/* * 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 "GSDeviceDX.h" #include "GSTexture11.h" struct GSVertexShader11 { CComPtr vs; CComPtr il; }; class GSDevice11 : public GSDeviceDX { GSTexture* CreateSurface(int type, int w, int h, bool msaa, int format); void DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dt, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c); void DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset = 0); void DoFXAA(GSTexture* st, GSTexture* dt); // CComPtr m_dev; CComPtr m_ctx; CComPtr m_swapchain; CComPtr m_vb; CComPtr m_vb_old; CComPtr m_ib; CComPtr m_ib_old; bool m_srv_changed, m_ss_changed; struct { ID3D11Buffer* vb; size_t vb_stride; ID3D11Buffer* ib; ID3D11InputLayout* layout; D3D11_PRIMITIVE_TOPOLOGY topology; ID3D11VertexShader* vs; ID3D11Buffer* vs_cb; ID3D11GeometryShader* gs; ID3D11ShaderResourceView* ps_srv[16]; ID3D11PixelShader* ps; ID3D11Buffer* ps_cb; ID3D11SamplerState* ps_ss[3]; ID3D11ComputeShader* cs; GSVector2i viewport; GSVector4i scissor; ID3D11DepthStencilState* dss; uint8 sref; ID3D11BlendState* bs; float bf; ID3D11RenderTargetView* rtv; ID3D11DepthStencilView* dsv; ID3D11UnorderedAccessView* uav[8]; } m_state; public: // TODO CComPtr m_rs; struct { CComPtr il; CComPtr vs; CComPtr ps[8]; 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; struct { CComPtr ps; CComPtr cb; } m_fxaa; struct { CComPtr dss; CComPtr bs; } m_date; void SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm); // Shaders... hash_map m_vs; CComPtr m_vs_cb; hash_map > m_gs; hash_map > m_ps; CComPtr m_ps_cb; hash_map > m_ps_ss; CComPtr m_palette_ss; CComPtr m_rt_ss; hash_map > m_om_dss; hash_map > m_om_bs; VSConstantBuffer m_vs_cb_cache; PSConstantBuffer m_ps_cb_cache; bool CreateTextureFX(); public: GSDevice11(); virtual ~GSDevice11(); bool Create(GSWnd* wnd); bool Reset(int w, int h); void Flip(); void SetExclusive(bool isExcl); void DrawPrimitive(); void DrawIndexedPrimitive(); void Dispatch(uint32 x, uint32 y, uint32 z); void ClearRenderTarget(GSTexture* t, const GSVector4& c); void ClearRenderTarget(GSTexture* t, uint32 c); void ClearDepth(GSTexture* t, float c); void ClearStencil(GSTexture* t, uint8 c); GSTexture* CreateRenderTarget(int w, int h, bool msaa, int format = 0); GSTexture* CreateDepthStencil(int w, int h, bool msaa, int format = 0); GSTexture* CreateTexture(int w, int h, int format = 0); GSTexture* CreateOffscreen(int w, int h, int format = 0); GSTexture* Resolve(GSTexture* t); GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format = 0); void CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r); void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, int shader = 0, bool linear = true); void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, bool linear = true); void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, ID3D11BlendState* bs, bool linear = true); void IASetVertexBuffer(const void* vertex, size_t stride, size_t count); bool IAMapVertexBuffer(void** vertex, size_t stride, size_t count); void IAUnmapVertexBuffer(); void IASetVertexBuffer(ID3D11Buffer* vb, size_t stride); void IASetIndexBuffer(const void* index, size_t count); void IASetIndexBuffer(ID3D11Buffer* ib); void IASetInputLayout(ID3D11InputLayout* layout); void IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY topology); void VSSetShader(ID3D11VertexShader* vs, ID3D11Buffer* vs_cb); void GSSetShader(ID3D11GeometryShader* gs); void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1); void PSSetShaderResource(int i, GSTexture* sr); void PSSetShaderResourceView(int i, ID3D11ShaderResourceView* srv); void PSSetShader(ID3D11PixelShader* ps, ID3D11Buffer* ps_cb); void PSSetSamplerState(ID3D11SamplerState* ss0, ID3D11SamplerState* ss1, ID3D11SamplerState* ss2 = NULL); void CSSetShaderSRV(int i, ID3D11ShaderResourceView* srv); void CSSetShaderUAV(int i, ID3D11UnorderedAccessView* uav); void CSSetShader(ID3D11ComputeShader* cs); void OMSetDepthStencilState(ID3D11DepthStencilState* dss, uint8 sref); void OMSetBlendState(ID3D11BlendState* bs, float bf); void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL); void OMSetRenderTargets(const GSVector2i& rtsize, ID3D11UnorderedAccessView** uav, int count, const GSVector4i* scissor = NULL); void SetupVS(VSSelector sel, const VSConstantBuffer* cb); void SetupGS(GSSelector sel); void SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel); void SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, uint8 afix); bool HasStencil() { return true; } bool HasDepth32() { return true; } ID3D11Device* operator->() {return m_dev;} operator ID3D11Device*() {return m_dev;} operator ID3D11DeviceContext*() {return m_ctx;} HRESULT CompileShader(uint32 id, const char* entry, D3D11_SHADER_MACRO* macro, ID3D11VertexShader** vs, D3D11_INPUT_ELEMENT_DESC* layout, int count, ID3D11InputLayout** il); HRESULT CompileShader(uint32 id, const char* entry, D3D11_SHADER_MACRO* macro, ID3D11GeometryShader** gs); HRESULT CompileShader(uint32 id, const char* entry, D3D11_SHADER_MACRO* macro, ID3D11GeometryShader** gs, D3D11_SO_DECLARATION_ENTRY* layout, int count); HRESULT CompileShader(uint32 id, const char* entry, D3D11_SHADER_MACRO* macro, ID3D11PixelShader** ps); HRESULT CompileShader(uint32 id, const char* entry, D3D11_SHADER_MACRO* macro, ID3D11ComputeShader** cs); HRESULT CompileShader(const char* fn, const char* entry, D3D11_SHADER_MACRO* macro, ID3D11ComputeShader** cs); };