gsdx: sed/sr/sRect/

This commit is contained in:
Gregory Hainaut 2015-05-15 20:47:14 +02:00
parent d566bb2a23
commit 445c28fe97
14 changed files with 136 additions and 136 deletions

View File

@ -113,13 +113,13 @@ bool GPURenderer::Merge()
GSVector2i s = st[0]->GetSize();
GSVector4 sr[2];
GSVector4 sRect[2];
GSVector4 dr[2];
sr[0] = GSVector4(0, 0, 1, 1);
sRect[0] = GSVector4(0, 0, 1, 1);
dr[0] = GSVector4(0, 0, s.x, s.y);
m_dev->Merge(st, sr, dr, s, 1, 1, GSVector4(0, 0, 0, 1));
m_dev->Merge(st, sRect, dr, s, 1, 1, GSVector4(0, 0, 0, 1));
if(m_shadeboost)
{

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@ -217,7 +217,7 @@ GSTexture* GSDevice::GetCurrent()
return m_current;
}
void GSDevice::Merge(GSTexture* sTex[2], GSVector4* sr, GSVector4* dr, const GSVector2i& fs, bool slbg, bool mmod, const GSVector4& c)
void GSDevice::Merge(GSTexture* sTex[2], GSVector4* sRect, GSVector4* dr, const GSVector2i& fs, bool slbg, bool mmod, const GSVector4& c)
{
if(m_merge == NULL || m_merge->GetSize() != fs)
{
@ -244,7 +244,7 @@ void GSDevice::Merge(GSTexture* sTex[2], GSVector4* sr, GSVector4* dr, const GSV
}
}
DoMerge(tex, sr, m_merge, dr, slbg, mmod, c);
DoMerge(tex, sRect, m_merge, dr, slbg, mmod, c);
for(size_t i = 0; i < countof(tex); i++)
{
@ -321,10 +321,10 @@ void GSDevice::ExternalFX()
if (m_shaderfx != NULL)
{
GSVector4 sr(0, 0, 1, 1);
GSVector4 sRect(0, 0, 1, 1);
GSVector4 dr(0, 0, s.x, s.y);
StretchRect(m_current, sr, m_shaderfx, dr, 7, false);
StretchRect(m_current, sRect, m_shaderfx, dr, 7, false);
DoExternalFX(m_shaderfx, m_current);
}
}
@ -341,10 +341,10 @@ void GSDevice::FXAA()
if(m_fxaa != NULL)
{
GSVector4 sr(0, 0, 1, 1);
GSVector4 sRect(0, 0, 1, 1);
GSVector4 dr(0, 0, s.x, s.y);
StretchRect(m_current, sr, m_fxaa, dr, 7, false);
StretchRect(m_current, sRect, m_fxaa, dr, 7, false);
DoFXAA(m_fxaa, m_current);
}
}
@ -361,10 +361,10 @@ void GSDevice::ShadeBoost()
if(m_shadeboost != NULL)
{
GSVector4 sr(0, 0, 1, 1);
GSVector4 sRect(0, 0, 1, 1);
GSVector4 dr(0, 0, s.x, s.y);
StretchRect(m_current, sr, m_shadeboost, dr, 0, false);
StretchRect(m_current, sRect, m_shadeboost, dr, 0, false);
DoShadeBoost(m_shadeboost, m_current);
}
}

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@ -100,7 +100,7 @@ protected:
virtual GSTexture* CreateSurface(int type, int w, int h, bool msaa, int format) = 0;
virtual GSTexture* FetchSurface(int type, int w, int h, bool msaa, int format);
virtual void DoMerge(GSTexture* sTex[2], GSVector4* sr, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c) = 0;
virtual void DoMerge(GSTexture* sTex[2], GSVector4* sRect, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c) = 0;
virtual void DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool linear, float yoffset) = 0;
virtual void DoFXAA(GSTexture* sTex, GSTexture* dTex) {}
virtual void DoShadeBoost(GSTexture* sTex, GSTexture* dTex) {}
@ -141,15 +141,15 @@ public:
virtual GSTexture* Resolve(GSTexture* t) {return NULL;}
virtual GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format = 0) {return NULL;}
virtual GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sRect, int w, int h, int format = 0) {return NULL;}
virtual void CopyRect(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r) {}
virtual void StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, int shader = 0, bool linear = true) {}
virtual void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dr, int shader = 0, bool linear = true) {}
void StretchRect(GSTexture* sTex, GSTexture* dTex, const GSVector4& dr, int shader = 0, bool linear = true);
virtual void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1) {}
virtual void PSSetShaderResource(int i, GSTexture* sr) {}
virtual void PSSetShaderResource(int i, GSTexture* sRect) {}
virtual void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL) {}
// Used for opengl multithread hack
@ -158,7 +158,7 @@ public:
GSTexture* GetCurrent();
void Merge(GSTexture* sTex[2], GSVector4* sr, GSVector4* dr, const GSVector2i& fs, bool slbg, bool mmod, const GSVector4& c);
void Merge(GSTexture* sTex[2], GSVector4* sRect, GSVector4* dr, const GSVector2i& fs, bool slbg, bool mmod, const GSVector4& c);
void Interlace(const GSVector2i& ds, int field, int mode, float yoffset);
void FXAA();
void ShadeBoost();

View File

@ -565,7 +565,7 @@ GSTexture* GSDevice11::Resolve(GSTexture* t)
return NULL;
}
GSTexture* GSDevice11::CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format)
GSTexture* GSDevice11::CopyOffscreen(GSTexture* src, const GSVector4& sRect, int w, int h, int format)
{
GSTexture* dst = NULL;
@ -587,7 +587,7 @@ GSTexture* GSDevice11::CopyOffscreen(GSTexture* src, const GSVector4& sr, int w,
if(GSTexture* src2 = src->IsMSAA() ? Resolve(src) : src)
{
StretchRect(src2, sr, rt, dr, m_convert.ps[format == DXGI_FORMAT_R16_UINT ? 1 : 0], NULL);
StretchRect(src2, sRect, rt, dr, m_convert.ps[format == DXGI_FORMAT_R16_UINT ? 1 : 0], NULL);
if(src2 != src) Recycle(src2);
}
@ -618,17 +618,17 @@ void GSDevice11::CopyRect(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r)
m_ctx->CopySubresourceRegion(*(GSTexture11*)dTex, 0, 0, 0, 0, *(GSTexture11*)sTex, 0, &box);
}
void GSDevice11::StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, int shader, bool linear)
void GSDevice11::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dr, int shader, bool linear)
{
StretchRect(sTex, sr, dTex, dr, m_convert.ps[shader], NULL, linear);
StretchRect(sTex, sRect, dTex, dr, m_convert.ps[shader], NULL, linear);
}
void GSDevice11::StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, bool linear)
void GSDevice11::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dr, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, bool linear)
{
StretchRect(sTex, sr, dTex, dr, ps, ps_cb, m_convert.bs, linear);
StretchRect(sTex, sRect, dTex, dr, ps, ps_cb, m_convert.bs, linear);
}
void GSDevice11::StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, ID3D11BlendState* bs, bool linear)
void GSDevice11::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dr, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, ID3D11BlendState* bs, bool linear)
{
if(!sTex || !dTex)
{
@ -655,10 +655,10 @@ void GSDevice11::StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dT
GSVertexPT1 vertices[] =
{
{GSVector4(left, top, 0.5f, 1.0f), GSVector2(sr.x, sr.y)},
{GSVector4(right, top, 0.5f, 1.0f), GSVector2(sr.z, sr.y)},
{GSVector4(left, bottom, 0.5f, 1.0f), GSVector2(sr.x, sr.w)},
{GSVector4(right, bottom, 0.5f, 1.0f), GSVector2(sr.z, sr.w)},
{GSVector4(left, top, 0.5f, 1.0f), GSVector2(sRect.x, sRect.y)},
{GSVector4(right, top, 0.5f, 1.0f), GSVector2(sRect.z, sRect.y)},
{GSVector4(left, bottom, 0.5f, 1.0f), GSVector2(sRect.x, sRect.w)},
{GSVector4(right, bottom, 0.5f, 1.0f), GSVector2(sRect.z, sRect.w)},
};
/* NVIDIA HACK!!!!
@ -702,20 +702,20 @@ void GSDevice11::StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dT
PSSetShaderResources(NULL, NULL);
}
void GSDevice11::DoMerge(GSTexture* sTex[2], GSVector4* sr, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c)
void GSDevice11::DoMerge(GSTexture* sTex[2], GSVector4* sRect, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c)
{
ClearRenderTarget(dTex, c);
if(sTex[1] && !slbg)
{
StretchRect(sTex[1], sr[1], dTex, dr[1], m_merge.ps[0], NULL, true);
StretchRect(sTex[1], sRect[1], dTex, dr[1], m_merge.ps[0], NULL, true);
}
if(sTex[0])
{
m_ctx->UpdateSubresource(m_merge.cb, 0, NULL, &c, 0, 0);
StretchRect(sTex[0], sr[0], dTex, dr[0], m_merge.ps[mmod ? 1 : 0], m_merge.cb, m_merge.bs, true);
StretchRect(sTex[0], sRect[0], dTex, dr[0], m_merge.ps[mmod ? 1 : 0], m_merge.cb, m_merge.bs, true);
}
}
@ -723,7 +723,7 @@ void GSDevice11::DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool
{
GSVector4 s = GSVector4(dTex->GetSize());
GSVector4 sr(0, 0, 1, 1);
GSVector4 sRect(0, 0, 1, 1);
GSVector4 dr(0.0f, yoffset, s.x, s.y + yoffset);
InterlaceConstantBuffer cb;
@ -733,7 +733,7 @@ void GSDevice11::DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool
m_ctx->UpdateSubresource(m_interlace.cb, 0, NULL, &cb, 0, 0);
StretchRect(sTex, sr, dTex, dr, m_interlace.ps[shader], m_interlace.cb, linear);
StretchRect(sTex, sRect, dTex, dr, m_interlace.ps[shader], m_interlace.cb, linear);
}
//Included an init function for this also. Just to be safe.
@ -755,7 +755,7 @@ void GSDevice11::DoExternalFX(GSTexture* sTex, GSTexture* dTex)
{
GSVector2i s = dTex->GetSize();
GSVector4 sr(0, 0, 1, 1);
GSVector4 sRect(0, 0, 1, 1);
GSVector4 dr(0, 0, s.x, s.y);
ExternalFXConstantBuffer cb;
@ -768,7 +768,7 @@ void GSDevice11::DoExternalFX(GSTexture* sTex, GSTexture* dTex)
m_ctx->UpdateSubresource(m_shaderfx.cb, 0, NULL, &cb, 0, 0);
StretchRect(sTex, sr, dTex, dr, m_shaderfx.ps, m_shaderfx.cb, true);
StretchRect(sTex, sRect, dTex, dr, m_shaderfx.ps, m_shaderfx.cb, true);
}
// This shouldn't be necessary, we have some bug corrupting memory
@ -791,7 +791,7 @@ void GSDevice11::DoFXAA(GSTexture* sTex, GSTexture* dTex)
{
GSVector2i s = dTex->GetSize();
GSVector4 sr(0, 0, 1, 1);
GSVector4 sRect(0, 0, 1, 1);
GSVector4 dr(0, 0, s.x, s.y);
FXAAConstantBuffer cb;
@ -803,7 +803,7 @@ void GSDevice11::DoFXAA(GSTexture* sTex, GSTexture* dTex)
m_ctx->UpdateSubresource(m_fxaa.cb, 0, NULL, &cb, 0, 0);
StretchRect(sTex, sr, dTex, dr, m_fxaa.ps, m_fxaa.cb, true);
StretchRect(sTex, sRect, dTex, dr, m_fxaa.ps, m_fxaa.cb, true);
//sTex->Save("c:\\temp1\\1.bmp");
//dTex->Save("c:\\temp1\\2.bmp");
@ -813,7 +813,7 @@ void GSDevice11::DoShadeBoost(GSTexture* sTex, GSTexture* dTex)
{
GSVector2i s = dTex->GetSize();
GSVector4 sr(0, 0, 1, 1);
GSVector4 sRect(0, 0, 1, 1);
GSVector4 dr(0, 0, s.x, s.y);
ShadeBoostConstantBuffer cb;
@ -823,7 +823,7 @@ void GSDevice11::DoShadeBoost(GSTexture* sTex, GSTexture* dTex)
m_ctx->UpdateSubresource(m_shadeboost.cb, 0, NULL, &cb, 0, 0);
StretchRect(sTex, sr, dTex, dr, m_shadeboost.ps, m_shadeboost.cb, true);
StretchRect(sTex, sRect, dTex, dr, m_shadeboost.ps, m_shadeboost.cb, true);
}
void GSDevice11::SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm)
@ -1083,11 +1083,11 @@ void GSDevice11::PSSetShaderResources(GSTexture* sr0, GSTexture* sr1)
}
}
void GSDevice11::PSSetShaderResource(int i, GSTexture* sr)
void GSDevice11::PSSetShaderResource(int i, GSTexture* sRect)
{
ID3D11ShaderResourceView* srv = NULL;
if(sr) srv = *(GSTexture11*)sr;
if(sRect) srv = *(GSTexture11*)sRect;
PSSetShaderResourceView(i, srv);
}

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@ -34,7 +34,7 @@ class GSDevice11 : public GSDeviceDX
{
GSTexture* CreateSurface(int type, int w, int h, bool msaa, int format);
void DoMerge(GSTexture* sTex[2], GSVector4* sr, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c);
void DoMerge(GSTexture* sTex[2], GSVector4* sRect, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c);
void DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool linear, float yoffset = 0);
void DoFXAA(GSTexture* sTex, GSTexture* dTex);
void DoShadeBoost(GSTexture* sTex, GSTexture* dTex);
@ -184,13 +184,13 @@ public:
GSTexture* Resolve(GSTexture* t);
GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format = 0);
GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sRect, int w, int h, int format = 0);
void CopyRect(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r);
void StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, int shader = 0, bool linear = true);
void StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, bool linear = true);
void StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, ID3D11BlendState* bs, bool linear = true);
void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dr, int shader = 0, bool linear = true);
void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dr, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, bool linear = true);
void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dr, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, ID3D11BlendState* bs, bool linear = true);
void IASetVertexBuffer(const void* vertex, size_t stride, size_t count);
bool IAMapVertexBuffer(void** vertex, size_t stride, size_t count);
@ -203,7 +203,7 @@ public:
void VSSetShader(ID3D11VertexShader* vs, ID3D11Buffer* vs_cb);
void GSSetShader(ID3D11GeometryShader* gs);
void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1);
void PSSetShaderResource(int i, GSTexture* sr);
void PSSetShaderResource(int i, GSTexture* sRect);
void PSSetShaderResourceView(int i, ID3D11ShaderResourceView* srv);
void PSSetShader(ID3D11PixelShader* ps, ID3D11Buffer* ps_cb);
void PSSetSamplerState(ID3D11SamplerState* ss0, ID3D11SamplerState* ss1, ID3D11SamplerState* ss2 = NULL);

View File

@ -768,7 +768,7 @@ GSTexture* GSDevice9::Resolve(GSTexture* t)
return NULL;
}
GSTexture* GSDevice9::CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format)
GSTexture* GSDevice9::CopyOffscreen(GSTexture* src, const GSVector4& sRect, int w, int h, int format)
{
GSTexture* dst = NULL;
@ -790,7 +790,7 @@ GSTexture* GSDevice9::CopyOffscreen(GSTexture* src, const GSVector4& sr, int w,
if(GSTexture* src2 = src->IsMSAA() ? Resolve(src) : src)
{
StretchRect(src2, sr, rt, dr, m_convert.ps[1], NULL, 0);
StretchRect(src2, sRect, rt, dr, m_convert.ps[1], NULL, 0);
if(src2 != src) Recycle(src2);
}
@ -819,17 +819,17 @@ void GSDevice9::CopyRect(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r)
m_dev->StretchRect(*(GSTexture9*)sTex, r, *(GSTexture9*)dTex, r, D3DTEXF_NONE);
}
void GSDevice9::StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, int shader, bool linear)
void GSDevice9::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dr, int shader, bool linear)
{
StretchRect(sTex, sr, dTex, dr, m_convert.ps[shader], NULL, 0, linear);
StretchRect(sTex, sRect, dTex, dr, m_convert.ps[shader], NULL, 0, linear);
}
void GSDevice9::StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, IDirect3DPixelShader9* ps, const float* ps_cb, int ps_cb_len, bool linear)
void GSDevice9::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dr, IDirect3DPixelShader9* ps, const float* ps_cb, int ps_cb_len, bool linear)
{
StretchRect(sTex, sr, dTex, dr, ps, ps_cb, ps_cb_len, &m_convert.bs, linear);
StretchRect(sTex, sRect, dTex, dr, ps, ps_cb, ps_cb_len, &m_convert.bs, linear);
}
void GSDevice9::StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, IDirect3DPixelShader9* ps, const float* ps_cb, int ps_cb_len, Direct3DBlendState9* bs, bool linear)
void GSDevice9::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dr, IDirect3DPixelShader9* ps, const float* ps_cb, int ps_cb_len, Direct3DBlendState9* bs, bool linear)
{
if(!sTex || !dTex)
{
@ -856,10 +856,10 @@ void GSDevice9::StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTe
GSVertexPT1 vertices[] =
{
{GSVector4(left, top, 0.5f, 1.0f), GSVector2(sr.x, sr.y)},
{GSVector4(right, top, 0.5f, 1.0f), GSVector2(sr.z, sr.y)},
{GSVector4(left, bottom, 0.5f, 1.0f), GSVector2(sr.x, sr.w)},
{GSVector4(right, bottom, 0.5f, 1.0f), GSVector2(sr.z, sr.w)},
{GSVector4(left, top, 0.5f, 1.0f), GSVector2(sRect.x, sRect.y)},
{GSVector4(right, top, 0.5f, 1.0f), GSVector2(sRect.z, sRect.y)},
{GSVector4(left, bottom, 0.5f, 1.0f), GSVector2(sRect.x, sRect.w)},
{GSVector4(right, bottom, 0.5f, 1.0f), GSVector2(sRect.z, sRect.w)},
};
for(size_t i = 0; i < countof(vertices); i++)
@ -891,13 +891,13 @@ void GSDevice9::StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTe
EndScene();
}
void GSDevice9::DoMerge(GSTexture* sTex[2], GSVector4* sr, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c)
void GSDevice9::DoMerge(GSTexture* sTex[2], GSVector4* sRect, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c)
{
ClearRenderTarget(dTex, c);
if(sTex[1] && !slbg)
{
StretchRect(sTex[1], sr[1], dTex, dr[1], m_merge.ps[0], NULL, true);
StretchRect(sTex[1], sRect[1], dTex, dr[1], m_merge.ps[0], NULL, true);
}
if(sTex[0])
@ -906,7 +906,7 @@ void GSDevice9::DoMerge(GSTexture* sTex[2], GSVector4* sr, GSTexture* dTex, GSVe
cb.BGColor = c;
StretchRect(sTex[0], sr[0], dTex, dr[0], m_merge.ps[mmod ? 1 : 0], (const float*)&cb, 1, &m_merge.bs, true);
StretchRect(sTex[0], sRect[0], dTex, dr[0], m_merge.ps[mmod ? 1 : 0], (const float*)&cb, 1, &m_merge.bs, true);
}
}
@ -914,7 +914,7 @@ void GSDevice9::DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool l
{
GSVector4 s = GSVector4(dTex->GetSize());
GSVector4 sr(0, 0, 1, 1);
GSVector4 sRect(0, 0, 1, 1);
GSVector4 dr(0.0f, yoffset, s.x, s.y + yoffset);
InterlaceConstantBuffer cb;
@ -922,7 +922,7 @@ void GSDevice9::DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool l
cb.ZrH = GSVector2(0, 1.0f / s.y);
cb.hH = (float)s.y / 2;
StretchRect(sTex, sr, dTex, dr, m_interlace.ps[shader], (const float*)&cb, 1, linear);
StretchRect(sTex, sRect, dTex, dr, m_interlace.ps[shader], (const float*)&cb, 1, linear);
}
void GSDevice9::InitExternalFX()
@ -943,7 +943,7 @@ void GSDevice9::DoExternalFX(GSTexture* sTex, GSTexture* dTex)
{
GSVector2i s = dTex->GetSize();
GSVector4 sr(0, 0, 1, 1);
GSVector4 sRect(0, 0, 1, 1);
GSVector4 dr(0, 0, s.x, s.y);
ExternalFXConstantBuffer cb;
@ -954,7 +954,7 @@ void GSDevice9::DoExternalFX(GSTexture* sTex, GSTexture* dTex)
cb.rcpFrame = GSVector4(1.0f / s.x, 1.0f / s.y, 0.0f, 0.0f);
cb.rcpFrameOpt = GSVector4::zero();
StretchRect(sTex, sr, dTex, dr, m_shaderfx.ps, (const float*)&cb, 2, true);
StretchRect(sTex, sRect, dTex, dr, m_shaderfx.ps, (const float*)&cb, 2, true);
}
void GSDevice9::InitFXAA()
@ -975,7 +975,7 @@ void GSDevice9::DoFXAA(GSTexture* sTex, GSTexture* dTex)
{
GSVector2i s = dTex->GetSize();
GSVector4 sr(0, 0, 1, 1);
GSVector4 sRect(0, 0, 1, 1);
GSVector4 dr(0, 0, s.x, s.y);
FXAAConstantBuffer cb;
@ -985,14 +985,14 @@ void GSDevice9::DoFXAA(GSTexture* sTex, GSTexture* dTex)
cb.rcpFrame = GSVector4(1.0f / s.x, 1.0f / s.y, 0.0f, 0.0f);
cb.rcpFrameOpt = GSVector4::zero();
StretchRect(sTex, sr, dTex, dr, m_fxaa.ps, (const float*)&cb, 2, true);
StretchRect(sTex, sRect, dTex, dr, m_fxaa.ps, (const float*)&cb, 2, true);
}
void GSDevice9::DoShadeBoost(GSTexture* sTex, GSTexture* dTex)
{
GSVector2i s = dTex->GetSize();
GSVector4 sr(0, 0, 1, 1);
GSVector4 sRect(0, 0, 1, 1);
GSVector4 dr(0, 0, s.x, s.y);
ShadeBoostConstantBuffer cb;
@ -1000,7 +1000,7 @@ void GSDevice9::DoShadeBoost(GSTexture* sTex, GSTexture* dTex)
cb.rcpFrame = GSVector4(1.0f / s.x, 1.0f / s.y, 0.0f, 0.0f);
cb.rcpFrameOpt = GSVector4::zero();
StretchRect(sTex, sr, dTex, dr, m_shadeboost.ps, (const float*)&cb, 1, true);
StretchRect(sTex, sRect, dTex, dr, m_shadeboost.ps, (const float*)&cb, 1, true);
}
void GSDevice9::SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm)
@ -1234,11 +1234,11 @@ void GSDevice9::PSSetShaderResources(GSTexture* sr0, GSTexture* sr1)
PSSetShaderResource(2, NULL);
}
void GSDevice9::PSSetShaderResource(int i, GSTexture* sr)
void GSDevice9::PSSetShaderResource(int i, GSTexture* sRect)
{
IDirect3DTexture9* srv = NULL;
if(sr) srv = *(GSTexture9*)sr;
if(sRect) srv = *(GSTexture9*)sRect;
if(m_state.ps_srvs[i] != srv)
{

View File

@ -74,7 +74,7 @@ class GSDevice9 : public GSDeviceDX
{
GSTexture* CreateSurface(int type, int w, int h, bool msaa, int format);
void DoMerge(GSTexture* sTex[2], GSVector4* sr, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c);
void DoMerge(GSTexture* sTex[2], GSVector4* sRect, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c);
void DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool linear, float yoffset = 0);
void DoFXAA(GSTexture* sTex, GSTexture* dTex);
void DoShadeBoost(GSTexture* sTex, GSTexture* dTex);
@ -209,13 +209,13 @@ public:
GSTexture* Resolve(GSTexture* t);
GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format = 0);
GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sRect, int w, int h, int format = 0);
void CopyRect(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r);
void StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, int shader = 0, bool linear = true);
void StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, IDirect3DPixelShader9* ps, const float* ps_cb, int ps_cb_len, bool linear = true);
void StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, IDirect3DPixelShader9* ps, const float* ps_cb, int ps_cb_len, Direct3DBlendState9* bs, bool linear = true);
void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dr, int shader = 0, bool linear = true);
void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dr, IDirect3DPixelShader9* ps, const float* ps_cb, int ps_cb_len, bool linear = true);
void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dr, IDirect3DPixelShader9* ps, const float* ps_cb, int ps_cb_len, Direct3DBlendState9* bs, bool linear = true);
void IASetVertexBuffer(const void* vertex, size_t stride, size_t count);
bool IAMapVertexBuffer(void** vertex, size_t stride, size_t count);
@ -227,7 +227,7 @@ public:
void IASetPrimitiveTopology(D3DPRIMITIVETYPE topology);
void VSSetShader(IDirect3DVertexShader9* vs, const float* vs_cb, int vs_cb_len);
void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1);
void PSSetShaderResource(int i, GSTexture* sr);
void PSSetShaderResource(int i, GSTexture* sRect);
void PSSetShader(IDirect3DPixelShader9* ps, const float* ps_cb, int ps_cb_len);
void PSSetSamplerState(Direct3DSamplerState9* ss);
void OMSetDepthStencilState(Direct3DDepthStencilState9* dss);

View File

@ -29,7 +29,7 @@ class GSDeviceNull : public GSDevice
private:
GSTexture* CreateSurface(int type, int w, int h, bool msaa, int format);
void DoMerge(GSTexture* sTex[2], GSVector4* sr, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c) {}
void DoMerge(GSTexture* sTex[2], GSVector4* sRect, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c) {}
void DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool linear, float yoffset = 0) {}
public:

View File

@ -684,7 +684,7 @@ GSTexture* GSDeviceOGL::CreateOffscreen(int w, int h, int format)
}
// blit a texture into an offscreen buffer
GSTexture* GSDeviceOGL::CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format)
GSTexture* GSDeviceOGL::CopyOffscreen(GSTexture* src, const GSVector4& sRect, int w, int h, int format)
{
ASSERT(src);
ASSERT(format == GL_RGBA8 || format == GL_R16UI);
@ -696,7 +696,7 @@ GSTexture* GSDeviceOGL::CopyOffscreen(GSTexture* src, const GSVector4& sr, int w
GSTexture* dst = CreateOffscreen(w, h, format);
GSVector4 dr(0, 0, w, h);
StretchRect(src, sr, dst, dr, m_convert.ps[format == GL_R16UI ? 1 : 0]);
StretchRect(src, sRect, dst, dr, m_convert.ps[format == GL_R16UI ? 1 : 0]);
return dst;
}
@ -733,17 +733,17 @@ void GSDeviceOGL::CopyRect(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r
GL_POP();
}
void GSDeviceOGL::StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, int shader, bool linear)
void GSDeviceOGL::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dr, int shader, bool linear)
{
StretchRect(sTex, sr, dTex, dr, m_convert.ps[shader], linear);
StretchRect(sTex, sRect, dTex, dr, m_convert.ps[shader], linear);
}
void GSDeviceOGL::StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, GLuint ps, bool linear)
void GSDeviceOGL::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dr, GLuint ps, bool linear)
{
StretchRect(sTex, sr, dTex, dr, ps, m_convert.bs, linear);
StretchRect(sTex, sRect, dTex, dr, ps, m_convert.bs, linear);
}
void GSDeviceOGL::StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, GLuint ps, GSBlendStateOGL* bs, bool linear)
void GSDeviceOGL::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dr, GLuint ps, GSBlendStateOGL* bs, bool linear)
{
if(!sTex || !dTex)
{
@ -801,10 +801,10 @@ void GSDeviceOGL::StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* d
// 1/ consistency between several pass rendering (interlace)
// 2/ in case some GSdx code expect thing in dx order.
// Only flipping the backbuffer is transparent (I hope)...
GSVector4 flip_sr = sr;
GSVector4 flip_sr = sRect;
if (static_cast<GSTextureOGL*>(dTex)->IsBackbuffer()) {
flip_sr.y = sr.w;
flip_sr.w = sr.y;
flip_sr.y = sRect.w;
flip_sr.w = sRect.y;
}
GSVertexPT1 vertices[] =
@ -844,7 +844,7 @@ void GSDeviceOGL::StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* d
GL_POP();
}
void GSDeviceOGL::DoMerge(GSTexture* sTex[2], GSVector4* sr, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c)
void GSDeviceOGL::DoMerge(GSTexture* sTex[2], GSVector4* sRect, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c)
{
GL_PUSH("DoMerge");
@ -854,14 +854,14 @@ void GSDeviceOGL::DoMerge(GSTexture* sTex[2], GSVector4* sr, GSTexture* dTex, GS
if(sTex[1] && !slbg)
{
StretchRect(sTex[1], sr[1], dTex, dr[1], m_merge_obj.ps[0]);
StretchRect(sTex[1], sRect[1], dTex, dr[1], m_merge_obj.ps[0]);
}
if(sTex[0])
{
m_merge_obj.cb->upload(&c.v);
StretchRect(sTex[0], sr[0], dTex, dr[0], m_merge_obj.ps[mmod ? 1 : 0], m_merge_obj.bs);
StretchRect(sTex[0], sRect[0], dTex, dr[0], m_merge_obj.ps[mmod ? 1 : 0], m_merge_obj.bs);
}
GL_POP();
@ -875,7 +875,7 @@ void GSDeviceOGL::DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool
GSVector4 s = GSVector4(dTex->GetSize());
GSVector4 sr(0, 0, 1, 1);
GSVector4 sRect(0, 0, 1, 1);
GSVector4 dr(0.0f, yoffset, s.x, s.y + yoffset);
InterlaceConstantBuffer cb;
@ -885,7 +885,7 @@ void GSDeviceOGL::DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool
m_interlace.cb->upload(&cb);
StretchRect(sTex, sr, dTex, dr, m_interlace.ps[shader], linear);
StretchRect(sTex, sRect, dTex, dr, m_interlace.ps[shader], linear);
GL_POP();
}
@ -909,10 +909,10 @@ void GSDeviceOGL::DoFXAA(GSTexture* sTex, GSTexture* dTex)
GSVector2i s = dTex->GetSize();
GSVector4 sr(0, 0, 1, 1);
GSVector4 sRect(0, 0, 1, 1);
GSVector4 dr(0, 0, s.x, s.y);
StretchRect(sTex, sr, dTex, dr, m_fxaa.ps, true);
StretchRect(sTex, sRect, dTex, dr, m_fxaa.ps, true);
GL_POP();
}
@ -947,7 +947,7 @@ void GSDeviceOGL::DoExternalFX(GSTexture* sTex, GSTexture* dTex)
GSVector2i s = dTex->GetSize();
GSVector4 sr(0, 0, 1, 1);
GSVector4 sRect(0, 0, 1, 1);
GSVector4 dr(0, 0, s.x, s.y);
ExternalFXConstantBuffer cb;
@ -958,7 +958,7 @@ void GSDeviceOGL::DoExternalFX(GSTexture* sTex, GSTexture* dTex)
m_shaderfx.cb->upload(&cb);
StretchRect(sTex, sr, dTex, dr, m_shaderfx.ps, true);
StretchRect(sTex, sRect, dTex, dr, m_shaderfx.ps, true);
GL_POP();
}
@ -971,7 +971,7 @@ void GSDeviceOGL::DoShadeBoost(GSTexture* sTex, GSTexture* dTex)
GSVector2i s = dTex->GetSize();
GSVector4 sr(0, 0, 1, 1);
GSVector4 sRect(0, 0, 1, 1);
GSVector4 dr(0, 0, s.x, s.y);
ShadeBoostConstantBuffer cb;
@ -981,7 +981,7 @@ void GSDeviceOGL::DoShadeBoost(GSTexture* sTex, GSTexture* dTex)
m_shadeboost.cb->upload(&cb);
StretchRect(sTex, sr, dTex, dr, m_shadeboost.ps, true);
StretchRect(sTex, sRect, dTex, dr, m_shadeboost.ps, true);
GL_POP();
}
@ -1058,9 +1058,9 @@ void GSDeviceOGL::IASetPrimitiveTopology(GLenum topology)
m_va->SetTopology(topology);
}
void GSDeviceOGL::PSSetShaderResource(int i, GSTexture* sr)
void GSDeviceOGL::PSSetShaderResource(int i, GSTexture* sRect)
{
GLuint id = sr->GetID();
GLuint id = sRect->GetID();
if (GLState::tex_unit[i] != id) {
GLState::tex_unit[i] = id;
gl_BindTextureUnit(i, id);

View File

@ -536,7 +536,7 @@ class GSDeviceOGL : public GSDevice
GSTexture* CreateSurface(int type, int w, int h, bool msaa, int format);
GSTexture* FetchSurface(int type, int w, int h, bool msaa, int format);
void DoMerge(GSTexture* sTex[2], GSVector4* sr, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c);
void DoMerge(GSTexture* sTex[2], GSVector4* sRect, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c);
void DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool linear, float yoffset = 0);
void DoFXAA(GSTexture* sTex, GSTexture* dTex);
void DoShadeBoost(GSTexture* sTex, GSTexture* dTex);
@ -585,12 +585,12 @@ class GSDeviceOGL : public GSDevice
void InitPrimDateTexture(GSTexture* rt);
void RecycleDateTexture();
GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format = 0);
GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sRect, int w, int h, int format = 0);
void CopyRect(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r);
void StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, int shader = 0, bool linear = true);
void StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, GLuint ps, bool linear = true);
void StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, GLuint ps, GSBlendStateOGL* bs, bool linear = true);
void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dr, int shader = 0, bool linear = true);
void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dr, GLuint ps, bool linear = true);
void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dr, GLuint ps, GSBlendStateOGL* bs, bool linear = true);
void SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm);
@ -600,7 +600,7 @@ class GSDeviceOGL : public GSDevice
void IASetVertexBuffer(const void* vertices, size_t count);
void IASetIndexBuffer(const void* index, size_t count);
void PSSetShaderResource(int i, GSTexture* sr);
void PSSetShaderResource(int i, GSTexture* sRect);
void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1);
void PSSetSamplerState(GLuint ss);

View File

@ -90,7 +90,7 @@ void GSDeviceSW::ClearStencil(GSTexture* t, uint8 c)
Clear(t, c);
}
GSTexture* GSDeviceSW::CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format)
GSTexture* GSDeviceSW::CopyOffscreen(GSTexture* src, const GSVector4& sRect, int w, int h, int format)
{
GSTexture* dst = CreateOffscreen(w, h, format);
@ -207,7 +207,7 @@ public:
}
};
template<class SHADER> static void StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, const SHADER& shader, bool linear)
template<class SHADER> static void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dr, const SHADER& shader, bool linear)
{
GSVector4i r(dr.ceil());
@ -226,7 +226,7 @@ template<class SHADER> static void StretchRect(GSTexture* sTex, const GSVector4&
GSVector2i ssize = sTex->GetSize();
GSVector4 p = dr;
GSVector4 t = sr * GSVector4(ssize).xyxy() * GSVector4((float)0x10000);
GSVector4 t = sRect * GSVector4(ssize).xyxy() * GSVector4((float)0x10000);
GSVector4 tl = p.xyxy(t);
GSVector4 br = p.zwzw(t);
@ -301,13 +301,13 @@ template<class SHADER> static void StretchRect(GSTexture* sTex, const GSVector4&
dTex->Unmap();
}
void GSDeviceSW::StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, int shader, bool linear)
void GSDeviceSW::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dr, int shader, bool linear)
{
// TODO: if dTex == m_backbuffer && m_backbuffer is special
if(shader == 0)
{
if((sr == GSVector4(0, 0, 1, 1) & dr == GSVector4(dTex->GetSize()).zwxy()).alltrue() && sTex->GetSize() == dTex->GetSize())
if((sRect == GSVector4(0, 0, 1, 1) & dr == GSVector4(dTex->GetSize()).zwxy()).alltrue() && sTex->GetSize() == dTex->GetSize())
{
// shortcut
@ -318,13 +318,13 @@ void GSDeviceSW::StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dT
ShaderCopy s;
::StretchRect(sTex, sr, dTex, dr, s, linear);
::StretchRect(sTex, sRect, dTex, dr, s, linear);
}
else if(shader == 1)
{
ShaderAlphaBlend s;
::StretchRect(sTex, sr, dTex, dr, s, linear);
::StretchRect(sTex, sRect, dTex, dr, s, linear);
}
else
{
@ -337,7 +337,7 @@ void GSDeviceSW::PSSetShaderResources(GSTexture* sr0, GSTexture* sr1)
// TODO
}
void GSDeviceSW::PSSetShaderResource(int i, GSTexture* sr)
void GSDeviceSW::PSSetShaderResource(int i, GSTexture* sRect)
{
// TODO
}
@ -349,13 +349,13 @@ void GSDeviceSW::OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector
//
void GSDeviceSW::DoMerge(GSTexture* sTex[2], GSVector4* sr, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c)
void GSDeviceSW::DoMerge(GSTexture* sTex[2], GSVector4* sRect, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c)
{
ClearRenderTarget(dTex, c);
if(sTex[1] && !slbg)
{
StretchRect(sTex[1], sr[1], dTex, dr[1]);
StretchRect(sTex[1], sRect[1], dTex, dr[1]);
}
if(sTex[0])
@ -366,7 +366,7 @@ void GSDeviceSW::DoMerge(GSTexture* sTex[2], GSVector4* sr, GSTexture* dTex, GSV
ShaderAlpha2xBlend s;
::StretchRect(sTex[0], sr[0], dTex, dr[0], s, true);
::StretchRect(sTex[0], sRect[0], dTex, dr[0], s, true);
}
else
{
@ -374,7 +374,7 @@ void GSDeviceSW::DoMerge(GSTexture* sTex[2], GSVector4* sr, GSTexture* dTex, GSV
ShaderFactorBlend s((uint32)(int)(c.a * 255));
::StretchRect(sTex[0], sr[0], dTex, dr[0], s, true);
::StretchRect(sTex[0], sRect[0], dTex, dr[0], s, true);
}
}
@ -385,7 +385,7 @@ void GSDeviceSW::DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool
{
GSVector4 s = GSVector4(dTex->GetSize());
GSVector4 sr(0, 0, 1, 1);
GSVector4 sRect(0, 0, 1, 1);
GSVector4 dr(0.0f, yoffset, s.x, s.y + yoffset);
if(shader == 0 || shader == 1)
@ -398,7 +398,7 @@ void GSDeviceSW::DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool
}
else if(shader == 3)
{
StretchRect(sTex, sr, dTex, dr, 0, linear);
StretchRect(sTex, sRect, dTex, dr, 0, linear);
}
else
{

View File

@ -28,7 +28,7 @@ class GSDeviceSW : public GSDevice
{
GSTexture* CreateSurface(int type, int w, int h, bool msaa, int format);
void DoMerge(GSTexture* sTex[2], GSVector4* sr, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c);
void DoMerge(GSTexture* sTex[2], GSVector4* sRect, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c);
void DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool linear, float yoffset = 0);
void Clear(GSTexture* t, uint32 c);
@ -50,13 +50,13 @@ public:
void ClearDepth(GSTexture* t, float c);
void ClearStencil(GSTexture* t, uint8 c);
GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format = 0);
GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sRect, int w, int h, int format = 0);
void CopyRect(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r);
void StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, int shader = 0, bool linear = true);
void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dr, int shader = 0, bool linear = true);
void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1);
void PSSetShaderResource(int i, GSTexture* sr);
void PSSetShaderResource(int i, GSTexture* sRect);
void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL);
};

View File

@ -962,9 +962,9 @@ void GSRasterizer::DrawEdge(const GSVertexSW& v0, const GSVertexSW& v1, const GS
else
{
GSVector4 lrf = v0.p.xxxx(v1.p).ceil(); // l l r r
GSVector4 lrmax = lrf.max(m_fscissor_x); // max(l, sl) max(l, sr) max(r, sl) max(r, sr)
GSVector4 lrmin = lrf.min(m_fscissor_x); // min(l, sl) min(l, sr) min(r, sl) min(r, sr)
GSVector4i lr = GSVector4i(lrmax.xzyw(lrmin)); // max(l, sl) max(r, sl) min(l, sr) min(r, sr)
GSVector4 lrmax = lrf.max(m_fscissor_x); // max(l, sl) max(l, sRect) max(r, sl) max(r, sRect)
GSVector4 lrmin = lrf.min(m_fscissor_x); // min(l, sl) min(l, sRect) min(r, sl) min(r, sRect)
GSVector4i lr = GSVector4i(lrmax.xzyw(lrmin)); // max(l, sl) max(r, sl) min(l, sRect) min(r, sRect)
int left, right;
@ -973,7 +973,7 @@ void GSRasterizer::DrawEdge(const GSVertexSW& v0, const GSVertexSW& v1, const GS
if((dv.p >= GSVector4::zero()).mask() & 1)
{
left = lr.extract32<0>(); // max(l, sl)
right = lr.extract32<3>(); // min(r, sr)
right = lr.extract32<3>(); // min(r, sRect)
if(left >= right) return;
@ -985,7 +985,7 @@ void GSRasterizer::DrawEdge(const GSVertexSW& v0, const GSVertexSW& v1, const GS
else
{
left = lr.extract32<1>(); // max(r, sl)
right = lr.extract32<2>(); // min(l, sr)
right = lr.extract32<2>(); // min(l, sRect)
if(left >= right) return;

View File

@ -703,10 +703,10 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
// int sx = off % sw;
// int sy = off / sw;
// GSVector4 sr = GSVector4(GSVector4i(sx, sy).xyxy() + br) * scale / size;
// GSVector4 sRect = GSVector4(GSVector4i(sx, sy).xyxy() + br) * scale / size;
// GSVector4 dr = GSVector4(GSVector4i(dx, dy).xyxy() + br) * scale;
// m_renderer->m_dev->StretchRect(dst->m_texture, sr, src->m_texture, dr);
// m_renderer->m_dev->StretchRect(dst->m_texture, sRect, src->m_texture, dr);
// // TODO: this is quite a lot of StretchRect, do it with one Draw
// }
@ -742,7 +742,7 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
h = dstsize.y;
}
GSVector4 sr(0, 0, w, h);
GSVector4 sRect(0, 0, w, h);
GSTexture* sTex = src->m_texture ? src->m_texture : dst->m_texture;
GSTexture* dTex = m_renderer->m_dev->CreateRenderTarget(w, h, false);
@ -757,16 +757,16 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
src->m_texture = dTex;
}
if((sr == dr).alltrue())
if((sRect == dr).alltrue())
{
m_renderer->m_dev->CopyRect(sTex, dTex, GSVector4i(0, 0, w, h));
}
else
{
sr.z /= sTex->GetWidth();
sr.w /= sTex->GetHeight();
sRect.z /= sTex->GetWidth();
sRect.w /= sTex->GetHeight();
m_renderer->m_dev->StretchRect(sTex, sr, dTex, dr);
m_renderer->m_dev->StretchRect(sTex, sRect, dTex, dr);
}
if(dTex != src->m_texture)