mirror of https://github.com/PCSX2/pcsx2.git
146 lines
3.1 KiB
C++
146 lines
3.1 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 "GSRenderer.h"
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#include "GSDevice11.h"
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class GSRendererCS : public GSRenderer
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{
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struct VSSelector
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{
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union
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{
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struct
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{
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uint32 tme:1;
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uint32 fst:1;
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};
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uint32 key;
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};
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operator uint32() {return key & 0x3;}
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VSSelector() : key(0) {}
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};
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__aligned(struct, 32) VSConstantBuffer
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{
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GSVector4 VertexScale;
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GSVector4 VertexOffset;
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};
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struct GSSelector
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{
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union
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{
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struct
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{
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uint32 iip:1;
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uint32 prim:2;
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};
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uint32 key;
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};
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operator uint32() {return key & 0x7;}
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GSSelector() : key(0) {}
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};
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struct PSSelector
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{
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union
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{
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struct
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{
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uint32 fpsm:6;
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uint32 zpsm:6;
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};
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uint32 key;
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};
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operator uint32() {return key & 0x3ff;}
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PSSelector() : key(0) {}
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};
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__aligned(struct, 32) PSConstantBuffer
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{
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uint32 fm;
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uint32 zm;
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};
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CComPtr<ID3D11DepthStencilState> m_dss;
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CComPtr<ID3D11BlendState> m_bs;
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CComPtr<ID3D11SamplerState> m_ss;
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CComPtr<ID3D11Buffer> m_lb;
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CComPtr<ID3D11UnorderedAccessView> m_lb_uav;
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CComPtr<ID3D11ShaderResourceView> m_lb_srv;
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CComPtr<ID3D11Buffer> m_sob;
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CComPtr<ID3D11UnorderedAccessView> m_sob_uav;
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CComPtr<ID3D11ShaderResourceView> m_sob_srv;
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CComPtr<ID3D11Buffer> m_vm;
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//CComPtr<ID3D11Texture2D> m_vm;
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CComPtr<ID3D11UnorderedAccessView> m_vm_uav;
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uint32 m_vm_valid[16];
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CComPtr<ID3D11Buffer> m_pb;
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//CComPtr<ID3D11Texture2D> m_pb;
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hash_map<uint32, GSVertexShader11 > m_vs;
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CComPtr<ID3D11Buffer> m_vs_cb;
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hash_map<uint32, CComPtr<ID3D11GeometryShader> > m_gs;
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CComPtr<ID3D11PixelShader> m_ps0;
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hash_map<uint32, CComPtr<ID3D11PixelShader> > m_ps1;
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CComPtr<ID3D11Buffer> m_ps_cb;
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void Write(GSOffset* o, const GSVector4i& r);
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void Read(GSOffset* o, const GSVector4i& r, bool invalidate);
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struct OffsetBuffer
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{
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CComPtr<ID3D11Buffer> row, col;
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CComPtr<ID3D11ShaderResourceView> row_srv, col_srv;
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};
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hash_map<uint32, OffsetBuffer> m_offset;
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bool GetOffsetBuffer(OffsetBuffer** fzbo);
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protected:
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GSTexture* m_texture[2];
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uint8* m_output;
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bool CreateDevice(GSDevice* dev);
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void ResetDevice();
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void VSync(int field);
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GSTexture* GetOutput(int i);
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void Draw();
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void InvalidateVideoMem(const GIFRegBITBLTBUF& BITBLTBUF, const GSVector4i& r);
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void InvalidateLocalMem(const GIFRegBITBLTBUF& BITBLTBUF, const GSVector4i& r, bool clut);
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public:
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GSRendererCS();
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virtual ~GSRendererCS();
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};
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