/* * 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, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA. * http://www.gnu.org/copyleft/gpl.html * */ #include "stdafx.h" #include "GSRendererDX11.h" #include "GSCrc.h" #include "resource.h" GSRendererDX11::GSRendererDX11() : GSRendererDX(new GSTextureCache11(this), GSVector2(-0.5f)) { if (theApp.GetConfigB("UserHacks")) { UserHacks_unscale_pt_ln = theApp.GetConfigB("UserHacks_unscale_point_line"); } else { UserHacks_unscale_pt_ln = false; } } bool GSRendererDX11::CreateDevice(GSDevice* dev) { if(!__super::CreateDevice(dev)) return false; return true; } void GSRendererDX11::EmulateTextureShuffleAndFbmask() { size_t count = m_vertex.next; GSVertex* v = &m_vertex.buff[0]; // Note: D3D1011 is limited and can't read the current framebuffer so we can't have PS_FBMASK and PS_WRITE_RG shaders ported and working. if (m_texture_shuffle) { m_ps_sel.shuffle = 1; m_ps_sel.dfmt = 0; const GIFRegXYOFFSET& o = m_context->XYOFFSET; // vertex position is 8 to 16 pixels, therefore it is the 16-31 bits of the colors int pos = (v[0].XYZ.X - o.OFX) & 0xFF; bool write_ba = (pos > 112 && pos < 136); // Read texture is 8 to 16 pixels (same as above) float tw = (float)(1u << m_context->TEX0.TW); int tex_pos = (PRIM->FST) ? v[0].U : (int)(tw * v[0].ST.S); tex_pos &= 0xFF; m_ps_sel.read_ba = (tex_pos > 112 && tex_pos < 144); // Convert the vertex info to a 32 bits color format equivalent if (PRIM->FST) { for(size_t i = 0; i < count; i += 2) { if (write_ba) v[i].XYZ.X -= 128u; else v[i+1].XYZ.X += 128u; if (m_ps_sel.read_ba) v[i].U -= 128u; else v[i+1].U += 128u; // Height is too big (2x). int tex_offset = v[i].V & 0xF; GSVector4i offset(o.OFY, tex_offset, o.OFY, tex_offset); GSVector4i tmp(v[i].XYZ.Y, v[i].V, v[i+1].XYZ.Y, v[i+1].V); tmp = GSVector4i(tmp - offset).srl32(1) + offset; v[i].XYZ.Y = (uint16)tmp.x; v[i].V = (uint16)tmp.y; v[i+1].XYZ.Y = (uint16)tmp.z; v[i+1].V = (uint16)tmp.w; } } else { const float offset_8pix = 8.0f / tw; for(size_t i = 0; i < count; i += 2) { if (write_ba) v[i].XYZ.X -= 128u; else v[i+1].XYZ.X += 128u; if (m_ps_sel.read_ba) v[i].ST.S -= offset_8pix; else v[i+1].ST.S += offset_8pix; // Height is too big (2x). GSVector4i offset(o.OFY, o.OFY); GSVector4i tmp(v[i].XYZ.Y, v[i+1].XYZ.Y); tmp = GSVector4i(tmp - offset).srl32(1) + offset; //fprintf(stderr, "Before %d, After %d\n", v[i+1].XYZ.Y, tmp.y); v[i].XYZ.Y = (uint16)tmp.x; v[i].ST.T /= 2.0f; v[i+1].XYZ.Y = (uint16)tmp.y; v[i+1].ST.T /= 2.0f; } } // Please bang my head against the wall! // 1/ Reduce the frame mask to a 16 bit format const uint32& m = m_context->FRAME.FBMSK; uint32 fbmask = ((m >> 3) & 0x1F) | ((m >> 6) & 0x3E0) | ((m >> 9) & 0x7C00) | ((m >> 16) & 0x8000); // FIXME GSVector will be nice here uint8 rg_mask = fbmask & 0xFF; uint8 ba_mask = (fbmask >> 8) & 0xFF; om_bsel.wrgba = 0; // 2 Select the new mask (Please someone put SSE here) if (rg_mask != 0xFF) { if (write_ba) { om_bsel.wb = 1; } else { om_bsel.wr = 1; } } else if ((fbmask & 0xFF) != 0xFF) { #ifdef _DEBUG fprintf(stderr, "Please fix me! wb %u wr %u\n", om_bsel.wb, om_bsel.wr); #endif //ASSERT(0); } if (ba_mask != 0xFF) { if (write_ba) { om_bsel.wa = 1; } else { om_bsel.wg = 1; } } else if ((fbmask & 0xFF) != 0xFF) { #ifdef _DEBUG fprintf(stderr, "Please fix me! wa %u wg %u\n", om_bsel.wa, om_bsel.wg); #endif //ASSERT(0); } } else { m_ps_sel.dfmt = GSLocalMemory::m_psm[m_context->FRAME.PSM].fmt; om_bsel.wrgba = ~GSVector4i::load((int)m_context->FRAME.FBMSK).eq8(GSVector4i::xffffffff()).mask(); } } void GSRendererDX11::SetupIA(const float& sx, const float& sy) { GSDevice11* dev = (GSDevice11*)m_dev; D3D11_PRIMITIVE_TOPOLOGY t; bool unscale_hack = UserHacks_unscale_pt_ln && (GetUpscaleMultiplier() != 1); switch (m_vt.m_primclass) { case GS_POINT_CLASS: if (unscale_hack) { m_gs_sel.point = 1; gs_cb.PointSize = GSVector2(16.0f * sx, 16.0f * sy); } t = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break; case GS_LINE_CLASS: if (unscale_hack) { m_gs_sel.line = 1; gs_cb.PointSize = GSVector2(16.0f * sx, 16.0f * sy); } t = D3D11_PRIMITIVE_TOPOLOGY_LINELIST; break; case GS_SPRITE_CLASS: t = D3D11_PRIMITIVE_TOPOLOGY_LINELIST; break; case GS_TRIANGLE_CLASS: t = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break; default: __assume(0); } void* ptr = NULL; if(dev->IAMapVertexBuffer(&ptr, sizeof(GSVertex), m_vertex.next)) { GSVector4i::storent(ptr, m_vertex.buff, sizeof(GSVertex) * m_vertex.next); if(UserHacks_WildHack && !isPackedUV_HackFlag) { GSVertex* RESTRICT d = (GSVertex*)ptr; for(unsigned int i = 0; i < m_vertex.next; i++) { if(PRIM->TME && PRIM->FST) d[i].UV &= 0x3FEF3FEF; } } dev->IAUnmapVertexBuffer(); } dev->IASetIndexBuffer(m_index.buff, m_index.tail); dev->IASetPrimitiveTopology(t); }