mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-22 22:00:39 -06:00
Shader Disk Cache implementation for D3D. Saves generated shaders on disk. Eliminates "freeze jerks" in D3D plugin the _second_ and later times you play something.... not much to do about the first time. The D3D shader compiler is just slow.
Also assorted cleanup around the shader code. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4869 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
@ -272,7 +272,7 @@ bool Renderer::Init()
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xScale = (float)s_target_width / (float)EFB_WIDTH;
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yScale = (float)s_target_height / (float)EFB_HEIGHT;
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if(!D3D::IsATIDevice())
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if (!D3D::IsATIDevice())
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{
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FULL_EFB_WIDTH = 2 * EFB_WIDTH;
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FULL_EFB_HEIGHT = 2 * EFB_HEIGHT;
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@ -301,6 +301,7 @@ bool Renderer::Init()
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for (int stage = 0; stage < 8; stage++)
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D3D::SetSamplerState(stage, D3DSAMP_MAXANISOTROPY, g_ActiveConfig.iMaxAnisotropy);
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D3DVIEWPORT9 vp;
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vp.X = 0;
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vp.Y = 0;
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@ -354,7 +355,7 @@ void dumpMatrix(D3DXMATRIX &mtx)
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for (int y = 0; y < 4; y++)
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{
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char temp[256];
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sprintf(temp,"%4.4f %4.4f %4.4f %4.4f",mtx.m[y][0],mtx.m[y][1],mtx.m[y][2],mtx.m[y][3]);
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sprintf(temp,"%4.4f %4.4f %4.4f %4.4f", mtx.m[y][0], mtx.m[y][1], mtx.m[y][2], mtx.m[y][3]);
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g_VideoInitialize.pLog(temp, FALSE);
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}
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}
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@ -364,9 +365,9 @@ TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
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int Xstride = (s_Fulltarget_width - s_target_width) / 2;
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int Ystride = (s_Fulltarget_height - s_target_height) / 2;
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TargetRectangle result;
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result.left = (int)(rc.left * xScale) + Xstride ;
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result.left = (int)(rc.left * xScale) + Xstride;
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result.top = (int)(rc.top * yScale) + Ystride;
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result.right = (int)(rc.right * xScale) + Xstride ;
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result.right = (int)(rc.right * xScale) + Xstride;
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result.bottom = (int)(rc.bottom * yScale) + Ystride;
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return result;
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}
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@ -433,14 +434,14 @@ static void EFBTextureToD3DBackBuffer(const EFBRectangle& sourceRc)
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int Width = dst_rect.right - dst_rect.left;
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int Height = dst_rect.bottom - dst_rect.top;
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if(X < 0) X = 0;
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if(Y < 0) Y = 0;
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if(X > s_backbuffer_width) X = s_backbuffer_width;
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if(Y > s_backbuffer_height) Y = s_backbuffer_height;
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if(Width < 0) Width = 0;
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if(Height < 0) Height = 0;
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if(Width > (s_backbuffer_width - X)) Width = s_backbuffer_width - X;
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if(Height > (s_backbuffer_height - Y)) Height = s_backbuffer_height - Y;
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if (X < 0) X = 0;
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if (Y < 0) Y = 0;
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if (X > s_backbuffer_width) X = s_backbuffer_width;
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if (Y > s_backbuffer_height) Y = s_backbuffer_height;
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if (Width < 0) Width = 0;
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if (Height < 0) Height = 0;
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if (Width > (s_backbuffer_width - X)) Width = s_backbuffer_width - X;
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if (Height > (s_backbuffer_height - Y)) Height = s_backbuffer_height - Y;
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vp.X = X;
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vp.Y = Y;
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vp.Width = Width;
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@ -617,13 +618,13 @@ bool Renderer::SetScissorRect()
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if (rc.bottom < 0) rc.bottom = 0;
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if (rc.top > s_Fulltarget_height) rc.top = s_Fulltarget_height;
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if (rc.bottom > s_Fulltarget_height) rc.bottom = s_Fulltarget_height;
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if(rc.left > rc.right)
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if (rc.left > rc.right)
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{
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int temp = rc.right;
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rc.right = rc.left;
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rc.left = temp;
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}
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if(rc.top > rc.bottom)
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if (rc.top > rc.bottom)
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{
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int temp = rc.bottom;
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rc.bottom = rc.top;
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@ -660,7 +661,7 @@ void Renderer::SetColorMask()
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u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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{
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if(!g_ActiveConfig.bEFBAccessEnable)
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if (!g_ActiveConfig.bEFBAccessEnable)
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return 0;
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//Get the working buffer
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@ -678,13 +679,13 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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D3DFORMAT ReadBufferFormat = (type == PEEK_Z || type == POKE_Z) ?
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FBManager::GetEFBDepthReadSurfaceFormat() : BufferFormat;
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if(BufferFormat == D3DFMT_D24X8)
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if (BufferFormat == D3DFMT_D24X8)
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return 0;
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D3DLOCKED_RECT drect;
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//Buffer not found alert
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if(!pBuffer) {
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if (!pBuffer) {
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PanicAlert("No %s!", (type == PEEK_Z || type == POKE_Z) ? "Z-Buffer" : "Color EFB");
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return 0;
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}
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@ -706,7 +707,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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RectToLock.left = targetPixelRc.left;
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RectToLock.right = targetPixelRc.right;
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RectToLock.top = targetPixelRc.top;
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if(type == PEEK_Z)
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if (type == PEEK_Z)
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{
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RECT PixelRect;
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PixelRect.bottom = 4;
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@ -717,14 +718,14 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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RectToLock.right+=1;
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RectToLock.top-=1;
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RectToLock.left-=2;
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if((RectToLock.bottom - RectToLock.top) > 4)
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if ((RectToLock.bottom - RectToLock.top) > 4)
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RectToLock.bottom--;
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if((RectToLock.right - RectToLock.left) > 4)
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if ((RectToLock.right - RectToLock.left) > 4)
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RectToLock.left++;
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ResetAPIState(); // reset any game specific settings
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hr =D3D::dev->SetDepthStencilSurface(NULL);
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hr = D3D::dev->SetRenderTarget(0, RBuffer);
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if(FAILED(hr))
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if (FAILED(hr))
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{
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PanicAlert("unable to set pixel render buffer");
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return 0;
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@ -738,7 +739,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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vp.MinZ = 0.0f;
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vp.MaxZ = 1.0f;
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hr = D3D::dev->SetViewport(&vp);
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if(FAILED(hr))
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if (FAILED(hr))
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{
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PanicAlert("unable to set pixel viewport");
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return 0;
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@ -774,14 +775,14 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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RectToLock.right = 1;
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RectToLock.top = 0;
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}
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if(FAILED(hr))
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if (FAILED(hr))
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{
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PanicAlert("Unable to stretch data to buffer");
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return 0;
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}
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//retriebe the pixel data to the local memory buffer
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D3D::dev->GetRenderTargetData(RBuffer,pOffScreenBuffer);
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if(FAILED(hr))
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if (FAILED(hr))
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{
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PanicAlert("Unable to copy data to mem buffer");
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return 0;
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@ -791,7 +792,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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//the surface is good.. lock it
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if((hr = pOffScreenBuffer->LockRect(&drect, &RectToLock, D3DLOCK_READONLY)) != D3D_OK)
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if ((hr = pOffScreenBuffer->LockRect(&drect, &RectToLock, D3DLOCK_READONLY)) != D3D_OK)
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{
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PanicAlert("ERROR: %s", hr == D3DERR_WASSTILLDRAWING ? "Still drawing" :
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hr == D3DERR_INVALIDCALL ? "Invalid call" : "w00t");
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@ -872,12 +873,12 @@ void UpdateViewport()
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int Y = (int)(ceil(xfregs.rawViewport[4] + xfregs.rawViewport[1] - (scissorYOff)) * MValueY) + Ystride;
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int Width = (int)ceil((int)(2 * xfregs.rawViewport[0]) * MValueX);
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int Height = (int)ceil((int)(-2 * xfregs.rawViewport[1]) * MValueY);
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if(Width < 0)
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if (Width < 0)
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{
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X += Width;
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Width*=-1;
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}
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if(Height < 0)
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if (Height < 0)
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{
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Y += Height;
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Height *= -1;
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@ -916,10 +917,10 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
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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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if(zEnable)
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if (zEnable)
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D3D::ChangeRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
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D3D::drawClearQuad(&sirc,color ,(z & 0xFFFFFF) / float(0xFFFFFF),PixelShaderCache::GetClearProgram(),VertexShaderCache::GetSimpleVertexShader());
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if(zEnable)
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if (zEnable)
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D3D::RefreshRenderState(D3DRS_ZFUNC);
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//D3D::dev->Clear(0, NULL, (colorEnable ? D3DCLEAR_TARGET : 0)| ( zEnable ? D3DCLEAR_ZBUFFER : 0), color | ((alphaEnable)?0:0xFF000000),(z & 0xFFFFFF) / float(0xFFFFFF), 0);
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UpdateViewport();
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@ -933,7 +934,7 @@ void Renderer::SetBlendMode(bool forceUpdate)
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// 2 - reverse subtract enable (else add)
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// 3-5 - srcRGB function
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// 6-8 - dstRGB function
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if(bpmem.blendmode.logicopenable && bpmem.blendmode.logicmode != 3)
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if (bpmem.blendmode.logicopenable && bpmem.blendmode.logicmode != 3)
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return;
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u32 newval = bpmem.blendmode.subtract << 2;
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@ -978,8 +979,6 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
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// D3D frame is now over
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// Clean out old stuff from caches.
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frameCount++;
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PixelShaderCache::Cleanup();
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VertexShaderCache::Cleanup();
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TextureCache::Cleanup();
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// Make any new configuration settings active.
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