gsdx: sed /dt/dTex/

This commit is contained in:
Gregory Hainaut 2015-05-15 20:43:57 +02:00
parent d870188d21
commit 6a9e425308
14 changed files with 166 additions and 166 deletions

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@ -122,9 +122,9 @@ void GSDevice::Present(const GSVector4i& r, int shader)
GL_POP();
}
void GSDevice::Present(GSTexture* st, GSTexture* dt, const GSVector4& dr, int shader)
void GSDevice::Present(GSTexture* st, GSTexture* dTex, const GSVector4& dr, int shader)
{
StretchRect(st, dt, dr, shader);
StretchRect(st, dTex, dr, shader);
}
GSTexture* GSDevice::FetchSurface(int type, int w, int h, bool msaa, int format)
@ -207,9 +207,9 @@ GSTexture* GSDevice::CreateOffscreen(int w, int h, int format)
return FetchSurface(GSTexture::Offscreen, w, h, false, format);
}
void GSDevice::StretchRect(GSTexture* st, GSTexture* dt, const GSVector4& dr, int shader, bool linear)
void GSDevice::StretchRect(GSTexture* st, GSTexture* dTex, const GSVector4& dr, int shader, bool linear)
{
StretchRect(st, GSVector4(0, 0, 1, 1), dt, dr, shader, linear);
StretchRect(st, GSVector4(0, 0, 1, 1), dTex, dr, shader, linear);
}
GSTexture* GSDevice::GetCurrent()

View File

@ -100,11 +100,11 @@ 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* st[2], GSVector4* sr, GSTexture* dt, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c) = 0;
virtual void DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset) = 0;
virtual void DoFXAA(GSTexture* st, GSTexture* dt) {}
virtual void DoShadeBoost(GSTexture* st, GSTexture* dt) {}
virtual void DoExternalFX(GSTexture* st, GSTexture* dt) {}
virtual void DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c) = 0;
virtual void DoInterlace(GSTexture* st, GSTexture* dTex, int shader, bool linear, float yoffset) = 0;
virtual void DoFXAA(GSTexture* st, GSTexture* dTex) {}
virtual void DoShadeBoost(GSTexture* st, GSTexture* dTex) {}
virtual void DoExternalFX(GSTexture* st, GSTexture* dTex) {}
public:
GSDevice();
@ -118,7 +118,7 @@ public:
virtual bool Reset(int w, int h);
virtual bool IsLost(bool update = false) {return false;}
virtual void Present(const GSVector4i& r, int shader);
virtual void Present(GSTexture* st, GSTexture* dt, const GSVector4& dr, int shader = 0);
virtual void Present(GSTexture* st, GSTexture* dTex, const GSVector4& dr, int shader = 0);
virtual void Flip() {}
virtual void SetVSync(bool enable) {m_vsync = enable;}
@ -143,10 +143,10 @@ public:
virtual GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format = 0) {return NULL;}
virtual void CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r) {}
virtual void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, int shader = 0, bool linear = true) {}
virtual void CopyRect(GSTexture* st, GSTexture* dTex, const GSVector4i& r) {}
virtual void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, int shader = 0, bool linear = true) {}
void StretchRect(GSTexture* st, GSTexture* dt, const GSVector4& dr, int shader = 0, bool linear = true);
void StretchRect(GSTexture* st, 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) {}

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@ -605,9 +605,9 @@ GSTexture* GSDevice11::CopyOffscreen(GSTexture* src, const GSVector4& sr, int w,
return dst;
}
void GSDevice11::CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r)
void GSDevice11::CopyRect(GSTexture* st, GSTexture* dTex, const GSVector4i& r)
{
if(!st || !dt)
if(!st || !dTex)
{
ASSERT(0);
return;
@ -615,22 +615,22 @@ void GSDevice11::CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r)
D3D11_BOX box = {r.left, r.top, 0, r.right, r.bottom, 1};
m_ctx->CopySubresourceRegion(*(GSTexture11*)dt, 0, 0, 0, 0, *(GSTexture11*)st, 0, &box);
m_ctx->CopySubresourceRegion(*(GSTexture11*)dTex, 0, 0, 0, 0, *(GSTexture11*)st, 0, &box);
}
void GSDevice11::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, int shader, bool linear)
void GSDevice11::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, int shader, bool linear)
{
StretchRect(st, sr, dt, dr, m_convert.ps[shader], NULL, linear);
StretchRect(st, sr, dTex, dr, m_convert.ps[shader], NULL, linear);
}
void GSDevice11::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, bool linear)
void GSDevice11::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, bool linear)
{
StretchRect(st, sr, dt, dr, ps, ps_cb, m_convert.bs, linear);
StretchRect(st, sr, dTex, dr, ps, ps_cb, m_convert.bs, linear);
}
void GSDevice11::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, ID3D11BlendState* bs, bool linear)
void GSDevice11::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, ID3D11BlendState* bs, bool linear)
{
if(!st || !dt)
if(!st || !dTex)
{
ASSERT(0);
return;
@ -638,13 +638,13 @@ void GSDevice11::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt,
BeginScene();
GSVector2i ds = dt->GetSize();
GSVector2i ds = dTex->GetSize();
// om
OMSetDepthStencilState(m_convert.dss, 0);
OMSetBlendState(bs, 0);
OMSetRenderTargets(dt, NULL);
OMSetRenderTargets(dTex, NULL);
// ia
@ -702,26 +702,26 @@ void GSDevice11::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt,
PSSetShaderResources(NULL, NULL);
}
void GSDevice11::DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dt, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c)
void GSDevice11::DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c)
{
ClearRenderTarget(dt, c);
ClearRenderTarget(dTex, c);
if(st[1] && !slbg)
{
StretchRect(st[1], sr[1], dt, dr[1], m_merge.ps[0], NULL, true);
StretchRect(st[1], sr[1], dTex, dr[1], m_merge.ps[0], NULL, true);
}
if(st[0])
{
m_ctx->UpdateSubresource(m_merge.cb, 0, NULL, &c, 0, 0);
StretchRect(st[0], sr[0], dt, dr[0], m_merge.ps[mmod ? 1 : 0], m_merge.cb, m_merge.bs, true);
StretchRect(st[0], sr[0], dTex, dr[0], m_merge.ps[mmod ? 1 : 0], m_merge.cb, m_merge.bs, true);
}
}
void GSDevice11::DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset)
void GSDevice11::DoInterlace(GSTexture* st, GSTexture* dTex, int shader, bool linear, float yoffset)
{
GSVector4 s = GSVector4(dt->GetSize());
GSVector4 s = GSVector4(dTex->GetSize());
GSVector4 sr(0, 0, 1, 1);
GSVector4 dr(0.0f, yoffset, s.x, s.y + yoffset);
@ -733,7 +733,7 @@ void GSDevice11::DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool line
m_ctx->UpdateSubresource(m_interlace.cb, 0, NULL, &cb, 0, 0);
StretchRect(st, sr, dt, dr, m_interlace.ps[shader], m_interlace.cb, linear);
StretchRect(st, sr, dTex, dr, m_interlace.ps[shader], m_interlace.cb, linear);
}
//Included an init function for this also. Just to be safe.
@ -751,9 +751,9 @@ void GSDevice11::InitExternalFX()
}
}
void GSDevice11::DoExternalFX(GSTexture* st, GSTexture* dt)
void GSDevice11::DoExternalFX(GSTexture* st, GSTexture* dTex)
{
GSVector2i s = dt->GetSize();
GSVector2i s = dTex->GetSize();
GSVector4 sr(0, 0, 1, 1);
GSVector4 dr(0, 0, s.x, s.y);
@ -768,7 +768,7 @@ void GSDevice11::DoExternalFX(GSTexture* st, GSTexture* dt)
m_ctx->UpdateSubresource(m_shaderfx.cb, 0, NULL, &cb, 0, 0);
StretchRect(st, sr, dt, dr, m_shaderfx.ps, m_shaderfx.cb, true);
StretchRect(st, sr, dTex, dr, m_shaderfx.ps, m_shaderfx.cb, true);
}
// This shouldn't be necessary, we have some bug corrupting memory
@ -787,9 +787,9 @@ void GSDevice11::InitFXAA()
}
}
void GSDevice11::DoFXAA(GSTexture* st, GSTexture* dt)
void GSDevice11::DoFXAA(GSTexture* st, GSTexture* dTex)
{
GSVector2i s = dt->GetSize();
GSVector2i s = dTex->GetSize();
GSVector4 sr(0, 0, 1, 1);
GSVector4 dr(0, 0, s.x, s.y);
@ -803,15 +803,15 @@ void GSDevice11::DoFXAA(GSTexture* st, GSTexture* dt)
m_ctx->UpdateSubresource(m_fxaa.cb, 0, NULL, &cb, 0, 0);
StretchRect(st, sr, dt, dr, m_fxaa.ps, m_fxaa.cb, true);
StretchRect(st, sr, dTex, dr, m_fxaa.ps, m_fxaa.cb, true);
//st->Save("c:\\temp1\\1.bmp");
//dt->Save("c:\\temp1\\2.bmp");
//dTex->Save("c:\\temp1\\2.bmp");
}
void GSDevice11::DoShadeBoost(GSTexture* st, GSTexture* dt)
void GSDevice11::DoShadeBoost(GSTexture* st, GSTexture* dTex)
{
GSVector2i s = dt->GetSize();
GSVector2i s = dTex->GetSize();
GSVector4 sr(0, 0, 1, 1);
GSVector4 dr(0, 0, s.x, s.y);
@ -823,7 +823,7 @@ void GSDevice11::DoShadeBoost(GSTexture* st, GSTexture* dt)
m_ctx->UpdateSubresource(m_shadeboost.cb, 0, NULL, &cb, 0, 0);
StretchRect(st, sr, dt, dr, m_shadeboost.ps, m_shadeboost.cb, true);
StretchRect(st, sr, dTex, dr, m_shadeboost.ps, m_shadeboost.cb, true);
}
void GSDevice11::SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm)

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@ -34,11 +34,11 @@ class GSDevice11 : public GSDeviceDX
{
GSTexture* CreateSurface(int type, int w, int h, bool msaa, int format);
void DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dt, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c);
void DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset = 0);
void DoFXAA(GSTexture* st, GSTexture* dt);
void DoShadeBoost(GSTexture* st, GSTexture* dt);
void DoExternalFX(GSTexture* st, GSTexture* dt);
void DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c);
void DoInterlace(GSTexture* st, GSTexture* dTex, int shader, bool linear, float yoffset = 0);
void DoFXAA(GSTexture* st, GSTexture* dTex);
void DoShadeBoost(GSTexture* st, GSTexture* dTex);
void DoExternalFX(GSTexture* st, GSTexture* dTex);
void InitExternalFX();
void InitFXAA(); // Bug workaround! Stack corruption? Heap corruption? No idea
@ -186,11 +186,11 @@ public:
GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format = 0);
void CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r);
void CopyRect(GSTexture* st, GSTexture* dTex, const GSVector4i& r);
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, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, bool linear = true);
void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, ID3D11BlendState* bs, bool linear = true);
void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, int shader = 0, bool linear = true);
void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, bool linear = true);
void StretchRect(GSTexture* st, const GSVector4& sr, 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);

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@ -808,30 +808,30 @@ GSTexture* GSDevice9::CopyOffscreen(GSTexture* src, const GSVector4& sr, int w,
return dst;
}
void GSDevice9::CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r)
void GSDevice9::CopyRect(GSTexture* st, GSTexture* dTex, const GSVector4i& r)
{
if(!st || !dt)
if(!st || !dTex)
{
ASSERT(0);
return;
}
m_dev->StretchRect(*(GSTexture9*)st, r, *(GSTexture9*)dt, r, D3DTEXF_NONE);
m_dev->StretchRect(*(GSTexture9*)st, r, *(GSTexture9*)dTex, r, D3DTEXF_NONE);
}
void GSDevice9::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, int shader, bool linear)
void GSDevice9::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, int shader, bool linear)
{
StretchRect(st, sr, dt, dr, m_convert.ps[shader], NULL, 0, linear);
StretchRect(st, sr, dTex, dr, m_convert.ps[shader], NULL, 0, linear);
}
void GSDevice9::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, IDirect3DPixelShader9* ps, const float* ps_cb, int ps_cb_len, bool linear)
void GSDevice9::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, IDirect3DPixelShader9* ps, const float* ps_cb, int ps_cb_len, bool linear)
{
StretchRect(st, sr, dt, dr, ps, ps_cb, ps_cb_len, &m_convert.bs, linear);
StretchRect(st, sr, dTex, dr, ps, ps_cb, ps_cb_len, &m_convert.bs, linear);
}
void GSDevice9::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)
void GSDevice9::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, IDirect3DPixelShader9* ps, const float* ps_cb, int ps_cb_len, Direct3DBlendState9* bs, bool linear)
{
if(!st || !dt)
if(!st || !dTex)
{
ASSERT(0);
return;
@ -839,13 +839,13 @@ void GSDevice9::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, c
BeginScene();
GSVector2i ds = dt->GetSize();
GSVector2i ds = dTex->GetSize();
// om
OMSetDepthStencilState(&m_convert.dss);
OMSetBlendState(bs, 0);
OMSetRenderTargets(dt, NULL);
OMSetRenderTargets(dTex, NULL);
// ia
@ -891,13 +891,13 @@ void GSDevice9::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, c
EndScene();
}
void GSDevice9::DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dt, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c)
void GSDevice9::DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c)
{
ClearRenderTarget(dt, c);
ClearRenderTarget(dTex, c);
if(st[1] && !slbg)
{
StretchRect(st[1], sr[1], dt, dr[1], m_merge.ps[0], NULL, true);
StretchRect(st[1], sr[1], dTex, dr[1], m_merge.ps[0], NULL, true);
}
if(st[0])
@ -906,13 +906,13 @@ void GSDevice9::DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dt, GSVector
cb.BGColor = c;
StretchRect(st[0], sr[0], dt, dr[0], m_merge.ps[mmod ? 1 : 0], (const float*)&cb, 1, &m_merge.bs, true);
StretchRect(st[0], sr[0], dTex, dr[0], m_merge.ps[mmod ? 1 : 0], (const float*)&cb, 1, &m_merge.bs, true);
}
}
void GSDevice9::DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset)
void GSDevice9::DoInterlace(GSTexture* st, GSTexture* dTex, int shader, bool linear, float yoffset)
{
GSVector4 s = GSVector4(dt->GetSize());
GSVector4 s = GSVector4(dTex->GetSize());
GSVector4 sr(0, 0, 1, 1);
GSVector4 dr(0.0f, yoffset, s.x, s.y + yoffset);
@ -922,7 +922,7 @@ void GSDevice9::DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linea
cb.ZrH = GSVector2(0, 1.0f / s.y);
cb.hH = (float)s.y / 2;
StretchRect(st, sr, dt, dr, m_interlace.ps[shader], (const float*)&cb, 1, linear);
StretchRect(st, sr, dTex, dr, m_interlace.ps[shader], (const float*)&cb, 1, linear);
}
void GSDevice9::InitExternalFX()
@ -939,9 +939,9 @@ void GSDevice9::InitExternalFX()
}
}
void GSDevice9::DoExternalFX(GSTexture* st, GSTexture* dt)
void GSDevice9::DoExternalFX(GSTexture* st, GSTexture* dTex)
{
GSVector2i s = dt->GetSize();
GSVector2i s = dTex->GetSize();
GSVector4 sr(0, 0, 1, 1);
GSVector4 dr(0, 0, s.x, s.y);
@ -954,7 +954,7 @@ void GSDevice9::DoExternalFX(GSTexture* st, GSTexture* dt)
cb.rcpFrame = GSVector4(1.0f / s.x, 1.0f / s.y, 0.0f, 0.0f);
cb.rcpFrameOpt = GSVector4::zero();
StretchRect(st, sr, dt, dr, m_shaderfx.ps, (const float*)&cb, 2, true);
StretchRect(st, sr, dTex, dr, m_shaderfx.ps, (const float*)&cb, 2, true);
}
void GSDevice9::InitFXAA()
@ -971,9 +971,9 @@ void GSDevice9::InitFXAA()
}
}
void GSDevice9::DoFXAA(GSTexture* st, GSTexture* dt)
void GSDevice9::DoFXAA(GSTexture* st, GSTexture* dTex)
{
GSVector2i s = dt->GetSize();
GSVector2i s = dTex->GetSize();
GSVector4 sr(0, 0, 1, 1);
GSVector4 dr(0, 0, s.x, s.y);
@ -985,12 +985,12 @@ void GSDevice9::DoFXAA(GSTexture* st, GSTexture* dt)
cb.rcpFrame = GSVector4(1.0f / s.x, 1.0f / s.y, 0.0f, 0.0f);
cb.rcpFrameOpt = GSVector4::zero();
StretchRect(st, sr, dt, dr, m_fxaa.ps, (const float*)&cb, 2, true);
StretchRect(st, sr, dTex, dr, m_fxaa.ps, (const float*)&cb, 2, true);
}
void GSDevice9::DoShadeBoost(GSTexture* st, GSTexture* dt)
void GSDevice9::DoShadeBoost(GSTexture* st, GSTexture* dTex)
{
GSVector2i s = dt->GetSize();
GSVector2i s = dTex->GetSize();
GSVector4 sr(0, 0, 1, 1);
GSVector4 dr(0, 0, s.x, s.y);
@ -1000,7 +1000,7 @@ void GSDevice9::DoShadeBoost(GSTexture* st, GSTexture* dt)
cb.rcpFrame = GSVector4(1.0f / s.x, 1.0f / s.y, 0.0f, 0.0f);
cb.rcpFrameOpt = GSVector4::zero();
StretchRect(st, sr, dt, dr, m_shadeboost.ps, (const float*)&cb, 1, true);
StretchRect(st, sr, dTex, dr, m_shadeboost.ps, (const float*)&cb, 1, true);
}
void GSDevice9::SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm)

View File

@ -74,11 +74,11 @@ class GSDevice9 : public GSDeviceDX
{
GSTexture* CreateSurface(int type, int w, int h, bool msaa, int format);
void DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dt, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c);
void DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset = 0);
void DoFXAA(GSTexture* st, GSTexture* dt);
void DoShadeBoost(GSTexture* st, GSTexture* dt);
void DoExternalFX(GSTexture* st, GSTexture* dt);
void DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c);
void DoInterlace(GSTexture* st, GSTexture* dTex, int shader, bool linear, float yoffset = 0);
void DoFXAA(GSTexture* st, GSTexture* dTex);
void DoShadeBoost(GSTexture* st, GSTexture* dTex);
void DoExternalFX(GSTexture* st, GSTexture* dTex);
void InitExternalFX();
void InitFXAA();
@ -211,11 +211,11 @@ public:
GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format = 0);
void CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r);
void CopyRect(GSTexture* st, GSTexture* dTex, const GSVector4i& r);
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 StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, int shader = 0, bool linear = true);
void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, IDirect3DPixelShader9* ps, const float* ps_cb, int ps_cb_len, bool linear = true);
void StretchRect(GSTexture* st, const GSVector4& sr, 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);

View File

@ -29,8 +29,8 @@ class GSDeviceNull : public GSDevice
private:
GSTexture* CreateSurface(int type, int w, int h, bool msaa, int format);
void DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dt, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c) {}
void DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset = 0) {}
void DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c) {}
void DoInterlace(GSTexture* st, GSTexture* dTex, int shader, bool linear, float yoffset = 0) {}
public:
GSDeviceNull() {}

View File

@ -702,12 +702,12 @@ GSTexture* GSDeviceOGL::CopyOffscreen(GSTexture* src, const GSVector4& sr, int w
}
// Copy a sub part of a texture into another
void GSDeviceOGL::CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r)
void GSDeviceOGL::CopyRect(GSTexture* st, GSTexture* dTex, const GSVector4i& r)
{
ASSERT(st && dt);
ASSERT(st && dTex);
const GLuint& sid = st->GetID();
const GLuint& did = dt->GetID();
const GLuint& did = dTex->GetID();
#ifdef ENABLE_OGL_DEBUG
GL_PUSH(format("CopyRect from %d to %d", sid, did).c_str());
@ -733,25 +733,25 @@ void GSDeviceOGL::CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r)
GL_POP();
}
void GSDeviceOGL::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, int shader, bool linear)
void GSDeviceOGL::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, int shader, bool linear)
{
StretchRect(st, sr, dt, dr, m_convert.ps[shader], linear);
StretchRect(st, sr, dTex, dr, m_convert.ps[shader], linear);
}
void GSDeviceOGL::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, GLuint ps, bool linear)
void GSDeviceOGL::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, GLuint ps, bool linear)
{
StretchRect(st, sr, dt, dr, ps, m_convert.bs, linear);
StretchRect(st, sr, dTex, dr, ps, m_convert.bs, linear);
}
void GSDeviceOGL::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, GLuint ps, GSBlendStateOGL* bs, bool linear)
void GSDeviceOGL::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, GLuint ps, GSBlendStateOGL* bs, bool linear)
{
if(!st || !dt)
if(!st || !dTex)
{
ASSERT(0);
return;
}
GL_PUSH(format("StretchRect from %d to %d", st->GetID(), dt->GetID()).c_str());
GL_PUSH(format("StretchRect from %d to %d", st->GetID(), dTex->GetID()).c_str());
// ************************************
// Init
@ -759,7 +759,7 @@ void GSDeviceOGL::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt,
BeginScene();
GSVector2i ds = dt->GetSize();
GSVector2i ds = dTex->GetSize();
// WARNING: setup of the program must be done first. So you can setup
// 1/ subroutine uniform
@ -775,7 +775,7 @@ void GSDeviceOGL::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt,
OMSetDepthStencilState(m_convert.dss, 0);
OMSetBlendState(bs, 0);
OMSetRenderTargets(dt, NULL);
OMSetRenderTargets(dTex, NULL);
OMSetColorMaskState();
// ************************************
@ -802,7 +802,7 @@ void GSDeviceOGL::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt,
// 2/ in case some GSdx code expect thing in dx order.
// Only flipping the backbuffer is transparent (I hope)...
GSVector4 flip_sr = sr;
if (static_cast<GSTextureOGL*>(dt)->IsBackbuffer()) {
if (static_cast<GSTextureOGL*>(dTex)->IsBackbuffer()) {
flip_sr.y = sr.w;
flip_sr.w = sr.y;
}
@ -844,36 +844,36 @@ void GSDeviceOGL::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt,
GL_POP();
}
void GSDeviceOGL::DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dt, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c)
void GSDeviceOGL::DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c)
{
GL_PUSH("DoMerge");
OMSetColorMaskState();
ClearRenderTarget(dt, c);
ClearRenderTarget(dTex, c);
if(st[1] && !slbg)
{
StretchRect(st[1], sr[1], dt, dr[1], m_merge_obj.ps[0]);
StretchRect(st[1], sr[1], dTex, dr[1], m_merge_obj.ps[0]);
}
if(st[0])
{
m_merge_obj.cb->upload(&c.v);
StretchRect(st[0], sr[0], dt, dr[0], m_merge_obj.ps[mmod ? 1 : 0], m_merge_obj.bs);
StretchRect(st[0], sr[0], dTex, dr[0], m_merge_obj.ps[mmod ? 1 : 0], m_merge_obj.bs);
}
GL_POP();
}
void GSDeviceOGL::DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset)
void GSDeviceOGL::DoInterlace(GSTexture* st, GSTexture* dTex, int shader, bool linear, float yoffset)
{
GL_PUSH("DoInterlace");
OMSetColorMaskState();
GSVector4 s = GSVector4(dt->GetSize());
GSVector4 s = GSVector4(dTex->GetSize());
GSVector4 sr(0, 0, 1, 1);
GSVector4 dr(0.0f, yoffset, s.x, s.y + yoffset);
@ -885,12 +885,12 @@ void GSDeviceOGL::DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool lin
m_interlace.cb->upload(&cb);
StretchRect(st, sr, dt, dr, m_interlace.ps[shader], linear);
StretchRect(st, sr, dTex, dr, m_interlace.ps[shader], linear);
GL_POP();
}
void GSDeviceOGL::DoFXAA(GSTexture* st, GSTexture* dt)
void GSDeviceOGL::DoFXAA(GSTexture* st, GSTexture* dTex)
{
// Lazy compile
if (!m_fxaa.ps) {
@ -907,17 +907,17 @@ void GSDeviceOGL::DoFXAA(GSTexture* st, GSTexture* dt)
OMSetColorMaskState();
GSVector2i s = dt->GetSize();
GSVector2i s = dTex->GetSize();
GSVector4 sr(0, 0, 1, 1);
GSVector4 dr(0, 0, s.x, s.y);
StretchRect(st, sr, dt, dr, m_fxaa.ps, true);
StretchRect(st, sr, dTex, dr, m_fxaa.ps, true);
GL_POP();
}
void GSDeviceOGL::DoExternalFX(GSTexture* st, GSTexture* dt)
void GSDeviceOGL::DoExternalFX(GSTexture* st, GSTexture* dTex)
{
// Lazy compile
if (!m_shaderfx.ps) {
@ -945,7 +945,7 @@ void GSDeviceOGL::DoExternalFX(GSTexture* st, GSTexture* dt)
OMSetColorMaskState();
GSVector2i s = dt->GetSize();
GSVector2i s = dTex->GetSize();
GSVector4 sr(0, 0, 1, 1);
GSVector4 dr(0, 0, s.x, s.y);
@ -958,18 +958,18 @@ void GSDeviceOGL::DoExternalFX(GSTexture* st, GSTexture* dt)
m_shaderfx.cb->upload(&cb);
StretchRect(st, sr, dt, dr, m_shaderfx.ps, true);
StretchRect(st, sr, dTex, dr, m_shaderfx.ps, true);
GL_POP();
}
void GSDeviceOGL::DoShadeBoost(GSTexture* st, GSTexture* dt)
void GSDeviceOGL::DoShadeBoost(GSTexture* st, GSTexture* dTex)
{
GL_PUSH("DoShadeBoost");
OMSetColorMaskState();
GSVector2i s = dt->GetSize();
GSVector2i s = dTex->GetSize();
GSVector4 sr(0, 0, 1, 1);
GSVector4 dr(0, 0, s.x, s.y);
@ -981,7 +981,7 @@ void GSDeviceOGL::DoShadeBoost(GSTexture* st, GSTexture* dt)
m_shadeboost.cb->upload(&cb);
StretchRect(st, sr, dt, dr, m_shadeboost.ps, true);
StretchRect(st, sr, dTex, dr, m_shadeboost.ps, true);
GL_POP();
}

View File

@ -536,11 +536,11 @@ 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* st[2], GSVector4* sr, GSTexture* dt, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c);
void DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset = 0);
void DoFXAA(GSTexture* st, GSTexture* dt);
void DoShadeBoost(GSTexture* st, GSTexture* dt);
void DoExternalFX(GSTexture* st, GSTexture* dt);
void DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c);
void DoInterlace(GSTexture* st, GSTexture* dTex, int shader, bool linear, float yoffset = 0);
void DoFXAA(GSTexture* st, GSTexture* dTex);
void DoShadeBoost(GSTexture* st, GSTexture* dTex);
void DoExternalFX(GSTexture* st, GSTexture* dTex);
void OMAttachRt(GSTextureOGL* rt = NULL);
void OMAttachDs(GSTextureOGL* ds = NULL);
@ -587,10 +587,10 @@ class GSDeviceOGL : public GSDevice
GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format = 0);
void CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r);
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, GLuint ps, bool linear = true);
void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, GLuint ps, GSBlendStateOGL* bs, bool linear = true);
void CopyRect(GSTexture* st, GSTexture* dTex, const GSVector4i& r);
void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, int shader = 0, bool linear = true);
void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, GLuint ps, bool linear = true);
void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, GLuint ps, GSBlendStateOGL* bs, bool linear = true);
void SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm);

View File

@ -102,13 +102,13 @@ GSTexture* GSDeviceSW::CopyOffscreen(GSTexture* src, const GSVector4& sr, int w,
return dst;
}
void GSDeviceSW::CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r)
void GSDeviceSW::CopyRect(GSTexture* st, GSTexture* dTex, const GSVector4i& r)
{
GSTexture::GSMap m;
if(st->Map(m, &r))
{
dt->Update(r, m.bits, m.pitch);
dTex->Update(r, m.bits, m.pitch);
st->Unmap();
}
@ -207,21 +207,21 @@ public:
}
};
template<class SHADER> static void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, const SHADER& shader, bool linear)
template<class SHADER> static void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, const SHADER& shader, bool linear)
{
GSVector4i r(dr.ceil());
r = r.rintersect(GSVector4i(dt->GetSize()).zwxy());
r = r.rintersect(GSVector4i(dTex->GetSize()).zwxy());
if(r.rempty()) return;
GSTexture::GSMap dm;
if(!dt->Map(dm, &r)) return;
if(!dTex->Map(dm, &r)) return;
GSTexture::GSMap sm;
if(!st->Map(sm, NULL)) {dt->Unmap(); return;}
if(!st->Map(sm, NULL)) {dTex->Unmap(); return;}
GSVector2i ssize = st->GetSize();
@ -298,33 +298,33 @@ template<class SHADER> static void StretchRect(GSTexture* st, const GSVector4& s
}
st->Unmap();
dt->Unmap();
dTex->Unmap();
}
void GSDeviceSW::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, int shader, bool linear)
void GSDeviceSW::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, int shader, bool linear)
{
// TODO: if dt == m_backbuffer && m_backbuffer is special
// TODO: if dTex == m_backbuffer && m_backbuffer is special
if(shader == 0)
{
if((sr == GSVector4(0, 0, 1, 1) & dr == GSVector4(dt->GetSize()).zwxy()).alltrue() && st->GetSize() == dt->GetSize())
if((sr == GSVector4(0, 0, 1, 1) & dr == GSVector4(dTex->GetSize()).zwxy()).alltrue() && st->GetSize() == dTex->GetSize())
{
// shortcut
CopyRect(st, dt, GSVector4i(dt->GetSize()).zwxy());
CopyRect(st, dTex, GSVector4i(dTex->GetSize()).zwxy());
return;
}
ShaderCopy s;
::StretchRect(st, sr, dt, dr, s, linear);
::StretchRect(st, sr, dTex, dr, s, linear);
}
else if(shader == 1)
{
ShaderAlphaBlend s;
::StretchRect(st, sr, dt, dr, s, linear);
::StretchRect(st, sr, dTex, dr, s, linear);
}
else
{
@ -349,13 +349,13 @@ void GSDeviceSW::OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector
//
void GSDeviceSW::DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dt, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c)
void GSDeviceSW::DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c)
{
ClearRenderTarget(dt, c);
ClearRenderTarget(dTex, c);
if(st[1] && !slbg)
{
StretchRect(st[1], sr[1], dt, dr[1]);
StretchRect(st[1], sr[1], dTex, dr[1]);
}
if(st[0])
@ -366,7 +366,7 @@ void GSDeviceSW::DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dt, GSVecto
ShaderAlpha2xBlend s;
::StretchRect(st[0], sr[0], dt, dr[0], s, true);
::StretchRect(st[0], sr[0], dTex, dr[0], s, true);
}
else
{
@ -374,23 +374,23 @@ void GSDeviceSW::DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dt, GSVecto
ShaderFactorBlend s((uint32)(int)(c.a * 255));
::StretchRect(st[0], sr[0], dt, dr[0], s, true);
::StretchRect(st[0], sr[0], dTex, dr[0], s, true);
}
}
// dt->Save("c:\\1.bmp");
// dTex->Save("c:\\1.bmp");
}
void GSDeviceSW::DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset)
void GSDeviceSW::DoInterlace(GSTexture* st, GSTexture* dTex, int shader, bool linear, float yoffset)
{
GSVector4 s = GSVector4(dt->GetSize());
GSVector4 s = GSVector4(dTex->GetSize());
GSVector4 sr(0, 0, 1, 1);
GSVector4 dr(0.0f, yoffset, s.x, s.y + yoffset);
if(shader == 0 || shader == 1)
{
// TODO: 0/1 => update even/odd lines of dt
// TODO: 0/1 => update even/odd lines of dTex
}
else if(shader == 2)
{
@ -398,7 +398,7 @@ void GSDeviceSW::DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool line
}
else if(shader == 3)
{
StretchRect(st, sr, dt, dr, 0, linear);
StretchRect(st, sr, dTex, dr, 0, linear);
}
else
{

View File

@ -28,8 +28,8 @@ class GSDeviceSW : public GSDevice
{
GSTexture* CreateSurface(int type, int w, int h, bool msaa, int format);
void DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dt, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c);
void DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset = 0);
void DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c);
void DoInterlace(GSTexture* st, GSTexture* dTex, int shader, bool linear, float yoffset = 0);
void Clear(GSTexture* t, uint32 c);
@ -52,8 +52,8 @@ public:
GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format = 0);
void CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r);
void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, int shader = 0, bool linear = true);
void CopyRect(GSTexture* st, GSTexture* dTex, const GSVector4i& r);
void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, int shader = 0, bool linear = true);
void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1);
void PSSetShaderResource(int i, GSTexture* sr);

View File

@ -173,7 +173,7 @@ void GSDrawScanline::SetupPrim(const GSVertexSW* vertex, const uint32* index, co
m_local.d8.stq = dt8;
}
GSVector8 dt(dscan.t);
GSVector8 dTex(dscan.t);
for(int j = 0, k = sel.fst ? 2 : 3; j < k; j++)
{
@ -181,9 +181,9 @@ void GSDrawScanline::SetupPrim(const GSVertexSW* vertex, const uint32* index, co
switch(j)
{
case 0: dstq = dt.xxxx(); break;
case 1: dstq = dt.yyyy(); break;
case 2: dstq = dt.zzzz(); break;
case 0: dstq = dTex.xxxx(); break;
case 1: dstq = dTex.yyyy(); break;
case 2: dstq = dTex.zzzz(); break;
}
for(int i = 0; i < 8; i++)

View File

@ -828,13 +828,13 @@ void GSRasterizer::DrawSprite(const GSVertexSW* vertex, const uint32* index)
GSVertexSW dv = v[1] - v[0];
GSVector4 dt = dv.t / dv.p.xyxy();
GSVector4 dTex = dv.t / dv.p.xyxy();
GSVertexSW dedge;
GSVertexSW dscan;
dedge.t = GSVector4::zero().insert32<1, 1>(dt);
dscan.t = GSVector4::zero().insert32<0, 0>(dt);
dedge.t = GSVector4::zero().insert32<1, 1>(dTex);
dscan.t = GSVector4::zero().insert32<0, 0>(dTex);
GSVector4 prestep = GSVector4(r.left, r.top) - scan.p;

View File

@ -745,7 +745,7 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
GSVector4 sr(0, 0, w, h);
GSTexture* st = src->m_texture ? src->m_texture : dst->m_texture;
GSTexture* dt = m_renderer->m_dev->CreateRenderTarget(w, h, false);
GSTexture* dTex = m_renderer->m_dev->CreateRenderTarget(w, h, false);
// GH: by default (m_paltex == 0) GSdx converts texture to the 32 bit format
// However it is different here. We want to reuse a Render Target as a texture.
// Because the texture is already on the GPU, CPU can't convert it.
@ -754,26 +754,26 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
if(!src->m_texture)
{
src->m_texture = dt;
src->m_texture = dTex;
}
if((sr == dr).alltrue())
{
m_renderer->m_dev->CopyRect(st, dt, GSVector4i(0, 0, w, h));
m_renderer->m_dev->CopyRect(st, dTex, GSVector4i(0, 0, w, h));
}
else
{
sr.z /= st->GetWidth();
sr.w /= st->GetHeight();
m_renderer->m_dev->StretchRect(st, sr, dt, dr);
m_renderer->m_dev->StretchRect(st, sr, dTex, dr);
}
if(dt != src->m_texture)
if(dTex != src->m_texture)
{
m_renderer->m_dev->Recycle(src->m_texture);
src->m_texture = dt;
src->m_texture = dTex;
}
if( src->m_texture )