D3D: Save some video RAM by turning off the "default" Z buffer (we create our own). probably doesn't matter on most video cards..

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4277 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard
2009-09-15 19:53:22 +00:00
parent e6b87febe5
commit dc4f712f74
6 changed files with 72 additions and 54 deletions

View File

@ -68,11 +68,14 @@ void SetupDeviceObjects()
D3D::font.Init();
VertexLoaderManager::Init();
FBManager::Create();
// Tex and shader caches will recreate themselves over time.
}
// Kill off all POOL_DEFAULT device objects.
void TeardownDeviceObjects()
{
D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
FBManager::Destroy();
D3D::font.Shutdown();
TextureCache::Invalidate(false);
@ -80,9 +83,8 @@ void TeardownDeviceObjects()
VertexLoaderManager::Shutdown();
VertexShaderCache::Clear();
PixelShaderCache::Clear();
D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
// This really should be all but Zelda for example still fails...
}
bool Renderer::Init()
@ -90,7 +92,8 @@ bool Renderer::Init()
UpdateActiveConfig();
int fullScreenRes, w_temp, h_temp;
sscanf(g_Config.cInternalRes, "%dx%d", &w_temp, &h_temp);
if (w_temp <= 0 || h_temp <= 0) {
if (w_temp <= 0 || h_temp <= 0)
{
w_temp = 640;
h_temp = 480;
}
@ -107,7 +110,7 @@ bool Renderer::Init()
break;
}
D3D::Create(g_ActiveConfig.iAdapter, EmuWindow::GetWnd(), g_ActiveConfig.bFullscreen,
fullScreenRes, backbuffer_ms_mode);
fullScreenRes, backbuffer_ms_mode, false);
s_backbuffer_width = D3D::GetBackBufferWidth();
s_backbuffer_height = D3D::GetBackBufferHeight();
@ -201,6 +204,35 @@ void formatBufferDump(const char *in, char *out, int w, int h, int p)
}
}
// With D3D, we have to resize the backbuffer if the window changed
// size.
void CheckForResize()
{
while (EmuWindow::IsSizing())
{
Sleep(10);
}
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) &&
client_width >= 4 && client_height >= 4)
{
TeardownDeviceObjects();
D3D::Reset();
SetupDeviceObjects();
s_backbuffer_width = D3D::GetBackBufferWidth();
s_backbuffer_height = D3D::GetBackBufferHeight();
}
}
void Renderer::RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
{
if (g_bSkipCurrentFrame)
@ -310,49 +342,23 @@ void Renderer::RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRect
UpdateActiveConfig();
// TODO: Resize backbuffer if window size has changed. This code crashes, debug it.
while (EmuWindow::IsSizing())
{
Sleep(10);
}
RECT rcWindow;
GetClientRect(EmuWindow::GetWnd(), &rcWindow);
int client_width = rcWindow.right - rcWindow.left;
int client_height = rcWindow.bottom - rcWindow.top;
if ((client_width != s_backbuffer_width ||
client_height != s_backbuffer_height) &&
client_width >= 4 && client_height >= 4)
{
TeardownDeviceObjects();
D3D::Reset();
SetupDeviceObjects();
s_backbuffer_width = D3D::GetBackBufferWidth();
s_backbuffer_height = D3D::GetBackBufferHeight();
}
g_VideoInitialize.pCopiedToXFB(false);
CheckForResize();
// Begin new frame
// Set default viewport and scissor, for the clear to work correctly
stats.ResetFrame();
// u32 clearColor = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
D3D::BeginFrame();
// Clear backbuffer. We probably don't need to do this every frame.
D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET, 0x0, 1.0f, 0);
D3D::dev->SetRenderTarget(0, FBManager::GetEFBColorRTSurface());
D3D::dev->SetDepthStencilSurface(FBManager::GetEFBDepthRTSurface());
D3DVIEWPORT9 vp;
vp.X = 0;
vp.Y = 0;
vp.Width = (DWORD)s_target_width;
vp.Height = (DWORD)s_target_height;
vp.MinZ = 0;
vp.MaxZ = 1.0f;
D3D::dev->SetViewport(&vp);
D3D::dev->SetRenderState(D3DRS_ZENABLE, TRUE);
RECT rc;
rc.left = 0;