mirror of https://github.com/PCSX2/pcsx2.git
185 lines
5.6 KiB
C++
185 lines
5.6 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 "GSDevice.h"
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#include "GSTexture9.h"
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struct Direct3DSamplerState9
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{
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D3DTEXTUREFILTERTYPE FilterMin[2];
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D3DTEXTUREFILTERTYPE FilterMag[2];
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D3DTEXTUREADDRESS AddressU;
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D3DTEXTUREADDRESS AddressV;
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};
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struct Direct3DDepthStencilState9
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{
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BOOL DepthEnable;
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BOOL DepthWriteMask;
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D3DCMPFUNC DepthFunc;
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BOOL StencilEnable;
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UINT8 StencilReadMask;
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UINT8 StencilWriteMask;
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D3DSTENCILOP StencilFailOp;
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D3DSTENCILOP StencilDepthFailOp;
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D3DSTENCILOP StencilPassOp;
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D3DCMPFUNC StencilFunc;
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};
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struct Direct3DBlendState9
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{
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BOOL BlendEnable;
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D3DBLEND SrcBlend;
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D3DBLEND DestBlend;
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D3DBLENDOP BlendOp;
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D3DBLEND SrcBlendAlpha;
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D3DBLEND DestBlendAlpha;
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D3DBLENDOP BlendOpAlpha;
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UINT8 RenderTargetWriteMask;
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};
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class GSDevice9 : public GSDevice
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{
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private:
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// state cache
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IDirect3DVertexBuffer9* m_vb;
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int m_vb_count;
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const void* m_vb_vertices;
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size_t m_vb_stride;
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IDirect3DVertexDeclaration9* m_layout;
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D3DPRIMITIVETYPE m_topology;
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IDirect3DVertexShader9* m_vs;
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float* m_vs_cb;
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int m_vs_cb_len;
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IDirect3DTexture9* m_ps_srvs[2];
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IDirect3DPixelShader9* m_ps;
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float* m_ps_cb;
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int m_ps_cb_len;
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Direct3DSamplerState9* m_ps_ss;
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GSVector4i m_scissor;
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Direct3DDepthStencilState9* m_dss;
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uint32 m_sref;
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Direct3DBlendState9* m_bs;
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uint32 m_bf;
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IDirect3DSurface9* m_rtv;
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IDirect3DSurface9* m_dsv;
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//
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GSTexture* Create(int type, int w, int h, 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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DDCAPS m_ddcaps;
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D3DCAPS9 m_d3dcaps;
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CComPtr<IDirect3D9> m_d3d;
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CComPtr<IDirect3DDevice9> m_dev;
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CComPtr<IDirect3DSwapChain9> m_swapchain;
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public: // TODO
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D3DPRESENT_PARAMETERS m_pp;
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CComPtr<ID3DXFont> m_font;
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struct
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{
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CComPtr<IDirect3DVertexShader9> vs;
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CComPtr<IDirect3DVertexDeclaration9> il;
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CComPtr<IDirect3DPixelShader9> ps[5];
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Direct3DSamplerState9 ln;
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Direct3DSamplerState9 pt;
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Direct3DDepthStencilState9 dss;
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Direct3DBlendState9 bs;
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} m_convert;
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struct
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{
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CComPtr<IDirect3DPixelShader9> ps[2];
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Direct3DBlendState9 bs;
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} m_merge;
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struct
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{
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CComPtr<IDirect3DPixelShader9> ps[4];
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} m_interlace;
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public:
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GSDevice9();
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virtual ~GSDevice9();
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bool Create(HWND hWnd, bool vsync);
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bool Reset(int w, int h, bool fs);
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bool IsLost();
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void Flip();
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void BeginScene();
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void EndScene();
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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, int format = 0);
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GSTexture* CreateDepthStencil(int w, int h, 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* CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format = 0);
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virtual bool IsCurrentRGBA() {return false;}
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void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, bool linear = true);
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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);
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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);
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// TODO: void IASetVertexBuffer(IDirect3DVertexBuffer9* vb, uint32 count, const void* vertices, size_t stride);
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void IASetVertexBuffer(int count, const void* vertices, size_t stride);
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void IASetInputLayout(IDirect3DVertexDeclaration9* layout);
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void IASetPrimitiveTopology(D3DPRIMITIVETYPE topology);
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void VSSetShader(IDirect3DVertexShader9* vs, const float* vs_cb, int vs_cb_len);
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void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1);
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void PSSetShader(IDirect3DPixelShader9* ps, const float* ps_cb, int ps_cb_len);
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void PSSetSamplerState(Direct3DSamplerState9* ss);
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void RSSet(int width, int height, const GSVector4i* scissor = NULL);
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void OMSetDepthStencilState(Direct3DDepthStencilState9* dss, uint32 sref);
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void OMSetBlendState(Direct3DBlendState9* bs, uint32 bf);
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void OMSetRenderTargets(GSTexture* rt, GSTexture* ds);
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void DrawPrimitive();
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template<class T> void IASetVertexBuffer(int count, T* vertices)
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{
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IASetVertexBuffer(count, vertices, sizeof(T));
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}
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IDirect3DDevice9* operator->() {return m_dev;}
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operator IDirect3DDevice9*() {return m_dev;}
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HRESULT CompileShader(uint32 id, const string& entry, const D3DXMACRO* macro, IDirect3DVertexShader9** vs, const D3DVERTEXELEMENT9* layout, int count, IDirect3DVertexDeclaration9** il);
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HRESULT CompileShader(uint32 id, const string& entry, const D3DXMACRO* macro, IDirect3DPixelShader9** ps);
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};
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