/* * 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 "GSRendererHW9.h" #include "GSCrc.h" #include "resource.h" GSRendererHW9::GSRendererHW9(uint8* base, bool mt, void (*irq)()) : GSRendererHW(base, mt, irq, new GSDevice9(), new GSTextureCache9(this)) { m_fba.enabled = !!theApp.GetConfig("fba", 1); m_logz = !!theApp.GetConfig("logz", 0); InitVertexKick(); } bool GSRendererHW9::Create(const string& title) { if(!__super::Create(title)) return false; if(!m_tfx.Create((GSDevice9*)m_dev)) return false; // memset(&m_date.dss, 0, sizeof(m_date.dss)); m_date.dss.StencilEnable = true; m_date.dss.StencilReadMask = 1; m_date.dss.StencilWriteMask = 1; m_date.dss.StencilFunc = D3DCMP_ALWAYS; m_date.dss.StencilPassOp = D3DSTENCILOP_REPLACE; memset(&m_date.bs, 0, sizeof(m_date.bs)); // memset(&m_fba.dss, 0, sizeof(m_fba.dss)); m_fba.dss.StencilEnable = true; m_fba.dss.StencilReadMask = 2; m_fba.dss.StencilWriteMask = 2; m_fba.dss.StencilFunc = D3DCMP_EQUAL; m_fba.dss.StencilPassOp = D3DSTENCILOP_ZERO; m_fba.dss.StencilFailOp = D3DSTENCILOP_ZERO; m_fba.dss.StencilDepthFailOp = D3DSTENCILOP_ZERO; memset(&m_fba.bs, 0, sizeof(m_fba.bs)); m_fba.bs.RenderTargetWriteMask = D3DCOLORWRITEENABLE_ALPHA; // return true; } template void GSRendererHW9::VertexKick(bool skip) { GSVertexHW9& dst = m_vl.AddTail(); dst.p.x = (float)(int)m_v.XYZ.X; dst.p.y = (float)(int)m_v.XYZ.Y; dst.p.z = (float)m_v.XYZ.Z; dst.c0 = m_v.RGBAQ.u32[0]; dst.c1 = m_v.FOG.u32[1]; if(tme) { if(fst) { GSVector4::storel(&dst.t, m_v.GetUV()); } else { dst.t.x = m_v.ST.S; dst.t.y = m_v.ST.T; dst.p.w = m_v.RGBAQ.Q; } } int count = 0; if(GSVertexHW9* v = DrawingKick(skip, count)) { GSVector4 scissor = m_context->scissor.dx9; GSVector4 pmin, pmax; switch(prim) { case GS_POINTLIST: pmin = v[0].p; pmax = v[0].p; break; case GS_LINELIST: case GS_LINESTRIP: case GS_SPRITE: pmin = v[0].p.minv(v[1].p); pmax = v[0].p.maxv(v[1].p); break; case GS_TRIANGLELIST: case GS_TRIANGLESTRIP: case GS_TRIANGLEFAN: pmin = v[0].p.minv(v[1].p).minv(v[2].p); pmax = v[0].p.maxv(v[1].p).maxv(v[2].p); break; } GSVector4 test = (pmax < scissor) | (pmin > scissor.zwxy()); if(test.mask() & 3) { return; } switch(prim) { case GS_POINTLIST: break; case GS_LINELIST: case GS_LINESTRIP: if(PRIM->IIP == 0) {v[0].c0 = v[1].c0;} break; case GS_TRIANGLELIST: case GS_TRIANGLESTRIP: case GS_TRIANGLEFAN: if(PRIM->IIP == 0) {v[0].c0 = v[1].c0 = v[2].c0;} break; case GS_SPRITE: if(PRIM->IIP == 0) {v[0].c0 = v[1].c0;} v[0].p.z = v[1].p.z; v[0].p.w = v[1].p.w; v[0].c1 = v[1].c1; v[2] = v[1]; v[3] = v[1]; v[1].p.y = v[0].p.y; v[1].t.y = v[0].t.y; v[2].p.x = v[0].p.x; v[2].t.x = v[0].t.x; v[4] = v[1]; v[5] = v[2]; count += 4; break; } m_count += count; } } void GSRendererHW9::Draw(int prim, GSTexture* rt, GSTexture* ds, GSTextureCache::GSCachedTexture* tex) { GSDrawingEnvironment& env = m_env; GSDrawingContext* context = m_context; D3DPRIMITIVETYPE topology; int prims = 0; switch(prim) { case GS_POINTLIST: topology = D3DPT_POINTLIST; prims = m_count; break; case GS_LINELIST: case GS_LINESTRIP: topology = D3DPT_LINELIST; prims = m_count / 2; break; case GS_TRIANGLELIST: case GS_TRIANGLESTRIP: case GS_TRIANGLEFAN: case GS_SPRITE: topology = D3DPT_TRIANGLELIST; prims = m_count / 3; break; default: __assume(0); } m_perfmon.Put(GSPerfMon::Prim, prims); m_perfmon.Put(GSPerfMon::Draw, 1); // date SetupDATE(rt, ds); // m_dev->BeginScene(); (*(GSDevice9*)m_dev)->SetRenderState(D3DRS_SHADEMODE, PRIM->IIP ? D3DSHADE_GOURAUD : D3DSHADE_FLAT); // TODO // om GSTextureFX9::OMDepthStencilSelector om_dssel; om_dssel.zte = context->TEST.ZTE; om_dssel.ztst = context->TEST.ZTST; om_dssel.zwe = !context->ZBUF.ZMSK; om_dssel.date = context->FRAME.PSM != PSM_PSMCT24 ? context->TEST.DATE : 0; om_dssel.fba = m_fba.enabled ? context->FBA.FBA : 0; GSTextureFX9::OMBlendSelector om_bsel; om_bsel.abe = PRIM->ABE || (prim == 1 || prim == 2) && PRIM->AA1; om_bsel.a = context->ALPHA.A; om_bsel.b = context->ALPHA.B; om_bsel.c = context->ALPHA.C; om_bsel.d = context->ALPHA.D; om_bsel.wr = (context->FRAME.FBMSK & 0x000000ff) != 0x000000ff; om_bsel.wg = (context->FRAME.FBMSK & 0x0000ff00) != 0x0000ff00; om_bsel.wb = (context->FRAME.FBMSK & 0x00ff0000) != 0x00ff0000; om_bsel.wa = (context->FRAME.FBMSK & 0xff000000) != 0xff000000; uint8 bf = context->ALPHA.FIX >= 0x80 ? 0xff : (uint8)(context->ALPHA.FIX * 2); // vs GSTextureFX9::VSSelector vs_sel; vs_sel.bppz = 0; vs_sel.tme = PRIM->TME; vs_sel.fst = PRIM->FST; vs_sel.logz = m_logz ? 1 : 0; if(om_dssel.zte && om_dssel.ztst > 0 && om_dssel.zwe) { if(context->ZBUF.PSM == PSM_PSMZ24) { if(WrapZ(0xffffff)) { vs_sel.bppz = 1; om_dssel.ztst = 1; } } else if(context->ZBUF.PSM == PSM_PSMZ16 || context->ZBUF.PSM == PSM_PSMZ16S) { if(WrapZ(0xffff)) { vs_sel.bppz = 2; om_dssel.ztst = 1; } } } GSTextureFX9::VSConstantBuffer vs_cb; float sx = 2.0f * rt->m_scale.x / (rt->GetWidth() * 16); float sy = 2.0f * rt->m_scale.y / (rt->GetHeight() * 16); float ox = (float)(int)context->XYOFFSET.OFX; float oy = (float)(int)context->XYOFFSET.OFY; vs_cb.VertexScale = GSVector4(sx, -sy, 1.0f / UINT_MAX, 0.0f); vs_cb.VertexOffset = GSVector4(ox * sx + 1, -(oy * sy + 1), 0.0f, -1.0f); vs_cb.TextureScale = GSVector2(1.0f, 1.0f); if(PRIM->TME && PRIM->FST) { vs_cb.TextureScale.x = 1.0f / (16 << context->TEX0.TW); vs_cb.TextureScale.y = 1.0f / (16 << context->TEX0.TH); } // ps GSTextureFX9::PSSelector ps_sel; ps_sel.fst = PRIM->FST; ps_sel.wms = context->CLAMP.WMS; ps_sel.wmt = context->CLAMP.WMT; ps_sel.bpp = 0; ps_sel.aem = env.TEXA.AEM; ps_sel.tfx = context->TEX0.TFX; ps_sel.tcc = context->TEX0.TCC; ps_sel.ate = context->TEST.ATE; ps_sel.atst = context->TEST.ATST; ps_sel.fog = PRIM->FGE; ps_sel.clr1 = om_bsel.abe && om_bsel.a == 1 && om_bsel.b == 2 && om_bsel.d == 1; ps_sel.rt = tex && tex->m_rendered; ps_sel.ltf = m_filter == 2 ? context->TEX1.IsLinear() : m_filter; GSTextureFX9::PSSamplerSelector ps_ssel; ps_ssel.tau = 0; ps_ssel.tav = 0; ps_ssel.ltf = ps_sel.ltf; GSTextureFX9::PSConstantBuffer ps_cb; ps_cb.FogColor_AREF = GSVector4((int)env.FOGCOL.FCR, (int)env.FOGCOL.FCG, (int)env.FOGCOL.FCB, (int)context->TEST.AREF) / 255; if(context->TEST.ATST == 2 || context->TEST.ATST == 5) { ps_cb.FogColor_AREF.a -= 0.9f / 255; } else if(context->TEST.ATST == 3 || context->TEST.ATST == 6) { ps_cb.FogColor_AREF.a += 0.9f / 255; } if(tex) { ps_sel.bpp = tex->m_bpp2; int w = tex->m_texture->GetWidth(); int h = tex->m_texture->GetHeight(); ps_cb.WH_TA = GSVector4(w, h, env.TEXA.TA0, env.TEXA.TA1) / GSVector4(1, 255).xxyy(); ps_cb.HalfTexel = GSVector4(-0.5f, 0.5f).xxyy() / GSVector4(w, h).xyxy(); switch(context->CLAMP.WMS) { case 0: ps_ssel.tau = 1; break; case 1: ps_ssel.tau = 0; break; case 2: ps_cb.MinMax.x = (float)(int)context->CLAMP.MINU / (1 << context->TEX0.TW); ps_cb.MinMax.z = (float)(int)context->CLAMP.MAXU / (1 << context->TEX0.TW); ps_cb.MinMaxF.x = ((float)(int)context->CLAMP.MINU + 0.5f) / (1 << context->TEX0.TW); ps_cb.MinMaxF.z = ((float)(int)context->CLAMP.MAXU) / (1 << context->TEX0.TW); ps_ssel.tau = 0; break; case 3: ps_cb.MskFix.x = context->CLAMP.MINU; ps_cb.MskFix.z = context->CLAMP.MAXU; ps_ssel.tau = 1; break; default: __assume(0); } switch(context->CLAMP.WMT) { case 0: ps_ssel.tav = 1; break; case 1: ps_ssel.tav = 0; break; case 2: ps_cb.MinMax.y = (float)(int)context->CLAMP.MINV / (1 << context->TEX0.TH); ps_cb.MinMax.w = (float)(int)context->CLAMP.MAXV / (1 << context->TEX0.TH); ps_cb.MinMaxF.y = ((float)(int)context->CLAMP.MINV + 0.5f) / (1 << context->TEX0.TH); ps_cb.MinMaxF.w = ((float)(int)context->CLAMP.MAXV) / (1 << context->TEX0.TH); ps_ssel.tav = 0; break; case 3: ps_cb.MskFix.y = context->CLAMP.MINV; ps_cb.MskFix.w = context->CLAMP.MAXV; ps_ssel.tav = 1; break; default: __assume(0); } } else { ps_sel.tfx = 4; } // rs int w = rt->GetWidth(); int h = rt->GetHeight(); GSVector4i scissor = GSVector4i(GSVector4(rt->m_scale).xyxy() * context->scissor.in).rintersect(GSVector4i(0, 0, w, h)); // m_tfx.SetupOM(om_dssel, om_bsel, bf, rt, ds); m_tfx.SetupIA(m_vertices, m_count, topology); m_tfx.SetupVS(vs_sel, &vs_cb); m_tfx.SetupPS(ps_sel, &ps_cb, ps_ssel, tex ? tex->m_texture : NULL, tex ? tex->m_palette : NULL); m_tfx.SetupRS(w, h, scissor); // draw if(context->TEST.DoFirstPass()) { m_tfx.Draw(); } if(context->TEST.DoSecondPass()) { ASSERT(!env.PABE.PABE); static const uint32 iatst[] = {1, 0, 5, 6, 7, 2, 3, 4}; ps_sel.atst = iatst[ps_sel.atst]; m_tfx.UpdatePS(ps_sel, &ps_cb, ps_ssel); bool z = om_dssel.zwe; bool r = om_bsel.wr; bool g = om_bsel.wg; bool b = om_bsel.wb; bool a = om_bsel.wa; switch(context->TEST.AFAIL) { case 0: z = r = g = b = a = false; break; // none case 1: z = false; break; // rgba case 2: r = g = b = a = false; break; // z case 3: z = a = false; break; // rgb default: __assume(0); } if(z || r || g || b || a) { om_dssel.zwe = z; om_bsel.wr = r; om_bsel.wg = g; om_bsel.wb = b; om_bsel.wa = a; m_tfx.UpdateOM(om_dssel, om_bsel, bf); m_tfx.Draw(); } } m_dev->EndScene(); if(om_dssel.fba) UpdateFBA(rt); } bool GSRendererHW9::WrapZ(float maxz) { // should only run once if z values are in the z buffer range for(int i = 0, j = m_count; i < j; i++) { if(m_vertices[i].p.z <= maxz) { return false; } } return true; } void GSRendererHW9::SetupDATE(GSTexture* rt, GSTexture* ds) { if(!m_context->TEST.DATE) return; // || (::GetAsyncKeyState(VK_CONTROL) & 0x8000) GSDevice9* dev = (GSDevice9*)m_dev; int w = rt->GetWidth(); int h = rt->GetHeight(); if(GSTexture* t = dev->CreateRenderTarget(w, h)) { // sfex3 (after the capcom logo), vf4 (first menu fading in), ffxii shadows, rumble roses shadows, persona4 shadows GSVector4 mm; // TODO mm = GSVector4(-1, -1, 1, 1); // if(m_count < 100) { GSVector4 pmin(65535, 65535, 0, 0); GSVector4 pmax = GSVector4::zero(); for(int i = 0, j = m_count; i < j; i++) { GSVector4 p(m_vertices[i].p); pmin = p.minv(pmin); pmax = p.maxv(pmax); } mm += pmin.xyxy(pmax); float sx = 2.0f * rt->m_scale.x / (w * 16); float sy = 2.0f * rt->m_scale.y / (h * 16); float ox = (float)(int)m_context->XYOFFSET.OFX; float oy = (float)(int)m_context->XYOFFSET.OFY; mm.x = (mm.x - ox) * sx - 1; mm.y = (mm.y - oy) * sy - 1; mm.z = (mm.z - ox) * sx - 1; mm.w = (mm.w - oy) * sy - 1; if(mm.x < -1) mm.x = -1; if(mm.y < -1) mm.y = -1; if(mm.z > +1) mm.z = +1; if(mm.w > +1) mm.w = +1; } GSVector4 uv = (mm + 1.0f) / 2.0f; // dev->BeginScene(); dev->ClearStencil(ds, 0); // om dev->OMSetDepthStencilState(&m_date.dss, 1); dev->OMSetBlendState(&m_date.bs, 0); dev->OMSetRenderTargets(t, ds); // ia GSVertexPT1 vertices[] = { {GSVector4(mm.x, -mm.y, 0.5f, 1.0f), GSVector2(uv.x, uv.y)}, {GSVector4(mm.z, -mm.y, 0.5f, 1.0f), GSVector2(uv.z, uv.y)}, {GSVector4(mm.x, -mm.w, 0.5f, 1.0f), GSVector2(uv.x, uv.w)}, {GSVector4(mm.z, -mm.w, 0.5f, 1.0f), GSVector2(uv.z, uv.w)}, }; dev->IASetVertexBuffer(vertices, sizeof(vertices[0]), countof(vertices)); dev->IASetInputLayout(dev->m_convert.il); dev->IASetPrimitiveTopology(D3DPT_TRIANGLESTRIP); // vs dev->VSSetShader(dev->m_convert.vs, NULL, 0); // ps dev->PSSetShaderResources(rt, NULL); dev->PSSetShader(dev->m_convert.ps[m_context->TEST.DATM ? 2 : 3], NULL, 0); dev->PSSetSamplerState(&dev->m_convert.pt); // rs dev->RSSet(w, h); // dev->DrawPrimitive(); // dev->EndScene(); dev->Recycle(t); } } void GSRendererHW9::UpdateFBA(GSTexture* rt) { GSDevice9* dev = (GSDevice9*)m_dev; dev->BeginScene(); // om dev->OMSetDepthStencilState(&m_fba.dss, 2); dev->OMSetBlendState(&m_fba.bs, 0); // ia GSVector4 mm = GSVector4(-1, -1, 1, 1); GSVertexPT1 vertices[] = { {GSVector4(mm.x, -mm.y, 0.5f, 1.0f), GSVector2(0, 0)}, {GSVector4(mm.z, -mm.y, 0.5f, 1.0f), GSVector2(0, 0)}, {GSVector4(mm.x, -mm.w, 0.5f, 1.0f), GSVector2(0, 0)}, {GSVector4(mm.z, -mm.w, 0.5f, 1.0f), GSVector2(0, 0)}, }; dev->IASetVertexBuffer(vertices, sizeof(vertices[0]), countof(vertices)); dev->IASetInputLayout(dev->m_convert.il); dev->IASetPrimitiveTopology(D3DPT_TRIANGLESTRIP); // vs dev->VSSetShader(dev->m_convert.vs, NULL, 0); // ps dev->PSSetShader(dev->m_convert.ps[4], NULL, 0); // rs dev->RSSet(rt->GetWidth(), rt->GetHeight()); // dev->DrawPrimitive(); // dev->EndScene(); }