boring svn:eol-style native again...
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5771 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
parent
58f42414ba
commit
5e81298ef0
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@ -1,187 +1,187 @@
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#include "../ControllerInterface.h"
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#include "../ControllerInterface.h"
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#ifdef CIFACE_USE_DIRECTINPUT_KEYBOARD
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#ifdef CIFACE_USE_DIRECTINPUT_KEYBOARD
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#include "DirectInputKeyboard.h"
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#include "DirectInputKeyboard.h"
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#include "DirectInput.h"
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#include "DirectInput.h"
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// TODO: maybe add a ClearInputState function to this device
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// TODO: maybe add a ClearInputState function to this device
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namespace ciface
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namespace ciface
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{
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{
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namespace DirectInput
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namespace DirectInput
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{
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{
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struct
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struct
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{
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{
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const BYTE code;
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const BYTE code;
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const char* const name;
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const char* const name;
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} named_keys[] =
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} named_keys[] =
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{
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{
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#include "NamedKeys.h"
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#include "NamedKeys.h"
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};
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};
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struct
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struct
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{
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{
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const BYTE code;
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const BYTE code;
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const char* const name;
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const char* const name;
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} named_lights[] =
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} named_lights[] =
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{
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{
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{ VK_NUMLOCK, "NUM LOCK" },
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{ VK_NUMLOCK, "NUM LOCK" },
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{ VK_CAPITAL, "CAPS LOCK" },
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{ VK_CAPITAL, "CAPS LOCK" },
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{ VK_SCROLL, "SCROLL LOCK" }
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{ VK_SCROLL, "SCROLL LOCK" }
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};
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};
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void InitKeyboard(IDirectInput8* const idi8, std::vector<ControllerInterface::Device*>& devices)
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void InitKeyboard(IDirectInput8* const idi8, std::vector<ControllerInterface::Device*>& devices)
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{
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{
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LPDIRECTINPUTDEVICE8 kb_device;
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LPDIRECTINPUTDEVICE8 kb_device;
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unsigned int kb_count = 0;
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unsigned int kb_count = 0;
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std::list<DIDEVICEINSTANCE> keyboards;
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std::list<DIDEVICEINSTANCE> keyboards;
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idi8->EnumDevices(DI8DEVCLASS_KEYBOARD, DIEnumDevicesCallback, (LPVOID)&keyboards, DIEDFL_ATTACHEDONLY);
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idi8->EnumDevices(DI8DEVCLASS_KEYBOARD, DIEnumDevicesCallback, (LPVOID)&keyboards, DIEDFL_ATTACHEDONLY);
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// add other keyboard devices
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// add other keyboard devices
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std::list<DIDEVICEINSTANCE>::iterator
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std::list<DIDEVICEINSTANCE>::iterator
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i = keyboards.begin(),
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i = keyboards.begin(),
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e = keyboards.end();
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e = keyboards.end();
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for (; i!=e; ++i)
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for (; i!=e; ++i)
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{
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{
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if (SUCCEEDED(idi8->CreateDevice(i->guidInstance, &kb_device, NULL)))
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if (SUCCEEDED(idi8->CreateDevice(i->guidInstance, &kb_device, NULL)))
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{
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{
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if (SUCCEEDED(kb_device->SetDataFormat(&c_dfDIKeyboard)))
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if (SUCCEEDED(kb_device->SetDataFormat(&c_dfDIKeyboard)))
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if (SUCCEEDED(kb_device->SetCooperativeLevel(NULL, DISCL_BACKGROUND | DISCL_NONEXCLUSIVE)))
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if (SUCCEEDED(kb_device->SetCooperativeLevel(NULL, DISCL_BACKGROUND | DISCL_NONEXCLUSIVE)))
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{
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{
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devices.push_back(new Keyboard(kb_device, kb_count++));
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devices.push_back(new Keyboard(kb_device, kb_count++));
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return;
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return;
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}
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}
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}
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}
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kb_device->Release();
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kb_device->Release();
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}
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}
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}
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}
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Keyboard::~Keyboard()
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Keyboard::~Keyboard()
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{
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{
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// kb
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// kb
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m_kb_device->Unacquire();
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m_kb_device->Unacquire();
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m_kb_device->Release();
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m_kb_device->Release();
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}
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}
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Keyboard::Keyboard(const LPDIRECTINPUTDEVICE8 kb_device, const int index)
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Keyboard::Keyboard(const LPDIRECTINPUTDEVICE8 kb_device, const int index)
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: m_kb_device(kb_device)
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: m_kb_device(kb_device)
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, m_index(index)
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, m_index(index)
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{
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{
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m_kb_device->Acquire();
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m_kb_device->Acquire();
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ZeroMemory(&m_state_in, sizeof(m_state_in));
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ZeroMemory(&m_state_in, sizeof(m_state_in));
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ZeroMemory(m_state_out, sizeof(m_state_out));
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ZeroMemory(m_state_out, sizeof(m_state_out));
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ZeroMemory(&m_current_state_out, sizeof(m_current_state_out));
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ZeroMemory(&m_current_state_out, sizeof(m_current_state_out));
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// KEYBOARD
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// KEYBOARD
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// add keys
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// add keys
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for (unsigned int i = 0; i < sizeof(named_keys)/sizeof(*named_keys); ++i)
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for (unsigned int i = 0; i < sizeof(named_keys)/sizeof(*named_keys); ++i)
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AddInput(new Key(i));
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AddInput(new Key(i));
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// add lights
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// add lights
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for (unsigned int i = 0; i < sizeof(named_lights)/sizeof(*named_lights); ++i)
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for (unsigned int i = 0; i < sizeof(named_lights)/sizeof(*named_lights); ++i)
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AddOutput(new Light(i));
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AddOutput(new Light(i));
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}
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}
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bool Keyboard::UpdateInput()
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bool Keyboard::UpdateInput()
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{
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{
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HRESULT hr = m_kb_device->GetDeviceState(sizeof(m_state_in), m_state_in);
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HRESULT hr = m_kb_device->GetDeviceState(sizeof(m_state_in), m_state_in);
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if (DIERR_INPUTLOST == hr || DIERR_NOTACQUIRED == hr)
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if (DIERR_INPUTLOST == hr || DIERR_NOTACQUIRED == hr)
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m_kb_device->Acquire();
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m_kb_device->Acquire();
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return SUCCEEDED(hr);
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return SUCCEEDED(hr);
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}
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}
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bool Keyboard::UpdateOutput()
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bool Keyboard::UpdateOutput()
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{
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{
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class KInput : public INPUT
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class KInput : public INPUT
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{
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{
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public:
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public:
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KInput( const unsigned char key, const bool up = false )
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KInput( const unsigned char key, const bool up = false )
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{
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{
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memset( this, 0, sizeof(*this) );
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memset( this, 0, sizeof(*this) );
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type = INPUT_KEYBOARD;
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type = INPUT_KEYBOARD;
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ki.wVk = key;
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ki.wVk = key;
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if (up) ki.dwFlags = KEYEVENTF_KEYUP;
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if (up) ki.dwFlags = KEYEVENTF_KEYUP;
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}
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}
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};
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};
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std::vector< KInput > kbinputs;
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std::vector< KInput > kbinputs;
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for ( unsigned int i = 0; i < sizeof(m_state_out)/sizeof(*m_state_out); ++i )
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for ( unsigned int i = 0; i < sizeof(m_state_out)/sizeof(*m_state_out); ++i )
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{
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{
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bool want_on = false;
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bool want_on = false;
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if ( m_state_out[i] )
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if ( m_state_out[i] )
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want_on = m_state_out[i] > wxGetLocalTimeMillis() % 255 ; // light should flash when output is 0.5
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want_on = m_state_out[i] > wxGetLocalTimeMillis() % 255 ; // light should flash when output is 0.5
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// lights are set to their original state when output is zero
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// lights are set to their original state when output is zero
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if ( want_on ^ m_current_state_out[i] )
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if ( want_on ^ m_current_state_out[i] )
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{
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{
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kbinputs.push_back( KInput( named_lights[i].code ) ); // press
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kbinputs.push_back( KInput( named_lights[i].code ) ); // press
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kbinputs.push_back( KInput( named_lights[i].code, true ) ); // release
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kbinputs.push_back( KInput( named_lights[i].code, true ) ); // release
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m_current_state_out[i] ^= 1;
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m_current_state_out[i] ^= 1;
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}
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}
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}
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}
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if (kbinputs.size())
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if (kbinputs.size())
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return ( kbinputs.size() == SendInput( (UINT)kbinputs.size(), &kbinputs[0], sizeof( kbinputs[0] ) ) );
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return ( kbinputs.size() == SendInput( (UINT)kbinputs.size(), &kbinputs[0], sizeof( kbinputs[0] ) ) );
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else
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else
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return true;
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return true;
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}
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}
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std::string Keyboard::GetName() const
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std::string Keyboard::GetName() const
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{
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{
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return "Keyboard";
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return "Keyboard";
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}
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}
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int Keyboard::GetId() const
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int Keyboard::GetId() const
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{
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{
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return m_index;
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return m_index;
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}
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}
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std::string Keyboard::GetSource() const
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std::string Keyboard::GetSource() const
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{
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{
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return DINPUT_SOURCE_NAME;
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return DINPUT_SOURCE_NAME;
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}
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}
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ControlState Keyboard::GetInputState(const ControllerInterface::Device::Input* const input) const
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ControlState Keyboard::GetInputState(const ControllerInterface::Device::Input* const input) const
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{
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{
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return (((Input*)input)->GetState(m_state_in));
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return (((Input*)input)->GetState(m_state_in));
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}
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}
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void Keyboard::SetOutputState(const ControllerInterface::Device::Output* const output, const ControlState state)
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void Keyboard::SetOutputState(const ControllerInterface::Device::Output* const output, const ControlState state)
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{
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{
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((Output*)output)->SetState(state, m_state_out);
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((Output*)output)->SetState(state, m_state_out);
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}
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}
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// names
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// names
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std::string Keyboard::Key::GetName() const
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std::string Keyboard::Key::GetName() const
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{
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{
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return named_keys[m_index].name;
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return named_keys[m_index].name;
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}
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}
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std::string Keyboard::Light::GetName() const
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std::string Keyboard::Light::GetName() const
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{
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{
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return named_lights[ m_index ].name;
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return named_lights[ m_index ].name;
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}
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}
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// get/set state
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// get/set state
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ControlState Keyboard::Key::GetState(const BYTE keys[]) const
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ControlState Keyboard::Key::GetState(const BYTE keys[]) const
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{
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{
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return (keys[named_keys[m_index].code] != 0);
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return (keys[named_keys[m_index].code] != 0);
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}
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}
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void Keyboard::Light::SetState( const ControlState state, unsigned char* const state_out )
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void Keyboard::Light::SetState( const ControlState state, unsigned char* const state_out )
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{
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{
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state_out[m_index] = state * 255;
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state_out[m_index] = state * 255;
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}
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}
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}
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}
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}
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}
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#endif
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#endif
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@ -1,99 +1,99 @@
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#ifndef _CIFACE_DIRECTINPUT_KEYBOARD_H_
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#ifndef _CIFACE_DIRECTINPUT_KEYBOARD_H_
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#define _CIFACE_DIRECTINPUT_KEYBOARD_H_
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#define _CIFACE_DIRECTINPUT_KEYBOARD_H_
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#include "../ControllerInterface.h"
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#include "../ControllerInterface.h"
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#define DIRECTINPUT_VERSION 0x0800
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#define DIRECTINPUT_VERSION 0x0800
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#define WIN32_LEAN_AND_MEAN
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#define WIN32_LEAN_AND_MEAN
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#define NOMINMAX
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#define NOMINMAX
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#include <Windows.h>
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#include <Windows.h>
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#include <dinput.h>
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#include <dinput.h>
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#include <wx/stopwatch.h>
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#include <wx/stopwatch.h>
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#include <wx/utils.h>
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#include <wx/utils.h>
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namespace ciface
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namespace ciface
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{
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{
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namespace DirectInput
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namespace DirectInput
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{
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{
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void InitKeyboard(IDirectInput8* const idi8, std::vector<ControllerInterface::Device*>& devices);
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void InitKeyboard(IDirectInput8* const idi8, std::vector<ControllerInterface::Device*>& devices);
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class Keyboard : public ControllerInterface::Device
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class Keyboard : public ControllerInterface::Device
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{
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{
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friend class ControllerInterface;
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friend class ControllerInterface;
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friend class ControllerInterface::ControlReference;
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friend class ControllerInterface::ControlReference;
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protected:
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protected:
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struct State
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struct State
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{
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{
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};
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};
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class Input : public ControllerInterface::Device::Input
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class Input : public ControllerInterface::Device::Input
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{
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{
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friend class Keyboard;
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friend class Keyboard;
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protected:
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protected:
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virtual ControlState GetState(const BYTE keys[]) const = 0;
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virtual ControlState GetState(const BYTE keys[]) const = 0;
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};
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};
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class Output : public ControllerInterface::Device::Output
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class Output : public ControllerInterface::Device::Output
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{
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{
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friend class Keyboard;
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friend class Keyboard;
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protected:
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protected:
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virtual void SetState(const ControlState state, unsigned char* const state_out) = 0;
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virtual void SetState(const ControlState state, unsigned char* const state_out) = 0;
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};
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};
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class Key : public Input
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class Key : public Input
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{
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{
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friend class Keyboard;
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friend class Keyboard;
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public:
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public:
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std::string GetName() const;
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std::string GetName() const;
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protected:
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protected:
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Key(const unsigned int index) : m_index(index) {}
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Key(const unsigned int index) : m_index(index) {}
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ControlState GetState(const BYTE keys[]) const;
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ControlState GetState(const BYTE keys[]) const;
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private:
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private:
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const unsigned int m_index;
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const unsigned int m_index;
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};
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};
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class Light : public Output
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class Light : public Output
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{
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{
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friend class Keyboard;
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friend class Keyboard;
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public:
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public:
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std::string GetName() const;
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std::string GetName() const;
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protected:
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protected:
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Light(const unsigned int index) : m_index(index) {}
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Light(const unsigned int index) : m_index(index) {}
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void SetState(const ControlState state, unsigned char* const state_out);
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void SetState(const ControlState state, unsigned char* const state_out);
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private:
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private:
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const unsigned int m_index;
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const unsigned int m_index;
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};
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};
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bool UpdateInput();
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bool UpdateInput();
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bool UpdateOutput();
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bool UpdateOutput();
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ControlState GetInputState( const ControllerInterface::Device::Input* const input ) const;
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ControlState GetInputState( const ControllerInterface::Device::Input* const input ) const;
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void SetOutputState( const ControllerInterface::Device::Output* const input, const ControlState state );
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void SetOutputState( const ControllerInterface::Device::Output* const input, const ControlState state );
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public:
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public:
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Keyboard(const LPDIRECTINPUTDEVICE8 kb_device, const int index);
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Keyboard(const LPDIRECTINPUTDEVICE8 kb_device, const int index);
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~Keyboard();
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~Keyboard();
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std::string GetName() const;
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std::string GetName() const;
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int GetId() const;
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int GetId() const;
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std::string GetSource() const;
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std::string GetSource() const;
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private:
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private:
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const LPDIRECTINPUTDEVICE8 m_kb_device;
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const LPDIRECTINPUTDEVICE8 m_kb_device;
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const int m_index;
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const int m_index;
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wxLongLong m_last_update;
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wxLongLong m_last_update;
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BYTE m_state_in[256];
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BYTE m_state_in[256];
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unsigned char m_state_out[3]; // NUM CAPS SCROLL
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unsigned char m_state_out[3]; // NUM CAPS SCROLL
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bool m_current_state_out[3]; // NUM CAPS SCROLL
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bool m_current_state_out[3]; // NUM CAPS SCROLL
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};
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};
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}
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}
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}
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}
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#endif
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#endif
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@ -1,175 +1,175 @@
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#include "../ControllerInterface.h"
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#include "../ControllerInterface.h"
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#ifdef CIFACE_USE_DIRECTINPUT_MOUSE
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#ifdef CIFACE_USE_DIRECTINPUT_MOUSE
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#include "DirectInputMouse.h"
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#include "DirectInputMouse.h"
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#include "DirectInput.h"
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#include "DirectInput.h"
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// TODO: maybe add a ClearInputState function to this device
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// TODO: maybe add a ClearInputState function to this device
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||||||
|
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// (lower would be more sensitive) user can lower sensitivity by setting range
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// (lower would be more sensitive) user can lower sensitivity by setting range
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// seems decent here ( at 8 ), I dont think anyone would need more sensitive than this
|
// 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
|
// and user can lower it much farther than they would want to with the range
|
||||||
#define MOUSE_AXIS_SENSITIVITY 8
|
#define MOUSE_AXIS_SENSITIVITY 8
|
||||||
|
|
||||||
// if input hasn't been received for this many ms, mouse input will be skipped
|
// if input hasn't been received for this many ms, mouse input will be skipped
|
||||||
// otherwise it is just some crazy value
|
// otherwise it is just some crazy value
|
||||||
#define DROP_INPUT_TIME 250
|
#define DROP_INPUT_TIME 250
|
||||||
|
|
||||||
namespace ciface
|
namespace ciface
|
||||||
{
|
{
|
||||||
namespace DirectInput
|
namespace DirectInput
|
||||||
{
|
{
|
||||||
|
|
||||||
void InitMouse( IDirectInput8* const idi8, std::vector<ControllerInterface::Device*>& devices )
|
void InitMouse( IDirectInput8* const idi8, std::vector<ControllerInterface::Device*>& devices )
|
||||||
{
|
{
|
||||||
LPDIRECTINPUTDEVICE8 mo_device;
|
LPDIRECTINPUTDEVICE8 mo_device;
|
||||||
|
|
||||||
unsigned int mo_count = 0;
|
unsigned int mo_count = 0;
|
||||||
|
|
||||||
std::list<DIDEVICEINSTANCE> mice;
|
std::list<DIDEVICEINSTANCE> mice;
|
||||||
idi8->EnumDevices(DI8DEVCLASS_POINTER, DIEnumDevicesCallback, (LPVOID)&mice, DIEDFL_ATTACHEDONLY);
|
idi8->EnumDevices(DI8DEVCLASS_POINTER, DIEnumDevicesCallback, (LPVOID)&mice, DIEDFL_ATTACHEDONLY);
|
||||||
|
|
||||||
// add other keyboard devices
|
// add other keyboard devices
|
||||||
std::list<DIDEVICEINSTANCE>::iterator
|
std::list<DIDEVICEINSTANCE>::iterator
|
||||||
i = mice.begin(),
|
i = mice.begin(),
|
||||||
e = mice.end();
|
e = mice.end();
|
||||||
for (; i!=e; ++i)
|
for (; i!=e; ++i)
|
||||||
{
|
{
|
||||||
if (SUCCEEDED(idi8->CreateDevice(i->guidInstance, &mo_device, NULL)))
|
if (SUCCEEDED(idi8->CreateDevice(i->guidInstance, &mo_device, NULL)))
|
||||||
{
|
{
|
||||||
if (SUCCEEDED(mo_device->SetDataFormat(&c_dfDIMouse2)))
|
if (SUCCEEDED(mo_device->SetDataFormat(&c_dfDIMouse2)))
|
||||||
if (SUCCEEDED(mo_device->SetCooperativeLevel(NULL, DISCL_BACKGROUND | DISCL_NONEXCLUSIVE)))
|
if (SUCCEEDED(mo_device->SetCooperativeLevel(NULL, DISCL_BACKGROUND | DISCL_NONEXCLUSIVE)))
|
||||||
{
|
{
|
||||||
devices.push_back(new Mouse(mo_device, mo_count++));
|
devices.push_back(new Mouse(mo_device, mo_count++));
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
mo_device->Release();
|
mo_device->Release();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
Mouse::~Mouse()
|
Mouse::~Mouse()
|
||||||
{
|
{
|
||||||
// mouse
|
// mouse
|
||||||
m_mo_device->Unacquire();
|
m_mo_device->Unacquire();
|
||||||
m_mo_device->Release();
|
m_mo_device->Release();
|
||||||
}
|
}
|
||||||
|
|
||||||
Mouse::Mouse(const LPDIRECTINPUTDEVICE8 mo_device, const int index)
|
Mouse::Mouse(const LPDIRECTINPUTDEVICE8 mo_device, const int index)
|
||||||
: m_mo_device(mo_device)
|
: m_mo_device(mo_device)
|
||||||
, m_index(index)
|
, m_index(index)
|
||||||
{
|
{
|
||||||
m_mo_device->Acquire();
|
m_mo_device->Acquire();
|
||||||
|
|
||||||
m_last_update = GetTickCount();
|
m_last_update = GetTickCount();
|
||||||
ZeroMemory(&m_state_in, sizeof(m_state_in));
|
ZeroMemory(&m_state_in, sizeof(m_state_in));
|
||||||
|
|
||||||
// MOUSE
|
// MOUSE
|
||||||
// get caps
|
// get caps
|
||||||
DIDEVCAPS mouse_caps;
|
DIDEVCAPS mouse_caps;
|
||||||
ZeroMemory( &mouse_caps, sizeof(mouse_caps) );
|
ZeroMemory( &mouse_caps, sizeof(mouse_caps) );
|
||||||
mouse_caps.dwSize = sizeof(mouse_caps);
|
mouse_caps.dwSize = sizeof(mouse_caps);
|
||||||
m_mo_device->GetCapabilities(&mouse_caps);
|
m_mo_device->GetCapabilities(&mouse_caps);
|
||||||
// mouse buttons
|
// mouse buttons
|
||||||
for (unsigned int i = 0; i < mouse_caps.dwButtons; ++i)
|
for (unsigned int i = 0; i < mouse_caps.dwButtons; ++i)
|
||||||
AddInput(new Button(i));
|
AddInput(new Button(i));
|
||||||
// mouse axes
|
// mouse axes
|
||||||
for (unsigned int i = 0; i < mouse_caps.dwAxes; ++i)
|
for (unsigned int i = 0; i < mouse_caps.dwAxes; ++i)
|
||||||
{
|
{
|
||||||
// each axis gets a negative and a positive input instance associated with it
|
// 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));
|
||||||
AddInput(new Axis(i, -(2==i) ? 1 : MOUSE_AXIS_SENSITIVITY));
|
AddInput(new Axis(i, -(2==i) ? 1 : MOUSE_AXIS_SENSITIVITY));
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
bool Mouse::UpdateInput()
|
bool Mouse::UpdateInput()
|
||||||
{
|
{
|
||||||
DIMOUSESTATE2 tmp_mouse;
|
DIMOUSESTATE2 tmp_mouse;
|
||||||
HRESULT hr = m_mo_device->GetDeviceState(sizeof(tmp_mouse), &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
|
// if mouse position hasn't been updated in a short while, skip a dev state
|
||||||
const DWORD cur_time = GetTickCount();
|
const DWORD cur_time = GetTickCount();
|
||||||
if (cur_time - m_last_update > DROP_INPUT_TIME)
|
if (cur_time - m_last_update > DROP_INPUT_TIME)
|
||||||
{
|
{
|
||||||
// set buttons/axes to zero
|
// set buttons/axes to zero
|
||||||
// skip this input state
|
// skip this input state
|
||||||
ZeroMemory(&m_state_in, sizeof(m_state_in));
|
ZeroMemory(&m_state_in, sizeof(m_state_in));
|
||||||
}
|
}
|
||||||
else if (SUCCEEDED(hr))
|
else if (SUCCEEDED(hr))
|
||||||
{
|
{
|
||||||
// need to smooth out the axes, otherwise it doesnt work for shit
|
// need to smooth out the axes, otherwise it doesnt work for shit
|
||||||
for (unsigned int i = 0; i < 3; ++i)
|
for (unsigned int i = 0; i < 3; ++i)
|
||||||
((&m_state_in.lX)[i] += (&tmp_mouse.lX)[i]) /= 2;
|
((&m_state_in.lX)[i] += (&tmp_mouse.lX)[i]) /= 2;
|
||||||
|
|
||||||
// copy over the buttons
|
// copy over the buttons
|
||||||
memcpy(m_state_in.rgbButtons, tmp_mouse.rgbButtons, sizeof(m_state_in.rgbButtons));
|
memcpy(m_state_in.rgbButtons, tmp_mouse.rgbButtons, sizeof(m_state_in.rgbButtons));
|
||||||
}
|
}
|
||||||
|
|
||||||
m_last_update = cur_time;
|
m_last_update = cur_time;
|
||||||
|
|
||||||
if (DIERR_INPUTLOST == hr || DIERR_NOTACQUIRED == hr)
|
if (DIERR_INPUTLOST == hr || DIERR_NOTACQUIRED == hr)
|
||||||
m_mo_device->Acquire();
|
m_mo_device->Acquire();
|
||||||
|
|
||||||
return SUCCEEDED(hr);
|
return SUCCEEDED(hr);
|
||||||
}
|
}
|
||||||
|
|
||||||
bool Mouse::UpdateOutput()
|
bool Mouse::UpdateOutput()
|
||||||
{
|
{
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
std::string Mouse::GetName() const
|
std::string Mouse::GetName() const
|
||||||
{
|
{
|
||||||
return "Mouse";
|
return "Mouse";
|
||||||
}
|
}
|
||||||
|
|
||||||
int Mouse::GetId() const
|
int Mouse::GetId() const
|
||||||
{
|
{
|
||||||
return m_index;
|
return m_index;
|
||||||
}
|
}
|
||||||
|
|
||||||
std::string Mouse::GetSource() const
|
std::string Mouse::GetSource() const
|
||||||
{
|
{
|
||||||
return DINPUT_SOURCE_NAME;
|
return DINPUT_SOURCE_NAME;
|
||||||
}
|
}
|
||||||
|
|
||||||
ControlState Mouse::GetInputState( const ControllerInterface::Device::Input* const input ) const
|
ControlState Mouse::GetInputState( const ControllerInterface::Device::Input* const input ) const
|
||||||
{
|
{
|
||||||
return (((Input*)input)->GetState(&m_state_in));
|
return (((Input*)input)->GetState(&m_state_in));
|
||||||
}
|
}
|
||||||
|
|
||||||
void Mouse::SetOutputState(const ControllerInterface::Device::Output* const output, const ControlState state)
|
void Mouse::SetOutputState(const ControllerInterface::Device::Output* const output, const ControlState state)
|
||||||
{
|
{
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// names
|
// names
|
||||||
std::string Mouse::Button::GetName() const
|
std::string Mouse::Button::GetName() const
|
||||||
{
|
{
|
||||||
return std::string("Button ") + char('0'+m_index);
|
return std::string("Button ") + char('0'+m_index);
|
||||||
}
|
}
|
||||||
|
|
||||||
std::string Mouse::Axis::GetName() const
|
std::string Mouse::Axis::GetName() const
|
||||||
{
|
{
|
||||||
std::string tmpstr("Axis ");
|
std::string tmpstr("Axis ");
|
||||||
tmpstr += "XYZ"[m_index]; tmpstr += ( m_range>0 ? '+' : '-' );
|
tmpstr += "XYZ"[m_index]; tmpstr += ( m_range>0 ? '+' : '-' );
|
||||||
return tmpstr;
|
return tmpstr;
|
||||||
}
|
}
|
||||||
|
|
||||||
// get/set state
|
// get/set state
|
||||||
ControlState Mouse::Button::GetState(const DIMOUSESTATE2* const state) const
|
ControlState Mouse::Button::GetState(const DIMOUSESTATE2* const state) const
|
||||||
{
|
{
|
||||||
return (state->rgbButtons[m_index] != 0);
|
return (state->rgbButtons[m_index] != 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
ControlState Mouse::Axis::GetState(const DIMOUSESTATE2* const state) const
|
ControlState Mouse::Axis::GetState(const DIMOUSESTATE2* const state) const
|
||||||
{
|
{
|
||||||
return std::max(0.0f, ControlState((&state->lX)[m_index]) / m_range);
|
return std::max(0.0f, ControlState((&state->lX)[m_index]) / m_range);
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|
|
@ -1,83 +1,83 @@
|
||||||
#ifndef _CIFACE_DIRECTINPUT_MOUSE_H_
|
#ifndef _CIFACE_DIRECTINPUT_MOUSE_H_
|
||||||
#define _CIFACE_DIRECTINPUT_MOUSE_H_
|
#define _CIFACE_DIRECTINPUT_MOUSE_H_
|
||||||
|
|
||||||
#include "../ControllerInterface.h"
|
#include "../ControllerInterface.h"
|
||||||
|
|
||||||
#define DIRECTINPUT_VERSION 0x0800
|
#define DIRECTINPUT_VERSION 0x0800
|
||||||
#define WIN32_LEAN_AND_MEAN
|
#define WIN32_LEAN_AND_MEAN
|
||||||
#define NOMINMAX
|
#define NOMINMAX
|
||||||
#include <Windows.h>
|
#include <Windows.h>
|
||||||
#include <dinput.h>
|
#include <dinput.h>
|
||||||
|
|
||||||
namespace ciface
|
namespace ciface
|
||||||
{
|
{
|
||||||
namespace DirectInput
|
namespace DirectInput
|
||||||
{
|
{
|
||||||
|
|
||||||
void InitMouse(IDirectInput8* const idi8, std::vector<ControllerInterface::Device*>& devices);
|
void InitMouse(IDirectInput8* const idi8, std::vector<ControllerInterface::Device*>& devices);
|
||||||
|
|
||||||
class Mouse : public ControllerInterface::Device
|
class Mouse : public ControllerInterface::Device
|
||||||
{
|
{
|
||||||
friend class ControllerInterface;
|
friend class ControllerInterface;
|
||||||
friend class ControllerInterface::ControlReference;
|
friend class ControllerInterface::ControlReference;
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
|
|
||||||
class Input : public ControllerInterface::Device::Input
|
class Input : public ControllerInterface::Device::Input
|
||||||
{
|
{
|
||||||
friend class Mouse;
|
friend class Mouse;
|
||||||
protected:
|
protected:
|
||||||
virtual ControlState GetState(const DIMOUSESTATE2* const boardstate) const = 0;
|
virtual ControlState GetState(const DIMOUSESTATE2* const boardstate) const = 0;
|
||||||
};
|
};
|
||||||
|
|
||||||
class Button : public Input
|
class Button : public Input
|
||||||
{
|
{
|
||||||
friend class Mouse;
|
friend class Mouse;
|
||||||
public:
|
public:
|
||||||
std::string GetName() const;
|
std::string GetName() const;
|
||||||
protected:
|
protected:
|
||||||
Button(const unsigned int index) : m_index(index) {}
|
Button(const unsigned int index) : m_index(index) {}
|
||||||
ControlState GetState(const DIMOUSESTATE2* const state) const;
|
ControlState GetState(const DIMOUSESTATE2* const state) const;
|
||||||
private:
|
private:
|
||||||
const unsigned int m_index;
|
const unsigned int m_index;
|
||||||
};
|
};
|
||||||
|
|
||||||
class Axis : public Input
|
class Axis : public Input
|
||||||
{
|
{
|
||||||
friend class Mouse;
|
friend class Mouse;
|
||||||
public:
|
public:
|
||||||
std::string GetName() const;
|
std::string GetName() const;
|
||||||
protected:
|
protected:
|
||||||
Axis(const unsigned int index, const LONG range) : m_index(index), m_range(range) {}
|
Axis(const unsigned int index, const LONG range) : m_index(index), m_range(range) {}
|
||||||
ControlState GetState(const DIMOUSESTATE2* const state) const;
|
ControlState GetState(const DIMOUSESTATE2* const state) const;
|
||||||
private:
|
private:
|
||||||
const unsigned int m_index;
|
const unsigned int m_index;
|
||||||
const LONG m_range;
|
const LONG m_range;
|
||||||
};
|
};
|
||||||
|
|
||||||
bool UpdateInput();
|
bool UpdateInput();
|
||||||
bool UpdateOutput();
|
bool UpdateOutput();
|
||||||
|
|
||||||
ControlState GetInputState( const ControllerInterface::Device::Input* const input ) const;
|
ControlState GetInputState( const ControllerInterface::Device::Input* const input ) const;
|
||||||
void SetOutputState( const ControllerInterface::Device::Output* const input, const ControlState state );
|
void SetOutputState( const ControllerInterface::Device::Output* const input, const ControlState state );
|
||||||
|
|
||||||
public:
|
public:
|
||||||
Mouse(const LPDIRECTINPUTDEVICE8 mo_device, const int index);
|
Mouse(const LPDIRECTINPUTDEVICE8 mo_device, const int index);
|
||||||
~Mouse();
|
~Mouse();
|
||||||
|
|
||||||
std::string GetName() const;
|
std::string GetName() const;
|
||||||
int GetId() const;
|
int GetId() const;
|
||||||
std::string GetSource() const;
|
std::string GetSource() const;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
const LPDIRECTINPUTDEVICE8 m_mo_device;
|
const LPDIRECTINPUTDEVICE8 m_mo_device;
|
||||||
const int m_index;
|
const int m_index;
|
||||||
|
|
||||||
DWORD m_last_update;
|
DWORD m_last_update;
|
||||||
DIMOUSESTATE2 m_state_in;
|
DIMOUSESTATE2 m_state_in;
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|
|
@ -1,63 +1,63 @@
|
||||||
// Copyright (C) 2003 Dolphin Project.
|
// Copyright (C) 2003 Dolphin Project.
|
||||||
|
|
||||||
// This program is free software: you can redistribute it and/or modify
|
// 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
|
// it under the terms of the GNU General Public License as published by
|
||||||
// the Free Software Foundation, version 2.0.
|
// the Free Software Foundation, version 2.0.
|
||||||
|
|
||||||
// This program is distributed in the hope that it will be useful,
|
// This program is distributed in the hope that it will be useful,
|
||||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||||
// GNU General Public License 2.0 for more details.
|
// GNU General Public License 2.0 for more details.
|
||||||
|
|
||||||
// A copy of the GPL 2.0 should have been included with the program.
|
// A copy of the GPL 2.0 should have been included with the program.
|
||||||
// If not, see http://www.gnu.org/licenses/
|
// If not, see http://www.gnu.org/licenses/
|
||||||
|
|
||||||
// Official SVN repository and contact information can be found at
|
// Official SVN repository and contact information can be found at
|
||||||
// http://code.google.com/p/dolphin-emu/
|
// http://code.google.com/p/dolphin-emu/
|
||||||
|
|
||||||
#include "D3DBlob.h"
|
#include "D3DBlob.h"
|
||||||
|
|
||||||
D3DBlob::D3DBlob(unsigned int blob_size, const u8* init_data) : ref(1), size(blob_size), blob(NULL)
|
D3DBlob::D3DBlob(unsigned int blob_size, const u8* init_data) : ref(1), size(blob_size), blob(NULL)
|
||||||
{
|
{
|
||||||
data = new u8[blob_size];
|
data = new u8[blob_size];
|
||||||
if (init_data) memcpy(data, init_data, size);
|
if (init_data) memcpy(data, init_data, size);
|
||||||
}
|
}
|
||||||
|
|
||||||
D3DBlob::D3DBlob(ID3D10Blob* d3dblob) : ref(1)
|
D3DBlob::D3DBlob(ID3D10Blob* d3dblob) : ref(1)
|
||||||
{
|
{
|
||||||
blob = d3dblob;
|
blob = d3dblob;
|
||||||
data = (u8*)blob->GetBufferPointer();
|
data = (u8*)blob->GetBufferPointer();
|
||||||
size = blob->GetBufferSize();
|
size = blob->GetBufferSize();
|
||||||
d3dblob->AddRef();
|
d3dblob->AddRef();
|
||||||
}
|
}
|
||||||
|
|
||||||
D3DBlob::~D3DBlob()
|
D3DBlob::~D3DBlob()
|
||||||
{
|
{
|
||||||
if (blob) blob->Release();
|
if (blob) blob->Release();
|
||||||
else delete[] data;
|
else delete[] data;
|
||||||
}
|
}
|
||||||
|
|
||||||
void D3DBlob::AddRef()
|
void D3DBlob::AddRef()
|
||||||
{
|
{
|
||||||
++ref;
|
++ref;
|
||||||
}
|
}
|
||||||
|
|
||||||
unsigned int D3DBlob::Release()
|
unsigned int D3DBlob::Release()
|
||||||
{
|
{
|
||||||
if (--ref == 0)
|
if (--ref == 0)
|
||||||
{
|
{
|
||||||
delete this;
|
delete this;
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
return ref;
|
return ref;
|
||||||
}
|
}
|
||||||
|
|
||||||
unsigned int D3DBlob::Size()
|
unsigned int D3DBlob::Size()
|
||||||
{
|
{
|
||||||
return size;
|
return size;
|
||||||
}
|
}
|
||||||
|
|
||||||
u8* D3DBlob::Data()
|
u8* D3DBlob::Data()
|
||||||
{
|
{
|
||||||
return data;
|
return data;
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,47 +1,47 @@
|
||||||
// Copyright (C) 2003 Dolphin Project.
|
// Copyright (C) 2003 Dolphin Project.
|
||||||
|
|
||||||
// This program is free software: you can redistribute it and/or modify
|
// 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
|
// it under the terms of the GNU General Public License as published by
|
||||||
// the Free Software Foundation, version 2.0.
|
// the Free Software Foundation, version 2.0.
|
||||||
|
|
||||||
// This program is distributed in the hope that it will be useful,
|
// This program is distributed in the hope that it will be useful,
|
||||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||||
// GNU General Public License 2.0 for more details.
|
// GNU General Public License 2.0 for more details.
|
||||||
|
|
||||||
// A copy of the GPL 2.0 should have been included with the program.
|
// A copy of the GPL 2.0 should have been included with the program.
|
||||||
// If not, see http://www.gnu.org/licenses/
|
// If not, see http://www.gnu.org/licenses/
|
||||||
|
|
||||||
// Official SVN repository and contact information can be found at
|
// Official SVN repository and contact information can be found at
|
||||||
// http://code.google.com/p/dolphin-emu/
|
// http://code.google.com/p/dolphin-emu/
|
||||||
|
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include <d3d11.h>
|
#include <d3d11.h>
|
||||||
#include "Common.h"
|
#include "Common.h"
|
||||||
|
|
||||||
// use this class instead ID3D10Blob or ID3D11Blob whenever possible
|
// use this class instead ID3D10Blob or ID3D11Blob whenever possible
|
||||||
class D3DBlob
|
class D3DBlob
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
// memory will be copied into an own buffer
|
// memory will be copied into an own buffer
|
||||||
D3DBlob(unsigned int blob_size, const u8* init_data = NULL);
|
D3DBlob(unsigned int blob_size, const u8* init_data = NULL);
|
||||||
|
|
||||||
// d3dblob will be AddRef'd
|
// d3dblob will be AddRef'd
|
||||||
D3DBlob(ID3D10Blob* d3dblob);
|
D3DBlob(ID3D10Blob* d3dblob);
|
||||||
|
|
||||||
void AddRef();
|
void AddRef();
|
||||||
unsigned int Release();
|
unsigned int Release();
|
||||||
|
|
||||||
unsigned int Size();
|
unsigned int Size();
|
||||||
u8* Data();
|
u8* Data();
|
||||||
|
|
||||||
private:
|
private:
|
||||||
~D3DBlob();
|
~D3DBlob();
|
||||||
|
|
||||||
unsigned int ref;
|
unsigned int ref;
|
||||||
unsigned int size;
|
unsigned int size;
|
||||||
|
|
||||||
u8* data;
|
u8* data;
|
||||||
ID3D10Blob* blob;
|
ID3D10Blob* blob;
|
||||||
};
|
};
|
||||||
|
|
|
@ -1,361 +1,361 @@
|
||||||
// Copyright (C) 2003 Dolphin Project.
|
// Copyright (C) 2003 Dolphin Project.
|
||||||
|
|
||||||
// This program is free software: you can redistribute it and/or modify
|
// 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
|
// it under the terms of the GNU General Public License as published by
|
||||||
// the Free Software Foundation, version 2.0.
|
// the Free Software Foundation, version 2.0.
|
||||||
|
|
||||||
// This program is distributed in the hope that it will be useful,
|
// This program is distributed in the hope that it will be useful,
|
||||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||||
// GNU General Public License 2.0 for more details.
|
// GNU General Public License 2.0 for more details.
|
||||||
|
|
||||||
// A copy of the GPL 2.0 should have been included with the program.
|
// A copy of the GPL 2.0 should have been included with the program.
|
||||||
// If not, see http://www.gnu.org/licenses/
|
// If not, see http://www.gnu.org/licenses/
|
||||||
|
|
||||||
// Official SVN repository and contact information can be found at
|
// Official SVN repository and contact information can be found at
|
||||||
// http://code.google.com/p/dolphin-emu/
|
// http://code.google.com/p/dolphin-emu/
|
||||||
|
|
||||||
#include "VideoConfig.h"
|
#include "VideoConfig.h"
|
||||||
#include "GfxState.h"
|
#include "GfxState.h"
|
||||||
|
|
||||||
namespace D3D
|
namespace D3D
|
||||||
{
|
{
|
||||||
|
|
||||||
EmuGfxState* gfxstate;
|
EmuGfxState* gfxstate;
|
||||||
StateManager* stateman;
|
StateManager* stateman;
|
||||||
|
|
||||||
EmuGfxState::EmuGfxState() : vertexshader(NULL), vsbytecode(NULL), pixelshader(NULL), psbytecode(NULL), apply_called(false)
|
EmuGfxState::EmuGfxState() : vertexshader(NULL), vsbytecode(NULL), pixelshader(NULL), psbytecode(NULL), apply_called(false)
|
||||||
{
|
{
|
||||||
for (unsigned int k = 0;k < 8;k++)
|
for (unsigned int k = 0;k < 8;k++)
|
||||||
{
|
{
|
||||||
float border[4] = {0.f, 0.f, 0.f, 0.f};
|
float border[4] = {0.f, 0.f, 0.f, 0.f};
|
||||||
shader_resources[k] = NULL;
|
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);
|
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;
|
if(g_ActiveConfig.iMaxAnisotropy > 1) samplerdesc[k].Filter = D3D11_FILTER_ANISOTROPIC;
|
||||||
}
|
}
|
||||||
|
|
||||||
blenddesc.AlphaToCoverageEnable = FALSE;
|
blenddesc.AlphaToCoverageEnable = FALSE;
|
||||||
blenddesc.IndependentBlendEnable = FALSE;
|
blenddesc.IndependentBlendEnable = FALSE;
|
||||||
blenddesc.RenderTarget[0].BlendEnable = FALSE;
|
blenddesc.RenderTarget[0].BlendEnable = FALSE;
|
||||||
blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
|
blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
|
||||||
blenddesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
|
blenddesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
|
||||||
blenddesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
|
blenddesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
|
||||||
blenddesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
|
blenddesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
|
||||||
blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
|
blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
|
||||||
blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
|
blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
|
||||||
blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
|
blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
|
||||||
|
|
||||||
depthdesc.DepthEnable = TRUE;
|
depthdesc.DepthEnable = TRUE;
|
||||||
depthdesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
|
depthdesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
|
||||||
depthdesc.DepthFunc = D3D11_COMPARISON_LESS;
|
depthdesc.DepthFunc = D3D11_COMPARISON_LESS;
|
||||||
depthdesc.StencilEnable = FALSE;
|
depthdesc.StencilEnable = FALSE;
|
||||||
depthdesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
|
depthdesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
|
||||||
depthdesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
|
depthdesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
|
||||||
|
|
||||||
// this probably must be changed once multisampling support gets added
|
// 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);
|
rastdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false, 0, 0.f, 0, false, true, false, false);
|
||||||
|
|
||||||
pscbuf = NULL;
|
pscbuf = NULL;
|
||||||
vscbuf = NULL;
|
vscbuf = NULL;
|
||||||
vshaderchanged = false;
|
vshaderchanged = false;
|
||||||
inp_layout = NULL;
|
inp_layout = NULL;
|
||||||
num_inp_elems = 0;
|
num_inp_elems = 0;
|
||||||
|
|
||||||
pscbufchanged = false;
|
pscbufchanged = false;
|
||||||
vscbufchanged = false;
|
vscbufchanged = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
EmuGfxState::~EmuGfxState()
|
EmuGfxState::~EmuGfxState()
|
||||||
{
|
{
|
||||||
for (unsigned int k = 0;k < 8;k++)
|
for (unsigned int k = 0;k < 8;k++)
|
||||||
SAFE_RELEASE(shader_resources[k])
|
SAFE_RELEASE(shader_resources[k])
|
||||||
|
|
||||||
SAFE_RELEASE(vsbytecode);
|
SAFE_RELEASE(vsbytecode);
|
||||||
SAFE_RELEASE(psbytecode);
|
SAFE_RELEASE(psbytecode);
|
||||||
SAFE_RELEASE(vertexshader);
|
SAFE_RELEASE(vertexshader);
|
||||||
SAFE_RELEASE(pixelshader);
|
SAFE_RELEASE(pixelshader);
|
||||||
|
|
||||||
SAFE_RELEASE(pscbuf);
|
SAFE_RELEASE(pscbuf);
|
||||||
SAFE_RELEASE(vscbuf);
|
SAFE_RELEASE(vscbuf);
|
||||||
|
|
||||||
SAFE_RELEASE(inp_layout);
|
SAFE_RELEASE(inp_layout);
|
||||||
}
|
}
|
||||||
|
|
||||||
// TODO: No need to store the whole bytecode, signature might be enough (?)
|
// TODO: No need to store the whole bytecode, signature might be enough (?)
|
||||||
void EmuGfxState::SetVShader(ID3D11VertexShader* shader, D3DBlob* bcode)
|
void EmuGfxState::SetVShader(ID3D11VertexShader* shader, D3DBlob* bcode)
|
||||||
{
|
{
|
||||||
// TODO: vshaderchanged actually just needs to be true if the signature changed
|
// TODO: vshaderchanged actually just needs to be true if the signature changed
|
||||||
if (bcode && vsbytecode != bcode) vshaderchanged = true;
|
if (bcode && vsbytecode != bcode) vshaderchanged = true;
|
||||||
SAFE_RELEASE(vsbytecode);
|
SAFE_RELEASE(vsbytecode);
|
||||||
SAFE_RELEASE(vertexshader);
|
SAFE_RELEASE(vertexshader);
|
||||||
|
|
||||||
if (shader && bcode)
|
if (shader && bcode)
|
||||||
{
|
{
|
||||||
vertexshader = shader;
|
vertexshader = shader;
|
||||||
shader->AddRef();
|
shader->AddRef();
|
||||||
vsbytecode = bcode;
|
vsbytecode = bcode;
|
||||||
bcode->AddRef();
|
bcode->AddRef();
|
||||||
}
|
}
|
||||||
else if (shader || bcode)
|
else if (shader || bcode)
|
||||||
{
|
{
|
||||||
PanicAlert("Invalid parameters!\n");
|
PanicAlert("Invalid parameters!\n");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void EmuGfxState::SetPShader(ID3D11PixelShader* shader)
|
void EmuGfxState::SetPShader(ID3D11PixelShader* shader)
|
||||||
{
|
{
|
||||||
if (pixelshader) pixelshader->Release();
|
if (pixelshader) pixelshader->Release();
|
||||||
pixelshader = shader;
|
pixelshader = shader;
|
||||||
if (shader) shader->AddRef();
|
if (shader) shader->AddRef();
|
||||||
}
|
}
|
||||||
|
|
||||||
void EmuGfxState::SetInputElements(const D3D11_INPUT_ELEMENT_DESC* elems, UINT num)
|
void EmuGfxState::SetInputElements(const D3D11_INPUT_ELEMENT_DESC* elems, UINT num)
|
||||||
{
|
{
|
||||||
num_inp_elems = num;
|
num_inp_elems = num;
|
||||||
memcpy(inp_elems, elems, num*sizeof(D3D11_INPUT_ELEMENT_DESC));
|
memcpy(inp_elems, elems, num*sizeof(D3D11_INPUT_ELEMENT_DESC));
|
||||||
}
|
}
|
||||||
|
|
||||||
void EmuGfxState::SetShaderResource(unsigned int stage, ID3D11ShaderResourceView* srv)
|
void EmuGfxState::SetShaderResource(unsigned int stage, ID3D11ShaderResourceView* srv)
|
||||||
{
|
{
|
||||||
if (shader_resources[stage]) shader_resources[stage]->Release();
|
if (shader_resources[stage]) shader_resources[stage]->Release();
|
||||||
shader_resources[stage] = srv;
|
shader_resources[stage] = srv;
|
||||||
if (srv) srv->AddRef();
|
if (srv) srv->AddRef();
|
||||||
}
|
}
|
||||||
|
|
||||||
void EmuGfxState::ApplyState()
|
void EmuGfxState::ApplyState()
|
||||||
{
|
{
|
||||||
HRESULT hr;
|
HRESULT hr;
|
||||||
|
|
||||||
// input layout (only needs to be updated if the vertex shader signature changed)
|
// input layout (only needs to be updated if the vertex shader signature changed)
|
||||||
if (vshaderchanged)
|
if (vshaderchanged)
|
||||||
{
|
{
|
||||||
if (inp_layout) inp_layout->Release();
|
if (inp_layout) inp_layout->Release();
|
||||||
hr = D3D::device->CreateInputLayout(inp_elems, num_inp_elems, vsbytecode->Data(), vsbytecode->Size(), &inp_layout);
|
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__);
|
if (FAILED(hr)) PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__);
|
||||||
SetDebugObjectName((ID3D11DeviceChild*)inp_layout, "an input layout of EmuGfxState");
|
SetDebugObjectName((ID3D11DeviceChild*)inp_layout, "an input layout of EmuGfxState");
|
||||||
vshaderchanged = false;
|
vshaderchanged = false;
|
||||||
}
|
}
|
||||||
D3D::context->IASetInputLayout(inp_layout);
|
D3D::context->IASetInputLayout(inp_layout);
|
||||||
|
|
||||||
// vertex shader
|
// vertex shader
|
||||||
// TODO: divide the global variables of the generated shaders into about 5 constant buffers
|
// 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
|
// TODO: improve interaction between EmuGfxState and global state management, so that we don't need to set the constant buffers every time
|
||||||
if (!vscbuf)
|
if (!vscbuf)
|
||||||
{
|
{
|
||||||
unsigned int size = ((sizeof(vsconstants))&(~0xf))+0x10; // must be a multiple of 16
|
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);
|
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);
|
hr = device->CreateBuffer(&cbdesc, NULL, &vscbuf);
|
||||||
CHECK(hr==S_OK, "Create vertex shader constant buffer (size=%u)", size);
|
CHECK(hr==S_OK, "Create vertex shader constant buffer (size=%u)", size);
|
||||||
SetDebugObjectName((ID3D11DeviceChild*)vscbuf, "a vertex shader constant buffer of EmuGfxState");
|
SetDebugObjectName((ID3D11DeviceChild*)vscbuf, "a vertex shader constant buffer of EmuGfxState");
|
||||||
}
|
}
|
||||||
if (vscbufchanged)
|
if (vscbufchanged)
|
||||||
{
|
{
|
||||||
D3D11_MAPPED_SUBRESOURCE map;
|
D3D11_MAPPED_SUBRESOURCE map;
|
||||||
context->Map(vscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
|
context->Map(vscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
|
||||||
memcpy(map.pData, vsconstants, sizeof(vsconstants));
|
memcpy(map.pData, vsconstants, sizeof(vsconstants));
|
||||||
context->Unmap(vscbuf, 0);
|
context->Unmap(vscbuf, 0);
|
||||||
}
|
}
|
||||||
D3D::context->VSSetConstantBuffers(0, 1, &vscbuf);
|
D3D::context->VSSetConstantBuffers(0, 1, &vscbuf);
|
||||||
|
|
||||||
// pixel shader
|
// pixel shader
|
||||||
if (!pscbuf)
|
if (!pscbuf)
|
||||||
{
|
{
|
||||||
unsigned int size = ((sizeof(psconstants))&(~0xf))+0x10; // must be a multiple of 16
|
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);
|
D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(size, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
|
||||||
device->CreateBuffer(&cbdesc, NULL, &pscbuf);
|
device->CreateBuffer(&cbdesc, NULL, &pscbuf);
|
||||||
CHECK(hr==S_OK, "Create pixel shader constant buffer (size=%u)", size);
|
CHECK(hr==S_OK, "Create pixel shader constant buffer (size=%u)", size);
|
||||||
SetDebugObjectName((ID3D11DeviceChild*)pscbuf, "a pixel shader constant buffer of EmuGfxState");
|
SetDebugObjectName((ID3D11DeviceChild*)pscbuf, "a pixel shader constant buffer of EmuGfxState");
|
||||||
}
|
}
|
||||||
if (pscbufchanged)
|
if (pscbufchanged)
|
||||||
{
|
{
|
||||||
D3D11_MAPPED_SUBRESOURCE map;
|
D3D11_MAPPED_SUBRESOURCE map;
|
||||||
context->Map(pscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
|
context->Map(pscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
|
||||||
memcpy(map.pData, psconstants, sizeof(psconstants));
|
memcpy(map.pData, psconstants, sizeof(psconstants));
|
||||||
context->Unmap(pscbuf, 0);
|
context->Unmap(pscbuf, 0);
|
||||||
pscbufchanged = false;
|
pscbufchanged = false;
|
||||||
}
|
}
|
||||||
D3D::context->PSSetConstantBuffers(0, 1, &pscbuf);
|
D3D::context->PSSetConstantBuffers(0, 1, &pscbuf);
|
||||||
|
|
||||||
ID3D11SamplerState* samplerstate[8];
|
ID3D11SamplerState* samplerstate[8];
|
||||||
for (unsigned int stage = 0; stage < 8; stage++)
|
for (unsigned int stage = 0; stage < 8; stage++)
|
||||||
{
|
{
|
||||||
if (shader_resources[stage])
|
if (shader_resources[stage])
|
||||||
{
|
{
|
||||||
if(g_ActiveConfig.iMaxAnisotropy > 1) samplerdesc[stage].Filter = D3D11_FILTER_ANISOTROPIC;
|
if(g_ActiveConfig.iMaxAnisotropy > 1) samplerdesc[stage].Filter = D3D11_FILTER_ANISOTROPIC;
|
||||||
hr = D3D::device->CreateSamplerState(&samplerdesc[stage], &samplerstate[stage]);
|
hr = D3D::device->CreateSamplerState(&samplerdesc[stage], &samplerstate[stage]);
|
||||||
if (FAILED(hr)) PanicAlert("Fail %s %d, stage=%d\n", __FILE__, __LINE__, 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 SetDebugObjectName((ID3D11DeviceChild*)samplerstate[stage], "a sampler state of EmuGfxState");
|
||||||
}
|
}
|
||||||
else samplerstate[stage] = NULL;
|
else samplerstate[stage] = NULL;
|
||||||
}
|
}
|
||||||
D3D::context->PSSetSamplers(0, 8, samplerstate);
|
D3D::context->PSSetSamplers(0, 8, samplerstate);
|
||||||
for (unsigned int stage = 0; stage < 8; stage++)
|
for (unsigned int stage = 0; stage < 8; stage++)
|
||||||
SAFE_RELEASE(samplerstate[stage]);
|
SAFE_RELEASE(samplerstate[stage]);
|
||||||
|
|
||||||
ID3D11BlendState* blstate;
|
ID3D11BlendState* blstate;
|
||||||
hr = device->CreateBlendState(&blenddesc, &blstate);
|
hr = device->CreateBlendState(&blenddesc, &blstate);
|
||||||
if (FAILED(hr)) PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__);
|
if (FAILED(hr)) PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__);
|
||||||
stateman->PushBlendState(blstate);
|
stateman->PushBlendState(blstate);
|
||||||
SetDebugObjectName((ID3D11DeviceChild*)blstate, "a blend state of EmuGfxState");
|
SetDebugObjectName((ID3D11DeviceChild*)blstate, "a blend state of EmuGfxState");
|
||||||
blstate->Release();
|
blstate->Release();
|
||||||
|
|
||||||
rastdesc.FillMode = (g_ActiveConfig.bWireFrame) ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
|
rastdesc.FillMode = (g_ActiveConfig.bWireFrame) ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
|
||||||
ID3D11RasterizerState* raststate;
|
ID3D11RasterizerState* raststate;
|
||||||
hr = device->CreateRasterizerState(&rastdesc, &raststate);
|
hr = device->CreateRasterizerState(&rastdesc, &raststate);
|
||||||
if (FAILED(hr)) PanicAlert("Failed to create rasterizer state at %s %d\n", __FILE__, __LINE__);
|
if (FAILED(hr)) PanicAlert("Failed to create rasterizer state at %s %d\n", __FILE__, __LINE__);
|
||||||
SetDebugObjectName((ID3D11DeviceChild*)raststate, "a rasterizer state of EmuGfxState");
|
SetDebugObjectName((ID3D11DeviceChild*)raststate, "a rasterizer state of EmuGfxState");
|
||||||
stateman->PushRasterizerState(raststate);
|
stateman->PushRasterizerState(raststate);
|
||||||
raststate->Release();
|
raststate->Release();
|
||||||
|
|
||||||
ID3D11DepthStencilState* depth_state;
|
ID3D11DepthStencilState* depth_state;
|
||||||
hr = device->CreateDepthStencilState(&depthdesc, &depth_state);
|
hr = device->CreateDepthStencilState(&depthdesc, &depth_state);
|
||||||
if (SUCCEEDED(hr)) SetDebugObjectName((ID3D11DeviceChild*)depth_state, "a depth-stencil state of EmuGfxState");
|
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__);
|
else PanicAlert("Failed to create depth state at %s %d\n", __FILE__, __LINE__);
|
||||||
D3D::stateman->PushDepthState(depth_state);
|
D3D::stateman->PushDepthState(depth_state);
|
||||||
depth_state->Release();
|
depth_state->Release();
|
||||||
|
|
||||||
context->PSSetShader(pixelshader, NULL, 0);
|
context->PSSetShader(pixelshader, NULL, 0);
|
||||||
context->VSSetShader(vertexshader, NULL, 0);
|
context->VSSetShader(vertexshader, NULL, 0);
|
||||||
context->PSSetShaderResources(0, 8, shader_resources);
|
context->PSSetShaderResources(0, 8, shader_resources);
|
||||||
|
|
||||||
stateman->Apply();
|
stateman->Apply();
|
||||||
apply_called = true;
|
apply_called = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
void EmuGfxState::AlphaPass()
|
void EmuGfxState::AlphaPass()
|
||||||
{
|
{
|
||||||
if (!apply_called) ERROR_LOG(VIDEO, "EmuGfxState::AlphaPass called without having called ApplyState before!")
|
if (!apply_called) ERROR_LOG(VIDEO, "EmuGfxState::AlphaPass called without having called ApplyState before!")
|
||||||
else stateman->PopBlendState();
|
else stateman->PopBlendState();
|
||||||
|
|
||||||
// pixel shader for alpha pass is different, so update it
|
// pixel shader for alpha pass is different, so update it
|
||||||
context->PSSetShader(pixelshader, NULL, 0);
|
context->PSSetShader(pixelshader, NULL, 0);
|
||||||
|
|
||||||
ID3D11BlendState* blstate;
|
ID3D11BlendState* blstate;
|
||||||
D3D11_BLEND_DESC desc = blenddesc;
|
D3D11_BLEND_DESC desc = blenddesc;
|
||||||
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALPHA;
|
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALPHA;
|
||||||
desc.RenderTarget[0].BlendEnable = FALSE;
|
desc.RenderTarget[0].BlendEnable = FALSE;
|
||||||
HRESULT hr = device->CreateBlendState(&desc, &blstate);
|
HRESULT hr = device->CreateBlendState(&desc, &blstate);
|
||||||
if (FAILED(hr)) PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__);
|
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)");
|
SetDebugObjectName((ID3D11DeviceChild*)blstate, "a blend state of EmuGfxState (created during alpha pass)");
|
||||||
stateman->PushBlendState(blstate);
|
stateman->PushBlendState(blstate);
|
||||||
blstate->Release();
|
blstate->Release();
|
||||||
|
|
||||||
stateman->Apply();
|
stateman->Apply();
|
||||||
}
|
}
|
||||||
|
|
||||||
void EmuGfxState::Reset()
|
void EmuGfxState::Reset()
|
||||||
{
|
{
|
||||||
for (unsigned int k = 0;k < 8;k++)
|
for (unsigned int k = 0;k < 8;k++)
|
||||||
SAFE_RELEASE(shader_resources[k]);
|
SAFE_RELEASE(shader_resources[k]);
|
||||||
|
|
||||||
if (apply_called)
|
if (apply_called)
|
||||||
{
|
{
|
||||||
stateman->PopBlendState();
|
stateman->PopBlendState();
|
||||||
stateman->PopDepthState();
|
stateman->PopDepthState();
|
||||||
stateman->PopRasterizerState();
|
stateman->PopRasterizerState();
|
||||||
apply_called = false;
|
apply_called = false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void EmuGfxState::SetAlphaBlendEnable(bool enable)
|
void EmuGfxState::SetAlphaBlendEnable(bool enable)
|
||||||
{
|
{
|
||||||
blenddesc.RenderTarget[0].BlendEnable = enable;
|
blenddesc.RenderTarget[0].BlendEnable = enable;
|
||||||
}
|
}
|
||||||
|
|
||||||
void EmuGfxState::SetRenderTargetWriteMask(UINT8 mask)
|
void EmuGfxState::SetRenderTargetWriteMask(UINT8 mask)
|
||||||
{
|
{
|
||||||
blenddesc.RenderTarget[0].RenderTargetWriteMask = mask;
|
blenddesc.RenderTarget[0].RenderTargetWriteMask = mask;
|
||||||
}
|
}
|
||||||
|
|
||||||
void EmuGfxState::SetSrcBlend(D3D11_BLEND val)
|
void EmuGfxState::SetSrcBlend(D3D11_BLEND val)
|
||||||
{
|
{
|
||||||
// TODO: Check whether e.g. the dest color check is needed here
|
// TODO: Check whether e.g. the dest color check is needed here
|
||||||
blenddesc.RenderTarget[0].SrcBlend = val;
|
blenddesc.RenderTarget[0].SrcBlend = val;
|
||||||
if (val == D3D11_BLEND_SRC_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
|
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_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_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 if (val == D3D11_BLEND_INV_DEST_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
|
||||||
else blenddesc.RenderTarget[0].SrcBlendAlpha = val;
|
else blenddesc.RenderTarget[0].SrcBlendAlpha = val;
|
||||||
}
|
}
|
||||||
|
|
||||||
void EmuGfxState::SetDestBlend(D3D11_BLEND val)
|
void EmuGfxState::SetDestBlend(D3D11_BLEND val)
|
||||||
{
|
{
|
||||||
// TODO: Check whether e.g. the source color check is needed here
|
// TODO: Check whether e.g. the source color check is needed here
|
||||||
blenddesc.RenderTarget[0].DestBlend = val;
|
blenddesc.RenderTarget[0].DestBlend = val;
|
||||||
if (val == D3D11_BLEND_SRC_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_SRC_ALPHA;
|
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_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_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 if (val == D3D11_BLEND_INV_DEST_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
|
||||||
else blenddesc.RenderTarget[0].DestBlendAlpha = val;
|
else blenddesc.RenderTarget[0].DestBlendAlpha = val;
|
||||||
}
|
}
|
||||||
|
|
||||||
void EmuGfxState::SetBlendOp(D3D11_BLEND_OP val)
|
void EmuGfxState::SetBlendOp(D3D11_BLEND_OP val)
|
||||||
{
|
{
|
||||||
blenddesc.RenderTarget[0].BlendOp = val;
|
blenddesc.RenderTarget[0].BlendOp = val;
|
||||||
blenddesc.RenderTarget[0].BlendOpAlpha = val;
|
blenddesc.RenderTarget[0].BlendOpAlpha = val;
|
||||||
}
|
}
|
||||||
|
|
||||||
void EmuGfxState::SetSamplerFilter(DWORD stage, D3D11_FILTER filter)
|
void EmuGfxState::SetSamplerFilter(DWORD stage, D3D11_FILTER filter)
|
||||||
{
|
{
|
||||||
samplerdesc[stage].Filter = filter;
|
samplerdesc[stage].Filter = filter;
|
||||||
}
|
}
|
||||||
|
|
||||||
template<typename T> AutoState<T>::AutoState(const T* object) : state(object)
|
template<typename T> AutoState<T>::AutoState(const T* object) : state(object)
|
||||||
{
|
{
|
||||||
((IUnknown*)state)->AddRef();
|
((IUnknown*)state)->AddRef();
|
||||||
}
|
}
|
||||||
|
|
||||||
template<typename T> AutoState<T>::AutoState(const AutoState<T> &source)
|
template<typename T> AutoState<T>::AutoState(const AutoState<T> &source)
|
||||||
{
|
{
|
||||||
state = source.GetPtr();
|
state = source.GetPtr();
|
||||||
((IUnknown*)state)->AddRef();
|
((IUnknown*)state)->AddRef();
|
||||||
}
|
}
|
||||||
|
|
||||||
template<typename T> AutoState<T>::~AutoState()
|
template<typename T> AutoState<T>::~AutoState()
|
||||||
{
|
{
|
||||||
((IUnknown*)state)->Release();
|
((IUnknown*)state)->Release();
|
||||||
}
|
}
|
||||||
|
|
||||||
StateManager::StateManager() : cur_blendstate(NULL), cur_depthstate(NULL), cur_raststate(NULL) {}
|
StateManager::StateManager() : cur_blendstate(NULL), cur_depthstate(NULL), cur_raststate(NULL) {}
|
||||||
|
|
||||||
void StateManager::PushBlendState(const ID3D11BlendState* state) { blendstates.push(AutoBlendState(state));}
|
void StateManager::PushBlendState(const ID3D11BlendState* state) { blendstates.push(AutoBlendState(state));}
|
||||||
void StateManager::PushDepthState(const ID3D11DepthStencilState* state) { depthstates.push(AutoDepthStencilState(state));}
|
void StateManager::PushDepthState(const ID3D11DepthStencilState* state) { depthstates.push(AutoDepthStencilState(state));}
|
||||||
void StateManager::PushRasterizerState(const ID3D11RasterizerState* state) { raststates.push(AutoRasterizerState(state));}
|
void StateManager::PushRasterizerState(const ID3D11RasterizerState* state) { raststates.push(AutoRasterizerState(state));}
|
||||||
void StateManager::PopBlendState() { blendstates.pop(); }
|
void StateManager::PopBlendState() { blendstates.pop(); }
|
||||||
void StateManager::PopDepthState() { depthstates.pop(); }
|
void StateManager::PopDepthState() { depthstates.pop(); }
|
||||||
void StateManager::PopRasterizerState() { raststates.pop(); }
|
void StateManager::PopRasterizerState() { raststates.pop(); }
|
||||||
|
|
||||||
void StateManager::Apply()
|
void StateManager::Apply()
|
||||||
{
|
{
|
||||||
if (!blendstates.empty())
|
if (!blendstates.empty())
|
||||||
{
|
{
|
||||||
if (cur_blendstate != blendstates.top().GetPtr())
|
if (cur_blendstate != blendstates.top().GetPtr())
|
||||||
{
|
{
|
||||||
cur_blendstate = (ID3D11BlendState*)blendstates.top().GetPtr();
|
cur_blendstate = (ID3D11BlendState*)blendstates.top().GetPtr();
|
||||||
D3D::context->OMSetBlendState(cur_blendstate, NULL, 0xFFFFFFFF);
|
D3D::context->OMSetBlendState(cur_blendstate, NULL, 0xFFFFFFFF);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else D3D::context->OMSetBlendState(NULL, NULL, 0xFFFFFFFF);
|
else D3D::context->OMSetBlendState(NULL, NULL, 0xFFFFFFFF);
|
||||||
|
|
||||||
if (!depthstates.empty())
|
if (!depthstates.empty())
|
||||||
{
|
{
|
||||||
if (cur_depthstate != depthstates.top().GetPtr())
|
if (cur_depthstate != depthstates.top().GetPtr())
|
||||||
{
|
{
|
||||||
cur_depthstate = (ID3D11DepthStencilState*)depthstates.top().GetPtr();
|
cur_depthstate = (ID3D11DepthStencilState*)depthstates.top().GetPtr();
|
||||||
D3D::context->OMSetDepthStencilState(cur_depthstate, 0);
|
D3D::context->OMSetDepthStencilState(cur_depthstate, 0);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else D3D::context->OMSetDepthStencilState(NULL, 0);
|
else D3D::context->OMSetDepthStencilState(NULL, 0);
|
||||||
|
|
||||||
if (!raststates.empty())
|
if (!raststates.empty())
|
||||||
{
|
{
|
||||||
if (cur_raststate != raststates.top().GetPtr())
|
if (cur_raststate != raststates.top().GetPtr())
|
||||||
{
|
{
|
||||||
cur_raststate = (ID3D11RasterizerState*)raststates.top().GetPtr();
|
cur_raststate = (ID3D11RasterizerState*)raststates.top().GetPtr();
|
||||||
D3D::context->RSSetState(cur_raststate);
|
D3D::context->RSSetState(cur_raststate);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else D3D::context->RSSetState(NULL);
|
else D3D::context->RSSetState(NULL);
|
||||||
}
|
}
|
||||||
|
|
||||||
} // namespace
|
} // namespace
|
||||||
|
|
|
@ -1,132 +1,132 @@
|
||||||
// Copyright (C) 2003 Dolphin Project.
|
// Copyright (C) 2003 Dolphin Project.
|
||||||
|
|
||||||
// This program is free software: you can redistribute it and/or modify
|
// 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
|
// it under the terms of the GNU General Public License as published by
|
||||||
// the Free Software Foundation, version 2.0.
|
// the Free Software Foundation, version 2.0.
|
||||||
|
|
||||||
// This program is distributed in the hope that it will be useful,
|
// This program is distributed in the hope that it will be useful,
|
||||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||||
// GNU General Public License 2.0 for more details.
|
// GNU General Public License 2.0 for more details.
|
||||||
|
|
||||||
// A copy of the GPL 2.0 should have been included with the program.
|
// A copy of the GPL 2.0 should have been included with the program.
|
||||||
// If not, see http://www.gnu.org/licenses/
|
// If not, see http://www.gnu.org/licenses/
|
||||||
|
|
||||||
// Official SVN repository and contact information can be found at
|
// Official SVN repository and contact information can be found at
|
||||||
// http://code.google.com/p/dolphin-emu/
|
// http://code.google.com/p/dolphin-emu/
|
||||||
|
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include "D3DBase.h"
|
#include "D3DBase.h"
|
||||||
#include <stack>
|
#include <stack>
|
||||||
|
|
||||||
using std::stack;
|
using std::stack;
|
||||||
|
|
||||||
namespace D3D
|
namespace D3D
|
||||||
{
|
{
|
||||||
|
|
||||||
// stores the pipeline state to use when calling VertexManager::Flush()
|
// stores the pipeline state to use when calling VertexManager::Flush()
|
||||||
class EmuGfxState
|
class EmuGfxState
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
EmuGfxState();
|
EmuGfxState();
|
||||||
~EmuGfxState();
|
~EmuGfxState();
|
||||||
|
|
||||||
void SetVShader(ID3D11VertexShader* shader, D3DBlob* bcode);
|
void SetVShader(ID3D11VertexShader* shader, D3DBlob* bcode);
|
||||||
void SetPShader(ID3D11PixelShader* shader);
|
void SetPShader(ID3D11PixelShader* shader);
|
||||||
void SetInputElements(const D3D11_INPUT_ELEMENT_DESC* elems, UINT num);
|
void SetInputElements(const D3D11_INPUT_ELEMENT_DESC* elems, UINT num);
|
||||||
void SetShaderResource(unsigned int stage, ID3D11ShaderResourceView* srv);
|
void SetShaderResource(unsigned int stage, ID3D11ShaderResourceView* srv);
|
||||||
|
|
||||||
void ApplyState(); // apply current state
|
void ApplyState(); // apply current state
|
||||||
void AlphaPass(); // only modify the current state to enable the alpha pass
|
void AlphaPass(); // only modify the current state to enable the alpha pass
|
||||||
void Reset();
|
void Reset();
|
||||||
|
|
||||||
// blend state
|
// blend state
|
||||||
void SetAlphaBlendEnable(bool enable);
|
void SetAlphaBlendEnable(bool enable);
|
||||||
void SetRenderTargetWriteMask(UINT8 mask);
|
void SetRenderTargetWriteMask(UINT8 mask);
|
||||||
void SetSrcBlend(D3D11_BLEND val);
|
void SetSrcBlend(D3D11_BLEND val);
|
||||||
void SetDestBlend(D3D11_BLEND val);
|
void SetDestBlend(D3D11_BLEND val);
|
||||||
void SetBlendOp(D3D11_BLEND_OP val);
|
void SetBlendOp(D3D11_BLEND_OP val);
|
||||||
|
|
||||||
// sampler states
|
// sampler states
|
||||||
void SetSamplerFilter(DWORD stage, D3D11_FILTER filter);
|
void SetSamplerFilter(DWORD stage, D3D11_FILTER filter);
|
||||||
|
|
||||||
// TODO: add methods for changing the other states instead of modifying them directly
|
// TODO: add methods for changing the other states instead of modifying them directly
|
||||||
|
|
||||||
D3D11_SAMPLER_DESC samplerdesc[8];
|
D3D11_SAMPLER_DESC samplerdesc[8];
|
||||||
D3D11_RASTERIZER_DESC rastdesc;
|
D3D11_RASTERIZER_DESC rastdesc;
|
||||||
D3D11_DEPTH_STENCIL_DESC depthdesc;
|
D3D11_DEPTH_STENCIL_DESC depthdesc;
|
||||||
|
|
||||||
float psconstants[116];
|
float psconstants[116];
|
||||||
float vsconstants[952];
|
float vsconstants[952];
|
||||||
bool vscbufchanged;
|
bool vscbufchanged;
|
||||||
bool pscbufchanged;
|
bool pscbufchanged;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
ID3D11VertexShader* vertexshader;
|
ID3D11VertexShader* vertexshader;
|
||||||
D3DBlob* vsbytecode;
|
D3DBlob* vsbytecode;
|
||||||
ID3D11PixelShader* pixelshader;
|
ID3D11PixelShader* pixelshader;
|
||||||
D3DBlob* psbytecode;
|
D3DBlob* psbytecode;
|
||||||
bool vshaderchanged;
|
bool vshaderchanged;
|
||||||
|
|
||||||
ID3D11Buffer* vscbuf;
|
ID3D11Buffer* vscbuf;
|
||||||
ID3D11Buffer* pscbuf;
|
ID3D11Buffer* pscbuf;
|
||||||
|
|
||||||
ID3D11InputLayout* inp_layout;
|
ID3D11InputLayout* inp_layout;
|
||||||
D3D11_INPUT_ELEMENT_DESC inp_elems[32];
|
D3D11_INPUT_ELEMENT_DESC inp_elems[32];
|
||||||
int num_inp_elems;
|
int num_inp_elems;
|
||||||
|
|
||||||
ID3D11ShaderResourceView* shader_resources[8];
|
ID3D11ShaderResourceView* shader_resources[8];
|
||||||
D3D11_BLEND_DESC blenddesc;
|
D3D11_BLEND_DESC blenddesc;
|
||||||
|
|
||||||
bool apply_called;
|
bool apply_called;
|
||||||
};
|
};
|
||||||
|
|
||||||
template<typename T> class AutoState
|
template<typename T> class AutoState
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
AutoState(const T* object);
|
AutoState(const T* object);
|
||||||
AutoState(const AutoState<T> &source);
|
AutoState(const AutoState<T> &source);
|
||||||
~AutoState();
|
~AutoState();
|
||||||
|
|
||||||
const inline T* GetPtr() const { return state; }
|
const inline T* GetPtr() const { return state; }
|
||||||
|
|
||||||
private:
|
private:
|
||||||
const T* state;
|
const T* state;
|
||||||
};
|
};
|
||||||
|
|
||||||
typedef AutoState<ID3D11BlendState> AutoBlendState;
|
typedef AutoState<ID3D11BlendState> AutoBlendState;
|
||||||
typedef AutoState<ID3D11DepthStencilState> AutoDepthStencilState;
|
typedef AutoState<ID3D11DepthStencilState> AutoDepthStencilState;
|
||||||
typedef AutoState<ID3D11RasterizerState> AutoRasterizerState;
|
typedef AutoState<ID3D11RasterizerState> AutoRasterizerState;
|
||||||
|
|
||||||
class StateManager
|
class StateManager
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
StateManager();
|
StateManager();
|
||||||
|
|
||||||
// call any of these to change the affected states
|
// call any of these to change the affected states
|
||||||
void PushBlendState(const ID3D11BlendState* state);
|
void PushBlendState(const ID3D11BlendState* state);
|
||||||
void PushDepthState(const ID3D11DepthStencilState* state);
|
void PushDepthState(const ID3D11DepthStencilState* state);
|
||||||
void PushRasterizerState(const ID3D11RasterizerState* state);
|
void PushRasterizerState(const ID3D11RasterizerState* state);
|
||||||
|
|
||||||
// call these after drawing
|
// call these after drawing
|
||||||
void PopBlendState();
|
void PopBlendState();
|
||||||
void PopDepthState();
|
void PopDepthState();
|
||||||
void PopRasterizerState();
|
void PopRasterizerState();
|
||||||
|
|
||||||
// call this before any drawing operation if states could have changed meanwhile
|
// call this before any drawing operation if states could have changed meanwhile
|
||||||
void Apply();
|
void Apply();
|
||||||
|
|
||||||
private:
|
private:
|
||||||
stack<AutoBlendState> blendstates;
|
stack<AutoBlendState> blendstates;
|
||||||
stack<AutoDepthStencilState> depthstates;
|
stack<AutoDepthStencilState> depthstates;
|
||||||
stack<AutoRasterizerState> raststates;
|
stack<AutoRasterizerState> raststates;
|
||||||
ID3D11BlendState* cur_blendstate;
|
ID3D11BlendState* cur_blendstate;
|
||||||
ID3D11DepthStencilState* cur_depthstate;
|
ID3D11DepthStencilState* cur_depthstate;
|
||||||
ID3D11RasterizerState* cur_raststate;
|
ID3D11RasterizerState* cur_raststate;
|
||||||
};
|
};
|
||||||
|
|
||||||
extern EmuGfxState* gfxstate;
|
extern EmuGfxState* gfxstate;
|
||||||
extern StateManager* stateman;
|
extern StateManager* stateman;
|
||||||
|
|
||||||
} // namespace
|
} // namespace
|
||||||
|
|
Loading…
Reference in New Issue