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:
Nolan Check
2011-05-12 02:14:45 +00:00
parent 8cb2443c2f
commit 8024783502
16 changed files with 229 additions and 261 deletions

View File

@ -376,8 +376,7 @@ Renderer::Renderer()
D3D::g_context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(), ClearColor);
D3D::g_context->ClearDepthStencilView(FramebufferManager::GetEFBDepthTexture()->GetDSV(), D3D11_CLEAR_DEPTH, 1.f, 0);
D3D11_VIEWPORT vp = CD3D11_VIEWPORT((float)(s_Fulltarget_width - s_target_width) / 2.f,
(float)(s_Fulltarget_height - s_target_height) / 2.f,
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f,
(float)s_target_width, (float)s_target_height);
D3D::g_context->RSSetViewports(1, &vp);
D3D::g_context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
@ -402,10 +401,10 @@ void Renderer::RenderText(const char *text, int left, int top, u32 color)
TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
{
TargetRectangle result;
result.left = EFBToScaledX(rc.left) + TargetStrideX();
result.top = EFBToScaledY(rc.top) + TargetStrideY();
result.right = EFBToScaledX(rc.right) + TargetStrideX();
result.bottom = EFBToScaledY(rc.bottom) + TargetStrideY();
result.left = EFBToScaledX(rc.left);
result.top = EFBToScaledY(rc.top);
result.right = EFBToScaledX(rc.right);
result.bottom = EFBToScaledY(rc.bottom);
return result;
}
@ -457,10 +456,10 @@ bool Renderer::SetScissorRect()
if (rc.top > EFB_HEIGHT) rc.top = EFB_HEIGHT;
if (rc.bottom > EFB_HEIGHT) rc.bottom = EFB_HEIGHT;
rc.left = EFBToScaledX(rc.left) + TargetStrideX();
rc.right = EFBToScaledX(rc.right) + TargetStrideX();
rc.top = EFBToScaledY(rc.top) + TargetStrideY();
rc.bottom = EFBToScaledY(rc.bottom) + TargetStrideY();
rc.left = EFBToScaledX(rc.left);
rc.right = EFBToScaledX(rc.right);
rc.top = EFBToScaledY(rc.top);
rc.bottom = EFBToScaledY(rc.bottom);
if (rc.left > rc.right)
{
@ -483,8 +482,8 @@ bool Renderer::SetScissorRect()
else
{
//WARN_LOG(VIDEO, "Bad scissor rectangle: %i %i %i %i", rc.left, rc.top, rc.right, rc.bottom);
*rc.AsRECT() = CD3D11_RECT(TargetStrideX(), TargetStrideY(),
TargetStrideX() + s_target_width, TargetStrideY() + s_target_height);
*rc.AsRECT() = CD3D11_RECT(0, 0,
s_target_width, s_target_height);
D3D::g_context->RSSetScissorRects(1, rc.AsRECT());
return false;
}
@ -570,8 +569,8 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
D3D::SetPointCopySampler();
D3D::drawShadedTexQuad(FramebufferManager::GetEFBDepthTexture()->GetSRV(),
&RectToLock,
Renderer::GetFullTargetWidth(),
Renderer::GetFullTargetHeight(),
Renderer::GetTargetWidth(),
Renderer::GetTargetHeight(),
PixelShaderCache::GetDepthMatrixProgram(true),
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout());
@ -647,18 +646,40 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
ResetAPIState();
D3D::g_context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), NULL);
D3D::drawColorQuad(rgbaColor, (float)RectToLock.left * 2.f / (float)Renderer::GetFullTargetWidth() - 1.f,
- (float)RectToLock.top * 2.f / (float)Renderer::GetFullTargetHeight() + 1.f,
(float)RectToLock.right * 2.f / (float)Renderer::GetFullTargetWidth() - 1.f,
- (float)RectToLock.bottom * 2.f / (float)Renderer::GetFullTargetHeight() + 1.f);
D3D::drawColorQuad(rgbaColor, (float)RectToLock.left * 2.f / (float)Renderer::GetTargetWidth() - 1.f,
- (float)RectToLock.top * 2.f / (float)Renderer::GetTargetHeight() + 1.f,
(float)RectToLock.right * 2.f / (float)Renderer::GetTargetWidth() - 1.f,
- (float)RectToLock.bottom * 2.f / (float)Renderer::GetTargetHeight() + 1.f);
RestoreAPIState();
return 0;
}
}
// Viewport correction:
// Say you want a viewport at (ix, iy) with size (iw, ih),
// but your viewport must be clamped at (ax, ay) with size (aw, ah).
// Just multiply the projection matrix with the following to get the same
// effect:
// [ (iw/aw) 0 0 ((iw - 2*(ax-ix)) / aw - 1) ]
// [ 0 (ih/ah) 0 ((-ih + 2*(ay-iy)) / ah + 1) ]
// [ 0 0 1 0 ]
// [ 0 0 0 1 ]
static void ViewportCorrectionMatrix(Matrix44& result,
float ix, float iy, float iw, float ih, // Intended viewport (x, y, width, height)
float ax, float ay, float aw, float ah) // Actual viewport (x, y, width, height)
{
Matrix44::LoadIdentity(result);
if (aw == 0.f || ah == 0.f)
return;
result.data[4*0+0] = iw / aw;
result.data[4*0+3] = (iw - 2.f * (ax - ix)) / aw - 1.f;
result.data[4*1+1] = ih / ah;
result.data[4*1+3] = (-ih + 2.f * (ay - iy)) / ah + 1.f;
}
// Called from VertexShaderManager
void Renderer::UpdateViewport()
void Renderer::UpdateViewport(Matrix44& vpCorrection)
{
// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
// [0] = width/2
@ -667,80 +688,49 @@ void Renderer::UpdateViewport()
// [3] = xorig + width/2 + 342
// [4] = yorig + height/2 + 342
// [5] = 16777215 * farz
const int old_fulltarget_w = Renderer::GetFullTargetWidth();
const int old_fulltarget_h = Renderer::GetFullTargetHeight();
int scissorXOff = bpmem.scissorOffset.x << 1;
int scissorYOff = bpmem.scissorOffset.y << 1;
int scissorXOff = bpmem.scissorOffset.x * 2;
int scissorYOff = bpmem.scissorOffset.y * 2;
// TODO: ceil, floor or just cast to int?
// TODO: Directly use the floats instead of rounding them?
int X = Renderer::EFBToScaledX((int)ceil(xfregs.viewport.xOrig - xfregs.viewport.wd - scissorXOff)) + Renderer::TargetStrideX();
int Y = Renderer::EFBToScaledY((int)ceil(xfregs.viewport.yOrig + xfregs.viewport.ht - scissorYOff)) + Renderer::TargetStrideY();
int Width = Renderer::EFBToScaledX((int)ceil(2.0f * xfregs.viewport.wd));
int Height = Renderer::EFBToScaledY((int)ceil(-2.0f * xfregs.viewport.ht));
if (Width < 0)
int intendedX = Renderer::EFBToScaledX((int)ceil(xfregs.viewport.xOrig - xfregs.viewport.wd - scissorXOff));
int intendedY = Renderer::EFBToScaledY((int)ceil(xfregs.viewport.yOrig + xfregs.viewport.ht - scissorYOff));
int intendedWd = Renderer::EFBToScaledX((int)ceil(2.0f * xfregs.viewport.wd));
int intendedHt = Renderer::EFBToScaledY((int)ceil(-2.0f * xfregs.viewport.ht));
if (intendedWd < 0)
{
X += Width;
Width *= -1;
intendedX += intendedWd;
intendedWd = -intendedWd;
}
if (Height < 0)
if (intendedHt < 0)
{
Y += Height;
Height *= -1;
intendedY += intendedHt;
intendedHt = -intendedHt;
}
bool sizeChanged = false;
// In D3D, the viewport rectangle must fit within the render target.
int X = intendedX;
if (X < 0)
{
s_Fulltarget_width -= 2 * X;
X = 0;
sizeChanged = true;
}
int Y = intendedY;
if (Y < 0)
{
s_Fulltarget_height -= 2 * Y;
Y = 0;
sizeChanged = true;
}
int Wd = intendedWd;
if (X + Wd > GetTargetWidth())
Wd = GetTargetWidth() - X;
int Ht = intendedHt;
if (Y + Ht > GetTargetHeight())
Ht = GetTargetHeight() - Y;
float newx = (float)X;
float newy = (float)Y;
float newwidth = (float)Width;
float newheight = (float)Height;
// TODO: If the size hasn't changed for X frames, we should probably shrink the EFB texture for performance reasons
if (sizeChanged)
{
// Make sure that the requested size is actually supported by the GFX driver
if (Renderer::GetFullTargetWidth() > (int)D3D::GetMaxTextureSize() || Renderer::GetFullTargetHeight() > (int)D3D::GetMaxTextureSize())
{
// Skip EFB recreation and viewport setting. Most likely causes glitches in this case, but prevents crashes at least
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());
// Fix the viewport to fit to the old EFB size, TODO: Check this for off-by-one errors
newx *= (float)(old_fulltarget_w-1) / (float)(Renderer::GetFullTargetWidth()-1);
newy *= (float)(old_fulltarget_h-1) / (float)(Renderer::GetFullTargetHeight()-1);
newwidth *= (float)(old_fulltarget_w-1) / (float)(Renderer::GetFullTargetWidth()-1);
newheight *= (float)(old_fulltarget_h-1) / (float)(Renderer::GetFullTargetHeight()-1);
s_Fulltarget_width = old_fulltarget_w;
s_Fulltarget_height = old_fulltarget_h;
}
else
{
D3D::g_context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL);
delete g_framebuffer_manager;
g_framebuffer_manager = new FramebufferManager;
D3D::g_context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
float clear_col[4] = { 0.f, 0.f, 0.f, 1.f };
D3D::g_context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(), clear_col);
D3D::g_context->ClearDepthStencilView(FramebufferManager::GetEFBDepthTexture()->GetDSV(), D3D11_CLEAR_DEPTH, 1.f, 0);
}
}
// If GX viewport is off the render target, we must clamp our viewport
// within the bounds. Use the correction matrix to compensate.
ViewportCorrectionMatrix(vpCorrection,
intendedX, intendedY, intendedWd, intendedHt,
X, Y, Wd, Ht);
// 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
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(newx, newy, newwidth, newheight,
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht,
0.f, // (xfregs.viewport.farZ - xfregs.viewport.zRange) / 16777216.0f;
1.f); // xfregs.viewport.farZ / 16777216.0f;
D3D::g_context->RSSetViewports(1, &vp);
@ -778,7 +768,7 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
void Renderer::ReinterpretPixelData(unsigned int convtype)
{
// TODO: MSAA support..
D3D11_RECT source = CD3D11_RECT(0, 0, g_renderer->GetFullTargetWidth(), g_renderer->GetFullTargetHeight());
D3D11_RECT source = CD3D11_RECT(0, 0, g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight());
ID3D11PixelShader* pixel_shader;
if (convtype == 0) pixel_shader = PixelShaderCache::ReinterpRGB8ToRGBA6(true);
@ -792,12 +782,14 @@ void Renderer::ReinterpretPixelData(unsigned int convtype)
// convert data and set the target texture as our new EFB
g_renderer->ResetAPIState();
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)g_renderer->GetFullTargetWidth(), (float)g_renderer->GetFullTargetHeight());
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)g_renderer->GetTargetWidth(), (float)g_renderer->GetTargetHeight());
D3D::g_context->RSSetViewports(1, &vp);
D3D::g_context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTempTexture()->GetRTV(), NULL);
D3D::SetPointCopySampler();
D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture()->GetSRV(), &source, g_renderer->GetFullTargetWidth(), g_renderer->GetFullTargetHeight(), pixel_shader, VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture()->GetSRV(), &source,
g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight(),
pixel_shader, VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
g_renderer->RestoreAPIState();
@ -1019,7 +1011,11 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
// TODO: Improve sampling algorithm for the pixel shader so that we can use the multisampled EFB texture as source
D3DTexture2D* read_texture = FramebufferManager::GetResolvedEFBColorTexture();
D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(), Renderer::GetFullTargetWidth(), Renderer::GetFullTargetHeight(), PixelShaderCache::GetColorCopyProgram(false),VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(), Gamma);
D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(),
Renderer::GetTargetWidth(), Renderer::GetTargetHeight(),
PixelShaderCache::GetColorCopyProgram(false),
VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(), Gamma);
}
// done with drawing the game stuff, good moment to save a screenshot
@ -1146,7 +1142,6 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
Renderer::RestoreAPIState();
D3D::BeginFrame();
D3D::g_context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
UpdateViewport();
VertexShaderManager::SetViewportChanged();
Core::Callback_VideoCopiedToXFB(XFBWrited || (g_ActiveConfig.bUseXFB && g_ActiveConfig.bUseRealXFB));
@ -1167,7 +1162,7 @@ void Renderer::RestoreAPIState()
D3D::stateman->PopBlendState();
D3D::stateman->PopDepthState();
D3D::stateman->PopRasterizerState();
UpdateViewport();
VertexShaderManager::SetViewportChanged();
SetScissorRect();
}