mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-29 09:09:52 -06:00
Minor code formatting:
First step to bring a level of consistency between the video plug-ins - variable names, spacing, function names, function order, comments, file names. This will help us identify common code for VideoMerge. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6235 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
@ -716,11 +716,11 @@
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Name="Render"
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>
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<File
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RelativePath=".\Src\FBManager.cpp"
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RelativePath=".\Src\FramebufferManager.cpp"
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>
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</File>
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<File
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RelativePath=".\Src\FBManager.h"
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RelativePath=".\Src\FramebufferManager.h"
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>
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</File>
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<File
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@ -16,16 +16,21 @@
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// http://code.google.com/p/dolphin-emu/
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#include "BPFunctions.h"
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#include "D3DBase.h"
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#include "VideoConfig.h"
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#include "Common.h"
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#include "D3DBase.h"
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#include "Render.h"
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#include "TextureCache.h"
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#include "VertexManager.h"
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#include "VertexShaderManager.h"
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#include "Render.h"
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#include "VideoConfig.h"
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namespace BPFunctions
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{
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// ----------------------------------------------
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// State translation lookup tables
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// Reference: Yet Another Gamecube Documentation
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// ----------------------------------------------
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void FlushPipeline()
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{
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@ -72,21 +77,18 @@ void SetColorMask(const BPCmd &bp)
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void CopyEFB(const BPCmd &bp, const EFBRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 ©fmt, const int &scaleByHalf)
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{
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// bpmem.zcontrol.pixel_format to PIXELFMT_Z24 is when the game wants to copy from ZBuffer (Zbuffer uses 24-bit Format)
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if (!g_ActiveConfig.bEFBCopyDisable)
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{
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// if (g_ActiveConfig.bCopyEFBToTexture)
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// {
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TextureCache::CopyRenderTargetToTexture(address, fromZBuffer, isIntensityFmt, copyfmt, scaleByHalf, rc);
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// }
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// else
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// {
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// PanicAlert("TODO: Implement EFB copying to RAM %s %d\n", __FILE__, __LINE__);
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// }
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TextureCache::CopyRenderTargetToTexture(address, fromZBuffer, isIntensityFmt, copyfmt, scaleByHalf, rc);
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}
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}
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void ClearScreen(const BPCmd &bp, const EFBRectangle &rc)
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{
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// it seems that the GC is able to alpha blend on color-fill
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// we cant do that so if alpha is != 255 we skip it
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bool colorEnable = bpmem.blendmode.colorupdate;
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bool alphaEnable = (bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24 && bpmem.blendmode.alphaupdate);
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bool zEnable = bpmem.zmode.updateenable;
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@ -30,7 +30,7 @@ namespace D3D
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CD3DFont font;
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#define MAX_NUM_VERTICES 300
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#define MAX_NUM_VERTICES 50*6
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struct FONT2DVERTEX {
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float x,y,z;
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float col[4];
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@ -102,9 +102,10 @@ const char fontvertshader[] = {
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int CD3DFont::Init()
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{
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// Create vertex buffer for the letters
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HRESULT hr;
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// prepare to create a bitmap
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// Prepare to create a bitmap
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unsigned int* pBitmapBits;
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BITMAPINFO bmi;
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ZeroMemory(&bmi.bmiHeader, sizeof(BITMAPINFOHEADER));
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@ -115,7 +116,7 @@ int CD3DFont::Init()
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bmi.bmiHeader.biCompression = BI_RGB;
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bmi.bmiHeader.biBitCount = 32;
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// create a DC and a bitmap for the font
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// Create a DC and a bitmap for the font
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HDC hDC = CreateCompatibleDC(NULL);
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HBITMAP hbmBitmap = CreateDIBSection(hDC, &bmi, DIB_RGB_COLORS, (void**)&pBitmapBits, NULL, 0);
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SetMapMode(hDC, MM_TEXT);
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@ -130,7 +131,7 @@ int CD3DFont::Init()
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HGDIOBJ hOldbmBitmap = SelectObject(hDC, hbmBitmap);
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HGDIOBJ hOldFont = SelectObject(hDC, hFont);
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// set text properties
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// Set text properties
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SetTextColor(hDC, 0xFFFFFF);
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SetBkColor (hDC, 0);
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SetTextAlign(hDC, TA_TOP);
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@ -139,8 +140,8 @@ int CD3DFont::Init()
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GetTextMetricsW(hDC, &tm);
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m_LineHeight = tm.tmHeight;
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// loop through all printable characters and output them to the bitmap
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// meanwhile, keep track of the corresponding tex coords for each character.
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// Loop through all printable characters and output them to the bitmap
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// Meanwhile, keep track of the corresponding tex coords for each character.
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int x = 0, y = 0;
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char str[2] = "\0";
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for (int c = 0; c < 127 - 32; c++)
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@ -155,15 +156,15 @@ int CD3DFont::Init()
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}
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ExtTextOutA(hDC, x+1, y+0, ETO_OPAQUE | ETO_CLIPPED, NULL, str, 1, NULL);
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m_fTexCoords[c][0] = (float) x /m_dwTexWidth;
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m_fTexCoords[c][1] = (float) y /m_dwTexHeight;
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m_fTexCoords[c][2] = (float)(x+size.cx)/m_dwTexWidth;
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m_fTexCoords[c][3] = (float)(y+size.cy)/m_dwTexHeight;
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m_fTexCoords[c][0] = ((float)(x+0))/m_dwTexWidth;
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m_fTexCoords[c][1] = ((float)(y+0))/m_dwTexHeight;
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m_fTexCoords[c][2] = ((float)(x+0+size.cx))/m_dwTexWidth;
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m_fTexCoords[c][3] = ((float)(y+0+size.cy))/m_dwTexHeight;
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x += size.cx + 3; // 3 to work around annoying ij conflict (part of the j ends up with the i)
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}
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// create a new texture for the font
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// Create a new texture for the font
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// possible optimization: store the converted data in a buffer and fill the texture on creation.
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// That way, we can use a static texture
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ID3D11Texture2D* buftex;
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@ -178,7 +179,7 @@ int CD3DFont::Init()
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}
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D3D::SetDebugObjectName((ID3D11DeviceChild*)buftex, "texture of a CD3DFont object");
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// lock the surface and write the alpha values for the set pixels
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// Lock the surface and write the alpha values for the set pixels
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D3D11_MAPPED_SUBRESOURCE texmap;
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hr = context->Map(buftex, 0, D3D11_MAP_WRITE_DISCARD, 0, &texmap);
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if (FAILED(hr)) PanicAlert("Failed to map a texture at %s %d\n", __FILE__, __LINE__);
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@ -193,7 +194,7 @@ int CD3DFont::Init()
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}
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}
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// clean up
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// Done updating texture, so clean up used objects
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context->Unmap(buftex, 0);
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hr = D3D::device->CreateShaderResourceView(buftex, NULL, &m_pTexture);
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if (FAILED(hr)) PanicAlert("Failed to create shader resource view at %s %d\n", __FILE__, __LINE__);
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@ -274,7 +275,8 @@ int CD3DFont::Shutdown()
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int CD3DFont::DrawTextScaled(float x, float y, float size, float spacing, u32 dwColor, const char* strText, bool center)
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{
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if (!m_pVB) return 0;
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if (!m_pVB)
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return 0;
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UINT stride = sizeof(FONT2DVERTEX);
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UINT bufoffset = 0;
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@ -288,7 +290,7 @@ int CD3DFont::DrawTextScaled(float x, float y, float size, float spacing, u32 dw
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float sy = 1.f - y * scaley;
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char c;
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// fill vertex buffer
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// Fill vertex buffer
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FONT2DVERTEX* pVertices;
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int dwNumTriangles = 0L;
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@ -336,7 +338,8 @@ int CD3DFont::DrawTextScaled(float x, float y, float size, float spacing, u32 dw
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sx = fStartX;
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sy -= scaley * size;
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}
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if (c < (' ')) continue;
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if (c < (' '))
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continue;
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c -= 32;
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float tx1 = m_fTexCoords[c][0];
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@ -348,10 +351,10 @@ int CD3DFont::DrawTextScaled(float x, float y, float size, float spacing, u32 dw
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float h = (float)(ty1-ty2) * m_dwTexHeight * scaley * sizeratio;
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FONT2DVERTEX v[6];
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v[0] = InitFont2DVertex( sx, h+sy, dwColor, tx1, ty2);
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v[1] = InitFont2DVertex( sx, sy, dwColor, tx1, ty1);
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v[2] = InitFont2DVertex(w+sx, h+sy, dwColor, tx2, ty2);
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v[3] = InitFont2DVertex(w+sx, sy, dwColor, tx2, ty1);
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v[0] = InitFont2DVertex(sx, sy+h, dwColor, tx1, ty2);
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v[1] = InitFont2DVertex(sx, sy, dwColor, tx1, ty1);
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v[2] = InitFont2DVertex(sx+w, sy+h, dwColor, tx2, ty2);
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v[3] = InitFont2DVertex(sx+w, sy, dwColor, tx2, ty1);
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v[4] = v[2];
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v[5] = v[1];
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@ -164,7 +164,7 @@ void OSDMenu(WPARAM wParam)
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case '7':
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OSDChoice = 5;
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g_Config.bDisableLighting = !g_Config.bDisableLighting;
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break;
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break;
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}
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}
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@ -19,12 +19,12 @@
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#include "D3DTexture.h"
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#include "D3DUtil.h"
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#include "Render.h"
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#include "FBManager.h"
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#include "FramebufferManager.h"
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#include "VideoConfig.h"
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#include "PixelShaderCache.h"
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#include "VertexShaderCache.h"
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FramebufferManager FBManager;
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FramebufferManager g_framebufferManager;
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D3DTexture2D* &FramebufferManager::GetEFBColorTexture() { return m_efb.color_tex; }
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ID3D11Texture2D* &FramebufferManager::GetEFBColorStagingBuffer() { return m_efb.color_staging_buf; }
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@ -120,19 +120,19 @@ FramebufferManager::VirtualXFBListType::iterator FramebufferManager::findVirtual
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return it;
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}
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// that address is not in the Virtual XFB list.
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// That address is not in the Virtual XFB list.
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return m_virtualXFBList.end();
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}
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void FramebufferManager::replaceVirtualXFB()
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{
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VirtualXFBListType::iterator it = m_virtualXFBList.begin();
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VirtualXFBListType::iterator it = m_virtualXFBList.begin();
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s32 srcLower = it->xfbAddr;
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s32 srcUpper = it->xfbAddr + 2 * it->xfbWidth * it->xfbHeight;
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s32 lineSize = 2 * it->xfbWidth;
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it++;
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++it;
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while (it != m_virtualXFBList.end())
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{
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@ -141,13 +141,13 @@ void FramebufferManager::replaceVirtualXFB()
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if (dstLower >= srcLower && dstUpper <= srcUpper)
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{
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// invalidate the data
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// Invalidate the data
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it->xfbAddr = 0;
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it->xfbHeight = 0;
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it->xfbWidth = 0;
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}
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else if (addrRangesOverlap(srcLower, srcUpper, dstLower, dstUpper))
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{
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{
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s32 upperOverlap = (srcUpper - dstLower) / lineSize;
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s32 lowerOverlap = (dstUpper - srcLower) / lineSize;
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@ -162,7 +162,7 @@ void FramebufferManager::replaceVirtualXFB()
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}
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}
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it++;
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++it;
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}
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}
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@ -195,15 +195,17 @@ void FramebufferManager::copyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight
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targetSource.right = (int)(sourceRc.right * scaleX);
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unsigned int target_width = targetSource.right - targetSource.left;
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unsigned int target_height = targetSource.bottom - targetSource.top;
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if (it != m_virtualXFBList.end()) // overwrite an existing Virtual XFB
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if (it != m_virtualXFBList.end())
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{
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// Overwrite an existing Virtual XFB.
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it->xfbAddr = xfbAddr;
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it->xfbWidth = fbWidth;
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it->xfbHeight = fbHeight;
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it->xfbSource.srcAddr = xfbAddr;
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it->xfbSource.srcWidth = fbWidth;
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it->xfbSource.srcHeight = fbHeight;
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it->xfbSource.srcHeight = fbHeight;
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if (it->xfbSource.texWidth != target_width || it->xfbSource.texHeight != target_height || !(it->xfbSource.tex))
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{
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@ -222,8 +224,9 @@ void FramebufferManager::copyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight
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// keep stale XFB data from being used
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replaceVirtualXFB();
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}
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else // create a new Virtual XFB and place it at the front of the list
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else
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{
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// Create a new Virtual XFB and place it at the front of the list.
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VirtualXFB newVirt;
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newVirt.xfbSource.tex = D3DTexture2D::Create(target_width, target_height, (D3D11_BIND_FLAG)(D3D11_BIND_RENDER_TARGET|D3D11_BIND_SHADER_RESOURCE), D3D11_USAGE_DEFAULT, DXGI_FORMAT_R8G8B8A8_UNORM);
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@ -253,7 +256,7 @@ void FramebufferManager::copyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight
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Renderer::ResetAPIState(); // reset any game specific settings
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// copy EFB data to XFB and restore render target again
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// Copy EFB data to XFB and restore render target again
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D3D11_RECT sourcerect = CD3D11_RECT(efbSource.left, efbSource.top, efbSource.right, efbSource.bottom);
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)target_width, (float)target_height);
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D3D::context->RSSetViewports(1, &vp);
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@ -277,8 +280,11 @@ const XFBSource** FramebufferManager::getVirtualXFBSource(u32 xfbAddr, u32 fbWid
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{
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xfbCount = 0;
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if (m_virtualXFBList.size() == 0) // no Virtual XFBs available
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if (m_virtualXFBList.size() == 0)
|
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{
|
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// No Virtual XFBs available.
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return NULL;
|
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}
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u32 srcLower = xfbAddr;
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u32 srcUpper = xfbAddr + 2 * fbWidth * fbHeight;
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@ -297,5 +303,6 @@ const XFBSource** FramebufferManager::getVirtualXFBSource(u32 xfbAddr, u32 fbWid
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xfbCount++;
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}
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}
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return &m_overlappingXFBArray[0];
|
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}
|
@ -130,8 +130,8 @@ private:
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const XFBSource** getRealXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount);
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const XFBSource** getVirtualXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight, u32 &xfbCount);
|
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|
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XFBSource m_realXFBSource; // used in real XFB mode
|
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VirtualXFBListType m_virtualXFBList; // used in virtual XFB mode
|
||||
XFBSource m_realXFBSource; // Only used in Real XFB mode
|
||||
VirtualXFBListType m_virtualXFBList; // Only used in Virtual XFB mode
|
||||
|
||||
const XFBSource* m_overlappingXFBArray[MAX_VIRTUAL_XFB];
|
||||
|
||||
@ -146,6 +146,6 @@ private:
|
||||
} m_efb;
|
||||
};
|
||||
|
||||
extern FramebufferManager FBManager;
|
||||
extern FramebufferManager g_framebufferManager;
|
||||
|
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#endif
|
@ -23,7 +23,6 @@
|
||||
#include "ABI.h"
|
||||
#include "MemoryUtil.h"
|
||||
#include "VertexShaderGen.h"
|
||||
#include "VertexShaderCache.h"
|
||||
|
||||
#include "CPMemory.h"
|
||||
#include "NativeVertexFormat.h"
|
||||
@ -66,11 +65,11 @@ DXGI_FORMAT VarToD3D(VarType t, int size)
|
||||
|
||||
switch (size)
|
||||
{
|
||||
case 1: retval = lookup1[t]; break;
|
||||
case 2: retval = lookup2[t]; break;
|
||||
case 3: retval = lookup3[t]; break;
|
||||
case 4: retval = lookup4[t]; break;
|
||||
default: break;
|
||||
case 1: retval = lookup1[t]; break;
|
||||
case 2: retval = lookup2[t]; break;
|
||||
case 3: retval = lookup3[t]; break;
|
||||
case 4: retval = lookup4[t]; break;
|
||||
default: break;
|
||||
}
|
||||
if (retval == DXGI_FORMAT_UNKNOWN)
|
||||
{
|
||||
|
@ -199,6 +199,9 @@ void PixelShaderCache::Init()
|
||||
if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
|
||||
File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
|
||||
|
||||
SETSTAT(stats.numPixelShadersCreated, 0);
|
||||
SETSTAT(stats.numPixelShadersAlive, 0);
|
||||
|
||||
char cache_filename[MAX_PATH];
|
||||
sprintf(cache_filename, "%sdx11-%s-ps.cache", File::GetUserPath(D_SHADERCACHE_IDX), globals->unique_id);
|
||||
PixelShaderCacheInserter inserter;
|
||||
@ -230,7 +233,7 @@ bool PixelShaderCache::SetShader(bool dstAlpha,u32 components)
|
||||
PIXELSHADERUID uid;
|
||||
GetPixelShaderId(&uid, dstAlpha);
|
||||
|
||||
// check if the shader is already set
|
||||
// Check if the shader is already set
|
||||
if (uid == last_pixel_shader_uid && PixelShaders[uid].frameCount == frameCount)
|
||||
{
|
||||
PSCache::const_iterator iter = PixelShaders.find(uid);
|
||||
@ -239,7 +242,7 @@ bool PixelShaderCache::SetShader(bool dstAlpha,u32 components)
|
||||
|
||||
memcpy(&last_pixel_shader_uid, &uid, sizeof(PIXELSHADERUID));
|
||||
|
||||
// check if the shader is already in the cache
|
||||
// Check if the shader is already in the cache
|
||||
PSCache::iterator iter;
|
||||
iter = PixelShaders.find(uid);
|
||||
if (iter != PixelShaders.end())
|
||||
@ -252,7 +255,7 @@ bool PixelShaderCache::SetShader(bool dstAlpha,u32 components)
|
||||
return (entry.shader != NULL);
|
||||
}
|
||||
|
||||
// need to compile a new shader
|
||||
// Need to compile a new shader
|
||||
const char* code = GeneratePixelShaderCode(dstAlpha, API_D3D11,components);
|
||||
|
||||
D3DBlob* pbytecode;
|
||||
@ -262,7 +265,7 @@ bool PixelShaderCache::SetShader(bool dstAlpha,u32 components)
|
||||
return false;
|
||||
}
|
||||
|
||||
// insert the bytecode into the caches
|
||||
// Insert the bytecode into the caches
|
||||
g_ps_disk_cache.Append((u8*)&uid, sizeof(uid), (const u8*)pbytecode->Data(), pbytecode->Size());
|
||||
g_ps_disk_cache.Sync();
|
||||
|
||||
@ -283,15 +286,19 @@ bool PixelShaderCache::InsertByteCode(const PIXELSHADERUID &uid, void* bytecode,
|
||||
// TODO: Somehow make the debug name a bit more specific
|
||||
D3D::SetDebugObjectName((ID3D11DeviceChild*)shader, "a pixel shader of PixelShaderCache");
|
||||
|
||||
// make an entry in the table
|
||||
// Make an entry in the table
|
||||
PSCacheEntry newentry;
|
||||
newentry.shader = shader;
|
||||
newentry.frameCount = frameCount;
|
||||
PixelShaders[uid] = newentry;
|
||||
last_entry = &PixelShaders[uid];
|
||||
|
||||
if (!shader) {
|
||||
// INCSTAT(stats.numPixelShadersFailed);
|
||||
return false;
|
||||
}
|
||||
|
||||
INCSTAT(stats.numPixelShadersCreated);
|
||||
SETSTAT(stats.numPixelShadersAlive, PixelShaders.size());
|
||||
|
||||
return true;
|
||||
}
|
@ -42,7 +42,7 @@
|
||||
#include "EmuWindow.h"
|
||||
#include "AVIDump.h"
|
||||
#include "OnScreenDisplay.h"
|
||||
#include "FBManager.h"
|
||||
#include "FramebufferManager.h"
|
||||
#include "Fifo.h"
|
||||
#include "DLCache.h"
|
||||
|
||||
@ -83,7 +83,7 @@ ID3D11RasterizerState* resetraststate = NULL;
|
||||
|
||||
bool reset_called = false;
|
||||
|
||||
// state translation lookup tables
|
||||
// State translation lookup tables
|
||||
static const D3D11_BLEND d3dSrcFactors[8] =
|
||||
{
|
||||
D3D11_BLEND_ZERO,
|
||||
@ -230,7 +230,7 @@ static const D3D11_TEXTURE_ADDRESS_MODE d3dClamps[4] =
|
||||
|
||||
void SetupDeviceObjects()
|
||||
{
|
||||
FBManager.Create();
|
||||
g_framebufferManager.Create();
|
||||
|
||||
HRESULT hr;
|
||||
float colmat[20]= {0.0f};
|
||||
@ -296,9 +296,10 @@ void SetupDeviceObjects()
|
||||
D3D::SetDebugObjectName((ID3D11DeviceChild*)resetraststate, "rasterizer state for Renderer::ResetAPIState");
|
||||
}
|
||||
|
||||
// Kill off all POOL_DEFAULT device objects.
|
||||
void TeardownDeviceObjects()
|
||||
{
|
||||
FBManager.Destroy();
|
||||
g_framebufferManager.Destroy();
|
||||
SAFE_RELEASE(access_efb_cbuf);
|
||||
SAFE_RELEASE(cleardepthstates[0]);
|
||||
SAFE_RELEASE(cleardepthstates[1]);
|
||||
@ -342,14 +343,14 @@ bool Renderer::Init()
|
||||
D3D::gfxstate->samplerdesc[stage].MaxAnisotropy = g_ActiveConfig.iMaxAnisotropy;
|
||||
|
||||
float ClearColor[4] = { 0.f, 0.f, 0.f, 0.f };
|
||||
D3D::context->ClearRenderTargetView(FBManager.GetEFBColorTexture()->GetRTV(), ClearColor);
|
||||
D3D::context->ClearDepthStencilView(FBManager.GetEFBDepthTexture()->GetDSV(), D3D11_CLEAR_DEPTH, 1.f, 0);
|
||||
D3D::context->ClearRenderTargetView(g_framebufferManager.GetEFBColorTexture()->GetRTV(), ClearColor);
|
||||
D3D::context->ClearDepthStencilView(g_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,
|
||||
(float)s_target_width, (float)s_target_height);
|
||||
D3D::context->RSSetViewports(1, &vp);
|
||||
D3D::context->OMSetRenderTargets(1, &FBManager.GetEFBColorTexture()->GetRTV(), FBManager.GetEFBDepthTexture()->GetDSV());
|
||||
D3D::context->OMSetRenderTargets(1, &g_framebufferManager.GetEFBColorTexture()->GetRTV(), g_framebufferManager.GetEFBDepthTexture()->GetDSV());
|
||||
D3D::BeginFrame();
|
||||
D3D::gfxstate->rastdesc.ScissorEnable = TRUE;
|
||||
|
||||
@ -372,16 +373,18 @@ int Renderer::GetFullTargetHeight() { return s_Fulltarget_height; }
|
||||
float Renderer::GetTargetScaleX() { return xScale; }
|
||||
float Renderer::GetTargetScaleY() { return yScale; }
|
||||
|
||||
// Return the framebuffer size
|
||||
int Renderer::GetFrameBufferWidth()
|
||||
{
|
||||
return s_backbuffer_width;
|
||||
}
|
||||
|
||||
int Renderer::GetFrameBufferHeight()
|
||||
{
|
||||
return s_backbuffer_height;
|
||||
}
|
||||
|
||||
// create On-Screen-Messages
|
||||
// Create On-Screen-Messages
|
||||
void Renderer::DrawDebugText()
|
||||
{
|
||||
// OSD menu messages
|
||||
@ -418,31 +421,35 @@ void Renderer::DrawDebugText()
|
||||
g_ActiveConfig.bCrop ? " (crop)" : "";
|
||||
std::string OSDM3 = "Disabled";
|
||||
|
||||
// if there is more text than this we will have a collission
|
||||
// If there is more text than this we will have a collision
|
||||
if (g_ActiveConfig.bShowFPS)
|
||||
{ T1 += "\n\n"; T2 += "\n\n"; }
|
||||
{
|
||||
T1 += "\n\n";
|
||||
T2 += "\n\n";
|
||||
}
|
||||
|
||||
// The rows
|
||||
T0.push_back(StringFromFormat("3: Internal Resolution: %s\n", OSDM1.c_str()));
|
||||
T0.push_back(StringFromFormat("4: Aspect Ratio: %s%s\n", OSDM21.c_str(), OSDM22.c_str()));
|
||||
T0.push_back(StringFromFormat("5: Copy EFB: %s\n", OSDM3.c_str()));
|
||||
T0.push_back(StringFromFormat("6: Fog: %s\n", g_ActiveConfig.bDisableFog ? "Disabled" : "Enabled"));
|
||||
T0.push_back(StringFromFormat("7: Material Lighting: %s\n", g_ActiveConfig.bDisableLighting ? "Disabled" : "Enabled"));
|
||||
T0.push_back(StringFromFormat("7: Material Lighting: %s\n", g_ActiveConfig.bDisableLighting ? "Disabled" : "Enabled"));
|
||||
|
||||
// latest changed setting in yellow
|
||||
// The latest changed setting in yellow
|
||||
T1 += (OSDChoice == -1) ? T0.at(0) : "\n";
|
||||
T1 += (OSDChoice == -2) ? T0.at(1) : "\n";
|
||||
T1 += (OSDChoice == -3) ? T0.at(2) : "\n";
|
||||
T1 += (OSDChoice == -4) ? T0.at(3) : "\n";
|
||||
T1 += (OSDChoice == -5) ? T0.at(4) : "\n";
|
||||
|
||||
// other settings in cyan
|
||||
// The other settings in cyan
|
||||
T2 += (OSDChoice != -1) ? T0.at(0) : "\n";
|
||||
T2 += (OSDChoice != -2) ? T0.at(1) : "\n";
|
||||
T2 += (OSDChoice != -3) ? T0.at(2) : "\n";
|
||||
T2 += (OSDChoice != -4) ? T0.at(3) : "\n";
|
||||
T2 += (OSDChoice != -5) ? T0.at(4) : "\n";
|
||||
|
||||
// render a shadow, and then the text
|
||||
// Render a shadow, and then the text
|
||||
Renderer::RenderText(T1.c_str(), 21, 21, 0xDD000000);
|
||||
Renderer::RenderText(T1.c_str(), 20, 20, 0xFFffff00);
|
||||
Renderer::RenderText(T2.c_str(), 21, 21, 0xDD000000);
|
||||
@ -451,7 +458,7 @@ void Renderer::DrawDebugText()
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::RenderText(const char* text, int left, int top, u32 color)
|
||||
void Renderer::RenderText(const char *text, int left, int top, u32 color)
|
||||
{
|
||||
D3D::font.DrawTextScaled((float)left, (float)top, 20.f, 0.0f, color, text, false);
|
||||
}
|
||||
@ -468,6 +475,9 @@ TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
// With D3D, we have to resize the backbuffer if the window changed
|
||||
// size.
|
||||
void CheckForResize()
|
||||
{
|
||||
while (EmuWindow::IsSizing())
|
||||
@ -475,21 +485,22 @@ void CheckForResize()
|
||||
|
||||
if (EmuWindow::GetParentWnd())
|
||||
{
|
||||
// re-stretch window to parent window size again, if it has a parent window.
|
||||
// Re-stretch window to parent window size again, if it has a parent window.
|
||||
RECT rcParentWindow;
|
||||
GetWindowRect(EmuWindow::GetParentWnd(), &rcParentWindow);
|
||||
int width = rcParentWindow.right - rcParentWindow.left;
|
||||
int height = rcParentWindow.bottom - rcParentWindow.top;
|
||||
if (width != s_backbuffer_width || height != s_backbuffer_height)
|
||||
::MoveWindow(EmuWindow::GetWnd(), 0, 0, width, height, FALSE);
|
||||
MoveWindow(EmuWindow::GetWnd(), 0, 0, width, height, FALSE);
|
||||
}
|
||||
RECT rcWindow;
|
||||
GetClientRect(EmuWindow::GetWnd(), &rcWindow);
|
||||
int client_width = rcWindow.right - rcWindow.left;
|
||||
int client_height = rcWindow.bottom - rcWindow.top;
|
||||
|
||||
// sanity check
|
||||
if ((client_width != s_backbuffer_width || client_height != s_backbuffer_height) &&
|
||||
// Sanity check
|
||||
if ((client_width != s_backbuffer_width ||
|
||||
client_height != s_backbuffer_height) &&
|
||||
client_width >= 4 && client_height >= 4)
|
||||
{
|
||||
WindowResized = true;
|
||||
@ -507,7 +518,7 @@ void Renderer::RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRect
|
||||
// just use progressive.
|
||||
if (g_ActiveConfig.bUseXFB)
|
||||
{
|
||||
FBManager.CopyToXFB(xfbAddr, fbWidth, fbHeight, sourceRc);
|
||||
g_framebufferManager.CopyToXFB(xfbAddr, fbWidth, fbHeight, sourceRc);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -559,7 +570,7 @@ bool Renderer::SetScissorRect()
|
||||
rc.bottom = rc.top;
|
||||
rc.top = temp;
|
||||
}
|
||||
|
||||
|
||||
if (rc.right >= rc.left && rc.bottom >= rc.top)
|
||||
{
|
||||
D3D::context->RSSetScissorRects(1, &rc);
|
||||
@ -599,7 +610,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
|
||||
return 0;
|
||||
}
|
||||
|
||||
// get the rectangular target region covered by the EFB pixel
|
||||
// Get the rectangular target region covered by the EFB pixel
|
||||
EFBRectangle efbPixelRc;
|
||||
efbPixelRc.left = x;
|
||||
efbPixelRc.top = y;
|
||||
@ -624,15 +635,15 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
|
||||
if ((RectToLock.right - RectToLock.left) > 4)
|
||||
RectToLock.left++;
|
||||
|
||||
ResetAPIState(); // reset any game specific settings
|
||||
ResetAPIState(); // Reset any game specific settings
|
||||
|
||||
// Stretch picture with increased internal resolution
|
||||
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, 4.f, 4.f);
|
||||
D3D::context->RSSetViewports(1, &vp);
|
||||
D3D::context->PSSetConstantBuffers(0, 1, &access_efb_cbuf);
|
||||
D3D::context->OMSetRenderTargets(1, &FBManager.GetEFBDepthReadTexture()->GetRTV(), NULL);
|
||||
D3D::context->OMSetRenderTargets(1, &g_framebufferManager.GetEFBDepthReadTexture()->GetRTV(), NULL);
|
||||
D3D::SetPointCopySampler();
|
||||
D3D::drawShadedTexQuad(FBManager.GetEFBDepthTexture()->GetSRV(),
|
||||
D3D::drawShadedTexQuad(g_framebufferManager.GetEFBDepthTexture()->GetSRV(),
|
||||
&RectToLock,
|
||||
Renderer::GetFullTargetWidth(),
|
||||
Renderer::GetFullTargetHeight(),
|
||||
@ -640,21 +651,21 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
|
||||
VertexShaderCache::GetSimpleVertexShader(),
|
||||
VertexShaderCache::GetSimpleInputLayout());
|
||||
|
||||
D3D::context->OMSetRenderTargets(1, &FBManager.GetEFBColorTexture()->GetRTV(), FBManager.GetEFBDepthTexture()->GetDSV());
|
||||
D3D::context->OMSetRenderTargets(1, &g_framebufferManager.GetEFBColorTexture()->GetRTV(), g_framebufferManager.GetEFBDepthTexture()->GetDSV());
|
||||
RestoreAPIState();
|
||||
RectToLock = CD3D11_RECT(0, 0, 4, 4);
|
||||
|
||||
// copy to system memory
|
||||
D3D11_BOX box = CD3D11_BOX(0, 0, 0, 4, 4, 1);
|
||||
read_tex = FBManager.GetEFBDepthStagingBuffer();
|
||||
D3D::context->CopySubresourceRegion(read_tex, 0, 0, 0, 0, FBManager.GetEFBDepthReadTexture()->GetTex(), 0, &box);
|
||||
read_tex = g_framebufferManager.GetEFBDepthStagingBuffer();
|
||||
D3D::context->CopySubresourceRegion(read_tex, 0, 0, 0, 0, g_framebufferManager.GetEFBDepthReadTexture()->GetTex(), 0, &box);
|
||||
}
|
||||
else
|
||||
{
|
||||
// we can directly copy to system memory here
|
||||
read_tex = FBManager.GetEFBColorStagingBuffer();
|
||||
read_tex = g_framebufferManager.GetEFBColorStagingBuffer();
|
||||
D3D11_BOX box = CD3D11_BOX(RectToLock.left, RectToLock.top, 0, RectToLock.right, RectToLock.bottom, 1);
|
||||
D3D::context->CopySubresourceRegion(read_tex, 0, 0, 0, 0, FBManager.GetEFBColorTexture()->GetTex(), 0, &box);
|
||||
D3D::context->CopySubresourceRegion(read_tex, 0, 0, 0, 0, g_framebufferManager.GetEFBColorTexture()->GetTex(), 0, &box);
|
||||
RectToLock = CD3D11_RECT(0, 0, 1, 1);
|
||||
}
|
||||
|
||||
@ -662,21 +673,35 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
|
||||
D3D11_MAPPED_SUBRESOURCE map;
|
||||
D3D::context->Map(read_tex, 0, D3D11_MAP_READ, 0, &map);
|
||||
|
||||
switch(type) {
|
||||
case PEEK_Z:
|
||||
val = ((float*)map.pData)[0];
|
||||
z = ((u32)(val * 0xffffff));
|
||||
break;
|
||||
switch(type)
|
||||
{
|
||||
case PEEK_Z:
|
||||
val = ((float*)map.pData)[0];
|
||||
z = ((u32)(val * 0xffffff));
|
||||
break;
|
||||
|
||||
case PEEK_COLOR:
|
||||
z = ((u32*)map.pData)[0];
|
||||
break;
|
||||
case POKE_Z:
|
||||
// TODO: Implement
|
||||
break;
|
||||
|
||||
case PEEK_COLOR:
|
||||
z = ((u32*)map.pData)[0];
|
||||
break;
|
||||
|
||||
case POKE_COLOR:
|
||||
// TODO: Implement. One way is to draw a tiny pixel-sized rectangle at
|
||||
// the exact location. Note: EFB pokes are susceptible to Z-buffering
|
||||
// and perhaps blending.
|
||||
//WARN_LOG(VIDEOINTERFACE, "This is probably some kind of software rendering");
|
||||
break;
|
||||
|
||||
// TODO: Implement POKE_Z and POKE_COLOR
|
||||
default:
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
D3D::context->Unmap(read_tex, 0);
|
||||
// TODO: in RE0 this value is often off by one, which causes lighting to disappear
|
||||
return z;
|
||||
}
|
||||
|
||||
@ -728,7 +753,7 @@ void UpdateViewport()
|
||||
{
|
||||
s_Fulltarget_height -= 2 * Y;
|
||||
Y = 0;
|
||||
sizeChanged=true;
|
||||
sizeChanged = true;
|
||||
}
|
||||
|
||||
float newx = (float)X;
|
||||
@ -755,29 +780,30 @@ void UpdateViewport()
|
||||
else
|
||||
{
|
||||
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL);
|
||||
FBManager.Destroy();
|
||||
FBManager.Create();
|
||||
D3D::context->OMSetRenderTargets(1, &FBManager.GetEFBColorTexture()->GetRTV(), FBManager.GetEFBDepthTexture()->GetDSV());
|
||||
g_framebufferManager.Destroy();
|
||||
g_framebufferManager.Create();
|
||||
D3D::context->OMSetRenderTargets(1, &g_framebufferManager.GetEFBColorTexture()->GetRTV(), g_framebufferManager.GetEFBDepthTexture()->GetDSV());
|
||||
}
|
||||
}
|
||||
|
||||
// some games set invalids values MinDepth and MaxDepth so fix them to the max an min allowed and let the shaders do this work
|
||||
// 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,
|
||||
0.f, // (xfregs.rawViewport[5] - xfregs.rawViewport[2]) / 16777216.0f;
|
||||
1.f); // xfregs.rawViewport[5] / 16777216.0f;
|
||||
D3D::context->RSSetViewports(1, &vp);
|
||||
}
|
||||
|
||||
// Tino: color is passed in bgra mode so need to convert it to rgba
|
||||
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);
|
||||
// update the view port for clearing the picture
|
||||
D3D11_VIEWPORT vp = CD3D11_VIEWPORT((float)targetRc.left, (float)targetRc.top, (float)targetRc.GetWidth(), (float)targetRc.GetHeight(),
|
||||
0.f,
|
||||
1.f);
|
||||
D3D::context->RSSetViewports(1, &vp);
|
||||
|
||||
// always set the scissor in case it was set by the game and has not been reset
|
||||
// Always set the scissor in case it was set by the game and has not been reset
|
||||
D3D11_RECT sirc = CD3D11_RECT(targetRc.left, targetRc.top, targetRc.right, targetRc.bottom);
|
||||
D3D::context->RSSetScissorRects(1, &sirc);
|
||||
u32 rgbaColor = (color & 0xFF00FF00) | ((color >> 16) & 0xFF) | ((color << 16) & 0xFF0000);
|
||||
@ -806,7 +832,7 @@ void Renderer::SetBlendMode(bool forceUpdate)
|
||||
D3D::gfxstate->SetSrcBlend(d3dSrcFactors[1]);
|
||||
D3D::gfxstate->SetDestBlend(d3dDestFactors[1]);
|
||||
}
|
||||
else
|
||||
else
|
||||
{
|
||||
D3D::gfxstate->SetAlphaBlendEnable(bpmem.blendmode.blendenable && (!( bpmem.blendmode.srcfactor == 1 && bpmem.blendmode.dstfactor == 0)));
|
||||
if (bpmem.blendmode.blendenable && (!( bpmem.blendmode.srcfactor == 1 && bpmem.blendmode.dstfactor == 0)))
|
||||
@ -815,10 +841,10 @@ void Renderer::SetBlendMode(bool forceUpdate)
|
||||
D3D::gfxstate->SetSrcBlend(d3dSrcFactors[bpmem.blendmode.srcfactor]);
|
||||
D3D::gfxstate->SetDestBlend(d3dDestFactors[bpmem.blendmode.dstfactor]);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
// This function has the final picture. We adjust the aspect ratio here.
|
||||
void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,const EFBRectangle& rc)
|
||||
{
|
||||
if (g_bSkipCurrentFrame || (!XFBWrited && !g_ActiveConfig.bUseRealXFB) || !fbWidth || !fbHeight)
|
||||
@ -829,10 +855,10 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
// this function is called after the XFB field is changed, not after
|
||||
// EFB is copied to XFB. In this way, flickering is reduced in games
|
||||
// and seems to also give more FPS in ZTP
|
||||
|
||||
|
||||
if (field == FIELD_LOWER) xfbAddr -= fbWidth * 2;
|
||||
u32 xfbCount = 0;
|
||||
const XFBSource** xfbSourceList = FBManager.GetXFBSource(xfbAddr, fbWidth, fbHeight, xfbCount);
|
||||
const XFBSource** xfbSourceList = g_framebufferManager.GetXFBSource(xfbAddr, fbWidth, fbHeight, xfbCount);
|
||||
if ((!xfbSourceList || xfbCount == 0) && g_ActiveConfig.bUseXFB && !g_ActiveConfig.bUseRealXFB)
|
||||
{
|
||||
g_VideoInitialize.pCopiedToXFB(false);
|
||||
@ -841,7 +867,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
|
||||
Renderer::ResetAPIState();
|
||||
|
||||
// prepare copying the XFBs to our backbuffer
|
||||
// Prepare to copy the XFBs to our backbuffer
|
||||
TargetRectangle dst_rect;
|
||||
ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
|
||||
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)s_backbuffer_width, (float)s_backbuffer_height);
|
||||
@ -876,13 +902,13 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
// draw each xfb source
|
||||
for (u32 i = 0; i < xfbCount; ++i)
|
||||
{
|
||||
xfbSource = xfbSourceList[i];
|
||||
xfbSource = xfbSourceList[i];
|
||||
MathUtil::Rectangle<float> sourceRc;
|
||||
|
||||
sourceRc.left = 0;
|
||||
sourceRc.top = 0;
|
||||
sourceRc.right = xfbSource->texWidth;
|
||||
sourceRc.bottom = xfbSource->texHeight;
|
||||
sourceRc.bottom = xfbSource->texHeight;
|
||||
|
||||
MathUtil::Rectangle<float> drawRc;
|
||||
|
||||
@ -893,11 +919,10 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
int xfbWidth = xfbSource->srcWidth;
|
||||
int hOffset = ((s32)xfbSource->srcAddr - (s32)xfbAddr) / ((s32)fbWidth * 2);
|
||||
|
||||
drawRc.bottom = 1.0f - 2.0f * ((hOffset) / (float)fbHeight);
|
||||
drawRc.top = 1.0f - 2.0f * ((hOffset + xfbHeight) / (float)fbHeight);
|
||||
drawRc.bottom = 1.0f - (2.0f * (hOffset) / (float)fbHeight);
|
||||
drawRc.top = 1.0f - (2.0f * (hOffset + xfbHeight) / (float)fbHeight);
|
||||
drawRc.left = -(xfbWidth / (float)fbWidth);
|
||||
drawRc.right = (xfbWidth / (float)fbWidth);
|
||||
|
||||
|
||||
if (!g_ActiveConfig.bAutoScale)
|
||||
{
|
||||
@ -918,13 +943,14 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
drawRc.left = -1;
|
||||
drawRc.right = 1;
|
||||
}
|
||||
|
||||
D3D::drawShadedTexSubQuad(xfbSource->tex->GetSRV(), &sourceRc, xfbSource->texWidth, xfbSource->texHeight, &drawRc, PixelShaderCache::GetColorCopyProgram(),VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc);
|
||||
D3DTexture2D* read_texture = FBManager.GetEFBColorTexture();
|
||||
D3DTexture2D* read_texture = g_framebufferManager.GetEFBColorTexture();
|
||||
D3D::drawShadedTexQuad(read_texture->GetSRV(), targetRc.AsRECT(), Renderer::GetFullTargetWidth(), Renderer::GetFullTargetHeight(), PixelShaderCache::GetColorCopyProgram(),VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
|
||||
}
|
||||
// done with drawing the game stuff, good moment to save a screenshot
|
||||
@ -958,12 +984,12 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
s_bScreenshot = false;
|
||||
}
|
||||
|
||||
// finally present some information
|
||||
// Finish up the current frame, print some stats
|
||||
if (g_ActiveConfig.bShowFPS)
|
||||
{
|
||||
char fps[20];
|
||||
StringCchPrintfA(fps, 20, "FPS: %d\n", s_fps);
|
||||
D3D::font.DrawTextScaled(0,30,20,0.0f,0xFF00FFFF,fps,false);
|
||||
D3D::font.DrawTextScaled(0, 30, 20, 0.0f, 0xFF00FFFF, fps, false);
|
||||
}
|
||||
Renderer::DrawDebugText();
|
||||
|
||||
@ -971,13 +997,13 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
{
|
||||
char buf[32768];
|
||||
Statistics::ToString(buf);
|
||||
D3D::font.DrawTextScaled(0,30,20,0.0f,0xFF00FFFF,buf,false);
|
||||
D3D::font.DrawTextScaled(0, 30, 20, 0.0f, 0xFF00FFFF, buf, false);
|
||||
}
|
||||
else if (g_ActiveConfig.bOverlayProjStats)
|
||||
{
|
||||
char buf[32768];
|
||||
Statistics::ToStringProj(buf);
|
||||
D3D::font.DrawTextScaled(0,30,20,0.0f,0xFF00FFFF,buf,false);
|
||||
D3D::font.DrawTextScaled(0, 30, 20, 0.0f, 0xFF00FFFF, buf, false);
|
||||
}
|
||||
|
||||
OSD::DrawMessages();
|
||||
@ -986,13 +1012,13 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
DLCache::ProgressiveCleanup();
|
||||
TextureCache::Cleanup();
|
||||
|
||||
// enable any configuration changes
|
||||
// Enable any configuration changes
|
||||
UpdateActiveConfig();
|
||||
WindowResized = false;
|
||||
CheckForResize();
|
||||
|
||||
bool xfbchanged = false;
|
||||
|
||||
|
||||
if (s_XFB_width != fbWidth || s_XFB_height != fbHeight)
|
||||
{
|
||||
xfbchanged = true;
|
||||
@ -1007,18 +1033,21 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
// update FPS counter
|
||||
static int fpscount = 0;
|
||||
static unsigned long lasttime = 0;
|
||||
if (Common::Timer::GetTimeMs() - lasttime >= 1000)
|
||||
if (Common::Timer::GetTimeMs() - lasttime >= 1000)
|
||||
{
|
||||
lasttime = Common::Timer::GetTimeMs();
|
||||
s_fps = fpscount;
|
||||
fpscount = 0;
|
||||
}
|
||||
if (XFBWrited) ++fpscount;
|
||||
if (XFBWrited)
|
||||
++fpscount;
|
||||
|
||||
// set default viewport and scissor, for the clear to work correctly
|
||||
// Begin new frame
|
||||
// Set default viewport and scissor, for the clear to work correctly
|
||||
// New frame
|
||||
stats.ResetFrame();
|
||||
|
||||
// done. Show our work ;)
|
||||
// Flip/present backbuffer to frontbuffer here
|
||||
D3D::Present();
|
||||
|
||||
// resize the back buffers NOW to avoid flickering when resizing windows
|
||||
@ -1038,16 +1067,20 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
s_target_height = (int)(EFB_HEIGHT * yScale);
|
||||
|
||||
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL);
|
||||
FBManager.Destroy();
|
||||
FBManager.Create();
|
||||
g_framebufferManager.Destroy();
|
||||
g_framebufferManager.Create();
|
||||
}
|
||||
|
||||
// begin next frame
|
||||
Renderer::RestoreAPIState();
|
||||
D3D::BeginFrame();
|
||||
D3D::context->OMSetRenderTargets(1, &FBManager.GetEFBColorTexture()->GetRTV(), FBManager.GetEFBDepthTexture()->GetDSV());
|
||||
D3D::context->OMSetRenderTargets(1, &g_framebufferManager.GetEFBColorTexture()->GetRTV(), g_framebufferManager.GetEFBDepthTexture()->GetDSV());
|
||||
UpdateViewport();
|
||||
VertexShaderManager::SetViewportChanged();
|
||||
// For testing zbuffer targets.
|
||||
// Renderer::SetZBufferRender();
|
||||
// SaveTexture("tex.tga", GL_TEXTURE_RECTANGLE_ARB, s_FakeZTarget,
|
||||
// GetTargetWidth(), GetTargetHeight());
|
||||
g_VideoInitialize.pCopiedToXFB(XFBWrited || g_ActiveConfig.bUseRealXFB);
|
||||
XFBWrited = false;
|
||||
}
|
||||
@ -1065,7 +1098,7 @@ void Renderer::ResetAPIState()
|
||||
|
||||
void Renderer::RestoreAPIState()
|
||||
{
|
||||
// gets us back into a more game-like state.
|
||||
// Gets us back into a more game-like state.
|
||||
if (reset_called)
|
||||
{
|
||||
D3D::stateman->PopBlendState();
|
||||
@ -1094,6 +1127,7 @@ void Renderer::SetDepthMode()
|
||||
}
|
||||
else
|
||||
{
|
||||
// if the test is disabled write is disabled too
|
||||
D3D::gfxstate->depthdesc.DepthEnable = FALSE;
|
||||
D3D::gfxstate->depthdesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
|
||||
}
|
||||
@ -1184,7 +1218,7 @@ void Renderer::SetInterlacingMode()
|
||||
}
|
||||
|
||||
// Save screenshot
|
||||
void Renderer::SetScreenshot(const char* filename)
|
||||
void Renderer::SetScreenshot(const char *filename)
|
||||
{
|
||||
s_criticalScreenshot.Enter();
|
||||
strcpy_s(s_sScreenshotName, filename);
|
||||
|
@ -28,7 +28,7 @@
|
||||
#include "D3DBase.h"
|
||||
#include "D3DTexture.h"
|
||||
#include "D3DUtil.h"
|
||||
#include "FBManager.h"
|
||||
#include "FramebufferManager.h"
|
||||
#include "PixelShaderCache.h"
|
||||
#include "PixelShaderManager.h"
|
||||
#include "VertexShaderManager.h"
|
||||
@ -59,7 +59,7 @@ void TextureCache::TCacheEntry::Destroy(bool shutdown)
|
||||
|
||||
if (!isRenderTarget && !shutdown && !g_ActiveConfig.bSafeTextureCache)
|
||||
{
|
||||
u32* ptr = (u32*)g_VideoInitialize.pGetMemoryPointer(addr);
|
||||
u32 *ptr = (u32*)g_VideoInitialize.pGetMemoryPointer(addr);
|
||||
if (ptr && *ptr == hash)
|
||||
*ptr = oldpixel;
|
||||
}
|
||||
@ -123,30 +123,6 @@ void TextureCache::Invalidate(bool shutdown)
|
||||
HiresTextures::Shutdown();
|
||||
}
|
||||
|
||||
void TextureCache::InvalidateRange(u32 start_address, u32 size)
|
||||
{
|
||||
TexCache::iterator iter = textures.begin();
|
||||
while (iter != textures.end())
|
||||
{
|
||||
if (iter->second.IntersectsMemoryRange(start_address, size))
|
||||
{
|
||||
iter->second.Destroy(false);
|
||||
textures.erase(iter++);
|
||||
}
|
||||
else
|
||||
{
|
||||
++iter;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool TextureCache::TCacheEntry::IntersectsMemoryRange(u32 range_address, u32 range_size)
|
||||
{
|
||||
if (addr + size_in_bytes < range_address) return false;
|
||||
if (addr >= range_address + range_size) return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
void TextureCache::Shutdown()
|
||||
{
|
||||
Invalidate(true);
|
||||
@ -178,6 +154,31 @@ void TextureCache::Cleanup()
|
||||
}
|
||||
}
|
||||
|
||||
void TextureCache::InvalidateRange(u32 start_address, u32 size)
|
||||
{
|
||||
TexCache::iterator iter = textures.begin();
|
||||
while (iter != textures.end())
|
||||
{
|
||||
if (iter->second.IntersectsMemoryRange(start_address, size))
|
||||
{
|
||||
iter->second.Destroy(false);
|
||||
textures.erase(iter++);
|
||||
}
|
||||
else
|
||||
{
|
||||
++iter;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool TextureCache::TCacheEntry::IntersectsMemoryRange(u32 range_address, u32 range_size)
|
||||
{
|
||||
if (addr + size_in_bytes < range_address) return false;
|
||||
if (addr >= range_address + range_size) return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
// returns the exponent of the smallest power of two which is greater than val
|
||||
unsigned int GetPow2(unsigned int val)
|
||||
{
|
||||
@ -188,21 +189,47 @@ unsigned int GetPow2(unsigned int val)
|
||||
|
||||
TextureCache::TCacheEntry* TextureCache::Load(unsigned int stage, u32 address, unsigned int width, unsigned int height, unsigned int tex_format, unsigned int tlutaddr, unsigned int tlutfmt, bool UseNativeMips, unsigned int maxlevel)
|
||||
{
|
||||
if (address == 0) return NULL;
|
||||
// notes (about "UNsafe texture cache"):
|
||||
// Have to be removed soon.
|
||||
// But we keep it until the "safe" way became rock solid
|
||||
// pros: it has an unique ID held by the texture data itself (@address) once cached.
|
||||
// cons: it writes this unique ID in the gc RAM <- very dangerous (break MP1) and ugly
|
||||
|
||||
u8* ptr = g_VideoInitialize.pGetMemoryPointer(address);
|
||||
// notes (about "safe texture cache"):
|
||||
// Metroids text issue (character table):
|
||||
// Same addr, same GX_TF_C4 texture data but different TLUT (hence different outputs).
|
||||
// That's why we have to hash the TLUT too for TLUT tex_format dependent textures (ie. GX_TF_C4, GX_TF_C8, GX_TF_C14X2).
|
||||
// And since the address and tex data don't change, the key index in the cacheEntry map can't be the address but
|
||||
// have to be a real unique ID.
|
||||
// DONE but not satifiying yet -> may break copyEFBToTexture sometimes.
|
||||
|
||||
// Pokemon Colosseum text issue (plain text):
|
||||
// Use a GX_TF_I4 512x512 text-flush-texture at a const address.
|
||||
// The problem here was just the sparse hash on the texture. This texture is partly overwrited (what is needed only)
|
||||
// so lot's of remaning old text. Thin white chars on black bg too.
|
||||
|
||||
// TODO: - clean this up when ready to kill old "unsafe texture cache"
|
||||
// - fix the key index situation with CopyRenderTargetToTexture.
|
||||
// Could happen only for GX_TF_C4, GX_TF_C8 and GX_TF_C14X2 fmt.
|
||||
// Wonder if we can't use tex width&height to know if EFB might be copied to it...
|
||||
// raw idea: TOCHECK if addresses are aligned we have few bits left...
|
||||
|
||||
if (address == 0)
|
||||
return NULL;
|
||||
|
||||
u8 *ptr = g_VideoInitialize.pGetMemoryPointer(address);
|
||||
unsigned int bsw = TexDecoder_GetBlockWidthInTexels(tex_format) - 1; // TexelSizeInNibbles(format)*width*height/16;
|
||||
unsigned int bsh = TexDecoder_GetBlockHeightInTexels(tex_format) - 1; // TexelSizeInNibbles(format)*width*height/16;
|
||||
unsigned int bsdepth = TexDecoder_GetTexelSizeInNibbles(tex_format);
|
||||
unsigned int expandedWidth = (width + bsw) & (~bsw);
|
||||
unsigned int expandedWidth = (width + bsw) & (~bsw);
|
||||
unsigned int expandedHeight = (height + bsh) & (~bsh);
|
||||
|
||||
u64 hash_value;
|
||||
u64 hash_value = 0;
|
||||
u32 texID = address;
|
||||
u64 texHash;
|
||||
u64 texHash = 0;
|
||||
u32 FullFormat = tex_format;
|
||||
if ((tex_format == GX_TF_C4) || (tex_format == GX_TF_C8) || (tex_format == GX_TF_C14X2))
|
||||
u32 FullFormat = (tex_format | (tlutfmt << 16));
|
||||
FullFormat = (tex_format | (tlutfmt << 16));
|
||||
|
||||
// hires textures and texture dumping not supported, yet
|
||||
if (g_ActiveConfig.bSafeTextureCache/* || g_ActiveConfig.bHiresTextures || g_ActiveConfig.bDumpTextures*/)
|
||||
@ -264,7 +291,7 @@ TextureCache::TCacheEntry* TextureCache::Load(unsigned int stage, u32 address, u
|
||||
}
|
||||
}
|
||||
|
||||
// make an entry in the table
|
||||
// Make an entry in the table
|
||||
TCacheEntry& entry = textures[texID];
|
||||
PC_TexFormat pcfmt = PC_TEX_FMT_NONE;
|
||||
|
||||
@ -306,6 +333,7 @@ TextureCache::TCacheEntry* TextureCache::Load(unsigned int stage, u32 address, u
|
||||
{
|
||||
D3D::ReplaceRGBATexture2D(entry.texture->GetTex(), temp, width, height, expandedWidth, 0, usage);
|
||||
}
|
||||
|
||||
entry.addr = address;
|
||||
entry.size_in_bytes = TexDecoder_GetTextureSizeInBytes(expandedWidth, expandedHeight, tex_format);
|
||||
entry.isRenderTarget = false;
|
||||
@ -340,7 +368,7 @@ TextureCache::TCacheEntry* TextureCache::Load(unsigned int stage, u32 address, u
|
||||
entry.fmt = FullFormat;
|
||||
|
||||
INCSTAT(stats.numTexturesCreated);
|
||||
SETSTAT(stats.numTexturesAlive, (int)textures.size());
|
||||
SETSTAT(stats.numTexturesAlive, textures.size());
|
||||
|
||||
D3D::gfxstate->SetShaderResource(stage, entry.texture->GetSRV());
|
||||
|
||||
@ -370,7 +398,7 @@ void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, boo
|
||||
}
|
||||
else
|
||||
{
|
||||
// remove it and recreate it as a render target
|
||||
// Remove it and recreate it as a render target
|
||||
SAFE_RELEASE(iter->second.texture);
|
||||
textures.erase(iter);
|
||||
}
|
||||
@ -557,13 +585,13 @@ void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, boo
|
||||
D3D::stateman->PushDepthState(efbcopydepthstate);
|
||||
D3D::context->OMSetRenderTargets(1, &tex->GetRTV(), NULL);
|
||||
D3D::drawShadedTexQuad(
|
||||
(bFromZBuffer) ? FBManager.GetEFBDepthTexture()->GetSRV() : FBManager.GetEFBColorTexture()->GetSRV(),
|
||||
(bFromZBuffer) ? g_framebufferManager.GetEFBDepthTexture()->GetSRV() : g_framebufferManager.GetEFBColorTexture()->GetSRV(),
|
||||
&sourcerect,
|
||||
Renderer::GetFullTargetWidth(),
|
||||
Renderer::GetFullTargetHeight(),
|
||||
(bFromZBuffer) ? PixelShaderCache::GetDepthMatrixProgram() : PixelShaderCache::GetColorMatrixProgram(), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
|
||||
|
||||
D3D::context->OMSetRenderTargets(1, &FBManager.GetEFBColorTexture()->GetRTV(), FBManager.GetEFBDepthTexture()->GetDSV());
|
||||
D3D::context->OMSetRenderTargets(1, &g_framebufferManager.GetEFBColorTexture()->GetRTV(), g_framebufferManager.GetEFBDepthTexture()->GetDSV());
|
||||
D3D::stateman->PopBlendState();
|
||||
D3D::stateman->PopDepthState();
|
||||
D3D::stateman->PopRasterizerState();
|
||||
|
@ -24,7 +24,7 @@
|
||||
#include "Fifo.h"
|
||||
#include "Statistics.h"
|
||||
#include "Profiler.h"
|
||||
#include "FBManager.h"
|
||||
#include "FramebufferManager.h"
|
||||
#include "VertexManager.h"
|
||||
#include "OpcodeDecoding.h"
|
||||
#include "IndexGenerator.h"
|
||||
@ -47,11 +47,18 @@ using std::string;
|
||||
|
||||
using namespace D3D;
|
||||
|
||||
extern NativeVertexFormat* g_nativeVertexFmt;
|
||||
// internal state for loading vertices
|
||||
extern NativeVertexFormat *g_nativeVertexFmt;
|
||||
|
||||
namespace VertexManager
|
||||
{
|
||||
|
||||
static int lastPrimitive;
|
||||
|
||||
static u8 *LocalVBuffer;
|
||||
static u16 *TIBuffer;
|
||||
static u16 *LIBuffer;
|
||||
static u16 *PIBuffer;
|
||||
#define MAXVBUFFERSIZE 0x50000
|
||||
#define MAXIBUFFERSIZE 0x10000
|
||||
|
||||
@ -59,12 +66,6 @@ namespace VertexManager
|
||||
#define NUM_VERTEXBUFFERS 8
|
||||
#define NUM_INDEXBUFFERS 10
|
||||
|
||||
int lastPrimitive;
|
||||
|
||||
u8* LocalVBuffer = NULL;
|
||||
u16* TIBuffer = NULL;
|
||||
u16* LIBuffer = NULL;
|
||||
u16* PIBuffer = NULL;
|
||||
bool Flushed=false;
|
||||
|
||||
ID3D11Buffer* indexbuffers[NUM_INDEXBUFFERS] = {NULL};
|
||||
@ -147,17 +148,17 @@ void Shutdown()
|
||||
ResetBuffer();
|
||||
}
|
||||
|
||||
void AddIndices(int _primitive, int _numVertices)
|
||||
void AddIndices(int primitive, int numVertices)
|
||||
{
|
||||
switch (_primitive)
|
||||
switch (primitive)
|
||||
{
|
||||
case GX_DRAW_QUADS: IndexGenerator::AddQuads(_numVertices); break;
|
||||
case GX_DRAW_TRIANGLES: IndexGenerator::AddList(_numVertices); break;
|
||||
case GX_DRAW_TRIANGLE_STRIP: IndexGenerator::AddStrip(_numVertices); break;
|
||||
case GX_DRAW_TRIANGLE_FAN: IndexGenerator::AddFan(_numVertices); break;
|
||||
case GX_DRAW_LINE_STRIP: IndexGenerator::AddLineStrip(_numVertices); break;
|
||||
case GX_DRAW_LINES: IndexGenerator::AddLineList(_numVertices); break;
|
||||
case GX_DRAW_POINTS: IndexGenerator::AddPoints(_numVertices); break;
|
||||
case GX_DRAW_QUADS: IndexGenerator::AddQuads(numVertices); break;
|
||||
case GX_DRAW_TRIANGLES: IndexGenerator::AddList(numVertices); break;
|
||||
case GX_DRAW_TRIANGLE_STRIP: IndexGenerator::AddStrip(numVertices); break;
|
||||
case GX_DRAW_TRIANGLE_FAN: IndexGenerator::AddFan(numVertices); break;
|
||||
case GX_DRAW_LINE_STRIP: IndexGenerator::AddLineStrip(numVertices); break;
|
||||
case GX_DRAW_LINES: IndexGenerator::AddLineList(numVertices); break;
|
||||
case GX_DRAW_POINTS: IndexGenerator::AddPoints(numVertices); break;
|
||||
}
|
||||
}
|
||||
|
||||
@ -170,53 +171,54 @@ int GetRemainingVertices(int primitive)
|
||||
{
|
||||
switch (primitive)
|
||||
{
|
||||
case GX_DRAW_QUADS:
|
||||
case GX_DRAW_TRIANGLES:
|
||||
case GX_DRAW_TRIANGLE_STRIP:
|
||||
case GX_DRAW_TRIANGLE_FAN:
|
||||
return (MAXIBUFFERSIZE - IndexGenerator::GetTriangleindexLen())/3;
|
||||
case GX_DRAW_LINE_STRIP:
|
||||
case GX_DRAW_LINES:
|
||||
return (MAXIBUFFERSIZE - IndexGenerator::GetLineindexLen())/2;
|
||||
case GX_DRAW_POINTS:
|
||||
return (MAXIBUFFERSIZE - IndexGenerator::GetPointindexLen());
|
||||
default: return 0;
|
||||
case GX_DRAW_QUADS:
|
||||
case GX_DRAW_TRIANGLES:
|
||||
case GX_DRAW_TRIANGLE_STRIP:
|
||||
case GX_DRAW_TRIANGLE_FAN:
|
||||
return (MAXIBUFFERSIZE - IndexGenerator::GetTriangleindexLen())/3;
|
||||
case GX_DRAW_LINE_STRIP:
|
||||
case GX_DRAW_LINES:
|
||||
return (MAXIBUFFERSIZE - IndexGenerator::GetLineindexLen())/2;
|
||||
case GX_DRAW_POINTS:
|
||||
return (MAXIBUFFERSIZE - IndexGenerator::GetPointindexLen());
|
||||
default: return 0;
|
||||
}
|
||||
}
|
||||
|
||||
void AddVertices(int _primitive, int _numVertices)
|
||||
void AddVertices(int primitive, int numVertices)
|
||||
{
|
||||
if (_numVertices <= 0) return;
|
||||
if (numVertices <= 0)
|
||||
return;
|
||||
|
||||
switch (_primitive)
|
||||
switch (primitive)
|
||||
{
|
||||
case GX_DRAW_QUADS:
|
||||
case GX_DRAW_TRIANGLES:
|
||||
case GX_DRAW_TRIANGLE_STRIP:
|
||||
case GX_DRAW_TRIANGLE_FAN:
|
||||
if (MAXIBUFFERSIZE - IndexGenerator::GetTriangleindexLen() < 3 * _numVertices)
|
||||
case GX_DRAW_QUADS:
|
||||
case GX_DRAW_TRIANGLES:
|
||||
case GX_DRAW_TRIANGLE_STRIP:
|
||||
case GX_DRAW_TRIANGLE_FAN:
|
||||
if (MAXIBUFFERSIZE - IndexGenerator::GetTriangleindexLen() < 3 * numVertices)
|
||||
Flush();
|
||||
break;
|
||||
case GX_DRAW_LINE_STRIP:
|
||||
case GX_DRAW_LINES:
|
||||
if (MAXIBUFFERSIZE - IndexGenerator::GetLineindexLen() < 2 * _numVertices)
|
||||
break;
|
||||
case GX_DRAW_LINE_STRIP:
|
||||
case GX_DRAW_LINES:
|
||||
if (MAXIBUFFERSIZE - IndexGenerator::GetLineindexLen() < 2 * numVertices)
|
||||
Flush();
|
||||
break;
|
||||
case GX_DRAW_POINTS:
|
||||
if (MAXIBUFFERSIZE - IndexGenerator::GetPointindexLen() < _numVertices)
|
||||
break;
|
||||
case GX_DRAW_POINTS:
|
||||
if (MAXIBUFFERSIZE - IndexGenerator::GetPointindexLen() < numVertices)
|
||||
Flush();
|
||||
break;
|
||||
default: return;
|
||||
break;
|
||||
default: return;
|
||||
}
|
||||
if (Flushed)
|
||||
{
|
||||
IndexGenerator::Start(TIBuffer,LIBuffer,PIBuffer);
|
||||
Flushed=false;
|
||||
}
|
||||
lastPrimitive = _primitive;
|
||||
ADDSTAT(stats.thisFrame.numPrims, _numVertices);
|
||||
lastPrimitive = primitive;
|
||||
ADDSTAT(stats.thisFrame.numPrims, numVertices);
|
||||
INCSTAT(stats.thisFrame.numPrimitiveJoins);
|
||||
AddIndices(_primitive, _numVertices);
|
||||
AddIndices(primitive, numVertices);
|
||||
}
|
||||
|
||||
inline void Draw(u32 stride, bool alphapass)
|
||||
@ -303,10 +305,8 @@ void Flush()
|
||||
|
||||
u32 usedtextures = 0;
|
||||
for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; ++i)
|
||||
{
|
||||
if (bpmem.tevorders[i/2].getEnable(i & 1))
|
||||
if (bpmem.tevorders[i / 2].getEnable(i & 1))
|
||||
usedtextures |= 1 << bpmem.tevorders[i/2].getTexMap(i & 1);
|
||||
}
|
||||
|
||||
if (bpmem.genMode.numindstages > 0)
|
||||
for (unsigned int i = 0; i < bpmem.genMode.numtevstages + 1; ++i)
|
||||
@ -320,24 +320,24 @@ void Flush()
|
||||
Renderer::SetSamplerState(i & 3, i >> 2);
|
||||
FourTexUnits &tex = bpmem.tex[i >> 2];
|
||||
TextureCache::TCacheEntry* tentry = TextureCache::Load(i,
|
||||
(tex.texImage3[i&3].image_base/* & 0x1FFFFF*/) << 5,
|
||||
tex.texImage0[i&3].width + 1, tex.texImage0[i&3].height + 1,
|
||||
tex.texImage0[i&3].format, tex.texTlut[i&3].tmem_offset<<9,
|
||||
tex.texTlut[i&3].tlut_format,
|
||||
(tex.texMode0[i&3].min_filter & 3) && (tex.texMode0[i&3].min_filter != 8) && g_ActiveConfig.bUseNativeMips,
|
||||
(tex.texMode1[i&3].max_lod >> 4));
|
||||
(tex.texImage3[i&3].image_base/* & 0x1FFFFF*/) << 5,
|
||||
tex.texImage0[i&3].width + 1, tex.texImage0[i&3].height + 1,
|
||||
tex.texImage0[i&3].format, tex.texTlut[i&3].tmem_offset<<9,
|
||||
tex.texTlut[i&3].tlut_format,
|
||||
(tex.texMode0[i&3].min_filter & 3) && (tex.texMode0[i&3].min_filter != 8) && g_ActiveConfig.bUseNativeMips,
|
||||
(tex.texMode1[i&3].max_lod >> 4));
|
||||
|
||||
if (tentry)
|
||||
{
|
||||
// 0s are probably for no manual wrapping needed.
|
||||
PixelShaderManager::SetTexDims(i, tentry->w, tentry->h, 0, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
ERROR_LOG(VIDEO, "error loading texture");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// set global constants
|
||||
VertexShaderManager::SetConstants();
|
||||
PixelShaderManager::SetConstants();
|
||||
|
||||
@ -365,5 +365,4 @@ void Flush()
|
||||
shader_fail:
|
||||
ResetBuffer();
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
@ -33,7 +33,7 @@
|
||||
#include "XFMemory.h"
|
||||
|
||||
VertexShaderCache::VSCache VertexShaderCache::vshaders;
|
||||
const VertexShaderCache::VSCacheEntry* VertexShaderCache::last_entry;
|
||||
const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry;
|
||||
|
||||
static ID3D11VertexShader* SimpleVertexShader = NULL;
|
||||
static ID3D11VertexShader* ClearVertexShader = NULL;
|
||||
@ -83,7 +83,7 @@ void SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const
|
||||
// this class will load the precompiled shaders into our cache
|
||||
class VertexShaderCacheInserter : public LinearDiskCacheReader {
|
||||
public:
|
||||
void Read(const u8* key, int key_size, const u8* value, int value_size)
|
||||
void Read(const u8 *key, int key_size, const u8 *value, int value_size)
|
||||
{
|
||||
VERTEXSHADERUID uid;
|
||||
if (key_size != sizeof(uid))
|
||||
@ -177,6 +177,9 @@ void VertexShaderCache::Init()
|
||||
if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
|
||||
File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
|
||||
|
||||
SETSTAT(stats.numVertexShadersCreated, 0);
|
||||
SETSTAT(stats.numVertexShadersAlive, 0);
|
||||
|
||||
char cache_filename[MAX_PATH];
|
||||
sprintf(cache_filename, "%sdx11-%s-vs.cache", File::GetUserPath(D_SHADERCACHE_IDX), globals->unique_id);
|
||||
VertexShaderCacheInserter inserter;
|
||||
@ -214,8 +217,7 @@ bool VertexShaderCache::SetShader(u32 components)
|
||||
|
||||
memcpy(&last_vertex_shader_uid, &uid, sizeof(VERTEXSHADERUID));
|
||||
|
||||
VSCache::iterator iter;
|
||||
iter = vshaders.find(uid);
|
||||
VSCache::iterator iter = vshaders.find(uid);
|
||||
if (iter != vshaders.end())
|
||||
{
|
||||
iter->second.frameCount = frameCount;
|
||||
@ -226,7 +228,7 @@ bool VertexShaderCache::SetShader(u32 components)
|
||||
return (entry.shader != NULL);
|
||||
}
|
||||
|
||||
const char* code = GenerateVertexShaderCode(components, API_D3D11);
|
||||
const char *code = GenerateVertexShaderCode(components, API_D3D11);
|
||||
|
||||
D3DBlob* pbytecode = NULL;
|
||||
D3D::CompileVertexShader(code, (int)strlen(code), &pbytecode);
|
||||
|
@ -52,19 +52,9 @@
|
||||
#include "D3DUtil.h"
|
||||
#include "W32Util/Misc.h"
|
||||
#include "EmuWindow.h"
|
||||
#include "FBManager.h"
|
||||
#include "FramebufferManager.h"
|
||||
#include "DLCache.h"
|
||||
|
||||
|
||||
#if defined(DEBUGFAST)
|
||||
#define DLL_PLUGIN_NAME "Dolphin Direct3D 11 (DebugFast)"
|
||||
#elif defined(_DEBUG)
|
||||
#define DLL_PLUGIN_NAME "Dolphin Direct3D 11 (Debug)"
|
||||
#else
|
||||
#define DLL_PLUGIN_NAME "Dolphin Direct3D 11"
|
||||
#endif
|
||||
|
||||
|
||||
HINSTANCE g_hInstance = NULL;
|
||||
SVideoInitialize g_VideoInitialize;
|
||||
PLUGIN_GLOBALS* globals = NULL;
|
||||
@ -148,7 +138,7 @@ unsigned int Callback_PeekMessages()
|
||||
}
|
||||
|
||||
|
||||
void UpdateFPSDisplay(const char* text)
|
||||
void UpdateFPSDisplay(const char *text)
|
||||
{
|
||||
char temp[512];
|
||||
sprintf_s(temp, 512, "SVN R%s: DX11: %s", svn_rev_str, text);
|
||||
@ -159,7 +149,13 @@ void GetDllInfo(PLUGIN_INFO* _PluginInfo)
|
||||
{
|
||||
_PluginInfo->Version = 0x0100;
|
||||
_PluginInfo->Type = PLUGIN_TYPE_VIDEO;
|
||||
sprintf_s(_PluginInfo->Name, 100, DLL_PLUGIN_NAME);
|
||||
#ifdef DEBUGFAST
|
||||
sprintf_s(_PluginInfo->Name, 100, "Dolphin Direct3D11 (DebugFast)");
|
||||
#elif defined _DEBUG
|
||||
sprintf_s(_PluginInfo->Name, 100, "Dolphin Direct3D11 (Debug)");
|
||||
#else
|
||||
sprintf_s(_PluginInfo->Name, 100, "Dolphin Direct3D11");
|
||||
#endif
|
||||
}
|
||||
|
||||
void SetDllGlobals(PLUGIN_GLOBALS* _pPluginGlobals)
|
||||
@ -170,7 +166,7 @@ void SetDllGlobals(PLUGIN_GLOBALS* _pPluginGlobals)
|
||||
|
||||
void DllAbout(HWND _hParent)
|
||||
{
|
||||
MessageBoxA(NULL, "DllAbout not implemented, how did you come here? Anyway, report this to the devs.", "Error!", MB_OK);
|
||||
//DialogBox(g_hInstance,(LPCTSTR)IDD_ABOUT,_hParent,(DLGPROC)AboutProc);
|
||||
}
|
||||
|
||||
void DllConfig(void *_hParent)
|
||||
@ -178,11 +174,12 @@ void DllConfig(void *_hParent)
|
||||
DlgSettings_Show(g_hInstance, (HWND)((wxWindow *)_hParent)->GetHandle());
|
||||
}
|
||||
|
||||
void Initialize(void* init)
|
||||
void Initialize(void *init)
|
||||
{
|
||||
frameCount = 0;
|
||||
SVideoInitialize* _pVideoInitialize = (SVideoInitialize*)init;
|
||||
g_VideoInitialize = *_pVideoInitialize;
|
||||
SVideoInitialize *_pVideoInitialize = (SVideoInitialize*)init;
|
||||
// Create a shortcut to _pVideoInitialize that can also update it
|
||||
g_VideoInitialize = *(_pVideoInitialize);
|
||||
InitXFBConvTables();
|
||||
|
||||
g_Config.Load((std::string(File::GetUserPath(D_CONFIG_IDX)) + "gfx_dx11.ini").c_str());
|
||||
@ -201,14 +198,17 @@ void Initialize(void* init)
|
||||
|
||||
_pVideoInitialize->pPeekMessages = g_VideoInitialize.pPeekMessages;
|
||||
_pVideoInitialize->pUpdateFPSDisplay = g_VideoInitialize.pUpdateFPSDisplay;
|
||||
|
||||
// Now the window handle is written
|
||||
_pVideoInitialize->pWindowHandle = g_VideoInitialize.pWindowHandle;
|
||||
|
||||
OSD::AddMessage("Dolphin Direct3D 11 Video Plugin.", 5000);
|
||||
OSD::AddMessage("Dolphin Direct3D11 Video Plugin.", 5000);
|
||||
s_PluginInitialized = true;
|
||||
}
|
||||
|
||||
void Video_Prepare()
|
||||
{
|
||||
// Better be safe...
|
||||
s_efbAccessRequested = FALSE;
|
||||
s_FifoShuttingDown = FALSE;
|
||||
s_swapRequested = FALSE;
|
||||
@ -232,24 +232,26 @@ void Video_Prepare()
|
||||
PixelEngine::Init();
|
||||
DLCache::Init();
|
||||
|
||||
// tell the host that the window is ready
|
||||
// Tell the host that the window is ready
|
||||
g_VideoInitialize.pCoreMessage(WM_USER_CREATE);
|
||||
}
|
||||
|
||||
void Shutdown()
|
||||
{
|
||||
s_PluginInitialized = false;
|
||||
|
||||
s_efbAccessRequested = FALSE;
|
||||
s_FifoShuttingDown = FALSE;
|
||||
s_swapRequested = FALSE;
|
||||
|
||||
// VideoCommon
|
||||
DLCache::Shutdown();
|
||||
Fifo_Shutdown();
|
||||
CommandProcessor::Shutdown();
|
||||
PixelShaderManager::Shutdown();
|
||||
VertexShaderManager::Shutdown();
|
||||
OpcodeDecoder_Shutdown();
|
||||
VertexLoaderManager::Shutdown();
|
||||
Fifo_Shutdown();
|
||||
|
||||
// internal interfaces
|
||||
D3D::ShutdownUtils();
|
||||
@ -263,13 +265,13 @@ void Shutdown()
|
||||
s_PluginInitialized = false;
|
||||
}
|
||||
|
||||
void DoState(unsigned char** ptr, int mode)
|
||||
void DoState(unsigned char **ptr, int mode)
|
||||
{
|
||||
// clear texture cache because it might have written to RAM
|
||||
// Clear texture cache because it might have written to RAM
|
||||
CommandProcessor::FifoCriticalEnter();
|
||||
TextureCache::Invalidate(false);
|
||||
CommandProcessor::FifoCriticalLeave();
|
||||
// no need to clear shader caches
|
||||
// No need to clear shader caches
|
||||
PointerWrap p(ptr, mode);
|
||||
VideoCommon_DoState(p);
|
||||
}
|
||||
@ -279,6 +281,7 @@ void EmuStateChange(PLUGIN_EMUSTATE newState)
|
||||
Fifo_RunLoop((newState == PLUGIN_EMUSTATE_PLAY) ? true : false);
|
||||
}
|
||||
|
||||
// Enter and exit the video loop
|
||||
void Video_EnterLoop()
|
||||
{
|
||||
Fifo_EnterLoop(g_VideoInitialize);
|
||||
@ -349,6 +352,7 @@ void Video_BeginField(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
|
||||
}
|
||||
}
|
||||
|
||||
// Run from the CPU thread (from VideoInterface.cpp)
|
||||
void Video_EndField()
|
||||
{
|
||||
}
|
||||
@ -358,7 +362,8 @@ void Video_AddMessage(const char* pstr, u32 milliseconds)
|
||||
OSD::AddMessage(pstr, milliseconds);
|
||||
}
|
||||
|
||||
void Video_Screenshot(const char* _szFilename)
|
||||
// Screenshot
|
||||
void Video_Screenshot(const char *_szFilename)
|
||||
{
|
||||
Renderer::SetScreenshot(_szFilename);
|
||||
}
|
||||
@ -391,6 +396,7 @@ u32 Video_AccessEFB(EFBAccessType type, u32 x, u32 y, u32 InputData)
|
||||
s_accessEFBArgs.x = x;
|
||||
s_accessEFBArgs.y = y;
|
||||
s_accessEFBArgs.Data = InputData;
|
||||
|
||||
Common::AtomicStoreRelease(s_efbAccessRequested, TRUE);
|
||||
|
||||
if (g_VideoInitialize.bOnThread)
|
||||
@ -404,6 +410,7 @@ u32 Video_AccessEFB(EFBAccessType type, u32 x, u32 y, u32 InputData)
|
||||
|
||||
return s_AccessEFBResult;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user