mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-22 22:00:39 -06:00
Lots of code and warning cleanup. OGL/D3D: Moved to a shared config class in VideoCommon. This lets VideoCommon code read the config without ugly hacks. Fixed various config race conditions by keeping a copy (g_ActiveConfig) of the g_Config struct which is updated once per frame.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4256 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
@ -42,34 +42,43 @@
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#include "debugger/debugger.h"
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static float m_targetWidth;
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static float m_targetHeight;
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static int s_targetWidth;
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static int s_targetHeight;
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static int s_backbuffer_width;
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static int s_backbuffer_height;
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static float xScale;
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static float yScale;
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static int m_recordWidth;
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static int m_recordHeight;
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static int s_recordWidth;
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static int s_recordHeight;
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static bool m_LastFrameDumped;
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static bool m_AVIDumping;
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static bool s_LastFrameDumped;
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static bool s_AVIDumping;
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#define NUMWNDRES 6
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extern int g_Res[NUMWNDRES][2];
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bool Renderer::Init()
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{
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EmuWindow::SetSize(g_Res[g_Config.iWindowedRes][0], g_Res[g_Config.iWindowedRes][1]);
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UpdateActiveConfig();
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EmuWindow::SetSize(g_Res[g_ActiveConfig.iWindowedRes][0], g_Res[g_ActiveConfig.iWindowedRes][1]);
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D3D::Create(g_Config.iAdapter, EmuWindow::GetWnd(), g_Config.bFullscreen, g_Config.iFSResolution, g_Config.iMultisampleMode);
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D3D::Create(g_ActiveConfig.iAdapter, EmuWindow::GetWnd(), g_ActiveConfig.bFullscreen,
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g_ActiveConfig.iFSResolution, g_ActiveConfig.iMultisampleMode);
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m_targetWidth = (float)D3D::GetDisplayWidth();
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m_targetHeight = (float)D3D::GetDisplayHeight();
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s_targetWidth = D3D::GetDisplayWidth();
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s_targetHeight = D3D::GetDisplayHeight();
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xScale = m_targetWidth / (float)EFB_WIDTH;
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yScale = m_targetHeight / (float)EFB_HEIGHT;
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s_backbuffer_width = s_targetWidth;
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s_backbuffer_height = s_targetHeight;
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m_LastFrameDumped = false;
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m_AVIDumping = false;
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xScale = (float)s_targetWidth / (float)EFB_WIDTH;
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yScale = (float)s_targetHeight / (float)EFB_HEIGHT;
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s_LastFrameDumped = false;
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s_AVIDumping = false;
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// We're not using fixed function, except for some 2D.
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// Let's just set the matrices to identity to be sure.
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@ -82,7 +91,7 @@ bool Renderer::Init()
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for (int i = 0; i < 8; i++)
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D3D::dev->SetSamplerState(i, D3DSAMP_MAXANISOTROPY, 16);
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D3D::BeginFrame(true, 0);
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D3D::BeginFrame(true, 0, 1.0f);
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VertexManager::BeginFrame();
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return true;
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}
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@ -93,7 +102,7 @@ void Renderer::Shutdown()
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D3D::EndFrame();
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D3D::Close();
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if (m_AVIDumping)
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if (s_AVIDumping)
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{
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AVIDump::Stop();
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}
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@ -126,10 +135,10 @@ void dumpMatrix(D3DXMATRIX &mtx)
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TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
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{
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TargetRectangle result;
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result.left = (rc.left * m_targetWidth) / EFB_WIDTH;
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result.top = (rc.top * m_targetHeight) / EFB_HEIGHT;
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result.right = (rc.right * m_targetWidth) / EFB_WIDTH;
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result.bottom = (rc.bottom * m_targetHeight) / EFB_HEIGHT;
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result.left = (rc.left * s_targetWidth) / EFB_WIDTH;
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result.top = (rc.top * s_targetHeight) / EFB_HEIGHT;
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result.right = (rc.right * s_targetWidth) / EFB_WIDTH;
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result.bottom = (rc.bottom * s_targetHeight) / EFB_HEIGHT;
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return result;
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}
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@ -165,63 +174,63 @@ void Renderer::SwapBuffers()
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}
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// Frame dumping routine
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if (g_Config.bDumpFrames) {
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if (g_ActiveConfig.bDumpFrames) {
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D3DDISPLAYMODE DisplayMode;
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if (SUCCEEDED(D3D::dev->GetDisplayMode(0, &DisplayMode))) {
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LPDIRECT3DSURFACE9 surf;
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if (SUCCEEDED(D3D::dev->CreateOffscreenPlainSurface(DisplayMode.Width, DisplayMode.Height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &surf, NULL))) {
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if (!m_LastFrameDumped) {
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if (!s_LastFrameDumped) {
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RECT windowRect;
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GetWindowRect(EmuWindow::GetWnd(), &windowRect);
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m_recordWidth = windowRect.right - windowRect.left;
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m_recordHeight = windowRect.bottom - windowRect.top;
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m_AVIDumping = AVIDump::Start(EmuWindow::GetParentWnd(), m_recordWidth, m_recordHeight);
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if (!m_AVIDumping) {
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GetClientRect(EmuWindow::GetWnd(), &windowRect);
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s_recordWidth = windowRect.right - windowRect.left;
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s_recordHeight = windowRect.bottom - windowRect.top;
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s_AVIDumping = AVIDump::Start(EmuWindow::GetParentWnd(), s_recordWidth, s_recordHeight);
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if (!s_AVIDumping) {
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PanicAlert("Error dumping frames to AVI.");
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} else {
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char msg [255];
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sprintf(msg, "Dumping Frames to \"%s/framedump0.avi\" (%dx%d RGB24)", FULL_FRAMES_DIR, m_recordWidth, m_recordHeight);
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sprintf(msg, "Dumping Frames to \"%s/framedump0.avi\" (%dx%d RGB24)", FULL_FRAMES_DIR, s_recordWidth, s_recordHeight);
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OSD::AddMessage(msg, 2000);
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}
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}
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if (m_AVIDumping) {
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if (s_AVIDumping) {
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if (SUCCEEDED(D3D::dev->GetFrontBufferData(0, surf))) {
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RECT windowRect;
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GetWindowRect(EmuWindow::GetWnd(), &windowRect);
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D3DLOCKED_RECT rect;
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if (SUCCEEDED(surf->LockRect(&rect, &windowRect, D3DLOCK_NO_DIRTY_UPDATE | D3DLOCK_NOSYSLOCK | D3DLOCK_READONLY))) {
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char *data = (char *)malloc(3 * m_recordWidth * m_recordHeight);
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formatBufferDump((const char *)rect.pBits, data, m_recordWidth, m_recordHeight, rect.Pitch);
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char *data = (char *)malloc(3 * s_recordWidth * s_recordHeight);
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formatBufferDump((const char *)rect.pBits, data, s_recordWidth, s_recordHeight, rect.Pitch);
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AVIDump::AddFrame(data);
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free(data);
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surf->UnlockRect();
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}
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}
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}
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m_LastFrameDumped = true;
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s_LastFrameDumped = true;
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surf->Release();
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}
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}
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}
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else
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{
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if(m_LastFrameDumped && m_AVIDumping) {
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if(s_LastFrameDumped && s_AVIDumping) {
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AVIDump::Stop();
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m_AVIDumping = false;
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s_AVIDumping = false;
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}
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m_LastFrameDumped = false;
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s_LastFrameDumped = false;
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}
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char st[8192];
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// Finish up the current frame, print some stats
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if (g_Config.bOverlayStats)
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if (g_ActiveConfig.bOverlayStats)
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{
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Statistics::ToString(st);
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D3D::font.DrawTextScaled(0,30,20,20,0.0f,0xFF00FFFF,st,false);
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}
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if (g_Config.bOverlayProjStats)
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if (g_ActiveConfig.bOverlayProjStats)
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{
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Statistics::ToStringProj(st);
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D3D::font.DrawTextScaled(0,30,20,20,0.0f,0xFF00FFFF,st,false);
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@ -253,27 +262,44 @@ void Renderer::SwapBuffers()
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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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UpdateActiveConfig();
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/*
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TODO: Resize backbuffer if window size has changed. This code crashes, debug it.
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RECT rcWindow;
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GetClientRect(EmuWindow::GetWnd(), &rcWindow);
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if (rcWindow.right - rcWindow.left != s_backbuffer_width ||
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rcWindow.bottom - rcWindow.top != s_backbuffer_height)
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{
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D3D::Reset();
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s_backbuffer_width = D3D::GetDisplayWidth();
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s_backbuffer_height = D3D::GetDisplayHeight();
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}
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*/
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//Begin new frame
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//Set default viewport and scissor, for the clear to work correctly
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stats.ResetFrame();
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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 = (DWORD)m_targetWidth;
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vp.Height = (DWORD)m_targetHeight;
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vp.Width = (DWORD)s_targetWidth;
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vp.Height = (DWORD)s_targetHeight;
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vp.MinZ = 0;
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vp.MaxZ = 1.0f;
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D3D::dev->SetViewport(&vp);
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RECT rc;
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rc.left = 0;
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rc.top = 0;
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rc.right = (LONG)m_targetWidth;
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rc.bottom = (LONG)m_targetHeight;
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rc.right = (LONG)s_targetWidth;
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rc.bottom = (LONG)s_targetHeight;
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D3D::dev->SetScissorRect(&rc);
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D3D::dev->SetRenderState(D3DRS_SCISSORTESTENABLE, false);
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// We probably shouldn't clear here.
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D3D::dev->Clear(0, 0, D3DCLEAR_TARGET, 0x00000000, 0, 0);
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// D3D::dev->Clear(0, 0, D3DCLEAR_TARGET, 0x00000000, 0, 0);
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u32 clearColor = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
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D3D::BeginFrame(false, clearColor, 1.0f);
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@ -284,7 +310,7 @@ void Renderer::SwapBuffers()
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VertexManager::BeginFrame();
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if (g_Config.bOldCard)
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if (g_ActiveConfig.bOldCard)
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D3D::font.SetRenderStates(); //compatibility with low end cards
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}
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@ -302,26 +328,26 @@ bool Renderer::SetScissorRect()
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rc.top = (int)(rc.top * yScale);
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rc.right = (int)(rc.right * xScale);
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rc.bottom = (int)(rc.bottom * yScale);
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if (rc.right >= rc.left && rc.bottom >= rc.top) {
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if (rc.right >= rc.left && rc.bottom >= rc.top)
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{
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D3D::dev->SetScissorRect(&rc);
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return true;
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}
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else
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{
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WARN_LOG(VIDEO, "SCISSOR ERROR");
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WARN_LOG(VIDEO, "Bad scissor rectangle: %i %i %i %i", rc.left, rc.top, rc.right, rc.bottom);
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return false;
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}
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}
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void Renderer::SetColorMask()
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{
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DWORD write = 0;
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DWORD color_mask = 0;
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if (bpmem.blendmode.alphaupdate)
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write = D3DCOLORWRITEENABLE_ALPHA;
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color_mask = D3DCOLORWRITEENABLE_ALPHA;
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if (bpmem.blendmode.colorupdate)
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write |= D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
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D3D::SetRenderState(D3DRS_COLORWRITEENABLE, write);
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color_mask |= D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
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D3D::SetRenderState(D3DRS_COLORWRITEENABLE, color_mask);
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}
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u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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@ -338,7 +364,6 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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// TODO (FIX) : currently, AA path is broken/offset and doesn't return the correct pixel
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switch (type)
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{
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case PEEK_Z:
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{
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// if (s_MSAASamples > 1)
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@ -395,7 +420,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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// TODO: Implement. One way is to draw a tiny pixel-sized rectangle at
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// the exact location. Note: EFB pokes are susceptible to Z-buffering
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// and perhaps blending.
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//WARN_LOG(VIDEOINTERFACE, "This is probably some kind of software rendering");
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// WARN_LOG(VIDEOINTERFACE, "This is probably some kind of software rendering");
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break;
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}
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@ -403,16 +428,14 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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return 0;
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}
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// mtx.m[0][3] = pMatrix[1]; // -0.5f/m_targetWidth; <-- fix d3d pixel center?
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// mtx.m[1][3] = pMatrix[3]; // +0.5f/m_targetHeight; <-- fix d3d pixel center?
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// mtx.m[0][3] = pMatrix[1]; // -0.5f/s_targetWidth; <-- fix d3d pixel center?
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// mtx.m[1][3] = pMatrix[3]; // +0.5f/s_targetHeight; <-- fix d3d pixel center?
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// Called from VertexShaderManager
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void UpdateViewport()
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{
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int scissorXOff = bpmem.scissorOffset.x * 2;
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int scissorYOff = bpmem.scissorOffset.y * 2;
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// -------------------------------------
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float MValueX = Renderer::GetTargetScaleX();
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float MValueY = Renderer::GetTargetScaleY();
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