mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 06:09:50 -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:
@ -42,7 +42,7 @@
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#include "EmuWindow.h"
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#include "AVIDump.h"
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#include "OnScreenDisplay.h"
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#include "FBManager.h"
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#include "FramebufferManager.h"
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#include "Fifo.h"
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#include "DLCache.h"
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@ -83,7 +83,7 @@ ID3D11RasterizerState* resetraststate = NULL;
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bool reset_called = false;
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// state translation lookup tables
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// State translation lookup tables
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static const D3D11_BLEND d3dSrcFactors[8] =
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{
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D3D11_BLEND_ZERO,
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@ -230,7 +230,7 @@ static const D3D11_TEXTURE_ADDRESS_MODE d3dClamps[4] =
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void SetupDeviceObjects()
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{
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FBManager.Create();
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g_framebufferManager.Create();
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HRESULT hr;
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float colmat[20]= {0.0f};
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@ -296,9 +296,10 @@ void SetupDeviceObjects()
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D3D::SetDebugObjectName((ID3D11DeviceChild*)resetraststate, "rasterizer state for Renderer::ResetAPIState");
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}
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// Kill off all POOL_DEFAULT device objects.
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void TeardownDeviceObjects()
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{
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FBManager.Destroy();
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g_framebufferManager.Destroy();
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SAFE_RELEASE(access_efb_cbuf);
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SAFE_RELEASE(cleardepthstates[0]);
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SAFE_RELEASE(cleardepthstates[1]);
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@ -342,14 +343,14 @@ bool Renderer::Init()
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D3D::gfxstate->samplerdesc[stage].MaxAnisotropy = g_ActiveConfig.iMaxAnisotropy;
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float ClearColor[4] = { 0.f, 0.f, 0.f, 0.f };
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D3D::context->ClearRenderTargetView(FBManager.GetEFBColorTexture()->GetRTV(), ClearColor);
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D3D::context->ClearDepthStencilView(FBManager.GetEFBDepthTexture()->GetDSV(), D3D11_CLEAR_DEPTH, 1.f, 0);
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D3D::context->ClearRenderTargetView(g_framebufferManager.GetEFBColorTexture()->GetRTV(), ClearColor);
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D3D::context->ClearDepthStencilView(g_framebufferManager.GetEFBDepthTexture()->GetDSV(), D3D11_CLEAR_DEPTH, 1.f, 0);
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT((float)(s_Fulltarget_width - s_target_width) / 2.f,
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(float)(s_Fulltarget_height - s_target_height) / 2.f,
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(float)s_target_width, (float)s_target_height);
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D3D::context->RSSetViewports(1, &vp);
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D3D::context->OMSetRenderTargets(1, &FBManager.GetEFBColorTexture()->GetRTV(), FBManager.GetEFBDepthTexture()->GetDSV());
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D3D::context->OMSetRenderTargets(1, &g_framebufferManager.GetEFBColorTexture()->GetRTV(), g_framebufferManager.GetEFBDepthTexture()->GetDSV());
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D3D::BeginFrame();
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D3D::gfxstate->rastdesc.ScissorEnable = TRUE;
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@ -372,16 +373,18 @@ int Renderer::GetFullTargetHeight() { return s_Fulltarget_height; }
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float Renderer::GetTargetScaleX() { return xScale; }
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float Renderer::GetTargetScaleY() { return yScale; }
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// Return the framebuffer size
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int Renderer::GetFrameBufferWidth()
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{
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return s_backbuffer_width;
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}
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int Renderer::GetFrameBufferHeight()
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{
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return s_backbuffer_height;
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}
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// create On-Screen-Messages
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// Create On-Screen-Messages
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void Renderer::DrawDebugText()
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{
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// OSD menu messages
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@ -418,31 +421,35 @@ void Renderer::DrawDebugText()
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g_ActiveConfig.bCrop ? " (crop)" : "";
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std::string OSDM3 = "Disabled";
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// if there is more text than this we will have a collission
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// If there is more text than this we will have a collision
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if (g_ActiveConfig.bShowFPS)
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{ T1 += "\n\n"; T2 += "\n\n"; }
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{
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T1 += "\n\n";
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T2 += "\n\n";
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}
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// The rows
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T0.push_back(StringFromFormat("3: Internal Resolution: %s\n", OSDM1.c_str()));
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T0.push_back(StringFromFormat("4: Aspect Ratio: %s%s\n", OSDM21.c_str(), OSDM22.c_str()));
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T0.push_back(StringFromFormat("5: Copy EFB: %s\n", OSDM3.c_str()));
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T0.push_back(StringFromFormat("6: Fog: %s\n", g_ActiveConfig.bDisableFog ? "Disabled" : "Enabled"));
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T0.push_back(StringFromFormat("7: Material Lighting: %s\n", g_ActiveConfig.bDisableLighting ? "Disabled" : "Enabled"));
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T0.push_back(StringFromFormat("7: Material Lighting: %s\n", g_ActiveConfig.bDisableLighting ? "Disabled" : "Enabled"));
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// latest changed setting in yellow
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// The latest changed setting in yellow
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T1 += (OSDChoice == -1) ? T0.at(0) : "\n";
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T1 += (OSDChoice == -2) ? T0.at(1) : "\n";
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T1 += (OSDChoice == -3) ? T0.at(2) : "\n";
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T1 += (OSDChoice == -4) ? T0.at(3) : "\n";
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T1 += (OSDChoice == -5) ? T0.at(4) : "\n";
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// other settings in cyan
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// The other settings in cyan
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T2 += (OSDChoice != -1) ? T0.at(0) : "\n";
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T2 += (OSDChoice != -2) ? T0.at(1) : "\n";
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T2 += (OSDChoice != -3) ? T0.at(2) : "\n";
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T2 += (OSDChoice != -4) ? T0.at(3) : "\n";
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T2 += (OSDChoice != -5) ? T0.at(4) : "\n";
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// render a shadow, and then the text
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// Render a shadow, and then the text
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Renderer::RenderText(T1.c_str(), 21, 21, 0xDD000000);
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Renderer::RenderText(T1.c_str(), 20, 20, 0xFFffff00);
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Renderer::RenderText(T2.c_str(), 21, 21, 0xDD000000);
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@ -451,7 +458,7 @@ void Renderer::DrawDebugText()
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}
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}
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void Renderer::RenderText(const char* text, int left, int top, u32 color)
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void Renderer::RenderText(const char *text, int left, int top, u32 color)
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{
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D3D::font.DrawTextScaled((float)left, (float)top, 20.f, 0.0f, color, text, false);
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}
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@ -468,6 +475,9 @@ TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
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return result;
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}
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// With D3D, we have to resize the backbuffer if the window changed
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// size.
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void CheckForResize()
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{
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while (EmuWindow::IsSizing())
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@ -475,21 +485,22 @@ void CheckForResize()
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if (EmuWindow::GetParentWnd())
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{
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// re-stretch window to parent window size again, if it has a parent window.
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// Re-stretch window to parent window size again, if it has a parent window.
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RECT rcParentWindow;
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GetWindowRect(EmuWindow::GetParentWnd(), &rcParentWindow);
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int width = rcParentWindow.right - rcParentWindow.left;
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int height = rcParentWindow.bottom - rcParentWindow.top;
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if (width != s_backbuffer_width || height != s_backbuffer_height)
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::MoveWindow(EmuWindow::GetWnd(), 0, 0, width, height, FALSE);
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MoveWindow(EmuWindow::GetWnd(), 0, 0, width, height, FALSE);
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}
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RECT rcWindow;
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GetClientRect(EmuWindow::GetWnd(), &rcWindow);
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int client_width = rcWindow.right - rcWindow.left;
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int client_height = rcWindow.bottom - rcWindow.top;
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// sanity check
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if ((client_width != s_backbuffer_width || client_height != s_backbuffer_height) &&
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// Sanity check
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if ((client_width != s_backbuffer_width ||
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client_height != s_backbuffer_height) &&
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client_width >= 4 && client_height >= 4)
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{
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WindowResized = true;
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@ -507,7 +518,7 @@ void Renderer::RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRect
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// just use progressive.
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if (g_ActiveConfig.bUseXFB)
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{
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FBManager.CopyToXFB(xfbAddr, fbWidth, fbHeight, sourceRc);
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g_framebufferManager.CopyToXFB(xfbAddr, fbWidth, fbHeight, sourceRc);
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}
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else
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{
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@ -559,7 +570,7 @@ bool Renderer::SetScissorRect()
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rc.bottom = rc.top;
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rc.top = temp;
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}
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if (rc.right >= rc.left && rc.bottom >= rc.top)
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{
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D3D::context->RSSetScissorRects(1, &rc);
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@ -599,7 +610,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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return 0;
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}
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// get the rectangular target region covered by the EFB pixel
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// Get the rectangular target region covered by the EFB pixel
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EFBRectangle efbPixelRc;
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efbPixelRc.left = x;
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efbPixelRc.top = y;
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@ -624,15 +635,15 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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if ((RectToLock.right - RectToLock.left) > 4)
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RectToLock.left++;
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ResetAPIState(); // reset any game specific settings
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ResetAPIState(); // Reset any game specific settings
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// Stretch picture with increased internal resolution
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, 4.f, 4.f);
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D3D::context->RSSetViewports(1, &vp);
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D3D::context->PSSetConstantBuffers(0, 1, &access_efb_cbuf);
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D3D::context->OMSetRenderTargets(1, &FBManager.GetEFBDepthReadTexture()->GetRTV(), NULL);
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D3D::context->OMSetRenderTargets(1, &g_framebufferManager.GetEFBDepthReadTexture()->GetRTV(), NULL);
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D3D::SetPointCopySampler();
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D3D::drawShadedTexQuad(FBManager.GetEFBDepthTexture()->GetSRV(),
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D3D::drawShadedTexQuad(g_framebufferManager.GetEFBDepthTexture()->GetSRV(),
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&RectToLock,
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Renderer::GetFullTargetWidth(),
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Renderer::GetFullTargetHeight(),
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@ -640,21 +651,21 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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VertexShaderCache::GetSimpleVertexShader(),
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VertexShaderCache::GetSimpleInputLayout());
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D3D::context->OMSetRenderTargets(1, &FBManager.GetEFBColorTexture()->GetRTV(), FBManager.GetEFBDepthTexture()->GetDSV());
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D3D::context->OMSetRenderTargets(1, &g_framebufferManager.GetEFBColorTexture()->GetRTV(), g_framebufferManager.GetEFBDepthTexture()->GetDSV());
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RestoreAPIState();
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RectToLock = CD3D11_RECT(0, 0, 4, 4);
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// copy to system memory
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D3D11_BOX box = CD3D11_BOX(0, 0, 0, 4, 4, 1);
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read_tex = FBManager.GetEFBDepthStagingBuffer();
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D3D::context->CopySubresourceRegion(read_tex, 0, 0, 0, 0, FBManager.GetEFBDepthReadTexture()->GetTex(), 0, &box);
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read_tex = g_framebufferManager.GetEFBDepthStagingBuffer();
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D3D::context->CopySubresourceRegion(read_tex, 0, 0, 0, 0, g_framebufferManager.GetEFBDepthReadTexture()->GetTex(), 0, &box);
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}
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else
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{
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// we can directly copy to system memory here
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read_tex = FBManager.GetEFBColorStagingBuffer();
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read_tex = g_framebufferManager.GetEFBColorStagingBuffer();
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D3D11_BOX box = CD3D11_BOX(RectToLock.left, RectToLock.top, 0, RectToLock.right, RectToLock.bottom, 1);
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D3D::context->CopySubresourceRegion(read_tex, 0, 0, 0, 0, FBManager.GetEFBColorTexture()->GetTex(), 0, &box);
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D3D::context->CopySubresourceRegion(read_tex, 0, 0, 0, 0, g_framebufferManager.GetEFBColorTexture()->GetTex(), 0, &box);
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RectToLock = CD3D11_RECT(0, 0, 1, 1);
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}
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@ -662,21 +673,35 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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D3D11_MAPPED_SUBRESOURCE map;
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D3D::context->Map(read_tex, 0, D3D11_MAP_READ, 0, &map);
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switch(type) {
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case PEEK_Z:
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val = ((float*)map.pData)[0];
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z = ((u32)(val * 0xffffff));
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break;
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switch(type)
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{
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case PEEK_Z:
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val = ((float*)map.pData)[0];
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z = ((u32)(val * 0xffffff));
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break;
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case PEEK_COLOR:
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z = ((u32*)map.pData)[0];
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break;
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case POKE_Z:
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// TODO: Implement
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break;
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case PEEK_COLOR:
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z = ((u32*)map.pData)[0];
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break;
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case POKE_COLOR:
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// TODO: Implement. One way is to draw a tiny pixel-sized rectangle at
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// the exact location. Note: EFB pokes are susceptible to Z-buffering
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// and perhaps blending.
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//WARN_LOG(VIDEOINTERFACE, "This is probably some kind of software rendering");
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break;
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// TODO: Implement POKE_Z and POKE_COLOR
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default:
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break;
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default:
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break;
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}
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D3D::context->Unmap(read_tex, 0);
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// TODO: in RE0 this value is often off by one, which causes lighting to disappear
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return z;
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}
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@ -728,7 +753,7 @@ void UpdateViewport()
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{
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s_Fulltarget_height -= 2 * Y;
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Y = 0;
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sizeChanged=true;
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sizeChanged = true;
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}
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float newx = (float)X;
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@ -755,29 +780,30 @@ void UpdateViewport()
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else
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{
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D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL);
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FBManager.Destroy();
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FBManager.Create();
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D3D::context->OMSetRenderTargets(1, &FBManager.GetEFBColorTexture()->GetRTV(), FBManager.GetEFBDepthTexture()->GetDSV());
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g_framebufferManager.Destroy();
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g_framebufferManager.Create();
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D3D::context->OMSetRenderTargets(1, &g_framebufferManager.GetEFBColorTexture()->GetRTV(), g_framebufferManager.GetEFBDepthTexture()->GetDSV());
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}
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}
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// some games set invalids values MinDepth and MaxDepth so fix them to the max an min allowed and let the shaders do this work
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// Some games set invalids values for z min and z max so fix them to the max an min alowed and let the shaders do this work
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(newx, newy, newwidth, newheight,
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0.f, // (xfregs.rawViewport[5] - xfregs.rawViewport[2]) / 16777216.0f;
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1.f); // xfregs.rawViewport[5] / 16777216.0f;
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D3D::context->RSSetViewports(1, &vp);
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}
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// Tino: color is passed in bgra mode so need to convert it to rgba
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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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TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc);
|
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// update the view port for clearing the picture
|
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT((float)targetRc.left, (float)targetRc.top, (float)targetRc.GetWidth(), (float)targetRc.GetHeight(),
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0.f,
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1.f);
|
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D3D::context->RSSetViewports(1, &vp);
|
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|
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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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// Always set the scissor in case it was set by the game and has not been reset
|
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D3D11_RECT sirc = CD3D11_RECT(targetRc.left, targetRc.top, targetRc.right, targetRc.bottom);
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D3D::context->RSSetScissorRects(1, &sirc);
|
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u32 rgbaColor = (color & 0xFF00FF00) | ((color >> 16) & 0xFF) | ((color << 16) & 0xFF0000);
|
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@ -806,7 +832,7 @@ void Renderer::SetBlendMode(bool forceUpdate)
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D3D::gfxstate->SetSrcBlend(d3dSrcFactors[1]);
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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)))
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@ -815,10 +841,10 @@ void Renderer::SetBlendMode(bool forceUpdate)
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D3D::gfxstate->SetSrcBlend(d3dSrcFactors[bpmem.blendmode.srcfactor]);
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||||
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
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// 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);
|
||||
|
Reference in New Issue
Block a user