pcsx2/plugins/GSdx/GSRendererHW9.cpp

619 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 "GSRendererHW9.h"
#include "GSCrc.h"
#include "resource.h"
GSRendererHW9::GSRendererHW9(uint8* base, bool mt, void (*irq)())
: GSRendererHW<GSVertexHW9>(base, mt, irq, new GSDevice9(), new GSTextureCache9(this))
{
m_fba.enabled = !!theApp.GetConfig("fba", 1);
m_logz = !!theApp.GetConfig("logz", 0);
InitVertexKick<GSRendererHW9>();
}
bool GSRendererHW9::Create(const string& title)
{
if(!__super::Create(title))
return false;
if(!m_tfx.Create((GSDevice9*)m_dev))
return false;
//
memset(&m_date.dss, 0, sizeof(m_date.dss));
m_date.dss.StencilEnable = true;
m_date.dss.StencilReadMask = 1;
m_date.dss.StencilWriteMask = 1;
m_date.dss.StencilFunc = D3DCMP_ALWAYS;
m_date.dss.StencilPassOp = D3DSTENCILOP_REPLACE;
memset(&m_date.bs, 0, sizeof(m_date.bs));
//
memset(&m_fba.dss, 0, sizeof(m_fba.dss));
m_fba.dss.StencilEnable = true;
m_fba.dss.StencilReadMask = 2;
m_fba.dss.StencilWriteMask = 2;
m_fba.dss.StencilFunc = D3DCMP_EQUAL;
m_fba.dss.StencilPassOp = D3DSTENCILOP_ZERO;
m_fba.dss.StencilFailOp = D3DSTENCILOP_ZERO;
m_fba.dss.StencilDepthFailOp = D3DSTENCILOP_ZERO;
memset(&m_fba.bs, 0, sizeof(m_fba.bs));
m_fba.bs.RenderTargetWriteMask = D3DCOLORWRITEENABLE_ALPHA;
//
return true;
}
template<uint32 prim, uint32 tme, uint32 fst>
void GSRendererHW9::VertexKick(bool skip)
{
GSVertexHW9& dst = m_vl.AddTail();
dst.p.x = (float)(int)m_v.XYZ.X;
dst.p.y = (float)(int)m_v.XYZ.Y;
dst.p.z = (float)m_v.XYZ.Z;
dst.c0 = m_v.RGBAQ.u32[0];
dst.c1 = m_v.FOG.u32[1];
if(tme)
{
if(fst)
{
GSVector4::storel(&dst.t, m_v.GetUV());
}
else
{
dst.t.x = m_v.ST.S;
dst.t.y = m_v.ST.T;
dst.p.w = m_v.RGBAQ.Q;
}
}
int count = 0;
if(GSVertexHW9* v = DrawingKick<prim>(skip, count))
{
GSVector4 scissor = m_context->scissor.dx9;
GSVector4 pmin, pmax;
switch(prim)
{
case GS_POINTLIST:
pmin = v[0].p;
pmax = v[0].p;
break;
case GS_LINELIST:
case GS_LINESTRIP:
case GS_SPRITE:
pmin = v[0].p.minv(v[1].p);
pmax = v[0].p.maxv(v[1].p);
break;
case GS_TRIANGLELIST:
case GS_TRIANGLESTRIP:
case GS_TRIANGLEFAN:
pmin = v[0].p.minv(v[1].p).minv(v[2].p);
pmax = v[0].p.maxv(v[1].p).maxv(v[2].p);
break;
}
GSVector4 test = (pmax < scissor) | (pmin > scissor.zwxy());
if(test.mask() & 3)
{
return;
}
switch(prim)
{
case GS_POINTLIST:
break;
case GS_LINELIST:
case GS_LINESTRIP:
if(PRIM->IIP == 0) {v[0].c0 = v[1].c0;}
break;
case GS_TRIANGLELIST:
case GS_TRIANGLESTRIP:
case GS_TRIANGLEFAN:
if(PRIM->IIP == 0) {v[0].c0 = v[1].c0 = v[2].c0;}
break;
case GS_SPRITE:
if(PRIM->IIP == 0) {v[0].c0 = v[1].c0;}
v[0].p.z = v[1].p.z;
v[0].p.w = v[1].p.w;
v[0].c1 = v[1].c1;
v[2] = v[1];
v[3] = v[1];
v[1].p.y = v[0].p.y;
v[1].t.y = v[0].t.y;
v[2].p.x = v[0].p.x;
v[2].t.x = v[0].t.x;
v[4] = v[1];
v[5] = v[2];
count += 4;
break;
}
m_count += count;
}
}
void GSRendererHW9::Draw(int prim, GSTexture* rt, GSTexture* ds, GSTextureCache::GSCachedTexture* tex)
{
GSDrawingEnvironment& env = m_env;
GSDrawingContext* context = m_context;
D3DPRIMITIVETYPE topology;
int prims = 0;
switch(prim)
{
case GS_POINTLIST:
topology = D3DPT_POINTLIST;
prims = m_count;
break;
case GS_LINELIST:
case GS_LINESTRIP:
topology = D3DPT_LINELIST;
prims = m_count / 2;
break;
case GS_TRIANGLELIST:
case GS_TRIANGLESTRIP:
case GS_TRIANGLEFAN:
case GS_SPRITE:
topology = D3DPT_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();
(*(GSDevice9*)m_dev)->SetRenderState(D3DRS_SHADEMODE, PRIM->IIP ? D3DSHADE_GOURAUD : D3DSHADE_FLAT); // TODO
// om
GSTextureFX9::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;
om_dssel.fba = m_fba.enabled ? context->FBA.FBA : 0;
GSTextureFX9::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;
uint8 bf = context->ALPHA.FIX >= 0x80 ? 0xff : (uint8)(context->ALPHA.FIX * 2);
// vs
GSTextureFX9::VSSelector vs_sel;
vs_sel.bppz = 0;
vs_sel.tme = PRIM->TME;
vs_sel.fst = PRIM->FST;
vs_sel.logz = m_logz ? 1 : 0;
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;
}
}
}
GSTextureFX9::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);
}
// ps
GSTextureFX9::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.rt = tex && tex->m_rendered;
ps_sel.ltf = m_filter == 2 ? context->TEX1.IsLinear() : m_filter;
GSTextureFX9::PSSamplerSelector ps_ssel;
ps_ssel.tau = 0;
ps_ssel.tav = 0;
ps_ssel.ltf = ps_sel.ltf;
GSTextureFX9::PSConstantBuffer ps_cb;
ps_cb.FogColorAREF = GSVector4((int)env.FOGCOL.FCR, (int)env.FOGCOL.FCG, (int)env.FOGCOL.FCB, (int)context->TEST.AREF) / 255;
ps_cb.TA0 = (float)(int)env.TEXA.TA0 / 255;
ps_cb.TA1 = (float)(int)env.TEXA.TA1 / 255;
if(context->TEST.ATST == 2 || context->TEST.ATST == 5)
{
ps_cb.FogColorAREF.a -= 0.9f / 255;
}
else if(context->TEST.ATST == 3 || context->TEST.ATST == 6)
{
ps_cb.FogColorAREF.a += 0.9f / 255;
}
if(tex)
{
ps_sel.bpp = tex->m_bpp2;
int w = tex->m_texture->GetWidth();
int h = tex->m_texture->GetHeight();
ps_cb.WH = GSVector2(w, h);
ps_cb.HalfTexel = GSVector4(-0.5f / w, -0.5f / h, +0.5f / w, +0.5f / h);
switch(context->CLAMP.WMS)
{
case 0:
ps_ssel.tau = 1;
break;
case 1:
ps_ssel.tau = 0;
break;
case 2:
ps_cb.MinMax.x = (float)(int)context->CLAMP.MINU / (1 << context->TEX0.TW);
ps_cb.MinMax.z = (float)(int)context->CLAMP.MAXU / (1 << context->TEX0.TW);
ps_cb.MinMaxF.x = ((float)(int)context->CLAMP.MINU + 0.5f) / (1 << context->TEX0.TW);
ps_cb.MinMaxF.z = ((float)(int)context->CLAMP.MAXU) / (1 << context->TEX0.TW);
ps_ssel.tau = 0;
break;
case 3:
ps_cb.MskFix.x = context->CLAMP.MINU;
ps_cb.MskFix.z = 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.MinMax.y = (float)(int)context->CLAMP.MINV / (1 << context->TEX0.TH);
ps_cb.MinMax.w = (float)(int)context->CLAMP.MAXV / (1 << context->TEX0.TH);
ps_cb.MinMaxF.y = ((float)(int)context->CLAMP.MINV + 0.5f) / (1 << context->TEX0.TH);
ps_cb.MinMaxF.w = ((float)(int)context->CLAMP.MAXV) / (1 << context->TEX0.TH);
ps_ssel.tav = 0;
break;
case 3:
ps_cb.MskFix.y = context->CLAMP.MINV;
ps_cb.MskFix.w = context->CLAMP.MAXV;
ps_ssel.tav = 1;
break;
default:
__assume(0);
}
}
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.SetupPS(ps_sel, &ps_cb, ps_ssel, tex ? tex->m_texture : NULL, tex ? 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();
if(om_dssel.fba) UpdateFBA(rt);
}
bool GSRendererHW9::WrapZ(float 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 GSRendererHW9::SetupDATE(GSTexture* rt, GSTexture* ds)
{
if(!m_context->TEST.DATE) return; // || (::GetAsyncKeyState(VK_CONTROL) & 0x8000)
GSDevice9* dev = (GSDevice9*)m_dev;
int w = rt->GetWidth();
int h = rt->GetHeight();
if(GSTexture* t = dev->CreateRenderTarget(w, h))
{
// 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(m_vertices[i].p);
pmin = p.minv(pmin);
pmax = p.maxv(pmax);
}
mm += pmin.xyxy(pmax);
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;
//
dev->BeginScene();
dev->ClearStencil(ds, 0);
// om
dev->OMSetDepthStencilState(&m_date.dss, 1);
dev->OMSetBlendState(&m_date.bs, 0);
dev->OMSetRenderTargets(t, ds);
// 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)},
};
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->PSSetShaderResources(rt, NULL);
dev->PSSetShader(dev->m_convert.ps[m_context->TEST.DATM ? 2 : 3], NULL, 0);
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();
}