/* * 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 "GSdx.h" #include "GSDevice11.h" #include "GSUtil.h" #include "resource.h" #include #include HMODULE GSDevice11::s_d3d_compiler_dll = nullptr; decltype(&D3DCompile) GSDevice11::s_pD3DCompile = nullptr; bool GSDevice11::s_old_d3d_compiler_dll; GSDevice11::GSDevice11() { memset(&m_state, 0, sizeof(m_state)); memset(&m_vs_cb_cache, 0, sizeof(m_vs_cb_cache)); memset(&m_gs_cb_cache, 0, sizeof(m_gs_cb_cache)); memset(&m_ps_cb_cache, 0, sizeof(m_ps_cb_cache)); FXAA_Compiled = false; ExShader_Compiled = false; m_state.topology = D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED; m_state.bf = -1; m_mipmap = theApp.GetConfigI("mipmap"); m_upscale_multiplier = theApp.GetConfigI("upscale_multiplier"); } bool GSDevice11::LoadD3DCompiler() { // Windows 8.1 and later come with the latest d3dcompiler_47.dll, but // Windows 7 devs might also have the dll available for use (which will // have to be placed in the application directory) s_d3d_compiler_dll = LoadLibraryEx(D3DCOMPILER_DLL, nullptr, LOAD_LIBRARY_SEARCH_APPLICATION_DIR | LOAD_LIBRARY_SEARCH_SYSTEM32); // Windows Vista and 7 can use the older version. If the previous LoadLibrary // call fails on Windows 8.1 and later, then the user's system is likely // broken. if (s_d3d_compiler_dll) { s_old_d3d_compiler_dll = false; } else { if (!IsWindows8Point1OrGreater()) // Use LoadLibrary instead of LoadLibraryEx, some Windows 7 systems // have issues with it. s_d3d_compiler_dll = LoadLibrary("D3DCompiler_43.dll"); if (s_d3d_compiler_dll == nullptr) return false; s_old_d3d_compiler_dll = true; } s_pD3DCompile = reinterpret_cast(GetProcAddress(s_d3d_compiler_dll, "D3DCompile")); if (s_pD3DCompile) return true; FreeLibrary(s_d3d_compiler_dll); s_d3d_compiler_dll = nullptr; return false; } void GSDevice11::FreeD3DCompiler() { s_pD3DCompile = nullptr; if (s_d3d_compiler_dll) FreeLibrary(s_d3d_compiler_dll); s_d3d_compiler_dll = nullptr; } bool GSDevice11::SetFeatureLevel(D3D_FEATURE_LEVEL level, bool compat_mode) { m_shader.level = level; switch (level) { case D3D_FEATURE_LEVEL_10_0: m_shader.model = "0x400"; m_shader.vs = "vs_4_0"; m_shader.gs = "gs_4_0"; m_shader.ps = "ps_4_0"; m_shader.cs = "cs_4_0"; break; case D3D_FEATURE_LEVEL_10_1: m_shader.model = "0x401"; m_shader.vs = "vs_4_1"; m_shader.gs = "gs_4_1"; m_shader.ps = "ps_4_1"; m_shader.cs = "cs_4_1"; break; case D3D_FEATURE_LEVEL_11_0: m_shader.model = "0x500"; m_shader.vs = "vs_5_0"; m_shader.gs = "gs_5_0"; m_shader.ps = "ps_5_0"; m_shader.cs = "cs_5_0"; break; default: ASSERT(0); return false; } return true; } bool GSDevice11::Create(const std::shared_ptr &wnd) { bool nvidia_vendor = false; if(!__super::Create(wnd)) { return false; } HRESULT hr = E_FAIL; DXGI_SWAP_CHAIN_DESC scd; D3D11_BUFFER_DESC bd; D3D11_SAMPLER_DESC sd; D3D11_DEPTH_STENCIL_DESC dsd; D3D11_RASTERIZER_DESC rd; D3D11_BLEND_DESC bsd; CComPtr adapter; D3D_DRIVER_TYPE driver_type = D3D_DRIVER_TYPE_HARDWARE; std::string adapter_id = theApp.GetConfigS("Adapter"); if (adapter_id == "ref") { driver_type = D3D_DRIVER_TYPE_REFERENCE; } else { CComPtr dxgi_factory; CreateDXGIFactory1(__uuidof(IDXGIFactory1), (void**)&dxgi_factory); if (dxgi_factory) for (int i = 0;; i++) { CComPtr enum_adapter; if (S_OK != dxgi_factory->EnumAdapters1(i, &enum_adapter)) break; DXGI_ADAPTER_DESC1 desc; hr = enum_adapter->GetDesc1(&desc); if (S_OK == hr && (GSAdapter(desc) == adapter_id || adapter_id == "default")) { if (desc.VendorId == 0x10DE) nvidia_vendor = true; adapter = enum_adapter; driver_type = D3D_DRIVER_TYPE_UNKNOWN; break; } } } 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 : D3D11_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 = D3D11_CREATE_DEVICE_SINGLETHREADED; #ifdef DEBUG flags |= D3D11_CREATE_DEVICE_DEBUG; #endif D3D_FEATURE_LEVEL level; const D3D_FEATURE_LEVEL levels[] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0, }; hr = D3D11CreateDeviceAndSwapChain(adapter, driver_type, NULL, flags, levels, countof(levels), D3D11_SDK_VERSION, &scd, &m_swapchain, &m_dev, &level, &m_ctx); if(FAILED(hr)) return false; if(!SetFeatureLevel(level, true)) { return false; } // Set maximum texture size limit based on supported feature level. if (level >= D3D_FEATURE_LEVEL_11_0) m_d3d_texsize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; else m_d3d_texsize = D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; { // HACK: check nVIDIA // Note: It can cause issues on several games such as SOTC, Fatal Frame, plus it adds border offset. bool disable_safe_features = theApp.GetConfigB("UserHacks") && theApp.GetConfigB("UserHacks_Disable_Safe_Features"); m_hack_topleft_offset = (m_upscale_multiplier != 1 && nvidia_vendor && !disable_safe_features) ? -0.01f : 0.0f; } // debug #ifdef _DEBUG CComPtr debug; hr = m_dev->QueryInterface(&debug); if (SUCCEEDED(hr)) { CComPtr info_queue; hr = debug->QueryInterface(&info_queue); if (SUCCEEDED(hr)) { int break_on = theApp.GetConfigI("dx_break_on_severity"); info_queue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, break_on & (1 << 0)); info_queue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, break_on & (1 << 1)); info_queue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, break_on & (1 << 2)); info_queue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_INFO, break_on & (1 << 3)); } } #endif // convert D3D11_INPUT_ELEMENT_DESC il_convert[] = { {"POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0}, {"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 28, D3D11_INPUT_PER_VERTEX_DATA, 0}, }; ShaderMacro sm_model(m_shader.model); std::vector shader; theApp.LoadResource(IDR_CONVERT_FX, shader); CreateShader(shader, "convert.fx", nullptr, "vs_main", sm_model.GetPtr(), &m_convert.vs, il_convert, countof(il_convert), &m_convert.il); ShaderMacro sm_convert(m_shader.model); sm_convert.AddMacro("PS_SCALE_FACTOR", std::max(1, m_upscale_multiplier)); D3D_SHADER_MACRO* sm_convert_ptr = sm_convert.GetPtr(); for(size_t i = 0; i < countof(m_convert.ps); i++) { CreateShader(shader, "convert.fx", nullptr, format("ps_main%d", i).c_str(), sm_convert_ptr, & m_convert.ps[i]); } memset(&dsd, 0, sizeof(dsd)); hr = m_dev->CreateDepthStencilState(&dsd, &m_convert.dss); dsd.DepthEnable = true; dsd.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; dsd.DepthFunc = D3D11_COMPARISON_ALWAYS; hr = m_dev->CreateDepthStencilState(&dsd, &m_convert.dss_write); memset(&bsd, 0, sizeof(bsd)); bsd.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; hr = m_dev->CreateBlendState(&bsd, &m_convert.bs); // merge memset(&bd, 0, sizeof(bd)); bd.ByteWidth = sizeof(MergeConstantBuffer); bd.Usage = D3D11_USAGE_DEFAULT; bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER; hr = m_dev->CreateBuffer(&bd, NULL, &m_merge.cb); theApp.LoadResource(IDR_MERGE_FX, shader); for(size_t i = 0; i < countof(m_merge.ps); i++) { CreateShader(shader, "merge.fx", nullptr, format("ps_main%d", i).c_str(), sm_model.GetPtr(), &m_merge.ps[i]); } memset(&bsd, 0, sizeof(bsd)); bsd.RenderTarget[0].BlendEnable = true; bsd.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; bsd.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; bsd.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; bsd.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; bsd.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; bsd.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; bsd.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; hr = m_dev->CreateBlendState(&bsd, &m_merge.bs); // interlace memset(&bd, 0, sizeof(bd)); bd.ByteWidth = sizeof(InterlaceConstantBuffer); bd.Usage = D3D11_USAGE_DEFAULT; bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER; hr = m_dev->CreateBuffer(&bd, NULL, &m_interlace.cb); theApp.LoadResource(IDR_INTERLACE_FX, shader); for(size_t i = 0; i < countof(m_interlace.ps); i++) { CreateShader(shader, "interlace.fx", nullptr, format("ps_main%d", i).c_str(), sm_model.GetPtr(), &m_interlace.ps[i]); } // Shade Boost ShaderMacro sm_sboost(m_shader.model); sm_sboost.AddMacro("SB_SATURATION", std::max(0, std::min(theApp.GetConfigI("ShadeBoost_Saturation"), 100))); sm_sboost.AddMacro("SB_BRIGHTNESS", std::max(0, std::min(theApp.GetConfigI("ShadeBoost_Brightness"), 100))); sm_sboost.AddMacro("SB_CONTRAST", std::max(0, std::min(theApp.GetConfigI("ShadeBoost_Contrast"), 100))); memset(&bd, 0, sizeof(bd)); bd.ByteWidth = sizeof(ShadeBoostConstantBuffer); bd.Usage = D3D11_USAGE_DEFAULT; bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER; hr = m_dev->CreateBuffer(&bd, NULL, &m_shadeboost.cb); theApp.LoadResource(IDR_SHADEBOOST_FX, shader); CreateShader(shader, "shadeboost.fx", nullptr, "ps_main", sm_sboost.GetPtr(), &m_shadeboost.ps); // External fx shader memset(&bd, 0, sizeof(bd)); bd.ByteWidth = sizeof(ExternalFXConstantBuffer); bd.Usage = D3D11_USAGE_DEFAULT; bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER; hr = m_dev->CreateBuffer(&bd, NULL, &m_shaderfx.cb); // Fxaa memset(&bd, 0, sizeof(bd)); bd.ByteWidth = sizeof(FXAAConstantBuffer); bd.Usage = D3D11_USAGE_DEFAULT; bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER; hr = m_dev->CreateBuffer(&bd, NULL, &m_fxaa.cb); // memset(&rd, 0, sizeof(rd)); rd.FillMode = D3D11_FILL_SOLID; rd.CullMode = D3D11_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_ctx->RSSetState(m_rs); // memset(&sd, 0, sizeof(sd)); sd.Filter = theApp.GetConfigI("MaxAnisotropy") && !theApp.GetConfigB("paltex") ? D3D11_FILTER_ANISOTROPIC : D3D11_FILTER_MIN_MAG_MIP_LINEAR; sd.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; sd.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; sd.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; sd.MinLOD = -FLT_MAX; sd.MaxLOD = FLT_MAX; sd.MaxAnisotropy = theApp.GetConfigI("MaxAnisotropy"); sd.ComparisonFunc = D3D11_COMPARISON_NEVER; hr = m_dev->CreateSamplerState(&sd, &m_convert.ln); sd.Filter = theApp.GetConfigI("MaxAnisotropy") && !theApp.GetConfigB("paltex") ? D3D11_FILTER_ANISOTROPIC : D3D11_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 = D3D11_COMPARISON_ALWAYS; dsd.FrontFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE; dsd.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; dsd.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP; dsd.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS; dsd.BackFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE; dsd.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; dsd.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP; m_dev->CreateDepthStencilState(&dsd, &m_date.dss); D3D11_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.GetConfigB("windowed")); } GSVector2i tex_font = m_osd.get_texture_font_size(); m_font = std::unique_ptr( CreateSurface(GSTexture::Texture, tex_font.x, tex_font.y, DXGI_FORMAT_R8_UNORM) ); return true; } bool GSDevice11::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; if(FAILED(m_swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backbuffer))) { return false; } m_backbuffer = new GSTexture11(backbuffer); } return true; } void GSDevice11::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 GSDevice11::SetVSync(int vsync) { m_vsync = vsync ? 1 : 0; } void GSDevice11::Flip() { m_swapchain->Present(m_vsync, 0); } void GSDevice11::BeforeDraw() { // DX can't read from the FB // So let's copy it and send that to the shader instead auto bits = m_state.ps_sr_bitfield; m_state.ps_sr_bitfield = 0; unsigned long i; while (_BitScanForward(&i, bits)) { GSTexture11* tex = m_state.ps_sr_texture[i]; if (tex->Equal(m_state.rt_texture) || tex->Equal(m_state.rt_ds)) { #ifdef _DEBUG OutputDebugString(format("WARNING: FB read detected on slot %i, copying...", i).c_str()); #endif GSTexture* cp = nullptr; CloneTexture(tex, &cp); PSSetShaderResource(i, cp); } bits ^= 1u << i; } PSUpdateShaderState(); } void GSDevice11::AfterDraw() { unsigned long i; while (_BitScanForward(&i, m_state.ps_sr_bitfield)) { #ifdef _DEBUG OutputDebugString(format("WARNING: Cleaning up copied texture on slot %i", i).c_str()); #endif Recycle(m_state.ps_sr_texture[i]); PSSetShaderResource(i, NULL); } } void GSDevice11::DrawPrimitive() { BeforeDraw(); m_ctx->Draw(m_vertex.count, m_vertex.start); AfterDraw(); } void GSDevice11::DrawIndexedPrimitive() { BeforeDraw(); m_ctx->DrawIndexed(m_index.count, m_index.start, m_vertex.start); AfterDraw(); } void GSDevice11::DrawIndexedPrimitive(int offset, int count) { ASSERT(offset + count <= (int)m_index.count); BeforeDraw(); m_ctx->DrawIndexed(count, m_index.start + offset, m_vertex.start); AfterDraw(); } void GSDevice11::Dispatch(uint32 x, uint32 y, uint32 z) { m_ctx->Dispatch(x, y, z); } void GSDevice11::ClearRenderTarget(GSTexture* t, const GSVector4& c) { if (!t) return; m_ctx->ClearRenderTargetView(*(GSTexture11*)t, c.v); } void GSDevice11::ClearRenderTarget(GSTexture* t, uint32 c) { if (!t) return; GSVector4 color = GSVector4::rgba32(c) * (1.0f / 255); m_ctx->ClearRenderTargetView(*(GSTexture11*)t, color.v); } void GSDevice11::ClearDepth(GSTexture* t) { if (!t) return; m_ctx->ClearDepthStencilView(*(GSTexture11*)t, D3D11_CLEAR_DEPTH, 0.0f, 0); } void GSDevice11::ClearStencil(GSTexture* t, uint8 c) { if (!t) return; m_ctx->ClearDepthStencilView(*(GSTexture11*)t, D3D11_CLEAR_STENCIL, 0, c); } GSTexture* GSDevice11::CreateSurface(int type, int w, int h, int format) { ASSERT(w > 0 && w <= m_d3d_texsize); ASSERT(h > 0 && h <= m_d3d_texsize); HRESULT hr; D3D11_TEXTURE2D_DESC desc; memset(&desc, 0, sizeof(desc)); // Texture limit for D3D10/11 min 1, max 8192 D3D10, max 16384 D3D11. desc.Width = std::max(1, std::min(w, m_d3d_texsize)); desc.Height = std::max(1, std::min(h, m_d3d_texsize)); desc.Format = (DXGI_FORMAT)format; desc.MipLevels = 1; desc.ArraySize = 1; desc.SampleDesc.Count = 1; desc.SampleDesc.Quality = 0; desc.Usage = D3D11_USAGE_DEFAULT; // mipmap = m_mipmap > 1 || m_filter != TriFiltering::None; bool mipmap = m_mipmap > 1; int layers = mipmap && format == DXGI_FORMAT_R8G8B8A8_UNORM ? (int)log2(std::max(w,h)) : 1; switch(type) { case GSTexture::RenderTarget: desc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE; break; case GSTexture::DepthStencil: desc.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE; break; case GSTexture::Texture: desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; desc.MipLevels = layers; break; case GSTexture::Offscreen: desc.Usage = D3D11_USAGE_STAGING; desc.CPUAccessFlags |= D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE; break; } GSTexture11* t = NULL; CComPtr texture; hr = m_dev->CreateTexture2D(&desc, NULL, &texture); if(SUCCEEDED(hr)) { t = new GSTexture11(texture); switch(type) { case GSTexture::RenderTarget: ClearRenderTarget(t, 0); break; case GSTexture::DepthStencil: ClearDepth(t); break; } } else { throw std::bad_alloc(); } return t; } GSTexture* GSDevice11::FetchSurface(int type, int w, int h, int format) { if (format == 0) format = (type == GSTexture::DepthStencil || type == GSTexture::SparseDepthStencil) ? DXGI_FORMAT_R32G8X24_TYPELESS : DXGI_FORMAT_R8G8B8A8_UNORM; return __super::FetchSurface(type, w, h, format); } GSTexture* GSDevice11::CopyOffscreen(GSTexture* src, const GSVector4& sRect, int w, int h, int format, int ps_shader) { GSTexture* dst = NULL; if(format == 0) { format = DXGI_FORMAT_R8G8B8A8_UNORM; } ASSERT(format == DXGI_FORMAT_R8G8B8A8_UNORM || format == DXGI_FORMAT_R16_UINT || format == DXGI_FORMAT_R32_UINT); if(GSTexture* rt = CreateRenderTarget(w, h, format)) { GSVector4 dRect(0, 0, w, h); StretchRect(src, sRect, rt, dRect, m_convert.ps[ps_shader], NULL); dst = CreateOffscreen(w, h, format); if(dst) { m_ctx->CopyResource(*(GSTexture11*)dst, *(GSTexture11*)rt); } Recycle(rt); } return dst; } void GSDevice11::CopyRect(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r) { if (!sTex || !dTex) { ASSERT(0); return; } D3D11_BOX box = { (UINT)r.left, (UINT)r.top, 0U, (UINT)r.right, (UINT)r.bottom, 1U }; // DX api isn't happy if we pass a box for depth copy // It complains that depth/multisample must be a full copy // and asks us to use a NULL for the box bool depth = (sTex->GetType() == GSTexture::DepthStencil); auto pBox = depth ? nullptr : &box; m_ctx->CopySubresourceRegion(*(GSTexture11*)dTex, 0, 0, 0, 0, *(GSTexture11*)sTex, 0, pBox); } void GSDevice11::CloneTexture(GSTexture* src, GSTexture** dest) { if (!src || !(src->GetType() == GSTexture::DepthStencil || src->GetType() == GSTexture::RenderTarget)) { ASSERT(0); return; } int w = src->GetWidth(); int h = src->GetHeight(); if (src->GetType() == GSTexture::DepthStencil) *dest = CreateDepthStencil(w, h, src->GetFormat()); else *dest = CreateRenderTarget(w, h, src->GetFormat()); CopyRect(src, *dest, GSVector4i(0, 0, w, h)); } void GSDevice11::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, int shader, bool linear) { StretchRect(sTex, sRect, dTex, dRect, m_convert.ps[shader], NULL, linear); } void GSDevice11::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, bool linear) { StretchRect(sTex, sRect, dTex, dRect, ps, ps_cb, m_convert.bs, linear); } void GSDevice11::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, bool red, bool green, bool blue, bool alpha) { D3D11_BLEND_DESC bd = {}; CComPtr bs; uint8 write_mask = 0; if (red) write_mask |= D3D11_COLOR_WRITE_ENABLE_RED; if (green) write_mask |= D3D11_COLOR_WRITE_ENABLE_GREEN; if (blue) write_mask |= D3D11_COLOR_WRITE_ENABLE_BLUE; if (alpha) write_mask |= D3D11_COLOR_WRITE_ENABLE_ALPHA; bd.RenderTarget[0].RenderTargetWriteMask = write_mask; m_dev->CreateBlendState(&bd, &bs); StretchRect(sTex, sRect, dTex, dRect, m_convert.ps[ShaderConvert_COPY], nullptr, bs, false); } void GSDevice11::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, ID3D11BlendState* bs , bool linear) { if(!sTex || !dTex) { ASSERT(0); return; } bool draw_in_depth = (ps == m_convert.ps[ShaderConvert_RGBA8_TO_FLOAT32] || ps == m_convert.ps[ShaderConvert_RGBA8_TO_FLOAT24] || ps == m_convert.ps[ShaderConvert_RGBA8_TO_FLOAT16] || ps == m_convert.ps[ShaderConvert_RGB5A1_TO_FLOAT16]); BeginScene(); GSVector2i ds = dTex->GetSize(); // om if (draw_in_depth) OMSetDepthStencilState(m_convert.dss_write, 0); else OMSetDepthStencilState(m_convert.dss, 0); OMSetBlendState(bs, 0); if (draw_in_depth) OMSetRenderTargets(NULL, dTex); else OMSetRenderTargets(dTex, NULL); // ia float left = dRect.x * 2 / ds.x - 1.0f; float top = 1.0f - dRect.y * 2 / ds.y; float right = dRect.z * 2 / ds.x - 1.0f; float bottom = 1.0f - dRect.w * 2 / ds.y; GSVertexPT1 vertices[] = { {GSVector4(left, top, 0.5f, 1.0f), GSVector2(sRect.x, sRect.y)}, {GSVector4(right, top, 0.5f, 1.0f), GSVector2(sRect.z, sRect.y)}, {GSVector4(left, bottom, 0.5f, 1.0f), GSVector2(sRect.x, sRect.w)}, {GSVector4(right, bottom, 0.5f, 1.0f), GSVector2(sRect.z, sRect.w)}, }; IASetVertexBuffer(vertices, sizeof(vertices[0]), countof(vertices)); IASetInputLayout(m_convert.il); IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); // vs VSSetShader(m_convert.vs, NULL); // gs /* NVIDIA HACK!!!! Not sure why, but having the Geometry shader disabled causes the strange stretching in recent drivers*/ GSSelector sel; //Don't use shading for stretching, we're just passing through - Note: With Win10 it seems to cause other bugs when shading is off if any of the coords is greater than 0 //I really don't know whats going on there, but this seems to resolve it mostly (if not all, not tester a lot of games, only BIOS, FFXII and VP2) //sel.iip = (sRect.y > 0.0f || sRect.w > 0.0f) ? 1 : 0; //sel.prim = 2; //Triangle Strip //SetupGS(sel); GSSetShader(NULL, NULL); /*END OF HACK*/ // // ps PSSetShaderResources(sTex, NULL); PSSetSamplerState(linear ? m_convert.ln : m_convert.pt, NULL); PSSetShader(ps, ps_cb); // DrawPrimitive(); // EndScene(); PSSetShaderResources(NULL, NULL); } void GSDevice11::RenderOsd(GSTexture* dt) { BeginScene(); // om OMSetDepthStencilState(m_convert.dss, 0); OMSetBlendState(m_merge.bs, 0); OMSetRenderTargets(dt, NULL); if(m_osd.m_texture_dirty) { m_osd.upload_texture_atlas(m_font.get()); } // ps PSSetShaderResource(0, m_font.get()); PSSetSamplerState(m_convert.pt, NULL); PSSetShader(m_convert.ps[ShaderConvert_OSD], NULL); // ia IASetInputLayout(m_convert.il); IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Note scaling could also be done in shader (require gl3/dx10) size_t count = m_osd.Size(); void* dst = NULL; IAMapVertexBuffer(&dst, sizeof(GSVertexPT1), count); count = m_osd.GeneratePrimitives((GSVertexPT1*)dst, count); IAUnmapVertexBuffer(); // vs VSSetShader(m_convert.vs, NULL); // gs GSSetShader(NULL, NULL); DrawPrimitive(); EndScene(); } void GSDevice11::DoMerge(GSTexture* sTex[3], GSVector4* sRect, GSTexture* dTex, GSVector4* dRect, const GSRegPMODE& PMODE, const GSRegEXTBUF& EXTBUF, const GSVector4& c) { bool slbg = PMODE.SLBG; bool mmod = PMODE.MMOD; ClearRenderTarget(dTex, c); if(sTex[1] && !slbg) { StretchRect(sTex[1], sRect[1], dTex, dRect[1], m_merge.ps[0], NULL, true); } if(sTex[0]) { m_ctx->UpdateSubresource(m_merge.cb, 0, NULL, &c, 0, 0); StretchRect(sTex[0], sRect[0], dTex, dRect[0], m_merge.ps[mmod ? 1 : 0], m_merge.cb, m_merge.bs, true); } } void GSDevice11::DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool linear, float yoffset) { GSVector4 s = GSVector4(dTex->GetSize()); GSVector4 sRect(0, 0, 1, 1); GSVector4 dRect(0.0f, yoffset, s.x, s.y + yoffset); InterlaceConstantBuffer cb; cb.ZrH = GSVector2(0, 1.0f / s.y); cb.hH = s.y / 2; m_ctx->UpdateSubresource(m_interlace.cb, 0, NULL, &cb, 0, 0); StretchRect(sTex, sRect, dTex, dRect, m_interlace.ps[shader], m_interlace.cb, linear); } //Included an init function for this also. Just to be safe. void GSDevice11::InitExternalFX() { if (!ExShader_Compiled) { try { std::string config_name(theApp.GetConfigS("shaderfx_conf")); std::ifstream fconfig(config_name); std::stringstream shader; if (fconfig.good()) shader << fconfig.rdbuf() << "\n"; else fprintf(stderr, "GSdx: External shader config '%s' not loaded.\n", config_name.c_str()); std::string shader_name(theApp.GetConfigS("shaderfx_glsl")); std::ifstream fshader(shader_name); if (fshader.good()) { shader << fshader.rdbuf(); const std::string& s = shader.str(); std::vector buff(s.begin(), s.end()); ShaderMacro sm(m_shader.model); CreateShader(buff, shader_name.c_str(), D3D_COMPILE_STANDARD_FILE_INCLUDE, "ps_main", sm.GetPtr(), &m_shaderfx.ps); } else { fprintf(stderr, "GSdx: External shader '%s' not loaded and will be disabled!\n", shader_name.c_str()); } } catch (GSDXRecoverableError) { printf("GSdx: failed to compile external post-processing shader. \n"); } ExShader_Compiled = true; } } void GSDevice11::DoExternalFX(GSTexture* sTex, GSTexture* dTex) { GSVector2i s = dTex->GetSize(); GSVector4 sRect(0, 0, 1, 1); GSVector4 dRect(0, 0, s.x, s.y); ExternalFXConstantBuffer cb; InitExternalFX(); cb.xyFrame = GSVector2((float)s.x, (float)s.y); cb.rcpFrame = GSVector4(1.0f / (float)s.x, 1.0f / (float)s.y, 0.0f, 0.0f); cb.rcpFrameOpt = GSVector4::zero(); m_ctx->UpdateSubresource(m_shaderfx.cb, 0, NULL, &cb, 0, 0); StretchRect(sTex, sRect, dTex, dRect, m_shaderfx.ps, m_shaderfx.cb, true); } // This shouldn't be necessary, we have some bug corrupting memory // and for some reason isolating this code makes the plugin not crash void GSDevice11::InitFXAA() { if (!FXAA_Compiled) { try { std::vector shader; theApp.LoadResource(IDR_FXAA_FX, shader); ShaderMacro sm(m_shader.model); CreateShader(shader, "fxaa.fx", nullptr, "ps_main", sm.GetPtr(), &m_fxaa.ps); } catch (GSDXRecoverableError) { printf("GSdx: failed to compile fxaa shader.\n"); } FXAA_Compiled = true; } } void GSDevice11::DoFXAA(GSTexture* sTex, GSTexture* dTex) { GSVector2i s = dTex->GetSize(); GSVector4 sRect(0, 0, 1, 1); GSVector4 dRect(0, 0, s.x, s.y); FXAAConstantBuffer cb; InitFXAA(); cb.rcpFrame = GSVector4(1.0f / s.x, 1.0f / s.y, 0.0f, 0.0f); cb.rcpFrameOpt = GSVector4::zero(); m_ctx->UpdateSubresource(m_fxaa.cb, 0, NULL, &cb, 0, 0); StretchRect(sTex, sRect, dTex, dRect, m_fxaa.ps, m_fxaa.cb, true); //sTex->Save("c:\\temp1\\1.bmp"); //dTex->Save("c:\\temp1\\2.bmp"); } void GSDevice11::DoShadeBoost(GSTexture* sTex, GSTexture* dTex) { GSVector2i s = dTex->GetSize(); GSVector4 sRect(0, 0, 1, 1); GSVector4 dRect(0, 0, s.x, s.y); ShadeBoostConstantBuffer cb; cb.rcpFrame = GSVector4(1.0f / s.x, 1.0f / s.y, 0.0f, 0.0f); cb.rcpFrameOpt = GSVector4::zero(); m_ctx->UpdateSubresource(m_shadeboost.cb, 0, NULL, &cb, 0, 0); StretchRect(sTex, sRect, dTex, dRect, m_shadeboost.ps, m_shadeboost.cb, true); } void GSDevice11::SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm) { // 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(NULL, ds); // ia IASetVertexBuffer(vertices, sizeof(vertices[0]), 4); IASetInputLayout(m_convert.il); IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); // vs VSSetShader(m_convert.vs, NULL); // gs GSSetShader(NULL, NULL); // ps PSSetShaderResources(rt, NULL); PSSetSamplerState(m_convert.pt, NULL); PSSetShader(m_convert.ps[datm ? ShaderConvert_DATM_1 : ShaderConvert_DATM_0], NULL); // DrawPrimitive(); // EndScene(); } void GSDevice11::IASetVertexBuffer(const void* vertex, size_t stride, size_t count) { void* ptr = NULL; if(IAMapVertexBuffer(&ptr, stride, count)) { GSVector4i::storent(ptr, vertex, count * stride); IAUnmapVertexBuffer(); } } bool GSDevice11::IAMapVertexBuffer(void** vertex, size_t stride, size_t count) { ASSERT(m_vertex.count == 0); if(count * stride > m_vertex.limit * m_vertex.stride) { m_vb_old = m_vb; m_vb = NULL; m_vertex.start = 0; m_vertex.limit = std::max(count * 3 / 2, 11000); } if(m_vb == NULL) { D3D11_BUFFER_DESC bd; memset(&bd, 0, sizeof(bd)); bd.Usage = D3D11_USAGE_DYNAMIC; bd.ByteWidth = m_vertex.limit * stride; bd.BindFlags = D3D11_BIND_VERTEX_BUFFER; bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; HRESULT hr; hr = m_dev->CreateBuffer(&bd, NULL, &m_vb); if(FAILED(hr)) return false; } D3D11_MAP type = D3D11_MAP_WRITE_NO_OVERWRITE; if(m_vertex.start + count > m_vertex.limit || stride != m_vertex.stride) { m_vertex.start = 0; type = D3D11_MAP_WRITE_DISCARD; } D3D11_MAPPED_SUBRESOURCE m; if(FAILED(m_ctx->Map(m_vb, 0, type, 0, &m))) { return false; } *vertex = (uint8*)m.pData + m_vertex.start * stride; m_vertex.count = count; m_vertex.stride = stride; return true; } void GSDevice11::IAUnmapVertexBuffer() { m_ctx->Unmap(m_vb, 0); IASetVertexBuffer(m_vb, m_vertex.stride); } void GSDevice11::IASetVertexBuffer(ID3D11Buffer* vb, size_t stride) { if(m_state.vb != vb || m_state.vb_stride != stride) { m_state.vb = vb; m_state.vb_stride = stride; uint32 stride2 = stride; uint32 offset = 0; m_ctx->IASetVertexBuffers(0, 1, &vb, &stride2, &offset); } } void GSDevice11::IASetIndexBuffer(const void* index, size_t count) { ASSERT(m_index.count == 0); if(count > m_index.limit) { m_ib_old = m_ib; m_ib = NULL; m_index.start = 0; m_index.limit = std::max(count * 3 / 2, 11000); } if(m_ib == NULL) { D3D11_BUFFER_DESC bd; memset(&bd, 0, sizeof(bd)); bd.Usage = D3D11_USAGE_DYNAMIC; bd.ByteWidth = m_index.limit * sizeof(uint32); bd.BindFlags = D3D11_BIND_INDEX_BUFFER; bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; HRESULT hr; hr = m_dev->CreateBuffer(&bd, NULL, &m_ib); if(FAILED(hr)) return; } D3D11_MAP type = D3D11_MAP_WRITE_NO_OVERWRITE; if(m_index.start + count > m_index.limit) { m_index.start = 0; type = D3D11_MAP_WRITE_DISCARD; } D3D11_MAPPED_SUBRESOURCE m; if(SUCCEEDED(m_ctx->Map(m_ib, 0, type, 0, &m))) { memcpy((uint8*)m.pData + m_index.start * sizeof(uint32), index, count * sizeof(uint32)); m_ctx->Unmap(m_ib, 0); } m_index.count = count; IASetIndexBuffer(m_ib); } void GSDevice11::IASetIndexBuffer(ID3D11Buffer* ib) { if(m_state.ib != ib) { m_state.ib = ib; m_ctx->IASetIndexBuffer(ib, DXGI_FORMAT_R32_UINT, 0); } } void GSDevice11::IASetInputLayout(ID3D11InputLayout* layout) { if(m_state.layout != layout) { m_state.layout = layout; m_ctx->IASetInputLayout(layout); } } void GSDevice11::IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY topology) { if(m_state.topology != topology) { m_state.topology = topology; m_ctx->IASetPrimitiveTopology(topology); } } void GSDevice11::VSSetShader(ID3D11VertexShader* vs, ID3D11Buffer* vs_cb) { if(m_state.vs != vs) { m_state.vs = vs; m_ctx->VSSetShader(vs, NULL, 0); } if(m_state.vs_cb != vs_cb) { m_state.vs_cb = vs_cb; m_ctx->VSSetConstantBuffers(0, 1, &vs_cb); } } void GSDevice11::GSSetShader(ID3D11GeometryShader* gs, ID3D11Buffer* gs_cb) { if(m_state.gs != gs) { m_state.gs = gs; m_ctx->GSSetShader(gs, NULL, 0); } if (m_state.gs_cb != gs_cb) { m_state.gs_cb = gs_cb; m_ctx->GSSetConstantBuffers(0, 1, &gs_cb); } } void GSDevice11::PSSetShaderResources(GSTexture* sr0, GSTexture* sr1) { PSSetShaderResource(0, sr0); PSSetShaderResource(1, sr1); for(size_t i = 2; i < m_state.ps_sr_views.size(); i++) { PSSetShaderResource(i, NULL); } } void GSDevice11::PSSetShaderResource(int i, GSTexture* sr) { ID3D11ShaderResourceView* srv = NULL; if(sr) srv = *(GSTexture11*)sr; PSSetShaderResourceView(i, srv, sr); } void GSDevice11::PSSetShaderResourceView(int i, ID3D11ShaderResourceView* srv, GSTexture* sr) { ASSERT(i < (int)m_state.ps_sr_views.size()); if(m_state.ps_sr_views[i] != srv) { m_state.ps_sr_views[i] = srv; m_state.ps_sr_texture[i] = (GSTexture11*)sr; srv ? m_state.ps_sr_bitfield |= 1u << i : m_state.ps_sr_bitfield &= ~(1u << i); } } void GSDevice11::PSSetSamplerState(ID3D11SamplerState* ss0, ID3D11SamplerState* 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; } } void GSDevice11::PSSetShader(ID3D11PixelShader* ps, ID3D11Buffer* ps_cb) { if(m_state.ps != ps) { m_state.ps = ps; m_ctx->PSSetShader(ps, NULL, 0); } if(m_state.ps_cb != ps_cb) { m_state.ps_cb = ps_cb; m_ctx->PSSetConstantBuffers(0, 1, &ps_cb); } } void GSDevice11::PSUpdateShaderState() { m_ctx->PSSetShaderResources(0, m_state.ps_sr_views.size(), m_state.ps_sr_views.data()); m_ctx->PSSetSamplers(0, countof(m_state.ps_ss), m_state.ps_ss); } void GSDevice11::OMSetDepthStencilState(ID3D11DepthStencilState* dss, uint8 sref) { if(m_state.dss != dss || m_state.sref != sref) { m_state.dss = dss; m_state.sref = sref; m_ctx->OMSetDepthStencilState(dss, sref); } } void GSDevice11::OMSetBlendState(ID3D11BlendState* 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_ctx->OMSetBlendState(bs, BlendFactor, 0xffffffff); } } void GSDevice11::OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor) { ID3D11RenderTargetView* rtv = NULL; ID3D11DepthStencilView* dsv = NULL; if (!rt && !ds) throw GSDXRecoverableError(); if(rt) rtv = *(GSTexture11*)rt; if(ds) dsv = *(GSTexture11*)ds; if(m_state.rt_view != rtv || m_state.dsv != dsv) { m_state.rt_view = rtv; m_state.rt_texture = static_cast(rt); m_state.dsv = dsv; m_state.rt_ds = static_cast(ds); m_ctx->OMSetRenderTargets(1, &rtv, dsv); } GSVector2i size = rt ? rt->GetSize() : ds->GetSize(); if(m_state.viewport != size) { m_state.viewport = size; D3D11_VIEWPORT vp; memset(&vp, 0, sizeof(vp)); vp.TopLeftX = m_hack_topleft_offset; vp.TopLeftY = m_hack_topleft_offset; vp.Width = (float)size.x; vp.Height = (float)size.y; vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; m_ctx->RSSetViewports(1, &vp); } GSVector4i r = scissor ? *scissor : GSVector4i(size).zwxy(); if(!m_state.scissor.eq(r)) { m_state.scissor = r; m_ctx->RSSetScissorRects(1, r); } } GSDevice11::ShaderMacro::ShaderMacro(std::string& smodel) { mlist.emplace_back("SHADER_MODEL", smodel); } void GSDevice11::ShaderMacro::AddMacro(const char* n, int d) { mlist.emplace_back(n, std::to_string(d)); } D3D_SHADER_MACRO* GSDevice11::ShaderMacro::GetPtr(void) { mout.clear(); for (auto& i : mlist) mout.emplace_back(i.name.c_str(), i.def.c_str()); mout.emplace_back(nullptr, nullptr); return (D3D_SHADER_MACRO*)mout.data(); } void GSDevice11::CreateShader(std::vector source, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11VertexShader** vs, D3D11_INPUT_ELEMENT_DESC* layout, int count, ID3D11InputLayout** il) { HRESULT hr; CComPtr shader; CompileShader(source, fn, include, entry, macro, &shader, m_shader.vs); hr = m_dev->CreateVertexShader((void*)shader->GetBufferPointer(), shader->GetBufferSize(), NULL, vs); if(FAILED(hr)) { throw GSDXRecoverableError(); } hr = m_dev->CreateInputLayout(layout, count, shader->GetBufferPointer(), shader->GetBufferSize(), il); if(FAILED(hr)) { throw GSDXRecoverableError(); } } void GSDevice11::CreateShader(std::vector source, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11GeometryShader** gs) { HRESULT hr; CComPtr shader; CompileShader(source, fn, include, entry, macro, &shader, m_shader.gs); hr = m_dev->CreateGeometryShader((void*)shader->GetBufferPointer(), shader->GetBufferSize(), NULL, gs); if(FAILED(hr)) { throw GSDXRecoverableError(); } } void GSDevice11::CreateShader(std::vector source, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11PixelShader** ps) { HRESULT hr; CComPtr shader; CompileShader(source, fn, include, entry, macro, &shader, m_shader.ps); hr = m_dev->CreatePixelShader((void*)shader->GetBufferPointer(), shader->GetBufferSize(), NULL, ps); if(FAILED(hr)) { throw GSDXRecoverableError(); } } void GSDevice11::CompileShader(std::vector source, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3DBlob** shader, std::string shader_model) { HRESULT hr; CComPtr error; UINT flags = 0; #ifdef _DEBUG flags = D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION | D3DCOMPILE_AVOID_FLOW_CONTROL; #endif hr = s_pD3DCompile(source.data(), source.size(), fn, macro, include, entry, shader_model.c_str(), flags, 0, shader, &error); if(error) { fprintf(stderr, "%s\n", (const char*)error->GetBufferPointer()); } if(FAILED(hr)) { throw GSDXRecoverableError(); } } uint16 GSDevice11::ConvertBlendEnum(uint16 generic) { switch (generic) { case SRC_COLOR : return D3D11_BLEND_SRC_COLOR; case INV_SRC_COLOR : return D3D11_BLEND_INV_SRC_COLOR; case DST_COLOR : return D3D11_BLEND_DEST_COLOR; case INV_DST_COLOR : return D3D11_BLEND_INV_DEST_COLOR; case SRC1_COLOR : return D3D11_BLEND_SRC1_COLOR; case INV_SRC1_COLOR : return D3D11_BLEND_INV_SRC1_COLOR; case SRC_ALPHA : return D3D11_BLEND_SRC_ALPHA; case INV_SRC_ALPHA : return D3D11_BLEND_INV_SRC_ALPHA; case DST_ALPHA : return D3D11_BLEND_DEST_ALPHA; case INV_DST_ALPHA : return D3D11_BLEND_INV_DEST_ALPHA; case SRC1_ALPHA : return D3D11_BLEND_SRC1_ALPHA; case INV_SRC1_ALPHA : return D3D11_BLEND_INV_SRC1_ALPHA; case CONST_COLOR : return D3D11_BLEND_BLEND_FACTOR; case INV_CONST_COLOR : return D3D11_BLEND_INV_BLEND_FACTOR; case CONST_ONE : return D3D11_BLEND_ONE; case CONST_ZERO : return D3D11_BLEND_ZERO; case OP_ADD : return D3D11_BLEND_OP_ADD; case OP_SUBTRACT : return D3D11_BLEND_OP_SUBTRACT; case OP_REV_SUBTRACT : return D3D11_BLEND_OP_REV_SUBTRACT; default : ASSERT(0); return 0; } }