pcsx2/plugins/GSdx/Renderers/DX11/GSDevice11.h

608 lines
14 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
*
*/
#pragma once
#include "GSTexture11.h"
#include "GSVector.h"
#include "Renderers/Common/GSDevice.h"
struct GSVertexShader11
{
CComPtr<ID3D11VertexShader> vs;
CComPtr<ID3D11InputLayout> il;
};
class GSDevice11 final : public GSDevice
{
public:
#pragma pack(push, 1)
struct alignas(32) VSConstantBuffer
{
GSVector4 VertexScale;
GSVector4 VertexOffset;
GSVector4 Texture_Scale_Offset;
GSVector2i MaxDepth;
GSVector2i pad_vscb;
VSConstantBuffer()
{
VertexScale = GSVector4::zero();
VertexOffset = GSVector4::zero();
Texture_Scale_Offset = GSVector4::zero();
MaxDepth = GSVector2i(0);
pad_vscb = GSVector2i(0);
}
__forceinline bool Update(const VSConstantBuffer* cb)
{
GSVector4i* a = (GSVector4i*)this;
GSVector4i* b = (GSVector4i*)cb;
if (!((a[0] == b[0]) & (a[1] == b[1]) & (a[2] == b[2]) & (a[3] == b[3])).alltrue())
{
a[0] = b[0];
a[1] = b[1];
a[2] = b[2];
a[3] = b[3];
return true;
}
return false;
}
};
struct VSSelector
{
union
{
struct
{
uint32 tme : 1;
uint32 fst : 1;
uint32 _free : 30;
};
uint32 key;
};
operator uint32() const { return key; }
VSSelector()
: key(0)
{
}
VSSelector(uint32 k)
: key(k)
{
}
};
struct alignas(32) PSConstantBuffer
{
GSVector4 FogColor_AREF;
GSVector4 HalfTexel;
GSVector4 WH;
GSVector4 MinMax;
GSVector4 MinF_TA;
GSVector4i MskFix;
GSVector4i ChannelShuffle;
GSVector4i FbMask;
GSVector4 TC_OffsetHack;
GSVector4 Af_MaxDepth;
GSVector4 DitherMatrix[4];
PSConstantBuffer()
{
FogColor_AREF = GSVector4::zero();
HalfTexel = GSVector4::zero();
WH = GSVector4::zero();
MinMax = GSVector4::zero();
MinF_TA = GSVector4::zero();
MskFix = GSVector4i::zero();
ChannelShuffle = GSVector4i::zero();
FbMask = GSVector4i::zero();
Af_MaxDepth = GSVector4::zero();
DitherMatrix[0] = GSVector4::zero();
DitherMatrix[1] = GSVector4::zero();
DitherMatrix[2] = GSVector4::zero();
DitherMatrix[3] = GSVector4::zero();
}
__forceinline bool Update(const PSConstantBuffer* cb)
{
GSVector4i* a = (GSVector4i*)this;
GSVector4i* b = (GSVector4i*)cb;
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]) & (a[9] == b[9]) & // if WH matches HalfTexel does too
(a[10] == b[10]) & (a[11] == b[11]) & (a[12] == b[12]) & (a[13] == b[13])).alltrue())
{
a[0] = b[0];
a[1] = b[1];
a[2] = b[2];
a[3] = b[3];
a[4] = b[4];
a[5] = b[5];
a[6] = b[6];
a[7] = b[7];
a[9] = b[9];
a[10] = b[10];
a[11] = b[11];
a[12] = b[12];
a[13] = b[13];
return true;
}
return false;
}
};
struct alignas(32) GSConstantBuffer
{
GSVector2 PointSize;
GSConstantBuffer()
{
PointSize = GSVector2(0);
}
__forceinline bool Update(const GSConstantBuffer* cb)
{
return true;
}
};
struct GSSelector
{
union
{
struct
{
uint32 iip : 1;
uint32 prim : 2;
uint32 point : 1;
uint32 line : 1;
uint32 cpu_sprite : 1;
uint32 _free : 26;
};
uint32 key;
};
operator uint32() { return key; }
GSSelector()
: key(0)
{
}
GSSelector(uint32 k)
: key(k)
{
}
};
struct PSSelector
{
union
{
struct
{
// *** Word 1
// Format
uint32 fmt : 4;
uint32 dfmt : 2;
uint32 depth_fmt : 2;
// Alpha extension/Correction
uint32 aem : 1;
uint32 fba : 1;
// Fog
uint32 fog : 1;
// Pixel test
uint32 atst : 3;
// Color sampling
uint32 fst : 1;
uint32 tfx : 3;
uint32 tcc : 1;
uint32 wms : 2;
uint32 wmt : 2;
uint32 ltf : 1;
// Shuffle and fbmask effect
uint32 shuffle : 1;
uint32 read_ba : 1;
uint32 fbmask : 1;
// Blend and Colclip
uint32 hdr : 1;
uint32 blend_a : 2;
uint32 blend_b : 2; // bit30/31
uint32 blend_c : 2; // bit0
uint32 blend_d : 2;
uint32 clr1 : 1;
uint32 colclip : 1;
uint32 pabe : 1;
// Others ways to fetch the texture
uint32 channel : 3;
// Dithering
uint32 dither : 2;
// Depth clamp
uint32 zclamp : 1;
// Hack
uint32 tcoffsethack : 1;
uint32 urban_chaos_hle : 1;
uint32 tales_of_abyss_hle : 1;
uint32 point_sampler : 1;
uint32 invalid_tex0 : 1; // Lupin the 3rd
uint32 _free : 14;
};
uint64 key;
};
operator uint64() { return key; }
PSSelector()
: key(0)
{
}
};
struct PSSamplerSelector
{
union
{
struct
{
uint32 tau : 1;
uint32 tav : 1;
uint32 ltf : 1;
};
uint32 key;
};
operator uint32() { return key & 0x7; }
PSSamplerSelector()
: key(0)
{
}
};
struct OMDepthStencilSelector
{
union
{
struct
{
uint32 ztst : 2;
uint32 zwe : 1;
uint32 date : 1;
uint32 fba : 1;
uint32 date_one : 1;
};
uint32 key;
};
operator uint32() { return key & 0x3f; }
OMDepthStencilSelector()
: key(0)
{
}
};
struct OMBlendSelector
{
union
{
struct
{
// Color mask
uint32 wr : 1;
uint32 wg : 1;
uint32 wb : 1;
uint32 wa : 1;
// Alpha blending
uint32 blend_index : 7;
uint32 abe : 1;
uint32 accu_blend : 1;
};
struct
{
// Color mask
uint32 wrgba : 4;
};
uint32 key;
};
operator uint32() { return key & 0x1fff; }
OMBlendSelector()
: key(0)
{
}
};
#pragma pack(pop)
class ShaderMacro
{
struct mcstr
{
const char *name, *def;
mcstr(const char* n, const char* d)
: name(n)
, def(d)
{
}
};
struct mstring
{
std::string name, def;
mstring(const char* n, std::string d)
: name(n)
, def(d)
{
}
};
std::vector<mstring> mlist;
std::vector<mcstr> mout;
public:
ShaderMacro(std::string& smodel);
void AddMacro(const char* n, int d);
D3D_SHADER_MACRO* GetPtr(void);
};
private:
float m_hack_topleft_offset;
int m_upscale_multiplier;
int m_aniso_filter;
int m_mipmap;
int m_d3d_texsize;
GSTexture* CreateSurface(int type, int w, int h, int format);
GSTexture* FetchSurface(int type, int w, int h, int format);
void DoMerge(GSTexture* sTex[3], GSVector4* sRect, GSTexture* dTex, GSVector4* dRect, const GSRegPMODE& PMODE, const GSRegEXTBUF& EXTBUF, const GSVector4& c) final;
void DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool linear, float yoffset = 0) final;
void DoFXAA(GSTexture* sTex, GSTexture* dTex) final;
void DoShadeBoost(GSTexture* sTex, GSTexture* dTex) final;
void DoExternalFX(GSTexture* sTex, GSTexture* dTex) final;
void InitExternalFX();
void InitFXAA(); // Bug workaround! Stack corruption? Heap corruption? No idea
void RenderOsd(GSTexture* dt);
void BeforeDraw();
void AfterDraw();
uint16 ConvertBlendEnum(uint16 generic) final;
CComPtr<IDXGIFactory2> m_factory;
CComPtr<ID3D11Device> m_dev;
CComPtr<ID3D11DeviceContext> m_ctx;
CComPtr<IDXGISwapChain1> m_swapchain;
CComPtr<ID3D11Buffer> m_vb;
CComPtr<ID3D11Buffer> m_vb_old;
CComPtr<ID3D11Buffer> m_ib;
CComPtr<ID3D11Buffer> m_ib_old;
struct
{
ID3D11Buffer* vb;
size_t vb_stride;
ID3D11Buffer* ib;
ID3D11InputLayout* layout;
D3D11_PRIMITIVE_TOPOLOGY topology;
ID3D11VertexShader* vs;
ID3D11Buffer* vs_cb;
ID3D11GeometryShader* gs;
ID3D11Buffer* gs_cb;
std::array<ID3D11ShaderResourceView*, 16> ps_sr_views;
std::array<GSTexture11*, 16> ps_sr_texture;
ID3D11PixelShader* ps;
ID3D11Buffer* ps_cb;
ID3D11SamplerState* ps_ss[3];
GSVector2i viewport;
GSVector4i scissor;
ID3D11DepthStencilState* dss;
uint8 sref;
ID3D11BlendState* bs;
float bf;
ID3D11RenderTargetView* rt_view;
GSTexture11* rt_texture;
GSTexture11* rt_ds;
ID3D11DepthStencilView* dsv;
uint16_t ps_sr_bitfield;
} m_state;
CComPtr<ID3D11RasterizerState> m_rs;
bool FXAA_Compiled;
bool ExShader_Compiled;
struct
{
CComPtr<ID3D11InputLayout> il;
CComPtr<ID3D11VertexShader> vs;
CComPtr<ID3D11PixelShader> ps[ShaderConvert_Count];
CComPtr<ID3D11SamplerState> ln;
CComPtr<ID3D11SamplerState> pt;
CComPtr<ID3D11DepthStencilState> dss;
CComPtr<ID3D11DepthStencilState> dss_write;
CComPtr<ID3D11BlendState> bs;
} m_convert;
struct
{
CComPtr<ID3D11PixelShader> ps[2];
CComPtr<ID3D11Buffer> cb;
CComPtr<ID3D11BlendState> bs;
} m_merge;
struct
{
CComPtr<ID3D11PixelShader> ps[4];
CComPtr<ID3D11Buffer> cb;
} m_interlace;
struct
{
CComPtr<ID3D11PixelShader> ps;
CComPtr<ID3D11Buffer> cb;
} m_shaderfx;
struct
{
CComPtr<ID3D11PixelShader> ps;
CComPtr<ID3D11Buffer> cb;
} m_fxaa;
struct
{
CComPtr<ID3D11PixelShader> ps;
CComPtr<ID3D11Buffer> cb;
} m_shadeboost;
struct
{
CComPtr<ID3D11DepthStencilState> dss;
CComPtr<ID3D11BlendState> bs;
} m_date;
// Shaders...
std::unordered_map<uint32, GSVertexShader11> m_vs;
CComPtr<ID3D11Buffer> m_vs_cb;
std::unordered_map<uint32, CComPtr<ID3D11GeometryShader>> m_gs;
CComPtr<ID3D11Buffer> m_gs_cb;
std::unordered_map<uint64, CComPtr<ID3D11PixelShader>> m_ps;
CComPtr<ID3D11Buffer> m_ps_cb;
std::unordered_map<uint32, CComPtr<ID3D11SamplerState>> m_ps_ss;
CComPtr<ID3D11SamplerState> m_palette_ss;
std::unordered_map<uint32, CComPtr<ID3D11DepthStencilState>> m_om_dss;
std::unordered_map<uint32, CComPtr<ID3D11BlendState>> m_om_bs;
VSConstantBuffer m_vs_cb_cache;
GSConstantBuffer m_gs_cb_cache;
PSConstantBuffer m_ps_cb_cache;
std::unique_ptr<GSTexture> m_font;
protected:
struct
{
D3D_FEATURE_LEVEL level;
std::string model, vs, gs, ps, cs;
} m_shader;
public:
GSDevice11();
virtual ~GSDevice11() {}
bool SetFeatureLevel(D3D_FEATURE_LEVEL level, bool compat_mode);
void GetFeatureLevel(D3D_FEATURE_LEVEL& level) const { level = m_shader.level; }
bool Create(const std::shared_ptr<GSWnd>& wnd);
bool Reset(int w, int h);
void Flip();
void SetVSync(int vsync) final;
void DrawPrimitive() final;
void DrawIndexedPrimitive();
void DrawIndexedPrimitive(int offset, int count) final;
void ClearRenderTarget(GSTexture* t, const GSVector4& c) final;
void ClearRenderTarget(GSTexture* t, uint32 c) final;
void ClearDepth(GSTexture* t) final;
void ClearStencil(GSTexture* t, uint8 c) final;
GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sRect, int w, int h, int format = 0, int ps_shader = 0) final;
void CloneTexture(GSTexture* src, GSTexture** dest);
void CopyRect(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r);
void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, int shader = 0, bool linear = true) final;
void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, bool linear = true);
void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, bool red, bool green, bool blue, bool alpha);
void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, ID3D11BlendState* bs, bool linear = true);
void SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm);
void IASetVertexBuffer(const void* vertex, size_t stride, size_t count);
bool IAMapVertexBuffer(void** vertex, size_t stride, size_t count);
void IAUnmapVertexBuffer();
void IASetVertexBuffer(ID3D11Buffer* vb, size_t stride);
void IASetIndexBuffer(const void* index, size_t count);
void IASetIndexBuffer(ID3D11Buffer* ib);
void IASetInputLayout(ID3D11InputLayout* layout);
void IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY topology);
void VSSetShader(ID3D11VertexShader* vs, ID3D11Buffer* vs_cb);
void GSSetShader(ID3D11GeometryShader* gs, ID3D11Buffer* gs_cb = NULL);
void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1) final;
void PSSetShaderResource(int i, GSTexture* sr) final;
void PSSetShaderResourceView(int i, ID3D11ShaderResourceView* srv, GSTexture* sr);
void PSSetShader(ID3D11PixelShader* ps, ID3D11Buffer* ps_cb);
void PSUpdateShaderState();
void PSSetSamplerState(ID3D11SamplerState* ss0, ID3D11SamplerState* ss1);
void OMSetDepthStencilState(ID3D11DepthStencilState* dss, uint8 sref);
void OMSetBlendState(ID3D11BlendState* bs, float bf);
void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL) final;
bool CreateTextureFX();
void SetupVS(VSSelector sel, const VSConstantBuffer* cb);
void SetupGS(GSSelector sel, const GSConstantBuffer* cb);
void SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel);
void SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, uint8 afix);
ID3D11Device* operator->() { return m_dev; }
operator ID3D11Device*() { return m_dev; }
operator ID3D11DeviceContext*() { return m_ctx; }
void CreateShader(const 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);
void CreateShader(const std::vector<char>& source, const char* fn, ID3DInclude* include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11GeometryShader** gs);
void CreateShader(const std::vector<char>& source, const char* fn, ID3DInclude* include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11PixelShader** ps);
void CompileShader(const std::vector<char>& source, const char* fn, ID3DInclude* include, const char* entry, D3D_SHADER_MACRO* macro, ID3DBlob** shader, std::string shader_model);
};