mirror of https://github.com/PCSX2/pcsx2.git
gsdx-d3d11: Merge/move GSDeviceDX code to GSDevice11.
Update VS and cmake project files, remove GSDeviceDX files.
This commit is contained in:
parent
19b97f8684
commit
744fa18d95
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@ -213,7 +213,6 @@ set(GSdxHeaders
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if(Windows)
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LIST(APPEND GSdxSources
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Renderers/DX11/GSDevice11.cpp
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Renderers/DXCommon/GSDeviceDX.cpp
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Window/GSDialog.cpp
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Renderers/DX11/GSRendererDX11.cpp
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Renderers/DX11/GSTexture11.cpp
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@ -230,7 +229,6 @@ if(Windows)
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LIST(APPEND GSdxHeaders
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Renderers/DX11/GSDevice11.h
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Renderers/DXCommon/GSDeviceDX.h
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Renderers/DX11/GSRendererDX11.h
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Renderers/DX11/GSTexture11.h
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Renderers/DX11/GSTextureCache11.h
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@ -151,7 +151,7 @@ EXPORT_C_(int) GSinit()
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s_hr = ::CoInitializeEx(NULL, COINIT_MULTITHREADED);
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if (!GSDeviceDX::LoadD3DCompiler())
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if (!GSDevice11::LoadD3DCompiler())
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{
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return -1;
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}
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@ -178,7 +178,7 @@ EXPORT_C GSshutdown()
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s_hr = E_FAIL;
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}
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GSDeviceDX::FreeD3DCompiler();
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GSDevice11::FreeD3DCompiler();
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#endif
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}
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@ -23,7 +23,7 @@
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#include "GSUtil.h"
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#ifdef _WIN32
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#include "Renderers/DXCommon/GSDeviceDX.h"
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#include "Renderers/DX11/GSDevice11.h"
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#include <VersionHelpers.h>
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#include "svnrev.h"
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#else
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@ -341,9 +341,9 @@ std::string GSUtil::GetDeviceUniqueName(cl::Device& device)
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bool GSUtil::CheckDirectX()
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{
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if (GSDeviceDX::LoadD3DCompiler())
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if (GSDevice11::LoadD3DCompiler())
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{
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GSDeviceDX::FreeD3DCompiler();
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GSDevice11::FreeD3DCompiler();
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return true;
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}
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@ -102,7 +102,6 @@
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<ClCompile Include="GSCrc.cpp" />
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<ClCompile Include="Renderers\Common\GSDevice.cpp" />
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<ClCompile Include="Renderers\DX11\GSDevice11.cpp" />
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<ClCompile Include="Renderers\DXCommon\GSDeviceDX.cpp" />
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<ClCompile Include="Renderers\Null\GSDeviceNull.cpp" />
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<ClCompile Include="Renderers\OpenGL\GSDeviceOGL.cpp" />
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<ClCompile Include="Window\GSDialog.cpp" />
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@ -190,7 +189,6 @@
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<ClInclude Include="GSCrc.h" />
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<ClInclude Include="Renderers\Common\GSDevice.h" />
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<ClInclude Include="Renderers\DX11\GSDevice11.h" />
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<ClInclude Include="Renderers\DXCommon\GSDeviceDX.h" />
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<ClInclude Include="Renderers\Null\GSDeviceNull.h" />
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<ClInclude Include="Renderers\OpenGL\GSDeviceOGL.h" />
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<ClInclude Include="Window\GSDialog.h" />
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@ -186,9 +186,6 @@
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<ClCompile Include="Renderers\OpenGL\GLState.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="Renderers\DXCommon\GSDeviceDX.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="Renderers\SW\GSTextureSW.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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@ -308,9 +305,6 @@
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<ClInclude Include="Renderers\DX11\GSDevice11.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="Renderers\DXCommon\GSDeviceDX.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="Renderers\Null\GSDeviceNull.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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@ -98,7 +98,7 @@ EXPORT_C_(int32) GPUclose()
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s_gpu = NULL;
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#ifdef _WIN32
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GSDeviceDX::FreeD3DCompiler();
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GSDevice11::FreeD3DCompiler();
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if(SUCCEEDED(s_hr))
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{
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@ -130,7 +130,7 @@ EXPORT_C_(int32) GPUopen(void* hWnd)
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return -1;
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}
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if (!GSDeviceDX::LoadD3DCompiler())
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if (!GSDevice11::LoadD3DCompiler())
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return -1;
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#endif
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@ -25,6 +25,11 @@
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#include "GSUtil.h"
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#include "resource.h"
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#include <fstream>
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#include <VersionHelpers.h>
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HMODULE GSDevice11::s_d3d_compiler_dll = nullptr;
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decltype(&D3DCompile) GSDevice11::s_pD3DCompile = nullptr;
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bool GSDevice11::s_old_d3d_compiler_dll;
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GSDevice11::GSDevice11()
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{
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@ -40,10 +45,86 @@ GSDevice11::GSDevice11()
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m_state.bf = -1;
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m_mipmap = theApp.GetConfigI("mipmap");
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m_upscale_multiplier = theApp.GetConfigI("upscale_multiplier");
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}
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GSDevice11::~GSDevice11()
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bool GSDevice11::LoadD3DCompiler()
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{
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// Windows 8.1 and later come with the latest d3dcompiler_47.dll, but
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// Windows 7 devs might also have the dll available for use (which will
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// have to be placed in the application directory)
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s_d3d_compiler_dll = LoadLibraryEx(D3DCOMPILER_DLL, nullptr, LOAD_LIBRARY_SEARCH_APPLICATION_DIR | LOAD_LIBRARY_SEARCH_SYSTEM32);
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// Windows Vista and 7 can use the older version. If the previous LoadLibrary
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// call fails on Windows 8.1 and later, then the user's system is likely
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// broken.
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if (s_d3d_compiler_dll)
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{
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s_old_d3d_compiler_dll = false;
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}
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else
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{
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if (!IsWindows8Point1OrGreater())
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// Use LoadLibrary instead of LoadLibraryEx, some Windows 7 systems
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// have issues with it.
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s_d3d_compiler_dll = LoadLibrary("D3DCompiler_43.dll");
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if (s_d3d_compiler_dll == nullptr)
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return false;
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s_old_d3d_compiler_dll = true;
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}
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s_pD3DCompile = reinterpret_cast<decltype(&D3DCompile)>(GetProcAddress(s_d3d_compiler_dll, "D3DCompile"));
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if (s_pD3DCompile)
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return true;
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FreeLibrary(s_d3d_compiler_dll);
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s_d3d_compiler_dll = nullptr;
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return false;
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}
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void GSDevice11::FreeD3DCompiler()
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{
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s_pD3DCompile = nullptr;
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if (s_d3d_compiler_dll)
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FreeLibrary(s_d3d_compiler_dll);
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s_d3d_compiler_dll = nullptr;
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}
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bool GSDevice11::SetFeatureLevel(D3D_FEATURE_LEVEL level, bool compat_mode)
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{
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m_shader.level = level;
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switch (level)
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{
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case D3D_FEATURE_LEVEL_10_0:
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m_shader.model = "0x400";
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m_shader.vs = "vs_4_0";
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m_shader.gs = "gs_4_0";
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m_shader.ps = "ps_4_0";
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m_shader.cs = "cs_4_0";
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break;
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case D3D_FEATURE_LEVEL_10_1:
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m_shader.model = "0x401";
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m_shader.vs = "vs_4_1";
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m_shader.gs = "gs_4_1";
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m_shader.ps = "ps_4_1";
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m_shader.cs = "cs_4_1";
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break;
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case D3D_FEATURE_LEVEL_11_0:
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m_shader.model = "0x500";
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m_shader.vs = "vs_5_0";
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m_shader.gs = "gs_5_0";
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m_shader.ps = "ps_5_0";
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m_shader.cs = "cs_5_0";
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break;
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default:
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ASSERT(0);
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return false;
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}
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return true;
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}
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bool GSDevice11::Create(const std::shared_ptr<GSWnd> &wnd)
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@ -596,6 +677,11 @@ GSTexture* GSDevice11::CreateSurface(int type, int w, int h, int format)
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return t;
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}
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GSTexture* GSDevice11::FetchSurface(int type, int w, int h, int format)
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{
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return __super::FetchSurface(type, w, h, format);
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}
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GSTexture* GSDevice11::CreateRenderTarget(int w, int h, int format)
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{
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return __super::CreateRenderTarget(w, h, format ? format : DXGI_FORMAT_R8G8B8A8_UNORM);
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@ -1481,3 +1567,106 @@ void GSDevice11::CompileShader(std::vector<char> source, const char* fn, ID3DInc
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throw GSDXRecoverableError();
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}
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}
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// (A - B) * C + D
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// A: Cs/Cd/0
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// B: Cs/Cd/0
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// C: As/Ad/FIX
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// D: Cs/Cd/0
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// bogus: 0100, 0110, 0120, 0200, 0210, 0220, 1001, 1011, 1021
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// tricky: 1201, 1211, 1221
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// Source.rgb = float3(1, 1, 1);
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// 1201 Cd*(1 + As) => Source * Dest color + Dest * Source alpha
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// 1211 Cd*(1 + Ad) => Source * Dest color + Dest * Dest alpha
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// 1221 Cd*(1 + F) => Source * Dest color + Dest * Factor
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// Special blending method table:
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// # (tricky) => 1 * Cd + Cd * F => Use (Cd, F) as factor of color (1, Cd)
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// * (bogus) => C * (1 + F ) + ... => factor is always bigger than 1 (except above case)
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const GSDevice11::D3D11Blend GSDevice11::m_blendMapD3D11[3*3*3*3] =
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{
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{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ONE , D3D11_BLEND_ZERO } , // 0000: (Cs - Cs)*As + Cs ==> Cs
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{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ONE } , // 0001: (Cs - Cs)*As + Cd ==> Cd
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{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ZERO } , // 0002: (Cs - Cs)*As + 0 ==> 0
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{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ONE , D3D11_BLEND_ZERO } , // 0010: (Cs - Cs)*Ad + Cs ==> Cs
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{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ONE } , // 0011: (Cs - Cs)*Ad + Cd ==> Cd
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{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ZERO } , // 0012: (Cs - Cs)*Ad + 0 ==> 0
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{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ONE , D3D11_BLEND_ZERO } , // 0020: (Cs - Cs)*F + Cs ==> Cs
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{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ONE } , // 0021: (Cs - Cs)*F + Cd ==> Cd
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{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ZERO } , // 0022: (Cs - Cs)*F + 0 ==> 0
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{ 1, D3D11_BLEND_OP_SUBTRACT , D3D11_BLEND_ONE , D3D11_BLEND_SRC1_ALPHA } , //*0100: (Cs - Cd)*As + Cs ==> Cs*(As + 1) - Cd*As
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{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_SRC1_ALPHA , D3D11_BLEND_INV_SRC1_ALPHA } , // 0101: (Cs - Cd)*As + Cd ==> Cs*As + Cd*(1 - As)
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{ 0, D3D11_BLEND_OP_SUBTRACT , D3D11_BLEND_SRC1_ALPHA , D3D11_BLEND_SRC1_ALPHA } , // 0102: (Cs - Cd)*As + 0 ==> Cs*As - Cd*As
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{ 1, D3D11_BLEND_OP_SUBTRACT , D3D11_BLEND_ONE , D3D11_BLEND_DEST_ALPHA } , //*0110: (Cs - Cd)*Ad + Cs ==> Cs*(Ad + 1) - Cd*Ad
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{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_DEST_ALPHA , D3D11_BLEND_INV_DEST_ALPHA } , // 0111: (Cs - Cd)*Ad + Cd ==> Cs*Ad + Cd*(1 - Ad)
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{ 0, D3D11_BLEND_OP_SUBTRACT , D3D11_BLEND_DEST_ALPHA , D3D11_BLEND_DEST_ALPHA } , // 0112: (Cs - Cd)*Ad + 0 ==> Cs*Ad - Cd*Ad
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{ 1, D3D11_BLEND_OP_SUBTRACT , D3D11_BLEND_ONE , D3D11_BLEND_BLEND_FACTOR } , //*0120: (Cs - Cd)*F + Cs ==> Cs*(F + 1) - Cd*F
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{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_BLEND_FACTOR , D3D11_BLEND_INV_BLEND_FACTOR } , // 0121: (Cs - Cd)*F + Cd ==> Cs*F + Cd*(1 - F)
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{ 0, D3D11_BLEND_OP_SUBTRACT , D3D11_BLEND_BLEND_FACTOR , D3D11_BLEND_BLEND_FACTOR } , // 0122: (Cs - Cd)*F + 0 ==> Cs*F - Cd*F
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{ 1, D3D11_BLEND_OP_ADD , D3D11_BLEND_ONE , D3D11_BLEND_ZERO } , //*0200: (Cs - 0)*As + Cs ==> Cs*(As + 1)
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{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_SRC1_ALPHA , D3D11_BLEND_ONE } , // 0201: (Cs - 0)*As + Cd ==> Cs*As + Cd
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{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_SRC1_ALPHA , D3D11_BLEND_ZERO } , // 0202: (Cs - 0)*As + 0 ==> Cs*As
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{ 1, D3D11_BLEND_OP_ADD , D3D11_BLEND_ONE , D3D11_BLEND_ZERO } , //*0210: (Cs - 0)*Ad + Cs ==> Cs*(Ad + 1)
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{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_DEST_ALPHA , D3D11_BLEND_ONE } , // 0211: (Cs - 0)*Ad + Cd ==> Cs*Ad + Cd
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{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_DEST_ALPHA , D3D11_BLEND_ZERO } , // 0212: (Cs - 0)*Ad + 0 ==> Cs*Ad
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{ 1, D3D11_BLEND_OP_ADD , D3D11_BLEND_ONE , D3D11_BLEND_ZERO } , //*0220: (Cs - 0)*F + Cs ==> Cs*(F + 1)
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{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_BLEND_FACTOR , D3D11_BLEND_ONE } , // 0221: (Cs - 0)*F + Cd ==> Cs*F + Cd
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{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_BLEND_FACTOR , D3D11_BLEND_ZERO } , // 0222: (Cs - 0)*F + 0 ==> Cs*F
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{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_INV_SRC1_ALPHA , D3D11_BLEND_SRC1_ALPHA } , // 1000: (Cd - Cs)*As + Cs ==> Cd*As + Cs*(1 - As)
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{ 1, D3D11_BLEND_OP_REV_SUBTRACT , D3D11_BLEND_SRC1_ALPHA , D3D11_BLEND_ONE } , //*1001: (Cd - Cs)*As + Cd ==> Cd*(As + 1) - Cs*As
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{ 0, D3D11_BLEND_OP_REV_SUBTRACT , D3D11_BLEND_SRC1_ALPHA , D3D11_BLEND_SRC1_ALPHA } , // 1002: (Cd - Cs)*As + 0 ==> Cd*As - Cs*As
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{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_INV_DEST_ALPHA , D3D11_BLEND_DEST_ALPHA } , // 1010: (Cd - Cs)*Ad + Cs ==> Cd*Ad + Cs*(1 - Ad)
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{ 1, D3D11_BLEND_OP_REV_SUBTRACT , D3D11_BLEND_DEST_ALPHA , D3D11_BLEND_ONE } , //*1011: (Cd - Cs)*Ad + Cd ==> Cd*(Ad + 1) - Cs*Ad
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{ 0, D3D11_BLEND_OP_REV_SUBTRACT , D3D11_BLEND_DEST_ALPHA , D3D11_BLEND_DEST_ALPHA } , // 1012: (Cd - Cs)*Ad + 0 ==> Cd*Ad - Cs*Ad
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{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_INV_BLEND_FACTOR , D3D11_BLEND_BLEND_FACTOR } , // 1020: (Cd - Cs)*F + Cs ==> Cd*F + Cs*(1 - F)
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{ 1, D3D11_BLEND_OP_REV_SUBTRACT , D3D11_BLEND_BLEND_FACTOR , D3D11_BLEND_ONE } , //*1021: (Cd - Cs)*F + Cd ==> Cd*(F + 1) - Cs*F
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{ 0, D3D11_BLEND_OP_REV_SUBTRACT , D3D11_BLEND_BLEND_FACTOR , D3D11_BLEND_BLEND_FACTOR } , // 1022: (Cd - Cs)*F + 0 ==> Cd*F - Cs*F
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{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ONE , D3D11_BLEND_ZERO } , // 1100: (Cd - Cd)*As + Cs ==> Cs
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{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ONE } , // 1101: (Cd - Cd)*As + Cd ==> Cd
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{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ZERO } , // 1102: (Cd - Cd)*As + 0 ==> 0
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{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ONE , D3D11_BLEND_ZERO } , // 1110: (Cd - Cd)*Ad + Cs ==> Cs
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{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ONE } , // 1111: (Cd - Cd)*Ad + Cd ==> Cd
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{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ZERO } , // 1112: (Cd - Cd)*Ad + 0 ==> 0
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{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ONE , D3D11_BLEND_ZERO } , // 1120: (Cd - Cd)*F + Cs ==> Cs
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{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ONE } , // 1121: (Cd - Cd)*F + Cd ==> Cd
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{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ZERO } , // 1122: (Cd - Cd)*F + 0 ==> 0
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{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ONE , D3D11_BLEND_SRC1_ALPHA } , // 1200: (Cd - 0)*As + Cs ==> Cs + Cd*As
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{ 2, D3D11_BLEND_OP_ADD , D3D11_BLEND_DEST_COLOR , D3D11_BLEND_SRC1_ALPHA } , //#1201: (Cd - 0)*As + Cd ==> Cd*(1 + As) // ffxii main menu background glow effect
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{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_SRC1_ALPHA } , // 1202: (Cd - 0)*As + 0 ==> Cd*As
|
||||
{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ONE , D3D11_BLEND_DEST_ALPHA } , // 1210: (Cd - 0)*Ad + Cs ==> Cs + Cd*Ad
|
||||
{ 2, D3D11_BLEND_OP_ADD , D3D11_BLEND_DEST_COLOR , D3D11_BLEND_DEST_ALPHA } , //#1211: (Cd - 0)*Ad + Cd ==> Cd*(1 + Ad)
|
||||
{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_DEST_ALPHA } , // 1212: (Cd - 0)*Ad + 0 ==> Cd*Ad
|
||||
{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ONE , D3D11_BLEND_BLEND_FACTOR } , // 1220: (Cd - 0)*F + Cs ==> Cs + Cd*F
|
||||
{ 2, D3D11_BLEND_OP_ADD , D3D11_BLEND_DEST_COLOR , D3D11_BLEND_BLEND_FACTOR } , //#1221: (Cd - 0)*F + Cd ==> Cd*(1 + F)
|
||||
{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_BLEND_FACTOR } , // 1222: (Cd - 0)*F + 0 ==> Cd*F
|
||||
{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_INV_SRC1_ALPHA , D3D11_BLEND_ZERO } , // 2000: (0 - Cs)*As + Cs ==> Cs*(1 - As)
|
||||
{ 0, D3D11_BLEND_OP_REV_SUBTRACT , D3D11_BLEND_SRC1_ALPHA , D3D11_BLEND_ONE } , // 2001: (0 - Cs)*As + Cd ==> Cd - Cs*As
|
||||
{ 0, D3D11_BLEND_OP_REV_SUBTRACT , D3D11_BLEND_SRC1_ALPHA , D3D11_BLEND_ZERO } , // 2002: (0 - Cs)*As + 0 ==> 0 - Cs*As
|
||||
{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_INV_DEST_ALPHA , D3D11_BLEND_ZERO } , // 2010: (0 - Cs)*Ad + Cs ==> Cs*(1 - Ad)
|
||||
{ 0, D3D11_BLEND_OP_REV_SUBTRACT , D3D11_BLEND_DEST_ALPHA , D3D11_BLEND_ONE } , // 2011: (0 - Cs)*Ad + Cd ==> Cd - Cs*Ad
|
||||
{ 0, D3D11_BLEND_OP_REV_SUBTRACT , D3D11_BLEND_DEST_ALPHA , D3D11_BLEND_ZERO } , // 2012: (0 - Cs)*Ad + 0 ==> 0 - Cs*Ad
|
||||
{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_INV_BLEND_FACTOR , D3D11_BLEND_ZERO } , // 2020: (0 - Cs)*F + Cs ==> Cs*(1 - F)
|
||||
{ 0, D3D11_BLEND_OP_REV_SUBTRACT , D3D11_BLEND_BLEND_FACTOR , D3D11_BLEND_ONE } , // 2021: (0 - Cs)*F + Cd ==> Cd - Cs*F
|
||||
{ 0, D3D11_BLEND_OP_REV_SUBTRACT , D3D11_BLEND_BLEND_FACTOR , D3D11_BLEND_ZERO } , // 2022: (0 - Cs)*F + 0 ==> 0 - Cs*F
|
||||
{ 0, D3D11_BLEND_OP_SUBTRACT , D3D11_BLEND_ONE , D3D11_BLEND_SRC1_ALPHA } , // 2100: (0 - Cd)*As + Cs ==> Cs - Cd*As
|
||||
{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_INV_SRC1_ALPHA } , // 2101: (0 - Cd)*As + Cd ==> Cd*(1 - As)
|
||||
{ 0, D3D11_BLEND_OP_SUBTRACT , D3D11_BLEND_ZERO , D3D11_BLEND_SRC1_ALPHA } , // 2102: (0 - Cd)*As + 0 ==> 0 - Cd*As
|
||||
{ 0, D3D11_BLEND_OP_SUBTRACT , D3D11_BLEND_ONE , D3D11_BLEND_DEST_ALPHA } , // 2110: (0 - Cd)*Ad + Cs ==> Cs - Cd*Ad
|
||||
{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_INV_DEST_ALPHA } , // 2111: (0 - Cd)*Ad + Cd ==> Cd*(1 - Ad)
|
||||
{ 0, D3D11_BLEND_OP_SUBTRACT , D3D11_BLEND_ONE , D3D11_BLEND_DEST_ALPHA } , // 2112: (0 - Cd)*Ad + 0 ==> 0 - Cd*Ad
|
||||
{ 0, D3D11_BLEND_OP_SUBTRACT , D3D11_BLEND_ONE , D3D11_BLEND_BLEND_FACTOR } , // 2120: (0 - Cd)*F + Cs ==> Cs - Cd*F
|
||||
{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_INV_BLEND_FACTOR } , // 2121: (0 - Cd)*F + Cd ==> Cd*(1 - F)
|
||||
{ 0, D3D11_BLEND_OP_SUBTRACT , D3D11_BLEND_ONE , D3D11_BLEND_BLEND_FACTOR } , // 2122: (0 - Cd)*F + 0 ==> 0 - Cd*F
|
||||
{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ONE , D3D11_BLEND_ZERO } , // 2200: (0 - 0)*As + Cs ==> Cs
|
||||
{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ONE } , // 2201: (0 - 0)*As + Cd ==> Cd
|
||||
{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ZERO } , // 2202: (0 - 0)*As + 0 ==> 0
|
||||
{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ONE , D3D11_BLEND_ZERO } , // 2210: (0 - 0)*Ad + Cs ==> Cs
|
||||
{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ONE } , // 2211: (0 - 0)*Ad + Cd ==> Cd
|
||||
{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ZERO } , // 2212: (0 - 0)*Ad + 0 ==> 0
|
||||
{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ONE , D3D11_BLEND_ZERO } , // 2220: (0 - 0)*F + Cs ==> Cs
|
||||
{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ONE } , // 2221: (0 - 0)*F + Cd ==> Cd
|
||||
{ 0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ZERO } , // 2222: (0 - 0)*F + 0 ==> 0
|
||||
};
|
|
@ -21,8 +21,9 @@
|
|||
|
||||
#pragma once
|
||||
|
||||
#include "Renderers\DXCommon\GSDeviceDX.h"
|
||||
#include "GSTexture11.h"
|
||||
#include "GSVector.h"
|
||||
#include "Renderers/Common/GSDevice.h"
|
||||
|
||||
struct GSVertexShader11
|
||||
{
|
||||
|
@ -30,9 +31,297 @@ struct GSVertexShader11
|
|||
CComPtr<ID3D11InputLayout> il;
|
||||
};
|
||||
|
||||
class GSDevice11 : public GSDeviceDX
|
||||
class GSDevice11 final : public GSDevice
|
||||
{
|
||||
public:
|
||||
#pragma pack(push, 1)
|
||||
|
||||
struct alignas(32) VSConstantBuffer
|
||||
{
|
||||
GSVector4 VertexScale;
|
||||
GSVector4 VertexOffset;
|
||||
GSVector4 Texture_Scale_Offset;
|
||||
|
||||
VSConstantBuffer()
|
||||
{
|
||||
VertexScale = GSVector4::zero();
|
||||
VertexOffset = GSVector4::zero();
|
||||
Texture_Scale_Offset = GSVector4::zero();
|
||||
}
|
||||
|
||||
__forceinline bool Update(const VSConstantBuffer* cb)
|
||||
{
|
||||
GSVector4i* a = (GSVector4i*)this;
|
||||
GSVector4i* b = (GSVector4i*)cb;
|
||||
|
||||
if(!((a[0] == b[0]) & (a[1] == b[1]) & (a[2] == b[2]) & (a[3] == b[3])).alltrue())
|
||||
{
|
||||
a[0] = b[0];
|
||||
a[1] = b[1];
|
||||
a[2] = b[2];
|
||||
a[3] = b[3];
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
};
|
||||
|
||||
struct VSSelector
|
||||
{
|
||||
union
|
||||
{
|
||||
struct
|
||||
{
|
||||
uint32 bppz:2;
|
||||
uint32 tme:1;
|
||||
uint32 fst:1;
|
||||
|
||||
uint32 _free:28;
|
||||
};
|
||||
|
||||
uint32 key;
|
||||
};
|
||||
|
||||
operator uint32() const {return key;}
|
||||
|
||||
VSSelector() : key(0) {}
|
||||
VSSelector(uint32 k) : key(k) {}
|
||||
};
|
||||
|
||||
struct alignas(32) PSConstantBuffer
|
||||
{
|
||||
GSVector4 FogColor_AREF;
|
||||
GSVector4 HalfTexel;
|
||||
GSVector4 WH;
|
||||
GSVector4 MinMax;
|
||||
GSVector4 MinF_TA;
|
||||
GSVector4i MskFix;
|
||||
GSVector4i ChannelShuffle;
|
||||
|
||||
GSVector4 TC_OffsetHack;
|
||||
|
||||
PSConstantBuffer()
|
||||
{
|
||||
FogColor_AREF = GSVector4::zero();
|
||||
HalfTexel = GSVector4::zero();
|
||||
WH = GSVector4::zero();
|
||||
MinMax = GSVector4::zero();
|
||||
MinF_TA = GSVector4::zero();
|
||||
MskFix = GSVector4i::zero();
|
||||
ChannelShuffle = GSVector4i::zero();
|
||||
}
|
||||
|
||||
__forceinline bool Update(const PSConstantBuffer* cb)
|
||||
{
|
||||
GSVector4i* a = (GSVector4i*)this;
|
||||
GSVector4i* b = (GSVector4i*)cb;
|
||||
|
||||
if(!((a[0] == b[0]) /*& (a[1] == b1)*/ & (a[2] == b[2]) & (a[3] == b[3]) & (a[4] == b[4]) & (a[5] == b[5]) & (a[6] == b[6])).alltrue()) // if WH matches HalfTexel does too
|
||||
{
|
||||
a[0] = b[0];
|
||||
a[1] = b[1];
|
||||
a[2] = b[2];
|
||||
a[3] = b[3];
|
||||
a[4] = b[4];
|
||||
a[5] = b[5];
|
||||
a[6] = b[6];
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
};
|
||||
|
||||
struct alignas(32) GSConstantBuffer
|
||||
{
|
||||
GSVector2 PointSize;
|
||||
|
||||
GSConstantBuffer()
|
||||
{
|
||||
PointSize = GSVector2(0);
|
||||
}
|
||||
|
||||
__forceinline bool Update(const GSConstantBuffer* cb)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
struct GSSelector
|
||||
{
|
||||
union
|
||||
{
|
||||
struct
|
||||
{
|
||||
uint32 iip:1;
|
||||
uint32 prim:2;
|
||||
uint32 point:1;
|
||||
uint32 line:1;
|
||||
|
||||
uint32 _free:27;
|
||||
};
|
||||
|
||||
uint32 key;
|
||||
};
|
||||
|
||||
operator uint32() {return key;}
|
||||
|
||||
GSSelector() : key(0) {}
|
||||
GSSelector(uint32 k) : key(k) {}
|
||||
};
|
||||
|
||||
struct PSSelector
|
||||
{
|
||||
union
|
||||
{
|
||||
struct
|
||||
{
|
||||
// *** Word 1
|
||||
// Format
|
||||
uint32 fmt:4;
|
||||
uint32 dfmt:2;
|
||||
uint32 depth_fmt:2;
|
||||
// Alpha extension/Correction
|
||||
uint32 aem:1;
|
||||
uint32 fba:1;
|
||||
// Fog
|
||||
uint32 fog:1;
|
||||
// Pixel test
|
||||
uint32 atst:3;
|
||||
// Color sampling
|
||||
uint32 fst:1;
|
||||
uint32 tfx:3;
|
||||
uint32 tcc:1;
|
||||
uint32 wms:2;
|
||||
uint32 wmt:2;
|
||||
uint32 ltf:1;
|
||||
// Shuffle and fbmask effect
|
||||
uint32 shuffle:1;
|
||||
uint32 read_ba:1;
|
||||
|
||||
// *** Word 2
|
||||
// Blend and Colclip
|
||||
uint32 clr1:1;
|
||||
|
||||
// Others ways to fetch the texture
|
||||
uint32 channel:3;
|
||||
|
||||
// Hack
|
||||
uint32 aout:1;
|
||||
uint32 spritehack:1;
|
||||
uint32 tcoffsethack:1;
|
||||
uint32 urban_chaos_hle:1;
|
||||
uint32 tales_of_abyss_hle:1;
|
||||
uint32 point_sampler:1;
|
||||
|
||||
uint32 _free:28;
|
||||
};
|
||||
|
||||
uint64 key;
|
||||
};
|
||||
|
||||
operator uint64() {return key;}
|
||||
|
||||
PSSelector() : key(0) {}
|
||||
};
|
||||
|
||||
struct PSSamplerSelector
|
||||
{
|
||||
union
|
||||
{
|
||||
struct
|
||||
{
|
||||
uint32 tau:1;
|
||||
uint32 tav:1;
|
||||
uint32 ltf:1;
|
||||
};
|
||||
|
||||
uint32 key;
|
||||
};
|
||||
|
||||
operator uint32() {return key & 0x7;}
|
||||
|
||||
PSSamplerSelector() : key(0) {}
|
||||
};
|
||||
|
||||
struct OMDepthStencilSelector
|
||||
{
|
||||
union
|
||||
{
|
||||
struct
|
||||
{
|
||||
uint32 ztst:2;
|
||||
uint32 zwe:1;
|
||||
uint32 date:1;
|
||||
uint32 fba:1;
|
||||
uint32 date_one:1;
|
||||
};
|
||||
|
||||
uint32 key;
|
||||
};
|
||||
|
||||
operator uint32() {return key & 0x3f;}
|
||||
|
||||
OMDepthStencilSelector() : key(0) {}
|
||||
};
|
||||
|
||||
struct OMBlendSelector
|
||||
{
|
||||
union
|
||||
{
|
||||
struct
|
||||
{
|
||||
uint32 abe:1;
|
||||
uint32 a:2;
|
||||
uint32 b:2;
|
||||
uint32 c:2;
|
||||
uint32 d:2;
|
||||
uint32 wr:1;
|
||||
uint32 wg:1;
|
||||
uint32 wb:1;
|
||||
uint32 wa:1;
|
||||
};
|
||||
|
||||
struct
|
||||
{
|
||||
uint32 _pad:1;
|
||||
uint32 abcd:8;
|
||||
uint32 wrgba:4;
|
||||
};
|
||||
|
||||
uint32 key;
|
||||
};
|
||||
|
||||
operator uint32() {return key & 0x1fff;}
|
||||
|
||||
OMBlendSelector() : key(0) {}
|
||||
|
||||
bool IsCLR1() const
|
||||
{
|
||||
return (key & 0x19f) == 0x93; // abe == 1 && a == 1 && b == 2 && d == 1
|
||||
}
|
||||
};
|
||||
|
||||
struct D3D11Blend
|
||||
{
|
||||
int bogus;
|
||||
D3D11_BLEND_OP op;
|
||||
D3D11_BLEND src, dst;
|
||||
};
|
||||
static const D3D11Blend m_blendMapD3D11[3*3*3*3];
|
||||
|
||||
#pragma pack(pop)
|
||||
|
||||
private:
|
||||
float m_hack_topleft_offset;
|
||||
int m_upscale_multiplier;
|
||||
int m_mipmap;
|
||||
|
||||
GSTexture* CreateSurface(int type, int w, int h, int format);
|
||||
GSTexture* FetchSurface(int type, int w, int h, int format);
|
||||
|
||||
void DoMerge(GSTexture* sTex[3], GSVector4* sRect, GSTexture* dTex, GSVector4* dRect, const GSRegPMODE& PMODE, const GSRegEXTBUF& EXTBUF, const GSVector4& c);
|
||||
void DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool linear, float yoffset = 0);
|
||||
|
@ -53,10 +342,6 @@ class GSDevice11 : public GSDeviceDX
|
|||
CComPtr<ID3D11Buffer> m_ib;
|
||||
CComPtr<ID3D11Buffer> m_ib_old;
|
||||
|
||||
float m_hack_topleft_offset;
|
||||
|
||||
int m_mipmap;
|
||||
|
||||
struct
|
||||
{
|
||||
ID3D11Buffer* vb;
|
||||
|
@ -85,7 +370,6 @@ class GSDevice11 : public GSDeviceDX
|
|||
ID3D11DepthStencilView* dsv;
|
||||
} m_state;
|
||||
|
||||
public: // TODO
|
||||
CComPtr<ID3D11RasterizerState> m_rs;
|
||||
|
||||
bool FXAA_Compiled;
|
||||
|
@ -140,8 +424,6 @@ public: // TODO
|
|||
CComPtr<ID3D11BlendState> bs;
|
||||
} m_date;
|
||||
|
||||
void SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm);
|
||||
|
||||
// Shaders...
|
||||
|
||||
std::unordered_map<uint32, GSVertexShader11> m_vs;
|
||||
|
@ -162,11 +444,24 @@ public: // TODO
|
|||
|
||||
std::unique_ptr<GSTexture> m_font;
|
||||
|
||||
bool CreateTextureFX();
|
||||
protected:
|
||||
struct {D3D_FEATURE_LEVEL level; std::string model, vs, gs, ps, cs;} m_shader;
|
||||
|
||||
static HMODULE s_d3d_compiler_dll;
|
||||
static decltype(&D3DCompile) s_pD3DCompile;
|
||||
// Older version doesn't support D3D_COMPILE_STANDARD_FILE_INCLUDE, which
|
||||
// could be useful for external shaders.
|
||||
static bool s_old_d3d_compiler_dll;
|
||||
|
||||
public:
|
||||
GSDevice11();
|
||||
virtual ~GSDevice11();
|
||||
virtual ~GSDevice11() {}
|
||||
|
||||
bool SetFeatureLevel(D3D_FEATURE_LEVEL level, bool compat_mode);
|
||||
void GetFeatureLevel(D3D_FEATURE_LEVEL& level) const { level = m_shader.level; }
|
||||
|
||||
static bool LoadD3DCompiler();
|
||||
static void FreeD3DCompiler();
|
||||
|
||||
bool Create(const std::shared_ptr<GSWnd> &wnd);
|
||||
bool Reset(int w, int h);
|
||||
|
@ -200,6 +495,8 @@ public:
|
|||
void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, bool linear = true);
|
||||
void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, ID3D11BlendState* bs, bool linear = true);
|
||||
|
||||
void SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm);
|
||||
|
||||
void IASetVertexBuffer(const void* vertex, size_t stride, size_t count);
|
||||
bool IAMapVertexBuffer(void** vertex, size_t stride, size_t count);
|
||||
void IAUnmapVertexBuffer();
|
||||
|
@ -221,6 +518,7 @@ public:
|
|||
void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL);
|
||||
void OMSetRenderTargets(const GSVector2i& rtsize, int count, ID3D11UnorderedAccessView** uav, uint32* counters, const GSVector4i* scissor = NULL);
|
||||
|
||||
bool CreateTextureFX();
|
||||
void SetupVS(VSSelector sel, const VSConstantBuffer* cb);
|
||||
void SetupGS(GSSelector sel, const GSConstantBuffer* cb);
|
||||
void SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel);
|
||||
|
@ -235,5 +533,27 @@ public:
|
|||
void CreateShader(std::vector<char> source, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11PixelShader** ps);
|
||||
|
||||
void CompileShader(std::vector<char> source, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3DBlob** shader, std::string shader_model);
|
||||
|
||||
template<class T> void PrepareShaderMacro(std::vector<T>& dst, const T* src)
|
||||
{
|
||||
dst.clear();
|
||||
|
||||
while (src && src->Definition && src->Name)
|
||||
{
|
||||
dst.push_back(*src++);
|
||||
}
|
||||
|
||||
T m;
|
||||
|
||||
m.Name = "SHADER_MODEL";
|
||||
m.Definition = m_shader.model.c_str();
|
||||
|
||||
dst.push_back(m);
|
||||
|
||||
m.Name = NULL;
|
||||
m.Definition = NULL;
|
||||
|
||||
dst.push_back(m);
|
||||
}
|
||||
};
|
||||
|
||||
|
|
|
@ -40,17 +40,17 @@ private:
|
|||
inline void EmulateChannelShuffle(GSTexture** rt, const GSTextureCache::Source* tex);
|
||||
inline void EmulateTextureSampler(const GSTextureCache::Source* tex);
|
||||
|
||||
GSDeviceDX::VSSelector m_vs_sel;
|
||||
GSDeviceDX::GSSelector m_gs_sel;
|
||||
GSDeviceDX::PSSelector m_ps_sel;
|
||||
GSDevice11::VSSelector m_vs_sel;
|
||||
GSDevice11::GSSelector m_gs_sel;
|
||||
GSDevice11::PSSelector m_ps_sel;
|
||||
|
||||
GSDeviceDX::PSSamplerSelector m_ps_ssel;
|
||||
GSDeviceDX::OMBlendSelector m_om_bsel;
|
||||
GSDeviceDX::OMDepthStencilSelector m_om_dssel;
|
||||
GSDevice11::PSSamplerSelector m_ps_ssel;
|
||||
GSDevice11::OMBlendSelector m_om_bsel;
|
||||
GSDevice11::OMDepthStencilSelector m_om_dssel;
|
||||
|
||||
GSDeviceDX::PSConstantBuffer ps_cb;
|
||||
GSDeviceDX::VSConstantBuffer vs_cb;
|
||||
GSDeviceDX::GSConstantBuffer gs_cb;
|
||||
GSDevice11::PSConstantBuffer ps_cb;
|
||||
GSDevice11::VSConstantBuffer vs_cb;
|
||||
GSDevice11::GSConstantBuffer gs_cb;
|
||||
|
||||
public:
|
||||
GSRendererDX11();
|
||||
|
|
|
@ -1,225 +0,0 @@
|
|||
/*
|
||||
* 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, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
|
||||
* http://www.gnu.org/copyleft/gpl.html
|
||||
*
|
||||
*/
|
||||
|
||||
#include "stdafx.h"
|
||||
#include "GSdx.h"
|
||||
#include "GSDeviceDX.h"
|
||||
#include <VersionHelpers.h>
|
||||
|
||||
HMODULE GSDeviceDX::s_d3d_compiler_dll = nullptr;
|
||||
decltype(&D3DCompile) GSDeviceDX::s_pD3DCompile = nullptr;
|
||||
bool GSDeviceDX::s_old_d3d_compiler_dll;
|
||||
|
||||
GSDeviceDX::GSDeviceDX()
|
||||
{
|
||||
m_upscale_multiplier = theApp.GetConfigI("upscale_multiplier");
|
||||
}
|
||||
|
||||
GSDeviceDX::~GSDeviceDX()
|
||||
{
|
||||
}
|
||||
|
||||
bool GSDeviceDX::LoadD3DCompiler()
|
||||
{
|
||||
// Windows 8.1 and later come with the latest d3dcompiler_47.dll, but
|
||||
// Windows 7 devs might also have the dll available for use (which will
|
||||
// have to be placed in the application directory)
|
||||
s_d3d_compiler_dll = LoadLibraryEx(D3DCOMPILER_DLL, nullptr, LOAD_LIBRARY_SEARCH_APPLICATION_DIR | LOAD_LIBRARY_SEARCH_SYSTEM32);
|
||||
|
||||
// Windows Vista and 7 can use the older version. If the previous LoadLibrary
|
||||
// call fails on Windows 8.1 and later, then the user's system is likely
|
||||
// broken.
|
||||
if (s_d3d_compiler_dll)
|
||||
{
|
||||
s_old_d3d_compiler_dll = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!IsWindows8Point1OrGreater())
|
||||
// Use LoadLibrary instead of LoadLibraryEx, some Windows 7 systems
|
||||
// have issues with it.
|
||||
s_d3d_compiler_dll = LoadLibrary("D3DCompiler_43.dll");
|
||||
|
||||
if (s_d3d_compiler_dll == nullptr)
|
||||
return false;
|
||||
|
||||
s_old_d3d_compiler_dll = true;
|
||||
}
|
||||
|
||||
s_pD3DCompile = reinterpret_cast<decltype(&D3DCompile)>(GetProcAddress(s_d3d_compiler_dll, "D3DCompile"));
|
||||
if (s_pD3DCompile)
|
||||
return true;
|
||||
|
||||
FreeLibrary(s_d3d_compiler_dll);
|
||||
s_d3d_compiler_dll = nullptr;
|
||||
return false;
|
||||
}
|
||||
|
||||
void GSDeviceDX::FreeD3DCompiler()
|
||||
{
|
||||
s_pD3DCompile = nullptr;
|
||||
if (s_d3d_compiler_dll)
|
||||
FreeLibrary(s_d3d_compiler_dll);
|
||||
s_d3d_compiler_dll = nullptr;
|
||||
}
|
||||
|
||||
GSTexture* GSDeviceDX::FetchSurface(int type, int w, int h, int format)
|
||||
{
|
||||
return __super::FetchSurface(type, w, h, format);
|
||||
}
|
||||
|
||||
bool GSDeviceDX::SetFeatureLevel(D3D_FEATURE_LEVEL level, bool compat_mode)
|
||||
{
|
||||
m_shader.level = level;
|
||||
|
||||
switch(level)
|
||||
{
|
||||
case D3D_FEATURE_LEVEL_10_0:
|
||||
m_shader.model = "0x400";
|
||||
m_shader.vs = "vs_4_0";
|
||||
m_shader.gs = "gs_4_0";
|
||||
m_shader.ps = "ps_4_0";
|
||||
m_shader.cs = "cs_4_0";
|
||||
break;
|
||||
case D3D_FEATURE_LEVEL_10_1:
|
||||
m_shader.model = "0x401";
|
||||
m_shader.vs = "vs_4_1";
|
||||
m_shader.gs = "gs_4_1";
|
||||
m_shader.ps = "ps_4_1";
|
||||
m_shader.cs = "cs_4_1";
|
||||
break;
|
||||
case D3D_FEATURE_LEVEL_11_0:
|
||||
m_shader.model = "0x500";
|
||||
m_shader.vs = "vs_5_0";
|
||||
m_shader.gs = "gs_5_0";
|
||||
m_shader.ps = "ps_5_0";
|
||||
m_shader.cs = "cs_5_0";
|
||||
break;
|
||||
default:
|
||||
ASSERT(0);
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// (A - B) * C + D
|
||||
// A: Cs/Cd/0
|
||||
// B: Cs/Cd/0
|
||||
// C: As/Ad/FIX
|
||||
// D: Cs/Cd/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
|
||||
|
||||
// Special blending method table:
|
||||
// # (tricky) => 1 * Cd + Cd * F => Use (Cd, F) as factor of color (1, Cd)
|
||||
// * (bogus) => C * (1 + F ) + ... => factor is always bigger than 1 (except above case)
|
||||
|
||||
const GSDeviceDX::D3D11Blend GSDeviceDX::m_blendMapD3D11[3*3*3*3] =
|
||||
{
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ONE , D3D11_BLEND_ZERO} , // 0000: (Cs - Cs)*As + Cs ==> Cs
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ONE} , // 0001: (Cs - Cs)*As + Cd ==> Cd
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ZERO} , // 0002: (Cs - Cs)*As + 0 ==> 0
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ONE , D3D11_BLEND_ZERO} , // 0010: (Cs - Cs)*Ad + Cs ==> Cs
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ONE} , // 0011: (Cs - Cs)*Ad + Cd ==> Cd
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ZERO} , // 0012: (Cs - Cs)*Ad + 0 ==> 0
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ONE , D3D11_BLEND_ZERO} , // 0020: (Cs - Cs)*F + Cs ==> Cs
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ONE} , // 0021: (Cs - Cs)*F + Cd ==> Cd
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ZERO} , // 0022: (Cs - Cs)*F + 0 ==> 0
|
||||
{1, D3D11_BLEND_OP_SUBTRACT , D3D11_BLEND_ONE , D3D11_BLEND_SRC1_ALPHA} , //*0100: (Cs - Cd)*As + Cs ==> Cs*(As + 1) - Cd*As
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_SRC1_ALPHA , D3D11_BLEND_INV_SRC1_ALPHA} , // 0101: (Cs - Cd)*As + Cd ==> Cs*As + Cd*(1 - As)
|
||||
{0, D3D11_BLEND_OP_SUBTRACT , D3D11_BLEND_SRC1_ALPHA , D3D11_BLEND_SRC1_ALPHA} , // 0102: (Cs - Cd)*As + 0 ==> Cs*As - Cd*As
|
||||
{1, D3D11_BLEND_OP_SUBTRACT , D3D11_BLEND_ONE , D3D11_BLEND_DEST_ALPHA} , //*0110: (Cs - Cd)*Ad + Cs ==> Cs*(Ad + 1) - Cd*Ad
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_DEST_ALPHA , D3D11_BLEND_INV_DEST_ALPHA} , // 0111: (Cs - Cd)*Ad + Cd ==> Cs*Ad + Cd*(1 - Ad)
|
||||
{0, D3D11_BLEND_OP_SUBTRACT , D3D11_BLEND_DEST_ALPHA , D3D11_BLEND_DEST_ALPHA} , // 0112: (Cs - Cd)*Ad + 0 ==> Cs*Ad - Cd*Ad
|
||||
{1, D3D11_BLEND_OP_SUBTRACT , D3D11_BLEND_ONE , D3D11_BLEND_BLEND_FACTOR} , //*0120: (Cs - Cd)*F + Cs ==> Cs*(F + 1) - Cd*F
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_BLEND_FACTOR , D3D11_BLEND_INV_BLEND_FACTOR} , // 0121: (Cs - Cd)*F + Cd ==> Cs*F + Cd*(1 - F)
|
||||
{0, D3D11_BLEND_OP_SUBTRACT , D3D11_BLEND_BLEND_FACTOR , D3D11_BLEND_BLEND_FACTOR} , // 0122: (Cs - Cd)*F + 0 ==> Cs*F - Cd*F
|
||||
{1, D3D11_BLEND_OP_ADD , D3D11_BLEND_ONE , D3D11_BLEND_ZERO} , //*0200: (Cs - 0)*As + Cs ==> Cs*(As + 1)
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_SRC1_ALPHA , D3D11_BLEND_ONE} , // 0201: (Cs - 0)*As + Cd ==> Cs*As + Cd
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_SRC1_ALPHA , D3D11_BLEND_ZERO} , // 0202: (Cs - 0)*As + 0 ==> Cs*As
|
||||
{1, D3D11_BLEND_OP_ADD , D3D11_BLEND_ONE , D3D11_BLEND_ZERO} , //*0210: (Cs - 0)*Ad + Cs ==> Cs*(Ad + 1)
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_DEST_ALPHA , D3D11_BLEND_ONE} , // 0211: (Cs - 0)*Ad + Cd ==> Cs*Ad + Cd
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_DEST_ALPHA , D3D11_BLEND_ZERO} , // 0212: (Cs - 0)*Ad + 0 ==> Cs*Ad
|
||||
{1, D3D11_BLEND_OP_ADD , D3D11_BLEND_ONE , D3D11_BLEND_ZERO} , //*0220: (Cs - 0)*F + Cs ==> Cs*(F + 1)
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_BLEND_FACTOR , D3D11_BLEND_ONE} , // 0221: (Cs - 0)*F + Cd ==> Cs*F + Cd
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_BLEND_FACTOR , D3D11_BLEND_ZERO} , // 0222: (Cs - 0)*F + 0 ==> Cs*F
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_INV_SRC1_ALPHA , D3D11_BLEND_SRC1_ALPHA} , // 1000: (Cd - Cs)*As + Cs ==> Cd*As + Cs*(1 - As)
|
||||
{1, D3D11_BLEND_OP_REV_SUBTRACT , D3D11_BLEND_SRC1_ALPHA , D3D11_BLEND_ONE} , //*1001: (Cd - Cs)*As + Cd ==> Cd*(As + 1) - Cs*As
|
||||
{0, D3D11_BLEND_OP_REV_SUBTRACT , D3D11_BLEND_SRC1_ALPHA , D3D11_BLEND_SRC1_ALPHA} , // 1002: (Cd - Cs)*As + 0 ==> Cd*As - Cs*As
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_INV_DEST_ALPHA , D3D11_BLEND_DEST_ALPHA} , // 1010: (Cd - Cs)*Ad + Cs ==> Cd*Ad + Cs*(1 - Ad)
|
||||
{1, D3D11_BLEND_OP_REV_SUBTRACT , D3D11_BLEND_DEST_ALPHA , D3D11_BLEND_ONE} , //*1011: (Cd - Cs)*Ad + Cd ==> Cd*(Ad + 1) - Cs*Ad
|
||||
{0, D3D11_BLEND_OP_REV_SUBTRACT , D3D11_BLEND_DEST_ALPHA , D3D11_BLEND_DEST_ALPHA} , // 1012: (Cd - Cs)*Ad + 0 ==> Cd*Ad - Cs*Ad
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_INV_BLEND_FACTOR , D3D11_BLEND_BLEND_FACTOR} , // 1020: (Cd - Cs)*F + Cs ==> Cd*F + Cs*(1 - F)
|
||||
{1, D3D11_BLEND_OP_REV_SUBTRACT , D3D11_BLEND_BLEND_FACTOR , D3D11_BLEND_ONE} , //*1021: (Cd - Cs)*F + Cd ==> Cd*(F + 1) - Cs*F
|
||||
{0, D3D11_BLEND_OP_REV_SUBTRACT , D3D11_BLEND_BLEND_FACTOR , D3D11_BLEND_BLEND_FACTOR} , // 1022: (Cd - Cs)*F + 0 ==> Cd*F - Cs*F
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ONE , D3D11_BLEND_ZERO} , // 1100: (Cd - Cd)*As + Cs ==> Cs
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ONE} , // 1101: (Cd - Cd)*As + Cd ==> Cd
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ZERO} , // 1102: (Cd - Cd)*As + 0 ==> 0
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ONE , D3D11_BLEND_ZERO} , // 1110: (Cd - Cd)*Ad + Cs ==> Cs
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ONE} , // 1111: (Cd - Cd)*Ad + Cd ==> Cd
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ZERO} , // 1112: (Cd - Cd)*Ad + 0 ==> 0
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ONE , D3D11_BLEND_ZERO} , // 1120: (Cd - Cd)*F + Cs ==> Cs
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ONE} , // 1121: (Cd - Cd)*F + Cd ==> Cd
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ZERO} , // 1122: (Cd - Cd)*F + 0 ==> 0
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ONE , D3D11_BLEND_SRC1_ALPHA} , // 1200: (Cd - 0)*As + Cs ==> Cs + Cd*As
|
||||
{2, D3D11_BLEND_OP_ADD , D3D11_BLEND_DEST_COLOR , D3D11_BLEND_SRC1_ALPHA} , //#1201: (Cd - 0)*As + Cd ==> Cd*(1 + As) // ffxii main menu background glow effect
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_SRC1_ALPHA} , // 1202: (Cd - 0)*As + 0 ==> Cd*As
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ONE , D3D11_BLEND_DEST_ALPHA} , // 1210: (Cd - 0)*Ad + Cs ==> Cs + Cd*Ad
|
||||
{2, D3D11_BLEND_OP_ADD , D3D11_BLEND_DEST_COLOR , D3D11_BLEND_DEST_ALPHA} , //#1211: (Cd - 0)*Ad + Cd ==> Cd*(1 + Ad)
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_DEST_ALPHA} , // 1212: (Cd - 0)*Ad + 0 ==> Cd*Ad
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ONE , D3D11_BLEND_BLEND_FACTOR} , // 1220: (Cd - 0)*F + Cs ==> Cs + Cd*F
|
||||
{2, D3D11_BLEND_OP_ADD , D3D11_BLEND_DEST_COLOR , D3D11_BLEND_BLEND_FACTOR} , //#1221: (Cd - 0)*F + Cd ==> Cd*(1 + F)
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_BLEND_FACTOR} , // 1222: (Cd - 0)*F + 0 ==> Cd*F
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_INV_SRC1_ALPHA , D3D11_BLEND_ZERO} , // 2000: (0 - Cs)*As + Cs ==> Cs*(1 - As)
|
||||
{0, D3D11_BLEND_OP_REV_SUBTRACT , D3D11_BLEND_SRC1_ALPHA , D3D11_BLEND_ONE} , // 2001: (0 - Cs)*As + Cd ==> Cd - Cs*As
|
||||
{0, D3D11_BLEND_OP_REV_SUBTRACT , D3D11_BLEND_SRC1_ALPHA , D3D11_BLEND_ZERO} , // 2002: (0 - Cs)*As + 0 ==> 0 - Cs*As
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_INV_DEST_ALPHA , D3D11_BLEND_ZERO} , // 2010: (0 - Cs)*Ad + Cs ==> Cs*(1 - Ad)
|
||||
{0, D3D11_BLEND_OP_REV_SUBTRACT , D3D11_BLEND_DEST_ALPHA , D3D11_BLEND_ONE} , // 2011: (0 - Cs)*Ad + Cd ==> Cd - Cs*Ad
|
||||
{0, D3D11_BLEND_OP_REV_SUBTRACT , D3D11_BLEND_DEST_ALPHA , D3D11_BLEND_ZERO} , // 2012: (0 - Cs)*Ad + 0 ==> 0 - Cs*Ad
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_INV_BLEND_FACTOR , D3D11_BLEND_ZERO} , // 2020: (0 - Cs)*F + Cs ==> Cs*(1 - F)
|
||||
{0, D3D11_BLEND_OP_REV_SUBTRACT , D3D11_BLEND_BLEND_FACTOR , D3D11_BLEND_ONE} , // 2021: (0 - Cs)*F + Cd ==> Cd - Cs*F
|
||||
{0, D3D11_BLEND_OP_REV_SUBTRACT , D3D11_BLEND_BLEND_FACTOR , D3D11_BLEND_ZERO} , // 2022: (0 - Cs)*F + 0 ==> 0 - Cs*F
|
||||
{0, D3D11_BLEND_OP_SUBTRACT , D3D11_BLEND_ONE , D3D11_BLEND_SRC1_ALPHA} , // 2100: (0 - Cd)*As + Cs ==> Cs - Cd*As
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_INV_SRC1_ALPHA} , // 2101: (0 - Cd)*As + Cd ==> Cd*(1 - As)
|
||||
{0, D3D11_BLEND_OP_SUBTRACT , D3D11_BLEND_ZERO , D3D11_BLEND_SRC1_ALPHA} , // 2102: (0 - Cd)*As + 0 ==> 0 - Cd*As
|
||||
{0, D3D11_BLEND_OP_SUBTRACT , D3D11_BLEND_ONE , D3D11_BLEND_DEST_ALPHA} , // 2110: (0 - Cd)*Ad + Cs ==> Cs - Cd*Ad
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_INV_DEST_ALPHA} , // 2111: (0 - Cd)*Ad + Cd ==> Cd*(1 - Ad)
|
||||
{0, D3D11_BLEND_OP_SUBTRACT , D3D11_BLEND_ONE , D3D11_BLEND_DEST_ALPHA} , // 2112: (0 - Cd)*Ad + 0 ==> 0 - Cd*Ad
|
||||
{0, D3D11_BLEND_OP_SUBTRACT , D3D11_BLEND_ONE , D3D11_BLEND_BLEND_FACTOR} , // 2120: (0 - Cd)*F + Cs ==> Cs - Cd*F
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_INV_BLEND_FACTOR} , // 2121: (0 - Cd)*F + Cd ==> Cd*(1 - F)
|
||||
{0, D3D11_BLEND_OP_SUBTRACT , D3D11_BLEND_ONE , D3D11_BLEND_BLEND_FACTOR} , // 2122: (0 - Cd)*F + 0 ==> 0 - Cd*F
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ONE , D3D11_BLEND_ZERO} , // 2200: (0 - 0)*As + Cs ==> Cs
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ONE} , // 2201: (0 - 0)*As + Cd ==> Cd
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ZERO} , // 2202: (0 - 0)*As + 0 ==> 0
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ONE , D3D11_BLEND_ZERO} , // 2210: (0 - 0)*Ad + Cs ==> Cs
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ONE} , // 2211: (0 - 0)*Ad + Cd ==> Cd
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ZERO} , // 2212: (0 - 0)*Ad + 0 ==> 0
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ONE , D3D11_BLEND_ZERO} , // 2220: (0 - 0)*F + Cs ==> Cs
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ONE} , // 2221: (0 - 0)*F + Cd ==> Cd
|
||||
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ZERO} , // 2222: (0 - 0)*F + 0 ==> 0
|
||||
};
|
|
@ -1,365 +0,0 @@
|
|||
/*
|
||||
* 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, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
|
||||
* http://www.gnu.org/copyleft/gpl.html
|
||||
*
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "GSVector.h"
|
||||
#include "Renderers/Common/GSDevice.h"
|
||||
#include "GSAlignedClass.h"
|
||||
|
||||
class GSDeviceDX : public GSDevice
|
||||
{
|
||||
protected:
|
||||
int m_upscale_multiplier;
|
||||
|
||||
public:
|
||||
#pragma pack(push, 1)
|
||||
|
||||
struct alignas(32) VSConstantBuffer
|
||||
{
|
||||
GSVector4 VertexScale;
|
||||
GSVector4 VertexOffset;
|
||||
GSVector4 Texture_Scale_Offset;
|
||||
|
||||
struct VSConstantBuffer()
|
||||
{
|
||||
VertexScale = GSVector4::zero();
|
||||
VertexOffset = GSVector4::zero();
|
||||
Texture_Scale_Offset = GSVector4::zero();
|
||||
}
|
||||
|
||||
__forceinline bool Update(const VSConstantBuffer* cb)
|
||||
{
|
||||
GSVector4i* a = (GSVector4i*)this;
|
||||
GSVector4i* b = (GSVector4i*)cb;
|
||||
|
||||
if(!((a[0] == b[0]) & (a[1] == b[1]) & (a[2] == b[2]) & (a[3] == b[3])).alltrue())
|
||||
{
|
||||
a[0] = b[0];
|
||||
a[1] = b[1];
|
||||
a[2] = b[2];
|
||||
a[3] = b[3];
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
};
|
||||
|
||||
struct VSSelector
|
||||
{
|
||||
union
|
||||
{
|
||||
struct
|
||||
{
|
||||
uint32 bppz:2;
|
||||
uint32 tme:1;
|
||||
uint32 fst:1;
|
||||
|
||||
uint32 _free:28;
|
||||
};
|
||||
|
||||
uint32 key;
|
||||
};
|
||||
|
||||
operator uint32() const {return key;}
|
||||
|
||||
VSSelector() : key(0) {}
|
||||
VSSelector(uint32 k) : key(k) {}
|
||||
};
|
||||
|
||||
struct alignas(32) PSConstantBuffer
|
||||
{
|
||||
GSVector4 FogColor_AREF;
|
||||
GSVector4 HalfTexel;
|
||||
GSVector4 WH;
|
||||
GSVector4 MinMax;
|
||||
GSVector4 MinF_TA;
|
||||
GSVector4i MskFix;
|
||||
GSVector4i ChannelShuffle;
|
||||
|
||||
GSVector4 TC_OffsetHack;
|
||||
|
||||
struct PSConstantBuffer()
|
||||
{
|
||||
FogColor_AREF = GSVector4::zero();
|
||||
HalfTexel = GSVector4::zero();
|
||||
WH = GSVector4::zero();
|
||||
MinMax = GSVector4::zero();
|
||||
MinF_TA = GSVector4::zero();
|
||||
MskFix = GSVector4i::zero();
|
||||
ChannelShuffle = GSVector4i::zero();
|
||||
}
|
||||
|
||||
__forceinline bool Update(const PSConstantBuffer* cb)
|
||||
{
|
||||
GSVector4i* a = (GSVector4i*)this;
|
||||
GSVector4i* b = (GSVector4i*)cb;
|
||||
|
||||
if(!((a[0] == b[0]) /*& (a[1] == b1)*/ & (a[2] == b[2]) & (a[3] == b[3]) & (a[4] == b[4]) & (a[5] == b[5]) & (a[6] == b[6])).alltrue()) // if WH matches HalfTexel does too
|
||||
{
|
||||
a[0] = b[0];
|
||||
a[1] = b[1];
|
||||
a[2] = b[2];
|
||||
a[3] = b[3];
|
||||
a[4] = b[4];
|
||||
a[5] = b[5];
|
||||
a[6] = b[6];
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
};
|
||||
|
||||
struct alignas(32) GSConstantBuffer
|
||||
{
|
||||
GSVector2 PointSize;
|
||||
|
||||
struct GSConstantBuffer()
|
||||
{
|
||||
PointSize = GSVector2(0);
|
||||
}
|
||||
|
||||
__forceinline bool Update(const GSConstantBuffer* cb)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
struct GSSelector
|
||||
{
|
||||
union
|
||||
{
|
||||
struct
|
||||
{
|
||||
uint32 iip:1;
|
||||
uint32 prim:2;
|
||||
uint32 point:1;
|
||||
uint32 line:1;
|
||||
|
||||
uint32 _free:27;
|
||||
};
|
||||
|
||||
uint32 key;
|
||||
};
|
||||
|
||||
operator uint32() {return key;}
|
||||
|
||||
GSSelector() : key(0) {}
|
||||
GSSelector(uint32 k) : key(k) {}
|
||||
};
|
||||
|
||||
struct PSSelector
|
||||
{
|
||||
union
|
||||
{
|
||||
struct
|
||||
{
|
||||
// *** Word 1
|
||||
// Format
|
||||
uint32 fmt:4;
|
||||
uint32 dfmt:2;
|
||||
uint32 depth_fmt:2;
|
||||
// Alpha extension/Correction
|
||||
uint32 aem:1;
|
||||
uint32 fba:1;
|
||||
// Fog
|
||||
uint32 fog:1;
|
||||
// Pixel test
|
||||
uint32 atst:3;
|
||||
// Color sampling
|
||||
uint32 fst:1;
|
||||
uint32 tfx:3;
|
||||
uint32 tcc:1;
|
||||
uint32 wms:2;
|
||||
uint32 wmt:2;
|
||||
uint32 ltf:1;
|
||||
// Shuffle and fbmask effect
|
||||
uint32 shuffle:1;
|
||||
uint32 read_ba:1;
|
||||
|
||||
// *** Word 2
|
||||
// Blend and Colclip
|
||||
uint32 clr1:1;
|
||||
|
||||
// Others ways to fetch the texture
|
||||
uint32 channel:3;
|
||||
|
||||
// Hack
|
||||
uint32 aout:1;
|
||||
uint32 spritehack:1;
|
||||
uint32 tcoffsethack:1;
|
||||
uint32 urban_chaos_hle:1;
|
||||
uint32 tales_of_abyss_hle:1;
|
||||
uint32 point_sampler:1;
|
||||
|
||||
uint32 _free:28;
|
||||
};
|
||||
|
||||
uint64 key;
|
||||
};
|
||||
|
||||
operator uint64() {return key;}
|
||||
|
||||
PSSelector() : key(0) {}
|
||||
};
|
||||
|
||||
struct PSSamplerSelector
|
||||
{
|
||||
union
|
||||
{
|
||||
struct
|
||||
{
|
||||
uint32 tau:1;
|
||||
uint32 tav:1;
|
||||
uint32 ltf:1;
|
||||
};
|
||||
|
||||
uint32 key;
|
||||
};
|
||||
|
||||
operator uint32() {return key & 0x7;}
|
||||
|
||||
PSSamplerSelector() : key(0) {}
|
||||
};
|
||||
|
||||
struct OMDepthStencilSelector
|
||||
{
|
||||
union
|
||||
{
|
||||
struct
|
||||
{
|
||||
uint32 ztst:2;
|
||||
uint32 zwe:1;
|
||||
uint32 date:1;
|
||||
uint32 fba:1;
|
||||
uint32 date_one:1;
|
||||
};
|
||||
|
||||
uint32 key;
|
||||
};
|
||||
|
||||
operator uint32() {return key & 0x3f;}
|
||||
|
||||
OMDepthStencilSelector() : key(0) {}
|
||||
};
|
||||
|
||||
struct OMBlendSelector
|
||||
{
|
||||
union
|
||||
{
|
||||
struct
|
||||
{
|
||||
uint32 abe:1;
|
||||
uint32 a:2;
|
||||
uint32 b:2;
|
||||
uint32 c:2;
|
||||
uint32 d:2;
|
||||
uint32 wr:1;
|
||||
uint32 wg:1;
|
||||
uint32 wb:1;
|
||||
uint32 wa:1;
|
||||
};
|
||||
|
||||
struct
|
||||
{
|
||||
uint32 _pad:1;
|
||||
uint32 abcd:8;
|
||||
uint32 wrgba:4;
|
||||
};
|
||||
|
||||
uint32 key;
|
||||
};
|
||||
|
||||
operator uint32() {return key & 0x1fff;}
|
||||
|
||||
OMBlendSelector() : key(0) {}
|
||||
|
||||
bool IsCLR1() const
|
||||
{
|
||||
return (key & 0x19f) == 0x93; // abe == 1 && a == 1 && b == 2 && d == 1
|
||||
}
|
||||
};
|
||||
|
||||
struct D3D11Blend
|
||||
{
|
||||
int bogus;
|
||||
D3D11_BLEND_OP op;
|
||||
D3D11_BLEND src, dst;
|
||||
};
|
||||
static const D3D11Blend m_blendMapD3D11[3*3*3*3];
|
||||
|
||||
#pragma pack(pop)
|
||||
|
||||
protected:
|
||||
struct {D3D_FEATURE_LEVEL level; std::string model, vs, gs, ps, cs;} m_shader;
|
||||
|
||||
static HMODULE s_d3d_compiler_dll;
|
||||
static decltype(&D3DCompile) s_pD3DCompile;
|
||||
// Older version doesn't support D3D_COMPILE_STANDARD_FILE_INCLUDE, which
|
||||
// could be useful for external shaders.
|
||||
static bool s_old_d3d_compiler_dll;
|
||||
|
||||
GSTexture* FetchSurface(int type, int w, int h, int format);
|
||||
|
||||
public:
|
||||
GSDeviceDX();
|
||||
virtual ~GSDeviceDX();
|
||||
|
||||
bool SetFeatureLevel(D3D_FEATURE_LEVEL level, bool compat_mode);
|
||||
void GetFeatureLevel(D3D_FEATURE_LEVEL& level) const {level = m_shader.level;}
|
||||
|
||||
virtual void SetupVS(VSSelector sel, const VSConstantBuffer* cb) = 0;
|
||||
virtual void SetupGS(GSSelector sel, const GSConstantBuffer* cb) = 0;
|
||||
virtual void SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel) = 0;
|
||||
virtual void SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, uint8 afix) = 0;
|
||||
|
||||
virtual void SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm) = 0;
|
||||
|
||||
static bool LoadD3DCompiler();
|
||||
static void FreeD3DCompiler();
|
||||
|
||||
template<class T> void PrepareShaderMacro(std::vector<T>& dst, const T* src)
|
||||
{
|
||||
dst.clear();
|
||||
|
||||
while(src && src->Definition && src->Name)
|
||||
{
|
||||
dst.push_back(*src++);
|
||||
}
|
||||
|
||||
T m;
|
||||
|
||||
m.Name = "SHADER_MODEL";
|
||||
m.Definition = m_shader.model.c_str();
|
||||
|
||||
dst.push_back(m);
|
||||
|
||||
m.Name = NULL;
|
||||
m.Definition = NULL;
|
||||
|
||||
dst.push_back(m);
|
||||
}
|
||||
};
|
||||
|
Loading…
Reference in New Issue