mirror of https://github.com/PCSX2/pcsx2.git
197 lines
6.3 KiB
C++
197 lines
6.3 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 "GSDeviceDX.h"
|
|
#include "GSTexture9.h"
|
|
|
|
struct Direct3DSamplerState9
|
|
{
|
|
D3DTEXTUREFILTERTYPE FilterMin[2];
|
|
D3DTEXTUREFILTERTYPE FilterMag[2];
|
|
D3DTEXTUREADDRESS AddressU;
|
|
D3DTEXTUREADDRESS AddressV;
|
|
};
|
|
|
|
struct Direct3DDepthStencilState9
|
|
{
|
|
BOOL DepthEnable;
|
|
BOOL DepthWriteMask;
|
|
D3DCMPFUNC DepthFunc;
|
|
BOOL StencilEnable;
|
|
UINT8 StencilReadMask;
|
|
UINT8 StencilWriteMask;
|
|
D3DSTENCILOP StencilFailOp;
|
|
D3DSTENCILOP StencilDepthFailOp;
|
|
D3DSTENCILOP StencilPassOp;
|
|
D3DCMPFUNC StencilFunc;
|
|
uint32 StencilRef;
|
|
};
|
|
|
|
struct Direct3DBlendState9
|
|
{
|
|
BOOL BlendEnable;
|
|
D3DBLEND SrcBlend;
|
|
D3DBLEND DestBlend;
|
|
D3DBLENDOP BlendOp;
|
|
D3DBLEND SrcBlendAlpha;
|
|
D3DBLEND DestBlendAlpha;
|
|
D3DBLENDOP BlendOpAlpha;
|
|
UINT8 RenderTargetWriteMask;
|
|
};
|
|
|
|
class GSDevice9 : public GSDeviceDX
|
|
{
|
|
GSTexture* Create(int type, int w, int h, bool msaa, 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);
|
|
|
|
//
|
|
|
|
DDCAPS m_ddcaps;
|
|
D3DCAPS9 m_d3dcaps;
|
|
D3DPRESENT_PARAMETERS m_pp;
|
|
CComPtr<IDirect3D9> m_d3d;
|
|
CComPtr<IDirect3DDevice9> m_dev;
|
|
CComPtr<IDirect3DSwapChain9> m_swapchain;
|
|
CComPtr<IDirect3DVertexBuffer9> m_vb;
|
|
CComPtr<IDirect3DVertexBuffer9> m_vb_old;
|
|
bool m_lost;
|
|
|
|
struct
|
|
{
|
|
IDirect3DVertexBuffer9* vb;
|
|
size_t vb_stride;
|
|
IDirect3DVertexDeclaration9* layout;
|
|
D3DPRIMITIVETYPE topology;
|
|
IDirect3DVertexShader9* vs;
|
|
float* vs_cb;
|
|
int vs_cb_len;
|
|
IDirect3DTexture9* ps_srvs[2];
|
|
IDirect3DPixelShader9* ps;
|
|
float* ps_cb;
|
|
int ps_cb_len;
|
|
Direct3DSamplerState9* ps_ss;
|
|
GSVector4i scissor;
|
|
Direct3DDepthStencilState9* dss;
|
|
Direct3DBlendState9* bs;
|
|
uint32 bf;
|
|
IDirect3DSurface9* rtv;
|
|
IDirect3DSurface9* dsv;
|
|
} m_state;
|
|
|
|
public: // TODO
|
|
|
|
struct
|
|
{
|
|
CComPtr<IDirect3DVertexDeclaration9> il;
|
|
CComPtr<IDirect3DVertexShader9> vs;
|
|
CComPtr<IDirect3DPixelShader9> ps[7];
|
|
Direct3DSamplerState9 ln;
|
|
Direct3DSamplerState9 pt;
|
|
Direct3DDepthStencilState9 dss;
|
|
Direct3DBlendState9 bs;
|
|
} m_convert;
|
|
|
|
struct
|
|
{
|
|
CComPtr<IDirect3DPixelShader9> ps[2];
|
|
Direct3DBlendState9 bs;
|
|
} m_merge;
|
|
|
|
struct
|
|
{
|
|
CComPtr<IDirect3DPixelShader9> ps[4];
|
|
} m_interlace;
|
|
|
|
// Shaders...
|
|
|
|
CComPtr<IDirect3DVertexDeclaration9> m_il;
|
|
hash_map<uint32, CComPtr<IDirect3DVertexShader9> > m_vs;
|
|
D3DXHANDLE m_vs_params;
|
|
hash_map<uint32, CComPtr<IDirect3DPixelShader9> > m_ps;
|
|
hash_map<uint32, Direct3DSamplerState9* > m_ps_ss;
|
|
hash_map<uint32, Direct3DDepthStencilState9* > m_om_dss;
|
|
hash_map<uint32, Direct3DBlendState9* > m_om_bs;
|
|
hash_map<uint32, GSTexture*> m_mskfix;
|
|
|
|
GSTexture* CreateMskFix(uint32 size, uint32 msk, uint32 fix);
|
|
|
|
public:
|
|
GSDevice9();
|
|
virtual ~GSDevice9();
|
|
|
|
bool Create(GSWnd* wnd);
|
|
bool Reset(int w, int h);
|
|
bool IsLost(bool update);
|
|
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, bool msaa, int format = 0);
|
|
GSTexture* CreateDepthStencil(int w, int h, bool msaa, int format = 0);
|
|
GSTexture* CreateTexture(int w, int h, int format = 0);
|
|
GSTexture* CreateOffscreen(int w, int h, int format = 0);
|
|
|
|
GSTexture* Resolve(GSTexture* t);
|
|
|
|
GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format = 0);
|
|
|
|
void CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r);
|
|
|
|
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, IDirect3DPixelShader9* ps, const float* ps_cb, int ps_cb_len, bool linear = true);
|
|
void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, IDirect3DPixelShader9* ps, const float* ps_cb, int ps_cb_len, Direct3DBlendState9* bs, bool linear = true);
|
|
|
|
void IASetVertexBuffer(const void* vertices, size_t stride, size_t count);
|
|
void IASetVertexBuffer(IDirect3DVertexBuffer9* vb, size_t stride);
|
|
void IASetInputLayout(IDirect3DVertexDeclaration9* layout);
|
|
void IASetPrimitiveTopology(D3DPRIMITIVETYPE topology);
|
|
void VSSetShader(IDirect3DVertexShader9* vs, const float* vs_cb, int vs_cb_len);
|
|
void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1);
|
|
void PSSetShader(IDirect3DPixelShader9* ps, const float* ps_cb, int ps_cb_len);
|
|
void PSSetSamplerState(Direct3DSamplerState9* ss);
|
|
void OMSetDepthStencilState(Direct3DDepthStencilState9* dss);
|
|
void OMSetBlendState(Direct3DBlendState9* bs, uint32 bf);
|
|
void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL);
|
|
|
|
IDirect3DDevice9* operator->() {return m_dev;}
|
|
operator IDirect3DDevice9*() {return m_dev;}
|
|
|
|
HRESULT CompileShader(uint32 id, const string& entry, const D3DXMACRO* macro, IDirect3DVertexShader9** vs, const D3DVERTEXELEMENT9* layout, int count, IDirect3DVertexDeclaration9** il);
|
|
HRESULT CompileShader(uint32 id, const string& entry, const D3DXMACRO* macro, IDirect3DPixelShader9** ps);
|
|
|
|
void SetupIA(const void* vertices, int count, int prim);
|
|
void SetupVS(VSSelector sel, const VSConstantBuffer* cb);
|
|
void SetupGS(GSSelector sel) {}
|
|
void SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel);
|
|
void SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, uint8 afix);
|
|
};
|