mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 14:19:46 -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:
@ -294,7 +294,7 @@ Renderer::Renderer()
|
||||
CalculateTargetSize(SupersampleCoeficient);
|
||||
|
||||
// Make sure to use valid texture sizes
|
||||
D3D::FixTextureSize(s_Fulltarget_width, s_Fulltarget_height);
|
||||
D3D::FixTextureSize(s_target_width, s_target_height);
|
||||
|
||||
s_bLastFrameDumped = false;
|
||||
s_bAVIDumping = false;
|
||||
@ -323,8 +323,8 @@ Renderer::Renderer()
|
||||
|
||||
D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
|
||||
D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
|
||||
vp.X = TargetStrideX();
|
||||
vp.Y = TargetStrideY();
|
||||
vp.X = 0;
|
||||
vp.Y = 0;
|
||||
vp.Width = s_target_width;
|
||||
vp.Height = s_target_height;
|
||||
D3D::dev->SetViewport(&vp);
|
||||
@ -356,10 +356,10 @@ 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;
|
||||
}
|
||||
|
||||
@ -454,10 +454,10 @@ bool Renderer::SetScissorRect()
|
||||
rc.top = temp;
|
||||
}
|
||||
|
||||
rc.left = EFBToScaledX(rc.left) + TargetStrideX();
|
||||
rc.top = EFBToScaledY(rc.top) + TargetStrideY();
|
||||
rc.right = EFBToScaledX(rc.right) + TargetStrideX();
|
||||
rc.bottom = EFBToScaledY(rc.bottom) + TargetStrideY();
|
||||
rc.left = EFBToScaledX(rc.left);
|
||||
rc.top = EFBToScaledY(rc.top);
|
||||
rc.right = EFBToScaledX(rc.right);
|
||||
rc.bottom = EFBToScaledY(rc.bottom);
|
||||
|
||||
// Check that the coordinates are good
|
||||
if (rc.right != rc.left && rc.bottom != rc.top)
|
||||
@ -468,10 +468,10 @@ bool Renderer::SetScissorRect()
|
||||
else
|
||||
{
|
||||
//WARN_LOG(VIDEO, "Bad scissor rectangle: %i %i %i %i", rc.left, rc.top, rc.right, rc.bottom);
|
||||
rc.left = TargetStrideX();
|
||||
rc.top = TargetStrideY();
|
||||
rc.right = TargetStrideX() + s_target_width;
|
||||
rc.bottom = TargetStrideY() + s_target_height;
|
||||
rc.left = 0;
|
||||
rc.top = 0;
|
||||
rc.right = s_target_width;
|
||||
rc.bottom = s_target_height;
|
||||
D3D::dev->SetScissorRect(rc.AsRECT());
|
||||
}
|
||||
return false;
|
||||
@ -606,8 +606,8 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
|
||||
D3D::drawShadedTexQuad(
|
||||
read_texture,
|
||||
&RectToLock,
|
||||
Renderer::GetFullTargetWidth(),
|
||||
Renderer::GetFullTargetHeight(),
|
||||
Renderer::GetTargetWidth(),
|
||||
Renderer::GetTargetHeight(),
|
||||
4, 4,
|
||||
PixelShaderCache::GetDepthMatrixProgram(0, bformat != FOURCC_RAWZ),
|
||||
VertexShaderCache::GetSimpleVertexShader(0));
|
||||
@ -680,18 +680,40 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
|
||||
{
|
||||
// TODO: Speed this up by batching pokes?
|
||||
ResetAPIState();
|
||||
D3D::drawColorQuad(GetFullTargetWidth(), GetFullTargetHeight(), poke_data,
|
||||
(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(GetTargetWidth(), GetTargetHeight(), poke_data,
|
||||
(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
|
||||
@ -700,98 +722,51 @@ 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?
|
||||
int X = EFBToScaledX((int)ceil(xfregs.viewport.xOrig - xfregs.viewport.wd - scissorXOff)) + TargetStrideX();
|
||||
int Y = EFBToScaledY((int)ceil(xfregs.viewport.yOrig + xfregs.viewport.ht - scissorYOff)) + TargetStrideY();
|
||||
int Width = EFBToScaledX((int)ceil(2.0f * xfregs.viewport.wd));
|
||||
int Height = EFBToScaledY((int)ceil(-2.0f * xfregs.viewport.ht));
|
||||
if (Width < 0)
|
||||
int intendedX = EFBToScaledX((int)ceil(xfregs.viewport.xOrig - xfregs.viewport.wd - scissorXOff));
|
||||
int intendedY = EFBToScaledY((int)ceil(xfregs.viewport.yOrig + xfregs.viewport.ht - scissorYOff));
|
||||
int intendedWd = EFBToScaledX((int)ceil(2.0f * xfregs.viewport.wd));
|
||||
int intendedHt = 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;
|
||||
}
|
||||
if (!IS_AMD)
|
||||
{
|
||||
if(X + Width > Renderer::GetFullTargetWidth())
|
||||
{
|
||||
s_Fulltarget_width += (X + Width - Renderer::GetFullTargetWidth()) * 2;
|
||||
sizeChanged = true;
|
||||
}
|
||||
if(Y + Height > Renderer::GetFullTargetHeight())
|
||||
{
|
||||
s_Fulltarget_height += (Y + Height - Renderer::GetFullTargetHeight()) * 2;
|
||||
sizeChanged = true;
|
||||
}
|
||||
}
|
||||
int Wd = intendedWd;
|
||||
if (X + Wd > GetTargetWidth())
|
||||
Wd = GetTargetWidth() - X;
|
||||
int Ht = intendedHt;
|
||||
if (Y + Ht > GetTargetHeight())
|
||||
Ht = GetTargetHeight() - Y;
|
||||
|
||||
// TODO: If the size hasn't changed for X frames, we should probably shrink the EFB texture for performance reasons
|
||||
if (sizeChanged)
|
||||
{
|
||||
const int ideal_width = s_Fulltarget_width;
|
||||
const int ideal_height = s_Fulltarget_height;
|
||||
|
||||
// Make sure that the requested size is actually supported by the GFX driver
|
||||
D3D::FixTextureSize(s_Fulltarget_width, s_Fulltarget_height);
|
||||
|
||||
// If the new EFB size is big enough for the requested viewport, we just recreate the internal buffer.
|
||||
// Otherwise we use a hack to make the viewport fit into the smaller buffer by rendering at a lower resolution.
|
||||
if (s_Fulltarget_width < ideal_width || s_Fulltarget_height < ideal_height)
|
||||
{
|
||||
// HACK: 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 Direct3D9. Requested EFB size is %dx%d, keeping the %dx%d EFB now\n", ideal_width, ideal_height, old_fulltarget_w, old_fulltarget_h);
|
||||
|
||||
// Modify the viewport to fit to the old EFB size (effectively makes us render at a lower resolution)
|
||||
X = X * old_fulltarget_w / ideal_width;
|
||||
Y = Y * old_fulltarget_h / ideal_height;
|
||||
Width = Width * old_fulltarget_w / ideal_width;
|
||||
Height = Height * old_fulltarget_h / ideal_height;
|
||||
|
||||
s_Fulltarget_width = old_fulltarget_w;
|
||||
s_Fulltarget_height = old_fulltarget_h;
|
||||
}
|
||||
else
|
||||
{
|
||||
D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
|
||||
D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
|
||||
|
||||
delete g_framebuffer_manager;
|
||||
g_framebuffer_manager = new FramebufferManager;
|
||||
|
||||
D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
|
||||
D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
|
||||
D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1.0f, 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);
|
||||
|
||||
D3DVIEWPORT9 vp;
|
||||
vp.X = X;
|
||||
vp.Y = Y;
|
||||
vp.Width = Width;
|
||||
vp.Height = Height;
|
||||
vp.Width = Wd;
|
||||
vp.Height = 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
|
||||
vp.MinZ = 0.0f; // (xfregs.viewport.farZ - xfregs.viewport.zRange) / 16777216.0f;
|
||||
@ -830,14 +805,14 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
|
||||
vp.MinZ = 0.0;
|
||||
vp.MaxZ = 1.0;
|
||||
D3D::dev->SetViewport(&vp);
|
||||
D3D::drawClearQuad(GetFullTargetWidth(), GetFullTargetHeight(), color, (z & 0xFFFFFF) / float(0xFFFFFF), PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader());
|
||||
D3D::drawClearQuad(GetTargetWidth(), GetTargetHeight(), color, (z & 0xFFFFFF) / float(0xFFFFFF), PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader());
|
||||
RestoreAPIState();
|
||||
}
|
||||
|
||||
void Renderer::ReinterpretPixelData(unsigned int convtype)
|
||||
{
|
||||
RECT source;
|
||||
SetRect(&source, 0, 0, g_renderer->GetFullTargetWidth(), g_renderer->GetFullTargetHeight());
|
||||
SetRect(&source, 0, 0, g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight());
|
||||
|
||||
LPDIRECT3DPIXELSHADER9 pixel_shader;
|
||||
if (convtype == 0) pixel_shader = PixelShaderCache::ReinterpRGB8ToRGBA6();
|
||||
@ -854,13 +829,16 @@ void Renderer::ReinterpretPixelData(unsigned int convtype)
|
||||
D3DVIEWPORT9 vp;
|
||||
vp.X = 0;
|
||||
vp.Y = 0;
|
||||
vp.Width = g_renderer->GetFullTargetWidth();
|
||||
vp.Height = g_renderer->GetFullTargetHeight();
|
||||
vp.Width = g_renderer->GetTargetWidth();
|
||||
vp.Height = g_renderer->GetTargetHeight();
|
||||
vp.MinZ = 0.0;
|
||||
vp.MaxZ = 1.0;
|
||||
D3D::dev->SetViewport(&vp);
|
||||
D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
|
||||
D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture(), &source, g_renderer->GetFullTargetWidth(), g_renderer->GetFullTargetHeight(), g_renderer->GetFullTargetWidth(), g_renderer->GetFullTargetHeight(), pixel_shader, VertexShaderCache::GetSimpleVertexShader(0));
|
||||
D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture(), &source,
|
||||
g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight(),
|
||||
g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight(),
|
||||
pixel_shader, VertexShaderCache::GetSimpleVertexShader(0));
|
||||
FramebufferManager::SwapReinterpretTexture();
|
||||
D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
|
||||
g_renderer->RestoreAPIState();
|
||||
@ -974,7 +952,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
vp.MinZ = 0.0f;
|
||||
vp.MaxZ = 1.0f;
|
||||
D3D::dev->SetViewport(&vp);
|
||||
D3D::drawClearQuad(GetFullTargetWidth(), GetFullTargetHeight(), 0, 1.0, PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader());
|
||||
D3D::drawClearQuad(GetTargetWidth(), GetTargetHeight(), 0, 1.0, PixelShaderCache::GetClearProgram(), VertexShaderCache::GetClearVertexShader());
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -1063,7 +1041,11 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
{
|
||||
TargetRectangle targetRc = ConvertEFBRectangle(rc);
|
||||
LPDIRECT3DTEXTURE9 read_texture = FramebufferManager::GetEFBColorTexture();
|
||||
D3D::drawShadedTexQuad(read_texture,targetRc.AsRECT(),Renderer::GetFullTargetWidth(),Renderer::GetFullTargetHeight(),Width,Height,PixelShaderCache::GetColorCopyProgram(g_ActiveConfig.iMultisampleMode),VertexShaderCache::GetSimpleVertexShader(g_ActiveConfig.iMultisampleMode),Gamma);
|
||||
D3D::drawShadedTexQuad(read_texture,targetRc.AsRECT(),
|
||||
Renderer::GetTargetWidth(),Renderer::GetTargetHeight(),
|
||||
Width,Height,
|
||||
PixelShaderCache::GetColorCopyProgram(g_ActiveConfig.iMultisampleMode),
|
||||
VertexShaderCache::GetSimpleVertexShader(g_ActiveConfig.iMultisampleMode),Gamma);
|
||||
|
||||
}
|
||||
D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
|
||||
@ -1267,7 +1249,6 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
|
||||
D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
|
||||
D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
|
||||
UpdateViewport();
|
||||
VertexShaderManager::SetViewportChanged();
|
||||
|
||||
Core::Callback_VideoCopiedToXFB(XFBWrited || (g_ActiveConfig.bUseXFB && g_ActiveConfig.bUseRealXFB));
|
||||
@ -1311,7 +1292,7 @@ void Renderer::RestoreAPIState()
|
||||
// Gets us back into a more game-like state.
|
||||
D3D::SetRenderState(D3DRS_FILLMODE, g_ActiveConfig.bWireFrame ? D3DFILL_WIREFRAME : D3DFILL_SOLID);
|
||||
D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
|
||||
UpdateViewport();
|
||||
VertexShaderManager::SetViewportChanged();
|
||||
SetScissorRect();
|
||||
if (bpmem.zmode.testenable) {
|
||||
D3D::SetRenderState(D3DRS_ZENABLE, TRUE);
|
||||
|
Reference in New Issue
Block a user