/* * 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 "GSRendererDX9.h" #include "GSCrc.h" #include "resource.h" GSRendererDX9::GSRendererDX9() : GSRendererDX(new GSTextureCache9(this)) { } bool GSRendererDX9::CreateDevice(GSDevice* dev) { if(!__super::CreateDevice(dev)) return false; // 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; m_fba.dss.StencilRef = 2; memset(&m_fba.bs, 0, sizeof(m_fba.bs)); m_fba.bs.RenderTargetWriteMask = D3DCOLORWRITEENABLE_ALPHA; // return true; } void GSRendererDX9::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex) { D3DPRIMITIVETYPE topology; switch(m_vt.m_primclass) { case GS_POINT_CLASS: topology = D3DPT_POINTLIST; break; case GS_LINE_CLASS: topology = D3DPT_LINELIST; if(PRIM->IIP == 0) { for(size_t i = 0, j = m_index.tail; i < j; i += 2) { uint32 tmp = m_index.buff[i + 0]; m_index.buff[i + 0] = m_index.buff[i + 1]; m_index.buff[i + 1] = tmp; } } break; case GS_TRIANGLE_CLASS: topology = D3DPT_TRIANGLELIST; if(PRIM->IIP == 0) { for(size_t i = 0, j = m_index.tail; i < j; i += 3) { uint32 tmp = m_index.buff[i + 0]; m_index.buff[i + 0] = m_index.buff[i + 2]; m_index.buff[i + 2] = tmp; } } break; case GS_SPRITE_CLASS: topology = D3DPT_TRIANGLELIST; // each sprite converted to quad needs twice the space while(m_vertex.tail * 2 > m_vertex.maxcount) { GrowVertexBuffer(); } // assume vertices are tightly packed and sequentially indexed (it should be the case) if(m_vertex.next >= 2) { size_t count = m_vertex.next; int i = (int)count * 2 - 4; GSVertex* s = &m_vertex.buff[count - 2]; GSVertex* q = &m_vertex.buff[count * 2 - 4]; uint32* RESTRICT index = &m_index.buff[count * 3 - 6]; for(; i >= 0; i -= 4, s -= 2, q -= 4, index -= 6) { GSVertex v0 = s[0]; GSVertex v1 = s[1]; v0.RGBAQ = v1.RGBAQ; v0.XYZ.Z = v1.XYZ.Z; v0.FOG = v1.FOG; q[0] = v0; q[3] = v1; // swap x, s, u uint16 x = v0.XYZ.X; v0.XYZ.X = v1.XYZ.X; v1.XYZ.X = x; float s = v0.ST.S; v0.ST.S = v1.ST.S; v1.ST.S = s; uint16 u = v0.U; v0.U = v1.U; v1.U = u; q[1] = v0; q[2] = v1; index[0] = i + 0; index[1] = i + 1; index[2] = i + 2; index[3] = i + 1; index[4] = i + 2; index[5] = i + 3; } m_vertex.head = m_vertex.tail = m_vertex.next = count * 2; m_index.tail = count * 3; } break; default: __assume(0); } GSDevice9* dev = (GSDevice9*)m_dev; (*dev)->SetRenderState(D3DRS_SHADEMODE, PRIM->IIP ? D3DSHADE_GOURAUD : D3DSHADE_FLAT); // TODO void* ptr = NULL; if(dev->IAMapVertexBuffer(&ptr, sizeof(GSVertexHW9), m_vertex.next)) { GSVertex* RESTRICT s = (GSVertex*)m_vertex.buff; GSVertexHW9* RESTRICT d = (GSVertexHW9*)ptr; for(int i = 0; i < m_vertex.next; i++, s++, d++) { GSVector4 p = GSVector4(GSVector4i::load(s->XYZ.u32[0]).upl16()); if(PRIM->TME && !PRIM->FST) { p = p.xyxy(GSVector4((float)s->XYZ.Z, s->RGBAQ.Q)); } else { p = p.xyxy(GSVector4::load((float)s->XYZ.Z)); } GSVector4 t = GSVector4::zero(); if(PRIM->TME) { if(PRIM->FST) { t = GSVector4(GSVector4i::load(s->UV).upl16()); } else { t = GSVector4::loadl(&s->ST); } } t = t.xyxy(GSVector4::cast(GSVector4i(s->RGBAQ.u32[0], s->FOG))); d->p = p; d->t = t; } dev->IAUnmapVertexBuffer(); } dev->IASetIndexBuffer(m_index.buff, m_index.tail); dev->IASetPrimitiveTopology(topology); __super::DrawPrims(rt, ds, tex); } void GSRendererDX9::UpdateFBA(GSTexture* rt) { GSDevice9* dev = (GSDevice9*)m_dev; dev->BeginScene(); // om dev->OMSetDepthStencilState(&m_fba.dss); dev->OMSetBlendState(&m_fba.bs, 0); // ia GSVector4 s = GSVector4(rt->GetScale().x / rt->GetWidth(), rt->GetScale().y / rt->GetHeight()); GSVector4 o = GSVector4(-1.0f, 1.0f); GSVector4 src = ((m_vt.m_min.p.xyxy(m_vt.m_max.p) + o.xxyy()) * s.xyxy()).sat(o.zzyy()); GSVector4 dst = src * 2.0f + o.xxxx(); GSVertexPT1 vertices[] = { {GSVector4(dst.x, -dst.y, 0.5f, 1.0f), GSVector2(0, 0)}, {GSVector4(dst.z, -dst.y, 0.5f, 1.0f), GSVector2(0, 0)}, {GSVector4(dst.x, -dst.w, 0.5f, 1.0f), GSVector2(0, 0)}, {GSVector4(dst.z, -dst.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); // dev->DrawPrimitive(); // dev->EndScene(); }