mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 22:09:19 -07:00
fb5b4d026a
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1697 8ced0084-cf51-0410-be5f-012b33b47a6e
436 lines
11 KiB
C++
436 lines
11 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 <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 "VertexShaderCache.h"
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#include "PixelShaderManager.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 <list>
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float Renderer::m_x,Renderer::m_y,Renderer::m_width, Renderer::m_height, Renderer::xScale,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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{
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}
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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 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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D3DVIEWPORT9 vp;
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D3D::dev->GetViewport(&vp);
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m_x = 0;
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m_y = 0;
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m_width = (float)vp.Width;
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m_height = (float)vp.Height;
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xScale = 640.0f / (float)vp.Width;
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yScale = 480.0f / (float)vp.Height;
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D3D::font.Init();
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Initialize();
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}
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void Renderer::Shutdown(void)
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{
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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(void)
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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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{
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m_Textures.push_back( NULL );
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}
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for (int i=0; i<8; i++)
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{
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D3D::dev->SetSamplerState(i, D3DSAMP_MAXANISOTROPY, 16);
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}
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ReinitView();
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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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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::ReinitView()
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{
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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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float width = (float)D3D::GetDisplayWidth();
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float height = (float)D3D::GetDisplayHeight();
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xScale = width/640.0f;
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yScale = height/480.0f;
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RECT rc =
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{
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(LONG)(m_x*xScale), (LONG)(m_y*yScale), (LONG)(m_width*xScale), (LONG)(m_height*yScale)
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};
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}
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void Renderer::SwapBuffers(void)
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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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// nBackbufferWidth = width;
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// nBackbufferHeight = height;
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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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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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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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PShaderCache::Cleanup();
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VShaderCache::Cleanup();
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TextureCache::Cleanup();
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//DListCache::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 = 0;
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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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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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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=1;
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if (h < 0) h=1;
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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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void Renderer::SetScissorBox(RECT &rc)
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{
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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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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)
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{
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mtx.m[0][0] = pMatrix[0];
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mtx.m[1][0] = 0.0f;
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mtx.m[2][0] = pMatrix[1];
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mtx.m[3][0] = -0.5f/m_width;
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mtx.m[0][1] = 0.0f;
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mtx.m[1][1] = pMatrix[2];
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mtx.m[2][1] = pMatrix[3];
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mtx.m[3][1] = +0.5f/m_height;
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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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mtx.m[0][3] = 0.0f;
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mtx.m[1][3] = 0.0f;
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mtx.m[2][3] = -1.0f;
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mtx.m[3][3] = 0.0f;
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}
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else
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{
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mtx.m[0][0] = pMatrix[0];
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mtx.m[1][0] = 0.0f;
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mtx.m[2][0] = 0.0f;
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mtx.m[3][0] = pMatrix[1]-0.5f/m_width; // fix d3d pixel center
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mtx.m[0][1] = 0.0f;
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mtx.m[1][1] = pMatrix[2];
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mtx.m[2][1] = 0.0f;
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mtx.m[3][1] = pMatrix[3]+0.5f/m_height; // fix d3d pixel center
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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] = pMatrix[4];
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mtx.m[3][2] = -(-1 - pMatrix[5]);
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mtx.m[0][3] = 0;
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mtx.m[1][3] = 0;
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mtx.m[2][3] = 0.0f;
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mtx.m[3][3] = 1.0f;
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}
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D3D::dev->SetVertexShaderConstantF(constantIndex, mtx, 4);
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}
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void Renderer::SetTexture( DWORD Stage, LPDIRECT3DBASETEXTURE9 pTexture )
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{
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if ( m_Textures[Stage] != pTexture )
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{
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m_Textures[Stage] = pTexture;
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D3D::dev->SetTexture( Stage, pTexture );
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}
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}
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void Renderer::SetFVF( DWORD FVF )
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{
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if ( m_FVF != FVF )
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{
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m_FVF = FVF;
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D3D::dev->SetFVF( FVF );
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}
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}
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void Renderer::SetRenderState( D3DRENDERSTATETYPE State, DWORD Value )
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{
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if ( m_RenderStates[State] != Value )
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{
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m_RenderStates[State] = Value;
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D3D::dev->SetRenderState( State, Value );
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}
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}
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void Renderer::SetTextureStageState( DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD Value )
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{
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if ( m_TextureStageStates[Stage][Type] != Value )
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{
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m_TextureStageStates[Stage][Type] = Value;
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D3D::dev->SetTextureStageState( Stage, Type, Value );
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}
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}
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void Renderer::SetSamplerState( DWORD Sampler, D3DSAMPLERSTATETYPE Type, DWORD Value )
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{
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if ( m_SamplerStates[Sampler][Type] != Value )
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{
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m_SamplerStates[Sampler][Type] = Value;
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D3D::dev->SetSamplerState( Sampler, Type, Value );
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}
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}
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