mirror of https://github.com/PCSX2/pcsx2.git
364 lines
9.1 KiB
C++
364 lines
9.1 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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#pragma once
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#include "GSRendererHW.h"
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#include "GSTextureFX.h"
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template<class Vertex>
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class GSRendererDX : public GSRendererHW<Vertex>
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{
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GSTextureFX* m_tfx;
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GSVector2 m_pixelcenter;
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bool m_logz;
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bool m_fba;
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protected:
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int m_topology;
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virtual void SetupDATE(GSTexture* rt, GSTexture* ds) {}
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virtual void UpdateFBA(GSTexture* rt) {}
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public:
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GSRendererDX(uint8* base, bool mt, void (*irq)(), GSDevice* dev, GSTextureCache* tc, GSTextureFX* tfx, const GSVector2& pixelcenter = GSVector2(0, 0))
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: GSRendererHW<Vertex>(base, mt, irq, dev, tc)
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, m_tfx(tfx)
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, m_pixelcenter(pixelcenter)
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, m_topology(-1)
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{
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m_logz = !!theApp.GetConfig("logz", 0);
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m_fba = !!theApp.GetConfig("fba", 1);
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}
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virtual ~GSRendererDX()
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{
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delete m_tfx;
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}
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bool 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(m_dev))
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return false;
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return true;
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}
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void Draw(GS_PRIM_CLASS primclass, GSTexture* rt, GSTexture* ds, GSTextureCache::Source* 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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//
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SetupDATE(rt, ds);
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//
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m_dev->BeginScene();
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// om
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GSTextureFX::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 ? context->FBA.FBA : 0;
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GSTextureFX::OMBlendSelector om_bsel;
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om_bsel.abe = !IsOpaque();
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if(om_bsel.abe)
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{
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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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if(env.PABE.PABE)
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{
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if(om_bsel.a == 0 && om_bsel.b == 1 && om_bsel.c == 0 && om_bsel.d == 1)
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{
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// this works because with PABE alpha blending is on when alpha >= 0x80, but since the pixel shader
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// cannot output anything over 0x80 (== 1.0) blending with 0x80 or turning it off gives the same result
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om_bsel.abe = 0;
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}
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else
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{
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ASSERT(0);
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}
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}
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}
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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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// vs
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GSTextureFX::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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vs_sel.prim = primclass;
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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(m_vt.m_max.p.z > 0xffffff)
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{
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ASSERT(m_vt.m_min.p.z > 0xffffff);
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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(m_vt.m_max.p.z > 0xffff)
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{
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ASSERT(m_vt.m_min.p.z > 0xffff); // sfex capcom logo
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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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GSTextureFX::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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float ox2 = 2.0f * m_pixelcenter.x / rt->GetWidth();
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float oy2 = 2.0f * m_pixelcenter.y / rt->GetHeight();
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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 + ox2 + 1, -(oy * sy + oy2 + 1), 0.0f, -1.0f);
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if(PRIM->TME)
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{
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if(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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else
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{
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vs_cb.TextureScale = GSVector2(1.0f, 1.0f);
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}
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}
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// gs
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GSTextureFX::GSSelector gs_sel;
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gs_sel.iip = PRIM->IIP;
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gs_sel.prim = primclass;
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// ps
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GSTextureFX::PSSelector ps_sel;
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GSTextureFX::PSSamplerSelector ps_ssel;
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GSTextureFX::PSConstantBuffer ps_cb;
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ps_sel.clr1 = om_bsel.IsCLR1();
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ps_sel.fba = context->FBA.FBA;
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ps_sel.aout = context->FRAME.PSM == PSM_PSMCT16 || context->FRAME.PSM == PSM_PSMCT16S || (context->FRAME.FBMSK & 0xff000000) == 0x7f000000 ? 1 : 0;
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if(PRIM->FGE)
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{
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ps_sel.fog = 1;
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ps_cb.FogColor_AREF = GSVector4(env.FOGCOL.u32[0]) / 255;
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}
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if(context->TEST.ATE)
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{
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ps_sel.ate = 1;
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ps_sel.atst = context->TEST.ATST;
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switch(ps_sel.atst)
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{
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case ATST_LESS:
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ps_cb.FogColor_AREF.a = (float)((int)context->TEST.AREF - 1);
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break;
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case ATST_GREATER:
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ps_cb.FogColor_AREF.a = (float)((int)context->TEST.AREF + 1);
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break;
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default:
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ps_cb.FogColor_AREF.a = (float)(int)context->TEST.AREF;
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break;
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}
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}
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if(tex)
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{
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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.fmt = tex->m_fmt;
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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.ltf = m_filter == 2 ? IsLinear() : m_filter;
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ps_sel.rt = tex->m_target;
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int w = tex->m_texture->GetWidth();
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int h = tex->m_texture->GetHeight();
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int tw = (int)(1 << context->TEX0.TW);
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int th = (int)(1 << context->TEX0.TH);
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ps_cb.WH = GSVector4(tw, th, w, h);
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ps_cb.HalfTexel = GSVector4(-0.5f, 0.5f).xxyy() / GSVector4(w, h).xyxy();
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ps_cb.MinF_TA.z = (float)(int)env.TEXA.TA0 / 255;
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ps_cb.MinF_TA.w = (float)(int)env.TEXA.TA1 / 255;
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ps_ssel.tau = (context->CLAMP.WMS + 3) >> 1;
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ps_ssel.tav = (context->CLAMP.WMT + 3) >> 1;
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ps_ssel.ltf = ps_sel.ltf;
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switch(ps_sel.wms)
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{
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case CLAMP_REGION_CLAMP:
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ps_cb.MinMax.x = (float)(int)context->CLAMP.MINU / tw;
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ps_cb.MinMax.z = (float)(int)context->CLAMP.MAXU / tw;
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ps_cb.MinF_TA.x = ((float)(int)context->CLAMP.MINU + 0.5f) / tw;
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break;
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case CLAMP_REGION_REPEAT:
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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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break;
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}
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switch(ps_sel.wmt)
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{
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case CLAMP_REGION_CLAMP:
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ps_cb.MinMax.y = (float)(int)context->CLAMP.MINV / th;
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ps_cb.MinMax.w = (float)(int)context->CLAMP.MAXV / th;
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ps_cb.MinF_TA.y = ((float)(int)context->CLAMP.MINV + 0.5f) / th;
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break;
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case CLAMP_REGION_REPEAT:
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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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break;
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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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uint8 afix = context->ALPHA.FIX;
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m_tfx->SetupOM(om_dssel, om_bsel, afix, rt, ds);
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m_tfx->SetupIA(m_vertices, m_count, m_topology);
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m_tfx->SetupVS(vs_sel, &vs_cb);
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m_tfx->SetupGS(gs_sel);
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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_dev->DrawPrimitive();
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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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switch(ps_sel.atst)
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{
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case ATST_LESS:
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ps_cb.FogColor_AREF.a = (float)((int)context->TEST.AREF - 1);
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break;
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case ATST_GREATER:
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ps_cb.FogColor_AREF.a = (float)((int)context->TEST.AREF + 1);
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break;
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default:
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ps_cb.FogColor_AREF.a = (float)(int)context->TEST.AREF;
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break;
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}
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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, afix);
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m_dev->DrawPrimitive();
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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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}; |