Main change: Implemented EFB pokes in DX9/DX11.

Games affected by this change: Mario Smash Football, Mario Strikers Charged Football, Monster Hunter Tri.
Other games possibly affected: Shaun White Snowboarding, Resident Evil Code: Veronica, Baten Kaitos.
This implementation will decrease performance if the game uses this feature, but the glitches will be gone. I'll add an option for this in a later commit. EFB pokes are somewhat slow in DX11 right now, speed should be okayish in DX9 though.

Other changes:
- SOMEWHAT cleaned up the EFB access code in DX9
- Fixed incompatible parameter list of AccessEFB and TVideo_AccessEFB.
- Fixed a theoretical bug in ReplaceRGBATexture2D, add support for STAGING textures
- Removed unused parameters in various DX9 functions


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6300 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
NeoBrainX
2010-10-22 19:40:05 +00:00
parent e9d115a8b1
commit ef75d96655
16 changed files with 248 additions and 168 deletions

View File

@ -691,46 +691,45 @@ void Renderer::SetColorMask()
D3D::SetRenderState(D3DRS_COLORWRITEENABLE, color_mask);
}
u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
{
if (!g_ActiveConfig.bEFBAccessEnable)
return 0;
if (type == POKE_Z || type == POKE_COLOR)
if (type == POKE_Z)
{
static bool alert_only_once = true;
if (!alert_only_once) return 0;
PanicAlert("Poke EFB not implemented");
PanicAlert("EFB: Poke Z not implemented (tried to poke z value %#x at (%d,%d))", poke_data, x, y);
alert_only_once = false;
return 0;
}
// Get the working buffer
LPDIRECT3DSURFACE9 pBuffer = (type == PEEK_Z || type == POKE_Z) ?
g_framebufferManager.GetEFBDepthRTSurface() : g_framebufferManager.GetEFBColorRTSurface();
// Get the temporal buffer to move 1pixel data
LPDIRECT3DSURFACE9 RBuffer = (type == PEEK_Z || type == POKE_Z) ?
g_framebufferManager.GetEFBDepthReadSurface() : g_framebufferManager.GetEFBColorReadSurface();
// Get the memory buffer that can be locked
LPDIRECT3DSURFACE9 pOffScreenBuffer = (type == PEEK_Z || type == POKE_Z) ?
g_framebufferManager.GetEFBDepthOffScreenRTSurface() : g_framebufferManager.GetEFBColorOffScreenRTSurface();
// Get the buffer format
D3DFORMAT BufferFormat = (type == PEEK_Z || type == POKE_Z) ?
g_framebufferManager.GetEFBDepthRTSurfaceFormat() : g_framebufferManager.GetEFBColorRTSurfaceFormat();
D3DFORMAT ReadBufferFormat = (type == PEEK_Z || type == POKE_Z) ?
g_framebufferManager.GetEFBDepthReadSurfaceFormat() : BufferFormat;
if (BufferFormat == D3DFMT_D24X8)
return 0;
// We're using three surfaces here:
// - pEFBSurf: EFB Surface. Source surface when peeking, destination surface when poking.
// - pBufferRT: A render target surface. When peeking, we render a textured quad to this surface.
// - pSystemBuf: An offscreen surface. Used to retrieve the pixel data from pBufferRT.
LPDIRECT3DSURFACE9 pEFBSurf, pBufferRT, pSystemBuf;
if(type == PEEK_Z || type == POKE_Z)
{
pEFBSurf = g_framebufferManager.GetEFBDepthRTSurface();
pBufferRT = g_framebufferManager.GetEFBDepthReadSurface();
pSystemBuf = g_framebufferManager.GetEFBDepthOffScreenRTSurface();
}
else //if(type == PEEK_COLOR || type == POKE_COLOR)
{
pEFBSurf = g_framebufferManager.GetEFBColorRTSurface();
pBufferRT = g_framebufferManager.GetEFBColorReadSurface();
pSystemBuf = g_framebufferManager.GetEFBColorOffScreenRTSurface();
}
D3DLOCKED_RECT drect;
// Buffer not found alert
if (!pBuffer) {
if (!pEFBSurf) {
PanicAlert("No %s!", (type == PEEK_Z || type == POKE_Z) ? "Z-Buffer" : "Color EFB");
return 0;
}
// Get the rectangular target region covered by the EFB pixel
// Convert EFB dimensions to the ones of our render target
EFBRectangle efbPixelRc;
efbPixelRc.left = x;
efbPixelRc.top = y;
@ -740,7 +739,6 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
TargetRectangle targetPixelRc = ConvertEFBRectangle(efbPixelRc);
u32 z = 0;
float val = 0.0f;
HRESULT hr;
RECT RectToLock;
RectToLock.bottom = targetPixelRc.bottom;
@ -749,6 +747,9 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
RectToLock.top = targetPixelRc.top;
if (type == PEEK_Z)
{
if (g_framebufferManager.GetEFBDepthRTSurfaceFormat() == D3DFMT_D24X8)
return 0;
RECT PixelRect;
PixelRect.bottom = 4;
PixelRect.left = 0;
@ -764,131 +765,105 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
RectToLock.left++;
ResetAPIState(); // Reset any game specific settings
hr = D3D::dev->SetDepthStencilSurface(NULL);
hr = D3D::dev->SetRenderTarget(0, RBuffer);
if (FAILED(hr))
{
PanicAlert("unable to set pixel render buffer");
return 0;
}
D3DVIEWPORT9 vp;
D3D::dev->SetDepthStencilSurface(NULL);
D3D::dev->SetRenderTarget(0, pBufferRT);
// Stretch picture with increased internal resolution
D3DVIEWPORT9 vp;
vp.X = 0;
vp.Y = 0;
vp.Width = 4;
vp.Height = 4;
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
hr = D3D::dev->SetViewport(&vp);
if (FAILED(hr))
{
PanicAlert("unable to set pixel viewport");
return 0;
}
D3D::dev->SetViewport(&vp);
float colmat[16] = {0.0f};
float fConstAdd[4] = {0.0f};
colmat[0] = colmat[5] = colmat[10] = 1.0f;
PixelShaderManager::SetColorMatrix(colmat, fConstAdd); // set transformation
EFBRectangle source_rect;
LPDIRECT3DTEXTURE9 read_texture = g_framebufferManager.GetEFBDepthTexture(source_rect);
LPDIRECT3DTEXTURE9 read_texture = g_framebufferManager.GetEFBDepthTexture();
D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
D3D::drawShadedTexQuad(
read_texture,
&RectToLock,
Renderer::GetFullTargetWidth(),
Renderer::GetFullTargetHeight(),
4, 4,
(BufferFormat == FOURCC_RAWZ) ? PixelShaderCache::GetColorMatrixProgram(0) : PixelShaderCache::GetDepthMatrixProgram(0),
read_texture,
&RectToLock,
Renderer::GetFullTargetWidth(),
Renderer::GetFullTargetHeight(),
4, 4,
(g_framebufferManager.GetEFBDepthRTSurfaceFormat() == FOURCC_RAWZ) ? PixelShaderCache::GetColorMatrixProgram(0) : PixelShaderCache::GetDepthMatrixProgram(0),
VertexShaderCache::GetSimpleVertexShader(0));
D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
hr = D3D::dev->SetRenderTarget(0, g_framebufferManager.GetEFBColorRTSurface());
hr = D3D::dev->SetDepthStencilSurface(g_framebufferManager.GetEFBDepthRTSurface());
D3D::dev->SetRenderTarget(0, g_framebufferManager.GetEFBColorRTSurface());
D3D::dev->SetDepthStencilSurface(g_framebufferManager.GetEFBDepthRTSurface());
RestoreAPIState();
// Retrieve the pixel data to the local memory buffer
RectToLock.bottom = 4;
RectToLock.left = 0;
RectToLock.right = 4;
RectToLock.top = 0;
D3D::dev->GetRenderTargetData(pBufferRT, pSystemBuf);
// EFB data successfully retrieved, now get the pixel data
D3DLOCKED_RECT drect;
pSystemBuf->LockRect(&drect, &RectToLock, D3DLOCK_READONLY);
float val = 0.0f;
switch (g_framebufferManager.GetEFBDepthReadSurfaceFormat())
{
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));
pSystemBuf->UnlockRect();
// TODO: in RE0 this value is often off by one, which causes lighting to disappear
return z;
}
else
else if(type == PEEK_COLOR)
{
hr = D3D::dev->StretchRect(pBuffer, &RectToLock, RBuffer, NULL, D3DTEXF_NONE);
//change the rect to lock the entire one pixel buffer
// TODO: Can't we directly StretchRect to System buf?
hr = D3D::dev->StretchRect(pEFBSurf, &RectToLock, pBufferRT, NULL, D3DTEXF_NONE);
D3D::dev->GetRenderTargetData(pBufferRT, pSystemBuf);
// EFB data successfully retrieved, now get the pixel data
RectToLock.bottom = 1;
RectToLock.left = 0;
RectToLock.right = 1;
RectToLock.top = 0;
}
if (FAILED(hr))
{
PanicAlert("Unable to stretch data to buffer");
return 0;
}
// Retrieve the pixel data to the local memory buffer
D3D::dev->GetRenderTargetData(RBuffer, pOffScreenBuffer);
if (FAILED(hr))
{
PanicAlert("Unable to copy data to mem buffer");
return 0;
}
D3DLOCKED_RECT drect;
pSystemBuf->LockRect(&drect, &RectToLock, D3DLOCK_READONLY);
// The surface is good.. lock it
if ((hr = pOffScreenBuffer->LockRect(&drect, &RectToLock, D3DLOCK_READONLY)) != D3D_OK)
{
PanicAlert("ERROR: %s", hr == D3DERR_WASSTILLDRAWING ? "Still drawing" : hr == D3DERR_INVALIDCALL ? "Invalid call" : "w00t");
return 0;
}
switch (type)
{
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;
pSystemBuf->UnlockRect();
return z;
}
else //if(type == POKE_COLOR)
{
// TODO: Speed this up by batching pokes?
ResetAPIState();
D3D::drawColorQuad(poke_data, (float)RectToLock.left * 2.f / (float)Renderer::GetFullTargetWidth() - 1.f,
- (float)RectToLock.top * 2.f / (float)Renderer::GetFullTargetHeight() + 1.f,
(float)RectToLock.right * 2.f / (float)Renderer::GetFullTargetWidth() - 1.f,
- (float)RectToLock.bottom * 2.f / (float)Renderer::GetFullTargetHeight() + 1.f);
RestoreAPIState();
return 0;
}
pOffScreenBuffer->UnlockRect();
// TODO: in RE0 this value is often off by one, which causes lighting to disappear
return z;
}
// Called from VertexShaderManager
@ -1190,7 +1165,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
else
{
TargetRectangle targetRc = ConvertEFBRectangle(rc);
LPDIRECT3DTEXTURE9 read_texture = g_framebufferManager.GetEFBColorTexture(rc);
LPDIRECT3DTEXTURE9 read_texture = g_framebufferManager.GetEFBColorTexture();
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);