pcsx2/plugins/zerogs/dx/zerogs.h

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/* ZeroGS
* Copyright (C) 2005-2006 zerofrog@gmail.com
*
* 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 of the License, 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 this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef __ZEROGS__H
#define __ZEROGS__H
#pragma warning(disable:4200) // nonstandard extension used : zero-sized array in struct/union
#include <tchar.h>
#include <assert.h>
#include <list>
#include <vector>
#include <map>
#include <string>
#include <list>
using namespace std;
#ifndef SAFE_DELETE
#define SAFE_DELETE(x) if( (x) != NULL ) { delete (x); (x) = NULL; }
#endif
#ifndef SAFE_DELETE_ARRAY
#define SAFE_DELETE_ARRAY(x) if( (x) != NULL ) { delete[] (x); (x) = NULL; }
#endif
#ifndef SAFE_RELEASE
#define SAFE_RELEASE(x) if( (x) != NULL ) { (x)->Release(); (x) = NULL; }
#endif
#define FORIT(it, v) for(it = (v).begin(); it != (v).end(); ++(it))
typedef D3DXVECTOR2 DXVEC2;
typedef D3DXVECTOR3 DXVEC3;
typedef D3DXVECTOR4 DXVEC4;
typedef D3DXMATRIX DXMAT;
// sends a message to output window if assert fails
#define BMSG(x, str) { if( !(x) ) { GS_LOG(str); GS_LOG(str); } }
#define BMSG_RETURN(x, str) { if( !(x) ) { GS_LOG(str); GS_LOG(str); return; } }
#define BMSG_RETURNX(x, str, rtype) { if( !(x) ) { GS_LOG(str); GS_LOG(str); return (##rtype); } }
#define B(x) { if( !(x) ) { GS_LOG(_T(#x"\n")); GS_LOG(#x"\n"); } }
#define B_RETURN(x) { if( !(x) ) { GS_LOG(_T(#x"\n")); GS_LOG(#x"\n"); return; } }
#define B_RETURNX(x, rtype) { if( !(x) ) { GS_LOG(_T(#x"\n")); GS_LOG(#x"\n"); return (##rtype); } }
#define B_G(x, action) { if( !(x) ) { GS_LOG(#x"\n"); action; } }
#ifndef RELEASE_TO_PUBLIC
#ifndef V
#define V(x) { hr = x; if( FAILED(hr) ) { ERROR_LOG("%s:%d: %s (%8.8x)\n", __FILE__, (DWORD)__LINE__, _T(#x), hr); } }
#endif
#ifndef V_RETURN
#define V_RETURN(x) { hr = x; if( FAILED(hr) ) { ERROR_LOG("%s:%d: %s (%8.8x)\n", __FILE__, (DWORD)__LINE__, _T(#x), hr); return hr; } }
#endif
#else
#ifndef V
#define V(x) { hr = x; }
#endif
#ifndef V_RETURN
#define V_RETURN(x) { hr = x; if( FAILED(hr) ) { return hr; } }
#endif
#endif
#define SETRS(state, val) pd3dDevice->SetRenderState(state, val)
#ifndef ARRAYSIZE
#define ARRAYSIZE(x) (sizeof(x) / sizeof((x)[0]))
#endif
// all textures have this width
//#define GPU_TEXWIDTH 512
extern int GPU_TEXWIDTH;
extern float g_fiGPU_TEXWIDTH;
#define GPU_TEXMASKWIDTH 1024 // bitwise mask width for region repeat mode
// set these shader constants
#define GPU_TEXALPHA20 (2|0x8000)
#define GPU_TEXOFFSET0 (4|0x8000)
#define GPU_TEXDIMS0 (6|0x8000)
#define GPU_TEXBLOCK0 (8|0x8000)
#define GPU_CLAMPEXTS0 (10|0x8000)
#define GPU_TEXWRAPMODE0 (12|0x8000)
#define GPU_REALTEXDIMS0 (14|0x8000)
#define GPU_TESTBLACK0 (16|0x8000)
#define GPU_PAGEOFFSET0 (18|0x8000)
#define GPU_TEXALPHA0 (20|0x8000)
#define GPU_INVTEXDIMS (22|0x8000)
#define GPU_FOGCOLOR (23|0x8000)
#define GPU_BITBLTZ (24|0x8000)
#define GPU_ONECOLOR (25|0x8000)
#define GPU_CLIPPLANE0 (24|0x8000)
#define GPU_CLIPPLANE1 (26|0x8000)
#define GPU_POSXY0 2
#define GPU_BITBLTPOS 4
#define GPU_Z 5
#define GPU_ZNORM 6
#define GPU_BITBLTTEX 7
#define SETCONSTF(id, ptr) { if( id & 0x8000 ) pd3dDevice->SetPixelShaderConstantF(id&0x7fff, (FLOAT*)ptr, 1); \
else pd3dDevice->SetVertexShaderConstantF(id&0x7fff, (FLOAT*)ptr, 1); }
#define SAMP_MEMORY0 0
#define SAMP_MEMORY1 1
#define SAMP_FINAL 2
#define SAMP_BLOCKS 3
#define SAMP_BILINEARBLOCKS 4
#define SAMP_INTERLACE 5
#define SAMP_BITWISEANDX 5
#define SAMP_BITWISEANDY 6
// don't change these values!
#define GAME_TEXTURETARGS 0x01
#define GAME_AUTORESET 0x02
#define GAME_INTERLACE2X 0x04
#define GAME_TEXAHACK 0x08 // apply texa to non textured polys
#define GAME_NOTARGETRESOLVE 0x10
#define GAME_EXACTCOLOR 0x20
#define GAME_NOCOLORCLAMP 0x40
#define GAME_FFXHACK 0x80
#define GAME_NODEPTHUPDATE 0x0200
#define GAME_QUICKRESOLVE1 0x0400
#define GAME_NOQUICKRESOLVE 0x0800
#define GAME_NOTARGETCLUT 0x1000 // full 16 bit resolution
#define GAME_NOSTENCIL 0x2000
#define GAME_VSSHACKOFF 0x4000 // vertical stripe syndrome
#define GAME_NODEPTHRESOLVE 0x8000
#define GAME_FULL16BITRES 0x00010000
#define GAME_RESOLVEPROMOTED 0x00020000
#define GAME_FASTUPDATE 0x00040000
#define GAME_NOALPHATEST 0x00080000
#define GAME_DISABLEMRTDEPTH 0x00100000
#define GAME_32BITTARGS 0x00200000
#define GAME_PATH3HACK 0x00400000
#define GAME_DOPARALLELCTX 0x00800000 // tries to parallelize both contexts so that render calls are reduced (xenosaga)
// makes the game faster, but can be buggy
#define GAME_XENOSPECHACK 0x01000000 // xenosaga specularity hack (ignore any zmask=1 draws)
#define GAME_PARTIALPOINTERS 0x02000000 // whenver the texture or render target are small, tries to look for bigger ones to read from
#define GAME_PARTIALDEPTH 0x04000000 // tries to save depth targets as much as possible across height changes
#define GAME_RELAXEDDEPTH 0x08000000 // tries to save depth targets as much as possible across height changes
#define USEALPHABLENDING 1//(!(g_GameSettings&GAME_NOALPHABLEND))
#define USEALPHATESTING (!(g_GameSettings&GAME_NOALPHATEST))
typedef IDirect3DDevice9* LPD3DDEV;
typedef IDirect3DVertexBuffer9* LPD3DVB;
typedef IDirect3DIndexBuffer9* LPD3DIB;
typedef IDirect3DBaseTexture9* LPD3DBASETEX;
typedef IDirect3DTexture9* LPD3DTEX;
typedef IDirect3DCubeTexture9* LPD3DCUBETEX;
typedef IDirect3DVolumeTexture9* LPD3DVOLUMETEX;
typedef IDirect3DSurface9* LPD3DSURF;
typedef IDirect3DVertexDeclaration9* LPD3DDECL;
typedef IDirect3DVertexShader9* LPD3DVS;
typedef IDirect3DPixelShader9* LPD3DPS;
typedef ID3DXAnimationController* LPD3DXAC;
namespace ZeroGS
{
typedef void (*DrawFn)();
// managers render-to-texture targets
class CRenderTarget
{
public:
CRenderTarget();
CRenderTarget(const frameInfo& frame, CRenderTarget& r); // virtualized a target
virtual ~CRenderTarget();
virtual BOOL Create(const frameInfo& frame);
virtual void Destroy();
// set the GPU_POSXY variable, scissor rect, and current render target
void SetTarget(int fbplocal, const Rect2& scissor, int context);
void SetViewport();
// copies/creates the feedback contents
inline void CreateFeedback() {
if( ptexFeedback == NULL || !(status&TS_FeedbackReady) )
_CreateFeedback();
}
virtual void Resolve();
virtual void Resolve(int startrange, int endrange); // resolves only in the allowed range
virtual void Update(int context, CRenderTarget* pdepth);
virtual void ConvertTo32(); // converts a psm==2 target, to a psm==0
virtual void ConvertTo16(); // converts a psm==0 target, to a psm==2
virtual bool IsDepth() { return false; }
LPD3DSURF psurf, psys;
LPD3DTEX ptex;
int targoffx, targoffy; // the offset from the target that the real fbp starts at (in pixels)
int targheight; // height of ptex
CRenderTarget* pmimicparent; // if not NULL, this target is a subtarget of pmimicparent
int fbp, fbw, fbh; // if fbp is negative, virtual target (not mapped to any real addr)
int start, end; // in bytes
u32 lastused; // time stamp since last used
DXVEC4 vposxy;
u32 fbm;
u16 status;
u8 psm;
u8 resv0;
RECT scissorrect;
//int startresolve, endresolve;
u32 nUpdateTarg; // use this target to update the texture if non 0 (one time only)
// this is optionally used when feedback effects are used (render target is used as a texture when rendering to itself)
LPD3DTEX ptexFeedback;
LPD3DSURF psurfFeedback;
enum TargetStatus {
TS_Resolved = 1,
TS_NeedUpdate = 2,
TS_Virtual = 4, // currently not mapped to memory
TS_FeedbackReady = 8, // feedback effect is ready and doesn't need to be updated
TS_NeedConvert32 = 16,
TS_NeedConvert16 = 32,
};
private:
void _CreateFeedback();
};
// manages zbuffers
class CDepthTarget : public CRenderTarget
{
public:
CDepthTarget();
virtual ~CDepthTarget();
virtual BOOL Create(const frameInfo& frame);
virtual void Destroy();
virtual void Resolve();
virtual void Resolve(int startrange, int endrange); // resolves only in the allowed range
virtual void Update(int context, CRenderTarget* prndr);
virtual bool IsDepth() { return true; }
void SetDepthTarget();
LPD3DSURF pdepth;
};
// manages contiguous chunks of memory (width is always 1024)
class CMemoryTarget
{
public:
struct MEMORY
{
inline MEMORY() : ptr(NULL), ref(0) {}
inline ~MEMORY() { _aligned_free(ptr); }
BYTE* ptr;
int ref;
};
inline CMemoryTarget() : ptex(NULL), ptexsys(NULL), starty(0), height(0), realy(0), realheight(0), usedstamp(0), psm(0),
cpsm(0), memory(NULL), clearminy(0), clearmaxy(0), validatecount(0) {}
inline CMemoryTarget(const CMemoryTarget& r) {
ptex = r.ptex;
ptexsys = r.ptexsys;
if( ptex != NULL ) ptex->AddRef();
if( ptexsys != NULL ) ptexsys->AddRef();
starty = r.starty;
height = r.height;
realy = r.realy;
realheight = r.realheight;
usedstamp = r.usedstamp;
psm = r.psm;
cpsm = r.cpsm;
clut = r.clut;
memory = r.memory;
clearminy = r.clearminy;
clearmaxy = r.clearmaxy;
widthmult = r.widthmult;
validatecount = r.validatecount;
fmt = r.fmt;
if( memory != NULL ) memory->ref++;
}
~CMemoryTarget() { Destroy(); }
inline void Destroy() {
SAFE_RELEASE(ptex);
SAFE_RELEASE(ptexsys);
if( memory != NULL && memory->ref > 0 ) {
if( --memory->ref <= 0 ) {
SAFE_DELETE(memory);
}
}
memory = NULL;
}
// returns true if clut data is synced
bool ValidateClut(const tex0Info& tex0);
// returns true if tex data is synced
bool ValidateTex(const tex0Info& tex0, int starttex, int endtex, bool bDeleteBadTex);
int clearminy, clearmaxy; // when maxy > 0, need to check for clearing
// realy is offset in pixels from start of valid region
// so texture in memory is [realy,starty+height]
// valid texture is [starty,starty+height]
// offset in mem [starty-realy, height]
int starty, height; // assert(starty >= realy)
int realy, realheight; // this is never touched once allocated
u32 usedstamp;
LPD3DTEX ptex; // can be 16bit if
LPD3DTEX ptexsys;
D3DFORMAT fmt;
int widthmult;
int validatecount; // count how many times has been validated, if too many, destroy
vector<BYTE> clut; // if nonzero, texture uses CLUT
MEMORY* memory; // system memory used to compare for changes
u8 psm, cpsm; // texture and clut format. For psm, only 16bit/32bit differentiation matters
};
struct VB
{
VB();
~VB();
void Destroy();
inline bool IsLocked() { return pbuf != NULL; }
inline void Lock();
inline void Unlock() {
if( pbuf != NULL ) {
pvb->Unlock();
pbuf = NULL;
}
}
__forceinline bool CheckPrim();
void CheckFrame(int tbp);
// context specific state
Point offset;
Rect2 scissor;
tex0Info tex0;
tex1Info tex1;
miptbpInfo miptbp0;
miptbpInfo miptbp1;
alphaInfo alpha;
fbaInfo fba;
clampInfo clamp;
pixTest test;
LPD3DTEX ptexClamp[2]; // textures for x and y dir region clamping
public:
void FlushTexData();
u8 bNeedFrameCheck;
u8 bNeedZCheck;
u8 bNeedTexCheck;
u8 dummy0;
union {
struct {
u8 bTexConstsSync; // only pixel shader constants that context owns
u8 bVarsTexSync; // texture info
u8 bVarsSetTarg;
u8 dummy1;
};
u32 bSyncVars;
};
int ictx;
VertexGPU* pbuf;
DWORD dwCurOff;
DWORD dwCount;
primInfo curprim; // the previous prim the current buffers are set to
zbufInfo zbuf;
frameInfo gsfb; // the real info set by FRAME cmd
frameInfo frame;
int zprimmask; // zmask for incoming points
u32 uCurTex0Data[2]; // current tex0 data
u32 uNextTex0Data[2]; // tex0 data that has to be applied if bNeedTexCheck is 1
//int nFrameHeights[8]; // frame heights for the past frame changes
int nNextFrameHeight;
CMemoryTarget* pmemtarg; // the current mem target set
LPD3DVB pvb;
CRenderTarget* prndr;
CDepthTarget* pdepth;
};
// visible members
extern DrawFn drawfn[8];
extern VB vb[2];
extern float fiTexWidth[2], fiTexHeight[2]; // current tex width and height
extern LONG width, height;
extern u8* g_pbyGSMemory;
extern u8* g_pbyGSClut; // the temporary clut buffer
void AddMessage(const char* pstr, DWORD ms = 5000);
void ChangeWindowSize(int nNewWidth, int nNewHeight);
void SetChangeDeviceSize(int nNewWidth, int nNewHeight);
void ChangeDeviceSize(int nNewWidth, int nNewHeight);
void SetAA(int mode);
void SetCRC(int crc);
void ReloadEffects();
// Methods //
HRESULT Create(LONG width, LONG height);
void Destroy(BOOL bD3D);
void Restore(); // call to restore device
void Reset(); // call to destroy video resources
HRESULT InitDeviceObjects();
void DeleteDeviceObjects();
void GSStateReset();
// called on a primitive switch
void Prim();
void SetTexFlush();
// flush current vertices, call before setting new registers (the main render method)
void Flush(int context);
void ExtWrite();
void SetWriteDepth();
BOOL IsWriteDepth();
void SetDestAlphaTest();
BOOL IsWriteDestAlphaTest();
void SetFogColor(u32 fog);
void SaveTex(tex0Info* ptex, int usevid);
// called when trxdir is accessed. If host is involved, transfers memory to temp buffer byTransferBuf.
// Otherwise performs the transfer. TODO: Perhaps divide the transfers into chunks?
void InitTransferHostLocal();
void TransferHostLocal(const void* pbyMem, u32 nQWordSize);
void InitTransferLocalHost();
void TransferLocalHost(void* pbyMem, u32 nQWordSize);
inline void TerminateLocalHost() {}
void TransferLocalLocal();
// switches the render target to the real target, flushes the current render targets and renders the real image
void RenderCRTC(int interlace);
bool CheckChangeInClut(u32 highdword, u32 psm); // returns true if clut will change after this tex0 op
// call to load CLUT data (depending on CLD)
void texClutWrite(int ctx);
int Save(char* pbydata);
bool Load(char* pbydata);
void SaveSnapshot(const char* filename);
// private methods
void FlushSysMem(const RECT* prc);
void _Resolve(const D3DLOCKED_RECT& locksrc, int fbp, int fbw, int fbh, int psm, u32 fbm);
// returns the first and last addresses aligned to a page that cover
void GetRectMemAddress(int& start, int& end, int psm, int x, int y, int w, int h, int bp, int bw);
// inits the smallest rectangle in ptexMem that covers this region in ptexMem
// returns the offset that needs to be added to the locked rect to get the beginning of the buffer
//void GetMemRect(RECT& rc, int psm, int x, int y, int w, int h, int bp, int bw);
// only sets a limited amount of state (for Update)
void SetTexVariablesInt(int context, int bilinear, const tex0Info& tex0, ZeroGS::CMemoryTarget* pmemtarg, int force);
void ResetAlphaVariables();
bool StartCapture();
void StopCapture();
void CaptureFrame();
};
extern LPDIRECT3DDEVICE9 pd3dDevice;
extern const u32 g_primmult[8];
extern const u32 g_primsub[8];
#endif