/* * 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 "GSDevice9.h" #include "resource.h" #include "GSTables.h" GSTexture* GSDevice9::CreateMskFix(uint32 size, uint32 msk, uint32 fix) { GSTexture* t = NULL; uint32 hash = (size << 20) | (msk << 10) | fix; hash_map::iterator i = m_mskfix.find(hash); if(i != m_mskfix.end()) { t = i->second; } else { t = CreateTexture(size, 1, D3DFMT_R32F); if(t) { GSTexture::GSMap m; if(t->Map(m)) { for(uint32 i = 0; i < size; i++) { ((float*)m.bits)[i] = (float)((i & msk) | fix) / size; } t->Unmap(); } m_mskfix[hash] = t; } } return t; } void GSDevice9::SetupIA(const void* vertices, int count, int prim) { IASetVertexBuffer(vertices, sizeof(GSVertexHW9), count); IASetInputLayout(m_il); IASetPrimitiveTopology((D3DPRIMITIVETYPE)prim); } void GSDevice9::SetupVS(VSSelector sel, const VSConstantBuffer* cb) { hash_map< uint32, CComPtr >::const_iterator i = m_vs.find(sel); if(i == m_vs.end()) { string str[4]; str[0] = format("%d", sel.bppz); str[1] = format("%d", sel.tme); str[2] = format("%d", sel.fst); str[3] = format("%d", sel.logz); D3DXMACRO macro[] = { {"VS_BPPZ", str[0].c_str()}, {"VS_TME", str[1].c_str()}, {"VS_FST", str[2].c_str()}, {"VS_LOGZ", str[3].c_str()}, {NULL, NULL}, }; static const D3DVERTEXELEMENT9 layout[] = { {0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, {0, 8, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, {0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 1}, {0, 16, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, D3DDECL_END() }; CComPtr il; CComPtr vs; CompileShader(IDR_TFX_FX, "vs_main", macro, &vs, layout, countof(layout), &il); if(m_il == NULL) { m_il = il; } m_vs[sel] = vs; i = m_vs.find(sel); } VSSetShader(i->second, (const float*)cb, sizeof(*cb) / sizeof(GSVector4)); } void GSDevice9::SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel) { if(cb->WH.z > 0 && cb->WH.w > 0 && (sel.wms == 3 || sel.wmt == 3)) { GSVector4i size(cb->WH); if(sel.wms == 3) { if(GSTexture* t = CreateMskFix(size.z, cb->MskFix.x, cb->MskFix.z)) { m_dev->SetTexture(2, *(GSTexture9*)t); } } if(sel.wmt == 3) { if(GSTexture* t = CreateMskFix(size.w, cb->MskFix.y, cb->MskFix.w)) { m_dev->SetTexture(3, *(GSTexture9*)t); } } } hash_map >::const_iterator i = m_ps.find(sel); if(i == m_ps.end()) { string str[12]; str[0] = format("%d", sel.fst); str[1] = format("%d", sel.wms); str[2] = format("%d", sel.wmt); str[3] = format("%d", sel.fmt); str[4] = format("%d", sel.aem); str[5] = format("%d", sel.tfx); str[6] = format("%d", sel.tcc); str[7] = format("%d", sel.atst); str[8] = format("%d", sel.fog); str[9] = format("%d", sel.clr1); str[10] = format("%d", sel.rt); str[11] = format("%d", sel.ltf); D3DXMACRO macro[] = { {"PS_FST", str[0].c_str()}, {"PS_WMS", str[1].c_str()}, {"PS_WMT", str[2].c_str()}, {"PS_FMT", str[3].c_str()}, {"PS_AEM", str[4].c_str()}, {"PS_TFX", str[5].c_str()}, {"PS_TCC", str[6].c_str()}, {"PS_ATST", str[7].c_str()}, {"PS_FOG", str[8].c_str()}, {"PS_CLR1", str[9].c_str()}, {"PS_RT", str[10].c_str()}, {"PS_LTF", str[11].c_str()}, {NULL, NULL}, }; CComPtr ps; CompileShader(IDR_TFX_FX, "ps_main", macro, &ps); m_ps[sel] = ps; i = m_ps.find(sel); } PSSetShader(i->second, (const float*)cb, sizeof(*cb) / sizeof(GSVector4)); Direct3DSamplerState9* ss = NULL; if(sel.tfx != 4) { if(!(sel.fmt < 3 && sel.wms < 3 && sel.wmt < 3)) { ssel.ltf = 0; } hash_map::const_iterator i = m_ps_ss.find(ssel); if(i != m_ps_ss.end()) { ss = i->second; } else { ss = new Direct3DSamplerState9(); memset(ss, 0, sizeof(*ss)); ss->FilterMin[0] = ssel.ltf ? D3DTEXF_LINEAR : D3DTEXF_POINT; ss->FilterMag[0] = ssel.ltf ? D3DTEXF_LINEAR : D3DTEXF_POINT; ss->FilterMin[1] = D3DTEXF_POINT; ss->FilterMag[1] = D3DTEXF_POINT; ss->AddressU = ssel.tau ? D3DTADDRESS_WRAP : D3DTADDRESS_CLAMP; ss->AddressV = ssel.tav ? D3DTADDRESS_WRAP : D3DTADDRESS_CLAMP; m_ps_ss[ssel] = ss; } } PSSetSamplerState(ss); } void GSDevice9::SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, uint8 afix) { Direct3DDepthStencilState9* dss = NULL; hash_map::const_iterator i = m_om_dss.find(dssel); if(i == m_om_dss.end()) { dss = new Direct3DDepthStencilState9(); memset(dss, 0, sizeof(*dss)); if(dssel.date || dssel.fba) { dss->StencilEnable = true; dss->StencilReadMask = 1; dss->StencilWriteMask = 2; dss->StencilFunc = dssel.date ? D3DCMP_EQUAL : D3DCMP_ALWAYS; dss->StencilPassOp = dssel.fba ? D3DSTENCILOP_REPLACE : D3DSTENCILOP_KEEP; dss->StencilFailOp = dssel.fba ? D3DSTENCILOP_ZERO : D3DSTENCILOP_KEEP; dss->StencilDepthFailOp = dssel.fba ? D3DSTENCILOP_ZERO : D3DSTENCILOP_KEEP; dss->StencilRef = 3; } if(dssel.ztst != ZTST_ALWAYS || dssel.zwe) { static const D3DCMPFUNC ztst[] = { D3DCMP_NEVER, D3DCMP_ALWAYS, D3DCMP_GREATEREQUAL, D3DCMP_GREATER }; dss->DepthEnable = true; dss->DepthWriteMask = dssel.zwe; dss->DepthFunc = ztst[dssel.ztst]; } m_om_dss[dssel] = dss; i = m_om_dss.find(dssel); } OMSetDepthStencilState(i->second); hash_map::const_iterator j = m_om_bs.find(bsel); if(j == m_om_bs.end()) { Direct3DBlendState9* bs = new Direct3DBlendState9(); memset(bs, 0, sizeof(*bs)); bs->BlendEnable = bsel.abe; if(bsel.abe) { int i = ((bsel.a * 3 + bsel.b) * 3 + bsel.c) * 3 + bsel.d; bs->BlendOp = blendMapD3D9[i].op; bs->SrcBlend = blendMapD3D9[i].src; bs->DestBlend = blendMapD3D9[i].dst; bs->BlendOpAlpha = D3DBLENDOP_ADD; bs->SrcBlendAlpha = D3DBLEND_ONE; bs->DestBlendAlpha = D3DBLEND_ZERO; if(blendMapD3D9[i].bogus == 1) { ASSERT(0); (bsel.a == 0 ? bs->SrcBlend : bs->DestBlend) = D3DBLEND_ONE; } } if(bsel.wr) bs->RenderTargetWriteMask |= D3DCOLORWRITEENABLE_RED; if(bsel.wg) bs->RenderTargetWriteMask |= D3DCOLORWRITEENABLE_GREEN; if(bsel.wb) bs->RenderTargetWriteMask |= D3DCOLORWRITEENABLE_BLUE; if(bsel.wa) bs->RenderTargetWriteMask |= D3DCOLORWRITEENABLE_ALPHA; m_om_bs[bsel] = bs; j = m_om_bs.find(bsel); } OMSetBlendState(j->second, afix >= 0x80 ? 0xffffff : 0x020202 * afix); }