pcsx2/plugins/GSdx/Renderers/DX11/GSDevice11.h

240 lines
8.2 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, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#pragma once
#include "Renderers\DXCommon\GSDeviceDX.h"
#include "GSTexture11.h"
struct GSVertexShader11
{
CComPtr<ID3D11VertexShader> vs;
CComPtr<ID3D11InputLayout> il;
};
class GSDevice11 : public GSDeviceDX
{
GSTexture* CreateSurface(int type, int w, int h, int format);
void DoMerge(GSTexture* sTex[3], GSVector4* sRect, GSTexture* dTex, GSVector4* dRect, const GSRegPMODE& PMODE, const GSRegEXTBUF& EXTBUF, const GSVector4& c);
void DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool linear, float yoffset = 0);
void DoFXAA(GSTexture* sTex, GSTexture* dTex);
void DoShadeBoost(GSTexture* sTex, GSTexture* dTex);
void DoExternalFX(GSTexture* sTex, GSTexture* dTex);
void RenderOsd(GSTexture* dt);
void InitExternalFX();
void InitFXAA(); // Bug workaround! Stack corruption? Heap corruption? No idea
//
CComPtr<ID3D11Device> m_dev;
CComPtr<ID3D11DeviceContext> m_ctx;
CComPtr<IDXGISwapChain> m_swapchain;
CComPtr<ID3D11Buffer> m_vb;
CComPtr<ID3D11Buffer> m_vb_old;
CComPtr<ID3D11Buffer> m_ib;
CComPtr<ID3D11Buffer> m_ib_old;
float m_hack_topleft_offset;
int m_mipmap;
struct
{
ID3D11Buffer* vb;
size_t vb_stride;
ID3D11Buffer* ib;
ID3D11InputLayout* layout;
D3D11_PRIMITIVE_TOPOLOGY topology;
ID3D11VertexShader* vs;
ID3D11Buffer* vs_cb;
ID3D11GeometryShader* gs;
ID3D11Buffer* gs_cb;
std::array<ID3D11ShaderResourceView*, 16> ps_sr_views;
std::array<GSTexture11*, 16> ps_sr_texture;
ID3D11PixelShader* ps;
ID3D11Buffer* ps_cb;
ID3D11SamplerState* ps_ss[3];
GSVector2i viewport;
GSVector4i scissor;
ID3D11DepthStencilState* dss;
uint8 sref;
ID3D11BlendState* bs;
float bf;
ID3D11RenderTargetView* rt_view;
GSTexture11* rt_texture;
GSTexture11* rt_ds;
ID3D11DepthStencilView* dsv;
} m_state;
public: // TODO
CComPtr<ID3D11RasterizerState> m_rs;
bool FXAA_Compiled;
bool ExShader_Compiled;
struct
{
CComPtr<ID3D11InputLayout> il;
CComPtr<ID3D11VertexShader> vs;
CComPtr<ID3D11PixelShader> ps[ShaderConvert_Count];
CComPtr<ID3D11SamplerState> ln;
CComPtr<ID3D11SamplerState> pt;
CComPtr<ID3D11DepthStencilState> dss;
CComPtr<ID3D11DepthStencilState> dss_write;
CComPtr<ID3D11BlendState> bs;
} m_convert;
struct
{
CComPtr<ID3D11PixelShader> ps[2];
CComPtr<ID3D11Buffer> cb;
CComPtr<ID3D11BlendState> bs;
} m_merge;
struct
{
CComPtr<ID3D11PixelShader> ps[4];
CComPtr<ID3D11Buffer> cb;
} m_interlace;
struct
{
CComPtr<ID3D11PixelShader> ps;
CComPtr<ID3D11Buffer> cb;
} m_shaderfx;
struct
{
CComPtr<ID3D11PixelShader> ps;
CComPtr<ID3D11Buffer> cb;
} m_fxaa;
struct
{
CComPtr<ID3D11PixelShader> ps;
CComPtr<ID3D11Buffer> cb;
} m_shadeboost;
struct
{
CComPtr<ID3D11DepthStencilState> dss;
CComPtr<ID3D11BlendState> bs;
} m_date;
void SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm);
// Shaders...
std::unordered_map<uint32, GSVertexShader11> m_vs;
CComPtr<ID3D11Buffer> m_vs_cb;
std::unordered_map<uint32, CComPtr<ID3D11GeometryShader>> m_gs;
CComPtr<ID3D11Buffer> m_gs_cb;
std::unordered_map<uint64, CComPtr<ID3D11PixelShader>> m_ps;
CComPtr<ID3D11Buffer> m_ps_cb;
std::unordered_map<uint32, CComPtr<ID3D11SamplerState>> m_ps_ss;
CComPtr<ID3D11SamplerState> m_palette_ss;
CComPtr<ID3D11SamplerState> m_rt_ss;
std::unordered_map<uint32, CComPtr<ID3D11DepthStencilState>> m_om_dss;
std::unordered_map<uint32, CComPtr<ID3D11BlendState>> m_om_bs;
VSConstantBuffer m_vs_cb_cache;
GSConstantBuffer m_gs_cb_cache;
PSConstantBuffer m_ps_cb_cache;
std::unique_ptr<GSTexture> m_font;
bool CreateTextureFX();
public:
GSDevice11();
virtual ~GSDevice11();
bool Create(const std::shared_ptr<GSWnd> &wnd);
bool Reset(int w, int h);
void Flip();
void SetVSync(int vsync) final;
void SetExclusive(bool isExcl);
void DrawPrimitive();
void DrawIndexedPrimitive();
void DrawIndexedPrimitive(int offset, int count);
void Dispatch(uint32 x, uint32 y, uint32 z);
void ClearRenderTarget(GSTexture* t, const GSVector4& c);
void ClearRenderTarget(GSTexture* t, uint32 c);
void ClearDepth(GSTexture* t);
void ClearStencil(GSTexture* t, uint8 c);
GSTexture* CreateRenderTarget(int w, int h, int format = 0);
GSTexture* CreateDepthStencil(int w, int h, int format = 0);
GSTexture* CreateTexture(int w, int h, int format = 0);
GSTexture* CreateOffscreen(int w, int h, int format = 0);
GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sRect, int w, int h, int format = 0, int ps_shader = 0);
void CloneTexture(GSTexture* src, GSTexture** dest);
void CopyRect(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r);
void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, int shader = 0, bool linear = true);
void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, bool linear = true);
void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, ID3D11BlendState* bs, bool linear = true);
void IASetVertexBuffer(const void* vertex, size_t stride, size_t count);
bool IAMapVertexBuffer(void** vertex, size_t stride, size_t count);
void IAUnmapVertexBuffer();
void IASetVertexBuffer(ID3D11Buffer* vb, size_t stride);
void IASetIndexBuffer(const void* index, size_t count);
void IASetIndexBuffer(ID3D11Buffer* ib);
void IASetInputLayout(ID3D11InputLayout* layout);
void IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY topology);
void VSSetShader(ID3D11VertexShader* vs, ID3D11Buffer* vs_cb);
void GSSetShader(ID3D11GeometryShader* gs, ID3D11Buffer* gs_cb = NULL);
void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1);
void PSSetShaderResource(int i, GSTexture* sr);
void PSSetShaderResourceView(int i, ID3D11ShaderResourceView* srv, GSTexture* sr);
void PSSetShader(ID3D11PixelShader* ps, ID3D11Buffer* ps_cb);
void PSUpdateShaderState();
void PSSetSamplerState(ID3D11SamplerState* ss0, ID3D11SamplerState* ss1);
void OMSetDepthStencilState(ID3D11DepthStencilState* dss, uint8 sref);
void OMSetBlendState(ID3D11BlendState* bs, float bf);
void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL);
void OMSetRenderTargets(const GSVector2i& rtsize, int count, ID3D11UnorderedAccessView** uav, uint32* counters, const GSVector4i* scissor = NULL);
void SetupVS(VSSelector sel, const VSConstantBuffer* cb);
void SetupGS(GSSelector sel, const GSConstantBuffer* cb);
void SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel);
void SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, uint8 afix);
ID3D11Device* operator->() {return m_dev;}
operator ID3D11Device*() {return m_dev;}
operator ID3D11DeviceContext*() {return m_ctx;}
void CreateShader(std::vector<char> source, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11VertexShader** vs, D3D11_INPUT_ELEMENT_DESC* layout, int count, ID3D11InputLayout** il);
void CreateShader(std::vector<char> source, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11GeometryShader** gs);
void CreateShader(std::vector<char> source, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11PixelShader** ps);
void CompileShader(std::vector<char> source, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3DBlob** shader, std::string shader_model);
};