mirror of https://github.com/PCSX2/pcsx2.git
348 lines
6.9 KiB
C++
348 lines
6.9 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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#include "StdAfx.h"
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#include "GSdx.h"
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#include "GSDevice.h"
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GSDevice::GSDevice()
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: m_wnd(NULL)
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, m_vsync(false)
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, m_rbswapped(false)
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, m_backbuffer(NULL)
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, m_merge(NULL)
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, m_weavebob(NULL)
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, m_blend(NULL)
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, m_1x1(NULL)
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, m_frame(0)
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{
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memset(&m_vertices, 0, sizeof(m_vertices));
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m_msaa = theApp.GetConfig("msaa", 0);
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m_msaa_desc.Count = 1;
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m_msaa_desc.Quality = 0;
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}
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GSDevice::~GSDevice()
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{
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for_each(m_pool.begin(), m_pool.end(), delete_object());
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delete m_backbuffer;
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delete m_merge;
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delete m_weavebob;
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delete m_blend;
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delete m_1x1;
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}
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bool GSDevice::Create(GSWnd* wnd)
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{
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m_wnd = wnd;
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return true;
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}
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bool GSDevice::Reset(int w, int h)
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{
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for_each(m_pool.begin(), m_pool.end(), delete_object());
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m_pool.clear();
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delete m_backbuffer;
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delete m_merge;
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delete m_weavebob;
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delete m_blend;
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delete m_1x1;
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m_backbuffer = NULL;
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m_merge = NULL;
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m_weavebob = NULL;
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m_blend = NULL;
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m_1x1 = NULL;
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m_current = NULL; // current is special, points to other textures, no need to delete
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return m_wnd != NULL;
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}
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void GSDevice::Present(const GSVector4i& r, int shader)
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{
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GSVector4i cr = m_wnd->GetClientRect();
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int w = std::max<int>(cr.width(), 1);
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int h = std::max<int>(cr.height(), 1);
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if(!m_backbuffer || m_backbuffer->GetWidth() != w || m_backbuffer->GetHeight() != h)
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{
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if(!Reset(w, h))
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{
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return;
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}
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}
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ClearRenderTarget(m_backbuffer, 0);
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if(m_current)
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{
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static int s_shader[3] = {0, 5, 6}; // FIXME
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StretchRect(m_current, m_backbuffer, GSVector4(r), s_shader[shader]);
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}
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Flip();
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}
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GSTexture* GSDevice::Fetch(int type, int w, int h, bool msaa, int format)
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{
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if(m_msaa < 2)
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{
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msaa = false;
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}
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GSVector2i size(w, h);
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for(list<GSTexture*>::iterator i = m_pool.begin(); i != m_pool.end(); i++)
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{
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GSTexture* t = *i;
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if(t->GetType() == type && t->GetFormat() == format && t->GetSize() == size && t->IsMSAA() == msaa)
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{
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m_pool.erase(i);
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return t;
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}
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}
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return Create(type, w, h, msaa, format);
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}
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void GSDevice::EndScene()
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{
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m_vertices.start += m_vertices.count;
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m_vertices.count = 0;
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}
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void GSDevice::Recycle(GSTexture* t)
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{
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if(t)
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{
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t->last_frame_used = m_frame;
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m_pool.push_front(t);
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//printf("%d\n",m_pool.size());
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while(m_pool.size() > 300)
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{
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delete m_pool.back();
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m_pool.pop_back();
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}
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}
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}
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void GSDevice::AgePool()
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{
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m_frame++;
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while (m_pool.size() > 20 && m_frame - m_pool.back()->last_frame_used > 10)
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{
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delete m_pool.back();
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m_pool.pop_back();
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}
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}
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GSTexture* GSDevice::CreateRenderTarget(int w, int h, bool msaa, int format)
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{
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return Fetch(GSTexture::RenderTarget, w, h, msaa, format);
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}
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GSTexture* GSDevice::CreateDepthStencil(int w, int h, bool msaa, int format)
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{
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return Fetch(GSTexture::DepthStencil, w, h, msaa, format);
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}
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GSTexture* GSDevice::CreateTexture(int w, int h, int format)
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{
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return Fetch(GSTexture::Texture, w, h, false, format);
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}
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GSTexture* GSDevice::CreateOffscreen(int w, int h, int format)
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{
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return Fetch(GSTexture::Offscreen, w, h, false, format);
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}
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void GSDevice::StretchRect(GSTexture* st, GSTexture* dt, const GSVector4& dr, int shader, bool linear)
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{
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StretchRect(st, GSVector4(0, 0, 1, 1), dt, dr, shader, linear);
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}
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GSTexture* GSDevice::GetCurrent()
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{
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return m_current;
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}
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void GSDevice::Merge(GSTexture* st[2], GSVector4* sr, GSVector4* dr, const GSVector2i& fs, bool slbg, bool mmod, const GSVector4& c)
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{
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if(!m_merge || !(m_merge->GetSize() == fs))
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{
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Recycle(m_merge);
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m_merge = CreateRenderTarget(fs.x, fs.y, false);
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}
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// TODO: m_1x1
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// KH:COM crashes at startup when booting *through the bios* due to m_merge being NULL.
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// (texture appears to be non-null, and is being re-created at a size around like 1700x340,
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// dunno if that's relevant) -- air
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if(m_merge)
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{
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GSTexture* tex[2] = {NULL, NULL};
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for(int i = 0; i < countof(tex); i++)
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{
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if(st[i] != NULL)
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{
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tex[i] = st[i]->IsMSAA() ? Resolve(st[i]) : st[i];
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}
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}
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DoMerge(tex, sr, dr, m_merge, slbg, mmod, c);
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for(int i = 0; i < countof(tex); i++)
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{
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if(tex[i] != st[i])
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{
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Recycle(tex[i]);
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}
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}
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}
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else
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{
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printf("GSdx: m_merge is NULL!\n");
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}
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m_current = m_merge;
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}
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void GSDevice::Interlace(const GSVector2i& ds, int field, int mode, float yoffset)
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{
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if(!m_weavebob || !(m_weavebob->GetSize() == ds))
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{
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delete m_weavebob;
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m_weavebob = CreateRenderTarget(ds.x, ds.y, false);
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}
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if(mode == 0 || mode == 2) // weave or blend
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{
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// weave first
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DoInterlace(m_merge, m_weavebob, field, false, 0);
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if(mode == 2)
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{
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// blend
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if(!m_blend || !(m_blend->GetSize() == ds))
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{
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delete m_blend;
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m_blend = CreateRenderTarget(ds.x, ds.y, false);
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}
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DoInterlace(m_weavebob, m_blend, 2, false, 0);
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m_current = m_blend;
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}
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else
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{
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m_current = m_weavebob;
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}
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}
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else if(mode == 1) // bob
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{
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DoInterlace(m_merge, m_weavebob, 3, true, yoffset * field);
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m_current = m_weavebob;
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}
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else
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{
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m_current = m_merge;
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}
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}
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bool GSDevice::ResizeTexture(GSTexture** t, int w, int h)
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{
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if(t == NULL) {ASSERT(0); return false;}
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GSTexture* t2 = *t;
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if(t2 == NULL || t2->GetWidth() != w || t2->GetHeight() != h)
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{
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delete t2;
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t2 = CreateTexture(w, h);
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*t = t2;
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}
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return t2 != NULL;
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}
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bool GSDevice::SetFeatureLevel(D3D_FEATURE_LEVEL level, bool compat_mode)
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{
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m_shader.level = level;
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switch(level)
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{
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case D3D_FEATURE_LEVEL_9_1:
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case D3D_FEATURE_LEVEL_9_2:
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m_shader.model = "0x200";
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m_shader.vs = compat_mode ? "vs_4_0_level_9_1" : "vs_2_0";
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m_shader.ps = compat_mode ? "ps_4_0_level_9_1" : "ps_2_0";
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break;
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case D3D_FEATURE_LEVEL_9_3:
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m_shader.model = "0x300";
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m_shader.vs = compat_mode ? "vs_4_0_level_9_3" : "vs_3_0";
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m_shader.ps = compat_mode ? "ps_4_0_level_9_3" : "ps_3_0";
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break;
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case D3D_FEATURE_LEVEL_10_0:
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m_shader.model = "0x400";
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m_shader.vs = "vs_4_0";
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m_shader.gs = "gs_4_0";
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m_shader.ps = "ps_4_0";
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break;
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case D3D_FEATURE_LEVEL_10_1:
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m_shader.model = "0x401";
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m_shader.vs = "vs_4_1";
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m_shader.gs = "gs_4_1";
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m_shader.ps = "ps_4_1";
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break;
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case D3D_FEATURE_LEVEL_11_0:
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m_shader.model = "0x500";
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m_shader.vs = "vs_5_0";
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m_shader.gs = "gs_5_0";
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m_shader.ps = "ps_5_0";
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break;
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default:
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ASSERT(0);
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return false;
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}
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return true;
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}
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