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D3D11: Use blending state from VideoCommon
This commit is contained in:
parent
c90b0bf532
commit
5c9bc8b79c
@ -3,6 +3,7 @@
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <array>
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#include "Common/BitSet.h"
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#include "Common/CommonTypes.h"
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@ -351,72 +352,51 @@ ID3D11SamplerState* StateCache::Get(SamplerState state)
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return res;
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}
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ID3D11BlendState* StateCache::Get(BlendState state)
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ID3D11BlendState* StateCache::Get(BlendingState state)
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{
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if (!state.blend_enable)
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{
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state.src_blend = D3D11_BLEND_ONE;
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state.dst_blend = D3D11_BLEND_ZERO;
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state.blend_op = D3D11_BLEND_OP_ADD;
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state.use_dst_alpha = false;
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}
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auto it = m_blend.find(state.packed);
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auto it = m_blend.find(state.hex);
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if (it != m_blend.end())
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return it->second;
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D3D11_BLEND_DESC blenddc = CD3D11_BLEND_DESC(CD3D11_DEFAULT());
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D3D11_BLEND_DESC desc = {};
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desc.AlphaToCoverageEnable = FALSE;
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desc.IndependentBlendEnable = FALSE;
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blenddc.AlphaToCoverageEnable = FALSE;
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blenddc.IndependentBlendEnable = FALSE;
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blenddc.RenderTarget[0].BlendEnable = state.blend_enable;
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blenddc.RenderTarget[0].RenderTargetWriteMask = (u32)state.write_mask;
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blenddc.RenderTarget[0].SrcBlend = state.src_blend;
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blenddc.RenderTarget[0].DestBlend = state.dst_blend;
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blenddc.RenderTarget[0].BlendOp = state.blend_op;
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blenddc.RenderTarget[0].SrcBlendAlpha = state.src_blend;
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blenddc.RenderTarget[0].DestBlendAlpha = state.dst_blend;
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blenddc.RenderTarget[0].BlendOpAlpha = state.blend_op;
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D3D11_RENDER_TARGET_BLEND_DESC& tdesc = desc.RenderTarget[0];
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tdesc.BlendEnable = state.blendenable;
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if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_SRC_COLOR)
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blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC1_ALPHA;
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else if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_INV_SRC_COLOR)
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blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
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else if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_DEST_COLOR)
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blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_DEST_ALPHA;
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else if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_INV_DEST_COLOR)
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blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
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if (state.colorupdate)
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tdesc.RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN |
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D3D11_COLOR_WRITE_ENABLE_BLUE;
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else
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blenddc.RenderTarget[0].SrcBlendAlpha = blenddc.RenderTarget[0].SrcBlend;
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tdesc.RenderTargetWriteMask = 0;
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if (state.alphaupdate)
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tdesc.RenderTargetWriteMask |= D3D11_COLOR_WRITE_ENABLE_ALPHA;
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if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_SRC_COLOR)
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blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_SRC1_ALPHA;
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else if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_INV_SRC_COLOR)
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blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
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else if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_DEST_COLOR)
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blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_DEST_ALPHA;
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else if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_INV_DEST_COLOR)
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blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
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else
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blenddc.RenderTarget[0].DestBlendAlpha = blenddc.RenderTarget[0].DestBlend;
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static constexpr std::array<D3D11_BLEND, 8> src_factors = {
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{D3D11_BLEND_ZERO, D3D11_BLEND_ONE, D3D11_BLEND_DEST_COLOR, D3D11_BLEND_INV_DEST_COLOR,
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D3D11_BLEND_SRC1_ALPHA, D3D11_BLEND_INV_SRC1_ALPHA, D3D11_BLEND_DEST_ALPHA,
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D3D11_BLEND_INV_DEST_ALPHA}};
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static constexpr std::array<D3D11_BLEND, 8> dst_factors = {
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{D3D11_BLEND_ZERO, D3D11_BLEND_ONE, D3D11_BLEND_SRC_COLOR, D3D11_BLEND_INV_SRC_COLOR,
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D3D11_BLEND_SRC1_ALPHA, D3D11_BLEND_INV_SRC1_ALPHA, D3D11_BLEND_DEST_ALPHA,
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D3D11_BLEND_INV_DEST_ALPHA}};
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if (state.use_dst_alpha)
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{
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blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
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blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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blenddc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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}
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tdesc.SrcBlend = src_factors[state.srcfactor];
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tdesc.SrcBlendAlpha = src_factors[state.srcfactoralpha];
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tdesc.DestBlend = dst_factors[state.dstfactor];
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tdesc.DestBlendAlpha = dst_factors[state.dstfactoralpha];
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tdesc.BlendOp = state.subtract ? D3D11_BLEND_OP_REV_SUBTRACT : D3D11_BLEND_OP_ADD;
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tdesc.BlendOpAlpha = state.subtractAlpha ? D3D11_BLEND_OP_REV_SUBTRACT : D3D11_BLEND_OP_ADD;
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ID3D11BlendState* res = nullptr;
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HRESULT hr = D3D::device->CreateBlendState(&blenddc, &res);
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HRESULT hr = D3D::device->CreateBlendState(&desc, &res);
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if (FAILED(hr))
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PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__);
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D3D::SetDebugObjectName(res, "blend state used to emulate the GX pipeline");
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m_blend.emplace(state.packed, res);
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m_blend.emplace(state.hex, res);
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return res;
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}
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@ -12,7 +12,7 @@
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#include "Common/BitField.h"
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#include "Common/CommonTypes.h"
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/RenderState.h"
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struct ID3D11BlendState;
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struct ID3D11DepthStencilState;
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@ -27,18 +27,6 @@ union RasterizerState
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u32 packed;
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};
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union BlendState
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{
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BitField<0, 1, u32> blend_enable;
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BitField<1, 3, D3D11_BLEND_OP> blend_op;
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BitField<4, 4, u32> write_mask;
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BitField<8, 5, D3D11_BLEND> src_blend;
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BitField<13, 5, D3D11_BLEND> dst_blend;
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BitField<18, 1, u32> use_dst_alpha;
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u32 packed;
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};
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union SamplerState
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{
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BitField<0, 3, u64> min_filter;
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@ -59,7 +47,7 @@ public:
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// Get existing or create new render state.
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// Returned objects is owned by the cache and does not need to be released.
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ID3D11SamplerState* Get(SamplerState state);
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ID3D11BlendState* Get(BlendState state);
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ID3D11BlendState* Get(BlendingState state);
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ID3D11RasterizerState* Get(RasterizerState state);
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ID3D11DepthStencilState* Get(ZMode state);
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@ -36,6 +36,7 @@
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#include "VideoCommon/OnScreenDisplay.h"
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#include "VideoCommon/PixelEngine.h"
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#include "VideoCommon/PixelShaderManager.h"
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#include "VideoCommon/RenderState.h"
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#include "VideoCommon/SamplerCommon.h"
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#include "VideoCommon/VideoBackendBase.h"
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#include "VideoCommon/VideoConfig.h"
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@ -58,7 +59,7 @@ typedef struct _Nv_Stereo_Image_Header
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struct GXPipelineState
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{
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std::array<SamplerState, 8> samplers;
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BlendState blend;
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BlendingState blend;
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ZMode zmode;
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RasterizerState raster;
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};
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@ -247,17 +248,8 @@ Renderer::Renderer() : ::Renderer(D3D::GetBackBufferWidth(), D3D::GetBackBufferH
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SetupDeviceObjects();
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// Setup GX pipeline state
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s_gx_state.blend.blend_enable = false;
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s_gx_state.blend.write_mask = D3D11_COLOR_WRITE_ENABLE_ALL;
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s_gx_state.blend.src_blend = D3D11_BLEND_ONE;
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s_gx_state.blend.dst_blend = D3D11_BLEND_ZERO;
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s_gx_state.blend.blend_op = D3D11_BLEND_OP_ADD;
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s_gx_state.blend.use_dst_alpha = false;
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for (auto& sampler : s_gx_state.samplers)
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{
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sampler.packed = 0;
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}
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s_gx_state.zmode.testenable = false;
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s_gx_state.zmode.updateenable = false;
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@ -329,21 +321,6 @@ void Renderer::SetScissorRect(const EFBRectangle& rc)
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D3D::context->RSSetScissorRects(1, trc.AsRECT());
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}
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void Renderer::SetColorMask()
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{
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// Only enable alpha channel if it's supported by the current EFB format
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UINT8 color_mask = 0;
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if (bpmem.alpha_test.TestResult() != AlphaTest::FAIL)
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{
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if (bpmem.blendmode.alphaupdate && (bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24))
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color_mask = D3D11_COLOR_WRITE_ENABLE_ALPHA;
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if (bpmem.blendmode.colorupdate)
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color_mask |= D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN |
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D3D11_COLOR_WRITE_ENABLE_BLUE;
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}
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s_gx_state.blend.write_mask = color_mask;
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}
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// This function allows the CPU to directly access the EFB.
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// There are EFB peeks (which will read the color or depth of a pixel)
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// and EFB pokes (which will change the color or depth of a pixel).
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@ -665,44 +642,9 @@ void Renderer::ReinterpretPixelData(unsigned int convtype)
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void Renderer::SetBlendMode(bool forceUpdate)
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{
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// Our render target always uses an alpha channel, so we need to override the blend functions to
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// assume a destination alpha of 1 if the render target isn't supposed to have an alpha channel
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// Example: D3DBLEND_DESTALPHA needs to be D3DBLEND_ONE since the result without an alpha channel
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// is assumed to always be 1.
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bool target_has_alpha = bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24;
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const std::array<D3D11_BLEND, 8> d3d_src_factors{{
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D3D11_BLEND_ZERO, D3D11_BLEND_ONE, D3D11_BLEND_DEST_COLOR, D3D11_BLEND_INV_DEST_COLOR,
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D3D11_BLEND_SRC1_ALPHA, D3D11_BLEND_INV_SRC1_ALPHA,
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(target_has_alpha) ? D3D11_BLEND_DEST_ALPHA : D3D11_BLEND_ONE,
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(target_has_alpha) ? D3D11_BLEND_INV_DEST_ALPHA : D3D11_BLEND_ZERO,
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}};
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const std::array<D3D11_BLEND, 8> d3d_dest_factors{{
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D3D11_BLEND_ZERO, D3D11_BLEND_ONE, D3D11_BLEND_SRC_COLOR, D3D11_BLEND_INV_SRC_COLOR,
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D3D11_BLEND_SRC1_ALPHA, D3D11_BLEND_INV_SRC1_ALPHA,
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(target_has_alpha) ? D3D11_BLEND_DEST_ALPHA : D3D11_BLEND_ONE,
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(target_has_alpha) ? D3D11_BLEND_INV_DEST_ALPHA : D3D11_BLEND_ZERO,
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}};
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if (bpmem.blendmode.logicopenable && !bpmem.blendmode.blendenable && !forceUpdate)
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return;
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if (bpmem.blendmode.subtract)
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{
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s_gx_state.blend.blend_enable = true;
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s_gx_state.blend.blend_op = D3D11_BLEND_OP_REV_SUBTRACT;
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s_gx_state.blend.src_blend = D3D11_BLEND_ONE;
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s_gx_state.blend.dst_blend = D3D11_BLEND_ONE;
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}
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else
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{
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s_gx_state.blend.blend_enable = (u32)bpmem.blendmode.blendenable;
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if (bpmem.blendmode.blendenable)
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{
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s_gx_state.blend.blend_op = D3D11_BLEND_OP_ADD;
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s_gx_state.blend.src_blend = d3d_src_factors[bpmem.blendmode.srcfactor];
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s_gx_state.blend.dst_blend = d3d_dest_factors[bpmem.blendmode.dstfactor];
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}
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}
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BlendingState state;
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state.Generate(bpmem);
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gx_state.blend.hex = state.hex;
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}
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// This function has the final picture. We adjust the aspect ratio here.
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@ -930,11 +872,6 @@ void Renderer::RestoreAPIState()
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void Renderer::ApplyState()
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{
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// TODO: Refactor this logic here.
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bool bUseDstAlpha = bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate &&
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bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24;
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s_gx_state.blend.use_dst_alpha = bUseDstAlpha;
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D3D::stateman->PushBlendState(s_gx_state_cache.Get(s_gx_state.blend));
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D3D::stateman->PushDepthState(s_gx_state_cache.Get(s_gx_state.zmode));
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D3D::stateman->PushRasterizerState(s_gx_state_cache.Get(s_gx_state.raster));
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@ -946,13 +883,6 @@ void Renderer::ApplyState()
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D3D::stateman->SetSampler(stage, s_gx_state_cache.Get(s_gx_state.samplers[stage]));
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}
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if (bUseDstAlpha)
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{
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// restore actual state
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SetBlendMode(false);
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SetLogicOpMode();
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}
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ID3D11Buffer* vertexConstants = VertexShaderCache::GetConstantBuffer();
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D3D::stateman->SetPixelConstants(PixelShaderCache::GetConstantBuffer(),
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@ -998,95 +928,6 @@ void Renderer::SetDepthMode()
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s_gx_state.zmode.hex = bpmem.zmode.hex;
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}
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void Renderer::SetLogicOpMode()
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{
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// D3D11 doesn't support logic blending, so this is a huge hack
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// TODO: Make use of D3D11.1's logic blending support
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// 0 0x00
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// 1 Source & destination
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// 2 Source & ~destination
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// 3 Source
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// 4 ~Source & destination
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// 5 Destination
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// 6 Source ^ destination = Source & ~destination | ~Source & destination
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// 7 Source | destination
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// 8 ~(Source | destination)
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// 9 ~(Source ^ destination) = ~Source & ~destination | Source & destination
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// 10 ~Destination
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// 11 Source | ~destination
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// 12 ~Source
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// 13 ~Source | destination
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// 14 ~(Source & destination)
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// 15 0xff
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constexpr std::array<D3D11_BLEND_OP, 16> d3d_logic_ops{{
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D3D11_BLEND_OP_ADD, // 0
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D3D11_BLEND_OP_ADD, // 1
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D3D11_BLEND_OP_SUBTRACT, // 2
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D3D11_BLEND_OP_ADD, // 3
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D3D11_BLEND_OP_REV_SUBTRACT, // 4
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D3D11_BLEND_OP_ADD, // 5
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D3D11_BLEND_OP_MAX, // 6
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D3D11_BLEND_OP_ADD, // 7
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D3D11_BLEND_OP_MAX, // 8
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D3D11_BLEND_OP_MAX, // 9
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D3D11_BLEND_OP_ADD, // 10
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D3D11_BLEND_OP_ADD, // 11
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D3D11_BLEND_OP_ADD, // 12
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D3D11_BLEND_OP_ADD, // 13
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D3D11_BLEND_OP_ADD, // 14
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D3D11_BLEND_OP_ADD // 15
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}};
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constexpr std::array<D3D11_BLEND, 16> d3d_logic_op_src_factors{{
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D3D11_BLEND_ZERO, // 0
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D3D11_BLEND_DEST_COLOR, // 1
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D3D11_BLEND_ONE, // 2
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D3D11_BLEND_ONE, // 3
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D3D11_BLEND_DEST_COLOR, // 4
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D3D11_BLEND_ZERO, // 5
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D3D11_BLEND_INV_DEST_COLOR, // 6
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D3D11_BLEND_INV_DEST_COLOR, // 7
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D3D11_BLEND_INV_SRC_COLOR, // 8
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D3D11_BLEND_INV_SRC_COLOR, // 9
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D3D11_BLEND_INV_DEST_COLOR, // 10
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D3D11_BLEND_ONE, // 11
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D3D11_BLEND_INV_SRC_COLOR, // 12
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D3D11_BLEND_INV_SRC_COLOR, // 13
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D3D11_BLEND_INV_DEST_COLOR, // 14
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D3D11_BLEND_ONE // 15
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}};
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constexpr std::array<D3D11_BLEND, 16> d3d_logic_op_dest_factors{{
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D3D11_BLEND_ZERO, // 0
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D3D11_BLEND_ZERO, // 1
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D3D11_BLEND_INV_SRC_COLOR, // 2
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D3D11_BLEND_ZERO, // 3
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D3D11_BLEND_ONE, // 4
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D3D11_BLEND_ONE, // 5
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D3D11_BLEND_INV_SRC_COLOR, // 6
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D3D11_BLEND_ONE, // 7
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D3D11_BLEND_INV_DEST_COLOR, // 8
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D3D11_BLEND_SRC_COLOR, // 9
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D3D11_BLEND_INV_DEST_COLOR, // 10
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D3D11_BLEND_INV_DEST_COLOR, // 11
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D3D11_BLEND_INV_SRC_COLOR, // 12
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D3D11_BLEND_ONE, // 13
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D3D11_BLEND_INV_SRC_COLOR, // 14
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D3D11_BLEND_ONE // 15
|
||||
}};
|
||||
|
||||
if (bpmem.blendmode.logicopenable && !bpmem.blendmode.blendenable)
|
||||
{
|
||||
s_gx_state.blend.blend_enable = true;
|
||||
s_gx_state.blend.blend_op = d3d_logic_ops[bpmem.blendmode.logicmode];
|
||||
s_gx_state.blend.src_blend = d3d_logic_op_src_factors[bpmem.blendmode.logicmode];
|
||||
s_gx_state.blend.dst_blend = d3d_logic_op_dest_factors[bpmem.blendmode.logicmode];
|
||||
}
|
||||
else
|
||||
{
|
||||
SetBlendMode(true);
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::SetSamplerState(int stage, int texindex, bool custom_tex)
|
||||
{
|
||||
const FourTexUnits& tex = bpmem.tex[texindex];
|
||||
|
@ -19,12 +19,10 @@ public:
|
||||
Renderer();
|
||||
~Renderer() override;
|
||||
|
||||
void SetColorMask() override;
|
||||
void SetBlendMode(bool forceUpdate) override;
|
||||
void SetScissorRect(const EFBRectangle& rc) override;
|
||||
void SetGenerationMode() override;
|
||||
void SetDepthMode() override;
|
||||
void SetLogicOpMode() override;
|
||||
void SetSamplerState(int stage, int texindex, bool custom_tex) override;
|
||||
void SetInterlacingMode() override;
|
||||
void SetViewport() override;
|
||||
|
Loading…
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Reference in New Issue
Block a user