pcsx2/plugins/GSdx/Renderers/DXCommon/GSDeviceDX.cpp

236 lines
15 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
*
*/
#include "stdafx.h"
#include "GSdx.h"
#include "GSDeviceDX.h"
#include <VersionHelpers.h>
HMODULE GSDeviceDX::s_d3d_compiler_dll = nullptr;
decltype(&D3DCompile) GSDeviceDX::s_pD3DCompile = nullptr;
bool GSDeviceDX::s_old_d3d_compiler_dll;
GSDeviceDX::GSDeviceDX()
{
m_upscale_multiplier = theApp.GetConfigI("upscale_multiplier");
// m_msaa = theApp.GetConfigB("UserHacks") ? theApp.GetConfigI("UserHacks_MSAA") : 0;
m_msaa = 0; // Temporarily disable msaa until it's fixed.
m_msaa_desc.Count = 1;
m_msaa_desc.Quality = 0;
}
GSDeviceDX::~GSDeviceDX()
{
}
bool GSDeviceDX::LoadD3DCompiler()
{
// Windows 8.1 and later come with the latest d3dcompiler_47.dll, but
// Windows 7 devs might also have the dll available for use (which will
// have to be placed in the application directory)
s_d3d_compiler_dll = LoadLibraryEx(D3DCOMPILER_DLL, nullptr, LOAD_LIBRARY_SEARCH_APPLICATION_DIR | LOAD_LIBRARY_SEARCH_SYSTEM32);
// Windows Vista and 7 can use the older version. If the previous LoadLibrary
// call fails on Windows 8.1 and later, then the user's system is likely
// broken.
if (s_d3d_compiler_dll)
{
s_old_d3d_compiler_dll = false;
}
else
{
if (!IsWindows8Point1OrGreater())
// Use LoadLibrary instead of LoadLibraryEx, some Windows 7 systems
// have issues with it.
s_d3d_compiler_dll = LoadLibrary("D3DCompiler_43.dll");
if (s_d3d_compiler_dll == nullptr)
return false;
s_old_d3d_compiler_dll = true;
}
s_pD3DCompile = reinterpret_cast<decltype(&D3DCompile)>(GetProcAddress(s_d3d_compiler_dll, "D3DCompile"));
if (s_pD3DCompile)
return true;
FreeLibrary(s_d3d_compiler_dll);
s_d3d_compiler_dll = nullptr;
return false;
}
void GSDeviceDX::FreeD3DCompiler()
{
s_pD3DCompile = nullptr;
if (s_d3d_compiler_dll)
FreeLibrary(s_d3d_compiler_dll);
s_d3d_compiler_dll = nullptr;
}
GSTexture* GSDeviceDX::FetchSurface(int type, int w, int h, bool msaa, int format)
{
if(m_msaa < 2)
{
msaa = false;
}
return __super::FetchSurface(type, w, h, msaa, format);
}
bool GSDeviceDX::SetFeatureLevel(D3D_FEATURE_LEVEL level, bool compat_mode)
{
m_shader.level = level;
switch(level)
{
case D3D_FEATURE_LEVEL_10_0:
m_shader.model = "0x400";
m_shader.vs = "vs_4_0";
m_shader.gs = "gs_4_0";
m_shader.ps = "ps_4_0";
m_shader.cs = "cs_4_0";
break;
case D3D_FEATURE_LEVEL_10_1:
m_shader.model = "0x401";
m_shader.vs = "vs_4_1";
m_shader.gs = "gs_4_1";
m_shader.ps = "ps_4_1";
m_shader.cs = "cs_4_1";
break;
case D3D_FEATURE_LEVEL_11_0:
m_shader.model = "0x500";
m_shader.vs = "vs_5_0";
m_shader.gs = "gs_5_0";
m_shader.ps = "ps_5_0";
m_shader.cs = "cs_5_0";
break;
default:
ASSERT(0);
return false;
}
return true;
}
// (A - B) * C + D
// A: Cs/Cd/0
// B: Cs/Cd/0
// C: As/Ad/FIX
// D: Cs/Cd/0
// bogus: 0100, 0110, 0120, 0200, 0210, 0220, 1001, 1011, 1021
// tricky: 1201, 1211, 1221
// Source.rgb = float3(1, 1, 1);
// 1201 Cd*(1 + As) => Source * Dest color + Dest * Source alpha
// 1211 Cd*(1 + Ad) => Source * Dest color + Dest * Dest alpha
// 1221 Cd*(1 + F) => Source * Dest color + Dest * Factor
// Special blending method table:
// # (tricky) => 1 * Cd + Cd * F => Use (Cd, F) as factor of color (1, Cd)
// * (bogus) => C * (1 + F ) + ... => factor is always bigger than 1 (except above case)
const GSDeviceDX::D3D11Blend GSDeviceDX::m_blendMapD3D11[3*3*3*3] =
{
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ONE , D3D11_BLEND_ZERO} , // 0000: (Cs - Cs)*As + Cs ==> Cs
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ONE} , // 0001: (Cs - Cs)*As + Cd ==> Cd
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ZERO} , // 0002: (Cs - Cs)*As + 0 ==> 0
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ONE , D3D11_BLEND_ZERO} , // 0010: (Cs - Cs)*Ad + Cs ==> Cs
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ONE} , // 0011: (Cs - Cs)*Ad + Cd ==> Cd
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ZERO} , // 0012: (Cs - Cs)*Ad + 0 ==> 0
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ONE , D3D11_BLEND_ZERO} , // 0020: (Cs - Cs)*F + Cs ==> Cs
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ONE} , // 0021: (Cs - Cs)*F + Cd ==> Cd
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ZERO} , // 0022: (Cs - Cs)*F + 0 ==> 0
{1, D3D11_BLEND_OP_SUBTRACT , D3D11_BLEND_ONE , D3D11_BLEND_SRC1_ALPHA} , //*0100: (Cs - Cd)*As + Cs ==> Cs*(As + 1) - Cd*As
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_SRC1_ALPHA , D3D11_BLEND_INV_SRC1_ALPHA} , // 0101: (Cs - Cd)*As + Cd ==> Cs*As + Cd*(1 - As)
{0, D3D11_BLEND_OP_SUBTRACT , D3D11_BLEND_SRC1_ALPHA , D3D11_BLEND_SRC1_ALPHA} , // 0102: (Cs - Cd)*As + 0 ==> Cs*As - Cd*As
{1, D3D11_BLEND_OP_SUBTRACT , D3D11_BLEND_ONE , D3D11_BLEND_DEST_ALPHA} , //*0110: (Cs - Cd)*Ad + Cs ==> Cs*(Ad + 1) - Cd*Ad
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_DEST_ALPHA , D3D11_BLEND_INV_DEST_ALPHA} , // 0111: (Cs - Cd)*Ad + Cd ==> Cs*Ad + Cd*(1 - Ad)
{0, D3D11_BLEND_OP_SUBTRACT , D3D11_BLEND_DEST_ALPHA , D3D11_BLEND_DEST_ALPHA} , // 0112: (Cs - Cd)*Ad + 0 ==> Cs*Ad - Cd*Ad
{1, D3D11_BLEND_OP_SUBTRACT , D3D11_BLEND_ONE , D3D11_BLEND_BLEND_FACTOR} , //*0120: (Cs - Cd)*F + Cs ==> Cs*(F + 1) - Cd*F
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_BLEND_FACTOR , D3D11_BLEND_INV_BLEND_FACTOR} , // 0121: (Cs - Cd)*F + Cd ==> Cs*F + Cd*(1 - F)
{0, D3D11_BLEND_OP_SUBTRACT , D3D11_BLEND_BLEND_FACTOR , D3D11_BLEND_BLEND_FACTOR} , // 0122: (Cs - Cd)*F + 0 ==> Cs*F - Cd*F
{1, D3D11_BLEND_OP_ADD , D3D11_BLEND_ONE , D3D11_BLEND_ZERO} , //*0200: (Cs - 0)*As + Cs ==> Cs*(As + 1)
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_SRC1_ALPHA , D3D11_BLEND_ONE} , // 0201: (Cs - 0)*As + Cd ==> Cs*As + Cd
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_SRC1_ALPHA , D3D11_BLEND_ZERO} , // 0202: (Cs - 0)*As + 0 ==> Cs*As
{1, D3D11_BLEND_OP_ADD , D3D11_BLEND_ONE , D3D11_BLEND_ZERO} , //*0210: (Cs - 0)*Ad + Cs ==> Cs*(Ad + 1)
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_DEST_ALPHA , D3D11_BLEND_ONE} , // 0211: (Cs - 0)*Ad + Cd ==> Cs*Ad + Cd
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_DEST_ALPHA , D3D11_BLEND_ZERO} , // 0212: (Cs - 0)*Ad + 0 ==> Cs*Ad
{1, D3D11_BLEND_OP_ADD , D3D11_BLEND_ONE , D3D11_BLEND_ZERO} , //*0220: (Cs - 0)*F + Cs ==> Cs*(F + 1)
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_BLEND_FACTOR , D3D11_BLEND_ONE} , // 0221: (Cs - 0)*F + Cd ==> Cs*F + Cd
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_BLEND_FACTOR , D3D11_BLEND_ZERO} , // 0222: (Cs - 0)*F + 0 ==> Cs*F
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_INV_SRC1_ALPHA , D3D11_BLEND_SRC1_ALPHA} , // 1000: (Cd - Cs)*As + Cs ==> Cd*As + Cs*(1 - As)
{1, D3D11_BLEND_OP_REV_SUBTRACT , D3D11_BLEND_SRC1_ALPHA , D3D11_BLEND_ONE} , //*1001: (Cd - Cs)*As + Cd ==> Cd*(As + 1) - Cs*As
{0, D3D11_BLEND_OP_REV_SUBTRACT , D3D11_BLEND_SRC1_ALPHA , D3D11_BLEND_SRC1_ALPHA} , // 1002: (Cd - Cs)*As + 0 ==> Cd*As - Cs*As
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_INV_DEST_ALPHA , D3D11_BLEND_DEST_ALPHA} , // 1010: (Cd - Cs)*Ad + Cs ==> Cd*Ad + Cs*(1 - Ad)
{1, D3D11_BLEND_OP_REV_SUBTRACT , D3D11_BLEND_DEST_ALPHA , D3D11_BLEND_ONE} , //*1011: (Cd - Cs)*Ad + Cd ==> Cd*(Ad + 1) - Cs*Ad
{0, D3D11_BLEND_OP_REV_SUBTRACT , D3D11_BLEND_DEST_ALPHA , D3D11_BLEND_DEST_ALPHA} , // 1012: (Cd - Cs)*Ad + 0 ==> Cd*Ad - Cs*Ad
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_INV_BLEND_FACTOR , D3D11_BLEND_BLEND_FACTOR} , // 1020: (Cd - Cs)*F + Cs ==> Cd*F + Cs*(1 - F)
{1, D3D11_BLEND_OP_REV_SUBTRACT , D3D11_BLEND_BLEND_FACTOR , D3D11_BLEND_ONE} , //*1021: (Cd - Cs)*F + Cd ==> Cd*(F + 1) - Cs*F
{0, D3D11_BLEND_OP_REV_SUBTRACT , D3D11_BLEND_BLEND_FACTOR , D3D11_BLEND_BLEND_FACTOR} , // 1022: (Cd - Cs)*F + 0 ==> Cd*F - Cs*F
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ONE , D3D11_BLEND_ZERO} , // 1100: (Cd - Cd)*As + Cs ==> Cs
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ONE} , // 1101: (Cd - Cd)*As + Cd ==> Cd
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ZERO} , // 1102: (Cd - Cd)*As + 0 ==> 0
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ONE , D3D11_BLEND_ZERO} , // 1110: (Cd - Cd)*Ad + Cs ==> Cs
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ONE} , // 1111: (Cd - Cd)*Ad + Cd ==> Cd
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ZERO} , // 1112: (Cd - Cd)*Ad + 0 ==> 0
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ONE , D3D11_BLEND_ZERO} , // 1120: (Cd - Cd)*F + Cs ==> Cs
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ONE} , // 1121: (Cd - Cd)*F + Cd ==> Cd
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ZERO} , // 1122: (Cd - Cd)*F + 0 ==> 0
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ONE , D3D11_BLEND_SRC1_ALPHA} , // 1200: (Cd - 0)*As + Cs ==> Cs + Cd*As
{2, D3D11_BLEND_OP_ADD , D3D11_BLEND_DEST_COLOR , D3D11_BLEND_SRC1_ALPHA} , //#1201: (Cd - 0)*As + Cd ==> Cd*(1 + As) // ffxii main menu background glow effect
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_SRC1_ALPHA} , // 1202: (Cd - 0)*As + 0 ==> Cd*As
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ONE , D3D11_BLEND_DEST_ALPHA} , // 1210: (Cd - 0)*Ad + Cs ==> Cs + Cd*Ad
{2, D3D11_BLEND_OP_ADD , D3D11_BLEND_DEST_COLOR , D3D11_BLEND_DEST_ALPHA} , //#1211: (Cd - 0)*Ad + Cd ==> Cd*(1 + Ad)
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_DEST_ALPHA} , // 1212: (Cd - 0)*Ad + 0 ==> Cd*Ad
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ONE , D3D11_BLEND_BLEND_FACTOR} , // 1220: (Cd - 0)*F + Cs ==> Cs + Cd*F
{2, D3D11_BLEND_OP_ADD , D3D11_BLEND_DEST_COLOR , D3D11_BLEND_BLEND_FACTOR} , //#1221: (Cd - 0)*F + Cd ==> Cd*(1 + F)
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_BLEND_FACTOR} , // 1222: (Cd - 0)*F + 0 ==> Cd*F
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_INV_SRC1_ALPHA , D3D11_BLEND_ZERO} , // 2000: (0 - Cs)*As + Cs ==> Cs*(1 - As)
{0, D3D11_BLEND_OP_REV_SUBTRACT , D3D11_BLEND_SRC1_ALPHA , D3D11_BLEND_ONE} , // 2001: (0 - Cs)*As + Cd ==> Cd - Cs*As
{0, D3D11_BLEND_OP_REV_SUBTRACT , D3D11_BLEND_SRC1_ALPHA , D3D11_BLEND_ZERO} , // 2002: (0 - Cs)*As + 0 ==> 0 - Cs*As
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_INV_DEST_ALPHA , D3D11_BLEND_ZERO} , // 2010: (0 - Cs)*Ad + Cs ==> Cs*(1 - Ad)
{0, D3D11_BLEND_OP_REV_SUBTRACT , D3D11_BLEND_DEST_ALPHA , D3D11_BLEND_ONE} , // 2011: (0 - Cs)*Ad + Cd ==> Cd - Cs*Ad
{0, D3D11_BLEND_OP_REV_SUBTRACT , D3D11_BLEND_DEST_ALPHA , D3D11_BLEND_ZERO} , // 2012: (0 - Cs)*Ad + 0 ==> 0 - Cs*Ad
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_INV_BLEND_FACTOR , D3D11_BLEND_ZERO} , // 2020: (0 - Cs)*F + Cs ==> Cs*(1 - F)
{0, D3D11_BLEND_OP_REV_SUBTRACT , D3D11_BLEND_BLEND_FACTOR , D3D11_BLEND_ONE} , // 2021: (0 - Cs)*F + Cd ==> Cd - Cs*F
{0, D3D11_BLEND_OP_REV_SUBTRACT , D3D11_BLEND_BLEND_FACTOR , D3D11_BLEND_ZERO} , // 2022: (0 - Cs)*F + 0 ==> 0 - Cs*F
{0, D3D11_BLEND_OP_SUBTRACT , D3D11_BLEND_ONE , D3D11_BLEND_SRC1_ALPHA} , // 2100: (0 - Cd)*As + Cs ==> Cs - Cd*As
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_INV_SRC1_ALPHA} , // 2101: (0 - Cd)*As + Cd ==> Cd*(1 - As)
{0, D3D11_BLEND_OP_SUBTRACT , D3D11_BLEND_ZERO , D3D11_BLEND_SRC1_ALPHA} , // 2102: (0 - Cd)*As + 0 ==> 0 - Cd*As
{0, D3D11_BLEND_OP_SUBTRACT , D3D11_BLEND_ONE , D3D11_BLEND_DEST_ALPHA} , // 2110: (0 - Cd)*Ad + Cs ==> Cs - Cd*Ad
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_INV_DEST_ALPHA} , // 2111: (0 - Cd)*Ad + Cd ==> Cd*(1 - Ad)
{0, D3D11_BLEND_OP_SUBTRACT , D3D11_BLEND_ONE , D3D11_BLEND_DEST_ALPHA} , // 2112: (0 - Cd)*Ad + 0 ==> 0 - Cd*Ad
{0, D3D11_BLEND_OP_SUBTRACT , D3D11_BLEND_ONE , D3D11_BLEND_BLEND_FACTOR} , // 2120: (0 - Cd)*F + Cs ==> Cs - Cd*F
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_INV_BLEND_FACTOR} , // 2121: (0 - Cd)*F + Cd ==> Cd*(1 - F)
{0, D3D11_BLEND_OP_SUBTRACT , D3D11_BLEND_ONE , D3D11_BLEND_BLEND_FACTOR} , // 2122: (0 - Cd)*F + 0 ==> 0 - Cd*F
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ONE , D3D11_BLEND_ZERO} , // 2200: (0 - 0)*As + Cs ==> Cs
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ONE} , // 2201: (0 - 0)*As + Cd ==> Cd
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ZERO} , // 2202: (0 - 0)*As + 0 ==> 0
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ONE , D3D11_BLEND_ZERO} , // 2210: (0 - 0)*Ad + Cs ==> Cs
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ONE} , // 2211: (0 - 0)*Ad + Cd ==> Cd
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ZERO} , // 2212: (0 - 0)*Ad + 0 ==> 0
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ONE , D3D11_BLEND_ZERO} , // 2220: (0 - 0)*F + Cs ==> Cs
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ONE} , // 2221: (0 - 0)*F + Cd ==> Cd
{0, D3D11_BLEND_OP_ADD , D3D11_BLEND_ZERO , D3D11_BLEND_ZERO} , // 2222: (0 - 0)*F + 0 ==> 0
};