pcsx2/plugins/GSdx/GSRendererDX10.cpp

267 lines
6.4 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
*
*/
#include "stdafx.h"
#include "GSRendererDX10.h"
#include "GSCrc.h"
#include "resource.h"
GSRendererDX10::GSRendererDX10(uint8* base, bool mt, void (*irq)())
: GSRendererDX<GSVertexHW10>(base, mt, irq, new GSDevice10(), new GSTextureCache10(this), new GSTextureFX10())
{
InitVertexKick<GSRendererDX10>();
m_pixelcenter = GSVector2(-0.5f, -0.5f);
}
bool GSRendererDX10::Create(const string& title)
{
if(!__super::Create(title))
return false;
//
D3D10_DEPTH_STENCIL_DESC dsd;
memset(&dsd, 0, sizeof(dsd));
dsd.DepthEnable = false;
dsd.StencilEnable = true;
dsd.StencilReadMask = 1;
dsd.StencilWriteMask = 1;
dsd.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
dsd.FrontFace.StencilPassOp = D3D10_STENCIL_OP_REPLACE;
dsd.FrontFace.StencilFailOp = D3D10_STENCIL_OP_KEEP;
dsd.FrontFace.StencilDepthFailOp = D3D10_STENCIL_OP_KEEP;
dsd.BackFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
dsd.BackFace.StencilPassOp = D3D10_STENCIL_OP_REPLACE;
dsd.BackFace.StencilFailOp = D3D10_STENCIL_OP_KEEP;
dsd.BackFace.StencilDepthFailOp = D3D10_STENCIL_OP_KEEP;
(*(GSDevice10*)m_dev)->CreateDepthStencilState(&dsd, &m_date.dss);
D3D10_BLEND_DESC bd;
memset(&bd, 0, sizeof(bd));
(*(GSDevice10*)m_dev)->CreateBlendState(&bd, &m_date.bs);
//
return true;
}
template<uint32 prim, uint32 tme, uint32 fst>
void GSRendererDX10::VertexKick(bool skip)
{
GSVertexHW10& dst = m_vl.AddTail();
dst.vi[0] = m_v.vi[0];
dst.vi[1] = m_v.vi[1];
if(tme && fst)
{
GSVector4::storel(&dst.ST, m_v.GetUV());
}
int count = 0;
if(GSVertexHW10* v = DrawingKick<prim>(skip, count))
{
GSVector4i scissor = m_context->scissor.dx10;
#if _M_SSE >= 0x401
GSVector4i pmin, pmax, v0, v1, v2;
switch(prim)
{
case GS_POINTLIST:
v0 = GSVector4i::load((int)v[0].p.xy).upl16();
pmin = v0;
pmax = v0;
break;
case GS_LINELIST:
case GS_LINESTRIP:
case GS_SPRITE:
v0 = GSVector4i::load((int)v[0].p.xy);
v1 = GSVector4i::load((int)v[1].p.xy);
pmin = v0.min_u16(v1).upl16();
pmax = v0.max_u16(v1).upl16();
break;
case GS_TRIANGLELIST:
case GS_TRIANGLESTRIP:
case GS_TRIANGLEFAN:
v0 = GSVector4i::load((int)v[0].p.xy);
v1 = GSVector4i::load((int)v[1].p.xy);
v2 = GSVector4i::load((int)v[2].p.xy);
pmin = v0.min_u16(v1).min_u16(v2).upl16();
pmax = v0.max_u16(v1).max_u16(v2).upl16();
break;
}
GSVector4i test = (pmax < scissor) | (pmin > scissor.zwxy());
if(test.mask() & 0xff)
{
return;
}
#else
switch(prim)
{
case GS_POINTLIST:
if(v[0].p.x < scissor.x
|| v[0].p.x > scissor.z
|| v[0].p.y < scissor.y
|| v[0].p.y > scissor.w)
{
return;
}
break;
case GS_LINELIST:
case GS_LINESTRIP:
case GS_SPRITE:
if(v[0].p.x < scissor.x && v[1].p.x < scissor.x
|| v[0].p.x > scissor.z && v[1].p.x > scissor.z
|| v[0].p.y < scissor.y && v[1].p.y < scissor.y
|| v[0].p.y > scissor.w && v[1].p.y > scissor.w)
{
return;
}
break;
case GS_TRIANGLELIST:
case GS_TRIANGLESTRIP:
case GS_TRIANGLEFAN:
if(v[0].p.x < scissor.x && v[1].p.x < scissor.x && v[2].p.x < scissor.x
|| v[0].p.x > scissor.z && v[1].p.x > scissor.z && v[2].p.x > scissor.z
|| v[0].p.y < scissor.y && v[1].p.y < scissor.y && v[2].p.y < scissor.y
|| v[0].p.y > scissor.w && v[1].p.y > scissor.w && v[2].p.y > scissor.w)
{
return;
}
break;
}
#endif
m_count += count;
}
}
void GSRendererDX10::Draw(GS_PRIM_CLASS primclass, GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex)
{
switch(primclass)
{
case GS_POINT_CLASS:
m_topology = D3D10_PRIMITIVE_TOPOLOGY_POINTLIST;
m_perfmon.Put(GSPerfMon::Prim, m_count);
break;
case GS_LINE_CLASS:
case GS_SPRITE_CLASS:
m_topology = D3D10_PRIMITIVE_TOPOLOGY_LINELIST;
m_perfmon.Put(GSPerfMon::Prim, m_count / 2);
break;
case GS_TRIANGLE_CLASS:
m_topology = D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
m_perfmon.Put(GSPerfMon::Prim, m_count / 3);
break;
default:
__assume(0);
}
__super::Draw(primclass, rt, ds, tex);
}
void GSRendererDX10::SetupDATE(GSTexture* rt, GSTexture* ds)
{
if(!m_context->TEST.DATE) return; // || (::GetAsyncKeyState(VK_CONTROL) & 0x8000)
GSDevice10* dev = (GSDevice10*)m_dev;
int w = rt->GetWidth();
int h = rt->GetHeight();
if(GSTexture* t = dev->CreateRenderTarget(w, h))
{
// sfex3 (after the capcom logo), vf4 (first menu fading in), ffxii shadows, rumble roses shadows, persona4 shadows
dev->BeginScene();
dev->ClearStencil(ds, 0);
// om
dev->OMSetDepthStencilState(m_date.dss, 1);
dev->OMSetBlendState(m_date.bs, 0);
dev->OMSetRenderTargets(t, ds);
// ia
GSVector4 s = GSVector4(rt->m_scale.x / w, rt->m_scale.y / h);
GSVector4 o = GSVector4(-1.0f, 1.0f);
GSVector4 src = ((m_vt.m_min.p.xyxy(m_vt.m_max.p) + o.xxyy()) * s.xyxy()).sat(o.zzyy());
GSVector4 dst = src * 2.0f + o.xxxx();
GSVertexPT1 vertices[] =
{
{GSVector4(dst.x, -dst.y, 0.5f, 1.0f), GSVector2(src.x, src.y)},
{GSVector4(dst.z, -dst.y, 0.5f, 1.0f), GSVector2(src.z, src.y)},
{GSVector4(dst.x, -dst.w, 0.5f, 1.0f), GSVector2(src.x, src.w)},
{GSVector4(dst.z, -dst.w, 0.5f, 1.0f), GSVector2(src.z, src.w)},
};
dev->IASetVertexBuffer(vertices, sizeof(vertices[0]), countof(vertices));
dev->IASetInputLayout(dev->m_convert.il);
dev->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
// vs
dev->VSSetShader(dev->m_convert.vs, NULL);
// gs
dev->GSSetShader(NULL);
// ps
dev->PSSetShaderResources(rt, NULL);
dev->PSSetShader(dev->m_convert.ps[m_context->TEST.DATM ? 2 : 3], NULL);
dev->PSSetSamplerState(dev->m_convert.pt, NULL);
// rs
dev->RSSet(w, h);
// set
dev->DrawPrimitive();
//
dev->EndScene();
dev->Recycle(t);
}
}