/* * 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 "GSRendererDX11.h" #include "GSCrc.h" #include "resource.h" GSRendererDX11::GSRendererDX11(uint8* base, bool mt, void (*irq)()) : GSRendererDX(base, mt, irq, new GSDevice11(), new GSTextureCache11(this), new GSTextureFX11(), GSVector2(-0.5f, -0.5f)) { InitVertexKick(); } bool GSRendererDX11::Create(const string& title, int w, int h) { if(!__super::Create(title, w, h)) return false; // D3D11_DEPTH_STENCIL_DESC dsd; memset(&dsd, 0, sizeof(dsd)); dsd.DepthEnable = false; dsd.StencilEnable = true; dsd.StencilReadMask = 1; dsd.StencilWriteMask = 1; dsd.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; dsd.FrontFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE; dsd.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; dsd.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP; dsd.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS; dsd.BackFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE; dsd.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; dsd.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP; (*(GSDevice11*)m_dev)->CreateDepthStencilState(&dsd, &m_date.dss); D3D11_BLEND_DESC bd; memset(&bd, 0, sizeof(bd)); (*(GSDevice11*)m_dev)->CreateBlendState(&bd, &m_date.bs); // return true; } template void GSRendererDX11::VertexKick(bool skip) { GSVertexHW11& dst = m_vl.AddTail(); dst.vi[0] = m_v.vi[0]; dst.vi[1] = m_v.vi[1]; if(tme && fst) { GSVector4::storel(&dst.ST, m_v.GetUV()); } int count = 0; if(GSVertexHW11* v = DrawingKick(skip, count)) { GSVector4i scissor = m_context->scissor.dx10; GSVector4i pmin, pmax; #if _M_SSE >= 0x401 GSVector4i v0, v1, v2; switch(prim) { case GS_POINTLIST: v0 = GSVector4i::load((int)v[0].p.xy).upl16(); pmin = v0; pmax = v0; break; case GS_LINELIST: case GS_LINESTRIP: case GS_SPRITE: v0 = GSVector4i::load((int)v[0].p.xy); v1 = GSVector4i::load((int)v[1].p.xy); pmin = v0.min_u16(v1).upl16(); pmax = v0.max_u16(v1).upl16(); break; case GS_TRIANGLELIST: case GS_TRIANGLESTRIP: case GS_TRIANGLEFAN: v0 = GSVector4i::load((int)v[0].p.xy); v1 = GSVector4i::load((int)v[1].p.xy); v2 = GSVector4i::load((int)v[2].p.xy); pmin = v0.min_u16(v1).min_u16(v2).upl16(); pmax = v0.max_u16(v1).max_u16(v2).upl16(); break; } #else switch(prim) { case GS_POINTLIST: pmin.x = v[0].p.x; pmin.y = v[0].p.y; pmax.x = v[0].p.x; pmax.y = v[0].p.y; break; case GS_LINELIST: case GS_LINESTRIP: case GS_SPRITE: pmin.x = std::min(v[0].p.x, v[1].p.x); pmin.y = std::min(v[0].p.y, v[1].p.y); pmax.x = std::max(v[0].p.x, v[1].p.x); pmax.y = std::max(v[0].p.y, v[1].p.y); break; case GS_TRIANGLELIST: case GS_TRIANGLESTRIP: case GS_TRIANGLEFAN: pmin.x = std::min(std::min(v[0].p.x, v[1].p.x), v[2].p.x); pmin.y = std::min(std::min(v[0].p.y, v[1].p.y), v[2].p.y); pmax.x = std::max(std::max(v[0].p.x, v[1].p.x), v[2].p.x); pmax.y = std::max(std::max(v[0].p.y, v[1].p.y), v[2].p.y); break; } #endif GSVector4i 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() & 0xff) { return; } m_count += count; } } void GSRendererDX11::Draw(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex) { switch(m_vt.m_primclass) { case GS_POINT_CLASS: m_topology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; m_perfmon.Put(GSPerfMon::Prim, m_count); break; case GS_LINE_CLASS: case GS_SPRITE_CLASS: m_topology = D3D11_PRIMITIVE_TOPOLOGY_LINELIST; m_perfmon.Put(GSPerfMon::Prim, m_count / 2); break; case GS_TRIANGLE_CLASS: m_topology = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST; m_perfmon.Put(GSPerfMon::Prim, m_count / 3); break; default: __assume(0); } __super::Draw(rt, ds, tex); } void GSRendererDX11::SetupDATE(GSTexture* rt, GSTexture* ds) { if(!m_context->TEST.DATE) return; // || (::GetAsyncKeyState(VK_CONTROL) & 0x8000) GSDevice11* dev = (GSDevice11*)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, 1); 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(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); // vs dev->VSSetShader(dev->m_convert.vs, NULL); // gs dev->GSSetShader(NULL); // ps dev->PSSetShaderResources(rt, NULL); dev->PSSetShader(dev->m_convert.ps[m_context->TEST.DATM ? 2 : 3], NULL); dev->PSSetSamplerState(dev->m_convert.pt, NULL); // dev->DrawPrimitive(); // dev->EndScene(); dev->Recycle(t); } }