/* * 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 "GSDeviceDX.h" #include "GSTexture10.h" class GSDevice10 : public GSDeviceDX { GSTexture* Create(int type, int w, int h, bool msaa, 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; CComPtr m_vb; CComPtr m_vb_old; struct { ID3D10Buffer* vb; size_t vb_stride; ID3D10InputLayout* layout; D3D10_PRIMITIVE_TOPOLOGY topology; ID3D10VertexShader* vs; ID3D10Buffer* vs_cb; ID3D10GeometryShader* gs; ID3D10ShaderResourceView* ps_srv[2]; ID3D10PixelShader* ps; ID3D10Buffer* ps_cb; ID3D10SamplerState* ps_ss[2]; GSVector2i viewport; GSVector4i scissor; ID3D10DepthStencilState* dss; uint8 sref; ID3D10BlendState* bs; float bf; ID3D10RenderTargetView* rtv; ID3D10DepthStencilView* dsv; } m_state; 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; CComPtr m_il; hash_map > m_vs; CComPtr m_vs_cb; hash_map > m_gs; hash_map > m_ps; CComPtr m_ps_cb; hash_map > m_ps_ss; CComPtr m_palette_ss; // hash_map > m_om_dss; CComPtr m_om_dss[32]; hash_map > m_om_bs; VSConstantBuffer m_vs_cb_cache; PSConstantBuffer m_ps_cb_cache; public: GSDevice10(); virtual ~GSDevice10(); bool Create(GSWnd* wnd, bool vsync); bool CreateTextureFX(); bool Reset(int w, int h); void Flip(bool limit); void DrawPrimitive(); 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, bool msaa, int format = 0); GSTexture* CreateDepthStencil(int w, int h, bool msaa, int format = 0); GSTexture* CreateTexture(int w, int h, int format = 0); GSTexture* CreateOffscreen(int w, int h, int format = 0); GSTexture* Resolve(GSTexture* t); GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format = 0); void CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r); 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 OMSetDepthStencilState(ID3D10DepthStencilState* dss, uint8 sref); void OMSetBlendState(ID3D10BlendState* bs, float bf); void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL); void SetupIA(const void* vertices, int count, int prim); void SetupVS(VSSelector sel, const VSConstantBuffer* cb); void SetupGS(GSSelector sel); void SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel); void SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, uint8 afix); 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); };