Added EFB Scale option to the OpenGL plug-in.

Renamed EFB Scale to Internal Resolution.
Removed Auto Scale option (it is now always on).
Added on-the-fly changing of the Internal Resolution in the OpenGL and Direct3D9 plug-ins.
Further consolidated the code in the video plug-ins.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6240 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
skidau
2010-09-30 15:24:34 +00:00
parent ce1057f17d
commit 719521eeeb
25 changed files with 423 additions and 450 deletions

View File

@ -308,7 +308,8 @@ bool Renderer::Init()
if(g_ActiveConfig.bUseRealXFB)
{
xScale = yScale = 1.0f;
xScale = 1.0f;
yScale = 1.0f;
}
else
{
@ -438,21 +439,10 @@ float Renderer::GetXFBScaleY()
return yScale;
}
// Return the framebuffer size
int Renderer::GetFrameBufferWidth()
{
return s_backbuffer_width;
}
int Renderer::GetFrameBufferHeight()
{
return s_backbuffer_height;
}
// Create On-Screen-Messages
void Renderer::DrawDebugText()
{
// OSD menu messages
// OSD Menu messages
if (g_ActiveConfig.bOSDHotKey)
{
if (OSDChoice > 0)
@ -465,7 +455,26 @@ void Renderer::DrawDebugText()
std::string T1 = "", T2 = "";
std::vector<std::string> T0;
std::string OSDM1 = StringFromFormat("%i x %i", OSDInternalW, OSDInternalH);
std::string OSDM1;
switch(g_ActiveConfig.iEFBScale)
{
case 0:
OSDM1 = "Auto (fractional)";
break;
case 1:
OSDM1 = "Auto (integral)";
break;
case 2:
OSDM1 = "Native";
break;
case 3:
OSDM1 = "2x";
break;
case 4:
OSDM1 = "3x";
break;
}
std::string OSDM21;
switch(g_ActiveConfig.iAspectRatio)
{
@ -531,9 +540,9 @@ void Renderer::RenderText(const char *text, int left, int top, u32 color)
TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
{
TargetRectangle result;
int Xstride = (s_Fulltarget_width - s_target_width) / 2;
int Ystride = (s_Fulltarget_height - s_target_height) / 2;
TargetRectangle result;
result.left = (int)(rc.left * EFBxScale) + Xstride;
result.top = (int)(rc.top * EFByScale) + Ystride;
result.right = (int)(rc.right * EFBxScale) + Xstride;
@ -654,6 +663,7 @@ bool Renderer::SetScissorRect()
rc.right = (int)(rc.right * EFBxScale) + Xstride;
rc.bottom = (int)(rc.bottom * EFByScale) + Ystride;
// Check that the coordinates are good
if (rc.right != rc.left && rc.bottom != rc.top)
{
D3D::dev->SetScissorRect(&rc);
@ -727,7 +737,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
efbPixelRc.right = x + 1;
efbPixelRc.bottom = y + 1;
TargetRectangle targetPixelRc = Renderer::ConvertEFBRectangle(efbPixelRc);
TargetRectangle targetPixelRc = ConvertEFBRectangle(efbPixelRc);
u32 z = 0;
float val = 0.0f;
@ -897,19 +907,16 @@ void UpdateViewport()
int scissorXOff = bpmem.scissorOffset.x * 2;
int scissorYOff = bpmem.scissorOffset.y * 2;
float MValueX = Renderer::GetTargetScaleX();
float MValueY = Renderer::GetTargetScaleY();
int Xstride = (s_Fulltarget_width - s_target_width) / 2;
int Ystride = (s_Fulltarget_height - s_target_height) / 2;
D3DVIEWPORT9 vp;
// Stretch picture with increased internal resolution
int X = (int)(ceil(xfregs.rawViewport[3] - xfregs.rawViewport[0] - (scissorXOff)) * MValueX) + Xstride;
int Y = (int)(ceil(xfregs.rawViewport[4] + xfregs.rawViewport[1] - (scissorYOff)) * MValueY) + Ystride;
int Width = (int)ceil((int)(2 * xfregs.rawViewport[0]) * MValueX);
int Height = (int)ceil((int)(-2 * xfregs.rawViewport[1]) * MValueY);
int X = (int)(ceil(xfregs.rawViewport[3] - xfregs.rawViewport[0] - (scissorXOff)) * EFBxScale) + Xstride;
int Y = (int)(ceil(xfregs.rawViewport[4] + xfregs.rawViewport[1] - (scissorYOff)) * EFByScale) + Ystride;
int Width = (int)ceil(2.0f * xfregs.rawViewport[0] * EFBxScale);
int Height = (int)ceil(-2.0f * xfregs.rawViewport[1] * EFByScale);
if (Width < 0)
{
X += Width;
@ -988,7 +995,7 @@ void UpdateViewport()
void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z)
{
// Update the view port for clearing the picture
TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc);
TargetRectangle targetRc = ConvertEFBRectangle(rc);
D3DVIEWPORT9 vp;
vp.X = targetRc.left;
vp.Y = targetRc.top;
@ -1062,7 +1069,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
return;
}
Renderer::ResetAPIState();
ResetAPIState();
if(g_ActiveConfig.bAnaglyphStereo)
{
if(RightFrame)
@ -1090,6 +1097,8 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
TargetRectangle dst_rect;
ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
D3DVIEWPORT9 vp;
// Clear full target screen (edges, borders etc)
vp.X = 0;
vp.Y = 0;
vp.Width = s_backbuffer_width;
@ -1104,7 +1113,8 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
int Y = dst_rect.top;
int Width = dst_rect.right - dst_rect.left;
int Height = dst_rect.bottom - dst_rect.top;
// Sanity check
if (X < 0) X = 0;
if (Y < 0) Y = 0;
if (X > s_backbuffer_width) X = s_backbuffer_width;
@ -1113,6 +1123,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
if (Height < 0) Height = 0;
if (Width > (s_backbuffer_width - X)) Width = s_backbuffer_width - X;
if (Height > (s_backbuffer_height - Y)) Height = s_backbuffer_height - Y;
vp.X = X;
vp.Y = Y;
vp.Width = Width;
@ -1125,14 +1136,16 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
D3D::ChangeSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
const XFBSource* xfbSource = NULL;
if(g_ActiveConfig.bUseXFB)
{
const XFBSource* xfbSource;
// draw each xfb source
// Render to the real buffer now.
for (u32 i = 0; i < xfbCount; ++i)
{
xfbSource = xfbSourceList[i];
MathUtil::Rectangle<float> sourceRc;
sourceRc.left = 0;
@ -1142,7 +1155,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
MathUtil::Rectangle<float> drawRc;
if (g_ActiveConfig.bUseXFB && !g_ActiveConfig.bUseRealXFB)
if (!g_ActiveConfig.bUseRealXFB)
{
// use virtual xfb with offset
int xfbHeight = xfbSource->srcHeight;
@ -1154,17 +1167,14 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
drawRc.left = -(xfbWidth / (float)fbWidth);
drawRc.right = (xfbWidth / (float)fbWidth);
if (!g_ActiveConfig.bAutoScale)
{
// scale draw area for a 1 to 1 pixel mapping with the draw target
float vScale = (float)fbHeight / (float)s_backbuffer_height;
float hScale = (float)fbWidth / (float)s_backbuffer_width;
drawRc.top *= vScale;
drawRc.bottom *= vScale;
drawRc.left *= hScale;
drawRc.right *= hScale;
}
// The following code disables auto stretch. Kept for reference.
// scale draw area for a 1 to 1 pixel mapping with the draw target
//float vScale = (float)fbHeight / (float)dst_rect.GetHeight();
//float hScale = (float)fbWidth / (float)dst_rect.GetWidth();
//drawRc.top *= vScale;
//drawRc.bottom *= vScale;
//drawRc.left *= hScale;
//drawRc.right *= hScale;
}
else
{
@ -1179,17 +1189,19 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
}
else
{
TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc);
TargetRectangle targetRc = ConvertEFBRectangle(rc);
LPDIRECT3DTEXTURE9 read_texture = g_framebufferManager.GetEFBColorTexture(rc);
D3D::drawShadedTexQuad(read_texture,targetRc.AsRECT(),Renderer::GetFullTargetWidth(),Renderer::GetFullTargetHeight(),Width,Height,PixelShaderCache::GetColorCopyProgram(g_Config.iMultisampleMode),VertexShaderCache::GetSimpleVertexShader(g_Config.iMultisampleMode));
}
D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
D3D::RefreshSamplerState(0, D3DSAMP_MAGFILTER);
if(g_ActiveConfig.bAnaglyphStereo)
{
DWORD color_mask = D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
D3D::SetRenderState(D3DRS_COLORWRITEENABLE, color_mask);
}
vp.X = 0;
vp.Y = 0;
vp.Width = s_backbuffer_width;
@ -1197,6 +1209,8 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
D3D::dev->SetViewport(&vp);
// Save screenshot
if (s_bScreenshot)
{
s_criticalScreenshot.Enter();
@ -1302,17 +1316,17 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
}
u32 newAA = g_ActiveConfig.iMultisampleMode;
u32 newEFBScale = g_ActiveConfig.iEFBScale;
if (newAA != s_LastAA || newEFBScale != s_LastEFBScale || xfbchanged || WindowResized)
if (xfbchanged || WindowResized || s_LastEFBScale != g_ActiveConfig.iEFBScale)
{
s_LastAA = newAA;
s_LastEFBScale = newEFBScale;
ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
if(g_ActiveConfig.bUseRealXFB)
{
xScale = yScale = 1.0f;
xScale = 1.0f;
yScale = 1.0f;
}
else
{
@ -1321,6 +1335,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
}
float SupersampleCoeficient = s_LastAA + 1;
s_LastEFBScale = g_ActiveConfig.iEFBScale;
switch(s_LastEFBScale)
{
case 0:
@ -1339,8 +1354,13 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
EFBxScale *= SupersampleCoeficient;
EFByScale *= SupersampleCoeficient;
s_target_width = EFB_WIDTH * EFBxScale;
s_target_height = EFB_HEIGHT * EFByScale;
s_Fulltarget_width = s_target_width;
s_Fulltarget_height = s_target_height;
D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
if (WindowResized)
@ -1379,7 +1399,8 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
// Flip/present backbuffer to frontbuffer here
D3D::Present();
D3D::BeginFrame();
Renderer::RestoreAPIState();
RestoreAPIState();
D3D::dev->SetRenderTarget(0, g_framebufferManager.GetEFBColorRTSurface());
D3D::dev->SetDepthStencilSurface(g_framebufferManager.GetEFBDepthRTSurface());
UpdateViewport();