mirror of https://github.com/PCSX2/pcsx2.git
619 lines
14 KiB
C++
619 lines
14 KiB
C++
/*
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* Copyright (C) 2007-2009 Gabest
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* http://www.gabest.org
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*
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* This Program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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*
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* This Program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with GNU Make; see the file COPYING. If not, write to
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* the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
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* http://www.gnu.org/copyleft/gpl.html
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*
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*/
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#include "stdafx.h"
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#include "GSRendererHW9.h"
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#include "GSCrc.h"
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#include "resource.h"
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GSRendererHW9::GSRendererHW9(uint8* base, bool mt, void (*irq)())
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: GSRendererHW<GSVertexHW9>(base, mt, irq, new GSDevice9(), new GSTextureCache9(this))
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{
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m_fba.enabled = !!theApp.GetConfig("fba", 1);
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m_logz = !!theApp.GetConfig("logz", 0);
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InitVertexKick<GSRendererHW9>();
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}
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bool GSRendererHW9::Create(const string& title)
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{
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if(!__super::Create(title))
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return false;
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if(!m_tfx.Create((GSDevice9*)m_dev))
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return false;
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//
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memset(&m_date.dss, 0, sizeof(m_date.dss));
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m_date.dss.StencilEnable = true;
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m_date.dss.StencilReadMask = 1;
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m_date.dss.StencilWriteMask = 1;
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m_date.dss.StencilFunc = D3DCMP_ALWAYS;
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m_date.dss.StencilPassOp = D3DSTENCILOP_REPLACE;
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memset(&m_date.bs, 0, sizeof(m_date.bs));
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//
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memset(&m_fba.dss, 0, sizeof(m_fba.dss));
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m_fba.dss.StencilEnable = true;
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m_fba.dss.StencilReadMask = 2;
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m_fba.dss.StencilWriteMask = 2;
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m_fba.dss.StencilFunc = D3DCMP_EQUAL;
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m_fba.dss.StencilPassOp = D3DSTENCILOP_ZERO;
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m_fba.dss.StencilFailOp = D3DSTENCILOP_ZERO;
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m_fba.dss.StencilDepthFailOp = D3DSTENCILOP_ZERO;
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memset(&m_fba.bs, 0, sizeof(m_fba.bs));
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m_fba.bs.RenderTargetWriteMask = D3DCOLORWRITEENABLE_ALPHA;
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//
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return true;
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}
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template<uint32 prim, uint32 tme, uint32 fst>
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void GSRendererHW9::VertexKick(bool skip)
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{
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GSVertexHW9& dst = m_vl.AddTail();
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dst.p.x = (float)(int)m_v.XYZ.X;
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dst.p.y = (float)(int)m_v.XYZ.Y;
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dst.p.z = (float)m_v.XYZ.Z;
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dst.c0 = m_v.RGBAQ.u32[0];
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dst.c1 = m_v.FOG.u32[1];
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if(tme)
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{
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if(fst)
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{
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GSVector4::storel(&dst.t, m_v.GetUV());
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}
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else
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{
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dst.t.x = m_v.ST.S;
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dst.t.y = m_v.ST.T;
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dst.p.w = m_v.RGBAQ.Q;
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}
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}
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int count = 0;
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if(GSVertexHW9* v = DrawingKick<prim>(skip, count))
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{
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GSVector4 scissor = m_context->scissor.dx9;
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GSVector4 pmin, pmax;
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switch(prim)
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{
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case GS_POINTLIST:
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pmin = v[0].p;
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pmax = v[0].p;
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break;
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case GS_LINELIST:
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case GS_LINESTRIP:
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case GS_SPRITE:
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pmin = v[0].p.minv(v[1].p);
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pmax = v[0].p.maxv(v[1].p);
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break;
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case GS_TRIANGLELIST:
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case GS_TRIANGLESTRIP:
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case GS_TRIANGLEFAN:
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pmin = v[0].p.minv(v[1].p).minv(v[2].p);
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pmax = v[0].p.maxv(v[1].p).maxv(v[2].p);
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break;
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}
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GSVector4 test = (pmax < scissor) | (pmin > scissor.zwxy());
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if(test.mask() & 3)
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{
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return;
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}
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switch(prim)
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{
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case GS_POINTLIST:
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break;
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case GS_LINELIST:
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case GS_LINESTRIP:
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if(PRIM->IIP == 0) {v[0].c0 = v[1].c0;}
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break;
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case GS_TRIANGLELIST:
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case GS_TRIANGLESTRIP:
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case GS_TRIANGLEFAN:
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if(PRIM->IIP == 0) {v[0].c0 = v[1].c0 = v[2].c0;}
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break;
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case GS_SPRITE:
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if(PRIM->IIP == 0) {v[0].c0 = v[1].c0;}
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v[0].p.z = v[1].p.z;
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v[0].p.w = v[1].p.w;
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v[0].c1 = v[1].c1;
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v[2] = v[1];
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v[3] = v[1];
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v[1].p.y = v[0].p.y;
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v[1].t.y = v[0].t.y;
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v[2].p.x = v[0].p.x;
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v[2].t.x = v[0].t.x;
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v[4] = v[1];
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v[5] = v[2];
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count += 4;
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break;
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}
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m_count += count;
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}
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}
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void GSRendererHW9::Draw(int prim, GSTexture* rt, GSTexture* ds, GSTextureCache::GSCachedTexture* tex)
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{
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GSDrawingEnvironment& env = m_env;
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GSDrawingContext* context = m_context;
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D3DPRIMITIVETYPE topology;
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int prims = 0;
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switch(prim)
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{
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case GS_POINTLIST:
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topology = D3DPT_POINTLIST;
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prims = m_count;
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break;
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case GS_LINELIST:
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case GS_LINESTRIP:
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topology = D3DPT_LINELIST;
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prims = m_count / 2;
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break;
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case GS_TRIANGLELIST:
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case GS_TRIANGLESTRIP:
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case GS_TRIANGLEFAN:
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case GS_SPRITE:
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topology = D3DPT_TRIANGLELIST;
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prims = m_count / 3;
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break;
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default:
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__assume(0);
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}
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m_perfmon.Put(GSPerfMon::Prim, prims);
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m_perfmon.Put(GSPerfMon::Draw, 1);
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// date
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SetupDATE(rt, ds);
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//
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m_dev->BeginScene();
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(*(GSDevice9*)m_dev)->SetRenderState(D3DRS_SHADEMODE, PRIM->IIP ? D3DSHADE_GOURAUD : D3DSHADE_FLAT); // TODO
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// om
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GSTextureFX9::OMDepthStencilSelector om_dssel;
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om_dssel.zte = context->TEST.ZTE;
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om_dssel.ztst = context->TEST.ZTST;
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om_dssel.zwe = !context->ZBUF.ZMSK;
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om_dssel.date = context->FRAME.PSM != PSM_PSMCT24 ? context->TEST.DATE : 0;
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om_dssel.fba = m_fba.enabled ? context->FBA.FBA : 0;
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GSTextureFX9::OMBlendSelector om_bsel;
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om_bsel.abe = PRIM->ABE || (prim == 1 || prim == 2) && PRIM->AA1;
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om_bsel.a = context->ALPHA.A;
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om_bsel.b = context->ALPHA.B;
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om_bsel.c = context->ALPHA.C;
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om_bsel.d = context->ALPHA.D;
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om_bsel.wr = (context->FRAME.FBMSK & 0x000000ff) != 0x000000ff;
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om_bsel.wg = (context->FRAME.FBMSK & 0x0000ff00) != 0x0000ff00;
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om_bsel.wb = (context->FRAME.FBMSK & 0x00ff0000) != 0x00ff0000;
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om_bsel.wa = (context->FRAME.FBMSK & 0xff000000) != 0xff000000;
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uint8 bf = context->ALPHA.FIX >= 0x80 ? 0xff : (uint8)(context->ALPHA.FIX * 2);
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// vs
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GSTextureFX9::VSSelector vs_sel;
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vs_sel.bppz = 0;
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vs_sel.tme = PRIM->TME;
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vs_sel.fst = PRIM->FST;
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vs_sel.logz = m_logz ? 1 : 0;
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if(om_dssel.zte && om_dssel.ztst > 0 && om_dssel.zwe)
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{
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if(context->ZBUF.PSM == PSM_PSMZ24)
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{
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if(WrapZ(0xffffff))
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{
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vs_sel.bppz = 1;
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om_dssel.ztst = 1;
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}
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}
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else if(context->ZBUF.PSM == PSM_PSMZ16 || context->ZBUF.PSM == PSM_PSMZ16S)
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{
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if(WrapZ(0xffff))
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{
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vs_sel.bppz = 2;
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om_dssel.ztst = 1;
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}
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}
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}
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GSTextureFX9::VSConstantBuffer vs_cb;
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float sx = 2.0f * rt->m_scale.x / (rt->GetWidth() * 16);
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float sy = 2.0f * rt->m_scale.y / (rt->GetHeight() * 16);
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float ox = (float)(int)context->XYOFFSET.OFX;
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float oy = (float)(int)context->XYOFFSET.OFY;
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vs_cb.VertexScale = GSVector4(sx, -sy, 1.0f / UINT_MAX, 0.0f);
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vs_cb.VertexOffset = GSVector4(ox * sx + 1, -(oy * sy + 1), 0.0f, -1.0f);
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vs_cb.TextureScale = GSVector2(1.0f, 1.0f);
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if(PRIM->TME && PRIM->FST)
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{
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vs_cb.TextureScale.x = 1.0f / (16 << context->TEX0.TW);
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vs_cb.TextureScale.y = 1.0f / (16 << context->TEX0.TH);
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}
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// ps
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GSTextureFX9::PSSelector ps_sel;
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ps_sel.fst = PRIM->FST;
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ps_sel.wms = context->CLAMP.WMS;
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ps_sel.wmt = context->CLAMP.WMT;
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ps_sel.bpp = 0;
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ps_sel.aem = env.TEXA.AEM;
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ps_sel.tfx = context->TEX0.TFX;
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ps_sel.tcc = context->TEX0.TCC;
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ps_sel.ate = context->TEST.ATE;
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ps_sel.atst = context->TEST.ATST;
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ps_sel.fog = PRIM->FGE;
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ps_sel.clr1 = om_bsel.abe && om_bsel.a == 1 && om_bsel.b == 2 && om_bsel.d == 1;
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ps_sel.rt = tex && tex->m_rendered;
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ps_sel.ltf = m_filter == 2 ? context->TEX1.IsLinear() : m_filter;
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GSTextureFX9::PSSamplerSelector ps_ssel;
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ps_ssel.tau = 0;
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ps_ssel.tav = 0;
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ps_ssel.ltf = ps_sel.ltf;
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GSTextureFX9::PSConstantBuffer ps_cb;
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ps_cb.FogColorAREF = GSVector4((int)env.FOGCOL.FCR, (int)env.FOGCOL.FCG, (int)env.FOGCOL.FCB, (int)context->TEST.AREF) / 255;
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ps_cb.TA0 = (float)(int)env.TEXA.TA0 / 255;
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ps_cb.TA1 = (float)(int)env.TEXA.TA1 / 255;
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if(context->TEST.ATST == 2 || context->TEST.ATST == 5)
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{
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ps_cb.FogColorAREF.a -= 0.9f / 255;
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}
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else if(context->TEST.ATST == 3 || context->TEST.ATST == 6)
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{
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ps_cb.FogColorAREF.a += 0.9f / 255;
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}
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if(tex)
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{
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ps_sel.bpp = tex->m_bpp2;
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int w = tex->m_texture->GetWidth();
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int h = tex->m_texture->GetHeight();
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ps_cb.WH = GSVector2(w, h);
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ps_cb.HalfTexel = GSVector4(-0.5f / w, -0.5f / h, +0.5f / w, +0.5f / h);
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switch(context->CLAMP.WMS)
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{
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case 0:
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ps_ssel.tau = 1;
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break;
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case 1:
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ps_ssel.tau = 0;
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break;
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case 2:
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ps_cb.MinMax.x = (float)(int)context->CLAMP.MINU / (1 << context->TEX0.TW);
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ps_cb.MinMax.z = (float)(int)context->CLAMP.MAXU / (1 << context->TEX0.TW);
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ps_cb.MinMaxF.x = ((float)(int)context->CLAMP.MINU + 0.5f) / (1 << context->TEX0.TW);
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ps_cb.MinMaxF.z = ((float)(int)context->CLAMP.MAXU) / (1 << context->TEX0.TW);
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ps_ssel.tau = 0;
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break;
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case 3:
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ps_cb.MskFix.x = context->CLAMP.MINU;
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ps_cb.MskFix.z = context->CLAMP.MAXU;
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ps_ssel.tau = 1;
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break;
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default:
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__assume(0);
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}
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switch(context->CLAMP.WMT)
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{
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case 0:
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ps_ssel.tav = 1;
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break;
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case 1:
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ps_ssel.tav = 0;
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break;
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case 2:
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ps_cb.MinMax.y = (float)(int)context->CLAMP.MINV / (1 << context->TEX0.TH);
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ps_cb.MinMax.w = (float)(int)context->CLAMP.MAXV / (1 << context->TEX0.TH);
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ps_cb.MinMaxF.y = ((float)(int)context->CLAMP.MINV + 0.5f) / (1 << context->TEX0.TH);
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ps_cb.MinMaxF.w = ((float)(int)context->CLAMP.MAXV) / (1 << context->TEX0.TH);
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ps_ssel.tav = 0;
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break;
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case 3:
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ps_cb.MskFix.y = context->CLAMP.MINV;
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ps_cb.MskFix.w = context->CLAMP.MAXV;
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ps_ssel.tav = 1;
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break;
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default:
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__assume(0);
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}
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}
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else
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{
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ps_sel.tfx = 4;
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}
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// rs
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int w = rt->GetWidth();
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int h = rt->GetHeight();
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GSVector4i scissor = GSVector4i(GSVector4(rt->m_scale).xyxy() * context->scissor.in).rintersect(GSVector4i(0, 0, w, h));
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//
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m_tfx.SetupOM(om_dssel, om_bsel, bf, rt, ds);
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m_tfx.SetupIA(m_vertices, m_count, topology);
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m_tfx.SetupVS(vs_sel, &vs_cb);
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m_tfx.SetupPS(ps_sel, &ps_cb, ps_ssel, tex ? tex->m_texture : NULL, tex ? tex->m_palette : NULL);
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m_tfx.SetupRS(w, h, scissor);
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// draw
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if(context->TEST.DoFirstPass())
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{
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m_tfx.Draw();
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}
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if(context->TEST.DoSecondPass())
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{
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ASSERT(!env.PABE.PABE);
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static const uint32 iatst[] = {1, 0, 5, 6, 7, 2, 3, 4};
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ps_sel.atst = iatst[ps_sel.atst];
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m_tfx.UpdatePS(ps_sel, &ps_cb, ps_ssel);
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bool z = om_dssel.zwe;
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bool r = om_bsel.wr;
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bool g = om_bsel.wg;
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bool b = om_bsel.wb;
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bool a = om_bsel.wa;
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switch(context->TEST.AFAIL)
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{
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case 0: z = r = g = b = a = false; break; // none
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case 1: z = false; break; // rgba
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case 2: r = g = b = a = false; break; // z
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case 3: z = a = false; break; // rgb
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default: __assume(0);
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}
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if(z || r || g || b || a)
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{
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om_dssel.zwe = z;
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om_bsel.wr = r;
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om_bsel.wg = g;
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om_bsel.wb = b;
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om_bsel.wa = a;
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m_tfx.UpdateOM(om_dssel, om_bsel, bf);
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m_tfx.Draw();
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}
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}
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m_dev->EndScene();
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if(om_dssel.fba) UpdateFBA(rt);
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}
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bool GSRendererHW9::WrapZ(float maxz)
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{
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// should only run once if z values are in the z buffer range
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for(int i = 0, j = m_count; i < j; i++)
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{
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if(m_vertices[i].p.z <= maxz)
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{
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return false;
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}
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}
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return true;
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}
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void GSRendererHW9::SetupDATE(GSTexture* rt, GSTexture* ds)
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{
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if(!m_context->TEST.DATE) return; // || (::GetAsyncKeyState(VK_CONTROL) & 0x8000)
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GSDevice9* dev = (GSDevice9*)m_dev;
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int w = rt->GetWidth();
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int h = rt->GetHeight();
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if(GSTexture* t = dev->CreateRenderTarget(w, h))
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{
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// sfex3 (after the capcom logo), vf4 (first menu fading in), ffxii shadows, rumble roses shadows, persona4 shadows
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GSVector4 mm;
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// TODO
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mm = GSVector4(-1, -1, 1, 1);
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// if(m_count < 100)
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{
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GSVector4 pmin(65535, 65535, 0, 0);
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GSVector4 pmax = GSVector4::zero();
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for(int i = 0, j = m_count; i < j; i++)
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{
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GSVector4 p(m_vertices[i].p);
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pmin = p.minv(pmin);
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pmax = p.maxv(pmax);
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}
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mm += pmin.xyxy(pmax);
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float sx = 2.0f * rt->m_scale.x / (w * 16);
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float sy = 2.0f * rt->m_scale.y / (h * 16);
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float ox = (float)(int)m_context->XYOFFSET.OFX;
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float oy = (float)(int)m_context->XYOFFSET.OFY;
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mm.x = (mm.x - ox) * sx - 1;
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mm.y = (mm.y - oy) * sy - 1;
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mm.z = (mm.z - ox) * sx - 1;
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mm.w = (mm.w - oy) * sy - 1;
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if(mm.x < -1) mm.x = -1;
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if(mm.y < -1) mm.y = -1;
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if(mm.z > +1) mm.z = +1;
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if(mm.w > +1) mm.w = +1;
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}
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GSVector4 uv = (mm + 1.0f) / 2.0f;
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//
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dev->BeginScene();
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dev->ClearStencil(ds, 0);
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// om
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dev->OMSetDepthStencilState(&m_date.dss, 1);
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dev->OMSetBlendState(&m_date.bs, 0);
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dev->OMSetRenderTargets(t, ds);
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|
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// ia
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|
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|
GSVertexPT1 vertices[] =
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|
{
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{GSVector4(mm.x, -mm.y, 0.5f, 1.0f), GSVector2(uv.x, uv.y)},
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|
{GSVector4(mm.z, -mm.y, 0.5f, 1.0f), GSVector2(uv.z, uv.y)},
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|
{GSVector4(mm.x, -mm.w, 0.5f, 1.0f), GSVector2(uv.x, uv.w)},
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|
{GSVector4(mm.z, -mm.w, 0.5f, 1.0f), GSVector2(uv.z, uv.w)},
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|
};
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|
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dev->IASetVertexBuffer(vertices, sizeof(vertices[0]), countof(vertices));
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|
dev->IASetInputLayout(dev->m_convert.il);
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|
dev->IASetPrimitiveTopology(D3DPT_TRIANGLESTRIP);
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|
|
|
// vs
|
|
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dev->VSSetShader(dev->m_convert.vs, NULL, 0);
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|
|
|
// ps
|
|
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|
dev->PSSetShaderResources(rt, NULL);
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|
dev->PSSetShader(dev->m_convert.ps[m_context->TEST.DATM ? 2 : 3], NULL, 0);
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|
dev->PSSetSamplerState(&dev->m_convert.pt);
|
|
|
|
// rs
|
|
|
|
dev->RSSet(w, h);
|
|
|
|
//
|
|
|
|
dev->DrawPrimitive();
|
|
|
|
//
|
|
|
|
dev->EndScene();
|
|
|
|
dev->Recycle(t);
|
|
}
|
|
}
|
|
|
|
void GSRendererHW9::UpdateFBA(GSTexture* rt)
|
|
{
|
|
GSDevice9* dev = (GSDevice9*)m_dev;
|
|
|
|
dev->BeginScene();
|
|
|
|
// om
|
|
|
|
dev->OMSetDepthStencilState(&m_fba.dss, 2);
|
|
dev->OMSetBlendState(&m_fba.bs, 0);
|
|
|
|
// ia
|
|
|
|
GSVector4 mm = GSVector4(-1, -1, 1, 1);
|
|
|
|
GSVertexPT1 vertices[] =
|
|
{
|
|
{GSVector4(mm.x, -mm.y, 0.5f, 1.0f), GSVector2(0, 0)},
|
|
{GSVector4(mm.z, -mm.y, 0.5f, 1.0f), GSVector2(0, 0)},
|
|
{GSVector4(mm.x, -mm.w, 0.5f, 1.0f), GSVector2(0, 0)},
|
|
{GSVector4(mm.z, -mm.w, 0.5f, 1.0f), GSVector2(0, 0)},
|
|
};
|
|
|
|
dev->IASetVertexBuffer(vertices, sizeof(vertices[0]), countof(vertices));
|
|
dev->IASetInputLayout(dev->m_convert.il);
|
|
dev->IASetPrimitiveTopology(D3DPT_TRIANGLESTRIP);
|
|
|
|
// vs
|
|
|
|
dev->VSSetShader(dev->m_convert.vs, NULL, 0);
|
|
|
|
// ps
|
|
|
|
dev->PSSetShader(dev->m_convert.ps[4], NULL, 0);
|
|
|
|
// rs
|
|
|
|
dev->RSSet(rt->GetWidth(), rt->GetHeight());
|
|
|
|
//
|
|
|
|
dev->DrawPrimitive();
|
|
|
|
//
|
|
|
|
dev->EndScene();
|
|
}
|