/* * 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 "GSDevice10.h" class GSTextureFX10 { public: #pragma pack(push, 1) __declspec(align(16)) struct VSConstantBuffer { GSVector4 VertexScale; GSVector4 VertexOffset; GSVector2 TextureScale; float _pad[2]; struct VSConstantBuffer() {memset(this, 0, sizeof(*this));} __forceinline bool Update(const VSConstantBuffer* cb) { GSVector4i* a = (GSVector4i*)this; GSVector4i* b = (GSVector4i*)cb; GSVector4i b0 = b[0]; GSVector4i b1 = b[1]; GSVector4i b2 = b[2]; if(!((a[0] == b0) & (a[1] == b1) & (a[2] == b2)).alltrue()) { a[0] = b0; a[1] = b1; a[2] = b2; return true; } return false; } }; union VSSelector { struct { DWORD bpp:3; DWORD bppz:2; DWORD tme:1; DWORD fst:1; DWORD prim:3; }; DWORD dw; operator DWORD() {return dw & 0x3ff;} }; __declspec(align(16)) struct PSConstantBuffer { GSVector4 FogColor; float MINU; float MAXU; float MINV; float MAXV; DWORD UMSK; DWORD UFIX; DWORD VMSK; DWORD VFIX; float TA0; float TA1; float AREF; float _pad[1]; GSVector2 WH; GSVector2 rWrH; struct PSConstantBuffer() {memset(this, 0, sizeof(*this));} __forceinline bool Update(const PSConstantBuffer* cb) { GSVector4i* a = (GSVector4i*)this; GSVector4i* b = (GSVector4i*)cb; GSVector4i b0 = b[0]; GSVector4i b1 = b[1]; GSVector4i b2 = b[2]; GSVector4i b3 = b[3]; GSVector4i b4 = b[4]; if(!((a[0] == b0) & (a[1] == b1) & (a[2] == b2) & (a[3] == b3) & (a[4] == b4)).alltrue()) { a[0] = b0; a[1] = b1; a[2] = b2; a[3] = b3; a[4] = b4; return true; } return false; } }; union PSSelector { struct { DWORD fst:1; DWORD wms:2; DWORD wmt:2; DWORD bpp:3; DWORD aem:1; DWORD tfx:3; DWORD tcc:1; DWORD ate:1; DWORD atst:3; DWORD fog:1; DWORD clr1:1; DWORD fba:1; DWORD aout:1; }; DWORD dw; operator DWORD() {return dw & 0x1fffff;} }; union GSSelector { struct { DWORD iip:1; DWORD prim:2; }; DWORD dw; operator DWORD() {return dw & 0x7;} }; union PSSamplerSelector { struct { DWORD tau:1; DWORD tav:1; DWORD min:1; DWORD mag:1; }; DWORD dw; operator DWORD() {return dw & 0xf;} }; union OMDepthStencilSelector { struct { DWORD zte:1; DWORD ztst:2; DWORD zwe:1; DWORD date:1; }; DWORD dw; operator DWORD() {return dw & 0x1f;} }; union OMBlendSelector { struct { DWORD abe:1; DWORD a:2; DWORD b:2; DWORD c:2; DWORD d:2; DWORD wr:1; DWORD wg:1; DWORD wb:1; DWORD wa:1; }; DWORD dw; operator DWORD() {return dw & 0x1fff;} }; #pragma pack(pop) private: GSDevice10* m_dev; CComPtr m_il; CRBMapC > m_vs; CComPtr m_vs_cb; CRBMapC > m_gs; CRBMapC > m_ps; CComPtr m_ps_cb; CRBMapC > m_ps_ss; CComPtr m_palette_ss; CRBMapC > m_om_dss; CRBMapC > m_om_bs; CComPtr m_vb, m_vb_old; int m_vb_max; int m_vb_start; int m_vb_count; VSConstantBuffer m_vs_cb_cache; PSConstantBuffer m_ps_cb_cache; public: GSTextureFX10(); bool Create(GSDevice10* dev); bool SetupIA(const GSVertexHW10* vertices, int count, D3D10_PRIMITIVE_TOPOLOGY prim); bool SetupVS(VSSelector sel, const VSConstantBuffer* cb); bool SetupGS(GSSelector sel); bool SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel, ID3D10ShaderResourceView* tex, ID3D10ShaderResourceView* pal); void UpdatePS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel); void SetupRS(UINT w, UINT h, const RECT& scissor); void SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, float bf, ID3D10RenderTargetView* rtv, ID3D10DepthStencilView* dsv); void UpdateOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, float bf); void Draw(); };