mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-02-02 02:52:30 +02:00
Merge remote-tracking branch 'remotes/origin/dx9-ssaa-fix'
This commit is contained in:
commit
dbcc677922
@ -97,6 +97,7 @@ void VideoConfig::Load(const char *ini_file)
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iniFile.Get("Hacks", "EFBScaledCopy", &bCopyEFBScaled, true);
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iniFile.Get("Hacks", "EFBCopyCacheEnable", &bEFBCopyCacheEnable, false);
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iniFile.Get("Hacks", "EFBEmulateFormatChanges", &bEFBEmulateFormatChanges, false);
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iniFile.Get("Hacks", "ForceDualSourceBlend", &bForceDualSourceBlend, false);
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iniFile.Get("Hardware", "Adapter", &iAdapter, 0);
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@ -265,6 +266,7 @@ void VideoConfig::Save(const char *ini_file)
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iniFile.Set("Hacks", "EFBScaledCopy", bCopyEFBScaled);
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iniFile.Set("Hacks", "EFBCopyCacheEnable", bEFBCopyCacheEnable);
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iniFile.Set("Hacks", "EFBEmulateFormatChanges", bEFBEmulateFormatChanges);
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iniFile.Set("Hacks", "ForceDualSourceBlend", bForceDualSourceBlend);
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iniFile.Set("Hardware", "Adapter", iAdapter);
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@ -124,7 +124,8 @@ struct VideoConfig
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bool bEnablePixelLighting;
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bool bHackedBufferUpload;
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bool bFastDepthCalc;
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//for dx9-backend
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bool bForceDualSourceBlend;
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int iLog; // CONF_ bits
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int iSaveTargetId; // TODO: Should be dropped
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@ -35,6 +35,8 @@ void PerfQuery::DestroyDeviceObjects()
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void PerfQuery::EnableQuery(PerfQueryGroup type)
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{
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if (!ShouldEmulate())
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return;
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// Is this sane?
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if (m_query_count > ARRAYSIZE(m_query_buffer) / 2)
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WeakFlush();
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@ -58,6 +60,8 @@ void PerfQuery::EnableQuery(PerfQueryGroup type)
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void PerfQuery::DisableQuery(PerfQueryGroup type)
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{
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if (!ShouldEmulate())
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return;
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// stop query
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if (type == PQG_ZCOMP_ZCOMPLOC || type == PQG_ZCOMP)
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{
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@ -74,6 +78,8 @@ void PerfQuery::ResetQuery()
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u32 PerfQuery::GetQueryResult(PerfQueryType type)
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{
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if (!ShouldEmulate())
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return 0;
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u32 result = 0;
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if (type == PQ_ZCOMP_INPUT_ZCOMPLOC || type == PQ_ZCOMP_OUTPUT_ZCOMPLOC)
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@ -98,6 +104,8 @@ u32 PerfQuery::GetQueryResult(PerfQueryType type)
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void PerfQuery::FlushOne()
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{
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if (!ShouldEmulate())
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return;
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auto& entry = m_query_buffer[m_query_read_pos];
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DWORD result = 0;
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@ -118,12 +126,16 @@ void PerfQuery::FlushOne()
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// TODO: could selectively flush things, but I don't think that will do much
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void PerfQuery::FlushResults()
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{
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if (!ShouldEmulate())
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return;
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while (!IsFlushed())
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FlushOne();
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}
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void PerfQuery::WeakFlush()
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{
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if (!ShouldEmulate())
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return;
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while (!IsFlushed())
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{
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auto& entry = m_query_buffer[m_query_read_pos];
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@ -148,6 +160,8 @@ void PerfQuery::WeakFlush()
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bool PerfQuery::IsFlushed() const
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{
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if (!ShouldEmulate())
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return true;
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return 0 == m_query_count;
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}
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@ -177,12 +177,14 @@ static LPDIRECT3DPIXELSHADER9 CreateCopyShader(int copyMatrixType, int depthConv
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"in float uv1 : TEXCOORD1){\n"
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"float4 texcol = tex2D(samp0,uv0.xy);\n");
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break;
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case 1: // 1 Samples SSAA
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WRITE(p, "in float2 uv0 : TEXCOORD0,\n"
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"in float uv1 : TEXCOORD1){\n"
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"float4 texcol = tex2D(samp0,uv0.xy);\n");
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case 1: // 4 Samples in 4x SSAA buffer
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WRITE(p, "in float4 uv0 : TEXCOORD0,\n"
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"in float uv1 : TEXCOORD1,\n"
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"in float4 uv2 : TEXCOORD2,\n"
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"in float4 uv3 : TEXCOORD3){\n"
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"float4 texcol = (tex2D(samp0,uv2.xy) + tex2D(samp0,uv2.wz) + tex2D(samp0,uv3.xy) + tex2D(samp0,uv3.wz))*0.25f;\n");
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break;
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case 2: // 4 Samples SSAA
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case 2: // 4 Samples in 9x SSAA buffer
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WRITE(p, "in float4 uv0 : TEXCOORD0,\n"
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"in float uv1 : TEXCOORD1,\n"
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"in float4 uv2 : TEXCOORD2,\n"
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@ -1081,6 +1081,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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D3D::dev->SetRenderTarget(0, FramebufferManager::GetEFBColorRTSurface());
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D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
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D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1.0f, 0);
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SetLineWidth();
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}
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if (XFBWrited)
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@ -1316,9 +1317,8 @@ void Renderer::SetLineWidth()
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{
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// We can't change line width in D3D unless we use ID3DXLine
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float fratio = xfregs.viewport.wd != 0 ? Renderer::EFBToScaledXf(1.f) : 1.0f;
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float psize = bpmem.lineptwidth.linesize * fratio / 6.0f;
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//little hack to compensate scaling problems in dx9 must be taken out when scaling is fixed.
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psize *= 2.0f;
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float psize = bpmem.lineptwidth.pointsize * fratio / 6.0f;
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psize = psize > 0 ? psize : 1.0;
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if (psize > m_fMaxPointSize)
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{
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psize = m_fMaxPointSize;
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@ -144,8 +144,9 @@ void VertexManager::PrepareDrawBuffers(u32 stride)
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int datasize = IndexGenerator::GetNumVerts() * stride;
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int TdataSize = IndexGenerator::GetTriangleindexLen();
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int LDataSize = IndexGenerator::GetLineindexLen();
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int PDataSize = IndexGenerator::GetPointindexLen();
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int IndexDataSize = TdataSize + LDataSize;
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if(IndexDataSize)
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{
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DWORD LockMode = D3DLOCK_NOOVERWRITE;
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m_vertex_buffer_cursor--;
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m_vertex_buffer_cursor = m_vertex_buffer_cursor - (m_vertex_buffer_cursor % stride) + stride;
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@ -187,10 +188,11 @@ void VertexManager::PrepareDrawBuffers(u32 stride)
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pIndices += LDataSize;
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}
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m_index_buffers[m_current_index_buffer]->Unlock();
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}
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if(m_current_stride != stride || m_vertex_buffer_cursor == 0)
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{
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m_current_stride = stride;
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D3D::SetStreamSource( 0, m_vertex_buffers[m_current_vertex_buffer], 0, stride);
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D3D::SetStreamSource( 0, m_vertex_buffers[m_current_vertex_buffer], 0, m_current_stride);
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}
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if (m_index_buffer_cursor == 0)
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{
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@ -241,20 +243,26 @@ void VertexManager::DrawVertexBuffer(int stride)
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}
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if (points > 0)
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{
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//DrawIndexedPrimitive does not support point list so we have to draw the points one by one
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for (int i = 0; i < points; i++)
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//DrawIndexedPrimitive does not support point list so we have to draw them using DrawPrimitive
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u16* PointIndexBuffer = GetPointIndexBuffer();
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int i = 0;
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do
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{
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int count = i + 1;
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while (count < points && PointIndexBuffer[count - 1] + 1 == PointIndexBuffer[count])
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{
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count++;
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}
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if (FAILED(D3D::dev->DrawPrimitive(
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D3DPT_POINTLIST,
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basevertex + GetPointIndexBuffer()[i],
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1)))
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basevertex + PointIndexBuffer[i],
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count - i)))
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{
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DumpBadShaders();
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}
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INCSTAT(stats.thisFrame.numDrawCalls);
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}
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i = count;
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} while (i < points);
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}
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}
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@ -92,15 +92,19 @@ void VertexShaderCache::Init()
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sprintf(vProg, "struct VSOUTPUT\n"
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"{\n"
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"float4 vPosition : POSITION;\n"
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"float2 vTexCoord : TEXCOORD0;\n"
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"float4 vTexCoord : TEXCOORD0;\n"
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"float vTexCoord1 : TEXCOORD1;\n"
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"float4 vTexCoord2 : TEXCOORD2;\n"
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"float4 vTexCoord3 : TEXCOORD3;\n"
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"};\n"
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"VSOUTPUT main(float4 inPosition : POSITION,float2 inTEX0 : TEXCOORD0,float2 inInvTexSize : TEXCOORD1,float inTEX2 : TEXCOORD2)\n"
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"VSOUTPUT main(float4 inPosition : POSITION,float2 inTEX0 : TEXCOORD0,float2 inTEX1 : TEXCOORD1,float inTEX2 : TEXCOORD2)\n"
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"{\n"
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"VSOUTPUT OUT;"
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"OUT.vPosition = inPosition;\n"
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"OUT.vTexCoord = inTEX0;\n"
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"OUT.vTexCoord1 = inTEX2;\n"
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"OUT.vTexCoord = inTEX0.xyyx;\n"
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"OUT.vTexCoord1 = inTEX2.x;\n"
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"OUT.vTexCoord2 = inTEX0.xyyx + (float4(-0.495f,-0.495f, 0.495f,-0.495f) * inTEX1.xyyx);\n"
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"OUT.vTexCoord3 = inTEX0.xyyx + (float4( 0.495f, 0.495f,-0.495f, 0.495f) * inTEX1.xyyx);\n"
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"return OUT;\n"
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"}\n");
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SimpleVertexShader[1] = D3D::CompileAndCreateVertexShader(vProg, (int)strlen(vProg));
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@ -119,8 +123,8 @@ void VertexShaderCache::Init()
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"OUT.vPosition = inPosition;\n"
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"OUT.vTexCoord = inTEX0.xyyx;\n"
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"OUT.vTexCoord1 = inTEX2.x;\n"
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"OUT.vTexCoord2 = inTEX0.xyyx + (float4(-1.0f,-0.5f, 1.0f,-0.5f) * inTEX1.xyyx);\n"
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"OUT.vTexCoord3 = inTEX0.xyyx + (float4( 1.0f, 0.5f,-1.0f, 0.5f) * inTEX1.xyyx);\n"
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"OUT.vTexCoord2 = inTEX0.xyyx + (float4(-0.9f,-0.45f, 0.9f,-0.45f) * inTEX1.xyyx);\n"
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"OUT.vTexCoord3 = inTEX0.xyyx + (float4( 0.9f, 0.45f,-0.9f, 0.45f) * inTEX1.xyyx);\n"
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"return OUT;\n"
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"}\n");
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SimpleVertexShader[2] = D3D::CompileAndCreateVertexShader(vProg, (int)strlen(vProg));
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@ -251,10 +255,16 @@ bool VertexShaderCache::InsertByteCode(const VertexShaderUid &uid, const u8 *byt
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return false;
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}
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float VSConstantbuffer[4*C_VENVCONST_END];
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void Renderer::SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
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{
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const float f[4] = { f1, f2, f3, f4 };
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DX9::D3D::dev->SetVertexShaderConstantF(const_number, f, 1);
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float* VSConstantbuffer_pointer = &VSConstantbuffer[const_number];
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VSConstantbuffer_pointer[0] = f1;
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VSConstantbuffer_pointer[1] = f2;
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VSConstantbuffer_pointer[2] = f3;
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VSConstantbuffer_pointer[3] = f4;
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DX9::D3D::dev->SetVertexShaderConstantF(const_number, VSConstantbuffer_pointer, 1);
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}
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void Renderer::SetVSConstant4fv(unsigned int const_number, const float *f)
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@ -264,15 +274,15 @@ void Renderer::SetVSConstant4fv(unsigned int const_number, const float *f)
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void Renderer::SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float *f)
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{
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float buf[4*C_VENVCONST_END];
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float* VSConstantbuffer_pointer = &VSConstantbuffer[const_number];
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for (unsigned int i = 0; i < count; i++)
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{
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buf[4*i ] = *f++;
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buf[4*i+1] = *f++;
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buf[4*i+2] = *f++;
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buf[4*i+3] = 0.f;
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*VSConstantbuffer_pointer++ = *f++;
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*VSConstantbuffer_pointer++ = *f++;
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*VSConstantbuffer_pointer++ = *f++;
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*VSConstantbuffer_pointer++ = 0.f;
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}
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DX9::D3D::dev->SetVertexShaderConstantF(const_number, buf, count);
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DX9::D3D::dev->SetVertexShaderConstantF(const_number, &VSConstantbuffer[const_number], count);
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}
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void Renderer::SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
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@ -90,10 +90,24 @@ void InitBackendInfo()
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g_Config.backend_info.bUseRGBATextures = false;
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g_Config.backend_info.bUseMinimalMipCount = true;
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g_Config.backend_info.bSupports3DVision = true;
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g_Config.backend_info.bSupportsPrimitiveRestart = false; // TODO: figure out if it does
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g_Config.backend_info.bSupportsPrimitiveRestart = false; // D3D9 does not support primitive restart
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g_Config.backend_info.bSupportsSeparateAlphaFunction = device_caps.PrimitiveMiscCaps & D3DPMISCCAPS_SEPARATEALPHABLEND;
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// Dual source blend disabled by default until a proper method to test for support is found
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g_Config.backend_info.bSupports3DVision = true;
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OSVERSIONINFO info;
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ZeroMemory(&info, sizeof(OSVERSIONINFO));
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info.dwOSVersionInfoSize = sizeof(OSVERSIONINFO);
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if (GetVersionEx(&info))
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{
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// dual source blending is only supported in windows 7 o newer. sorry xp users
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// we cannot test for device caps because most drivers just declare the minimun caps
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// and don't expose their support for some functionalities
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g_Config.backend_info.bSupportsDualSourceBlend = g_Config.backend_info.bSupportsSeparateAlphaFunction && (info.dwPlatformId == VER_PLATFORM_WIN32_NT) && ((info.dwMajorVersion > 6) || ((info.dwMajorVersion == 6) && info.dwMinorVersion >= 1));
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}
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else
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{
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g_Config.backend_info.bSupportsDualSourceBlend = false;
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}
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g_Config.backend_info.bSupportsFormatReinterpretation = true;
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g_Config.backend_info.bSupportsPixelLighting = C_PLIGHTS + 40 <= maxConstants && C_PMATERIALS + 4 <= maxConstants;
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g_Config.backend_info.bSupportsEarlyZ = false;
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@ -139,6 +153,9 @@ bool VideoBackend::Initialize(void *&window_handle)
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g_Config.GameIniLoad(SConfig::GetInstance().m_LocalCoreStartupParameter.m_strGameIni.c_str());
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g_Config.UpdateProjectionHack();
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g_Config.VerifyValidity();
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// as only some driver/hardware configurations support dual source blending only enable it if is
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// configured by user
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g_Config.backend_info.bSupportsDualSourceBlend &= g_Config.bForceDualSourceBlend;
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UpdateActiveConfig();
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window_handle = (void*)EmuWindow::Create((HWND)window_handle, GetModuleHandle(0), _T("Loading - Please wait."));
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