pcsx2/plugins/GSdx/GSTextureFX9.h

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