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https://github.com/dolphin-emu/dolphin.git
synced 2024-11-14 21:37:52 -07:00
more work on peek_Z this fix sms and zww sun flare
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4355 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -222,31 +222,19 @@ void ClearScreen(const BPCmd &bp, const EFBRectangle &rc)
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// it seems that the GC is able to alpha blend on color-fill
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// we cant do that so if alpha is != 255 we skip it
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VertexShaderManager::SetViewportChanged();
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// Since clear operations use the source rectangle, we have to do
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// regular renders
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DWORD clearflags = 0;
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D3DCOLOR col = 0;
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float clearZ = 0;
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bool colorEnable = bpmem.blendmode.colorupdate;
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bool alphaEnable = (bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24 && bpmem.blendmode.alphaupdate);
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bool zEnable = bpmem.zmode.updateenable;
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if (bpmem.blendmode.colorupdate || bpmem.blendmode.alphaupdate)
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{
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col = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
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clearflags |= D3DCLEAR_TARGET; // set to break animal crossing :p ??
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}
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// clear z-buffer
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if (bpmem.zmode.updateenable)
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if (colorEnable || alphaEnable || zEnable)
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{
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clearZ = (float)(bpmem.clearZValue & 0xFFFFFF) / float(0xFFFFFF);
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if (clearZ > 1.0f) clearZ = 1.0f;
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if (clearZ < 0.0f) clearZ = 0.0f;
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clearflags |= D3DCLEAR_ZBUFFER;//removed stencil
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}
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u32 color = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
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u32 z = bpmem.clearZValue;
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D3D::dev->Clear(0, NULL, clearflags, col, clearZ, 0);
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Renderer::ClearScreen(rc, colorEnable, alphaEnable, zEnable, color, z);
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}
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}
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void RestoreRenderState(const BPCmd &bp)
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@ -148,7 +148,7 @@ bool Renderer::Init()
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D3D::dev->SetRenderTarget(0, FBManager::GetEFBColorRTSurface());
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D3D::dev->SetDepthStencilSurface(FBManager::GetEFBDepthRTSurface());
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D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER , 0x0, 1.0f, 0);//| D3DCLEAR_STENCIL
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D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x0, 1.0f, 0);
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D3D::BeginFrame();
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return true;
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@ -493,12 +493,12 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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pZBuffer->UnlockRect();
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// [0.0, 1.0] ==> [0, 0xFFFFFFFF]
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z = val * 0xFFFFFFFF;
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z =((u32)(val * 0xffffff));// 0xFFFFFFFF;
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// Scale the 32-bit value returned by glReadPixels to a 24-bit
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// value (GC uses a 24-bit Z-buffer).
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// TODO: in RE0 this value is often off by one, which causes lighting to disappear
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return z >> 8;
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return z;//z >> 8;
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}
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case POKE_Z:
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@ -575,6 +575,46 @@ void UpdateViewport()
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D3D::dev->SetViewport(&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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// Update the view port for clearing the picture
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D3DVIEWPORT9 vp;
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vp.X = 0;
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vp.Y = 0;
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vp.Width = Renderer::GetTargetWidth();
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vp.Height = Renderer::GetTargetHeight();
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vp.MinZ = 0.0;
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vp.MaxZ = 1.0;
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D3D::dev->SetViewport(&vp);
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TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc);
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// Always set the scissor in case it was set by the game and has not been reset
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RECT sirc;
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sirc.left = targetRc.left;
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sirc.top = targetRc.top;
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sirc.right = targetRc.right;
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sirc.bottom = targetRc.bottom;
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D3D::dev->SetScissorRect(&sirc);
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VertexShaderManager::SetViewportChanged();
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DWORD clearflags = 0;
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if(colorEnable)
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{
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clearflags |= D3DCLEAR_TARGET;
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}
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if (zEnable)
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{
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clearflags |= D3DCLEAR_ZBUFFER;
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}
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D3D::dev->Clear(0, NULL, clearflags, color,(z & 0xFFFFFF) / float(0xFFFFFF), 0);
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}
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void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
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{
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// this function is called after the XFB field is changed, not after
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