2009-02-09 21:15:56 +00:00
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/*
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* Copyright (C) 2007-2009 Gabest
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* http://www.gabest.org
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*
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* This Program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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*
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* This Program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with GNU Make; see the file COPYING. If not, write to
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* the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
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* http://www.gnu.org/copyleft/gpl.html
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*
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*/
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#pragma once
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#include "GSDevice.h"
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#include "GSTexture10.h"
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class GSDevice10 : public GSDevice<GSTexture10>
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{
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public:
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typedef GSTexture10 Texture;
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private:
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// state cache
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ID3D10Buffer* m_vb;
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UINT m_vb_count;
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UINT m_vb_stride;
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ID3D10InputLayout* m_layout;
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D3D10_PRIMITIVE_TOPOLOGY m_topology;
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ID3D10VertexShader* m_vs;
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ID3D10Buffer* m_vs_cb;
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ID3D10GeometryShader* m_gs;
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ID3D10ShaderResourceView* m_ps_srv[2];
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ID3D10PixelShader* m_ps;
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ID3D10Buffer* m_ps_cb;
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ID3D10SamplerState* m_ps_ss[2];
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CSize m_viewport;
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CRect m_scissor;
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ID3D10DepthStencilState* m_dss;
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UINT m_sref;
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ID3D10BlendState* m_bs;
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float m_bf;
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ID3D10RenderTargetView* m_rtv;
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ID3D10DepthStencilView* m_dsv;
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//
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bool Create(int type, Texture& t, int w, int h, int format);
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void DoMerge(Texture* st, GSVector4* sr, GSVector4* dr, Texture& dt, bool slbg, bool mmod, GSVector4& c);
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void DoInterlace(Texture& st, Texture& dt, int shader, bool linear, float yoffset = 0);
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//
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CComPtr<ID3D10Device> m_dev;
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CComPtr<IDXGISwapChain> m_swapchain;
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CComPtr<ID3DX10Font> m_font;
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public: // TODO
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CComPtr<ID3D10RasterizerState> m_rs;
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struct
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{
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CComPtr<ID3D10Buffer> vb;
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CComPtr<ID3D10InputLayout> il;
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CComPtr<ID3D10VertexShader> vs;
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CComPtr<ID3D10PixelShader> ps[5];
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CComPtr<ID3D10SamplerState> ln;
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CComPtr<ID3D10SamplerState> pt;
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CComPtr<ID3D10DepthStencilState> dss;
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CComPtr<ID3D10BlendState> bs;
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} m_convert;
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struct
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{
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CComPtr<ID3D10PixelShader> ps[2];
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CComPtr<ID3D10Buffer> cb;
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CComPtr<ID3D10BlendState> bs;
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} m_merge;
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struct
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{
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CComPtr<ID3D10PixelShader> ps[4];
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CComPtr<ID3D10Buffer> cb;
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} m_interlace;
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public:
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GSDevice10();
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virtual ~GSDevice10();
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bool Create(HWND hWnd, bool vsync);
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bool Reset(int w, int h, bool fs);
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bool IsLost() {return false;}
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void Present(const CRect& r);
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void BeginScene();
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void EndScene();
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void Draw(LPCTSTR str);
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bool CopyOffscreen(Texture& src, const GSVector4& sr, Texture& dst, int w, int h, int format = 0);
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void ClearRenderTarget(Texture& t, const GSVector4& c);
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void ClearRenderTarget(Texture& t, DWORD c);
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void ClearDepth(Texture& t, float c);
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void ClearStencil(Texture& t, BYTE c);
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bool CreateRenderTarget(Texture& t, int w, int h, int format = 0);
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bool CreateDepthStencil(Texture& t, int w, int h, int format = 0);
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bool CreateTexture(Texture& t, int w, int h, int format = 0);
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bool CreateOffscreen(Texture& t, int w, int h, int format = 0);
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ID3D10Device* operator->() {return m_dev;}
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operator ID3D10Device*() {return m_dev;}
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void IASetVertexBuffer(ID3D10Buffer* vb, UINT stride);
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void IASetInputLayout(ID3D10InputLayout* layout);
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void IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY topology);
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void VSSetShader(ID3D10VertexShader* vs, ID3D10Buffer* vs_cb);
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void GSSetShader(ID3D10GeometryShader* gs);
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void PSSetShaderResources(ID3D10ShaderResourceView* srv0, ID3D10ShaderResourceView* srv1);
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void PSSetShader(ID3D10PixelShader* ps, ID3D10Buffer* ps_cb);
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void PSSetSamplerState(ID3D10SamplerState* ss0, ID3D10SamplerState* ss1);
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void RSSet(int width, int height, const RECT* scissor = NULL);
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void OMSetDepthStencilState(ID3D10DepthStencilState* dss, UINT sref);
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void OMSetBlendState(ID3D10BlendState* bs, float bf);
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void OMSetRenderTargets(ID3D10RenderTargetView* rtv, ID3D10DepthStencilView* dsv);
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void DrawPrimitive(UINT count, UINT start = 0);
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void StretchRect(Texture& st, Texture& dt, const GSVector4& dr, bool linear = true);
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void StretchRect(Texture& st, const GSVector4& sr, Texture& dt, const GSVector4& dr, bool linear = true);
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void StretchRect(Texture& st, const GSVector4& sr, Texture& dt, const GSVector4& dr, ID3D10PixelShader* ps, ID3D10Buffer* ps_cb, bool linear = true);
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void StretchRect(Texture& st, const GSVector4& sr, Texture& dt, const GSVector4& dr, ID3D10PixelShader* ps, ID3D10Buffer* ps_cb, ID3D10BlendState* bs, bool linear = true);
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HRESULT CompileShader(UINT id, LPCSTR entry, D3D10_SHADER_MACRO* macro, ID3D10VertexShader** vs, D3D10_INPUT_ELEMENT_DESC* layout, int count, ID3D10InputLayout** il);
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HRESULT CompileShader(UINT id, LPCSTR entry, D3D10_SHADER_MACRO* macro, ID3D10GeometryShader** gs);
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HRESULT CompileShader(UINT id, LPCSTR entry, D3D10_SHADER_MACRO* macro, ID3D10PixelShader** ps);
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// TODO
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bool SaveToFileD32S8X24(ID3D10Texture2D* ds, LPCTSTR fn);
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};
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