pcsx2/plugins/GSdx/GSDevice9.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 "GSTexture9.h"
struct Direct3DSamplerState9
{
D3DTEXTUREFILTERTYPE FilterMin[2];
D3DTEXTUREFILTERTYPE FilterMag[2];
D3DTEXTUREADDRESS AddressU;
D3DTEXTUREADDRESS AddressV;
};
struct Direct3DDepthStencilState9
{
BOOL DepthEnable;
BOOL DepthWriteMask;
D3DCMPFUNC DepthFunc;
BOOL StencilEnable;
UINT8 StencilReadMask;
UINT8 StencilWriteMask;
D3DSTENCILOP StencilFailOp;
D3DSTENCILOP StencilDepthFailOp;
D3DSTENCILOP StencilPassOp;
D3DCMPFUNC StencilFunc;
};
struct Direct3DBlendState9
{
BOOL BlendEnable;
D3DBLEND SrcBlend;
D3DBLEND DestBlend;
D3DBLENDOP BlendOp;
D3DBLEND SrcBlendAlpha;
D3DBLEND DestBlendAlpha;
D3DBLENDOP BlendOpAlpha;
UINT8 RenderTargetWriteMask;
};
class GSDevice9 : public GSDevice
{
private:
IDirect3DVertexBuffer9* m_vb;
size_t m_vb_stride;
IDirect3DVertexDeclaration9* m_layout;
D3DPRIMITIVETYPE m_topology;
IDirect3DVertexShader9* m_vs;
float* m_vs_cb;
int m_vs_cb_len;
IDirect3DTexture9* m_ps_srvs[2];
IDirect3DPixelShader9* m_ps;
float* m_ps_cb;
int m_ps_cb_len;
Direct3DSamplerState9* m_ps_ss;
GSVector4i m_scissor;
Direct3DDepthStencilState9* m_dss;
uint32 m_sref;
Direct3DBlendState9* m_bs;
uint32 m_bf;
IDirect3DSurface9* m_rtv;
IDirect3DSurface9* m_dsv;
//
GSTexture* Create(int type, int w, int h, int format);
void DoMerge(GSTexture* st[2], GSVector4* sr, GSVector4* dr, GSTexture* dt, bool slbg, bool mmod, const GSVector4& c);
void DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset = 0);
//
DDCAPS m_ddcaps;
D3DCAPS9 m_d3dcaps;
CComPtr<IDirect3D9> m_d3d;
CComPtr<IDirect3DDevice9> m_dev;
CComPtr<IDirect3DSwapChain9> m_swapchain;
struct
{
CComPtr<IDirect3DVertexBuffer9> vb, vb_old;
size_t stride, start, count, limit;
} m_vertices;
public: // TODO
D3DPRESENT_PARAMETERS m_pp;
struct
{
CComPtr<IDirect3DVertexDeclaration9> il;
CComPtr<IDirect3DVertexShader9> vs;
CComPtr<IDirect3DPixelShader9> ps[7];
Direct3DSamplerState9 ln;
Direct3DSamplerState9 pt;
Direct3DDepthStencilState9 dss;
Direct3DBlendState9 bs;
} m_convert;
struct
{
CComPtr<IDirect3DPixelShader9> ps[2];
Direct3DBlendState9 bs;
} m_merge;
struct
{
CComPtr<IDirect3DPixelShader9> ps[4];
} m_interlace;
public:
GSDevice9();
virtual ~GSDevice9();
bool Create(GSWnd* wnd, bool vsync);
bool Reset(int w, int h, bool fs);
bool IsLost();
void Flip();
void BeginScene();
void DrawPrimitive();
void EndScene();
void ClearRenderTarget(GSTexture* t, const GSVector4& c);
void ClearRenderTarget(GSTexture* t, uint32 c);
void ClearDepth(GSTexture* t, float c);
void ClearStencil(GSTexture* t, uint8 c);
GSTexture* CreateRenderTarget(int w, int h, int format = 0);
GSTexture* CreateDepthStencil(int w, int h, int format = 0);
GSTexture* CreateTexture(int w, int h, int format = 0);
GSTexture* CreateOffscreen(int w, int h, int format = 0);
GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format = 0);
virtual bool IsCurrentRGBA() {return false;}
void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, int shader = 0, bool linear = true);
void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, IDirect3DPixelShader9* ps, const float* ps_cb, int ps_cb_len, bool linear = true);
void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, IDirect3DPixelShader9* ps, const float* ps_cb, int ps_cb_len, Direct3DBlendState9* bs, bool linear = true);
void IASetVertexBuffer(const void* vertices, size_t stride, size_t count);
void IASetVertexBuffer(IDirect3DVertexBuffer9* vb, size_t stride);
void IASetInputLayout(IDirect3DVertexDeclaration9* layout);
void IASetPrimitiveTopology(D3DPRIMITIVETYPE topology);
void VSSetShader(IDirect3DVertexShader9* vs, const float* vs_cb, int vs_cb_len);
void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1);
void PSSetShader(IDirect3DPixelShader9* ps, const float* ps_cb, int ps_cb_len);
void PSSetSamplerState(Direct3DSamplerState9* ss);
void RSSet(int width, int height, const GSVector4i* scissor = NULL);
void OMSetDepthStencilState(Direct3DDepthStencilState9* dss, uint32 sref);
void OMSetBlendState(Direct3DBlendState9* bs, uint32 bf);
void OMSetRenderTargets(GSTexture* rt, GSTexture* ds);
IDirect3DDevice9* operator->() {return m_dev;}
operator IDirect3DDevice9*() {return m_dev;}
HRESULT CompileShader(uint32 id, const string& entry, const D3DXMACRO* macro, IDirect3DVertexShader9** vs, const D3DVERTEXELEMENT9* layout, int count, IDirect3DVertexDeclaration9** il);
HRESULT CompileShader(uint32 id, const string& entry, const D3DXMACRO* macro, IDirect3DPixelShader9** ps);
};