mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 14:19:46 -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:
@ -51,7 +51,7 @@
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#include "debugger/debugger.h"
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int s_fps=0;
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static int s_fps = 0;
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static bool WindowResized;
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static int s_target_width;
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@ -75,14 +75,14 @@ static float EFByScale;
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static int s_recordWidth;
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static int s_recordHeight;
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static bool s_LastFrameDumped;
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static bool s_AVIDumping;
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static bool s_bLastFrameDumped;
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static bool s_bAVIDumping;
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static u32 s_blendMode;
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static u32 s_LastAA;
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static u32 s_LastEFBScale;
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static bool IS_AMD;
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static bool XFBWrited;
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static bool XFBWrited = false;
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// used extern by other files. need to clean this up at some point.
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int frameCount;
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@ -120,6 +120,24 @@ static const D3DBLEND d3dDestFactors[8] =
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D3DBLEND_INVDESTALPHA
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};
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// 0 0x00
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// 1 Source & destination
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// 2 Source & ~destination
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// 3 Source
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// 4 ~Source & destination
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// 5 Destination
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// 6 Source ^ destination = Source & ~destination | ~Source & destination
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// 7 Source | destination
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// 8 ~(Source | destination)
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// 9 ~(Source ^ destination) = ~Source & ~destination | Source & destination
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// 10 ~Destination
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// 11 Source | ~destination
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// 12 ~Source
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// 13 ~Source | destination
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// 14 ~(Source & destination)
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// 15 0xff
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static const D3DBLENDOP d3dLogicOpop[16] =
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{
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D3DBLENDOP_ADD,
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@ -223,7 +241,7 @@ void SetupDeviceObjects()
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{
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D3D::font.Init();
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VertexLoaderManager::Init();
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FBManager.Create();
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g_framebufferManager.Create();
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VertexShaderManager::Dirty();
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PixelShaderManager::Dirty();
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@ -243,7 +261,7 @@ void TeardownDeviceObjects()
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ScreenShootMEMSurface = NULL;
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D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
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D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
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FBManager.Destroy();
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g_framebufferManager.Destroy();
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D3D::font.Shutdown();
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TextureCache::Invalidate(false);
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VertexLoaderManager::Shutdown();
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@ -252,7 +270,8 @@ void TeardownDeviceObjects()
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TextureConverter::Shutdown();
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}
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bool Renderer::Init()
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// Init functions
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bool Renderer::Init()
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{
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st = new char[32768];
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UpdateActiveConfig();
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@ -276,6 +295,8 @@ bool Renderer::Init()
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fullScreenRes, backbuffer_ms_mode, false);
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IS_AMD = D3D::IsATIDevice();
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// Decide frambuffer size
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s_backbuffer_width = D3D::GetBackBufferWidth();
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s_backbuffer_height = D3D::GetBackBufferHeight();
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@ -323,8 +344,8 @@ bool Renderer::Init()
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s_Fulltarget_width = s_target_width;
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s_Fulltarget_height = s_target_height;
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s_LastFrameDumped = false;
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s_AVIDumping = false;
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s_bLastFrameDumped = false;
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s_bAVIDumping = false;
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// We're not using fixed function.
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// Let's just set the matrices to identity to be sure.
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@ -348,8 +369,8 @@ bool Renderer::Init()
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D3D::dev->SetViewport(&vp);
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D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET, 0x0, 0, 0);
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D3D::dev->SetRenderTarget(0, FBManager.GetEFBColorRTSurface());
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D3D::dev->SetDepthStencilSurface(FBManager.GetEFBDepthRTSurface());
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D3D::dev->SetRenderTarget(0, g_framebufferManager.GetEFBColorRTSurface());
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D3D::dev->SetDepthStencilSurface(g_framebufferManager.GetEFBDepthRTSurface());
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vp.X = (s_Fulltarget_width - s_target_width) / 2;
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vp.Y = (s_Fulltarget_height - s_target_height) / 2;
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vp.Width = s_target_width;
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@ -369,28 +390,60 @@ void Renderer::Shutdown()
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D3D::Present();
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D3D::Close();
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if (s_AVIDumping)
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if (s_bAVIDumping)
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{
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AVIDump::Stop();
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}
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delete [] st;
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}
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int Renderer::GetTargetWidth() { return s_target_width; }
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int Renderer::GetTargetHeight() { return s_target_height; }
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int Renderer::GetFullTargetWidth() { return s_Fulltarget_width; }
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int Renderer::GetFullTargetHeight() { return s_Fulltarget_height; }
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float Renderer::GetTargetScaleX() { return EFBxScale; }
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float Renderer::GetTargetScaleY() { return EFByScale; }
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// Return the rendering target width and height
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int Renderer::GetTargetWidth()
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{
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return s_target_width;
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}
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float Renderer::GetXFBScaleX() { return xScale; }
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float Renderer::GetXFBScaleY() { return yScale; }
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int Renderer::GetTargetHeight()
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{
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return s_target_height;
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}
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int Renderer::GetFullTargetWidth()
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{
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return s_Fulltarget_width;
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}
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int Renderer::GetFullTargetHeight()
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{
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return s_Fulltarget_height;
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}
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float Renderer::GetTargetScaleX()
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{
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return EFBxScale;
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}
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float Renderer::GetTargetScaleY()
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{
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return EFByScale;
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}
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float Renderer::GetXFBScaleX()
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{
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return xScale;
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}
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float Renderer::GetXFBScaleY()
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{
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return yScale;
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}
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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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@ -399,7 +452,7 @@ int Renderer::GetFrameBufferHeight()
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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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// OSD menu messages
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if (g_ActiveConfig.bOSDHotKey)
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{
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if (OSDChoice > 0)
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@ -434,9 +487,12 @@ void Renderer::DrawDebugText()
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std::string OSDM3 = g_ActiveConfig.bEFBCopyDisable ? "Disabled" :
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g_ActiveConfig.bCopyEFBToTexture ? "To Texture" : "To RAM";
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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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@ -504,10 +560,8 @@ void formatBufferDump(const char *in, char *out, int w, int h, int p)
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void CheckForResize()
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{
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while (EmuWindow::IsSizing())
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{
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Sleep(10);
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}
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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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@ -522,7 +576,8 @@ void CheckForResize()
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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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// 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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@ -539,20 +594,18 @@ void CheckForResize()
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}
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}
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void Renderer::RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
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{
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if (!fbWidth || !fbHeight)
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return;
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VideoFifo_CheckEFBAccess();
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VideoFifo_CheckSwapRequestAt(xfbAddr, fbWidth, fbHeight);
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VideoFifo_CheckSwapRequestAt(xfbAddr, fbWidth, fbHeight);
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XFBWrited = true;
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// XXX: Without the VI, how would we know what kind of field this is? So
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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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@ -618,7 +671,7 @@ bool Renderer::SetScissorRect()
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return false;
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}
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void Renderer::SetColorMask()
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void Renderer::SetColorMask()
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{
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DWORD color_mask = 0;
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if (bpmem.blendmode.alphaupdate)
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@ -644,18 +697,18 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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// Get the working buffer
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LPDIRECT3DSURFACE9 pBuffer = (type == PEEK_Z || type == POKE_Z) ?
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FBManager.GetEFBDepthRTSurface() : FBManager.GetEFBColorRTSurface();
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g_framebufferManager.GetEFBDepthRTSurface() : g_framebufferManager.GetEFBColorRTSurface();
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// Get the temporal buffer to move 1pixel data
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LPDIRECT3DSURFACE9 RBuffer = (type == PEEK_Z || type == POKE_Z) ?
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FBManager.GetEFBDepthReadSurface() : FBManager.GetEFBColorReadSurface();
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g_framebufferManager.GetEFBDepthReadSurface() : g_framebufferManager.GetEFBColorReadSurface();
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// Get the memory buffer that can be locked
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LPDIRECT3DSURFACE9 pOffScreenBuffer = (type == PEEK_Z || type == POKE_Z) ?
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FBManager.GetEFBDepthOffScreenRTSurface() : FBManager.GetEFBColorOffScreenRTSurface();
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g_framebufferManager.GetEFBDepthOffScreenRTSurface() : g_framebufferManager.GetEFBColorOffScreenRTSurface();
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// Get the buffer format
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D3DFORMAT BufferFormat = (type == PEEK_Z || type == POKE_Z) ?
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FBManager.GetEFBDepthRTSurfaceFormat() : FBManager.GetEFBColorRTSurfaceFormat();
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g_framebufferManager.GetEFBDepthRTSurfaceFormat() : g_framebufferManager.GetEFBColorRTSurfaceFormat();
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D3DFORMAT ReadBufferFormat = (type == PEEK_Z || type == POKE_Z) ?
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FBManager.GetEFBDepthReadSurfaceFormat() : BufferFormat;
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g_framebufferManager.GetEFBDepthReadSurfaceFormat() : BufferFormat;
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if (BufferFormat == D3DFMT_D24X8)
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return 0;
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@ -667,8 +720,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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PanicAlert("No %s!", (type == PEEK_Z || type == POKE_Z) ? "Z-Buffer" : "Color EFB");
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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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@ -700,6 +752,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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RectToLock.bottom--;
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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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hr = D3D::dev->SetDepthStencilSurface(NULL);
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hr = D3D::dev->SetRenderTarget(0, RBuffer);
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@ -727,7 +780,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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colmat[0] = colmat[5] = colmat[10] = 1.0f;
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PixelShaderManager::SetColorMatrix(colmat, fConstAdd); // set transformation
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EFBRectangle source_rect;
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LPDIRECT3DTEXTURE9 read_texture = FBManager.GetEFBDepthTexture(source_rect);
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LPDIRECT3DTEXTURE9 read_texture = g_framebufferManager.GetEFBDepthTexture(source_rect);
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D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
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@ -742,8 +795,8 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
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hr = D3D::dev->SetRenderTarget(0, FBManager.GetEFBColorRTSurface());
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hr = D3D::dev->SetDepthStencilSurface(FBManager.GetEFBDepthRTSurface());
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hr = D3D::dev->SetRenderTarget(0, g_framebufferManager.GetEFBColorRTSurface());
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hr = D3D::dev->SetDepthStencilSurface(g_framebufferManager.GetEFBDepthRTSurface());
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RestoreAPIState();
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RectToLock.bottom = 4;
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RectToLock.left = 0;
|
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@ -771,8 +824,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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PanicAlert("Unable to copy data to mem buffer");
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return 0;
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}
|
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|
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// The surface is good.. lock it
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if ((hr = pOffScreenBuffer->LockRect(&drect, &RectToLock, D3DLOCK_READONLY)) != D3D_OK)
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@ -780,37 +832,48 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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PanicAlert("ERROR: %s", hr == D3DERR_WASSTILLDRAWING ? "Still drawing" : hr == D3DERR_INVALIDCALL ? "Invalid call" : "w00t");
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return 0;
|
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}
|
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|
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switch (type) {
|
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case PEEK_Z:
|
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{
|
||||
switch (ReadBufferFormat)
|
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{
|
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case D3DFMT_R32F:
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val = ((float*)drect.pBits)[6];
|
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break;
|
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default:
|
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float ffrac = 1.0f/255.0f;
|
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z = ((u32*)drect.pBits)[6];
|
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val = ((float)((z>>16) & 0xFF)) * ffrac;
|
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ffrac*= 1 / 255.0f;
|
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val += ((float)((z>>8) & 0xFF)) * ffrac;
|
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ffrac*= 1 / 255.0f;
|
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val += ((float)(z & 0xFF)) * ffrac;
|
||||
break;
|
||||
};
|
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z = ((u32)(val * 0xffffff));
|
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}
|
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break;
|
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|
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case PEEK_COLOR:
|
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z = ((u32 *)drect.pBits)[0];
|
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break;
|
||||
case POKE_COLOR:
|
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switch (type)
|
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{
|
||||
case PEEK_Z:
|
||||
{
|
||||
switch (ReadBufferFormat)
|
||||
{
|
||||
case D3DFMT_R32F:
|
||||
val = ((float*)drect.pBits)[6];
|
||||
break;
|
||||
default:
|
||||
float ffrac = 1.0f/255.0f;
|
||||
z = ((u32*)drect.pBits)[6];
|
||||
val = ((float)((z>>16) & 0xFF)) * ffrac;
|
||||
ffrac*= 1 / 255.0f;
|
||||
val += ((float)((z>>8) & 0xFF)) * ffrac;
|
||||
ffrac*= 1 / 255.0f;
|
||||
val += ((float)(z & 0xFF)) * ffrac;
|
||||
break;
|
||||
};
|
||||
z = ((u32)(val * 0xffffff));
|
||||
}
|
||||
break;
|
||||
|
||||
case POKE_Z:
|
||||
// TODO: Implement
|
||||
break;
|
||||
|
||||
case PEEK_COLOR:
|
||||
z = ((u32*)drect.pBits)[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;
|
||||
}
|
||||
|
||||
pOffScreenBuffer->UnlockRect();
|
||||
@ -905,10 +968,10 @@ void UpdateViewport()
|
||||
{
|
||||
D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
|
||||
D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
|
||||
FBManager.Destroy();
|
||||
FBManager.Create();
|
||||
D3D::dev->SetRenderTarget(0, FBManager.GetEFBColorRTSurface());
|
||||
D3D::dev->SetDepthStencilSurface(FBManager.GetEFBDepthRTSurface());
|
||||
g_framebufferManager.Destroy();
|
||||
g_framebufferManager.Create();
|
||||
D3D::dev->SetRenderTarget(0, g_framebufferManager.GetEFBColorRTSurface());
|
||||
D3D::dev->SetDepthStencilSurface(g_framebufferManager.GetEFBDepthRTSurface());
|
||||
}
|
||||
}
|
||||
vp.X = X;
|
||||
@ -978,7 +1041,7 @@ void Renderer::SetBlendMode(bool forceUpdate)
|
||||
}
|
||||
|
||||
static bool RightFrame = false;
|
||||
|
||||
// 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)
|
||||
@ -989,10 +1052,10 @@ 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);
|
||||
@ -1019,7 +1082,8 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
RightFrame = true;
|
||||
}
|
||||
}
|
||||
// Set the backbuffer as the rendering target
|
||||
|
||||
// Prepare to copy the XFBs to our backbuffer
|
||||
D3D::dev->SetDepthStencilSurface(NULL);
|
||||
D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
|
||||
|
||||
@ -1068,13 +1132,13 @@ 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;
|
||||
|
||||
@ -1085,11 +1149,10 @@ 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)
|
||||
{
|
||||
@ -1117,7 +1180,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
else
|
||||
{
|
||||
TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc);
|
||||
LPDIRECT3DTEXTURE9 read_texture = FBManager.GetEFBColorTexture(rc);
|
||||
LPDIRECT3DTEXTURE9 read_texture = g_framebufferManager.GetEFBColorTexture(rc);
|
||||
D3D::drawShadedTexQuad(read_texture,targetRc.AsRECT(),Renderer::GetFullTargetWidth(),Renderer::GetFullTargetHeight(),Width,Height,PixelShaderCache::GetColorCopyProgram(g_Config.iMultisampleMode),VertexShaderCache::GetSimpleVertexShader(g_Config.iMultisampleMode));
|
||||
}
|
||||
D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
|
||||
@ -1134,7 +1197,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
vp.MinZ = 0.0f;
|
||||
vp.MaxZ = 1.0f;
|
||||
D3D::dev->SetViewport(&vp);
|
||||
if(s_bScreenshot)
|
||||
if (s_bScreenshot)
|
||||
{
|
||||
s_criticalScreenshot.Enter();
|
||||
HRESULT hr = D3D::dev->GetRenderTargetData(D3D::GetBackBufferSurface(),ScreenShootMEMSurface);
|
||||
@ -1153,12 +1216,12 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
if (g_ActiveConfig.bDumpFrames)
|
||||
{
|
||||
HRESULT hr = D3D::dev->GetRenderTargetData(D3D::GetBackBufferSurface(),ScreenShootMEMSurface);
|
||||
if (!s_LastFrameDumped)
|
||||
if (!s_bLastFrameDumped)
|
||||
{
|
||||
s_recordWidth = dst_rect.GetWidth();
|
||||
s_recordHeight = dst_rect.GetHeight();
|
||||
s_AVIDumping = AVIDump::Start(EmuWindow::GetParentWnd(), s_recordWidth, s_recordHeight);
|
||||
if (!s_AVIDumping)
|
||||
s_bAVIDumping = AVIDump::Start(EmuWindow::GetParentWnd(), s_recordWidth, s_recordHeight);
|
||||
if (!s_bAVIDumping)
|
||||
{
|
||||
PanicAlert("Error dumping frames to AVI.");
|
||||
}
|
||||
@ -1169,7 +1232,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
OSD::AddMessage(msg, 2000);
|
||||
}
|
||||
}
|
||||
if (s_AVIDumping)
|
||||
if (s_bAVIDumping)
|
||||
{
|
||||
D3DLOCKED_RECT rect;
|
||||
if (SUCCEEDED(ScreenShootMEMSurface->LockRect(&rect, dst_rect.AsRECT(), D3DLOCK_NO_DIRTY_UPDATE | D3DLOCK_NOSYSLOCK | D3DLOCK_READONLY)))
|
||||
@ -1181,16 +1244,17 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
ScreenShootMEMSurface->UnlockRect();
|
||||
}
|
||||
}
|
||||
s_LastFrameDumped = true;
|
||||
s_bLastFrameDumped = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (s_LastFrameDumped && s_AVIDumping)
|
||||
if (s_bLastFrameDumped && s_bAVIDumping)
|
||||
{
|
||||
AVIDump::Stop();
|
||||
s_AVIDumping = false;
|
||||
s_bAVIDumping = false;
|
||||
OSD::AddMessage("Stop dumping frames to AVI", 2000);
|
||||
}
|
||||
s_LastFrameDumped = false;
|
||||
s_bLastFrameDumped = false;
|
||||
}
|
||||
|
||||
// Finish up the current frame, print some stats
|
||||
@ -1213,22 +1277,19 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
D3D::font.DrawTextScaled(0, 30, 20, 20, 0.0f, 0xFF00FFFF, st, false);
|
||||
}
|
||||
|
||||
|
||||
OSD::DrawMessages();
|
||||
|
||||
D3D::EndFrame();
|
||||
|
||||
frameCount++;
|
||||
DLCache::ProgressiveCleanup();
|
||||
TextureCache::Cleanup();
|
||||
|
||||
// Make any new configuration settings active.
|
||||
// Enable any configuration changes
|
||||
UpdateActiveConfig();
|
||||
WindowResized = false;
|
||||
CheckForResize();
|
||||
|
||||
|
||||
bool xfbchanged = false;
|
||||
|
||||
|
||||
if (s_XFB_width != fbWidth || s_XFB_height != fbHeight)
|
||||
{
|
||||
xfbchanged = true;
|
||||
@ -1288,13 +1349,14 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
}
|
||||
else
|
||||
{
|
||||
FBManager.Destroy();
|
||||
FBManager.Create();
|
||||
g_framebufferManager.Destroy();
|
||||
g_framebufferManager.Create();
|
||||
}
|
||||
D3D::dev->SetRenderTarget(0, FBManager.GetEFBColorRTSurface());
|
||||
D3D::dev->SetDepthStencilSurface(FBManager.GetEFBDepthRTSurface());
|
||||
D3D::dev->SetRenderTarget(0, g_framebufferManager.GetEFBColorRTSurface());
|
||||
D3D::dev->SetDepthStencilSurface(g_framebufferManager.GetEFBDepthRTSurface());
|
||||
}
|
||||
|
||||
// Place messages on the picture, then copy it to the screen
|
||||
// ---------------------------------------------------------------------
|
||||
// Count FPS.
|
||||
// -------------
|
||||
@ -1311,20 +1373,26 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
|
||||
// Begin new frame
|
||||
// Set default viewport and scissor, for the clear to work correctly
|
||||
// New frame
|
||||
stats.ResetFrame();
|
||||
|
||||
// Flip/present backbuffer to frontbuffer here
|
||||
D3D::Present();
|
||||
D3D::BeginFrame();
|
||||
Renderer::RestoreAPIState();
|
||||
D3D::dev->SetRenderTarget(0, FBManager.GetEFBColorRTSurface());
|
||||
D3D::dev->SetDepthStencilSurface(FBManager.GetEFBDepthRTSurface());
|
||||
D3D::dev->SetRenderTarget(0, g_framebufferManager.GetEFBColorRTSurface());
|
||||
D3D::dev->SetDepthStencilSurface(g_framebufferManager.GetEFBDepthRTSurface());
|
||||
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;
|
||||
}
|
||||
|
||||
// ALWAYS call RestoreAPIState for each ResetAPIState call you're doing
|
||||
void Renderer::ResetAPIState()
|
||||
{
|
||||
D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
|
||||
@ -1365,6 +1433,7 @@ void Renderer::SetDepthMode()
|
||||
}
|
||||
else
|
||||
{
|
||||
// if the test is disabled write is disabled too
|
||||
D3D::SetRenderState(D3DRS_ZENABLE, FALSE);
|
||||
D3D::SetRenderState(D3DRS_ZWRITEENABLE, FALSE); // ??
|
||||
}
|
||||
|
Reference in New Issue
Block a user