/* * 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 "GSRendererHW.h" template class GSRendererDX : public GSRendererHW { GSVector2 m_pixelcenter; bool m_logz; bool m_fba; int m_pixoff_x; int m_pixoff_y; protected: int m_topology; virtual void UpdateFBA(GSTexture* rt) {} public: GSRendererDX(GSTextureCache* tc, const GSVector2& pixelcenter = GSVector2(0, 0)) : GSRendererHW(tc) , m_pixelcenter(pixelcenter) , m_topology(-1) { m_logz = !!theApp.GetConfig("logz", 0); m_fba = !!theApp.GetConfig("fba", 1); m_pixoff_x = theApp.GetConfig("pixoff_x", 0); m_pixoff_y = theApp.GetConfig("pixoff_y", 0); } virtual ~GSRendererDX() { } bool CreateDevice(GSDevice* dev) { if(!__super::CreateDevice(dev)) return false; return true; } __forceinline void Draw(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex) { GSDrawingEnvironment& env = m_env; GSDrawingContext* context = m_context; assert(m_dev != NULL); GSDeviceDX& dev = (GSDeviceDX&)*m_dev; // if(m_context->TEST.DATE) { const GSVector2i& size = rt->GetSize(); GSVector4 s = GSVector4(rt->GetScale().x / size.x, rt->GetScale().y / size.y); 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(src.x, src.y)}, {GSVector4(dst.z, -dst.y, 0.5f, 1.0f), GSVector2(src.z, src.y)}, {GSVector4(dst.x, -dst.w, 0.5f, 1.0f), GSVector2(src.x, src.w)}, {GSVector4(dst.z, -dst.w, 0.5f, 1.0f), GSVector2(src.z, src.w)}, }; dev.SetupDATE(rt, ds, vertices, m_context->TEST.DATM ); } // dev.BeginScene(); // om GSDeviceDX::OMDepthStencilSelector om_dssel; if(context->TEST.ZTE) { om_dssel.ztst = context->TEST.ZTST; om_dssel.zwe = !context->ZBUF.ZMSK; } else { om_dssel.ztst = ZTST_ALWAYS; } if(context->FRAME.PSM != PSM_PSMCT24) { om_dssel.date = context->TEST.DATE; } if(m_fba) { om_dssel.fba = context->FBA.FBA; } GSDeviceDX::OMBlendSelector om_bsel; if(!IsOpaque()) { om_bsel.abe = PRIM->ABE || PRIM->AA1 && m_vt.m_primclass == GS_LINE_CLASS; om_bsel.a = context->ALPHA.A; om_bsel.b = context->ALPHA.B; om_bsel.c = context->ALPHA.C; om_bsel.d = context->ALPHA.D; if(env.PABE.PABE) { if(om_bsel.a == 0 && om_bsel.b == 1 && om_bsel.c == 0 && om_bsel.d == 1) { // this works because with PABE alpha blending is on when alpha >= 0x80, but since the pixel shader // cannot output anything over 0x80 (== 1.0) blending with 0x80 or turning it off gives the same result om_bsel.abe = 0; } else { //Breath of Fire Dragon Quarter triggers this in battles. Graphics are fine though. ASSERT(0); } } } om_bsel.wrgba = ~GSVector4i::load((int)context->FRAME.FBMSK).eq8(GSVector4i::xffffffff()).mask(); // vs GSDeviceDX::VSSelector vs_sel; vs_sel.tme = PRIM->TME; vs_sel.fst = PRIM->FST; vs_sel.logz = m_logz ? 1 : 0; if(om_dssel.ztst >= ZTST_ALWAYS && om_dssel.zwe) { if(context->ZBUF.PSM == PSM_PSMZ24) { if(m_vt.m_max.p.z > 0xffffff) { ASSERT(m_vt.m_min.p.z > 0xffffff); // Fixme :Following conditional fixes some dialog frame in Wild Arms 3, but may not be what was intended. if (m_vt.m_min.p.z > 0xffffff) { vs_sel.bppz = 1; om_dssel.ztst = ZTST_ALWAYS; } } } else if(context->ZBUF.PSM == PSM_PSMZ16 || context->ZBUF.PSM == PSM_PSMZ16S) { if(m_vt.m_max.p.z > 0xffff) { ASSERT(m_vt.m_min.p.z > 0xffff); // sfex capcom logo // Fixme : Same as above, I guess. if (m_vt.m_min.p.z > 0xffff) { vs_sel.bppz = 2; om_dssel.ztst = ZTST_ALWAYS; } } } } GSDeviceDX::VSConstantBuffer vs_cb; float sx = 2.0f * rt->GetScale().x / (rt->GetWidth() << 4); float sy = 2.0f * rt->GetScale().y / (rt->GetHeight() << 4); float ox = (float)(int)context->XYOFFSET.OFX + m_pixoff_x; float oy = (float)(int)context->XYOFFSET.OFY + m_pixoff_y; float ox2 = 2.0f * m_pixelcenter.x / rt->GetWidth(); float oy2 = 2.0f * m_pixelcenter.y / rt->GetHeight(); vs_cb.VertexScale = GSVector4(sx, -sy, 1.0f / UINT_MAX, 0.0f); vs_cb.VertexOffset = GSVector4(ox * sx + ox2 + 1, -(oy * sy + oy2 + 1), 0.0f, -1.0f); // gs GSDeviceDX::GSSelector gs_sel; gs_sel.iip = PRIM->IIP; gs_sel.prim = m_vt.m_primclass; // ps GSDeviceDX::PSSelector ps_sel; GSDeviceDX::PSSamplerSelector ps_ssel; GSDeviceDX::PSConstantBuffer ps_cb; ps_sel.clr1 = om_bsel.IsCLR1(); ps_sel.fba = context->FBA.FBA; ps_sel.aout = context->FRAME.PSM == PSM_PSMCT16 || context->FRAME.PSM == PSM_PSMCT16S || (context->FRAME.FBMSK & 0xff000000) == 0x7f000000 ? 1 : 0; if(PRIM->FGE) { ps_sel.fog = 1; ps_cb.FogColor_AREF = GSVector4(env.FOGCOL.u32[0]) / 255; } if(context->TEST.ATE) { ps_sel.atst = context->TEST.ATST; switch(ps_sel.atst) { case ATST_LESS: ps_cb.FogColor_AREF.a = (float)((int)context->TEST.AREF - 1); break; case ATST_GREATER: ps_cb.FogColor_AREF.a = (float)((int)context->TEST.AREF + 1); break; default: ps_cb.FogColor_AREF.a = (float)(int)context->TEST.AREF; break; } } else { ps_sel.atst = ATST_ALWAYS; } if(tex) { ps_sel.wms = context->CLAMP.WMS; ps_sel.wmt = context->CLAMP.WMT; ps_sel.fmt = tex->m_fmt; ps_sel.aem = env.TEXA.AEM; ps_sel.tfx = context->TEX0.TFX; ps_sel.tcc = context->TEX0.TCC; ps_sel.ltf = m_filter == 2 ? IsLinear() : m_filter; ps_sel.rt = tex->m_target; int w = tex->m_texture->GetWidth(); int h = tex->m_texture->GetHeight(); int tw = (int)(1 << context->TEX0.TW); int th = (int)(1 << context->TEX0.TH); int multiplier = upscale_Multiplier(); GSVector4 WH(tw, th, w, h); //Try to avoid small, common glitches with upscaling. This only takes care of slight //variations however. The bigger ones, where upscaling intruduces pixels with no data //cannot be fixed generally here. (Wild Arms games do this with their text.) if ( multiplier == 2 ) { if (tw < 17) {} else if (tw < 33) {} else if (tw < 65) {} else if (tw < 129) {} else if (tw < 257) {} else if (tw < 513) {vs_cb.VertexScale.x *= 1.0f - ((float)1 * -0.00002f); } else if (tw < 1025) {} if (th < 17) {} else if (th < 33) {} else if (th < 65) {} else if (th < 129) {} else if (th < 257) {} else if (th < 513) {vs_cb.VertexScale.y *= 1.0f - ((float)1 * -0.00001f); } else if (th < 1025) {} } if(PRIM->FST) { vs_cb.TextureScale = GSVector4(1.0f / 16) / WH.xyxy(); //Try to avoid small, common glitches with upscaling. This only takes care of slight //variations however. The bigger ones, where upscaling intruduces pixels with no data //cannot be fixed generally here. (Wild Arms games do this with their text.) if ( multiplier == 2 ) { if (tw < 17) {} else if (tw < 33) {} else if (tw < 65) {} else if (tw < 129) {vs_cb.TextureScale.x *= 1.0f - ((float)4 * 0.0001f); } else if (tw < 257) {vs_cb.TextureScale.x *= 1.0f - ((float)2 * 0.0001f);} else if (tw < 513) {vs_cb.TextureScale.x *= 1.0f - ((float)6 * 0.0001f); } else if (tw < 1025) {} if (th < 17) {} else if (th < 33) {vs_cb.TextureScale.y *= 1.0f - ((float)2 * 0.0001f); } //ar tonelico bg else if (th < 65) {} else if (th < 129) {vs_cb.TextureScale.y *= 1.0f - ((float)2 * 0.0001f); } else if (th < 257) {vs_cb.TextureScale.y *= 1.0f - ((float)2 * 0.0001f); } else if (th < 513) {vs_cb.TextureScale.y *= 1.0f - ((float)4 * 0.0001f); } else if (th < 1025) {} } ps_sel.fst = 1; } ps_cb.WH = WH; ps_cb.HalfTexel = GSVector4(-0.5f, 0.5f).xxyy() / WH.zwzw(); ps_cb.MskFix = GSVector4i(context->CLAMP.MINU, context->CLAMP.MINV, context->CLAMP.MAXU, context->CLAMP.MAXV); GSVector4 clamp(ps_cb.MskFix); GSVector4 ta(env.TEXA & GSVector4i::x000000ff()); ps_cb.MinMax = clamp / WH.xyxy(); ps_cb.MinF_TA = (clamp + 0.5f).xyxy(ta) / WH.xyxy(GSVector4(255, 255)); ps_ssel.tau = (context->CLAMP.WMS + 3) >> 1; ps_ssel.tav = (context->CLAMP.WMT + 3) >> 1; ps_ssel.ltf = ps_sel.ltf; } else { ps_sel.tfx = 4; } // rs GSVector4i scissor = GSVector4i(GSVector4(rt->GetScale()).xyxy() * context->scissor.in).rintersect(GSVector4i(rt->GetSize()).zwxy()); dev.OMSetRenderTargets(rt, ds, &scissor); dev.PSSetShaderResources(tex ? tex->m_texture : NULL, tex ? tex->m_palette : NULL); uint8 afix = context->ALPHA.FIX; dev.SetupOM(om_dssel, om_bsel, afix); dev.SetupIA(m_vertices, m_count, m_topology); dev.SetupVS(vs_sel, &vs_cb); dev.SetupGS(gs_sel); dev.SetupPS(ps_sel, &ps_cb, ps_ssel); // draw if(context->TEST.DoFirstPass()) { dev.DrawPrimitive(); } 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]; switch(ps_sel.atst) { case ATST_LESS: ps_cb.FogColor_AREF.a = (float)((int)context->TEST.AREF - 1); break; case ATST_GREATER: ps_cb.FogColor_AREF.a = (float)((int)context->TEST.AREF + 1); break; default: ps_cb.FogColor_AREF.a = (float)(int)context->TEST.AREF; break; } dev.SetupPS(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; dev.SetupOM(om_dssel, om_bsel, afix); dev.DrawPrimitive(); } } dev.EndScene(); if(om_dssel.fba) UpdateFBA(rt); } };