pcsx2/plugins/GSdx/GSTextureFX11.cpp

416 lines
11 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, 675 Mass Ave, Cambridge, MA 02139, USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "stdafx.h"
#include "GSDevice11.h"
#include "resource.h"
#include "GSTables.h"
bool GSDevice11::CreateTextureFX()
{
HRESULT hr;
D3D11_BUFFER_DESC bd;
memset(&bd, 0, sizeof(bd));
bd.ByteWidth = sizeof(VSConstantBuffer);
bd.Usage = D3D11_USAGE_DEFAULT;
bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
hr = m_dev->CreateBuffer(&bd, NULL, &m_vs_cb);
if(FAILED(hr)) return false;
memset(&bd, 0, sizeof(bd));
bd.ByteWidth = sizeof(PSConstantBuffer);
bd.Usage = D3D11_USAGE_DEFAULT;
bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
hr = m_dev->CreateBuffer(&bd, NULL, &m_ps_cb);
if(FAILED(hr)) return false;
D3D11_SAMPLER_DESC sd;
memset(&sd, 0, sizeof(sd));
sd.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
sd.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
sd.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
sd.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
sd.MaxLOD = FLT_MAX;
sd.MaxAnisotropy = 16;
sd.ComparisonFunc = D3D11_COMPARISON_NEVER;
hr = m_dev->CreateSamplerState(&sd, &m_palette_ss);
if(FAILED(hr)) return false;
hr = m_dev->CreateSamplerState(&sd, &m_rt_ss);
if(FAILED(hr)) return false;
// create layout
VSSelector sel;
VSConstantBuffer cb;
SetupVS(sel, &cb);
//
return true;
}
void GSDevice11::SetupIA(const void* vertex, int vertex_count, const uint32* index, int index_count, int prim)
{
IASetVertexBuffer(vertex, sizeof(GSVertexHW11), vertex_count);
IASetIndexBuffer(index, index_count);
IASetPrimitiveTopology((D3D11_PRIMITIVE_TOPOLOGY)prim);
}
void GSDevice11::SetupVS(VSSelector sel, const VSConstantBuffer* cb)
{
hash_map<uint32, GSVertexShader11 >::const_iterator i = m_vs.find(sel);
if(i == m_vs.end())
{
string str[4];
str[0] = format("%d", sel.bppz);
str[1] = format("%d", sel.tme);
str[2] = format("%d", sel.fst);
str[3] = format("%d", sel.rtcopy);
D3D11_SHADER_MACRO macro[] =
{
{"VS_BPPZ", str[0].c_str()},
{"VS_TME", str[1].c_str()},
{"VS_FST", str[2].c_str()},
{"VS_RTCOPY", str[3].c_str()},
{NULL, NULL},
};
D3D11_INPUT_ELEMENT_DESC layout[] =
{
{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD", 1, DXGI_FORMAT_R32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"POSITION", 0, DXGI_FORMAT_R16G16_UINT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"POSITION", 1, DXGI_FORMAT_R32_UINT, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"COLOR", 1, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 28, D3D11_INPUT_PER_VERTEX_DATA, 0},
};
GSVertexShader11 vs;
CompileShader(IDR_TFX_FX, "vs_main", macro, &vs.vs, layout, countof(layout), &vs.il);
m_vs[sel] = vs;
i = m_vs.find(sel);
}
if(m_vs_cb_cache.Update(cb))
{
ID3D11DeviceContext* ctx = m_ctx;
ctx->UpdateSubresource(m_vs_cb, 0, NULL, cb, 0, 0);
}
VSSetShader(i->second.vs, m_vs_cb);
IASetInputLayout(i->second.il);
}
void GSDevice11::SetupGS(GSSelector sel)
{
CComPtr<ID3D11GeometryShader> gs;
if(sel.prim > 0 && (sel.iip == 0 || sel.prim == 3)) // geometry shader works in every case, but not needed
{
hash_map<uint32, CComPtr<ID3D11GeometryShader> >::const_iterator i = m_gs.find(sel);
if(i != m_gs.end())
{
gs = i->second;
}
else
{
string str[2];
str[0] = format("%d", sel.iip);
str[1] = format("%d", sel.prim);
D3D11_SHADER_MACRO macro[] =
{
{"GS_IIP", str[0].c_str()},
{"GS_PRIM", str[1].c_str()},
{NULL, NULL},
};
CompileShader(IDR_TFX_FX, "gs_main", macro, &gs);
m_gs[sel] = gs;
}
}
GSSetShader(gs);
}
void GSDevice11::SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel)
{
hash_map<uint32, CComPtr<ID3D11PixelShader> >::const_iterator i = m_ps.find(sel);
if(i == m_ps.end())
{
string str[15];
str[0] = format("%d", sel.fst);
str[1] = format("%d", sel.wms);
str[2] = format("%d", sel.wmt);
str[3] = format("%d", sel.fmt);
str[4] = format("%d", sel.aem);
str[5] = format("%d", sel.tfx);
str[6] = format("%d", sel.tcc);
str[7] = format("%d", sel.atst);
str[8] = format("%d", sel.fog);
str[9] = format("%d", sel.clr1);
str[10] = format("%d", sel.fba);
str[11] = format("%d", sel.aout);
str[12] = format("%d", sel.ltf);
str[13] = format("%d", sel.colclip);
str[14] = format("%d", sel.date);
D3D11_SHADER_MACRO macro[] =
{
{"PS_FST", str[0].c_str()},
{"PS_WMS", str[1].c_str()},
{"PS_WMT", str[2].c_str()},
{"PS_FMT", str[3].c_str()},
{"PS_AEM", str[4].c_str()},
{"PS_TFX", str[5].c_str()},
{"PS_TCC", str[6].c_str()},
{"PS_ATST", str[7].c_str()},
{"PS_FOG", str[8].c_str()},
{"PS_CLR1", str[9].c_str()},
{"PS_FBA", str[10].c_str()},
{"PS_AOUT", str[11].c_str()},
{"PS_LTF", str[12].c_str()},
{"PS_COLCLIP", str[13].c_str()},
{"PS_DATE", str[14].c_str()},
{NULL, NULL},
};
CComPtr<ID3D11PixelShader> ps;
CompileShader(IDR_TFX_FX, "ps_main", macro, &ps);
m_ps[sel] = ps;
i = m_ps.find(sel);
}
if(m_ps_cb_cache.Update(cb))
{
ID3D11DeviceContext* ctx = m_ctx;
ctx->UpdateSubresource(m_ps_cb, 0, NULL, cb, 0, 0);
}
CComPtr<ID3D11SamplerState> ss0, ss1;
if(sel.tfx != 4)
{
if(!(sel.fmt < 3 && sel.wms < 3 && sel.wmt < 3))
{
ssel.ltf = 0;
}
hash_map<uint32, CComPtr<ID3D11SamplerState> >::const_iterator i = m_ps_ss.find(ssel);
if(i != m_ps_ss.end())
{
ss0 = i->second;
}
else
{
D3D11_SAMPLER_DESC sd;
memset(&sd, 0, sizeof(sd));
sd.Filter = ssel.ltf ? D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT : D3D11_FILTER_MIN_MAG_MIP_POINT;
sd.AddressU = ssel.tau ? D3D11_TEXTURE_ADDRESS_WRAP : D3D11_TEXTURE_ADDRESS_CLAMP;
sd.AddressV = ssel.tav ? D3D11_TEXTURE_ADDRESS_WRAP : D3D11_TEXTURE_ADDRESS_CLAMP;
sd.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
sd.MaxLOD = FLT_MAX;
sd.MaxAnisotropy = 16;
sd.ComparisonFunc = D3D11_COMPARISON_NEVER;
m_dev->CreateSamplerState(&sd, &ss0);
m_ps_ss[ssel] = ss0;
}
if(sel.fmt >= 3)
{
ss1 = m_palette_ss;
}
}
PSSetSamplerState(ss0, ss1, sel.date ? m_rt_ss : NULL);
PSSetShader(i->second, m_ps_cb);
}
void GSDevice11::SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, uint8 afix)
{
hash_map<uint32, CComPtr<ID3D11DepthStencilState> >::const_iterator i = m_om_dss.find(dssel);
if(i == m_om_dss.end())
{
D3D11_DEPTH_STENCIL_DESC dsd;
memset(&dsd, 0, sizeof(dsd));
if(dssel.date)
{
dsd.StencilEnable = true;
dsd.StencilReadMask = 1;
dsd.StencilWriteMask = 1;
dsd.FrontFace.StencilFunc = D3D11_COMPARISON_EQUAL;
dsd.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
dsd.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
dsd.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
dsd.BackFace.StencilFunc = D3D11_COMPARISON_EQUAL;
dsd.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
dsd.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
dsd.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
}
if(dssel.ztst != ZTST_ALWAYS || dssel.zwe)
{
static const D3D11_COMPARISON_FUNC ztst[] =
{
D3D11_COMPARISON_NEVER,
D3D11_COMPARISON_ALWAYS,
D3D11_COMPARISON_GREATER_EQUAL,
D3D11_COMPARISON_GREATER
};
dsd.DepthEnable = true;
dsd.DepthWriteMask = dssel.zwe ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
dsd.DepthFunc = ztst[dssel.ztst];
}
CComPtr<ID3D11DepthStencilState> dss;
m_dev->CreateDepthStencilState(&dsd, &dss);
m_om_dss[dssel] = dss;
i = m_om_dss.find(dssel);
}
OMSetDepthStencilState(i->second, 1);
hash_map<uint32, CComPtr<ID3D11BlendState> >::const_iterator j = m_om_bs.find(bsel);
if(j == m_om_bs.end())
{
D3D11_BLEND_DESC bd;
memset(&bd, 0, sizeof(bd));
bd.RenderTarget[0].BlendEnable = bsel.abe;
if(bsel.abe)
{
int i = ((bsel.a * 3 + bsel.b) * 3 + bsel.c) * 3 + bsel.d;
bd.RenderTarget[0].BlendOp = (D3D11_BLEND_OP)m_blendMapD3D9[i].op;
bd.RenderTarget[0].SrcBlend = (D3D11_BLEND)m_blendMapD3D9[i].src;
bd.RenderTarget[0].DestBlend = (D3D11_BLEND)m_blendMapD3D9[i].dst;
bd.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
bd.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
bd.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
// SRC* -> SRC1*
// Yes, this casting mess really is needed. I want to go back to C
if(bd.RenderTarget[0].SrcBlend >= 3 && bd.RenderTarget[0].SrcBlend <= 6)
{
bd.RenderTarget[0].SrcBlend = (D3D11_BLEND)((int)bd.RenderTarget[0].SrcBlend + 13);
}
if(bd.RenderTarget[0].DestBlend >= 3 && bd.RenderTarget[0].DestBlend <= 6)
{
bd.RenderTarget[0].DestBlend = (D3D11_BLEND)((int)bd.RenderTarget[0].DestBlend + 13);
}
// Not very good but I don't wanna write another 81 row table
if(bsel.negative)
{
if(bd.RenderTarget[0].BlendOp == D3D11_BLEND_OP_ADD)
{
bd.RenderTarget[0].BlendOp = D3D11_BLEND_OP_REV_SUBTRACT;
}
else if(bd.RenderTarget[0].BlendOp == D3D11_BLEND_OP_REV_SUBTRACT)
{
bd.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
}
else
; // god knows, best just not to mess with it for now
}
if(m_blendMapD3D9[i].bogus == 1)
{
(bsel.a == 0 ? bd.RenderTarget[0].SrcBlend : bd.RenderTarget[0].DestBlend) = D3D11_BLEND_ONE;
const string afixstr = format("%d >> 7", afix);
const char *col[3] = {"Cs", "Cd", "0"};
const char *alpha[3] = {"As", "Ad", afixstr.c_str()};
printf("Impossible blend for D3D: (%s - %s) * %s + %s\n", col[bsel.a], col[bsel.b], alpha[bsel.c], col[bsel.d]);
}
}
if(bsel.wr) bd.RenderTarget[0].RenderTargetWriteMask |= D3D11_COLOR_WRITE_ENABLE_RED;
if(bsel.wg) bd.RenderTarget[0].RenderTargetWriteMask |= D3D11_COLOR_WRITE_ENABLE_GREEN;
if(bsel.wb) bd.RenderTarget[0].RenderTargetWriteMask |= D3D11_COLOR_WRITE_ENABLE_BLUE;
if(bsel.wa) bd.RenderTarget[0].RenderTargetWriteMask |= D3D11_COLOR_WRITE_ENABLE_ALPHA;
CComPtr<ID3D11BlendState> bs;
m_dev->CreateBlendState(&bd, &bs);
m_om_bs[bsel] = bs;
j = m_om_bs.find(bsel);
}
OMSetBlendState(j->second, (float)(int)afix / 0x80);
}