Example #1
0
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();
}
Example #2
0
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);
}
Example #3
0
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);
}
Example #4
0
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);
	}
}
Example #5
0
void GSDevice11::IAUnmapVertexBuffer()
{
	m_ctx->Unmap(m_vb, 0);

	IASetVertexBuffer(m_vb, m_vertex.stride);
}
Example #6
0
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);
}
Example #7
0
void GSDevice9::SetupIA(const void* vertices, int count, int prim)
{
	IASetVertexBuffer(vertices, sizeof(GSVertexHW9), count);
	IASetPrimitiveTopology((D3DPRIMITIVETYPE)prim);
}