diff --git a/Source/Core/InputCommon/Src/ControllerInterface/DirectInput/DirectInputKeyboard.cpp b/Source/Core/InputCommon/Src/ControllerInterface/DirectInput/DirectInputKeyboard.cpp index 6f39467deb..79ccde8028 100644 --- a/Source/Core/InputCommon/Src/ControllerInterface/DirectInput/DirectInputKeyboard.cpp +++ b/Source/Core/InputCommon/Src/ControllerInterface/DirectInput/DirectInputKeyboard.cpp @@ -1,187 +1,187 @@ -#include "../ControllerInterface.h" - -#ifdef CIFACE_USE_DIRECTINPUT_KEYBOARD - -#include "DirectInputKeyboard.h" -#include "DirectInput.h" - -// TODO: maybe add a ClearInputState function to this device - -namespace ciface -{ -namespace DirectInput -{ - -struct -{ - const BYTE code; - const char* const name; -} named_keys[] = -{ -#include "NamedKeys.h" -}; - -struct -{ - const BYTE code; - const char* const name; -} named_lights[] = -{ - { VK_NUMLOCK, "NUM LOCK" }, - { VK_CAPITAL, "CAPS LOCK" }, - { VK_SCROLL, "SCROLL LOCK" } -}; - -void InitKeyboard(IDirectInput8* const idi8, std::vector& devices) -{ - LPDIRECTINPUTDEVICE8 kb_device; - - unsigned int kb_count = 0; - - std::list keyboards; - idi8->EnumDevices(DI8DEVCLASS_KEYBOARD, DIEnumDevicesCallback, (LPVOID)&keyboards, DIEDFL_ATTACHEDONLY); - - // add other keyboard devices - std::list::iterator - i = keyboards.begin(), - e = keyboards.end(); - for (; i!=e; ++i) - { - if (SUCCEEDED(idi8->CreateDevice(i->guidInstance, &kb_device, NULL))) - { - if (SUCCEEDED(kb_device->SetDataFormat(&c_dfDIKeyboard))) - if (SUCCEEDED(kb_device->SetCooperativeLevel(NULL, DISCL_BACKGROUND | DISCL_NONEXCLUSIVE))) - { - devices.push_back(new Keyboard(kb_device, kb_count++)); - return; - } - } - kb_device->Release(); - } -} - -Keyboard::~Keyboard() -{ - // kb - m_kb_device->Unacquire(); - m_kb_device->Release(); - -} - -Keyboard::Keyboard(const LPDIRECTINPUTDEVICE8 kb_device, const int index) - : m_kb_device(kb_device) - , m_index(index) -{ - m_kb_device->Acquire(); - - ZeroMemory(&m_state_in, sizeof(m_state_in)); - ZeroMemory(m_state_out, sizeof(m_state_out)); - ZeroMemory(&m_current_state_out, sizeof(m_current_state_out)); - - // KEYBOARD - // add keys - for (unsigned int i = 0; i < sizeof(named_keys)/sizeof(*named_keys); ++i) - AddInput(new Key(i)); - // add lights - for (unsigned int i = 0; i < sizeof(named_lights)/sizeof(*named_lights); ++i) - AddOutput(new Light(i)); -} - -bool Keyboard::UpdateInput() -{ - HRESULT hr = m_kb_device->GetDeviceState(sizeof(m_state_in), m_state_in); - - if (DIERR_INPUTLOST == hr || DIERR_NOTACQUIRED == hr) - m_kb_device->Acquire(); - - return SUCCEEDED(hr); -} - -bool Keyboard::UpdateOutput() -{ - class KInput : public INPUT - { - public: - KInput( const unsigned char key, const bool up = false ) - { - memset( this, 0, sizeof(*this) ); - type = INPUT_KEYBOARD; - ki.wVk = key; - if (up) ki.dwFlags = KEYEVENTF_KEYUP; - } - }; - - std::vector< KInput > kbinputs; - for ( unsigned int i = 0; i < sizeof(m_state_out)/sizeof(*m_state_out); ++i ) - { - bool want_on = false; - if ( m_state_out[i] ) - want_on = m_state_out[i] > wxGetLocalTimeMillis() % 255 ; // light should flash when output is 0.5 - - // lights are set to their original state when output is zero - if ( want_on ^ m_current_state_out[i] ) - { - kbinputs.push_back( KInput( named_lights[i].code ) ); // press - kbinputs.push_back( KInput( named_lights[i].code, true ) ); // release - - m_current_state_out[i] ^= 1; - } - } - - if (kbinputs.size()) - return ( kbinputs.size() == SendInput( (UINT)kbinputs.size(), &kbinputs[0], sizeof( kbinputs[0] ) ) ); - else - return true; -} - -std::string Keyboard::GetName() const -{ - return "Keyboard"; -} - -int Keyboard::GetId() const -{ - return m_index; -} - -std::string Keyboard::GetSource() const -{ - return DINPUT_SOURCE_NAME; -} - -ControlState Keyboard::GetInputState(const ControllerInterface::Device::Input* const input) const -{ - return (((Input*)input)->GetState(m_state_in)); -} - -void Keyboard::SetOutputState(const ControllerInterface::Device::Output* const output, const ControlState state) -{ - ((Output*)output)->SetState(state, m_state_out); -} - -// names -std::string Keyboard::Key::GetName() const -{ - return named_keys[m_index].name; -} - -std::string Keyboard::Light::GetName() const -{ - return named_lights[ m_index ].name; -} - -// get/set state -ControlState Keyboard::Key::GetState(const BYTE keys[]) const -{ - return (keys[named_keys[m_index].code] != 0); -} - -void Keyboard::Light::SetState( const ControlState state, unsigned char* const state_out ) -{ - state_out[m_index] = state * 255; -} - -} -} - -#endif +#include "../ControllerInterface.h" + +#ifdef CIFACE_USE_DIRECTINPUT_KEYBOARD + +#include "DirectInputKeyboard.h" +#include "DirectInput.h" + +// TODO: maybe add a ClearInputState function to this device + +namespace ciface +{ +namespace DirectInput +{ + +struct +{ + const BYTE code; + const char* const name; +} named_keys[] = +{ +#include "NamedKeys.h" +}; + +struct +{ + const BYTE code; + const char* const name; +} named_lights[] = +{ + { VK_NUMLOCK, "NUM LOCK" }, + { VK_CAPITAL, "CAPS LOCK" }, + { VK_SCROLL, "SCROLL LOCK" } +}; + +void InitKeyboard(IDirectInput8* const idi8, std::vector& devices) +{ + LPDIRECTINPUTDEVICE8 kb_device; + + unsigned int kb_count = 0; + + std::list keyboards; + idi8->EnumDevices(DI8DEVCLASS_KEYBOARD, DIEnumDevicesCallback, (LPVOID)&keyboards, DIEDFL_ATTACHEDONLY); + + // add other keyboard devices + std::list::iterator + i = keyboards.begin(), + e = keyboards.end(); + for (; i!=e; ++i) + { + if (SUCCEEDED(idi8->CreateDevice(i->guidInstance, &kb_device, NULL))) + { + if (SUCCEEDED(kb_device->SetDataFormat(&c_dfDIKeyboard))) + if (SUCCEEDED(kb_device->SetCooperativeLevel(NULL, DISCL_BACKGROUND | DISCL_NONEXCLUSIVE))) + { + devices.push_back(new Keyboard(kb_device, kb_count++)); + return; + } + } + kb_device->Release(); + } +} + +Keyboard::~Keyboard() +{ + // kb + m_kb_device->Unacquire(); + m_kb_device->Release(); + +} + +Keyboard::Keyboard(const LPDIRECTINPUTDEVICE8 kb_device, const int index) + : m_kb_device(kb_device) + , m_index(index) +{ + m_kb_device->Acquire(); + + ZeroMemory(&m_state_in, sizeof(m_state_in)); + ZeroMemory(m_state_out, sizeof(m_state_out)); + ZeroMemory(&m_current_state_out, sizeof(m_current_state_out)); + + // KEYBOARD + // add keys + for (unsigned int i = 0; i < sizeof(named_keys)/sizeof(*named_keys); ++i) + AddInput(new Key(i)); + // add lights + for (unsigned int i = 0; i < sizeof(named_lights)/sizeof(*named_lights); ++i) + AddOutput(new Light(i)); +} + +bool Keyboard::UpdateInput() +{ + HRESULT hr = m_kb_device->GetDeviceState(sizeof(m_state_in), m_state_in); + + if (DIERR_INPUTLOST == hr || DIERR_NOTACQUIRED == hr) + m_kb_device->Acquire(); + + return SUCCEEDED(hr); +} + +bool Keyboard::UpdateOutput() +{ + class KInput : public INPUT + { + public: + KInput( const unsigned char key, const bool up = false ) + { + memset( this, 0, sizeof(*this) ); + type = INPUT_KEYBOARD; + ki.wVk = key; + if (up) ki.dwFlags = KEYEVENTF_KEYUP; + } + }; + + std::vector< KInput > kbinputs; + for ( unsigned int i = 0; i < sizeof(m_state_out)/sizeof(*m_state_out); ++i ) + { + bool want_on = false; + if ( m_state_out[i] ) + want_on = m_state_out[i] > wxGetLocalTimeMillis() % 255 ; // light should flash when output is 0.5 + + // lights are set to their original state when output is zero + if ( want_on ^ m_current_state_out[i] ) + { + kbinputs.push_back( KInput( named_lights[i].code ) ); // press + kbinputs.push_back( KInput( named_lights[i].code, true ) ); // release + + m_current_state_out[i] ^= 1; + } + } + + if (kbinputs.size()) + return ( kbinputs.size() == SendInput( (UINT)kbinputs.size(), &kbinputs[0], sizeof( kbinputs[0] ) ) ); + else + return true; +} + +std::string Keyboard::GetName() const +{ + return "Keyboard"; +} + +int Keyboard::GetId() const +{ + return m_index; +} + +std::string Keyboard::GetSource() const +{ + return DINPUT_SOURCE_NAME; +} + +ControlState Keyboard::GetInputState(const ControllerInterface::Device::Input* const input) const +{ + return (((Input*)input)->GetState(m_state_in)); +} + +void Keyboard::SetOutputState(const ControllerInterface::Device::Output* const output, const ControlState state) +{ + ((Output*)output)->SetState(state, m_state_out); +} + +// names +std::string Keyboard::Key::GetName() const +{ + return named_keys[m_index].name; +} + +std::string Keyboard::Light::GetName() const +{ + return named_lights[ m_index ].name; +} + +// get/set state +ControlState Keyboard::Key::GetState(const BYTE keys[]) const +{ + return (keys[named_keys[m_index].code] != 0); +} + +void Keyboard::Light::SetState( const ControlState state, unsigned char* const state_out ) +{ + state_out[m_index] = state * 255; +} + +} +} + +#endif diff --git a/Source/Core/InputCommon/Src/ControllerInterface/DirectInput/DirectInputKeyboard.h b/Source/Core/InputCommon/Src/ControllerInterface/DirectInput/DirectInputKeyboard.h index b51a38faa4..55f539fca8 100644 --- a/Source/Core/InputCommon/Src/ControllerInterface/DirectInput/DirectInputKeyboard.h +++ b/Source/Core/InputCommon/Src/ControllerInterface/DirectInput/DirectInputKeyboard.h @@ -1,99 +1,99 @@ -#ifndef _CIFACE_DIRECTINPUT_KEYBOARD_H_ -#define _CIFACE_DIRECTINPUT_KEYBOARD_H_ - -#include "../ControllerInterface.h" - -#define DIRECTINPUT_VERSION 0x0800 -#define WIN32_LEAN_AND_MEAN -#define NOMINMAX -#include -#include - -#include -#include - -namespace ciface -{ -namespace DirectInput -{ - -void InitKeyboard(IDirectInput8* const idi8, std::vector& devices); - -class Keyboard : public ControllerInterface::Device -{ - friend class ControllerInterface; - friend class ControllerInterface::ControlReference; - -protected: - - struct State - { - - }; - - class Input : public ControllerInterface::Device::Input - { - friend class Keyboard; - protected: - virtual ControlState GetState(const BYTE keys[]) const = 0; - }; - - class Output : public ControllerInterface::Device::Output - { - friend class Keyboard; - protected: - virtual void SetState(const ControlState state, unsigned char* const state_out) = 0; - }; - - class Key : public Input - { - friend class Keyboard; - public: - std::string GetName() const; - protected: - Key(const unsigned int index) : m_index(index) {} - ControlState GetState(const BYTE keys[]) const; - private: - const unsigned int m_index; - }; - - class Light : public Output - { - friend class Keyboard; - public: - std::string GetName() const; - protected: - Light(const unsigned int index) : m_index(index) {} - void SetState(const ControlState state, unsigned char* const state_out); - private: - const unsigned int m_index; - }; - - bool UpdateInput(); - bool UpdateOutput(); - - ControlState GetInputState( const ControllerInterface::Device::Input* const input ) const; - void SetOutputState( const ControllerInterface::Device::Output* const input, const ControlState state ); - -public: - Keyboard(const LPDIRECTINPUTDEVICE8 kb_device, const int index); - ~Keyboard(); - - std::string GetName() const; - int GetId() const; - std::string GetSource() const; - -private: - const LPDIRECTINPUTDEVICE8 m_kb_device; - const int m_index; - - wxLongLong m_last_update; - BYTE m_state_in[256]; - unsigned char m_state_out[3]; // NUM CAPS SCROLL - bool m_current_state_out[3]; // NUM CAPS SCROLL -}; - -} -} - -#endif +#ifndef _CIFACE_DIRECTINPUT_KEYBOARD_H_ +#define _CIFACE_DIRECTINPUT_KEYBOARD_H_ + +#include "../ControllerInterface.h" + +#define DIRECTINPUT_VERSION 0x0800 +#define WIN32_LEAN_AND_MEAN +#define NOMINMAX +#include +#include + +#include +#include + +namespace ciface +{ +namespace DirectInput +{ + +void InitKeyboard(IDirectInput8* const idi8, std::vector& devices); + +class Keyboard : public ControllerInterface::Device +{ + friend class ControllerInterface; + friend class ControllerInterface::ControlReference; + +protected: + + struct State + { + + }; + + class Input : public ControllerInterface::Device::Input + { + friend class Keyboard; + protected: + virtual ControlState GetState(const BYTE keys[]) const = 0; + }; + + class Output : public ControllerInterface::Device::Output + { + friend class Keyboard; + protected: + virtual void SetState(const ControlState state, unsigned char* const state_out) = 0; + }; + + class Key : public Input + { + friend class Keyboard; + public: + std::string GetName() const; + protected: + Key(const unsigned int index) : m_index(index) {} + ControlState GetState(const BYTE keys[]) const; + private: + const unsigned int m_index; + }; + + class Light : public Output + { + friend class Keyboard; + public: + std::string GetName() const; + protected: + Light(const unsigned int index) : m_index(index) {} + void SetState(const ControlState state, unsigned char* const state_out); + private: + const unsigned int m_index; + }; + + bool UpdateInput(); + bool UpdateOutput(); + + ControlState GetInputState( const ControllerInterface::Device::Input* const input ) const; + void SetOutputState( const ControllerInterface::Device::Output* const input, const ControlState state ); + +public: + Keyboard(const LPDIRECTINPUTDEVICE8 kb_device, const int index); + ~Keyboard(); + + std::string GetName() const; + int GetId() const; + std::string GetSource() const; + +private: + const LPDIRECTINPUTDEVICE8 m_kb_device; + const int m_index; + + wxLongLong m_last_update; + BYTE m_state_in[256]; + unsigned char m_state_out[3]; // NUM CAPS SCROLL + bool m_current_state_out[3]; // NUM CAPS SCROLL +}; + +} +} + +#endif diff --git a/Source/Core/InputCommon/Src/ControllerInterface/DirectInput/DirectInputMouse.cpp b/Source/Core/InputCommon/Src/ControllerInterface/DirectInput/DirectInputMouse.cpp index acf762386c..3464200349 100644 --- a/Source/Core/InputCommon/Src/ControllerInterface/DirectInput/DirectInputMouse.cpp +++ b/Source/Core/InputCommon/Src/ControllerInterface/DirectInput/DirectInputMouse.cpp @@ -1,175 +1,175 @@ -#include "../ControllerInterface.h" - -#ifdef CIFACE_USE_DIRECTINPUT_MOUSE - -#include "DirectInputMouse.h" -#include "DirectInput.h" - -// TODO: maybe add a ClearInputState function to this device - - // (lower would be more sensitive) user can lower sensitivity by setting range - // seems decent here ( at 8 ), I dont think anyone would need more sensitive than this - // and user can lower it much farther than they would want to with the range -#define MOUSE_AXIS_SENSITIVITY 8 - - // if input hasn't been received for this many ms, mouse input will be skipped - // otherwise it is just some crazy value -#define DROP_INPUT_TIME 250 - -namespace ciface -{ -namespace DirectInput -{ - -void InitMouse( IDirectInput8* const idi8, std::vector& devices ) -{ - LPDIRECTINPUTDEVICE8 mo_device; - - unsigned int mo_count = 0; - - std::list mice; - idi8->EnumDevices(DI8DEVCLASS_POINTER, DIEnumDevicesCallback, (LPVOID)&mice, DIEDFL_ATTACHEDONLY); - - // add other keyboard devices - std::list::iterator - i = mice.begin(), - e = mice.end(); - for (; i!=e; ++i) - { - if (SUCCEEDED(idi8->CreateDevice(i->guidInstance, &mo_device, NULL))) - { - if (SUCCEEDED(mo_device->SetDataFormat(&c_dfDIMouse2))) - if (SUCCEEDED(mo_device->SetCooperativeLevel(NULL, DISCL_BACKGROUND | DISCL_NONEXCLUSIVE))) - { - devices.push_back(new Mouse(mo_device, mo_count++)); - return; - } - } - mo_device->Release(); - } -} - -Mouse::~Mouse() -{ - // mouse - m_mo_device->Unacquire(); - m_mo_device->Release(); -} - -Mouse::Mouse(const LPDIRECTINPUTDEVICE8 mo_device, const int index) - : m_mo_device(mo_device) - , m_index(index) -{ - m_mo_device->Acquire(); - - m_last_update = GetTickCount(); - ZeroMemory(&m_state_in, sizeof(m_state_in)); - - // MOUSE - // get caps - DIDEVCAPS mouse_caps; - ZeroMemory( &mouse_caps, sizeof(mouse_caps) ); - mouse_caps.dwSize = sizeof(mouse_caps); - m_mo_device->GetCapabilities(&mouse_caps); - // mouse buttons - for (unsigned int i = 0; i < mouse_caps.dwButtons; ++i) - AddInput(new Button(i)); - // mouse axes - for (unsigned int i = 0; i < mouse_caps.dwAxes; ++i) - { - // each axis gets a negative and a positive input instance associated with it - AddInput(new Axis(i, (2==i) ? -1 : -MOUSE_AXIS_SENSITIVITY)); - AddInput(new Axis(i, -(2==i) ? 1 : MOUSE_AXIS_SENSITIVITY)); - } - -} - -bool Mouse::UpdateInput() -{ - DIMOUSESTATE2 tmp_mouse; - HRESULT hr = m_mo_device->GetDeviceState(sizeof(tmp_mouse), &tmp_mouse); - - // if mouse position hasn't been updated in a short while, skip a dev state - const DWORD cur_time = GetTickCount(); - if (cur_time - m_last_update > DROP_INPUT_TIME) - { - // set buttons/axes to zero - // skip this input state - ZeroMemory(&m_state_in, sizeof(m_state_in)); - } - else if (SUCCEEDED(hr)) - { - // need to smooth out the axes, otherwise it doesnt work for shit - for (unsigned int i = 0; i < 3; ++i) - ((&m_state_in.lX)[i] += (&tmp_mouse.lX)[i]) /= 2; - - // copy over the buttons - memcpy(m_state_in.rgbButtons, tmp_mouse.rgbButtons, sizeof(m_state_in.rgbButtons)); - } - - m_last_update = cur_time; - - if (DIERR_INPUTLOST == hr || DIERR_NOTACQUIRED == hr) - m_mo_device->Acquire(); - - return SUCCEEDED(hr); -} - -bool Mouse::UpdateOutput() -{ - return true; -} - -std::string Mouse::GetName() const -{ - return "Mouse"; -} - -int Mouse::GetId() const -{ - return m_index; -} - -std::string Mouse::GetSource() const -{ - return DINPUT_SOURCE_NAME; -} - -ControlState Mouse::GetInputState( const ControllerInterface::Device::Input* const input ) const -{ - return (((Input*)input)->GetState(&m_state_in)); -} - -void Mouse::SetOutputState(const ControllerInterface::Device::Output* const output, const ControlState state) -{ - return; -} - -// names -std::string Mouse::Button::GetName() const -{ - return std::string("Button ") + char('0'+m_index); -} - -std::string Mouse::Axis::GetName() const -{ - std::string tmpstr("Axis "); - tmpstr += "XYZ"[m_index]; tmpstr += ( m_range>0 ? '+' : '-' ); - return tmpstr; -} - -// get/set state -ControlState Mouse::Button::GetState(const DIMOUSESTATE2* const state) const -{ - return (state->rgbButtons[m_index] != 0); -} - -ControlState Mouse::Axis::GetState(const DIMOUSESTATE2* const state) const -{ - return std::max(0.0f, ControlState((&state->lX)[m_index]) / m_range); -} - -} -} - -#endif +#include "../ControllerInterface.h" + +#ifdef CIFACE_USE_DIRECTINPUT_MOUSE + +#include "DirectInputMouse.h" +#include "DirectInput.h" + +// TODO: maybe add a ClearInputState function to this device + + // (lower would be more sensitive) user can lower sensitivity by setting range + // seems decent here ( at 8 ), I dont think anyone would need more sensitive than this + // and user can lower it much farther than they would want to with the range +#define MOUSE_AXIS_SENSITIVITY 8 + + // if input hasn't been received for this many ms, mouse input will be skipped + // otherwise it is just some crazy value +#define DROP_INPUT_TIME 250 + +namespace ciface +{ +namespace DirectInput +{ + +void InitMouse( IDirectInput8* const idi8, std::vector& devices ) +{ + LPDIRECTINPUTDEVICE8 mo_device; + + unsigned int mo_count = 0; + + std::list mice; + idi8->EnumDevices(DI8DEVCLASS_POINTER, DIEnumDevicesCallback, (LPVOID)&mice, DIEDFL_ATTACHEDONLY); + + // add other keyboard devices + std::list::iterator + i = mice.begin(), + e = mice.end(); + for (; i!=e; ++i) + { + if (SUCCEEDED(idi8->CreateDevice(i->guidInstance, &mo_device, NULL))) + { + if (SUCCEEDED(mo_device->SetDataFormat(&c_dfDIMouse2))) + if (SUCCEEDED(mo_device->SetCooperativeLevel(NULL, DISCL_BACKGROUND | DISCL_NONEXCLUSIVE))) + { + devices.push_back(new Mouse(mo_device, mo_count++)); + return; + } + } + mo_device->Release(); + } +} + +Mouse::~Mouse() +{ + // mouse + m_mo_device->Unacquire(); + m_mo_device->Release(); +} + +Mouse::Mouse(const LPDIRECTINPUTDEVICE8 mo_device, const int index) + : m_mo_device(mo_device) + , m_index(index) +{ + m_mo_device->Acquire(); + + m_last_update = GetTickCount(); + ZeroMemory(&m_state_in, sizeof(m_state_in)); + + // MOUSE + // get caps + DIDEVCAPS mouse_caps; + ZeroMemory( &mouse_caps, sizeof(mouse_caps) ); + mouse_caps.dwSize = sizeof(mouse_caps); + m_mo_device->GetCapabilities(&mouse_caps); + // mouse buttons + for (unsigned int i = 0; i < mouse_caps.dwButtons; ++i) + AddInput(new Button(i)); + // mouse axes + for (unsigned int i = 0; i < mouse_caps.dwAxes; ++i) + { + // each axis gets a negative and a positive input instance associated with it + AddInput(new Axis(i, (2==i) ? -1 : -MOUSE_AXIS_SENSITIVITY)); + AddInput(new Axis(i, -(2==i) ? 1 : MOUSE_AXIS_SENSITIVITY)); + } + +} + +bool Mouse::UpdateInput() +{ + DIMOUSESTATE2 tmp_mouse; + HRESULT hr = m_mo_device->GetDeviceState(sizeof(tmp_mouse), &tmp_mouse); + + // if mouse position hasn't been updated in a short while, skip a dev state + const DWORD cur_time = GetTickCount(); + if (cur_time - m_last_update > DROP_INPUT_TIME) + { + // set buttons/axes to zero + // skip this input state + ZeroMemory(&m_state_in, sizeof(m_state_in)); + } + else if (SUCCEEDED(hr)) + { + // need to smooth out the axes, otherwise it doesnt work for shit + for (unsigned int i = 0; i < 3; ++i) + ((&m_state_in.lX)[i] += (&tmp_mouse.lX)[i]) /= 2; + + // copy over the buttons + memcpy(m_state_in.rgbButtons, tmp_mouse.rgbButtons, sizeof(m_state_in.rgbButtons)); + } + + m_last_update = cur_time; + + if (DIERR_INPUTLOST == hr || DIERR_NOTACQUIRED == hr) + m_mo_device->Acquire(); + + return SUCCEEDED(hr); +} + +bool Mouse::UpdateOutput() +{ + return true; +} + +std::string Mouse::GetName() const +{ + return "Mouse"; +} + +int Mouse::GetId() const +{ + return m_index; +} + +std::string Mouse::GetSource() const +{ + return DINPUT_SOURCE_NAME; +} + +ControlState Mouse::GetInputState( const ControllerInterface::Device::Input* const input ) const +{ + return (((Input*)input)->GetState(&m_state_in)); +} + +void Mouse::SetOutputState(const ControllerInterface::Device::Output* const output, const ControlState state) +{ + return; +} + +// names +std::string Mouse::Button::GetName() const +{ + return std::string("Button ") + char('0'+m_index); +} + +std::string Mouse::Axis::GetName() const +{ + std::string tmpstr("Axis "); + tmpstr += "XYZ"[m_index]; tmpstr += ( m_range>0 ? '+' : '-' ); + return tmpstr; +} + +// get/set state +ControlState Mouse::Button::GetState(const DIMOUSESTATE2* const state) const +{ + return (state->rgbButtons[m_index] != 0); +} + +ControlState Mouse::Axis::GetState(const DIMOUSESTATE2* const state) const +{ + return std::max(0.0f, ControlState((&state->lX)[m_index]) / m_range); +} + +} +} + +#endif diff --git a/Source/Core/InputCommon/Src/ControllerInterface/DirectInput/DirectInputMouse.h b/Source/Core/InputCommon/Src/ControllerInterface/DirectInput/DirectInputMouse.h index c645d02727..57cc15ff5a 100644 --- a/Source/Core/InputCommon/Src/ControllerInterface/DirectInput/DirectInputMouse.h +++ b/Source/Core/InputCommon/Src/ControllerInterface/DirectInput/DirectInputMouse.h @@ -1,83 +1,83 @@ -#ifndef _CIFACE_DIRECTINPUT_MOUSE_H_ -#define _CIFACE_DIRECTINPUT_MOUSE_H_ - -#include "../ControllerInterface.h" - -#define DIRECTINPUT_VERSION 0x0800 -#define WIN32_LEAN_AND_MEAN -#define NOMINMAX -#include -#include - -namespace ciface -{ -namespace DirectInput -{ - -void InitMouse(IDirectInput8* const idi8, std::vector& devices); - -class Mouse : public ControllerInterface::Device -{ - friend class ControllerInterface; - friend class ControllerInterface::ControlReference; - -protected: - - class Input : public ControllerInterface::Device::Input - { - friend class Mouse; - protected: - virtual ControlState GetState(const DIMOUSESTATE2* const boardstate) const = 0; - }; - - class Button : public Input - { - friend class Mouse; - public: - std::string GetName() const; - protected: - Button(const unsigned int index) : m_index(index) {} - ControlState GetState(const DIMOUSESTATE2* const state) const; - private: - const unsigned int m_index; - }; - - class Axis : public Input - { - friend class Mouse; - public: - std::string GetName() const; - protected: - Axis(const unsigned int index, const LONG range) : m_index(index), m_range(range) {} - ControlState GetState(const DIMOUSESTATE2* const state) const; - private: - const unsigned int m_index; - const LONG m_range; - }; - - bool UpdateInput(); - bool UpdateOutput(); - - ControlState GetInputState( const ControllerInterface::Device::Input* const input ) const; - void SetOutputState( const ControllerInterface::Device::Output* const input, const ControlState state ); - -public: - Mouse(const LPDIRECTINPUTDEVICE8 mo_device, const int index); - ~Mouse(); - - std::string GetName() const; - int GetId() const; - std::string GetSource() const; - -private: - const LPDIRECTINPUTDEVICE8 m_mo_device; - const int m_index; - - DWORD m_last_update; - DIMOUSESTATE2 m_state_in; -}; - -} -} - -#endif +#ifndef _CIFACE_DIRECTINPUT_MOUSE_H_ +#define _CIFACE_DIRECTINPUT_MOUSE_H_ + +#include "../ControllerInterface.h" + +#define DIRECTINPUT_VERSION 0x0800 +#define WIN32_LEAN_AND_MEAN +#define NOMINMAX +#include +#include + +namespace ciface +{ +namespace DirectInput +{ + +void InitMouse(IDirectInput8* const idi8, std::vector& devices); + +class Mouse : public ControllerInterface::Device +{ + friend class ControllerInterface; + friend class ControllerInterface::ControlReference; + +protected: + + class Input : public ControllerInterface::Device::Input + { + friend class Mouse; + protected: + virtual ControlState GetState(const DIMOUSESTATE2* const boardstate) const = 0; + }; + + class Button : public Input + { + friend class Mouse; + public: + std::string GetName() const; + protected: + Button(const unsigned int index) : m_index(index) {} + ControlState GetState(const DIMOUSESTATE2* const state) const; + private: + const unsigned int m_index; + }; + + class Axis : public Input + { + friend class Mouse; + public: + std::string GetName() const; + protected: + Axis(const unsigned int index, const LONG range) : m_index(index), m_range(range) {} + ControlState GetState(const DIMOUSESTATE2* const state) const; + private: + const unsigned int m_index; + const LONG m_range; + }; + + bool UpdateInput(); + bool UpdateOutput(); + + ControlState GetInputState( const ControllerInterface::Device::Input* const input ) const; + void SetOutputState( const ControllerInterface::Device::Output* const input, const ControlState state ); + +public: + Mouse(const LPDIRECTINPUTDEVICE8 mo_device, const int index); + ~Mouse(); + + std::string GetName() const; + int GetId() const; + std::string GetSource() const; + +private: + const LPDIRECTINPUTDEVICE8 m_mo_device; + const int m_index; + + DWORD m_last_update; + DIMOUSESTATE2 m_state_in; +}; + +} +} + +#endif diff --git a/Source/Plugins/Plugin_VideoDX11/Src/D3DBlob.cpp b/Source/Plugins/Plugin_VideoDX11/Src/D3DBlob.cpp index 579487aa53..8a100b7bef 100644 --- a/Source/Plugins/Plugin_VideoDX11/Src/D3DBlob.cpp +++ b/Source/Plugins/Plugin_VideoDX11/Src/D3DBlob.cpp @@ -1,63 +1,63 @@ -// Copyright (C) 2003 Dolphin Project. - -// This program is free software: you can redistribute it and/or modify -// it under the terms of the GNU General Public License as published by -// the Free Software Foundation, version 2.0. - -// This program is distributed in the hope that it will be useful, -// but WITHOUT ANY WARRANTY; without even the implied warranty of -// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -// GNU General Public License 2.0 for more details. - -// A copy of the GPL 2.0 should have been included with the program. -// If not, see http://www.gnu.org/licenses/ - -// Official SVN repository and contact information can be found at -// http://code.google.com/p/dolphin-emu/ - -#include "D3DBlob.h" - -D3DBlob::D3DBlob(unsigned int blob_size, const u8* init_data) : ref(1), size(blob_size), blob(NULL) -{ - data = new u8[blob_size]; - if (init_data) memcpy(data, init_data, size); -} - -D3DBlob::D3DBlob(ID3D10Blob* d3dblob) : ref(1) -{ - blob = d3dblob; - data = (u8*)blob->GetBufferPointer(); - size = blob->GetBufferSize(); - d3dblob->AddRef(); -} - -D3DBlob::~D3DBlob() -{ - if (blob) blob->Release(); - else delete[] data; -} - -void D3DBlob::AddRef() -{ - ++ref; -} - -unsigned int D3DBlob::Release() -{ - if (--ref == 0) - { - delete this; - return 0; - } - return ref; -} - -unsigned int D3DBlob::Size() -{ - return size; -} - -u8* D3DBlob::Data() -{ - return data; -} +// Copyright (C) 2003 Dolphin Project. + +// This program is free software: you can redistribute it and/or modify +// it under the terms of the GNU General Public License as published by +// the Free Software Foundation, version 2.0. + +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License 2.0 for more details. + +// A copy of the GPL 2.0 should have been included with the program. +// If not, see http://www.gnu.org/licenses/ + +// Official SVN repository and contact information can be found at +// http://code.google.com/p/dolphin-emu/ + +#include "D3DBlob.h" + +D3DBlob::D3DBlob(unsigned int blob_size, const u8* init_data) : ref(1), size(blob_size), blob(NULL) +{ + data = new u8[blob_size]; + if (init_data) memcpy(data, init_data, size); +} + +D3DBlob::D3DBlob(ID3D10Blob* d3dblob) : ref(1) +{ + blob = d3dblob; + data = (u8*)blob->GetBufferPointer(); + size = blob->GetBufferSize(); + d3dblob->AddRef(); +} + +D3DBlob::~D3DBlob() +{ + if (blob) blob->Release(); + else delete[] data; +} + +void D3DBlob::AddRef() +{ + ++ref; +} + +unsigned int D3DBlob::Release() +{ + if (--ref == 0) + { + delete this; + return 0; + } + return ref; +} + +unsigned int D3DBlob::Size() +{ + return size; +} + +u8* D3DBlob::Data() +{ + return data; +} diff --git a/Source/Plugins/Plugin_VideoDX11/Src/D3DBlob.h b/Source/Plugins/Plugin_VideoDX11/Src/D3DBlob.h index fabfdf4b53..ec48053aab 100644 --- a/Source/Plugins/Plugin_VideoDX11/Src/D3DBlob.h +++ b/Source/Plugins/Plugin_VideoDX11/Src/D3DBlob.h @@ -1,47 +1,47 @@ -// Copyright (C) 2003 Dolphin Project. - -// This program is free software: you can redistribute it and/or modify -// it under the terms of the GNU General Public License as published by -// the Free Software Foundation, version 2.0. - -// This program is distributed in the hope that it will be useful, -// but WITHOUT ANY WARRANTY; without even the implied warranty of -// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -// GNU General Public License 2.0 for more details. - -// A copy of the GPL 2.0 should have been included with the program. -// If not, see http://www.gnu.org/licenses/ - -// Official SVN repository and contact information can be found at -// http://code.google.com/p/dolphin-emu/ - -#pragma once - -#include -#include "Common.h" - -// use this class instead ID3D10Blob or ID3D11Blob whenever possible -class D3DBlob -{ -public: - // memory will be copied into an own buffer - D3DBlob(unsigned int blob_size, const u8* init_data = NULL); - - // d3dblob will be AddRef'd - D3DBlob(ID3D10Blob* d3dblob); - - void AddRef(); - unsigned int Release(); - - unsigned int Size(); - u8* Data(); - -private: - ~D3DBlob(); - - unsigned int ref; - unsigned int size; - - u8* data; - ID3D10Blob* blob; -}; +// Copyright (C) 2003 Dolphin Project. + +// This program is free software: you can redistribute it and/or modify +// it under the terms of the GNU General Public License as published by +// the Free Software Foundation, version 2.0. + +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License 2.0 for more details. + +// A copy of the GPL 2.0 should have been included with the program. +// If not, see http://www.gnu.org/licenses/ + +// Official SVN repository and contact information can be found at +// http://code.google.com/p/dolphin-emu/ + +#pragma once + +#include +#include "Common.h" + +// use this class instead ID3D10Blob or ID3D11Blob whenever possible +class D3DBlob +{ +public: + // memory will be copied into an own buffer + D3DBlob(unsigned int blob_size, const u8* init_data = NULL); + + // d3dblob will be AddRef'd + D3DBlob(ID3D10Blob* d3dblob); + + void AddRef(); + unsigned int Release(); + + unsigned int Size(); + u8* Data(); + +private: + ~D3DBlob(); + + unsigned int ref; + unsigned int size; + + u8* data; + ID3D10Blob* blob; +}; diff --git a/Source/Plugins/Plugin_VideoDX11/Src/GfxState.cpp b/Source/Plugins/Plugin_VideoDX11/Src/GfxState.cpp index ad40aa6167..fe6b50e80e 100644 --- a/Source/Plugins/Plugin_VideoDX11/Src/GfxState.cpp +++ b/Source/Plugins/Plugin_VideoDX11/Src/GfxState.cpp @@ -1,361 +1,361 @@ -// Copyright (C) 2003 Dolphin Project. - -// This program is free software: you can redistribute it and/or modify -// it under the terms of the GNU General Public License as published by -// the Free Software Foundation, version 2.0. - -// This program is distributed in the hope that it will be useful, -// but WITHOUT ANY WARRANTY; without even the implied warranty of -// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -// GNU General Public License 2.0 for more details. - -// A copy of the GPL 2.0 should have been included with the program. -// If not, see http://www.gnu.org/licenses/ - -// Official SVN repository and contact information can be found at -// http://code.google.com/p/dolphin-emu/ - -#include "VideoConfig.h" -#include "GfxState.h" - -namespace D3D -{ - -EmuGfxState* gfxstate; -StateManager* stateman; - -EmuGfxState::EmuGfxState() : vertexshader(NULL), vsbytecode(NULL), pixelshader(NULL), psbytecode(NULL), apply_called(false) -{ - for (unsigned int k = 0;k < 8;k++) - { - float border[4] = {0.f, 0.f, 0.f, 0.f}; - shader_resources[k] = NULL; - samplerdesc[k] = CD3D11_SAMPLER_DESC(D3D11_FILTER_MIN_MAG_MIP_LINEAR, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP, 0.f, 16, D3D11_COMPARISON_ALWAYS, border, -D3D11_FLOAT32_MAX, D3D11_FLOAT32_MAX); - if(g_ActiveConfig.iMaxAnisotropy > 1) samplerdesc[k].Filter = D3D11_FILTER_ANISOTROPIC; - } - - blenddesc.AlphaToCoverageEnable = FALSE; - blenddesc.IndependentBlendEnable = FALSE; - blenddesc.RenderTarget[0].BlendEnable = FALSE; - blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; - blenddesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE; - blenddesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO; - blenddesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; - blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; - blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; - blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; - - depthdesc.DepthEnable = TRUE; - depthdesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; - depthdesc.DepthFunc = D3D11_COMPARISON_LESS; - depthdesc.StencilEnable = FALSE; - depthdesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK; - depthdesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK; - - // this probably must be changed once multisampling support gets added - rastdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false, 0, 0.f, 0, false, true, false, false); - - pscbuf = NULL; - vscbuf = NULL; - vshaderchanged = false; - inp_layout = NULL; - num_inp_elems = 0; - - pscbufchanged = false; - vscbufchanged = false; -} - -EmuGfxState::~EmuGfxState() -{ - for (unsigned int k = 0;k < 8;k++) - SAFE_RELEASE(shader_resources[k]) - - SAFE_RELEASE(vsbytecode); - SAFE_RELEASE(psbytecode); - SAFE_RELEASE(vertexshader); - SAFE_RELEASE(pixelshader); - - SAFE_RELEASE(pscbuf); - SAFE_RELEASE(vscbuf); - - SAFE_RELEASE(inp_layout); -} - -// TODO: No need to store the whole bytecode, signature might be enough (?) -void EmuGfxState::SetVShader(ID3D11VertexShader* shader, D3DBlob* bcode) -{ - // TODO: vshaderchanged actually just needs to be true if the signature changed - if (bcode && vsbytecode != bcode) vshaderchanged = true; - SAFE_RELEASE(vsbytecode); - SAFE_RELEASE(vertexshader); - - if (shader && bcode) - { - vertexshader = shader; - shader->AddRef(); - vsbytecode = bcode; - bcode->AddRef(); - } - else if (shader || bcode) - { - PanicAlert("Invalid parameters!\n"); - } -} - -void EmuGfxState::SetPShader(ID3D11PixelShader* shader) -{ - if (pixelshader) pixelshader->Release(); - pixelshader = shader; - if (shader) shader->AddRef(); -} - -void EmuGfxState::SetInputElements(const D3D11_INPUT_ELEMENT_DESC* elems, UINT num) -{ - num_inp_elems = num; - memcpy(inp_elems, elems, num*sizeof(D3D11_INPUT_ELEMENT_DESC)); -} - -void EmuGfxState::SetShaderResource(unsigned int stage, ID3D11ShaderResourceView* srv) -{ - if (shader_resources[stage]) shader_resources[stage]->Release(); - shader_resources[stage] = srv; - if (srv) srv->AddRef(); -} - -void EmuGfxState::ApplyState() -{ - HRESULT hr; - - // input layout (only needs to be updated if the vertex shader signature changed) - if (vshaderchanged) - { - if (inp_layout) inp_layout->Release(); - hr = D3D::device->CreateInputLayout(inp_elems, num_inp_elems, vsbytecode->Data(), vsbytecode->Size(), &inp_layout); - if (FAILED(hr)) PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__); - SetDebugObjectName((ID3D11DeviceChild*)inp_layout, "an input layout of EmuGfxState"); - vshaderchanged = false; - } - D3D::context->IASetInputLayout(inp_layout); - - // vertex shader - // TODO: divide the global variables of the generated shaders into about 5 constant buffers - // TODO: improve interaction between EmuGfxState and global state management, so that we don't need to set the constant buffers every time - if (!vscbuf) - { - unsigned int size = ((sizeof(vsconstants))&(~0xf))+0x10; // must be a multiple of 16 - D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(size, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE); - hr = device->CreateBuffer(&cbdesc, NULL, &vscbuf); - CHECK(hr==S_OK, "Create vertex shader constant buffer (size=%u)", size); - SetDebugObjectName((ID3D11DeviceChild*)vscbuf, "a vertex shader constant buffer of EmuGfxState"); - } - if (vscbufchanged) - { - D3D11_MAPPED_SUBRESOURCE map; - context->Map(vscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); - memcpy(map.pData, vsconstants, sizeof(vsconstants)); - context->Unmap(vscbuf, 0); - } - D3D::context->VSSetConstantBuffers(0, 1, &vscbuf); - - // pixel shader - if (!pscbuf) - { - unsigned int size = ((sizeof(psconstants))&(~0xf))+0x10; // must be a multiple of 16 - D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(size, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE); - device->CreateBuffer(&cbdesc, NULL, &pscbuf); - CHECK(hr==S_OK, "Create pixel shader constant buffer (size=%u)", size); - SetDebugObjectName((ID3D11DeviceChild*)pscbuf, "a pixel shader constant buffer of EmuGfxState"); - } - if (pscbufchanged) - { - D3D11_MAPPED_SUBRESOURCE map; - context->Map(pscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); - memcpy(map.pData, psconstants, sizeof(psconstants)); - context->Unmap(pscbuf, 0); - pscbufchanged = false; - } - D3D::context->PSSetConstantBuffers(0, 1, &pscbuf); - - ID3D11SamplerState* samplerstate[8]; - for (unsigned int stage = 0; stage < 8; stage++) - { - if (shader_resources[stage]) - { - if(g_ActiveConfig.iMaxAnisotropy > 1) samplerdesc[stage].Filter = D3D11_FILTER_ANISOTROPIC; - hr = D3D::device->CreateSamplerState(&samplerdesc[stage], &samplerstate[stage]); - if (FAILED(hr)) PanicAlert("Fail %s %d, stage=%d\n", __FILE__, __LINE__, stage); - else SetDebugObjectName((ID3D11DeviceChild*)samplerstate[stage], "a sampler state of EmuGfxState"); - } - else samplerstate[stage] = NULL; - } - D3D::context->PSSetSamplers(0, 8, samplerstate); - for (unsigned int stage = 0; stage < 8; stage++) - SAFE_RELEASE(samplerstate[stage]); - - ID3D11BlendState* blstate; - hr = device->CreateBlendState(&blenddesc, &blstate); - if (FAILED(hr)) PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__); - stateman->PushBlendState(blstate); - SetDebugObjectName((ID3D11DeviceChild*)blstate, "a blend state of EmuGfxState"); - blstate->Release(); - - rastdesc.FillMode = (g_ActiveConfig.bWireFrame) ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID; - ID3D11RasterizerState* raststate; - hr = device->CreateRasterizerState(&rastdesc, &raststate); - if (FAILED(hr)) PanicAlert("Failed to create rasterizer state at %s %d\n", __FILE__, __LINE__); - SetDebugObjectName((ID3D11DeviceChild*)raststate, "a rasterizer state of EmuGfxState"); - stateman->PushRasterizerState(raststate); - raststate->Release(); - - ID3D11DepthStencilState* depth_state; - hr = device->CreateDepthStencilState(&depthdesc, &depth_state); - if (SUCCEEDED(hr)) SetDebugObjectName((ID3D11DeviceChild*)depth_state, "a depth-stencil state of EmuGfxState"); - else PanicAlert("Failed to create depth state at %s %d\n", __FILE__, __LINE__); - D3D::stateman->PushDepthState(depth_state); - depth_state->Release(); - - context->PSSetShader(pixelshader, NULL, 0); - context->VSSetShader(vertexshader, NULL, 0); - context->PSSetShaderResources(0, 8, shader_resources); - - stateman->Apply(); - apply_called = true; -} - -void EmuGfxState::AlphaPass() -{ - if (!apply_called) ERROR_LOG(VIDEO, "EmuGfxState::AlphaPass called without having called ApplyState before!") - else stateman->PopBlendState(); - - // pixel shader for alpha pass is different, so update it - context->PSSetShader(pixelshader, NULL, 0); - - ID3D11BlendState* blstate; - D3D11_BLEND_DESC desc = blenddesc; - desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALPHA; - desc.RenderTarget[0].BlendEnable = FALSE; - HRESULT hr = device->CreateBlendState(&desc, &blstate); - if (FAILED(hr)) PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__); - SetDebugObjectName((ID3D11DeviceChild*)blstate, "a blend state of EmuGfxState (created during alpha pass)"); - stateman->PushBlendState(blstate); - blstate->Release(); - - stateman->Apply(); -} - -void EmuGfxState::Reset() -{ - for (unsigned int k = 0;k < 8;k++) - SAFE_RELEASE(shader_resources[k]); - - if (apply_called) - { - stateman->PopBlendState(); - stateman->PopDepthState(); - stateman->PopRasterizerState(); - apply_called = false; - } -} - -void EmuGfxState::SetAlphaBlendEnable(bool enable) -{ - blenddesc.RenderTarget[0].BlendEnable = enable; -} - -void EmuGfxState::SetRenderTargetWriteMask(UINT8 mask) -{ - blenddesc.RenderTarget[0].RenderTargetWriteMask = mask; -} - -void EmuGfxState::SetSrcBlend(D3D11_BLEND val) -{ - // TODO: Check whether e.g. the dest color check is needed here - blenddesc.RenderTarget[0].SrcBlend = val; - if (val == D3D11_BLEND_SRC_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA; - else if (val == D3D11_BLEND_INV_SRC_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; - else if (val == D3D11_BLEND_DEST_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_DEST_ALPHA; - else if (val == D3D11_BLEND_INV_DEST_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA; - else blenddesc.RenderTarget[0].SrcBlendAlpha = val; -} - -void EmuGfxState::SetDestBlend(D3D11_BLEND val) -{ - // TODO: Check whether e.g. the source color check is needed here - blenddesc.RenderTarget[0].DestBlend = val; - if (val == D3D11_BLEND_SRC_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_SRC_ALPHA; - else if (val == D3D11_BLEND_INV_SRC_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; - else if (val == D3D11_BLEND_DEST_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_DEST_ALPHA; - else if (val == D3D11_BLEND_INV_DEST_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA; - else blenddesc.RenderTarget[0].DestBlendAlpha = val; -} - -void EmuGfxState::SetBlendOp(D3D11_BLEND_OP val) -{ - blenddesc.RenderTarget[0].BlendOp = val; - blenddesc.RenderTarget[0].BlendOpAlpha = val; -} - -void EmuGfxState::SetSamplerFilter(DWORD stage, D3D11_FILTER filter) -{ - samplerdesc[stage].Filter = filter; -} - -template AutoState::AutoState(const T* object) : state(object) -{ - ((IUnknown*)state)->AddRef(); -} - -template AutoState::AutoState(const AutoState &source) -{ - state = source.GetPtr(); - ((IUnknown*)state)->AddRef(); -} - -template AutoState::~AutoState() -{ - ((IUnknown*)state)->Release(); -} - -StateManager::StateManager() : cur_blendstate(NULL), cur_depthstate(NULL), cur_raststate(NULL) {} - -void StateManager::PushBlendState(const ID3D11BlendState* state) { blendstates.push(AutoBlendState(state));} -void StateManager::PushDepthState(const ID3D11DepthStencilState* state) { depthstates.push(AutoDepthStencilState(state));} -void StateManager::PushRasterizerState(const ID3D11RasterizerState* state) { raststates.push(AutoRasterizerState(state));} -void StateManager::PopBlendState() { blendstates.pop(); } -void StateManager::PopDepthState() { depthstates.pop(); } -void StateManager::PopRasterizerState() { raststates.pop(); } - -void StateManager::Apply() -{ - if (!blendstates.empty()) - { - if (cur_blendstate != blendstates.top().GetPtr()) - { - cur_blendstate = (ID3D11BlendState*)blendstates.top().GetPtr(); - D3D::context->OMSetBlendState(cur_blendstate, NULL, 0xFFFFFFFF); - } - } - else D3D::context->OMSetBlendState(NULL, NULL, 0xFFFFFFFF); - - if (!depthstates.empty()) - { - if (cur_depthstate != depthstates.top().GetPtr()) - { - cur_depthstate = (ID3D11DepthStencilState*)depthstates.top().GetPtr(); - D3D::context->OMSetDepthStencilState(cur_depthstate, 0); - } - } - else D3D::context->OMSetDepthStencilState(NULL, 0); - - if (!raststates.empty()) - { - if (cur_raststate != raststates.top().GetPtr()) - { - cur_raststate = (ID3D11RasterizerState*)raststates.top().GetPtr(); - D3D::context->RSSetState(cur_raststate); - } - } - else D3D::context->RSSetState(NULL); -} - -} // namespace +// Copyright (C) 2003 Dolphin Project. + +// This program is free software: you can redistribute it and/or modify +// it under the terms of the GNU General Public License as published by +// the Free Software Foundation, version 2.0. + +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License 2.0 for more details. + +// A copy of the GPL 2.0 should have been included with the program. +// If not, see http://www.gnu.org/licenses/ + +// Official SVN repository and contact information can be found at +// http://code.google.com/p/dolphin-emu/ + +#include "VideoConfig.h" +#include "GfxState.h" + +namespace D3D +{ + +EmuGfxState* gfxstate; +StateManager* stateman; + +EmuGfxState::EmuGfxState() : vertexshader(NULL), vsbytecode(NULL), pixelshader(NULL), psbytecode(NULL), apply_called(false) +{ + for (unsigned int k = 0;k < 8;k++) + { + float border[4] = {0.f, 0.f, 0.f, 0.f}; + shader_resources[k] = NULL; + samplerdesc[k] = CD3D11_SAMPLER_DESC(D3D11_FILTER_MIN_MAG_MIP_LINEAR, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP, 0.f, 16, D3D11_COMPARISON_ALWAYS, border, -D3D11_FLOAT32_MAX, D3D11_FLOAT32_MAX); + if(g_ActiveConfig.iMaxAnisotropy > 1) samplerdesc[k].Filter = D3D11_FILTER_ANISOTROPIC; + } + + blenddesc.AlphaToCoverageEnable = FALSE; + blenddesc.IndependentBlendEnable = FALSE; + blenddesc.RenderTarget[0].BlendEnable = FALSE; + blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; + blenddesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE; + blenddesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO; + blenddesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; + blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; + blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; + blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; + + depthdesc.DepthEnable = TRUE; + depthdesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; + depthdesc.DepthFunc = D3D11_COMPARISON_LESS; + depthdesc.StencilEnable = FALSE; + depthdesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK; + depthdesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK; + + // this probably must be changed once multisampling support gets added + rastdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false, 0, 0.f, 0, false, true, false, false); + + pscbuf = NULL; + vscbuf = NULL; + vshaderchanged = false; + inp_layout = NULL; + num_inp_elems = 0; + + pscbufchanged = false; + vscbufchanged = false; +} + +EmuGfxState::~EmuGfxState() +{ + for (unsigned int k = 0;k < 8;k++) + SAFE_RELEASE(shader_resources[k]) + + SAFE_RELEASE(vsbytecode); + SAFE_RELEASE(psbytecode); + SAFE_RELEASE(vertexshader); + SAFE_RELEASE(pixelshader); + + SAFE_RELEASE(pscbuf); + SAFE_RELEASE(vscbuf); + + SAFE_RELEASE(inp_layout); +} + +// TODO: No need to store the whole bytecode, signature might be enough (?) +void EmuGfxState::SetVShader(ID3D11VertexShader* shader, D3DBlob* bcode) +{ + // TODO: vshaderchanged actually just needs to be true if the signature changed + if (bcode && vsbytecode != bcode) vshaderchanged = true; + SAFE_RELEASE(vsbytecode); + SAFE_RELEASE(vertexshader); + + if (shader && bcode) + { + vertexshader = shader; + shader->AddRef(); + vsbytecode = bcode; + bcode->AddRef(); + } + else if (shader || bcode) + { + PanicAlert("Invalid parameters!\n"); + } +} + +void EmuGfxState::SetPShader(ID3D11PixelShader* shader) +{ + if (pixelshader) pixelshader->Release(); + pixelshader = shader; + if (shader) shader->AddRef(); +} + +void EmuGfxState::SetInputElements(const D3D11_INPUT_ELEMENT_DESC* elems, UINT num) +{ + num_inp_elems = num; + memcpy(inp_elems, elems, num*sizeof(D3D11_INPUT_ELEMENT_DESC)); +} + +void EmuGfxState::SetShaderResource(unsigned int stage, ID3D11ShaderResourceView* srv) +{ + if (shader_resources[stage]) shader_resources[stage]->Release(); + shader_resources[stage] = srv; + if (srv) srv->AddRef(); +} + +void EmuGfxState::ApplyState() +{ + HRESULT hr; + + // input layout (only needs to be updated if the vertex shader signature changed) + if (vshaderchanged) + { + if (inp_layout) inp_layout->Release(); + hr = D3D::device->CreateInputLayout(inp_elems, num_inp_elems, vsbytecode->Data(), vsbytecode->Size(), &inp_layout); + if (FAILED(hr)) PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__); + SetDebugObjectName((ID3D11DeviceChild*)inp_layout, "an input layout of EmuGfxState"); + vshaderchanged = false; + } + D3D::context->IASetInputLayout(inp_layout); + + // vertex shader + // TODO: divide the global variables of the generated shaders into about 5 constant buffers + // TODO: improve interaction between EmuGfxState and global state management, so that we don't need to set the constant buffers every time + if (!vscbuf) + { + unsigned int size = ((sizeof(vsconstants))&(~0xf))+0x10; // must be a multiple of 16 + D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(size, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE); + hr = device->CreateBuffer(&cbdesc, NULL, &vscbuf); + CHECK(hr==S_OK, "Create vertex shader constant buffer (size=%u)", size); + SetDebugObjectName((ID3D11DeviceChild*)vscbuf, "a vertex shader constant buffer of EmuGfxState"); + } + if (vscbufchanged) + { + D3D11_MAPPED_SUBRESOURCE map; + context->Map(vscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); + memcpy(map.pData, vsconstants, sizeof(vsconstants)); + context->Unmap(vscbuf, 0); + } + D3D::context->VSSetConstantBuffers(0, 1, &vscbuf); + + // pixel shader + if (!pscbuf) + { + unsigned int size = ((sizeof(psconstants))&(~0xf))+0x10; // must be a multiple of 16 + D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(size, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE); + device->CreateBuffer(&cbdesc, NULL, &pscbuf); + CHECK(hr==S_OK, "Create pixel shader constant buffer (size=%u)", size); + SetDebugObjectName((ID3D11DeviceChild*)pscbuf, "a pixel shader constant buffer of EmuGfxState"); + } + if (pscbufchanged) + { + D3D11_MAPPED_SUBRESOURCE map; + context->Map(pscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); + memcpy(map.pData, psconstants, sizeof(psconstants)); + context->Unmap(pscbuf, 0); + pscbufchanged = false; + } + D3D::context->PSSetConstantBuffers(0, 1, &pscbuf); + + ID3D11SamplerState* samplerstate[8]; + for (unsigned int stage = 0; stage < 8; stage++) + { + if (shader_resources[stage]) + { + if(g_ActiveConfig.iMaxAnisotropy > 1) samplerdesc[stage].Filter = D3D11_FILTER_ANISOTROPIC; + hr = D3D::device->CreateSamplerState(&samplerdesc[stage], &samplerstate[stage]); + if (FAILED(hr)) PanicAlert("Fail %s %d, stage=%d\n", __FILE__, __LINE__, stage); + else SetDebugObjectName((ID3D11DeviceChild*)samplerstate[stage], "a sampler state of EmuGfxState"); + } + else samplerstate[stage] = NULL; + } + D3D::context->PSSetSamplers(0, 8, samplerstate); + for (unsigned int stage = 0; stage < 8; stage++) + SAFE_RELEASE(samplerstate[stage]); + + ID3D11BlendState* blstate; + hr = device->CreateBlendState(&blenddesc, &blstate); + if (FAILED(hr)) PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__); + stateman->PushBlendState(blstate); + SetDebugObjectName((ID3D11DeviceChild*)blstate, "a blend state of EmuGfxState"); + blstate->Release(); + + rastdesc.FillMode = (g_ActiveConfig.bWireFrame) ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID; + ID3D11RasterizerState* raststate; + hr = device->CreateRasterizerState(&rastdesc, &raststate); + if (FAILED(hr)) PanicAlert("Failed to create rasterizer state at %s %d\n", __FILE__, __LINE__); + SetDebugObjectName((ID3D11DeviceChild*)raststate, "a rasterizer state of EmuGfxState"); + stateman->PushRasterizerState(raststate); + raststate->Release(); + + ID3D11DepthStencilState* depth_state; + hr = device->CreateDepthStencilState(&depthdesc, &depth_state); + if (SUCCEEDED(hr)) SetDebugObjectName((ID3D11DeviceChild*)depth_state, "a depth-stencil state of EmuGfxState"); + else PanicAlert("Failed to create depth state at %s %d\n", __FILE__, __LINE__); + D3D::stateman->PushDepthState(depth_state); + depth_state->Release(); + + context->PSSetShader(pixelshader, NULL, 0); + context->VSSetShader(vertexshader, NULL, 0); + context->PSSetShaderResources(0, 8, shader_resources); + + stateman->Apply(); + apply_called = true; +} + +void EmuGfxState::AlphaPass() +{ + if (!apply_called) ERROR_LOG(VIDEO, "EmuGfxState::AlphaPass called without having called ApplyState before!") + else stateman->PopBlendState(); + + // pixel shader for alpha pass is different, so update it + context->PSSetShader(pixelshader, NULL, 0); + + ID3D11BlendState* blstate; + D3D11_BLEND_DESC desc = blenddesc; + desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALPHA; + desc.RenderTarget[0].BlendEnable = FALSE; + HRESULT hr = device->CreateBlendState(&desc, &blstate); + if (FAILED(hr)) PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__); + SetDebugObjectName((ID3D11DeviceChild*)blstate, "a blend state of EmuGfxState (created during alpha pass)"); + stateman->PushBlendState(blstate); + blstate->Release(); + + stateman->Apply(); +} + +void EmuGfxState::Reset() +{ + for (unsigned int k = 0;k < 8;k++) + SAFE_RELEASE(shader_resources[k]); + + if (apply_called) + { + stateman->PopBlendState(); + stateman->PopDepthState(); + stateman->PopRasterizerState(); + apply_called = false; + } +} + +void EmuGfxState::SetAlphaBlendEnable(bool enable) +{ + blenddesc.RenderTarget[0].BlendEnable = enable; +} + +void EmuGfxState::SetRenderTargetWriteMask(UINT8 mask) +{ + blenddesc.RenderTarget[0].RenderTargetWriteMask = mask; +} + +void EmuGfxState::SetSrcBlend(D3D11_BLEND val) +{ + // TODO: Check whether e.g. the dest color check is needed here + blenddesc.RenderTarget[0].SrcBlend = val; + if (val == D3D11_BLEND_SRC_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA; + else if (val == D3D11_BLEND_INV_SRC_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; + else if (val == D3D11_BLEND_DEST_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_DEST_ALPHA; + else if (val == D3D11_BLEND_INV_DEST_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA; + else blenddesc.RenderTarget[0].SrcBlendAlpha = val; +} + +void EmuGfxState::SetDestBlend(D3D11_BLEND val) +{ + // TODO: Check whether e.g. the source color check is needed here + blenddesc.RenderTarget[0].DestBlend = val; + if (val == D3D11_BLEND_SRC_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_SRC_ALPHA; + else if (val == D3D11_BLEND_INV_SRC_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; + else if (val == D3D11_BLEND_DEST_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_DEST_ALPHA; + else if (val == D3D11_BLEND_INV_DEST_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA; + else blenddesc.RenderTarget[0].DestBlendAlpha = val; +} + +void EmuGfxState::SetBlendOp(D3D11_BLEND_OP val) +{ + blenddesc.RenderTarget[0].BlendOp = val; + blenddesc.RenderTarget[0].BlendOpAlpha = val; +} + +void EmuGfxState::SetSamplerFilter(DWORD stage, D3D11_FILTER filter) +{ + samplerdesc[stage].Filter = filter; +} + +template AutoState::AutoState(const T* object) : state(object) +{ + ((IUnknown*)state)->AddRef(); +} + +template AutoState::AutoState(const AutoState &source) +{ + state = source.GetPtr(); + ((IUnknown*)state)->AddRef(); +} + +template AutoState::~AutoState() +{ + ((IUnknown*)state)->Release(); +} + +StateManager::StateManager() : cur_blendstate(NULL), cur_depthstate(NULL), cur_raststate(NULL) {} + +void StateManager::PushBlendState(const ID3D11BlendState* state) { blendstates.push(AutoBlendState(state));} +void StateManager::PushDepthState(const ID3D11DepthStencilState* state) { depthstates.push(AutoDepthStencilState(state));} +void StateManager::PushRasterizerState(const ID3D11RasterizerState* state) { raststates.push(AutoRasterizerState(state));} +void StateManager::PopBlendState() { blendstates.pop(); } +void StateManager::PopDepthState() { depthstates.pop(); } +void StateManager::PopRasterizerState() { raststates.pop(); } + +void StateManager::Apply() +{ + if (!blendstates.empty()) + { + if (cur_blendstate != blendstates.top().GetPtr()) + { + cur_blendstate = (ID3D11BlendState*)blendstates.top().GetPtr(); + D3D::context->OMSetBlendState(cur_blendstate, NULL, 0xFFFFFFFF); + } + } + else D3D::context->OMSetBlendState(NULL, NULL, 0xFFFFFFFF); + + if (!depthstates.empty()) + { + if (cur_depthstate != depthstates.top().GetPtr()) + { + cur_depthstate = (ID3D11DepthStencilState*)depthstates.top().GetPtr(); + D3D::context->OMSetDepthStencilState(cur_depthstate, 0); + } + } + else D3D::context->OMSetDepthStencilState(NULL, 0); + + if (!raststates.empty()) + { + if (cur_raststate != raststates.top().GetPtr()) + { + cur_raststate = (ID3D11RasterizerState*)raststates.top().GetPtr(); + D3D::context->RSSetState(cur_raststate); + } + } + else D3D::context->RSSetState(NULL); +} + +} // namespace diff --git a/Source/Plugins/Plugin_VideoDX11/Src/GfxState.h b/Source/Plugins/Plugin_VideoDX11/Src/GfxState.h index ab2cdd6f92..accc462c54 100644 --- a/Source/Plugins/Plugin_VideoDX11/Src/GfxState.h +++ b/Source/Plugins/Plugin_VideoDX11/Src/GfxState.h @@ -1,132 +1,132 @@ -// Copyright (C) 2003 Dolphin Project. - -// This program is free software: you can redistribute it and/or modify -// it under the terms of the GNU General Public License as published by -// the Free Software Foundation, version 2.0. - -// This program is distributed in the hope that it will be useful, -// but WITHOUT ANY WARRANTY; without even the implied warranty of -// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -// GNU General Public License 2.0 for more details. - -// A copy of the GPL 2.0 should have been included with the program. -// If not, see http://www.gnu.org/licenses/ - -// Official SVN repository and contact information can be found at -// http://code.google.com/p/dolphin-emu/ - -#pragma once - -#include "D3DBase.h" -#include - -using std::stack; - -namespace D3D -{ - -// stores the pipeline state to use when calling VertexManager::Flush() -class EmuGfxState -{ -public: - EmuGfxState(); - ~EmuGfxState(); - - void SetVShader(ID3D11VertexShader* shader, D3DBlob* bcode); - void SetPShader(ID3D11PixelShader* shader); - void SetInputElements(const D3D11_INPUT_ELEMENT_DESC* elems, UINT num); - void SetShaderResource(unsigned int stage, ID3D11ShaderResourceView* srv); - - void ApplyState(); // apply current state - void AlphaPass(); // only modify the current state to enable the alpha pass - void Reset(); - - // blend state - void SetAlphaBlendEnable(bool enable); - void SetRenderTargetWriteMask(UINT8 mask); - void SetSrcBlend(D3D11_BLEND val); - void SetDestBlend(D3D11_BLEND val); - void SetBlendOp(D3D11_BLEND_OP val); - - // sampler states - void SetSamplerFilter(DWORD stage, D3D11_FILTER filter); - - // TODO: add methods for changing the other states instead of modifying them directly - - D3D11_SAMPLER_DESC samplerdesc[8]; - D3D11_RASTERIZER_DESC rastdesc; - D3D11_DEPTH_STENCIL_DESC depthdesc; - - float psconstants[116]; - float vsconstants[952]; - bool vscbufchanged; - bool pscbufchanged; - -private: - ID3D11VertexShader* vertexshader; - D3DBlob* vsbytecode; - ID3D11PixelShader* pixelshader; - D3DBlob* psbytecode; - bool vshaderchanged; - - ID3D11Buffer* vscbuf; - ID3D11Buffer* pscbuf; - - ID3D11InputLayout* inp_layout; - D3D11_INPUT_ELEMENT_DESC inp_elems[32]; - int num_inp_elems; - - ID3D11ShaderResourceView* shader_resources[8]; - D3D11_BLEND_DESC blenddesc; - - bool apply_called; -}; - -template class AutoState -{ -public: - AutoState(const T* object); - AutoState(const AutoState &source); - ~AutoState(); - - const inline T* GetPtr() const { return state; } - -private: - const T* state; -}; - -typedef AutoState AutoBlendState; -typedef AutoState AutoDepthStencilState; -typedef AutoState AutoRasterizerState; - -class StateManager -{ -public: - StateManager(); - - // call any of these to change the affected states - void PushBlendState(const ID3D11BlendState* state); - void PushDepthState(const ID3D11DepthStencilState* state); - void PushRasterizerState(const ID3D11RasterizerState* state); - - // call these after drawing - void PopBlendState(); - void PopDepthState(); - void PopRasterizerState(); - - // call this before any drawing operation if states could have changed meanwhile - void Apply(); - -private: - stack blendstates; - stack depthstates; - stack raststates; - ID3D11BlendState* cur_blendstate; - ID3D11DepthStencilState* cur_depthstate; - ID3D11RasterizerState* cur_raststate; -}; - -extern EmuGfxState* gfxstate; -extern StateManager* stateman; - -} // namespace +// Copyright (C) 2003 Dolphin Project. + +// This program is free software: you can redistribute it and/or modify +// it under the terms of the GNU General Public License as published by +// the Free Software Foundation, version 2.0. + +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License 2.0 for more details. + +// A copy of the GPL 2.0 should have been included with the program. +// If not, see http://www.gnu.org/licenses/ + +// Official SVN repository and contact information can be found at +// http://code.google.com/p/dolphin-emu/ + +#pragma once + +#include "D3DBase.h" +#include + +using std::stack; + +namespace D3D +{ + +// stores the pipeline state to use when calling VertexManager::Flush() +class EmuGfxState +{ +public: + EmuGfxState(); + ~EmuGfxState(); + + void SetVShader(ID3D11VertexShader* shader, D3DBlob* bcode); + void SetPShader(ID3D11PixelShader* shader); + void SetInputElements(const D3D11_INPUT_ELEMENT_DESC* elems, UINT num); + void SetShaderResource(unsigned int stage, ID3D11ShaderResourceView* srv); + + void ApplyState(); // apply current state + void AlphaPass(); // only modify the current state to enable the alpha pass + void Reset(); + + // blend state + void SetAlphaBlendEnable(bool enable); + void SetRenderTargetWriteMask(UINT8 mask); + void SetSrcBlend(D3D11_BLEND val); + void SetDestBlend(D3D11_BLEND val); + void SetBlendOp(D3D11_BLEND_OP val); + + // sampler states + void SetSamplerFilter(DWORD stage, D3D11_FILTER filter); + + // TODO: add methods for changing the other states instead of modifying them directly + + D3D11_SAMPLER_DESC samplerdesc[8]; + D3D11_RASTERIZER_DESC rastdesc; + D3D11_DEPTH_STENCIL_DESC depthdesc; + + float psconstants[116]; + float vsconstants[952]; + bool vscbufchanged; + bool pscbufchanged; + +private: + ID3D11VertexShader* vertexshader; + D3DBlob* vsbytecode; + ID3D11PixelShader* pixelshader; + D3DBlob* psbytecode; + bool vshaderchanged; + + ID3D11Buffer* vscbuf; + ID3D11Buffer* pscbuf; + + ID3D11InputLayout* inp_layout; + D3D11_INPUT_ELEMENT_DESC inp_elems[32]; + int num_inp_elems; + + ID3D11ShaderResourceView* shader_resources[8]; + D3D11_BLEND_DESC blenddesc; + + bool apply_called; +}; + +template class AutoState +{ +public: + AutoState(const T* object); + AutoState(const AutoState &source); + ~AutoState(); + + const inline T* GetPtr() const { return state; } + +private: + const T* state; +}; + +typedef AutoState AutoBlendState; +typedef AutoState AutoDepthStencilState; +typedef AutoState AutoRasterizerState; + +class StateManager +{ +public: + StateManager(); + + // call any of these to change the affected states + void PushBlendState(const ID3D11BlendState* state); + void PushDepthState(const ID3D11DepthStencilState* state); + void PushRasterizerState(const ID3D11RasterizerState* state); + + // call these after drawing + void PopBlendState(); + void PopDepthState(); + void PopRasterizerState(); + + // call this before any drawing operation if states could have changed meanwhile + void Apply(); + +private: + stack blendstates; + stack depthstates; + stack raststates; + ID3D11BlendState* cur_blendstate; + ID3D11DepthStencilState* cur_depthstate; + ID3D11RasterizerState* cur_raststate; +}; + +extern EmuGfxState* gfxstate; +extern StateManager* stateman; + +} // namespace