mirror of https://github.com/PCSX2/pcsx2.git
564 lines
13 KiB
C++
564 lines
13 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, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA 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 "GSTexture11.h"
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#include "GSVector.h"
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#include "Renderers/Common/GSDevice.h"
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struct GSVertexShader11
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{
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CComPtr<ID3D11VertexShader> vs;
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CComPtr<ID3D11InputLayout> il;
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};
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class GSDevice11 final : public GSDevice
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{
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public:
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#pragma pack(push, 1)
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struct alignas(32) VSConstantBuffer
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{
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GSVector4 VertexScale;
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GSVector4 VertexOffset;
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GSVector4 Texture_Scale_Offset;
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VSConstantBuffer()
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{
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VertexScale = GSVector4::zero();
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VertexOffset = GSVector4::zero();
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Texture_Scale_Offset = GSVector4::zero();
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}
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__forceinline bool Update(const VSConstantBuffer* cb)
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{
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GSVector4i* a = (GSVector4i*)this;
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GSVector4i* b = (GSVector4i*)cb;
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if(!((a[0] == b[0]) & (a[1] == b[1]) & (a[2] == b[2]) & (a[3] == b[3])).alltrue())
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{
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a[0] = b[0];
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a[1] = b[1];
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a[2] = b[2];
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a[3] = b[3];
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return true;
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}
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return false;
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}
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};
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struct VSSelector
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{
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union
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{
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struct
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{
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uint32 bppz:2;
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uint32 tme:1;
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uint32 fst:1;
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uint32 _free:28;
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};
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uint32 key;
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};
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operator uint32() const {return key;}
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VSSelector() : key(0) {}
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VSSelector(uint32 k) : key(k) {}
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};
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struct alignas(32) PSConstantBuffer
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{
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GSVector4 FogColor_AREF;
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GSVector4 HalfTexel;
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GSVector4 WH;
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GSVector4 MinMax;
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GSVector4 MinF_TA;
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GSVector4i MskFix;
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GSVector4i ChannelShuffle;
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GSVector4i FbMask;
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GSVector4 TC_OffsetHack;
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PSConstantBuffer()
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{
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FogColor_AREF = GSVector4::zero();
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HalfTexel = GSVector4::zero();
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WH = GSVector4::zero();
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MinMax = GSVector4::zero();
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MinF_TA = GSVector4::zero();
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MskFix = GSVector4i::zero();
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ChannelShuffle = GSVector4i::zero();
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FbMask = GSVector4i::zero();
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}
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__forceinline bool Update(const PSConstantBuffer* cb)
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{
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GSVector4i* a = (GSVector4i*)this;
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GSVector4i* b = (GSVector4i*)cb;
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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
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{
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a[0] = b[0];
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a[1] = b[1];
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a[2] = b[2];
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a[3] = b[3];
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a[4] = b[4];
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a[5] = b[5];
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a[6] = b[6];
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a[7] = b[7];
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return true;
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}
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return false;
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}
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};
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struct alignas(32) GSConstantBuffer
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{
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GSVector2 PointSize;
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GSConstantBuffer()
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{
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PointSize = GSVector2(0);
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}
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__forceinline bool Update(const GSConstantBuffer* cb)
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{
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return true;
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}
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};
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struct GSSelector
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{
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union
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{
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struct
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{
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uint32 iip:1;
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uint32 prim:2;
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uint32 point:1;
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uint32 line:1;
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uint32 _free:27;
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};
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uint32 key;
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};
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operator uint32() {return key;}
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GSSelector() : key(0) {}
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GSSelector(uint32 k) : key(k) {}
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};
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struct PSSelector
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{
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union
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{
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struct
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{
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// *** Word 1
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// Format
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uint32 fmt:4;
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uint32 dfmt:2;
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uint32 depth_fmt:2;
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// Alpha extension/Correction
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uint32 aem:1;
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uint32 fba:1;
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// Fog
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uint32 fog:1;
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// Pixel test
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uint32 atst:3;
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// Color sampling
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uint32 fst:1;
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uint32 tfx:3;
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uint32 tcc:1;
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uint32 wms:2;
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uint32 wmt:2;
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uint32 ltf:1;
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// Shuffle and fbmask effect
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uint32 shuffle:1;
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uint32 read_ba:1;
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uint32 fbmask:1;
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// *** Word 2
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// Blend and Colclip
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uint32 clr1:1;
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// Others ways to fetch the texture
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uint32 channel:3;
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// Hack
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uint32 spritehack:1;
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uint32 tcoffsethack:1;
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uint32 urban_chaos_hle:1;
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uint32 tales_of_abyss_hle:1;
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uint32 point_sampler:1;
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uint32 invalid_tex0:1; // Lupin the 3rd
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uint32 _free:27;
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};
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uint64 key;
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};
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operator uint64() {return key;}
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PSSelector() : key(0) {}
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};
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struct PSSamplerSelector
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{
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union
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{
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struct
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{
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uint32 tau:1;
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uint32 tav:1;
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uint32 ltf:1;
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};
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uint32 key;
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};
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operator uint32() {return key & 0x7;}
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PSSamplerSelector() : key(0) {}
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};
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struct OMDepthStencilSelector
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{
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union
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{
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struct
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{
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uint32 ztst:2;
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uint32 zwe:1;
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uint32 date:1;
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uint32 fba:1;
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uint32 date_one:1;
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};
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uint32 key;
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};
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operator uint32() {return key & 0x3f;}
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OMDepthStencilSelector() : key(0) {}
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};
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struct OMBlendSelector
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{
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union
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{
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struct
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{
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uint32 abe:1;
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uint32 a:2;
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uint32 b:2;
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uint32 c:2;
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uint32 d:2;
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uint32 wr:1;
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uint32 wg:1;
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uint32 wb:1;
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uint32 wa:1;
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};
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struct
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{
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uint32 _pad:1;
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uint32 abcd:8;
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uint32 wrgba:4;
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};
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uint32 key;
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};
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operator uint32() {return key & 0x1fff;}
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OMBlendSelector() : key(0) {}
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bool IsCLR1() const
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{
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return (key & 0x19f) == 0x93; // abe == 1 && a == 1 && b == 2 && d == 1
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}
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};
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struct D3D11Blend
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{
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int bogus;
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D3D11_BLEND_OP op;
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D3D11_BLEND src, dst;
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};
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static const D3D11Blend m_blendMapD3D11[3*3*3*3];
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#pragma pack(pop)
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private:
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float m_hack_topleft_offset;
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int m_upscale_multiplier;
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int m_mipmap;
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GSTexture* CreateSurface(int type, int w, int h, int format);
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GSTexture* FetchSurface(int type, int w, int h, int format);
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void DoMerge(GSTexture* sTex[3], GSVector4* sRect, GSTexture* dTex, GSVector4* dRect, const GSRegPMODE& PMODE, const GSRegEXTBUF& EXTBUF, const GSVector4& c) final;
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void DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool linear, float yoffset = 0) final;
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void DoFXAA(GSTexture* sTex, GSTexture* dTex) final;
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void DoShadeBoost(GSTexture* sTex, GSTexture* dTex) final;
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void DoExternalFX(GSTexture* sTex, GSTexture* dTex) final;
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void InitExternalFX();
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void InitFXAA(); // Bug workaround! Stack corruption? Heap corruption? No idea
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void RenderOsd(GSTexture* dt);
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void BeforeDraw();
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void AfterDraw();
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//
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CComPtr<ID3D11Device> m_dev;
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CComPtr<ID3D11DeviceContext> m_ctx;
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CComPtr<IDXGISwapChain> m_swapchain;
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CComPtr<ID3D11Buffer> m_vb;
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CComPtr<ID3D11Buffer> m_vb_old;
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CComPtr<ID3D11Buffer> m_ib;
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CComPtr<ID3D11Buffer> m_ib_old;
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struct
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{
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ID3D11Buffer* vb;
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size_t vb_stride;
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ID3D11Buffer* ib;
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ID3D11InputLayout* layout;
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D3D11_PRIMITIVE_TOPOLOGY topology;
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ID3D11VertexShader* vs;
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ID3D11Buffer* vs_cb;
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ID3D11GeometryShader* gs;
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ID3D11Buffer* gs_cb;
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std::array<ID3D11ShaderResourceView*, 16> ps_sr_views;
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std::array<GSTexture11*, 16> ps_sr_texture;
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ID3D11PixelShader* ps;
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ID3D11Buffer* ps_cb;
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ID3D11SamplerState* ps_ss[3];
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GSVector2i viewport;
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GSVector4i scissor;
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ID3D11DepthStencilState* dss;
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uint8 sref;
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ID3D11BlendState* bs;
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float bf;
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ID3D11RenderTargetView* rt_view;
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GSTexture11* rt_texture;
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GSTexture11* rt_ds;
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ID3D11DepthStencilView* dsv;
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uint16_t ps_sr_bitfield;
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} m_state;
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CComPtr<ID3D11RasterizerState> m_rs;
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bool FXAA_Compiled;
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bool ExShader_Compiled;
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struct
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{
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CComPtr<ID3D11InputLayout> il;
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CComPtr<ID3D11VertexShader> vs;
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CComPtr<ID3D11PixelShader> ps[ShaderConvert_Count];
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CComPtr<ID3D11SamplerState> ln;
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CComPtr<ID3D11SamplerState> pt;
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CComPtr<ID3D11DepthStencilState> dss;
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CComPtr<ID3D11DepthStencilState> dss_write;
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CComPtr<ID3D11BlendState> bs;
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} m_convert;
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struct
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{
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CComPtr<ID3D11PixelShader> ps[2];
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CComPtr<ID3D11Buffer> cb;
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CComPtr<ID3D11BlendState> bs;
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} m_merge;
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struct
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{
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CComPtr<ID3D11PixelShader> ps[4];
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CComPtr<ID3D11Buffer> cb;
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} m_interlace;
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struct
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{
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CComPtr<ID3D11PixelShader> ps;
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CComPtr<ID3D11Buffer> cb;
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} m_shaderfx;
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struct
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{
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CComPtr<ID3D11PixelShader> ps;
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CComPtr<ID3D11Buffer> cb;
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} m_fxaa;
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struct
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{
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CComPtr<ID3D11PixelShader> ps;
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CComPtr<ID3D11Buffer> cb;
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} m_shadeboost;
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struct
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{
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CComPtr<ID3D11DepthStencilState> dss;
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CComPtr<ID3D11BlendState> bs;
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} m_date;
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// Shaders...
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std::unordered_map<uint32, GSVertexShader11> m_vs;
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CComPtr<ID3D11Buffer> m_vs_cb;
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std::unordered_map<uint32, CComPtr<ID3D11GeometryShader>> m_gs;
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CComPtr<ID3D11Buffer> m_gs_cb;
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std::unordered_map<uint64, CComPtr<ID3D11PixelShader>> m_ps;
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CComPtr<ID3D11Buffer> m_ps_cb;
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std::unordered_map<uint32, CComPtr<ID3D11SamplerState>> m_ps_ss;
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CComPtr<ID3D11SamplerState> m_palette_ss;
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CComPtr<ID3D11SamplerState> m_rt_ss;
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std::unordered_map<uint32, CComPtr<ID3D11DepthStencilState>> m_om_dss;
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std::unordered_map<uint32, CComPtr<ID3D11BlendState>> m_om_bs;
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VSConstantBuffer m_vs_cb_cache;
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GSConstantBuffer m_gs_cb_cache;
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PSConstantBuffer m_ps_cb_cache;
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std::unique_ptr<GSTexture> m_font;
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protected:
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struct {D3D_FEATURE_LEVEL level; std::string model, vs, gs, ps, cs;} m_shader;
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static HMODULE s_d3d_compiler_dll;
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static decltype(&D3DCompile) s_pD3DCompile;
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// Older version doesn't support D3D_COMPILE_STANDARD_FILE_INCLUDE, which
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// could be useful for external shaders.
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static bool s_old_d3d_compiler_dll;
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public:
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GSDevice11();
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virtual ~GSDevice11() {}
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bool SetFeatureLevel(D3D_FEATURE_LEVEL level, bool compat_mode);
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void GetFeatureLevel(D3D_FEATURE_LEVEL& level) const { level = m_shader.level; }
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static bool LoadD3DCompiler();
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static void FreeD3DCompiler();
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bool Create(const std::shared_ptr<GSWnd> &wnd);
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bool Reset(int w, int h);
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void Flip();
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void SetVSync(int vsync) final;
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void SetExclusive(bool isExcl);
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void DrawPrimitive() final;
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void DrawIndexedPrimitive();
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void DrawIndexedPrimitive(int offset, int count) final;
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void Dispatch(uint32 x, uint32 y, uint32 z);
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void ClearRenderTarget(GSTexture* t, const GSVector4& c) final;
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void ClearRenderTarget(GSTexture* t, uint32 c) final;
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void ClearDepth(GSTexture* t) final;
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void ClearStencil(GSTexture* t, uint8 c) final;
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GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sRect, int w, int h, int format = 0, int ps_shader = 0) final;
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void CloneTexture(GSTexture* src, GSTexture** dest);
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void CopyRect(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r);
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void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, int shader = 0, bool linear = true) final;
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void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, bool linear = true);
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void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, ID3D11BlendState* bs, bool linear = true);
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void SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm);
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void IASetVertexBuffer(const void* vertex, size_t stride, size_t count);
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bool IAMapVertexBuffer(void** vertex, size_t stride, size_t count);
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void IAUnmapVertexBuffer();
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void IASetVertexBuffer(ID3D11Buffer* vb, size_t stride);
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void IASetIndexBuffer(const void* index, size_t count);
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void IASetIndexBuffer(ID3D11Buffer* ib);
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void IASetInputLayout(ID3D11InputLayout* layout);
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void IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY topology);
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void VSSetShader(ID3D11VertexShader* vs, ID3D11Buffer* vs_cb);
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void GSSetShader(ID3D11GeometryShader* gs, ID3D11Buffer* gs_cb = NULL);
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void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1) final;
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void PSSetShaderResource(int i, GSTexture* sr) final;
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void PSSetShaderResourceView(int i, ID3D11ShaderResourceView* srv, GSTexture* sr);
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void PSSetShader(ID3D11PixelShader* ps, ID3D11Buffer* ps_cb);
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void PSUpdateShaderState();
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void PSSetSamplerState(ID3D11SamplerState* ss0, ID3D11SamplerState* ss1);
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void OMSetDepthStencilState(ID3D11DepthStencilState* dss, uint8 sref);
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void OMSetBlendState(ID3D11BlendState* bs, float bf);
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void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL) final;
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bool CreateTextureFX();
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void SetupVS(VSSelector sel, const VSConstantBuffer* cb);
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void SetupGS(GSSelector sel, const GSConstantBuffer* cb);
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void SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel);
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void SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, uint8 afix);
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ID3D11Device* operator->() {return m_dev;}
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operator ID3D11Device*() {return m_dev;}
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operator ID3D11DeviceContext*() {return m_ctx;}
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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);
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void CreateShader(std::vector<char> source, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11GeometryShader** gs);
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void CreateShader(std::vector<char> source, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11PixelShader** ps);
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void CompileShader(std::vector<char> source, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3DBlob** shader, std::string shader_model);
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template<class T> void PrepareShaderMacro(std::vector<T>& dst, const T* src)
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{
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dst.clear();
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while (src && src->Definition && src->Name)
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{
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dst.push_back(*src++);
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}
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T m;
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m.Name = "SHADER_MODEL";
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m.Definition = m_shader.model.c_str();
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dst.push_back(m);
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m.Name = NULL;
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m.Definition = NULL;
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dst.push_back(m);
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}
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};
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