pcsx2/plugins/GSdx/GSDevice10.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 "GSDevice.h"
#include "GSTexture10.h"
class GSDevice10 : public GSDevice<GSTexture10>
{
public:
typedef GSTexture10 Texture;
private:
// state cache
ID3D10Buffer* m_vb;
UINT m_vb_count;
UINT m_vb_stride;
ID3D10InputLayout* m_layout;
D3D10_PRIMITIVE_TOPOLOGY m_topology;
ID3D10VertexShader* m_vs;
ID3D10Buffer* m_vs_cb;
ID3D10GeometryShader* m_gs;
ID3D10ShaderResourceView* m_ps_srv[2];
ID3D10PixelShader* m_ps;
ID3D10Buffer* m_ps_cb;
ID3D10SamplerState* m_ps_ss[2];
CSize m_viewport;
CRect m_scissor;
ID3D10DepthStencilState* m_dss;
UINT m_sref;
ID3D10BlendState* m_bs;
float m_bf;
ID3D10RenderTargetView* m_rtv;
ID3D10DepthStencilView* m_dsv;
//
bool Create(int type, Texture& t, int w, int h, int format);
void DoMerge(Texture* st, GSVector4* sr, GSVector4* dr, Texture& dt, bool slbg, bool mmod, GSVector4& c);
void DoInterlace(Texture& st, Texture& dt, int shader, bool linear, float yoffset = 0);
//
CComPtr<ID3D10Device> m_dev;
CComPtr<IDXGISwapChain> m_swapchain;
CComPtr<ID3DX10Font> m_font;
public: // TODO
CComPtr<ID3D10RasterizerState> m_rs;
struct
{
CComPtr<ID3D10Buffer> vb;
CComPtr<ID3D10InputLayout> il;
CComPtr<ID3D10VertexShader> vs;
CComPtr<ID3D10PixelShader> ps[5];
CComPtr<ID3D10SamplerState> ln;
CComPtr<ID3D10SamplerState> pt;
CComPtr<ID3D10DepthStencilState> dss;
CComPtr<ID3D10BlendState> bs;
} m_convert;
struct
{
CComPtr<ID3D10PixelShader> ps[2];
CComPtr<ID3D10Buffer> cb;
CComPtr<ID3D10BlendState> bs;
} m_merge;
struct
{
CComPtr<ID3D10PixelShader> ps[4];
CComPtr<ID3D10Buffer> cb;
} m_interlace;
public:
GSDevice10();
virtual ~GSDevice10();
bool Create(HWND hWnd, bool vsync);
bool Reset(int w, int h, bool fs);
bool IsLost() {return false;}
void Present(const CRect& r);
void BeginScene();
void EndScene();
void Draw(LPCTSTR str);
bool CopyOffscreen(Texture& src, const GSVector4& sr, Texture& dst, int w, int h, int format = 0);
void ClearRenderTarget(Texture& t, const GSVector4& c);
void ClearRenderTarget(Texture& t, DWORD c);
void ClearDepth(Texture& t, float c);
void ClearStencil(Texture& t, BYTE c);
bool CreateRenderTarget(Texture& t, int w, int h, int format = 0);
bool CreateDepthStencil(Texture& t, int w, int h, int format = 0);
bool CreateTexture(Texture& t, int w, int h, int format = 0);
bool CreateOffscreen(Texture& t, int w, int h, int format = 0);
ID3D10Device* operator->() {return m_dev;}
operator ID3D10Device*() {return m_dev;}
void IASetVertexBuffer(ID3D10Buffer* vb, UINT stride);
void IASetInputLayout(ID3D10InputLayout* layout);
void IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY topology);
void VSSetShader(ID3D10VertexShader* vs, ID3D10Buffer* vs_cb);
void GSSetShader(ID3D10GeometryShader* gs);
void PSSetShaderResources(ID3D10ShaderResourceView* srv0, ID3D10ShaderResourceView* srv1);
void PSSetShader(ID3D10PixelShader* ps, ID3D10Buffer* ps_cb);
void PSSetSamplerState(ID3D10SamplerState* ss0, ID3D10SamplerState* ss1);
void RSSet(int width, int height, const RECT* scissor = NULL);
void OMSetDepthStencilState(ID3D10DepthStencilState* dss, UINT sref);
void OMSetBlendState(ID3D10BlendState* bs, float bf);
void OMSetRenderTargets(ID3D10RenderTargetView* rtv, ID3D10DepthStencilView* dsv);
void DrawPrimitive(UINT count, UINT start = 0);
void StretchRect(Texture& st, Texture& dt, const GSVector4& dr, bool linear = true);
void StretchRect(Texture& st, const GSVector4& sr, Texture& dt, const GSVector4& dr, bool linear = true);
void StretchRect(Texture& st, const GSVector4& sr, Texture& dt, const GSVector4& dr, ID3D10PixelShader* ps, ID3D10Buffer* ps_cb, bool linear = true);
void StretchRect(Texture& st, const GSVector4& sr, Texture& dt, const GSVector4& dr, ID3D10PixelShader* ps, ID3D10Buffer* ps_cb, ID3D10BlendState* bs, bool linear = true);
HRESULT CompileShader(UINT id, LPCSTR entry, D3D10_SHADER_MACRO* macro, ID3D10VertexShader** vs, D3D10_INPUT_ELEMENT_DESC* layout, int count, ID3D10InputLayout** il);
HRESULT CompileShader(UINT id, LPCSTR entry, D3D10_SHADER_MACRO* macro, ID3D10GeometryShader** gs);
HRESULT CompileShader(UINT id, LPCSTR entry, D3D10_SHADER_MACRO* macro, ID3D10PixelShader** ps);
// TODO
bool SaveToFileD32S8X24(ID3D10Texture2D* ds, LPCTSTR fn);
};