mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-22 22:00:39 -06:00
Well this commit has 2 parts:
first part if fixing, fixed, i thing, the flickering that everyone has reported, at least in my case i only have flickering in the one texture in one game and now is fixed. The other fix is not for an reported issue, is more a correctness fix, running dolphin with pix to review debug errors, result in a ton of warnings and error, now with this commit, at least for ati, there no more error or warnings, this means, correct management and state change, no accurate emulation, for this still a lot of work to do. for this part of the commit please give me feedback and let me know of remaining issues Te second part is the partial implementation of efb to ram copy in d3d, this won't brake anything because is commented but i commit this to ask for help from ector and donko in some errors remaining in the implementation related to differences between opengl an d3d. if you want to test this you have to uncomment line 150 to 155 of bpstruct.cpp git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4594 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
@ -41,6 +41,7 @@
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#include "OnScreenDisplay.h"
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#include "FramebufferManager.h"
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#include "Fifo.h"
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#include "TextureConverter.h"
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#include "debugger/debugger.h"
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@ -97,7 +98,7 @@ void SetupDeviceObjects()
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VertexShaderManager::Dirty();
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PixelShaderManager::Dirty();
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TextureConverter::Init();
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// Tex and shader caches will recreate themselves over time.
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}
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@ -114,6 +115,7 @@ void TeardownDeviceObjects()
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VertexLoaderManager::Shutdown();
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VertexShaderCache::Clear();
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PixelShaderCache::Clear();
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TextureConverter::Shutdown();
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}
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bool Renderer::Init()
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@ -167,7 +169,7 @@ bool Renderer::Init()
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vp.Width = s_backbuffer_width;
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vp.Height = s_backbuffer_height;
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vp.MinZ = 0.0f;
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vp.MaxZ = 0.0f;
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vp.MaxZ = 1.0f;
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D3D::dev->SetViewport(&vp);
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D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET, 0x0, 0, 0);
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@ -177,8 +179,6 @@ bool Renderer::Init()
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D3D::dev->SetDepthStencilSurface(FBManager::GetEFBDepthRTSurface());
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vp.Width = s_target_width;
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vp.Height = s_target_height;
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vp.MinZ = 0.0f;
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vp.MaxZ = 0.0f;
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D3D::dev->SetViewport(&vp);
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D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x0, 1.0f, 0);
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D3D::BeginFrame();
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@ -273,12 +273,6 @@ void CheckForResize()
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static void EFBTextureToD3DBackBuffer(const EFBRectangle& sourceRc)
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{
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// Set the backbuffer as the rendering target
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D3D::dev->SetDepthStencilSurface(NULL);
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if(D3D::GetCaps().NumSimultaneousRTs > 1)
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D3D::dev->SetRenderTarget(1, NULL);
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D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
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TargetRectangle src_rect, dst_rect;
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src_rect = Renderer::ConvertEFBRectangle(sourceRc);
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ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
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@ -288,21 +282,33 @@ static void EFBTextureToD3DBackBuffer(const EFBRectangle& sourceRc)
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vp.Width = s_backbuffer_width;
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vp.Height = s_backbuffer_height;
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vp.MinZ = 0.0f;
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vp.MaxZ = 0.0f;
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vp.MaxZ = 1.0f;
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D3D::dev->SetViewport(&vp);
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D3D::dev->Clear(0,NULL, D3DCLEAR_TARGET,D3DCOLOR_XRGB(0,0,0),1.0f,0);
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vp.X = dst_rect.left;
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vp.Y = dst_rect.top;
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vp.Width = dst_rect.right - dst_rect.left;
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vp.Height = dst_rect.bottom - dst_rect.top;
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int X = dst_rect.left;
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int Y = dst_rect.top;
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int Width = dst_rect.right - dst_rect.left;
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int Height = dst_rect.bottom - dst_rect.top;
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if(X < 0) X = 0;
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if(Y < 0) Y = 0;
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if(X > s_backbuffer_width) X = s_backbuffer_width;
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if(Y > s_backbuffer_height) Y = s_backbuffer_height;
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if(Width < 0) Width = 0;
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if(Height < 0) Height = 0;
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if(Width > (s_backbuffer_width - X)) Width = s_backbuffer_width - X;
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if(Height > (s_backbuffer_height - Y)) Height = s_backbuffer_height - Y;
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vp.X = X;
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vp.Y = Y;
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vp.Width = Width;
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vp.Height = Height;
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vp.MinZ = 0.0f;
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vp.MaxZ = 0.0f;
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vp.MaxZ = 1.0f;
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D3D::dev->SetViewport(&vp);
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EFBRectangle efbRect;
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EFBRectangle efbRect;
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LPDIRECT3DTEXTURE9 read_texture = FBManager::GetEFBColorTexture(efbRect);
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RECT destinationrect;
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@ -331,13 +337,6 @@ static void EFBTextureToD3DBackBuffer(const EFBRectangle& sourceRc)
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}
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OSD::DrawMessages();
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D3D::dev->SetRenderTarget(0, FBManager::GetEFBColorRTSurface());
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if(D3D::GetCaps().NumSimultaneousRTs > 1)
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D3D::dev->SetRenderTarget(1, FBManager::GetEFBDepthEncodedSurface());
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D3D::dev->SetDepthStencilSurface(FBManager::GetEFBDepthRTSurface());
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VertexShaderManager::SetViewportChanged();
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}
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@ -414,8 +413,13 @@ void Renderer::RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRect
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DEBUGGER_PAUSE_LOG_AT(NEXT_XFB_CMD,false,{printf("RenderToXFB - disabled");});
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return;
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}
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Renderer::ResetAPIState();
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// Set the backbuffer as the rendering target
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D3D::dev->SetDepthStencilSurface(NULL);
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if(D3D::GetCaps().NumSimultaneousRTs > 1)
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D3D::dev->SetRenderTarget(1, NULL);
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D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
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D3DDumpFrame();
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EFBTextureToD3DBackBuffer(sourceRc);
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D3D::EndFrame();
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@ -433,7 +437,12 @@ void Renderer::RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRect
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// until the XFB pointer is updated by VI
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D3D::BeginFrame();
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Renderer::RestoreAPIState();
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UpdateViewport();
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D3D::dev->SetRenderTarget(0, FBManager::GetEFBColorRTSurface());
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if(D3D::GetCaps().NumSimultaneousRTs > 1)
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D3D::dev->SetRenderTarget(1, FBManager::GetEFBDepthEncodedSurface());
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D3D::dev->SetDepthStencilSurface(FBManager::GetEFBDepthRTSurface());
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UpdateViewport();
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VertexShaderManager::SetViewportChanged();
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}
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@ -460,20 +469,7 @@ bool Renderer::SetScissorRect()
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if (rc.bottom < 0) rc.bottom = 0;
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if (rc.top > s_target_height) rc.top = s_target_height;
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if (rc.bottom > s_target_height) rc.bottom = s_target_height;
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/*LONG temprc = 0;
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if(rc.right < rc.left)
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{
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temprc = rc.right;
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rc.right = rc.left;
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rc.left = temprc;
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}
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if(rc.bottom < rc.top)
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{
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temprc = rc.bottom;
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rc.bottom = rc.top;
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rc.top = temprc;
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}
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D3D::dev->SetScissorRect(&rc);*/
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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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@ -482,14 +478,14 @@ 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.left = 0;
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/*rc.left = 0;
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rc.top = 0;
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rc.right = GetTargetWidth();
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rc.bottom = GetTargetHeight();
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D3D::dev->SetScissorRect(&rc);
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D3D::dev->SetScissorRect(&rc);*/
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return false;
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}
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return true;
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return false;
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}
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void Renderer::SetColorMask()
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@ -644,18 +640,23 @@ void UpdateViewport()
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D3DVIEWPORT9 vp;
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// Stretch picture with increased internal resolution
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vp.X = (int)(ceil(xfregs.rawViewport[3] - xfregs.rawViewport[0] - (scissorXOff)) * MValueX);
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vp.Y = (int)(ceil(xfregs.rawViewport[4] + xfregs.rawViewport[1] - (scissorYOff)) * MValueY);
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vp.Width = (int)ceil(abs((int)(2 * xfregs.rawViewport[0])) * MValueX);
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vp.Height = (int)ceil(abs((int)(2 * xfregs.rawViewport[1])) * MValueY);
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if(vp.X < 0) vp.X = 0;
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if(vp.Y < 0) vp.Y = 0;
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if(vp.X > s_target_width) vp.X = s_target_width;
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if(vp.Y > s_target_height) vp.Y = s_target_height;
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if(vp.Width < 0) vp.Width = 0;
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if(vp.Height < 0) vp.Height = 0;
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if(vp.Width > (s_target_width - vp.X)) vp.Width = s_target_width - vp.X;
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if(vp.Height > (s_target_height - vp.Y)) vp.Height = s_target_height - vp.Y;
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int X = (int)(ceil(xfregs.rawViewport[3] - xfregs.rawViewport[0] - (scissorXOff)) * MValueX);
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int Y = (int)(ceil(xfregs.rawViewport[4] + xfregs.rawViewport[1] - (scissorYOff)) * MValueY);
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int Width = (int)ceil(abs((int)(2 * xfregs.rawViewport[0])) * MValueX);
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int Height = (int)ceil(abs((int)(2 * xfregs.rawViewport[1])) * MValueY);
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if(X < 0) X = 0;
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if(Y < 0) Y = 0;
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if(X > s_target_width) X = s_target_width;
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if(Y > s_target_height) Y = s_target_height;
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if(Width < 0) Width = 0;
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if(Height < 0) Height = 0;
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if(Width > (s_target_width - X)) Width = s_target_width - X;
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if(Height > (s_target_height - Y)) Height = s_target_height - Y;
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vp.X = X;
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vp.Y = Y;
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vp.Width = Width;
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vp.Height = Height;
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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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vp.MinZ = 0.0f;//(xfregs.rawViewport[5] - xfregs.rawViewport[2]) / 16777216.0f;
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vp.MaxZ = 1.0f;//xfregs.rawViewport[5] / 16777216.0f;
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@ -664,28 +665,6 @@ void UpdateViewport()
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void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z)
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{
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// Update the view port for clearing the picture
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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 = Renderer::GetTargetWidth();
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vp.Height = Renderer::GetTargetHeight();
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vp.MinZ = 0.0;
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vp.MaxZ = 1.0;
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D3D::dev->SetViewport(&vp);
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TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc);
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// Always set the scissor in case it was set by the game and has not been reset
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RECT sirc;
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sirc.left = targetRc.left;
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sirc.top = targetRc.top;
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sirc.right = targetRc.right;
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sirc.bottom = targetRc.bottom;
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D3D::dev->SetScissorRect(&sirc);
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VertexShaderManager::SetViewportChanged();
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DWORD clearflags = 0;
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if(colorEnable)
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{
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@ -695,8 +674,31 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
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{
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clearflags |= D3DCLEAR_ZBUFFER;
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}
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if(clearflags)
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{
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// Update the view port for clearing the picture
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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 = Renderer::GetTargetWidth();
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vp.Height = Renderer::GetTargetHeight();
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vp.MinZ = 0.0;
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vp.MaxZ = 1.0;
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D3D::dev->SetViewport(&vp);
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D3D::dev->Clear(0, NULL, clearflags, color,(z & 0xFFFFFF) / float(0xFFFFFF), 0);
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TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc);
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// Always set the scissor in case it was set by the game and has not been reset
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RECT sirc;
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sirc.left = targetRc.left;
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sirc.top = targetRc.top;
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sirc.right = targetRc.right;
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sirc.bottom = targetRc.bottom;
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D3D::dev->SetScissorRect(&sirc);
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D3D::dev->Clear(0, NULL, clearflags, color,(z & 0xFFFFFF) / float(0xFFFFFF), 0);
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SetScissorRect();
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VertexShaderManager::SetViewportChanged();
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}
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}
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void Renderer::SetBlendMode(bool forceUpdate)
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