pcsx2/plugins/GSdx/GSTextureFX10.h

249 lines
4.8 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
*
*/
#pragma once
#include "GSDevice10.h"
class GSTextureFX10
{
public:
#pragma pack(push, 1)
__declspec(align(16)) struct VSConstantBuffer
{
GSVector4 VertexScale;
GSVector4 VertexOffset;
GSVector2 TextureScale;
float _pad[2];
struct VSConstantBuffer() {memset(this, 0, sizeof(*this));}
__forceinline bool Update(const VSConstantBuffer* cb)
{
GSVector4i* a = (GSVector4i*)this;
GSVector4i* b = (GSVector4i*)cb;
GSVector4i b0 = b[0];
GSVector4i b1 = b[1];
GSVector4i b2 = b[2];
if(!((a[0] == b0) & (a[1] == b1) & (a[2] == b2)).alltrue())
{
a[0] = b0;
a[1] = b1;
a[2] = b2;
return true;
}
return false;
}
};
union VSSelector
{
struct
{
DWORD bpp:3;
DWORD bppz:2;
DWORD tme:1;
DWORD fst:1;
DWORD prim:3;
};
DWORD dw;
operator DWORD() {return dw & 0x3ff;}
};
__declspec(align(16)) struct PSConstantBuffer
{
GSVector4 FogColor;
float MINU;
float MAXU;
float MINV;
float MAXV;
DWORD UMSK;
DWORD UFIX;
DWORD VMSK;
DWORD VFIX;
float TA0;
float TA1;
float AREF;
float _pad[1];
GSVector2 WH;
GSVector2 rWrH;
struct PSConstantBuffer() {memset(this, 0, sizeof(*this));}
__forceinline bool Update(const PSConstantBuffer* cb)
{
GSVector4i* a = (GSVector4i*)this;
GSVector4i* b = (GSVector4i*)cb;
GSVector4i b0 = b[0];
GSVector4i b1 = b[1];
GSVector4i b2 = b[2];
GSVector4i b3 = b[3];
GSVector4i b4 = b[4];
if(!((a[0] == b0) & (a[1] == b1) & (a[2] == b2) & (a[3] == b3) & (a[4] == b4)).alltrue())
{
a[0] = b0;
a[1] = b1;
a[2] = b2;
a[3] = b3;
a[4] = b4;
return true;
}
return false;
}
};
union PSSelector
{
struct
{
DWORD fst:1;
DWORD wms:2;
DWORD wmt:2;
DWORD bpp:3;
DWORD aem:1;
DWORD tfx:3;
DWORD tcc:1;
DWORD ate:1;
DWORD atst:3;
DWORD fog:1;
DWORD clr1:1;
DWORD fba:1;
DWORD aout:1;
};
DWORD dw;
operator DWORD() {return dw & 0x1fffff;}
};
union GSSelector
{
struct
{
DWORD iip:1;
DWORD prim:2;
};
DWORD dw;
operator DWORD() {return dw & 0x7;}
};
union PSSamplerSelector
{
struct
{
DWORD tau:1;
DWORD tav:1;
DWORD min:1;
DWORD mag:1;
};
DWORD dw;
operator DWORD() {return dw & 0xf;}
};
union OMDepthStencilSelector
{
struct
{
DWORD zte:1;
DWORD ztst:2;
DWORD zwe:1;
DWORD date:1;
};
DWORD dw;
operator DWORD() {return dw & 0x1f;}
};
union OMBlendSelector
{
struct
{
DWORD abe:1;
DWORD a:2;
DWORD b:2;
DWORD c:2;
DWORD d:2;
DWORD wr:1;
DWORD wg:1;
DWORD wb:1;
DWORD wa:1;
};
DWORD dw;
operator DWORD() {return dw & 0x1fff;}
};
#pragma pack(pop)
private:
GSDevice10* m_dev;
CComPtr<ID3D10InputLayout> m_il;
CRBMapC<DWORD, CComPtr<ID3D10VertexShader> > m_vs;
CComPtr<ID3D10Buffer> m_vs_cb;
CRBMapC<DWORD, CComPtr<ID3D10GeometryShader> > m_gs;
CRBMapC<DWORD, CComPtr<ID3D10PixelShader> > m_ps;
CComPtr<ID3D10Buffer> m_ps_cb;
CRBMapC<DWORD, CComPtr<ID3D10SamplerState> > m_ps_ss;
CComPtr<ID3D10SamplerState> m_palette_ss;
CRBMapC<DWORD, CComPtr<ID3D10DepthStencilState> > m_om_dss;
CRBMapC<DWORD, CComPtr<ID3D10BlendState> > m_om_bs;
CComPtr<ID3D10Buffer> m_vb, m_vb_old;
int m_vb_max;
int m_vb_start;
int m_vb_count;
VSConstantBuffer m_vs_cb_cache;
PSConstantBuffer m_ps_cb_cache;
public:
GSTextureFX10();
bool Create(GSDevice10* dev);
bool SetupIA(const GSVertexHW10* vertices, int count, D3D10_PRIMITIVE_TOPOLOGY prim);
bool SetupVS(VSSelector sel, const VSConstantBuffer* cb);
bool SetupGS(GSSelector sel);
bool SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel, ID3D10ShaderResourceView* tex, ID3D10ShaderResourceView* pal);
void UpdatePS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSelector ssel);
void SetupRS(UINT w, UINT h, const RECT& scissor);
void SetupOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, float bf, ID3D10RenderTargetView* rtv, ID3D10DepthStencilView* dsv);
void UpdateOM(OMDepthStencilSelector dssel, OMBlendSelector bsel, float bf);
void Draw();
};