mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 13:57:57 -07:00
1d1af913a8
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5736 8ced0084-cf51-0410-be5f-012b33b47a6e
1137 lines
35 KiB
C++
1137 lines
35 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include <list>
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#include <d3dx11.h>
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#include "StringUtil.h"
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#include "Common.h"
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#include "Atomic.h"
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#include "FileUtil.h"
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#include "Thread.h"
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#include "Timer.h"
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#include "Statistics.h"
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#include "VideoConfig.h"
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#include "main.h"
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#include "VertexManager.h"
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#include "Render.h"
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#include "OpcodeDecoding.h"
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#include "BPStructs.h"
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#include "XFStructs.h"
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#include "D3DUtil.h"
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#include "VertexShaderManager.h"
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#include "PixelShaderManager.h"
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#include "VertexShaderCache.h"
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#include "PixelShaderCache.h"
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#include "VertexLoaderManager.h"
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#include "TextureCache.h"
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#include "EmuWindow.h"
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#include "AVIDump.h"
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#include "OnScreenDisplay.h"
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#include "FBManager.h"
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#include "Fifo.h"
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#include <strsafe.h>
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int frameCount = 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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static int s_target_height;
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static int s_Fulltarget_width;
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static int s_Fulltarget_height;
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static int s_backbuffer_width;
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static int s_backbuffer_height;
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static int s_XFB_width;
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static int s_XFB_height;
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static float xScale;
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static float yScale;
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static u32 s_blendMode;
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static bool XFBWrited;
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static bool s_bScreenshot = false;
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static Common::CriticalSection s_criticalScreenshot;
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static char s_sScreenshotName[1024];
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ID3D11Buffer* access_efb_cbuf = NULL;
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ID3D11DepthStencilState* cleardepthstates[2] = {NULL};
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ID3D11RasterizerState* clearraststate = NULL;
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ID3D11BlendState* resetblendstate = NULL;
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ID3D11DepthStencilState* resetdepthstate = NULL;
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ID3D11RasterizerState* resetraststate = NULL;
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// state translation lookup tables
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static const D3D11_BLEND d3dSrcFactors[8] =
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{
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D3D11_BLEND_ZERO,
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D3D11_BLEND_ONE,
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D3D11_BLEND_DEST_COLOR,
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D3D11_BLEND_INV_DEST_COLOR,
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D3D11_BLEND_SRC_ALPHA,
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D3D11_BLEND_INV_SRC_ALPHA,
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D3D11_BLEND_DEST_ALPHA,
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D3D11_BLEND_INV_DEST_ALPHA
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};
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static const D3D11_BLEND d3dDestFactors[8] =
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{
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D3D11_BLEND_ZERO,
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D3D11_BLEND_ONE,
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D3D11_BLEND_SRC_COLOR,
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D3D11_BLEND_INV_SRC_COLOR,
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D3D11_BLEND_SRC_ALPHA,
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D3D11_BLEND_INV_SRC_ALPHA,
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D3D11_BLEND_DEST_ALPHA,
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D3D11_BLEND_INV_DEST_ALPHA
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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 D3D11_BLEND_OP d3dLogicOps[16] =
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{
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D3D11_BLEND_OP_ADD,//0
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D3D11_BLEND_OP_ADD,//1
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D3D11_BLEND_OP_SUBTRACT,//2
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D3D11_BLEND_OP_ADD,//3
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D3D11_BLEND_OP_REV_SUBTRACT,//4
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D3D11_BLEND_OP_ADD,//5
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D3D11_BLEND_OP_MAX,//6
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D3D11_BLEND_OP_ADD,//7
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D3D11_BLEND_OP_MAX,//8
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D3D11_BLEND_OP_MAX,//9
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D3D11_BLEND_OP_ADD,//10
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D3D11_BLEND_OP_ADD,//11
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D3D11_BLEND_OP_ADD,//12
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D3D11_BLEND_OP_ADD,//13
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D3D11_BLEND_OP_ADD,//14
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D3D11_BLEND_OP_ADD//15
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};
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static const D3D11_BLEND d3dLogicOpSrcFactors[16] =
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{
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D3D11_BLEND_ZERO,//0
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D3D11_BLEND_DEST_COLOR,//1
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D3D11_BLEND_ONE,//2
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D3D11_BLEND_ONE,//3
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D3D11_BLEND_DEST_COLOR,//4
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D3D11_BLEND_ZERO,//5
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D3D11_BLEND_INV_DEST_COLOR,//6
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D3D11_BLEND_INV_DEST_COLOR,//7
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D3D11_BLEND_INV_SRC_COLOR,//8
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D3D11_BLEND_INV_SRC_COLOR,//9
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D3D11_BLEND_INV_DEST_COLOR,//10
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D3D11_BLEND_ONE,//11
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D3D11_BLEND_INV_SRC_COLOR,//12
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D3D11_BLEND_INV_SRC_COLOR,//13
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D3D11_BLEND_INV_DEST_COLOR,//14
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D3D11_BLEND_ONE//15
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};
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static const D3D11_BLEND d3dLogicOpDestFactors[16] =
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{
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D3D11_BLEND_ZERO,//0
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D3D11_BLEND_ZERO,//1
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D3D11_BLEND_INV_SRC_COLOR,//2
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D3D11_BLEND_ZERO,//3
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D3D11_BLEND_ONE,//4
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D3D11_BLEND_ONE,//5
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D3D11_BLEND_INV_SRC_COLOR,//6
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D3D11_BLEND_ONE,//7
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D3D11_BLEND_INV_DEST_COLOR,//8
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D3D11_BLEND_SRC_COLOR,//9
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D3D11_BLEND_INV_DEST_COLOR,//10
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D3D11_BLEND_INV_DEST_COLOR,//11
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D3D11_BLEND_INV_SRC_COLOR,//12
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D3D11_BLEND_ONE,//13
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D3D11_BLEND_INV_SRC_COLOR,//14
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D3D11_BLEND_ONE//15
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};
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static const D3D11_CULL_MODE d3dCullModes[4] =
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{
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D3D11_CULL_NONE,
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D3D11_CULL_BACK,
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D3D11_CULL_FRONT,
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D3D11_CULL_BACK
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};
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static const D3D11_COMPARISON_FUNC d3dCmpFuncs[8] =
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{
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D3D11_COMPARISON_NEVER,
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D3D11_COMPARISON_LESS,
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D3D11_COMPARISON_EQUAL,
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D3D11_COMPARISON_LESS_EQUAL,
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D3D11_COMPARISON_GREATER,
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D3D11_COMPARISON_NOT_EQUAL,
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D3D11_COMPARISON_GREATER_EQUAL,
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D3D11_COMPARISON_ALWAYS
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};
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#define TEXF_NONE 0
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#define TEXF_POINT 1
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#define TEXF_LINEAR 2
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static const unsigned int d3dMipFilters[4] =
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{
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TEXF_NONE,
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TEXF_POINT,
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TEXF_LINEAR,
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TEXF_NONE, //reserved
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};
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static const D3D11_TEXTURE_ADDRESS_MODE d3dClamps[4] =
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{
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D3D11_TEXTURE_ADDRESS_CLAMP,
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D3D11_TEXTURE_ADDRESS_WRAP,
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D3D11_TEXTURE_ADDRESS_MIRROR,
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D3D11_TEXTURE_ADDRESS_WRAP //reserved
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};
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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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VertexShaderManager::Dirty();
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PixelShaderManager::Dirty();
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float colmat[20]= {0.0f};
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colmat[0] = colmat[5] = colmat[10] = 1.0f;
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D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(20*sizeof(float), D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DEFAULT);
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D3D11_SUBRESOURCE_DATA data;
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data.pSysMem = colmat;
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D3D::device->CreateBuffer(&cbdesc, &data, &access_efb_cbuf);
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D3D11_DEPTH_STENCIL_DESC ddesc;
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ddesc.DepthEnable = FALSE;
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ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
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ddesc.DepthFunc = D3D11_COMPARISON_ALWAYS;
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ddesc.StencilEnable = FALSE;
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ddesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
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ddesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
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D3D::device->CreateDepthStencilState(&ddesc, &cleardepthstates[0]);
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ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
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ddesc.DepthEnable = TRUE;
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D3D::device->CreateDepthStencilState(&ddesc, &cleardepthstates[1]);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)cleardepthstates[0], "depth state for Renderer::ClearScreen (depth buffer disabled)");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)cleardepthstates[1], "depth state for Renderer::ClearScreen (depth buffer enabled)");
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// TODO: once multisampling gets implemented, this might need to be changed
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D3D11_RASTERIZER_DESC rdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false, 0, 0.f, 0.f, false, true, false, false);
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D3D::device->CreateRasterizerState(&rdesc, &clearraststate);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)clearraststate, "rasterizer state for Renderer::ClearScreen");
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D3D11_BLEND_DESC blenddesc;
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blenddesc.AlphaToCoverageEnable = FALSE;
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blenddesc.IndependentBlendEnable = FALSE;
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blenddesc.RenderTarget[0].BlendEnable = FALSE;
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blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
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blenddesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
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blenddesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
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blenddesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
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blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
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blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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D3D::device->CreateBlendState(&blenddesc, &resetblendstate);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)resetblendstate, "blend state for Renderer::ResetAPIState");
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// TODO: For some reason this overwrites existing resource private data...
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ddesc.DepthEnable = FALSE;
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ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
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ddesc.DepthFunc = D3D11_COMPARISON_LESS;
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ddesc.StencilEnable = FALSE;
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ddesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
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ddesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
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D3D::device->CreateDepthStencilState(&ddesc, &resetdepthstate);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)resetdepthstate, "depth stencil state for Renderer::ResetAPIState");
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// this might need to be changed once multisampling support gets added
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D3D11_RASTERIZER_DESC rastdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false, 0, 0.f, 0.f, false, false, false, false);
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D3D::device->CreateRasterizerState(&rastdesc, &resetraststate);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)resetraststate, "rasterizer state for Renderer::ResetAPIState");
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}
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void TeardownDeviceObjects()
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{
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D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL);
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FBManager.Destroy();
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D3D::font.Shutdown();
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TextureCache::Invalidate(false);
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VertexManager::DestroyDeviceObjects();
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VertexLoaderManager::Shutdown();
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VertexShaderCache::Clear();
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PixelShaderCache::Clear();
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SAFE_RELEASE(access_efb_cbuf);
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SAFE_RELEASE(cleardepthstates[0]);
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SAFE_RELEASE(cleardepthstates[1]);
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SAFE_RELEASE(clearraststate);
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SAFE_RELEASE(resetblendstate);
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SAFE_RELEASE(resetdepthstate);
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SAFE_RELEASE(resetraststate);
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}
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bool Renderer::Init()
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{
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UpdateActiveConfig();
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int x, y, w_temp, h_temp;
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s_blendMode = 0;
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g_VideoInitialize.pRequestWindowSize(x, y, w_temp, h_temp);
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D3D::Create(EmuWindow::GetWnd());
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s_backbuffer_width = D3D::GetBackBufferWidth();
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s_backbuffer_height = D3D::GetBackBufferHeight();
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s_XFB_width = MAX_XFB_WIDTH;
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s_XFB_height = MAX_XFB_HEIGHT;
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TargetRectangle dst_rect;
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ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
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xScale = (float)(dst_rect.right - dst_rect.left) / (float)s_XFB_width;
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yScale = (float)(dst_rect.bottom - dst_rect.top) / (float)s_XFB_height;
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s_target_width = (int)(EFB_WIDTH * xScale);
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s_target_height = (int)(EFB_HEIGHT * yScale);
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s_Fulltarget_width = s_target_width;
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s_Fulltarget_height = s_target_height;
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SetupDeviceObjects();
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for (unsigned int stage = 0; stage < 8; stage++)
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D3D::gfxstate->samplerdesc[stage].MaxAnisotropy = g_ActiveConfig.iMaxAnisotropy;
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float ClearColor[4] = { 0.f, 0.f, 0.f, 0.f };
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D3D::context->ClearRenderTargetView(FBManager.GetEFBColorTexture()->GetRTV(), ClearColor);
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D3D::context->ClearDepthStencilView(FBManager.GetEFBDepthTexture()->GetDSV(), D3D11_CLEAR_DEPTH, 1.f, 0);
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT((float)(s_Fulltarget_width - s_target_width) / 2.f,
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(float)(s_Fulltarget_height - s_target_height) / 2.f,
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(float)s_target_width, (float)s_target_height);
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D3D::context->RSSetViewports(1, &vp);
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D3D::context->OMSetRenderTargets(1, &FBManager.GetEFBColorTexture()->GetRTV(), FBManager.GetEFBDepthTexture()->GetDSV());
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D3D::BeginFrame();
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D3D::gfxstate->rastdesc.ScissorEnable = TRUE;
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return true;
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}
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void Renderer::Shutdown()
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{
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TeardownDeviceObjects();
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D3D::EndFrame();
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D3D::Present();
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D3D::Close();
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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 xScale; }
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float Renderer::GetTargetScaleY() { return yScale; }
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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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}
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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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if (g_ActiveConfig.bOSDHotKey)
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{
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if (OSDChoice > 0)
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{
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OSDTime = Common::Timer::GetTimeMs() + 3000;
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OSDChoice = -OSDChoice;
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}
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if ((u32)OSDTime > Common::Timer::GetTimeMs())
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{
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std::string T1 = "", T2 = "";
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std::vector<std::string> T0;
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std::string OSDM1 = StringFromFormat("%i x %i", OSDInternalW, OSDInternalH);
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std::string OSDM21;
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switch(g_ActiveConfig.iAspectRatio)
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{
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case ASPECT_AUTO:
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OSDM21 = "Auto";
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break;
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case ASPECT_FORCE_16_9:
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OSDM21 = "16:9";
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break;
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case ASPECT_FORCE_4_3:
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OSDM21 = "4:3";
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break;
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case ASPECT_STRETCH:
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OSDM21 = "Stretch";
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break;
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}
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std::string OSDM22 =
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g_ActiveConfig.bCrop ? " (crop)" : "";
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std::string OSDM3 = "Disabled";
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// if there is more text than this we will have a collission
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if (g_ActiveConfig.bShowFPS)
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{ T1 += "\n\n"; T2 += "\n\n"; }
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T0.push_back(StringFromFormat("3: Internal Resolution: %s\n", OSDM1.c_str()));
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T0.push_back(StringFromFormat("4: Aspect Ratio: %s%s\n", OSDM21.c_str(), OSDM22.c_str()));
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T0.push_back(StringFromFormat("5: Copy EFB: %s\n", OSDM3.c_str()));
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T0.push_back(StringFromFormat("6: Fog: %s\n", g_ActiveConfig.bDisableFog ? "Disabled" : "Enabled"));
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T0.push_back(StringFromFormat("7: Material Lighting: %s\n", g_ActiveConfig.bDisableLighting ? "Disabled" : "Enabled"));
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// latest changed setting in yellow
|
|
T1 += (OSDChoice == -1) ? T0.at(0) : "\n";
|
|
T1 += (OSDChoice == -2) ? T0.at(1) : "\n";
|
|
T1 += (OSDChoice == -3) ? T0.at(2) : "\n";
|
|
T1 += (OSDChoice == -4) ? T0.at(3) : "\n";
|
|
T1 += (OSDChoice == -5) ? T0.at(4) : "\n";
|
|
|
|
// other settings in cyan
|
|
T2 += (OSDChoice != -1) ? T0.at(0) : "\n";
|
|
T2 += (OSDChoice != -2) ? T0.at(1) : "\n";
|
|
T2 += (OSDChoice != -3) ? T0.at(2) : "\n";
|
|
T2 += (OSDChoice != -4) ? T0.at(3) : "\n";
|
|
T2 += (OSDChoice != -5) ? T0.at(4) : "\n";
|
|
|
|
// render a shadow, and then the text
|
|
Renderer::RenderText(T1.c_str(), 21, 21, 0xDD000000);
|
|
Renderer::RenderText(T1.c_str(), 20, 20, 0xFFffff00);
|
|
Renderer::RenderText(T2.c_str(), 21, 21, 0xDD000000);
|
|
Renderer::RenderText(T2.c_str(), 20, 20, 0xFF00FFFF);
|
|
}
|
|
}
|
|
}
|
|
|
|
void Renderer::RenderText(const char* text, int left, int top, u32 color)
|
|
{
|
|
D3D::font.DrawTextScaled((float)left, (float)top, 15, 0.0f, color, text, false);
|
|
}
|
|
|
|
TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
|
|
{
|
|
int Xstride = (s_Fulltarget_width - s_target_width) / 2;
|
|
int Ystride = (s_Fulltarget_height - s_target_height) / 2;
|
|
TargetRectangle result;
|
|
result.left = (int)(rc.left * xScale) + Xstride;
|
|
result.top = (int)(rc.top * yScale) + Ystride;
|
|
result.right = (int)(rc.right * xScale) + Xstride;
|
|
result.bottom = (int)(rc.bottom * yScale) + Ystride;
|
|
return result;
|
|
}
|
|
|
|
void CheckForResize()
|
|
{
|
|
while (EmuWindow::IsSizing())
|
|
Sleep(10);
|
|
|
|
if (EmuWindow::GetParentWnd())
|
|
{
|
|
// re-stretch window to parent window size again, if it has a parent window.
|
|
RECT rcParentWindow;
|
|
GetWindowRect(EmuWindow::GetParentWnd(), &rcParentWindow);
|
|
int width = rcParentWindow.right - rcParentWindow.left;
|
|
int height = rcParentWindow.bottom - rcParentWindow.top;
|
|
if (width != s_backbuffer_width || height != s_backbuffer_height)
|
|
::MoveWindow(EmuWindow::GetWnd(), 0, 0, width, height, FALSE);
|
|
}
|
|
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)
|
|
{
|
|
WindowResized = true;
|
|
}
|
|
}
|
|
|
|
void Renderer::RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
|
|
{
|
|
if (!fbWidth || !fbHeight)
|
|
return;
|
|
VideoFifo_CheckEFBAccess();
|
|
VideoFifo_CheckSwapRequestAt(xfbAddr, fbWidth, fbHeight);
|
|
FBManager.CopyToXFB(xfbAddr, fbWidth, fbHeight, sourceRc);
|
|
XFBWrited = true;
|
|
|
|
// XXX: Without the VI, how would we know what kind of field this is? So
|
|
// just use progressive.
|
|
if (!g_ActiveConfig.bUseXFB)
|
|
{
|
|
Renderer::Swap(xfbAddr, FIELD_PROGRESSIVE, fbWidth, fbHeight);
|
|
Common::AtomicStoreRelease(s_swapRequested, FALSE);
|
|
}
|
|
}
|
|
|
|
bool Renderer::SetScissorRect()
|
|
{
|
|
int xoff = bpmem.scissorOffset.x * 2 - 342;
|
|
int yoff = bpmem.scissorOffset.y * 2 - 342;
|
|
D3D11_RECT rc = CD3D11_RECT(bpmem.scissorTL.x - xoff - 342,
|
|
bpmem.scissorTL.y - yoff - 342,
|
|
bpmem.scissorBR.x - xoff - 341,
|
|
bpmem.scissorBR.y - yoff - 341);
|
|
|
|
int Xstride = (s_Fulltarget_width - s_target_width) / 2;
|
|
int Ystride = (s_Fulltarget_height - s_target_height) / 2;
|
|
|
|
rc.left = (int)(rc.left * xScale);
|
|
rc.top = (int)(rc.top * yScale);
|
|
rc.right = (int)(rc.right * xScale);
|
|
rc.bottom = (int)(rc.bottom * yScale);
|
|
|
|
if (rc.left < 0) rc.left = 0;
|
|
if (rc.right < 0) rc.right = 0;
|
|
if (rc.left > s_target_width) rc.left = s_target_width;
|
|
if (rc.right > s_target_width) rc.right = s_target_width;
|
|
if (rc.top < 0) rc.top = 0;
|
|
if (rc.bottom < 0) rc.bottom = 0;
|
|
if (rc.top > s_target_height) rc.top = s_target_height;
|
|
if (rc.bottom > s_target_height) rc.bottom = s_target_height;
|
|
|
|
rc.left += Xstride;
|
|
rc.top += Ystride;
|
|
rc.right += Xstride;
|
|
rc.bottom += Ystride;
|
|
|
|
if (rc.left > rc.right)
|
|
{
|
|
int temp = rc.right;
|
|
rc.right = rc.left;
|
|
rc.left = temp;
|
|
}
|
|
if (rc.top > rc.bottom)
|
|
{
|
|
int temp = rc.bottom;
|
|
rc.bottom = rc.top;
|
|
rc.top = temp;
|
|
}
|
|
|
|
if (rc.right >= rc.left && rc.bottom >= rc.top)
|
|
{
|
|
D3D::context->RSSetScissorRects(1, &rc);
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
//WARN_LOG(VIDEO, "Bad scissor rectangle: %i %i %i %i", rc.left, rc.top, rc.right, rc.bottom);
|
|
rc = CD3D11_RECT(Xstride, Ystride, Xstride + s_target_width, Ystride + s_target_height);
|
|
D3D::context->RSSetScissorRects(1, &rc);
|
|
return false;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void Renderer::SetColorMask()
|
|
{
|
|
UINT8 color_mask = 0;
|
|
if (bpmem.blendmode.alphaupdate) color_mask |= D3D11_COLOR_WRITE_ENABLE_ALPHA;
|
|
if (bpmem.blendmode.colorupdate) color_mask |= D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN | D3D11_COLOR_WRITE_ENABLE_BLUE;
|
|
D3D::gfxstate->SetRenderTargetWriteMask(color_mask);
|
|
}
|
|
|
|
u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
|
|
{
|
|
ID3D11Texture2D* tex;
|
|
|
|
if (!g_ActiveConfig.bEFBAccessEnable)
|
|
return 0;
|
|
|
|
// get the rectangular target region covered by the EFB pixel
|
|
EFBRectangle efbPixelRc;
|
|
efbPixelRc.left = x;
|
|
efbPixelRc.top = y;
|
|
efbPixelRc.right = x + 1;
|
|
efbPixelRc.bottom = y + 1;
|
|
|
|
TargetRectangle targetPixelRc = Renderer::ConvertEFBRectangle(efbPixelRc);
|
|
|
|
u32 z = 0;
|
|
float val = 0.0f;
|
|
D3D11_RECT RectToLock = CD3D11_RECT(targetPixelRc.left, targetPixelRc.top, targetPixelRc.right, targetPixelRc.bottom);
|
|
if (type == PEEK_Z)
|
|
{
|
|
RectToLock.bottom+=2;
|
|
RectToLock.right+=1;
|
|
RectToLock.top-=1;
|
|
RectToLock.left-=2;
|
|
if ((RectToLock.bottom - RectToLock.top) > 4)
|
|
RectToLock.bottom--;
|
|
if ((RectToLock.right - RectToLock.left) > 4)
|
|
RectToLock.left++;
|
|
ResetAPIState(); // reset any game specific settings
|
|
D3D::context->OMSetRenderTargets(1, &FBManager.GetEFBDepthReadTexture()->GetRTV(), NULL);
|
|
|
|
// Stretch picture with increased internal resolution
|
|
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, 4.f, 4.f);
|
|
D3D::context->RSSetViewports(1, &vp);
|
|
|
|
D3D::context->PSSetConstantBuffers(0, 1, &access_efb_cbuf);
|
|
|
|
// TODO!
|
|
// D3D::ChangeSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
|
|
|
|
D3D::drawShadedTexQuad(FBManager.GetEFBDepthTexture()->GetSRV(),
|
|
&RectToLock,
|
|
Renderer::GetFullTargetWidth(),
|
|
Renderer::GetFullTargetHeight(),
|
|
PixelShaderCache::GetDepthMatrixProgram(),
|
|
VertexShaderCache::GetSimpleVertexShader(),
|
|
VertexShaderCache::GetSimpleInputLayout());
|
|
|
|
// D3D::RefreshSamplerState(0, D3DSAMP_MINFILTER);
|
|
|
|
// TODO: ?? check this code..
|
|
D3D::context->OMSetRenderTargets(1, &FBManager.GetEFBColorTexture()->GetRTV(), FBManager.GetEFBDepthTexture()->GetDSV());
|
|
RestoreAPIState();
|
|
RectToLock = CD3D11_RECT(0, 0, 4, 4);
|
|
|
|
D3D11_BOX box = CD3D11_BOX(0, 0, 0, 4, 4, 1);
|
|
tex = FBManager.GetEFBDepthStagingBuffer();
|
|
D3D::context->CopySubresourceRegion(tex, 0, 0, 0, 0, FBManager.GetEFBDepthReadTexture()->GetTex(), 0, &box);
|
|
}
|
|
else
|
|
{
|
|
tex = FBManager.GetEFBColorStagingBuffer();
|
|
D3D11_BOX box = CD3D11_BOX(RectToLock.left, RectToLock.top, 0, RectToLock.right, RectToLock.bottom, 1);
|
|
D3D::context->CopySubresourceRegion(tex, 0, 0, 0, 0, FBManager.GetEFBColorTexture()->GetTex(), 0, &box);
|
|
//change the rect to lock the entire one pixel buffer
|
|
RectToLock = CD3D11_RECT(0, 0, 1, 1);
|
|
}
|
|
|
|
D3D11_MAPPED_SUBRESOURCE map;
|
|
D3D::context->Map(tex, 0, D3D11_MAP_READ, 0, &map);
|
|
|
|
switch(type) {
|
|
case PEEK_Z:
|
|
val = ((float*)map.pData)[0];
|
|
z = ((u32)(val * 0xffffff));
|
|
break;
|
|
|
|
case POKE_Z:
|
|
PanicAlert("Poke Z-buffer not implemented");
|
|
break;
|
|
|
|
case PEEK_COLOR:
|
|
z = ((u32*)map.pData)[0];
|
|
break;
|
|
|
|
case POKE_COLOR:
|
|
PanicAlert("Poke color EFB not implemented");
|
|
break;
|
|
}
|
|
D3D::context->Unmap(tex, 0);
|
|
return z;
|
|
}
|
|
|
|
// Called from VertexShaderManager
|
|
void UpdateViewport()
|
|
{
|
|
// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
|
|
// [0] = width/2
|
|
// [1] = height/2
|
|
// [2] = 16777215 * (farz - nearz)
|
|
// [3] = xorig + width/2 + 342
|
|
// [4] = yorig + height/2 + 342
|
|
// [5] = 16777215 * farz
|
|
int scissorXOff = bpmem.scissorOffset.x * 2;
|
|
int scissorYOff = bpmem.scissorOffset.y * 2;
|
|
|
|
float MValueX = Renderer::GetTargetScaleX();
|
|
float MValueY = Renderer::GetTargetScaleY();
|
|
|
|
int Xstride = (s_Fulltarget_width - s_target_width) / 2;
|
|
int Ystride = (s_Fulltarget_height - s_target_height) / 2;
|
|
|
|
// Stretch picture with increased internal resolution
|
|
int X = (int)(ceil(xfregs.rawViewport[3] - xfregs.rawViewport[0] - (scissorXOff)) * MValueX) + Xstride;
|
|
int Y = (int)(ceil(xfregs.rawViewport[4] + xfregs.rawViewport[1] - (scissorYOff)) * MValueY) + Ystride;
|
|
int Width = (int)ceil((int)(2 * xfregs.rawViewport[0]) * MValueX);
|
|
int Height = (int)ceil((int)(-2 * xfregs.rawViewport[1]) * MValueY);
|
|
if (Width < 0)
|
|
{
|
|
X += Width;
|
|
Width*=-1;
|
|
}
|
|
if (Height < 0)
|
|
{
|
|
Y += Height;
|
|
Height *= -1;
|
|
}
|
|
bool sizeChanged = false;
|
|
if (X < 0)
|
|
{
|
|
s_Fulltarget_width -= 2 * X;
|
|
X = 0;
|
|
sizeChanged=true;
|
|
}
|
|
if (Y < 0)
|
|
{
|
|
s_Fulltarget_height -= 2 * Y;
|
|
Y = 0;
|
|
sizeChanged=true;
|
|
}
|
|
if (sizeChanged)
|
|
{
|
|
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL);
|
|
FBManager.Destroy();
|
|
FBManager.Create();
|
|
D3D::context->OMSetRenderTargets(1, &FBManager.GetEFBColorTexture()->GetRTV(), FBManager.GetEFBDepthTexture()->GetDSV());
|
|
}
|
|
|
|
// some games set invalids values MinDepth and MaxDepth so fix them to the max an min allowed and let the shaders do this work
|
|
D3D11_VIEWPORT vp = CD3D11_VIEWPORT((float)X, (float)Y, (float)Width, (float)Height,
|
|
0.f, // (xfregs.rawViewport[5] - xfregs.rawViewport[2]) / 16777216.0f;
|
|
1.f); // xfregs.rawViewport[5] / 16777216.0f;
|
|
D3D::context->RSSetViewports(1, &vp);
|
|
}
|
|
|
|
void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z)
|
|
{
|
|
TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc);
|
|
// update the view port for clearing the picture
|
|
D3D11_VIEWPORT vp = CD3D11_VIEWPORT((float)targetRc.left, (float)targetRc.top, (float)targetRc.GetWidth(), (float)targetRc.GetHeight(),
|
|
0.f,
|
|
1.f);
|
|
D3D::context->RSSetViewports(1, &vp);
|
|
// always set the scissor in case it was set by the game and has not been reset
|
|
// TODO: Do we really need to set the scissor rect? Why not just disable scissor testing?
|
|
D3D11_RECT sirc = CD3D11_RECT(targetRc.left, targetRc.top, targetRc.right, targetRc.bottom);
|
|
D3D::context->RSSetScissorRects(1, &sirc);
|
|
D3D::context->OMSetDepthStencilState(cleardepthstates[zEnable], 0);
|
|
D3D::context->RSSetState(clearraststate);
|
|
D3D::drawClearQuad(color, (z & 0xFFFFFF) / float(0xFFFFFF),PixelShaderCache::GetClearProgram(),VertexShaderCache::GetClearVertexShader(), VertexShaderCache::GetClearInputLayout());
|
|
UpdateViewport();
|
|
SetScissorRect();
|
|
}
|
|
|
|
void Renderer::SetBlendMode(bool forceUpdate)
|
|
{
|
|
#define BLEND_ENABLE_MASK 1
|
|
#define BLENDOP_SHIFT 2
|
|
#define BLENDOP_MASK 4
|
|
#define SRCFACTOR_SHIFT 3
|
|
#define DESTFACTOR_SHIFT 6
|
|
#define FACTOR_MASK 7
|
|
|
|
|
|
// blend mode bit mask
|
|
// 0 - blend enable
|
|
// 2 - reverse subtract enable (else add)
|
|
// 3-5 - srcRGB function
|
|
// 6-8 - dstRGB function
|
|
if (bpmem.blendmode.logicopenable && bpmem.blendmode.logicmode != 3)
|
|
return;
|
|
|
|
u32 newval = bpmem.blendmode.subtract << BLENDOP_SHIFT;
|
|
if (bpmem.blendmode.subtract) // enable blending src 1 dst 1
|
|
{
|
|
newval |= BLEND_ENABLE_MASK | (1 << SRCFACTOR_SHIFT) | (1 << DESTFACTOR_SHIFT);
|
|
}
|
|
else if (bpmem.blendmode.blendenable)
|
|
{
|
|
newval |= BLEND_ENABLE_MASK; // enable blending
|
|
newval |= bpmem.blendmode.srcfactor << SRCFACTOR_SHIFT;
|
|
newval |= bpmem.blendmode.dstfactor << DESTFACTOR_SHIFT;
|
|
}
|
|
|
|
u32 changes = forceUpdate ? 0xFFFFFFFF : newval ^ s_blendMode;
|
|
|
|
if (changes & BLEND_ENABLE_MASK) // blend enable change
|
|
D3D::gfxstate->SetAlphaBlendEnable(newval & BLEND_ENABLE_MASK);
|
|
|
|
if (changes & BLENDOP_MASK) // subtract enable change
|
|
D3D::gfxstate->SetBlendOp((newval & BLENDOP_MASK) ? D3D11_BLEND_OP_REV_SUBTRACT : D3D11_BLEND_OP_ADD);
|
|
|
|
if (changes & 0x1F8) // blend RGB change
|
|
{
|
|
D3D::gfxstate->SetSrcBlend(d3dSrcFactors[(newval >> SRCFACTOR_SHIFT) & FACTOR_MASK]);
|
|
D3D::gfxstate->SetDestBlend(d3dDestFactors[(newval >> DESTFACTOR_SHIFT) & FACTOR_MASK]);
|
|
}
|
|
s_blendMode = newval;
|
|
}
|
|
|
|
void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
|
|
{
|
|
if (g_bSkipCurrentFrame || (!XFBWrited && !g_ActiveConfig.bUseRealXFB) || !fbWidth || !fbHeight)
|
|
{
|
|
g_VideoInitialize.pCopiedToXFB(false);
|
|
return;
|
|
}
|
|
// 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);
|
|
if (!xfbSourceList || xfbCount == 0)
|
|
{
|
|
g_VideoInitialize.pCopiedToXFB(false);
|
|
return;
|
|
}
|
|
|
|
Renderer::ResetAPIState();
|
|
// set the backbuffer as the rendering target
|
|
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL);
|
|
|
|
TargetRectangle dst_rect;
|
|
ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
|
|
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)s_backbuffer_width, (float)s_backbuffer_height);
|
|
D3D::context->RSSetViewports(1, &vp);
|
|
float ClearColor[4] = { 0.f, 0.f, 0.f, 1.f };
|
|
D3D::context->ClearRenderTargetView(D3D::GetBackBuffer()->GetRTV(), ClearColor);
|
|
|
|
int X = dst_rect.left;
|
|
int Y = dst_rect.top;
|
|
int Width = dst_rect.right - dst_rect.left;
|
|
int Height = dst_rect.bottom - dst_rect.top;
|
|
|
|
if (X < 0) X = 0;
|
|
if (Y < 0) Y = 0;
|
|
if (X > s_backbuffer_width) X = s_backbuffer_width;
|
|
if (Y > s_backbuffer_height) Y = s_backbuffer_height;
|
|
if (Width < 0) Width = 0;
|
|
if (Height < 0) Height = 0;
|
|
if (Width > (s_backbuffer_width - X)) Width = s_backbuffer_width - X;
|
|
if (Height > (s_backbuffer_height - Y)) Height = s_backbuffer_height - Y;
|
|
vp = CD3D11_VIEWPORT((float)X, (float)Y, (float)Width, (float)Height);
|
|
D3D::context->RSSetViewports(1, &vp);
|
|
|
|
// TODO: Enable linear filtering here
|
|
|
|
const XFBSource* xfbSource;
|
|
|
|
// draw each xfb source
|
|
for (u32 i = 0; i < xfbCount; ++i)
|
|
{
|
|
xfbSource = xfbSourceList[i];
|
|
|
|
MathUtil::Rectangle<float> sourceRc;
|
|
sourceRc.left = 0;
|
|
sourceRc.top = 0;
|
|
sourceRc.right = xfbSource->texWidth;
|
|
sourceRc.bottom = xfbSource->texHeight;
|
|
|
|
MathUtil::Rectangle<float> drawRc;
|
|
drawRc.top = -1;
|
|
drawRc.bottom = 1;
|
|
drawRc.left = -1;
|
|
drawRc.right = 1;
|
|
|
|
D3D::drawShadedTexSubQuad(xfbSource->tex->GetSRV(), &sourceRc, xfbSource->texWidth, xfbSource->texHeight, &drawRc, PixelShaderCache::GetColorCopyProgram(),VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
|
|
}
|
|
if (s_bScreenshot)
|
|
{
|
|
// copy back buffer to system memory
|
|
ID3D11Texture2D* buftex;
|
|
D3D11_TEXTURE2D_DESC tex_desc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, D3D::GetBackBufferWidth(), D3D::GetBackBufferHeight(), 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ|D3D11_CPU_ACCESS_WRITE);
|
|
HRESULT hr = D3D::device->CreateTexture2D(&tex_desc, NULL, &buftex);
|
|
if (FAILED(hr)) PanicAlert("Failed to create screenshot buffer texture");
|
|
D3D::context->CopyResource(buftex, (ID3D11Resource*)D3D::GetBackBuffer()->GetTex());
|
|
|
|
// D3DX11SaveTextureToFileA doesn't allow us to ignore the alpha channel, so we need to strip it out ourselves
|
|
D3D11_MAPPED_SUBRESOURCE map;
|
|
D3D::context->Map(buftex, 0, D3D11_MAP_READ_WRITE, 0, &map);
|
|
for (unsigned int y = 0; y < D3D::GetBackBufferHeight(); ++y)
|
|
{
|
|
u32* ptr = (u32*)((u8*)map.pData + y * map.RowPitch);
|
|
for (unsigned int x = 0; x < D3D::GetBackBufferWidth(); ++x)
|
|
{
|
|
*ptr = 0xFF000000 | (*ptr & 0xFFFFFF);
|
|
ptr++;
|
|
}
|
|
}
|
|
D3D::context->Unmap(buftex, 0);
|
|
|
|
// ready to be saved
|
|
hr = D3DX11SaveTextureToFileA(D3D::context, buftex, D3DX11_IFF_PNG, s_sScreenshotName);
|
|
if (FAILED(hr)) PanicAlert("Failed to save screenshot");
|
|
buftex->Release();
|
|
s_bScreenshot = false;
|
|
}
|
|
|
|
vp = CD3D11_VIEWPORT(0.f, 0.f, s_backbuffer_width, s_backbuffer_height);
|
|
D3D::context->RSSetViewports(1, &vp);
|
|
|
|
// print some stats
|
|
if (g_ActiveConfig.bShowFPS)
|
|
{
|
|
char fps[20];
|
|
StringCchPrintfA(fps, 20, "FPS: %d\n", s_fps);
|
|
D3D::font.DrawTextScaled(0,30,30,0.0f,0xFF00FFFF,fps,false);
|
|
}
|
|
Renderer::DrawDebugText();
|
|
|
|
if (g_ActiveConfig.bOverlayStats)
|
|
{
|
|
char buf[32768];
|
|
Statistics::ToString(buf);
|
|
D3D::font.DrawTextScaled(0,30,30,0.0f,0xFF00FFFF,buf,false);
|
|
}
|
|
else if (g_ActiveConfig.bOverlayProjStats)
|
|
{
|
|
char buf[32768];
|
|
Statistics::ToStringProj(buf);
|
|
D3D::font.DrawTextScaled(0,30,30,0.0f,0xFF00FFFF,buf,false);
|
|
}
|
|
|
|
OSD::DrawMessages();
|
|
|
|
D3D::EndFrame();
|
|
|
|
frameCount++;
|
|
TextureCache::Cleanup();
|
|
|
|
// make any new configuration settings active.
|
|
UpdateActiveConfig();
|
|
WindowResized = false;
|
|
CheckForResize();
|
|
|
|
bool xfbchanged = false;
|
|
|
|
if (s_XFB_width != fbWidth || s_XFB_height != fbHeight)
|
|
{
|
|
xfbchanged = true;
|
|
s_XFB_width = fbWidth;
|
|
s_XFB_height = fbHeight;
|
|
if (s_XFB_width < 1) s_XFB_width = MAX_XFB_WIDTH;
|
|
if (s_XFB_width > MAX_XFB_WIDTH) s_XFB_width = MAX_XFB_WIDTH;
|
|
if (s_XFB_height < 1) s_XFB_height = MAX_XFB_HEIGHT;
|
|
if (s_XFB_height > MAX_XFB_HEIGHT) s_XFB_height = MAX_XFB_HEIGHT;
|
|
}
|
|
|
|
// update FPS counter
|
|
static int fpscount = 1;
|
|
static unsigned long lasttime;
|
|
if (XFBWrited) ++fpscount;
|
|
if (Common::Timer::GetTimeMs() - lasttime > 1000)
|
|
{
|
|
lasttime = Common::Timer::GetTimeMs();
|
|
s_fps = fpscount - 1;
|
|
fpscount = 1;
|
|
}
|
|
|
|
// set default viewport and scissor, for the clear to work correctly
|
|
stats.ResetFrame();
|
|
|
|
// present backbuffer and begin next frame
|
|
D3D::Present();
|
|
if (xfbchanged || WindowResized)
|
|
{
|
|
D3D::Reset();
|
|
s_backbuffer_width = D3D::GetBackBufferWidth();
|
|
s_backbuffer_height = D3D::GetBackBufferHeight();
|
|
|
|
ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
|
|
|
|
xScale = (float)(dst_rect.right - dst_rect.left) / (float)s_XFB_width;
|
|
yScale = (float)(dst_rect.bottom - dst_rect.top) / (float)s_XFB_height;
|
|
|
|
s_target_width = (int)(EFB_WIDTH * xScale);
|
|
s_target_height = (int)(EFB_HEIGHT * yScale);
|
|
|
|
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL);
|
|
|
|
FBManager.Destroy();
|
|
FBManager.Create();
|
|
|
|
D3D::context->OMSetRenderTargets(1, &FBManager.GetEFBColorTexture()->GetRTV(), FBManager.GetEFBDepthTexture()->GetDSV());
|
|
}
|
|
D3D::BeginFrame();
|
|
Renderer::RestoreAPIState();
|
|
D3D::context->OMSetRenderTargets(1, &FBManager.GetEFBColorTexture()->GetRTV(), FBManager.GetEFBDepthTexture()->GetDSV());
|
|
UpdateViewport();
|
|
VertexShaderManager::SetViewportChanged();
|
|
g_VideoInitialize.pCopiedToXFB(XFBWrited);
|
|
XFBWrited = false;
|
|
}
|
|
|
|
void Renderer::ResetAPIState()
|
|
{
|
|
D3D::context->OMSetBlendState(resetblendstate, NULL, 0xFFFFFFFF);
|
|
D3D::context->OMSetDepthStencilState(resetdepthstate, 0);
|
|
D3D::context->RSSetState(resetraststate);
|
|
}
|
|
|
|
void Renderer::RestoreAPIState()
|
|
{
|
|
// TODO: How much of this is actually needed?
|
|
// gets us back into a more game-like state.
|
|
D3D::gfxstate->rastdesc.ScissorEnable = TRUE;
|
|
UpdateViewport();
|
|
SetScissorRect();
|
|
if (bpmem.zmode.testenable) D3D::gfxstate->depthdesc.DepthEnable = TRUE;
|
|
if (bpmem.zmode.updateenable) D3D::gfxstate->depthdesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
|
|
SetColorMask();
|
|
SetLogicOpMode();
|
|
D3D::gfxstate->ApplyState();
|
|
}
|
|
|
|
void Renderer::SetGenerationMode()
|
|
{
|
|
// rastdesc.FrontCounterClockwise must be false for this to work
|
|
D3D::gfxstate->rastdesc.CullMode = d3dCullModes[bpmem.genMode.cullmode];
|
|
}
|
|
|
|
void Renderer::SetDepthMode()
|
|
{
|
|
if (bpmem.zmode.testenable)
|
|
{
|
|
D3D::gfxstate->depthdesc.DepthEnable = TRUE;
|
|
D3D::gfxstate->depthdesc.DepthWriteMask = bpmem.zmode.updateenable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
|
|
D3D::gfxstate->depthdesc.DepthFunc = d3dCmpFuncs[bpmem.zmode.func];
|
|
}
|
|
else
|
|
{
|
|
D3D::gfxstate->depthdesc.DepthEnable = TRUE;
|
|
D3D::gfxstate->depthdesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
|
|
}
|
|
}
|
|
|
|
void Renderer::SetLogicOpMode()
|
|
{
|
|
if (bpmem.blendmode.logicopenable && bpmem.blendmode.logicmode != 3)
|
|
{
|
|
s_blendMode = 0;
|
|
D3D::gfxstate->SetAlphaBlendEnable(true);
|
|
D3D::gfxstate->SetBlendOp(d3dLogicOps[bpmem.blendmode.logicmode]);
|
|
D3D::gfxstate->SetSrcBlend(d3dLogicOpSrcFactors[bpmem.blendmode.logicmode]);
|
|
D3D::gfxstate->SetDestBlend(d3dLogicOpDestFactors[bpmem.blendmode.logicmode]);
|
|
}
|
|
else
|
|
{
|
|
SetBlendMode(true);
|
|
}
|
|
}
|
|
|
|
void Renderer::SetDitherMode()
|
|
{
|
|
// TODO: Set dither mode to bpmem.blendmode.dither
|
|
}
|
|
|
|
void Renderer::SetLineWidth()
|
|
{
|
|
// TODO
|
|
}
|
|
|
|
void Renderer::SetSamplerState(int stage, int texindex)
|
|
{
|
|
const FourTexUnits &tex = bpmem.tex[texindex];
|
|
const TexMode0 &tm0 = tex.texMode0[stage];
|
|
const TexMode1 &tm1 = tex.texMode1[stage];
|
|
|
|
unsigned int mip;
|
|
mip = (tm0.min_filter == 8) ? TEXF_NONE:d3dMipFilters[tm0.min_filter & 3];
|
|
if ((tm0.min_filter & 3) && (tm0.min_filter != 8) && ((tm1.max_lod >> 4) == 0)) mip = TEXF_NONE;
|
|
|
|
if (texindex) stage += 4;
|
|
|
|
// TODO: Clarify whether these values are correct
|
|
// NOTE: since there's no "no filter" in DX11 we're using point filters in these cases
|
|
if (tm0.min_filter & 4) // linear min filter
|
|
{
|
|
if (tm0.mag_filter) // linear mag filter
|
|
{
|
|
if (mip == TEXF_NONE) D3D::gfxstate->SetSamplerFilter(stage, D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT);
|
|
else if (mip == TEXF_POINT) D3D::gfxstate->SetSamplerFilter(stage, D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT);
|
|
else if (mip == TEXF_LINEAR) D3D::gfxstate->SetSamplerFilter(stage, D3D11_FILTER_MIN_MAG_MIP_LINEAR);
|
|
}
|
|
else // point mag filter
|
|
{
|
|
if (mip == TEXF_NONE) D3D::gfxstate->SetSamplerFilter(stage, D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT);
|
|
else if (mip == TEXF_POINT) D3D::gfxstate->SetSamplerFilter(stage, D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT);
|
|
else if (mip == TEXF_LINEAR) D3D::gfxstate->SetSamplerFilter(stage, D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR);
|
|
}
|
|
}
|
|
else // point min filter
|
|
{
|
|
if (tm0.mag_filter) // linear mag filter
|
|
{
|
|
if (mip == TEXF_NONE) D3D::gfxstate->SetSamplerFilter(stage, D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT);
|
|
else if (mip == TEXF_POINT) D3D::gfxstate->SetSamplerFilter(stage, D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT);
|
|
else if (mip == TEXF_LINEAR) D3D::gfxstate->SetSamplerFilter(stage, D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR);
|
|
}
|
|
else // point mag filter
|
|
{
|
|
if (mip == TEXF_NONE) D3D::gfxstate->SetSamplerFilter(stage, D3D11_FILTER_MIN_MAG_MIP_POINT);
|
|
else if (mip == TEXF_POINT) D3D::gfxstate->SetSamplerFilter(stage, D3D11_FILTER_MIN_MAG_MIP_POINT);
|
|
else if (mip == TEXF_LINEAR) D3D::gfxstate->SetSamplerFilter(stage, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR);
|
|
}
|
|
}
|
|
|
|
D3D::gfxstate->samplerdesc[stage].AddressU = d3dClamps[tm0.wrap_s];
|
|
D3D::gfxstate->samplerdesc[stage].AddressV = d3dClamps[tm0.wrap_t];
|
|
|
|
D3D::gfxstate->samplerdesc[stage].MipLODBias = (float)tm0.lod_bias/32.0f;
|
|
D3D::gfxstate->samplerdesc[stage].MaxLOD = (float)tm1.max_lod/16.f;
|
|
D3D::gfxstate->samplerdesc[stage].MinLOD = (float)tm1.min_lod/16.f;
|
|
}
|
|
|
|
void Renderer::SetInterlacingMode()
|
|
{
|
|
// TODO
|
|
}
|
|
|
|
// Save screenshot
|
|
void Renderer::SetScreenshot(const char* filename)
|
|
{
|
|
s_criticalScreenshot.Enter();
|
|
strcpy_s(s_sScreenshotName, filename);
|
|
s_bScreenshot = true;
|
|
s_criticalScreenshot.Leave();
|
|
}
|
|
|