pcsx2/plugins/GSdx/GSTextureFX10.cpp

594 lines
21 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 "GSTextureFX10.h"
#include "resource.h"
GSTextureFX10::GSTextureFX10()
: m_dev(NULL)
, m_vb_max(0)
, m_vb_start(0)
, m_vb_count(0)
{
memset(&m_vs_cb_cache, 0, sizeof(m_vs_cb_cache));
memset(&m_ps_cb_cache, 0, sizeof(m_ps_cb_cache));
}
bool GSTextureFX10::Create(GSDevice10* dev)
{
m_dev = dev;
VSSelector sel;
sel.bppz = 0;
sel.tme = 0;
sel.fst = 0;
VSConstantBuffer cb;
SetupVS(sel, &cb); // creates layout
HRESULT hr;
D3D10_BUFFER_DESC bd;
memset(&bd, 0, sizeof(bd));
bd.ByteWidth = sizeof(VSConstantBuffer);
bd.Usage = D3D10_USAGE_DEFAULT;
bd.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
hr = (*m_dev)->CreateBuffer(&bd, NULL, &m_vs_cb);
if(FAILED(hr)) return false;
memset(&bd, 0, sizeof(bd));
bd.ByteWidth = sizeof(PSConstantBuffer);
bd.Usage = D3D10_USAGE_DEFAULT;
bd.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
hr = (*m_dev)->CreateBuffer(&bd, NULL, &m_ps_cb);
if(FAILED(hr)) return false;
D3D10_SAMPLER_DESC sd;
memset(&sd, 0, sizeof(sd));
sd.Filter = D3D10_ENCODE_BASIC_FILTER(D3D10_FILTER_TYPE_POINT, D3D10_FILTER_TYPE_POINT, D3D10_FILTER_TYPE_POINT, false);
sd.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP;
sd.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP;
sd.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP;
sd.MaxLOD = FLT_MAX;
sd.MaxAnisotropy = 16;
sd.ComparisonFunc = D3D10_COMPARISON_NEVER;
hr = (*m_dev)->CreateSamplerState(&sd, &m_palette_ss);
if(FAILED(hr)) return false;
//
return true;
}
bool GSTextureFX10::SetupIA(const GSVertexHW10* vertices, int count, D3D10_PRIMITIVE_TOPOLOGY prim)
{
HRESULT hr;
if(max(count * 3 / 2, 10000) > m_vb_max)
{
m_vb_old = m_vb;
m_vb = NULL;
m_vb_max = max(count * 2, 10000);
m_vb_start = 0;
m_vb_count = 0;
}
if(!m_vb)
{
D3D10_BUFFER_DESC bd;
memset(&bd, 0, sizeof(bd));
bd.Usage = D3D10_USAGE_DYNAMIC;
bd.ByteWidth = m_vb_max * sizeof(vertices[0]);
bd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
hr = (*m_dev)->CreateBuffer(&bd, NULL, &m_vb);
if(FAILED(hr)) return false;
}
GSVertexHW10* v = NULL;
int next = m_vb_start + m_vb_count;
if(next + count <= m_vb_max)
{
if(SUCCEEDED(m_vb->Map(D3D10_MAP_WRITE_NO_OVERWRITE, 0, (void**)&v)))
{
memcpy(&v[next], vertices, count * sizeof(vertices[0]));
m_vb->Unmap();
}
m_vb_start = next;
m_vb_count = count;
}
else
{
if(SUCCEEDED(m_vb->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&v)))
{
memcpy(v, vertices, count * sizeof(vertices[0]));
m_vb->Unmap();
}
m_vb_start = 0;
m_vb_count = count;
}
m_dev->IASetVertexBuffer(m_vb, sizeof(vertices[0]));
m_dev->IASetInputLayout(m_il);
m_dev->IASetPrimitiveTopology(prim);
return true;
}
bool GSTextureFX10::SetupVS(VSSelector sel, const VSConstantBuffer* cb)
{
CComPtr<ID3D10VertexShader> vs;
hash_map<uint32, CComPtr<ID3D10VertexShader> >::iterator i = m_vs.find(sel);
if(i != m_vs.end())
{
vs = (*i).second;
}
else
{
string str[5];
str[0] = format("%d", sel.bpp);
str[1] = format("%d", sel.bppz);
str[2] = format("%d", sel.tme);
str[3] = format("%d", sel.fst);
str[4] = format("%d", sel.prim);
D3D10_SHADER_MACRO macro[] =
{
{"VS_BPP", str[0].c_str()},
{"VS_BPPZ", str[1].c_str()},
{"VS_TME", str[2].c_str()},
{"VS_FST", str[3].c_str()},
{"VS_PRIM", str[4].c_str()},
{NULL, NULL},
};
D3D10_INPUT_ELEMENT_DESC layout[] =
{
{"POSITION", 0, DXGI_FORMAT_R16G16_UINT, 0, 8, D3D10_INPUT_PER_VERTEX_DATA, 0},
{"POSITION", 1, DXGI_FORMAT_R32_UINT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD", 1, DXGI_FORMAT_R32_FLOAT, 0, 20, D3D10_INPUT_PER_VERTEX_DATA, 0},
{"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 16, D3D10_INPUT_PER_VERTEX_DATA, 0},
{"COLOR", 1, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 28, D3D10_INPUT_PER_VERTEX_DATA, 0},
};
CComPtr<ID3D10InputLayout> il;
m_dev->CompileShader(IDR_TFX10_FX, "vs_main", macro, &vs, layout, countof(layout), &il);
if(m_il == NULL)
{
m_il = il;
}
m_vs[sel] = vs;
}
if(m_vs_cb_cache.Update(cb))
{
(*m_dev)->UpdateSubresource(m_vs_cb, 0, NULL, cb, 0, 0);
}
m_dev->VSSetShader(vs, m_vs_cb);
return true;
}
bool GSTextureFX10::SetupGS(GSSelector sel)
{
HRESULT hr;
CComPtr<ID3D10GeometryShader> gs;
if(sel.prim > 0 && (sel.iip == 0 || sel.prim == 3)) // geometry shader works in every case, but not needed
{
hash_map<uint32, CComPtr<ID3D10GeometryShader> >::iterator i = m_gs.find(sel);
if(i != m_gs.end())
{
gs = (*i).second;
}
else
{
string str[2];
str[0] = format("%d", sel.iip);
str[1] = format("%d", sel.prim);
D3D10_SHADER_MACRO macro[] =
{
{"IIP", str[0].c_str()},
{"PRIM", str[1].c_str()},
{NULL, NULL},
};
hr = m_dev->CompileShader(IDR_TFX10_FX, "gs_main", macro, &gs);
m_gs[sel] = gs;
}
}
m_dev->GSSetShader(gs);
return true;
}
bool GSTextureFX10::SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel, GSTexture* tex, GSTexture* pal)
{
m_dev->PSSetShaderResources(tex, pal);
UpdatePS(sel, cb, ssel);
return true;
}
void GSTextureFX10::UpdatePS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel)
{
HRESULT hr;
CComPtr<ID3D10PixelShader> ps;
hash_map<uint32, CComPtr<ID3D10PixelShader> >::iterator i = m_ps.find(sel);
if(i != m_ps.end())
{
ps = (*i).second;
}
else
{
string str[13];
str[0] = format("%d", sel.fst);
str[1] = format("%d", sel.wms);
str[2] = format("%d", sel.wmt);
str[3] = format("%d", sel.bpp);
str[4] = format("%d", sel.aem);
str[5] = format("%d", sel.tfx);
str[6] = format("%d", sel.tcc);
str[7] = format("%d", sel.ate);
str[8] = format("%d", sel.atst);
str[9] = format("%d", sel.fog);
str[10] = format("%d", sel.clr1);
str[11] = format("%d", sel.fba);
str[12] = format("%d", sel.aout);
D3D10_SHADER_MACRO macro[] =
{
{"FST", str[0].c_str()},
{"WMS", str[1].c_str()},
{"WMT", str[2].c_str()},
{"BPP", str[3].c_str()},
{"AEM", str[4].c_str()},
{"TFX", str[5].c_str()},
{"TCC", str[6].c_str()},
{"ATE", str[7].c_str()},
{"ATST", str[8].c_str()},
{"FOG", str[9].c_str()},
{"CLR1", str[10].c_str()},
{"FBA", str[11].c_str()},
{"AOUT", str[12].c_str()},
{NULL, NULL},
};
hr = m_dev->CompileShader(IDR_TFX10_FX, "ps_main", macro, &ps);
m_ps[sel] = ps;
}
if(m_ps_cb_cache.Update(cb))
{
(*m_dev)->UpdateSubresource(m_ps_cb, 0, NULL, cb, 0, 0);
}
m_dev->PSSetShader(ps, m_ps_cb);
CComPtr<ID3D10SamplerState> ss0, ss1;
if(sel.tfx != 4)
{
if(sel.bpp >= 3 || sel.wms >= 3 || sel.wmt >= 3)
{
ssel.min = ssel.mag = 0;
}
hash_map<uint32, CComPtr<ID3D10SamplerState> >::iterator i = m_ps_ss.find(ssel);
if(i != m_ps_ss.end())
{
ss0 = (*i).second;
}
else
{
D3D10_SAMPLER_DESC sd;
memset(&sd, 0, sizeof(sd));
sd.Filter = D3D10_ENCODE_BASIC_FILTER(
(ssel.min ? D3D10_FILTER_TYPE_LINEAR : D3D10_FILTER_TYPE_POINT),
(ssel.mag ? D3D10_FILTER_TYPE_LINEAR : D3D10_FILTER_TYPE_POINT),
D3D10_FILTER_TYPE_POINT,
false);
sd.AddressU = ssel.tau ? D3D10_TEXTURE_ADDRESS_WRAP : D3D10_TEXTURE_ADDRESS_CLAMP;
sd.AddressV = ssel.tav ? D3D10_TEXTURE_ADDRESS_WRAP : D3D10_TEXTURE_ADDRESS_CLAMP;
sd.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP;
sd.MaxLOD = FLT_MAX;
sd.MaxAnisotropy = 16;
sd.ComparisonFunc = D3D10_COMPARISON_NEVER;
hr = (*m_dev)->CreateSamplerState(&sd, &ss0);
m_ps_ss[ssel] = ss0;
}
if(sel.bpp == 3)
{
ss1 = m_palette_ss;
}
}
m_dev->PSSetSamplerState(ss0, ss1);
}
void GSTextureFX10::SetupRS(int w, int h, const GSVector4i& scissor)
{
m_dev->RSSet(w, h, &scissor);
}
void GSTextureFX10::SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, float bf, GSTexture* rt, GSTexture* ds)
{
UpdateOM(dssel, bsel, bf);
m_dev->OMSetRenderTargets(rt, ds);
}
void GSTextureFX10::UpdateOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, float bf)
{
HRESULT hr;
CComPtr<ID3D10DepthStencilState> dss;
hash_map<uint32, CComPtr<ID3D10DepthStencilState> >::iterator i = m_om_dss.find(dssel);
if(i != m_om_dss.end())
{
dss = (*i).second;
}
else
{
D3D10_DEPTH_STENCIL_DESC dsd;
memset(&dsd, 0, sizeof(dsd));
if(dssel.date)
{
dsd.StencilEnable = true;
dsd.StencilReadMask = 1;
dsd.StencilWriteMask = 1;
dsd.FrontFace.StencilFunc = D3D10_COMPARISON_EQUAL;
dsd.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
dsd.FrontFace.StencilFailOp = D3D10_STENCIL_OP_KEEP;
dsd.FrontFace.StencilDepthFailOp = D3D10_STENCIL_OP_KEEP;
dsd.BackFace.StencilFunc = D3D10_COMPARISON_EQUAL;
dsd.BackFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
dsd.BackFace.StencilFailOp = D3D10_STENCIL_OP_KEEP;
dsd.BackFace.StencilDepthFailOp = D3D10_STENCIL_OP_KEEP;
}
if(!(dssel.zte && dssel.ztst == 1 && !dssel.zwe))
{
static const D3D10_COMPARISON_FUNC ztst[] =
{
D3D10_COMPARISON_NEVER,
D3D10_COMPARISON_ALWAYS,
D3D10_COMPARISON_GREATER_EQUAL,
D3D10_COMPARISON_GREATER
};
dsd.DepthEnable = dssel.zte;
dsd.DepthWriteMask = dssel.zwe ? D3D10_DEPTH_WRITE_MASK_ALL : D3D10_DEPTH_WRITE_MASK_ZERO;
dsd.DepthFunc = ztst[dssel.ztst];
}
hr = (*m_dev)->CreateDepthStencilState(&dsd, &dss);
m_om_dss[dssel] = dss;
}
m_dev->OMSetDepthStencilState(dss, 1);
CComPtr<ID3D10BlendState> bs;
hash_map<uint32, CComPtr<ID3D10BlendState> >::iterator j = m_om_bs.find(bsel);
if(j != m_om_bs.end())
{
bs = (*j).second;
}
else
{
D3D10_BLEND_DESC bd;
memset(&bd, 0, sizeof(bd));
bd.BlendEnable[0] = bsel.abe;
if(bsel.abe)
{
// (A:Cs/Cd/0 - B:Cs/Cd/0) * C:As/Ad/FIX + D:Cs/Cd/0
static const struct {int bogus; D3D10_BLEND_OP op; D3D10_BLEND src, dst;} map[3*3*3*3] =
{
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ONE, D3D10_BLEND_ZERO}, // 0000: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cs ==> Cs
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_ONE}, // 0001: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cd ==> Cd
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_ZERO}, // 0002: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + 0 ==> 0
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ONE, D3D10_BLEND_ZERO}, // 0010: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cs ==> Cs
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_ONE}, // 0011: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cd ==> Cd
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_ZERO}, // 0012: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + 0 ==> 0
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ONE, D3D10_BLEND_ZERO}, // 0020: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cs ==> Cs
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_ONE}, // 0021: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cd ==> Cd
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_ZERO}, // 0022: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + 0 ==> 0
{1, D3D10_BLEND_OP_SUBTRACT, D3D10_BLEND_SRC1_ALPHA, D3D10_BLEND_SRC1_ALPHA}, // * 0100: (Cs - Cd)*As + Cs ==> Cs*(As + 1) - Cd*As
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_SRC1_ALPHA, D3D10_BLEND_INV_SRC1_ALPHA}, // 0101: (Cs - Cd)*As + Cd ==> Cs*As + Cd*(1 - As)
{0, D3D10_BLEND_OP_SUBTRACT, D3D10_BLEND_SRC1_ALPHA, D3D10_BLEND_SRC1_ALPHA}, // 0102: (Cs - Cd)*As + 0 ==> Cs*As - Cd*As
{1, D3D10_BLEND_OP_SUBTRACT, D3D10_BLEND_DEST_ALPHA, D3D10_BLEND_DEST_ALPHA}, // * 0110: (Cs - Cd)*Ad + Cs ==> Cs*(Ad + 1) - Cd*Ad
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_DEST_ALPHA, D3D10_BLEND_INV_DEST_ALPHA}, // 0111: (Cs - Cd)*Ad + Cd ==> Cs*Ad + Cd*(1 - Ad)
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_DEST_ALPHA, D3D10_BLEND_DEST_ALPHA}, // 0112: (Cs - Cd)*Ad + 0 ==> Cs*Ad - Cd*Ad
{1, D3D10_BLEND_OP_SUBTRACT, D3D10_BLEND_BLEND_FACTOR, D3D10_BLEND_BLEND_FACTOR}, // * 0120: (Cs - Cd)*F + Cs ==> Cs*(F + 1) - Cd*F
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_BLEND_FACTOR, D3D10_BLEND_INV_BLEND_FACTOR}, // 0121: (Cs - Cd)*F + Cd ==> Cs*F + Cd*(1 - F)
{0, D3D10_BLEND_OP_SUBTRACT, D3D10_BLEND_BLEND_FACTOR, D3D10_BLEND_BLEND_FACTOR}, // 0122: (Cs - Cd)*F + 0 ==> Cs*F - Cd*F
{1, D3D10_BLEND_OP_ADD, D3D10_BLEND_SRC1_ALPHA, D3D10_BLEND_ZERO}, // * 0200: (Cs - 0)*As + Cs ==> Cs*(As + 1)
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_SRC1_ALPHA, D3D10_BLEND_ONE}, // 0201: (Cs - 0)*As + Cd ==> Cs*As + Cd
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_SRC1_ALPHA, D3D10_BLEND_ZERO}, // 0202: (Cs - 0)*As + 0 ==> Cs*As
{1, D3D10_BLEND_OP_ADD, D3D10_BLEND_SRC1_ALPHA, D3D10_BLEND_ZERO}, // * 0210: (Cs - 0)*Ad + Cs ==> Cs*(Ad + 1)
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_DEST_ALPHA, D3D10_BLEND_ONE}, // 0211: (Cs - 0)*Ad + Cd ==> Cs*Ad + Cd
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_DEST_ALPHA, D3D10_BLEND_ZERO}, // 0212: (Cs - 0)*Ad + 0 ==> Cs*Ad
{1, D3D10_BLEND_OP_ADD, D3D10_BLEND_BLEND_FACTOR, D3D10_BLEND_ZERO}, // * 0220: (Cs - 0)*F + Cs ==> Cs*(F + 1)
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_BLEND_FACTOR, D3D10_BLEND_ONE}, // 0221: (Cs - 0)*F + Cd ==> Cs*F + Cd
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_BLEND_FACTOR, D3D10_BLEND_ZERO}, // 0222: (Cs - 0)*F + 0 ==> Cs*F
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_INV_SRC1_ALPHA, D3D10_BLEND_SRC1_ALPHA}, // 1000: (Cd - Cs)*As + Cs ==> Cd*As + Cs*(1 - As)
{1, D3D10_BLEND_OP_REV_SUBTRACT, D3D10_BLEND_SRC1_ALPHA, D3D10_BLEND_SRC1_ALPHA}, // * 1001: (Cd - Cs)*As + Cd ==> Cd*(As + 1) - Cs*As
{0, D3D10_BLEND_OP_REV_SUBTRACT, D3D10_BLEND_SRC1_ALPHA, D3D10_BLEND_SRC1_ALPHA}, // 1002: (Cd - Cs)*As + 0 ==> Cd*As - Cs*As
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_INV_DEST_ALPHA, D3D10_BLEND_DEST_ALPHA}, // 1010: (Cd - Cs)*Ad + Cs ==> Cd*Ad + Cs*(1 - Ad)
{1, D3D10_BLEND_OP_REV_SUBTRACT, D3D10_BLEND_DEST_ALPHA, D3D10_BLEND_DEST_ALPHA}, // * 1011: (Cd - Cs)*Ad + Cd ==> Cd*(Ad + 1) - Cs*Ad
{0, D3D10_BLEND_OP_REV_SUBTRACT, D3D10_BLEND_DEST_ALPHA, D3D10_BLEND_DEST_ALPHA}, // 1012: (Cd - Cs)*Ad + 0 ==> Cd*Ad - Cs*Ad
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_INV_BLEND_FACTOR, D3D10_BLEND_BLEND_FACTOR}, // 1020: (Cd - Cs)*F + Cs ==> Cd*F + Cs*(1 - F)
{1, D3D10_BLEND_OP_REV_SUBTRACT, D3D10_BLEND_BLEND_FACTOR, D3D10_BLEND_BLEND_FACTOR},// * 1021: (Cd - Cs)*F + Cd ==> Cd*(F + 1) - Cs*F
{0, D3D10_BLEND_OP_REV_SUBTRACT, D3D10_BLEND_BLEND_FACTOR, D3D10_BLEND_BLEND_FACTOR},// 1022: (Cd - Cs)*F + 0 ==> Cd*F - Cs*F
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ONE, D3D10_BLEND_ZERO}, // 1100: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cs ==> Cs
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_ONE}, // 1101: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cd ==> Cd
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_ZERO}, // 1102: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + 0 ==> 0
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ONE, D3D10_BLEND_ZERO}, // 1110: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cs ==> Cs
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_ONE}, // 1111: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cd ==> Cd
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_ZERO}, // 1112: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + 0 ==> 0
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ONE, D3D10_BLEND_ZERO}, // 1120: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cs ==> Cs
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_ONE}, // 1121: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cd ==> Cd
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_ZERO}, // 1122: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + 0 ==> 0
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ONE, D3D10_BLEND_SRC1_ALPHA}, // 1200: (Cd - 0)*As + Cs ==> Cs + Cd*As
{2, D3D10_BLEND_OP_ADD, D3D10_BLEND_DEST_COLOR, D3D10_BLEND_SRC1_ALPHA}, // ** 1201: (Cd - 0)*As + Cd ==> Cd*(1 + As) // ffxii main menu background glow effect
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_SRC1_ALPHA}, // 1202: (Cd - 0)*As + 0 ==> Cd*As
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ONE, D3D10_BLEND_DEST_ALPHA}, // 1210: (Cd - 0)*Ad + Cs ==> Cs + Cd*Ad
{2, D3D10_BLEND_OP_ADD, D3D10_BLEND_DEST_COLOR, D3D10_BLEND_DEST_ALPHA}, // ** 1211: (Cd - 0)*Ad + Cd ==> Cd*(1 + Ad)
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_DEST_ALPHA}, // 1212: (Cd - 0)*Ad + 0 ==> Cd*Ad
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ONE, D3D10_BLEND_BLEND_FACTOR}, // 1220: (Cd - 0)*F + Cs ==> Cs + Cd*F
{2, D3D10_BLEND_OP_ADD, D3D10_BLEND_DEST_COLOR, D3D10_BLEND_BLEND_FACTOR}, // ** 1221: (Cd - 0)*F + Cd ==> Cd*(1 + F)
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_BLEND_FACTOR}, // 1222: (Cd - 0)*F + 0 ==> Cd*F
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_INV_SRC1_ALPHA, D3D10_BLEND_ZERO}, // 2000: (0 - Cs)*As + Cs ==> Cs*(1 - As)
{0, D3D10_BLEND_OP_REV_SUBTRACT, D3D10_BLEND_SRC1_ALPHA, D3D10_BLEND_ONE}, // 2001: (0 - Cs)*As + Cd ==> Cd - Cs*As
{0, D3D10_BLEND_OP_REV_SUBTRACT, D3D10_BLEND_SRC1_ALPHA, D3D10_BLEND_ZERO}, // 2002: (0 - Cs)*As + 0 ==> 0 - Cs*As
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_INV_DEST_ALPHA, D3D10_BLEND_ZERO}, // 2010: (0 - Cs)*Ad + Cs ==> Cs*(1 - Ad)
{0, D3D10_BLEND_OP_REV_SUBTRACT, D3D10_BLEND_DEST_ALPHA, D3D10_BLEND_ONE}, // 2011: (0 - Cs)*Ad + Cd ==> Cd - Cs*Ad
{0, D3D10_BLEND_OP_REV_SUBTRACT, D3D10_BLEND_DEST_ALPHA, D3D10_BLEND_ZERO}, // 2012: (0 - Cs)*Ad + 0 ==> 0 - Cs*Ad
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_INV_BLEND_FACTOR, D3D10_BLEND_ZERO}, // 2020: (0 - Cs)*F + Cs ==> Cs*(1 - F)
{0, D3D10_BLEND_OP_REV_SUBTRACT, D3D10_BLEND_BLEND_FACTOR, D3D10_BLEND_ONE}, // 2021: (0 - Cs)*F + Cd ==> Cd - Cs*F
{0, D3D10_BLEND_OP_REV_SUBTRACT, D3D10_BLEND_BLEND_FACTOR, D3D10_BLEND_ZERO}, // 2022: (0 - Cs)*F + 0 ==> 0 - Cs*F
{0, D3D10_BLEND_OP_SUBTRACT, D3D10_BLEND_ONE, D3D10_BLEND_SRC1_ALPHA}, // 2100: (0 - Cd)*As + Cs ==> Cs - Cd*As
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_INV_SRC1_ALPHA}, // 2101: (0 - Cd)*As + Cd ==> Cd*(1 - As)
{0, D3D10_BLEND_OP_SUBTRACT, D3D10_BLEND_ZERO, D3D10_BLEND_SRC1_ALPHA}, // 2102: (0 - Cd)*As + 0 ==> 0 - Cd*As
{0, D3D10_BLEND_OP_SUBTRACT, D3D10_BLEND_ONE, D3D10_BLEND_DEST_ALPHA}, // 2110: (0 - Cd)*Ad + Cs ==> Cs - Cd*Ad
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_INV_DEST_ALPHA}, // 2111: (0 - Cd)*Ad + Cd ==> Cd*(1 - Ad)
{0, D3D10_BLEND_OP_SUBTRACT, D3D10_BLEND_ONE, D3D10_BLEND_DEST_ALPHA}, // 2112: (0 - Cd)*Ad + 0 ==> 0 - Cd*Ad
{0, D3D10_BLEND_OP_SUBTRACT, D3D10_BLEND_ONE, D3D10_BLEND_BLEND_FACTOR}, // 2120: (0 - Cd)*F + Cs ==> Cs - Cd*F
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_INV_BLEND_FACTOR}, // 2121: (0 - Cd)*F + Cd ==> Cd*(1 - F)
{0, D3D10_BLEND_OP_SUBTRACT, D3D10_BLEND_ONE, D3D10_BLEND_BLEND_FACTOR}, // 2122: (0 - Cd)*F + 0 ==> 0 - Cd*F
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ONE, D3D10_BLEND_ZERO}, // 2200: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cs ==> Cs
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_ONE}, // 2201: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cd ==> Cd
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_ZERO}, // 2202: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + 0 ==> 0
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ONE, D3D10_BLEND_ZERO}, // 2210: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cs ==> Cs
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_ONE}, // 2211: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cd ==> Cd
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_ZERO}, // 2212: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + 0 ==> 0
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ONE, D3D10_BLEND_ZERO}, // 2220: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cs ==> Cs
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_ONE}, // 2221: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + Cd ==> Cd
{0, D3D10_BLEND_OP_ADD, D3D10_BLEND_ZERO, D3D10_BLEND_ZERO}, // 2222: (Cs/Cd/0 - Cs/Cd/0)*As/Ad/F + 0 ==> 0
};
// bogus: 0100, 0110, 0120, 0200, 0210, 0220, 1001, 1011, 1021
// tricky: 1201, 1211, 1221
//
// Source.rgb = float3(1, 1, 1);
// 1201 Cd*(1 + As) => Source * Dest color + Dest * Source1 alpha
// 1211 Cd*(1 + Ad) => Source * Dest color + Dest * Dest alpha
// 1221 Cd*(1 + F) => Source * Dest color + Dest * Factor
int i = ((bsel.a * 3 + bsel.b) * 3 + bsel.c) * 3 + bsel.d;
bd.BlendOp = map[i].op;
bd.SrcBlend = map[i].src;
bd.DestBlend = map[i].dst;
bd.BlendOpAlpha = D3D10_BLEND_OP_ADD;
bd.SrcBlendAlpha = D3D10_BLEND_ONE;
bd.DestBlendAlpha = D3D10_BLEND_ZERO;
if(map[i].bogus == 1)
{
ASSERT(0);
(bsel.a == 0 ? bd.SrcBlend : bd.DestBlend) = D3D10_BLEND_ONE;
}
}
if(bsel.wr) bd.RenderTargetWriteMask[0] |= D3D10_COLOR_WRITE_ENABLE_RED;
if(bsel.wg) bd.RenderTargetWriteMask[0] |= D3D10_COLOR_WRITE_ENABLE_GREEN;
if(bsel.wb) bd.RenderTargetWriteMask[0] |= D3D10_COLOR_WRITE_ENABLE_BLUE;
if(bsel.wa) bd.RenderTargetWriteMask[0] |= D3D10_COLOR_WRITE_ENABLE_ALPHA;
hr = (*m_dev)->CreateBlendState(&bd, &bs);
m_om_bs[bsel] = bs;
}
m_dev->OMSetBlendState(bs, bf);
}
void GSTextureFX10::Draw()
{
m_dev->DrawPrimitive(m_vb_count, m_vb_start);
}