/* * 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 "GSDevice.h" #include "GSTexture10.h" class GSDevice10 : public GSDevice { ID3D10Buffer* m_vb; size_t m_vb_stride; ID3D10InputLayout* m_layout; D3D10_PRIMITIVE_TOPOLOGY m_topology; ID3D10VertexShader* m_vs; ID3D10Buffer* m_vs_cb; ID3D10GeometryShader* m_gs; ID3D10ShaderResourceView* m_ps_srv[2]; ID3D10PixelShader* m_ps; ID3D10Buffer* m_ps_cb; ID3D10SamplerState* m_ps_ss[2]; GSVector2i m_viewport; GSVector4i m_scissor; ID3D10DepthStencilState* m_dss; uint8 m_sref; ID3D10BlendState* m_bs; float m_bf; ID3D10RenderTargetView* m_rtv; ID3D10DepthStencilView* m_dsv; // GSTexture* Create(int type, int w, int h, int format); void DoMerge(GSTexture* st[2], GSVector4* sr, GSVector4* dr, GSTexture* dt, bool slbg, bool mmod, const GSVector4& c); void DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset = 0); // CComPtr m_dev; CComPtr m_swapchain; struct { CComPtr vb, vb_old; size_t stride, start, count, limit; } m_vertices; public: // TODO CComPtr m_rs; struct { CComPtr il; CComPtr vs; CComPtr ps[7]; CComPtr ln; CComPtr pt; CComPtr dss; CComPtr bs; } m_convert; struct { CComPtr ps[2]; CComPtr cb; CComPtr bs; } m_merge; struct { CComPtr ps[4]; CComPtr cb; } m_interlace; public: GSDevice10(); virtual ~GSDevice10(); bool Create(GSWnd* wnd, bool vsync); bool Reset(int w, int h, bool fs); void Flip(); void BeginScene(); void DrawPrimitive(); void EndScene(); void ClearRenderTarget(GSTexture* t, const GSVector4& c); void ClearRenderTarget(GSTexture* t, uint32 c); void ClearDepth(GSTexture* t, float c); void ClearStencil(GSTexture* t, uint8 c); GSTexture* CreateRenderTarget(int w, int h, int format = 0); GSTexture* CreateDepthStencil(int w, int h, int format = 0); GSTexture* CreateTexture(int w, int h, int format = 0); GSTexture* CreateOffscreen(int w, int h, int format = 0); GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format = 0); void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, int shader = 0, bool linear = true); void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, ID3D10PixelShader* ps, ID3D10Buffer* ps_cb, bool linear = true); void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, ID3D10PixelShader* ps, ID3D10Buffer* ps_cb, ID3D10BlendState* bs, bool linear = true); void IASetVertexBuffer(const void* vertices, size_t stride, size_t count); void IASetVertexBuffer(ID3D10Buffer* vb, size_t stride); void IASetInputLayout(ID3D10InputLayout* layout); void IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY topology); void VSSetShader(ID3D10VertexShader* vs, ID3D10Buffer* vs_cb); void GSSetShader(ID3D10GeometryShader* gs); void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1); void PSSetShader(ID3D10PixelShader* ps, ID3D10Buffer* ps_cb); void PSSetSamplerState(ID3D10SamplerState* ss0, ID3D10SamplerState* ss1); void RSSet(int width, int height, const GSVector4i* scissor = NULL); void OMSetDepthStencilState(ID3D10DepthStencilState* dss, uint8 sref); void OMSetBlendState(ID3D10BlendState* bs, float bf); void OMSetRenderTargets(GSTexture* rt, GSTexture* ds); ID3D10Device* operator->() {return m_dev;} operator ID3D10Device*() {return m_dev;} HRESULT CompileShader(uint32 id, const string& entry, D3D10_SHADER_MACRO* macro, ID3D10VertexShader** vs, D3D10_INPUT_ELEMENT_DESC* layout, int count, ID3D10InputLayout** il); HRESULT CompileShader(uint32 id, const string& entry, D3D10_SHADER_MACRO* macro, ID3D10GeometryShader** gs); HRESULT CompileShader(uint32 id, const string& entry, D3D10_SHADER_MACRO* macro, ID3D10PixelShader** ps); };