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BPFunctions: Move GX viewport conversion to VideoCommon
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@ -445,59 +445,17 @@ void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num
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RestoreAPIState();
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}
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void Renderer::SetViewport()
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void Renderer::SetViewport(float x, float y, float width, float height, float near_depth,
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float far_depth)
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{
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// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
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// [0] = width/2
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// [1] = height/2
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// [2] = 16777215 * (farz - nearz)
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// [3] = xorig + width/2 + 342
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// [4] = yorig + height/2 + 342
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// [5] = 16777215 * farz
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// D3D crashes for zero viewports
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if (xfmem.viewport.wd == 0 || xfmem.viewport.ht == 0)
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return;
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int scissorXOff = bpmem.scissorOffset.x * 2;
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int scissorYOff = bpmem.scissorOffset.y * 2;
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float X = Renderer::EFBToScaledXf(xfmem.viewport.xOrig - xfmem.viewport.wd - scissorXOff);
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float Y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissorYOff);
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float Wd = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd);
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float Ht = Renderer::EFBToScaledYf(-2.0f * xfmem.viewport.ht);
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float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f;
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float max_depth = xfmem.viewport.farZ / 16777216.0f;
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if (Wd < 0.0f)
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{
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X += Wd;
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Wd = -Wd;
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}
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if (Ht < 0.0f)
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{
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Y += Ht;
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Ht = -Ht;
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}
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// If an inverted or oversized depth range is used, we need to calculate the depth range in the
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// vertex shader.
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if (UseVertexDepthRange())
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{
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// We need to ensure depth values are clamped the maximum value supported by the console GPU.
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min_depth = 0.0f;
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max_depth = GX_MAX_DEPTH;
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}
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// In D3D, the viewport rectangle must fit within the render target.
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X = (X >= 0.f) ? X : 0.f;
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Y = (Y >= 0.f) ? Y : 0.f;
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Wd = (X + Wd <= GetTargetWidth()) ? Wd : (GetTargetWidth() - X);
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Ht = (Y + Ht <= GetTargetHeight()) ? Ht : (GetTargetHeight() - Y);
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// We use an inverted depth range here to apply the Reverse Z trick.
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// This trick makes sure we match the precision provided by the 1:0
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// clipping depth range on the hardware.
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht, 1.0f - max_depth, 1.0f - min_depth);
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D3D11_VIEWPORT vp;
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vp.TopLeftX = MathUtil::Clamp(x, 0.0f, static_cast<float>(m_target_width - 1));
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vp.TopLeftY = MathUtil::Clamp(y, 0.0f, static_cast<float>(m_target_height - 1));
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vp.Width = MathUtil::Clamp(width, 1.0f, static_cast<float>(m_target_width) - vp.TopLeftX);
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vp.Height = MathUtil::Clamp(height, 1.0f, static_cast<float>(m_target_height) - vp.TopLeftY);
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vp.MinDepth = near_depth;
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vp.MaxDepth = far_depth;
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D3D::context->RSSetViewports(1, &vp);
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}
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@ -673,7 +631,6 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
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// begin next frame
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RestoreAPIState();
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FramebufferManager::BindEFBRenderTarget();
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SetViewport();
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}
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// ALWAYS call RestoreAPIState for each ResetAPIState call you're doing
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@ -690,7 +647,7 @@ void Renderer::RestoreAPIState()
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D3D::stateman->PopBlendState();
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D3D::stateman->PopDepthState();
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D3D::stateman->PopRasterizerState();
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SetViewport();
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BPFunctions::SetViewport();
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BPFunctions::SetScissor();
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}
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