : : drawShadedTexQuad ( src_texture - > GetSRV ( ) , src . AsRECT ( ) , src_width , src_height , PixelShaderCache : : GetColorCopyProgram ( false ) , VertexShaderCache : : GetSimpleVertexShader ( ) , VertexShaderCache : : GetSimpleInputLayout ( ) , nullptr , Gamma , 1 ) ;
}
else if ( g_ActiveConfig . iStereoMode = = STEREO_3DVISION )
{
if ( ! s_3d_vision_texture )
Create3DVisionTexture ( s_backbuffer_width , s_backbuffer_height ) ;
D3D11_VIEWPORT leftVp = CD3D11_VIEWPORT ( ( float ) dst . left , ( float ) dst . top , ( float ) dst . GetWidth ( ) , ( float ) dst . GetHeight ( ) ) ;
D3D11_VIEWPORT rightVp = CD3D11_VIEWPORT ( ( float ) ( dst . left + s_backbuffer_width ) , ( float ) dst . top , ( float ) dst . GetWidth ( ) , ( float ) dst . GetHeight ( ) ) ;
// Render to staging texture which is double the width of the backbuffer
D3D : : context - > OMSetRenderTargets ( 1 , & s_3d_vision_texture - > GetRTV ( ) , nullptr ) ;
D3D : : context - > RSSetViewports ( 1 , & leftVp ) ;
D3D : : drawShadedTexQuad ( src_texture - > GetSRV ( ) , src . AsRECT ( ) , src_width , src_height , PixelShaderCache : : GetColorCopyProgram ( false ) , VertexShaderCache : : GetSimpleVertexShader ( ) , VertexShaderCache : : GetSimpleInputLayout ( ) , nullptr , Gamma , 0 ) ;
D3D : : context - > RSSetViewports ( 1 , & rightVp ) ;
D3D : : drawShadedTexQuad ( src_texture - > GetSRV ( ) , src . AsRECT ( ) , src_width , src_height , PixelShaderCache : : GetColorCopyProgram ( false ) , VertexShaderCache : : GetSimpleVertexShader ( ) , VertexShaderCache : : GetSimpleInputLayout ( ) , nullptr , Gamma , 1 ) ;
// Copy the left eye to the backbuffer, if Nvidia 3D Vision is enabled it should
// recognize the signature and automatically include the right eye frame.
D3D11_BOX box = CD3D11_BOX ( 0 , 0 , 0 , s_backbuffer_width , s_backbuffer_height , 1 ) ;
D3D : : context - > CopySubresourceRegion ( D3D : : GetBackBuffer ( ) - > GetTex ( ) , 0 , 0 , 0 , 0 , s_3d_vision_texture - > GetTex ( ) , 0 , & box ) ;
// Restore render target to backbuffer
D3D : : context - > OMSetRenderTargets ( 1 , & D3D : : GetBackBuffer ( ) - > GetRTV ( ) , nullptr ) ;
}
else
{
D3D11_VIEWPORT vp = CD3D11_VIEWPORT ( ( float ) dst . left , ( float ) dst . top , ( float ) dst . GetWidth ( ) , ( float ) dst . GetHeight ( ) ) ;
D3D : : context - > RSSetViewports ( 1 , & vp ) ;
D3D : : drawShadedTexQuad ( src_texture - > GetSRV ( ) , src . AsRECT ( ) , src_width , src_height , ( g_Config . iStereoMode = = STEREO_ANAGLYPH ) ? PixelShaderCache : : GetAnaglyphProgram ( ) : PixelShaderCache : : GetColorCopyProgram ( false ) , VertexShaderCache : : GetSimpleVertexShader ( ) , VertexShaderCache : : GetSimpleInputLayout ( ) , nullptr , Gamma ) ;
}
}
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} // namespace DX11