Esempio n. 1
0
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);
}
Esempio n. 2
0
void GSRendererDX9::UpdateFBA(GSTexture* rt)
{
	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 o = GSVector4(-1.0f, 1.0f);

	GSVector4 src = ((m_vt.m_min.p.xyxy(m_vt.m_max.p) + o.xxyy()) * s.xyxy()).sat(o.zzyy());
	GSVector4 dst = src * 2.0f + o.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();
}
Esempio n. 3
0
void GSRendererDX9::SetupIA(const float& sx, const float& sy)
{
	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

		Lines2Sprites();

		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);
}