mirror of https://github.com/PCSX2/pcsx2.git
515 lines
15 KiB
C++
515 lines
15 KiB
C++
/* ZeroGS
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* Copyright (C) 2005-2006 zerofrog@gmail.com
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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 of the License, or
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* (at your option) 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 this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef __ZEROGS__H
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#define __ZEROGS__H
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#pragma warning(disable:4200) // nonstandard extension used : zero-sized array in struct/union
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#include <tchar.h>
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#include <assert.h>
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#include <list>
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#include <vector>
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#include <map>
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#include <string>
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#include <list>
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using namespace std;
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#ifndef SAFE_DELETE
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#define SAFE_DELETE(x) if( (x) != NULL ) { delete (x); (x) = NULL; }
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#endif
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#ifndef SAFE_DELETE_ARRAY
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#define SAFE_DELETE_ARRAY(x) if( (x) != NULL ) { delete[] (x); (x) = NULL; }
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#endif
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#ifndef SAFE_RELEASE
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#define SAFE_RELEASE(x) if( (x) != NULL ) { (x)->Release(); (x) = NULL; }
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#endif
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#define FORIT(it, v) for(it = (v).begin(); it != (v).end(); ++(it))
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typedef D3DXVECTOR2 DXVEC2;
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typedef D3DXVECTOR3 DXVEC3;
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typedef D3DXVECTOR4 DXVEC4;
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typedef D3DXMATRIX DXMAT;
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// sends a message to output window if assert fails
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#define BMSG(x, str) { if( !(x) ) { GS_LOG(str); GS_LOG(str); } }
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#define BMSG_RETURN(x, str) { if( !(x) ) { GS_LOG(str); GS_LOG(str); return; } }
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#define BMSG_RETURNX(x, str, rtype) { if( !(x) ) { GS_LOG(str); GS_LOG(str); return (##rtype); } }
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#define B(x) { if( !(x) ) { GS_LOG(_T(#x"\n")); GS_LOG(#x"\n"); } }
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#define B_RETURN(x) { if( !(x) ) { GS_LOG(_T(#x"\n")); GS_LOG(#x"\n"); return; } }
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#define B_RETURNX(x, rtype) { if( !(x) ) { GS_LOG(_T(#x"\n")); GS_LOG(#x"\n"); return (##rtype); } }
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#define B_G(x, action) { if( !(x) ) { GS_LOG(#x"\n"); action; } }
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#ifndef RELEASE_TO_PUBLIC
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#ifndef V
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#define V(x) { hr = x; if( FAILED(hr) ) { ERROR_LOG("%s:%d: %s (%8.8x)\n", __FILE__, (DWORD)__LINE__, _T(#x), hr); } }
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#endif
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#ifndef V_RETURN
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#define V_RETURN(x) { hr = x; if( FAILED(hr) ) { ERROR_LOG("%s:%d: %s (%8.8x)\n", __FILE__, (DWORD)__LINE__, _T(#x), hr); return hr; } }
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#endif
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#else
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#ifndef V
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#define V(x) { hr = x; }
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#endif
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#ifndef V_RETURN
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#define V_RETURN(x) { hr = x; if( FAILED(hr) ) { return hr; } }
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#endif
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#endif
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#define SETRS(state, val) pd3dDevice->SetRenderState(state, val)
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#ifndef ARRAYSIZE
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#define ARRAYSIZE(x) (sizeof(x) / sizeof((x)[0]))
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#endif
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// all textures have this width
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//#define GPU_TEXWIDTH 512
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extern int GPU_TEXWIDTH;
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extern float g_fiGPU_TEXWIDTH;
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#define GPU_TEXMASKWIDTH 1024 // bitwise mask width for region repeat mode
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// set these shader constants
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#define GPU_TEXALPHA20 (2|0x8000)
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#define GPU_TEXOFFSET0 (4|0x8000)
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#define GPU_TEXDIMS0 (6|0x8000)
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#define GPU_TEXBLOCK0 (8|0x8000)
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#define GPU_CLAMPEXTS0 (10|0x8000)
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#define GPU_TEXWRAPMODE0 (12|0x8000)
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#define GPU_REALTEXDIMS0 (14|0x8000)
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#define GPU_TESTBLACK0 (16|0x8000)
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#define GPU_PAGEOFFSET0 (18|0x8000)
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#define GPU_TEXALPHA0 (20|0x8000)
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#define GPU_INVTEXDIMS (22|0x8000)
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#define GPU_FOGCOLOR (23|0x8000)
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#define GPU_BITBLTZ (24|0x8000)
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#define GPU_ONECOLOR (25|0x8000)
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#define GPU_CLIPPLANE0 (24|0x8000)
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#define GPU_CLIPPLANE1 (26|0x8000)
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#define GPU_POSXY0 2
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#define GPU_BITBLTPOS 4
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#define GPU_Z 5
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#define GPU_ZNORM 6
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#define GPU_BITBLTTEX 7
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#define SETCONSTF(id, ptr) { if( id & 0x8000 ) pd3dDevice->SetPixelShaderConstantF(id&0x7fff, (FLOAT*)ptr, 1); \
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else pd3dDevice->SetVertexShaderConstantF(id&0x7fff, (FLOAT*)ptr, 1); }
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#define SAMP_MEMORY0 0
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#define SAMP_MEMORY1 1
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#define SAMP_FINAL 2
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#define SAMP_BLOCKS 3
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#define SAMP_BILINEARBLOCKS 4
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#define SAMP_INTERLACE 5
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#define SAMP_BITWISEANDX 5
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#define SAMP_BITWISEANDY 6
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// don't change these values!
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#define GAME_TEXTURETARGS 0x01
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#define GAME_AUTORESET 0x02
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#define GAME_INTERLACE2X 0x04
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#define GAME_TEXAHACK 0x08 // apply texa to non textured polys
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#define GAME_NOTARGETRESOLVE 0x10
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#define GAME_EXACTCOLOR 0x20
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#define GAME_NOCOLORCLAMP 0x40
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#define GAME_FFXHACK 0x80
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#define GAME_NODEPTHUPDATE 0x0200
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#define GAME_QUICKRESOLVE1 0x0400
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#define GAME_NOQUICKRESOLVE 0x0800
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#define GAME_NOTARGETCLUT 0x1000 // full 16 bit resolution
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#define GAME_NOSTENCIL 0x2000
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#define GAME_VSSHACKOFF 0x4000 // vertical stripe syndrome
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#define GAME_NODEPTHRESOLVE 0x8000
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#define GAME_FULL16BITRES 0x00010000
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#define GAME_RESOLVEPROMOTED 0x00020000
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#define GAME_FASTUPDATE 0x00040000
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#define GAME_NOALPHATEST 0x00080000
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#define GAME_DISABLEMRTDEPTH 0x00100000
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#define GAME_32BITTARGS 0x00200000
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#define GAME_PATH3HACK 0x00400000
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#define GAME_DOPARALLELCTX 0x00800000 // tries to parallelize both contexts so that render calls are reduced (xenosaga)
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// makes the game faster, but can be buggy
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#define GAME_XENOSPECHACK 0x01000000 // xenosaga specularity hack (ignore any zmask=1 draws)
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#define GAME_PARTIALPOINTERS 0x02000000 // whenver the texture or render target are small, tries to look for bigger ones to read from
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#define GAME_PARTIALDEPTH 0x04000000 // tries to save depth targets as much as possible across height changes
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#define GAME_RELAXEDDEPTH 0x08000000 // tries to save depth targets as much as possible across height changes
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#define USEALPHABLENDING 1//(!(g_GameSettings&GAME_NOALPHABLEND))
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#define USEALPHATESTING (!(g_GameSettings&GAME_NOALPHATEST))
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typedef IDirect3DDevice9* LPD3DDEV;
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typedef IDirect3DVertexBuffer9* LPD3DVB;
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typedef IDirect3DIndexBuffer9* LPD3DIB;
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typedef IDirect3DBaseTexture9* LPD3DBASETEX;
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typedef IDirect3DTexture9* LPD3DTEX;
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typedef IDirect3DCubeTexture9* LPD3DCUBETEX;
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typedef IDirect3DVolumeTexture9* LPD3DVOLUMETEX;
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typedef IDirect3DSurface9* LPD3DSURF;
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typedef IDirect3DVertexDeclaration9* LPD3DDECL;
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typedef IDirect3DVertexShader9* LPD3DVS;
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typedef IDirect3DPixelShader9* LPD3DPS;
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typedef ID3DXAnimationController* LPD3DXAC;
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namespace ZeroGS
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{
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typedef void (*DrawFn)();
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// managers render-to-texture targets
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class CRenderTarget
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{
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public:
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CRenderTarget();
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CRenderTarget(const frameInfo& frame, CRenderTarget& r); // virtualized a target
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virtual ~CRenderTarget();
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virtual BOOL Create(const frameInfo& frame);
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virtual void Destroy();
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// set the GPU_POSXY variable, scissor rect, and current render target
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void SetTarget(int fbplocal, const Rect2& scissor, int context);
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void SetViewport();
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// copies/creates the feedback contents
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inline void CreateFeedback() {
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if( ptexFeedback == NULL || !(status&TS_FeedbackReady) )
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_CreateFeedback();
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}
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virtual void Resolve();
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virtual void Resolve(int startrange, int endrange); // resolves only in the allowed range
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virtual void Update(int context, CRenderTarget* pdepth);
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virtual void ConvertTo32(); // converts a psm==2 target, to a psm==0
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virtual void ConvertTo16(); // converts a psm==0 target, to a psm==2
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virtual bool IsDepth() { return false; }
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LPD3DSURF psurf, psys;
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LPD3DTEX ptex;
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int targoffx, targoffy; // the offset from the target that the real fbp starts at (in pixels)
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int targheight; // height of ptex
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CRenderTarget* pmimicparent; // if not NULL, this target is a subtarget of pmimicparent
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int fbp, fbw, fbh; // if fbp is negative, virtual target (not mapped to any real addr)
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int start, end; // in bytes
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u32 lastused; // time stamp since last used
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DXVEC4 vposxy;
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u32 fbm;
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u16 status;
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u8 psm;
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u8 resv0;
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RECT scissorrect;
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//int startresolve, endresolve;
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u32 nUpdateTarg; // use this target to update the texture if non 0 (one time only)
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// this is optionally used when feedback effects are used (render target is used as a texture when rendering to itself)
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LPD3DTEX ptexFeedback;
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LPD3DSURF psurfFeedback;
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enum TargetStatus {
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TS_Resolved = 1,
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TS_NeedUpdate = 2,
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TS_Virtual = 4, // currently not mapped to memory
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TS_FeedbackReady = 8, // feedback effect is ready and doesn't need to be updated
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TS_NeedConvert32 = 16,
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TS_NeedConvert16 = 32,
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};
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private:
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void _CreateFeedback();
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};
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// manages zbuffers
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class CDepthTarget : public CRenderTarget
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{
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public:
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CDepthTarget();
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virtual ~CDepthTarget();
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virtual BOOL Create(const frameInfo& frame);
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virtual void Destroy();
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virtual void Resolve();
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virtual void Resolve(int startrange, int endrange); // resolves only in the allowed range
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virtual void Update(int context, CRenderTarget* prndr);
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virtual bool IsDepth() { return true; }
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void SetDepthTarget();
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LPD3DSURF pdepth;
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};
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// manages contiguous chunks of memory (width is always 1024)
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class CMemoryTarget
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{
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public:
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struct MEMORY
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{
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inline MEMORY() : ptr(NULL), ref(0) {}
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inline ~MEMORY() { _aligned_free(ptr); }
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BYTE* ptr;
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int ref;
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};
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inline CMemoryTarget() : ptex(NULL), ptexsys(NULL), starty(0), height(0), realy(0), realheight(0), usedstamp(0), psm(0),
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cpsm(0), memory(NULL), clearminy(0), clearmaxy(0), validatecount(0) {}
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inline CMemoryTarget(const CMemoryTarget& r) {
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ptex = r.ptex;
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ptexsys = r.ptexsys;
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if( ptex != NULL ) ptex->AddRef();
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if( ptexsys != NULL ) ptexsys->AddRef();
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starty = r.starty;
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height = r.height;
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realy = r.realy;
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realheight = r.realheight;
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usedstamp = r.usedstamp;
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psm = r.psm;
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cpsm = r.cpsm;
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clut = r.clut;
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memory = r.memory;
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clearminy = r.clearminy;
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clearmaxy = r.clearmaxy;
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widthmult = r.widthmult;
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validatecount = r.validatecount;
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fmt = r.fmt;
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if( memory != NULL ) memory->ref++;
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}
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~CMemoryTarget() { Destroy(); }
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inline void Destroy() {
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SAFE_RELEASE(ptex);
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SAFE_RELEASE(ptexsys);
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if( memory != NULL && memory->ref > 0 ) {
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if( --memory->ref <= 0 ) {
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SAFE_DELETE(memory);
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}
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}
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memory = NULL;
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}
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// returns true if clut data is synced
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bool ValidateClut(const tex0Info& tex0);
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// returns true if tex data is synced
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bool ValidateTex(const tex0Info& tex0, int starttex, int endtex, bool bDeleteBadTex);
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int clearminy, clearmaxy; // when maxy > 0, need to check for clearing
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// realy is offset in pixels from start of valid region
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// so texture in memory is [realy,starty+height]
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// valid texture is [starty,starty+height]
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// offset in mem [starty-realy, height]
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int starty, height; // assert(starty >= realy)
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int realy, realheight; // this is never touched once allocated
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u32 usedstamp;
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LPD3DTEX ptex; // can be 16bit if
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LPD3DTEX ptexsys;
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D3DFORMAT fmt;
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int widthmult;
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int validatecount; // count how many times has been validated, if too many, destroy
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vector<BYTE> clut; // if nonzero, texture uses CLUT
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MEMORY* memory; // system memory used to compare for changes
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u8 psm, cpsm; // texture and clut format. For psm, only 16bit/32bit differentiation matters
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};
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struct VB
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{
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VB();
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~VB();
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void Destroy();
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inline bool IsLocked() { return pbuf != NULL; }
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inline void Lock();
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inline void Unlock() {
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if( pbuf != NULL ) {
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pvb->Unlock();
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pbuf = NULL;
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}
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}
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__forceinline bool CheckPrim();
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void CheckFrame(int tbp);
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// context specific state
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Point offset;
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Rect2 scissor;
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tex0Info tex0;
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tex1Info tex1;
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miptbpInfo miptbp0;
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miptbpInfo miptbp1;
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alphaInfo alpha;
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fbaInfo fba;
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clampInfo clamp;
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pixTest test;
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LPD3DTEX ptexClamp[2]; // textures for x and y dir region clamping
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public:
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void FlushTexData();
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u8 bNeedFrameCheck;
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u8 bNeedZCheck;
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u8 bNeedTexCheck;
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u8 dummy0;
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union {
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struct {
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u8 bTexConstsSync; // only pixel shader constants that context owns
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u8 bVarsTexSync; // texture info
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u8 bVarsSetTarg;
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u8 dummy1;
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};
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u32 bSyncVars;
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};
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int ictx;
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VertexGPU* pbuf;
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DWORD dwCurOff;
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DWORD dwCount;
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primInfo curprim; // the previous prim the current buffers are set to
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zbufInfo zbuf;
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frameInfo gsfb; // the real info set by FRAME cmd
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frameInfo frame;
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int zprimmask; // zmask for incoming points
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u32 uCurTex0Data[2]; // current tex0 data
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u32 uNextTex0Data[2]; // tex0 data that has to be applied if bNeedTexCheck is 1
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//int nFrameHeights[8]; // frame heights for the past frame changes
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int nNextFrameHeight;
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CMemoryTarget* pmemtarg; // the current mem target set
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LPD3DVB pvb;
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CRenderTarget* prndr;
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CDepthTarget* pdepth;
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};
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// visible members
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extern DrawFn drawfn[8];
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extern VB vb[2];
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extern float fiTexWidth[2], fiTexHeight[2]; // current tex width and height
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extern LONG width, height;
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extern u8* g_pbyGSMemory;
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extern u8* g_pbyGSClut; // the temporary clut buffer
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void AddMessage(const char* pstr, DWORD ms = 5000);
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void ChangeWindowSize(int nNewWidth, int nNewHeight);
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void SetChangeDeviceSize(int nNewWidth, int nNewHeight);
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void ChangeDeviceSize(int nNewWidth, int nNewHeight);
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void SetAA(int mode);
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void SetCRC(int crc);
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void ReloadEffects();
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// Methods //
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HRESULT Create(LONG width, LONG height);
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void Destroy(BOOL bD3D);
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void Restore(); // call to restore device
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void Reset(); // call to destroy video resources
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HRESULT InitDeviceObjects();
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void DeleteDeviceObjects();
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void GSStateReset();
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// called on a primitive switch
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void Prim();
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void SetTexFlush();
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// flush current vertices, call before setting new registers (the main render method)
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void Flush(int context);
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void ExtWrite();
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void SetWriteDepth();
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BOOL IsWriteDepth();
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void SetDestAlphaTest();
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BOOL IsWriteDestAlphaTest();
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void SetFogColor(u32 fog);
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void SaveTex(tex0Info* ptex, int usevid);
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// called when trxdir is accessed. If host is involved, transfers memory to temp buffer byTransferBuf.
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// Otherwise performs the transfer. TODO: Perhaps divide the transfers into chunks?
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void InitTransferHostLocal();
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void TransferHostLocal(const void* pbyMem, u32 nQWordSize);
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void InitTransferLocalHost();
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void TransferLocalHost(void* pbyMem, u32 nQWordSize);
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inline void TerminateLocalHost() {}
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void TransferLocalLocal();
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// switches the render target to the real target, flushes the current render targets and renders the real image
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void RenderCRTC(int interlace);
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bool CheckChangeInClut(u32 highdword, u32 psm); // returns true if clut will change after this tex0 op
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// call to load CLUT data (depending on CLD)
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void texClutWrite(int ctx);
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int Save(char* pbydata);
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bool Load(char* pbydata);
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void SaveSnapshot(const char* filename);
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// private methods
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void FlushSysMem(const RECT* prc);
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void _Resolve(const D3DLOCKED_RECT& locksrc, int fbp, int fbw, int fbh, int psm, u32 fbm);
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// returns the first and last addresses aligned to a page that cover
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void GetRectMemAddress(int& start, int& end, int psm, int x, int y, int w, int h, int bp, int bw);
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// inits the smallest rectangle in ptexMem that covers this region in ptexMem
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// returns the offset that needs to be added to the locked rect to get the beginning of the buffer
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//void GetMemRect(RECT& rc, int psm, int x, int y, int w, int h, int bp, int bw);
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// only sets a limited amount of state (for Update)
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void SetTexVariablesInt(int context, int bilinear, const tex0Info& tex0, ZeroGS::CMemoryTarget* pmemtarg, int force);
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void ResetAlphaVariables();
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bool StartCapture();
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void StopCapture();
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void CaptureFrame();
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};
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extern LPDIRECT3DDEVICE9 pd3dDevice;
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extern const u32 g_primmult[8];
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extern const u32 g_primsub[8];
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#endif
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