pcsx2/plugins/GSdx/GSDeviceDX.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 "GSVector.h"
#include "GSDevice.h"
#include "GSAlignedClass.h"
class GSDeviceDX : public GSDevice
{
public:
#pragma pack(push, 1)
__declspec(align(16)) struct VSConstantBuffer
{
GSVector4 VertexScale;
GSVector4 VertexOffset;
GSVector4 TextureScale;
struct VSConstantBuffer()
{
VertexScale = GSVector4::zero();
VertexOffset = GSVector4::zero();
TextureScale = GSVector4::zero();
}
__forceinline bool Update(const VSConstantBuffer* cb)
{
GSVector4i* a = (GSVector4i*)this;
GSVector4i* b = (GSVector4i*)cb;
GSVector4i b0 = b[0];
GSVector4i b1 = b[1];
GSVector4i b2 = b[2];
if(!((a[0] == b0) & (a[1] == b1) & (a[2] == b2)).alltrue())
{
a[0] = b0;
a[1] = b1;
a[2] = b2;
return true;
}
return false;
}
};
struct VSSelector
{
union
{
struct
{
uint32 bppz:2;
uint32 tme:1;
uint32 fst:1;
uint32 logz:1;
};
uint32 key;
};
operator uint32() {return key & 0x1f;}
VSSelector() : key(0) {}
};
__declspec(align(16)) struct PSConstantBuffer
{
GSVector4 FogColor_AREF;
GSVector4 HalfTexel;
GSVector4 WH;
GSVector4 MinMax;
GSVector4 MinF_TA;
GSVector4i MskFix;
struct PSConstantBuffer()
{
FogColor_AREF = GSVector4::zero();
HalfTexel = GSVector4::zero();
WH = GSVector4::zero();
MinMax = GSVector4::zero();
MinF_TA = GSVector4::zero();
MskFix = GSVector4i::zero();
}
__forceinline bool Update(const PSConstantBuffer* cb)
{
GSVector4i* a = (GSVector4i*)this;
GSVector4i* b = (GSVector4i*)cb;
GSVector4i b0 = b[0];
GSVector4i b1 = b[1];
GSVector4i b2 = b[2];
GSVector4i b3 = b[3];
GSVector4i b4 = b[4];
GSVector4i b5 = b[5];
if(!((a[0] == b0) /*& (a[1] == b1)*/ & (a[2] == b2) & (a[3] == b3) & (a[4] == b4) & (a[5] == b5)).alltrue()) // if WH matches HalfTexel does too
{
a[0] = b0;
a[1] = b1;
a[2] = b2;
a[3] = b3;
a[4] = b4;
a[5] = b5;
return true;
}
return false;
}
};
struct GSSelector
{
union
{
struct
{
uint32 iip:1;
uint32 prim:2;
};
uint32 key;
};
operator uint32() {return key & 0x7;}
GSSelector() : key(0) {}
};
struct PSSelector
{
union
{
struct
{
uint32 fst:1;
uint32 wms:2;
uint32 wmt:2;
uint32 fmt:3;
uint32 aem:1;
uint32 tfx:3;
uint32 tcc:1;
uint32 atst:3;
uint32 fog:1;
uint32 clr1:1;
uint32 fba:1;
uint32 aout:1;
uint32 rt:1;
uint32 ltf:1;
};
uint32 key;
};
operator uint32() {return key & 0x3fffff;}
PSSelector() : key(0) {}
};
struct PSSamplerSelector
{
union
{
struct
{
uint32 tau:1;
uint32 tav:1;
uint32 ltf:1;
};
uint32 key;
};
operator uint32() {return key & 0x7;}
PSSamplerSelector() : key(0) {}
};
struct OMDepthStencilSelector
{
union
{
struct
{
uint32 ztst:2;
uint32 zwe:1;
uint32 date:1;
uint32 fba:1;
};
uint32 key;
};
operator uint32() {return key & 0x1f;}
OMDepthStencilSelector() : key(0) {}
};
struct OMBlendSelector
{
union
{
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;
};
struct
{
uint32 _pad:1;
uint32 abcd:8;
uint32 wrgba:4;
};
uint32 key;
};
operator uint32() {return key & 0x1fff;}
OMBlendSelector() : key(0) {}
bool IsCLR1() const
{
return (key & 0x19f) == 0x93; // abe == 1 && a == 1 && b == 2 && d == 1
}
};
#pragma pack(pop)
public:
GSDeviceDX() {};
virtual ~GSDeviceDX() {}
virtual bool Create(GSWnd* wnd)
{
return __super::Create( wnd );
}
virtual bool Reset(int w, int h)
{
return __super::Reset( w, h );
}
//virtual void Present(const GSVector4i& r, int shader);
//virtual void Flip() {}
virtual void SetupIA(const void* vertices, int count, int prim) = 0;
virtual void SetupVS(VSSelector sel, const VSConstantBuffer* cb) = 0;
virtual void SetupGS(GSSelector sel) = 0;
virtual void SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel) = 0;
virtual void SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, uint8 afix) = 0;
};