mirror of https://github.com/PCSX2/pcsx2.git
163 lines
5.7 KiB
C++
163 lines
5.7 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, 675 Mass Ave, Cambridge, MA 02139, 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 "GSTexture10.h"
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class GSDevice10 : public GSDeviceDX
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{
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GSTexture* Create(int type, int w, int h, bool msaa, int format);
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void DoMerge(GSTexture* st[2], GSVector4* sr, GSVector4* dr, GSTexture* dt, bool slbg, bool mmod, const GSVector4& c);
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void DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset = 0);
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//
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CComPtr<ID3D10Device1> m_dev;
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CComPtr<IDXGISwapChain> m_swapchain;
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CComPtr<ID3D10Buffer> m_vb;
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CComPtr<ID3D10Buffer> m_vb_old;
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struct
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{
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ID3D10Buffer* vb;
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size_t vb_stride;
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ID3D10InputLayout* layout;
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D3D10_PRIMITIVE_TOPOLOGY topology;
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ID3D10VertexShader* vs;
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ID3D10Buffer* vs_cb;
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ID3D10GeometryShader* gs;
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ID3D10ShaderResourceView* ps_srv[2];
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ID3D10PixelShader* ps;
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ID3D10Buffer* ps_cb;
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ID3D10SamplerState* ps_ss[2];
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GSVector2i viewport;
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GSVector4i scissor;
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ID3D10DepthStencilState* dss;
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uint8 sref;
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ID3D10BlendState* bs;
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float bf;
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ID3D10RenderTargetView* rtv;
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ID3D10DepthStencilView* dsv;
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} m_state;
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public: // TODO
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CComPtr<ID3D10RasterizerState> m_rs;
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struct
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{
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CComPtr<ID3D10InputLayout> il;
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CComPtr<ID3D10VertexShader> vs;
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CComPtr<ID3D10PixelShader> ps[7];
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CComPtr<ID3D10SamplerState> ln;
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CComPtr<ID3D10SamplerState> pt;
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CComPtr<ID3D10DepthStencilState> dss;
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CComPtr<ID3D10BlendState> bs;
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} m_convert;
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struct
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{
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CComPtr<ID3D10PixelShader> ps[2];
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CComPtr<ID3D10Buffer> cb;
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CComPtr<ID3D10BlendState> bs;
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} m_merge;
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struct
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{
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CComPtr<ID3D10PixelShader> ps[4];
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CComPtr<ID3D10Buffer> cb;
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} m_interlace;
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CComPtr<ID3D10InputLayout> m_il;
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hash_map<uint32, CComPtr<ID3D10VertexShader> > m_vs;
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CComPtr<ID3D10Buffer> m_vs_cb;
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hash_map<uint32, CComPtr<ID3D10GeometryShader> > m_gs;
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hash_map<uint32, CComPtr<ID3D10PixelShader> > m_ps;
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CComPtr<ID3D10Buffer> m_ps_cb;
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hash_map<uint32, CComPtr<ID3D10SamplerState> > m_ps_ss;
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CComPtr<ID3D10SamplerState> m_palette_ss;
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// hash_map<uint32, CComPtr<ID3D10DepthStencilState> > m_om_dss;
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CComPtr<ID3D10DepthStencilState> m_om_dss[32];
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hash_map<uint32, CComPtr<ID3D10BlendState> > m_om_bs;
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VSConstantBuffer m_vs_cb_cache;
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PSConstantBuffer m_ps_cb_cache;
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public:
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GSDevice10();
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virtual ~GSDevice10();
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bool Create(GSWnd* wnd);
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bool CreateTextureFX();
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bool Reset(int w, int h);
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void Flip();
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void DrawPrimitive();
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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& sr, int w, int h, int format = 0);
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void CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r);
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void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, int shader = 0, bool linear = true);
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void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, ID3D10PixelShader* ps, ID3D10Buffer* ps_cb, bool linear = true);
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void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, ID3D10PixelShader* ps, ID3D10Buffer* ps_cb, ID3D10BlendState* bs, bool linear = true);
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void IASetVertexBuffer(const void* vertices, size_t stride, size_t count);
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void IASetVertexBuffer(ID3D10Buffer* vb, size_t stride);
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void IASetInputLayout(ID3D10InputLayout* layout);
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void IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY topology);
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void VSSetShader(ID3D10VertexShader* vs, ID3D10Buffer* vs_cb);
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void GSSetShader(ID3D10GeometryShader* gs);
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void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1);
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void PSSetShader(ID3D10PixelShader* ps, ID3D10Buffer* ps_cb);
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void PSSetSamplerState(ID3D10SamplerState* ss0, ID3D10SamplerState* ss1);
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void OMSetDepthStencilState(ID3D10DepthStencilState* dss, uint8 sref);
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void OMSetBlendState(ID3D10BlendState* bs, float bf);
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void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL);
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void SetupIA(const void* vertices, int count, int prim);
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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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ID3D10Device* operator->() {return m_dev;}
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operator ID3D10Device*() {return m_dev;}
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HRESULT CompileShader(uint32 id, const string& entry, D3D10_SHADER_MACRO* macro, ID3D10VertexShader** vs, D3D10_INPUT_ELEMENT_DESC* layout, int count, ID3D10InputLayout** il);
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HRESULT CompileShader(uint32 id, const string& entry, D3D10_SHADER_MACRO* macro, ID3D10GeometryShader** gs);
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HRESULT CompileShader(uint32 id, const string& entry, D3D10_SHADER_MACRO* macro, ID3D10PixelShader** ps);
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};
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