/* * 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 "GSDevice.h" #include "GSTexture10.h" class GSDevice10 : public GSDevice { public: typedef GSTexture10 Texture; private: // state cache ID3D10Buffer* m_vb; UINT m_vb_count; UINT m_vb_stride; ID3D10InputLayout* m_layout; D3D10_PRIMITIVE_TOPOLOGY m_topology; ID3D10VertexShader* m_vs; ID3D10Buffer* m_vs_cb; ID3D10GeometryShader* m_gs; ID3D10ShaderResourceView* m_ps_srv[2]; ID3D10PixelShader* m_ps; ID3D10Buffer* m_ps_cb; ID3D10SamplerState* m_ps_ss[2]; CSize m_viewport; CRect m_scissor; ID3D10DepthStencilState* m_dss; UINT m_sref; ID3D10BlendState* m_bs; float m_bf; ID3D10RenderTargetView* m_rtv; ID3D10DepthStencilView* m_dsv; // bool Create(int type, Texture& t, int w, int h, int format); void DoMerge(Texture* st, GSVector4* sr, GSVector4* dr, Texture& dt, bool slbg, bool mmod, GSVector4& c); void DoInterlace(Texture& st, Texture& dt, int shader, bool linear, float yoffset = 0); // CComPtr m_dev; CComPtr m_swapchain; CComPtr m_font; public: // TODO CComPtr m_rs; struct { CComPtr vb; CComPtr il; CComPtr vs; CComPtr ps[5]; CComPtr ln; CComPtr pt; CComPtr dss; CComPtr bs; } m_convert; struct { CComPtr ps[2]; CComPtr cb; CComPtr bs; } m_merge; struct { CComPtr ps[4]; CComPtr cb; } m_interlace; public: GSDevice10(); virtual ~GSDevice10(); bool Create(HWND hWnd, bool vsync); bool Reset(int w, int h, bool fs); bool IsLost() {return false;} void Present(const CRect& r); void BeginScene(); void EndScene(); void Draw(LPCTSTR str); bool CopyOffscreen(Texture& src, const GSVector4& sr, Texture& dst, int w, int h, int format = 0); void ClearRenderTarget(Texture& t, const GSVector4& c); void ClearRenderTarget(Texture& t, DWORD c); void ClearDepth(Texture& t, float c); void ClearStencil(Texture& t, BYTE c); bool CreateRenderTarget(Texture& t, int w, int h, int format = 0); bool CreateDepthStencil(Texture& t, int w, int h, int format = 0); bool CreateTexture(Texture& t, int w, int h, int format = 0); bool CreateOffscreen(Texture& t, int w, int h, int format = 0); ID3D10Device* operator->() {return m_dev;} operator ID3D10Device*() {return m_dev;} void IASetVertexBuffer(ID3D10Buffer* vb, UINT stride); void IASetInputLayout(ID3D10InputLayout* layout); void IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY topology); void VSSetShader(ID3D10VertexShader* vs, ID3D10Buffer* vs_cb); void GSSetShader(ID3D10GeometryShader* gs); void PSSetShaderResources(ID3D10ShaderResourceView* srv0, ID3D10ShaderResourceView* srv1); void PSSetShader(ID3D10PixelShader* ps, ID3D10Buffer* ps_cb); void PSSetSamplerState(ID3D10SamplerState* ss0, ID3D10SamplerState* ss1); void RSSet(int width, int height, const RECT* scissor = NULL); void OMSetDepthStencilState(ID3D10DepthStencilState* dss, UINT sref); void OMSetBlendState(ID3D10BlendState* bs, float bf); void OMSetRenderTargets(ID3D10RenderTargetView* rtv, ID3D10DepthStencilView* dsv); void DrawPrimitive(UINT count, UINT start = 0); void StretchRect(Texture& st, Texture& dt, const GSVector4& dr, bool linear = true); void StretchRect(Texture& st, const GSVector4& sr, Texture& dt, const GSVector4& dr, bool linear = true); void StretchRect(Texture& st, const GSVector4& sr, Texture& dt, const GSVector4& dr, ID3D10PixelShader* ps, ID3D10Buffer* ps_cb, bool linear = true); void StretchRect(Texture& st, const GSVector4& sr, Texture& dt, const GSVector4& dr, ID3D10PixelShader* ps, ID3D10Buffer* ps_cb, ID3D10BlendState* bs, bool linear = true); HRESULT CompileShader(UINT id, LPCSTR entry, D3D10_SHADER_MACRO* macro, ID3D10VertexShader** vs, D3D10_INPUT_ELEMENT_DESC* layout, int count, ID3D10InputLayout** il); HRESULT CompileShader(UINT id, LPCSTR entry, D3D10_SHADER_MACRO* macro, ID3D10GeometryShader** gs); HRESULT CompileShader(UINT id, LPCSTR entry, D3D10_SHADER_MACRO* macro, ID3D10PixelShader** ps); // TODO bool SaveToFileD32S8X24(ID3D10Texture2D* ds, LPCTSTR fn); };