mirror of
https://github.com/libretro/pcsx2.git
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35081f922a
Gow uses 24 bits buffer, so only color is updated but blending is configured as Cd so it is a NOP In this case, we don't lookup the target in the texture cache. It reduces the complexity to handle depth which can be located at same address as RT Note: please test DX renderer
282 lines
5.8 KiB
C++
282 lines
5.8 KiB
C++
/*
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* Copyright (C) 2007-2009 Gabest
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* http://www.gabest.org
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*
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* This Program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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*
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* This Program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with GNU Make; see the file COPYING. If not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
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* http://www.gnu.org/copyleft/gpl.html
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*
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*/
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#include "stdafx.h"
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#include "GSRendererDX9.h"
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#include "GSCrc.h"
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#include "resource.h"
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GSRendererDX9::GSRendererDX9()
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: GSRendererDX(new GSTextureCache9(this))
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{
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}
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bool GSRendererDX9::CreateDevice(GSDevice* dev)
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{
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if(!__super::CreateDevice(dev))
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return false;
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//
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memset(&m_fba.dss, 0, sizeof(m_fba.dss));
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m_fba.dss.StencilEnable = true;
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m_fba.dss.StencilReadMask = 2;
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m_fba.dss.StencilWriteMask = 2;
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m_fba.dss.StencilFunc = D3DCMP_EQUAL;
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m_fba.dss.StencilPassOp = D3DSTENCILOP_ZERO;
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m_fba.dss.StencilFailOp = D3DSTENCILOP_ZERO;
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m_fba.dss.StencilDepthFailOp = D3DSTENCILOP_ZERO;
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m_fba.dss.StencilRef = 2;
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memset(&m_fba.bs, 0, sizeof(m_fba.bs));
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m_fba.bs.RenderTargetWriteMask = D3DCOLORWRITEENABLE_ALPHA;
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//
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return true;
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}
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void GSRendererDX9::SetupIA()
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{
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D3DPRIMITIVETYPE topology;
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switch(m_vt.m_primclass)
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{
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case GS_POINT_CLASS:
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topology = D3DPT_POINTLIST;
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break;
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case GS_LINE_CLASS:
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topology = D3DPT_LINELIST;
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if(PRIM->IIP == 0)
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{
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for(size_t i = 0, j = m_index.tail; i < j; i += 2)
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{
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uint32 tmp = m_index.buff[i + 0];
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m_index.buff[i + 0] = m_index.buff[i + 1];
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m_index.buff[i + 1] = tmp;
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}
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}
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break;
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case GS_TRIANGLE_CLASS:
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topology = D3DPT_TRIANGLELIST;
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if(PRIM->IIP == 0)
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{
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for(size_t i = 0, j = m_index.tail; i < j; i += 3)
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{
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uint32 tmp = m_index.buff[i + 0];
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m_index.buff[i + 0] = m_index.buff[i + 2];
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m_index.buff[i + 2] = tmp;
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}
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}
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break;
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case GS_SPRITE_CLASS:
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topology = D3DPT_TRIANGLELIST;
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// each sprite converted to quad needs twice the space
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while(m_vertex.tail * 2 > m_vertex.maxcount)
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{
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GrowVertexBuffer();
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}
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// assume vertices are tightly packed and sequentially indexed (it should be the case)
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if(m_vertex.next >= 2)
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{
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size_t count = m_vertex.next;
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int i = (int)count * 2 - 4;
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GSVertex* s = &m_vertex.buff[count - 2];
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GSVertex* q = &m_vertex.buff[count * 2 - 4];
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uint32* RESTRICT index = &m_index.buff[count * 3 - 6];
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for(; i >= 0; i -= 4, s -= 2, q -= 4, index -= 6)
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{
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GSVertex v0 = s[0];
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GSVertex v1 = s[1];
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v0.RGBAQ = v1.RGBAQ;
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v0.XYZ.Z = v1.XYZ.Z;
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v0.FOG = v1.FOG;
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q[0] = v0;
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q[3] = v1;
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// swap x, s, u
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uint16 x = v0.XYZ.X;
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v0.XYZ.X = v1.XYZ.X;
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v1.XYZ.X = x;
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float s = v0.ST.S;
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v0.ST.S = v1.ST.S;
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v1.ST.S = s;
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uint16 u = v0.U;
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v0.U = v1.U;
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v1.U = u;
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q[1] = v0;
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q[2] = v1;
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index[0] = i + 0;
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index[1] = i + 1;
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index[2] = i + 2;
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index[3] = i + 1;
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index[4] = i + 2;
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index[5] = i + 3;
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}
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m_vertex.head = m_vertex.tail = m_vertex.next = count * 2;
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m_index.tail = count * 3;
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}
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break;
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default:
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__assume(0);
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}
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GSDevice9* dev = (GSDevice9*)m_dev;
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(*dev)->SetRenderState(D3DRS_SHADEMODE, PRIM->IIP ? D3DSHADE_GOURAUD : D3DSHADE_FLAT); // TODO
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void* ptr = NULL;
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if(dev->IAMapVertexBuffer(&ptr, sizeof(GSVertexHW9), m_vertex.next))
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{
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GSVertex* RESTRICT s = (GSVertex*)m_vertex.buff;
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GSVertexHW9* RESTRICT d = (GSVertexHW9*)ptr;
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for(uint32 i = 0; i < m_vertex.next; i++, s++, d++)
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{
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GSVector4 p = GSVector4(GSVector4i::load(s->XYZ.u32[0]).upl16());
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if(PRIM->TME && !PRIM->FST)
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{
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p = p.xyxy(GSVector4((float)s->XYZ.Z, s->RGBAQ.Q));
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}
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else
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{
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p = p.xyxy(GSVector4::load((float)s->XYZ.Z));
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}
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GSVector4 t = GSVector4::zero();
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if(PRIM->TME)
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{
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if(PRIM->FST)
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{
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if(UserHacks_WildHack && !isPackedUV_HackFlag)
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{
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t = GSVector4(GSVector4i::load(s->UV & 0x3FEF3FEF).upl16());
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//printf("GSDX: %08X | D3D9(%d) %s\n", s->UV & 0x3FEF3FEF, m_vertex.next, i == 0 ? "*" : "");
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}
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else
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{
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t = GSVector4(GSVector4i::load(s->UV).upl16());
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}
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}
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else
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{
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t = GSVector4::loadl(&s->ST);
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}
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}
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t = t.xyxy(GSVector4::cast(GSVector4i(s->RGBAQ.u32[0], s->FOG)));
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d->p = p;
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d->t = t;
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}
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dev->IAUnmapVertexBuffer();
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}
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dev->IASetIndexBuffer(m_index.buff, m_index.tail);
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dev->IASetPrimitiveTopology(topology);
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}
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void GSRendererDX9::UpdateFBA(GSTexture* rt)
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{
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if (!rt)
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return;
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GSDevice9* dev = (GSDevice9*)m_dev;
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dev->BeginScene();
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// om
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dev->OMSetDepthStencilState(&m_fba.dss);
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dev->OMSetBlendState(&m_fba.bs, 0);
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// ia
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GSVector4 s = GSVector4(rt->GetScale().x / rt->GetWidth(), rt->GetScale().y / rt->GetHeight());
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GSVector4 off = GSVector4(-1.0f, 1.0f);
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GSVector4 src = ((m_vt.m_min.p.xyxy(m_vt.m_max.p) + off.xxyy()) * s.xyxy()).sat(off.zzyy());
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GSVector4 dst = src * 2.0f + off.xxxx();
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GSVertexPT1 vertices[] =
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{
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{GSVector4(dst.x, -dst.y, 0.5f, 1.0f), GSVector2(0, 0)},
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{GSVector4(dst.z, -dst.y, 0.5f, 1.0f), GSVector2(0, 0)},
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{GSVector4(dst.x, -dst.w, 0.5f, 1.0f), GSVector2(0, 0)},
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{GSVector4(dst.z, -dst.w, 0.5f, 1.0f), GSVector2(0, 0)},
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};
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dev->IASetVertexBuffer(vertices, sizeof(vertices[0]), countof(vertices));
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dev->IASetInputLayout(dev->m_convert.il);
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dev->IASetPrimitiveTopology(D3DPT_TRIANGLESTRIP);
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// vs
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dev->VSSetShader(dev->m_convert.vs, NULL, 0);
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// ps
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dev->PSSetShader(dev->m_convert.ps[4], NULL, 0);
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//
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dev->DrawPrimitive();
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//
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dev->EndScene();
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}
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