mirror of https://github.com/PCSX2/pcsx2.git
71 lines
2.2 KiB
C++
71 lines
2.2 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 "Renderers/HW/GSRendererHW.h"
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#include "GSTextureCache11.h"
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#include "Renderers/HW/GSVertexHW.h"
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class GSRendererDX11 final : public GSRendererHW
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{
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enum ACC_BLEND_D3D11 {
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ACC_BLEND_NONE_D3D11 = 0,
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ACC_BLEND_BASIC_D3D11 = 1,
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ACC_BLEND_MEDIUM_D3D11 = 2,
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ACC_BLEND_HIGH_D3D11 = 3
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};
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private:
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bool UserHacks_AlphaStencil;
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bool m_bind_rtsample;
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private:
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inline void ResetStates();
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inline void SetupIA(const float& sx, const float& sy);
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inline void EmulateAtst(const int pass, const GSTextureCache::Source* tex);
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inline void EmulateZbuffer();
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inline void EmulateBlending();
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inline void EmulateTextureShuffleAndFbmask();
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inline void EmulateChannelShuffle(GSTexture** rt, const GSTextureCache::Source* tex);
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inline void EmulateTextureSampler(const GSTextureCache::Source* tex);
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GSDevice11::VSSelector m_vs_sel;
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GSDevice11::GSSelector m_gs_sel;
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GSDevice11::PSSelector m_ps_sel;
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GSDevice11::PSSamplerSelector m_ps_ssel;
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GSDevice11::OMBlendSelector m_om_bsel;
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GSDevice11::OMDepthStencilSelector m_om_dssel;
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GSDevice11::PSConstantBuffer ps_cb;
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GSDevice11::VSConstantBuffer vs_cb;
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GSDevice11::GSConstantBuffer gs_cb;
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public:
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GSRendererDX11();
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virtual ~GSRendererDX11() {}
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void DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex) final;
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bool CreateDevice(GSDevice* dev);
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};
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