2010-06-22 23:45:56 +00:00
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// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "VideoConfig.h"
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#include "GfxState.h"
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namespace D3D
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{
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EmuGfxState* gfxstate;
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StateManager* stateman;
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EmuGfxState::EmuGfxState() : vertexshader(NULL), vsbytecode(NULL), pixelshader(NULL), psbytecode(NULL), apply_called(false)
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{
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for (unsigned int k = 0;k < 8;k++)
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{
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float border[4] = {0.f, 0.f, 0.f, 0.f};
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shader_resources[k] = NULL;
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samplerdesc[k] = CD3D11_SAMPLER_DESC(D3D11_FILTER_MIN_MAG_MIP_LINEAR, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP, 0.f, 16, D3D11_COMPARISON_ALWAYS, border, -D3D11_FLOAT32_MAX, D3D11_FLOAT32_MAX);
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if(g_ActiveConfig.iMaxAnisotropy > 1) samplerdesc[k].Filter = D3D11_FILTER_ANISOTROPIC;
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}
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blenddesc.AlphaToCoverageEnable = FALSE;
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blenddesc.IndependentBlendEnable = FALSE;
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blenddesc.RenderTarget[0].BlendEnable = FALSE;
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blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
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blenddesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
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blenddesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
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blenddesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
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blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
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blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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depthdesc.DepthEnable = TRUE;
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depthdesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
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depthdesc.DepthFunc = D3D11_COMPARISON_LESS;
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depthdesc.StencilEnable = FALSE;
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depthdesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
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depthdesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
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// this probably must be changed once multisampling support gets added
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rastdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false, 0, 0.f, 0, false, true, false, false);
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pscbuf = NULL;
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vscbuf = NULL;
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vshaderchanged = false;
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inp_layout = NULL;
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num_inp_elems = 0;
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pscbufchanged = false;
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vscbufchanged = false;
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}
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EmuGfxState::~EmuGfxState()
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{
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for (unsigned int k = 0;k < 8;k++)
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SAFE_RELEASE(shader_resources[k])
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SAFE_RELEASE(vsbytecode);
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SAFE_RELEASE(psbytecode);
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SAFE_RELEASE(vertexshader);
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SAFE_RELEASE(pixelshader);
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SAFE_RELEASE(pscbuf);
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SAFE_RELEASE(vscbuf);
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SAFE_RELEASE(inp_layout);
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}
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// TODO: No need to store the whole bytecode, signature might be enough (?)
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void EmuGfxState::SetVShader(ID3D11VertexShader* shader, D3DBlob* bcode)
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{
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// TODO: vshaderchanged actually just needs to be true if the signature changed
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if (bcode && vsbytecode != bcode) vshaderchanged = true;
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SAFE_RELEASE(vsbytecode);
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SAFE_RELEASE(vertexshader);
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if (shader && bcode)
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{
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vertexshader = shader;
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shader->AddRef();
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vsbytecode = bcode;
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bcode->AddRef();
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}
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else if (shader || bcode)
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{
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PanicAlert("Invalid parameters!\n");
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}
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}
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void EmuGfxState::SetPShader(ID3D11PixelShader* shader)
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{
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if (pixelshader) pixelshader->Release();
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pixelshader = shader;
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if (shader) shader->AddRef();
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}
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void EmuGfxState::SetInputElements(const D3D11_INPUT_ELEMENT_DESC* elems, UINT num)
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{
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num_inp_elems = num;
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memcpy(inp_elems, elems, num*sizeof(D3D11_INPUT_ELEMENT_DESC));
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}
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void EmuGfxState::SetShaderResource(unsigned int stage, ID3D11ShaderResourceView* srv)
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{
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if (shader_resources[stage]) shader_resources[stage]->Release();
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shader_resources[stage] = srv;
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if (srv) srv->AddRef();
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}
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void EmuGfxState::ApplyState()
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{
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HRESULT hr;
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// input layout (only needs to be updated if the vertex shader signature changed)
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if (vshaderchanged)
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{
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if (inp_layout) inp_layout->Release();
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hr = D3D::device->CreateInputLayout(inp_elems, num_inp_elems, vsbytecode->Data(), vsbytecode->Size(), &inp_layout);
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if (FAILED(hr)) PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__);
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SetDebugObjectName((ID3D11DeviceChild*)inp_layout, "an input layout of EmuGfxState");
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vshaderchanged = false;
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}
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D3D::context->IASetInputLayout(inp_layout);
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// vertex shader
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// TODO: divide the global variables of the generated shaders into about 5 constant buffers
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// TODO: improve interaction between EmuGfxState and global state management, so that we don't need to set the constant buffers every time
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if (!vscbuf)
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{
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unsigned int size = ((sizeof(vsconstants))&(~0xf))+0x10; // must be a multiple of 16
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D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(size, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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hr = device->CreateBuffer(&cbdesc, NULL, &vscbuf);
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CHECK(hr==S_OK, "Create vertex shader constant buffer (size=%u)", size);
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SetDebugObjectName((ID3D11DeviceChild*)vscbuf, "a vertex shader constant buffer of EmuGfxState");
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}
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if (vscbufchanged)
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{
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D3D11_MAPPED_SUBRESOURCE map;
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context->Map(vscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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memcpy(map.pData, vsconstants, sizeof(vsconstants));
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context->Unmap(vscbuf, 0);
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}
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D3D::context->VSSetConstantBuffers(0, 1, &vscbuf);
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// pixel shader
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if (!pscbuf)
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{
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unsigned int size = ((sizeof(psconstants))&(~0xf))+0x10; // must be a multiple of 16
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D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(size, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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device->CreateBuffer(&cbdesc, NULL, &pscbuf);
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CHECK(hr==S_OK, "Create pixel shader constant buffer (size=%u)", size);
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SetDebugObjectName((ID3D11DeviceChild*)pscbuf, "a pixel shader constant buffer of EmuGfxState");
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}
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if (pscbufchanged)
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{
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D3D11_MAPPED_SUBRESOURCE map;
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context->Map(pscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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memcpy(map.pData, psconstants, sizeof(psconstants));
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context->Unmap(pscbuf, 0);
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pscbufchanged = false;
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}
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D3D::context->PSSetConstantBuffers(0, 1, &pscbuf);
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ID3D11SamplerState* samplerstate[8];
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for (unsigned int stage = 0; stage < 8; stage++)
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{
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if (shader_resources[stage])
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{
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if(g_ActiveConfig.iMaxAnisotropy > 1) samplerdesc[stage].Filter = D3D11_FILTER_ANISOTROPIC;
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hr = D3D::device->CreateSamplerState(&samplerdesc[stage], &samplerstate[stage]);
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if (FAILED(hr)) PanicAlert("Fail %s %d, stage=%d\n", __FILE__, __LINE__, stage);
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else SetDebugObjectName((ID3D11DeviceChild*)samplerstate[stage], "a sampler state of EmuGfxState");
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}
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else samplerstate[stage] = NULL;
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}
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D3D::context->PSSetSamplers(0, 8, samplerstate);
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for (unsigned int stage = 0; stage < 8; stage++)
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SAFE_RELEASE(samplerstate[stage]);
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ID3D11BlendState* blstate;
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hr = device->CreateBlendState(&blenddesc, &blstate);
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if (FAILED(hr)) PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__);
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stateman->PushBlendState(blstate);
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SetDebugObjectName((ID3D11DeviceChild*)blstate, "a blend state of EmuGfxState");
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blstate->Release();
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rastdesc.FillMode = (g_ActiveConfig.bWireFrame) ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
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ID3D11RasterizerState* raststate;
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hr = device->CreateRasterizerState(&rastdesc, &raststate);
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if (FAILED(hr)) PanicAlert("Failed to create rasterizer state at %s %d\n", __FILE__, __LINE__);
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SetDebugObjectName((ID3D11DeviceChild*)raststate, "a rasterizer state of EmuGfxState");
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stateman->PushRasterizerState(raststate);
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raststate->Release();
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ID3D11DepthStencilState* depth_state;
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hr = device->CreateDepthStencilState(&depthdesc, &depth_state);
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if (SUCCEEDED(hr)) SetDebugObjectName((ID3D11DeviceChild*)depth_state, "a depth-stencil state of EmuGfxState");
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else PanicAlert("Failed to create depth state at %s %d\n", __FILE__, __LINE__);
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D3D::stateman->PushDepthState(depth_state);
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depth_state->Release();
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context->PSSetShader(pixelshader, NULL, 0);
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context->VSSetShader(vertexshader, NULL, 0);
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context->PSSetShaderResources(0, 8, shader_resources);
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stateman->Apply();
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apply_called = true;
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}
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void EmuGfxState::AlphaPass()
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{
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if (!apply_called) ERROR_LOG(VIDEO, "EmuGfxState::AlphaPass called without having called ApplyState before!")
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else stateman->PopBlendState();
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// pixel shader for alpha pass is different, so update it
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context->PSSetShader(pixelshader, NULL, 0);
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ID3D11BlendState* blstate;
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D3D11_BLEND_DESC desc = blenddesc;
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desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALPHA;
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desc.RenderTarget[0].BlendEnable = FALSE;
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HRESULT hr = device->CreateBlendState(&desc, &blstate);
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if (FAILED(hr)) PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__);
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SetDebugObjectName((ID3D11DeviceChild*)blstate, "a blend state of EmuGfxState (created during alpha pass)");
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stateman->PushBlendState(blstate);
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blstate->Release();
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stateman->Apply();
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}
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void EmuGfxState::Reset()
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{
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for (unsigned int k = 0;k < 8;k++)
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SAFE_RELEASE(shader_resources[k]);
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if (apply_called)
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{
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stateman->PopBlendState();
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stateman->PopDepthState();
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stateman->PopRasterizerState();
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apply_called = false;
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}
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}
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void EmuGfxState::SetAlphaBlendEnable(bool enable)
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{
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blenddesc.RenderTarget[0].BlendEnable = enable;
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}
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void EmuGfxState::SetRenderTargetWriteMask(UINT8 mask)
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{
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blenddesc.RenderTarget[0].RenderTargetWriteMask = mask;
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}
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void EmuGfxState::SetSrcBlend(D3D11_BLEND val)
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{
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// TODO: Check whether e.g. the dest color check is needed here
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blenddesc.RenderTarget[0].SrcBlend = val;
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if (val == D3D11_BLEND_SRC_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
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else if (val == D3D11_BLEND_INV_SRC_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
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else if (val == D3D11_BLEND_DEST_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_DEST_ALPHA;
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else if (val == D3D11_BLEND_INV_DEST_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
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else blenddesc.RenderTarget[0].SrcBlendAlpha = val;
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}
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void EmuGfxState::SetDestBlend(D3D11_BLEND val)
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{
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// TODO: Check whether e.g. the source color check is needed here
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blenddesc.RenderTarget[0].DestBlend = val;
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if (val == D3D11_BLEND_SRC_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_SRC_ALPHA;
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else if (val == D3D11_BLEND_INV_SRC_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
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else if (val == D3D11_BLEND_DEST_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_DEST_ALPHA;
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else if (val == D3D11_BLEND_INV_DEST_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
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else blenddesc.RenderTarget[0].DestBlendAlpha = val;
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}
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void EmuGfxState::SetBlendOp(D3D11_BLEND_OP val)
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{
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blenddesc.RenderTarget[0].BlendOp = val;
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blenddesc.RenderTarget[0].BlendOpAlpha = val;
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}
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void EmuGfxState::SetSamplerFilter(DWORD stage, D3D11_FILTER filter)
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{
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samplerdesc[stage].Filter = filter;
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}
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template<typename T> AutoState<T>::AutoState(const T* object) : state(object)
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{
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((IUnknown*)state)->AddRef();
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}
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template<typename T> AutoState<T>::AutoState(const AutoState<T> &source)
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{
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state = source.GetPtr();
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((IUnknown*)state)->AddRef();
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}
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template<typename T> AutoState<T>::~AutoState()
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{
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((IUnknown*)state)->Release();
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}
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StateManager::StateManager() : cur_blendstate(NULL), cur_depthstate(NULL), cur_raststate(NULL) {}
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void StateManager::PushBlendState(const ID3D11BlendState* state) { blendstates.push(AutoBlendState(state));}
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void StateManager::PushDepthState(const ID3D11DepthStencilState* state) { depthstates.push(AutoDepthStencilState(state));}
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void StateManager::PushRasterizerState(const ID3D11RasterizerState* state) { raststates.push(AutoRasterizerState(state));}
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void StateManager::PopBlendState() { blendstates.pop(); }
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void StateManager::PopDepthState() { depthstates.pop(); }
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void StateManager::PopRasterizerState() { raststates.pop(); }
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void StateManager::Apply()
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{
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if (!blendstates.empty())
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{
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if (cur_blendstate != blendstates.top().GetPtr())
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{
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cur_blendstate = (ID3D11BlendState*)blendstates.top().GetPtr();
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D3D::context->OMSetBlendState(cur_blendstate, NULL, 0xFFFFFFFF);
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}
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}
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else D3D::context->OMSetBlendState(NULL, NULL, 0xFFFFFFFF);
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if (!depthstates.empty())
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{
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if (cur_depthstate != depthstates.top().GetPtr())
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{
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cur_depthstate = (ID3D11DepthStencilState*)depthstates.top().GetPtr();
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D3D::context->OMSetDepthStencilState(cur_depthstate, 0);
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}
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}
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else D3D::context->OMSetDepthStencilState(NULL, 0);
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if (!raststates.empty())
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{
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if (cur_raststate != raststates.top().GetPtr())
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{
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cur_raststate = (ID3D11RasterizerState*)raststates.top().GetPtr();
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D3D::context->RSSetState(cur_raststate);
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}
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}
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else D3D::context->RSSetState(NULL);
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}
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} // namespace
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