mirror of https://github.com/PCSX2/pcsx2.git
203 lines
6.6 KiB
C++
203 lines
6.6 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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#pragma once
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#include "GSDeviceDX.h"
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#include "GSTexture11.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 : public GSDeviceDX
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{
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GSTexture* CreateSurface(int type, int w, int h, bool msaa, int format);
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void DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dt, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c);
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void DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset = 0);
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void DoFXAA(GSTexture* st, GSTexture* dt);
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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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bool m_srv_changed, m_ss_changed;
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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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ID3D11ShaderResourceView* ps_srv[3];
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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* rtv;
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ID3D11DepthStencilView* dsv;
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} m_state;
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public: // TODO
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CComPtr<ID3D11RasterizerState> m_rs;
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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[8];
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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<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_fxaa;
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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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void SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm);
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// Shaders...
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hash_map<uint32, GSVertexShader11 > m_vs;
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CComPtr<ID3D11Buffer> m_vs_cb;
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hash_map<uint32, CComPtr<ID3D11GeometryShader> > m_gs;
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hash_map<uint32, CComPtr<ID3D11PixelShader> > m_ps;
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CComPtr<ID3D11Buffer> m_ps_cb;
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hash_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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hash_map<uint32, CComPtr<ID3D11DepthStencilState> > m_om_dss;
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hash_map<uint32, CComPtr<ID3D11BlendState> > m_om_bs;
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VSConstantBuffer m_vs_cb_cache;
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PSConstantBuffer m_ps_cb_cache;
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bool CreateTextureFX();
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public:
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GSDevice11();
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virtual ~GSDevice11();
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bool Create(GSWnd* wnd);
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bool Reset(int w, int h);
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void Flip();
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void SetExclusive(bool isExcl);
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void DrawPrimitive();
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void DrawIndexedPrimitive();
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void ClearRenderTarget(GSTexture* t, const GSVector4& c);
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void ClearRenderTarget(GSTexture* t, uint32 c);
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void ClearDepth(GSTexture* t, float c);
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void ClearStencil(GSTexture* t, uint8 c);
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GSTexture* CreateRenderTarget(int w, int h, bool msaa, int format = 0);
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GSTexture* CreateDepthStencil(int w, int h, bool msaa, int format = 0);
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GSTexture* CreateTexture(int w, int h, int format = 0);
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GSTexture* CreateOffscreen(int w, int h, int format = 0);
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GSTexture* Resolve(GSTexture* t);
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GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format = 0);
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void CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r);
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void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, int shader = 0, bool linear = true);
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void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, bool linear = true);
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void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, ID3D11BlendState* bs, bool linear = true);
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void IASetVertexBuffer(const void* vertex, size_t stride, size_t count);
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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);
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void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1);
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void PSSetShaderResource(int i, GSTexture* sr);
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void PSSetShader(ID3D11PixelShader* ps, ID3D11Buffer* ps_cb);
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void PSSetSamplerState(ID3D11SamplerState* ss0, ID3D11SamplerState* ss1, ID3D11SamplerState* ss2 = NULL);
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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);
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void SetupIA(const void* vertex, int vertex_count, const uint32* index, int index_count, int prim);
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void SetupVS(VSSelector sel, const VSConstantBuffer* cb);
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void SetupGS(GSSelector sel);
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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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bool HasStencil() { return true; }
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bool HasDepth32() { return true; }
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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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HRESULT CompileShader(uint32 id, const string& entry, D3D11_SHADER_MACRO* macro, ID3D11VertexShader** vs, D3D11_INPUT_ELEMENT_DESC* layout, int count, ID3D11InputLayout** il);
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HRESULT CompileShader(uint32 id, const string& entry, D3D11_SHADER_MACRO* macro, ID3D11GeometryShader** gs);
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HRESULT CompileShader(uint32 id, const string& entry, D3D11_SHADER_MACRO* macro, ID3D11PixelShader** ps);
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};
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