pcsx2/plugins/GSdx/Renderers/DX11/GSRendererDX11.cpp

390 lines
10 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 "GSRendererDX11.h"
#include "GSCrc.h"
#include "resource.h"
GSRendererDX11::GSRendererDX11()
: GSRendererDX(new GSTextureCache11(this), GSVector2(-0.5f))
{
}
bool GSRendererDX11::CreateDevice(GSDevice* dev)
{
if (!__super::CreateDevice(dev))
return false;
return true;
}
void GSRendererDX11::EmulateTextureShuffleAndFbmask()
{
size_t count = m_vertex.next;
GSVertex* v = &m_vertex.buff[0];
// Note: D3D1011 is limited and can't read the current framebuffer so we can't have PS_FBMASK and PS_WRITE_RG shaders ported and working.
if (m_texture_shuffle)
{
m_ps_sel.shuffle = 1;
m_ps_sel.dfmt = 0;
const GIFRegXYOFFSET& o = m_context->XYOFFSET;
// vertex position is 8 to 16 pixels, therefore it is the 16-31 bits of the colors
int pos = (v[0].XYZ.X - o.OFX) & 0xFF;
bool write_ba = (pos > 112 && pos < 136);
// Read texture is 8 to 16 pixels (same as above)
float tw = (float)(1u << m_context->TEX0.TW);
int tex_pos = (PRIM->FST) ? v[0].U : (int)(tw * v[0].ST.S);
tex_pos &= 0xFF;
m_ps_sel.read_ba = (tex_pos > 112 && tex_pos < 144);
// Convert the vertex info to a 32 bits color format equivalent
if (PRIM->FST)
{
for(size_t i = 0; i < count; i += 2)
{
if (write_ba)
v[i].XYZ.X -= 128u;
else
v[i+1].XYZ.X += 128u;
if (m_ps_sel.read_ba)
v[i].U -= 128u;
else
v[i+1].U += 128u;
// Height is too big (2x).
int tex_offset = v[i].V & 0xF;
GSVector4i offset(o.OFY, tex_offset, o.OFY, tex_offset);
GSVector4i tmp(v[i].XYZ.Y, v[i].V, v[i+1].XYZ.Y, v[i+1].V);
tmp = GSVector4i(tmp - offset).srl32(1) + offset;
v[i].XYZ.Y = (uint16)tmp.x;
v[i].V = (uint16)tmp.y;
v[i+1].XYZ.Y = (uint16)tmp.z;
v[i+1].V = (uint16)tmp.w;
}
}
else
{
const float offset_8pix = 8.0f / tw;
for(size_t i = 0; i < count; i += 2)
{
if (write_ba)
v[i].XYZ.X -= 128u;
else
v[i+1].XYZ.X += 128u;
if (m_ps_sel.read_ba)
v[i].ST.S -= offset_8pix;
else
v[i+1].ST.S += offset_8pix;
// Height is too big (2x).
GSVector4i offset(o.OFY, o.OFY);
GSVector4i tmp(v[i].XYZ.Y, v[i+1].XYZ.Y);
tmp = GSVector4i(tmp - offset).srl32(1) + offset;
//fprintf(stderr, "Before %d, After %d\n", v[i+1].XYZ.Y, tmp.y);
v[i].XYZ.Y = (uint16)tmp.x;
v[i].ST.T /= 2.0f;
v[i+1].XYZ.Y = (uint16)tmp.y;
v[i+1].ST.T /= 2.0f;
}
}
// Please bang my head against the wall!
// 1/ Reduce the frame mask to a 16 bit format
const uint32& m = m_context->FRAME.FBMSK;
uint32 fbmask = ((m >> 3) & 0x1F) | ((m >> 6) & 0x3E0) | ((m >> 9) & 0x7C00) | ((m >> 16) & 0x8000);
// FIXME GSVector will be nice here
uint8 rg_mask = fbmask & 0xFF;
uint8 ba_mask = (fbmask >> 8) & 0xFF;
m_om_bsel.wrgba = 0;
// 2 Select the new mask (Please someone put SSE here)
if (rg_mask != 0xFF)
{
if (write_ba)
{
m_om_bsel.wb = 1;
}
else
{
m_om_bsel.wr = 1;
}
}
else if ((fbmask & 0xFF) != 0xFF)
{
#ifdef _DEBUG
fprintf(stderr, "Please fix me! wb %u wr %u\n", m_om_bsel.wb, m_om_bsel.wr);
#endif
//ASSERT(0);
}
if (ba_mask != 0xFF)
{
if (write_ba)
{
m_om_bsel.wa = 1;
}
else
{
m_om_bsel.wg = 1;
}
}
else if ((fbmask & 0xFF) != 0xFF)
{
#ifdef _DEBUG
fprintf(stderr, "Please fix me! wa %u wg %u\n", m_om_bsel.wa, m_om_bsel.wg);
#endif
//ASSERT(0);
}
}
else
{
m_ps_sel.dfmt = GSLocalMemory::m_psm[m_context->FRAME.PSM].fmt;
m_om_bsel.wrgba = ~GSVector4i::load((int)m_context->FRAME.FBMSK).eq8(GSVector4i::xffffffff()).mask();
}
}
void GSRendererDX11::EmulateChannelShuffle(GSTexture** rt, const GSTextureCache::Source* tex)
{
// Uncomment to disable HLE emulation (allow to trace the draw call)
// m_channel_shuffle = false;
// First let's check we really have a channel shuffle effect
if (m_channel_shuffle)
{
if (m_game.title == CRC::Tekken5)
{
if (m_context->FRAME.FBW == 1)
{
// Used in stages: Secret Garden, Acid Rain, Moonlit Wilderness
// fprintf(stderr, "Tekken5 RGB Channel\n");
// m_ps_sel.channel = ChannelFetch_RGB;
// m_context->FRAME.FBMSK = 0xFF000000;
// 12 pages: 2 calls by channel, 3 channels, 1 blit
// Minus current draw call
m_skip = 12 * (3 + 3 + 1) - 1;
// *rt = tex->m_from_target;
}
else
{
// Could skip model drawing if wrongly detected
m_channel_shuffle = false;
}
}
else if ((tex->m_texture->GetType() == GSTexture::DepthStencil) && !(tex->m_32_bits_fmt))
{
// So far 2 games hit this code path. Urban Chaos and Tales of Abyss
// UC: will copy depth to green channel
// ToA: will copy depth to alpha channel
if ((m_context->FRAME.FBMSK & 0xFF0000) == 0xFF0000)
{
// Green channel is masked
// fprintf(stderr, "Tales Of Abyss Crazyness (MSB 16b depth to Alpha)\n");
m_ps_sel.tales_of_abyss_hle = 1;
}
else
{
// fprintf(stderr, "Urban Chaos Crazyness (Green extraction)\n");
m_ps_sel.urban_chaos_hle = 1;
}
}
else if (m_index.tail <= 64 && m_context->CLAMP.WMT == 3)
{
// Blood will tell. I think it is channel effect too but again
// implemented in a different way. I don't want to add more CRC stuff. So
// let's disable channel when the signature is different.
//
// Note: Tales Of Abyss and Tekken5 could hit this path too. Those games are
// handled above.
// fprintf(stderr, "Maybe not a channel!\n");
m_channel_shuffle = false;
}
else if (m_context->CLAMP.WMS == 3 && ((m_context->CLAMP.MAXU & 0x8) == 8))
{
// Read either blue or Alpha. Let's go for Blue ;)
// MGS3/Kill Zone
// fprintf(stderr, "Blue channel\n");
m_ps_sel.channel = ChannelFetch_BLUE;
}
else if (m_context->CLAMP.WMS == 3 && ((m_context->CLAMP.MINU & 0x8) == 0))
{
// Read either Red or Green. Let's check the V coordinate. 0-1 is likely top so
// red. 2-3 is likely bottom so green (actually depends on texture base pointer offset)
bool green = PRIM->FST && (m_vertex.buff[0].V & 32);
if (green && (m_context->FRAME.FBMSK & 0x00FFFFFF) == 0x00FFFFFF)
{
// Typically used in Terminator 3
int blue_mask = m_context->FRAME.FBMSK >> 24;
int green_mask = ~blue_mask & 0xFF;
int blue_shift = -1;
// Note: potentially we could also check the value of the clut
switch (m_context->FRAME.FBMSK >> 24)
{
case 0xFF: ASSERT(0); break;
case 0xFE: blue_shift = 1; break;
case 0xFC: blue_shift = 2; break;
case 0xF8: blue_shift = 3; break;
case 0xF0: blue_shift = 4; break;
case 0xE0: blue_shift = 5; break;
case 0xC0: blue_shift = 6; break;
case 0x80: blue_shift = 7; break;
default: ASSERT(0); break;
}
int green_shift = 8 - blue_shift;
ps_cb.ChannelShuffle = GSVector4i(blue_mask, blue_shift, green_mask, green_shift);
if (blue_shift >= 0)
{
// fprintf(stderr, "Green/Blue channel (%d, %d)\n", blue_shift, green_shift);
m_ps_sel.channel = ChannelFetch_GXBY;
m_context->FRAME.FBMSK = 0x00FFFFFF;
}
else
{
// fprintf(stderr, "Green channel (wrong mask) (fbmask %x)\n", m_context->FRAME.FBMSK >> 24);
m_ps_sel.channel = ChannelFetch_GREEN;
}
}
else if (green)
{
// fprintf(stderr, "Green channel\n");
m_ps_sel.channel = ChannelFetch_GREEN;
}
else
{
// Pop
// fprintf(stderr, "Red channel\n");
m_ps_sel.channel = ChannelFetch_RED;
}
}
else
{
// fprintf(stderr, "Channel not supported\n");
m_channel_shuffle = false;
}
}
// Effect is really a channel shuffle effect so let's cheat a little
if (m_channel_shuffle)
{
// FIXME: Slot 4 - unbind texture when it isn't used.
dev->PSSetShaderResource(4, tex->m_from_target);
// Replace current draw with a fullscreen sprite
//
// Performance GPU note: it could be wise to reduce the size to
// the rendered size of the framebuffer
GSVertex* s = &m_vertex.buff[0];
s[0].XYZ.X = (uint16)(m_context->XYOFFSET.OFX + 0);
s[1].XYZ.X = (uint16)(m_context->XYOFFSET.OFX + 16384);
s[0].XYZ.Y = (uint16)(m_context->XYOFFSET.OFY + 0);
s[1].XYZ.Y = (uint16)(m_context->XYOFFSET.OFY + 16384);
m_vertex.head = m_vertex.tail = m_vertex.next = 2;
m_index.tail = 2;
}
else
{
#ifdef _DEBUG
dev->PSSetShaderResource(4, NULL);
#endif
}
}
void GSRendererDX11::SetupIA(const float& sx, const float& sy)
{
GSDevice11* dev = (GSDevice11*)m_dev;
D3D11_PRIMITIVE_TOPOLOGY t;
bool unscale_pt_ln = (GetUpscaleMultiplier() != 1);
switch (m_vt.m_primclass)
{
case GS_POINT_CLASS:
if (unscale_pt_ln)
{
m_gs_sel.point = 1;
gs_cb.PointSize = GSVector2(16.0f * sx, 16.0f * sy);
}
t = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
break;
case GS_LINE_CLASS:
if (unscale_pt_ln)
{
m_gs_sel.line = 1;
gs_cb.PointSize = GSVector2(16.0f * sx, 16.0f * sy);
}
t = D3D11_PRIMITIVE_TOPOLOGY_LINELIST;
break;
case GS_SPRITE_CLASS:
t = D3D11_PRIMITIVE_TOPOLOGY_LINELIST;
break;
case GS_TRIANGLE_CLASS:
t = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
break;
default:
__assume(0);
}
void* ptr = NULL;
if (dev->IAMapVertexBuffer(&ptr, sizeof(GSVertex), m_vertex.next))
{
GSVector4i::storent(ptr, m_vertex.buff, sizeof(GSVertex) * m_vertex.next);
if (UserHacks_WildHack && !isPackedUV_HackFlag)
{
GSVertex* RESTRICT d = (GSVertex*)ptr;
for(unsigned int i = 0; i < m_vertex.next; i++)
{
if (PRIM->TME && PRIM->FST) d[i].UV &= 0x3FEF3FEF;
}
}
dev->IAUnmapVertexBuffer();
}
dev->IASetIndexBuffer(m_index.buff, m_index.tail);
dev->IASetPrimitiveTopology(t);
}