Some housecleaning around the D3D plugin, start of preparations to share even more code with the GL plugin.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4183 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard
2009-09-03 19:24:16 +00:00
parent 2091fb3ceb
commit 562a4e25ac
24 changed files with 201 additions and 684 deletions

View File

@ -28,7 +28,6 @@
#include "OpcodeDecoding.h"
#include "BPStructs.h"
#include "XFStructs.h"
#include "D3DPostprocess.h"
#include "D3DUtil.h"
#include "VertexShaderManager.h"
#include "PixelShaderManager.h"
@ -51,12 +50,6 @@ float Renderer::yScale;
int Renderer::m_recordWidth;
int Renderer::m_recordHeight;
std::vector<LPDIRECT3DBASETEXTURE9> Renderer::m_Textures;
DWORD Renderer::m_RenderStates[MaxRenderStates+46];
DWORD Renderer::m_TextureStageStates[MaxTextureStages][MaxTextureTypes];
DWORD Renderer::m_SamplerStates[MaxSamplerSize][MaxSamplerTypes];
bool Renderer::m_LastFrameDumped;
bool Renderer::m_AVIDumping;
@ -91,13 +84,12 @@ void Renderer::Init(SVideoInitialize &_VideoInitialize)
m_LastFrameDumped = false;
m_AVIDumping = false;
// We're not using much fixed function. Let's just set the matrices to identity.
// We're not using fixed function, except for some 2D.
// Let's just set the matrices to identity to be sure.
D3DXMATRIX mtx;
D3DXMatrixIdentity(&mtx);
D3D::dev->SetTransform(D3DTS_VIEW, &mtx);
D3D::dev->SetTransform(D3DTS_WORLD, &mtx);
D3D::font.Init();
Initialize();
}
@ -115,14 +107,9 @@ void Renderer::Shutdown()
void Renderer::Initialize()
{
m_Textures.reserve(MaxTextureStages);
for (int i = 0; i < MaxTextureStages; i++)
m_Textures.push_back(NULL);
for (int i = 0; i < 8; i++)
D3D::dev->SetSamplerState(i, D3DSAMP_MAXANISOTROPY, 16);
Postprocess::Initialize();
Postprocess::BeginFrame();
D3D::BeginFrame(true, 0);
VertexManager::BeginFrame();
}
@ -178,12 +165,11 @@ void dumpMatrix(D3DXMATRIX &mtx)
}
}
void formatBufferDump(char *in, char *out, int w, int h, int p)
void formatBufferDump(const char *in, char *out, int w, int h, int p)
{
for(int i = 0; i < h; i++) {
char *line = in + (h - i - 1) * p;
for (int j = 0; j < w; j++) {
for (int y = 0; y < h; y++) {
const char *line = in + (h - y - 1) * p;
for (int x = 0; x < w; x++) {
memcpy(out, line, 3);
out += 3;
line += 4;
@ -231,8 +217,8 @@ void Renderer::SwapBuffers()
GetWindowRect(EmuWindow::GetWnd(), &windowRect);
D3DLOCKED_RECT rect;
if (SUCCEEDED(surf->LockRect(&rect, &windowRect, D3DLOCK_NO_DIRTY_UPDATE | D3DLOCK_NOSYSLOCK | D3DLOCK_READONLY))) {
char *data = (char *) malloc(3 * m_recordWidth * m_recordHeight);
formatBufferDump((char *) rect.pBits, data, m_recordWidth, m_recordHeight, rect.Pitch);
char *data = (char *)malloc(3 * m_recordWidth * m_recordHeight);
formatBufferDump((const char *)rect.pBits, data, m_recordWidth, m_recordHeight, rect.Pitch);
AVIDump::AddFrame(data);
free(data);
surf->UnlockRect();
@ -252,8 +238,7 @@ void Renderer::SwapBuffers()
m_LastFrameDumped = false;
}
//Finish up the current frame, print some stats
Postprocess::FinalizeFrame();
// Finish up the current frame, print some stats
if (g_Config.bOverlayStats)
{
char st[2048];
@ -309,7 +294,6 @@ void Renderer::SwapBuffers()
D3D::font.DrawTextScaled(0,30,20,20,0.0f,0xFF00FFFF,st,false);
}
ProcessMessages();
#if defined(DVPROFILE)
@ -329,16 +313,13 @@ void Renderer::SwapBuffers()
DEBUGGER_PAUSE_COUNT_N_WITHOUT_UPDATE(NEXT_FRAME);
//D3D frame is now over
//clean out old stuff from caches
// D3D frame is now over
// Clean out old stuff from caches.
frameCount++;
PixelShaderCache::Cleanup();
VertexShaderCache::Cleanup();
TextureCache::Cleanup();
//Begin new frame
//Set default viewport and scissor, for the clear to work correctly
stats.ResetFrame();
@ -362,60 +343,18 @@ void Renderer::SwapBuffers()
D3D::dev->Clear(0, 0, D3DCLEAR_TARGET, 0x00000000, 0, 0);
u32 clearColor = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
// clearColor |= 0x003F003F;
// D3D::BeginFrame(true,clearColor,1.0f);
D3D::BeginFrame(false, clearColor, 1.0f);
// This probably causes problems, and the visual difference is tiny anyway.
// So let's keep it commented out.
// D3D::EnableAlphaToCoverage();
Postprocess::BeginFrame();
VertexManager::BeginFrame();
if (g_Config.bOldCard)
D3D::font.SetRenderStates(); //compatibility with low end cards
}
/*
void Renderer::SetViewport(float* _Viewport)
{
Viewport* pViewport = (Viewport*)_Viewport;
D3DVIEWPORT9 vp;
float x=(pViewport->xOrig-662)*2;
float y=(pViewport->yOrig-582)*2; //something is wrong, but what??
y-=16;
float w=pViewport->wd*2; //multiply up to real size
float h=pViewport->ht*-2; //why is this negative? oh well..
if (x < 0.0f) x = 0.0f;
if (y < 0.0f) y = 0.0f;
if (x > 640.0f) x = 639.0f;
if (y > 480.0f) y = 479.0f;
if (w < 0) w = 0;
if (h < 0) h = 0;
if (x+w > 640.0f) w=640-x;
if (y+h > 480.0f) h=480-y;
//x=y=0;
//if (w>0.0f) w=0.0f;
//if (h<0.0f) h=0.0f;
vp.X = (DWORD)(x*xScale);
vp.Y = (DWORD)(y*yScale);
vp.Width = (DWORD)(w*xScale);
vp.Height = (DWORD)(h*yScale);
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
// char temp[256];
// sprintf(temp,"Viewport: %i %i %i %i %f %f",vp.X,vp.Y,vp.Width,vp.Height,vp.MinZ,vp.MaxZ);
// g_VideoInitialize.pLog(temp, FALSE);
D3D::dev->SetViewport(&vp);
}
*/
void Renderer::SetScissorRect()
{
int xoff = bpmem.scissorOffset.x * 2 - 342;
@ -436,136 +375,30 @@ void Renderer::SetScissorRect()
g_VideoInitialize.pLog("SCISSOR ERROR", FALSE);
}
/*
void Renderer::SetProjection(float* pMatrix, int constantIndex)
{
D3DXMATRIX mtx;
if (pMatrix[6] == 0) // Perspective
{
mtx.m[0][0] = pMatrix[0];
mtx.m[0][1] = 0.0f;
mtx.m[0][2] = pMatrix[1];
mtx.m[0][3] = 0; // -0.5f/m_height; <-- fix d3d pixel center?
mtx.m[1][0] = 0.0f;
mtx.m[1][1] = pMatrix[2];
mtx.m[1][2] = pMatrix[3];
mtx.m[1][3] = 0; // +0.5f/m_height; <-- fix d3d pixel center?
<<<<<<< .mine
mtx.m[0][2] = 0.0f;
mtx.m[1][2] = 0.0f;
mtx.m[2][2] = -(1 - pMatrix[4]);
mtx.m[3][2] = pMatrix[5];
=======
mtx.m[2][0] = 0.0f;
mtx.m[2][1] = 0.0f;
mtx.m[2][2] = -(1.0f - pMatrix[4]);
mtx.m[2][3] = pMatrix[5]; // Problematic in OGL
>>>>>>> .r2480
mtx.m[3][0] = 0.0f;
mtx.m[3][1] = 0.0f;
// donkopunchstania: GC GPU rounds differently?
// -(1 + epsilon) so objects are clipped as they are on the real HW
mtx.m[3][2] = -1.00000011921f;
mtx.m[3][3] = 0.0f;
}
else // Orthographic Projection
{
mtx.m[0][0] = pMatrix[0];
mtx.m[0][1] = 0.0f;
mtx.m[0][2] = 0.0f;
mtx.m[0][3] = pMatrix[1]; // -0.5f/m_width; <-- fix d3d pixel center?
mtx.m[1][0] = 0.0f;
mtx.m[1][1] = pMatrix[2];
mtx.m[1][2] = 0.0f;
mtx.m[1][3] = pMatrix[3]; // +0.5f/m_height; <-- fix d3d pixel center?
mtx.m[2][0] = 0.0f;
mtx.m[2][1] = 0.0f;
mtx.m[2][2] = pMatrix[4];
mtx.m[2][3] = -(-1.0f - pMatrix[5]);
mtx.m[3][0] = 0;
mtx.m[3][1] = 0;
mtx.m[3][2] = 0.0f;
mtx.m[3][3] = 1.0f;
}
D3D::dev->SetVertexShaderConstantF(constantIndex, mtx, 4);
}*/
void Renderer::SetTexture(DWORD Stage, LPDIRECT3DBASETEXTURE9 pTexture)
{
if (m_Textures[Stage] != pTexture)
{
m_Textures[Stage] = pTexture;
D3D::dev->SetTexture(Stage, pTexture);
}
}
void Renderer::SetRenderState(D3DRENDERSTATETYPE State, DWORD Value)
{
if (m_RenderStates[State] != Value)
{
m_RenderStates[State] = Value;
D3D::dev->SetRenderState(State, Value);
}
}
void Renderer::SetTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD Value)
{
if (m_TextureStageStates[Stage][Type] != Value)
{
m_TextureStageStates[Stage][Type] = Value;
D3D::dev->SetTextureStageState(Stage, Type, Value);
}
}
void Renderer::SetSamplerState(DWORD Sampler, D3DSAMPLERSTATETYPE Type, DWORD Value)
{
if (m_SamplerStates[Sampler][Type] != Value)
{
m_SamplerStates[Sampler][Type] = Value;
D3D::dev->SetSamplerState(Sampler, Type, Value);
}
}
// mtx.m[0][3] = pMatrix[1]; // -0.5f/m_width; <-- fix d3d pixel center?
// mtx.m[1][3] = pMatrix[3]; // +0.5f/m_height; <-- fix d3d pixel center?
// Called from VertexShaderManager
void UpdateViewport()
{
// TODO : remove this HACK: Update viewport is still a bit wrong and causes the
// image to be y-offset for some reason though.
return;
// 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
int scissorXOff = bpmem.scissorOffset.x * 2;
int scissorYOff = bpmem.scissorOffset.y * 2;
// -------------------------------------
float MValueX = Renderer::GetXScale();
float MValueY = Renderer::GetYScale();
/*INFO_LOG("view: topleft=(%f,%f), wh=(%f,%f), z=(%f,%f)\n",
rawViewport[3]-rawViewport[0]-342, rawViewport[4]+rawViewport[1]-342,
2 * rawViewport[0], 2 * rawViewport[1],
(rawViewport[5] - rawViewport[2]) / 16777215.0f, rawViewport[5] / 16777215.0f);*/
D3DVIEWPORT9 vp;
// Stretch picture with increased internal resolution
vp.X = (int)(ceil(xfregs.rawViewport[3] - xfregs.rawViewport[0] - (scissorXOff)) * MValueX);
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);
vp.MinZ = (xfregs.rawViewport[5] - xfregs.rawViewport[2]) / 16777215.0f;
vp.MaxZ = xfregs.rawViewport[5] / 16777215.0f;
int scissorXOff = bpmem.scissorOffset.x * 2 - 342;
int scissorYOff = bpmem.scissorOffset.y * 2 - 342;
vp.X = (int)((xfregs.rawViewport[3] - xfregs.rawViewport[0] - 342 - scissorXOff) * Renderer::GetXScale());
vp.Y = (int)(Renderer::GetTargetHeight() - (xfregs.rawViewport[4] - xfregs.rawViewport[1] - 342 - scissorYOff) * Renderer::GetYScale());
vp.Width = (int)ceil(fabs(2 * xfregs.rawViewport[0]) * Renderer::GetXScale());
vp.Height = (int)ceil(fabs(2 * xfregs.rawViewport[1]) * Renderer::GetYScale());
vp.MinZ = (xfregs.rawViewport[5] - xfregs.rawViewport[2]) / 16777215.0f; // NearZ
vp.MaxZ = xfregs.rawViewport[5] / 16777215.0f; // FarZ
D3D::dev->SetViewport(&vp);
}