2009-06-19 20:31:36 +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 "GSTexture11.h"
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class GSDevice11 : public GSDevice
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{
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ID3D11Buffer* m_vb;
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size_t m_vb_stride;
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ID3D11InputLayout* m_layout;
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D3D11_PRIMITIVE_TOPOLOGY m_topology;
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ID3D11VertexShader* m_vs;
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ID3D11Buffer* m_vs_cb;
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ID3D11GeometryShader* m_gs;
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ID3D11ShaderResourceView* m_ps_srv[2];
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ID3D11PixelShader* m_ps;
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ID3D11Buffer* m_ps_cb;
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ID3D11SamplerState* m_ps_ss[2];
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GSVector2i m_viewport;
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GSVector4i m_scissor;
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ID3D11DepthStencilState* m_dss;
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uint8 m_sref;
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ID3D11BlendState* m_bs;
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float m_bf;
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ID3D11RenderTargetView* m_rtv;
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ID3D11DepthStencilView* m_dsv;
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//
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GSTexture* Create(int type, int w, int h, int format);
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void DoMerge(GSTexture* st[2], GSVector4* sr, GSVector4* dr, GSTexture* dt, bool slbg, bool mmod, const GSVector4& c);
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void DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset = 0);
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//
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D3D_FEATURE_LEVEL m_level;
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CComPtr<ID3D11Device> m_dev;
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CComPtr<ID3D11DeviceContext> m_ctx;
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CComPtr<IDXGISwapChain> m_swapchain;
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struct {string model, vs, gs, ps;} m_shader;
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struct
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{
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CComPtr<ID3D11Buffer> vb, vb_old;
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size_t stride, start, count, limit;
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} m_vertices;
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public: // TODO
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CComPtr<ID3D11RasterizerState> m_rs;
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struct
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{
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CComPtr<ID3D11InputLayout> il;
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CComPtr<ID3D11VertexShader> vs;
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CComPtr<ID3D11PixelShader> ps[7];
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CComPtr<ID3D11SamplerState> ln;
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CComPtr<ID3D11SamplerState> pt;
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CComPtr<ID3D11DepthStencilState> dss;
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CComPtr<ID3D11BlendState> bs;
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} m_convert;
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struct
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{
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CComPtr<ID3D11PixelShader> ps[2];
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CComPtr<ID3D11Buffer> cb;
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CComPtr<ID3D11BlendState> bs;
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} m_merge;
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struct
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{
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CComPtr<ID3D11PixelShader> ps[4];
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CComPtr<ID3D11Buffer> cb;
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} m_interlace;
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public:
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GSDevice11();
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virtual ~GSDevice11();
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bool Create(GSWnd* wnd, bool vsync);
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2009-07-04 15:14:04 +00:00
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bool Reset(int w, int h, int mode);
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2009-06-19 20:31:36 +00:00
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void Flip();
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void BeginScene();
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void DrawPrimitive();
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void EndScene();
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void ClearRenderTarget(GSTexture* t, const GSVector4& c);
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void ClearRenderTarget(GSTexture* t, uint32 c);
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void ClearDepth(GSTexture* t, float c);
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void ClearStencil(GSTexture* t, uint8 c);
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GSTexture* CreateRenderTarget(int w, int h, int format = 0);
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GSTexture* CreateDepthStencil(int w, int h, int format = 0);
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GSTexture* CreateTexture(int w, int h, int format = 0);
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GSTexture* CreateOffscreen(int w, int h, int format = 0);
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GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format = 0);
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2009-07-06 16:35:06 +00:00
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void CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r);
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2009-06-19 20:31:36 +00:00
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void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, int shader = 0, bool linear = true);
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void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, bool linear = true);
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void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, ID3D11BlendState* bs, bool linear = true);
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void IASetVertexBuffer(const void* vertices, size_t stride, size_t count);
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void IASetVertexBuffer(ID3D11Buffer* vb, size_t stride);
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void IASetInputLayout(ID3D11InputLayout* layout);
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void IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY topology);
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void VSSetShader(ID3D11VertexShader* vs, ID3D11Buffer* vs_cb);
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void GSSetShader(ID3D11GeometryShader* gs);
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void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1);
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void PSSetShader(ID3D11PixelShader* ps, ID3D11Buffer* ps_cb);
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void PSSetSamplerState(ID3D11SamplerState* ss0, ID3D11SamplerState* ss1);
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void RSSet(int width, int height, const GSVector4i* scissor = NULL);
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void OMSetDepthStencilState(ID3D11DepthStencilState* dss, uint8 sref);
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void OMSetBlendState(ID3D11BlendState* bs, float bf);
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void OMSetRenderTargets(GSTexture* rt, GSTexture* ds);
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ID3D11Device* operator->() {return m_dev;}
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operator ID3D11Device*() {return m_dev;}
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operator ID3D11DeviceContext*() {return m_ctx;}
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HRESULT CompileShader(uint32 id, const string& entry, D3D11_SHADER_MACRO* macro, ID3D11VertexShader** vs, D3D11_INPUT_ELEMENT_DESC* layout, int count, ID3D11InputLayout** il);
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HRESULT CompileShader(uint32 id, const string& entry, D3D11_SHADER_MACRO* macro, ID3D11GeometryShader** gs);
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HRESULT CompileShader(uint32 id, const string& entry, D3D11_SHADER_MACRO* macro, ID3D11PixelShader** ps);
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};
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