/* * 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 * */ #pragma once #include "GSVector.h" #include "GSDevice.h" #include "GSAlignedClass.h" class GSDeviceDX : public GSDevice { public: #pragma pack(push, 1) __aligned(struct, 32) VSConstantBuffer { GSVector4 VertexScale; GSVector4 VertexOffset; GSVector4 TextureScale; struct VSConstantBuffer() { VertexScale = GSVector4::zero(); VertexOffset = GSVector4::zero(); TextureScale = GSVector4::zero(); } __forceinline bool Update(const VSConstantBuffer* cb) { GSVector4i* a = (GSVector4i*)this; GSVector4i* b = (GSVector4i*)cb; GSVector4i b0 = b[0]; GSVector4i b1 = b[1]; GSVector4i b2 = b[2]; if(!((a[0] == b0) & (a[1] == b1) & (a[2] == b2)).alltrue()) { a[0] = b0; a[1] = b1; a[2] = b2; return true; } return false; } }; struct VSSelector { union { struct { uint32 bppz:2; uint32 tme:1; uint32 fst:1; uint32 logz:1; uint32 rtcopy:1; }; uint32 key; }; operator uint32() {return key & 0x3f;} VSSelector() : key(0) {} }; __aligned(struct, 32) PSConstantBuffer { GSVector4 FogColor_AREF; GSVector4 HalfTexel; GSVector4 WH; GSVector4 MinMax; GSVector4 MinF_TA; GSVector4i MskFix; struct PSConstantBuffer() { FogColor_AREF = GSVector4::zero(); HalfTexel = GSVector4::zero(); WH = GSVector4::zero(); MinMax = GSVector4::zero(); MinF_TA = GSVector4::zero(); MskFix = GSVector4i::zero(); } __forceinline bool Update(const PSConstantBuffer* cb) { GSVector4i* a = (GSVector4i*)this; GSVector4i* b = (GSVector4i*)cb; GSVector4i b0 = b[0]; GSVector4i b1 = b[1]; GSVector4i b2 = b[2]; GSVector4i b3 = b[3]; GSVector4i b4 = b[4]; GSVector4i b5 = b[5]; if(!((a[0] == b0) /*& (a[1] == b1)*/ & (a[2] == b2) & (a[3] == b3) & (a[4] == b4) & (a[5] == b5)).alltrue()) // if WH matches HalfTexel does too { a[0] = b0; a[1] = b1; a[2] = b2; a[3] = b3; a[4] = b4; a[5] = b5; return true; } return false; } }; struct GSSelector { union { struct { uint32 iip:1; uint32 prim:2; }; uint32 key; }; operator uint32() {return key & 0x7;} GSSelector() : key(0) {} }; struct PSSelector { union { struct { uint32 fst:1; uint32 wms:2; uint32 wmt:2; uint32 fmt:3; uint32 aem:1; uint32 tfx:3; uint32 tcc:1; uint32 atst:3; uint32 fog:1; uint32 clr1:1; uint32 fba:1; uint32 aout:1; uint32 rt:1; uint32 ltf:1; uint32 colclip:2; uint32 date:2; }; uint32 key; }; operator uint32() {return key & 0x3ffffff;} 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 key; }; operator uint32() {return key & 0x1f;} 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 negative:1; }; struct { uint32 _pad:1; uint32 abcd:8; uint32 wrgba:4; }; uint32 key; }; operator uint32() {return key & 0x3fff;} OMBlendSelector() : key(0) {} bool IsCLR1() const { return (key & 0x19f) == 0x93; // abe == 1 && a == 1 && b == 2 && d == 1 } }; struct D3D9Blend {int bogus, op, src, dst;}; static const D3D9Blend m_blendMapD3D9[3*3*3*3]; #pragma pack(pop) protected: struct {D3D_FEATURE_LEVEL level; string model, vs, gs, ps;} m_shader; uint32 m_msaa; DXGI_SAMPLE_DESC m_msaa_desc; GSTexture* Fetch(int type, int w, int h, bool msaa, int format); public: GSDeviceDX(); virtual ~GSDeviceDX(); bool SetFeatureLevel(D3D_FEATURE_LEVEL level, bool compat_mode); virtual void SetupIA(const void* vertices, int count, int prim) = 0; virtual void SetupVS(VSSelector sel, const VSConstantBuffer* cb) = 0; virtual void SetupGS(GSSelector sel) = 0; virtual void SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel) = 0; virtual void SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, uint8 afix) = 0; virtual void SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm) = 0; virtual bool HasStencil() = 0; virtual bool HasDepth32() = 0; template void PrepareShaderMacro(vector& dst, const T* src) { dst.clear(); while(src && src->Definition && src->Name) { dst.push_back(*src++); } T m; m.Name = "SHADER_MODEL"; m.Definition = m_shader.model.c_str(); dst.push_back(m); m.Name = NULL; m.Definition = NULL; dst.push_back(m); } };