mirror of
https://github.com/libretro/pcsx2.git
synced 2024-12-20 16:58:08 +00:00
282 lines
5.8 KiB
C++
282 lines
5.8 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, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
|
|
* http://www.gnu.org/copyleft/gpl.html
|
|
*
|
|
*/
|
|
|
|
#include "stdafx.h"
|
|
#include "GSRendererDX9.h"
|
|
#include "GSCrc.h"
|
|
#include "resource.h"
|
|
|
|
GSRendererDX9::GSRendererDX9()
|
|
: GSRendererDX(new GSTextureCache9(this))
|
|
{
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
void GSRendererDX9::SetupIA()
|
|
{
|
|
D3DPRIMITIVETYPE topology;
|
|
|
|
switch(m_vt.m_primclass)
|
|
{
|
|
case GS_POINT_CLASS:
|
|
|
|
topology = D3DPT_POINTLIST;
|
|
|
|
break;
|
|
|
|
case GS_LINE_CLASS:
|
|
|
|
topology = D3DPT_LINELIST;
|
|
|
|
if(PRIM->IIP == 0)
|
|
{
|
|
for(size_t i = 0, j = m_index.tail; i < j; i += 2)
|
|
{
|
|
uint32 tmp = m_index.buff[i + 0];
|
|
m_index.buff[i + 0] = m_index.buff[i + 1];
|
|
m_index.buff[i + 1] = tmp;
|
|
}
|
|
}
|
|
|
|
break;
|
|
|
|
case GS_TRIANGLE_CLASS:
|
|
|
|
topology = D3DPT_TRIANGLELIST;
|
|
|
|
if(PRIM->IIP == 0)
|
|
{
|
|
for(size_t i = 0, j = m_index.tail; i < j; i += 3)
|
|
{
|
|
uint32 tmp = m_index.buff[i + 0];
|
|
m_index.buff[i + 0] = m_index.buff[i + 2];
|
|
m_index.buff[i + 2] = tmp;
|
|
}
|
|
}
|
|
|
|
break;
|
|
|
|
case GS_SPRITE_CLASS:
|
|
|
|
topology = D3DPT_TRIANGLELIST;
|
|
|
|
// each sprite converted to quad needs twice the space
|
|
|
|
while(m_vertex.tail * 2 > m_vertex.maxcount)
|
|
{
|
|
GrowVertexBuffer();
|
|
}
|
|
|
|
// assume vertices are tightly packed and sequentially indexed (it should be the case)
|
|
|
|
if(m_vertex.next >= 2)
|
|
{
|
|
size_t count = m_vertex.next;
|
|
|
|
int i = (int)count * 2 - 4;
|
|
GSVertex* s = &m_vertex.buff[count - 2];
|
|
GSVertex* q = &m_vertex.buff[count * 2 - 4];
|
|
uint32* RESTRICT index = &m_index.buff[count * 3 - 6];
|
|
|
|
for(; i >= 0; i -= 4, s -= 2, q -= 4, index -= 6)
|
|
{
|
|
GSVertex v0 = s[0];
|
|
GSVertex v1 = s[1];
|
|
|
|
v0.RGBAQ = v1.RGBAQ;
|
|
v0.XYZ.Z = v1.XYZ.Z;
|
|
v0.FOG = v1.FOG;
|
|
|
|
q[0] = v0;
|
|
q[3] = v1;
|
|
|
|
// swap x, s, u
|
|
|
|
uint16 x = v0.XYZ.X;
|
|
v0.XYZ.X = v1.XYZ.X;
|
|
v1.XYZ.X = x;
|
|
|
|
float s = v0.ST.S;
|
|
v0.ST.S = v1.ST.S;
|
|
v1.ST.S = s;
|
|
|
|
uint16 u = v0.U;
|
|
v0.U = v1.U;
|
|
v1.U = u;
|
|
|
|
q[1] = v0;
|
|
q[2] = v1;
|
|
|
|
index[0] = i + 0;
|
|
index[1] = i + 1;
|
|
index[2] = i + 2;
|
|
index[3] = i + 1;
|
|
index[4] = i + 2;
|
|
index[5] = i + 3;
|
|
}
|
|
|
|
m_vertex.head = m_vertex.tail = m_vertex.next = count * 2;
|
|
m_index.tail = count * 3;
|
|
}
|
|
|
|
break;
|
|
|
|
default:
|
|
__assume(0);
|
|
}
|
|
|
|
GSDevice9* dev = (GSDevice9*)m_dev;
|
|
|
|
(*dev)->SetRenderState(D3DRS_SHADEMODE, PRIM->IIP ? D3DSHADE_GOURAUD : D3DSHADE_FLAT); // TODO
|
|
|
|
void* ptr = NULL;
|
|
|
|
if(dev->IAMapVertexBuffer(&ptr, sizeof(GSVertexHW9), m_vertex.next))
|
|
{
|
|
GSVertex* RESTRICT s = (GSVertex*)m_vertex.buff;
|
|
GSVertexHW9* RESTRICT d = (GSVertexHW9*)ptr;
|
|
|
|
for(uint32 i = 0; i < m_vertex.next; i++, s++, d++)
|
|
{
|
|
GSVector4 p = GSVector4(GSVector4i::load(s->XYZ.u32[0]).upl16());
|
|
|
|
if(PRIM->TME && !PRIM->FST)
|
|
{
|
|
p = p.xyxy(GSVector4((float)s->XYZ.Z, s->RGBAQ.Q));
|
|
}
|
|
else
|
|
{
|
|
p = p.xyxy(GSVector4::load((float)s->XYZ.Z));
|
|
}
|
|
|
|
GSVector4 t = GSVector4::zero();
|
|
|
|
if(PRIM->TME)
|
|
{
|
|
if(PRIM->FST)
|
|
{
|
|
if(UserHacks_WildHack && !isPackedUV_HackFlag)
|
|
{
|
|
t = GSVector4(GSVector4i::load(s->UV & 0x3FEF3FEF).upl16());
|
|
//printf("GSDX: %08X | D3D9(%d) %s\n", s->UV & 0x3FEF3FEF, m_vertex.next, i == 0 ? "*" : "");
|
|
}
|
|
else
|
|
{
|
|
t = GSVector4(GSVector4i::load(s->UV).upl16());
|
|
}
|
|
}
|
|
else
|
|
{
|
|
t = GSVector4::loadl(&s->ST);
|
|
}
|
|
}
|
|
|
|
t = t.xyxy(GSVector4::cast(GSVector4i(s->RGBAQ.u32[0], s->FOG)));
|
|
|
|
d->p = p;
|
|
d->t = t;
|
|
}
|
|
|
|
dev->IAUnmapVertexBuffer();
|
|
}
|
|
|
|
dev->IASetIndexBuffer(m_index.buff, m_index.tail);
|
|
|
|
dev->IASetPrimitiveTopology(topology);
|
|
}
|
|
|
|
void GSRendererDX9::UpdateFBA(GSTexture* rt)
|
|
{
|
|
if (!rt)
|
|
return;
|
|
|
|
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 off = GSVector4(-1.0f, 1.0f);
|
|
|
|
GSVector4 src = ((m_vt.m_min.p.xyxy(m_vt.m_max.p) + off.xxyy()) * s.xyxy()).sat(off.zzyy());
|
|
GSVector4 dst = src * 2.0f + off.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();
|
|
}
|