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Use the full screen width when playing cutscenes #186

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1 change: 1 addition & 0 deletions d2dx-defaults.cfg
Original file line number Diff line number Diff line change
Expand Up @@ -30,3 +30,4 @@ noaa=false # if true, will not apply anti-aliasing to jagged edges
nocompatmodefix=false # if true, will not block the use of "Windows XP compatibility mode"
notitlechange=false # if true, will not change the window title text
nomotionprediction=false # if true, will not run the game graphics at high fps
nokeepaspectratio=false # if true, will not keep the aspect ratio when drawing to the screen
8 changes: 5 additions & 3 deletions src/d2dx/D2DXContext.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -222,7 +222,7 @@ void D2DXContext::OnSstWinOpen(
windowSize.width = width;
windowSize.height = height;
}
_renderContext->SetSizes(gameSize, windowSize * _options.GetWindowScale());
_renderContext->SetSizes(gameSize, windowSize * _options.GetWindowScale(), _renderContext->GetScreenMode());
}

_batchCount = 0;
Expand Down Expand Up @@ -323,9 +323,10 @@ void D2DXContext::CheckMajorGameState()
{
const int32_t batchCount = (int32_t)_batchCount;

if (_majorGameState == MajorGameState::Unknown && batchCount == 0)
if ((_majorGameState == MajorGameState::Unknown || _majorGameState == MajorGameState::FmvIntro) && batchCount == 0)
{
_majorGameState = MajorGameState::FmvIntro;
return;
}

_majorGameState = MajorGameState::Menus;
Expand Down Expand Up @@ -1020,7 +1021,8 @@ void D2DXContext::OnLfbUnlock(
const uint32_t* lfbPtr,
uint32_t strideInBytes)
{
_renderContext->WriteToScreen(lfbPtr, 640, 480);
bool forCinematic = !(_majorGameState == MajorGameState::Unknown || _majorGameState == MajorGameState::FmvIntro);
_renderContext->WriteToScreen(lfbPtr, 640, 480, forCinematic);
}

_Use_decl_annotations_
Expand Down
6 changes: 4 additions & 2 deletions src/d2dx/IRenderContext.h
Original file line number Diff line number Diff line change
Expand Up @@ -55,7 +55,8 @@ namespace d2dx
virtual void WriteToScreen(
_In_reads_(width * height) const uint32_t* pixels,
_In_ int32_t width,
_In_ int32_t height) = 0;
_In_ int32_t height,
_In_ bool forCinematic) = 0;

virtual void SetPalette(
_In_ int32_t paletteIndex,
Expand All @@ -68,7 +69,8 @@ namespace d2dx

virtual void SetSizes(
_In_ Size gameSize,
_In_ Size windowSize) = 0;
_In_ Size windowSize,
_In_ ScreenMode screenMode) = 0;

virtual void GetCurrentMetrics(
_Out_opt_ Size* gameSize,
Expand Down
6 changes: 5 additions & 1 deletion src/d2dx/Metrics.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -184,8 +184,12 @@ _Use_decl_annotations_
Rect d2dx::Metrics::GetRenderRect(
Size gameSize,
Size desktopSize,
bool wide) noexcept
bool keepAspect) noexcept
{
if (!keepAspect) {
return Rect{ 0, 0, desktopSize.width, desktopSize.height };
}

int32_t scaleFactor = 1;

while (
Expand Down
2 changes: 2 additions & 0 deletions src/d2dx/Options.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -79,6 +79,7 @@ void Options::ApplyCfg(
READ_OPTOUTS_FLAG(OptionsFlag::NoCompatModeFix, "nocompatmodefix");
READ_OPTOUTS_FLAG(OptionsFlag::NoTitleChange, "notitlechange");
READ_OPTOUTS_FLAG(OptionsFlag::NoMotionPrediction, "nomotionprediction");
READ_OPTOUTS_FLAG(OptionsFlag::NoKeepAspectRatio, "nokeepaspectratio");

#undef READ_OPTOUTS_FLAG
}
Expand Down Expand Up @@ -163,6 +164,7 @@ void Options::ApplyCommandLine(
if (strstr(cmdLine, "-dxnocompatmodefix")) SetFlag(OptionsFlag::NoCompatModeFix, true);
if (strstr(cmdLine, "-dxnotitlechange")) SetFlag(OptionsFlag::NoTitleChange, true);
if (strstr(cmdLine, "-dxnomop")) SetFlag(OptionsFlag::NoMotionPrediction, true);
if (strstr(cmdLine, "-dxnokeepaspectratio")) SetFlag(OptionsFlag::NoKeepAspectRatio, true);

if (strstr(cmdLine, "-dxscale3")) SetWindowScale(3);
else if (strstr(cmdLine, "-dxscale2")) SetWindowScale(2);
Expand Down
1 change: 1 addition & 0 deletions src/d2dx/Options.h
Original file line number Diff line number Diff line change
Expand Up @@ -34,6 +34,7 @@ namespace d2dx
NoTitleChange,
NoVSync,
NoMotionPrediction,
NoKeepAspectRatio,

DbgDumpTextures,

Expand Down
79 changes: 51 additions & 28 deletions src/d2dx/RenderContext.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -75,7 +75,7 @@ RenderContext::RenderContext(
_renderRect = Metrics::GetRenderRect(
gameSize,
_screenMode == ScreenMode::FullscreenDefault ? _desktopSize : _windowSize,
!_d2dxContext->GetOptions().GetFlag(OptionsFlag::NoWide));
!_d2dxContext->GetOptions().GetFlag(OptionsFlag::NoKeepAspectRatio));

#ifndef NDEBUG
ShowCursor_Real(TRUE);
Expand Down Expand Up @@ -262,18 +262,15 @@ RenderContext::RenderContext(
float color[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
_deviceContext->ClearRenderTargetView(_backbufferRtv.Get(), color);

Size renderTargetSize = _d2dxContext->GetSuggestedCustomResolution();
renderTargetSize.width = max(1024, renderTargetSize.width);
renderTargetSize.height = max(768, renderTargetSize.height);

_vbCapacity = 4 * 1024 * 1024;

SetSizes(_gameSize, _windowSize);
_gameSize = { 0, 0 };
SetSizes(_gameSize, _windowSize, _screenMode);

_resources = std::make_unique<RenderContextResources>(
_vbCapacity * sizeof(Vertex),
16 * sizeof(Constants),
renderTargetSize,
gameSize,
_device.Get(),
simd);

Expand Down Expand Up @@ -400,7 +397,7 @@ void RenderContext::Present()
UpdateViewport(_renderRect);

RenderContextPixelShader pixelShader;

switch (_d2dxContext->GetOptions().GetFiltering())
{
default:
Expand Down Expand Up @@ -514,24 +511,39 @@ _Use_decl_annotations_
void RenderContext::WriteToScreen(
const uint32_t* pixels,
int32_t width,
int32_t height)
int32_t height,
bool forCinematic)
{
D3D11_MAPPED_SUBRESOURCE ms;
D2DX_CHECK_HR(_deviceContext->Map(_resources->GetVideoTexture(), 0, D3D11_MAP_WRITE_DISCARD, 0, &ms));
memcpy(ms.pData, pixels, width * height * 4);
_deviceContext->Unmap(_resources->GetVideoTexture(), 0);

SetBlendState(AlphaBlend::Opaque);
uint32_t startVertexLocation = _vbWriteIndex;
uint32_t vertexCount = 0;

SetShaderState(
_resources->GetVertexShader(RenderContextVertexShader::Display),
_resources->GetPixelShader(RenderContextPixelShader::Video),
_resources->GetVideoSrv(),
nullptr);
if (forCinematic) {
SetSizes({ width, 292 }, _windowSize, _screenMode);
D2DX_CHECK_HR(_deviceContext->Map(_resources->GetCinematicTexture(), 0, D3D11_MAP_WRITE_DISCARD, 0, &ms));
memcpy(ms.pData, &pixels[width * 94], width * 292 * 4);
_deviceContext->Unmap(_resources->GetCinematicTexture(), 0);
SetShaderState(
_resources->GetVertexShader(RenderContextVertexShader::Display),
_resources->GetPixelShader(RenderContextPixelShader::Video),
_resources->GetCinematicSrv(),
nullptr);
vertexCount = UpdateVerticesWithFullScreenTriangle(_gameSize, _resources->GetCinematicTextureSize(), { 0,0,_gameSize.width, _gameSize.height });
}
else {
D2DX_CHECK_HR(_deviceContext->Map(_resources->GetVideoTexture(), 0, D3D11_MAP_WRITE_DISCARD, 0, &ms));
memcpy(ms.pData, pixels, width * height * 4);
_deviceContext->Unmap(_resources->GetVideoTexture(), 0);
SetShaderState(
_resources->GetVertexShader(RenderContextVertexShader::Display),
_resources->GetPixelShader(RenderContextPixelShader::Video),
_resources->GetVideoSrv(),
nullptr);
vertexCount = UpdateVerticesWithFullScreenTriangle(_gameSize, _resources->GetVideoTextureSize(), { 0,0,_gameSize.width, _gameSize.height });
UpdateViewport({ 0,0,_gameSize.width, _gameSize.height });
}

uint32_t startVertexLocation = _vbWriteIndex;
uint32_t vertexCount = UpdateVerticesWithFullScreenTriangle(_gameSize, _resources->GetVideoTextureSize(), { 0,0,_gameSize.width, _gameSize.height });
UpdateViewport({ 0,0,_gameSize.width, _gameSize.height });
_deviceContext->Draw(vertexCount, startVertexLocation);

Present();
Expand Down Expand Up @@ -839,17 +851,30 @@ void RenderContext::ResizeBackbuffer()
_Use_decl_annotations_
void RenderContext::SetSizes(
Size gameSize,
Size windowSize)
Size windowSize,
ScreenMode screenMode)
{
if (_gameSize == gameSize && _windowSize == windowSize && _screenMode == screenMode) {
return;
}

if (_resources && gameSize != _gameSize) {
_resources->SetFramebufferSize(gameSize, _device.Get());
SetRenderTargets(
_resources->GetFramebufferRtv(RenderContextFramebuffer::Game),
_resources->GetFramebufferRtv(RenderContextFramebuffer::SurfaceId));
}

_gameSize = gameSize;
_windowSize = windowSize;
_screenMode = screenMode;

auto displaySize = _screenMode == ScreenMode::FullscreenDefault ? _desktopSize : _windowSize;

_renderRect = Metrics::GetRenderRect(
_gameSize,
displaySize,
!_d2dxContext->GetOptions().GetFlag(OptionsFlag::NoWide));
!_d2dxContext->GetOptions().GetFlag(OptionsFlag::NoKeepAspectRatio));

bool centerOnCurrentPosition = _hasAdjustedWindowPlacement;
_hasAdjustedWindowPlacement = true;
Expand Down Expand Up @@ -892,7 +917,7 @@ void RenderContext::SetSizes(
_renderRect = Metrics::GetRenderRect(
_gameSize,
_windowSize,
!_d2dxContext->GetOptions().GetFlag(OptionsFlag::NoWide));
!_d2dxContext->GetOptions().GetFlag(OptionsFlag::NoKeepAspectRatio));

windowRect = { 0, 0, _windowSize.width, _windowSize.height };
AdjustWindowRect(&windowRect, windowStyle, FALSE);
Expand Down Expand Up @@ -987,13 +1012,11 @@ void RenderContext::ToggleFullscreen()
{
if (_screenMode == ScreenMode::FullscreenDefault)
{
_screenMode = ScreenMode::Windowed;
SetSizes(_gameSize, _windowSize);
SetSizes(_gameSize, _windowSize, ScreenMode::Windowed);
}
else
{
_screenMode = ScreenMode::FullscreenDefault;
SetSizes(_gameSize, _windowSize);
SetSizes(_gameSize, _windowSize, ScreenMode::FullscreenDefault);
}
}

Expand Down
6 changes: 4 additions & 2 deletions src/d2dx/RenderContext.h
Original file line number Diff line number Diff line change
Expand Up @@ -86,7 +86,8 @@ namespace d2dx
virtual void WriteToScreen(
_In_reads_(width* height) const uint32_t* pixels,
_In_ int32_t width,
_In_ int32_t height) override;
_In_ int32_t height,
_In_ bool forCinematic) override;

virtual void SetPalette(
_In_ int32_t paletteIndex,
Expand All @@ -99,7 +100,8 @@ namespace d2dx

virtual void SetSizes(
_In_ Size gameSize,
_In_ Size windowSize) override;
_In_ Size windowSize,
_In_ ScreenMode screenMode) override;

virtual void GetCurrentMetrics(
_Out_opt_ Size* gameSize,
Expand Down
26 changes: 26 additions & 0 deletions src/d2dx/RenderContextResources.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -81,6 +81,22 @@ ITextureCache* RenderContextResources::GetTextureCache(
return _textureCaches[log2Longest].get();
}

void RenderContextResources::SetFramebufferSize(
Size framebufferSize,
ID3D11Device* device)
{
_framebuffers[0].texture = nullptr;
_framebuffers[0].rtv= nullptr;
_framebuffers[0].srv= nullptr;
_framebuffers[1].texture = nullptr;
_framebuffers[1].rtv = nullptr;
_framebuffers[1].srv = nullptr;
_framebuffers[2].texture = nullptr;
_framebuffers[2].rtv = nullptr;
_framebuffers[2].srv = nullptr;
CreateFramebuffers(framebufferSize, device);
}

_Use_decl_annotations_
void RenderContextResources::CreateShadersAndInputLayout(
ID3D11Device* device)
Expand Down Expand Up @@ -254,12 +270,22 @@ void RenderContextResources::CreateVideoTextures(
};

_videoTextureSize = { 640, 480 };
_cinematicTextureSize = { 640, 292 };

D2DX_CHECK_HR(
device->CreateTexture2D(&desc, NULL, &_videoTexture));

D2DX_CHECK_HR(
device->CreateShaderResourceView(_videoTexture.Get(), NULL, &_videoTextureSrv));

desc.Height = 292;

D2DX_CHECK_HR(
device->CreateTexture2D(&desc, NULL, &_cinematicTexture));

D2DX_CHECK_HR(
device->CreateShaderResourceView(_cinematicTexture.Get(), NULL, &_cinematicTextureSrv));

}

_Use_decl_annotations_
Expand Down
21 changes: 21 additions & 0 deletions src/d2dx/RenderContextResources.h
Original file line number Diff line number Diff line change
Expand Up @@ -79,6 +79,8 @@ namespace d2dx

void OnNewFrame();

void SetFramebufferSize(Size framebufferSize, ID3D11Device* device);

ID3D11InputLayout* GetInputLayout() const { return _inputLayout.Get(); }

ID3D11VertexShader* GetVertexShader(RenderContextVertexShader vertexShader) const
Expand Down Expand Up @@ -120,6 +122,21 @@ namespace d2dx
return _videoTextureSrv.Get();
}

Size GetCinematicTextureSize() const
{
return _cinematicTextureSize;
}

ID3D11Texture2D* GetCinematicTexture() const
{
return _cinematicTexture.Get();
}

ID3D11ShaderResourceView* GetCinematicSrv() const
{
return _cinematicTextureSrv.Get();
}

ID3D11RasterizerState* GetRasterizerState(bool enableScissor) const
{
return enableScissor ? _rasterizerState.Get() : _rasterizerStateNoScissor.Get();
Expand Down Expand Up @@ -220,6 +237,10 @@ namespace d2dx
ComPtr<ID3D11Texture2D> _videoTexture;
ComPtr<ID3D11ShaderResourceView> _videoTextureSrv;

Size _cinematicTextureSize;
ComPtr<ID3D11Texture2D> _cinematicTexture;
ComPtr<ID3D11ShaderResourceView> _cinematicTextureSrv;

std::unique_ptr<ITextureCache> _textureCaches[7];

ComPtr<ID3D11RasterizerState> _rasterizerStateNoScissor;
Expand Down