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Merge pull request #37 from degasus/VideoCommonApiFixes
VideoCommon API cleanups
This commit is contained in:
@ -7,7 +7,6 @@
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#include "Timer.h"
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#include "Debugger.h"
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#include "EmuWindow.h"
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#include "Fifo.h"
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#include "OnScreenDisplay.h"
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@ -303,9 +302,10 @@ bool Renderer::CheckForResize()
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return false;
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}
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void Renderer::SetScissorRect(const TargetRectangle& rc)
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void Renderer::SetScissorRect(const EFBRectangle& rc)
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{
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D3D::context->RSSetScissorRects(1, rc.AsRECT());
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TargetRectangle trc = ConvertEFBRectangle(rc);
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D3D::context->RSSetScissorRects(1, trc.AsRECT());
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}
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void Renderer::SetColorMask()
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@ -475,8 +475,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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}
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// Called from VertexShaderManager
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void Renderer::UpdateViewport()
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void Renderer::SetViewport()
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{
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// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
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// [0] = width/2
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@ -486,6 +485,10 @@ void Renderer::UpdateViewport()
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// [4] = yorig + height/2 + 342
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// [5] = 16777215 * farz
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// D3D crashes for zero viewports
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if (xfregs.viewport.wd == 0 || xfregs.viewport.ht == 0)
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return;
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int scissorXOff = bpmem.scissorOffset.x * 2;
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int scissorYOff = bpmem.scissorOffset.y * 2;
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@ -724,7 +727,7 @@ void formatBufferDump(const u8* in, u8* out, int w, int h, int p)
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}
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// This function has the final picture. We adjust the aspect ratio here.
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void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbHeight,const EFBRectangle& rc,float Gamma)
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void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbHeight,const EFBRectangle& rc,float Gamma)
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{
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if (g_bSkipCurrentFrame || (!XFBWrited && !g_ActiveConfig.RealXFBEnabled()) || !fbWidth || !fbHeight)
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{
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@ -944,9 +947,6 @@ void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbHeight,const EFBRectangle& r
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OSD::DrawMessages();
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D3D::EndFrame();
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frameCount++;
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GFX_DEBUGGER_PAUSE_AT(NEXT_FRAME, true);
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TextureCache::Cleanup();
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@ -973,11 +973,6 @@ void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbHeight,const EFBRectangle& r
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if (XFBWrited)
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s_fps = UpdateFPSCounter();
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// Begin new frame
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// Set default viewport and scissor, for the clear to work correctly
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// New frame
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stats.ResetFrame();
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// Flip/present backbuffer to frontbuffer here
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D3D::Present();
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@ -1017,10 +1012,7 @@ void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbHeight,const EFBRectangle& r
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RestoreAPIState();
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D3D::BeginFrame();
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D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
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UpdateViewport();
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Core::Callback_VideoCopiedToXFB(XFBWrited || (g_ActiveConfig.bUseXFB && g_ActiveConfig.bUseRealXFB));
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XFBWrited = false;
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SetViewport();
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}
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// ALWAYS call RestoreAPIState for each ResetAPIState call you're doing
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@ -1037,7 +1029,7 @@ void Renderer::RestoreAPIState()
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D3D::stateman->PopBlendState();
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D3D::stateman->PopDepthState();
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D3D::stateman->PopRasterizerState();
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UpdateViewport();
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SetViewport();
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BPFunctions::SetScissor();
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}
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