mirror of https://github.com/PCSX2/pcsx2.git
367 lines
9.7 KiB
C++
367 lines
9.7 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 "GSRendererHW.h"
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template<class Vertex>
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class GSRendererDX : public GSRendererHW<Vertex>
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{
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GSVector2 m_pixelcenter;
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bool m_logz;
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bool m_fba;
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int m_pixoff_x;
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int m_pixoff_y;
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protected:
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int m_topology;
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virtual void SetupDATE(GSTexture* rt, GSTexture* ds) {}
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virtual void UpdateFBA(GSTexture* rt) {}
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public:
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GSRendererDX(GSTextureCache* tc, const GSVector2& pixelcenter = GSVector2(0, 0))
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: GSRendererHW<Vertex>(tc)
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, m_pixelcenter(pixelcenter)
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, m_topology(-1)
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{
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m_logz = !!theApp.GetConfig("logz", 0);
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m_fba = !!theApp.GetConfig("fba", 1);
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m_pixoff_x = theApp.GetConfig("pixoff_x", 0);
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m_pixoff_y = theApp.GetConfig("pixoff_y", 0);
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}
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virtual ~GSRendererDX()
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{
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}
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bool CreateDevice(GSDevice* dev)
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{
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if(!__super::CreateDevice(dev))
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return false;
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return true;
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}
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__forceinline void Draw(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex)
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{
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GSDrawingEnvironment& env = m_env;
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GSDrawingContext* context = m_context;
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GSDeviceDX& dev = (GSDeviceDX&)*m_dev;
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//
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SetupDATE(rt, ds);
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//
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dev.BeginScene();
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// om
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GSDeviceDX::OMDepthStencilSelector om_dssel;
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if(context->TEST.ZTE)
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{
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om_dssel.ztst = context->TEST.ZTST;
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om_dssel.zwe = !context->ZBUF.ZMSK;
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}
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else
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{
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om_dssel.ztst = ZTST_ALWAYS;
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}
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if(context->FRAME.PSM != PSM_PSMCT24)
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{
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om_dssel.date = context->TEST.DATE;
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}
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if(m_fba)
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{
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om_dssel.fba = context->FBA.FBA;
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}
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GSDeviceDX::OMBlendSelector om_bsel;
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if(!IsOpaque())
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{
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om_bsel.abe = PRIM->ABE || PRIM->AA1 && m_vt.m_primclass == GS_LINE_CLASS;
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om_bsel.a = context->ALPHA.A;
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om_bsel.b = context->ALPHA.B;
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om_bsel.c = context->ALPHA.C;
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om_bsel.d = context->ALPHA.D;
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if(env.PABE.PABE)
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{
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if(om_bsel.a == 0 && om_bsel.b == 1 && om_bsel.c == 0 && om_bsel.d == 1)
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{
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// this works because with PABE alpha blending is on when alpha >= 0x80, but since the pixel shader
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// cannot output anything over 0x80 (== 1.0) blending with 0x80 or turning it off gives the same result
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om_bsel.abe = 0;
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}
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else
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{
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//Breath of Fire Dragon Quarter triggers this in battles. Graphics are fine though.
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ASSERT(0);
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}
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}
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}
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om_bsel.wrgba = ~GSVector4i::load((int)context->FRAME.FBMSK).eq8(GSVector4i::xffffffff()).mask();
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// vs
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GSDeviceDX::VSSelector vs_sel;
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vs_sel.tme = PRIM->TME;
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vs_sel.fst = PRIM->FST;
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vs_sel.logz = m_logz ? 1 : 0;
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if(om_dssel.ztst >= ZTST_ALWAYS && om_dssel.zwe)
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{
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if(context->ZBUF.PSM == PSM_PSMZ24)
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{
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if(m_vt.m_max.p.z > 0xffffff)
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{
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//ASSERT(m_vt.m_min.p.z > 0xffffff);
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// Fixme :Following conditional fixes some dialog frame in Wild Arms 3, but may not be what was intended.
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if (m_vt.m_min.p.z > 0xffffff)
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{
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vs_sel.bppz = 1;
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om_dssel.ztst = ZTST_ALWAYS;
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}
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//else printf ("GSdx: Z issue, please report\n");
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}
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}
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else if(context->ZBUF.PSM == PSM_PSMZ16 || context->ZBUF.PSM == PSM_PSMZ16S)
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{
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if(m_vt.m_max.p.z > 0xffff)
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{
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//ASSERT(m_vt.m_min.p.z > 0xffff); // sfex capcom logo
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// Fixme : Same as above, I guess.
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if (m_vt.m_min.p.z > 0xffff)
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{
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vs_sel.bppz = 2;
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om_dssel.ztst = ZTST_ALWAYS;
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}
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//else printf ("GSdx: Z issue, please report\n");
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}
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}
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}
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GSDeviceDX::VSConstantBuffer vs_cb;
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float sx = 2.0f * rt->GetScale().x / (rt->GetWidth() << 4);
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float sy = 2.0f * rt->GetScale().y / (rt->GetHeight() << 4);
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float ox = (float)(int)context->XYOFFSET.OFX + m_pixoff_x;
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float oy = (float)(int)context->XYOFFSET.OFY + m_pixoff_y;
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float ox2 = 2.0f * m_pixelcenter.x / rt->GetWidth();
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float oy2 = 2.0f * m_pixelcenter.y / rt->GetHeight();
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float adjust_offset = 0.0f;
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float adjust_size = 0.0f;
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// gs
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GSDeviceDX::GSSelector gs_sel;
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gs_sel.iip = PRIM->IIP;
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gs_sel.prim = m_vt.m_primclass;
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// ps
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GSDeviceDX::PSSelector ps_sel;
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GSDeviceDX::PSSamplerSelector ps_ssel;
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GSDeviceDX::PSConstantBuffer ps_cb;
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ps_sel.clr1 = om_bsel.IsCLR1();
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ps_sel.fba = context->FBA.FBA;
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ps_sel.aout = context->FRAME.PSM == PSM_PSMCT16 || context->FRAME.PSM == PSM_PSMCT16S || (context->FRAME.FBMSK & 0xff000000) == 0x7f000000 ? 1 : 0;
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if(PRIM->FGE)
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{
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ps_sel.fog = 1;
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ps_cb.FogColor_AREF = GSVector4(env.FOGCOL.u32[0]) / 255;
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}
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if(context->TEST.ATE)
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{
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ps_sel.atst = context->TEST.ATST;
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switch(ps_sel.atst)
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{
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case ATST_LESS:
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ps_cb.FogColor_AREF.a = (float)((int)context->TEST.AREF - 1);
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break;
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case ATST_GREATER:
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ps_cb.FogColor_AREF.a = (float)((int)context->TEST.AREF + 1);
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break;
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default:
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ps_cb.FogColor_AREF.a = (float)(int)context->TEST.AREF;
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break;
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}
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}
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else
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{
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ps_sel.atst = ATST_ALWAYS;
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}
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if(tex)
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{
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ps_sel.wms = context->CLAMP.WMS;
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ps_sel.wmt = context->CLAMP.WMT;
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ps_sel.fmt = tex->m_fmt;
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ps_sel.aem = env.TEXA.AEM;
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ps_sel.tfx = context->TEX0.TFX;
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ps_sel.tcc = context->TEX0.TCC;
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ps_sel.ltf = m_filter == 2 ? IsLinear() : m_filter;
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ps_sel.rt = tex->m_target;
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int w = tex->m_texture->GetWidth();
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int h = tex->m_texture->GetHeight();
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int tw = (int)(1 << context->TEX0.TW);
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int th = (int)(1 << context->TEX0.TH);
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GSVector4 WH(tw, th, w, h);
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//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)
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//else if (w > 128 && w < 257) { adjust_size = 0.0010f; adjust_offset = -0.000000f; } //0.007f; WA games want stuffx at 0.52
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//else if (w > 256 && w < 513) { adjust_size = 0.4000f; adjust_offset = -0.000000f; } //offset -0.0005f;
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//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.
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//adjust_offset = -0.001f; } //0.07f for ar tonelico but max 0.007f for shadow hearts)
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//adjust_offset = 0.0002f; } //0.007f;
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//adjust_offset = -0.0005f; } //offset -0.0005f;
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//adjust_offset = -0.000006f; } //TotA battle blur wants -0.000015f, but that's too much for WA games.
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if(PRIM->FST)
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{
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vs_cb.TextureScale = GSVector4((1.0f / 16)) / (WH.xyxy() + adjust_size);
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ps_sel.fst = 1;
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}
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ps_cb.WH = WH;
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ps_cb.HalfTexel = GSVector4(-0.5f, 0.5f).xxyy() / WH.zwzw();
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ps_cb.MskFix = GSVector4i(context->CLAMP.MINU, context->CLAMP.MINV, context->CLAMP.MAXU, context->CLAMP.MAXV);
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GSVector4 clamp(ps_cb.MskFix);
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GSVector4 ta(env.TEXA & GSVector4i::x000000ff());
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ps_cb.MinMax = clamp / WH.xyxy();
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ps_cb.MinF_TA = (clamp + 0.5f).xyxy(ta) / WH.xyxy(GSVector4(255, 255));
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ps_ssel.tau = (context->CLAMP.WMS + 3) >> 1;
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ps_ssel.tav = (context->CLAMP.WMT + 3) >> 1;
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ps_ssel.ltf = ps_sel.ltf;
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}
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else
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{
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ps_sel.tfx = 4;
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}
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vs_cb.VertexScale = GSVector4(sx, -sy, 1.0f / UINT_MAX, 0.0f);
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vs_cb.VertexOffset = GSVector4(ox * sx + ox2 + 1 + adjust_offset, -(oy * sy + oy2 + 1 + adjust_offset), 0.0f, -1.0f);
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// rs
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GSVector4i scissor = GSVector4i(GSVector4(rt->GetScale()).xyxy() * context->scissor.in).rintersect(GSVector4i(rt->GetSize()).zwxy());
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dev.OMSetRenderTargets(rt, ds, &scissor);
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dev.PSSetShaderResources(tex ? tex->m_texture : NULL, tex ? tex->m_palette : NULL);
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uint8 afix = context->ALPHA.FIX;
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dev.SetupOM(om_dssel, om_bsel, afix);
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dev.SetupIA(m_vertices, m_count, m_topology);
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dev.SetupVS(vs_sel, &vs_cb);
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dev.SetupGS(gs_sel);
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dev.SetupPS(ps_sel, &ps_cb, ps_ssel);
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// draw
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if(context->TEST.DoFirstPass())
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{
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dev.DrawPrimitive();
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}
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if(context->TEST.DoSecondPass())
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{
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ASSERT(!env.PABE.PABE);
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static const uint32 iatst[] = {1, 0, 5, 6, 7, 2, 3, 4};
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ps_sel.atst = iatst[ps_sel.atst];
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switch(ps_sel.atst)
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{
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case ATST_LESS:
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ps_cb.FogColor_AREF.a = (float)((int)context->TEST.AREF - 1);
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break;
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case ATST_GREATER:
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ps_cb.FogColor_AREF.a = (float)((int)context->TEST.AREF + 1);
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break;
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default:
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ps_cb.FogColor_AREF.a = (float)(int)context->TEST.AREF;
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break;
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}
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dev.SetupPS(ps_sel, &ps_cb, ps_ssel);
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bool z = om_dssel.zwe;
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bool r = om_bsel.wr;
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bool g = om_bsel.wg;
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bool b = om_bsel.wb;
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bool a = om_bsel.wa;
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switch(context->TEST.AFAIL)
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{
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case 0: z = r = g = b = a = false; break; // none
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case 1: z = false; break; // rgba
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case 2: r = g = b = a = false; break; // z
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case 3: z = a = false; break; // rgb
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default: __assume(0);
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}
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if(z || r || g || b || a)
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{
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om_dssel.zwe = z;
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om_bsel.wr = r;
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om_bsel.wg = g;
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om_bsel.wb = b;
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om_bsel.wa = a;
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dev.SetupOM(om_dssel, om_bsel, afix);
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dev.DrawPrimitive();
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}
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}
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dev.EndScene();
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if(om_dssel.fba) UpdateFBA(rt);
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}
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}; |