/* * 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 "GSTextureFX10.h" #include "resource.h" GSTextureFX10::GSTextureFX10() : m_dev(NULL) { memset(&m_vs_cb_cache, 0, sizeof(m_vs_cb_cache)); memset(&m_ps_cb_cache, 0, sizeof(m_ps_cb_cache)); } bool GSTextureFX10::Create(GSDevice10* dev) { m_dev = dev; VSSelector sel; sel.bppz = 0; sel.tme = 0; sel.fst = 0; VSConstantBuffer cb; SetupVS(sel, &cb); // creates layout HRESULT hr; D3D10_BUFFER_DESC bd; memset(&bd, 0, sizeof(bd)); bd.ByteWidth = sizeof(VSConstantBuffer); bd.Usage = D3D10_USAGE_DEFAULT; bd.BindFlags = D3D10_BIND_CONSTANT_BUFFER; hr = (*m_dev)->CreateBuffer(&bd, NULL, &m_vs_cb); if(FAILED(hr)) return false; memset(&bd, 0, sizeof(bd)); bd.ByteWidth = sizeof(PSConstantBuffer); bd.Usage = D3D10_USAGE_DEFAULT; bd.BindFlags = D3D10_BIND_CONSTANT_BUFFER; hr = (*m_dev)->CreateBuffer(&bd, NULL, &m_ps_cb); if(FAILED(hr)) return false; D3D10_SAMPLER_DESC sd; memset(&sd, 0, sizeof(sd)); sd.Filter = D3D10_ENCODE_BASIC_FILTER(D3D10_FILTER_TYPE_POINT, D3D10_FILTER_TYPE_POINT, D3D10_FILTER_TYPE_POINT, false); 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_palette_ss); if(FAILED(hr)) return false; // return true; } bool GSTextureFX10::SetupIA(const GSVertexHW10* vertices, int count, D3D10_PRIMITIVE_TOPOLOGY prim) { m_dev->IASetVertexBuffer(vertices, sizeof(vertices[0]), count); m_dev->IASetInputLayout(m_il); m_dev->IASetPrimitiveTopology(prim); return true; } bool GSTextureFX10::SetupVS(VSSelector sel, const VSConstantBuffer* cb) { CComPtr vs; hash_map >::iterator i = m_vs.find(sel); if(i != m_vs.end()) { vs = (*i).second; } else { string str[5]; str[0] = format("%d", sel.bpp); str[1] = format("%d", sel.bppz); str[2] = format("%d", sel.tme); str[3] = format("%d", sel.fst); str[4] = format("%d", sel.prim); D3D10_SHADER_MACRO macro[] = { {"VS_BPP", str[0].c_str()}, {"VS_BPPZ", str[1].c_str()}, {"VS_TME", str[2].c_str()}, {"VS_FST", str[3].c_str()}, {"VS_PRIM", str[4].c_str()}, {NULL, NULL}, }; D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION", 0, DXGI_FORMAT_R16G16_UINT, 0, 8, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"POSITION", 1, DXGI_FORMAT_R32_UINT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD", 1, DXGI_FORMAT_R32_FLOAT, 0, 20, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 16, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR", 1, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 28, D3D10_INPUT_PER_VERTEX_DATA, 0}, }; CComPtr il; m_dev->CompileShader(IDR_TFX10_FX, "vs_main", macro, &vs, layout, countof(layout), &il); if(m_il == NULL) { m_il = il; } m_vs[sel] = vs; } if(m_vs_cb_cache.Update(cb)) { (*m_dev)->UpdateSubresource(m_vs_cb, 0, NULL, cb, 0, 0); } m_dev->VSSetShader(vs, m_vs_cb); return true; } bool GSTextureFX10::SetupGS(GSSelector sel) { HRESULT hr; CComPtr gs; if(sel.prim > 0 && (sel.iip == 0 || sel.prim == 3)) // geometry shader works in every case, but not needed { hash_map >::iterator i = m_gs.find(sel); if(i != m_gs.end()) { gs = (*i).second; } else { string str[2]; str[0] = format("%d", sel.iip); str[1] = format("%d", sel.prim); D3D10_SHADER_MACRO macro[] = { {"IIP", str[0].c_str()}, {"PRIM", str[1].c_str()}, {NULL, NULL}, }; hr = m_dev->CompileShader(IDR_TFX10_FX, "gs_main", macro, &gs); m_gs[sel] = gs; } } m_dev->GSSetShader(gs); return true; } bool GSTextureFX10::SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel, GSTexture* tex, GSTexture* pal) { m_dev->PSSetShaderResources(tex, pal); UpdatePS(sel, cb, ssel); return true; } void GSTextureFX10::UpdatePS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel) { HRESULT hr; CComPtr ps; hash_map >::iterator i = m_ps.find(sel); if(i != m_ps.end()) { ps = (*i).second; } else { string str[13]; str[0] = format("%d", sel.fst); str[1] = format("%d", sel.wms); str[2] = format("%d", sel.wmt); str[3] = format("%d", sel.bpp); str[4] = format("%d", sel.aem); str[5] = format("%d", sel.tfx); str[6] = format("%d", sel.tcc); str[7] = format("%d", sel.ate); str[8] = format("%d", sel.atst); str[9] = format("%d", sel.fog); str[10] = format("%d", sel.clr1); str[11] = format("%d", sel.fba); str[12] = format("%d", sel.aout); D3D10_SHADER_MACRO macro[] = { {"FST", str[0].c_str()}, {"WMS", str[1].c_str()}, {"WMT", str[2].c_str()}, {"BPP", str[3].c_str()}, {"AEM", str[4].c_str()}, {"TFX", str[5].c_str()}, {"TCC", str[6].c_str()}, {"ATE", str[7].c_str()}, {"ATST", str[8].c_str()}, {"FOG", str[9].c_str()}, {"CLR1", str[10].c_str()}, {"FBA", str[11].c_str()}, {"AOUT", str[12].c_str()}, {NULL, NULL}, }; hr = m_dev->CompileShader(IDR_TFX10_FX, "ps_main", macro, &ps); m_ps[sel] = ps; } if(m_ps_cb_cache.Update(cb)) { (*m_dev)->UpdateSubresource(m_ps_cb, 0, NULL, cb, 0, 0); } m_dev->PSSetShader(ps, m_ps_cb); CComPtr ss0, ss1; if(sel.tfx != 4) { if(sel.bpp >= 3 || sel.wms >= 3 || sel.wmt >= 3) { ssel.min = ssel.mag = 0; } hash_map >::iterator i = m_ps_ss.find(ssel); if(i != m_ps_ss.end()) { ss0 = (*i).second; } else { D3D10_SAMPLER_DESC sd; memset(&sd, 0, sizeof(sd)); sd.Filter = D3D10_ENCODE_BASIC_FILTER( (ssel.min ? D3D10_FILTER_TYPE_LINEAR : D3D10_FILTER_TYPE_POINT), (ssel.mag ? D3D10_FILTER_TYPE_LINEAR : D3D10_FILTER_TYPE_POINT), D3D10_FILTER_TYPE_POINT, false); sd.AddressU = ssel.tau ? D3D10_TEXTURE_ADDRESS_WRAP : D3D10_TEXTURE_ADDRESS_CLAMP; sd.AddressV = ssel.tav ? D3D10_TEXTURE_ADDRESS_WRAP : 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, &ss0); m_ps_ss[ssel] = ss0; } if(sel.bpp == 3) { ss1 = m_palette_ss; } } m_dev->PSSetSamplerState(ss0, ss1); } void GSTextureFX10::SetupRS(int w, int h, const GSVector4i& scissor) { m_dev->RSSet(w, h, &scissor); } void GSTextureFX10::SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, float bf, GSTexture* rt, GSTexture* ds) { UpdateOM(dssel, bsel, bf); m_dev->OMSetRenderTargets(rt, ds); } void GSTextureFX10::UpdateOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, float bf) { HRESULT hr; CComPtr dss; hash_map >::iterator i = m_om_dss.find(dssel); if(i != m_om_dss.end()) { dss = (*i).second; } else { D3D10_DEPTH_STENCIL_DESC dsd; memset(&dsd, 0, sizeof(dsd)); if(dssel.date) { dsd.StencilEnable = true; dsd.StencilReadMask = 1; dsd.StencilWriteMask = 1; dsd.FrontFace.StencilFunc = D3D10_COMPARISON_EQUAL; dsd.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP; dsd.FrontFace.StencilFailOp = D3D10_STENCIL_OP_KEEP; dsd.FrontFace.StencilDepthFailOp = D3D10_STENCIL_OP_KEEP; dsd.BackFace.StencilFunc = D3D10_COMPARISON_EQUAL; dsd.BackFace.StencilPassOp = D3D10_STENCIL_OP_KEEP; dsd.BackFace.StencilFailOp = D3D10_STENCIL_OP_KEEP; dsd.BackFace.StencilDepthFailOp = D3D10_STENCIL_OP_KEEP; } if(!(dssel.zte && dssel.ztst == 1 && !dssel.zwe)) { static const D3D10_COMPARISON_FUNC ztst[] = { D3D10_COMPARISON_NEVER, D3D10_COMPARISON_ALWAYS, D3D10_COMPARISON_GREATER_EQUAL, D3D10_COMPARISON_GREATER }; dsd.DepthEnable = dssel.zte; dsd.DepthWriteMask = dssel.zwe ? D3D10_DEPTH_WRITE_MASK_ALL : D3D10_DEPTH_WRITE_MASK_ZERO; dsd.DepthFunc = ztst[dssel.ztst]; } hr = (*m_dev)->CreateDepthStencilState(&dsd, &dss); m_om_dss[dssel] = dss; } m_dev->OMSetDepthStencilState(dss, 1); CComPtr bs; hash_map >::iterator j = m_om_bs.find(bsel); if(j != m_om_bs.end()) { bs = (*j).second; } else { D3D10_BLEND_DESC bd; memset(&bd, 0, sizeof(bd)); bd.BlendEnable[0] = bsel.abe; if(bsel.abe) { // (A:Cs/Cd/0 - B:Cs/Cd/0) * C:As/Ad/FIX + D:Cs/Cd/0 static const struct {int bogus; D3D10_BLEND_OP op; D3D10_BLEND src, dst;} map[3*3*3*3] = { {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ONE, D3D10_BLEND_ZERO}, // 0000: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cs ==> Cs {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_ONE}, // 0001: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cd ==> Cd {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_ZERO}, // 0002: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + 0 ==> 0 {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ONE, D3D10_BLEND_ZERO}, // 0010: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cs ==> Cs {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_ONE}, // 0011: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cd ==> Cd {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_ZERO}, // 0012: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + 0 ==> 0 {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ONE, D3D10_BLEND_ZERO}, // 0020: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cs ==> Cs {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_ONE}, // 0021: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cd ==> Cd {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_ZERO}, // 0022: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + 0 ==> 0 {1, D3D10_BLEND_OP_SUBTRACT, D3D10_BLEND_SRC1_ALPHA, D3D10_BLEND_SRC1_ALPHA}, // * 0100: (Cs - Cd)*As + Cs ==> Cs*(As + 1) - Cd*As {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_SRC1_ALPHA, D3D10_BLEND_INV_SRC1_ALPHA}, // 0101: (Cs - Cd)*As + Cd ==> Cs*As + Cd*(1 - As) {0, D3D10_BLEND_OP_SUBTRACT, D3D10_BLEND_SRC1_ALPHA, D3D10_BLEND_SRC1_ALPHA}, // 0102: (Cs - Cd)*As + 0 ==> Cs*As - Cd*As {1, D3D10_BLEND_OP_SUBTRACT, D3D10_BLEND_DEST_ALPHA, D3D10_BLEND_DEST_ALPHA}, // * 0110: (Cs - Cd)*Ad + Cs ==> Cs*(Ad + 1) - Cd*Ad {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_DEST_ALPHA, D3D10_BLEND_INV_DEST_ALPHA}, // 0111: (Cs - Cd)*Ad + Cd ==> Cs*Ad + Cd*(1 - Ad) {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_DEST_ALPHA, D3D10_BLEND_DEST_ALPHA}, // 0112: (Cs - Cd)*Ad + 0 ==> Cs*Ad - Cd*Ad {1, D3D10_BLEND_OP_SUBTRACT, D3D10_BLEND_BLEND_FACTOR, D3D10_BLEND_BLEND_FACTOR}, // * 0120: (Cs - Cd)*F + Cs ==> Cs*(F + 1) - Cd*F {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_BLEND_FACTOR, D3D10_BLEND_INV_BLEND_FACTOR}, // 0121: (Cs - Cd)*F + Cd ==> Cs*F + Cd*(1 - F) {0, D3D10_BLEND_OP_SUBTRACT, D3D10_BLEND_BLEND_FACTOR, D3D10_BLEND_BLEND_FACTOR}, // 0122: (Cs - Cd)*F + 0 ==> Cs*F - Cd*F {1, D3D10_BLEND_OP_ADD, D3D10_BLEND_SRC1_ALPHA, D3D10_BLEND_ZERO}, // * 0200: (Cs - 0)*As + Cs ==> Cs*(As + 1) {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_SRC1_ALPHA, D3D10_BLEND_ONE}, // 0201: (Cs - 0)*As + Cd ==> Cs*As + Cd {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_SRC1_ALPHA, D3D10_BLEND_ZERO}, // 0202: (Cs - 0)*As + 0 ==> Cs*As {1, D3D10_BLEND_OP_ADD, D3D10_BLEND_SRC1_ALPHA, D3D10_BLEND_ZERO}, // * 0210: (Cs - 0)*Ad + Cs ==> Cs*(Ad + 1) {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_DEST_ALPHA, D3D10_BLEND_ONE}, // 0211: (Cs - 0)*Ad + Cd ==> Cs*Ad + Cd {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_DEST_ALPHA, D3D10_BLEND_ZERO}, // 0212: (Cs - 0)*Ad + 0 ==> Cs*Ad {1, D3D10_BLEND_OP_ADD, D3D10_BLEND_BLEND_FACTOR, D3D10_BLEND_ZERO}, // * 0220: (Cs - 0)*F + Cs ==> Cs*(F + 1) {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_BLEND_FACTOR, D3D10_BLEND_ONE}, // 0221: (Cs - 0)*F + Cd ==> Cs*F + Cd {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_BLEND_FACTOR, D3D10_BLEND_ZERO}, // 0222: (Cs - 0)*F + 0 ==> Cs*F {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_INV_SRC1_ALPHA, D3D10_BLEND_SRC1_ALPHA}, // 1000: (Cd - Cs)*As + Cs ==> Cd*As + Cs*(1 - As) {1, D3D10_BLEND_OP_REV_SUBTRACT, D3D10_BLEND_SRC1_ALPHA, D3D10_BLEND_SRC1_ALPHA}, // * 1001: (Cd - Cs)*As + Cd ==> Cd*(As + 1) - Cs*As {0, D3D10_BLEND_OP_REV_SUBTRACT, D3D10_BLEND_SRC1_ALPHA, D3D10_BLEND_SRC1_ALPHA}, // 1002: (Cd - Cs)*As + 0 ==> Cd*As - Cs*As {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_INV_DEST_ALPHA, D3D10_BLEND_DEST_ALPHA}, // 1010: (Cd - Cs)*Ad + Cs ==> Cd*Ad + Cs*(1 - Ad) {1, D3D10_BLEND_OP_REV_SUBTRACT, D3D10_BLEND_DEST_ALPHA, D3D10_BLEND_DEST_ALPHA}, // * 1011: (Cd - Cs)*Ad + Cd ==> Cd*(Ad + 1) - Cs*Ad {0, D3D10_BLEND_OP_REV_SUBTRACT, D3D10_BLEND_DEST_ALPHA, D3D10_BLEND_DEST_ALPHA}, // 1012: (Cd - Cs)*Ad + 0 ==> Cd*Ad - Cs*Ad {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_INV_BLEND_FACTOR, D3D10_BLEND_BLEND_FACTOR}, // 1020: (Cd - Cs)*F + Cs ==> Cd*F + Cs*(1 - F) {1, D3D10_BLEND_OP_REV_SUBTRACT, D3D10_BLEND_BLEND_FACTOR, D3D10_BLEND_BLEND_FACTOR},// * 1021: (Cd - Cs)*F + Cd ==> Cd*(F + 1) - Cs*F {0, D3D10_BLEND_OP_REV_SUBTRACT, D3D10_BLEND_BLEND_FACTOR, D3D10_BLEND_BLEND_FACTOR},// 1022: (Cd - Cs)*F + 0 ==> Cd*F - Cs*F {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ONE, D3D10_BLEND_ZERO}, // 1100: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cs ==> Cs {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_ONE}, // 1101: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cd ==> Cd {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_ZERO}, // 1102: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + 0 ==> 0 {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ONE, D3D10_BLEND_ZERO}, // 1110: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cs ==> Cs {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_ONE}, // 1111: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cd ==> Cd {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_ZERO}, // 1112: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + 0 ==> 0 {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ONE, D3D10_BLEND_ZERO}, // 1120: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cs ==> Cs {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_ONE}, // 1121: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cd ==> Cd {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_ZERO}, // 1122: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + 0 ==> 0 {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ONE, D3D10_BLEND_SRC1_ALPHA}, // 1200: (Cd - 0)*As + Cs ==> Cs + Cd*As {2, D3D10_BLEND_OP_ADD, D3D10_BLEND_DEST_COLOR, D3D10_BLEND_SRC1_ALPHA}, // ** 1201: (Cd - 0)*As + Cd ==> Cd*(1 + As) // ffxii main menu background glow effect {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_SRC1_ALPHA}, // 1202: (Cd - 0)*As + 0 ==> Cd*As {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ONE, D3D10_BLEND_DEST_ALPHA}, // 1210: (Cd - 0)*Ad + Cs ==> Cs + Cd*Ad {2, D3D10_BLEND_OP_ADD, D3D10_BLEND_DEST_COLOR, D3D10_BLEND_DEST_ALPHA}, // ** 1211: (Cd - 0)*Ad + Cd ==> Cd*(1 + Ad) {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_DEST_ALPHA}, // 1212: (Cd - 0)*Ad + 0 ==> Cd*Ad {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ONE, D3D10_BLEND_BLEND_FACTOR}, // 1220: (Cd - 0)*F + Cs ==> Cs + Cd*F {2, D3D10_BLEND_OP_ADD, D3D10_BLEND_DEST_COLOR, D3D10_BLEND_BLEND_FACTOR}, // ** 1221: (Cd - 0)*F + Cd ==> Cd*(1 + F) {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_BLEND_FACTOR}, // 1222: (Cd - 0)*F + 0 ==> Cd*F {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_INV_SRC1_ALPHA, D3D10_BLEND_ZERO}, // 2000: (0 - Cs)*As + Cs ==> Cs*(1 - As) {0, D3D10_BLEND_OP_REV_SUBTRACT, D3D10_BLEND_SRC1_ALPHA, D3D10_BLEND_ONE}, // 2001: (0 - Cs)*As + Cd ==> Cd - Cs*As {0, D3D10_BLEND_OP_REV_SUBTRACT, D3D10_BLEND_SRC1_ALPHA, D3D10_BLEND_ZERO}, // 2002: (0 - Cs)*As + 0 ==> 0 - Cs*As {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_INV_DEST_ALPHA, D3D10_BLEND_ZERO}, // 2010: (0 - Cs)*Ad + Cs ==> Cs*(1 - Ad) {0, D3D10_BLEND_OP_REV_SUBTRACT, D3D10_BLEND_DEST_ALPHA, D3D10_BLEND_ONE}, // 2011: (0 - Cs)*Ad + Cd ==> Cd - Cs*Ad {0, D3D10_BLEND_OP_REV_SUBTRACT, D3D10_BLEND_DEST_ALPHA, D3D10_BLEND_ZERO}, // 2012: (0 - Cs)*Ad + 0 ==> 0 - Cs*Ad {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_INV_BLEND_FACTOR, D3D10_BLEND_ZERO}, // 2020: (0 - Cs)*F + Cs ==> Cs*(1 - F) {0, D3D10_BLEND_OP_REV_SUBTRACT, D3D10_BLEND_BLEND_FACTOR, D3D10_BLEND_ONE}, // 2021: (0 - Cs)*F + Cd ==> Cd - Cs*F {0, D3D10_BLEND_OP_REV_SUBTRACT, D3D10_BLEND_BLEND_FACTOR, D3D10_BLEND_ZERO}, // 2022: (0 - Cs)*F + 0 ==> 0 - Cs*F {0, D3D10_BLEND_OP_SUBTRACT, D3D10_BLEND_ONE, D3D10_BLEND_SRC1_ALPHA}, // 2100: (0 - Cd)*As + Cs ==> Cs - Cd*As {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_INV_SRC1_ALPHA}, // 2101: (0 - Cd)*As + Cd ==> Cd*(1 - As) {0, D3D10_BLEND_OP_SUBTRACT, D3D10_BLEND_ZERO, D3D10_BLEND_SRC1_ALPHA}, // 2102: (0 - Cd)*As + 0 ==> 0 - Cd*As {0, D3D10_BLEND_OP_SUBTRACT, D3D10_BLEND_ONE, D3D10_BLEND_DEST_ALPHA}, // 2110: (0 - Cd)*Ad + Cs ==> Cs - Cd*Ad {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_INV_DEST_ALPHA}, // 2111: (0 - Cd)*Ad + Cd ==> Cd*(1 - Ad) {0, D3D10_BLEND_OP_SUBTRACT, D3D10_BLEND_ONE, D3D10_BLEND_DEST_ALPHA}, // 2112: (0 - Cd)*Ad + 0 ==> 0 - Cd*Ad {0, D3D10_BLEND_OP_SUBTRACT, D3D10_BLEND_ONE, D3D10_BLEND_BLEND_FACTOR}, // 2120: (0 - Cd)*F + Cs ==> Cs - Cd*F {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_INV_BLEND_FACTOR}, // 2121: (0 - Cd)*F + Cd ==> Cd*(1 - F) {0, D3D10_BLEND_OP_SUBTRACT, D3D10_BLEND_ONE, D3D10_BLEND_BLEND_FACTOR}, // 2122: (0 - Cd)*F + 0 ==> 0 - Cd*F {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ONE, D3D10_BLEND_ZERO}, // 2200: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cs ==> Cs {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_ONE}, // 2201: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cd ==> Cd {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_ZERO}, // 2202: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + 0 ==> 0 {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ONE, D3D10_BLEND_ZERO}, // 2210: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cs ==> Cs {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_ONE}, // 2211: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cd ==> Cd {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_ZERO}, // 2212: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + 0 ==> 0 {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ONE, D3D10_BLEND_ZERO}, // 2220: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cs ==> Cs {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_ONE}, // 2221: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cd ==> Cd {0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_ZERO}, // 2222: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + 0 ==> 0 }; // bogus: 0100, 0110, 0120, 0200, 0210, 0220, 1001, 1011, 1021 // tricky: 1201, 1211, 1221 // // Source.rgb = float3(1, 1, 1); // 1201 Cd*(1 + As) => Source * Dest color + Dest * Source1 alpha // 1211 Cd*(1 + Ad) => Source * Dest color + Dest * Dest alpha // 1221 Cd*(1 + F) => Source * Dest color + Dest * Factor int i = ((bsel.a * 3 + bsel.b) * 3 + bsel.c) * 3 + bsel.d; bd.BlendOp = map[i].op; bd.SrcBlend = map[i].src; bd.DestBlend = map[i].dst; bd.BlendOpAlpha = D3D10_BLEND_OP_ADD; bd.SrcBlendAlpha = D3D10_BLEND_ONE; bd.DestBlendAlpha = D3D10_BLEND_ZERO; if(map[i].bogus == 1) { ASSERT(0); (bsel.a == 0 ? bd.SrcBlend : bd.DestBlend) = D3D10_BLEND_ONE; } } if(bsel.wr) bd.RenderTargetWriteMask[0] |= D3D10_COLOR_WRITE_ENABLE_RED; if(bsel.wg) bd.RenderTargetWriteMask[0] |= D3D10_COLOR_WRITE_ENABLE_GREEN; if(bsel.wb) bd.RenderTargetWriteMask[0] |= D3D10_COLOR_WRITE_ENABLE_BLUE; if(bsel.wa) bd.RenderTargetWriteMask[0] |= D3D10_COLOR_WRITE_ENABLE_ALPHA; hr = (*m_dev)->CreateBlendState(&bd, &bs); m_om_bs[bsel] = bs; } m_dev->OMSetBlendState(bs, bf); } void GSTextureFX10::Draw() { m_dev->DrawPrimitive(); }