pcsx2/plugins/GSdx/GSRendererDX.h

367 lines
9.7 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 "GSRendererHW.h"
template<class Vertex>
class GSRendererDX : public GSRendererHW<Vertex>
{
GSVector2 m_pixelcenter;
bool m_logz;
bool m_fba;
int m_pixoff_x;
int m_pixoff_y;
protected:
int m_topology;
virtual void SetupDATE(GSTexture* rt, GSTexture* ds) {}
virtual void UpdateFBA(GSTexture* rt) {}
public:
GSRendererDX(GSTextureCache* tc, const GSVector2& pixelcenter = GSVector2(0, 0))
: GSRendererHW<Vertex>(tc)
, m_pixelcenter(pixelcenter)
, m_topology(-1)
{
m_logz = !!theApp.GetConfig("logz", 0);
m_fba = !!theApp.GetConfig("fba", 1);
m_pixoff_x = theApp.GetConfig("pixoff_x", 0);
m_pixoff_y = theApp.GetConfig("pixoff_y", 0);
}
virtual ~GSRendererDX()
{
}
bool CreateDevice(GSDevice* dev)
{
if(!__super::CreateDevice(dev))
return false;
return true;
}
__forceinline void Draw(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex)
{
GSDrawingEnvironment& env = m_env;
GSDrawingContext* context = m_context;
GSDeviceDX& dev = (GSDeviceDX&)*m_dev;
//
SetupDATE(rt, ds);
//
dev.BeginScene();
// om
GSDeviceDX::OMDepthStencilSelector om_dssel;
if(context->TEST.ZTE)
{
om_dssel.ztst = context->TEST.ZTST;
om_dssel.zwe = !context->ZBUF.ZMSK;
}
else
{
om_dssel.ztst = ZTST_ALWAYS;
}
if(context->FRAME.PSM != PSM_PSMCT24)
{
om_dssel.date = context->TEST.DATE;
}
if(m_fba)
{
om_dssel.fba = context->FBA.FBA;
}
GSDeviceDX::OMBlendSelector om_bsel;
if(!IsOpaque())
{
om_bsel.abe = PRIM->ABE || PRIM->AA1 && m_vt.m_primclass == GS_LINE_CLASS;
om_bsel.a = context->ALPHA.A;
om_bsel.b = context->ALPHA.B;
om_bsel.c = context->ALPHA.C;
om_bsel.d = context->ALPHA.D;
if(env.PABE.PABE)
{
if(om_bsel.a == 0 && om_bsel.b == 1 && om_bsel.c == 0 && om_bsel.d == 1)
{
// this works because with PABE alpha blending is on when alpha >= 0x80, but since the pixel shader
// cannot output anything over 0x80 (== 1.0) blending with 0x80 or turning it off gives the same result
om_bsel.abe = 0;
}
else
{
//Breath of Fire Dragon Quarter triggers this in battles. Graphics are fine though.
ASSERT(0);
}
}
}
om_bsel.wrgba = ~GSVector4i::load((int)context->FRAME.FBMSK).eq8(GSVector4i::xffffffff()).mask();
// vs
GSDeviceDX::VSSelector vs_sel;
vs_sel.tme = PRIM->TME;
vs_sel.fst = PRIM->FST;
vs_sel.logz = m_logz ? 1 : 0;
if(om_dssel.ztst >= ZTST_ALWAYS && om_dssel.zwe)
{
if(context->ZBUF.PSM == PSM_PSMZ24)
{
if(m_vt.m_max.p.z > 0xffffff)
{
//ASSERT(m_vt.m_min.p.z > 0xffffff);
// Fixme :Following conditional fixes some dialog frame in Wild Arms 3, but may not be what was intended.
if (m_vt.m_min.p.z > 0xffffff)
{
vs_sel.bppz = 1;
om_dssel.ztst = ZTST_ALWAYS;
}
//else printf ("GSdx: Z issue, please report\n");
}
}
else if(context->ZBUF.PSM == PSM_PSMZ16 || context->ZBUF.PSM == PSM_PSMZ16S)
{
if(m_vt.m_max.p.z > 0xffff)
{
//ASSERT(m_vt.m_min.p.z > 0xffff); // sfex capcom logo
// Fixme : Same as above, I guess.
if (m_vt.m_min.p.z > 0xffff)
{
vs_sel.bppz = 2;
om_dssel.ztst = ZTST_ALWAYS;
}
//else printf ("GSdx: Z issue, please report\n");
}
}
}
GSDeviceDX::VSConstantBuffer vs_cb;
float sx = 2.0f * rt->GetScale().x / (rt->GetWidth() << 4);
float sy = 2.0f * rt->GetScale().y / (rt->GetHeight() << 4);
float ox = (float)(int)context->XYOFFSET.OFX + m_pixoff_x;
float oy = (float)(int)context->XYOFFSET.OFY + m_pixoff_y;
float ox2 = 2.0f * m_pixelcenter.x / rt->GetWidth();
float oy2 = 2.0f * m_pixelcenter.y / rt->GetHeight();
float adjust_offset = 0.0f;
float adjust_size = 0.0f;
// gs
GSDeviceDX::GSSelector gs_sel;
gs_sel.iip = PRIM->IIP;
gs_sel.prim = m_vt.m_primclass;
// ps
GSDeviceDX::PSSelector ps_sel;
GSDeviceDX::PSSamplerSelector ps_ssel;
GSDeviceDX::PSConstantBuffer ps_cb;
ps_sel.clr1 = om_bsel.IsCLR1();
ps_sel.fba = context->FBA.FBA;
ps_sel.aout = context->FRAME.PSM == PSM_PSMCT16 || context->FRAME.PSM == PSM_PSMCT16S || (context->FRAME.FBMSK & 0xff000000) == 0x7f000000 ? 1 : 0;
if(PRIM->FGE)
{
ps_sel.fog = 1;
ps_cb.FogColor_AREF = GSVector4(env.FOGCOL.u32[0]) / 255;
}
if(context->TEST.ATE)
{
ps_sel.atst = context->TEST.ATST;
switch(ps_sel.atst)
{
case ATST_LESS:
ps_cb.FogColor_AREF.a = (float)((int)context->TEST.AREF - 1);
break;
case ATST_GREATER:
ps_cb.FogColor_AREF.a = (float)((int)context->TEST.AREF + 1);
break;
default:
ps_cb.FogColor_AREF.a = (float)(int)context->TEST.AREF;
break;
}
}
else
{
ps_sel.atst = ATST_ALWAYS;
}
if(tex)
{
ps_sel.wms = context->CLAMP.WMS;
ps_sel.wmt = context->CLAMP.WMT;
ps_sel.fmt = tex->m_fmt;
ps_sel.aem = env.TEXA.AEM;
ps_sel.tfx = context->TEX0.TFX;
ps_sel.tcc = context->TEX0.TCC;
ps_sel.ltf = m_filter == 2 ? IsLinear() : m_filter;
ps_sel.rt = tex->m_target;
int w = tex->m_texture->GetWidth();
int h = tex->m_texture->GetHeight();
int tw = (int)(1 << context->TEX0.TW);
int th = (int)(1 << context->TEX0.TH);
GSVector4 WH(tw, th, w, h);
//if (w > 0 && w < 129) { adjust_size = 0.0001f; adjust_offset = -0.000000f; } //0.07f for ar tonelico but max 0.007f for shadow hearts)
//else if (w > 128 && w < 257) { adjust_size = 0.0010f; adjust_offset = -0.000000f; } //0.007f; WA games want stuffx at 0.52
//else if (w > 256 && w < 513) { adjust_size = 0.4000f; adjust_offset = -0.000000f; } //offset -0.0005f;
//else if (w > 512 && w < 1025){ adjust_size = 0.4000f; adjust_offset = -0.000000f; } //TotA battle blur wants -0.000015f, but that's too much for WA games.
//adjust_offset = -0.001f; } //0.07f for ar tonelico but max 0.007f for shadow hearts)
//adjust_offset = 0.0002f; } //0.007f;
//adjust_offset = -0.0005f; } //offset -0.0005f;
//adjust_offset = -0.000006f; } //TotA battle blur wants -0.000015f, but that's too much for WA games.
if(PRIM->FST)
{
vs_cb.TextureScale = GSVector4((1.0f / 16)) / (WH.xyxy() + adjust_size);
ps_sel.fst = 1;
}
ps_cb.WH = WH;
ps_cb.HalfTexel = GSVector4(-0.5f, 0.5f).xxyy() / WH.zwzw();
ps_cb.MskFix = GSVector4i(context->CLAMP.MINU, context->CLAMP.MINV, context->CLAMP.MAXU, context->CLAMP.MAXV);
GSVector4 clamp(ps_cb.MskFix);
GSVector4 ta(env.TEXA & GSVector4i::x000000ff());
ps_cb.MinMax = clamp / WH.xyxy();
ps_cb.MinF_TA = (clamp + 0.5f).xyxy(ta) / WH.xyxy(GSVector4(255, 255));
ps_ssel.tau = (context->CLAMP.WMS + 3) >> 1;
ps_ssel.tav = (context->CLAMP.WMT + 3) >> 1;
ps_ssel.ltf = ps_sel.ltf;
}
else
{
ps_sel.tfx = 4;
}
vs_cb.VertexScale = GSVector4(sx, -sy, 1.0f / UINT_MAX, 0.0f);
vs_cb.VertexOffset = GSVector4(ox * sx + ox2 + 1 + adjust_offset, -(oy * sy + oy2 + 1 + adjust_offset), 0.0f, -1.0f);
// rs
GSVector4i scissor = GSVector4i(GSVector4(rt->GetScale()).xyxy() * context->scissor.in).rintersect(GSVector4i(rt->GetSize()).zwxy());
dev.OMSetRenderTargets(rt, ds, &scissor);
dev.PSSetShaderResources(tex ? tex->m_texture : NULL, tex ? tex->m_palette : NULL);
uint8 afix = context->ALPHA.FIX;
dev.SetupOM(om_dssel, om_bsel, afix);
dev.SetupIA(m_vertices, m_count, m_topology);
dev.SetupVS(vs_sel, &vs_cb);
dev.SetupGS(gs_sel);
dev.SetupPS(ps_sel, &ps_cb, ps_ssel);
// draw
if(context->TEST.DoFirstPass())
{
dev.DrawPrimitive();
}
if(context->TEST.DoSecondPass())
{
ASSERT(!env.PABE.PABE);
static const uint32 iatst[] = {1, 0, 5, 6, 7, 2, 3, 4};
ps_sel.atst = iatst[ps_sel.atst];
switch(ps_sel.atst)
{
case ATST_LESS:
ps_cb.FogColor_AREF.a = (float)((int)context->TEST.AREF - 1);
break;
case ATST_GREATER:
ps_cb.FogColor_AREF.a = (float)((int)context->TEST.AREF + 1);
break;
default:
ps_cb.FogColor_AREF.a = (float)(int)context->TEST.AREF;
break;
}
dev.SetupPS(ps_sel, &ps_cb, ps_ssel);
bool z = om_dssel.zwe;
bool r = om_bsel.wr;
bool g = om_bsel.wg;
bool b = om_bsel.wb;
bool a = om_bsel.wa;
switch(context->TEST.AFAIL)
{
case 0: z = r = g = b = a = false; break; // none
case 1: z = false; break; // rgba
case 2: r = g = b = a = false; break; // z
case 3: z = a = false; break; // rgb
default: __assume(0);
}
if(z || r || g || b || a)
{
om_dssel.zwe = z;
om_bsel.wr = r;
om_bsel.wg = g;
om_bsel.wb = b;
om_bsel.wa = a;
dev.SetupOM(om_dssel, om_bsel, afix);
dev.DrawPrimitive();
}
}
dev.EndScene();
if(om_dssel.fba) UpdateFBA(rt);
}
};