mirror of https://github.com/PCSX2/pcsx2.git
601 lines
14 KiB
C++
601 lines
14 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, 675 Mass Ave, Cambridge, MA 02139, 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 "GSRendererHW10.h"
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#include "GSCrc.h"
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#include "resource.h"
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GSRendererHW10::GSRendererHW10(uint8* base, bool mt, void (*irq)(), const GSRendererSettings& rs)
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: GSRendererHW<Device, Vertex, TextureCache>(base, mt, irq, rs, true)
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{
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InitVertexKick<GSRendererHW10>();
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}
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bool GSRendererHW10::Create(const string& title)
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{
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if(!__super::Create(title))
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return false;
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if(!m_tfx.Create(&m_dev))
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return false;
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//
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D3D10_DEPTH_STENCIL_DESC dsd;
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memset(&dsd, 0, sizeof(dsd));
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dsd.DepthEnable = false;
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dsd.StencilEnable = true;
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dsd.StencilReadMask = 1;
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dsd.StencilWriteMask = 1;
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dsd.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
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dsd.FrontFace.StencilPassOp = D3D10_STENCIL_OP_REPLACE;
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dsd.FrontFace.StencilFailOp = D3D10_STENCIL_OP_KEEP;
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dsd.FrontFace.StencilDepthFailOp = D3D10_STENCIL_OP_KEEP;
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dsd.BackFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
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dsd.BackFace.StencilPassOp = D3D10_STENCIL_OP_REPLACE;
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dsd.BackFace.StencilFailOp = D3D10_STENCIL_OP_KEEP;
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dsd.BackFace.StencilDepthFailOp = D3D10_STENCIL_OP_KEEP;
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m_dev->CreateDepthStencilState(&dsd, &m_date.dss);
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D3D10_BLEND_DESC bd;
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memset(&bd, 0, sizeof(bd));
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m_dev->CreateBlendState(&bd, &m_date.bs);
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//
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return true;
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}
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template<uint32 prim, uint32 tme, uint32 fst>
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void GSRendererHW10::VertexKick(bool skip)
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{
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Vertex& dst = m_vl.AddTail();
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dst.m128i[0] = m_v.m128i[0];
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dst.m128i[1] = m_v.m128i[1];
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if(tme && fst)
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{
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GSVector4::storel(&dst.ST, m_v.GetUV());
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}
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int count = 0;
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if(Vertex* v = DrawingKick<prim>(skip, count))
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{
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GSVector4i scissor = m_context->scissor.dx10;
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#if _M_SSE >= 0x401
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GSVector4i pmin, pmax, v0, v1, v2;
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switch(prim)
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{
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case GS_POINTLIST:
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v0 = GSVector4i::load((int)v[0].p.xy).upl16();
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pmin = v0;
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pmax = v0;
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break;
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case GS_LINELIST:
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case GS_LINESTRIP:
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case GS_SPRITE:
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v0 = GSVector4i::load((int)v[0].p.xy);
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v1 = GSVector4i::load((int)v[1].p.xy);
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pmin = v0.min_u16(v1).upl16();
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pmax = v0.max_u16(v1).upl16();
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break;
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case GS_TRIANGLELIST:
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case GS_TRIANGLESTRIP:
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case GS_TRIANGLEFAN:
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v0 = GSVector4i::load((int)v[0].p.xy);
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v1 = GSVector4i::load((int)v[1].p.xy);
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v2 = GSVector4i::load((int)v[2].p.xy);
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pmin = v0.min_u16(v1).min_u16(v2).upl16();
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pmax = v0.max_u16(v1).max_u16(v2).upl16();
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break;
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}
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GSVector4i test = (pmax < scissor) | (pmin > scissor.zwxy());
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if(test.mask() & 0xff)
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{
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return;
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}
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#else
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switch(prim)
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{
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case GS_POINTLIST:
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if(v[0].p.x < scissor.x
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|| v[0].p.x > scissor.z
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|| v[0].p.y < scissor.y
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|| v[0].p.y > scissor.w)
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{
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return;
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}
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break;
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case GS_LINELIST:
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case GS_LINESTRIP:
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case GS_SPRITE:
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if(v[0].p.x < scissor.x && v[1].p.x < scissor.x
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|| v[0].p.x > scissor.z && v[1].p.x > scissor.z
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|| v[0].p.y < scissor.y && v[1].p.y < scissor.y
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|| v[0].p.y > scissor.w && v[1].p.y > scissor.w)
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{
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return;
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}
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break;
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case GS_TRIANGLELIST:
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case GS_TRIANGLESTRIP:
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case GS_TRIANGLEFAN:
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if(v[0].p.x < scissor.x && v[1].p.x < scissor.x && v[2].p.x < scissor.x
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|| v[0].p.x > scissor.z && v[1].p.x > scissor.z && v[2].p.x > scissor.z
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|| v[0].p.y < scissor.y && v[1].p.y < scissor.y && v[2].p.y < scissor.y
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|| v[0].p.y > scissor.w && v[1].p.y > scissor.w && v[2].p.y > scissor.w)
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{
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return;
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}
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break;
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}
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#endif
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m_count += count;
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}
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}
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void GSRendererHW10::Draw(int prim, Texture& rt, Texture& ds, GSTextureCache<Device>::GSTexture* tex)
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{
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GSDrawingEnvironment& env = m_env;
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GSDrawingContext* context = m_context;
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/*
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if(s_dump)
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{
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TRACE(_T("\n"));
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TRACE(_T("PRIM = %d, ZMSK = %d, ZTE = %d, ZTST = %d, ATE = %d, ATST = %d, AFAIL = %d, AREF = %02x\n"),
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PRIM->PRIM, context->ZBUF.ZMSK,
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context->TEST.ZTE, context->TEST.ZTST,
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context->TEST.ATE, context->TEST.ATST, context->TEST.AFAIL, context->TEST.AREF);
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for(int i = 0; i < m_count; i++)
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{
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TRACE(_T("[%d] %3.0f %3.0f %3.0f %3.0f\n"), i, (float)m_vertices[i].p.x / 16, (float)m_vertices[i].p.y / 16, (float)m_vertices[i].p.z, (float)m_vertices[i].a);
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}
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}
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*/
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D3D10_PRIMITIVE_TOPOLOGY topology;
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int prims = 0;
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switch(prim)
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{
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case GS_POINTLIST:
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topology = D3D10_PRIMITIVE_TOPOLOGY_POINTLIST;
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prims = m_count;
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break;
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case GS_LINELIST:
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case GS_LINESTRIP:
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case GS_SPRITE:
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topology = D3D10_PRIMITIVE_TOPOLOGY_LINELIST;
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prims = m_count / 2;
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break;
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case GS_TRIANGLELIST:
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case GS_TRIANGLESTRIP:
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case GS_TRIANGLEFAN:
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topology = D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
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prims = m_count / 3;
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break;
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default:
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__assume(0);
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}
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m_perfmon.Put(GSPerfMon::Prim, prims);
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m_perfmon.Put(GSPerfMon::Draw, 1);
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// date
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SetupDATE(rt, ds);
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//
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m_dev.BeginScene();
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// om
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GSTextureFX10::OMDepthStencilSelector om_dssel;
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om_dssel.zte = context->TEST.ZTE;
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om_dssel.ztst = context->TEST.ZTST;
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om_dssel.zwe = !context->ZBUF.ZMSK;
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om_dssel.date = context->FRAME.PSM != PSM_PSMCT24 ? context->TEST.DATE : 0;
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GSTextureFX10::OMBlendSelector om_bsel;
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om_bsel.abe = PRIM->ABE || (prim == 1 || prim == 2) && PRIM->AA1;
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om_bsel.a = context->ALPHA.A;
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om_bsel.b = context->ALPHA.B;
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om_bsel.c = context->ALPHA.C;
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om_bsel.d = context->ALPHA.D;
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om_bsel.wr = (context->FRAME.FBMSK & 0x000000ff) != 0x000000ff;
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om_bsel.wg = (context->FRAME.FBMSK & 0x0000ff00) != 0x0000ff00;
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om_bsel.wb = (context->FRAME.FBMSK & 0x00ff0000) != 0x00ff0000;
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om_bsel.wa = (context->FRAME.FBMSK & 0xff000000) != 0xff000000;
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float bf = (float)(int)context->ALPHA.FIX / 0x80;
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// vs
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GSTextureFX10::VSSelector vs_sel;
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vs_sel.bpp = 0;
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vs_sel.bppz = 0;
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vs_sel.tme = PRIM->TME;
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vs_sel.fst = PRIM->FST;
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vs_sel.prim = prim;
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if(tex)
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{
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vs_sel.bpp = tex->m_bpp2;
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}
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if(om_dssel.zte && om_dssel.ztst > 0 && om_dssel.zwe)
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{
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if(context->ZBUF.PSM == PSM_PSMZ24)
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{
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if(WrapZ(0xffffff))
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{
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vs_sel.bppz = 1;
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om_dssel.ztst = 1;
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}
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}
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else if(context->ZBUF.PSM == PSM_PSMZ16 || context->ZBUF.PSM == PSM_PSMZ16S)
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{
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if(WrapZ(0xffff))
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{
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vs_sel.bppz = 2;
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om_dssel.ztst = 1;
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}
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}
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}
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GSTextureFX10::VSConstantBuffer vs_cb;
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float sx = 2.0f * rt.m_scale.x / (rt.GetWidth() * 16);
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float sy = 2.0f * rt.m_scale.y / (rt.GetHeight() * 16);
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float ox = (float)(int)context->XYOFFSET.OFX;
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float oy = (float)(int)context->XYOFFSET.OFY;
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vs_cb.VertexScale = GSVector4(sx, -sy, 1.0f / UINT_MAX, 0.0f);
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vs_cb.VertexOffset = GSVector4(ox * sx + 1, -(oy * sy + 1), 0.0f, -1.0f);
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vs_cb.TextureScale = GSVector2(1.0f, 1.0f);
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if(PRIM->TME && PRIM->FST)
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{
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vs_cb.TextureScale.x = 1.0f / (16 << context->TEX0.TW);
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vs_cb.TextureScale.y = 1.0f / (16 << context->TEX0.TH);
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}
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// gs
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GSTextureFX10::GSSelector gs_sel;
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gs_sel.iip = PRIM->IIP;
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gs_sel.prim = GSUtil::GetPrimClass(prim);
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// ps
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GSTextureFX10::PSSelector ps_sel;
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ps_sel.fst = PRIM->FST;
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ps_sel.wms = context->CLAMP.WMS;
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ps_sel.wmt = context->CLAMP.WMT;
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ps_sel.bpp = 0;
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ps_sel.aem = env.TEXA.AEM;
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ps_sel.tfx = context->TEX0.TFX;
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ps_sel.tcc = context->TEX0.TCC;
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ps_sel.ate = context->TEST.ATE;
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ps_sel.atst = context->TEST.ATST;
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ps_sel.fog = PRIM->FGE;
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ps_sel.clr1 = om_bsel.abe && om_bsel.a == 1 && om_bsel.b == 2 && om_bsel.d == 1;
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ps_sel.fba = context->FBA.FBA;
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ps_sel.aout = context->FRAME.PSM == PSM_PSMCT16 || context->FRAME.PSM == PSM_PSMCT16S || (context->FRAME.FBMSK & 0xff000000) == 0x7f000000 ? 1 : 0;
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GSTextureFX10::PSSamplerSelector ps_ssel;
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ps_ssel.min = m_filter == 2 ? (context->TEX1.MMIN & 1) : m_filter;
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ps_ssel.mag = m_filter == 2 ? (context->TEX1.MMAG & 1) : m_filter;
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ps_ssel.tau = 0;
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ps_ssel.tav = 0;
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GSTextureFX10::PSConstantBuffer ps_cb;
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ps_cb.FogColor = GSVector4(env.FOGCOL.FCR, env.FOGCOL.FCG, env.FOGCOL.FCB, 0) / 255.0f;
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ps_cb.TA0 = (float)(int)env.TEXA.TA0 / 255;
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ps_cb.TA1 = (float)(int)env.TEXA.TA1 / 255;
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ps_cb.AREF = (float)(int)context->TEST.AREF / 255;
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if(context->TEST.ATST == 2 || context->TEST.ATST == 5)
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{
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ps_cb.AREF -= 0.9f/256;
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}
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else if(context->TEST.ATST == 3 || context->TEST.ATST == 6)
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{
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ps_cb.AREF += 0.9f/256;
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}
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if(tex)
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{
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ps_sel.bpp = tex->m_bpp2;
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switch(context->CLAMP.WMS)
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{
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case 0:
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ps_ssel.tau = 1;
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break;
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case 1:
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ps_ssel.tau = 0;
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break;
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case 2:
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ps_cb.MINU = ((float)(int)context->CLAMP.MINU + 0.5f) / (1 << context->TEX0.TW);
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ps_cb.MAXU = ((float)(int)context->CLAMP.MAXU) / (1 << context->TEX0.TW);
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ps_ssel.tau = 0;
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break;
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case 3:
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ps_cb.UMSK = context->CLAMP.MINU;
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ps_cb.UFIX = context->CLAMP.MAXU;
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ps_ssel.tau = 1;
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break;
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default:
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__assume(0);
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}
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switch(context->CLAMP.WMT)
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{
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case 0:
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ps_ssel.tav = 1;
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break;
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case 1:
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ps_ssel.tav = 0;
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break;
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case 2:
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ps_cb.MINV = ((float)(int)context->CLAMP.MINV + 0.5f) / (1 << context->TEX0.TH);
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ps_cb.MAXV = ((float)(int)context->CLAMP.MAXV) / (1 << context->TEX0.TH);
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ps_ssel.tav = 0;
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break;
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case 3:
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ps_cb.VMSK = context->CLAMP.MINV;
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ps_cb.VFIX = context->CLAMP.MAXV;
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ps_ssel.tav = 1;
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break;
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default:
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__assume(0);
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}
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float w = (float)tex->m_texture.GetWidth();
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float h = (float)tex->m_texture.GetHeight();
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ps_cb.WH = GSVector2(w, h);
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ps_cb.rWrH = GSVector2(1.0f / w, 1.0f / h);
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}
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else
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{
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ps_sel.tfx = 4;
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}
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// rs
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int w = rt.GetWidth();
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int h = rt.GetHeight();
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GSVector4i scissor = GSVector4i(GSVector4(rt.m_scale).xyxy() * context->scissor.in).rintersect(GSVector4i(0, 0, w, h));
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//
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m_tfx.SetupOM(om_dssel, om_bsel, bf, rt, ds);
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m_tfx.SetupIA(m_vertices, m_count, topology);
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m_tfx.SetupVS(vs_sel, &vs_cb);
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m_tfx.SetupGS(gs_sel);
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m_tfx.SetupPS(ps_sel, &ps_cb, ps_ssel,
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tex ? (ID3D10ShaderResourceView*)tex->m_texture : NULL,
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tex ? (ID3D10ShaderResourceView*)tex->m_palette : NULL);
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m_tfx.SetupRS(w, h, scissor);
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// draw
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if(context->TEST.DoFirstPass())
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{
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m_tfx.Draw();
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}
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if(context->TEST.DoSecondPass())
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{
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ASSERT(!env.PABE.PABE);
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static const uint32 iatst[] = {1, 0, 5, 6, 7, 2, 3, 4};
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ps_sel.atst = iatst[ps_sel.atst];
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m_tfx.UpdatePS(ps_sel, &ps_cb, ps_ssel);
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bool z = om_dssel.zwe;
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bool r = om_bsel.wr;
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bool g = om_bsel.wg;
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bool b = om_bsel.wb;
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bool a = om_bsel.wa;
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switch(context->TEST.AFAIL)
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{
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case 0: z = r = g = b = a = false; break; // none
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case 1: z = false; break; // rgba
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case 2: r = g = b = a = false; break; // z
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case 3: z = a = false; break; // rgb
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default: __assume(0);
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}
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if(z || r || g || b || a)
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{
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om_dssel.zwe = z;
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om_bsel.wr = r;
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om_bsel.wg = g;
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om_bsel.wb = b;
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om_bsel.wa = a;
|
|
|
|
m_tfx.UpdateOM(om_dssel, om_bsel, bf);
|
|
|
|
m_tfx.Draw();
|
|
}
|
|
}
|
|
|
|
m_dev.EndScene();
|
|
}
|
|
|
|
bool GSRendererHW10::WrapZ(uint32 maxz)
|
|
{
|
|
// should only run once if z values are in the z buffer range
|
|
|
|
for(int i = 0, j = m_count; i < j; i++)
|
|
{
|
|
if(m_vertices[i].p.z <= maxz)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void GSRendererHW10::SetupDATE(Texture& rt, Texture& ds)
|
|
{
|
|
if(!m_context->TEST.DATE) return; // || (::GetAsyncKeyState(VK_CONTROL) & 0x8000)
|
|
|
|
// sfex3 (after the capcom logo), vf4 (first menu fading in), ffxii shadows, rumble roses shadows, persona4 shadows
|
|
|
|
GSVector4 mm;
|
|
|
|
// TODO
|
|
|
|
mm = GSVector4(-1, -1, 1, 1);
|
|
|
|
// if(m_count < 100)
|
|
{
|
|
GSVector4 pmin(65535, 65535, 0, 0);
|
|
GSVector4 pmax = GSVector4::zero();
|
|
|
|
for(int i = 0, j = m_count; i < j; i++)
|
|
{
|
|
GSVector4 p(GSVector4i(m_vertices[i].m128i[0]).uph16());
|
|
|
|
pmin = p.minv(pmin);
|
|
pmax = p.maxv(pmax);
|
|
}
|
|
|
|
mm += pmin.xyxy(pmax);
|
|
|
|
int w = rt.GetWidth();
|
|
int h = rt.GetHeight();
|
|
|
|
float sx = 2.0f * rt.m_scale.x / (w * 16);
|
|
float sy = 2.0f * rt.m_scale.y / (h * 16);
|
|
float ox = (float)(int)m_context->XYOFFSET.OFX;
|
|
float oy = (float)(int)m_context->XYOFFSET.OFY;
|
|
|
|
mm.x = (mm.x - ox) * sx - 1;
|
|
mm.y = (mm.y - oy) * sy - 1;
|
|
mm.z = (mm.z - ox) * sx - 1;
|
|
mm.w = (mm.w - oy) * sy - 1;
|
|
|
|
if(mm.x < -1) mm.x = -1;
|
|
if(mm.y < -1) mm.y = -1;
|
|
if(mm.z > +1) mm.z = +1;
|
|
if(mm.w > +1) mm.w = +1;
|
|
}
|
|
|
|
GSVector4 uv = (mm + 1.0f) / 2.0f;
|
|
|
|
//
|
|
|
|
m_dev.BeginScene();
|
|
|
|
// om
|
|
|
|
GSTexture10 tmp;
|
|
|
|
m_dev.CreateRenderTarget(tmp, rt.GetWidth(), rt.GetHeight());
|
|
|
|
m_dev.OMSetRenderTargets(tmp, ds);
|
|
m_dev.OMSetDepthStencilState(m_date.dss, 1);
|
|
m_dev.OMSetBlendState(m_date.bs, 0);
|
|
|
|
m_dev->ClearDepthStencilView(ds, D3D10_CLEAR_STENCIL, 0, 0);
|
|
|
|
// ia
|
|
|
|
GSVertexPT1 vertices[] =
|
|
{
|
|
{GSVector4(mm.x, -mm.y, 0.5f, 1.0f), GSVector2(uv.x, uv.y)},
|
|
{GSVector4(mm.z, -mm.y, 0.5f, 1.0f), GSVector2(uv.z, uv.y)},
|
|
{GSVector4(mm.x, -mm.w, 0.5f, 1.0f), GSVector2(uv.x, uv.w)},
|
|
{GSVector4(mm.z, -mm.w, 0.5f, 1.0f), GSVector2(uv.z, uv.w)},
|
|
};
|
|
|
|
D3D10_BOX box = {0, 0, 0, sizeof(vertices), 1, 1};
|
|
m_dev->UpdateSubresource(m_dev.m_convert.vb, 0, &box, vertices, 0, 0);
|
|
|
|
m_dev.IASetVertexBuffer(m_dev.m_convert.vb, sizeof(vertices[0]));
|
|
m_dev.IASetInputLayout(m_dev.m_convert.il);
|
|
m_dev.IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
|
|
|
// vs
|
|
|
|
m_dev.VSSetShader(m_dev.m_convert.vs, NULL);
|
|
|
|
// gs
|
|
|
|
m_dev.GSSetShader(NULL);
|
|
|
|
// ps
|
|
|
|
m_dev.PSSetShaderResources(rt, NULL);
|
|
m_dev.PSSetShader(m_dev.m_convert.ps[m_context->TEST.DATM ? 2 : 3], NULL);
|
|
m_dev.PSSetSamplerState(m_dev.m_convert.pt, NULL);
|
|
|
|
// rs
|
|
|
|
m_dev.RSSet(tmp.GetWidth(), tmp.GetHeight());
|
|
|
|
// set
|
|
|
|
m_dev.DrawPrimitive(countof(vertices));
|
|
|
|
//
|
|
|
|
m_dev.EndScene();
|
|
|
|
m_dev.Recycle(tmp);
|
|
}
|