mirror of https://github.com/PCSX2/pcsx2.git
323 lines
7.1 KiB
C++
323 lines
7.1 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(uint8* base, bool mt, void (*irq)())
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: GSRendererDX<GSVertexHW9>(base, mt, irq, new GSDevice9(), new GSTextureCache9(this), new GSTextureFX9())
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{
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InitVertexKick<GSRendererDX9>();
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}
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bool GSRendererDX9::Create(const string& title)
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{
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if(!__super::Create(title))
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return false;
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//
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memset(&m_date.dss, 0, sizeof(m_date.dss));
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m_date.dss.StencilEnable = true;
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m_date.dss.StencilReadMask = 1;
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m_date.dss.StencilWriteMask = 1;
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m_date.dss.StencilFunc = D3DCMP_ALWAYS;
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m_date.dss.StencilPassOp = D3DSTENCILOP_REPLACE;
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m_date.dss.StencilRef = 1;
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memset(&m_date.bs, 0, sizeof(m_date.bs));
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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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template<uint32 prim, uint32 tme, uint32 fst>
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void GSRendererDX9::VertexKick(bool skip)
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{
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GSVertexHW9 v;
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v.p = GSVector4(((GSVector4i)m_v.XYZ).upl16());
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if(tme && !fst)
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{
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v.p = v.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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v.p = v.p.xyxy(GSVector4::load((float)m_v.XYZ.Z));
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}
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if(tme)
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{
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if(fst)
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{
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v.t = m_v.GetUV();
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}
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else
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{
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v.t = GSVector4::loadl(&m_v.ST);
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}
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}
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GSVertexHW9& dst = m_vl.AddTail();
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dst = v;
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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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int count = 0;
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if(GSVertexHW9* v = DrawingKick<prim>(skip, count))
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{
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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.minv(v[1].p);
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pmax = v[0].p.maxv(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.minv(v[1].p).minv(v[2].p);
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pmax = v[0].p.maxv(v[1].p).maxv(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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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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}
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void GSRendererDX9::Draw(GS_PRIM_CLASS primclass, GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex)
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{
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switch(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(primclass, rt, ds, tex);
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}
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void GSRendererDX9::SetupDATE(GSTexture* rt, GSTexture* ds)
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{
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if(!m_context->TEST.DATE) return; // || (::GetAsyncKeyState(VK_CONTROL) & 0x8000)
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GSDevice9* dev = (GSDevice9*)m_dev;
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int w = rt->GetWidth();
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int h = rt->GetHeight();
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if(GSTexture* t = dev->CreateRenderTarget(w, h))
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{
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// sfex3 (after the capcom logo), vf4 (first menu fading in), ffxii shadows, rumble roses shadows, persona4 shadows
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dev->BeginScene();
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dev->ClearStencil(ds, 0);
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// om
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dev->OMSetDepthStencilState(&m_date.dss);
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dev->OMSetBlendState(&m_date.bs, 0);
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dev->OMSetRenderTargets(t, ds);
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// ia
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GSVector4 s = GSVector4(rt->m_scale.x / w, rt->m_scale.y / h);
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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(src.x, src.y)},
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{GSVector4(dst.z, -dst.y, 0.5f, 1.0f), GSVector2(src.z, src.y)},
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{GSVector4(dst.x, -dst.w, 0.5f, 1.0f), GSVector2(src.x, src.w)},
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{GSVector4(dst.z, -dst.w, 0.5f, 1.0f), GSVector2(src.z, src.w)},
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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->PSSetShaderResources(rt, NULL);
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dev->PSSetShader(dev->m_convert.ps[m_context->TEST.DATM ? 2 : 3], NULL, 0);
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dev->PSSetSamplerState(&dev->m_convert.pt);
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// rs
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dev->RSSet(w, h);
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//
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dev->DrawPrimitive();
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//
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dev->EndScene();
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dev->Recycle(t);
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}
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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->m_scale.x / rt->GetWidth(), rt->m_scale.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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// rs
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dev->RSSet(rt->GetWidth(), rt->GetHeight());
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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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