mirror of https://github.com/PCSX2/pcsx2.git
306 lines
6.6 KiB
C++
306 lines
6.6 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 "GSRendererDX9.h"
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#include "GSCrc.h"
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#include "resource.h"
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GSRendererDX9::GSRendererDX9()
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: GSRendererDX<GSVertexHW9>(new GSTextureCache9(this))
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{
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InitVertexKick<GSRendererDX9>();
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}
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bool GSRendererDX9::CreateDevice(GSDevice* dev)
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{
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if(!__super::CreateDevice(dev))
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return false;
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//
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memset(&m_fba.dss, 0, sizeof(m_fba.dss));
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m_fba.dss.StencilEnable = true;
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m_fba.dss.StencilReadMask = 2;
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m_fba.dss.StencilWriteMask = 2;
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m_fba.dss.StencilFunc = D3DCMP_EQUAL;
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m_fba.dss.StencilPassOp = D3DSTENCILOP_ZERO;
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m_fba.dss.StencilFailOp = D3DSTENCILOP_ZERO;
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m_fba.dss.StencilDepthFailOp = D3DSTENCILOP_ZERO;
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m_fba.dss.StencilRef = 2;
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memset(&m_fba.bs, 0, sizeof(m_fba.bs));
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m_fba.bs.RenderTargetWriteMask = D3DCOLORWRITEENABLE_ALPHA;
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//
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return true;
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}
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void GSRendererDX9::DoVertexKick()
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{
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const bool tme = PRIM->TME;
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const bool fst = PRIM->FST;
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GSVertexHW9& dst = m_vl.AddTail();
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dst.p = GSVector4(((GSVector4i)m_v.XYZ).upl16());
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if(tme && !fst)
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{
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dst.p = dst.p.xyxy(GSVector4((float)m_v.XYZ.Z, m_v.RGBAQ.Q));
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}
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else
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{
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dst.p = dst.p.xyxy(GSVector4::load((float)m_v.XYZ.Z));
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}
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int Uadjust = 0;
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int Vadjust = 0;
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if(tme)
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{
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if(fst)
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{
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dst.t = m_v.GetUV();
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#ifdef USE_UPSCALE_HACKS
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int Udiff = 0;
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int Vdiff = 0;
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int multiplier = upscale_Multiplier();
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if (multiplier > 1) {
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Udiff = m_v.UV.U & 4095;
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Vdiff = m_v.UV.V & 4095;
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if (Udiff != 0){
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if (Udiff >= 4080) {/*printf("U+ %d %d\n", Udiff, m_v.UV.U);*/ Uadjust = -1; }
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else if (Udiff <= 16) {/*printf("U- %d %d\n", Udiff, m_v.UV.U);*/ Uadjust = 1; }
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}
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if (Vdiff != 0){
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if (Vdiff >= 4080) {/*printf("V+ %d %d\n", Vdiff, m_v.UV.V);*/ Vadjust = -1; }
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else if (Vdiff <= 16) {/*printf("V- %d %d\n", Vdiff, m_v.UV.V);*/ Vadjust = 1; }
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}
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Udiff = m_v.UV.U & 255;
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Vdiff = m_v.UV.V & 255;
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if (Udiff != 0){
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if (Udiff >= 248) { Uadjust = -1; }
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else if (Udiff <= 8) { Uadjust = 1; }
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}
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if (Vdiff != 0){
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if (Vdiff >= 248) { Vadjust = -1; }
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else if (Vdiff <= 8) { Vadjust = 1; }
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}
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Udiff = m_v.UV.U & 15;
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Vdiff = m_v.UV.V & 15;
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if (Udiff != 0){
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if (Udiff >= 15) { Uadjust = -1; }
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else if (Udiff <= 1) { Uadjust = 1; }
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}
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if (Vdiff != 0){
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if (Vdiff >= 15) { Vadjust = -1; }
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else if (Vdiff <= 1) { Vadjust = 1; }
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}
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}
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dst.t.x -= (float) Uadjust;
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dst.t.y -= (float) Vadjust;
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#endif
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}
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else
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{
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dst.t = GSVector4::loadl(&m_v.ST);
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}
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}
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dst.c0 = m_v.RGBAQ.u32[0];
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dst.c1 = m_v.FOG.u32[1];
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}
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template< uint32 prim >
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void GSRendererDX9::DrawingKick( bool skip )
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{
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int count;
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// BaseDrawingKick can never return NULL here because the DrawingKick function
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// tables route to DrawingKickNull for GS_INVLALID prim types (and that's the only
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// condition where this function would return NULL).
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GSVertexHW9* v = BaseDrawingKick<prim>(count);
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if (skip || !v) return;
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GSVector4 scissor = m_context->scissor.dx9;
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GSVector4 pmin, pmax;
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switch(prim)
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{
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case GS_POINTLIST:
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pmin = v[0].p;
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pmax = v[0].p;
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break;
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case GS_LINELIST:
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case GS_LINESTRIP:
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case GS_SPRITE:
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pmin = v[0].p.min(v[1].p);
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pmax = v[0].p.max(v[1].p);
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break;
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case GS_TRIANGLELIST:
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case GS_TRIANGLESTRIP:
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case GS_TRIANGLEFAN:
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pmin = v[0].p.min(v[1].p).min(v[2].p);
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pmax = v[0].p.max(v[1].p).max(v[2].p);
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break;
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}
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GSVector4 test = (pmax < scissor) | (pmin > scissor.zwxy());
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switch(prim)
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{
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case GS_TRIANGLELIST:
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case GS_TRIANGLESTRIP:
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case GS_TRIANGLEFAN:
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case GS_SPRITE:
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test |= pmin == pmax;
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break;
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}
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if(test.mask() & 3)
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{
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return;
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}
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switch(prim)
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{
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case GS_POINTLIST:
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break;
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case GS_LINELIST:
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case GS_LINESTRIP:
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if(PRIM->IIP == 0) {v[0].c0 = v[1].c0;}
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break;
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case GS_TRIANGLELIST:
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case GS_TRIANGLESTRIP:
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case GS_TRIANGLEFAN:
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if(PRIM->IIP == 0) {v[0].c0 = v[1].c0 = v[2].c0;}
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break;
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case GS_SPRITE:
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if(PRIM->IIP == 0) {v[0].c0 = v[1].c0;}
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v[0].p.z = v[1].p.z;
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v[0].p.w = v[1].p.w;
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v[0].c1 = v[1].c1;
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v[2] = v[1];
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v[3] = v[1];
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v[1].p.y = v[0].p.y;
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v[1].t.y = v[0].t.y;
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v[2].p.x = v[0].p.x;
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v[2].t.x = v[0].t.x;
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v[4] = v[1];
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v[5] = v[2];
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count += 4;
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break;
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}
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m_count += count;
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}
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void GSRendererDX9::Draw(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex)
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{
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switch(m_vt.m_primclass)
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{
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case GS_POINT_CLASS:
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m_topology = D3DPT_POINTLIST;
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m_perfmon.Put(GSPerfMon::Prim, m_count);
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break;
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case GS_LINE_CLASS:
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m_topology = D3DPT_LINELIST;
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m_perfmon.Put(GSPerfMon::Prim, m_count / 2);
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break;
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case GS_TRIANGLE_CLASS:
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case GS_SPRITE_CLASS:
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m_topology = D3DPT_TRIANGLELIST;
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m_perfmon.Put(GSPerfMon::Prim, m_count / 3);
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break;
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default:
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__assume(0);
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}
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(*(GSDevice9*)m_dev)->SetRenderState(D3DRS_SHADEMODE, PRIM->IIP ? D3DSHADE_GOURAUD : D3DSHADE_FLAT); // TODO
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__super::Draw(rt, ds, tex);
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}
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void GSRendererDX9::UpdateFBA(GSTexture* rt)
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{
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GSDevice9* dev = (GSDevice9*)m_dev;
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dev->BeginScene();
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// om
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dev->OMSetDepthStencilState(&m_fba.dss);
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dev->OMSetBlendState(&m_fba.bs, 0);
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// ia
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GSVector4 s = GSVector4(rt->GetScale().x / rt->GetWidth(), rt->GetScale().y / rt->GetHeight());
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GSVector4 o = GSVector4(-1.0f, 1.0f);
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GSVector4 src = ((m_vt.m_min.p.xyxy(m_vt.m_max.p) + o.xxyy()) * s.xyxy()).sat(o.zzyy());
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GSVector4 dst = src * 2.0f + o.xxxx();
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GSVertexPT1 vertices[] =
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{
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{GSVector4(dst.x, -dst.y, 0.5f, 1.0f), GSVector2(0, 0)},
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{GSVector4(dst.z, -dst.y, 0.5f, 1.0f), GSVector2(0, 0)},
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{GSVector4(dst.x, -dst.w, 0.5f, 1.0f), GSVector2(0, 0)},
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{GSVector4(dst.z, -dst.w, 0.5f, 1.0f), GSVector2(0, 0)},
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};
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dev->IASetVertexBuffer(vertices, sizeof(vertices[0]), countof(vertices));
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dev->IASetInputLayout(dev->m_convert.il);
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dev->IASetPrimitiveTopology(D3DPT_TRIANGLESTRIP);
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// vs
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dev->VSSetShader(dev->m_convert.vs, NULL, 0);
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// ps
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dev->PSSetShader(dev->m_convert.ps[4], NULL, 0);
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//
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dev->DrawPrimitive();
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//
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dev->EndScene();
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}
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