mirror of https://github.com/PCSX2/pcsx2.git
319 lines
5.8 KiB
C++
319 lines
5.8 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, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
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* http://www.gnu.org/copyleft/gpl.html
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*
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*/
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#pragma once
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#include "GSVector.h"
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#include "GSDevice.h"
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#include "GSAlignedClass.h"
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class GSDeviceDX : public GSDevice
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{
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public:
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#pragma pack(push, 1)
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__aligned(struct, 32) VSConstantBuffer
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{
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GSVector4 VertexScale;
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GSVector4 VertexOffset;
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GSVector4 TextureScale;
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struct VSConstantBuffer()
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{
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VertexScale = GSVector4::zero();
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VertexOffset = GSVector4::zero();
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TextureScale = GSVector4::zero();
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}
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__forceinline bool Update(const VSConstantBuffer* cb)
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{
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GSVector4i* a = (GSVector4i*)this;
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GSVector4i* b = (GSVector4i*)cb;
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GSVector4i b0 = b[0];
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GSVector4i b1 = b[1];
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GSVector4i b2 = b[2];
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if(!((a[0] == b0) & (a[1] == b1) & (a[2] == b2)).alltrue())
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{
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a[0] = b0;
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a[1] = b1;
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a[2] = b2;
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return true;
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}
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return false;
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}
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};
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struct VSSelector
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{
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union
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{
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struct
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{
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uint32 bppz:2;
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uint32 tme:1;
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uint32 fst:1;
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uint32 logz:1;
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uint32 rtcopy:1;
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uint32 wildhack:2;
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};
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uint32 key;
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};
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operator uint32() {return key & 0xff;}
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VSSelector() : key(0) {}
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};
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__aligned(struct, 32) PSConstantBuffer
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{
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GSVector4 FogColor_AREF;
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GSVector4 HalfTexel;
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GSVector4 WH;
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GSVector4 MinMax;
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GSVector4 MinF_TA;
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GSVector4i MskFix;
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struct PSConstantBuffer()
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{
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FogColor_AREF = GSVector4::zero();
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HalfTexel = GSVector4::zero();
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WH = GSVector4::zero();
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MinMax = GSVector4::zero();
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MinF_TA = GSVector4::zero();
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MskFix = GSVector4i::zero();
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}
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__forceinline bool Update(const PSConstantBuffer* cb)
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{
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GSVector4i* a = (GSVector4i*)this;
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GSVector4i* b = (GSVector4i*)cb;
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GSVector4i b0 = b[0];
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GSVector4i b1 = b[1];
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GSVector4i b2 = b[2];
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GSVector4i b3 = b[3];
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GSVector4i b4 = b[4];
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GSVector4i b5 = b[5];
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if(!((a[0] == b0) /*& (a[1] == b1)*/ & (a[2] == b2) & (a[3] == b3) & (a[4] == b4) & (a[5] == b5)).alltrue()) // if WH matches HalfTexel does too
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{
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a[0] = b0;
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a[1] = b1;
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a[2] = b2;
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a[3] = b3;
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a[4] = b4;
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a[5] = b5;
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return true;
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}
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return false;
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}
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};
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struct GSSelector
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{
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union
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{
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struct
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{
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uint32 iip:1;
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uint32 prim:2;
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};
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uint32 key;
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};
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operator uint32() {return key & 0x7;}
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GSSelector() : key(0) {}
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};
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struct PSSelector
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{
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union
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{
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struct
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{
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uint32 fst:1;
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uint32 wms:2;
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uint32 wmt:2;
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uint32 fmt:3;
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uint32 aem:1;
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uint32 tfx:3;
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uint32 tcc:1;
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uint32 atst:3;
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uint32 fog:1;
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uint32 clr1:1;
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uint32 fba:1;
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uint32 aout:1;
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uint32 rt:1;
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uint32 ltf:1;
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uint32 colclip:2;
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uint32 date:2;
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uint32 spritehack:1;
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uint32 point_sampler:1;
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};
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uint32 key;
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};
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operator uint32() {return key & 0xfffffff;}
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PSSelector() : key(0) {}
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};
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struct PSSamplerSelector
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{
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union
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{
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struct
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{
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uint32 tau:1;
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uint32 tav:1;
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uint32 ltf:1;
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};
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uint32 key;
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};
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operator uint32() {return key & 0x7;}
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PSSamplerSelector() : key(0) {}
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};
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struct OMDepthStencilSelector
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{
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union
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{
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struct
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{
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uint32 ztst:2;
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uint32 zwe:1;
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uint32 date:1;
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uint32 fba:1;
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uint32 alpha_stencil:1;
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};
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uint32 key;
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};
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operator uint32() {return key & 0x3f;}
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OMDepthStencilSelector() : key(0) {}
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};
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struct OMBlendSelector
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{
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union
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{
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struct
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{
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uint32 abe:1;
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uint32 a:2;
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uint32 b:2;
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uint32 c:2;
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uint32 d:2;
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uint32 wr:1;
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uint32 wg:1;
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uint32 wb:1;
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uint32 wa:1;
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uint32 negative:1;
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};
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struct
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{
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uint32 _pad:1;
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uint32 abcd:8;
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uint32 wrgba:4;
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};
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uint32 key;
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};
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operator uint32() {return key & 0x3fff;}
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OMBlendSelector() : key(0) {}
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bool IsCLR1() const
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{
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return (key & 0x19f) == 0x93; // abe == 1 && a == 1 && b == 2 && d == 1
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}
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};
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struct D3D9Blend {int bogus, op, src, dst;};
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static const D3D9Blend m_blendMapD3D9[3*3*3*3];
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#pragma pack(pop)
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protected:
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struct {D3D_FEATURE_LEVEL level; string model, vs, gs, ps, cs;} m_shader;
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uint32 m_msaa;
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DXGI_SAMPLE_DESC m_msaa_desc;
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GSTexture* FetchSurface(int type, int w, int h, bool msaa, int format);
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public:
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GSDeviceDX();
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virtual ~GSDeviceDX();
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bool SetFeatureLevel(D3D_FEATURE_LEVEL level, bool compat_mode);
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void GetFeatureLevel(D3D_FEATURE_LEVEL& level) const {level = m_shader.level;}
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virtual void SetupVS(VSSelector sel, const VSConstantBuffer* cb) = 0;
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virtual void SetupGS(GSSelector sel) = 0;
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virtual void SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel) = 0;
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virtual void SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, uint8 afix) = 0;
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virtual void SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm) = 0;
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virtual bool HasStencil() = 0;
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virtual bool HasDepth32() = 0;
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template<class T> void PrepareShaderMacro(vector<T>& dst, const T* src)
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{
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dst.clear();
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while(src && src->Definition && src->Name)
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{
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dst.push_back(*src++);
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}
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T m;
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m.Name = "SHADER_MODEL";
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m.Definition = m_shader.model.c_str();
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dst.push_back(m);
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m.Name = NULL;
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m.Definition = NULL;
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dst.push_back(m);
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}
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};
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