pcsx2/plugins/GSdx/GSRendererDX9.cpp

314 lines
6.7 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 "GSRendererDX9.h"
#include "GSCrc.h"
#include "resource.h"
GSRendererDX9::GSRendererDX9()
: GSRendererDX<GSVertexHW9>(new GSTextureCache9(this))
{
InitVertexKick(GSRendererDX9);
}
bool GSRendererDX9::CreateDevice(GSDevice* dev)
{
if(!__super::CreateDevice(dev))
return false;
//
memset(&m_fba.dss, 0, sizeof(m_fba.dss));
m_fba.dss.StencilEnable = true;
m_fba.dss.StencilReadMask = 2;
m_fba.dss.StencilWriteMask = 2;
m_fba.dss.StencilFunc = D3DCMP_EQUAL;
m_fba.dss.StencilPassOp = D3DSTENCILOP_ZERO;
m_fba.dss.StencilFailOp = D3DSTENCILOP_ZERO;
m_fba.dss.StencilDepthFailOp = D3DSTENCILOP_ZERO;
m_fba.dss.StencilRef = 2;
memset(&m_fba.bs, 0, sizeof(m_fba.bs));
m_fba.bs.RenderTargetWriteMask = D3DCOLORWRITEENABLE_ALPHA;
//
return true;
}
template<uint32 prim, uint32 tme, uint32 fst>
void GSRendererDX9::VertexKick(bool skip)
{
GSVector4 p = GSVector4(((GSVector4i)m_v.XYZ).upl16());
if(tme && !fst)
{
p = p.xyxy(GSVector4((float)m_v.XYZ.Z, m_v.RGBAQ.Q));
}
else
{
p = p.xyxy(GSVector4::load((float)m_v.XYZ.Z));
}
GSVertexHW9& dst = m_vl.AddTail();
dst.p = p;
int Uadjust = 0;
int Vadjust = 0;
if(tme)
{
if(fst)
{
dst.t = m_v.GetUV();
#ifdef ENABLE_UPSCALE_HACKS
int Udiff = 0;
int Vdiff = 0;
int multiplier = GetUpscaleMultiplier();
if(multiplier > 1)
{
Udiff = m_v.UV.U & 4095;
Vdiff = m_v.UV.V & 4095;
if(Udiff != 0)
{
if (Udiff >= 4080) {/*printf("U+ %d %d\n", Udiff, m_v.UV.U);*/ Uadjust = -1; }
else if (Udiff <= 16) {/*printf("U- %d %d\n", Udiff, m_v.UV.U);*/ Uadjust = 1; }
}
if(Vdiff != 0)
{
if (Vdiff >= 4080) {/*printf("V+ %d %d\n", Vdiff, m_v.UV.V);*/ Vadjust = -1; }
else if (Vdiff <= 16) {/*printf("V- %d %d\n", Vdiff, m_v.UV.V);*/ Vadjust = 1; }
}
Udiff = m_v.UV.U & 255;
Vdiff = m_v.UV.V & 255;
if(Udiff != 0)
{
if (Udiff >= 248) { Uadjust = -1; }
else if (Udiff <= 8) { Uadjust = 1; }
}
if(Vdiff != 0)
{
if (Vdiff >= 248) { Vadjust = -1; }
else if (Vdiff <= 8) { Vadjust = 1; }
}
Udiff = m_v.UV.U & 15;
Vdiff = m_v.UV.V & 15;
if(Udiff != 0)
{
if (Udiff >= 15) { Uadjust = -1; }
else if (Udiff <= 1) { Uadjust = 1; }
}
if(Vdiff != 0)
{
if (Vdiff >= 15) { Vadjust = -1; }
else if (Vdiff <= 1) { Vadjust = 1; }
}
}
dst.t.x -= (float) Uadjust;
dst.t.y -= (float) Vadjust;
#endif
}
else
{
dst.t = GSVector4::loadl(&m_v.ST);
}
}
dst._c0() = m_v.RGBAQ.u32[0];
dst._c1() = m_v.FOG.u32[1];
//
// BaseDrawingKick can never return NULL here because the DrawingKick function
// tables route to DrawingKickNull for GS_INVLALID prim types (and that's the only
// condition where this function would return NULL).
int count = 0;
if(GSVertexHW9* v = DrawingKick<prim>(skip, count))
{
GSVector4 scissor = m_context->scissor.dx9;
GSVector4 pmin, pmax;
switch(prim)
{
case GS_POINTLIST:
pmin = v[0].p;
pmax = v[0].p;
break;
case GS_LINELIST:
case GS_LINESTRIP:
case GS_SPRITE:
pmin = v[0].p.min(v[1].p);
pmax = v[0].p.max(v[1].p);
break;
case GS_TRIANGLELIST:
case GS_TRIANGLESTRIP:
case GS_TRIANGLEFAN:
pmin = v[0].p.min(v[1].p).min(v[2].p);
pmax = v[0].p.max(v[1].p).max(v[2].p);
break;
}
GSVector4 test = (pmax < scissor) | (pmin > scissor.zwxy());
switch(prim)
{
case GS_TRIANGLELIST:
case GS_TRIANGLESTRIP:
case GS_TRIANGLEFAN:
case GS_SPRITE:
test |= pmin == pmax;
break;
}
if(test.mask() & 3)
{
return;
}
switch(prim)
{
case GS_POINTLIST:
break;
case GS_LINELIST:
case GS_LINESTRIP:
if(PRIM->IIP == 0) {v[0]._c0() = v[1]._c0();}
break;
case GS_TRIANGLELIST:
case GS_TRIANGLESTRIP:
case GS_TRIANGLEFAN:
if(PRIM->IIP == 0) {v[0]._c0() = v[1]._c0() = v[2]._c0();}
break;
case GS_SPRITE:
if(PRIM->IIP == 0) {v[0]._c0() = v[1]._c0();}
v[0].p.z = v[1].p.z;
v[0].p.w = v[1].p.w;
v[0]._c1() = v[1]._c1();
v[2] = v[1];
v[3] = v[1];
v[1].p.y = v[0].p.y;
v[1].t.y = v[0].t.y;
v[2].p.x = v[0].p.x;
v[2].t.x = v[0].t.x;
v[4] = v[1];
v[5] = v[2];
count += 4;
break;
}
m_count += count;
}
}
void GSRendererDX9::Draw(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex)
{
switch(m_vt.m_primclass)
{
case GS_POINT_CLASS:
m_topology = D3DPT_POINTLIST;
m_perfmon.Put(GSPerfMon::Prim, m_count);
break;
case GS_LINE_CLASS:
m_topology = D3DPT_LINELIST;
m_perfmon.Put(GSPerfMon::Prim, m_count / 2);
break;
case GS_TRIANGLE_CLASS:
case GS_SPRITE_CLASS:
m_topology = D3DPT_TRIANGLELIST;
m_perfmon.Put(GSPerfMon::Prim, m_count / 3);
break;
default:
__assume(0);
}
(*(GSDevice9*)m_dev)->SetRenderState(D3DRS_SHADEMODE, PRIM->IIP ? D3DSHADE_GOURAUD : D3DSHADE_FLAT); // TODO
__super::Draw(rt, ds, tex);
}
void GSRendererDX9::UpdateFBA(GSTexture* rt)
{
GSDevice9* dev = (GSDevice9*)m_dev;
dev->BeginScene();
// om
dev->OMSetDepthStencilState(&m_fba.dss);
dev->OMSetBlendState(&m_fba.bs, 0);
// ia
GSVector4 s = GSVector4(rt->GetScale().x / rt->GetWidth(), rt->GetScale().y / rt->GetHeight());
GSVector4 o = GSVector4(-1.0f, 1.0f);
GSVector4 src = ((m_vt.m_min.p.xyxy(m_vt.m_max.p) + o.xxyy()) * s.xyxy()).sat(o.zzyy());
GSVector4 dst = src * 2.0f + o.xxxx();
GSVertexPT1 vertices[] =
{
{GSVector4(dst.x, -dst.y, 0.5f, 1.0f), GSVector2(0, 0)},
{GSVector4(dst.z, -dst.y, 0.5f, 1.0f), GSVector2(0, 0)},
{GSVector4(dst.x, -dst.w, 0.5f, 1.0f), GSVector2(0, 0)},
{GSVector4(dst.z, -dst.w, 0.5f, 1.0f), GSVector2(0, 0)},
};
dev->IASetVertexBuffer(vertices, sizeof(vertices[0]), countof(vertices));
dev->IASetInputLayout(dev->m_convert.il);
dev->IASetPrimitiveTopology(D3DPT_TRIANGLESTRIP);
// vs
dev->VSSetShader(dev->m_convert.vs, NULL, 0);
// ps
dev->PSSetShader(dev->m_convert.ps[4], NULL, 0);
//
dev->DrawPrimitive();
//
dev->EndScene();
}