mirror of https://github.com/PCSX2/pcsx2.git
174 lines
3.5 KiB
C++
174 lines
3.5 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 "GSDevice9.h"
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class GSTextureFX9
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{
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public:
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#pragma pack(push, 1)
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struct VSConstantBuffer
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{
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GSVector4 VertexScale;
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GSVector4 VertexOffset;
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GSVector2 TextureScale;
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float _pad[2];
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};
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union VSSelector
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{
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struct
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{
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DWORD bppz:2;
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DWORD tme:1;
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DWORD fst:1;
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DWORD logz:1;
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};
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DWORD dw;
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operator DWORD() {return dw & 0x1f;}
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};
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struct PSConstantBuffer
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{
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GSVector4 FogColor;
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float MINU;
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float MAXU;
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float MINV;
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float MAXV;
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DWORD UMSK;
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DWORD UFIX;
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DWORD VMSK;
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DWORD VFIX;
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float TA0;
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float TA1;
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float AREF;
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float _pad[1];
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GSVector2 WH;
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GSVector2 rWrH;
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};
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union PSSelector
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{
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struct
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{
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DWORD fst:1;
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DWORD wms:2;
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DWORD wmt:2;
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DWORD bpp:3;
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DWORD aem:1;
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DWORD tfx:3;
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DWORD tcc:1;
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DWORD ate:1;
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DWORD atst:3;
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DWORD fog:1;
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DWORD clr1:1;
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DWORD rt:1;
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};
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DWORD dw;
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operator DWORD() {return dw & 0xfffff;}
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};
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union PSSamplerSelector
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{
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struct
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{
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DWORD tau:1;
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DWORD tav:1;
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DWORD min:1;
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DWORD mag:1;
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};
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DWORD dw;
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operator DWORD() {return dw & 0xf;}
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};
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union OMDepthStencilSelector
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{
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struct
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{
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DWORD zte:1;
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DWORD ztst:2;
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DWORD zwe:1;
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DWORD date:1;
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DWORD fba:1;
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};
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DWORD dw;
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operator DWORD() {return dw & 0x3f;}
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};
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union OMBlendSelector
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{
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struct
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{
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DWORD abe:1;
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DWORD a:2;
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DWORD b:2;
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DWORD c:2;
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DWORD d:2;
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DWORD wr:1;
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DWORD wg:1;
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DWORD wb:1;
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DWORD wa:1;
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};
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DWORD dw;
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operator DWORD() {return dw & 0x1fff;}
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};
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#pragma pack(pop)
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private:
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GSDevice9* m_dev;
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CComPtr<IDirect3DVertexDeclaration9> m_il;
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hash_map<DWORD, CComPtr<IDirect3DVertexShader9> > m_vs;
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D3DXHANDLE m_vs_params;
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hash_map<DWORD, CComPtr<IDirect3DPixelShader9> > m_ps;
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hash_map<DWORD, Direct3DSamplerState9* > m_ps_ss;
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hash_map<DWORD, Direct3DDepthStencilState9* > m_om_dss;
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hash_map<DWORD, Direct3DBlendState9* > m_om_bs;
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hash_map<DWORD, GSTexture9> m_mskfix;
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public:
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GSTextureFX9();
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bool Create(GSDevice9* dev);
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bool CreateMskFix(GSTexture9& t, DWORD size, DWORD msk, DWORD fix);
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bool SetupIA(const GSVertexHW9* vertices, UINT count, D3DPRIMITIVETYPE prim);
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bool SetupVS(VSSelector sel, const VSConstantBuffer* cb);
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bool SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel, IDirect3DTexture9* tex, IDirect3DTexture9* pal, bool psrr);
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void UpdatePS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel, bool psrr);
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void SetupRS(int w, int h, const RECT& scissor);
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void SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, BYTE bf, IDirect3DSurface9* rt, IDirect3DSurface9* ds);
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void UpdateOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, BYTE bf);
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};
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