void GSDevice10::StretchRect(Texture& st, const GSVector4& sr, Texture& dt, const GSVector4& dr, ID3D10PixelShader* ps, ID3D10Buffer* ps_cb, ID3D10BlendState* bs, bool linear) { BeginScene(); // om OMSetDepthStencilState(m_convert.dss, 0); OMSetBlendState(bs, 0); OMSetRenderTargets(dt, NULL); // ia float left = dr.x * 2 / dt.GetWidth() - 1.0f; float top = 1.0f - dr.y * 2 / dt.GetHeight(); float right = dr.z * 2 / dt.GetWidth() - 1.0f; float bottom = 1.0f - dr.w * 2 / dt.GetHeight(); GSVertexPT1 vertices[] = { {GSVector4(left, top, 0.5f, 1.0f), GSVector2(sr.x, sr.y)}, {GSVector4(right, top, 0.5f, 1.0f), GSVector2(sr.z, sr.y)}, {GSVector4(left, bottom, 0.5f, 1.0f), GSVector2(sr.x, sr.w)}, {GSVector4(right, bottom, 0.5f, 1.0f), GSVector2(sr.z, sr.w)}, }; D3D10_BOX box = {0, 0, 0, sizeof(vertices), 1, 1}; m_dev->UpdateSubresource(m_convert.vb, 0, &box, vertices, 0, 0); IASetVertexBuffer(m_convert.vb, sizeof(vertices[0])); IASetInputLayout(m_convert.il); IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); // vs VSSetShader(m_convert.vs, NULL); // gs GSSetShader(NULL); // ps PSSetShader(ps, ps_cb); PSSetSamplerState(linear ? m_convert.ln : m_convert.pt, NULL); PSSetShaderResources(st, NULL); // rs RSSet(dt.GetWidth(), dt.GetHeight()); // DrawPrimitive(countof(vertices)); // EndScene(); }
void GSDevice11::IASetVertexBuffer(const void* vertices, size_t stride, size_t count) { ASSERT(m_vertices.count == 0); if(count * stride > m_vertices.limit * m_vertices.stride) { m_vb_old = m_vb; m_vb = NULL; m_vertices.start = 0; m_vertices.count = 0; m_vertices.limit = std::max<int>(count * 3 / 2, 11000); } if(m_vb == NULL) { D3D11_BUFFER_DESC bd; memset(&bd, 0, sizeof(bd)); bd.Usage = D3D11_USAGE_DYNAMIC; bd.ByteWidth = m_vertices.limit * stride; bd.BindFlags = D3D11_BIND_VERTEX_BUFFER; bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; HRESULT hr; hr = m_dev->CreateBuffer(&bd, NULL, &m_vb); if(FAILED(hr)) return; } D3D11_MAP type = D3D11_MAP_WRITE_NO_OVERWRITE; if(m_vertices.start + count > m_vertices.limit || stride != m_vertices.stride) { m_vertices.start = 0; type = D3D11_MAP_WRITE_DISCARD; } D3D11_MAPPED_SUBRESOURCE m; if(SUCCEEDED(m_ctx->Map(m_vb, 0, type, 0, &m))) { GSVector4i::storent((uint8*)m.pData + m_vertices.start * stride, vertices, count * stride); m_ctx->Unmap(m_vb, 0); } m_vertices.count = count; m_vertices.stride = stride; IASetVertexBuffer(m_vb, stride); }
void GSDevice11::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, ID3D11BlendState* bs, bool linear) { BeginScene(); GSVector2i ds = dt->GetSize(); // om OMSetDepthStencilState(m_convert.dss, 0); OMSetBlendState(bs, 0); OMSetRenderTargets(dt, NULL); // ia float left = dr.x * 2 / ds.x - 1.0f; float top = 1.0f - dr.y * 2 / ds.y; float right = dr.z * 2 / ds.x - 1.0f; float bottom = 1.0f - dr.w * 2 / ds.y; GSVertexPT1 vertices[] = { {GSVector4(left, top, 0.5f, 1.0f), GSVector2(sr.x, sr.y)}, {GSVector4(right, top, 0.5f, 1.0f), GSVector2(sr.z, sr.y)}, {GSVector4(left, bottom, 0.5f, 1.0f), GSVector2(sr.x, sr.w)}, {GSVector4(right, bottom, 0.5f, 1.0f), GSVector2(sr.z, sr.w)}, }; IASetVertexBuffer(vertices, sizeof(vertices[0]), countof(vertices)); IASetInputLayout(m_convert.il); IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); // vs VSSetShader(m_convert.vs, NULL); // gs GSSetShader(NULL); // ps PSSetShaderResources(st, NULL); PSSetSamplerState(linear ? m_convert.ln : m_convert.pt, NULL); PSSetShader(ps, ps_cb); // DrawPrimitive(); // EndScene(); PSSetShaderResources(NULL, NULL); }
void GSDevice11::SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1 (&iaVertices)[4], bool datm) { const GSVector2i& size = rt->GetSize(); if(GSTexture* t = CreateRenderTarget(size.x, size.y, rt->IsMSAA())) { // sfex3 (after the capcom logo), vf4 (first menu fading in), ffxii shadows, rumble roses shadows, persona4 shadows BeginScene(); ClearStencil(ds, 0); // om OMSetDepthStencilState(m_date.dss, 1); OMSetBlendState(m_date.bs, 0); OMSetRenderTargets(t, ds); // ia IASetVertexBuffer(iaVertices, sizeof(iaVertices[0]), countof(iaVertices)); IASetInputLayout(m_convert.il); IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); // vs VSSetShader(m_convert.vs, NULL); // gs GSSetShader(NULL); // ps GSTexture* rt2 = rt->IsMSAA() ? Resolve(rt) : rt; PSSetShaderResources(rt2, NULL); PSSetSamplerState(m_convert.pt, NULL); PSSetShader(m_convert.ps[datm ? 2 : 3], NULL); // DrawPrimitive(); // EndScene(); Recycle(t); if(rt2 != rt) Recycle(rt2); } }
void GSDevice11::IAUnmapVertexBuffer() { m_ctx->Unmap(m_vb, 0); IASetVertexBuffer(m_vb, m_vertex.stride); }
void GSDevice11::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, ID3D11BlendState* bs, bool linear) { if(!sTex || !dTex) { ASSERT(0); return; } BeginScene(); GSVector2i ds = dTex->GetSize(); // om OMSetDepthStencilState(m_convert.dss, 0); OMSetBlendState(bs, 0); OMSetRenderTargets(dTex, NULL); // ia float left = dRect.x * 2 / ds.x - 1.0f; float top = 1.0f - dRect.y * 2 / ds.y; float right = dRect.z * 2 / ds.x - 1.0f; float bottom = 1.0f - dRect.w * 2 / ds.y; GSVertexPT1 vertices[] = { {GSVector4(left, top, 0.5f, 1.0f), GSVector2(sRect.x, sRect.y)}, {GSVector4(right, top, 0.5f, 1.0f), GSVector2(sRect.z, sRect.y)}, {GSVector4(left, bottom, 0.5f, 1.0f), GSVector2(sRect.x, sRect.w)}, {GSVector4(right, bottom, 0.5f, 1.0f), GSVector2(sRect.z, sRect.w)}, }; IASetVertexBuffer(vertices, sizeof(vertices[0]), countof(vertices)); IASetInputLayout(m_convert.il); IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); // vs VSSetShader(m_convert.vs, NULL); // gs /* NVIDIA HACK!!!! Not sure why, but having the Geometry shader disabled causes the strange stretching in recent drivers*/ GSSelector sel; //Don't use shading for stretching, we're just passing through - Note: With Win10 it seems to cause other bugs when shading is off if any of the coords is greater than 0 //I really don't know whats going on there, but this seems to resolve it mostly (if not all, not tester a lot of games, only BIOS, FFXII and VP2) //sel.iip = (sRect.y > 0.0f || sRect.w > 0.0f) ? 1 : 0; //sel.prim = 2; //Triangle Strip //SetupGS(sel); GSSetShader(NULL, NULL); /*END OF HACK*/ // // ps PSSetShaderResources(sTex, NULL); PSSetSamplerState(linear ? m_convert.ln : m_convert.pt, NULL); PSSetShader(ps, ps_cb); // DrawPrimitive(); // EndScene(); PSSetShaderResources(NULL, NULL); }
void GSDevice9::SetupIA(const void* vertices, int count, int prim) { IASetVertexBuffer(vertices, sizeof(GSVertexHW9), count); IASetPrimitiveTopology((D3DPRIMITIVETYPE)prim); }