/* * 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 "GSTexture11.h" #include "GSVector.h" #include "Renderers/Common/GSDevice.h" struct GSVertexShader11 { CComPtr vs; CComPtr il; }; class GSDevice11 final : public GSDevice { public: #pragma pack(push, 1) struct alignas(32) VSConstantBuffer { GSVector4 VertexScale; GSVector4 VertexOffset; GSVector4 Texture_Scale_Offset; VSConstantBuffer() { VertexScale = GSVector4::zero(); VertexOffset = GSVector4::zero(); Texture_Scale_Offset = GSVector4::zero(); } __forceinline bool Update(const VSConstantBuffer* cb) { GSVector4i* a = (GSVector4i*)this; GSVector4i* b = (GSVector4i*)cb; if(!((a[0] == b[0]) & (a[1] == b[1]) & (a[2] == b[2]) & (a[3] == b[3])).alltrue()) { a[0] = b[0]; a[1] = b[1]; a[2] = b[2]; a[3] = b[3]; return true; } return false; } }; struct VSSelector { union { struct { uint32 bppz:2; uint32 tme:1; uint32 fst:1; uint32 _free:28; }; uint32 key; }; operator uint32() const {return key;} VSSelector() : key(0) {} VSSelector(uint32 k) : key(k) {} }; struct alignas(32) PSConstantBuffer { GSVector4 FogColor_AREF; GSVector4 HalfTexel; GSVector4 WH; GSVector4 MinMax; GSVector4 MinF_TA; GSVector4i MskFix; GSVector4i ChannelShuffle; GSVector4i FbMask; GSVector4 TC_OffsetHack; GSVector4 Af; PSConstantBuffer() { FogColor_AREF = GSVector4::zero(); HalfTexel = GSVector4::zero(); WH = GSVector4::zero(); MinMax = GSVector4::zero(); MinF_TA = GSVector4::zero(); MskFix = GSVector4i::zero(); ChannelShuffle = GSVector4i::zero(); FbMask = GSVector4i::zero(); Af = GSVector4::zero(); } __forceinline bool Update(const PSConstantBuffer* cb) { GSVector4i* a = (GSVector4i*)this; GSVector4i* b = (GSVector4i*)cb; if(!((a[0] == b[0]) /*& (a[1] == b1)*/ & (a[2] == b[2]) & (a[3] == b[3]) & (a[4] == b[4]) & (a[5] == b[5]) & (a[6] == b[6]) & (a[7] == b[7]) & (a[9] == b[9])).alltrue()) // if WH matches HalfTexel does too { a[0] = b[0]; a[1] = b[1]; a[2] = b[2]; a[3] = b[3]; a[4] = b[4]; a[5] = b[5]; a[6] = b[6]; a[7] = b[7]; a[9] = b[9]; return true; } return false; } }; struct alignas(32) GSConstantBuffer { GSVector2 PointSize; GSConstantBuffer() { PointSize = GSVector2(0); } __forceinline bool Update(const GSConstantBuffer* cb) { return true; } }; struct GSSelector { union { struct { uint32 iip:1; uint32 prim:2; uint32 point:1; uint32 line:1; uint32 _free:27; }; uint32 key; }; operator uint32() {return key;} GSSelector() : key(0) {} GSSelector(uint32 k) : key(k) {} }; struct PSSelector { union { struct { // *** Word 1 // Format uint32 fmt:4; uint32 dfmt:2; uint32 depth_fmt:2; // Alpha extension/Correction uint32 aem:1; uint32 fba:1; // Fog uint32 fog:1; // Pixel test uint32 atst:3; // Color sampling uint32 fst:1; uint32 tfx:3; uint32 tcc:1; uint32 wms:2; uint32 wmt:2; uint32 ltf:1; // Shuffle and fbmask effect uint32 shuffle:1; uint32 read_ba:1; uint32 fbmask:1; // Blend and Colclip uint32 blend_a:2; uint32 blend_b:2; uint32 blend_c:2; uint32 blend_d:2; uint32 clr1:1; uint32 hdr:1; // Others ways to fetch the texture uint32 channel:3; // Hack uint32 tcoffsethack:1; uint32 urban_chaos_hle:1; uint32 tales_of_abyss_hle:1; uint32 point_sampler:1; uint32 invalid_tex0:1; // Lupin the 3rd uint32 _free:19; }; uint64 key; }; operator uint64() {return key;} PSSelector() : key(0) {} }; struct PSSamplerSelector { union { struct { uint32 tau:1; uint32 tav:1; uint32 ltf:1; }; uint32 key; }; operator uint32() {return key & 0x7;} PSSamplerSelector() : key(0) {} }; struct OMDepthStencilSelector { union { struct { uint32 ztst:2; uint32 zwe:1; uint32 date:1; uint32 fba:1; uint32 date_one:1; }; uint32 key; }; operator uint32() {return key & 0x3f;} OMDepthStencilSelector() : key(0) {} }; struct OMBlendSelector { union { struct { uint32 abe:1; uint32 a:2; uint32 b:2; uint32 c:2; uint32 d:2; uint32 wr:1; uint32 wg:1; uint32 wb:1; uint32 wa:1; uint32 accu_blend:1; }; struct { uint32 _pad:1; uint32 abcd:8; uint32 wrgba:4; }; uint32 key; }; operator uint32() {return key & 0x3fff;} OMBlendSelector() : key(0) {} }; #pragma pack(pop) class ShaderMacro { struct mcstr { const char* name, * def; mcstr(const char* n, const char* d) : name(n), def(d) {} }; struct mstring { std::string name, def; mstring(const char* n, std::string d) : name(n), def(d) {} }; std::vector mlist; std::vector mout; public: ShaderMacro(std::string& smodel); void AddMacro(const char* n, int d); D3D_SHADER_MACRO* GetPtr(void); }; private: float m_hack_topleft_offset; int m_upscale_multiplier; int m_mipmap; GSTexture* CreateSurface(int type, int w, int h, int format); GSTexture* FetchSurface(int type, int w, int h, int format); void DoMerge(GSTexture* sTex[3], GSVector4* sRect, GSTexture* dTex, GSVector4* dRect, const GSRegPMODE& PMODE, const GSRegEXTBUF& EXTBUF, const GSVector4& c) final; void DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool linear, float yoffset = 0) final; void DoFXAA(GSTexture* sTex, GSTexture* dTex) final; void DoShadeBoost(GSTexture* sTex, GSTexture* dTex) final; void DoExternalFX(GSTexture* sTex, GSTexture* dTex) final; void InitExternalFX(); void InitFXAA(); // Bug workaround! Stack corruption? Heap corruption? No idea void RenderOsd(GSTexture* dt); void BeforeDraw(); void AfterDraw(); uint16 ConvertBlendEnum(uint16 generic) final; CComPtr m_dev; CComPtr m_ctx; CComPtr m_swapchain; CComPtr m_vb; CComPtr m_vb_old; CComPtr m_ib; CComPtr m_ib_old; struct { ID3D11Buffer* vb; size_t vb_stride; ID3D11Buffer* ib; ID3D11InputLayout* layout; D3D11_PRIMITIVE_TOPOLOGY topology; ID3D11VertexShader* vs; ID3D11Buffer* vs_cb; ID3D11GeometryShader* gs; ID3D11Buffer* gs_cb; std::array ps_sr_views; std::array ps_sr_texture; ID3D11PixelShader* ps; ID3D11Buffer* ps_cb; ID3D11SamplerState* ps_ss[3]; GSVector2i viewport; GSVector4i scissor; ID3D11DepthStencilState* dss; uint8 sref; ID3D11BlendState* bs; float bf; ID3D11RenderTargetView* rt_view; GSTexture11* rt_texture; GSTexture11* rt_ds; ID3D11DepthStencilView* dsv; uint16_t ps_sr_bitfield; } m_state; CComPtr m_rs; bool FXAA_Compiled; bool ExShader_Compiled; struct { CComPtr il; CComPtr vs; CComPtr ps[ShaderConvert_Count]; CComPtr ln; CComPtr pt; CComPtr dss; CComPtr dss_write; CComPtr bs; } m_convert; struct { CComPtr ps[2]; CComPtr cb; CComPtr bs; } m_merge; struct { CComPtr ps[4]; CComPtr cb; } m_interlace; struct { CComPtr ps; CComPtr cb; } m_shaderfx; struct { CComPtr ps; CComPtr cb; } m_fxaa; struct { CComPtr ps; CComPtr cb; } m_shadeboost; struct { CComPtr dss; CComPtr bs; } m_date; // Shaders... std::unordered_map m_vs; CComPtr m_vs_cb; std::unordered_map> m_gs; CComPtr m_gs_cb; std::unordered_map> m_ps; CComPtr m_ps_cb; std::unordered_map> m_ps_ss; CComPtr m_palette_ss; CComPtr m_rt_ss; std::unordered_map> m_om_dss; std::unordered_map> m_om_bs; VSConstantBuffer m_vs_cb_cache; GSConstantBuffer m_gs_cb_cache; PSConstantBuffer m_ps_cb_cache; std::unique_ptr m_font; protected: struct {D3D_FEATURE_LEVEL level; std::string model, vs, gs, ps, cs;} m_shader; static HMODULE s_d3d_compiler_dll; static decltype(&D3DCompile) s_pD3DCompile; // Older version doesn't support D3D_COMPILE_STANDARD_FILE_INCLUDE, which // could be useful for external shaders. static bool s_old_d3d_compiler_dll; public: GSDevice11(); virtual ~GSDevice11() {} bool SetFeatureLevel(D3D_FEATURE_LEVEL level, bool compat_mode); void GetFeatureLevel(D3D_FEATURE_LEVEL& level) const { level = m_shader.level; } static bool LoadD3DCompiler(); static void FreeD3DCompiler(); bool Create(const std::shared_ptr &wnd); bool Reset(int w, int h); void Flip(); void SetVSync(int vsync) final; void SetExclusive(bool isExcl); void DrawPrimitive() final; void DrawIndexedPrimitive(); void DrawIndexedPrimitive(int offset, int count) final; void Dispatch(uint32 x, uint32 y, uint32 z); void ClearRenderTarget(GSTexture* t, const GSVector4& c) final; void ClearRenderTarget(GSTexture* t, uint32 c) final; void ClearDepth(GSTexture* t) final; void ClearStencil(GSTexture* t, uint8 c) final; GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sRect, int w, int h, int format = 0, int ps_shader = 0) final; void CloneTexture(GSTexture* src, GSTexture** dest); void CopyRect(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r); void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, int shader = 0, bool linear = true) final; void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, bool linear = true); void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, ID3D11BlendState* bs, bool linear = true); void SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm); 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(ID3D11Buffer* vb, size_t stride); void IASetIndexBuffer(const void* index, size_t count); void IASetIndexBuffer(ID3D11Buffer* ib); void IASetInputLayout(ID3D11InputLayout* layout); void IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY topology); void VSSetShader(ID3D11VertexShader* vs, ID3D11Buffer* vs_cb); void GSSetShader(ID3D11GeometryShader* gs, ID3D11Buffer* gs_cb = NULL); void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1) final; void PSSetShaderResource(int i, GSTexture* sr) final; void PSSetShaderResourceView(int i, ID3D11ShaderResourceView* srv, GSTexture* sr); void PSSetShader(ID3D11PixelShader* ps, ID3D11Buffer* ps_cb); void PSUpdateShaderState(); void PSSetSamplerState(ID3D11SamplerState* ss0, ID3D11SamplerState* ss1); void OMSetDepthStencilState(ID3D11DepthStencilState* dss, uint8 sref); void OMSetBlendState(ID3D11BlendState* bs, float bf); void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL) final; bool CreateTextureFX(); void SetupVS(VSSelector sel, const VSConstantBuffer* cb); void SetupGS(GSSelector sel, const GSConstantBuffer* cb); 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;} void CreateShader(std::vector source, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11VertexShader** vs, D3D11_INPUT_ELEMENT_DESC* layout, int count, ID3D11InputLayout** il); void CreateShader(std::vector source, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11GeometryShader** gs); void CreateShader(std::vector source, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11PixelShader** ps); void CompileShader(std::vector source, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3DBlob** shader, std::string shader_model); };