mirror of https://github.com/PCSX2/pcsx2.git
256 lines
7.8 KiB
C++
256 lines
7.8 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 "GSDeviceDX.h"
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#include "GSTexture9.h"
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struct Direct3DSamplerState9
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{
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D3DTEXTUREFILTERTYPE FilterMin[2];
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D3DTEXTUREFILTERTYPE FilterMag[2];
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D3DTEXTUREFILTERTYPE FilterMip[2];
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D3DTEXTUREFILTERTYPE Anisotropic[2];
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D3DTEXTUREADDRESS AddressU;
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D3DTEXTUREADDRESS AddressV;
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D3DTEXTUREADDRESS AddressW;
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DWORD MaxAnisotropy;
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DWORD MaxLOD;
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};
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struct Direct3DDepthStencilState9
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{
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BOOL DepthEnable;
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BOOL DepthWriteMask;
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D3DCMPFUNC DepthFunc;
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BOOL StencilEnable;
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UINT8 StencilReadMask;
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UINT8 StencilWriteMask;
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D3DSTENCILOP StencilFailOp;
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D3DSTENCILOP StencilDepthFailOp;
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D3DSTENCILOP StencilPassOp;
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D3DCMPFUNC StencilFunc;
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uint32 StencilRef;
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};
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struct Direct3DBlendState9
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{
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BOOL BlendEnable;
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D3DBLEND SrcBlend;
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D3DBLEND DestBlend;
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D3DBLENDOP BlendOp;
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D3DBLEND SrcBlendAlpha;
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D3DBLEND DestBlendAlpha;
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D3DBLENDOP BlendOpAlpha;
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UINT8 RenderTargetWriteMask;
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};
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struct GSVertexShader9
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{
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CComPtr<IDirect3DVertexShader9> vs;
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CComPtr<IDirect3DVertexDeclaration9> il;
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};
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class GSDevice9 : public GSDeviceDX
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{
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GSTexture* CreateSurface(int type, int w, int h, bool msaa, int format);
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void DoMerge(GSTexture* sTex[2], GSVector4* sRect, GSTexture* dTex, GSVector4* dRect, bool slbg, bool mmod, const GSVector4& c);
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void DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool linear, float yoffset = 0);
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void DoFXAA(GSTexture* sTex, GSTexture* dTex);
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void DoShadeBoost(GSTexture* sTex, GSTexture* dTex);
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void DoExternalFX(GSTexture* sTex, GSTexture* dTex);
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void InitExternalFX();
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void InitFXAA();
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//
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D3DCAPS9 m_d3dcaps;
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D3DPRESENT_PARAMETERS m_pp;
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CComPtr<IDirect3D9> m_d3d;
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CComPtr<IDirect3DDevice9> m_dev;
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CComPtr<IDirect3DSwapChain9> m_swapchain;
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CComPtr<IDirect3DVertexBuffer9> m_vb;
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CComPtr<IDirect3DVertexBuffer9> m_vb_old;
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CComPtr<IDirect3DIndexBuffer9> m_ib;
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CComPtr<IDirect3DIndexBuffer9> m_ib_old;
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bool m_lost;
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D3DFORMAT m_depth_format;
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struct
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{
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IDirect3DVertexBuffer9* vb;
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size_t vb_stride;
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IDirect3DIndexBuffer9* ib;
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IDirect3DVertexDeclaration9* layout;
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D3DPRIMITIVETYPE topology;
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IDirect3DVertexShader9* vs;
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float* vs_cb;
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int vs_cb_len;
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IDirect3DTexture9* ps_srvs[3];
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IDirect3DPixelShader9* ps;
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float* ps_cb;
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int ps_cb_len;
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Direct3DSamplerState9* ps_ss;
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GSVector4i scissor;
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Direct3DDepthStencilState9* dss;
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Direct3DBlendState9* bs;
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uint32 bf;
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IDirect3DSurface9* rtv;
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IDirect3DSurface9* dsv;
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} m_state;
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public: // TODO
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bool FXAA_Compiled;
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bool ExShader_Compiled;
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struct
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{
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CComPtr<IDirect3DVertexDeclaration9> il;
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CComPtr<IDirect3DVertexShader9> vs;
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CComPtr<IDirect3DPixelShader9> ps[10];
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Direct3DSamplerState9 ln;
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Direct3DSamplerState9 pt;
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Direct3DDepthStencilState9 dss;
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Direct3DBlendState9 bs;
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} m_convert;
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struct
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{
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CComPtr<IDirect3DPixelShader9> ps[2];
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Direct3DBlendState9 bs;
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} m_merge;
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struct
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{
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CComPtr<IDirect3DPixelShader9> ps[4];
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} m_interlace;
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struct
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{
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CComPtr<IDirect3DPixelShader9> ps;
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} m_shaderfx;
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struct
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{
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CComPtr<IDirect3DPixelShader9> ps;
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} m_fxaa;
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struct
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{
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CComPtr<IDirect3DPixelShader9> ps;
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} m_shadeboost;
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struct
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{
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Direct3DDepthStencilState9 dss;
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Direct3DBlendState9 bs;
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} m_date;
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void SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm);
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// Shaders...
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hash_map<uint32, GSVertexShader9 > m_vs;
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hash_map<uint32, CComPtr<IDirect3DPixelShader9> > m_ps;
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hash_map<uint32, Direct3DSamplerState9* > m_ps_ss;
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hash_map<uint32, Direct3DDepthStencilState9* > m_om_dss;
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hash_map<uint32, Direct3DBlendState9* > m_om_bs;
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hash_map<uint32, GSTexture*> m_mskfix;
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GSTexture* CreateMskFix(uint32 size, uint32 msk, uint32 fix);
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public:
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GSDevice9();
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virtual ~GSDevice9();
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bool Create(GSWnd* wnd);
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bool Reset(int w, int h);
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bool IsLost(bool update);
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void Flip();
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void SetVSync(bool enable);
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void BeginScene();
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void DrawPrimitive();
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void DrawIndexedPrimitive();
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void EndScene();
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void ClearRenderTarget(GSTexture* t, const GSVector4& c);
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void ClearRenderTarget(GSTexture* t, uint32 c);
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void ClearDepth(GSTexture* t, float c);
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void ClearStencil(GSTexture* t, uint8 c);
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GSTexture* CreateRenderTarget(int w, int h, bool msaa, int format = 0);
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GSTexture* CreateDepthStencil(int w, int h, bool msaa, int format = 0);
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GSTexture* CreateTexture(int w, int h, int format = 0);
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GSTexture* CreateOffscreen(int w, int h, int format = 0);
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GSTexture* Resolve(GSTexture* t);
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GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sRect, int w, int h, int format = 0, int ps_shader = 0);
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void CopyRect(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r);
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void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, int shader = 0, bool linear = true);
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void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, IDirect3DPixelShader9* ps, const float* ps_cb, int ps_cb_len, bool linear = true);
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void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, IDirect3DPixelShader9* ps, const float* ps_cb, int ps_cb_len, Direct3DBlendState9* bs, bool linear = true);
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void IASetVertexBuffer(const void* vertex, size_t stride, size_t count);
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bool IAMapVertexBuffer(void** vertex, size_t stride, size_t count);
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void IAUnmapVertexBuffer();
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void IASetVertexBuffer(IDirect3DVertexBuffer9* vb, size_t stride);
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void IASetIndexBuffer(const void* index, size_t count);
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void IASetIndexBuffer(IDirect3DIndexBuffer9* ib);
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void IASetInputLayout(IDirect3DVertexDeclaration9* layout);
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void IASetPrimitiveTopology(D3DPRIMITIVETYPE topology);
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void VSSetShader(IDirect3DVertexShader9* vs, const float* vs_cb, int vs_cb_len);
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void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1);
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void PSSetShaderResource(int i, GSTexture* sr);
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void PSSetShader(IDirect3DPixelShader9* ps, const float* ps_cb, int ps_cb_len);
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void PSSetSamplerState(Direct3DSamplerState9* ss);
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void OMSetDepthStencilState(Direct3DDepthStencilState9* dss);
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void OMSetBlendState(Direct3DBlendState9* bs, uint32 bf);
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void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL);
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IDirect3DDevice9* operator->() {return m_dev;}
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operator IDirect3DDevice9*() {return m_dev;}
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void CompileShader(const char *source, size_t size, const char *filename, const string& entry, const D3D_SHADER_MACRO* macro, IDirect3DVertexShader9** vs, const D3DVERTEXELEMENT9* layout, int count, IDirect3DVertexDeclaration9** il);
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void CompileShader(const char *source, size_t size, const char *filename, const string& entry, const D3D_SHADER_MACRO* macro, IDirect3DPixelShader9** ps);
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void SetupVS(VSSelector sel, const VSConstantBuffer* cb);
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void SetupGS(GSSelector sel) {}
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void SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel);
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void SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, uint8 afix);
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bool HasStencil() { return m_depth_format == D3DFMT_D24S8; }
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bool HasDepth32() { return m_depth_format != D3DFMT_D24S8; }
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static uint32 GetMaxDepth(uint32 msaaCount = 0, std::string adapter_id = "");
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static void ForceValidMsaaConfig();
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};
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