/* * 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 * */ #include "stdafx.h" #include "GSRendererDX9.h" #include "GSCrc.h" #include "resource.h" GSRendererDX9::GSRendererDX9(uint8* base, bool mt, void (*irq)()) : GSRendererDX(base, mt, irq, new GSDevice9(), new GSTextureCache9(this), new GSTextureFX9()) { InitVertexKick(); } bool GSRendererDX9::Create(const string& title, int w, int h) { if(!__super::Create(title, w, h)) return false; // memset(&m_date.dss, 0, sizeof(m_date.dss)); m_date.dss.StencilEnable = true; m_date.dss.StencilReadMask = 1; m_date.dss.StencilWriteMask = 1; m_date.dss.StencilFunc = D3DCMP_ALWAYS; m_date.dss.StencilPassOp = D3DSTENCILOP_REPLACE; m_date.dss.StencilRef = 1; memset(&m_date.bs, 0, sizeof(m_date.bs)); // memset(&m_fba.dss, 0, sizeof(m_fba.dss)); m_fba.dss.StencilEnable = true; m_fba.dss.StencilReadMask = 2; m_fba.dss.StencilWriteMask = 2; m_fba.dss.StencilFunc = D3DCMP_EQUAL; m_fba.dss.StencilPassOp = D3DSTENCILOP_ZERO; m_fba.dss.StencilFailOp = D3DSTENCILOP_ZERO; m_fba.dss.StencilDepthFailOp = D3DSTENCILOP_ZERO; m_fba.dss.StencilRef = 2; memset(&m_fba.bs, 0, sizeof(m_fba.bs)); m_fba.bs.RenderTargetWriteMask = D3DCOLORWRITEENABLE_ALPHA; // return true; } template void GSRendererDX9::VertexKick(bool skip) { GSVertexHW9 v; v.p = GSVector4(((GSVector4i)m_v.XYZ).upl16()); if(tme && !fst) { v.p = v.p.xyxy(GSVector4((float)m_v.XYZ.Z, m_v.RGBAQ.Q)); } else { v.p = v.p.xyxy(GSVector4::load((float)m_v.XYZ.Z)); } if(tme) { if(fst) { v.t = m_v.GetUV(); } else { v.t = GSVector4::loadl(&m_v.ST); } } GSVertexHW9& dst = m_vl.AddTail(); dst = v; dst.c0 = m_v.RGBAQ.u32[0]; dst.c1 = m_v.FOG.u32[1]; int count = 0; if(GSVertexHW9* v = DrawingKick(skip, count)) { GSVector4 scissor = m_context->scissor.dx9; GSVector4 pmin, pmax; switch(prim) { case GS_POINTLIST: pmin = v[0].p; pmax = v[0].p; break; case GS_LINELIST: case GS_LINESTRIP: case GS_SPRITE: pmin = v[0].p.min(v[1].p); pmax = v[0].p.max(v[1].p); break; case GS_TRIANGLELIST: case GS_TRIANGLESTRIP: case GS_TRIANGLEFAN: pmin = v[0].p.min(v[1].p).min(v[2].p); pmax = v[0].p.max(v[1].p).max(v[2].p); break; } GSVector4 test = (pmax < scissor) | (pmin > scissor.zwxy()); switch(prim) { case GS_TRIANGLELIST: case GS_TRIANGLESTRIP: case GS_TRIANGLEFAN: case GS_SPRITE: test |= pmin == pmax; break; } if(test.mask() & 3) { return; } switch(prim) { case GS_POINTLIST: break; case GS_LINELIST: case GS_LINESTRIP: if(PRIM->IIP == 0) {v[0].c0 = v[1].c0;} break; case GS_TRIANGLELIST: case GS_TRIANGLESTRIP: case GS_TRIANGLEFAN: if(PRIM->IIP == 0) {v[0].c0 = v[1].c0 = v[2].c0;} break; case GS_SPRITE: if(PRIM->IIP == 0) {v[0].c0 = v[1].c0;} v[0].p.z = v[1].p.z; v[0].p.w = v[1].p.w; v[0].c1 = v[1].c1; v[2] = v[1]; v[3] = v[1]; v[1].p.y = v[0].p.y; v[1].t.y = v[0].t.y; v[2].p.x = v[0].p.x; v[2].t.x = v[0].t.x; v[4] = v[1]; v[5] = v[2]; count += 4; break; } m_count += count; } } void GSRendererDX9::Draw(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex) { switch(m_vt.m_primclass) { case GS_POINT_CLASS: m_topology = D3DPT_POINTLIST; m_perfmon.Put(GSPerfMon::Prim, m_count); break; case GS_LINE_CLASS: m_topology = D3DPT_LINELIST; m_perfmon.Put(GSPerfMon::Prim, m_count / 2); break; case GS_TRIANGLE_CLASS: case GS_SPRITE_CLASS: m_topology = D3DPT_TRIANGLELIST; m_perfmon.Put(GSPerfMon::Prim, m_count / 3); break; default: __assume(0); } (*(GSDevice9*)m_dev)->SetRenderState(D3DRS_SHADEMODE, PRIM->IIP ? D3DSHADE_GOURAUD : D3DSHADE_FLAT); // TODO __super::Draw(rt, ds, tex); } void GSRendererDX9::SetupDATE(GSTexture* rt, GSTexture* ds) { if(!m_context->TEST.DATE) return; // || (::GetAsyncKeyState(VK_CONTROL) & 0x8000) GSDevice9* dev = (GSDevice9*)m_dev; const GSVector2i& size = rt->m_size; if(GSTexture* t = dev->CreateRenderTarget(size.x, size.y)) { // sfex3 (after the capcom logo), vf4 (first menu fading in), ffxii shadows, rumble roses shadows, persona4 shadows dev->BeginScene(); dev->ClearStencil(ds, 0); // om dev->OMSetDepthStencilState(&m_date.dss); dev->OMSetBlendState(&m_date.bs, 0); dev->OMSetRenderTargets(t, ds); // ia GSVector4 s = GSVector4(rt->m_scale.x / size.x, rt->m_scale.y / size.y); GSVector4 o = GSVector4(-1.0f, 1.0f); GSVector4 src = ((m_vt.m_min.p.xyxy(m_vt.m_max.p) + o.xxyy()) * s.xyxy()).sat(o.zzyy()); GSVector4 dst = src * 2.0f + o.xxxx(); GSVertexPT1 vertices[] = { {GSVector4(dst.x, -dst.y, 0.5f, 1.0f), GSVector2(src.x, src.y)}, {GSVector4(dst.z, -dst.y, 0.5f, 1.0f), GSVector2(src.z, src.y)}, {GSVector4(dst.x, -dst.w, 0.5f, 1.0f), GSVector2(src.x, src.w)}, {GSVector4(dst.z, -dst.w, 0.5f, 1.0f), GSVector2(src.z, src.w)}, }; dev->IASetVertexBuffer(vertices, sizeof(vertices[0]), countof(vertices)); dev->IASetInputLayout(dev->m_convert.il); dev->IASetPrimitiveTopology(D3DPT_TRIANGLESTRIP); // vs dev->VSSetShader(dev->m_convert.vs, NULL, 0); // ps dev->PSSetShaderResources(rt, NULL); dev->PSSetShader(dev->m_convert.ps[m_context->TEST.DATM ? 2 : 3], NULL, 0); dev->PSSetSamplerState(&dev->m_convert.pt); // dev->DrawPrimitive(); // dev->EndScene(); dev->Recycle(t); } } void GSRendererDX9::UpdateFBA(GSTexture* rt) { GSDevice9* dev = (GSDevice9*)m_dev; dev->BeginScene(); // om dev->OMSetDepthStencilState(&m_fba.dss); dev->OMSetBlendState(&m_fba.bs, 0); // ia GSVector4 s = GSVector4(rt->m_scale.x / rt->m_size.x, rt->m_scale.y / rt->m_size.y); GSVector4 o = GSVector4(-1.0f, 1.0f); GSVector4 src = ((m_vt.m_min.p.xyxy(m_vt.m_max.p) + o.xxyy()) * s.xyxy()).sat(o.zzyy()); GSVector4 dst = src * 2.0f + o.xxxx(); GSVertexPT1 vertices[] = { {GSVector4(dst.x, -dst.y, 0.5f, 1.0f), GSVector2(0, 0)}, {GSVector4(dst.z, -dst.y, 0.5f, 1.0f), GSVector2(0, 0)}, {GSVector4(dst.x, -dst.w, 0.5f, 1.0f), GSVector2(0, 0)}, {GSVector4(dst.z, -dst.w, 0.5f, 1.0f), GSVector2(0, 0)}, }; dev->IASetVertexBuffer(vertices, sizeof(vertices[0]), countof(vertices)); dev->IASetInputLayout(dev->m_convert.il); dev->IASetPrimitiveTopology(D3DPT_TRIANGLESTRIP); // vs dev->VSSetShader(dev->m_convert.vs, NULL, 0); // ps dev->PSSetShader(dev->m_convert.ps[4], NULL, 0); // dev->DrawPrimitive(); // dev->EndScene(); }