mirror of https://github.com/PCSX2/pcsx2.git
437 lines
9.3 KiB
C++
437 lines
9.3 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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#include "stdafx.h"
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#include "GSDeviceSW.h"
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GSDeviceSW::GSDeviceSW()
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{
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}
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bool GSDeviceSW::Create(GSWnd* wnd)
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{
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if(!GSDevice::Create(wnd))
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return false;
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Reset(1, 1);
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return true;
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}
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bool GSDeviceSW::Reset(int w, int h)
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{
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if(!GSDevice::Reset(w, h))
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return false;
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// TODO: m_backbuffer should be a window wrapper, or some native bitmap, software-only StretchRect to a full screen window may be too slow
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m_backbuffer = new GSTextureSW(GSTexture::RenderTarget, w, h);
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return true;
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}
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GSTexture* GSDeviceSW::CreateSurface(int type, int w, int h, bool msaa, int format)
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{
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if(format != 0) return NULL; // there is only one format
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return new GSTextureSW(type, w, h);
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}
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void GSDeviceSW::BeginScene()
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{
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// TODO
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}
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void GSDeviceSW::DrawPrimitive()
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{
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// TODO
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}
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void GSDeviceSW::EndScene()
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{
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// TODO
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}
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void GSDeviceSW::ClearRenderTarget(GSTexture* t, const GSVector4& c)
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{
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Clear(t, (c * 255 + 0.5f).rgba32());
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}
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void GSDeviceSW::ClearRenderTarget(GSTexture* t, uint32 c)
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{
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Clear(t, c);
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}
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void GSDeviceSW::ClearDepth(GSTexture* t, float c)
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{
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Clear(t, *(uint32*)&c);
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}
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void GSDeviceSW::ClearStencil(GSTexture* t, uint8 c)
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{
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Clear(t, c);
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}
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GSTexture* GSDeviceSW::CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format)
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{
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GSTexture* dst = CreateOffscreen(w, h, format);
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if(dst != NULL)
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{
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CopyRect(src, dst, GSVector4i(0, 0, w, h));
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}
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return dst;
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}
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void GSDeviceSW::CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r)
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{
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GSTexture::GSMap m;
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if(st->Map(m, &r))
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{
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dt->Update(r, m.bits, m.pitch);
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st->Unmap();
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}
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}
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class ShaderBase
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{
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protected:
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GSVector4i Sample(const GSVector4i& c, const GSVector4i& uf, const GSVector4i& vf) const
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{
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GSVector4i c0 = c.upl8();
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GSVector4i c1 = c.uph8();
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c0 = c0.lerp16<0>(c1, vf);
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c0 = c0.lerp16<0>(c0.srl<8>(), uf);
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return c0;
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}
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GSVector4i Blend(const GSVector4i& c0, const GSVector4i& c1) const
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{
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return c0.lerp16<0>(c1, c1.wwwwl().sll16(7));
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}
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GSVector4i Blend2x(const GSVector4i& c0, const GSVector4i& c1) const
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{
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return c0.lerp16<0>(c1, c1.wwwwl().sll16(1).pu16().uph8().sll16(7)); // .sll16(1).pu16() => 2x, then clamp (...)
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}
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GSVector4i Blend(const GSVector4i& c0, const GSVector4i& c1, const GSVector4i& f) const
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{
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return c0.lerp16<0>(c1, f);
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}
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};
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class ShaderCopy : public ShaderBase
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{
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public:
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void operator() (uint32* RESTRICT dst, const GSVector4i& c, const GSVector4i& uf, const GSVector4i& vf) const
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{
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*dst = Sample(c, uf, vf).pu16().extract32<0>();
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}
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void operator() (uint32* RESTRICT dst, uint32 c) const
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{
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*dst = c;
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}
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};
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class ShaderAlphaBlend : public ShaderBase
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{
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public:
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void operator() (uint32* RESTRICT dst, const GSVector4i& c, const GSVector4i& uf, const GSVector4i& vf) const
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{
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*dst = Blend(Sample(c, uf, vf), GSVector4i(*dst).uph8()).pu16().extract32<0>();
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}
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void operator() (uint32* RESTRICT dst, uint32 c) const
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{
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*dst = Blend(GSVector4i(c), GSVector4i(*dst).uph8()).pu16().extract32<0>();
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}
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};
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class ShaderAlpha2xBlend : public ShaderBase
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{
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public:
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void operator() (uint32* RESTRICT dst, const GSVector4i& c, const GSVector4i& uf, const GSVector4i& vf) const
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{
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*dst = Blend2x(Sample(c, uf, vf), GSVector4i(*dst).uph8()).pu16().extract32<0>();
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}
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void operator() (uint32* RESTRICT dst, uint32 c) const
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{
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*dst = Blend2x(GSVector4i(c), GSVector4i(*dst).uph8()).pu16().extract32<0>();
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}
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};
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__aligned(class, 16) ShaderFactorBlend : public ShaderBase
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{
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GSVector4i m_f;
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public:
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ShaderFactorBlend(uint32 f)
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{
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m_f = GSVector4i((f << 16) | f).xxxx().srl16(1);
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}
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void operator() (uint32* RESTRICT dst, const GSVector4i& c, const GSVector4i& uf, const GSVector4i& vf) const
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{
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*dst = Blend(Sample(c, uf, vf), GSVector4i(*dst).uph8(), m_f).pu16().extract32<0>();
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}
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void operator() (uint32* RESTRICT dst, uint32 c) const
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{
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*dst = Blend(GSVector4i(c), GSVector4i(*dst).uph8(), m_f).pu16().extract32<0>();
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}
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};
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template<class SHADER> static void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, const SHADER& shader, bool linear)
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{
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GSVector4i r(dr.ceil());
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r = r.rintersect(GSVector4i(dt->GetSize()).zwxy());
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if(r.rempty()) return;
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GSTexture::GSMap dm;
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if(!dt->Map(dm, &r)) return;
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GSTexture::GSMap sm;
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if(!st->Map(sm, NULL)) {dt->Unmap(); return;}
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GSVector2i ssize = st->GetSize();
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GSVector4 p = dr;
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GSVector4 t = sr * GSVector4(ssize).xyxy() * GSVector4((float)0x10000);
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GSVector4 tl = p.xyxy(t);
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GSVector4 br = p.zwzw(t);
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GSVector4 tlbr = br - tl;
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tlbr /= tlbr.xyxy();
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if(tl.x < (float)r.left) tl.z += tlbr.z * ((float)r.left - tl.x);
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if(tl.y < (float)r.top) tl.w += tlbr.w * ((float)r.top - tl.y);
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GSVector4i uvdudv(tl.zwzw(tlbr));
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GSVector4i uv = uvdudv.xxyy() + GSVector4i(0, 0x10000).xyxy();
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GSVector4i du = uvdudv.zzzz().srl<8>();
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GSVector4i dv = uvdudv.wwww().sll<8>();
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// TODO: clipping may not be that necessary knowing we don't address outside (except the linear filter +1 pixel)
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GSVector4i uvmax = GSVector4i((ssize.x - 1) << 16, (ssize.y - 1) << 16).xxyy();
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GSVector4i v = uv;
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if(linear)
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{
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for(int j = r.height(); j > 0; j--, v += dv, dm.bits += dm.pitch)
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{
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GSVector4i vf = v.zzwwh().zzww().srl16(1);
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GSVector4i vi = v.max_i16(GSVector4i::zero()).min_i16(uvmax);
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int v0 = vi.extract16<5>();
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int v1 = vi.extract16<7>();
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uint32* RESTRICT src0 = (uint32*)&sm.bits[v0 * sm.pitch];
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uint32* RESTRICT src1 = (uint32*)&sm.bits[v1 * sm.pitch];
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uint32* RESTRICT dst = (uint32*)dm.bits;
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GSVector4i u = v;
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for(int i = r.width(); i > 0; i--, dst++, u += du)
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{
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GSVector4i uf = u.xxyyh().xxyy().srl16(1);
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GSVector4i ui = u.max_i16(GSVector4i::zero()).min_i16(uvmax);
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int u0 = ui.extract16<1>();
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int u1 = ui.extract16<3>();
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shader(dst, GSVector4i(src0[u0], src0[u1], src1[u0], src1[u1]), uf, vf);
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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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for(int j = r.height(); j > 0; j--, v += dv, dm.bits += dm.pitch)
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{
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GSVector4i vi = v.max_i16(GSVector4i::zero()).min_i16(uvmax);
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uint32* RESTRICT src = (uint32*)&sm.bits[vi.extract16<5>() * sm.pitch];
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uint32* RESTRICT dst = (uint32*)dm.bits;
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GSVector4i u = v;
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for(int i = r.width(); i > 0; i--, dst++, u += du)
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{
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GSVector4i ui = u.max_i16(GSVector4i::zero()).min_i16(uvmax);
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shader(dst, src[ui.extract16<1>()]);
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}
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}
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}
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st->Unmap();
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dt->Unmap();
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}
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void GSDeviceSW::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, int shader, bool linear)
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{
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// TODO: if dt == m_backbuffer && m_backbuffer is special
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if(shader == 0)
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{
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if((sr == GSVector4(0, 0, 1, 1) & dr == GSVector4(dt->GetSize()).zwxy()).alltrue() && st->GetSize() == dt->GetSize())
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{
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// shortcut
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CopyRect(st, dt, GSVector4i(dt->GetSize()).zwxy());
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return;
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}
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ShaderCopy s;
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::StretchRect(st, sr, dt, dr, s, linear);
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}
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else if(shader == 1)
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{
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ShaderAlphaBlend s;
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::StretchRect(st, sr, dt, dr, s, linear);
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}
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else
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{
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ASSERT(0);
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}
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}
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void GSDeviceSW::PSSetShaderResources(GSTexture* sr0, GSTexture* sr1)
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{
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// TODO
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}
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void GSDeviceSW::PSSetShaderResource(int i, GSTexture* sr)
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{
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// TODO
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}
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void GSDeviceSW::OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor)
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{
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// TODO
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}
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//
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void GSDeviceSW::DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dt, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c)
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{
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ClearRenderTarget(dt, c);
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if(st[1] && !slbg)
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{
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StretchRect(st[1], sr[1], dt, dr[1]);
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}
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if(st[0])
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{
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if(mmod == 0)
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{
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// alpha = min(st[0].a * 2, 1)
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ShaderAlpha2xBlend s;
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::StretchRect(st[0], sr[0], dt, dr[0], s, true);
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}
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else
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{
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// alpha = c.a
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ShaderFactorBlend s((uint32)(int)(c.a * 255));
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::StretchRect(st[0], sr[0], dt, dr[0], s, true);
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}
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}
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// dt->Save("c:\\1.bmp");
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}
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void GSDeviceSW::DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset)
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{
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GSVector4 s = GSVector4(dt->GetSize());
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GSVector4 sr(0, 0, 1, 1);
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GSVector4 dr(0.0f, yoffset, s.x, s.y + yoffset);
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if(shader == 0 || shader == 1)
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{
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// TODO: 0/1 => update even/odd lines of dt
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}
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else if(shader == 2)
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{
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// TODO: blend lines (1:2:1 filter)
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}
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else if(shader == 3)
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{
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StretchRect(st, sr, dt, dr, 0, linear);
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}
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else
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{
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ASSERT(0);
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}
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}
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void GSDeviceSW::Clear(GSTexture* t, uint32 c)
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{
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int w = t->GetWidth();
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int h = t->GetHeight();
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GSTexture::GSMap m;
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if(t->Map(m, NULL))
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{
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GSVector4i v((int)c);
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w >>= 2;
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for(int j = 0; j < h; j++, m.bits += m.pitch)
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{
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GSVector4i* RESTRICT dst = (GSVector4i*)m.bits;
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for(int i = 0; i < w; i += 2)
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{
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dst[i + 0] = v;
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dst[i + 1] = v;
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}
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}
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t->Unmap();
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}
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}
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