pcsx2/plugins/GSdx/Renderers/Common/GSDevice.h

278 lines
8.1 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 "GSFastList.h"
#include "Window/GSWnd.h"
#include "GSTexture.h"
#include "GSVertex.h"
#include "GSAlignedClass.h"
#include "GSOsdManager.h"
enum ShaderConvert
{
ShaderConvert_COPY = 0,
ShaderConvert_RGBA8_TO_16_BITS,
ShaderConvert_DATM_1,
ShaderConvert_DATM_0,
ShaderConvert_MOD_256,
ShaderConvert_SCANLINE = 5,
ShaderConvert_DIAGONAL_FILTER,
ShaderConvert_TRANSPARENCY_FILTER,
ShaderConvert_TRIANGULAR_FILTER,
ShaderConvert_COMPLEX_FILTER,
ShaderConvert_FLOAT32_TO_32_BITS = 10,
ShaderConvert_FLOAT32_TO_RGBA8,
ShaderConvert_FLOAT16_TO_RGB5A1,
ShaderConvert_RGBA8_TO_FLOAT32 = 13,
ShaderConvert_RGBA8_TO_FLOAT24,
ShaderConvert_RGBA8_TO_FLOAT16,
ShaderConvert_RGB5A1_TO_FLOAT16,
ShaderConvert_RGBA_TO_8I = 17,
ShaderConvert_YUV,
ShaderConvert_OSD,
ShaderConvert_Count
};
enum ChannelFetch
{
ChannelFetch_NONE = 0,
ChannelFetch_RED = 1,
ChannelFetch_GREEN = 2,
ChannelFetch_BLUE = 3,
ChannelFetch_ALPHA = 4,
ChannelFetch_RGB = 5,
ChannelFetch_GXBY = 6,
};
#pragma pack(push, 1)
class MergeConstantBuffer
{
public:
GSVector4 BGColor;
MergeConstantBuffer() {memset(this, 0, sizeof(*this));}
};
class InterlaceConstantBuffer
{
public:
GSVector2 ZrH;
float hH;
float _pad[1];
InterlaceConstantBuffer() {memset(this, 0, sizeof(*this));}
};
class ExternalFXConstantBuffer
{
public:
GSVector2 xyFrame;
GSVector4 rcpFrame;
GSVector4 rcpFrameOpt;
ExternalFXConstantBuffer() { memset(this, 0, sizeof(*this)); }
};
class FXAAConstantBuffer
{
public:
GSVector4 rcpFrame;
GSVector4 rcpFrameOpt;
FXAAConstantBuffer() {memset(this, 0, sizeof(*this));}
};
class ShadeBoostConstantBuffer
{
public:
GSVector4 rcpFrame;
GSVector4 rcpFrameOpt;
ShadeBoostConstantBuffer() {memset(this, 0, sizeof(*this));}
};
#pragma pack(pop)
enum HWBlendFlags
{
// A couple of flag to determine the blending behavior
BLEND_A_MAX = 0x100, // Impossible blending uses coeff bigger than 1
BLEND_C_CLR = 0x200, // Clear color blending (use directly the destination color as blending factor)
BLEND_NO_BAR = 0x400, // Doesn't require sampling of the RT as a texture
BLEND_ACCU = 0x800, // Allow to use a mix of SW and HW blending to keep the best of the 2 worlds
};
// Determines the HW blend function for DX11/OGL
struct HWBlend { uint16 flags, op, src, dst; };
class GSDevice : public GSAlignedClass<32>
{
private:
FastList<GSTexture*> m_pool;
static std::array<HWBlend, 3*3*3*3 + 1> m_blendMap;
protected:
enum : uint16
{
// HW blend factors
SRC_COLOR, INV_SRC_COLOR, DST_COLOR, INV_DST_COLOR,
SRC1_COLOR, INV_SRC1_COLOR, SRC_ALPHA, INV_SRC_ALPHA,
DST_ALPHA, INV_DST_ALPHA, SRC1_ALPHA, INV_SRC1_ALPHA,
CONST_COLOR, INV_CONST_COLOR, CONST_ONE, CONST_ZERO,
// HW blend operations
OP_ADD, OP_SUBTRACT, OP_REV_SUBTRACT
};
static const int m_NO_BLEND = 0;
static const int m_MERGE_BLEND = m_blendMap.size() - 1;
std::shared_ptr<GSWnd> m_wnd;
int m_vsync;
bool m_rbswapped;
GSTexture* m_backbuffer;
GSTexture* m_merge;
GSTexture* m_weavebob;
GSTexture* m_blend;
GSTexture* m_target_tmp;
GSTexture* m_current;
struct {size_t stride, start, count, limit;} m_vertex;
struct {size_t start, count, limit;} m_index;
unsigned int m_frame; // for ageing the pool
bool m_linear_present;
virtual GSTexture* CreateSurface(int type, int w, int h, int format) = 0;
virtual GSTexture* FetchSurface(int type, int w, int h, int format);
virtual void DoMerge(GSTexture* sTex[3], GSVector4* sRect, GSTexture* dTex, GSVector4* dRect, const GSRegPMODE& PMODE, const GSRegEXTBUF& EXTBUF, const GSVector4& c) = 0;
virtual void DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool linear, float yoffset) = 0;
virtual void DoFXAA(GSTexture* sTex, GSTexture* dTex) {}
virtual void DoShadeBoost(GSTexture* sTex, GSTexture* dTex) {}
virtual void DoExternalFX(GSTexture* sTex, GSTexture* dTex) {}
virtual uint16 ConvertBlendEnum(uint16 generic) = 0; // Convert blend factors/ops from the generic enum to DX11/OGl specific.
public:
GSOsdManager m_osd;
GSDevice();
virtual ~GSDevice();
void Recycle(GSTexture* t);
enum {Windowed, Fullscreen, DontCare};
virtual bool Create(const std::shared_ptr<GSWnd> &wnd);
virtual bool Reset(int w, int h);
virtual bool IsLost(bool update = false) {return false;}
virtual void Present(const GSVector4i& r, int shader);
virtual void Present(GSTexture* sTex, GSTexture* dTex, const GSVector4& dRect, int shader = 0);
virtual void Flip() {}
virtual void SetVSync(int vsync) {m_vsync = vsync;}
virtual void BeginScene() {}
virtual void DrawPrimitive() {};
virtual void DrawIndexedPrimitive() {}
virtual void DrawIndexedPrimitive(int offset, int count) {}
virtual void EndScene();
virtual bool HasDepthSparse() { return false; }
virtual bool HasColorSparse() { return false; }
virtual void ClearRenderTarget(GSTexture* t, const GSVector4& c) {}
virtual void ClearRenderTarget(GSTexture* t, uint32 c) {}
virtual void ClearDepth(GSTexture* t) {}
virtual void ClearStencil(GSTexture* t, uint8 c) {}
GSTexture* CreateSparseRenderTarget(int w, int h, int format = 0);
GSTexture* CreateSparseDepthStencil(int w, int h, int format = 0);
GSTexture* CreateRenderTarget(int w, int h, int format = 0);
GSTexture* CreateDepthStencil(int w, int h, int format = 0);
GSTexture* CreateTexture(int w, int h, int format = 0);
GSTexture* CreateOffscreen(int w, int h, int format = 0);
virtual GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sRect, int w, int h, int format = 0, int ps_shader = 0) {return NULL;}
virtual void CopyRect(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r) {}
virtual void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, int shader = 0, bool linear = true) {}
void StretchRect(GSTexture* sTex, GSTexture* dTex, const GSVector4& dRect, int shader = 0, bool linear = true);
virtual void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1) {}
virtual void PSSetShaderResource(int i, GSTexture* sRect) {}
virtual void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL) {}
GSTexture* GetCurrent();
void Merge(GSTexture* sTex[3], GSVector4* sRect, GSVector4* dRect, const GSVector2i& fs, const GSRegPMODE& PMODE, const GSRegEXTBUF& EXTBUF, const GSVector4& c);
void Interlace(const GSVector2i& ds, int field, int mode, float yoffset);
void FXAA();
void ShadeBoost();
void ExternalFX();
virtual void RenderOsd(GSTexture* dt) {};
bool ResizeTexture(GSTexture** t, int type, int w, int h);
bool ResizeTexture(GSTexture** t, int w, int h);
bool ResizeTarget(GSTexture** t, int w, int h);
bool ResizeTarget(GSTexture** t);
bool IsRBSwapped() {return m_rbswapped;}
void AgePool();
void PurgePool();
virtual void PrintMemoryUsage();
// Convert the GS blend equations to HW specific blend factors/ops
// Index is computed as ((((A * 3 + B) * 3) + C) * 3) + D. A, B, C, D taken from ALPHA register.
HWBlend GetBlend(size_t index);
uint16 GetBlendFlags(size_t index);
};
struct GSAdapter
{
uint32 vendor;
uint32 device;
uint32 subsys;
uint32 rev;
operator std::string() const;
bool operator==(const GSAdapter&) const;
bool operator==(const std::string &s) const
{
return (std::string)*this == s;
}
bool operator==(const char *s) const
{
return (std::string)*this == s;
}
#ifdef _WIN32
GSAdapter(const DXGI_ADAPTER_DESC1 &desc_dxgi);
#endif
#ifdef __linux__
// TODO
#endif
};