/* * 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 "GSRendererHW10.h" #include "GSCrc.h" #include "resource.h" GSRendererHW10::GSRendererHW10(BYTE* base, bool mt, void (*irq)(), int nloophack, const GSRendererSettings& rs) : GSRendererHW(base, mt, irq, nloophack, rs, true) { InitVertexKick(); } bool GSRendererHW10::Create(LPCTSTR title) { if(!__super::Create(title)) return false; if(!m_tfx.Create(&m_dev)) return false; // D3D10_DEPTH_STENCIL_DESC dsd; memset(&dsd, 0, sizeof(dsd)); dsd.DepthEnable = false; dsd.StencilEnable = true; dsd.StencilReadMask = 1; dsd.StencilWriteMask = 1; dsd.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS; dsd.FrontFace.StencilPassOp = D3D10_STENCIL_OP_REPLACE; dsd.FrontFace.StencilFailOp = D3D10_STENCIL_OP_KEEP; dsd.FrontFace.StencilDepthFailOp = D3D10_STENCIL_OP_KEEP; dsd.BackFace.StencilFunc = D3D10_COMPARISON_ALWAYS; dsd.BackFace.StencilPassOp = D3D10_STENCIL_OP_REPLACE; dsd.BackFace.StencilFailOp = D3D10_STENCIL_OP_KEEP; dsd.BackFace.StencilDepthFailOp = D3D10_STENCIL_OP_KEEP; m_dev->CreateDepthStencilState(&dsd, &m_date.dss); D3D10_BLEND_DESC bd; memset(&bd, 0, sizeof(bd)); m_dev->CreateBlendState(&bd, &m_date.bs); // return true; } template void GSRendererHW10::VertexKick(bool skip) { Vertex& dst = m_vl.AddTail(); dst.m128i[0] = m_v.m128i[0]; dst.m128i[1] = m_v.m128i[1]; if(tme && fst) { GSVector4::storel(&dst.ST, m_v.GetUV()); } DWORD count = 0; if(Vertex* v = DrawingKick(skip, count)) { GSVector4i scissor = m_context->scissor.dx10; #if _M_SSE >= 0x401 GSVector4i pmin, pmax, 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; } GSVector4i test = (pmax < scissor) | (pmin > scissor.zwxy()); if(test.mask() & 0xff) { return; } #else switch(prim) { case GS_POINTLIST: if(v[0].p.x < scissor.x || v[0].p.x > scissor.z || v[0].p.y < scissor.y || v[0].p.y > scissor.w) { return; } break; case GS_LINELIST: case GS_LINESTRIP: case GS_SPRITE: if(v[0].p.x < scissor.x && v[1].p.x < scissor.x || v[0].p.x > scissor.z && v[1].p.x > scissor.z || v[0].p.y < scissor.y && v[1].p.y < scissor.y || v[0].p.y > scissor.w && v[1].p.y > scissor.w) { return; } break; case GS_TRIANGLELIST: case GS_TRIANGLESTRIP: case GS_TRIANGLEFAN: if(v[0].p.x < scissor.x && v[1].p.x < scissor.x && v[2].p.x < scissor.x || v[0].p.x > scissor.z && v[1].p.x > scissor.z && v[2].p.x > scissor.z || v[0].p.y < scissor.y && v[1].p.y < scissor.y && v[2].p.y < scissor.y || v[0].p.y > scissor.w && v[1].p.y > scissor.w && v[2].p.y > scissor.w) { return; } break; } #endif m_count += count; } } void GSRendererHW10::Draw(int prim, Texture& rt, Texture& ds, GSTextureCache::GSTexture* tex) { GSDrawingEnvironment& env = m_env; GSDrawingContext* context = m_context; /* if(s_dump) { TRACE(_T("\n")); TRACE(_T("PRIM = %d, ZMSK = %d, ZTE = %d, ZTST = %d, ATE = %d, ATST = %d, AFAIL = %d, AREF = %02x\n"), PRIM->PRIM, context->ZBUF.ZMSK, context->TEST.ZTE, context->TEST.ZTST, context->TEST.ATE, context->TEST.ATST, context->TEST.AFAIL, context->TEST.AREF); for(int i = 0; i < m_count; i++) { TRACE(_T("[%d] %3.0f %3.0f %3.0f %3.0f\n"), i, (float)m_vertices[i].p.x / 16, (float)m_vertices[i].p.y / 16, (float)m_vertices[i].p.z, (float)m_vertices[i].a); } } */ D3D10_PRIMITIVE_TOPOLOGY topology; int prims = 0; switch(prim) { case GS_POINTLIST: topology = D3D10_PRIMITIVE_TOPOLOGY_POINTLIST; prims = m_count; break; case GS_LINELIST: case GS_LINESTRIP: case GS_SPRITE: topology = D3D10_PRIMITIVE_TOPOLOGY_LINELIST; prims = m_count / 2; break; case GS_TRIANGLELIST: case GS_TRIANGLESTRIP: case GS_TRIANGLEFAN: topology = D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST; prims = m_count / 3; break; default: __assume(0); } m_perfmon.Put(GSPerfMon::Prim, prims); m_perfmon.Put(GSPerfMon::Draw, 1); // date SetupDATE(rt, ds); // m_dev.BeginScene(); // om GSTextureFX10::OMDepthStencilSelector om_dssel; om_dssel.zte = context->TEST.ZTE; om_dssel.ztst = context->TEST.ZTST; om_dssel.zwe = !context->ZBUF.ZMSK; om_dssel.date = context->FRAME.PSM != PSM_PSMCT24 ? context->TEST.DATE : 0; GSTextureFX10::OMBlendSelector om_bsel; om_bsel.abe = PRIM->ABE || (prim == 1 || prim == 2) && PRIM->AA1; om_bsel.a = context->ALPHA.A; om_bsel.b = context->ALPHA.B; om_bsel.c = context->ALPHA.C; om_bsel.d = context->ALPHA.D; om_bsel.wr = (context->FRAME.FBMSK & 0x000000ff) != 0x000000ff; om_bsel.wg = (context->FRAME.FBMSK & 0x0000ff00) != 0x0000ff00; om_bsel.wb = (context->FRAME.FBMSK & 0x00ff0000) != 0x00ff0000; om_bsel.wa = (context->FRAME.FBMSK & 0xff000000) != 0xff000000; float bf = (float)(int)context->ALPHA.FIX / 0x80; // vs GSTextureFX10::VSSelector vs_sel; vs_sel.bpp = 0; vs_sel.bppz = 0; vs_sel.tme = PRIM->TME; vs_sel.fst = PRIM->FST; vs_sel.prim = prim; if(tex) { vs_sel.bpp = tex->m_bpp2; } if(om_dssel.zte && om_dssel.ztst > 0 && om_dssel.zwe) { if(context->ZBUF.PSM == PSM_PSMZ24) { if(WrapZ(0xffffff)) { vs_sel.bppz = 1; om_dssel.ztst = 1; } } else if(context->ZBUF.PSM == PSM_PSMZ16 || context->ZBUF.PSM == PSM_PSMZ16S) { if(WrapZ(0xffff)) { vs_sel.bppz = 2; om_dssel.ztst = 1; } } } GSTextureFX10::VSConstantBuffer vs_cb; float sx = 2.0f * rt.m_scale.x / (rt.GetWidth() * 16); float sy = 2.0f * rt.m_scale.y / (rt.GetHeight() * 16); float ox = (float)(int)context->XYOFFSET.OFX; float oy = (float)(int)context->XYOFFSET.OFY; vs_cb.VertexScale = GSVector4(sx, -sy, 1.0f / UINT_MAX, 0.0f); vs_cb.VertexOffset = GSVector4(ox * sx + 1, -(oy * sy + 1), 0.0f, -1.0f); vs_cb.TextureScale = GSVector2(1.0f, 1.0f); if(PRIM->TME && PRIM->FST) { vs_cb.TextureScale.x = 1.0f / (16 << context->TEX0.TW); vs_cb.TextureScale.y = 1.0f / (16 << context->TEX0.TH); } // gs GSTextureFX10::GSSelector gs_sel; gs_sel.iip = PRIM->IIP; gs_sel.prim = GSUtil::GetPrimClass(prim); // ps GSTextureFX10::PSSelector ps_sel; ps_sel.fst = PRIM->FST; ps_sel.wms = context->CLAMP.WMS; ps_sel.wmt = context->CLAMP.WMT; ps_sel.bpp = 0; ps_sel.aem = env.TEXA.AEM; ps_sel.tfx = context->TEX0.TFX; ps_sel.tcc = context->TEX0.TCC; ps_sel.ate = context->TEST.ATE; ps_sel.atst = context->TEST.ATST; ps_sel.fog = PRIM->FGE; ps_sel.clr1 = om_bsel.abe && om_bsel.a == 1 && om_bsel.b == 2 && om_bsel.d == 1; ps_sel.fba = context->FBA.FBA; ps_sel.aout = context->FRAME.PSM == PSM_PSMCT16 || context->FRAME.PSM == PSM_PSMCT16S || (context->FRAME.FBMSK & 0xff000000) == 0x7f000000 ? 1 : 0; GSTextureFX10::PSSamplerSelector ps_ssel; ps_ssel.min = m_filter == 2 ? (context->TEX1.MMIN & 1) : m_filter; ps_ssel.mag = m_filter == 2 ? (context->TEX1.MMAG & 1) : m_filter; ps_ssel.tau = 0; ps_ssel.tav = 0; GSTextureFX10::PSConstantBuffer ps_cb; ps_cb.FogColor = GSVector4(env.FOGCOL.FCR, env.FOGCOL.FCG, env.FOGCOL.FCB, 0) / 255.0f; ps_cb.TA0 = (float)(int)env.TEXA.TA0 / 255; ps_cb.TA1 = (float)(int)env.TEXA.TA1 / 255; ps_cb.AREF = (float)(int)context->TEST.AREF / 255; if(context->TEST.ATST == 2 || context->TEST.ATST == 5) { ps_cb.AREF -= 0.9f/256; } else if(context->TEST.ATST == 3 || context->TEST.ATST == 6) { ps_cb.AREF += 0.9f/256; } if(tex) { ps_sel.bpp = tex->m_bpp2; switch(context->CLAMP.WMS) { case 0: ps_ssel.tau = 1; break; case 1: ps_ssel.tau = 0; break; case 2: ps_cb.MINU = ((float)(int)context->CLAMP.MINU + 0.5f) / (1 << context->TEX0.TW); ps_cb.MAXU = ((float)(int)context->CLAMP.MAXU) / (1 << context->TEX0.TW); ps_ssel.tau = 0; break; case 3: ps_cb.UMSK = context->CLAMP.MINU; ps_cb.UFIX = context->CLAMP.MAXU; ps_ssel.tau = 1; break; default: __assume(0); } switch(context->CLAMP.WMT) { case 0: ps_ssel.tav = 1; break; case 1: ps_ssel.tav = 0; break; case 2: ps_cb.MINV = ((float)(int)context->CLAMP.MINV + 0.5f) / (1 << context->TEX0.TH); ps_cb.MAXV = ((float)(int)context->CLAMP.MAXV) / (1 << context->TEX0.TH); ps_ssel.tav = 0; break; case 3: ps_cb.VMSK = context->CLAMP.MINV; ps_cb.VFIX = context->CLAMP.MAXV; ps_ssel.tav = 1; break; default: __assume(0); } float w = (float)tex->m_texture.GetWidth(); float h = (float)tex->m_texture.GetHeight(); ps_cb.WH = GSVector2(w, h); ps_cb.rWrH = GSVector2(1.0f / w, 1.0f / h); } else { ps_sel.tfx = 4; } // rs int w = rt.GetWidth(); int h = rt.GetHeight(); CRect scissor = (CRect)GSVector4i(GSVector4(rt.m_scale).xyxy() * context->scissor.in) & CRect(0, 0, w, h); // m_tfx.SetupOM(om_dssel, om_bsel, bf, rt, ds); m_tfx.SetupIA(m_vertices, m_count, topology); m_tfx.SetupVS(vs_sel, &vs_cb); m_tfx.SetupGS(gs_sel); m_tfx.SetupPS(ps_sel, &ps_cb, ps_ssel, tex ? (ID3D10ShaderResourceView*)tex->m_texture : NULL, tex ? (ID3D10ShaderResourceView*)tex->m_palette : NULL); m_tfx.SetupRS(w, h, scissor); // draw if(context->TEST.DoFirstPass()) { m_tfx.Draw(); } if(context->TEST.DoSecondPass()) { ASSERT(!env.PABE.PABE); static const DWORD iatst[] = {1, 0, 5, 6, 7, 2, 3, 4}; ps_sel.atst = iatst[ps_sel.atst]; m_tfx.UpdatePS(ps_sel, &ps_cb, ps_ssel); bool z = om_dssel.zwe; bool r = om_bsel.wr; bool g = om_bsel.wg; bool b = om_bsel.wb; bool a = om_bsel.wa; switch(context->TEST.AFAIL) { case 0: z = r = g = b = a = false; break; // none case 1: z = false; break; // rgba case 2: r = g = b = a = false; break; // z case 3: z = a = false; break; // rgb default: __assume(0); } if(z || r || g || b || a) { om_dssel.zwe = z; om_bsel.wr = r; om_bsel.wg = g; om_bsel.wb = b; om_bsel.wa = a; m_tfx.UpdateOM(om_dssel, om_bsel, bf); m_tfx.Draw(); } } m_dev.EndScene(); } bool GSRendererHW10::WrapZ(DWORD maxz) { // should only run once if z values are in the z buffer range for(int i = 0, j = m_count; i < j; i++) { if(m_vertices[i].p.z <= maxz) { return false; } } return true; } void GSRendererHW10::SetupDATE(Texture& rt, Texture& ds) { if(!m_context->TEST.DATE) return; // || (::GetAsyncKeyState(VK_CONTROL) & 0x8000) // sfex3 (after the capcom logo), vf4 (first menu fading in), ffxii shadows, rumble roses shadows GSVector4 mm; // TODO mm = GSVector4(-1, -1, 1, 1); /* MinMaxXY(mm); int w = rt.GetWidth(); int h = rt.GetHeight(); float sx = 2.0f * rt.m_scale.x / (w * 16); float sy = 2.0f * rt.m_scale.y / (h * 16); float ox = (float)(int)m_context->XYOFFSET.OFX; float oy = (float)(int)m_context->XYOFFSET.OFY; mm.x = (mm.x - ox) * sx - 1; mm.y = (mm.y - oy) * sy - 1; mm.z = (mm.z - ox) * sx - 1; mm.w = (mm.w - oy) * sy - 1; if(mm.x < -1) mm.x = -1; if(mm.y < -1) mm.y = -1; if(mm.z > +1) mm.z = +1; if(mm.w > +1) mm.w = +1; */ GSVector4 uv = (mm + 1.0f) / 2.0f; // m_dev.BeginScene(); // om GSTexture10 tmp; m_dev.CreateRenderTarget(tmp, rt.GetWidth(), rt.GetHeight()); m_dev.OMSetRenderTargets(tmp, ds); m_dev.OMSetDepthStencilState(m_date.dss, 1); m_dev.OMSetBlendState(m_date.bs, 0); m_dev->ClearDepthStencilView(ds, D3D10_CLEAR_STENCIL, 0, 0); // ia GSVertexPT1 vertices[] = { {GSVector4(mm.x, -mm.y, 0.5f, 1.0f), GSVector2(uv.x, uv.y)}, {GSVector4(mm.z, -mm.y, 0.5f, 1.0f), GSVector2(uv.z, uv.y)}, {GSVector4(mm.x, -mm.w, 0.5f, 1.0f), GSVector2(uv.x, uv.w)}, {GSVector4(mm.z, -mm.w, 0.5f, 1.0f), GSVector2(uv.z, uv.w)}, }; D3D10_BOX box = {0, 0, 0, sizeof(vertices), 1, 1}; m_dev->UpdateSubresource(m_dev.m_convert.vb, 0, &box, vertices, 0, 0); m_dev.IASetVertexBuffer(m_dev.m_convert.vb, sizeof(vertices[0])); m_dev.IASetInputLayout(m_dev.m_convert.il); m_dev.IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); // vs m_dev.VSSetShader(m_dev.m_convert.vs, NULL); // gs m_dev.GSSetShader(NULL); // ps m_dev.PSSetShaderResources(rt, NULL); m_dev.PSSetShader(m_dev.m_convert.ps[m_context->TEST.DATM ? 2 : 3], NULL); m_dev.PSSetSamplerState(m_dev.m_convert.pt, NULL); // rs m_dev.RSSet(tmp.GetWidth(), tmp.GetHeight()); // set m_dev.DrawPrimitive(countof(vertices)); // m_dev.EndScene(); m_dev.Recycle(tmp); }