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@@ -70,7 +70,7 @@ void SetupDeviceObjects()
VertexShaderManager::Dirty ();
PixelShaderManager::Dirty ();
TextureConverter::Init ();
// To avoid shader compilation stutters, read back all shaders from cache.
VertexShaderCache::Init ();
PixelShaderCache::Init ();
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@@ -122,7 +122,7 @@ Renderer::Renderer()
fullScreenRes = 0 ;
D3D::Create (g_ActiveConfig.iAdapter , EmuWindow::GetWnd (),
fullScreenRes, backbuffer_ms_mode, false );
fullScreenRes, backbuffer_ms_mode, false );
IS_AMD = D3D::IsATIDevice ();
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@@ -165,7 +165,7 @@ Renderer::Renderer()
vp.MaxZ = 1 .0f ;
D3D::dev->SetViewport (&vp);
D3D::dev->Clear (0 , NULL , D3DCLEAR_TARGET, 0x0 , 0 , 0 );
D3D::dev->SetRenderTarget (0 , FramebufferManager::GetEFBColorRTSurface ());
D3D::dev->SetDepthStencilSurface (FramebufferManager::GetEFBDepthRTSurface ());
vp.X = 0 ;
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@@ -189,7 +189,7 @@ Renderer::~Renderer()
D3D::EndFrame ();
D3D::Present ();
D3D::Close ();
delete[] st;
}
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@@ -267,7 +267,7 @@ bool Renderer::CheckForResize()
return true ;
}
return false ;
}
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@@ -400,7 +400,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
colmat[0 ] = colmat[5 ] = colmat[10 ] = 1 .0f ;
PixelShaderManager::SetColorMatrix (colmat); // set transformation
LPDIRECT3DTEXTURE9 read_texture = FramebufferManager::GetEFBDepthTexture ();
D3D::ChangeSamplerState (0 , D3DSAMP_MINFILTER, D3DTEXF_POINT);
D3DFORMAT bformat = FramebufferManager::GetEFBDepthRTSurfaceFormat ();
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@@ -484,10 +484,10 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
// TODO: Speed this up by batching pokes?
ResetAPIState ();
D3D::drawColorQuad (poke_data,
(float )RectToLock.left * 2 .f / (float )Renderer::GetTargetWidth () - 1 .f ,
- (float )RectToLock.top * 2 .f / (float )Renderer::GetTargetHeight () + 1 .f ,
(float )RectToLock.right * 2 .f / (float )Renderer::GetTargetWidth () - 1 .f ,
- (float )RectToLock.bottom * 2 .f / (float )Renderer::GetTargetHeight () + 1 .f );
(float )RectToLock.left * 2 .f / (float )Renderer::GetTargetWidth () - 1 .f ,
- (float )RectToLock.top * 2 .f / (float )Renderer::GetTargetHeight () + 1 .f ,
(float )RectToLock.right * 2 .f / (float )Renderer::GetTargetWidth () - 1 .f ,
- (float )RectToLock.bottom * 2 .f / (float )Renderer::GetTargetHeight () + 1 .f );
RestoreAPIState ();
return 0 ;
}
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@@ -797,7 +797,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
// Prepare to copy the XFBs to our backbuffer
D3D::dev->SetDepthStencilSurface (NULL );
D3D::dev->SetRenderTarget (0 , D3D::GetBackBufferSurface ());
UpdateDrawRectangle (s_backbuffer_width, s_backbuffer_height);
D3DVIEWPORT9 vp;
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@@ -856,7 +856,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
xfbSource = xfbSourceList[i];
MathUtil::Rectangle<float > sourceRc;
sourceRc.left = 0 ;
sourceRc.top = 0 ;
sourceRc.right = (float )xfbSource->texWidth ;
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@@ -905,7 +905,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
Width,Height,
PixelShaderCache::GetColorCopyProgram (g_ActiveConfig.iMultisampleMode ),
VertexShaderCache::GetSimpleVertexShader (g_ActiveConfig.iMultisampleMode ),Gamma);
}
D3D::RefreshSamplerState (0 , D3DSAMP_MINFILTER);
D3D::RefreshSamplerState (0 , D3DSAMP_MAGFILTER);
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@@ -953,7 +953,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
{
char msg [255 ];
sprintf_s (msg,255 , " Dumping Frames to \" %sframedump0.avi\" (%dx%d RGB24)" ,
File::GetUserPath (D_DUMPFRAMES_IDX).c_str (), s_recordWidth, s_recordHeight);
File::GetUserPath (D_DUMPFRAMES_IDX).c_str (), s_recordWidth, s_recordHeight);
OSD::AddMessage (msg, 2000 );
}
}
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@@ -1059,7 +1059,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
s_LastAA = newAA;
UpdateDrawRectangle (s_backbuffer_width, s_backbuffer_height);
int SupersampleCoeficient = (s_LastAA % 3 ) + 1 ;
s_LastEFBScale = g_ActiveConfig.iEFBScale ;
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@@ -1081,6 +1081,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
D3D::dev->SetRenderTarget (0 , FramebufferManager::GetEFBColorRTSurface ());
D3D::dev->SetDepthStencilSurface (FramebufferManager::GetEFBDepthRTSurface ());
D3D::dev->Clear (0 , NULL , D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB (0 ,0 ,0 ), 1 .0f , 0 );
SetLineWidth ();
}
if (XFBWrited)
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@@ -1141,8 +1142,8 @@ void Renderer::RestoreState()
D3D::RefreshRenderState (D3DRS_ZFUNC);
}
// TODO: Enable this code. Caused glitches for me however (neobrain)
// for (unsigned int i = 0; i < 8; ++i)
// D3D::dev->SetTexture(i, NULL);
// for (unsigned int i = 0; i < 8; ++i)
// D3D::dev->SetTexture(i, NULL);
}
// ALWAYS call RestoreAPIState for each ResetAPIState call you're doing
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@@ -1316,9 +1317,8 @@ void Renderer::SetLineWidth()
{
// We can't change line width in D3D unless we use ID3DXLine
float fratio = xfregs.viewport .wd != 0 ? Renderer::EFBToScaledXf (1 .f ) : 1 .0f ;
float psize = bpmem.lineptwidth .linesize * fratio / 6 .0f ;
// little hack to compensate scaling problems in dx9 must be taken out when scaling is fixed.
psize *= 2 .0f ;
float psize = bpmem.lineptwidth .pointsize * fratio / 6 .0f ;
psize = psize > 0 ? psize : 1.0 ;
if (psize > m_fMaxPointSize)
{
psize = m_fMaxPointSize;
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@@ -1348,7 +1348,7 @@ 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];
D3DTEXTUREFILTERTYPE min, mag, mip;
if (g_ActiveConfig.bForceFiltering )
{
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@@ -1370,7 +1370,7 @@ void Renderer::SetSamplerState(int stage, int texindex)
D3D::SetSamplerState (stage, D3DSAMP_MINFILTER, min);
D3D::SetSamplerState (stage, D3DSAMP_MAGFILTER, mag);
D3D::SetSamplerState (stage, D3DSAMP_MIPFILTER, mip);
D3D::SetSamplerState (stage, D3DSAMP_ADDRESSU, d3dClamps[tm0.wrap_s ]);
D3D::SetSamplerState (stage, D3DSAMP_ADDRESSV, d3dClamps[tm0.wrap_t ]);
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