pcsx2/plugins/GSdx/GSTextureFX9.h

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/*
* 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, 675 Mass Ave, Cambridge, MA 02139, USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#pragma once
#include "GSDevice9.h"
class GSTextureFX9
{
public:
#pragma pack(push, 1)
struct VSConstantBuffer
{
GSVector4 VertexScale;
GSVector4 VertexOffset;
GSVector2 TextureScale;
float _pad[2];
};
union VSSelector
{
struct
{
uint32 bppz:2;
uint32 tme:1;
uint32 fst:1;
uint32 logz:1;
};
uint32 key;
operator uint32() {return key & 0x1f;}
};
struct PSConstantBuffer
{
GSVector4 FogColor;
float MINU;
float MAXU;
float MINV;
float MAXV;
uint32 UMSK;
uint32 UFIX;
uint32 VMSK;
uint32 VFIX;
float TA0;
float TA1;
float AREF;
float _pad[1];
GSVector2 WH;
GSVector2 rWrH;
};
union PSSelector
{
struct
{
uint32 fst:1;
uint32 wms:2;
uint32 wmt:2;
uint32 bpp:3;
uint32 aem:1;
uint32 tfx:3;
uint32 tcc:1;
uint32 ate:1;
uint32 atst:3;
uint32 fog:1;
uint32 clr1:1;
uint32 rt:1;
};
uint32 key;
operator uint32() {return key & 0xfffff;}
};
union PSSamplerSelector
{
struct
{
uint32 tau:1;
uint32 tav:1;
uint32 min:1;
uint32 mag:1;
};
uint32 key;
operator uint32() {return key & 0xf;}
};
union OMDepthStencilSelector
{
struct
{
uint32 zte:1;
uint32 ztst:2;
uint32 zwe:1;
uint32 date:1;
uint32 fba:1;
};
uint32 key;
operator uint32() {return key & 0x3f;}
};
union OMBlendSelector
{
struct
{
uint32 abe:1;
uint32 a:2;
uint32 b:2;
uint32 c:2;
uint32 d:2;
uint32 wr:1;
uint32 wg:1;
uint32 wb:1;
uint32 wa:1;
};
uint32 key;
operator uint32() {return key & 0x1fff;}
};
#pragma pack(pop)
private:
GSDevice9* m_dev;
CComPtr<IDirect3DVertexDeclaration9> m_il;
hash_map<uint32, CComPtr<IDirect3DVertexShader9> > m_vs;
D3DXHANDLE m_vs_params;
hash_map<uint32, CComPtr<IDirect3DPixelShader9> > m_ps;
hash_map<uint32, Direct3DSamplerState9* > m_ps_ss;
hash_map<uint32, Direct3DDepthStencilState9* > m_om_dss;
hash_map<uint32, Direct3DBlendState9* > m_om_bs;
CComPtr<IDirect3DVertexBuffer9> m_vb, m_vb_old;
int m_vb_max;
int m_vb_start;
int m_vb_count;
hash_map<uint32, GSTexture*> m_mskfix;
GSTexture* CreateMskFix(uint32 size, uint32 msk, uint32 fix);
public:
GSTextureFX9();
bool Create(GSDevice9* dev);
bool SetupIA(const GSVertexHW9* vertices, int count, D3DPRIMITIVETYPE prim);
bool SetupVS(VSSelector sel, const VSConstantBuffer* cb);
bool SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel, GSTexture* tex, GSTexture* pal, bool psrr);
void UpdatePS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel, bool psrr);
void SetupRS(int w, int h, const GSVector4i& scissor);
void SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, uint8 bf, GSTexture* rt, GSTexture* ds);
void UpdateOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, uint8 bf);
void Draw();
};