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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 06:09:50 -06:00
Don't resize render target to handle out-of-bounds viewports. Instead, adjust the projection matrix.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7538 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
@ -376,8 +376,7 @@ Renderer::Renderer()
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D3D::g_context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(), ClearColor);
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D3D::g_context->ClearDepthStencilView(FramebufferManager::GetEFBDepthTexture()->GetDSV(), D3D11_CLEAR_DEPTH, 1.f, 0);
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT((float)(s_Fulltarget_width - s_target_width) / 2.f,
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(float)(s_Fulltarget_height - s_target_height) / 2.f,
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f,
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(float)s_target_width, (float)s_target_height);
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D3D::g_context->RSSetViewports(1, &vp);
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D3D::g_context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
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@ -402,10 +401,10 @@ void Renderer::RenderText(const char *text, int left, int top, u32 color)
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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 = EFBToScaledX(rc.left) + TargetStrideX();
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result.top = EFBToScaledY(rc.top) + TargetStrideY();
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result.right = EFBToScaledX(rc.right) + TargetStrideX();
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result.bottom = EFBToScaledY(rc.bottom) + TargetStrideY();
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result.left = EFBToScaledX(rc.left);
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result.top = EFBToScaledY(rc.top);
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result.right = EFBToScaledX(rc.right);
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result.bottom = EFBToScaledY(rc.bottom);
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return result;
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}
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@ -457,10 +456,10 @@ bool Renderer::SetScissorRect()
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if (rc.top > EFB_HEIGHT) rc.top = EFB_HEIGHT;
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if (rc.bottom > EFB_HEIGHT) rc.bottom = EFB_HEIGHT;
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rc.left = EFBToScaledX(rc.left) + TargetStrideX();
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rc.right = EFBToScaledX(rc.right) + TargetStrideX();
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rc.top = EFBToScaledY(rc.top) + TargetStrideY();
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rc.bottom = EFBToScaledY(rc.bottom) + TargetStrideY();
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rc.left = EFBToScaledX(rc.left);
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rc.right = EFBToScaledX(rc.right);
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rc.top = EFBToScaledY(rc.top);
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rc.bottom = EFBToScaledY(rc.bottom);
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if (rc.left > rc.right)
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{
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@ -483,8 +482,8 @@ bool Renderer::SetScissorRect()
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else
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{
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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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*rc.AsRECT() = CD3D11_RECT(TargetStrideX(), TargetStrideY(),
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TargetStrideX() + s_target_width, TargetStrideY() + s_target_height);
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*rc.AsRECT() = CD3D11_RECT(0, 0,
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s_target_width, s_target_height);
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D3D::g_context->RSSetScissorRects(1, rc.AsRECT());
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return false;
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}
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@ -570,8 +569,8 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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D3D::SetPointCopySampler();
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D3D::drawShadedTexQuad(FramebufferManager::GetEFBDepthTexture()->GetSRV(),
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&RectToLock,
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Renderer::GetFullTargetWidth(),
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Renderer::GetFullTargetHeight(),
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Renderer::GetTargetWidth(),
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Renderer::GetTargetHeight(),
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PixelShaderCache::GetDepthMatrixProgram(true),
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VertexShaderCache::GetSimpleVertexShader(),
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VertexShaderCache::GetSimpleInputLayout());
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@ -647,18 +646,40 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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ResetAPIState();
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D3D::g_context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), NULL);
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D3D::drawColorQuad(rgbaColor, (float)RectToLock.left * 2.f / (float)Renderer::GetFullTargetWidth() - 1.f,
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- (float)RectToLock.top * 2.f / (float)Renderer::GetFullTargetHeight() + 1.f,
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(float)RectToLock.right * 2.f / (float)Renderer::GetFullTargetWidth() - 1.f,
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- (float)RectToLock.bottom * 2.f / (float)Renderer::GetFullTargetHeight() + 1.f);
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D3D::drawColorQuad(rgbaColor, (float)RectToLock.left * 2.f / (float)Renderer::GetTargetWidth() - 1.f,
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- (float)RectToLock.top * 2.f / (float)Renderer::GetTargetHeight() + 1.f,
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(float)RectToLock.right * 2.f / (float)Renderer::GetTargetWidth() - 1.f,
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- (float)RectToLock.bottom * 2.f / (float)Renderer::GetTargetHeight() + 1.f);
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RestoreAPIState();
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return 0;
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}
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}
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// Viewport correction:
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// Say you want a viewport at (ix, iy) with size (iw, ih),
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// but your viewport must be clamped at (ax, ay) with size (aw, ah).
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// Just multiply the projection matrix with the following to get the same
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// effect:
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// [ (iw/aw) 0 0 ((iw - 2*(ax-ix)) / aw - 1) ]
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// [ 0 (ih/ah) 0 ((-ih + 2*(ay-iy)) / ah + 1) ]
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// [ 0 0 1 0 ]
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// [ 0 0 0 1 ]
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static void ViewportCorrectionMatrix(Matrix44& result,
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float ix, float iy, float iw, float ih, // Intended viewport (x, y, width, height)
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float ax, float ay, float aw, float ah) // Actual viewport (x, y, width, height)
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{
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Matrix44::LoadIdentity(result);
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if (aw == 0.f || ah == 0.f)
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return;
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result.data[4*0+0] = iw / aw;
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result.data[4*0+3] = (iw - 2.f * (ax - ix)) / aw - 1.f;
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result.data[4*1+1] = ih / ah;
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result.data[4*1+3] = (-ih + 2.f * (ay - iy)) / ah + 1.f;
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}
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// Called from VertexShaderManager
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void Renderer::UpdateViewport()
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void Renderer::UpdateViewport(Matrix44& vpCorrection)
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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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@ -667,80 +688,49 @@ void Renderer::UpdateViewport()
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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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const int old_fulltarget_w = Renderer::GetFullTargetWidth();
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const int old_fulltarget_h = Renderer::GetFullTargetHeight();
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int scissorXOff = bpmem.scissorOffset.x << 1;
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int scissorYOff = bpmem.scissorOffset.y << 1;
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int scissorXOff = bpmem.scissorOffset.x * 2;
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int scissorYOff = bpmem.scissorOffset.y * 2;
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// TODO: ceil, floor or just cast to int?
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// TODO: Directly use the floats instead of rounding them?
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int X = Renderer::EFBToScaledX((int)ceil(xfregs.viewport.xOrig - xfregs.viewport.wd - scissorXOff)) + Renderer::TargetStrideX();
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int Y = Renderer::EFBToScaledY((int)ceil(xfregs.viewport.yOrig + xfregs.viewport.ht - scissorYOff)) + Renderer::TargetStrideY();
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int Width = Renderer::EFBToScaledX((int)ceil(2.0f * xfregs.viewport.wd));
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int Height = Renderer::EFBToScaledY((int)ceil(-2.0f * xfregs.viewport.ht));
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if (Width < 0)
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int intendedX = Renderer::EFBToScaledX((int)ceil(xfregs.viewport.xOrig - xfregs.viewport.wd - scissorXOff));
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int intendedY = Renderer::EFBToScaledY((int)ceil(xfregs.viewport.yOrig + xfregs.viewport.ht - scissorYOff));
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int intendedWd = Renderer::EFBToScaledX((int)ceil(2.0f * xfregs.viewport.wd));
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int intendedHt = Renderer::EFBToScaledY((int)ceil(-2.0f * xfregs.viewport.ht));
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if (intendedWd < 0)
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{
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X += Width;
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Width *= -1;
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intendedX += intendedWd;
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intendedWd = -intendedWd;
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}
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if (Height < 0)
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if (intendedHt < 0)
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{
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Y += Height;
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Height *= -1;
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intendedY += intendedHt;
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intendedHt = -intendedHt;
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}
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bool sizeChanged = false;
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// In D3D, the viewport rectangle must fit within the render target.
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int X = intendedX;
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if (X < 0)
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{
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s_Fulltarget_width -= 2 * X;
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X = 0;
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sizeChanged = true;
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}
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int Y = intendedY;
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if (Y < 0)
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{
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s_Fulltarget_height -= 2 * Y;
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Y = 0;
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sizeChanged = true;
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}
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int Wd = intendedWd;
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if (X + Wd > GetTargetWidth())
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Wd = GetTargetWidth() - X;
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int Ht = intendedHt;
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if (Y + Ht > GetTargetHeight())
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Ht = GetTargetHeight() - Y;
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float newx = (float)X;
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float newy = (float)Y;
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float newwidth = (float)Width;
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float newheight = (float)Height;
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// TODO: If the size hasn't changed for X frames, we should probably shrink the EFB texture for performance reasons
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if (sizeChanged)
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{
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// Make sure that the requested size is actually supported by the GFX driver
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if (Renderer::GetFullTargetWidth() > (int)D3D::GetMaxTextureSize() || Renderer::GetFullTargetHeight() > (int)D3D::GetMaxTextureSize())
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{
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// Skip EFB recreation and viewport setting. Most likely causes glitches in this case, but prevents crashes at least
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ERROR_LOG(VIDEO, "Tried to set a viewport which is too wide to emulate with Direct3D11. Requested EFB size is %dx%d\n", Renderer::GetFullTargetWidth(), Renderer::GetFullTargetHeight());
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// Fix the viewport to fit to the old EFB size, TODO: Check this for off-by-one errors
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newx *= (float)(old_fulltarget_w-1) / (float)(Renderer::GetFullTargetWidth()-1);
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newy *= (float)(old_fulltarget_h-1) / (float)(Renderer::GetFullTargetHeight()-1);
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newwidth *= (float)(old_fulltarget_w-1) / (float)(Renderer::GetFullTargetWidth()-1);
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newheight *= (float)(old_fulltarget_h-1) / (float)(Renderer::GetFullTargetHeight()-1);
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s_Fulltarget_width = old_fulltarget_w;
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s_Fulltarget_height = old_fulltarget_h;
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}
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else
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{
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D3D::g_context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL);
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delete g_framebuffer_manager;
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g_framebuffer_manager = new FramebufferManager;
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D3D::g_context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
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float clear_col[4] = { 0.f, 0.f, 0.f, 1.f };
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D3D::g_context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(), clear_col);
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D3D::g_context->ClearDepthStencilView(FramebufferManager::GetEFBDepthTexture()->GetDSV(), D3D11_CLEAR_DEPTH, 1.f, 0);
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}
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}
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// If GX viewport is off the render target, we must clamp our viewport
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// within the bounds. Use the correction matrix to compensate.
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ViewportCorrectionMatrix(vpCorrection,
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intendedX, intendedY, intendedWd, intendedHt,
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X, Y, Wd, Ht);
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// Some games set invalids values for z min and z max so fix them to the max an min alowed and let the shaders do this work
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(newx, newy, newwidth, newheight,
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht,
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0.f, // (xfregs.viewport.farZ - xfregs.viewport.zRange) / 16777216.0f;
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1.f); // xfregs.viewport.farZ / 16777216.0f;
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D3D::g_context->RSSetViewports(1, &vp);
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@ -778,7 +768,7 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
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void Renderer::ReinterpretPixelData(unsigned int convtype)
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{
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// TODO: MSAA support..
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D3D11_RECT source = CD3D11_RECT(0, 0, g_renderer->GetFullTargetWidth(), g_renderer->GetFullTargetHeight());
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D3D11_RECT source = CD3D11_RECT(0, 0, g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight());
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ID3D11PixelShader* pixel_shader;
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if (convtype == 0) pixel_shader = PixelShaderCache::ReinterpRGB8ToRGBA6(true);
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@ -792,12 +782,14 @@ void Renderer::ReinterpretPixelData(unsigned int convtype)
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// convert data and set the target texture as our new EFB
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g_renderer->ResetAPIState();
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)g_renderer->GetFullTargetWidth(), (float)g_renderer->GetFullTargetHeight());
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)g_renderer->GetTargetWidth(), (float)g_renderer->GetTargetHeight());
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D3D::g_context->RSSetViewports(1, &vp);
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D3D::g_context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTempTexture()->GetRTV(), NULL);
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D3D::SetPointCopySampler();
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D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture()->GetSRV(), &source, g_renderer->GetFullTargetWidth(), g_renderer->GetFullTargetHeight(), pixel_shader, VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
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D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture()->GetSRV(), &source,
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g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight(),
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pixel_shader, VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
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g_renderer->RestoreAPIState();
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@ -1019,7 +1011,11 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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// TODO: Improve sampling algorithm for the pixel shader so that we can use the multisampled EFB texture as source
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D3DTexture2D* read_texture = FramebufferManager::GetResolvedEFBColorTexture();
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D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(), Renderer::GetFullTargetWidth(), Renderer::GetFullTargetHeight(), PixelShaderCache::GetColorCopyProgram(false),VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), Gamma);
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D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(),
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Renderer::GetTargetWidth(), Renderer::GetTargetHeight(),
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PixelShaderCache::GetColorCopyProgram(false),
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VertexShaderCache::GetSimpleVertexShader(),
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VertexShaderCache::GetSimpleInputLayout(), Gamma);
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}
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// done with drawing the game stuff, good moment to save a screenshot
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@ -1146,7 +1142,6 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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Renderer::RestoreAPIState();
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D3D::BeginFrame();
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D3D::g_context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
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UpdateViewport();
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VertexShaderManager::SetViewportChanged();
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Core::Callback_VideoCopiedToXFB(XFBWrited || (g_ActiveConfig.bUseXFB && g_ActiveConfig.bUseRealXFB));
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@ -1167,7 +1162,7 @@ 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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UpdateViewport();
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VertexShaderManager::SetViewportChanged();
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SetScissorRect();
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}
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