pcsx2/plugins/GSdx/GSDeviceDX.h

344 lines
6.3 KiB
C++

/*
* 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
*
*/
#pragma once
#include "GSVector.h"
#include "GSDevice.h"
#include "GSAlignedClass.h"
class GSDeviceDX : public GSDevice
{
public:
#pragma pack(push, 1)
struct alignas(32) VSConstantBuffer
{
GSVector4 VertexScale;
GSVector4 VertexOffset;
GSVector4 Texture_Scale_Offset;
struct VSConstantBuffer()
{
VertexScale = GSVector4::zero();
VertexOffset = GSVector4::zero();
Texture_Scale_Offset = GSVector4::zero();
}
__forceinline bool Update(const VSConstantBuffer* cb)
{
GSVector4i* a = (GSVector4i*)this;
GSVector4i* b = (GSVector4i*)cb;
if(!((a[0] == b[0]) & (a[1] == b[1]) & (a[2] == b[2]) & (a[3] == b[3])).alltrue())
{
a[0] = b[0];
a[1] = b[1];
a[2] = b[2];
a[3] = b[3];
return true;
}
return false;
}
};
struct VSSelector
{
union
{
struct
{
uint32 bppz:2;
uint32 tme:1;
uint32 fst:1;
uint32 logz:1;
uint32 rtcopy:1;
};
uint32 key;
};
operator uint32() {return key & 0xff;}
VSSelector() : key(0) {}
};
struct alignas(32) PSConstantBuffer
{
GSVector4 FogColor_AREF;
GSVector4 HalfTexel;
GSVector4 WH;
GSVector4 MinMax;
GSVector4 MinF_TA;
GSVector4i MskFix;
GSVector4 TC_OffsetHack;
struct PSConstantBuffer()
{
FogColor_AREF = GSVector4::zero();
HalfTexel = GSVector4::zero();
WH = GSVector4::zero();
MinMax = GSVector4::zero();
MinF_TA = GSVector4::zero();
MskFix = GSVector4i::zero();
}
__forceinline bool Update(const PSConstantBuffer* cb)
{
GSVector4i* a = (GSVector4i*)this;
GSVector4i* b = (GSVector4i*)cb;
if(!((a[0] == b[0]) /*& (a[1] == b1)*/ & (a[2] == b[2]) & (a[3] == b[3]) & (a[4] == b[4]) & (a[5] == b[5])).alltrue()) // if WH matches HalfTexel does too
{
a[0] = b[0];
a[1] = b[1];
a[2] = b[2];
a[3] = b[3];
a[4] = b[4];
a[5] = b[5];
return true;
}
return false;
}
};
struct alignas(32) GSConstantBuffer
{
GSVector2 PointSize;
struct GSConstantBuffer()
{
PointSize = GSVector2(0);
}
__forceinline bool Update(const GSConstantBuffer* cb)
{
return true;
}
};
struct GSSelector
{
union
{
struct
{
uint32 iip:1;
uint32 prim:2;
uint32 point:1;
uint32 line:1;
uint32 _free:27;
};
uint32 key;
};
operator uint32() {return key;}
GSSelector() : key(0) {}
GSSelector(uint32 k) : key(k) {}
};
struct PSSelector
{
union
{
struct
{
uint32 fst:1;
uint32 wms:2;
uint32 wmt:2;
uint32 fmt:4;
uint32 aem:1;
uint32 tfx:3;
uint32 tcc:1;
uint32 atst:3;
uint32 fog:1;
uint32 clr1:1;
uint32 fba:1;
uint32 aout:1;
uint32 rt:1;
uint32 ltf:1;
uint32 colclip:2;
uint32 date:2;
uint32 spritehack:1;
uint32 tcoffsethack:1;
uint32 point_sampler:1;
uint32 shuffle:1;
uint32 read_ba:1;
uint32 _free:32;
};
uint64 key;
};
operator uint64() {return key;}
PSSelector() : key(0) {}
};
struct PSSamplerSelector
{
union
{
struct
{
uint32 tau:1;
uint32 tav:1;
uint32 ltf:1;
};
uint32 key;
};
operator uint32() {return key & 0x7;}
PSSamplerSelector() : key(0) {}
};
struct OMDepthStencilSelector
{
union
{
struct
{
uint32 ztst:2;
uint32 zwe:1;
uint32 date:1;
uint32 fba:1;
uint32 alpha_stencil:1;
};
uint32 key;
};
operator uint32() {return key & 0x3f;}
OMDepthStencilSelector() : key(0) {}
};
struct OMBlendSelector
{
union
{
struct
{
uint32 abe:1;
uint32 a:2;
uint32 b:2;
uint32 c:2;
uint32 d:2;
uint32 wr:1;
uint32 wg:1;
uint32 wb:1;
uint32 wa:1;
uint32 negative:1;
};
struct
{
uint32 _pad:1;
uint32 abcd:8;
uint32 wrgba:4;
};
uint32 key;
};
operator uint32() {return key & 0x3fff;}
OMBlendSelector() : key(0) {}
bool IsCLR1() const
{
return (key & 0x19f) == 0x93; // abe == 1 && a == 1 && b == 2 && d == 1
}
};
struct D3D9Blend {int bogus, op, src, dst;};
static const D3D9Blend m_blendMapD3D9[3*3*3*3];
#pragma pack(pop)
protected:
struct {D3D_FEATURE_LEVEL level; string model, vs, gs, ps, cs;} m_shader;
uint32 m_msaa;
DXGI_SAMPLE_DESC m_msaa_desc;
static HMODULE s_d3d_compiler_dll;
static decltype(&D3DCompile) s_pD3DCompile;
// Older version doesn't support D3D_COMPILE_STANDARD_FILE_INCLUDE, which
// could be useful for external shaders.
static bool s_old_d3d_compiler_dll;
GSTexture* FetchSurface(int type, int w, int h, bool msaa, int format);
public:
GSDeviceDX();
virtual ~GSDeviceDX();
bool SetFeatureLevel(D3D_FEATURE_LEVEL level, bool compat_mode);
void GetFeatureLevel(D3D_FEATURE_LEVEL& level) const {level = m_shader.level;}
virtual void SetupVS(VSSelector sel, const VSConstantBuffer* cb) = 0;
virtual void SetupGS(GSSelector sel, const GSConstantBuffer* cb) = 0;
virtual void SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel) = 0;
virtual void SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, uint8 afix) = 0;
virtual void SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm) = 0;
virtual bool HasStencil() = 0;
virtual bool HasDepth32() = 0;
static bool LoadD3DCompiler();
static void FreeD3DCompiler();
template<class T> void PrepareShaderMacro(vector<T>& dst, const T* src)
{
dst.clear();
while(src && src->Definition && src->Name)
{
dst.push_back(*src++);
}
T m;
m.Name = "SHADER_MODEL";
m.Definition = m_shader.model.c_str();
dst.push_back(m);
m.Name = NULL;
m.Definition = NULL;
dst.push_back(m);
}
};