pcsx2/plugins/GSdx/Renderers/DX11/GSRendererDX11.h

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