pcsx2/plugins/GSdx/GSRendererHW10.cpp

601 lines
14 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, 675 Mass Ave, Cambridge, MA 02139, USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "stdafx.h"
#include "GSRendererHW10.h"
#include "GSCrc.h"
#include "resource.h"
GSRendererHW10::GSRendererHW10(uint8* base, bool mt, void (*irq)(), const GSRendererSettings& rs)
: GSRendererHW<Device, Vertex, TextureCache>(base, mt, irq, rs, true)
{
InitVertexKick<GSRendererHW10>();
}
bool GSRendererHW10::Create(const string& title)
{
if(!__super::Create(title))
return false;
if(!m_tfx.Create(&m_dev))
return false;
//
D3D10_DEPTH_STENCIL_DESC dsd;
memset(&dsd, 0, sizeof(dsd));
dsd.DepthEnable = false;
dsd.StencilEnable = true;
dsd.StencilReadMask = 1;
dsd.StencilWriteMask = 1;
dsd.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
dsd.FrontFace.StencilPassOp = D3D10_STENCIL_OP_REPLACE;
dsd.FrontFace.StencilFailOp = D3D10_STENCIL_OP_KEEP;
dsd.FrontFace.StencilDepthFailOp = D3D10_STENCIL_OP_KEEP;
dsd.BackFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
dsd.BackFace.StencilPassOp = D3D10_STENCIL_OP_REPLACE;
dsd.BackFace.StencilFailOp = D3D10_STENCIL_OP_KEEP;
dsd.BackFace.StencilDepthFailOp = D3D10_STENCIL_OP_KEEP;
m_dev->CreateDepthStencilState(&dsd, &m_date.dss);
D3D10_BLEND_DESC bd;
memset(&bd, 0, sizeof(bd));
m_dev->CreateBlendState(&bd, &m_date.bs);
//
return true;
}
template<uint32 prim, uint32 tme, uint32 fst>
void GSRendererHW10::VertexKick(bool skip)
{
Vertex& dst = m_vl.AddTail();
dst.m128i[0] = m_v.m128i[0];
dst.m128i[1] = m_v.m128i[1];
if(tme && fst)
{
GSVector4::storel(&dst.ST, m_v.GetUV());
}
int count = 0;
if(Vertex* v = DrawingKick<prim>(skip, count))
{
GSVector4i scissor = m_context->scissor.dx10;
#if _M_SSE >= 0x401
GSVector4i pmin, pmax, v0, v1, v2;
switch(prim)
{
case GS_POINTLIST:
v0 = GSVector4i::load((int)v[0].p.xy).upl16();
pmin = v0;
pmax = v0;
break;
case GS_LINELIST:
case GS_LINESTRIP:
case GS_SPRITE:
v0 = GSVector4i::load((int)v[0].p.xy);
v1 = GSVector4i::load((int)v[1].p.xy);
pmin = v0.min_u16(v1).upl16();
pmax = v0.max_u16(v1).upl16();
break;
case GS_TRIANGLELIST:
case GS_TRIANGLESTRIP:
case GS_TRIANGLEFAN:
v0 = GSVector4i::load((int)v[0].p.xy);
v1 = GSVector4i::load((int)v[1].p.xy);
v2 = GSVector4i::load((int)v[2].p.xy);
pmin = v0.min_u16(v1).min_u16(v2).upl16();
pmax = v0.max_u16(v1).max_u16(v2).upl16();
break;
}
GSVector4i test = (pmax < scissor) | (pmin > scissor.zwxy());
if(test.mask() & 0xff)
{
return;
}
#else
switch(prim)
{
case GS_POINTLIST:
if(v[0].p.x < scissor.x
|| v[0].p.x > scissor.z
|| v[0].p.y < scissor.y
|| v[0].p.y > scissor.w)
{
return;
}
break;
case GS_LINELIST:
case GS_LINESTRIP:
case GS_SPRITE:
if(v[0].p.x < scissor.x && v[1].p.x < scissor.x
|| v[0].p.x > scissor.z && v[1].p.x > scissor.z
|| v[0].p.y < scissor.y && v[1].p.y < scissor.y
|| v[0].p.y > scissor.w && v[1].p.y > scissor.w)
{
return;
}
break;
case GS_TRIANGLELIST:
case GS_TRIANGLESTRIP:
case GS_TRIANGLEFAN:
if(v[0].p.x < scissor.x && v[1].p.x < scissor.x && v[2].p.x < scissor.x
|| v[0].p.x > scissor.z && v[1].p.x > scissor.z && v[2].p.x > scissor.z
|| v[0].p.y < scissor.y && v[1].p.y < scissor.y && v[2].p.y < scissor.y
|| v[0].p.y > scissor.w && v[1].p.y > scissor.w && v[2].p.y > scissor.w)
{
return;
}
break;
}
#endif
m_count += count;
}
}
void GSRendererHW10::Draw(int prim, Texture& rt, Texture& ds, GSTextureCache<Device>::GSTexture* tex)
{
GSDrawingEnvironment& env = m_env;
GSDrawingContext* context = m_context;
/*
if(s_dump)
{
TRACE(_T("\n"));
TRACE(_T("PRIM = %d, ZMSK = %d, ZTE = %d, ZTST = %d, ATE = %d, ATST = %d, AFAIL = %d, AREF = %02x\n"),
PRIM->PRIM, context->ZBUF.ZMSK,
context->TEST.ZTE, context->TEST.ZTST,
context->TEST.ATE, context->TEST.ATST, context->TEST.AFAIL, context->TEST.AREF);
for(int i = 0; i < m_count; i++)
{
TRACE(_T("[%d] %3.0f %3.0f %3.0f %3.0f\n"), i, (float)m_vertices[i].p.x / 16, (float)m_vertices[i].p.y / 16, (float)m_vertices[i].p.z, (float)m_vertices[i].a);
}
}
*/
D3D10_PRIMITIVE_TOPOLOGY topology;
int prims = 0;
switch(prim)
{
case GS_POINTLIST:
topology = D3D10_PRIMITIVE_TOPOLOGY_POINTLIST;
prims = m_count;
break;
case GS_LINELIST:
case GS_LINESTRIP:
case GS_SPRITE:
topology = D3D10_PRIMITIVE_TOPOLOGY_LINELIST;
prims = m_count / 2;
break;
case GS_TRIANGLELIST:
case GS_TRIANGLESTRIP:
case GS_TRIANGLEFAN:
topology = D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
prims = m_count / 3;
break;
default:
__assume(0);
}
m_perfmon.Put(GSPerfMon::Prim, prims);
m_perfmon.Put(GSPerfMon::Draw, 1);
// date
SetupDATE(rt, ds);
//
m_dev.BeginScene();
// om
GSTextureFX10::OMDepthStencilSelector om_dssel;
om_dssel.zte = context->TEST.ZTE;
om_dssel.ztst = context->TEST.ZTST;
om_dssel.zwe = !context->ZBUF.ZMSK;
om_dssel.date = context->FRAME.PSM != PSM_PSMCT24 ? context->TEST.DATE : 0;
GSTextureFX10::OMBlendSelector om_bsel;
om_bsel.abe = PRIM->ABE || (prim == 1 || prim == 2) && PRIM->AA1;
om_bsel.a = context->ALPHA.A;
om_bsel.b = context->ALPHA.B;
om_bsel.c = context->ALPHA.C;
om_bsel.d = context->ALPHA.D;
om_bsel.wr = (context->FRAME.FBMSK & 0x000000ff) != 0x000000ff;
om_bsel.wg = (context->FRAME.FBMSK & 0x0000ff00) != 0x0000ff00;
om_bsel.wb = (context->FRAME.FBMSK & 0x00ff0000) != 0x00ff0000;
om_bsel.wa = (context->FRAME.FBMSK & 0xff000000) != 0xff000000;
float bf = (float)(int)context->ALPHA.FIX / 0x80;
// vs
GSTextureFX10::VSSelector vs_sel;
vs_sel.bpp = 0;
vs_sel.bppz = 0;
vs_sel.tme = PRIM->TME;
vs_sel.fst = PRIM->FST;
vs_sel.prim = prim;
if(tex)
{
vs_sel.bpp = tex->m_bpp2;
}
if(om_dssel.zte && om_dssel.ztst > 0 && om_dssel.zwe)
{
if(context->ZBUF.PSM == PSM_PSMZ24)
{
if(WrapZ(0xffffff))
{
vs_sel.bppz = 1;
om_dssel.ztst = 1;
}
}
else if(context->ZBUF.PSM == PSM_PSMZ16 || context->ZBUF.PSM == PSM_PSMZ16S)
{
if(WrapZ(0xffff))
{
vs_sel.bppz = 2;
om_dssel.ztst = 1;
}
}
}
GSTextureFX10::VSConstantBuffer vs_cb;
float sx = 2.0f * rt.m_scale.x / (rt.GetWidth() * 16);
float sy = 2.0f * rt.m_scale.y / (rt.GetHeight() * 16);
float ox = (float)(int)context->XYOFFSET.OFX;
float oy = (float)(int)context->XYOFFSET.OFY;
vs_cb.VertexScale = GSVector4(sx, -sy, 1.0f / UINT_MAX, 0.0f);
vs_cb.VertexOffset = GSVector4(ox * sx + 1, -(oy * sy + 1), 0.0f, -1.0f);
vs_cb.TextureScale = GSVector2(1.0f, 1.0f);
if(PRIM->TME && PRIM->FST)
{
vs_cb.TextureScale.x = 1.0f / (16 << context->TEX0.TW);
vs_cb.TextureScale.y = 1.0f / (16 << context->TEX0.TH);
}
// gs
GSTextureFX10::GSSelector gs_sel;
gs_sel.iip = PRIM->IIP;
gs_sel.prim = GSUtil::GetPrimClass(prim);
// ps
GSTextureFX10::PSSelector ps_sel;
ps_sel.fst = PRIM->FST;
ps_sel.wms = context->CLAMP.WMS;
ps_sel.wmt = context->CLAMP.WMT;
ps_sel.bpp = 0;
ps_sel.aem = env.TEXA.AEM;
ps_sel.tfx = context->TEX0.TFX;
ps_sel.tcc = context->TEX0.TCC;
ps_sel.ate = context->TEST.ATE;
ps_sel.atst = context->TEST.ATST;
ps_sel.fog = PRIM->FGE;
ps_sel.clr1 = om_bsel.abe && om_bsel.a == 1 && om_bsel.b == 2 && om_bsel.d == 1;
ps_sel.fba = context->FBA.FBA;
ps_sel.aout = context->FRAME.PSM == PSM_PSMCT16 || context->FRAME.PSM == PSM_PSMCT16S || (context->FRAME.FBMSK & 0xff000000) == 0x7f000000 ? 1 : 0;
GSTextureFX10::PSSamplerSelector ps_ssel;
ps_ssel.min = m_filter == 2 ? (context->TEX1.MMIN & 1) : m_filter;
ps_ssel.mag = m_filter == 2 ? (context->TEX1.MMAG & 1) : m_filter;
ps_ssel.tau = 0;
ps_ssel.tav = 0;
GSTextureFX10::PSConstantBuffer ps_cb;
ps_cb.FogColor = GSVector4(env.FOGCOL.FCR, env.FOGCOL.FCG, env.FOGCOL.FCB, 0) / 255.0f;
ps_cb.TA0 = (float)(int)env.TEXA.TA0 / 255;
ps_cb.TA1 = (float)(int)env.TEXA.TA1 / 255;
ps_cb.AREF = (float)(int)context->TEST.AREF / 255;
if(context->TEST.ATST == 2 || context->TEST.ATST == 5)
{
ps_cb.AREF -= 0.9f/256;
}
else if(context->TEST.ATST == 3 || context->TEST.ATST == 6)
{
ps_cb.AREF += 0.9f/256;
}
if(tex)
{
ps_sel.bpp = tex->m_bpp2;
switch(context->CLAMP.WMS)
{
case 0:
ps_ssel.tau = 1;
break;
case 1:
ps_ssel.tau = 0;
break;
case 2:
ps_cb.MINU = ((float)(int)context->CLAMP.MINU + 0.5f) / (1 << context->TEX0.TW);
ps_cb.MAXU = ((float)(int)context->CLAMP.MAXU) / (1 << context->TEX0.TW);
ps_ssel.tau = 0;
break;
case 3:
ps_cb.UMSK = context->CLAMP.MINU;
ps_cb.UFIX = context->CLAMP.MAXU;
ps_ssel.tau = 1;
break;
default:
__assume(0);
}
switch(context->CLAMP.WMT)
{
case 0:
ps_ssel.tav = 1;
break;
case 1:
ps_ssel.tav = 0;
break;
case 2:
ps_cb.MINV = ((float)(int)context->CLAMP.MINV + 0.5f) / (1 << context->TEX0.TH);
ps_cb.MAXV = ((float)(int)context->CLAMP.MAXV) / (1 << context->TEX0.TH);
ps_ssel.tav = 0;
break;
case 3:
ps_cb.VMSK = context->CLAMP.MINV;
ps_cb.VFIX = context->CLAMP.MAXV;
ps_ssel.tav = 1;
break;
default:
__assume(0);
}
float w = (float)tex->m_texture.GetWidth();
float h = (float)tex->m_texture.GetHeight();
ps_cb.WH = GSVector2(w, h);
ps_cb.rWrH = GSVector2(1.0f / w, 1.0f / h);
}
else
{
ps_sel.tfx = 4;
}
// rs
int w = rt.GetWidth();
int h = rt.GetHeight();
GSVector4i scissor = GSVector4i(GSVector4(rt.m_scale).xyxy() * context->scissor.in).rintersect(GSVector4i(0, 0, w, h));
//
m_tfx.SetupOM(om_dssel, om_bsel, bf, rt, ds);
m_tfx.SetupIA(m_vertices, m_count, topology);
m_tfx.SetupVS(vs_sel, &vs_cb);
m_tfx.SetupGS(gs_sel);
m_tfx.SetupPS(ps_sel, &ps_cb, ps_ssel,
tex ? (ID3D10ShaderResourceView*)tex->m_texture : NULL,
tex ? (ID3D10ShaderResourceView*)tex->m_palette : NULL);
m_tfx.SetupRS(w, h, scissor);
// draw
if(context->TEST.DoFirstPass())
{
m_tfx.Draw();
}
if(context->TEST.DoSecondPass())
{
ASSERT(!env.PABE.PABE);
static const uint32 iatst[] = {1, 0, 5, 6, 7, 2, 3, 4};
ps_sel.atst = iatst[ps_sel.atst];
m_tfx.UpdatePS(ps_sel, &ps_cb, ps_ssel);
bool z = om_dssel.zwe;
bool r = om_bsel.wr;
bool g = om_bsel.wg;
bool b = om_bsel.wb;
bool a = om_bsel.wa;
switch(context->TEST.AFAIL)
{
case 0: z = r = g = b = a = false; break; // none
case 1: z = false; break; // rgba
case 2: r = g = b = a = false; break; // z
case 3: z = a = false; break; // rgb
default: __assume(0);
}
if(z || r || g || b || a)
{
om_dssel.zwe = z;
om_bsel.wr = r;
om_bsel.wg = g;
om_bsel.wb = b;
om_bsel.wa = a;
m_tfx.UpdateOM(om_dssel, om_bsel, bf);
m_tfx.Draw();
}
}
m_dev.EndScene();
}
bool GSRendererHW10::WrapZ(uint32 maxz)
{
// should only run once if z values are in the z buffer range
for(int i = 0, j = m_count; i < j; i++)
{
if(m_vertices[i].p.z <= maxz)
{
return false;
}
}
return true;
}
void GSRendererHW10::SetupDATE(Texture& rt, Texture& ds)
{
if(!m_context->TEST.DATE) return; // || (::GetAsyncKeyState(VK_CONTROL) & 0x8000)
// sfex3 (after the capcom logo), vf4 (first menu fading in), ffxii shadows, rumble roses shadows, persona4 shadows
GSVector4 mm;
// TODO
mm = GSVector4(-1, -1, 1, 1);
// if(m_count < 100)
{
GSVector4 pmin(65535, 65535, 0, 0);
GSVector4 pmax = GSVector4::zero();
for(int i = 0, j = m_count; i < j; i++)
{
GSVector4 p(GSVector4i(m_vertices[i].m128i[0]).uph16());
pmin = p.minv(pmin);
pmax = p.maxv(pmax);
}
mm += pmin.xyxy(pmax);
int w = rt.GetWidth();
int h = rt.GetHeight();
float sx = 2.0f * rt.m_scale.x / (w * 16);
float sy = 2.0f * rt.m_scale.y / (h * 16);
float ox = (float)(int)m_context->XYOFFSET.OFX;
float oy = (float)(int)m_context->XYOFFSET.OFY;
mm.x = (mm.x - ox) * sx - 1;
mm.y = (mm.y - oy) * sy - 1;
mm.z = (mm.z - ox) * sx - 1;
mm.w = (mm.w - oy) * sy - 1;
if(mm.x < -1) mm.x = -1;
if(mm.y < -1) mm.y = -1;
if(mm.z > +1) mm.z = +1;
if(mm.w > +1) mm.w = +1;
}
GSVector4 uv = (mm + 1.0f) / 2.0f;
//
m_dev.BeginScene();
// om
GSTexture10 tmp;
m_dev.CreateRenderTarget(tmp, rt.GetWidth(), rt.GetHeight());
m_dev.OMSetRenderTargets(tmp, ds);
m_dev.OMSetDepthStencilState(m_date.dss, 1);
m_dev.OMSetBlendState(m_date.bs, 0);
m_dev->ClearDepthStencilView(ds, D3D10_CLEAR_STENCIL, 0, 0);
// ia
GSVertexPT1 vertices[] =
{
{GSVector4(mm.x, -mm.y, 0.5f, 1.0f), GSVector2(uv.x, uv.y)},
{GSVector4(mm.z, -mm.y, 0.5f, 1.0f), GSVector2(uv.z, uv.y)},
{GSVector4(mm.x, -mm.w, 0.5f, 1.0f), GSVector2(uv.x, uv.w)},
{GSVector4(mm.z, -mm.w, 0.5f, 1.0f), GSVector2(uv.z, uv.w)},
};
D3D10_BOX box = {0, 0, 0, sizeof(vertices), 1, 1};
m_dev->UpdateSubresource(m_dev.m_convert.vb, 0, &box, vertices, 0, 0);
m_dev.IASetVertexBuffer(m_dev.m_convert.vb, sizeof(vertices[0]));
m_dev.IASetInputLayout(m_dev.m_convert.il);
m_dev.IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
// vs
m_dev.VSSetShader(m_dev.m_convert.vs, NULL);
// gs
m_dev.GSSetShader(NULL);
// ps
m_dev.PSSetShaderResources(rt, NULL);
m_dev.PSSetShader(m_dev.m_convert.ps[m_context->TEST.DATM ? 2 : 3], NULL);
m_dev.PSSetSamplerState(m_dev.m_convert.pt, NULL);
// rs
m_dev.RSSet(tmp.GetWidth(), tmp.GetHeight());
// set
m_dev.DrawPrimitive(countof(vertices));
//
m_dev.EndScene();
m_dev.Recycle(tmp);
}