pcsx2/plugins/GSdx/GSDevice11.h

148 lines
5.1 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, 675 Mass Ave, Cambridge, MA 02139, USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#pragma once
#include "GSDevice.h"
#include "GSTexture11.h"
class GSDevice11 : public GSDevice
{
ID3D11Buffer* m_vb;
size_t m_vb_stride;
ID3D11InputLayout* m_layout;
D3D11_PRIMITIVE_TOPOLOGY m_topology;
ID3D11VertexShader* m_vs;
ID3D11Buffer* m_vs_cb;
ID3D11GeometryShader* m_gs;
ID3D11ShaderResourceView* m_ps_srv[2];
ID3D11PixelShader* m_ps;
ID3D11Buffer* m_ps_cb;
ID3D11SamplerState* m_ps_ss[2];
GSVector2i m_viewport;
GSVector4i m_scissor;
ID3D11DepthStencilState* m_dss;
uint8 m_sref;
ID3D11BlendState* m_bs;
float m_bf;
ID3D11RenderTargetView* m_rtv;
ID3D11DepthStencilView* m_dsv;
//
GSTexture* Create(int type, int w, int h, int format);
void DoMerge(GSTexture* st[2], GSVector4* sr, GSVector4* dr, GSTexture* dt, bool slbg, bool mmod, const GSVector4& c);
void DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset = 0);
//
D3D_FEATURE_LEVEL m_level;
CComPtr<ID3D11Device> m_dev;
CComPtr<ID3D11DeviceContext> m_ctx;
CComPtr<IDXGISwapChain> m_swapchain;
struct {string model, vs, gs, ps;} m_shader;
struct
{
CComPtr<ID3D11Buffer> vb, vb_old;
size_t stride, start, count, limit;
} m_vertices;
public: // TODO
CComPtr<ID3D11RasterizerState> m_rs;
struct
{
CComPtr<ID3D11InputLayout> il;
CComPtr<ID3D11VertexShader> vs;
CComPtr<ID3D11PixelShader> ps[7];
CComPtr<ID3D11SamplerState> ln;
CComPtr<ID3D11SamplerState> pt;
CComPtr<ID3D11DepthStencilState> dss;
CComPtr<ID3D11BlendState> bs;
} m_convert;
struct
{
CComPtr<ID3D11PixelShader> ps[2];
CComPtr<ID3D11Buffer> cb;
CComPtr<ID3D11BlendState> bs;
} m_merge;
struct
{
CComPtr<ID3D11PixelShader> ps[4];
CComPtr<ID3D11Buffer> cb;
} m_interlace;
public:
GSDevice11();
virtual ~GSDevice11();
bool Create(GSWnd* wnd, bool vsync);
bool Reset(int w, int h, bool fs);
void Flip();
void BeginScene();
void DrawPrimitive();
void EndScene();
void ClearRenderTarget(GSTexture* t, const GSVector4& c);
void ClearRenderTarget(GSTexture* t, uint32 c);
void ClearDepth(GSTexture* t, float c);
void ClearStencil(GSTexture* t, uint8 c);
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);
GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format = 0);
void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, int shader = 0, bool linear = true);
void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, bool linear = true);
void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, ID3D11BlendState* bs, bool linear = true);
void IASetVertexBuffer(const void* vertices, size_t stride, size_t count);
void IASetVertexBuffer(ID3D11Buffer* vb, size_t stride);
void IASetInputLayout(ID3D11InputLayout* layout);
void IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY topology);
void VSSetShader(ID3D11VertexShader* vs, ID3D11Buffer* vs_cb);
void GSSetShader(ID3D11GeometryShader* gs);
void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1);
void PSSetShader(ID3D11PixelShader* ps, ID3D11Buffer* ps_cb);
void PSSetSamplerState(ID3D11SamplerState* ss0, ID3D11SamplerState* ss1);
void RSSet(int width, int height, const GSVector4i* scissor = NULL);
void OMSetDepthStencilState(ID3D11DepthStencilState* dss, uint8 sref);
void OMSetBlendState(ID3D11BlendState* bs, float bf);
void OMSetRenderTargets(GSTexture* rt, GSTexture* ds);
ID3D11Device* operator->() {return m_dev;}
operator ID3D11Device*() {return m_dev;}
operator ID3D11DeviceContext*() {return m_ctx;}
HRESULT CompileShader(uint32 id, const string& entry, D3D11_SHADER_MACRO* macro, ID3D11VertexShader** vs, D3D11_INPUT_ELEMENT_DESC* layout, int count, ID3D11InputLayout** il);
HRESULT CompileShader(uint32 id, const string& entry, D3D11_SHADER_MACRO* macro, ID3D11GeometryShader** gs);
HRESULT CompileShader(uint32 id, const string& entry, D3D11_SHADER_MACRO* macro, ID3D11PixelShader** ps);
};