/* * 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 "GSdx.h" #include "GSDevice.h" GSDevice::GSDevice() : m_wnd(NULL) , m_rbswapped(false) , m_backbuffer(NULL) , m_merge(NULL) , m_weavebob(NULL) , m_blend(NULL) , m_1x1(NULL) { memset(&m_vertices, 0, sizeof(m_vertices)); m_msaa = theApp.GetConfig("msaa", 0); m_msaa_desc.Count = 1; m_msaa_desc.Quality = 0; } GSDevice::~GSDevice() { for_each(m_pool.begin(), m_pool.end(), delete_object()); delete m_backbuffer; delete m_merge; delete m_weavebob; delete m_blend; delete m_1x1; } bool GSDevice::Create(GSWnd* wnd, bool vsync) { m_wnd = wnd; m_vsync = vsync; return true; } bool GSDevice::Reset(int w, int h) { for_each(m_pool.begin(), m_pool.end(), delete_object()); m_pool.clear(); delete m_backbuffer; delete m_merge; delete m_weavebob; delete m_blend; delete m_1x1; m_backbuffer = NULL; m_merge = NULL; m_weavebob = NULL; m_blend = NULL; m_1x1 = NULL; m_current = NULL; // current is special, points to other textures, no need to delete return m_wnd != NULL; } void GSDevice::Present(const GSVector4i& r, int shader, bool limit) { GSVector4i cr = m_wnd->GetClientRect(); int w = std::max(cr.width(), 1); int h = std::max(cr.height(), 1); if(!m_backbuffer || m_backbuffer->GetWidth() != w || m_backbuffer->GetHeight() != h) { if(!Reset(w, h)) { return; } } ClearRenderTarget(m_backbuffer, 0); if(m_current) { static int s_shader[3] = {0, 5, 6}; // FIXME StretchRect(m_current, m_backbuffer, GSVector4(r), s_shader[shader]); } Flip(limit); } GSTexture* GSDevice::Fetch(int type, int w, int h, bool msaa, int format) { if(m_msaa < 2) { msaa = false; } GSVector2i size(w, h); for(list::iterator i = m_pool.begin(); i != m_pool.end(); i++) { GSTexture* t = *i; if(t->GetType() == type && t->GetFormat() == format && t->GetSize() == size && t->IsMSAA() == msaa) { m_pool.erase(i); return t; } } return Create(type, w, h, msaa, format); } void GSDevice::EndScene() { m_vertices.start += m_vertices.count; m_vertices.count = 0; } void GSDevice::Recycle(GSTexture* t) { if(t) { m_pool.push_front(t); while(m_pool.size() > 600) { delete m_pool.back(); m_pool.pop_back(); } } } GSTexture* GSDevice::CreateRenderTarget(int w, int h, bool msaa, int format) { return Fetch(GSTexture::RenderTarget, w, h, msaa, format); } GSTexture* GSDevice::CreateDepthStencil(int w, int h, bool msaa, int format) { return Fetch(GSTexture::DepthStencil, w, h, msaa, format); } GSTexture* GSDevice::CreateTexture(int w, int h, int format) { return Fetch(GSTexture::Texture, w, h, false, format); } GSTexture* GSDevice::CreateOffscreen(int w, int h, int format) { return Fetch(GSTexture::Offscreen, w, h, false, format); } void GSDevice::StretchRect(GSTexture* st, GSTexture* dt, const GSVector4& dr, int shader, bool linear) { StretchRect(st, GSVector4(0, 0, 1, 1), dt, dr, shader, linear); } GSTexture* GSDevice::GetCurrent() { return m_current; } void GSDevice::Merge(GSTexture* st[2], GSVector4* sr, GSVector4* dr, const GSVector2i& fs, bool slbg, bool mmod, const GSVector4& c) { if(!m_merge || !(m_merge->GetSize() == fs)) { Recycle(m_merge); m_merge = CreateRenderTarget(fs.x, fs.y, false); } // TODO: m_1x1 // KH:COM crashes at startup when booting *through the bios* due to m_merge being NULL. // (texture appears to be non-null, and is being re-created at a size around like 1700x340, // dunno if that's relevant) -- air if(m_merge) { GSTexture* tex[2] = {NULL, NULL}; for(int i = 0; i < countof(tex); i++) { if(st[i] != NULL) { tex[i] = st[i]->IsMSAA() ? Resolve(st[i]) : st[i]; } } DoMerge(tex, sr, dr, m_merge, slbg, mmod, c); for(int i = 0; i < countof(tex); i++) { if(tex[i] != st[i]) { Recycle(tex[i]); } } } else { printf("GSdx: m_merge is NULL!\n"); } m_current = m_merge; } void GSDevice::Interlace(const GSVector2i& ds, int field, int mode, float yoffset) { if(!m_weavebob || !(m_weavebob->GetSize() == ds)) { m_weavebob = CreateRenderTarget(ds.x, ds.y, false); } if(mode == 0 || mode == 2) // weave or blend { // weave first DoInterlace(m_merge, m_weavebob, field, false, 0); if(mode == 2) { // blend if(!m_blend || !(m_blend->GetSize() == ds)) { m_blend = CreateRenderTarget(ds.x, ds.y, false); } DoInterlace(m_weavebob, m_blend, 2, false, 0); m_current = m_blend; } else { m_current = m_weavebob; } } else if(mode == 1) // bob { DoInterlace(m_merge, m_weavebob, 3, true, yoffset * field); m_current = m_weavebob; } else { m_current = m_merge; } } bool GSDevice::ResizeTexture(GSTexture** t, int w, int h) { if(t == NULL) {ASSERT(0); return false;} GSTexture* t2 = *t; if(t2 == NULL || t2->GetWidth() != w || t2->GetHeight() != h) { delete t2; t2 = CreateTexture(w, h); *t = t2; } return t2 != NULL; } bool GSDevice::SetFeatureLevel(D3D_FEATURE_LEVEL level, bool compat_mode) { m_shader.level = level; switch(level) { case D3D_FEATURE_LEVEL_9_1: case D3D_FEATURE_LEVEL_9_2: m_shader.model = "0x200"; m_shader.vs = compat_mode ? "vs_4_0_level_9_1" : "vs_2_0"; m_shader.ps = compat_mode ? "ps_4_0_level_9_1" : "ps_2_0"; break; case D3D_FEATURE_LEVEL_9_3: m_shader.model = "0x300"; m_shader.vs = compat_mode ? "vs_4_0_level_9_3" : "vs_3_0"; m_shader.ps = compat_mode ? "ps_4_0_level_9_3" : "ps_3_0"; break; case D3D_FEATURE_LEVEL_10_0: m_shader.model = "0x400"; m_shader.vs = "vs_4_0"; m_shader.gs = "gs_4_0"; m_shader.ps = "ps_4_0"; break; case D3D_FEATURE_LEVEL_10_1: m_shader.model = "0x401"; m_shader.vs = "vs_4_1"; m_shader.gs = "gs_4_1"; m_shader.ps = "ps_4_1"; break; case D3D_FEATURE_LEVEL_11_0: m_shader.model = "0x500"; m_shader.vs = "vs_5_0"; m_shader.gs = "gs_5_0"; m_shader.ps = "ps_5_0"; break; default: ASSERT(0); return false; } return true; }