pcsx2/plugins/GSdx/Renderers/DX11/GSTextureFX11.cpp

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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, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "stdafx.h"
#include "GSDevice11.h"
#include "resource.h"
#include "GSTables.h"
bool GSDevice11::CreateTextureFX()
{
HRESULT hr;
D3D11_BUFFER_DESC bd;
memset(&bd, 0, sizeof(bd));
bd.ByteWidth = sizeof(VSConstantBuffer);
bd.Usage = D3D11_USAGE_DEFAULT;
bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
hr = m_dev->CreateBuffer(&bd, NULL, &m_vs_cb);
if(FAILED(hr)) return false;
memset(&bd, 0, sizeof(bd));
bd.ByteWidth = sizeof(GSConstantBuffer);
bd.Usage = D3D11_USAGE_DEFAULT;
bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
hr = m_dev->CreateBuffer(&bd, NULL, &m_gs_cb);
if (FAILED(hr)) return false;
memset(&bd, 0, sizeof(bd));
bd.ByteWidth = sizeof(PSConstantBuffer);
bd.Usage = D3D11_USAGE_DEFAULT;
bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
hr = m_dev->CreateBuffer(&bd, NULL, &m_ps_cb);
if(FAILED(hr)) return false;
D3D11_SAMPLER_DESC sd;
memset(&sd, 0, sizeof(sd));
sd.Filter = theApp.GetConfigI("MaxAnisotropy") && !theApp.GetConfigB("paltex") ? D3D11_FILTER_ANISOTROPIC : D3D11_FILTER_MIN_MAG_MIP_POINT;
sd.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
sd.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
sd.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
sd.MinLOD = -FLT_MAX;
sd.MaxLOD = FLT_MAX;
sd.MaxAnisotropy = theApp.GetConfigI("MaxAnisotropy");
sd.ComparisonFunc = D3D11_COMPARISON_NEVER;
hr = m_dev->CreateSamplerState(&sd, &m_palette_ss);
if(FAILED(hr)) return false;
hr = m_dev->CreateSamplerState(&sd, &m_rt_ss);
if(FAILED(hr)) return false;
// create layout
VSSelector sel;
VSConstantBuffer cb;
SetupVS(sel, &cb);
GSConstantBuffer gcb;
SetupGS(GSSelector(1), &gcb);
//
return true;
}
void GSDevice11::SetupVS(VSSelector sel, const VSConstantBuffer* cb)
{
auto i = std::as_const(m_vs).find(sel);
if(i == m_vs.end())
{
std::string str[3];
str[0] = format("%d", sel.bppz);
str[1] = format("%d", sel.tme);
str[2] = format("%d", sel.fst);
D3D_SHADER_MACRO macro[] =
{
{"VS_BPPZ", str[0].c_str()},
{"VS_TME", str[1].c_str()},
{"VS_FST", str[2].c_str()},
{NULL, NULL},
};
D3D11_INPUT_ELEMENT_DESC layout[] =
{
{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD", 1, DXGI_FORMAT_R32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"POSITION", 0, DXGI_FORMAT_R16G16_UINT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"POSITION", 1, DXGI_FORMAT_R32_UINT, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD", 2, DXGI_FORMAT_R16G16_UINT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"COLOR", 1, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 28, D3D11_INPUT_PER_VERTEX_DATA, 0},
};
GSVertexShader11 vs;
std::vector<char> shader;
theApp.LoadResource(IDR_TFX_FX, shader);
CreateShader(shader, "tfx.fx", nullptr, "vs_main", macro, &vs.vs, layout, countof(layout), &vs.il);
m_vs[sel] = vs;
i = m_vs.find(sel);
}
if(m_vs_cb_cache.Update(cb))
{
ID3D11DeviceContext* ctx = m_ctx;
ctx->UpdateSubresource(m_vs_cb, 0, NULL, cb, 0, 0);
}
VSSetShader(i->second.vs, m_vs_cb);
IASetInputLayout(i->second.il);
}
void GSDevice11::SetupGS(GSSelector sel, const GSConstantBuffer* cb)
{
CComPtr<ID3D11GeometryShader> gs;
bool Unscale_GSShader = (sel.point == 1 || sel.line == 1);
if((sel.prim > 0 && (sel.iip == 0 || sel.prim == 3)) || Unscale_GSShader) // geometry shader works in every case, but not needed
{
auto i = std::as_const(m_gs).find(sel);
if(i != m_gs.end())
{
gs = i->second;
}
else
{
std::string str[4];
str[0] = format("%d", sel.iip);
str[1] = format("%d", sel.prim);
str[2] = format("%d", sel.point);
str[3] = format("%d", sel.line);
D3D_SHADER_MACRO macro[] =
{
{"GS_IIP", str[0].c_str()},
{"GS_PRIM", str[1].c_str()},
{"GS_POINT", str[2].c_str()},
{"GS_LINE", str[3].c_str()},
{NULL, NULL},
};
std::vector<char> shader;
theApp.LoadResource(IDR_TFX_FX, shader);
CreateShader(shader, "tfx.fx", nullptr, "gs_main", macro, &gs);
m_gs[sel] = gs;
}
}
if (m_gs_cb_cache.Update(cb))
{
ID3D11DeviceContext* ctx = m_ctx;
ctx->UpdateSubresource(m_gs_cb, 0, NULL, cb, 0, 0);
}
GSSetShader(gs, m_gs_cb);
}
void GSDevice11::SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel)
{
auto i = std::as_const(m_ps).find(sel);
if(i == m_ps.end())
{
std::string str[31];
str[0] = format("%d", sel.fst);
str[1] = format("%d", sel.wms);
str[2] = format("%d", sel.wmt);
str[3] = format("%d", sel.fmt);
str[4] = format("%d", sel.aem);
str[5] = format("%d", sel.tfx);
str[6] = format("%d", sel.tcc);
str[7] = format("%d", sel.atst);
str[8] = format("%d", sel.fog);
str[9] = format("%d", sel.clr1);
str[10] = format("%d", sel.fba);
str[11] = format("%d", sel.fbmask);
str[12] = format("%d", sel.ltf);
str[13] = format("%d", sel.spritehack);
str[14] = format("%d", sel.tcoffsethack);
str[15] = format("%d", sel.point_sampler);
str[16] = format("%d", sel.shuffle);
str[17] = format("%d", sel.read_ba);
str[18] = format("%d", sel.channel);
str[19] = format("%d", sel.tales_of_abyss_hle);
str[20] = format("%d", sel.urban_chaos_hle);
str[21] = format("%d", sel.dfmt);
str[22] = format("%d", sel.depth_fmt);
str[23] = format("%d", sel.fmt >> 2);
str[24] = format("%d", sel.invalid_tex0);
str[25] = format("%d", m_upscale_multiplier ? m_upscale_multiplier : 1);
str[26] = format("%d", sel.hdr);
str[27] = format("%d", sel.blend_a);
str[28] = format("%d", sel.blend_b);
str[29] = format("%d", sel.blend_c);
str[30] = format("%d", sel.blend_d);
D3D_SHADER_MACRO macro[] =
{
{"PS_FST", str[0].c_str()},
{"PS_WMS", str[1].c_str()},
{"PS_WMT", str[2].c_str()},
{"PS_FMT", str[3].c_str()},
{"PS_AEM", str[4].c_str()},
{"PS_TFX", str[5].c_str()},
{"PS_TCC", str[6].c_str()},
{"PS_ATST", str[7].c_str()},
{"PS_FOG", str[8].c_str()},
{"PS_CLR1", str[9].c_str()},
{"PS_FBA", str[10].c_str()},
{"PS_FBMASK", str[11].c_str()},
{"PS_LTF", str[12].c_str()},
{"PS_SPRITEHACK", str[13].c_str()},
{"PS_TCOFFSETHACK", str[14].c_str()},
{"PS_POINT_SAMPLER", str[15].c_str()},
{"PS_SHUFFLE", str[16].c_str() },
{"PS_READ_BA", str[17].c_str() },
{"PS_CHANNEL_FETCH", str[18].c_str() },
{"PS_TALES_OF_ABYSS_HLE", str[19].c_str() },
{"PS_URBAN_CHAOS_HLE", str[20].c_str() },
{"PS_DFMT", str[21].c_str() },
{"PS_DEPTH_FMT", str[22].c_str() },
{"PS_PAL_FMT", str[23].c_str() },
{"PS_INVALID_TEX0", str[24].c_str() },
{"PS_SCALE_FACTOR", str[25].c_str() },
{"PS_HDR", str[26].c_str() },
{"PS_BLEND_A", str[27].c_str() },
{"PS_BLEND_B", str[28].c_str() },
{"PS_BLEND_C", str[29].c_str() },
{"PS_BLEND_D", str[30].c_str() },
{NULL, NULL},
};
CComPtr<ID3D11PixelShader> ps;
std::vector<char> shader;
theApp.LoadResource(IDR_TFX_FX, shader);
CreateShader(shader, "tfx.fx", nullptr, "ps_main", macro, &ps);
m_ps[sel] = ps;
i = m_ps.find(sel);
}
if(m_ps_cb_cache.Update(cb))
{
ID3D11DeviceContext* ctx = m_ctx;
ctx->UpdateSubresource(m_ps_cb, 0, NULL, cb, 0, 0);
}
CComPtr<ID3D11SamplerState> ss0, ss1;
if(sel.tfx != 4)
{
if(!(sel.fmt < 3 && sel.wms < 3 && sel.wmt < 3))
{
ssel.ltf = 0;
}
auto i = std::as_const(m_ps_ss).find(ssel);
if(i != m_ps_ss.end())
{
ss0 = i->second;
}
else
{
D3D11_SAMPLER_DESC sd, af;
memset(&sd, 0, sizeof(sd));
af.Filter = theApp.GetConfigI("MaxAnisotropy") && !theApp.GetConfigB("paltex") ? D3D11_FILTER_ANISOTROPIC : D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
sd.Filter = ssel.ltf ? af.Filter : D3D11_FILTER_MIN_MAG_MIP_POINT;
sd.AddressU = ssel.tau ? D3D11_TEXTURE_ADDRESS_WRAP : D3D11_TEXTURE_ADDRESS_CLAMP;
sd.AddressV = ssel.tav ? D3D11_TEXTURE_ADDRESS_WRAP : D3D11_TEXTURE_ADDRESS_CLAMP;
sd.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
sd.MinLOD = -FLT_MAX;
sd.MaxLOD = FLT_MAX;
sd.MaxAnisotropy = theApp.GetConfigI("MaxAnisotropy");
sd.ComparisonFunc = D3D11_COMPARISON_NEVER;
m_dev->CreateSamplerState(&sd, &ss0);
m_ps_ss[ssel] = ss0;
}
if(sel.fmt >= 3)
{
ss1 = m_palette_ss;
}
}
PSSetSamplerState(ss0, ss1);
PSSetShader(i->second, m_ps_cb);
}
void GSDevice11::SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, uint8 afix)
{
auto i = std::as_const(m_om_dss).find(dssel);
if(i == m_om_dss.end())
{
D3D11_DEPTH_STENCIL_DESC dsd;
memset(&dsd, 0, sizeof(dsd));
if(dssel.date)
{
dsd.StencilEnable = true;
dsd.StencilReadMask = 1;
dsd.StencilWriteMask = 1;
dsd.FrontFace.StencilFunc = D3D11_COMPARISON_EQUAL;
dsd.FrontFace.StencilPassOp = dssel.date_one ? D3D11_STENCIL_OP_ZERO : D3D11_STENCIL_OP_KEEP;
dsd.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
dsd.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
dsd.BackFace.StencilFunc = D3D11_COMPARISON_EQUAL;
dsd.BackFace.StencilPassOp = dssel.date_one ? D3D11_STENCIL_OP_ZERO : D3D11_STENCIL_OP_KEEP;
dsd.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
dsd.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
}
if(dssel.ztst != ZTST_ALWAYS || dssel.zwe)
{
static const D3D11_COMPARISON_FUNC ztst[] =
{
D3D11_COMPARISON_NEVER,
D3D11_COMPARISON_ALWAYS,
D3D11_COMPARISON_GREATER_EQUAL,
D3D11_COMPARISON_GREATER
};
dsd.DepthEnable = true;
dsd.DepthWriteMask = dssel.zwe ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
dsd.DepthFunc = ztst[dssel.ztst];
}
CComPtr<ID3D11DepthStencilState> dss;
m_dev->CreateDepthStencilState(&dsd, &dss);
m_om_dss[dssel] = dss;
i = m_om_dss.find(dssel);
}
OMSetDepthStencilState(i->second, 1);
auto j = std::as_const(m_om_bs).find(bsel);
if(j == m_om_bs.end())
{
D3D11_BLEND_DESC bd;
memset(&bd, 0, sizeof(bd));
bd.RenderTarget[0].BlendEnable = bsel.abe;
if(bsel.abe)
{
int i = ((bsel.a * 3 + bsel.b) * 3 + bsel.c) * 3 + bsel.d;
HWBlend blend = GetBlend(i);
bd.RenderTarget[0].BlendOp = (D3D11_BLEND_OP)blend.op;
bd.RenderTarget[0].SrcBlend = (D3D11_BLEND)blend.src;
bd.RenderTarget[0].DestBlend = (D3D11_BLEND)blend.dst;
bd.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
bd.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
bd.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
}
if(bsel.wr) bd.RenderTarget[0].RenderTargetWriteMask |= D3D11_COLOR_WRITE_ENABLE_RED;
if(bsel.wg) bd.RenderTarget[0].RenderTargetWriteMask |= D3D11_COLOR_WRITE_ENABLE_GREEN;
if(bsel.wb) bd.RenderTarget[0].RenderTargetWriteMask |= D3D11_COLOR_WRITE_ENABLE_BLUE;
if(bsel.wa) bd.RenderTarget[0].RenderTargetWriteMask |= D3D11_COLOR_WRITE_ENABLE_ALPHA;
CComPtr<ID3D11BlendState> bs;
m_dev->CreateBlendState(&bd, &bs);
m_om_bs[bsel] = bs;
j = m_om_bs.find(bsel);
}
OMSetBlendState(j->second, (float)(int)afix / 0x80);
}