pcsx2/plugins/GSdx/GSTextureFX9.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, 675 Mass Ave, Cambridge, MA 02139, USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "stdafx.h"
#include "GSTextureFX9.h"
#include "resource.h"
GSTextureFX9::GSTextureFX9()
: m_dev(NULL)
{
}
bool GSTextureFX9::Create(GSDevice9* dev)
{
m_dev = dev;
VSSelector sel;
sel.bppz = 0;
sel.tme = 0;
sel.fst = 0;
sel.logz = 0;
VSConstantBuffer cb;
SetupVS(sel, &cb); // creates layout
return true;
}
bool GSTextureFX9::CreateMskFix(GSTexture9& t, DWORD size, DWORD msk, DWORD fix)
{
DWORD hash = (size << 20) | (msk << 10) | fix;
if(CRBMap<DWORD, GSTexture9>::CPair* pair = m_mskfix.Lookup(hash))
{
t = pair->m_value;
}
else
{
if(!m_dev->CreateTexture(t, size, 1, D3DFMT_R32F))
{
return false;
}
BYTE* bits;
int pitch;
if(t.Map(&bits, pitch))
{
for(DWORD i = 0; i < size; i++)
{
((float*)bits)[i] = (float)((i & msk) | fix) / size;
}
t.Unmap();
}
m_mskfix.SetAt(hash, t);
}
return true;
}
bool GSTextureFX9::SetupIA(const GSVertexHW9* vertices, UINT count, D3DPRIMITIVETYPE prim)
{
m_dev->IASetVertexBuffer(count, vertices);
m_dev->IASetInputLayout(m_il);
m_dev->IASetPrimitiveTopology(prim);
return true;
}
bool GSTextureFX9::SetupVS(VSSelector sel, const VSConstantBuffer* cb)
{
CComPtr<IDirect3DVertexShader9> vs;
if(CRBMap<DWORD, CComPtr<IDirect3DVertexShader9> >::CPair* pair = m_vs.Lookup(sel))
{
vs = pair->m_value;
}
else
{
CStringA str[4];
str[0].Format("%d", sel.bppz);
str[1].Format("%d", sel.tme);
str[2].Format("%d", sel.fst);
str[3].Format("%d", sel.logz);
D3DXMACRO macro[] =
{
{"VS_BPPZ", str[0]},
{"VS_TME", str[1]},
{"VS_FST", str[2]},
{"VS_LOGZ", str[3]},
{NULL, NULL},
};
static const D3DVERTEXELEMENT9 layout[] =
{
{0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
{0, 8, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
{0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 1},
{0, 16, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
D3DDECL_END()
};
CComPtr<IDirect3DVertexDeclaration9> il;
m_dev->CompileShader(IDR_TFX9_FX, "vs_main", macro, &vs, layout, countof(layout), &il);
if(m_il == NULL)
{
m_il = il;
}
m_vs.SetAt(sel, vs);
}
m_dev->VSSetShader(vs, (const float*)cb, sizeof(*cb) / sizeof(GSVector4));
return true;
}
bool GSTextureFX9::SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel, IDirect3DTexture9* tex, IDirect3DTexture9* pal, bool psrr)
{
m_dev->PSSetShaderResources(tex, pal);
if(tex && psrr)
{
if(sel.wms == 3)
{
D3DSURFACE_DESC desc;
tex->GetLevelDesc(0, &desc);
GSTexture9 t;
CreateMskFix(t, desc.Width, cb->UMSK, cb->UFIX);
(*m_dev)->SetTexture(2, t);
}
if(sel.wmt == 3)
{
D3DSURFACE_DESC desc;
tex->GetLevelDesc(0, &desc);
GSTexture9 t;
CreateMskFix(t, desc.Height, cb->VMSK, cb->VFIX);
(*m_dev)->SetTexture(3, t);
}
}
UpdatePS(sel, cb, ssel, psrr);
return true;
}
void GSTextureFX9::UpdatePS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel, bool psrr)
{
HRESULT hr;
if(!psrr)
{
if(sel.wms == 3) sel.wms = 0;
if(sel.wmt == 3) sel.wmt = 0;
}
CComPtr<IDirect3DPixelShader9> ps;
if(CRBMap<DWORD, CComPtr<IDirect3DPixelShader9> >::CPair* pair = m_ps.Lookup(sel))
{
ps = pair->m_value;
}
else
{
CStringA str[12];
str[0].Format("%d", sel.fst);
str[1].Format("%d", sel.wms);
str[2].Format("%d", sel.wmt);
str[3].Format("%d", sel.bpp);
str[4].Format("%d", sel.aem);
str[5].Format("%d", sel.tfx);
str[6].Format("%d", sel.tcc);
str[7].Format("%d", sel.ate);
str[8].Format("%d", sel.atst);
str[9].Format("%d", sel.fog);
str[10].Format("%d", sel.clr1);
str[11].Format("%d", sel.rt);
D3DXMACRO macro[] =
{
{"FST", str[0]},
{"WMS", str[1]},
{"WMT", str[2]},
{"BPP", str[3]},
{"AEM", str[4]},
{"TFX", str[5]},
{"TCC", str[6]},
{"ATE", str[7]},
{"ATST", str[8]},
{"FOG", str[9]},
{"CLR1", str[10]},
{"RT", str[11]},
{NULL, NULL},
};
hr = m_dev->CompileShader(IDR_TFX9_FX, "ps_main", macro, &ps);
m_ps.SetAt(sel, ps);
}
m_dev->PSSetShader(ps, (const float*)cb, sizeof(*cb) / sizeof(GSVector4));
Direct3DSamplerState9* ss = NULL;
if(sel.tfx != 4)
{
if(sel.bpp >= 3 || sel.wms >= 3 || sel.wmt >= 3)
{
ssel.min = ssel.mag = 0;
}
if(CRBMap<DWORD, Direct3DSamplerState9*>::CPair* pair = m_ps_ss.Lookup(ssel))
{
ss = pair->m_value;
}
else
{
ss = new Direct3DSamplerState9();
memset(ss, 0, sizeof(*ss));
ss->FilterMin[0] = ssel.min ? D3DTEXF_LINEAR : D3DTEXF_POINT;
ss->FilterMag[0] = ssel.mag ? D3DTEXF_LINEAR : D3DTEXF_POINT;
ss->FilterMin[1] = D3DTEXF_POINT;
ss->FilterMag[1] = D3DTEXF_POINT;
ss->AddressU = ssel.tau ? D3DTADDRESS_WRAP : D3DTADDRESS_CLAMP;
ss->AddressV = ssel.tav ? D3DTADDRESS_WRAP : D3DTADDRESS_CLAMP;
m_ps_ss.SetAt(ssel, ss);
}
}
m_dev->PSSetSamplerState(ss);
}
void GSTextureFX9::SetupRS(int w, int h, const RECT& scissor)
{
m_dev->RSSet(w, h, &scissor);
}
void GSTextureFX9::SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, BYTE bf, IDirect3DSurface9* rt, IDirect3DSurface9* ds)
{
UpdateOM(dssel, bsel, bf);
m_dev->OMSetRenderTargets(rt, ds);
}
void GSTextureFX9::UpdateOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, BYTE bf)
{
Direct3DDepthStencilState9* dss = NULL;
if(CRBMap<DWORD, Direct3DDepthStencilState9*>::CPair* pair = m_om_dss.Lookup(dssel))
{
dss = pair->m_value;
}
else
{
dss = new Direct3DDepthStencilState9();
memset(dss, 0, sizeof(*dss));
if(dssel.date || dssel.fba)
{
dss->StencilEnable = true;
dss->StencilReadMask = 1;
dss->StencilWriteMask = 2;
dss->StencilFunc = dssel.date ? D3DCMP_EQUAL : D3DCMP_ALWAYS;
dss->StencilPassOp = dssel.fba ? D3DSTENCILOP_REPLACE : D3DSTENCILOP_KEEP;
dss->StencilFailOp = dssel.fba ? D3DSTENCILOP_ZERO : D3DSTENCILOP_KEEP;
dss->StencilDepthFailOp = dssel.fba ? D3DSTENCILOP_ZERO : D3DSTENCILOP_KEEP;
}
if(!(dssel.zte && dssel.ztst == 1 && !dssel.zwe))
{
static const D3DCMPFUNC ztst[] =
{
D3DCMP_NEVER,
D3DCMP_ALWAYS,
D3DCMP_GREATEREQUAL,
D3DCMP_GREATER
};
dss->DepthEnable = dssel.zte;
dss->DepthWriteMask = dssel.zwe;
dss->DepthFunc = ztst[dssel.ztst];
}
m_om_dss.SetAt(dssel, dss);
}
m_dev->OMSetDepthStencilState(dss, 3);
Direct3DBlendState9* bs = NULL;
if(CRBMap<DWORD, Direct3DBlendState9*>::CPair* pair = m_om_bs.Lookup(bsel))
{
bs = pair->m_value;
}
else
{
bs = new Direct3DBlendState9();
memset(bs, 0, sizeof(*bs));
bs->BlendEnable = bsel.abe;
if(bsel.abe)
{
// (A:Cs/Cd/0 - B:Cs/Cd/0) * C:As/Ad/FIX + D:Cs/Cd/0
static const struct {int bogus; D3DBLENDOP op; D3DBLEND src, dst;} map[3*3*3*3] =
{
{0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_ZERO}, // 0000: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cs ==> Cs
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ONE}, // 0001: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cd ==> Cd
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ZERO}, // 0002: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + 0 ==> 0
{0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_ZERO}, // 0010: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cs ==> Cs
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ONE}, // 0011: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cd ==> Cd
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ZERO}, // 0012: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + 0 ==> 0
{0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_ZERO}, // 0020: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cs ==> Cs
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ONE}, // 0021: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cd ==> Cd
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ZERO}, // 0022: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + 0 ==> 0
{1, D3DBLENDOP_SUBTRACT, D3DBLEND_SRCALPHA, D3DBLEND_SRCALPHA}, // * 0100: (Cs - Cd)*As + Cs ==> Cs*(As + 1) - Cd*As
{0, D3DBLENDOP_ADD, D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA}, // 0101: (Cs - Cd)*As + Cd ==> Cs*As + Cd*(1 - As)
{0, D3DBLENDOP_SUBTRACT, D3DBLEND_SRCALPHA, D3DBLEND_SRCALPHA}, // 0102: (Cs - Cd)*As + 0 ==> Cs*As - Cd*As
{1, D3DBLENDOP_SUBTRACT, D3DBLEND_DESTALPHA, D3DBLEND_DESTALPHA}, // * 0110: (Cs - Cd)*Ad + Cs ==> Cs*(Ad + 1) - Cd*Ad
{0, D3DBLENDOP_ADD, D3DBLEND_DESTALPHA, D3DBLEND_INVDESTALPHA}, // 0111: (Cs - Cd)*Ad + Cd ==> Cs*Ad + Cd*(1 - Ad)
{0, D3DBLENDOP_ADD, D3DBLEND_DESTALPHA, D3DBLEND_DESTALPHA}, // 0112: (Cs - Cd)*Ad + 0 ==> Cs*Ad - Cd*Ad
{1, D3DBLENDOP_SUBTRACT, D3DBLEND_BLENDFACTOR, D3DBLEND_BLENDFACTOR}, // * 0120: (Cs - Cd)*F + Cs ==> Cs*(F + 1) - Cd*F
{0, D3DBLENDOP_ADD, D3DBLEND_BLENDFACTOR, D3DBLEND_INVBLENDFACTOR}, // 0121: (Cs - Cd)*F + Cd ==> Cs*F + Cd*(1 - F)
{0, D3DBLENDOP_SUBTRACT, D3DBLEND_BLENDFACTOR, D3DBLEND_BLENDFACTOR}, // 0122: (Cs - Cd)*F + 0 ==> Cs*F - Cd*F
{1, D3DBLENDOP_ADD, D3DBLEND_SRCALPHA, D3DBLEND_ZERO}, // * 0200: (Cs - 0)*As + Cs ==> Cs*(As + 1)
{0, D3DBLENDOP_ADD, D3DBLEND_SRCALPHA, D3DBLEND_ONE}, // 0201: (Cs - 0)*As + Cd ==> Cs*As + Cd
{0, D3DBLENDOP_ADD, D3DBLEND_SRCALPHA, D3DBLEND_ZERO}, // 0202: (Cs - 0)*As + 0 ==> Cs*As
{1, D3DBLENDOP_ADD, D3DBLEND_SRCALPHA, D3DBLEND_ZERO}, // * 0210: (Cs - 0)*Ad + Cs ==> Cs*(As + 1)
{0, D3DBLENDOP_ADD, D3DBLEND_DESTALPHA, D3DBLEND_ONE}, // 0211: (Cs - 0)*Ad + Cd ==> Cs*Ad + Cd
{0, D3DBLENDOP_ADD, D3DBLEND_DESTALPHA, D3DBLEND_ZERO}, // 0212: (Cs - 0)*Ad + 0 ==> Cs*Ad
{1, D3DBLENDOP_ADD, D3DBLEND_BLENDFACTOR, D3DBLEND_ZERO}, // * 0220: (Cs - 0)*F + Cs ==> Cs*(F + 1)
{0, D3DBLENDOP_ADD, D3DBLEND_BLENDFACTOR, D3DBLEND_ONE}, // 0221: (Cs - 0)*F + Cd ==> Cs*F + Cd
{0, D3DBLENDOP_ADD, D3DBLEND_BLENDFACTOR, D3DBLEND_ZERO}, // 0222: (Cs - 0)*F + 0 ==> Cs*F
{0, D3DBLENDOP_ADD, D3DBLEND_INVSRCALPHA, D3DBLEND_SRCALPHA}, // 1000: (Cd - Cs)*As + Cs ==> Cd*As + Cs*(1 - As)
{1, D3DBLENDOP_REVSUBTRACT, D3DBLEND_SRCALPHA, D3DBLEND_SRCALPHA}, // * 1001: (Cd - Cs)*As + Cd ==> Cd*(As + 1) - Cs*As
{0, D3DBLENDOP_REVSUBTRACT, D3DBLEND_SRCALPHA, D3DBLEND_SRCALPHA}, // 1002: (Cd - Cs)*As + 0 ==> Cd*As - Cs*As
{0, D3DBLENDOP_ADD, D3DBLEND_INVDESTALPHA, D3DBLEND_DESTALPHA}, // 1010: (Cd - Cs)*Ad + Cs ==> Cd*Ad + Cs*(1 - Ad)
{1, D3DBLENDOP_REVSUBTRACT, D3DBLEND_DESTALPHA, D3DBLEND_DESTALPHA}, // * 1011: (Cd - Cs)*Ad + Cd ==> Cd*(Ad + 1) - Cs*Ad
{0, D3DBLENDOP_REVSUBTRACT, D3DBLEND_DESTALPHA, D3DBLEND_DESTALPHA}, // 1012: (Cd - Cs)*Ad + 0 ==> Cd*Ad - Cs*Ad
{0, D3DBLENDOP_ADD, D3DBLEND_INVBLENDFACTOR, D3DBLEND_BLENDFACTOR}, // 1020: (Cd - Cs)*F + Cs ==> Cd*F + Cs*(1 - F)
{1, D3DBLENDOP_REVSUBTRACT, D3DBLEND_BLENDFACTOR, D3DBLEND_BLENDFACTOR},// * 1021: (Cd - Cs)*F + Cd ==> Cd*(F + 1) - Cs*F
{0, D3DBLENDOP_REVSUBTRACT, D3DBLEND_BLENDFACTOR, D3DBLEND_BLENDFACTOR},// 1022: (Cd - Cs)*F + 0 ==> Cd*F - Cs*F
{0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_ZERO}, // 1100: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cs ==> Cs
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ONE}, // 1101: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cd ==> Cd
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ZERO}, // 1102: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + 0 ==> 0
{0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_ZERO}, // 1110: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cs ==> Cs
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ONE}, // 1111: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cd ==> Cd
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ZERO}, // 1112: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + 0 ==> 0
{0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_ZERO}, // 1120: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cs ==> Cs
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ONE}, // 1121: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cd ==> Cd
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ZERO}, // 1122: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + 0 ==> 0
{0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_SRCALPHA}, // 1200: (Cd - 0)*As + Cs ==> Cs + Cd*As
{2, D3DBLENDOP_ADD, D3DBLEND_DESTCOLOR, D3DBLEND_SRCALPHA}, // ** 1201: (Cd - 0)*As + Cd ==> Cd*(1 + As) // ffxii main menu background glow effect
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_SRCALPHA}, // 1202: (Cd - 0)*As + 0 ==> Cd*As
{0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_DESTALPHA}, // 1210: (Cd - 0)*Ad + Cs ==> Cs + Cd*Ad
{2, D3DBLENDOP_ADD, D3DBLEND_DESTCOLOR, D3DBLEND_DESTALPHA}, // ** 1211: (Cd - 0)*Ad + Cd ==> Cd*(1 + Ad)
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_DESTALPHA}, // 1212: (Cd - 0)*Ad + 0 ==> Cd*Ad
{0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_BLENDFACTOR}, // 1220: (Cd - 0)*F + Cs ==> Cs + Cd*F
{2, D3DBLENDOP_ADD, D3DBLEND_DESTCOLOR, D3DBLEND_BLENDFACTOR}, // ** 1221: (Cd - 0)*F + Cd ==> Cd*(1 + F)
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_BLENDFACTOR}, // 1222: (Cd - 0)*F + 0 ==> Cd*F
{0, D3DBLENDOP_ADD, D3DBLEND_INVSRCALPHA, D3DBLEND_ZERO}, // 2000: (0 - Cs)*As + Cs ==> Cs*(1 - As)
{0, D3DBLENDOP_REVSUBTRACT, D3DBLEND_SRCALPHA, D3DBLEND_ONE}, // 2001: (0 - Cs)*As + Cd ==> Cd - Cs*As
{0, D3DBLENDOP_REVSUBTRACT, D3DBLEND_SRCALPHA, D3DBLEND_ZERO}, // 2002: (0 - Cs)*As + 0 ==> 0 - Cs*As
{0, D3DBLENDOP_ADD, D3DBLEND_INVDESTALPHA, D3DBLEND_ZERO}, // 2010: (0 - Cs)*Ad + Cs ==> Cs*(1 - Ad)
{0, D3DBLENDOP_REVSUBTRACT, D3DBLEND_DESTALPHA, D3DBLEND_ONE}, // 2011: (0 - Cs)*Ad + Cd ==> Cd - Cs*Ad
{0, D3DBLENDOP_REVSUBTRACT, D3DBLEND_DESTALPHA, D3DBLEND_ZERO}, // 2012: (0 - Cs)*Ad + 0 ==> 0 - Cs*Ad
{0, D3DBLENDOP_ADD, D3DBLEND_INVBLENDFACTOR, D3DBLEND_ZERO}, // 2020: (0 - Cs)*F + Cs ==> Cs*(1 - F)
{0, D3DBLENDOP_REVSUBTRACT, D3DBLEND_BLENDFACTOR, D3DBLEND_ONE}, // 2021: (0 - Cs)*F + Cd ==> Cd - Cs*F
{0, D3DBLENDOP_REVSUBTRACT, D3DBLEND_BLENDFACTOR, D3DBLEND_ZERO}, // 2022: (0 - Cs)*F + 0 ==> 0 - Cs*F
{0, D3DBLENDOP_SUBTRACT, D3DBLEND_ONE, D3DBLEND_SRCALPHA}, // 2100: (0 - Cd)*As + Cs ==> Cs - Cd*As
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_INVSRCALPHA}, // 2101: (0 - Cd)*As + Cd ==> Cd*(1 - As)
{0, D3DBLENDOP_SUBTRACT, D3DBLEND_ZERO, D3DBLEND_SRCALPHA}, // 2102: (0 - Cd)*As + 0 ==> 0 - Cd*As
{0, D3DBLENDOP_SUBTRACT, D3DBLEND_ONE, D3DBLEND_DESTALPHA}, // 2110: (0 - Cd)*Ad + Cs ==> Cs - Cd*Ad
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_INVDESTALPHA}, // 2111: (0 - Cd)*Ad + Cd ==> Cd*(1 - Ad)
{0, D3DBLENDOP_SUBTRACT, D3DBLEND_ONE, D3DBLEND_DESTALPHA}, // 2112: (0 - Cd)*Ad + 0 ==> 0 - Cd*Ad
{0, D3DBLENDOP_SUBTRACT, D3DBLEND_ONE, D3DBLEND_BLENDFACTOR}, // 2120: (0 - Cd)*F + Cs ==> Cs - Cd*F
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_INVBLENDFACTOR}, // 2121: (0 - Cd)*F + Cd ==> Cd*(1 - F)
{0, D3DBLENDOP_SUBTRACT, D3DBLEND_ONE, D3DBLEND_BLENDFACTOR}, // 2122: (0 - Cd)*F + 0 ==> 0 - Cd*F
{0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_ZERO}, // 2200: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cs ==> Cs
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ONE}, // 2201: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cd ==> Cd
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ZERO}, // 2202: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + 0 ==> 0
{0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_ZERO}, // 2210: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cs ==> Cs
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ONE}, // 2211: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cd ==> Cd
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ZERO}, // 2212: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + 0 ==> 0
{0, D3DBLENDOP_ADD, D3DBLEND_ONE, D3DBLEND_ZERO}, // 2220: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cs ==> Cs
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ONE}, // 2221: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cd ==> Cd
{0, D3DBLENDOP_ADD, D3DBLEND_ZERO, D3DBLEND_ZERO}, // 2222: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + 0 ==> 0
};
// bogus: 0100, 0110, 0120, 0200, 0210, 0220, 1001, 1011, 1021
// tricky: 1201, 1211, 1221
//
// Source.rgb = float3(1, 1, 1);
// 1201 Cd*(1 + As) => Source * Dest color + Dest * Source alpha
// 1211 Cd*(1 + Ad) => Source * Dest color + Dest * Dest alpha
// 1221 Cd*(1 + F) => Source * Dest color + Dest * Factor
int i = ((bsel.a * 3 + bsel.b) * 3 + bsel.c) * 3 + bsel.d;
bs->BlendOp = map[i].op;
bs->SrcBlend = map[i].src;
bs->DestBlend = map[i].dst;
bs->BlendOpAlpha = D3DBLENDOP_ADD;
bs->SrcBlendAlpha = D3DBLEND_ONE;
bs->DestBlendAlpha = D3DBLEND_ZERO;
if(map[i].bogus == 1)
{
ASSERT(0);
(bsel.a == 0 ? bs->SrcBlend : bs->DestBlend) = D3DBLEND_ONE;
}
}
if(bsel.wr) bs->RenderTargetWriteMask |= D3DCOLORWRITEENABLE_RED;
if(bsel.wg) bs->RenderTargetWriteMask |= D3DCOLORWRITEENABLE_GREEN;
if(bsel.wb) bs->RenderTargetWriteMask |= D3DCOLORWRITEENABLE_BLUE;
if(bsel.wa) bs->RenderTargetWriteMask |= D3DCOLORWRITEENABLE_ALPHA;
m_om_bs.SetAt(bsel, bs);
}
m_dev->OMSetBlendState(bs, 0x010101 * bf);
}