mirror of
https://github.com/hrydgard/ppsspp.git
synced 2025-03-02 19:16:56 +00:00
510 lines
11 KiB
C++
510 lines
11 KiB
C++
#pragma once
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#include <functional>
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#include <string.h>
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#include "gfx/d3d9_shader.h"
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namespace DX9 {
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// TODO: Get rid of these somehow.
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extern LPDIRECT3DDEVICE9 pD3Ddevice;
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extern LPDIRECT3DDEVICE9EX pD3DdeviceEx;
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class DirectXState {
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private:
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template<D3DRENDERSTATETYPE cap, bool init>
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class BoolState {
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bool _value;
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public:
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BoolState() : _value(init) {
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DirectXState::state_count++;
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}
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inline void set(bool value) {
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if (_value != value) {
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_value = value;
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restore();
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}
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}
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void force(bool value) {
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bool old = _value;
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set(value);
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_value = old;
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}
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inline void enable() {
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set(true);
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}
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inline void disable() {
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set(false);
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}
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operator bool() const {
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return isset();
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}
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inline bool isset() {
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return _value;
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}
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void restore() {
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pD3Ddevice->SetRenderState(cap, _value);
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}
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};
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template<D3DRENDERSTATETYPE state1, DWORD p1def>
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class DxState1 {
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D3DRENDERSTATETYPE _state1;
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DWORD p1;
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public:
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DxState1() : _state1(state1), p1(p1def) {
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DirectXState::state_count++;
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}
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inline void set(DWORD newp1) {
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if (p1 != newp1) {
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p1 = newp1;
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restore();
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}
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}
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void force(DWORD newp1) {
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DWORD old = p1;
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set(newp1);
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p1 = old;
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}
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void restore() {
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pD3Ddevice->SetRenderState(_state1, p1);
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}
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};
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template<D3DSAMPLERSTATETYPE state1, DWORD p1def>
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class DxSampler0State1 {
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D3DSAMPLERSTATETYPE _state1;
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DWORD p1;
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public:
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DxSampler0State1() : _state1(state1), p1(p1def) {
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DirectXState::state_count++;
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}
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inline void set(DWORD newp1) {
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if (p1 != newp1) {
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p1 = newp1;
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restore();
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}
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}
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void force(DWORD newp1) {
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DWORD old = p1;
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set(newp1);
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p1 = old;
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}
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void restore() {
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pD3Ddevice->SetSamplerState(0, _state1, p1);
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}
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};
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// Can't have FLOAT template parameters...
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template<D3DSAMPLERSTATETYPE state1, DWORD p1def>
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class DxSampler0State1Float {
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D3DSAMPLERSTATETYPE _state1;
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union {
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FLOAT p1;
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DWORD p1d;
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};
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public:
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DxSampler0State1Float() : _state1(state1), p1d(p1def) {
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DirectXState::state_count++;
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}
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inline void set(FLOAT newp1) {
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if (p1 != newp1) {
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p1 = newp1;
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restore();
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}
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}
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void force(FLOAT newp1) {
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FLOAT old = p1;
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set(newp1);
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p1 = old;
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}
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void restore() {
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pD3Ddevice->SetSamplerState(0, _state1, p1d);
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}
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};
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template<D3DRENDERSTATETYPE state1, DWORD p1def, D3DRENDERSTATETYPE state2, DWORD p2def>
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class DxState2 {
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D3DRENDERSTATETYPE _state1;
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D3DRENDERSTATETYPE _state2;
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DWORD p1;
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DWORD p2;
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public:
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DxState2() : _state1(state1),_state2(state2), p1(p1def), p2(p2def) {
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DirectXState::state_count++;
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}
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inline void set(DWORD newp1, DWORD newp2) {
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if (p1 != newp1) {
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p1 = newp1;
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pD3Ddevice->SetRenderState(_state1, p1);
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}
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if (p2 != newp2) {
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p2 = newp2;
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pD3Ddevice->SetRenderState(_state2, p2);
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}
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}
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void force(DWORD newp1, DWORD newp2) {
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DWORD old1 = p1;
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DWORD old2 = p2;
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set(newp1, newp2);
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p1 = old1;
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p2 = old2;
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}
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void restore() {
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pD3Ddevice->SetRenderState(_state1, p1);
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pD3Ddevice->SetRenderState(_state2, p2);
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}
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};
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template<D3DRENDERSTATETYPE state1, DWORD p1def, D3DRENDERSTATETYPE state2, DWORD p2def, D3DRENDERSTATETYPE state3, DWORD p3def>
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class DxState3 {
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D3DRENDERSTATETYPE _state1;
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D3DRENDERSTATETYPE _state2;
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D3DRENDERSTATETYPE _state3;
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DWORD p1;
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DWORD p2;
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DWORD p3;
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public:
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DxState3() : _state1(state1),_state2(state2), _state3(state3),
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p1(p1def), p2(p2def), p3(p3def) {
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}
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inline void set(DWORD newp1, DWORD newp2, DWORD newp3) {
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if (p1 != newp1) {
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p1 = newp1;
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pD3Ddevice->SetRenderState(_state1, p1);
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}
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if (p2 != newp2) {
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p2 = newp2;
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pD3Ddevice->SetRenderState(_state2, p2);
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}
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if (p3 != newp3) {
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p3 = newp3;
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pD3Ddevice->SetRenderState(_state3, p3);
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}
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}
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void force(DWORD newp1, DWORD newp2, DWORD newp3) {
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DWORD old1 = p1;
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DWORD old2 = p2;
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DWORD old3 = p3;
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set(newp1, newp2, newp3);
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p1 = old1;
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p2 = old2;
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p3 = old3;
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}
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void restore() {
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pD3Ddevice->SetRenderState(_state1, p1);
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pD3Ddevice->SetRenderState(_state2, p2);
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pD3Ddevice->SetRenderState(_state3, p3);
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}
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};
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template<D3DRENDERSTATETYPE state1, DWORD p1def, D3DRENDERSTATETYPE state2, DWORD p2def, D3DRENDERSTATETYPE state3, DWORD p3def, D3DRENDERSTATETYPE state4, DWORD p4def>
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class DxState4 {
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D3DRENDERSTATETYPE _state1;
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D3DRENDERSTATETYPE _state2;
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D3DRENDERSTATETYPE _state3;
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D3DRENDERSTATETYPE _state4;
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DWORD p1;
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DWORD p2;
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DWORD p3;
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DWORD p4;
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public:
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DxState4() : _state1(state1), _state2(state2), _state3(state3), _state4(state4),
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p1(p1def), p2(p2def), p3(p3def), p4(p4def) {
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}
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inline void set(DWORD newp1, DWORD newp2, DWORD newp3, DWORD newp4) {
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if (p1 != newp1) {
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p1 = newp1;
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pD3Ddevice->SetRenderState(_state1, p1);
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}
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if (p2 != newp2) {
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p2 = newp2;
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pD3Ddevice->SetRenderState(_state2, p2);
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}
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if (p3 != newp3) {
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p3 = newp3;
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pD3Ddevice->SetRenderState(_state3, p3);
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}
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if (p4 != newp4) {
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p4 = newp4;
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pD3Ddevice->SetRenderState(_state4, p4);
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}
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}
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void force(DWORD newp1, DWORD newp2, DWORD newp3, DWORD newp4) {
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DWORD old1 = p1;
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DWORD old2 = p2;
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DWORD old3 = p3;
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DWORD old4 = p4;
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set(newp1, newp2, newp3, newp4);
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p1 = old1;
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p2 = old2;
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p3 = old3;
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p4 = old4;
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}
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void restore() {
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pD3Ddevice->SetRenderState(_state1, p1);
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pD3Ddevice->SetRenderState(_state2, p2);
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pD3Ddevice->SetRenderState(_state3, p3);
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pD3Ddevice->SetRenderState(_state3, p4);
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}
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};
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class SavedBlendFactor {
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DWORD c;
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public:
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SavedBlendFactor() {
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c = 0xFFFFFFFF;
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DirectXState::state_count++;
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}
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inline void set(const float v[4]) {
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DWORD newc = D3DCOLOR_COLORVALUE(v[0], v[1], v[2], v[3]);
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if (c != newc) {
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c = newc;
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restore();
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}
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}
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void setDWORD(DWORD newc) {
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newc = ((newc >> 8) & 0xff) | (newc & 0xff00ff00) | ((newc << 16) & 0xff0000); // ARGB -> ABGR fix
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if (c != newc) {
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c = newc;
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restore();
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}
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}
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void force(const float v[4]) {
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DWORD old = c;
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set(v);
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c = old;
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}
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inline void restore() {
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pD3Ddevice->SetRenderState(D3DRS_BLENDFACTOR, c);
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}
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};
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class SavedColorMask {
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DWORD mask;
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public:
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SavedColorMask() {
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mask = D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_ALPHA;
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DirectXState::state_count++;
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}
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inline void set(bool r, bool g, bool b, bool a) {
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DWORD newmask = 0;
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if (r) {
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newmask |= D3DCOLORWRITEENABLE_RED;
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}
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if (g) {
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newmask |= D3DCOLORWRITEENABLE_GREEN;
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}
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if (b) {
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newmask |= D3DCOLORWRITEENABLE_BLUE;
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}
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if (a) {
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newmask |= D3DCOLORWRITEENABLE_ALPHA;
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}
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if (mask != newmask) {
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mask = newmask;
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restore();
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}
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}
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void force(bool r, bool g, bool b, bool a) {
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DWORD old = mask;
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set(r, g, b, a);
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mask = old;
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}
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inline void restore() {
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pD3Ddevice->SetRenderState(D3DRS_COLORWRITEENABLE, mask);
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}
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};
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class BoolUnused {
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public:
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BoolUnused() {
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DirectXState::state_count++;
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}
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inline void set(bool) {
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// Nothing.
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}
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void force(bool) {
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// Nothing.
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}
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inline void restore() {
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// Nothing.
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}
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inline void enable() {
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set(true);
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}
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inline void disable() {
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set(false);
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}
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};
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class StateVp {
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D3DVIEWPORT9 viewport;
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public:
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StateVp() {
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memset(&viewport, 0, sizeof(viewport));
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// It's an error if w/h is zero, so let's start with something that can work.
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viewport.Width = 1;
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viewport.Height = 1;
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}
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inline void set(int x, int y, int w, int h, float n = 0.f, float f = 1.f) {
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D3DVIEWPORT9 newviewport;
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newviewport.X = x;
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newviewport.Y = y;
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newviewport.Width = w;
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newviewport.Height = h;
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newviewport.MinZ = n;
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newviewport.MaxZ = f;
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if (memcmp(&viewport, &newviewport, sizeof(viewport)) != 0) {
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viewport = newviewport;
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restore();
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}
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}
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void force(int x, int y, int w, int h, float n = 0.f, float f = 1.f) {
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D3DVIEWPORT9 old = viewport;
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set(x, y, w, h, n, f);
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viewport = old;
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}
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inline void restore() {
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pD3Ddevice->SetViewport(&viewport);
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}
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};
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class StateScissor {
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RECT rect;
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public:
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inline void set(int x1, int y1, int x2, int y2) {
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RECT newrect = {x1, y1, x2, y2};
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if (memcmp(&rect, &newrect, sizeof(rect))) {
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rect = newrect;
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restore();
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}
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}
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void force(int x1, int y1, int x2, int y2) {
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RECT old = rect;
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set(x1, y1, x2, y2);
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rect = old;
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}
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inline void restore() {
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pD3Ddevice->SetScissorRect(&rect);
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}
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};
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class CullMode {
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DWORD cull;
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public:
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CullMode() : cull (D3DCULL_NONE) {
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}
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inline void set(int wantcull, int cullmode) {
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DWORD newcull;
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if (!wantcull) {
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// disable
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newcull = D3DCULL_NONE;
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} else {
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// add front face ...
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newcull = cullmode==0 ? D3DCULL_CW:D3DCULL_CCW;
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}
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if (cull != newcull) {
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cull = newcull;
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restore();
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}
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}
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void force(int wantcull, int cullmode) {
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DWORD old = cull;
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set(wantcull, cullmode);
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cull = old;
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}
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inline void restore() {
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pD3Ddevice->SetRenderState(D3DRS_CULLMODE, cull);
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}
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};
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bool initialized;
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public:
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static int state_count;
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DirectXState() : initialized(false) {}
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void Initialize();
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void Restore();
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// When adding a state here, don't forget to add it to DirectxState::Restore() too
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BoolState<D3DRS_ALPHABLENDENABLE, false> blend;
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BoolState<D3DRS_SEPARATEALPHABLENDENABLE, false> blendSeparate;
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DxState4<D3DRS_SRCBLEND, D3DBLEND_SRCALPHA, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA, D3DRS_SRCBLENDALPHA, D3DBLEND_ONE, D3DRS_DESTBLENDALPHA, D3DBLEND_ZERO> blendFunc;
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DxState2<D3DRS_BLENDOP, D3DBLENDOP_ADD, D3DRS_BLENDOPALPHA, D3DBLENDOP_ADD> blendEquation;
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SavedBlendFactor blendColor;
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BoolState<D3DRS_SCISSORTESTENABLE, false> scissorTest;
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BoolUnused dither;
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CullMode cullMode;
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DxState1<D3DRS_SHADEMODE, D3DSHADE_GOURAUD> shadeMode;
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BoolState<D3DRS_ZENABLE, false> depthTest;
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DxState1<D3DRS_ALPHAFUNC, D3DCMP_ALWAYS> alphaTestFunc;
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DxState1<D3DRS_ALPHAREF, 0> alphaTestRef;
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BoolState<D3DRS_ALPHATESTENABLE, false> alphaTest;
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DxState1<D3DRS_ZFUNC, D3DCMP_LESSEQUAL> depthFunc;
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DxState1<D3DRS_ZWRITEENABLE, TRUE> depthWrite;
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SavedColorMask colorMask;
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StateVp viewport;
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StateScissor scissorRect;
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BoolState<D3DRS_STENCILENABLE, false> stencilTest;
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DxState3<D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP, D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP, D3DRS_STENCILPASS, D3DSTENCILOP_KEEP> stencilOp;
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DxState3<D3DRS_STENCILFUNC, D3DCMP_ALWAYS, D3DRS_STENCILREF, 0, D3DRS_STENCILMASK, 0xFFFFFFFF> stencilFunc;
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DxState1<D3DRS_STENCILWRITEMASK, 0xFFFFFFFF> stencilMask;
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DxSampler0State1<D3DSAMP_MINFILTER, D3DTEXF_POINT> texMinFilter;
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DxSampler0State1<D3DSAMP_MAGFILTER, D3DTEXF_POINT> texMagFilter;
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DxSampler0State1<D3DSAMP_MIPFILTER, D3DTEXF_NONE> texMipFilter;
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DxSampler0State1Float<D3DSAMP_MIPMAPLODBIAS, 0> texMipLodBias;
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DxSampler0State1<D3DSAMP_MAXMIPLEVEL, 0> texMaxMipLevel;
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DxSampler0State1<D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP> texAddressU;
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DxSampler0State1<D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP> texAddressV;
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// Only works on Win32, all other platforms are "force-vsync"
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void SetVSyncInterval(int interval); // one of the above VSYNC, or a higher number for multi-frame waits (could be useful for 30hz games)
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};
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#undef STATE1
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#undef STATE2
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extern DirectXState dxstate;
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struct GLExtensions {
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bool OES_depth24;
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bool OES_packed_depth_stencil;
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bool OES_depth_texture;
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bool EXT_discard_framebuffer;
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bool FBO_ARB;
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};
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extern GLExtensions gl_extensions;
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void CheckGLExtensions();
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};
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