/*
 *	Copyright (C) 2007-2009 Gabest
 *	http://www.gabest.org
 *
 *  This Program is free software; you can redistribute it and/or modify
 *  it under the terms of the GNU General Public License as published by
 *  the Free Software Foundation; either version 2, or (at your option)
 *  any later version.
 *
 *  This Program is distributed in the hope that it will be useful,
 *  but WITHOUT ANY WARRANTY; without even the implied warranty of
 *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 *  GNU General Public License for more details.
 *
 *  You should have received a copy of the GNU General Public License
 *  along with GNU Make; see the file COPYING.  If not, write to
 *  the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA USA.
 *  http://www.gnu.org/copyleft/gpl.html
 *
 */

#include "stdafx.h"
#include "GSdx.h"
#include "GSDeviceDX.h"

GSDeviceDX::GSDeviceDX()
{
	m_msaa = !!theApp.GetConfig("UserHacks", 0) ? theApp.GetConfig("UserHacks_MSAA", 0) : 0;

	m_msaa_desc.Count = 1;
	m_msaa_desc.Quality = 0;
}

GSDeviceDX::~GSDeviceDX()
{
}

GSTexture* GSDeviceDX::FetchSurface(int type, int w, int h, bool msaa, int format)
{
	if(m_msaa < 2)
	{
		msaa = false;
	}

	return __super::FetchSurface(type, w, h, msaa, format);
}

bool GSDeviceDX::SetFeatureLevel(D3D_FEATURE_LEVEL level, bool compat_mode)
{
	m_shader.level = level;

	switch(level)
	{
	case D3D_FEATURE_LEVEL_9_1:
	case D3D_FEATURE_LEVEL_9_2:
		m_shader.model = "0x200";
		m_shader.vs = compat_mode ? "vs_4_0_level_9_1" : "vs_2_0";
		m_shader.ps = compat_mode ? "ps_4_0_level_9_1" : "ps_2_0";
		break;
	case D3D_FEATURE_LEVEL_9_3:
		m_shader.model = "0x300";
		m_shader.vs = compat_mode ? "vs_4_0_level_9_3" : "vs_3_0";
		m_shader.ps = compat_mode ? "ps_4_0_level_9_3" : "ps_3_0";
		break;
	case D3D_FEATURE_LEVEL_10_0:
		m_shader.model = "0x400";
		m_shader.vs = "vs_4_0";
		m_shader.gs = "gs_4_0";
		m_shader.ps = "ps_4_0";
		m_shader.cs = "cs_4_0";
		break;
	case D3D_FEATURE_LEVEL_10_1:
		m_shader.model = "0x401";
		m_shader.vs = "vs_4_1";
		m_shader.gs = "gs_4_1";
		m_shader.ps = "ps_4_1";
		m_shader.cs = "cs_4_1";
		break;
	case D3D_FEATURE_LEVEL_11_0:
		m_shader.model = "0x500";
		m_shader.vs = "vs_5_0";
		m_shader.gs = "gs_5_0";
		m_shader.ps = "ps_5_0";
		m_shader.cs = "cs_5_0";
		break;
	default:
		ASSERT(0);
		return false;
	}

	return true;
}

// (A - B) * C + D
// A: Cs/Cd/0
// B: Cs/Cd/0
// C: As/Ad/FIX
// D: Cs/Cd/0

// bogus: 0100, 0110, 0120, 0200, 0210, 0220, 1001, 1011, 1021
// tricky: 1201, 1211, 1221

// Source.rgb = float3(1, 1, 1);
// 1201 Cd*(1 + As) => Source * Dest color + Dest * Source alpha
// 1211 Cd*(1 + Ad) => Source * Dest color + Dest * Dest alpha
// 1221 Cd*(1 + F) => Source * Dest color + Dest * Factor

const GSDeviceDX::D3D9Blend GSDeviceDX::m_blendMapD3D9[3*3*3*3] =
{
	{0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_ZERO},						// 0000: (Cs - Cs)*As + Cs ==> Cs
	{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ONE},						// 0001: (Cs - Cs)*As + Cd ==> Cd
	{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ZERO},						// 0002: (Cs - Cs)*As +  0 ==> 0
	{0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_ZERO},						// 0010: (Cs - Cs)*Ad + Cs ==> Cs
	{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ONE},						// 0011: (Cs - Cs)*Ad + Cd ==> Cd
	{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ZERO},						// 0012: (Cs - Cs)*Ad +  0 ==> 0
	{0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_ZERO},						// 0020: (Cs - Cs)*F  + Cs ==> Cs
	{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ONE},						// 0021: (Cs - Cs)*F  + Cd ==> Cd
	{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ZERO},						// 0022: (Cs - Cs)*F  +  0 ==> 0
	{1, D3DBLENDOP_SUBTRACT, D3DBLEND_SRCALPHA, D3DBLEND_SRCALPHA},			//*0100: (Cs - Cd)*As + Cs ==> Cs*(As + 1) - Cd*As
	{0, D3DBLENDOP_ADD, D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA},			// 0101: (Cs - Cd)*As + Cd ==> Cs*As + Cd*(1 - As)
	{0, D3DBLENDOP_SUBTRACT, D3DBLEND_SRCALPHA, D3DBLEND_SRCALPHA},			// 0102: (Cs - Cd)*As +  0 ==> Cs*As - Cd*As
	{1, D3DBLENDOP_SUBTRACT, D3DBLEND_DESTALPHA, D3DBLEND_DESTALPHA},		//*0110: (Cs - Cd)*Ad + Cs ==> Cs*(Ad + 1) - Cd*Ad
	{0, D3DBLENDOP_ADD, D3DBLEND_DESTALPHA, D3DBLEND_INVDESTALPHA},			// 0111: (Cs - Cd)*Ad + Cd ==> Cs*Ad + Cd*(1 - Ad)
	{0, D3DBLENDOP_SUBTRACT, D3DBLEND_DESTALPHA, D3DBLEND_DESTALPHA},		// 0112: (Cs - Cd)*Ad +  0 ==> Cs*Ad - Cd*Ad
	{1, D3DBLENDOP_SUBTRACT, D3DBLEND_BLENDFACTOR, D3DBLEND_BLENDFACTOR},	//*0120: (Cs - Cd)*F  + Cs ==> Cs*(F + 1) - Cd*F
	{0, D3DBLENDOP_ADD, D3DBLEND_BLENDFACTOR, D3DBLEND_INVBLENDFACTOR},		// 0121: (Cs - Cd)*F  + Cd ==> Cs*F + Cd*(1 - F)
	{0, D3DBLENDOP_SUBTRACT, D3DBLEND_BLENDFACTOR, D3DBLEND_BLENDFACTOR},	// 0122: (Cs - Cd)*F  +  0 ==> Cs*F - Cd*F
	{1, D3DBLENDOP_ADD, D3DBLEND_SRCALPHA, D3DBLEND_ZERO},					//*0200: (Cs -  0)*As + Cs ==> Cs*(As + 1)
	{0, D3DBLENDOP_ADD, D3DBLEND_SRCALPHA, D3DBLEND_ONE},					// 0201: (Cs -  0)*As + Cd ==> Cs*As + Cd
	{0, D3DBLENDOP_ADD, D3DBLEND_SRCALPHA, D3DBLEND_ZERO},					// 0202: (Cs -  0)*As +  0 ==> Cs*As
	{1, D3DBLENDOP_ADD, D3DBLEND_DESTALPHA, D3DBLEND_ZERO},					//*0210: (Cs -  0)*Ad + Cs ==> Cs*(Ad + 1)
	{0, D3DBLENDOP_ADD, D3DBLEND_DESTALPHA, D3DBLEND_ONE},					// 0211: (Cs -  0)*Ad + Cd ==> Cs*Ad + Cd
	{0, D3DBLENDOP_ADD, D3DBLEND_DESTALPHA, D3DBLEND_ZERO},					// 0212: (Cs -  0)*Ad +  0 ==> Cs*Ad
	{1, D3DBLENDOP_ADD, D3DBLEND_BLENDFACTOR, D3DBLEND_ZERO},				//*0220: (Cs -  0)*F  + Cs ==> Cs*(F + 1)
	{0, D3DBLENDOP_ADD, D3DBLEND_BLENDFACTOR, D3DBLEND_ONE},				// 0221: (Cs -  0)*F  + Cd ==> Cs*F + Cd
	{0, D3DBLENDOP_ADD, D3DBLEND_BLENDFACTOR, D3DBLEND_ZERO},				// 0222: (Cs -  0)*F  +  0 ==> Cs*F
	{0, D3DBLENDOP_ADD, D3DBLEND_INVSRCALPHA, D3DBLEND_SRCALPHA},			// 1000: (Cd - Cs)*As + Cs ==> Cd*As + Cs*(1 - As)
	{1, D3DBLENDOP_REVSUBTRACT, D3DBLEND_SRCALPHA, D3DBLEND_SRCALPHA},		//*1001: (Cd - Cs)*As + Cd ==> Cd*(As + 1) - Cs*As
	{0, D3DBLENDOP_REVSUBTRACT, D3DBLEND_SRCALPHA, D3DBLEND_SRCALPHA},		// 1002: (Cd - Cs)*As +  0 ==> Cd*As - Cs*As
	{0, D3DBLENDOP_ADD, D3DBLEND_INVDESTALPHA, D3DBLEND_DESTALPHA},			// 1010: (Cd - Cs)*Ad + Cs ==> Cd*Ad + Cs*(1 - Ad)
	{1, D3DBLENDOP_REVSUBTRACT, D3DBLEND_DESTALPHA, D3DBLEND_DESTALPHA},	//*1011: (Cd - Cs)*Ad + Cd ==> Cd*(Ad + 1) - Cs*Ad
	{0, D3DBLENDOP_REVSUBTRACT, D3DBLEND_DESTALPHA, D3DBLEND_DESTALPHA},	// 1012: (Cd - Cs)*Ad +  0 ==> Cd*Ad - Cs*Ad
	{0, D3DBLENDOP_ADD, D3DBLEND_INVBLENDFACTOR, D3DBLEND_BLENDFACTOR},		// 1020: (Cd - Cs)*F  + Cs ==> Cd*F + Cs*(1 - F)
	{1, D3DBLENDOP_REVSUBTRACT, D3DBLEND_BLENDFACTOR, D3DBLEND_BLENDFACTOR},//*1021: (Cd - Cs)*F  + Cd ==> Cd*(F + 1) - Cs*F
	{0, D3DBLENDOP_REVSUBTRACT, D3DBLEND_BLENDFACTOR, D3DBLEND_BLENDFACTOR},// 1022: (Cd - Cs)*F  +  0 ==> Cd*F - Cs*F
	{0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_ZERO},						// 1100: (Cd - Cd)*As + Cs ==> Cs
	{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ONE},						// 1101: (Cd - Cd)*As + Cd ==> Cd
	{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ZERO},						// 1102: (Cd - Cd)*As +  0 ==> 0
	{0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_ZERO},						// 1110: (Cd - Cd)*Ad + Cs ==> Cs
	{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ONE},						// 1111: (Cd - Cd)*Ad + Cd ==> Cd
	{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ZERO},						// 1112: (Cd - Cd)*Ad +  0 ==> 0
	{0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_ZERO},						// 1120: (Cd - Cd)*F  + Cs ==> Cs
	{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ONE},						// 1121: (Cd - Cd)*F  + Cd ==> Cd
	{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ZERO},						// 1122: (Cd - Cd)*F  +  0 ==> 0
	{0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_SRCALPHA},					// 1200: (Cd -  0)*As + Cs ==> Cs + Cd*As
	{2, D3DBLENDOP_ADD, D3DBLEND_DESTCOLOR, D3DBLEND_SRCALPHA},				//#1201: (Cd -  0)*As + Cd ==> Cd*(1 + As)  // ffxii main menu background glow effect
	{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_SRCALPHA},					// 1202: (Cd -  0)*As +  0 ==> Cd*As
	{0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_DESTALPHA},					// 1210: (Cd -  0)*Ad + Cs ==> Cs + Cd*Ad
	{2, D3DBLENDOP_ADD, D3DBLEND_DESTCOLOR, D3DBLEND_DESTALPHA},			//#1211: (Cd -  0)*Ad + Cd ==> Cd*(1 + Ad)
	{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_DESTALPHA},					// 1212: (Cd -  0)*Ad +  0 ==> Cd*Ad
	{0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_BLENDFACTOR},				// 1220: (Cd -  0)*F  + Cs ==> Cs + Cd*F
	{2, D3DBLENDOP_ADD, D3DBLEND_DESTCOLOR, D3DBLEND_BLENDFACTOR},			//#1221: (Cd -  0)*F  + Cd ==> Cd*(1 + F)
	{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_BLENDFACTOR},				// 1222: (Cd -  0)*F  +  0 ==> Cd*F
	{0, D3DBLENDOP_ADD, D3DBLEND_INVSRCALPHA, D3DBLEND_ZERO},				// 2000: (0  - Cs)*As + Cs ==> Cs*(1 - As)
	{0, D3DBLENDOP_REVSUBTRACT, D3DBLEND_SRCALPHA, D3DBLEND_ONE},			// 2001: (0  - Cs)*As + Cd ==> Cd - Cs*As
	{0, D3DBLENDOP_REVSUBTRACT, D3DBLEND_SRCALPHA, D3DBLEND_ZERO},			// 2002: (0  - Cs)*As +  0 ==> 0 - Cs*As
	{0, D3DBLENDOP_ADD, D3DBLEND_INVDESTALPHA, D3DBLEND_ZERO},				// 2010: (0  - Cs)*Ad + Cs ==> Cs*(1 - Ad)
	{0, D3DBLENDOP_REVSUBTRACT, D3DBLEND_DESTALPHA, D3DBLEND_ONE},			// 2011: (0  - Cs)*Ad + Cd ==> Cd - Cs*Ad
	{0, D3DBLENDOP_REVSUBTRACT, D3DBLEND_DESTALPHA, D3DBLEND_ZERO},			// 2012: (0  - Cs)*Ad +  0 ==> 0 - Cs*Ad
	{0, D3DBLENDOP_ADD, D3DBLEND_INVBLENDFACTOR, D3DBLEND_ZERO},			// 2020: (0  - Cs)*F  + Cs ==> Cs*(1 - F)
	{0, D3DBLENDOP_REVSUBTRACT, D3DBLEND_BLENDFACTOR, D3DBLEND_ONE},		// 2021: (0  - Cs)*F  + Cd ==> Cd - Cs*F
	{0, D3DBLENDOP_REVSUBTRACT, D3DBLEND_BLENDFACTOR, D3DBLEND_ZERO},		// 2022: (0  - Cs)*F  +  0 ==> 0 - Cs*F
	{0, D3DBLENDOP_SUBTRACT, D3DBLEND_ONE, D3DBLEND_SRCALPHA},				// 2100: (0  - Cd)*As + Cs ==> Cs - Cd*As
	{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_INVSRCALPHA},				// 2101: (0  - Cd)*As + Cd ==> Cd*(1 - As)
	{0, D3DBLENDOP_SUBTRACT, D3DBLEND_ZERO, D3DBLEND_SRCALPHA},				// 2102: (0  - Cd)*As +  0 ==> 0 - Cd*As
	{0, D3DBLENDOP_SUBTRACT, D3DBLEND_ONE, D3DBLEND_DESTALPHA},				// 2110: (0  - Cd)*Ad + Cs ==> Cs - Cd*Ad
	{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_INVDESTALPHA},				// 2111: (0  - Cd)*Ad + Cd ==> Cd*(1 - Ad)
	{0, D3DBLENDOP_SUBTRACT, D3DBLEND_ONE, D3DBLEND_DESTALPHA},				// 2112: (0  - Cd)*Ad +  0 ==> 0 - Cd*Ad
	{0, D3DBLENDOP_SUBTRACT, D3DBLEND_ONE, D3DBLEND_BLENDFACTOR},			// 2120: (0  - Cd)*F  + Cs ==> Cs - Cd*F
	{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_INVBLENDFACTOR},			// 2121: (0  - Cd)*F  + Cd ==> Cd*(1 - F)
	{0, D3DBLENDOP_SUBTRACT, D3DBLEND_ONE, D3DBLEND_BLENDFACTOR},			// 2122: (0  - Cd)*F  +  0 ==> 0 - Cd*F
	{0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_ZERO},						// 2200: (0  -  0)*As + Cs ==> Cs
	{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ONE},						// 2201: (0  -  0)*As + Cd ==> Cd
	{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ZERO},						// 2202: (0  -  0)*As +  0 ==> 0
	{0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_ZERO},						// 2210: (0  -  0)*Ad + Cs ==> Cs
	{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ONE},						// 2211: (0  -  0)*Ad + Cd ==> Cd
	{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ZERO},						// 2212: (0  -  0)*Ad +  0 ==> 0
	{0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_ZERO},						// 2220: (0  -  0)*F  + Cs ==> Cs
	{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ONE},						// 2221: (0  -  0)*F  + Cd ==> Cd
	{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ZERO},						// 2222: (0  -  0)*F  +  0 ==> 0
};

