pcsx2/plugins/GSdx/Renderers/DX11/GSDevice11.h

564 lines
13 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, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#pragma once
#include "GSTexture11.h"
#include "GSVector.h"
#include "Renderers/Common/GSDevice.h"
struct GSVertexShader11
{
CComPtr<ID3D11VertexShader> vs;
CComPtr<ID3D11InputLayout> il;
};
class GSDevice11 final : public GSDevice
{
public:
#pragma pack(push, 1)
struct alignas(32) VSConstantBuffer
{
GSVector4 VertexScale;
GSVector4 VertexOffset;
GSVector4 Texture_Scale_Offset;
VSConstantBuffer()
{
VertexScale = GSVector4::zero();
VertexOffset = GSVector4::zero();
Texture_Scale_Offset = GSVector4::zero();
}
__forceinline bool Update(const VSConstantBuffer* cb)
{
GSVector4i* a = (GSVector4i*)this;
GSVector4i* b = (GSVector4i*)cb;
if(!((a[0] == b[0]) & (a[1] == b[1]) & (a[2] == b[2]) & (a[3] == b[3])).alltrue())
{
a[0] = b[0];
a[1] = b[1];
a[2] = b[2];
a[3] = b[3];
return true;
}
return false;
}
};
struct VSSelector
{
union
{
struct
{
uint32 bppz:2;
uint32 tme:1;
uint32 fst:1;
uint32 _free:28;
};
uint32 key;
};
operator uint32() const {return key;}
VSSelector() : key(0) {}
VSSelector(uint32 k) : key(k) {}
};
struct alignas(32) PSConstantBuffer
{
GSVector4 FogColor_AREF;
GSVector4 HalfTexel;
GSVector4 WH;
GSVector4 MinMax;
GSVector4 MinF_TA;
GSVector4i MskFix;
GSVector4i ChannelShuffle;
GSVector4i FbMask;
GSVector4 TC_OffsetHack;
PSConstantBuffer()
{
FogColor_AREF = GSVector4::zero();
HalfTexel = GSVector4::zero();
WH = GSVector4::zero();
MinMax = GSVector4::zero();
MinF_TA = GSVector4::zero();
MskFix = GSVector4i::zero();
ChannelShuffle = GSVector4i::zero();
FbMask = GSVector4i::zero();
}
__forceinline bool Update(const PSConstantBuffer* cb)
{
GSVector4i* a = (GSVector4i*)this;
GSVector4i* b = (GSVector4i*)cb;
if(!((a[0] == b[0]) /*& (a[1] == b1)*/ & (a[2] == b[2]) & (a[3] == b[3]) & (a[4] == b[4]) & (a[5] == b[5]) & (a[6] == b[6]) & (a[7] == b[7])).alltrue()) // if WH matches HalfTexel does too
{
a[0] = b[0];
a[1] = b[1];
a[2] = b[2];
a[3] = b[3];
a[4] = b[4];
a[5] = b[5];
a[6] = b[6];
a[7] = b[7];
return true;
}
return false;
}
};
struct alignas(32) GSConstantBuffer
{
GSVector2 PointSize;
GSConstantBuffer()
{
PointSize = GSVector2(0);
}
__forceinline bool Update(const GSConstantBuffer* cb)
{
return true;
}
};
struct GSSelector
{
union
{
struct
{
uint32 iip:1;
uint32 prim:2;
uint32 point:1;
uint32 line:1;
uint32 _free:27;
};
uint32 key;
};
operator uint32() {return key;}
GSSelector() : key(0) {}
GSSelector(uint32 k) : key(k) {}
};
struct PSSelector
{
union
{
struct
{
// *** Word 1
// Format
uint32 fmt:4;
uint32 dfmt:2;
uint32 depth_fmt:2;
// Alpha extension/Correction
uint32 aem:1;
uint32 fba:1;
// Fog
uint32 fog:1;
// Pixel test
uint32 atst:3;
// Color sampling
uint32 fst:1;
uint32 tfx:3;
uint32 tcc:1;
uint32 wms:2;
uint32 wmt:2;
uint32 ltf:1;
// Shuffle and fbmask effect
uint32 shuffle:1;
uint32 read_ba:1;
uint32 fbmask:1;
// *** Word 2
// Blend and Colclip
uint32 clr1:1;
// Others ways to fetch the texture
uint32 channel:3;
// Hack
uint32 spritehack:1;
uint32 tcoffsethack:1;
uint32 urban_chaos_hle:1;
uint32 tales_of_abyss_hle:1;
uint32 point_sampler:1;
uint32 invalid_tex0:1; // Lupin the 3rd
uint32 _free:27;
};
uint64 key;
};
operator uint64() {return key;}
PSSelector() : key(0) {}
};
struct PSSamplerSelector
{
union
{
struct
{
uint32 tau:1;
uint32 tav:1;
uint32 ltf:1;
};
uint32 key;
};
operator uint32() {return key & 0x7;}
PSSamplerSelector() : key(0) {}
};
struct OMDepthStencilSelector
{
union
{
struct
{
uint32 ztst:2;
uint32 zwe:1;
uint32 date:1;
uint32 fba:1;
uint32 date_one:1;
};
uint32 key;
};
operator uint32() {return key & 0x3f;}
OMDepthStencilSelector() : key(0) {}
};
struct OMBlendSelector
{
union
{
struct
{
uint32 abe:1;
uint32 a:2;
uint32 b:2;
uint32 c:2;
uint32 d:2;
uint32 wr:1;
uint32 wg:1;
uint32 wb:1;
uint32 wa:1;
};
struct
{
uint32 _pad:1;
uint32 abcd:8;
uint32 wrgba:4;
};
uint32 key;
};
operator uint32() {return key & 0x1fff;}
OMBlendSelector() : key(0) {}
bool IsCLR1() const
{
return (key & 0x19f) == 0x93; // abe == 1 && a == 1 && b == 2 && d == 1
}
};
struct D3D11Blend
{
int bogus;
D3D11_BLEND_OP op;
D3D11_BLEND src, dst;
};
static const D3D11Blend m_blendMapD3D11[3*3*3*3];
#pragma pack(pop)
private:
float m_hack_topleft_offset;
int m_upscale_multiplier;
int m_mipmap;
GSTexture* CreateSurface(int type, int w, int h, int format);
GSTexture* FetchSurface(int type, int w, int h, int format);
void DoMerge(GSTexture* sTex[3], GSVector4* sRect, GSTexture* dTex, GSVector4* dRect, const GSRegPMODE& PMODE, const GSRegEXTBUF& EXTBUF, const GSVector4& c) final;
void DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool linear, float yoffset = 0) final;
void DoFXAA(GSTexture* sTex, GSTexture* dTex) final;
void DoShadeBoost(GSTexture* sTex, GSTexture* dTex) final;
void DoExternalFX(GSTexture* sTex, GSTexture* dTex) final;
void InitExternalFX();
void InitFXAA(); // Bug workaround! Stack corruption? Heap corruption? No idea
void RenderOsd(GSTexture* dt);
void BeforeDraw();
void AfterDraw();
//
CComPtr<ID3D11Device> m_dev;
CComPtr<ID3D11DeviceContext> m_ctx;
CComPtr<IDXGISwapChain> m_swapchain;
CComPtr<ID3D11Buffer> m_vb;
CComPtr<ID3D11Buffer> m_vb_old;
CComPtr<ID3D11Buffer> m_ib;
CComPtr<ID3D11Buffer> m_ib_old;
struct
{
ID3D11Buffer* vb;
size_t vb_stride;
ID3D11Buffer* ib;
ID3D11InputLayout* layout;
D3D11_PRIMITIVE_TOPOLOGY topology;
ID3D11VertexShader* vs;
ID3D11Buffer* vs_cb;
ID3D11GeometryShader* gs;
ID3D11Buffer* gs_cb;
std::array<ID3D11ShaderResourceView*, 16> ps_sr_views;
std::array<GSTexture11*, 16> ps_sr_texture;
ID3D11PixelShader* ps;
ID3D11Buffer* ps_cb;
ID3D11SamplerState* ps_ss[3];
GSVector2i viewport;
GSVector4i scissor;
ID3D11DepthStencilState* dss;
uint8 sref;
ID3D11BlendState* bs;
float bf;
ID3D11RenderTargetView* rt_view;
GSTexture11* rt_texture;
GSTexture11* rt_ds;
ID3D11DepthStencilView* dsv;
uint16_t ps_sr_bitfield;
} m_state;
CComPtr<ID3D11RasterizerState> m_rs;
bool FXAA_Compiled;
bool ExShader_Compiled;
struct
{
CComPtr<ID3D11InputLayout> il;
CComPtr<ID3D11VertexShader> vs;
CComPtr<ID3D11PixelShader> ps[ShaderConvert_Count];
CComPtr<ID3D11SamplerState> ln;
CComPtr<ID3D11SamplerState> pt;
CComPtr<ID3D11DepthStencilState> dss;
CComPtr<ID3D11DepthStencilState> dss_write;
CComPtr<ID3D11BlendState> bs;
} m_convert;
struct
{
CComPtr<ID3D11PixelShader> ps[2];
CComPtr<ID3D11Buffer> cb;
CComPtr<ID3D11BlendState> bs;
} m_merge;
struct
{
CComPtr<ID3D11PixelShader> ps[4];
CComPtr<ID3D11Buffer> cb;
} m_interlace;
struct
{
CComPtr<ID3D11PixelShader> ps;
CComPtr<ID3D11Buffer> cb;
} m_shaderfx;
struct
{
CComPtr<ID3D11PixelShader> ps;
CComPtr<ID3D11Buffer> cb;
} m_fxaa;
struct
{
CComPtr<ID3D11PixelShader> ps;
CComPtr<ID3D11Buffer> cb;
} m_shadeboost;
struct
{
CComPtr<ID3D11DepthStencilState> dss;
CComPtr<ID3D11BlendState> bs;
} m_date;
// Shaders...
std::unordered_map<uint32, GSVertexShader11> m_vs;
CComPtr<ID3D11Buffer> m_vs_cb;
std::unordered_map<uint32, CComPtr<ID3D11GeometryShader>> m_gs;
CComPtr<ID3D11Buffer> m_gs_cb;
std::unordered_map<uint64, CComPtr<ID3D11PixelShader>> m_ps;
CComPtr<ID3D11Buffer> m_ps_cb;
std::unordered_map<uint32, CComPtr<ID3D11SamplerState>> m_ps_ss;
CComPtr<ID3D11SamplerState> m_palette_ss;
CComPtr<ID3D11SamplerState> m_rt_ss;
std::unordered_map<uint32, CComPtr<ID3D11DepthStencilState>> m_om_dss;
std::unordered_map<uint32, CComPtr<ID3D11BlendState>> m_om_bs;
VSConstantBuffer m_vs_cb_cache;
GSConstantBuffer m_gs_cb_cache;
PSConstantBuffer m_ps_cb_cache;
std::unique_ptr<GSTexture> m_font;
protected:
struct {D3D_FEATURE_LEVEL level; std::string model, vs, gs, ps, cs;} m_shader;
static HMODULE s_d3d_compiler_dll;
static decltype(&D3DCompile) s_pD3DCompile;
// Older version doesn't support D3D_COMPILE_STANDARD_FILE_INCLUDE, which
// could be useful for external shaders.
static bool s_old_d3d_compiler_dll;
public:
GSDevice11();
virtual ~GSDevice11() {}
bool SetFeatureLevel(D3D_FEATURE_LEVEL level, bool compat_mode);
void GetFeatureLevel(D3D_FEATURE_LEVEL& level) const { level = m_shader.level; }
static bool LoadD3DCompiler();
static void FreeD3DCompiler();
bool Create(const std::shared_ptr<GSWnd> &wnd);
bool Reset(int w, int h);
void Flip();
void SetVSync(int vsync) final;
void SetExclusive(bool isExcl);
void DrawPrimitive() final;
void DrawIndexedPrimitive();
void DrawIndexedPrimitive(int offset, int count) final;
void Dispatch(uint32 x, uint32 y, uint32 z);
void ClearRenderTarget(GSTexture* t, const GSVector4& c) final;
void ClearRenderTarget(GSTexture* t, uint32 c) final;
void ClearDepth(GSTexture* t) final;
void ClearStencil(GSTexture* t, uint8 c) final;
GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sRect, int w, int h, int format = 0, int ps_shader = 0) final;
void CloneTexture(GSTexture* src, GSTexture** dest);
void CopyRect(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r);
void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, int shader = 0, bool linear = true) final;
void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, bool linear = true);
void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, ID3D11BlendState* bs, bool linear = true);
void SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm);
void IASetVertexBuffer(const void* vertex, size_t stride, size_t count);
bool IAMapVertexBuffer(void** vertex, size_t stride, size_t count);
void IAUnmapVertexBuffer();
void IASetVertexBuffer(ID3D11Buffer* vb, size_t stride);
void IASetIndexBuffer(const void* index, size_t count);
void IASetIndexBuffer(ID3D11Buffer* ib);
void IASetInputLayout(ID3D11InputLayout* layout);
void IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY topology);
void VSSetShader(ID3D11VertexShader* vs, ID3D11Buffer* vs_cb);
void GSSetShader(ID3D11GeometryShader* gs, ID3D11Buffer* gs_cb = NULL);
void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1) final;
void PSSetShaderResource(int i, GSTexture* sr) final;
void PSSetShaderResourceView(int i, ID3D11ShaderResourceView* srv, GSTexture* sr);
void PSSetShader(ID3D11PixelShader* ps, ID3D11Buffer* ps_cb);
void PSUpdateShaderState();
void PSSetSamplerState(ID3D11SamplerState* ss0, ID3D11SamplerState* ss1);
void OMSetDepthStencilState(ID3D11DepthStencilState* dss, uint8 sref);
void OMSetBlendState(ID3D11BlendState* bs, float bf);
void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL) final;
bool CreateTextureFX();
void SetupVS(VSSelector sel, const VSConstantBuffer* cb);
void SetupGS(GSSelector sel, const GSConstantBuffer* cb);
void SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel);
void SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, uint8 afix);
ID3D11Device* operator->() {return m_dev;}
operator ID3D11Device*() {return m_dev;}
operator ID3D11DeviceContext*() {return m_ctx;}
void CreateShader(std::vector<char> source, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11VertexShader** vs, D3D11_INPUT_ELEMENT_DESC* layout, int count, ID3D11InputLayout** il);
void CreateShader(std::vector<char> source, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11GeometryShader** gs);
void CreateShader(std::vector<char> source, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11PixelShader** ps);
void CompileShader(std::vector<char> source, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3DBlob** shader, std::string shader_model);
template<class T> void PrepareShaderMacro(std::vector<T>& dst, const T* src)
{
dst.clear();
while (src && src->Definition && src->Name)
{
dst.push_back(*src++);
}
T m;
m.Name = "SHADER_MODEL";
m.Definition = m_shader.model.c_str();
dst.push_back(m);
m.Name = NULL;
m.Definition = NULL;
dst.push_back(m);
}
};