ppsspp/ext/native/gfx/d3d9_state.h
2018-06-06 05:53:50 -07:00

510 lines
11 KiB
C++

#pragma once
#include <functional>
#include <string.h>
#include "gfx/d3d9_shader.h"
namespace DX9 {
// TODO: Get rid of these somehow.
extern LPDIRECT3DDEVICE9 pD3Ddevice;
extern LPDIRECT3DDEVICE9EX pD3DdeviceEx;
class DirectXState {
private:
template<D3DRENDERSTATETYPE cap, bool init>
class BoolState {
bool _value;
public:
BoolState() : _value(init) {
DirectXState::state_count++;
}
inline void set(bool value) {
if (_value != value) {
_value = value;
restore();
}
}
void force(bool value) {
bool old = _value;
set(value);
_value = old;
}
inline void enable() {
set(true);
}
inline void disable() {
set(false);
}
operator bool() const {
return isset();
}
inline bool isset() {
return _value;
}
void restore() {
pD3Ddevice->SetRenderState(cap, _value);
}
};
template<D3DRENDERSTATETYPE state1, DWORD p1def>
class DxState1 {
D3DRENDERSTATETYPE _state1;
DWORD p1;
public:
DxState1() : _state1(state1), p1(p1def) {
DirectXState::state_count++;
}
inline void set(DWORD newp1) {
if (p1 != newp1) {
p1 = newp1;
restore();
}
}
void force(DWORD newp1) {
DWORD old = p1;
set(newp1);
p1 = old;
}
void restore() {
pD3Ddevice->SetRenderState(_state1, p1);
}
};
template<D3DSAMPLERSTATETYPE state1, DWORD p1def>
class DxSampler0State1 {
D3DSAMPLERSTATETYPE _state1;
DWORD p1;
public:
DxSampler0State1() : _state1(state1), p1(p1def) {
DirectXState::state_count++;
}
inline void set(DWORD newp1) {
if (p1 != newp1) {
p1 = newp1;
restore();
}
}
void force(DWORD newp1) {
DWORD old = p1;
set(newp1);
p1 = old;
}
void restore() {
pD3Ddevice->SetSamplerState(0, _state1, p1);
}
};
// Can't have FLOAT template parameters...
template<D3DSAMPLERSTATETYPE state1, DWORD p1def>
class DxSampler0State1Float {
D3DSAMPLERSTATETYPE _state1;
union {
FLOAT p1;
DWORD p1d;
};
public:
DxSampler0State1Float() : _state1(state1), p1d(p1def) {
DirectXState::state_count++;
}
inline void set(FLOAT newp1) {
if (p1 != newp1) {
p1 = newp1;
restore();
}
}
void force(FLOAT newp1) {
FLOAT old = p1;
set(newp1);
p1 = old;
}
void restore() {
pD3Ddevice->SetSamplerState(0, _state1, p1d);
}
};
template<D3DRENDERSTATETYPE state1, DWORD p1def, D3DRENDERSTATETYPE state2, DWORD p2def>
class DxState2 {
D3DRENDERSTATETYPE _state1;
D3DRENDERSTATETYPE _state2;
DWORD p1;
DWORD p2;
public:
DxState2() : _state1(state1),_state2(state2), p1(p1def), p2(p2def) {
DirectXState::state_count++;
}
inline void set(DWORD newp1, DWORD newp2) {
if (p1 != newp1) {
p1 = newp1;
pD3Ddevice->SetRenderState(_state1, p1);
}
if (p2 != newp2) {
p2 = newp2;
pD3Ddevice->SetRenderState(_state2, p2);
}
}
void force(DWORD newp1, DWORD newp2) {
DWORD old1 = p1;
DWORD old2 = p2;
set(newp1, newp2);
p1 = old1;
p2 = old2;
}
void restore() {
pD3Ddevice->SetRenderState(_state1, p1);
pD3Ddevice->SetRenderState(_state2, p2);
}
};
template<D3DRENDERSTATETYPE state1, DWORD p1def, D3DRENDERSTATETYPE state2, DWORD p2def, D3DRENDERSTATETYPE state3, DWORD p3def>
class DxState3 {
D3DRENDERSTATETYPE _state1;
D3DRENDERSTATETYPE _state2;
D3DRENDERSTATETYPE _state3;
DWORD p1;
DWORD p2;
DWORD p3;
public:
DxState3() : _state1(state1),_state2(state2), _state3(state3),
p1(p1def), p2(p2def), p3(p3def) {
}
inline void set(DWORD newp1, DWORD newp2, DWORD newp3) {
if (p1 != newp1) {
p1 = newp1;
pD3Ddevice->SetRenderState(_state1, p1);
}
if (p2 != newp2) {
p2 = newp2;
pD3Ddevice->SetRenderState(_state2, p2);
}
if (p3 != newp3) {
p3 = newp3;
pD3Ddevice->SetRenderState(_state3, p3);
}
}
void force(DWORD newp1, DWORD newp2, DWORD newp3) {
DWORD old1 = p1;
DWORD old2 = p2;
DWORD old3 = p3;
set(newp1, newp2, newp3);
p1 = old1;
p2 = old2;
p3 = old3;
}
void restore() {
pD3Ddevice->SetRenderState(_state1, p1);
pD3Ddevice->SetRenderState(_state2, p2);
pD3Ddevice->SetRenderState(_state3, p3);
}
};
template<D3DRENDERSTATETYPE state1, DWORD p1def, D3DRENDERSTATETYPE state2, DWORD p2def, D3DRENDERSTATETYPE state3, DWORD p3def, D3DRENDERSTATETYPE state4, DWORD p4def>
class DxState4 {
D3DRENDERSTATETYPE _state1;
D3DRENDERSTATETYPE _state2;
D3DRENDERSTATETYPE _state3;
D3DRENDERSTATETYPE _state4;
DWORD p1;
DWORD p2;
DWORD p3;
DWORD p4;
public:
DxState4() : _state1(state1), _state2(state2), _state3(state3), _state4(state4),
p1(p1def), p2(p2def), p3(p3def), p4(p4def) {
}
inline void set(DWORD newp1, DWORD newp2, DWORD newp3, DWORD newp4) {
if (p1 != newp1) {
p1 = newp1;
pD3Ddevice->SetRenderState(_state1, p1);
}
if (p2 != newp2) {
p2 = newp2;
pD3Ddevice->SetRenderState(_state2, p2);
}
if (p3 != newp3) {
p3 = newp3;
pD3Ddevice->SetRenderState(_state3, p3);
}
if (p4 != newp4) {
p4 = newp4;
pD3Ddevice->SetRenderState(_state4, p4);
}
}
void force(DWORD newp1, DWORD newp2, DWORD newp3, DWORD newp4) {
DWORD old1 = p1;
DWORD old2 = p2;
DWORD old3 = p3;
DWORD old4 = p4;
set(newp1, newp2, newp3, newp4);
p1 = old1;
p2 = old2;
p3 = old3;
p4 = old4;
}
void restore() {
pD3Ddevice->SetRenderState(_state1, p1);
pD3Ddevice->SetRenderState(_state2, p2);
pD3Ddevice->SetRenderState(_state3, p3);
pD3Ddevice->SetRenderState(_state3, p4);
}
};
class SavedBlendFactor {
DWORD c;
public:
SavedBlendFactor() {
c = 0xFFFFFFFF;
DirectXState::state_count++;
}
inline void set(const float v[4]) {
DWORD newc = D3DCOLOR_COLORVALUE(v[0], v[1], v[2], v[3]);
if (c != newc) {
c = newc;
restore();
}
}
void setDWORD(DWORD newc) {
newc = ((newc >> 8) & 0xff) | (newc & 0xff00ff00) | ((newc << 16) & 0xff0000); // ARGB -> ABGR fix
if (c != newc) {
c = newc;
restore();
}
}
void force(const float v[4]) {
DWORD old = c;
set(v);
c = old;
}
inline void restore() {
pD3Ddevice->SetRenderState(D3DRS_BLENDFACTOR, c);
}
};
class SavedColorMask {
DWORD mask;
public:
SavedColorMask() {
mask = D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_ALPHA;
DirectXState::state_count++;
}
inline void set(bool r, bool g, bool b, bool a) {
DWORD newmask = 0;
if (r) {
newmask |= D3DCOLORWRITEENABLE_RED;
}
if (g) {
newmask |= D3DCOLORWRITEENABLE_GREEN;
}
if (b) {
newmask |= D3DCOLORWRITEENABLE_BLUE;
}
if (a) {
newmask |= D3DCOLORWRITEENABLE_ALPHA;
}
if (mask != newmask) {
mask = newmask;
restore();
}
}
void force(bool r, bool g, bool b, bool a) {
DWORD old = mask;
set(r, g, b, a);
mask = old;
}
inline void restore() {
pD3Ddevice->SetRenderState(D3DRS_COLORWRITEENABLE, mask);
}
};
class BoolUnused {
public:
BoolUnused() {
DirectXState::state_count++;
}
inline void set(bool) {
// Nothing.
}
void force(bool) {
// Nothing.
}
inline void restore() {
// Nothing.
}
inline void enable() {
set(true);
}
inline void disable() {
set(false);
}
};
class StateVp {
D3DVIEWPORT9 viewport;
public:
StateVp() {
memset(&viewport, 0, sizeof(viewport));
// It's an error if w/h is zero, so let's start with something that can work.
viewport.Width = 1;
viewport.Height = 1;
}
inline void set(int x, int y, int w, int h, float n = 0.f, float f = 1.f) {
D3DVIEWPORT9 newviewport;
newviewport.X = x;
newviewport.Y = y;
newviewport.Width = w;
newviewport.Height = h;
newviewport.MinZ = n;
newviewport.MaxZ = f;
if (memcmp(&viewport, &newviewport, sizeof(viewport)) != 0) {
viewport = newviewport;
restore();
}
}
void force(int x, int y, int w, int h, float n = 0.f, float f = 1.f) {
D3DVIEWPORT9 old = viewport;
set(x, y, w, h, n, f);
viewport = old;
}
inline void restore() {
pD3Ddevice->SetViewport(&viewport);
}
};
class StateScissor {
RECT rect;
public:
inline void set(int x1, int y1, int x2, int y2) {
RECT newrect = {x1, y1, x2, y2};
if (memcmp(&rect, &newrect, sizeof(rect))) {
rect = newrect;
restore();
}
}
void force(int x1, int y1, int x2, int y2) {
RECT old = rect;
set(x1, y1, x2, y2);
rect = old;
}
inline void restore() {
pD3Ddevice->SetScissorRect(&rect);
}
};
class CullMode {
DWORD cull;
public:
CullMode() : cull (D3DCULL_NONE) {
}
inline void set(int wantcull, int cullmode) {
DWORD newcull;
if (!wantcull) {
// disable
newcull = D3DCULL_NONE;
} else {
// add front face ...
newcull = cullmode==0 ? D3DCULL_CW:D3DCULL_CCW;
}
if (cull != newcull) {
cull = newcull;
restore();
}
}
void force(int wantcull, int cullmode) {
DWORD old = cull;
set(wantcull, cullmode);
cull = old;
}
inline void restore() {
pD3Ddevice->SetRenderState(D3DRS_CULLMODE, cull);
}
};
bool initialized;
public:
static int state_count;
DirectXState() : initialized(false) {}
void Initialize();
void Restore();
// When adding a state here, don't forget to add it to DirectxState::Restore() too
BoolState<D3DRS_ALPHABLENDENABLE, false> blend;
BoolState<D3DRS_SEPARATEALPHABLENDENABLE, false> blendSeparate;
DxState4<D3DRS_SRCBLEND, D3DBLEND_SRCALPHA, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA, D3DRS_SRCBLENDALPHA, D3DBLEND_ONE, D3DRS_DESTBLENDALPHA, D3DBLEND_ZERO> blendFunc;
DxState2<D3DRS_BLENDOP, D3DBLENDOP_ADD, D3DRS_BLENDOPALPHA, D3DBLENDOP_ADD> blendEquation;
SavedBlendFactor blendColor;
BoolState<D3DRS_SCISSORTESTENABLE, false> scissorTest;
BoolUnused dither;
CullMode cullMode;
DxState1<D3DRS_SHADEMODE, D3DSHADE_GOURAUD> shadeMode;
BoolState<D3DRS_ZENABLE, false> depthTest;
DxState1<D3DRS_ALPHAFUNC, D3DCMP_ALWAYS> alphaTestFunc;
DxState1<D3DRS_ALPHAREF, 0> alphaTestRef;
BoolState<D3DRS_ALPHATESTENABLE, false> alphaTest;
DxState1<D3DRS_ZFUNC, D3DCMP_LESSEQUAL> depthFunc;
DxState1<D3DRS_ZWRITEENABLE, TRUE> depthWrite;
SavedColorMask colorMask;
StateVp viewport;
StateScissor scissorRect;
BoolState<D3DRS_STENCILENABLE, false> stencilTest;
DxState3<D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP, D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP, D3DRS_STENCILPASS, D3DSTENCILOP_KEEP> stencilOp;
DxState3<D3DRS_STENCILFUNC, D3DCMP_ALWAYS, D3DRS_STENCILREF, 0, D3DRS_STENCILMASK, 0xFFFFFFFF> stencilFunc;
DxState1<D3DRS_STENCILWRITEMASK, 0xFFFFFFFF> stencilMask;
DxSampler0State1<D3DSAMP_MINFILTER, D3DTEXF_POINT> texMinFilter;
DxSampler0State1<D3DSAMP_MAGFILTER, D3DTEXF_POINT> texMagFilter;
DxSampler0State1<D3DSAMP_MIPFILTER, D3DTEXF_NONE> texMipFilter;
DxSampler0State1Float<D3DSAMP_MIPMAPLODBIAS, 0> texMipLodBias;
DxSampler0State1<D3DSAMP_MAXMIPLEVEL, 0> texMaxMipLevel;
DxSampler0State1<D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP> texAddressU;
DxSampler0State1<D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP> texAddressV;
// Only works on Win32, all other platforms are "force-vsync"
void SetVSyncInterval(int interval); // one of the above VSYNC, or a higher number for multi-frame waits (could be useful for 30hz games)
};
#undef STATE1
#undef STATE2
extern DirectXState dxstate;
struct GLExtensions {
bool OES_depth24;
bool OES_packed_depth_stencil;
bool OES_depth_texture;
bool EXT_discard_framebuffer;
bool FBO_ARB;
};
extern GLExtensions gl_extensions;
void CheckGLExtensions();
};