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D3D9: Fix a lot of stuff
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ded8ba8806
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5987c355d3
@ -112,19 +112,6 @@ static const D3DSTENCILOP stencilOpToD3D9[] = {
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D3DSTENCILOP_DECR,
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};
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static const int primCountDivisor[] = {
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1,
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2,
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3,
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3,
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3,
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1,
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1,
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1,
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1,
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1,
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};
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D3DFORMAT FormatToD3DFMT(DataFormat fmt) {
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switch (fmt) {
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case DataFormat::R8G8B8A8_UNORM: return D3DFMT_A8R8G8B8;
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@ -278,7 +265,6 @@ public:
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D3D9ShaderModule *pshader;
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D3DPRIMITIVETYPE prim;
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int primDivisor;
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AutoRef<D3D9InputLayout> inputLayout;
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AutoRef<D3D9DepthStencilState> depthStencil;
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AutoRef<D3D9BlendState> blend;
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@ -731,7 +717,6 @@ Pipeline *D3D9Context::CreateGraphicsPipeline(const PipelineDesc &desc) {
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}
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}
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pipeline->prim = primToD3D9[(int)desc.prim];
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pipeline->primDivisor = primCountDivisor[(int)desc.prim];
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pipeline->depthStencil = (D3D9DepthStencilState *)desc.depthStencil;
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pipeline->blend = (D3D9BlendState *)desc.blend;
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pipeline->raster = (D3D9RasterState *)desc.raster;
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@ -988,12 +973,26 @@ void D3D9Context::ApplyDynamicState() {
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}
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}
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static const int D3DPRIMITIVEVERTEXCOUNT[8][2] = {
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{0, 0}, // invalid
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{1, 0}, // 1 = D3DPT_POINTLIST,
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{2, 0}, // 2 = D3DPT_LINELIST,
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{2, 1}, // 3 = D3DPT_LINESTRIP,
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{3, 0}, // 4 = D3DPT_TRIANGLELIST,
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{1, 2}, // 5 = D3DPT_TRIANGLESTRIP,
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{1, 2}, // 6 = D3DPT_TRIANGLEFAN,
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};
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inline int D3DPrimCount(D3DPRIMITIVETYPE prim, int size) {
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return (size / D3DPRIMITIVEVERTEXCOUNT[prim][0]) - D3DPRIMITIVEVERTEXCOUNT[prim][1];
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}
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void D3D9Context::Draw(int vertexCount, int offset) {
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device_->SetStreamSource(0, curVBuffers_[0]->vbuffer_, curVBufferOffsets_[0], curPipeline_->inputLayout->GetStride(0));
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curPipeline_->inputLayout->Apply(device_);
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curPipeline_->Apply(device_, stencilRef_, stencilWriteMask_, stencilCompareMask_);
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ApplyDynamicState();
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device_->DrawPrimitive(curPipeline_->prim, offset, vertexCount / 3);
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device_->DrawPrimitive(curPipeline_->prim, offset, D3DPrimCount(curPipeline_->prim, vertexCount));
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}
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void D3D9Context::DrawIndexed(int vertexCount, int offset) {
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@ -1002,14 +1001,15 @@ void D3D9Context::DrawIndexed(int vertexCount, int offset) {
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ApplyDynamicState();
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device_->SetStreamSource(0, curVBuffers_[0]->vbuffer_, curVBufferOffsets_[0], curPipeline_->inputLayout->GetStride(0));
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device_->SetIndices(curIBuffer_->ibuffer_);
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device_->DrawIndexedPrimitive(curPipeline_->prim, 0, 0, vertexCount, offset, vertexCount / curPipeline_->primDivisor);
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device_->DrawIndexedPrimitive(curPipeline_->prim, 0, 0, vertexCount, offset, D3DPrimCount(curPipeline_->prim, vertexCount));
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}
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void D3D9Context::DrawUP(const void *vdata, int vertexCount) {
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curPipeline_->inputLayout->Apply(device_);
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curPipeline_->Apply(device_, stencilRef_, stencilWriteMask_, stencilCompareMask_);
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ApplyDynamicState();
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device_->DrawPrimitiveUP(curPipeline_->prim, vertexCount / 3, vdata, curPipeline_->inputLayout->GetStride(0));
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device_->DrawPrimitiveUP(curPipeline_->prim, D3DPrimCount(curPipeline_->prim, vertexCount), vdata, curPipeline_->inputLayout->GetStride(0));
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}
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static uint32_t SwapRB(uint32_t c) {
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@ -96,8 +96,6 @@ Draw::Texture *DepalShaderCache::GetClutTexture(GEPaletteFormat clutFormat, cons
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case GEPaletteFormat::GE_CMODE_32BIT_ABGR8888:
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desc.initData.push_back((const uint8_t *)rawClut);
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break;
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// TODO: The 16-bit CLUTs might be pre-reversed for OpenGL! :/
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case GEPaletteFormat::GE_CMODE_16BIT_BGR5650:
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ConvertRGBA5551ToRGBA8888((u32 *)convTemp, (const u16 *)rawClut, texturePixels);
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desc.initData.push_back(convTemp);
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@ -1849,7 +1849,6 @@ void TextureCacheCommon::ApplyTextureFramebuffer(VirtualFramebuffer *framebuffer
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uint32_t clutMode = gstate.clutformat & 0xFFFFFF;
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bool need_depalettize = IsClutFormat(texFormat);
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bool expand32 = !gstate_c.Supports(GPU_SUPPORTS_16BIT_FORMATS);
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bool depth = channel == NOTIFY_FB_DEPTH;
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bool useShaderDepal = framebufferManager_->GetCurrentRenderVFB() != framebuffer && !depth && !gstate_c.curTextureIs3D;
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@ -100,16 +100,23 @@ void DrawEngineDX9::ApplyDrawState(int prim) {
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return;
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}
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if (gstate_c.IsDirty(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS) && !gstate.isModeClear() && gstate.isTextureMapEnabled()) {
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textureCache_->SetTexture();
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gstate_c.Clean(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS);
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} else if (gstate.getTextureAddress(0) == ((gstate.getFrameBufRawAddress() | 0x04000000) & 0x3FFFFFFF)) {
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// This catches the case of clearing a texture.
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gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
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}
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// At this point, we know if the vertices are full alpha or not.
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// TODO: Set the nearest/linear here (since we correctly know if alpha/color tests are needed)?
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if (!gstate.isModeClear()) {
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textureCache_->ApplyTexture();
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// Start profiling here to skip SetTexture which is already accounted for
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PROFILE_THIS_SCOPE("applydrawstate");
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if (fboTexNeedsBind_) {
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// Note that this is positions, not UVs, that we need the copy from.
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framebufferManager_->BindFramebufferAsColorTexture(1, framebufferManager_->GetCurrentRenderVFB(), BINDFBCOLOR_MAY_COPY);
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// If we are rendering at a higher resolution, linear is probably best for the dest color.
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device_->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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device_->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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fboTexBound_ = true;
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fboTexNeedsBind_ = false;
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}
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// TODO: Test texture?
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}
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bool useBufferedRendering = framebufferManager_->UseBufferedRendering();
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@ -290,7 +297,6 @@ void DrawEngineDX9::ApplyDrawState(int prim) {
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void DrawEngineDX9::ApplyDrawStateLate() {
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// At this point, we know if the vertices are full alpha or not.
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// TODO: Set the nearest/linear here (since we correctly know if alpha/color tests are needed)?
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}
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}
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@ -54,7 +54,7 @@ protected:
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void BindAsClutTexture(Draw::Texture *tex) override;
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private:
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void ApplySamplingParams(const SamplerCacheKey &key);
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void ApplySamplingParams(const SamplerCacheKey &key) override;
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D3DFORMAT GetDestFormat(GETextureFormat format, GEPaletteFormat clutFormat) const;
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static CheckAlphaResult CheckAlpha(const u32 *pixelData, u32 dstFmt, int w);
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