mirror of https://github.com/PCSX2/pcsx2.git
249 lines
4.8 KiB
C++
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();
|
|
};
|