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// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
# include <list>
# include "StringUtil.h"
# include "Common.h"
# include "Atomic.h"
# include "FileUtil.h"
# include "Thread.h"
# include "Timer.h"
# include "Statistics.h"
# include "VideoConfig.h"
# include "main.h"
# include "VertexManager.h"
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# include "PixelEngine.h"
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# include "Render.h"
# include "OpcodeDecoding.h"
# include "BPStructs.h"
# include "XFStructs.h"
# include "D3DUtil.h"
# include "VertexShaderManager.h"
# include "PixelShaderManager.h"
# include "VertexShaderCache.h"
# include "PixelShaderCache.h"
# include "VertexLoaderManager.h"
# include "TextureCache.h"
# include "EmuWindow.h"
# include "AVIDump.h"
# include "OnScreenDisplay.h"
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# include "FramebufferManager.h"
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# include "Fifo.h"
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# include "DLCache.h"
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# include "Debugger.h"
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# include <strsafe.h>
static int s_fps = 0 ;
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static u32 s_LastAA = 0 ;
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static u32 s_blendMode ;
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ID3D11Buffer * access_efb_cbuf = NULL ;
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ID3D11BlendState * clearblendstates [ 4 ] = { NULL } ;
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ID3D11DepthStencilState * cleardepthstates [ 3 ] = { NULL } ;
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ID3D11BlendState * resetblendstate = NULL ;
ID3D11DepthStencilState * resetdepthstate = NULL ;
ID3D11RasterizerState * resetraststate = NULL ;
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bool reset_called = false ;
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// State translation lookup tables
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static const D3D11_BLEND d3dSrcFactors [ 8 ] =
{
D3D11_BLEND_ZERO ,
D3D11_BLEND_ONE ,
D3D11_BLEND_DEST_COLOR ,
D3D11_BLEND_INV_DEST_COLOR ,
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D3D11_BLEND_SRC_ALPHA ,
D3D11_BLEND_INV_SRC_ALPHA , // NOTE: Use SRC1_ALPHA if dst alpha is enabled!
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D3D11_BLEND_DEST_ALPHA ,
D3D11_BLEND_INV_DEST_ALPHA
} ;
static const D3D11_BLEND d3dDestFactors [ 8 ] =
{
D3D11_BLEND_ZERO ,
D3D11_BLEND_ONE ,
D3D11_BLEND_SRC_COLOR ,
D3D11_BLEND_INV_SRC_COLOR ,
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D3D11_BLEND_SRC_ALPHA ,
D3D11_BLEND_INV_SRC_ALPHA , // NOTE: Use SRC1_ALPHA if dst alpha is enabled!
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D3D11_BLEND_DEST_ALPHA ,
D3D11_BLEND_INV_DEST_ALPHA
} ;
// 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
static 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
} ;
static 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
D3D11_BLEND_INV_SRC_COLOR , //13
D3D11_BLEND_INV_DEST_COLOR , //14
D3D11_BLEND_ONE //15
} ;
static 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
D3D11_BLEND_ONE , //13
D3D11_BLEND_INV_SRC_COLOR , //14
D3D11_BLEND_ONE //15
} ;
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static const D3D11_CULL_MODE d3dCullModes [ 4 ] =
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{
D3D11_CULL_NONE ,
D3D11_CULL_BACK ,
D3D11_CULL_FRONT ,
D3D11_CULL_BACK
} ;
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static const D3D11_COMPARISON_FUNC d3dCmpFuncs [ 8 ] =
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{
D3D11_COMPARISON_NEVER ,
D3D11_COMPARISON_LESS ,
D3D11_COMPARISON_EQUAL ,
D3D11_COMPARISON_LESS_EQUAL ,
D3D11_COMPARISON_GREATER ,
D3D11_COMPARISON_NOT_EQUAL ,
D3D11_COMPARISON_GREATER_EQUAL ,
D3D11_COMPARISON_ALWAYS
} ;
# define TEXF_NONE 0
# define TEXF_POINT 1
# define TEXF_LINEAR 2
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static const unsigned int d3dMipFilters [ 4 ] =
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{
TEXF_NONE ,
TEXF_POINT ,
TEXF_LINEAR ,
TEXF_NONE , //reserved
} ;
static const D3D11_TEXTURE_ADDRESS_MODE d3dClamps [ 4 ] =
{
D3D11_TEXTURE_ADDRESS_CLAMP ,
D3D11_TEXTURE_ADDRESS_WRAP ,
D3D11_TEXTURE_ADDRESS_MIRROR ,
D3D11_TEXTURE_ADDRESS_WRAP //reserved
} ;
void SetupDeviceObjects ( )
{
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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 ] ) ;
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 ] ) ;
CHECK ( hr = = S_OK , " Create depth state for Renderer::ClearScreen " ) ;
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ddesc . DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO ;
hr = D3D : : device - > CreateDepthStencilState ( & ddesc , & cleardepthstates [ 2 ] ) ;
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) " ) ;
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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 " ) ;
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D3D : : SetDebugObjectName ( ( ID3D11DeviceChild * ) resetblendstate , " blend state for Renderer::ResetAPIState " ) ;
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clearblendstates [ 0 ] = resetblendstate ;
resetblendstate - > AddRef ( ) ;
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 " ) ;
blenddesc . RenderTarget [ 0 ] . RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALPHA ;
hr = D3D : : device - > CreateBlendState ( & blenddesc , & clearblendstates [ 2 ] ) ;
CHECK ( hr = = S_OK , " Create blend state for Renderer::ClearScreen " ) ;
blenddesc . RenderTarget [ 0 ] . RenderTargetWriteMask = 0 ;
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 ;
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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 , & resetdepthstate ) ;
CHECK ( hr = = S_OK , " Create depth state for Renderer::ResetAPIState " ) ;
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D3D : : SetDebugObjectName ( ( ID3D11DeviceChild * ) resetdepthstate , " depth stencil state for Renderer::ResetAPIState " ) ;
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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// Kill off all POOL_DEFAULT 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 ) ;
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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 ) ;
SAFE_RELEASE ( resetdepthstate ) ;
SAFE_RELEASE ( resetraststate ) ;
}
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namespace DX11
{
Renderer : : Renderer ( )
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{
int x , y , w_temp , h_temp ;
s_blendMode = 0 ;
g_VideoInitialize . pRequestWindowSize ( x , y , w_temp , h_temp ) ;
D3D : : Create ( EmuWindow : : GetWnd ( ) ) ;
s_backbuffer_width = D3D : : GetBackBufferWidth ( ) ;
s_backbuffer_height = D3D : : GetBackBufferHeight ( ) ;
s_XFB_width = MAX_XFB_WIDTH ;
s_XFB_height = MAX_XFB_HEIGHT ;
TargetRectangle dst_rect ;
ComputeDrawRectangle ( s_backbuffer_width , s_backbuffer_height , false , & dst_rect ) ;
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CalculateXYScale ( dst_rect ) ;
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s_LastAA = g_ActiveConfig . iMultisampleMode ;
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s_LastEFBScale = g_ActiveConfig . iEFBScale ;
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CalculateTargetSize ( ) ;
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SetupDeviceObjects ( ) ;
for ( unsigned int stage = 0 ; stage < 8 ; stage + + )
D3D : : gfxstate - > samplerdesc [ stage ] . MaxAnisotropy = g_ActiveConfig . iMaxAnisotropy ;
float ClearColor [ 4 ] = { 0.f , 0.f , 0.f , 0.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 ( ( float ) ( s_Fulltarget_width - s_target_width ) / 2.f ,
( float ) ( s_Fulltarget_height - s_target_height ) / 2.f ,
( float ) s_target_width , ( float ) s_target_height ) ;
D3D : : context - > RSSetViewports ( 1 , & vp ) ;
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D3D : : context - > OMSetRenderTargets ( 1 , & FramebufferManager : : GetEFBColorTexture ( ) - > GetRTV ( ) , FramebufferManager : : GetEFBDepthTexture ( ) - > GetDSV ( ) ) ;
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D3D : : BeginFrame ( ) ;
D3D : : gfxstate - > rastdesc . ScissorEnable = TRUE ;
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reset_called = false ;
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}
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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 char * text , int left , int top , u32 color )
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{
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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 ) + TargetStrideX ( ) ;
result . top = EFBToScaledY ( rc . top ) + TargetStrideY ( ) ;
result . right = EFBToScaledX ( rc . right ) + TargetStrideX ( ) ;
result . bottom = EFBToScaledY ( rc . bottom ) + TargetStrideY ( ) ;
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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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{
while ( EmuWindow : : IsSizing ( ) )
Sleep ( 10 ) ;
if ( EmuWindow : : GetParentWnd ( ) )
{
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// Re-stretch window to parent window size again, if it has a parent window.
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RECT rcParentWindow ;
GetWindowRect ( EmuWindow : : GetParentWnd ( ) , & rcParentWindow ) ;
int width = rcParentWindow . right - rcParentWindow . left ;
int height = rcParentWindow . bottom - rcParentWindow . top ;
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if ( width ! = Renderer : : GetBackbufferWidth ( ) | | height ! = Renderer : : GetBackbufferHeight ( ) )
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MoveWindow ( EmuWindow : : GetWnd ( ) , 0 , 0 , width , height , FALSE ) ;
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}
RECT rcWindow ;
GetClientRect ( EmuWindow : : GetWnd ( ) , & rcWindow ) ;
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 ( ) | |
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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}
bool Renderer : : SetScissorRect ( )
{
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TargetRectangle rc ;
GetScissorRect ( rc ) ;
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if ( rc . left < 0 ) rc . left = 0 ;
if ( rc . right < 0 ) rc . right = 0 ;
if ( rc . top < 0 ) rc . top = 0 ;
if ( rc . bottom < 0 ) rc . bottom = 0 ;
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if ( rc . left > EFB_WIDTH ) rc . left = EFB_WIDTH ;
if ( rc . right > EFB_WIDTH ) rc . right = EFB_WIDTH ;
if ( rc . top > EFB_HEIGHT ) rc . top = EFB_HEIGHT ;
if ( rc . bottom > EFB_HEIGHT ) rc . bottom = EFB_HEIGHT ;
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rc . left = EFBToScaledX ( rc . left ) + TargetStrideX ( ) ;
rc . right = EFBToScaledX ( rc . right ) + TargetStrideX ( ) ;
rc . top = EFBToScaledY ( rc . top ) + TargetStrideY ( ) ;
rc . bottom = EFBToScaledY ( rc . bottom ) + TargetStrideY ( ) ;
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if ( rc . left > rc . right )
{
int temp = rc . right ;
rc . right = rc . left ;
rc . left = temp ;
}
if ( rc . top > rc . bottom )
{
int temp = rc . bottom ;
rc . bottom = rc . top ;
rc . top = temp ;
}
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if ( rc . right > = rc . left & & rc . bottom > = rc . top )
{
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D3D : : context - > RSSetScissorRects ( 1 , rc . AsRECT ( ) ) ;
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return true ;
}
else
{
//WARN_LOG(VIDEO, "Bad scissor rectangle: %i %i %i %i", rc.left, rc.top, rc.right, rc.bottom);
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* rc . AsRECT ( ) = CD3D11_RECT ( TargetStrideX ( ) , TargetStrideY ( ) ,
TargetStrideX ( ) + s_target_width , TargetStrideY ( ) + s_target_height ) ;
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D3D : : context - > RSSetScissorRects ( 1 , rc . AsRECT ( ) ) ;
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return false ;
}
}
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void Renderer : : SetColorMask ( )
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{
UINT8 color_mask = 0 ;
if ( bpmem . blendmode . alphaupdate ) 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 ;
D3D : : gfxstate - > SetRenderTargetWriteMask ( color_mask ) ;
}
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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:
// - GX_PokeAlphaRead
// The behavior of EFB pokes can be modified by:
// - GX_PokeAlphaMode (TODO)
// - GX_PokeAlphaUpdate (TODO)
// - GX_PokeBlendMode (TODO)
// - GX_PokeColorUpdate (TODO)
// - GX_PokeDither (TODO)
// - GX_PokeDstAlpha (TODO)
// - GX_PokeZMode (TODO)
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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 ( ! g_ActiveConfig . bEFBAccessEnable )
return 0 ;
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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 )
{
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 ) ;
D3D : : context - > PSSetConstantBuffers ( 0 , 1 , & access_efb_cbuf ) ;
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D3D : : context - > OMSetRenderTargets ( 1 , & FramebufferManager : : GetEFBDepthReadTexture ( ) - > GetRTV ( ) , NULL ) ;
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D3D : : SetPointCopySampler ( ) ;
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D3D : : drawShadedTexQuad ( FramebufferManager : : GetEFBDepthTexture ( ) - > GetSRV ( ) ,
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& RectToLock ,
Renderer : : GetFullTargetWidth ( ) ,
Renderer : : GetFullTargetHeight ( ) ,
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PixelShaderCache : : GetDepthMatrixProgram ( 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 ( ) ;
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
D3D : : context - > Map ( read_tex , 0 , D3D11_MAP_READ , 0 , & map ) ;
float val = * ( float * ) map . pData ;
u32 ret = ( ( u32 ) ( val * 0xffffff ) ) ;
D3D : : context - > Unmap ( read_tex , 0 ) ;
// 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
D3D : : context - > Map ( read_tex , 0 , D3D11_MAP_READ , 0 , & map ) ;
u32 ret = * ( u32 * ) map . pData ;
D3D : : context - > Unmap ( read_tex , 0 ) ;
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// check what to do with the alpha channel (GX_PokeAlphaRead)
PixelEngine : : UPEAlphaReadReg alpha_read_mode ;
PixelEngine : : Read16 ( ( u16 & ) alpha_read_mode , PE_DSTALPHACONF ) ;
if ( alpha_read_mode . ReadMode = = 2 ) return ret ; // GX_READ_NONE
else if ( alpha_read_mode . ReadMode = = 1 ) return ( ret | 0xFF000000 ) ; // GX_READ_FF
else /*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 ( ) , NULL ) ;
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D3D : : drawColorQuad ( rgbaColor , ( float ) RectToLock . left * 2.f / ( float ) Renderer : : GetFullTargetWidth ( ) - 1.f ,
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- ( float ) RectToLock . top * 2.f / ( float ) Renderer : : GetFullTargetHeight ( ) + 1.f ,
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( float ) RectToLock . right * 2.f / ( float ) Renderer : : GetFullTargetWidth ( ) - 1.f ,
- ( float ) RectToLock . bottom * 2.f / ( float ) Renderer : : GetFullTargetHeight ( ) + 1.f ) ;
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RestoreAPIState ( ) ;
return 0 ;
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}
}
// Called from VertexShaderManager
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void Renderer : : UpdateViewport ( )
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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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const int old_fulltarget_w = Renderer : : GetFullTargetWidth ( ) ;
const int old_fulltarget_h = Renderer : : GetFullTargetHeight ( ) ;
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int scissorXOff = bpmem . scissorOffset . x < < 1 ;
int scissorYOff = bpmem . scissorOffset . y < < 1 ;
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// TODO: ceil, floor or just cast to int?
// TODO: Directly use the floats instead of rounding them?
int X = Renderer : : EFBToScaledX ( ( int ) ceil ( xfregs . rawViewport [ 3 ] - xfregs . rawViewport [ 0 ] - scissorXOff ) ) + Renderer : : TargetStrideX ( ) ;
int Y = Renderer : : EFBToScaledY ( ( int ) ceil ( xfregs . rawViewport [ 4 ] + xfregs . rawViewport [ 1 ] - scissorYOff ) ) + Renderer : : TargetStrideY ( ) ;
int Width = Renderer : : EFBToScaledX ( ( int ) ceil ( 2.0f * xfregs . rawViewport [ 0 ] ) ) ;
int Height = Renderer : : EFBToScaledY ( ( int ) ceil ( - 2.0f * xfregs . rawViewport [ 1 ] ) ) ;
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if ( Width < 0 )
{
X + = Width ;
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Width * = - 1 ;
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}
if ( Height < 0 )
{
Y + = Height ;
Height * = - 1 ;
}
bool sizeChanged = false ;
if ( X < 0 )
{
s_Fulltarget_width - = 2 * X ;
X = 0 ;
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sizeChanged = true ;
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}
if ( Y < 0 )
{
s_Fulltarget_height - = 2 * Y ;
Y = 0 ;
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sizeChanged = true ;
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}
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float newx = ( float ) X ;
float newy = ( float ) Y ;
float newwidth = ( float ) Width ;
float newheight = ( float ) Height ;
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if ( sizeChanged )
{
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// Make sure that the requested size is actually supported by the GFX driver
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if ( Renderer : : GetFullTargetWidth ( ) > ( int ) D3D : : GetMaxTextureSize ( ) | | Renderer : : GetFullTargetHeight ( ) > ( int ) D3D : : GetMaxTextureSize ( ) )
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{
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// Skip EFB recreation and viewport setting. Most likely causes glitches in this case, but prevents crashes at least
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ERROR_LOG ( VIDEO , " Tried to set a viewport which is too wide to emulate with Direct3D11. Requested EFB size is %dx%d \n " , Renderer : : GetFullTargetWidth ( ) , Renderer : : GetFullTargetHeight ( ) ) ;
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// Fix the viewport to fit to the old EFB size, TODO: Check this for off-by-one errors
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newx * = ( float ) ( old_fulltarget_w - 1 ) / ( float ) ( Renderer : : GetFullTargetWidth ( ) - 1 ) ;
newy * = ( float ) ( old_fulltarget_h - 1 ) / ( float ) ( Renderer : : GetFullTargetHeight ( ) - 1 ) ;
newwidth * = ( float ) ( old_fulltarget_w - 1 ) / ( float ) ( Renderer : : GetFullTargetWidth ( ) - 1 ) ;
newheight * = ( float ) ( old_fulltarget_h - 1 ) / ( float ) ( Renderer : : GetFullTargetHeight ( ) - 1 ) ;
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s_Fulltarget_width = old_fulltarget_w ;
s_Fulltarget_height = old_fulltarget_h ;
}
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else
{
D3D : : context - > OMSetRenderTargets ( 1 , & D3D : : GetBackBuffer ( ) - > GetRTV ( ) , NULL ) ;
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delete g_framebuffer_manager ;
g_framebuffer_manager = new FramebufferManager ;
D3D : : context - > OMSetRenderTargets ( 1 , & FramebufferManager : : GetEFBColorTexture ( ) - > GetRTV ( ) , FramebufferManager : : GetEFBDepthTexture ( ) - > GetDSV ( ) ) ;
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}
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}
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// 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
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT ( newx , newy , newwidth , newheight ,
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0.f , // (xfregs.rawViewport[5] - xfregs.rawViewport[2]) / 16777216.0f;
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1.f ) ; // xfregs.rawViewport[5] / 16777216.0f;
D3D : : context - > RSSetViewports ( 1 , & vp ) ;
}
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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 ( bpmem . blendmode . colorupdate & & bpmem . blendmode . alphaupdate ) D3D : : stateman - > PushBlendState ( clearblendstates [ 0 ] ) ;
else if ( bpmem . blendmode . colorupdate ) D3D : : stateman - > PushBlendState ( clearblendstates [ 1 ] ) ;
else if ( bpmem . blendmode . alphaupdate ) D3D : : stateman - > PushBlendState ( clearblendstates [ 2 ] ) ;
else D3D : : stateman - > PushBlendState ( clearblendstates [ 3 ] ) ;
if ( ! bpmem . zmode . testenable ) D3D : : stateman - > PushDepthState ( cleardepthstates [ 0 ] ) ;
else if ( bpmem . zmode . updateenable ) D3D : : stateman - > PushDepthState ( cleardepthstates [ 1 ] ) ;
else /*if (!bpmem.zmode.updateenable)*/ 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 ) , PixelShaderCache : : GetClearProgram ( ) , VertexShaderCache : : GetClearVertexShader ( ) , VertexShaderCache : : GetClearInputLayout ( ) ) ;
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D3D : : stateman - > PopDepthState ( ) ;
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D3D : : stateman - > PopBlendState ( ) ;
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RestoreAPIState ( ) ;
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}
void Renderer : : SetBlendMode ( bool forceUpdate )
{
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if ( bpmem . blendmode . logicopenable & & ! forceUpdate )
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return ;
if ( bpmem . blendmode . subtract ) // enable blending src 1 dst 1
{
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D3D : : gfxstate - > SetAlphaBlendEnable ( true ) ;
D3D : : gfxstate - > SetBlendOp ( D3D11_BLEND_OP_REV_SUBTRACT ) ;
D3D : : gfxstate - > SetSrcBlend ( d3dSrcFactors [ 1 ] ) ;
D3D : : gfxstate - > SetDestBlend ( d3dDestFactors [ 1 ] ) ;
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}
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else
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{
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D3D : : gfxstate - > SetAlphaBlendEnable ( bpmem . blendmode . blendenable & & ( ! ( bpmem . blendmode . srcfactor = = 1 & & bpmem . blendmode . dstfactor = = 0 ) ) ) ;
if ( bpmem . blendmode . blendenable & & ( ! ( bpmem . blendmode . srcfactor = = 1 & & bpmem . blendmode . dstfactor = = 0 ) ) )
{
D3D : : gfxstate - > SetBlendOp ( D3D11_BLEND_OP_ADD ) ;
D3D : : gfxstate - > SetSrcBlend ( d3dSrcFactors [ bpmem . blendmode . srcfactor ] ) ;
D3D : : gfxstate - > SetDestBlend ( d3dDestFactors [ bpmem . blendmode . dstfactor ] ) ;
}
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}
}
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bool Renderer : : SaveScreenshot ( const std : : string & filename , const TargetRectangle & rc )
{
// copy back buffer to system memory
ID3D11Texture2D * buftex ;
D3D11_TEXTURE2D_DESC tex_desc = CD3D11_TEXTURE2D_DESC ( DXGI_FORMAT_R8G8B8A8_UNORM , D3D : : GetBackBufferWidth ( ) , D3D : : GetBackBufferHeight ( ) , 1 , 1 , 0 , D3D11_USAGE_STAGING , D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE ) ;
HRESULT hr = D3D : : device - > CreateTexture2D ( & tex_desc , NULL , & buftex ) ;
if ( FAILED ( hr ) ) PanicAlert ( " Failed to create screenshot buffer texture " ) ;
D3D : : context - > CopyResource ( buftex , ( ID3D11Resource * ) D3D : : GetBackBuffer ( ) - > GetTex ( ) ) ;
// D3DX11SaveTextureToFileA doesn't allow us to ignore the alpha channel, so we need to strip it out ourselves
D3D11_MAPPED_SUBRESOURCE map ;
D3D : : context - > Map ( buftex , 0 , D3D11_MAP_READ_WRITE , 0 , & map ) ;
for ( unsigned int y = 0 ; y < D3D : : GetBackBufferHeight ( ) ; + + y )
{
u8 * ptr = ( u8 * ) map . pData + y * map . RowPitch + 3 ;
for ( unsigned int x = 0 ; x < D3D : : GetBackBufferWidth ( ) ; + + x )
{
* ptr = 0xFF ;
ptr + = 4 ;
}
}
D3D : : context - > Unmap ( buftex , 0 ) ;
// ready to be saved
hr = PD3DX11SaveTextureToFileA ( D3D : : context , buftex , D3DX11_IFF_PNG , filename . c_str ( ) ) ;
buftex - > Release ( ) ;
return SUCCEEDED ( hr ) ;
}
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// This function has the final picture. We adjust the aspect ratio here.
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void Renderer : : Swap ( u32 xfbAddr , FieldType field , u32 fbWidth , u32 fbHeight , const EFBRectangle & rc )
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{
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if ( g_bSkipCurrentFrame | | ( ! XFBWrited & & ( ! g_ActiveConfig . bUseXFB | | ! g_ActiveConfig . bUseRealXFB ) ) | | ! fbWidth | | ! fbHeight )
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{
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g_VideoInitialize . pCopiedToXFB ( false ) ;
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return ;
}
// this function is called after the XFB field is changed, not after
// EFB is copied to XFB. In this way, flickering is reduced in games
// and seems to also give more FPS in ZTP
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if ( field = = FIELD_LOWER ) xfbAddr - = fbWidth * 2 ;
u32 xfbCount = 0 ;
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const XFBSourceBase * const * xfbSourceList = FramebufferManager : : GetXFBSource ( xfbAddr , fbWidth , fbHeight , xfbCount ) ;
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if ( ( ! xfbSourceList | | xfbCount = = 0 ) & & g_ActiveConfig . bUseXFB & & ! g_ActiveConfig . bUseRealXFB )
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{
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g_VideoInitialize . pCopiedToXFB ( 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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TargetRectangle dst_rect ;
ComputeDrawRectangle ( s_backbuffer_width , s_backbuffer_height , false , & dst_rect ) ;
D3D11_VIEWPORT vp = CD3D11_VIEWPORT ( 0.f , 0.f , ( float ) s_backbuffer_width , ( float ) s_backbuffer_height ) ;
D3D : : context - > RSSetViewports ( 1 , & vp ) ;
float ClearColor [ 4 ] = { 0.f , 0.f , 0.f , 1.f } ;
D3D : : context - > ClearRenderTargetView ( D3D : : GetBackBuffer ( ) - > GetRTV ( ) , ClearColor ) ;
int X = dst_rect . left ;
int Y = dst_rect . top ;
int Width = dst_rect . right - dst_rect . left ;
int Height = dst_rect . bottom - dst_rect . top ;
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if ( X < 0 ) X = 0 ;
if ( Y < 0 ) Y = 0 ;
if ( X > s_backbuffer_width ) X = s_backbuffer_width ;
if ( Y > s_backbuffer_height ) Y = s_backbuffer_height ;
if ( Width < 0 ) Width = 0 ;
if ( Height < 0 ) Height = 0 ;
if ( Width > ( s_backbuffer_width - X ) ) Width = s_backbuffer_width - X ;
if ( Height > ( s_backbuffer_height - Y ) ) Height = s_backbuffer_height - Y ;
vp = CD3D11_VIEWPORT ( ( float ) X , ( float ) Y , ( float ) Width , ( float ) Height ) ;
D3D : : context - > RSSetViewports ( 1 , & vp ) ;
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D3D : : context - > OMSetRenderTargets ( 1 , & D3D : : GetBackBuffer ( ) - > GetRTV ( ) , NULL ) ;
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// activate linear filtering for the buffer copies
D3D : : SetLinearCopySampler ( ) ;
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if ( g_ActiveConfig . bUseXFB )
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{
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const XFBSourceBase * xfbSource ;
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// draw each xfb source
for ( u32 i = 0 ; i < xfbCount ; + + i )
{
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xfbSource = xfbSourceList [ i ] ;
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MathUtil : : Rectangle < float > sourceRc ;
sourceRc . left = 0 ;
sourceRc . top = 0 ;
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sourceRc . right = ( float ) xfbSource - > texWidth ;
sourceRc . bottom = ( float ) xfbSource - > texHeight ;
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MathUtil : : Rectangle < float > drawRc ;
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if ( g_ActiveConfig . bUseXFB & & ! g_ActiveConfig . bUseRealXFB )
{
// use virtual xfb with offset
int xfbHeight = xfbSource - > srcHeight ;
int xfbWidth = xfbSource - > srcWidth ;
int hOffset = ( ( s32 ) xfbSource - > srcAddr - ( s32 ) xfbAddr ) / ( ( s32 ) fbWidth * 2 ) ;
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drawRc . bottom = 1.0f - ( 2.0f * ( hOffset ) / ( float ) fbHeight ) ;
drawRc . top = 1.0f - ( 2.0f * ( hOffset + xfbHeight ) / ( float ) fbHeight ) ;
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drawRc . left = - ( xfbWidth / ( float ) fbWidth ) ;
drawRc . right = ( xfbWidth / ( float ) fbWidth ) ;
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// 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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}
else
{
drawRc . top = - 1 ;
drawRc . bottom = 1 ;
drawRc . left = - 1 ;
drawRc . right = 1 ;
}
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xfbSource - > Draw ( sourceRc , drawRc , 0 , 0 ) ;
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}
}
else
{
TargetRectangle targetRc = 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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D3D : : drawShadedTexQuad ( read_texture - > GetSRV ( ) , targetRc . AsRECT ( ) , Renderer : : GetFullTargetWidth ( ) , Renderer : : GetFullTargetHeight ( ) , PixelShaderCache : : GetColorCopyProgram ( false ) , VertexShaderCache : : GetSimpleVertexShader ( ) , VertexShaderCache : : GetSimpleInputLayout ( ) ) ;
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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 , dst_rect ) ;
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s_bScreenshot = false ;
}
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// Finish up the current frame, print some stats
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if ( g_ActiveConfig . bShowFPS )
{
char fps [ 20 ] ;
StringCchPrintfA ( fps , 20 , " FPS: %d \n " , s_fps ) ;
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D3D : : font . DrawTextScaled ( 0 , 30 , 20 , 0.0f , 0xFF00FFFF , fps ) ;
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}
Renderer : : DrawDebugText ( ) ;
if ( g_ActiveConfig . bOverlayStats )
{
char buf [ 32768 ] ;
Statistics : : ToString ( buf ) ;
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D3D : : font . DrawTextScaled ( 0 , 30 , 20 , 0.0f , 0xFF00FFFF , buf ) ;
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}
else if ( g_ActiveConfig . bOverlayProjStats )
{
char buf [ 32768 ] ;
Statistics : : ToStringProj ( buf ) ;
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D3D : : font . DrawTextScaled ( 0 , 30 , 20 , 0.0f , 0xFF00FFFF , buf ) ;
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}
OSD : : DrawMessages ( ) ;
D3D : : EndFrame ( ) ;
frameCount + + ;
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GFX_DEBUGGER_PAUSE_AT ( NEXT_FRAME , true ) ;
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DLCache : : ProgressiveCleanup ( ) ;
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TextureCache : : Cleanup ( ) ;
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// Enable any configuration changes
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UpdateActiveConfig ( ) ;
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const bool WindowResized = CheckForResize ( ) ;
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bool xfbchanged = false ;
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if ( s_XFB_width ! = fbWidth | | s_XFB_height ! = fbHeight )
{
xfbchanged = true ;
s_XFB_width = fbWidth ;
s_XFB_height = fbHeight ;
if ( s_XFB_width < 1 ) s_XFB_width = MAX_XFB_WIDTH ;
if ( s_XFB_width > MAX_XFB_WIDTH ) s_XFB_width = MAX_XFB_WIDTH ;
if ( s_XFB_height < 1 ) s_XFB_height = MAX_XFB_HEIGHT ;
if ( s_XFB_height > MAX_XFB_HEIGHT ) s_XFB_height = MAX_XFB_HEIGHT ;
}
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// update FPS counter
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static int fpscount = 0 ;
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static unsigned long lasttime = 0 ;
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if ( Common : : Timer : : GetTimeMs ( ) - lasttime > = 1000 )
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{
lasttime = Common : : Timer : : GetTimeMs ( ) ;
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s_fps = fpscount ;
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fpscount = 0 ;
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}
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if ( XFBWrited )
+ + fpscount ;
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// Begin new frame
// Set default viewport and scissor, for the clear to work correctly
// New frame
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stats . ResetFrame ( ) ;
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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
if ( xfbchanged | | WindowResized | |
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s_LastEFBScale ! = g_ActiveConfig . iEFBScale | |
s_LastAA ! = g_ActiveConfig . iMultisampleMode )
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{
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s_LastAA = g_ActiveConfig . iMultisampleMode ;
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PixelShaderCache : : InvalidateMSAAShaders ( ) ;
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// TODO: Aren't we still holding a reference to the back buffer right now?
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D3D : : Reset ( ) ;
s_backbuffer_width = D3D : : GetBackBufferWidth ( ) ;
s_backbuffer_height = D3D : : GetBackBufferHeight ( ) ;
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ComputeDrawRectangle ( s_backbuffer_width , s_backbuffer_height , false , & dst_rect ) ;
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CalculateXYScale ( dst_rect ) ;
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s_LastEFBScale = g_ActiveConfig . iEFBScale ;
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CalculateTargetSize ( ) ;
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D3D : : context - > OMSetRenderTargets ( 1 , & D3D : : GetBackBuffer ( ) - > GetRTV ( ) , NULL ) ;
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delete g_framebuffer_manager ;
g_framebuffer_manager = new FramebufferManager ;
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}
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// begin next frame
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Renderer : : 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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UpdateViewport ( ) ;
VertexShaderManager : : SetViewportChanged ( ) ;
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g_VideoInitialize . pCopiedToXFB ( XFBWrited | | ( g_ActiveConfig . bUseXFB & & g_ActiveConfig . bUseRealXFB ) ) ;
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XFBWrited = false ;
}
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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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reset_called = true ;
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}
void Renderer : : RestoreAPIState ( )
{
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// Gets us back into a more game-like state.
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if ( reset_called )
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{
D3D : : stateman - > PopBlendState ( ) ;
D3D : : stateman - > PopDepthState ( ) ;
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D3D : : stateman - > PopRasterizerState ( ) ;
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}
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UpdateViewport ( ) ;
SetScissorRect ( ) ;
reset_called = false ;
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}
void Renderer : : SetGenerationMode ( )
{
// rastdesc.FrontCounterClockwise must be false for this to work
D3D : : gfxstate - > rastdesc . CullMode = d3dCullModes [ bpmem . genMode . cullmode ] ;
}
void Renderer : : SetDepthMode ( )
{
if ( bpmem . zmode . testenable )
{
D3D : : gfxstate - > depthdesc . DepthEnable = TRUE ;
D3D : : gfxstate - > depthdesc . DepthWriteMask = bpmem . zmode . updateenable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO ;
D3D : : gfxstate - > depthdesc . DepthFunc = d3dCmpFuncs [ bpmem . zmode . func ] ;
}
else
{
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// if the test is disabled write is disabled too
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D3D : : gfxstate - > depthdesc . DepthEnable = FALSE ;
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D3D : : gfxstate - > depthdesc . DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO ;
}
}
void Renderer : : SetLogicOpMode ( )
{
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if ( bpmem . blendmode . logicopenable & & bpmem . blendmode . logicmode ! = 3 )
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{
s_blendMode = 0 ;
D3D : : gfxstate - > SetAlphaBlendEnable ( true ) ;
D3D : : gfxstate - > SetBlendOp ( d3dLogicOps [ bpmem . blendmode . logicmode ] ) ;
D3D : : gfxstate - > SetSrcBlend ( d3dLogicOpSrcFactors [ bpmem . blendmode . logicmode ] ) ;
D3D : : gfxstate - > SetDestBlend ( d3dLogicOpDestFactors [ bpmem . blendmode . logicmode ] ) ;
}
else
{
SetBlendMode ( true ) ;
}
}
void Renderer : : SetDitherMode ( )
{
// TODO: Set dither mode to bpmem.blendmode.dither
}
void Renderer : : SetLineWidth ( )
{
// TODO
}
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 ] ;
unsigned int mip ;
mip = ( tm0 . min_filter = = 8 ) ? TEXF_NONE : d3dMipFilters [ tm0 . min_filter & 3 ] ;
if ( ( tm0 . min_filter & 3 ) & & ( tm0 . min_filter ! = 8 ) & & ( ( tm1 . max_lod > > 4 ) = = 0 ) ) mip = TEXF_NONE ;
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if ( texindex ) stage + = 4 ;
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// TODO: Clarify whether these values are correct
// NOTE: since there's no "no filter" in DX11 we're using point filters in these cases
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if ( g_ActiveConfig . bForceFiltering )
{
D3D : : gfxstate - > SetSamplerFilter ( stage , D3D11_FILTER_MIN_MAG_MIP_LINEAR ) ;
}
else if ( tm0 . min_filter & 4 ) // linear min filter
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{
if ( tm0 . mag_filter ) // linear mag filter
{
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if ( mip = = TEXF_NONE ) D3D : : gfxstate - > SetSamplerFilter ( stage , D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT ) ;
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else if ( mip = = TEXF_POINT ) D3D : : gfxstate - > SetSamplerFilter ( stage , D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT ) ;
else if ( mip = = TEXF_LINEAR ) D3D : : gfxstate - > SetSamplerFilter ( stage , D3D11_FILTER_MIN_MAG_MIP_LINEAR ) ;
}
else // point mag filter
{
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if ( mip = = TEXF_NONE ) D3D : : gfxstate - > SetSamplerFilter ( stage , D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT ) ;
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else if ( mip = = TEXF_POINT ) D3D : : gfxstate - > SetSamplerFilter ( stage , D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT ) ;
else if ( mip = = TEXF_LINEAR ) D3D : : gfxstate - > SetSamplerFilter ( stage , D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR ) ;
}
}
else // point min filter
{
if ( tm0 . mag_filter ) // linear mag filter
{
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if ( mip = = TEXF_NONE ) D3D : : gfxstate - > SetSamplerFilter ( stage , D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT ) ;
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else if ( mip = = TEXF_POINT ) D3D : : gfxstate - > SetSamplerFilter ( stage , D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT ) ;
else if ( mip = = TEXF_LINEAR ) D3D : : gfxstate - > SetSamplerFilter ( stage , D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR ) ;
}
else // point mag filter
{
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if ( mip = = TEXF_NONE ) D3D : : gfxstate - > SetSamplerFilter ( stage , D3D11_FILTER_MIN_MAG_MIP_POINT ) ;
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else if ( mip = = TEXF_POINT ) D3D : : gfxstate - > SetSamplerFilter ( stage , D3D11_FILTER_MIN_MAG_MIP_POINT ) ;
else if ( mip = = TEXF_LINEAR ) D3D : : gfxstate - > SetSamplerFilter ( stage , D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR ) ;
}
}
D3D : : gfxstate - > samplerdesc [ stage ] . AddressU = d3dClamps [ tm0 . wrap_s ] ;
D3D : : gfxstate - > samplerdesc [ stage ] . AddressV = d3dClamps [ tm0 . wrap_t ] ;
D3D : : gfxstate - > samplerdesc [ stage ] . MipLODBias = ( float ) tm0 . lod_bias / 32.0f ;
D3D : : gfxstate - > samplerdesc [ stage ] . MaxLOD = ( float ) tm1 . max_lod / 16.f ;
D3D : : gfxstate - > samplerdesc [ stage ] . MinLOD = ( float ) tm1 . min_lod / 16.f ;
}
void Renderer : : SetInterlacingMode ( )
{
// TODO
}
}