/* * 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 "GSDevice10.h" #include "resource.h" GSDevice10::GSDevice10() { memset(&m_state, 0, sizeof(m_state)); memset(&m_vs_cb_cache, 0, sizeof(m_vs_cb_cache)); memset(&m_ps_cb_cache, 0, sizeof(m_ps_cb_cache)); m_state.topology = D3D10_PRIMITIVE_TOPOLOGY_UNDEFINED; m_state.bf = -1; } GSDevice10::~GSDevice10() { } bool GSDevice10::Create(GSWnd* wnd) { if(!__super::Create(wnd)) { return false; } HRESULT hr = E_FAIL; DXGI_SWAP_CHAIN_DESC scd; D3D10_BUFFER_DESC bd; D3D10_SAMPLER_DESC sd; D3D10_DEPTH_STENCIL_DESC dsd; D3D10_RASTERIZER_DESC rd; D3D10_BLEND_DESC bsd; memset(&scd, 0, sizeof(scd)); scd.BufferCount = 2; scd.BufferDesc.Width = 1; scd.BufferDesc.Height = 1; scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; //scd.BufferDesc.RefreshRate.Numerator = 60; //scd.BufferDesc.RefreshRate.Denominator = 1; scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; scd.OutputWindow = (HWND)m_wnd->GetHandle(); scd.SampleDesc.Count = 1; scd.SampleDesc.Quality = 0; // Always start in Windowed mode. According to MS, DXGI just "prefers" this, and it's more or less // required if we want to add support for dual displays later on. The fullscreen/exclusive flip // will be issued after all other initializations are complete. scd.Windowed = TRUE; // NOTE : D3D10_CREATE_DEVICE_SINGLETHREADED // This flag is safe as long as the DXGI's internal message pump is disabled or is on the // same thread as the GS window (which the emulator makes sure of, if it utilizes a // multithreaded GS). Setting the flag is a nice and easy 5% speedup on GS-intensive scenes. uint32 flags = D3D10_CREATE_DEVICE_SINGLETHREADED; #ifdef DEBUG flags |= D3D10_CREATE_DEVICE_DEBUG; #endif D3D10_FEATURE_LEVEL1 levels[] = { D3D10_FEATURE_LEVEL_10_1, D3D10_FEATURE_LEVEL_10_0 }; for(int i = 0; i < countof(levels); i++) { hr = D3D10CreateDeviceAndSwapChain1(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, flags, levels[i], D3D10_1_SDK_VERSION, &scd, &m_swapchain, &m_dev); if(SUCCEEDED(hr)) { if(!SetFeatureLevel((D3D_FEATURE_LEVEL)levels[i], true)) { return false; } break; } } if(FAILED(hr)) return false; // msaa for(uint32 i = 2; i <= D3D10_MAX_MULTISAMPLE_SAMPLE_COUNT; i++) { uint32 quality[2] = {0, 0}; if(SUCCEEDED(m_dev->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM, i, &quality[0])) && quality[0] > 0 && SUCCEEDED(m_dev->CheckMultisampleQualityLevels(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, i, &quality[1])) && quality[1] > 0) { m_msaa_desc.Count = i; m_msaa_desc.Quality = std::min(quality[0] - 1, quality[1] - 1); if(i >= m_msaa) break; } } // convert D3D10_INPUT_ELEMENT_DESC il_convert[] = { {"POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 16, D3D10_INPUT_PER_VERTEX_DATA, 0}, }; hr = CompileShader(IDR_CONVERT_FX, "vs_main", NULL, &m_convert.vs, il_convert, countof(il_convert), &m_convert.il); for(int i = 0; i < countof(m_convert.ps); i++) { hr = CompileShader(IDR_CONVERT_FX, format("ps_main%d", i), NULL, &m_convert.ps[i]); } memset(&dsd, 0, sizeof(dsd)); dsd.DepthEnable = false; dsd.StencilEnable = false; hr = m_dev->CreateDepthStencilState(&dsd, &m_convert.dss); memset(&bsd, 0, sizeof(bsd)); bsd.BlendEnable[0] = false; bsd.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL; hr = m_dev->CreateBlendState(&bsd, &m_convert.bs); // merge memset(&bd, 0, sizeof(bd)); bd.ByteWidth = sizeof(MergeConstantBuffer); bd.Usage = D3D10_USAGE_DEFAULT; bd.BindFlags = D3D10_BIND_CONSTANT_BUFFER; hr = m_dev->CreateBuffer(&bd, NULL, &m_merge.cb); for(int i = 0; i < countof(m_merge.ps); i++) { hr = CompileShader(IDR_MERGE_FX, format("ps_main%d", i), NULL, &m_merge.ps[i]); } memset(&bsd, 0, sizeof(bsd)); bsd.BlendEnable[0] = true; bsd.BlendOp = D3D10_BLEND_OP_ADD; bsd.SrcBlend = D3D10_BLEND_SRC_ALPHA; bsd.DestBlend = D3D10_BLEND_INV_SRC_ALPHA; bsd.BlendOpAlpha = D3D10_BLEND_OP_ADD; bsd.SrcBlendAlpha = D3D10_BLEND_ONE; bsd.DestBlendAlpha = D3D10_BLEND_ZERO; bsd.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL; hr = m_dev->CreateBlendState(&bsd, &m_merge.bs); // interlace memset(&bd, 0, sizeof(bd)); bd.ByteWidth = sizeof(InterlaceConstantBuffer); bd.Usage = D3D10_USAGE_DEFAULT; bd.BindFlags = D3D10_BIND_CONSTANT_BUFFER; hr = m_dev->CreateBuffer(&bd, NULL, &m_interlace.cb); for(int i = 0; i < countof(m_interlace.ps); i++) { hr = CompileShader(IDR_INTERLACE_FX, format("ps_main%d", i), NULL, &m_interlace.ps[i]); } // memset(&rd, 0, sizeof(rd)); rd.FillMode = D3D10_FILL_SOLID; rd.CullMode = D3D10_CULL_NONE; rd.FrontCounterClockwise = false; rd.DepthBias = false; rd.DepthBiasClamp = 0; rd.SlopeScaledDepthBias = 0; rd.DepthClipEnable = false; // ??? rd.ScissorEnable = true; rd.MultisampleEnable = true; rd.AntialiasedLineEnable = false; hr = m_dev->CreateRasterizerState(&rd, &m_rs); m_dev->RSSetState(m_rs); // memset(&sd, 0, sizeof(sd)); sd.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR; sd.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP; sd.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP; sd.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP; sd.MaxLOD = FLT_MAX; sd.MaxAnisotropy = 16; sd.ComparisonFunc = D3D10_COMPARISON_NEVER; hr = m_dev->CreateSamplerState(&sd, &m_convert.ln); sd.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT; hr = m_dev->CreateSamplerState(&sd, &m_convert.pt); // Reset(1, 1); // CreateTextureFX(); // memset(&dsd, 0, sizeof(dsd)); dsd.DepthEnable = false; dsd.StencilEnable = true; dsd.StencilReadMask = 1; dsd.StencilWriteMask = 1; dsd.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS; dsd.FrontFace.StencilPassOp = D3D10_STENCIL_OP_REPLACE; dsd.FrontFace.StencilFailOp = D3D10_STENCIL_OP_KEEP; dsd.FrontFace.StencilDepthFailOp = D3D10_STENCIL_OP_KEEP; dsd.BackFace.StencilFunc = D3D10_COMPARISON_ALWAYS; dsd.BackFace.StencilPassOp = D3D10_STENCIL_OP_REPLACE; dsd.BackFace.StencilFailOp = D3D10_STENCIL_OP_KEEP; dsd.BackFace.StencilDepthFailOp = D3D10_STENCIL_OP_KEEP; m_dev->CreateDepthStencilState(&dsd, &m_date.dss); D3D10_BLEND_DESC blend; memset(&blend, 0, sizeof(blend)); m_dev->CreateBlendState(&blend, &m_date.bs); // Exclusive/Fullscreen flip, issued for legacy (managed) windows only. GSopen2 style // emulators will issue the flip themselves later on. if(m_wnd->IsManaged()) { SetExclusive( !theApp.GetConfig("windowed", 1) ); } return true; } bool GSDevice10::Reset(int w, int h) { if(!__super::Reset(w, h)) return false; if(m_swapchain) { DXGI_SWAP_CHAIN_DESC scd; memset(&scd, 0, sizeof(scd)); m_swapchain->GetDesc(&scd); m_swapchain->ResizeBuffers(scd.BufferCount, w, h, scd.BufferDesc.Format, 0); CComPtr backbuffer; m_swapchain->GetBuffer(0, __uuidof(ID3D10Texture2D), (void**)&backbuffer); m_backbuffer = new GSTexture10(backbuffer); } return true; } void GSDevice10::SetExclusive(bool isExcl) { if(!m_swapchain) return; // TODO : Support for alternative display modes, by finishing this code below: // Video mode info should be pulled form config/ini. /*DXGI_MODE_DESC desc; memset(&desc, 0, sizeof(desc)); desc.RefreshRate = 0; // must be zero for best results. m_swapchain->ResizeTarget(&desc); */ HRESULT hr = m_swapchain->SetFullscreenState( isExcl, NULL ); if(hr == DXGI_ERROR_NOT_CURRENTLY_AVAILABLE) fprintf(stderr, "(GSdx10) SetExclusive(%s) failed; request unavailable.", isExcl ? "true" : "false"); } void GSDevice10::Flip() { m_swapchain->Present(m_vsync, 0); } void GSDevice10::DrawPrimitive() { m_dev->Draw(m_vertices.count, m_vertices.start); } void GSDevice10::ClearRenderTarget(GSTexture* t, const GSVector4& c) { m_dev->ClearRenderTargetView(*(GSTexture10*)t, c.v); } void GSDevice10::ClearRenderTarget(GSTexture* t, uint32 c) { GSVector4 color = GSVector4(c) * (1.0f / 255); m_dev->ClearRenderTargetView(*(GSTexture10*)t, color.v); } void GSDevice10::ClearDepth(GSTexture* t, float c) { m_dev->ClearDepthStencilView(*(GSTexture10*)t, D3D10_CLEAR_DEPTH, c, 0); } void GSDevice10::ClearStencil(GSTexture* t, uint8 c) { m_dev->ClearDepthStencilView(*(GSTexture10*)t, D3D10_CLEAR_STENCIL, 0, c); } GSTexture* GSDevice10::Create(int type, int w, int h, bool msaa, int format) { HRESULT hr; D3D10_TEXTURE2D_DESC desc; memset(&desc, 0, sizeof(desc)); desc.Width = w; desc.Height = h; desc.Format = (DXGI_FORMAT)format; desc.MipLevels = 1; desc.ArraySize = 1; desc.SampleDesc.Count = 1; desc.SampleDesc.Quality = 0; desc.Usage = D3D10_USAGE_DEFAULT; if(msaa) { desc.SampleDesc = m_msaa_desc; } switch(type) { case GSTexture::RenderTarget: desc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE; break; case GSTexture::DepthStencil: desc.BindFlags = D3D10_BIND_DEPTH_STENCIL;// | D3D10_BIND_SHADER_RESOURCE; break; case GSTexture::Texture: desc.BindFlags = D3D10_BIND_SHADER_RESOURCE; break; case GSTexture::Offscreen: desc.Usage = D3D10_USAGE_STAGING; desc.CPUAccessFlags |= D3D10_CPU_ACCESS_READ | D3D10_CPU_ACCESS_WRITE; break; } GSTexture10* t = NULL; CComPtr texture; hr = m_dev->CreateTexture2D(&desc, NULL, &texture); if(SUCCEEDED(hr)) { t = new GSTexture10(texture); switch(type) { case GSTexture::RenderTarget: ClearRenderTarget(t, 0); break; case GSTexture::DepthStencil: ClearDepth(t, 0); break; } } return t; } GSTexture* GSDevice10::CreateRenderTarget(int w, int h, bool msaa, int format) { return __super::CreateRenderTarget(w, h, msaa, format ? format : DXGI_FORMAT_R8G8B8A8_UNORM); } GSTexture* GSDevice10::CreateDepthStencil(int w, int h, bool msaa, int format) { return __super::CreateDepthStencil(w, h, msaa, format ? format : DXGI_FORMAT_D32_FLOAT_S8X24_UINT); // DXGI_FORMAT_R32G8X24_TYPELESS } GSTexture* GSDevice10::CreateTexture(int w, int h, int format) { return __super::CreateTexture(w, h, format ? format : DXGI_FORMAT_R8G8B8A8_UNORM); } GSTexture* GSDevice10::CreateOffscreen(int w, int h, int format) { return __super::CreateOffscreen(w, h, format ? format : DXGI_FORMAT_R8G8B8A8_UNORM); } GSTexture* GSDevice10::Resolve(GSTexture* t) { ASSERT(t != NULL && t->IsMSAA()); if(GSTexture* dst = CreateRenderTarget(t->GetWidth(), t->GetHeight(), false, t->GetFormat())) { dst->SetScale(t->GetScale()); m_dev->ResolveSubresource(*(GSTexture10*)dst, 0, *(GSTexture10*)t, 0, (DXGI_FORMAT)t->GetFormat()); return dst; } return NULL; } GSTexture* GSDevice10::CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format) { GSTexture* dst = NULL; if(format == 0) { format = DXGI_FORMAT_R8G8B8A8_UNORM; } if(format != DXGI_FORMAT_R8G8B8A8_UNORM && format != DXGI_FORMAT_R16_UINT) { ASSERT(0); return false; } if(GSTexture* rt = CreateRenderTarget(w, h, false, format)) { GSVector4 dr(0, 0, w, h); if(GSTexture* src2 = src->IsMSAA() ? Resolve(src) : src) { StretchRect(src2, sr, rt, dr, m_convert.ps[format == DXGI_FORMAT_R16_UINT ? 1 : 0], NULL); if(src2 != src) Recycle(src2); } dst = CreateOffscreen(w, h, format); if(dst) { m_dev->CopyResource(*(GSTexture10*)dst, *(GSTexture10*)rt); } Recycle(rt); } return dst; } void GSDevice10::CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r) { D3D10_BOX box = {r.left, r.top, 0, r.right, r.bottom, 1}; m_dev->CopySubresourceRegion(*(GSTexture10*)dt, 0, r.left, r.top, 0, *(GSTexture10*)st, 0, &box); } void GSDevice10::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, int shader, bool linear) { StretchRect(st, sr, dt, dr, m_convert.ps[shader], NULL, linear); } void GSDevice10::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, ID3D10PixelShader* ps, ID3D10Buffer* ps_cb, bool linear) { StretchRect(st, sr, dt, dr, ps, ps_cb, m_convert.bs, linear); } void GSDevice10::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, ID3D10PixelShader* ps, ID3D10Buffer* ps_cb, ID3D10BlendState* bs, bool linear) { BeginScene(); GSVector2i ds = dt->GetSize(); // om OMSetDepthStencilState(m_convert.dss, 0); OMSetBlendState(bs, 0); OMSetRenderTargets(dt, NULL); // ia float left = dr.x * 2 / ds.x - 1.0f; float top = 1.0f - dr.y * 2 / ds.y; float right = dr.z * 2 / ds.x - 1.0f; float bottom = 1.0f - dr.w * 2 / ds.y; GSVertexPT1 vertices[] = { {GSVector4(left, top, 0.5f, 1.0f), GSVector2(sr.x, sr.y)}, {GSVector4(right, top, 0.5f, 1.0f), GSVector2(sr.z, sr.y)}, {GSVector4(left, bottom, 0.5f, 1.0f), GSVector2(sr.x, sr.w)}, {GSVector4(right, bottom, 0.5f, 1.0f), GSVector2(sr.z, sr.w)}, }; IASetVertexBuffer(vertices, sizeof(vertices[0]), countof(vertices)); IASetInputLayout(m_convert.il); IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); // vs VSSetShader(m_convert.vs, NULL); // gs GSSetShader(NULL); // ps PSSetShader(ps, ps_cb); PSSetSamplerState(linear ? m_convert.ln : m_convert.pt, NULL); PSSetShaderResources(st, NULL); // DrawPrimitive(); // EndScene(); PSSetShaderResources(NULL, NULL); } void GSDevice10::DoMerge(GSTexture* st[2], GSVector4* sr, GSVector4* dr, GSTexture* dt, bool slbg, bool mmod, const GSVector4& c) { ClearRenderTarget(dt, c); if(st[1] && !slbg) { StretchRect(st[1], sr[1], dt, dr[1], m_merge.ps[0], NULL, true); } if(st[0]) { m_dev->UpdateSubresource(m_merge.cb, 0, NULL, &c, 0, 0); StretchRect(st[0], sr[0], dt, dr[0], m_merge.ps[mmod ? 1 : 0], m_merge.cb, m_merge.bs, true); } } void GSDevice10::DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset) { GSVector4 s = GSVector4(dt->GetSize()); GSVector4 sr(0, 0, 1, 1); GSVector4 dr(0.0f, yoffset, s.x, s.y + yoffset); InterlaceConstantBuffer cb; cb.ZrH = GSVector2(0, 1.0f / s.y); cb.hH = s.y / 2; m_dev->UpdateSubresource(m_interlace.cb, 0, NULL, &cb, 0, 0); StretchRect(st, sr, dt, dr, m_interlace.ps[shader], m_interlace.cb, linear); } void GSDevice10::SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1 (&iaVertices)[4], bool datm) { const GSVector2i& size = rt->GetSize(); if(GSTexture* t = CreateRenderTarget(size.x, size.y, rt->IsMSAA())) { // sfex3 (after the capcom logo), vf4 (first menu fading in), ffxii shadows, rumble roses shadows, persona4 shadows BeginScene(); ClearStencil(ds, 0); // om OMSetDepthStencilState(m_date.dss, 1); OMSetBlendState(m_date.bs, 0); OMSetRenderTargets(t, ds); // ia IASetVertexBuffer(iaVertices, sizeof(iaVertices[0]), countof(iaVertices)); IASetInputLayout(m_convert.il); IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); // vs VSSetShader(m_convert.vs, NULL); // gs GSSetShader(NULL); // ps GSTexture* rt2 = rt->IsMSAA() ? Resolve(rt) : rt; PSSetShaderResources(rt2, NULL); PSSetShader(m_convert.ps[datm ? 2 : 3], NULL); PSSetSamplerState(m_convert.pt, NULL); // DrawPrimitive(); // EndScene(); Recycle(t); if(rt2 != rt) Recycle(rt2); } } void GSDevice10::IASetVertexBuffer(const void* vertices, size_t stride, size_t count) { ASSERT(m_vertices.count == 0); if(count * stride > m_vertices.limit * m_vertices.stride) { m_vb_old = m_vb; m_vb = NULL; m_vertices.start = 0; m_vertices.count = 0; m_vertices.limit = std::max(count * 3 / 2, 10000); } if(m_vb == NULL) { D3D10_BUFFER_DESC bd; memset(&bd, 0, sizeof(bd)); bd.Usage = D3D10_USAGE_DYNAMIC; bd.ByteWidth = m_vertices.limit * stride; bd.BindFlags = D3D10_BIND_VERTEX_BUFFER; bd.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; HRESULT hr; hr = m_dev->CreateBuffer(&bd, NULL, &m_vb); if(FAILED(hr)) return; } D3D10_MAP type = D3D10_MAP_WRITE_NO_OVERWRITE; if(m_vertices.start + count > m_vertices.limit || stride != m_vertices.stride) { m_vertices.start = 0; type = D3D10_MAP_WRITE_DISCARD; } void* v = NULL; if(SUCCEEDED(m_vb->Map(type, 0, &v))) { GSVector4i::storent((uint8*)v + m_vertices.start * stride, vertices, count * stride); m_vb->Unmap(); } m_vertices.count = count; m_vertices.stride = stride; IASetVertexBuffer(m_vb, stride); } void GSDevice10::IASetVertexBuffer(ID3D10Buffer* vb, size_t stride) { if(m_state.vb != vb || m_state.vb_stride != stride) { m_state.vb = vb; m_state.vb_stride = stride; uint32 offset = 0; m_dev->IASetVertexBuffers(0, 1, &vb, &stride, &offset); } } void GSDevice10::IASetInputLayout(ID3D10InputLayout* layout) { if(m_state.layout != layout) { m_state.layout = layout; m_dev->IASetInputLayout(layout); } } void GSDevice10::IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY topology) { if(m_state.topology != topology) { m_state.topology = topology; m_dev->IASetPrimitiveTopology(topology); } } void GSDevice10::VSSetShader(ID3D10VertexShader* vs, ID3D10Buffer* vs_cb) { if(m_state.vs != vs) { m_state.vs = vs; m_dev->VSSetShader(vs); } if(m_state.vs_cb != vs_cb) { m_state.vs_cb = vs_cb; m_dev->VSSetConstantBuffers(0, 1, &vs_cb); } } void GSDevice10::GSSetShader(ID3D10GeometryShader* gs) { if(m_state.gs != gs) { m_state.gs = gs; m_dev->GSSetShader(gs); } } void GSDevice10::PSSetShaderResources(GSTexture* sr0, GSTexture* sr1) { ID3D10ShaderResourceView* srv0 = NULL; ID3D10ShaderResourceView* srv1 = NULL; if(sr0) srv0 = *(GSTexture10*)sr0; if(sr1) srv1 = *(GSTexture10*)sr1; if(m_state.ps_srv[0] != srv0 || m_state.ps_srv[1] != srv1) { m_state.ps_srv[0] = srv0; m_state.ps_srv[1] = srv1; ID3D10ShaderResourceView* srvs[] = {srv0, srv1}; m_dev->PSSetShaderResources(0, 2, srvs); } } void GSDevice10::PSSetShader(ID3D10PixelShader* ps, ID3D10Buffer* ps_cb) { if(m_state.ps != ps) { m_state.ps = ps; m_dev->PSSetShader(ps); } if(m_state.ps_cb != ps_cb) { m_state.ps_cb = ps_cb; m_dev->PSSetConstantBuffers(0, 1, &ps_cb); } } void GSDevice10::PSSetSamplerState(ID3D10SamplerState* ss0, ID3D10SamplerState* ss1) { if(m_state.ps_ss[0] != ss0 || m_state.ps_ss[1] != ss1) { m_state.ps_ss[0] = ss0; m_state.ps_ss[1] = ss1; ID3D10SamplerState* sss[] = {ss0, ss1}; m_dev->PSSetSamplers(0, 2, sss); } } void GSDevice10::OMSetDepthStencilState(ID3D10DepthStencilState* dss, uint8 sref) { if(m_state.dss != dss || m_state.sref != sref) { m_state.dss = dss; m_state.sref = sref; m_dev->OMSetDepthStencilState(dss, sref); } } void GSDevice10::OMSetBlendState(ID3D10BlendState* bs, float bf) { if(m_state.bs != bs || m_state.bf != bf) { m_state.bs = bs; m_state.bf = bf; float BlendFactor[] = {bf, bf, bf, 0}; m_dev->OMSetBlendState(bs, BlendFactor, 0xffffffff); } } void GSDevice10::OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor) { ID3D10RenderTargetView* rtv = NULL; ID3D10DepthStencilView* dsv = NULL; if(rt) rtv = *(GSTexture10*)rt; if(ds) dsv = *(GSTexture10*)ds; if(m_state.rtv != rtv || m_state.dsv != dsv) { m_state.rtv = rtv; m_state.dsv = dsv; m_dev->OMSetRenderTargets(1, &rtv, dsv); } if(m_state.viewport != rt->GetSize()) { m_state.viewport = rt->GetSize(); D3D10_VIEWPORT vp; memset(&vp, 0, sizeof(vp)); vp.TopLeftX = 0; vp.TopLeftY = 0; vp.Width = rt->GetWidth(); vp.Height = rt->GetHeight(); vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; m_dev->RSSetViewports(1, &vp); } GSVector4i r = scissor ? *scissor : GSVector4i(rt->GetSize()).zwxy(); if(!m_state.scissor.eq(r)) { m_state.scissor = r; m_dev->RSSetScissorRects(1, r); } } HRESULT GSDevice10::CompileShader(uint32 id, const string& entry, D3D10_SHADER_MACRO* macro, ID3D10VertexShader** vs, D3D10_INPUT_ELEMENT_DESC* layout, int count, ID3D10InputLayout** il) { HRESULT hr; vector m; PrepareShaderMacro(m, macro); CComPtr shader, error; hr = D3DX10CompileFromResource(theApp.GetModuleHandle(), MAKEINTRESOURCE(id), NULL, &m[0], NULL, entry.c_str(), m_shader.vs.c_str(), 0, 0, NULL, &shader, &error, NULL); if(error) { printf("%s\n", (const char*)error->GetBufferPointer()); } if(FAILED(hr)) { return hr; } hr = m_dev->CreateVertexShader((void*)shader->GetBufferPointer(), shader->GetBufferSize(), vs); if(FAILED(hr)) { return hr; } hr = m_dev->CreateInputLayout(layout, count, shader->GetBufferPointer(), shader->GetBufferSize(), il); if(FAILED(hr)) { return hr; } return hr; } HRESULT GSDevice10::CompileShader(uint32 id, const string& entry, D3D10_SHADER_MACRO* macro, ID3D10GeometryShader** gs) { HRESULT hr; vector m; PrepareShaderMacro(m, macro); CComPtr shader, error; hr = D3DX10CompileFromResource(theApp.GetModuleHandle(), MAKEINTRESOURCE(id), NULL, &m[0], NULL, entry.c_str(), m_shader.gs.c_str(), 0, 0, NULL, &shader, &error, NULL); if(error) { printf("%s\n", (const char*)error->GetBufferPointer()); } if(FAILED(hr)) { return hr; } hr = m_dev->CreateGeometryShader((void*)shader->GetBufferPointer(), shader->GetBufferSize(), gs); if(FAILED(hr)) { return hr; } return hr; } HRESULT GSDevice10::CompileShader(uint32 id, const string& entry, D3D10_SHADER_MACRO* macro, ID3D10PixelShader** ps) { HRESULT hr; vector m; PrepareShaderMacro(m, macro); CComPtr shader, error; hr = D3DX10CompileFromResource(theApp.GetModuleHandle(), MAKEINTRESOURCE(id), NULL, &m[0], NULL, entry.c_str(), m_shader.ps.c_str(), 0, 0, NULL, &shader, &error, NULL); if(error) { printf("%s\n", (const char*)error->GetBufferPointer()); } if(FAILED(hr)) { return hr; } hr = m_dev->CreatePixelShader((void*)shader->GetBufferPointer(), shader->GetBufferSize(), ps); if(FAILED(hr)) { return hr; } return hr; }