mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 06:09:50 -06:00
Implemented secondary path for hardware with no multiples render target support, so please a lot of testing from people with problems in the last release.
corrected a little depth textures still broken but now at least i discover the reason, the ultra bad news for d3d lover is, the only correct way to implement depth textures will be do a firs depth only pass disabling blending. This is because blending is affecting the values stored in the depth texture, so to store the true values, blending mus be deactivated. this will degrade performance but is the only "Correct" way in d3d 9. the other possibility is dx10 but that's a complete different story ;) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4526 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
@ -172,7 +172,8 @@ bool Renderer::Init()
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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->SetRenderTarget(1, FBManager::GetEFBDepthEncodedSurface());
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if(D3D::GetCaps().NumSimultaneousRTs > 1)
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D3D::dev->SetRenderTarget(1, FBManager::GetEFBDepthEncodedSurface());
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D3D::dev->SetDepthStencilSurface(FBManager::GetEFBDepthRTSurface());
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vp.Width = s_target_width;
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vp.Height = s_target_height;
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@ -274,7 +275,8 @@ static void EFBTextureToD3DBackBuffer(const EFBRectangle& sourceRc)
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{
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// Set the backbuffer as the rendering target
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D3D::dev->SetDepthStencilSurface(NULL);
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D3D::dev->SetRenderTarget(1, NULL);
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if(D3D::GetCaps().NumSimultaneousRTs > 1)
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D3D::dev->SetRenderTarget(1, NULL);
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D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
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TargetRectangle src_rect, dst_rect;
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@ -331,7 +333,8 @@ static void EFBTextureToD3DBackBuffer(const EFBRectangle& sourceRc)
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OSD::DrawMessages();
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D3D::dev->SetRenderTarget(0, FBManager::GetEFBColorRTSurface());
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D3D::dev->SetRenderTarget(1, FBManager::GetEFBDepthEncodedSurface());
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if(D3D::GetCaps().NumSimultaneousRTs > 1)
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D3D::dev->SetRenderTarget(1, FBManager::GetEFBDepthEncodedSurface());
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D3D::dev->SetDepthStencilSurface(FBManager::GetEFBDepthRTSurface());
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VertexShaderManager::SetViewportChanged();
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@ -478,7 +481,12 @@ bool Renderer::SetScissorRect()
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}
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else
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{
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WARN_LOG(VIDEO, "Bad scissor rectangle: %i %i %i %i", rc.left, rc.top, rc.right, rc.bottom);
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WARN_LOG(VIDEO, "Bad scissor rectangle: %i %i %i %i", rc.left, rc.top, rc.right, rc.bottom);
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rc.left = 0;
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rc.top = 0;
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rc.right = GetTargetWidth();
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rc.bottom = GetTargetHeight();
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D3D::dev->SetScissorRect(&rc);
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return false;
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}
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return true;
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@ -510,7 +518,8 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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FBManager::GetEFBDepthRTSurfaceFormat() : FBManager::GetEFBColorRTSurfaceFormat();
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D3DLOCKED_RECT drect;
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if(!g_ActiveConfig.bEFBAccessEnable || BufferFormat == D3DFMT_D24X8)
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return 0;
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//Buffer not found alert
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if(!pBuffer) {
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@ -535,25 +544,27 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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RectToLock.left = targetPixelRc.left;
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RectToLock.right = targetPixelRc.right;
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RectToLock.top = targetPixelRc.top;
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hr = D3D::dev->StretchRect(pBuffer,&RectToLock,RBuffer,NULL, D3DTEXF_NONE);
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if(FAILED(hr))
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if(BufferFormat != D3DFMT_D32F_LOCKABLE && BufferFormat != D3DFMT_D16_LOCKABLE)
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{
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PanicAlert("Unable to stretch data to buffer");
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return 0;
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hr = D3D::dev->StretchRect(pBuffer,&RectToLock,RBuffer,NULL, D3DTEXF_NONE);
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if(FAILED(hr))
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{
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PanicAlert("Unable to stretch data to buffer");
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return 0;
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}
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//retriebe the pixel data to the local memory buffer
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D3D::dev->GetRenderTargetData(RBuffer,pOffScreenBuffer);
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if(FAILED(hr))
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{
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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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//change the rect to lock the entire one pixel buffer
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RectToLock.bottom = 1;
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RectToLock.left = 0;
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RectToLock.right = 1;
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RectToLock.top = 0;
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}
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//retriebe the pixel data to the local memory buffer
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D3D::dev->GetRenderTargetData(RBuffer,pOffScreenBuffer);
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if(FAILED(hr))
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{
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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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//change the rect to lock the entire one pixel buffer
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RectToLock.bottom = 1;
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RectToLock.left = 0;
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RectToLock.right = 1;
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RectToLock.top = 0;
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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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@ -566,15 +577,32 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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switch(type) {
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case PEEK_Z:
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{
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static float ffrac = 255.0f/254.0f;
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z = ((u32 *)drect.pBits)[0];
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float fvalue = (((float)(z & 0xFF)) / 255.0f) * ffrac;
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fvalue += (((float)((z>>8) & 0xFF)) / 255.0f) * (ffrac/255.0f);
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fvalue += (((float)((z>>16) & 0xFF)) / 255.0f) * (ffrac/(255.0f*255.0f));
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fvalue += (((float)((z>>24) & 0xFF)) / 255.0f) * (ffrac/(255.0f*255.0f*255.0f));
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if(fvalue>1.0f)fvalue=1.0f;
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if(fvalue<0.0f)fvalue=0.0f;
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z = ((u32)(fvalue * 0xffffff));
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switch (BufferFormat)
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{
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case D3DFMT_D32F_LOCKABLE:
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val = ((float *)drect.pBits)[0];
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break;
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case D3DFMT_D16_LOCKABLE:
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val = ((float)((u16 *)drect.pBits)[0])/((float)0xFFFF);
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break;
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case D3DFMT_R32F:
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val = ((float *)drect.pBits)[0] * (255.0f/254.0f);
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break;
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default:
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float ffrac = 1.0f/254.0f;
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z = ((u32 *)drect.pBits)[0];
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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;
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//ffrac*= 1 / 255.0f;
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//val += ((float)((z>>24) & 0xFF)) * ffrac;
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break;
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};
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if(val>1.0f)val=1.0f;
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if(val<0.0f)val=0.0f;
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z = ((u32)(val * 0xffffff));
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}
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break;
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case POKE_Z:
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