pcsx2/plugins/GSdx/GSDevice.cpp

333 lines
6.6 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 "GSdx.h"
#include "GSDevice.h"
GSDevice::GSDevice()
: m_wnd(NULL)
, m_rbswapped(false)
, m_backbuffer(NULL)
, m_merge(NULL)
, m_weavebob(NULL)
, m_blend(NULL)
, m_1x1(NULL)
{
memset(&m_vertices, 0, sizeof(m_vertices));
m_msaa = theApp.GetConfig("msaa", 0);
m_msaa_desc.Count = 1;
m_msaa_desc.Quality = 0;
}
GSDevice::~GSDevice()
{
for_each(m_pool.begin(), m_pool.end(), delete_object());
delete m_backbuffer;
delete m_merge;
delete m_weavebob;
delete m_blend;
delete m_1x1;
}
bool GSDevice::Create(GSWnd* wnd, bool vsync)
{
m_wnd = wnd;
m_vsync = vsync;
return true;
}
bool GSDevice::Reset(int w, int h, int mode)
{
for_each(m_pool.begin(), m_pool.end(), delete_object());
m_pool.clear();
delete m_backbuffer;
delete m_merge;
delete m_weavebob;
delete m_blend;
delete m_1x1;
m_backbuffer = NULL;
m_merge = NULL;
m_weavebob = NULL;
m_blend = NULL;
m_1x1 = NULL;
m_current = NULL; // current is special, points to other textures, no need to delete
return true;
}
void GSDevice::Present(const GSVector4i& r, int shader, bool limit)
{
GSVector4i cr = m_wnd->GetClientRect();
int w = std::max<int>(cr.width(), 1);
int h = std::max<int>(cr.height(), 1);
if(!m_backbuffer || m_backbuffer->GetWidth() != w || m_backbuffer->GetHeight() != h)
{
if(!Reset(w, h, DontCare))
{
return;
}
}
ClearRenderTarget(m_backbuffer, 0);
if(m_current)
{
static int s_shader[3] = {0, 5, 6}; // FIXME
StretchRect(m_current, m_backbuffer, GSVector4(r), s_shader[shader]);
}
Flip(limit);
}
GSTexture* GSDevice::Fetch(int type, int w, int h, bool msaa, int format)
{
if(m_msaa < 2)
{
msaa = false;
}
GSVector2i size(w, h);
for(list<GSTexture*>::iterator i = m_pool.begin(); i != m_pool.end(); i++)
{
GSTexture* t = *i;
if(t->GetType() == type && t->GetFormat() == format && t->GetSize() == size && t->IsMSAA() == msaa)
{
m_pool.erase(i);
return t;
}
}
return Create(type, w, h, msaa, format);
}
void GSDevice::EndScene()
{
m_vertices.start += m_vertices.count;
m_vertices.count = 0;
}
void GSDevice::Recycle(GSTexture* t)
{
if(t)
{
m_pool.push_front(t);
while(m_pool.size() > 600)
{
delete m_pool.back();
m_pool.pop_back();
}
}
}
GSTexture* GSDevice::CreateRenderTarget(int w, int h, bool msaa, int format)
{
return Fetch(GSTexture::RenderTarget, w, h, msaa, format);
}
GSTexture* GSDevice::CreateDepthStencil(int w, int h, bool msaa, int format)
{
return Fetch(GSTexture::DepthStencil, w, h, msaa, format);
}
GSTexture* GSDevice::CreateTexture(int w, int h, int format)
{
return Fetch(GSTexture::Texture, w, h, false, format);
}
GSTexture* GSDevice::CreateOffscreen(int w, int h, int format)
{
return Fetch(GSTexture::Offscreen, w, h, false, format);
}
void GSDevice::StretchRect(GSTexture* st, GSTexture* dt, const GSVector4& dr, int shader, bool linear)
{
StretchRect(st, GSVector4(0, 0, 1, 1), dt, dr, shader, linear);
}
GSTexture* GSDevice::GetCurrent()
{
return m_current;
}
void GSDevice::Merge(GSTexture* st[2], GSVector4* sr, GSVector4* dr, const GSVector2i& fs, bool slbg, bool mmod, const GSVector4& c)
{
if(!m_merge || !(m_merge->GetSize() == fs))
{
m_merge = CreateRenderTarget(fs.x, fs.y, false);
}
// TODO: m_1x1
// KH:COM crashes at startup when booting *through the bios* due to m_merge being NULL.
// (texture appears to be non-null, and is being re-created at a size around like 1700x340,
// dunno if that's relevant) -- air
if(m_merge)
{
GSTexture* tex[2] = {NULL, NULL};
for(int i = 0; i < countof(tex); i++)
{
if(st[i] != NULL)
{
tex[i] = st[i]->IsMSAA() ? Resolve(st[i]) : st[i];
}
}
DoMerge(tex, sr, dr, m_merge, slbg, mmod, c);
for(int i = 0; i < countof(tex); i++)
{
if(tex[i] != st[i])
{
Recycle(tex[i]);
}
}
}
else
{
printf("GSdx: m_merge is NULL!\n");
}
m_current = m_merge;
}
void GSDevice::Interlace(const GSVector2i& ds, int field, int mode, float yoffset)
{
if(!m_weavebob || !(m_weavebob->GetSize() == ds))
{
m_weavebob = CreateRenderTarget(ds.x, ds.y, false);
}
if(mode == 0 || mode == 2) // weave or blend
{
// weave first
DoInterlace(m_merge, m_weavebob, field, false, 0);
if(mode == 2)
{
// blend
if(!m_blend || !(m_blend->GetSize() == ds))
{
m_blend = CreateRenderTarget(ds.x, ds.y, false);
}
DoInterlace(m_weavebob, m_blend, 2, false, 0);
m_current = m_blend;
}
else
{
m_current = m_weavebob;
}
}
else if(mode == 1) // bob
{
DoInterlace(m_merge, m_weavebob, 3, true, yoffset * field);
m_current = m_weavebob;
}
else
{
m_current = m_merge;
}
}
bool GSDevice::ResizeTexture(GSTexture** t, int w, int h)
{
if(t == NULL) {ASSERT(0); return false;}
GSTexture* t2 = *t;
if(t2 == NULL || t2->GetWidth() != w || t2->GetHeight() != h)
{
delete t2;
t2 = CreateTexture(w, h);
*t = t2;
}
return t2 != NULL;
}
bool GSDevice::SetFeatureLevel(D3D_FEATURE_LEVEL level, bool compat_mode)
{
m_shader.level = level;
switch(level)
{
case D3D_FEATURE_LEVEL_9_1:
case D3D_FEATURE_LEVEL_9_2:
m_shader.model = "0x200";
m_shader.vs = compat_mode ? "vs_4_0_level_9_1" : "vs_2_0";
m_shader.ps = compat_mode ? "ps_4_0_level_9_1" : "ps_2_0";
break;
case D3D_FEATURE_LEVEL_9_3:
m_shader.model = "0x300";
m_shader.vs = compat_mode ? "vs_4_0_level_9_3" : "vs_3_0";
m_shader.ps = compat_mode ? "ps_4_0_level_9_3" : "ps_3_0";
break;
case D3D_FEATURE_LEVEL_10_0:
m_shader.model = "0x400";
m_shader.vs = "vs_4_0";
m_shader.gs = "gs_4_0";
m_shader.ps = "ps_4_0";
break;
case D3D_FEATURE_LEVEL_10_1:
m_shader.model = "0x401";
m_shader.vs = "vs_4_1";
m_shader.gs = "gs_4_1";
m_shader.ps = "ps_4_1";
break;
case D3D_FEATURE_LEVEL_11_0:
m_shader.model = "0x500";
m_shader.vs = "vs_5_0";
m_shader.gs = "gs_5_0";
m_shader.ps = "ps_5_0";
break;
default:
ASSERT(0);
return false;
}
return true;
}