GSopen2: Fixed GSdx so that it complies with the implied intent of the PS2E plugin API, where GSopen and GSclose retain the current GS emulation state. This required a couple significant changes:

* Removed GSTextureFX classes
 * Built shaders right into GSState classes, using GSStateDX as an interface, so that all shader caches get auto-destroyed along with GSState.

In addition to being a bit of a code cleanup, it should be a bit more efficient too since all of the extra dereferences to GSState from GSTextureFX have been removed. :)

git-svn-id: http://pcsx2.googlecode.com/svn/branches/GSopen2@1849 96395faa-99c1-11dd-bbfe-3dabce05a288
This commit is contained in:
Jake.Stine 2009-09-18 00:16:52 +00:00
parent cc1bc8d122
commit e4c0dfb6d3
28 changed files with 508 additions and 676 deletions

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@ -37,6 +37,8 @@ GPURendererSW::~GPURendererSW()
void GPURendererSW::ResetDevice()
{
__super::ResetDevice();
delete m_texture;
m_texture = NULL;

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@ -27,6 +27,8 @@
GSDevice10::GSDevice10()
{
memset(&m_state, 0, sizeof(m_state));
memset(&m_vs_cb_cache, 0, sizeof(m_vs_cb_cache));
memset(&m_ps_cb_cache, 0, sizeof(m_ps_cb_cache));
m_state.topology = D3D10_PRIMITIVE_TOPOLOGY_UNDEFINED;
m_state.bf = -1;
@ -226,6 +228,8 @@ bool GSDevice10::Create(GSWnd* wnd, bool vsync)
//
CreateTextureFX();
return true;
}

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@ -21,10 +21,10 @@
#pragma once
#include "GSDevice.h"
#include "GSDeviceDX.h"
#include "GSTexture10.h"
class GSDevice10 : public GSDevice
class GSDevice10 : public GSDeviceDX
{
GSTexture* Create(int type, int w, int h, bool msaa, int format);
@ -88,11 +88,27 @@ public: // TODO
CComPtr<ID3D10Buffer> cb;
} m_interlace;
CComPtr<ID3D10InputLayout> m_il;
hash_map<uint32, CComPtr<ID3D10VertexShader> > m_vs;
CComPtr<ID3D10Buffer> m_vs_cb;
hash_map<uint32, CComPtr<ID3D10GeometryShader> > m_gs;
hash_map<uint32, CComPtr<ID3D10PixelShader> > m_ps;
CComPtr<ID3D10Buffer> m_ps_cb;
hash_map<uint32, CComPtr<ID3D10SamplerState> > m_ps_ss;
CComPtr<ID3D10SamplerState> m_palette_ss;
// hash_map<uint32, CComPtr<ID3D10DepthStencilState> > m_om_dss;
CComPtr<ID3D10DepthStencilState> m_om_dss[32];
hash_map<uint32, CComPtr<ID3D10BlendState> > m_om_bs;
VSConstantBuffer m_vs_cb_cache;
PSConstantBuffer m_ps_cb_cache;
public:
GSDevice10();
virtual ~GSDevice10();
bool Create(GSWnd* wnd, bool vsync);
bool CreateTextureFX();
bool Reset(int w, int h, int mode);
void Flip(bool limit);
@ -131,6 +147,12 @@ public:
void OMSetBlendState(ID3D10BlendState* bs, float bf);
void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL);
void SetupIA(const void* vertices, int count, int prim);
void SetupVS(VSSelector sel, const VSConstantBuffer* cb);
void SetupGS(GSSelector sel);
void SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel);
void SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, uint8 afix);
ID3D10Device* operator->() {return m_dev;}
operator ID3D10Device*() {return m_dev;}

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@ -27,6 +27,8 @@
GSDevice11::GSDevice11()
{
memset(&m_state, 0, sizeof(m_state));
memset(&m_vs_cb_cache, 0, sizeof(m_vs_cb_cache));
memset(&m_ps_cb_cache, 0, sizeof(m_ps_cb_cache));
m_state.topology = D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED;
m_state.bf = -1;
@ -225,6 +227,7 @@ bool GSDevice11::Create(GSWnd* wnd, bool vsync)
//
CreateTextureFX();
return true;
}

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@ -21,10 +21,10 @@
#pragma once
#include "GSDevice.h"
#include "GSDeviceDX.h"
#include "GSTexture11.h"
class GSDevice11 : public GSDevice
class GSDevice11 : public GSDeviceDX
{
GSTexture* Create(int type, int w, int h, bool msaa, int format);
@ -89,11 +89,28 @@ public: // TODO
CComPtr<ID3D11Buffer> cb;
} m_interlace;
// Shaders...
CComPtr<ID3D11InputLayout> m_il;
hash_map<uint32, CComPtr<ID3D11VertexShader> > m_vs;
CComPtr<ID3D11Buffer> m_vs_cb;
hash_map<uint32, CComPtr<ID3D11GeometryShader> > m_gs;
hash_map<uint32, CComPtr<ID3D11PixelShader> > m_ps;
CComPtr<ID3D11Buffer> m_ps_cb;
hash_map<uint32, CComPtr<ID3D11SamplerState> > m_ps_ss;
CComPtr<ID3D11SamplerState> m_palette_ss;
hash_map<uint32, CComPtr<ID3D11DepthStencilState> > m_om_dss;
hash_map<uint32, CComPtr<ID3D11BlendState> > m_om_bs;
VSConstantBuffer m_vs_cb_cache;
PSConstantBuffer m_ps_cb_cache;
public:
GSDevice11();
virtual ~GSDevice11();
bool Create(GSWnd* wnd, bool vsync);
bool CreateTextureFX();
bool Reset(int w, int h, int mode);
void Flip(bool limit);
@ -132,6 +149,12 @@ public:
void OMSetBlendState(ID3D11BlendState* bs, float bf);
void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL);
void SetupIA(const void* vertices, int count, int prim);
void SetupVS(VSSelector sel, const VSConstantBuffer* cb);
void SetupGS(GSSelector sel);
void SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel);
void SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, uint8 afix);
ID3D11Device* operator->() {return m_dev;}
operator ID3D11Device*() {return m_dev;}
operator ID3D11DeviceContext*() {return m_ctx;}

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@ -40,6 +40,8 @@ GSDevice9::GSDevice9()
GSDevice9::~GSDevice9()
{
for_each(m_mskfix.begin(), m_mskfix.end(), delete_second());
if(m_state.vs_cb) _aligned_free(m_state.vs_cb);
if(m_state.ps_cb) _aligned_free(m_state.ps_cb);
}
@ -208,7 +210,12 @@ bool GSDevice9::Create(GSWnd* wnd, bool vsync)
CompileShader(IDR_INTERLACE_FX, format("ps_main%d", i), NULL, &m_interlace.ps[i]);
}
//
// create shader layout
VSSelector sel;
VSConstantBuffer cb;
SetupVS(sel, &cb);
return true;
}

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@ -21,7 +21,7 @@
#pragma once
#include "GSDevice.h"
#include "GSDeviceDX.h"
#include "GSTexture9.h"
struct Direct3DSamplerState9
@ -59,7 +59,7 @@ struct Direct3DBlendState9
UINT8 RenderTargetWriteMask;
};
class GSDevice9 : public GSDevice
class GSDevice9 : public GSDeviceDX
{
GSTexture* Create(int type, int w, int h, bool msaa, int format);
@ -124,6 +124,19 @@ public: // TODO
CComPtr<IDirect3DPixelShader9> ps[4];
} m_interlace;
// Shaders...
CComPtr<IDirect3DVertexDeclaration9> m_il;
hash_map<uint32, CComPtr<IDirect3DVertexShader9> > m_vs;
D3DXHANDLE m_vs_params;
hash_map<uint32, CComPtr<IDirect3DPixelShader9> > m_ps;
hash_map<uint32, Direct3DSamplerState9* > m_ps_ss;
hash_map<uint32, Direct3DDepthStencilState9* > m_om_dss;
hash_map<uint32, Direct3DBlendState9* > m_om_bs;
hash_map<uint32, GSTexture*> m_mskfix;
GSTexture* CreateMskFix(uint32 size, uint32 msk, uint32 fix);
public:
GSDevice9();
virtual ~GSDevice9();
@ -174,4 +187,10 @@ public:
HRESULT CompileShader(uint32 id, const string& entry, const D3DXMACRO* macro, IDirect3DVertexShader9** vs, const D3DVERTEXELEMENT9* layout, int count, IDirect3DVertexDeclaration9** il);
HRESULT CompileShader(uint32 id, const string& entry, const D3DXMACRO* macro, IDirect3DPixelShader9** ps);
void SetupIA(const void* vertices, int count, int prim);
void SetupVS(VSSelector sel, const VSConstantBuffer* cb);
void SetupGS(GSSelector sel) {}
void SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel);
void SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, uint8 afix);
};

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@ -25,22 +25,11 @@
#include "GSDevice.h"
#include "GSAlignedClass.h"
class GSTextureFX : public GSAlignedClass<16>
class GSDeviceDX : public GSDevice
{
public:
#pragma pack(push, 1)
enum
{
FMT_32,
FMT_24,
FMT_16,
FMT_8H,
FMT_4HL,
FMT_4HH,
FMT_8,
};
__declspec(align(16)) struct VSConstantBuffer
{
GSVector4 VertexScale;
@ -269,14 +258,22 @@ public:
#pragma pack(pop)
protected:
GSDevice* m_dev;
public:
GSTextureFX();
virtual ~GSTextureFX() {}
GSDeviceDX() {};
virtual ~GSDeviceDX() {}
virtual bool Create(GSDevice* dev);
virtual bool Create(GSWnd* wnd, bool vsync)
{
return __super::Create( wnd, vsync );
}
virtual bool Reset(int w, int h, int mode)
{
return __super::Reset( w, h, mode );
}
//virtual void Present(const GSVector4i& r, int shader, bool limit);
//virtual void Flip(bool limit) {}
virtual void SetupIA(const void* vertices, int count, int prim) = 0;
virtual void SetupVS(VSSelector sel, const VSConstantBuffer* cb) = 0;

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@ -32,7 +32,7 @@ GSDialog::GSDialog(UINT id)
INT_PTR GSDialog::DoModal()
{
return DialogBoxParam(theApp.GetModuleHandle(), MAKEINTRESOURCE(m_id), NULL, DialogProc, (LPARAM)this);
return DialogBoxParam(theApp.GetModuleHandle(), MAKEINTRESOURCE(m_id), GetActiveWindow(), DialogProc, (LPARAM)this);
}
INT_PTR CALLBACK GSDialog::DialogProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)

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@ -74,7 +74,11 @@ public:
virtual bool CreateWnd(const string& title, int w, int h);
virtual bool CreateDevice(GSDevice* dev);
virtual void ResetDevice() {}
virtual void ResetDevice()
{
InvalidateTextureCache();
ResetPrim();
}
virtual void VSync(int field);
virtual bool MakeSnapshot(const string& path);
virtual void KeyEvent(GSKeyEventData* e, int param = 0);

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@ -22,12 +22,11 @@
#pragma once
#include "GSRendererHW.h"
#include "GSTextureFX.h"
//#include "GSTextureFX.h"
template<class Vertex>
class GSRendererDX : public GSRendererHW<Vertex>
{
GSTextureFX* m_tfx;
GSVector2 m_pixelcenter;
bool m_logz;
bool m_fba;
@ -41,9 +40,8 @@ protected:
virtual void UpdateFBA(GSTexture* rt) {}
public:
GSRendererDX(uint8* base, bool mt, void (*irq)(), GSTextureCache* tc, GSTextureFX* tfx, const GSVector2& pixelcenter = GSVector2(0, 0))
GSRendererDX(uint8* base, bool mt, void (*irq)(), GSTextureCache* tc, const GSVector2& pixelcenter = GSVector2(0, 0))
: GSRendererHW<Vertex>(base, mt, irq, tc)
, m_tfx(tfx)
, m_pixelcenter(pixelcenter)
, m_topology(-1)
{
@ -55,7 +53,6 @@ public:
virtual ~GSRendererDX()
{
delete m_tfx;
}
bool CreateDevice(GSDevice* dev)
@ -63,28 +60,27 @@ public:
if(!__super::CreateDevice(dev))
return false;
if(!m_tfx->Create(m_dev))
return false;
return true;
}
void Draw(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex)
__forceinline void Draw(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex)
{
GSDrawingEnvironment& env = m_env;
GSDrawingContext* context = m_context;
GSDeviceDX& dev = (GSDeviceDX&)*m_dev;
//
SetupDATE(rt, ds);
//
m_dev->BeginScene();
dev.BeginScene();
// om
GSTextureFX::OMDepthStencilSelector om_dssel;
GSDeviceDX::OMDepthStencilSelector om_dssel;
if(context->TEST.ZTE)
{
@ -106,7 +102,7 @@ public:
om_dssel.fba = context->FBA.FBA;
}
GSTextureFX::OMBlendSelector om_bsel;
GSDeviceDX::OMBlendSelector om_bsel;
if(!IsOpaque())
{
@ -137,7 +133,7 @@ public:
// vs
GSTextureFX::VSSelector vs_sel;
GSDeviceDX::VSSelector vs_sel;
vs_sel.tme = PRIM->TME;
vs_sel.fst = PRIM->FST;
@ -167,7 +163,7 @@ public:
}
}
GSTextureFX::VSConstantBuffer vs_cb;
GSDeviceDX::VSConstantBuffer vs_cb;
float sx = 2.0f * rt->GetScale().x / (rt->GetWidth() << 4);
float sy = 2.0f * rt->GetScale().y / (rt->GetHeight() << 4);
@ -181,16 +177,16 @@ public:
// gs
GSTextureFX::GSSelector gs_sel;
GSDeviceDX::GSSelector gs_sel;
gs_sel.iip = PRIM->IIP;
gs_sel.prim = m_vt.m_primclass;
// ps
GSTextureFX::PSSelector ps_sel;
GSTextureFX::PSSamplerSelector ps_ssel;
GSTextureFX::PSConstantBuffer ps_cb;
GSDeviceDX::PSSelector ps_sel;
GSDeviceDX::PSSamplerSelector ps_ssel;
GSDeviceDX::PSConstantBuffer ps_cb;
ps_sel.clr1 = om_bsel.IsCLR1();
ps_sel.fba = context->FBA.FBA;
@ -274,22 +270,22 @@ public:
GSVector4i scissor = GSVector4i(GSVector4(rt->GetScale()).xyxy() * context->scissor.in).rintersect(GSVector4i(rt->GetSize()).zwxy());
m_dev->OMSetRenderTargets(rt, ds, &scissor);
m_dev->PSSetShaderResources(tex ? tex->m_texture : NULL, tex ? tex->m_palette : NULL);
dev.OMSetRenderTargets(rt, ds, &scissor);
dev.PSSetShaderResources(tex ? tex->m_texture : NULL, tex ? tex->m_palette : NULL);
uint8 afix = context->ALPHA.FIX;
m_tfx->SetupOM(om_dssel, om_bsel, afix);
m_tfx->SetupIA(m_vertices, m_count, m_topology);
m_tfx->SetupVS(vs_sel, &vs_cb);
m_tfx->SetupGS(gs_sel);
m_tfx->SetupPS(ps_sel, &ps_cb, ps_ssel);
dev.SetupOM(om_dssel, om_bsel, afix);
dev.SetupIA(m_vertices, m_count, m_topology);
dev.SetupVS(vs_sel, &vs_cb);
dev.SetupGS(gs_sel);
dev.SetupPS(ps_sel, &ps_cb, ps_ssel);
// draw
if(context->TEST.DoFirstPass())
{
m_dev->DrawPrimitive();
dev.DrawPrimitive();
}
if(context->TEST.DoSecondPass())
@ -313,7 +309,7 @@ public:
break;
}
m_tfx->SetupPS(ps_sel, &ps_cb, ps_ssel);
dev.SetupPS(ps_sel, &ps_cb, ps_ssel);
bool z = om_dssel.zwe;
bool r = om_bsel.wr;
@ -338,13 +334,13 @@ public:
om_bsel.wb = b;
om_bsel.wa = a;
m_tfx->SetupOM(om_dssel, om_bsel, afix);
dev.SetupOM(om_dssel, om_bsel, afix);
m_dev->DrawPrimitive();
dev.DrawPrimitive();
}
}
m_dev->EndScene();
dev.EndScene();
if(om_dssel.fba) UpdateFBA(rt);
}

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@ -25,7 +25,7 @@
#include "resource.h"
GSRendererDX10::GSRendererDX10(uint8* base, bool mt, void (*irq)())
: GSRendererDX<GSVertexHW10>(base, mt, irq, new GSTextureCache10(this), new GSTextureFX10(), GSVector2(-0.5f, -0.5f))
: GSRendererDX<GSVertexHW10>(base, mt, irq, new GSTextureCache10(this), GSVector2(-0.5f, -0.5f))
{
InitVertexKick<GSRendererDX10>();
}

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@ -24,7 +24,6 @@
#include "GSRendererDX.h"
#include "GSVertexHW.h"
#include "GSTextureCache10.h"
#include "GSTextureFX10.h"
class GSRendererDX10 : public GSRendererDX<GSVertexHW10>
{

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@ -25,7 +25,7 @@
#include "resource.h"
GSRendererDX11::GSRendererDX11(uint8* base, bool mt, void (*irq)())
: GSRendererDX<GSVertexHW11>(base, mt, irq, new GSTextureCache11(this), new GSTextureFX11(), GSVector2(-0.5f, -0.5f))
: GSRendererDX<GSVertexHW11>(base, mt, irq, new GSTextureCache11(this), GSVector2(-0.5f, -0.5f))
{
InitVertexKick<GSRendererDX11>();
}

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@ -24,7 +24,6 @@
#include "GSRendererDX.h"
#include "GSVertexHW.h"
#include "GSTextureCache11.h"
#include "GSTextureFX11.h"
class GSRendererDX11 : public GSRendererDX<GSVertexHW11>
{

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@ -25,7 +25,7 @@
#include "resource.h"
GSRendererDX9::GSRendererDX9(uint8* base, bool mt, void (*irq)())
: GSRendererDX<GSVertexHW9>(base, mt, irq, new GSTextureCache9(this), new GSTextureFX9())
: GSRendererDX<GSVertexHW9>(base, mt, irq, new GSTextureCache9(this))
{
InitVertexKick<GSRendererDX9>();
}

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@ -24,7 +24,6 @@
#include "GSRendererDX.h"
#include "GSVertexHW.h"
#include "GSTextureCache9.h"
#include "GSTextureFX9.h"
class GSRendererDX9 : public GSRendererDX<GSVertexHW9>
{

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@ -478,6 +478,7 @@ protected:
void ResetDevice()
{
__super::ResetDevice();
m_tc->RemoveAll();
}

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@ -24,7 +24,6 @@
#include "GSRendererHW.h"
#include "GSVertexHW.h"
#include "GSTextureCacheOGL.h"
// TODO: #include "GSTextureFXOGL.h"
class GSRendererOGL : public GSRendererHW<GSVertexOGL>
{

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@ -21,7 +21,6 @@
#include "StdAfx.h"
#include "GSTextureCache.h"
#include "GSTextureFX.h"
GSTextureCache::GSTextureCache(GSRenderer* r)
: m_renderer(r)
@ -497,14 +496,14 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
{
if(m_paltex && GSLocalMemory::m_psm[TEX0.PSM].pal > 0)
{
src->m_fmt = GSTextureFX::FMT_8;
src->m_fmt = FMT_8;
src->m_texture = m_renderer->m_dev->CreateTexture(tw, th, Get8bitFormat());
src->m_palette = m_renderer->m_dev->CreateTexture(256, 1);
}
else
{
src->m_fmt = GSTextureFX::FMT_32;
src->m_fmt = FMT_32;
src->m_texture = m_renderer->m_dev->CreateTexture(tw, th);
}
@ -650,25 +649,25 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
default:
ASSERT(0);
case PSM_PSMCT32:
src->m_fmt = GSTextureFX::FMT_32;
src->m_fmt = FMT_32;
break;
case PSM_PSMCT24:
src->m_fmt = GSTextureFX::FMT_24;
src->m_fmt = FMT_24;
break;
case PSM_PSMCT16:
case PSM_PSMCT16S:
src->m_fmt = GSTextureFX::FMT_16;
src->m_fmt = FMT_16;
break;
case PSM_PSMT8H:
src->m_fmt = GSTextureFX::FMT_8H;
src->m_fmt = FMT_8H;
src->m_palette = m_renderer->m_dev->CreateTexture(256, 1);
break;
case PSM_PSMT4HL:
src->m_fmt = GSTextureFX::FMT_4HL;
src->m_fmt = FMT_4HL;
src->m_palette = m_renderer->m_dev->CreateTexture(256, 1);
break;
case PSM_PSMT4HH:
src->m_fmt = GSTextureFX::FMT_4HH;
src->m_fmt = FMT_4HH;
src->m_palette = m_renderer->m_dev->CreateTexture(256, 1);
break;
}
@ -863,7 +862,7 @@ void GSTextureCache::Source::Update(const GIFRegTEX0& TEX0, const GIFRegTEXA& TE
}
}
m_renderer->m_perfmon.Put(GSPerfMon::Unswizzle, bs.x * bs.y * blocks << (m_fmt == GSTextureFX::FMT_32 ? 2 : 0));
m_renderer->m_perfmon.Put(GSPerfMon::Unswizzle, bs.x * bs.y * blocks << (m_fmt == FMT_32 ? 2 : 0));
Flush(m_write.count);
}
@ -922,7 +921,7 @@ void GSTextureCache::Source::Flush(uint32 count)
GSLocalMemory::readTexture rtx = psm.rtx;
if(m_fmt == GSTextureFX::FMT_8)
if(m_fmt == FMT_8)
{
pitch >>= 2;
rtx = psm.rtxP;

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@ -28,6 +28,17 @@ class GSTextureCache
public:
enum {RenderTarget, DepthStencil};
enum TextureFormatType
{
FMT_32,
FMT_24,
FMT_16,
FMT_8H,
FMT_4HL,
FMT_4HH,
FMT_8,
};
class Surface : public GSAlignedClass<16>
{
protected:

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@ -20,22 +20,11 @@
*/
#include "stdafx.h"
#include "GSTextureFX10.h"
#include "GSDevice10.h"
#include "resource.h"
GSTextureFX10::GSTextureFX10()
bool GSDevice10::CreateTextureFX()
{
memset(&m_vs_cb_cache, 0, sizeof(m_vs_cb_cache));
memset(&m_ps_cb_cache, 0, sizeof(m_ps_cb_cache));
}
bool GSTextureFX10::Create(GSDevice* dev)
{
if(!__super::Create(dev))
{
return false;
}
HRESULT hr;
D3D10_BUFFER_DESC bd;
@ -46,7 +35,7 @@ bool GSTextureFX10::Create(GSDevice* dev)
bd.Usage = D3D10_USAGE_DEFAULT;
bd.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
hr = (*(GSDevice10*)dev)->CreateBuffer(&bd, NULL, &m_vs_cb);
hr = m_dev->CreateBuffer(&bd, NULL, &m_vs_cb);
if(FAILED(hr)) return false;
@ -56,7 +45,7 @@ bool GSTextureFX10::Create(GSDevice* dev)
bd.Usage = D3D10_USAGE_DEFAULT;
bd.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
hr = (*(GSDevice10*)dev)->CreateBuffer(&bd, NULL, &m_ps_cb);
hr = m_dev->CreateBuffer(&bd, NULL, &m_ps_cb);
if(FAILED(hr)) return false;
@ -72,7 +61,7 @@ bool GSTextureFX10::Create(GSDevice* dev)
sd.MaxAnisotropy = 16;
sd.ComparisonFunc = D3D10_COMPARISON_NEVER;
hr = (*(GSDevice10*)dev)->CreateSamplerState(&sd, &m_palette_ss);
hr = m_dev->CreateSamplerState(&sd, &m_palette_ss);
if(FAILED(hr)) return false;
@ -83,24 +72,18 @@ bool GSTextureFX10::Create(GSDevice* dev)
SetupVS(sel, &cb);
//
return true;
}
void GSTextureFX10::SetupIA(const void* vertices, int count, int prim)
void GSDevice10::SetupIA(const void* vertices, int count, int prim)
{
GSDevice10* dev = (GSDevice10*)m_dev;
dev->IASetVertexBuffer(vertices, sizeof(GSVertexHW10), count);
dev->IASetInputLayout(m_il);
dev->IASetPrimitiveTopology((D3D10_PRIMITIVE_TOPOLOGY)prim);
IASetVertexBuffer(vertices, sizeof(GSVertexHW10), count);
IASetInputLayout(m_il);
IASetPrimitiveTopology((D3D10_PRIMITIVE_TOPOLOGY)prim);
}
void GSTextureFX10::SetupVS(VSSelector sel, const VSConstantBuffer* cb)
void GSDevice10::SetupVS(VSSelector sel, const VSConstantBuffer* cb)
{
GSDevice10* dev = (GSDevice10*)m_dev;
hash_map<uint32, CComPtr<ID3D10VertexShader> >::const_iterator i = m_vs.find(sel);
if(i == m_vs.end())
@ -132,7 +115,7 @@ void GSTextureFX10::SetupVS(VSSelector sel, const VSConstantBuffer* cb)
CComPtr<ID3D10InputLayout> il;
CComPtr<ID3D10VertexShader> vs;
dev->CompileShader(IDR_TFX_FX, "vs_main", macro, &vs, layout, countof(layout), &il);
CompileShader(IDR_TFX_FX, "vs_main", macro, &vs, layout, countof(layout), &il);
if(m_il == NULL)
{
@ -146,16 +129,14 @@ void GSTextureFX10::SetupVS(VSSelector sel, const VSConstantBuffer* cb)
if(m_vs_cb_cache.Update(cb))
{
(*dev)->UpdateSubresource(m_vs_cb, 0, NULL, cb, 0, 0);
m_dev->UpdateSubresource(m_vs_cb, 0, NULL, cb, 0, 0);
}
dev->VSSetShader(i->second, m_vs_cb);
VSSetShader(i->second, m_vs_cb);
}
void GSTextureFX10::SetupGS(GSSelector sel)
void GSDevice10::SetupGS(GSSelector sel)
{
GSDevice10* dev = (GSDevice10*)m_dev;
ID3D10GeometryShader* gs = NULL;
if(sel.prim > 0 && (sel.iip == 0 || sel.prim == 3)) // geometry shader works in every case, but not needed
@ -180,19 +161,17 @@ void GSTextureFX10::SetupGS(GSSelector sel)
{NULL, NULL},
};
dev->CompileShader(IDR_TFX_FX, "gs_main", macro, &gs);
CompileShader(IDR_TFX_FX, "gs_main", macro, &gs);
m_gs[sel] = gs;
}
}
dev->GSSetShader(gs);
GSSetShader(gs);
}
void GSTextureFX10::SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel)
void GSDevice10::SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel)
{
GSDevice10* dev = (GSDevice10*)m_dev;
hash_map<uint32, CComPtr<ID3D10PixelShader> >::const_iterator i = m_ps.find(sel);
if(i == m_ps.end())
@ -233,7 +212,7 @@ void GSTextureFX10::SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSample
CComPtr<ID3D10PixelShader> ps;
dev->CompileShader(IDR_TFX_FX, "ps_main", macro, &ps);
CompileShader(IDR_TFX_FX, "ps_main", macro, &ps);
m_ps[sel] = ps;
@ -242,10 +221,10 @@ void GSTextureFX10::SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSample
if(m_ps_cb_cache.Update(cb))
{
(*dev)->UpdateSubresource(m_ps_cb, 0, NULL, cb, 0, 0);
m_dev->UpdateSubresource(m_ps_cb, 0, NULL, cb, 0, 0);
}
dev->PSSetShader(i->second, m_ps_cb);
PSSetShader(i->second, m_ps_cb);
ID3D10SamplerState* ss0 = NULL;
ID3D10SamplerState* ss1 = NULL;
@ -279,7 +258,7 @@ void GSTextureFX10::SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSample
sd.MaxAnisotropy = 16;
sd.ComparisonFunc = D3D10_COMPARISON_NEVER;
(*dev)->CreateSamplerState(&sd, &ss0);
m_dev->CreateSamplerState(&sd, &ss0);
m_ps_ss[ssel] = ss0;
}
@ -290,12 +269,11 @@ void GSTextureFX10::SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSample
}
}
dev->PSSetSamplerState(ss0, ss1);
PSSetSamplerState(ss0, ss1);
}
void GSTextureFX10::SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, uint8 afix)
void GSDevice10::SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, uint8 afix)
{
GSDevice10* dev = (GSDevice10*)m_dev;
/*
hash_map<uint32, CComPtr<ID3D10DepthStencilState> >::const_iterator i = m_om_dss.find(dssel);
@ -342,18 +320,18 @@ void GSTextureFX10::SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel,
/*
CComPtr<ID3D10DepthStencilState> dss;
(*dev)->CreateDepthStencilState(&dsd, &dss);
m_dev->CreateDepthStencilState(&dsd, &dss);
m_om_dss[dssel] = dss;
i = m_om_dss.find(dssel);
*/
(*dev)->CreateDepthStencilState(&dsd, &om_dss);
m_dev->CreateDepthStencilState(&dsd, &om_dss);
}
// dev->OMSetDepthStencilState(i->second, 1);
// OMSetDepthStencilState(i->second, 1);
dev->OMSetDepthStencilState(om_dss, 1);
OMSetDepthStencilState(om_dss, 1);
hash_map<uint32, CComPtr<ID3D10BlendState> >::const_iterator j = m_om_bs.find(bsel);
@ -487,12 +465,12 @@ void GSTextureFX10::SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel,
CComPtr<ID3D10BlendState> bs;
(*dev)->CreateBlendState(&bd, &bs);
m_dev->CreateBlendState(&bd, &bs);
m_om_bs[bsel] = bs;
j = m_om_bs.find(bsel);
}
dev->OMSetBlendState(j->second, (float)(int)afix / 0x80);
OMSetBlendState(j->second, (float)(int)afix / 0x80);
}

View File

@ -1,54 +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, 675 Mass Ave, Cambridge, MA 02139, USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#pragma once
#include "GSTextureFX.h"
#include "GSDevice10.h"
class GSTextureFX10 : public GSTextureFX
{
CComPtr<ID3D10InputLayout> m_il;
hash_map<uint32, CComPtr<ID3D10VertexShader> > m_vs;
CComPtr<ID3D10Buffer> m_vs_cb;
hash_map<uint32, CComPtr<ID3D10GeometryShader> > m_gs;
hash_map<uint32, CComPtr<ID3D10PixelShader> > m_ps;
CComPtr<ID3D10Buffer> m_ps_cb;
hash_map<uint32, CComPtr<ID3D10SamplerState> > m_ps_ss;
CComPtr<ID3D10SamplerState> m_palette_ss;
// hash_map<uint32, CComPtr<ID3D10DepthStencilState> > m_om_dss;
CComPtr<ID3D10DepthStencilState> m_om_dss[32];
hash_map<uint32, CComPtr<ID3D10BlendState> > m_om_bs;
VSConstantBuffer m_vs_cb_cache;
PSConstantBuffer m_ps_cb_cache;
public:
GSTextureFX10();
bool Create(GSDevice* dev);
void SetupIA(const void* vertices, int count, int prim);
void SetupVS(VSSelector sel, const VSConstantBuffer* cb);
void SetupGS(GSSelector sel);
void SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel);
void SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, uint8 afix);
};

View File

@ -20,22 +20,11 @@
*/
#include "stdafx.h"
#include "GSTextureFX11.h"
#include "GSDevice11.h"
#include "resource.h"
GSTextureFX11::GSTextureFX11()
bool GSDevice11::CreateTextureFX()
{
memset(&m_vs_cb_cache, 0, sizeof(m_vs_cb_cache));
memset(&m_ps_cb_cache, 0, sizeof(m_ps_cb_cache));
}
bool GSTextureFX11::Create(GSDevice* dev)
{
if(!__super::Create(dev))
{
return false;
}
HRESULT hr;
D3D11_BUFFER_DESC bd;
@ -46,7 +35,7 @@ bool GSTextureFX11::Create(GSDevice* dev)
bd.Usage = D3D11_USAGE_DEFAULT;
bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
hr = (*(GSDevice11*)dev)->CreateBuffer(&bd, NULL, &m_vs_cb);
hr = m_dev->CreateBuffer(&bd, NULL, &m_vs_cb);
if(FAILED(hr)) return false;
@ -56,7 +45,7 @@ bool GSTextureFX11::Create(GSDevice* dev)
bd.Usage = D3D11_USAGE_DEFAULT;
bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
hr = (*(GSDevice11*)dev)->CreateBuffer(&bd, NULL, &m_ps_cb);
hr = m_dev->CreateBuffer(&bd, NULL, &m_ps_cb);
if(FAILED(hr)) return false;
@ -72,7 +61,7 @@ bool GSTextureFX11::Create(GSDevice* dev)
sd.MaxAnisotropy = 16;
sd.ComparisonFunc = D3D11_COMPARISON_NEVER;
hr = (*(GSDevice11*)dev)->CreateSamplerState(&sd, &m_palette_ss);
hr = m_dev->CreateSamplerState(&sd, &m_palette_ss);
if(FAILED(hr)) return false;
@ -88,19 +77,15 @@ bool GSTextureFX11::Create(GSDevice* dev)
return true;
}
void GSTextureFX11::SetupIA(const void* vertices, int count, int prim)
void GSDevice11::SetupIA(const void* vertices, int count, int prim)
{
GSDevice11* dev = (GSDevice11*)m_dev;
dev->IASetVertexBuffer(vertices, sizeof(GSVertexHW11), count);
dev->IASetInputLayout(m_il);
dev->IASetPrimitiveTopology((D3D11_PRIMITIVE_TOPOLOGY)prim);
IASetVertexBuffer(vertices, sizeof(GSVertexHW11), count);
IASetInputLayout(m_il);
IASetPrimitiveTopology((D3D11_PRIMITIVE_TOPOLOGY)prim);
}
void GSTextureFX11::SetupVS(VSSelector sel, const VSConstantBuffer* cb)
void GSDevice11::SetupVS(VSSelector sel, const VSConstantBuffer* cb)
{
GSDevice11* dev = (GSDevice11*)m_dev;
hash_map<uint32, CComPtr<ID3D11VertexShader> >::const_iterator i = m_vs.find(sel);
if(i == m_vs.end())
@ -132,7 +117,7 @@ void GSTextureFX11::SetupVS(VSSelector sel, const VSConstantBuffer* cb)
CComPtr<ID3D11InputLayout> il;
CComPtr<ID3D11VertexShader> vs;
dev->CompileShader(IDR_TFX_FX, "vs_main", macro, &vs, layout, countof(layout), &il);
CompileShader(IDR_TFX_FX, "vs_main", macro, &vs, layout, countof(layout), &il);
if(m_il == NULL)
{
@ -146,18 +131,16 @@ void GSTextureFX11::SetupVS(VSSelector sel, const VSConstantBuffer* cb)
if(m_vs_cb_cache.Update(cb))
{
ID3D11DeviceContext* ctx = *dev;
ID3D11DeviceContext* ctx = m_ctx;
ctx->UpdateSubresource(m_vs_cb, 0, NULL, cb, 0, 0);
}
dev->VSSetShader(i->second, m_vs_cb);
VSSetShader(i->second, m_vs_cb);
}
void GSTextureFX11::SetupGS(GSSelector sel)
void GSDevice11::SetupGS(GSSelector sel)
{
GSDevice11* dev = (GSDevice11*)m_dev;
ID3D11GeometryShader* gs = NULL;
if(sel.prim > 0 && (sel.iip == 0 || sel.prim == 3)) // geometry shader works in every case, but not needed
@ -182,19 +165,17 @@ void GSTextureFX11::SetupGS(GSSelector sel)
{NULL, NULL},
};
dev->CompileShader(IDR_TFX_FX, "gs_main", macro, &gs);
CompileShader(IDR_TFX_FX, "gs_main", macro, &gs);
m_gs[sel] = gs;
}
}
dev->GSSetShader(gs);
GSSetShader(gs);
}
void GSTextureFX11::SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel)
void GSDevice11::SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel)
{
GSDevice11* dev = (GSDevice11*)m_dev;
hash_map<uint32, CComPtr<ID3D11PixelShader> >::const_iterator i = m_ps.find(sel);
if(i == m_ps.end())
@ -235,7 +216,7 @@ void GSTextureFX11::SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSample
CComPtr<ID3D11PixelShader> ps;
dev->CompileShader(IDR_TFX_FX, "ps_main", macro, &ps);
CompileShader(IDR_TFX_FX, "ps_main", macro, &ps);
m_ps[sel] = ps;
@ -244,12 +225,12 @@ void GSTextureFX11::SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSample
if(m_ps_cb_cache.Update(cb))
{
ID3D11DeviceContext* ctx = *dev;
ID3D11DeviceContext* ctx = m_ctx;
ctx->UpdateSubresource(m_ps_cb, 0, NULL, cb, 0, 0);
}
dev->PSSetShader(i->second, m_ps_cb);
PSSetShader(i->second, m_ps_cb);
ID3D11SamplerState* ss0 = NULL;
ID3D11SamplerState* ss1 = NULL;
@ -283,7 +264,7 @@ void GSTextureFX11::SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSample
sd.MaxAnisotropy = 16;
sd.ComparisonFunc = D3D11_COMPARISON_NEVER;
(*dev)->CreateSamplerState(&sd, &ss0);
m_dev->CreateSamplerState(&sd, &ss0);
m_ps_ss[ssel] = ss0;
}
@ -294,13 +275,11 @@ void GSTextureFX11::SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSample
}
}
dev->PSSetSamplerState(ss0, ss1);
PSSetSamplerState(ss0, ss1);
}
void GSTextureFX11::SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, uint8 afix)
void GSDevice11::SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, uint8 afix)
{
GSDevice11* dev = (GSDevice11*)m_dev;
hash_map<uint32, CComPtr<ID3D11DepthStencilState> >::const_iterator i = m_om_dss.find(dssel);
if(i == m_om_dss.end())
@ -341,14 +320,14 @@ void GSTextureFX11::SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel,
CComPtr<ID3D11DepthStencilState> dss;
(*dev)->CreateDepthStencilState(&dsd, &dss);
m_dev->CreateDepthStencilState(&dsd, &dss);
m_om_dss[dssel] = dss;
i = m_om_dss.find(dssel);
}
dev->OMSetDepthStencilState(i->second, 1);
OMSetDepthStencilState(i->second, 1);
hash_map<uint32, CComPtr<ID3D11BlendState> >::const_iterator j = m_om_bs.find(bsel);
@ -482,12 +461,12 @@ void GSTextureFX11::SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel,
CComPtr<ID3D11BlendState> bs;
(*dev)->CreateBlendState(&bd, &bs);
m_dev->CreateBlendState(&bd, &bs);
m_om_bs[bsel] = bs;
j = m_om_bs.find(bsel);
}
dev->OMSetBlendState(j->second, (float)(int)afix / 0x80);
OMSetBlendState(j->second, (float)(int)afix / 0x80);
}

View File

@ -1,53 +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, 675 Mass Ave, Cambridge, MA 02139, USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#pragma once
#include "GSTextureFX.h"
#include "GSDevice11.h"
class GSTextureFX11 : public GSTextureFX
{
CComPtr<ID3D11InputLayout> m_il;
hash_map<uint32, CComPtr<ID3D11VertexShader> > m_vs;
CComPtr<ID3D11Buffer> m_vs_cb;
hash_map<uint32, CComPtr<ID3D11GeometryShader> > m_gs;
hash_map<uint32, CComPtr<ID3D11PixelShader> > m_ps;
CComPtr<ID3D11Buffer> m_ps_cb;
hash_map<uint32, CComPtr<ID3D11SamplerState> > m_ps_ss;
CComPtr<ID3D11SamplerState> m_palette_ss;
hash_map<uint32, CComPtr<ID3D11DepthStencilState> > m_om_dss;
hash_map<uint32, CComPtr<ID3D11BlendState> > m_om_bs;
VSConstantBuffer m_vs_cb_cache;
PSConstantBuffer m_ps_cb_cache;
public:
GSTextureFX11();
bool Create(GSDevice* dev);
void SetupIA(const void* vertices, int count, int prim);
void SetupVS(VSSelector sel, const VSConstantBuffer* cb);
void SetupGS(GSSelector sel);
void SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel);
void SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, uint8 afix);
};

View File

@ -20,38 +20,11 @@
*/
#include "stdafx.h"
#include "GSTextureFX9.h"
#include "GSDevice9.h"
#include "resource.h"
GSTextureFX9::GSTextureFX9()
{
}
GSTextureFX9::~GSTextureFX9()
{
for_each(m_mskfix.begin(), m_mskfix.end(), delete_second());
}
bool GSTextureFX9::Create(GSDevice* dev)
{
if(!__super::Create(dev))
{
return false;
}
// create layout
VSSelector sel;
VSConstantBuffer cb;
SetupVS(sel, &cb);
//
return true;
}
GSTexture* GSTextureFX9::CreateMskFix(uint32 size, uint32 msk, uint32 fix)
GSTexture* GSDevice9::CreateMskFix(uint32 size, uint32 msk, uint32 fix)
{
GSTexture* t = NULL;
@ -65,7 +38,7 @@ GSTexture* GSTextureFX9::CreateMskFix(uint32 size, uint32 msk, uint32 fix)
}
else
{
t = m_dev->CreateTexture(size, 1, D3DFMT_R32F);
t = CreateTexture(size, 1, D3DFMT_R32F);
if(t)
{
@ -88,19 +61,15 @@ GSTexture* GSTextureFX9::CreateMskFix(uint32 size, uint32 msk, uint32 fix)
return t;
}
void GSTextureFX9::SetupIA(const void* vertices, int count, int prim)
void GSDevice9::SetupIA(const void* vertices, int count, int prim)
{
GSDevice9* dev = (GSDevice9*)m_dev;
dev->IASetVertexBuffer(vertices, sizeof(GSVertexHW9), count);
dev->IASetInputLayout(m_il);
dev->IASetPrimitiveTopology((D3DPRIMITIVETYPE)prim);
IASetVertexBuffer(vertices, sizeof(GSVertexHW9), count);
IASetInputLayout(m_il);
IASetPrimitiveTopology((D3DPRIMITIVETYPE)prim);
}
void GSTextureFX9::SetupVS(VSSelector sel, const VSConstantBuffer* cb)
void GSDevice9::SetupVS(VSSelector sel, const VSConstantBuffer* cb)
{
GSDevice9* dev = (GSDevice9*)m_dev;
hash_map< uint32, CComPtr<IDirect3DVertexShader9> >::const_iterator i = m_vs.find(sel);
if(i == m_vs.end())
@ -133,7 +102,7 @@ void GSTextureFX9::SetupVS(VSSelector sel, const VSConstantBuffer* cb)
CComPtr<IDirect3DVertexDeclaration9> il;
CComPtr<IDirect3DVertexShader9> vs;
dev->CompileShader(IDR_TFX_FX, "vs_main", macro, &vs, layout, countof(layout), &il);
CompileShader(IDR_TFX_FX, "vs_main", macro, &vs, layout, countof(layout), &il);
if(m_il == NULL)
{
@ -145,13 +114,11 @@ void GSTextureFX9::SetupVS(VSSelector sel, const VSConstantBuffer* cb)
i = m_vs.find(sel);
}
dev->VSSetShader(i->second, (const float*)cb, sizeof(*cb) / sizeof(GSVector4));
VSSetShader(i->second, (const float*)cb, sizeof(*cb) / sizeof(GSVector4));
}
void GSTextureFX9::SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel)
void GSDevice9::SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel)
{
GSDevice9* dev = (GSDevice9*)m_dev;
if(cb->WH.z > 0 && cb->WH.w > 0 && (sel.wms == 3 || sel.wmt == 3))
{
GSVector4i size(cb->WH);
@ -160,7 +127,7 @@ void GSTextureFX9::SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSampler
{
if(GSTexture* t = CreateMskFix(size.z, cb->MskFix.x, cb->MskFix.z))
{
(*dev)->SetTexture(2, *(GSTexture9*)t);
m_dev->SetTexture(2, *(GSTexture9*)t);
}
}
@ -168,7 +135,7 @@ void GSTextureFX9::SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSampler
{
if(GSTexture* t = CreateMskFix(size.w, cb->MskFix.y, cb->MskFix.w))
{
(*dev)->SetTexture(3, *(GSTexture9*)t);
m_dev->SetTexture(3, *(GSTexture9*)t);
}
}
}
@ -211,14 +178,14 @@ void GSTextureFX9::SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSampler
CComPtr<IDirect3DPixelShader9> ps;
dev->CompileShader(IDR_TFX_FX, "ps_main", macro, &ps);
CompileShader(IDR_TFX_FX, "ps_main", macro, &ps);
m_ps[sel] = ps;
i = m_ps.find(sel);
}
dev->PSSetShader(i->second, (const float*)cb, sizeof(*cb) / sizeof(GSVector4));
PSSetShader(i->second, (const float*)cb, sizeof(*cb) / sizeof(GSVector4));
Direct3DSamplerState9* ss = NULL;
@ -253,13 +220,11 @@ void GSTextureFX9::SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSampler
}
}
dev->PSSetSamplerState(ss);
PSSetSamplerState(ss);
}
void GSTextureFX9::SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, uint8 afix)
void GSDevice9::SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, uint8 afix)
{
GSDevice9* dev = (GSDevice9*)m_dev;
Direct3DDepthStencilState9* dss = NULL;
hash_map<uint32, Direct3DDepthStencilState9*>::const_iterator i = m_om_dss.find(dssel);
@ -302,7 +267,7 @@ void GSTextureFX9::SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, u
i = m_om_dss.find(dssel);
}
dev->OMSetDepthStencilState(i->second);
OMSetDepthStencilState(i->second);
hash_map<uint32, Direct3DBlendState9*>::const_iterator j = m_om_bs.find(bsel);
@ -439,5 +404,5 @@ void GSTextureFX9::SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, u
j = m_om_bs.find(bsel);
}
dev->OMSetBlendState(j->second, afix >= 0x80 ? 0xffffff : 0x020202 * afix);
OMSetBlendState(j->second, afix >= 0x80 ? 0xffffff : 0x020202 * afix);
}

View File

@ -1,51 +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, 675 Mass Ave, Cambridge, MA 02139, USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#pragma once
#include "GSTextureFX.h"
#include "GSDevice9.h"
class GSTextureFX9 : public GSTextureFX
{
CComPtr<IDirect3DVertexDeclaration9> m_il;
hash_map<uint32, CComPtr<IDirect3DVertexShader9> > m_vs;
D3DXHANDLE m_vs_params;
hash_map<uint32, CComPtr<IDirect3DPixelShader9> > m_ps;
hash_map<uint32, Direct3DSamplerState9* > m_ps_ss;
hash_map<uint32, Direct3DDepthStencilState9* > m_om_dss;
hash_map<uint32, Direct3DBlendState9* > m_om_bs;
hash_map<uint32, GSTexture*> m_mskfix;
GSTexture* CreateMskFix(uint32 size, uint32 msk, uint32 fix);
public:
GSTextureFX9();
virtual ~GSTextureFX9();
bool Create(GSDevice* dev);
void SetupIA(const void* vertices, int count, int prim);
void SetupVS(VSSelector sel, const VSConstantBuffer* cb);
void SetupGS(GSSelector sel) {}
void SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel);
void SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, uint8 afix);
};

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@ -1449,10 +1449,6 @@
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@ -1739,6 +1735,10 @@
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@ -1863,10 +1863,6 @@
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@ -1899,22 +1895,10 @@
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