/* * 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 "GSDeviceDX.h" #include "GSTexture9.h" struct Direct3DSamplerState9 { D3DTEXTUREFILTERTYPE FilterMin[2]; D3DTEXTUREFILTERTYPE FilterMag[2]; D3DTEXTUREADDRESS AddressU; D3DTEXTUREADDRESS AddressV; }; struct Direct3DDepthStencilState9 { BOOL DepthEnable; BOOL DepthWriteMask; D3DCMPFUNC DepthFunc; BOOL StencilEnable; UINT8 StencilReadMask; UINT8 StencilWriteMask; D3DSTENCILOP StencilFailOp; D3DSTENCILOP StencilDepthFailOp; D3DSTENCILOP StencilPassOp; D3DCMPFUNC StencilFunc; uint32 StencilRef; }; struct Direct3DBlendState9 { BOOL BlendEnable; D3DBLEND SrcBlend; D3DBLEND DestBlend; D3DBLENDOP BlendOp; D3DBLEND SrcBlendAlpha; D3DBLEND DestBlendAlpha; D3DBLENDOP BlendOpAlpha; UINT8 RenderTargetWriteMask; }; struct GSVertexShader9 { CComPtr vs; CComPtr il; }; class GSDevice9 : public GSDeviceDX { GSTexture* CreateSurface(int type, int w, int h, bool msaa, int format); void DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dt, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c); void DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset = 0); void DoFXAA(GSTexture* st, GSTexture* dt); void DoShadeBoost(GSTexture* st, GSTexture* dt); void DoExternalFX(GSTexture* st, GSTexture* dt); void InitExternalFX(); void InitFXAA(); // D3DCAPS9 m_d3dcaps; D3DPRESENT_PARAMETERS m_pp; CComPtr m_d3d; CComPtr m_dev; CComPtr m_swapchain; CComPtr m_vb; CComPtr m_vb_old; CComPtr m_ib; CComPtr m_ib_old; bool m_lost; D3DFORMAT m_depth_format; struct { IDirect3DVertexBuffer9* vb; size_t vb_stride; IDirect3DIndexBuffer9* ib; IDirect3DVertexDeclaration9* layout; D3DPRIMITIVETYPE topology; IDirect3DVertexShader9* vs; float* vs_cb; int vs_cb_len; IDirect3DTexture9* ps_srvs[3]; IDirect3DPixelShader9* ps; float* ps_cb; int ps_cb_len; Direct3DSamplerState9* ps_ss; GSVector4i scissor; Direct3DDepthStencilState9* dss; Direct3DBlendState9* bs; uint32 bf; IDirect3DSurface9* rtv; IDirect3DSurface9* dsv; } m_state; public: // TODO bool FXAA_Compiled; bool ExShader_Compiled; struct { CComPtr il; CComPtr vs; CComPtr ps[10]; Direct3DSamplerState9 ln; Direct3DSamplerState9 pt; Direct3DDepthStencilState9 dss; Direct3DBlendState9 bs; } m_convert; struct { CComPtr ps[2]; Direct3DBlendState9 bs; } m_merge; struct { CComPtr ps[4]; } m_interlace; struct { CComPtr ps; } m_shaderfx; struct { CComPtr ps; } m_fxaa; struct { CComPtr ps; } m_shadeboost; struct { Direct3DDepthStencilState9 dss; Direct3DBlendState9 bs; } m_date; void SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm); // Shaders... hash_map m_vs; D3DXHANDLE m_vs_params; hash_map > m_ps; hash_map m_ps_ss; hash_map m_om_dss; hash_map m_om_bs; hash_map m_mskfix; GSTexture* CreateMskFix(uint32 size, uint32 msk, uint32 fix); public: GSDevice9(); virtual ~GSDevice9(); bool Create(GSWnd* wnd); bool Reset(int w, int h); bool IsLost(bool update); void Flip(); void SetVSync(bool enable); void BeginScene(); void DrawPrimitive(); void DrawIndexedPrimitive(); void EndScene(); void ClearRenderTarget(GSTexture* t, const GSVector4& c); void ClearRenderTarget(GSTexture* t, uint32 c); void ClearDepth(GSTexture* t, float c); void ClearStencil(GSTexture* t, uint8 c); GSTexture* CreateRenderTarget(int w, int h, bool msaa, int format = 0); GSTexture* CreateDepthStencil(int w, int h, bool msaa, int format = 0); GSTexture* CreateTexture(int w, int h, int format = 0); GSTexture* CreateOffscreen(int w, int h, int format = 0); GSTexture* Resolve(GSTexture* t); GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format = 0); void CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r); void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, int shader = 0, bool linear = true); void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, IDirect3DPixelShader9* ps, const float* ps_cb, int ps_cb_len, bool linear = true); void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, IDirect3DPixelShader9* ps, const float* ps_cb, int ps_cb_len, Direct3DBlendState9* bs, bool linear = true); void IASetVertexBuffer(const void* vertex, size_t stride, size_t count); bool IAMapVertexBuffer(void** vertex, size_t stride, size_t count); void IAUnmapVertexBuffer(); void IASetVertexBuffer(IDirect3DVertexBuffer9* vb, size_t stride); void IASetIndexBuffer(const void* index, size_t count); void IASetIndexBuffer(IDirect3DIndexBuffer9* ib); void IASetInputLayout(IDirect3DVertexDeclaration9* layout); void IASetPrimitiveTopology(D3DPRIMITIVETYPE topology); void VSSetShader(IDirect3DVertexShader9* vs, const float* vs_cb, int vs_cb_len); void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1); void PSSetShaderResource(int i, GSTexture* sr); void PSSetShader(IDirect3DPixelShader9* ps, const float* ps_cb, int ps_cb_len); void PSSetSamplerState(Direct3DSamplerState9* ss); void OMSetDepthStencilState(Direct3DDepthStencilState9* dss); void OMSetBlendState(Direct3DBlendState9* bs, uint32 bf); void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL); IDirect3DDevice9* operator->() {return m_dev;} operator IDirect3DDevice9*() {return m_dev;} void CompileShader(uint32 id, const string& entry, const D3DXMACRO* macro, IDirect3DVertexShader9** vs, const D3DVERTEXELEMENT9* layout, int count, IDirect3DVertexDeclaration9** il); void CompileShader(uint32 id, const string& entry, const D3DXMACRO* macro, IDirect3DPixelShader9** ps); void CompileShader(const char* fn, const string& entry, const D3DXMACRO* macro, IDirect3DVertexShader9** vs, const D3DVERTEXELEMENT9* layout, int count, IDirect3DVertexDeclaration9** il); void CompileShader(const char* fn, const string& entry, const D3DXMACRO* macro, IDirect3DPixelShader9** ps); 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); bool HasStencil() { return m_depth_format == D3DFMT_D24S8; } bool HasDepth32() { return m_depth_format != D3DFMT_D24S8; } static uint32 GetMaxDepth(uint32 msaaCount = 0, std::string adapter_id = ""); static void ForceValidMsaaConfig(); };