mirror of https://github.com/PCSX2/pcsx2.git
330 lines
8.1 KiB
C++
330 lines
8.1 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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#include "stdafx.h"
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#include "GSDevice9.h"
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#include "resource.h"
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#include "GSTables.h"
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GSTexture* GSDevice9::CreateMskFix(uint32 size, uint32 msk, uint32 fix)
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{
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GSTexture* t = NULL;
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uint32 hash = (size << 20) | (msk << 10) | fix;
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hash_map<uint32, GSTexture*>::iterator i = m_mskfix.find(hash);
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if(i != m_mskfix.end())
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{
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t = i->second;
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}
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else
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{
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t = CreateTexture(size, 1, D3DFMT_R32F);
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if(t)
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{
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GSTexture::GSMap m;
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if(t->Map(m))
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{
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for(uint32 i = 0; i < size; i++)
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{
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((float*)m.bits)[i] = (float)((i & msk) | fix) / size;
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}
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t->Unmap();
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}
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m_mskfix[hash] = t;
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}
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}
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return t;
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}
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void GSDevice9::SetupIA(const void* vertices, int count, int prim)
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{
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IASetVertexBuffer(vertices, sizeof(GSVertexHW9), count);
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IASetInputLayout(m_il);
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IASetPrimitiveTopology((D3DPRIMITIVETYPE)prim);
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}
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void GSDevice9::SetupVS(VSSelector sel, const VSConstantBuffer* cb)
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{
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hash_map< uint32, CComPtr<IDirect3DVertexShader9> >::const_iterator i = m_vs.find(sel);
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if(i == m_vs.end())
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{
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string str[4];
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str[0] = format("%d", sel.bppz);
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str[1] = format("%d", sel.tme);
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str[2] = format("%d", sel.fst);
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str[3] = format("%d", sel.logz);
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D3DXMACRO macro[] =
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{
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{"VS_BPPZ", str[0].c_str()},
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{"VS_TME", str[1].c_str()},
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{"VS_FST", str[2].c_str()},
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{"VS_LOGZ", str[3].c_str()},
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{NULL, NULL},
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};
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static const D3DVERTEXELEMENT9 layout[] =
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{
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{0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
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{0, 8, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
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{0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 1},
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{0, 16, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
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D3DDECL_END()
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};
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CComPtr<IDirect3DVertexDeclaration9> il;
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CComPtr<IDirect3DVertexShader9> vs;
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CompileShader(IDR_TFX_FX, "vs_main", macro, &vs, layout, countof(layout), &il);
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if(m_il == NULL)
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{
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m_il = il;
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}
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m_vs[sel] = vs;
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i = m_vs.find(sel);
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}
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VSSetShader(i->second, (const float*)cb, sizeof(*cb) / sizeof(GSVector4));
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}
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void GSDevice9::SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel)
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{
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if(cb->WH.z > 0 && cb->WH.w > 0 && (sel.wms == 3 || sel.wmt == 3))
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{
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GSVector4i size(cb->WH);
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if(sel.wms == 3)
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{
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if(GSTexture* t = CreateMskFix(size.z, cb->MskFix.x, cb->MskFix.z))
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{
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m_dev->SetTexture(2, *(GSTexture9*)t);
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}
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}
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if(sel.wmt == 3)
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{
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if(GSTexture* t = CreateMskFix(size.w, cb->MskFix.y, cb->MskFix.w))
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{
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m_dev->SetTexture(3, *(GSTexture9*)t);
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}
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}
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}
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hash_map<uint32, CComPtr<IDirect3DPixelShader9> >::const_iterator i = m_ps.find(sel);
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if(i == m_ps.end())
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{
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string str[13];
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str[0] = format("%d", sel.fst);
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str[1] = format("%d", sel.wms);
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str[2] = format("%d", sel.wmt);
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str[3] = format("%d", sel.fmt);
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str[4] = format("%d", sel.aem);
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str[5] = format("%d", sel.tfx);
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str[6] = format("%d", sel.tcc);
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str[7] = format("%d", sel.atst);
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str[8] = format("%d", sel.fog);
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str[9] = format("%d", sel.clr1);
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str[10] = format("%d", sel.rt);
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str[11] = format("%d", sel.ltf);
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str[12] = format("%d", sel.colclip);
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D3DXMACRO macro[] =
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{
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{"PS_FST", str[0].c_str()},
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{"PS_WMS", str[1].c_str()},
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{"PS_WMT", str[2].c_str()},
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{"PS_FMT", str[3].c_str()},
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{"PS_AEM", str[4].c_str()},
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{"PS_TFX", str[5].c_str()},
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{"PS_TCC", str[6].c_str()},
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{"PS_ATST", str[7].c_str()},
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{"PS_FOG", str[8].c_str()},
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{"PS_CLR1", str[9].c_str()},
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{"PS_RT", str[10].c_str()},
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{"PS_LTF", str[11].c_str()},
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{"PS_COLCLIP", str[12].c_str()},
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{NULL, NULL},
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};
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CComPtr<IDirect3DPixelShader9> ps;
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CompileShader(IDR_TFX_FX, "ps_main", macro, &ps);
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m_ps[sel] = ps;
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i = m_ps.find(sel);
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}
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PSSetShader(i->second, (const float*)cb, sizeof(*cb) / sizeof(GSVector4));
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Direct3DSamplerState9* ss = NULL;
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if(sel.tfx != 4)
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{
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if(!(sel.fmt < 3 && sel.wms < 3 && sel.wmt < 3))
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{
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ssel.ltf = 0;
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}
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hash_map<uint32, Direct3DSamplerState9* >::const_iterator i = m_ps_ss.find(ssel);
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if(i != m_ps_ss.end())
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{
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ss = i->second;
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}
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else
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{
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ss = new Direct3DSamplerState9();
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memset(ss, 0, sizeof(*ss));
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ss->FilterMin[0] = ssel.ltf ? D3DTEXF_LINEAR : D3DTEXF_POINT;
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ss->FilterMag[0] = ssel.ltf ? D3DTEXF_LINEAR : D3DTEXF_POINT;
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ss->FilterMin[1] = D3DTEXF_POINT;
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ss->FilterMag[1] = D3DTEXF_POINT;
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ss->AddressU = ssel.tau ? D3DTADDRESS_WRAP : D3DTADDRESS_CLAMP;
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ss->AddressV = ssel.tav ? D3DTADDRESS_WRAP : D3DTADDRESS_CLAMP;
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m_ps_ss[ssel] = ss;
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}
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}
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PSSetSamplerState(ss);
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}
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void GSDevice9::SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, uint8 afix)
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{
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Direct3DDepthStencilState9* dss = NULL;
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hash_map<uint32, Direct3DDepthStencilState9*>::const_iterator i = m_om_dss.find(dssel);
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if(i == m_om_dss.end())
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{
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dss = new Direct3DDepthStencilState9();
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memset(dss, 0, sizeof(*dss));
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if(dssel.date || dssel.fba)
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{
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dss->StencilEnable = true;
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dss->StencilReadMask = 1;
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dss->StencilWriteMask = 2;
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dss->StencilFunc = dssel.date ? D3DCMP_EQUAL : D3DCMP_ALWAYS;
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dss->StencilPassOp = dssel.fba ? D3DSTENCILOP_REPLACE : D3DSTENCILOP_KEEP;
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dss->StencilFailOp = dssel.fba ? D3DSTENCILOP_ZERO : D3DSTENCILOP_KEEP;
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dss->StencilDepthFailOp = dssel.fba ? D3DSTENCILOP_ZERO : D3DSTENCILOP_KEEP;
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dss->StencilRef = 3;
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}
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if(dssel.ztst != ZTST_ALWAYS || dssel.zwe)
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{
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static const D3DCMPFUNC ztst[] =
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{
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D3DCMP_NEVER,
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D3DCMP_ALWAYS,
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D3DCMP_GREATEREQUAL,
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D3DCMP_GREATER
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};
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dss->DepthEnable = true;
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dss->DepthWriteMask = dssel.zwe;
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dss->DepthFunc = ztst[dssel.ztst];
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}
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m_om_dss[dssel] = dss;
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i = m_om_dss.find(dssel);
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}
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OMSetDepthStencilState(i->second);
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hash_map<uint32, Direct3DBlendState9*>::const_iterator j = m_om_bs.find(bsel);
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if(j == m_om_bs.end())
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{
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Direct3DBlendState9* bs = new Direct3DBlendState9();
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memset(bs, 0, sizeof(*bs));
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bs->BlendEnable = bsel.abe;
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if(bsel.abe)
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{
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int i = ((bsel.a * 3 + bsel.b) * 3 + bsel.c) * 3 + bsel.d;
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bs->BlendOp = blendMapD3D9[i].op;
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bs->SrcBlend = blendMapD3D9[i].src;
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bs->DestBlend = blendMapD3D9[i].dst;
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bs->BlendOpAlpha = D3DBLENDOP_ADD;
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bs->SrcBlendAlpha = D3DBLEND_ONE;
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bs->DestBlendAlpha = D3DBLEND_ZERO;
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// Not very good but I don't wanna write another 81 row table
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if (bsel.negative) {
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if (bs->BlendOp == D3DBLENDOP_ADD)
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bs->BlendOp = D3DBLENDOP_REVSUBTRACT;
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else if (bs->BlendOp == D3DBLENDOP_REVSUBTRACT)
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bs->BlendOp = D3DBLENDOP_ADD;
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else
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; // god knows, best just not to mess with it for now
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}
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if(blendMapD3D9[i].bogus == 1)
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{
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(bsel.a == 0 ? bs->SrcBlend : bs->DestBlend) = D3DBLEND_ONE;
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const string afixstr = format("%d >> 7", afix);
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const char *col[3] = {"Cs", "Cd", "0"};
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const char *alpha[3] = {"As", "Ad", afixstr.c_str()};
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printf("Impossible blend for D3D: (%s - %s) * %s + %s\n",
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col[bsel.a], col[bsel.b], alpha[bsel.c], col[bsel.d]);
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}
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}
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// this is not a typo; dx9 uses BGRA rather than the gs native RGBA, unlike dx10
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if(bsel.wr) bs->RenderTargetWriteMask |= D3DCOLORWRITEENABLE_BLUE;
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if(bsel.wg) bs->RenderTargetWriteMask |= D3DCOLORWRITEENABLE_GREEN;
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if(bsel.wb) bs->RenderTargetWriteMask |= D3DCOLORWRITEENABLE_RED;
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if(bsel.wa) bs->RenderTargetWriteMask |= D3DCOLORWRITEENABLE_ALPHA;
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m_om_bs[bsel] = bs;
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j = m_om_bs.find(bsel);
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}
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OMSetBlendState(j->second, afix >= 0x80 ? 0xffffff : 0x020202 * afix);
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}
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