dolphin/Source/Plugins/Plugin_VideoDX9/Src/Render.cpp
XTra.KrazzY ac11915892 Added "Overlay Projection Stats" to D3D
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2626 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-03-08 23:46:47 +00:00

541 lines
15 KiB
C++

// Copyright (C) 2003-2008 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include <list>
#include <d3dx9.h>
#include "Common.h"
#include "Statistics.h"
#include "Config.h"
#include "main.h"
#include "VertexManager.h"
#include "Render.h"
#include "OpcodeDecoding.h"
#include "BPStructs.h"
#include "XFStructs.h"
#include "D3DPostprocess.h"
#include "D3DUtil.h"
#include "VertexShaderManager.h"
#include "PixelShaderManager.h"
#include "VertexShaderCache.h"
#include "PixelShaderCache.h"
#include "TextureCache.h"
#include "Utils.h"
#include "EmuWindow.h"
#include <Cg/cg.h>
#include <Cg/cgD3D9.h>
CGcontext g_cgcontext;
CGprofile g_cgvProf;
CGprofile g_cgfProf;
float Renderer::m_x;
float Renderer::m_y;
float Renderer::m_width;
float Renderer::m_height;
float Renderer::xScale;
float Renderer::yScale;
std::vector<LPDIRECT3DBASETEXTURE9> Renderer::m_Textures;
DWORD Renderer::m_RenderStates[MaxRenderStates+46];
DWORD Renderer::m_TextureStageStates[MaxTextureStages][MaxTextureTypes];
DWORD Renderer::m_SamplerStates[MaxSamplerSize][MaxSamplerTypes];
DWORD Renderer::m_FVF;
#define NUMWNDRES 6
extern int g_Res[NUMWNDRES][2];
struct Message
{
Message(const std::string &msg, u32 dw) : message(msg), dwTimeStamp(dw) { }
std::string message;
u32 dwTimeStamp;
};
static std::list<Message> s_listMsgs;
void HandleCgError(CGcontext ctx, CGerror err, void* appdata)
{
if(!g_Config.bShowShaderErrors)
return;
PanicAlert("Cg error: %s\n", cgGetErrorString(err));
const char* listing = cgGetLastListing(g_cgcontext);
if (listing != NULL) {
PanicAlert("last listing: %s\n", listing);
}
}
void Renderer::Init(SVideoInitialize &_VideoInitialize)
{
EmuWindow::SetSize(g_Res[g_Config.iWindowedRes][0], g_Res[g_Config.iWindowedRes][1]);
D3D::Create(g_Config.iAdapter, EmuWindow::GetWnd(), g_Config.bFullscreen, g_Config.iFSResolution, g_Config.iMultisampleMode);
g_cgcontext = cgCreateContext();
cgGetError();
cgSetErrorHandler(HandleCgError, NULL);
cgD3D9SetDevice(D3D::dev);
g_cgvProf = cgD3D9GetLatestVertexProfile();
g_cgfProf = cgD3D9GetLatestPixelProfile();
float width = (float)D3D::GetDisplayWidth();
float height = (float)D3D::GetDisplayHeight();
m_x = 0;
m_y = 0;
m_width = width;
m_height = height;
xScale = width / (float)EFB_WIDTH;
yScale = height / (float)EFB_HEIGHT;
// We're not using much fixed function. Let's just set the matrices to identity.
D3DXMATRIX mtx;
D3DXMatrixIdentity(&mtx);
D3D::dev->SetTransform(D3DTS_VIEW, &mtx);
D3D::dev->SetTransform(D3DTS_WORLD, &mtx);
D3D::font.Init();
Initialize();
}
void Renderer::Shutdown()
{
cgD3D9SetDevice(NULL);
cgDestroyContext(g_cgcontext);
g_cgcontext = NULL;
D3D::font.Shutdown();
D3D::EndFrame();
D3D::Close();
}
void Renderer::Initialize()
{
m_FVF = 0;
m_Textures.reserve(MaxTextureStages);
for (int i = 0; i < MaxTextureStages; i++)
m_Textures.push_back(NULL);
for (int i = 0; i < 8; i++)
D3D::dev->SetSamplerState(i, D3DSAMP_MAXANISOTROPY, 16);
Postprocess::Initialize();
Postprocess::BeginFrame();
D3D::BeginFrame(true, 0);
VertexManager::BeginFrame();
}
void Renderer::AddMessage(const std::string &message, u32 ms)
{
s_listMsgs.push_back(Message(message, timeGetTime()+ms));
}
void Renderer::ProcessMessages()
{
if (s_listMsgs.size() > 0)
{
int left = 25, top = 15;
std::list<Message>::iterator it = s_listMsgs.begin();
while (it != s_listMsgs.end())
{
int time_left = (int)(it->dwTimeStamp - timeGetTime());
int alpha = 255;
if (time_left<1024)
{
alpha=time_left>>2;
if (time_left<0) alpha=0;
}
alpha <<= 24;
RenderText(it->message, left+1, top+1, 0x000000|alpha);
RenderText(it->message, left, top, 0xffff30|alpha);
top += 15;
if (time_left <= 0)
it = s_listMsgs.erase(it);
else ++it;
}
}
}
void Renderer::RenderText(const std::string &text, int left, int top, u32 color)
{
D3D::font.DrawTextScaled((float)left, (float)top, 20, 20, 0.0f, color, text.c_str(), false);
}
void dumpMatrix(D3DXMATRIX &mtx)
{
for (int y = 0; y < 4; y++)
{
char temp[256];
sprintf(temp,"%4.4f %4.4f %4.4f %4.4f",mtx.m[y][0],mtx.m[y][1],mtx.m[y][2],mtx.m[y][3]);
g_VideoInitialize.pLog(temp, FALSE);
}
}
void Renderer::SwapBuffers()
{
// Center window again.
if (EmuWindow::GetParentWnd())
{
RECT rcWindow;
GetWindowRect(EmuWindow::GetParentWnd(), &rcWindow);
int width = rcWindow.right - rcWindow.left;
int height = rcWindow.bottom - rcWindow.top;
::MoveWindow(EmuWindow::GetWnd(), 0, 0, width, height, FALSE);
}
//Finish up the current frame, print some stats
Postprocess::FinalizeFrame();
if (g_Config.bOverlayStats)
{
char st[2048];
char *p = st;
p+=sprintf(p,"textures created: %i\n",stats.numTexturesCreated);
p+=sprintf(p,"textures alive: %i\n",stats.numTexturesAlive);
p+=sprintf(p,"pshaders created: %i\n",stats.numPixelShadersCreated);
p+=sprintf(p,"pshaders alive: %i\n",stats.numPixelShadersAlive);
p+=sprintf(p,"vshaders created: %i\n",stats.numVertexShadersCreated);
p+=sprintf(p,"vshaders alive: %i\n",stats.numVertexShadersAlive);
p+=sprintf(p,"dlists called: %i\n",stats.numDListsCalled);
p+=sprintf(p,"dlists created: %i\n",stats.numDListsCreated);
p+=sprintf(p,"dlists alive: %i\n",stats.numDListsAlive);
p+=sprintf(p,"primitives: %i\n",stats.thisFrame.numPrims);
p+=sprintf(p,"primitive joins: %i\n",stats.thisFrame.numPrimitiveJoins);
p+=sprintf(p,"primitives (DL): %i\n",stats.thisFrame.numDLPrims);
p+=sprintf(p,"XF loads: %i\n",stats.thisFrame.numXFLoads);
p+=sprintf(p,"XF loads (DL): %i\n",stats.thisFrame.numXFLoadsInDL);
p+=sprintf(p,"CP loads: %i\n",stats.thisFrame.numCPLoads);
p+=sprintf(p,"CP loads (DL): %i\n",stats.thisFrame.numCPLoadsInDL);
p+=sprintf(p,"BP loads: %i\n",stats.thisFrame.numBPLoads);
p+=sprintf(p,"BP loads (DL): %i\n",stats.thisFrame.numBPLoadsInDL);
p+=sprintf(p,"Vertex Loaders: %i\n",stats.numVertexLoaders);
D3D::font.DrawTextScaled(0,30,20,20,0.0f,0xFF00FFFF,st,false);
//end frame
}
if (g_Config.bOverlayProjStats)
{
char st[2048];
char *p = st;
p+=sprintf(p,"Projection #: X for Raw 6=0 (X for Raw 6!=0)\n\n");
p+=sprintf(p,"Projection 0: %f (%f) Raw 0: %f\n", stats.gproj_0, stats.g2proj_0, stats.proj_0);
p+=sprintf(p,"Projection 1: %f (%f)\n", stats.gproj_1, stats.g2proj_1);
p+=sprintf(p,"Projection 2: %f (%f) Raw 1: %f\n", stats.gproj_2, stats.g2proj_2, stats.proj_1);
p+=sprintf(p,"Projection 3: %f (%f)\n\n", stats.gproj_3, stats.g2proj_3);
p+=sprintf(p,"Projection 4: %f (%f)\n", stats.gproj_4, stats.g2proj_4);
p+=sprintf(p,"Projection 5: %f (%f) Raw 2: %f\n", stats.gproj_5, stats.g2proj_5, stats.proj_2);
p+=sprintf(p,"Projection 6: %f (%f) Raw 3: %f\n", stats.gproj_6, stats.g2proj_6, stats.proj_3);
p+=sprintf(p,"Projection 7: %f (%f)\n\n", stats.gproj_7, stats.g2proj_7);
p+=sprintf(p,"Projection 8: %f (%f)\n", stats.gproj_8, stats.g2proj_8);
p+=sprintf(p,"Projection 9: %f (%f)\n", stats.gproj_9, stats.g2proj_9);
p+=sprintf(p,"Projection 10: %f (%f) Raw 4: %f\n\n", stats.gproj_10, stats.g2proj_10, stats.proj_4);
p+=sprintf(p,"Projection 11: %f (%f) Raw 5: %f\n\n", stats.gproj_11, stats.g2proj_11, stats.proj_5);
p+=sprintf(p,"Projection 12: %f (%f)\n", stats.gproj_12, stats.g2proj_12);
p+=sprintf(p,"Projection 13: %f (%f)\n", stats.gproj_13, stats.g2proj_13);
p+=sprintf(p,"Projection 14: %f (%f)\n", stats.gproj_14, stats.g2proj_14);
p+=sprintf(p,"Projection 15: %f (%f)\n", stats.gproj_15, stats.g2proj_15);
D3D::font.DrawTextScaled(0,30,20,20,0.0f,0xFF00FFFF,st,false);
}
ProcessMessages();
#if defined(DVPROFILE)
if (g_bWriteProfile) {
//g_bWriteProfile = 0;
static int framenum = 0;
const int UPDATE_FRAMES = 8;
if (++framenum >= UPDATE_FRAMES) {
DVProfWrite("prof.txt", UPDATE_FRAMES);
DVProfClear();
framenum = 0;
}
}
#endif
D3D::EndFrame();
//D3D frame is now over
//////////////////////////////////////////////////////////////////////////
//clean out old stuff from caches
frameCount++;
PixelShaderCache::Cleanup();
VertexShaderCache::Cleanup();
TextureCache::Cleanup();
//////////////////////////////////////////////////////////////////////////
//Begin new frame
//Set default viewport and scissor, for the clear to work correctly
stats.ResetFrame();
D3DVIEWPORT9 vp;
vp.X = 0;
vp.Y = 0;
vp.Width = (DWORD)m_width;
vp.Height = (DWORD)m_height;
vp.MinZ = 0;
vp.MaxZ = 1.0f;
D3D::dev->SetViewport(&vp);
RECT rc;
rc.left = 0;
rc.top = 0;
rc.right = (LONG)m_width;
rc.bottom = (LONG)m_height;
D3D::dev->SetScissorRect(&rc);
D3D::dev->SetRenderState(D3DRS_SCISSORTESTENABLE, false);
D3D::dev->Clear(0, 0, D3DCLEAR_TARGET, 0x101010, 0, 0);
u32 clearColor = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
// clearColor |= 0x003F003F;
// D3D::BeginFrame(true,clearColor,1.0f);
D3D::BeginFrame(false, clearColor, 1.0f);
// D3D::EnableAlphaToCoverage();
Postprocess::BeginFrame();
VertexManager::BeginFrame();
if (g_Config.bOldCard)
D3D::font.SetRenderStates(); //compatibility with low end cards
}
/*
void Renderer::SetViewport(float* _Viewport)
{
Viewport* pViewport = (Viewport*)_Viewport;
D3DVIEWPORT9 vp;
float x=(pViewport->xOrig-662)*2;
float y=(pViewport->yOrig-582)*2; //something is wrong, but what??
y-=16;
float w=pViewport->wd*2; //multiply up to real size
float h=pViewport->ht*-2; //why is this negative? oh well..
if (x < 0.0f) x = 0.0f;
if (y < 0.0f) y = 0.0f;
if (x > 640.0f) x = 639.0f;
if (y > 480.0f) y = 479.0f;
if (w < 0) w = 0;
if (h < 0) h = 0;
if (x+w > 640.0f) w=640-x;
if (y+h > 480.0f) h=480-y;
//x=y=0;
//if (w>0.0f) w=0.0f;
//if (h<0.0f) h=0.0f;
vp.X = (DWORD)(x*xScale);
vp.Y = (DWORD)(y*yScale);
vp.Width = (DWORD)(w*xScale);
vp.Height = (DWORD)(h*yScale);
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
// char temp[256];
// sprintf(temp,"Viewport: %i %i %i %i %f %f",vp.X,vp.Y,vp.Width,vp.Height,vp.MinZ,vp.MaxZ);
// g_VideoInitialize.pLog(temp, FALSE);
D3D::dev->SetViewport(&vp);
}
*/
void Renderer::SetScissorRect()
{
int xoff = bpmem.scissorOffset.x * 2 - 342;
int yoff = bpmem.scissorOffset.y * 2 - 342;
RECT rc;
rc.left = (int)((float)bpmem.scissorTL.x - xoff - 342);
rc.top = (int)((float)bpmem.scissorTL.y - yoff - 342);
rc.right = (int)((float)bpmem.scissorBR.x - xoff - 341);
rc.bottom = (int)((float)bpmem.scissorBR.y - yoff - 341);
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.right >= rc.left && rc.bottom >= rc.top)
D3D::dev->SetScissorRect(&rc);
else
g_VideoInitialize.pLog("SCISSOR ERROR", FALSE);
}
/*
void Renderer::SetProjection(float* pMatrix, int constantIndex)
{
D3DXMATRIX mtx;
if (pMatrix[6] == 0) // Perspective
{
mtx.m[0][0] = pMatrix[0];
mtx.m[0][1] = 0.0f;
mtx.m[0][2] = pMatrix[1];
mtx.m[0][3] = 0; // -0.5f/m_height; <-- fix d3d pixel center?
mtx.m[1][0] = 0.0f;
mtx.m[1][1] = pMatrix[2];
mtx.m[1][2] = pMatrix[3];
mtx.m[1][3] = 0; // +0.5f/m_height; <-- fix d3d pixel center?
<<<<<<< .mine
mtx.m[0][2] = 0.0f;
mtx.m[1][2] = 0.0f;
mtx.m[2][2] = -(1 - pMatrix[4]);
mtx.m[3][2] = pMatrix[5];
=======
mtx.m[2][0] = 0.0f;
mtx.m[2][1] = 0.0f;
mtx.m[2][2] = -(1.0f - pMatrix[4]);
mtx.m[2][3] = pMatrix[5]; // Problematic in OGL
>>>>>>> .r2480
mtx.m[3][0] = 0.0f;
mtx.m[3][1] = 0.0f;
// donkopunchstania: GC GPU rounds differently?
// -(1 + epsilon) so objects are clipped as they are on the real HW
mtx.m[3][2] = -1.00000011921f;
mtx.m[3][3] = 0.0f;
}
else // Orthographic Projection
{
mtx.m[0][0] = pMatrix[0];
mtx.m[0][1] = 0.0f;
mtx.m[0][2] = 0.0f;
mtx.m[0][3] = pMatrix[1]; // -0.5f/m_width; <-- fix d3d pixel center?
mtx.m[1][0] = 0.0f;
mtx.m[1][1] = pMatrix[2];
mtx.m[1][2] = 0.0f;
mtx.m[1][3] = pMatrix[3]; // +0.5f/m_height; <-- fix d3d pixel center?
mtx.m[2][0] = 0.0f;
mtx.m[2][1] = 0.0f;
mtx.m[2][2] = pMatrix[4];
mtx.m[2][3] = -(-1.0f - pMatrix[5]);
mtx.m[3][0] = 0;
mtx.m[3][1] = 0;
mtx.m[3][2] = 0.0f;
mtx.m[3][3] = 1.0f;
}
D3D::dev->SetVertexShaderConstantF(constantIndex, mtx, 4);
}*/
void Renderer::SetTexture(DWORD Stage, LPDIRECT3DBASETEXTURE9 pTexture)
{
if (m_Textures[Stage] != pTexture)
{
m_Textures[Stage] = pTexture;
D3D::dev->SetTexture(Stage, pTexture);
}
}
void Renderer::SetFVF(DWORD FVF)
{
if (m_FVF != FVF)
{
m_FVF = FVF;
D3D::dev->SetFVF(FVF);
}
}
void Renderer::SetRenderState(D3DRENDERSTATETYPE State, DWORD Value)
{
if (m_RenderStates[State] != Value)
{
m_RenderStates[State] = Value;
D3D::dev->SetRenderState(State, Value);
}
}
void Renderer::SetTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD Value)
{
if (m_TextureStageStates[Stage][Type] != Value)
{
m_TextureStageStates[Stage][Type] = Value;
D3D::dev->SetTextureStageState(Stage, Type, Value);
}
}
void Renderer::SetSamplerState(DWORD Sampler, D3DSAMPLERSTATETYPE Type, DWORD Value)
{
if (m_SamplerStates[Sampler][Type] != Value)
{
m_SamplerStates[Sampler][Type] = Value;
D3D::dev->SetSamplerState(Sampler, Type, Value);
}
}
// Called from VertexShaderManager
void UpdateViewport()
{
// HACK: Update viewport causes overlay to disappear and the games to move to the
// bottom of the screen for some reason.
return;
// 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
/*INFO_LOG("view: topleft=(%f,%f), wh=(%f,%f), z=(%f,%f)\n",
rawViewport[3]-rawViewport[0]-342, rawViewport[4]+rawViewport[1]-342,
2 * rawViewport[0], 2 * rawViewport[1],
(rawViewport[5] - rawViewport[2]) / 16777215.0f, rawViewport[5] / 16777215.0f);*/
D3DVIEWPORT9 vp;
// Keep aspect ratio at 4:3
// rawViewport[0] = 320, rawViewport[1] = -240
int scissorXOff = bpmem.scissorOffset.x * 2 - 342;
int scissorYOff = bpmem.scissorOffset.y * 2 - 342;
float fourThree = 4.0f / 3.0f;
// These were commented out to fix "unreferenced local variable" compiler warnings.
// float wAdj, hAdj;
// float actualRatiow, actualRatioh;
// int overfl;
// int actualWid, actualHei;
int xoffs = 0;
int yoffs = 0;
int wid, hei;
vp.MinZ = (xfregs.rawViewport[5] - xfregs.rawViewport[2])/16777215.0f;
vp.MaxZ = xfregs.rawViewport[5]/16777215.0f;
wid = int(ceil(fabs(2 * xfregs.rawViewport[0])));
hei = int(ceil(fabs(2 * xfregs.rawViewport[1])));
vp.X = (int)(xfregs.rawViewport[3] - xfregs.rawViewport[0] - 342 - scissorXOff) + xoffs;
vp.Y = (int)(xfregs.rawViewport[4] - xfregs.rawViewport[1] - 342 - scissorYOff) + yoffs;
vp.Width = wid;
vp.Height = hei;
D3D::dev->SetViewport(&vp);
}