Big Commit this will break a lot, fix a lot, but i thing is a good step:

Implemented all the correct format conversions in efb to texture copy.
replaced all the stretcrect calls with quad draws this must improve speed a bit.
A BIGGGGGGGGGG cleanup in the code and reorganization.
reimplemented zpeek using a secondary render target ( this still is buggy so many issues left)
please a lot off feedback.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4520 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Rodolfo Osvaldo Bogado
2009-11-08 20:35:11 +00:00
parent 84c6135bfd
commit 0ac07e8aa8
13 changed files with 609 additions and 197 deletions

View File

@ -63,6 +63,7 @@ static u32 s_blendMode;
char st[32768];
// State translation lookup tables
static const D3DBLEND d3dSrcFactors[8] =
{
@ -98,6 +99,7 @@ void SetupDeviceObjects()
PixelShaderManager::Dirty();
// Tex and shader caches will recreate themselves over time.
}
// Kill off all POOL_DEFAULT device objects.
@ -159,15 +161,25 @@ bool Renderer::Init()
for (int stage = 0; stage < 8; stage++)
D3D::SetSamplerState(stage, D3DSAMP_MAXANISOTROPY, g_ActiveConfig.iMaxAnisotropy);
D3D::dev->Clear(0, NULL, D3DCLEAR_ZBUFFER,D3DCOLOR_XRGB(255,255,255),1.0f,0);
D3DVIEWPORT9 vp;
vp.X = 0;
vp.Y = 0;
vp.Width = s_backbuffer_width;
vp.Height = s_backbuffer_height;
vp.MinZ = 0.0f;
vp.MaxZ = 0.0f;
D3D::dev->SetViewport(&vp);
D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET, 0x0, 0, 0);
D3D::dev->SetRenderTarget(0, FBManager::GetEFBColorRTSurface());
D3D::dev->SetRenderTarget(1, FBManager::GetEFBDepthEncodedSurface());
D3D::dev->SetDepthStencilSurface(FBManager::GetEFBDepthRTSurface());
vp.Width = s_target_width;
vp.Height = s_target_height;
vp.MinZ = 0.0f;
vp.MaxZ = 0.0f;
D3D::dev->SetViewport(&vp);
D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x0, 1.0f, 0);
D3D::BeginFrame();
D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, true);
return true;
@ -209,9 +221,9 @@ void dumpMatrix(D3DXMATRIX &mtx)
TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
{
TargetRectangle result;
result.left = (rc.left * s_target_width) / EFB_WIDTH;
result.left = (rc.left * s_target_width) / EFB_WIDTH ;
result.top = (rc.top * s_target_height) / EFB_HEIGHT;
result.right = (rc.right * s_target_width) / EFB_WIDTH;
result.right = (rc.right * s_target_width) / EFB_WIDTH ;
result.bottom = (rc.bottom * s_target_height) / EFB_HEIGHT;
return result;
}
@ -261,32 +273,49 @@ void CheckForResize()
static void EFBTextureToD3DBackBuffer(const EFBRectangle& sourceRc)
{
// Set the backbuffer as the rendering target
D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
D3D::dev->SetDepthStencilSurface(NULL);
// Blit our render target onto the backbuffer.
// TODO: Change to a quad so we can do post processing.
D3D::dev->SetRenderTarget(1, NULL);
D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
TargetRectangle src_rect, dst_rect;
src_rect = Renderer::ConvertEFBRectangle(sourceRc);
ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
//LPD3DXSPRITE pSprite=NULL;
//D3DXCreateSprite(D3D::dev, &pSprite);
//D3DXVECTOR3 pos(0,0,0);
//EFBRectangle efbRect;
//
//pSprite->Begin(D3DXSPRITE_ALPHABLEND);
//pSprite->Draw(FBManager::GetEFBColorTexture(efbRect),NULL, NULL, &pos, 0xFFFFFFFF);
//pSprite->End();
//pSprite->Release();
D3DVIEWPORT9 vp;
vp.X = 0;
vp.Y = 0;
vp.Width = s_backbuffer_width;
vp.Height = s_backbuffer_height;
vp.MinZ = 0.0f;
vp.MaxZ = 0.0f;
D3D::dev->SetViewport(&vp);
D3D::dev->Clear(0,NULL, D3DCLEAR_TARGET,D3DCOLOR_XRGB(0,0,0),1.0f,0);
vp.X = dst_rect.left;
vp.Y = dst_rect.top;
vp.Width = dst_rect.right - dst_rect.left;
vp.Height = dst_rect.bottom - dst_rect.top;
vp.MinZ = 0.0f;
vp.MaxZ = 0.0f;
D3D::dev->SetViewport(&vp);
// todo, to draw the EFB texture to the backbuffer instead of StretchRect
D3D::dev->StretchRect(FBManager::GetEFBColorRTSurface(), src_rect.AsRECT(),
D3D::GetBackBufferSurface(), dst_rect.AsRECT(),
D3DTEXF_LINEAR);
EFBRectangle efbRect;
LPDIRECT3DTEXTURE9 read_texture = FBManager::GetEFBColorTexture(efbRect);
RECT destinationrect;
destinationrect.bottom = dst_rect.bottom;
destinationrect.left = dst_rect.left;
destinationrect.right = dst_rect.right;
destinationrect.top = dst_rect.top;
RECT sourcerect;
sourcerect.bottom = src_rect.bottom;
sourcerect.left = src_rect.left;
sourcerect.right = src_rect.right;
sourcerect.top = src_rect.top;
D3D::drawShadedTexQuad(read_texture,&sourcerect,Renderer::GetTargetWidth(),Renderer::GetTargetHeight(),&destinationrect,PixelShaderCache::GetColorCopyProgram(),VertexShaderCache::GetSimpleVertexSahder());
// Finish up the current frame, print some stats
if (g_ActiveConfig.bOverlayStats)
{
@ -301,14 +330,11 @@ static void EFBTextureToD3DBackBuffer(const EFBRectangle& sourceRc)
OSD::DrawMessages();
// u32 clearColor = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
// Clear the render target. We probably don't need to do this every frame.
//D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET, 0x0, 1.0f, 0);
// Set rendering target back to the EFB rendering texture
D3D::dev->SetRenderTarget(0, FBManager::GetEFBColorRTSurface());
D3D::dev->SetRenderTarget(1, FBManager::GetEFBDepthEncodedSurface());
D3D::dev->SetDepthStencilSurface(FBManager::GetEFBDepthRTSurface());
VertexShaderManager::SetViewportChanged();
}
@ -386,10 +412,11 @@ void Renderer::RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRect
return;
}
D3D::EndFrame();
Renderer::ResetAPIState();
D3DDumpFrame();
EFBTextureToD3DBackBuffer(sourceRc);
D3D::BeginFrame();
D3D::EndFrame();
DEBUGGER_LOG_AT((NEXT_XFB_CMD|NEXT_EFB_CMD|NEXT_FRAME),
{printf("StretchRect, EFB->XFB\n");});
@ -399,21 +426,12 @@ void Renderer::RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRect
xfbAddr, fbWidth, fbHeight,
sourceRc.left, sourceRc.top, sourceRc.right, sourceRc.bottom);}
);
RECT rc;
rc.left = 0;
rc.top = 0;
rc.right = (LONG)s_target_width;
rc.bottom = (LONG)s_target_height;
D3D::dev->SetScissorRect(&rc);
D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, false);
UpdateViewport();
Swap(0,FIELD_PROGRESSIVE,0,0); // we used to swap the buffer here, now we will wait
// until the XFB pointer is updated by VI
D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, true);
// until the XFB pointer is updated by VI
D3D::BeginFrame();
Renderer::RestoreAPIState();
UpdateViewport();
}
bool Renderer::SetScissorRect()
@ -432,10 +450,27 @@ bool Renderer::SetScissorRect()
rc.bottom = (int)(rc.bottom * yScale);
if (rc.left < 0) rc.left = 0;
if (rc.right > s_target_width) rc.right = s_target_width;
if (rc.right < 0) rc.right = 0;
if (rc.left > s_target_width) rc.left = s_target_width;
if (rc.right > s_target_width) rc.right = s_target_width;
if (rc.top < 0) rc.top = 0;
if (rc.bottom < 0) rc.bottom = 0;
if (rc.top > s_target_height) rc.top = s_target_height;
if (rc.bottom > s_target_height) rc.bottom = s_target_height;
/*LONG temprc = 0;
if(rc.right < rc.left)
{
temprc = rc.right;
rc.right = rc.left;
rc.left = temprc;
}
if(rc.bottom < rc.top)
{
temprc = rc.bottom;
rc.bottom = rc.top;
rc.top = temprc;
}
D3D::dev->SetScissorRect(&rc);*/
if (rc.right >= rc.left && rc.bottom >= rc.top)
{
D3D::dev->SetScissorRect(&rc);
@ -443,9 +478,10 @@ bool Renderer::SetScissorRect()
}
else
{
WARN_LOG(VIDEO, "Bad scissor rectangle: %i %i %i %i", rc.left, rc.top, rc.right, rc.bottom);
WARN_LOG(VIDEO, "Bad scissor rectangle: %i %i %i %i", rc.left, rc.top, rc.right, rc.bottom);
return false;
}
return true;
}
void Renderer::SetColorMask()
@ -460,10 +496,9 @@ void Renderer::SetColorMask()
u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
{
//Get the working buffer
LPDIRECT3DSURFACE9 pBuffer = (type == PEEK_Z || type == POKE_Z) ?
FBManager::GetEFBDepthRTSurface() : FBManager::GetEFBColorRTSurface();
FBManager::GetEFBDepthEncodedSurface() : FBManager::GetEFBColorRTSurface();
//get the temporal buffer to move 1pixel data
LPDIRECT3DSURFACE9 RBuffer = (type == PEEK_Z || type == POKE_Z) ?
FBManager::GetEFBDepthReadSurface() : FBManager::GetEFBColorReadSurface();
@ -482,11 +517,6 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
PanicAlert("No %s!", (type == PEEK_Z || type == POKE_Z) ? "Z-Buffer" : "Color EFB");
return 0;
}
// Z buffer lock not suported: returning
if((type == PEEK_Z || type == POKE_Z) && BufferFormat == D3DFMT_D24X8)
{
return 0;
}
// Get the rectangular target region covered by the EFB pixel.
EFBRectangle efbPixelRc;
@ -506,30 +536,25 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
RectToLock.right = targetPixelRc.right;
RectToLock.top = targetPixelRc.top;
//lock the buffer
if(!(BufferFormat == D3DFMT_D32F_LOCKABLE || BufferFormat == D3DFMT_D16_LOCKABLE))
hr = D3D::dev->StretchRect(pBuffer,&RectToLock,RBuffer,NULL, D3DTEXF_NONE);
if(FAILED(hr))
{
//the hard support stretchrect in both color and z so use it
hr = D3D::dev->StretchRect(pBuffer,&RectToLock,RBuffer,NULL, D3DTEXF_NONE);
if(FAILED(hr))
{
PanicAlert("Unable to stretch data to buffer");
return 0;
}
//retriebe the pixel data to the local memory buffer
D3D::dev->GetRenderTargetData(RBuffer,pOffScreenBuffer);
if(FAILED(hr))
{
PanicAlert("Unable to copy data to mem buffer");
return 0;
}
//change the rect to lock the entire one pixel buffer
RectToLock.bottom = 1;
RectToLock.left = 0;
RectToLock.right = 1;
RectToLock.top = 0;
}
PanicAlert("Unable to stretch data to buffer");
return 0;
}
//retriebe the pixel data to the local memory buffer
D3D::dev->GetRenderTargetData(RBuffer,pOffScreenBuffer);
if(FAILED(hr))
{
PanicAlert("Unable to copy data to mem buffer");
return 0;
}
//change the rect to lock the entire one pixel buffer
RectToLock.bottom = 1;
RectToLock.left = 0;
RectToLock.right = 1;
RectToLock.top = 0;
//the surface is good.. lock it
if((hr = pOffScreenBuffer->LockRect(&drect, &RectToLock, D3DLOCK_READONLY)) != D3D_OK)
{
@ -540,25 +565,18 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
switch(type) {
case PEEK_Z:
{
switch (BufferFormat)
{
case D3DFMT_D32F_LOCKABLE:
val = ((float *)drect.pBits)[0];
z = ((u32)(val * 0xffffff));// 0xFFFFFFFF;
break;
case D3DFMT_D16_LOCKABLE:
val = ((float)((u16 *)drect.pBits)[0])/((float)0xFFFF);
z = ((u32)(val * 0xffffff));
break;
default:
z = ((u32 *)drect.pBits)[0] >> 8;
break;
};
// [0.0, 1.0] ==> [0, 0xFFFFFFFF]
break;
static float ffrac = 255.0f/254.0f;
z = ((u32 *)drect.pBits)[0];
float fvalue = (((float)(z & 0xFF)) / 255.0f) * ffrac;
fvalue += (((float)((z>>8) & 0xFF)) / 255.0f) * (ffrac/255.0f);
fvalue += (((float)((z>>16) & 0xFF)) / 255.0f) * (ffrac/(255.0f*255.0f));
fvalue += (((float)((z>>24) & 0xFF)) / 255.0f) * (ffrac/(255.0f*255.0f*255.0f));
if(fvalue>1.0f)fvalue=1.0f;
if(fvalue<0.0f)fvalue=0.0f;
z = ((u32)(fvalue * 0xffffff));
}
break;
case POKE_Z:
// TODO: Get that Z value to poke from somewhere
//((float *)drect.pBits)[0] = val;
@ -568,7 +586,6 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
case PEEK_COLOR:
z = ((u32 *)drect.pBits)[0];
break;
case POKE_COLOR:
// TODO: Get that ARGB value to poke from somewhere
//((float *)drect.pBits)[0] = val;
@ -577,9 +594,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
}
pOffScreenBuffer->UnlockRect();
pOffScreenBuffer->UnlockRect();
// TODO: in RE0 this value is often off by one, which causes lighting to disappear
return z;
@ -605,6 +620,14 @@ void UpdateViewport()
vp.Y = (int)(ceil(xfregs.rawViewport[4] + xfregs.rawViewport[1] - (scissorYOff)) * MValueY);
vp.Width = (int)ceil(abs((int)(2 * xfregs.rawViewport[0])) * MValueX);
vp.Height = (int)ceil(abs((int)(2 * xfregs.rawViewport[1])) * MValueY);
if(vp.X < 0) vp.X = 0;
if(vp.Y < 0) vp.Y = 0;
if(vp.X > s_target_width) vp.X = s_target_width;
if(vp.Y > s_target_height) vp.Y = s_target_height;
if(vp.Width < 0) vp.Width = 0;
if(vp.Height < 0) vp.Height = 0;
if(vp.Width > (s_target_width - vp.X)) vp.Width = s_target_width - vp.X;
if(vp.Height > (s_target_height - vp.Y)) vp.Height = s_target_height - vp.Y;
//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
vp.MinZ = 0.0f;//(xfregs.rawViewport[5] - xfregs.rawViewport[2]) / 16777216.0f;
vp.MaxZ = 1.0f;//xfregs.rawViewport[5] / 16777216.0f;
@ -719,3 +742,29 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
// Flip/present backbuffer to frontbuffer here
D3D::Present();
}
void Renderer::ResetAPIState()
{
D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
D3D::SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
D3D::SetRenderState(D3DRS_ZENABLE, FALSE);
D3D::SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
DWORD color_mask = D3DCOLORWRITEENABLE_ALPHA| D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
D3D::SetRenderState(D3DRS_COLORWRITEENABLE, color_mask);
}
void Renderer::RestoreAPIState()
{
// Gets us back into a more game-like state.
UpdateViewport();
if (bpmem.zmode.testenable) D3D::SetRenderState(D3DRS_ZENABLE, TRUE);
if (bpmem.zmode.updateenable) D3D::SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
SetScissorRect();
SetColorMask();
SetBlendMode(true);
}