mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 13:57:57 -07:00
ac11915892
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2626 8ced0084-cf51-0410-be5f-012b33b47a6e
541 lines
15 KiB
C++
541 lines
15 KiB
C++
// Copyright (C) 2003-2008 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 <d3dx9.h>
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#include "Common.h"
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#include "Statistics.h"
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#include "Config.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 "D3DPostprocess.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 "TextureCache.h"
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#include "Utils.h"
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#include "EmuWindow.h"
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#include <Cg/cg.h>
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#include <Cg/cgD3D9.h>
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CGcontext g_cgcontext;
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CGprofile g_cgvProf;
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CGprofile g_cgfProf;
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float Renderer::m_x;
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float Renderer::m_y;
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float Renderer::m_width;
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float Renderer::m_height;
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float Renderer::xScale;
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float Renderer::yScale;
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std::vector<LPDIRECT3DBASETEXTURE9> Renderer::m_Textures;
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DWORD Renderer::m_RenderStates[MaxRenderStates+46];
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DWORD Renderer::m_TextureStageStates[MaxTextureStages][MaxTextureTypes];
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DWORD Renderer::m_SamplerStates[MaxSamplerSize][MaxSamplerTypes];
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DWORD Renderer::m_FVF;
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#define NUMWNDRES 6
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extern int g_Res[NUMWNDRES][2];
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struct Message
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{
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Message(const std::string &msg, u32 dw) : message(msg), dwTimeStamp(dw) { }
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std::string message;
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u32 dwTimeStamp;
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};
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static std::list<Message> s_listMsgs;
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void HandleCgError(CGcontext ctx, CGerror err, void* appdata)
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{
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if(!g_Config.bShowShaderErrors)
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return;
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PanicAlert("Cg error: %s\n", cgGetErrorString(err));
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const char* listing = cgGetLastListing(g_cgcontext);
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if (listing != NULL) {
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PanicAlert("last listing: %s\n", listing);
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}
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}
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void Renderer::Init(SVideoInitialize &_VideoInitialize)
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{
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EmuWindow::SetSize(g_Res[g_Config.iWindowedRes][0], g_Res[g_Config.iWindowedRes][1]);
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D3D::Create(g_Config.iAdapter, EmuWindow::GetWnd(), g_Config.bFullscreen, g_Config.iFSResolution, g_Config.iMultisampleMode);
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g_cgcontext = cgCreateContext();
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cgGetError();
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cgSetErrorHandler(HandleCgError, NULL);
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cgD3D9SetDevice(D3D::dev);
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g_cgvProf = cgD3D9GetLatestVertexProfile();
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g_cgfProf = cgD3D9GetLatestPixelProfile();
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float width = (float)D3D::GetDisplayWidth();
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float height = (float)D3D::GetDisplayHeight();
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m_x = 0;
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m_y = 0;
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m_width = width;
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m_height = height;
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xScale = width / (float)EFB_WIDTH;
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yScale = height / (float)EFB_HEIGHT;
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// We're not using much fixed function. Let's just set the matrices to identity.
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D3DXMATRIX mtx;
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D3DXMatrixIdentity(&mtx);
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D3D::dev->SetTransform(D3DTS_VIEW, &mtx);
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D3D::dev->SetTransform(D3DTS_WORLD, &mtx);
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D3D::font.Init();
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Initialize();
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}
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void Renderer::Shutdown()
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{
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cgD3D9SetDevice(NULL);
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cgDestroyContext(g_cgcontext);
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g_cgcontext = NULL;
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D3D::font.Shutdown();
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D3D::EndFrame();
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D3D::Close();
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}
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void Renderer::Initialize()
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{
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m_FVF = 0;
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m_Textures.reserve(MaxTextureStages);
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for (int i = 0; i < MaxTextureStages; i++)
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m_Textures.push_back(NULL);
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for (int i = 0; i < 8; i++)
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D3D::dev->SetSamplerState(i, D3DSAMP_MAXANISOTROPY, 16);
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Postprocess::Initialize();
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Postprocess::BeginFrame();
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D3D::BeginFrame(true, 0);
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VertexManager::BeginFrame();
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}
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void Renderer::AddMessage(const std::string &message, u32 ms)
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{
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s_listMsgs.push_back(Message(message, timeGetTime()+ms));
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}
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void Renderer::ProcessMessages()
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{
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if (s_listMsgs.size() > 0)
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{
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int left = 25, top = 15;
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std::list<Message>::iterator it = s_listMsgs.begin();
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while (it != s_listMsgs.end())
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{
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int time_left = (int)(it->dwTimeStamp - timeGetTime());
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int alpha = 255;
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if (time_left<1024)
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{
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alpha=time_left>>2;
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if (time_left<0) alpha=0;
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}
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alpha <<= 24;
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RenderText(it->message, left+1, top+1, 0x000000|alpha);
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RenderText(it->message, left, top, 0xffff30|alpha);
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top += 15;
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if (time_left <= 0)
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it = s_listMsgs.erase(it);
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else ++it;
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}
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}
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}
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void Renderer::RenderText(const std::string &text, int left, int top, u32 color)
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{
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D3D::font.DrawTextScaled((float)left, (float)top, 20, 20, 0.0f, color, text.c_str(), false);
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}
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void dumpMatrix(D3DXMATRIX &mtx)
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{
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for (int y = 0; y < 4; y++)
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{
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char temp[256];
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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]);
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g_VideoInitialize.pLog(temp, FALSE);
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}
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}
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void Renderer::SwapBuffers()
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{
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// Center window again.
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if (EmuWindow::GetParentWnd())
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{
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RECT rcWindow;
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GetWindowRect(EmuWindow::GetParentWnd(), &rcWindow);
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int width = rcWindow.right - rcWindow.left;
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int height = rcWindow.bottom - rcWindow.top;
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::MoveWindow(EmuWindow::GetWnd(), 0, 0, width, height, FALSE);
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}
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//Finish up the current frame, print some stats
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Postprocess::FinalizeFrame();
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if (g_Config.bOverlayStats)
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{
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char st[2048];
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char *p = st;
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p+=sprintf(p,"textures created: %i\n",stats.numTexturesCreated);
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p+=sprintf(p,"textures alive: %i\n",stats.numTexturesAlive);
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p+=sprintf(p,"pshaders created: %i\n",stats.numPixelShadersCreated);
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p+=sprintf(p,"pshaders alive: %i\n",stats.numPixelShadersAlive);
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p+=sprintf(p,"vshaders created: %i\n",stats.numVertexShadersCreated);
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p+=sprintf(p,"vshaders alive: %i\n",stats.numVertexShadersAlive);
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p+=sprintf(p,"dlists called: %i\n",stats.numDListsCalled);
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p+=sprintf(p,"dlists created: %i\n",stats.numDListsCreated);
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p+=sprintf(p,"dlists alive: %i\n",stats.numDListsAlive);
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p+=sprintf(p,"primitives: %i\n",stats.thisFrame.numPrims);
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p+=sprintf(p,"primitive joins: %i\n",stats.thisFrame.numPrimitiveJoins);
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p+=sprintf(p,"primitives (DL): %i\n",stats.thisFrame.numDLPrims);
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p+=sprintf(p,"XF loads: %i\n",stats.thisFrame.numXFLoads);
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p+=sprintf(p,"XF loads (DL): %i\n",stats.thisFrame.numXFLoadsInDL);
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p+=sprintf(p,"CP loads: %i\n",stats.thisFrame.numCPLoads);
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p+=sprintf(p,"CP loads (DL): %i\n",stats.thisFrame.numCPLoadsInDL);
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p+=sprintf(p,"BP loads: %i\n",stats.thisFrame.numBPLoads);
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p+=sprintf(p,"BP loads (DL): %i\n",stats.thisFrame.numBPLoadsInDL);
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p+=sprintf(p,"Vertex Loaders: %i\n",stats.numVertexLoaders);
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D3D::font.DrawTextScaled(0,30,20,20,0.0f,0xFF00FFFF,st,false);
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//end frame
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}
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if (g_Config.bOverlayProjStats)
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{
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char st[2048];
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char *p = st;
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p+=sprintf(p,"Projection #: X for Raw 6=0 (X for Raw 6!=0)\n\n");
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p+=sprintf(p,"Projection 0: %f (%f) Raw 0: %f\n", stats.gproj_0, stats.g2proj_0, stats.proj_0);
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p+=sprintf(p,"Projection 1: %f (%f)\n", stats.gproj_1, stats.g2proj_1);
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p+=sprintf(p,"Projection 2: %f (%f) Raw 1: %f\n", stats.gproj_2, stats.g2proj_2, stats.proj_1);
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p+=sprintf(p,"Projection 3: %f (%f)\n\n", stats.gproj_3, stats.g2proj_3);
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p+=sprintf(p,"Projection 4: %f (%f)\n", stats.gproj_4, stats.g2proj_4);
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p+=sprintf(p,"Projection 5: %f (%f) Raw 2: %f\n", stats.gproj_5, stats.g2proj_5, stats.proj_2);
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p+=sprintf(p,"Projection 6: %f (%f) Raw 3: %f\n", stats.gproj_6, stats.g2proj_6, stats.proj_3);
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p+=sprintf(p,"Projection 7: %f (%f)\n\n", stats.gproj_7, stats.g2proj_7);
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p+=sprintf(p,"Projection 8: %f (%f)\n", stats.gproj_8, stats.g2proj_8);
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p+=sprintf(p,"Projection 9: %f (%f)\n", stats.gproj_9, stats.g2proj_9);
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p+=sprintf(p,"Projection 10: %f (%f) Raw 4: %f\n\n", stats.gproj_10, stats.g2proj_10, stats.proj_4);
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p+=sprintf(p,"Projection 11: %f (%f) Raw 5: %f\n\n", stats.gproj_11, stats.g2proj_11, stats.proj_5);
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p+=sprintf(p,"Projection 12: %f (%f)\n", stats.gproj_12, stats.g2proj_12);
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p+=sprintf(p,"Projection 13: %f (%f)\n", stats.gproj_13, stats.g2proj_13);
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p+=sprintf(p,"Projection 14: %f (%f)\n", stats.gproj_14, stats.g2proj_14);
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p+=sprintf(p,"Projection 15: %f (%f)\n", stats.gproj_15, stats.g2proj_15);
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D3D::font.DrawTextScaled(0,30,20,20,0.0f,0xFF00FFFF,st,false);
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}
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ProcessMessages();
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#if defined(DVPROFILE)
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if (g_bWriteProfile) {
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//g_bWriteProfile = 0;
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static int framenum = 0;
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const int UPDATE_FRAMES = 8;
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if (++framenum >= UPDATE_FRAMES) {
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DVProfWrite("prof.txt", UPDATE_FRAMES);
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DVProfClear();
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framenum = 0;
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}
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}
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#endif
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D3D::EndFrame();
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//D3D frame is now over
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//////////////////////////////////////////////////////////////////////////
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//clean out old stuff from caches
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frameCount++;
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PixelShaderCache::Cleanup();
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VertexShaderCache::Cleanup();
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TextureCache::Cleanup();
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//////////////////////////////////////////////////////////////////////////
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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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stats.ResetFrame();
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D3DVIEWPORT9 vp;
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vp.X = 0;
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vp.Y = 0;
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vp.Width = (DWORD)m_width;
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vp.Height = (DWORD)m_height;
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vp.MinZ = 0;
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vp.MaxZ = 1.0f;
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D3D::dev->SetViewport(&vp);
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RECT rc;
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rc.left = 0;
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rc.top = 0;
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rc.right = (LONG)m_width;
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rc.bottom = (LONG)m_height;
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D3D::dev->SetScissorRect(&rc);
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D3D::dev->SetRenderState(D3DRS_SCISSORTESTENABLE, false);
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D3D::dev->Clear(0, 0, D3DCLEAR_TARGET, 0x101010, 0, 0);
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u32 clearColor = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
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// clearColor |= 0x003F003F;
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// D3D::BeginFrame(true,clearColor,1.0f);
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D3D::BeginFrame(false, clearColor, 1.0f);
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// D3D::EnableAlphaToCoverage();
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Postprocess::BeginFrame();
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VertexManager::BeginFrame();
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if (g_Config.bOldCard)
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D3D::font.SetRenderStates(); //compatibility with low end cards
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}
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/*
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void Renderer::SetViewport(float* _Viewport)
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{
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Viewport* pViewport = (Viewport*)_Viewport;
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D3DVIEWPORT9 vp;
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float x=(pViewport->xOrig-662)*2;
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float y=(pViewport->yOrig-582)*2; //something is wrong, but what??
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y-=16;
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float w=pViewport->wd*2; //multiply up to real size
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float h=pViewport->ht*-2; //why is this negative? oh well..
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if (x < 0.0f) x = 0.0f;
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if (y < 0.0f) y = 0.0f;
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if (x > 640.0f) x = 639.0f;
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if (y > 480.0f) y = 479.0f;
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if (w < 0) w = 0;
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if (h < 0) h = 0;
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if (x+w > 640.0f) w=640-x;
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if (y+h > 480.0f) h=480-y;
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//x=y=0;
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//if (w>0.0f) w=0.0f;
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//if (h<0.0f) h=0.0f;
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vp.X = (DWORD)(x*xScale);
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vp.Y = (DWORD)(y*yScale);
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vp.Width = (DWORD)(w*xScale);
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vp.Height = (DWORD)(h*yScale);
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vp.MinZ = 0.0f;
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vp.MaxZ = 1.0f;
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// char temp[256];
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// sprintf(temp,"Viewport: %i %i %i %i %f %f",vp.X,vp.Y,vp.Width,vp.Height,vp.MinZ,vp.MaxZ);
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// g_VideoInitialize.pLog(temp, FALSE);
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D3D::dev->SetViewport(&vp);
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}
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*/
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void Renderer::SetScissorRect()
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{
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int xoff = bpmem.scissorOffset.x * 2 - 342;
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int yoff = bpmem.scissorOffset.y * 2 - 342;
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RECT rc;
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rc.left = (int)((float)bpmem.scissorTL.x - xoff - 342);
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rc.top = (int)((float)bpmem.scissorTL.y - yoff - 342);
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rc.right = (int)((float)bpmem.scissorBR.x - xoff - 341);
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rc.bottom = (int)((float)bpmem.scissorBR.y - yoff - 341);
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rc.left = (int)(rc.left * xScale);
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rc.top = (int)(rc.top * yScale);
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rc.right = (int)(rc.right * xScale);
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rc.bottom = (int)(rc.bottom * yScale);
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if (rc.right >= rc.left && rc.bottom >= rc.top)
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D3D::dev->SetScissorRect(&rc);
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else
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g_VideoInitialize.pLog("SCISSOR ERROR", FALSE);
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}
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/*
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void Renderer::SetProjection(float* pMatrix, int constantIndex)
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{
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D3DXMATRIX mtx;
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if (pMatrix[6] == 0) // Perspective
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{
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mtx.m[0][0] = pMatrix[0];
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mtx.m[0][1] = 0.0f;
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mtx.m[0][2] = pMatrix[1];
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mtx.m[0][3] = 0; // -0.5f/m_height; <-- fix d3d pixel center?
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mtx.m[1][0] = 0.0f;
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mtx.m[1][1] = pMatrix[2];
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mtx.m[1][2] = pMatrix[3];
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mtx.m[1][3] = 0; // +0.5f/m_height; <-- fix d3d pixel center?
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<<<<<<< .mine
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mtx.m[0][2] = 0.0f;
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mtx.m[1][2] = 0.0f;
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mtx.m[2][2] = -(1 - pMatrix[4]);
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mtx.m[3][2] = pMatrix[5];
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=======
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mtx.m[2][0] = 0.0f;
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mtx.m[2][1] = 0.0f;
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mtx.m[2][2] = -(1.0f - pMatrix[4]);
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mtx.m[2][3] = pMatrix[5]; // Problematic in OGL
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>>>>>>> .r2480
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mtx.m[3][0] = 0.0f;
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mtx.m[3][1] = 0.0f;
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// donkopunchstania: GC GPU rounds differently?
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// -(1 + epsilon) so objects are clipped as they are on the real HW
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mtx.m[3][2] = -1.00000011921f;
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mtx.m[3][3] = 0.0f;
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}
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else // Orthographic Projection
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{
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mtx.m[0][0] = pMatrix[0];
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mtx.m[0][1] = 0.0f;
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mtx.m[0][2] = 0.0f;
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mtx.m[0][3] = pMatrix[1]; // -0.5f/m_width; <-- fix d3d pixel center?
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mtx.m[1][0] = 0.0f;
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mtx.m[1][1] = pMatrix[2];
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mtx.m[1][2] = 0.0f;
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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);
|
|
} |