commit
57898654b9
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@ -4,6 +4,7 @@
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#pragma once
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#include <cstddef>
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#include <stack>
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#include <unordered_map>
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@ -105,7 +106,7 @@ public:
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void PopDepthState();
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void PopRasterizerState();
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void SetTexture(u32 index, ID3D11ShaderResourceView* texture)
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void SetTexture(size_t index, ID3D11ShaderResourceView* texture)
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{
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if (m_current.textures[index] != texture)
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m_dirtyFlags |= DirtyFlag_Texture0 << index;
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@ -113,7 +114,7 @@ public:
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m_pending.textures[index] = texture;
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}
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void SetSampler(u32 index, ID3D11SamplerState* sampler)
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void SetSampler(size_t index, ID3D11SamplerState* sampler)
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{
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if (m_current.samplers[index] != sampler)
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m_dirtyFlags |= DirtyFlag_Sampler0 << index;
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@ -4,8 +4,10 @@
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#include "VideoBackends/D3D/Render.h"
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#include <array>
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#include <cinttypes>
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#include <cmath>
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#include <cstring>
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#include <memory>
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#include <string>
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#include <strsafe.h>
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@ -42,21 +44,6 @@
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namespace DX11
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{
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static u32 s_last_multisamples = 1;
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static bool s_last_stereo_mode = false;
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static bool s_last_xfb_mode = false;
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static Television s_television;
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ID3D11BlendState* clearblendstates[4] = {nullptr};
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ID3D11DepthStencilState* cleardepthstates[3] = {nullptr};
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ID3D11BlendState* resetblendstate = nullptr;
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ID3D11DepthStencilState* resetdepthstate = nullptr;
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ID3D11RasterizerState* resetraststate = nullptr;
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static ID3D11Texture2D* s_screenshot_texture = nullptr;
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static D3DTexture2D* s_3d_vision_texture = nullptr;
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// Nvidia stereo blitting struct defined in "nvstereo.h" from the Nvidia SDK
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typedef struct _Nv_Stereo_Image_Header
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{
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@ -69,17 +56,31 @@ typedef struct _Nv_Stereo_Image_Header
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#define NVSTEREO_IMAGE_SIGNATURE 0x4433564e
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// GX pipeline state
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struct
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struct GXPipelineState
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{
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SamplerState sampler[8];
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std::array<SamplerState, 8> samplers;
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BlendState blend;
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ZMode zmode;
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RasterizerState raster;
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};
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} gx_state;
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static u32 s_last_multisamples = 1;
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static bool s_last_stereo_mode = false;
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static bool s_last_xfb_mode = false;
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StateCache gx_state_cache;
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static Television s_television;
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static std::array<ID3D11BlendState*, 4> s_clear_blend_states{};
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static std::array<ID3D11DepthStencilState*, 3> s_clear_depth_states{};
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static ID3D11BlendState* s_reset_blend_state = nullptr;
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static ID3D11DepthStencilState* s_reset_depth_state = nullptr;
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static ID3D11RasterizerState* s_reset_rast_state = nullptr;
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static ID3D11Texture2D* s_screenshot_texture = nullptr;
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static D3DTexture2D* s_3d_vision_texture = nullptr;
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static GXPipelineState s_gx_state;
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static StateCache s_gx_state_cache;
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static void SetupDeviceObjects()
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{
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@ -94,22 +95,22 @@ static void SetupDeviceObjects()
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ddesc.StencilEnable = FALSE;
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ddesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
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ddesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
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hr = D3D::device->CreateDepthStencilState(&ddesc, &cleardepthstates[0]);
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hr = D3D::device->CreateDepthStencilState(&ddesc, &s_clear_depth_states[0]);
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CHECK(hr == S_OK, "Create depth state for Renderer::ClearScreen");
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ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
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ddesc.DepthEnable = TRUE;
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hr = D3D::device->CreateDepthStencilState(&ddesc, &cleardepthstates[1]);
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hr = D3D::device->CreateDepthStencilState(&ddesc, &s_clear_depth_states[1]);
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CHECK(hr == S_OK, "Create depth state for Renderer::ClearScreen");
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ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
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hr = D3D::device->CreateDepthStencilState(&ddesc, &cleardepthstates[2]);
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hr = D3D::device->CreateDepthStencilState(&ddesc, &s_clear_depth_states[2]);
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CHECK(hr == S_OK, "Create depth state for Renderer::ClearScreen");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)cleardepthstates[0],
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D3D::SetDebugObjectName(s_clear_depth_states[0],
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"depth state for Renderer::ClearScreen (depth buffer disabled)");
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D3D::SetDebugObjectName(
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(ID3D11DeviceChild*)cleardepthstates[1],
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s_clear_depth_states[1],
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"depth state for Renderer::ClearScreen (depth buffer enabled, writing enabled)");
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D3D::SetDebugObjectName(
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(ID3D11DeviceChild*)cleardepthstates[2],
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s_clear_depth_states[2],
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"depth state for Renderer::ClearScreen (depth buffer enabled, writing disabled)");
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D3D11_BLEND_DESC blenddesc;
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@ -123,25 +124,24 @@ static void SetupDeviceObjects()
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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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hr = D3D::device->CreateBlendState(&blenddesc, &resetblendstate);
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hr = D3D::device->CreateBlendState(&blenddesc, &s_reset_blend_state);
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CHECK(hr == S_OK, "Create blend state for Renderer::ResetAPIState");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)resetblendstate,
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"blend state for Renderer::ResetAPIState");
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D3D::SetDebugObjectName(s_reset_blend_state, "blend state for Renderer::ResetAPIState");
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clearblendstates[0] = resetblendstate;
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resetblendstate->AddRef();
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s_clear_blend_states[0] = s_reset_blend_state;
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s_reset_blend_state->AddRef();
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blenddesc.RenderTarget[0].RenderTargetWriteMask =
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D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN | D3D11_COLOR_WRITE_ENABLE_BLUE;
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hr = D3D::device->CreateBlendState(&blenddesc, &clearblendstates[1]);
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hr = D3D::device->CreateBlendState(&blenddesc, &s_clear_blend_states[1]);
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CHECK(hr == S_OK, "Create blend state for Renderer::ClearScreen");
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blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALPHA;
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hr = D3D::device->CreateBlendState(&blenddesc, &clearblendstates[2]);
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hr = D3D::device->CreateBlendState(&blenddesc, &s_clear_blend_states[2]);
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CHECK(hr == S_OK, "Create blend state for Renderer::ClearScreen");
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blenddesc.RenderTarget[0].RenderTargetWriteMask = 0;
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hr = D3D::device->CreateBlendState(&blenddesc, &clearblendstates[3]);
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hr = D3D::device->CreateBlendState(&blenddesc, &s_clear_blend_states[3]);
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CHECK(hr == S_OK, "Create blend state for Renderer::ClearScreen");
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ddesc.DepthEnable = FALSE;
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@ -150,17 +150,15 @@ static void SetupDeviceObjects()
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ddesc.StencilEnable = FALSE;
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ddesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
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ddesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
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hr = D3D::device->CreateDepthStencilState(&ddesc, &resetdepthstate);
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hr = D3D::device->CreateDepthStencilState(&ddesc, &s_reset_depth_state);
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CHECK(hr == S_OK, "Create depth state for Renderer::ResetAPIState");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)resetdepthstate,
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"depth stencil state for Renderer::ResetAPIState");
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D3D::SetDebugObjectName(s_reset_depth_state, "depth stencil state for Renderer::ResetAPIState");
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D3D11_RASTERIZER_DESC rastdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false,
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0, 0.f, 0.f, false, false, false, false);
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hr = D3D::device->CreateRasterizerState(&rastdesc, &resetraststate);
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hr = D3D::device->CreateRasterizerState(&rastdesc, &s_reset_rast_state);
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CHECK(hr == S_OK, "Create rasterizer state for Renderer::ResetAPIState");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)resetraststate,
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"rasterizer state for Renderer::ResetAPIState");
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D3D::SetDebugObjectName(s_reset_rast_state, "rasterizer state for Renderer::ResetAPIState");
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s_screenshot_texture = nullptr;
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}
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@ -170,22 +168,22 @@ static void TeardownDeviceObjects()
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{
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g_framebuffer_manager.reset();
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SAFE_RELEASE(clearblendstates[0]);
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SAFE_RELEASE(clearblendstates[1]);
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SAFE_RELEASE(clearblendstates[2]);
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SAFE_RELEASE(clearblendstates[3]);
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SAFE_RELEASE(cleardepthstates[0]);
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SAFE_RELEASE(cleardepthstates[1]);
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SAFE_RELEASE(cleardepthstates[2]);
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SAFE_RELEASE(resetblendstate);
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SAFE_RELEASE(resetdepthstate);
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SAFE_RELEASE(resetraststate);
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SAFE_RELEASE(s_clear_blend_states[0]);
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SAFE_RELEASE(s_clear_blend_states[1]);
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SAFE_RELEASE(s_clear_blend_states[2]);
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SAFE_RELEASE(s_clear_blend_states[3]);
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SAFE_RELEASE(s_clear_depth_states[0]);
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SAFE_RELEASE(s_clear_depth_states[1]);
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SAFE_RELEASE(s_clear_depth_states[2]);
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SAFE_RELEASE(s_reset_blend_state);
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SAFE_RELEASE(s_reset_depth_state);
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SAFE_RELEASE(s_reset_rast_state);
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SAFE_RELEASE(s_screenshot_texture);
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SAFE_RELEASE(s_3d_vision_texture);
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s_television.Shutdown();
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gx_state_cache.Clear();
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s_gx_state_cache.Clear();
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}
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static void CreateScreenshotTexture()
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@ -198,7 +196,7 @@ static void CreateScreenshotTexture()
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D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE);
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HRESULT hr = D3D::device->CreateTexture2D(&scrtex_desc, nullptr, &s_screenshot_texture);
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CHECK(hr == S_OK, "Create screenshot staging texture");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_screenshot_texture, "staging screenshot texture");
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D3D::SetDebugObjectName(s_screenshot_texture, "staging screenshot texture");
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}
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static D3D11_BOX GetScreenshotSourceBox(const TargetRectangle& targetRc)
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@ -217,21 +215,25 @@ static void Create3DVisionTexture(int width, int height)
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{
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// Create a staging texture for 3D vision with signature information in the last row.
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// Nvidia 3D Vision supports full SBS, so there is no loss in resolution during this process.
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D3D11_SUBRESOURCE_DATA sysData;
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sysData.SysMemPitch = 4 * width * 2;
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sysData.pSysMem = new u8[(height + 1) * sysData.SysMemPitch];
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LPNVSTEREOIMAGEHEADER header =
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(LPNVSTEREOIMAGEHEADER)((u8*)sysData.pSysMem + height * sysData.SysMemPitch);
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header->dwSignature = NVSTEREO_IMAGE_SIGNATURE;
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header->dwWidth = width * 2;
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header->dwHeight = height + 1;
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header->dwBPP = 32;
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header->dwFlags = 0;
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NVSTEREOIMAGEHEADER header;
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header.dwSignature = NVSTEREO_IMAGE_SIGNATURE;
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header.dwWidth = static_cast<u32>(width * 2);
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header.dwHeight = static_cast<u32>(height + 1);
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header.dwBPP = 32;
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header.dwFlags = 0;
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const u32 pitch = static_cast<u32>(4 * width * 2);
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const auto memory = std::make_unique<u8[]>((height + 1) * pitch);
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u8* image_header_location = &memory[height * pitch];
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std::memcpy(image_header_location, &header, sizeof(header));
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D3D11_SUBRESOURCE_DATA sys_data;
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sys_data.SysMemPitch = pitch;
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sys_data.pSysMem = memory.get();
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s_3d_vision_texture =
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D3DTexture2D::Create(width * 2, height + 1, D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT,
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DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, &sysData);
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delete[] sysData.pSysMem;
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DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, &sys_data);
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}
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Renderer::Renderer() : ::Renderer(D3D::GetBackBufferWidth(), D3D::GetBackBufferHeight())
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@ -244,28 +246,28 @@ Renderer::Renderer() : ::Renderer(D3D::GetBackBufferWidth(), D3D::GetBackBufferH
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SetupDeviceObjects();
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// Setup GX pipeline state
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gx_state.blend.blend_enable = false;
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gx_state.blend.write_mask = D3D11_COLOR_WRITE_ENABLE_ALL;
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gx_state.blend.src_blend = D3D11_BLEND_ONE;
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gx_state.blend.dst_blend = D3D11_BLEND_ZERO;
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gx_state.blend.blend_op = D3D11_BLEND_OP_ADD;
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gx_state.blend.use_dst_alpha = false;
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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 (unsigned int k = 0; k < 8; k++)
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for (auto& sampler : s_gx_state.samplers)
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{
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gx_state.sampler[k].packed = 0;
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sampler.packed = 0;
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}
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gx_state.zmode.testenable = false;
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gx_state.zmode.updateenable = false;
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gx_state.zmode.func = ZMode::NEVER;
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s_gx_state.zmode.testenable = false;
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s_gx_state.zmode.updateenable = false;
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s_gx_state.zmode.func = ZMode::NEVER;
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gx_state.raster.cull_mode = D3D11_CULL_NONE;
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s_gx_state.raster.cull_mode = D3D11_CULL_NONE;
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// Clear EFB textures
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float ClearColor[4] = {0.f, 0.f, 0.f, 1.f};
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constexpr std::array<float, 4> clear_color{{0.f, 0.f, 0.f, 1.f}};
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D3D::context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(),
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ClearColor);
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clear_color.data());
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D3D::context->ClearDepthStencilView(FramebufferManager::GetEFBDepthTexture()->GetDSV(),
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D3D11_CLEAR_DEPTH, 0.f, 0);
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@ -338,7 +340,7 @@ void Renderer::SetColorMask()
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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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gx_state.blend.write_mask = color_mask;
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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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@ -503,8 +505,8 @@ void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num
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}
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else // if (type == EFBAccessType::PokeZ)
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{
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D3D::stateman->PushBlendState(clearblendstates[3]);
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D3D::stateman->PushDepthState(cleardepthstates[1]);
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D3D::stateman->PushBlendState(s_clear_blend_states[3]);
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D3D::stateman->PushDepthState(s_clear_depth_states[1]);
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D3D11_VIEWPORT vp =
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CD3D11_VIEWPORT(0.0f, 0.0f, (float)GetTargetWidth(), (float)GetTargetHeight());
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@ -588,20 +590,21 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
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ResetAPIState();
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if (colorEnable && alphaEnable)
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D3D::stateman->PushBlendState(clearblendstates[0]);
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D3D::stateman->PushBlendState(s_clear_blend_states[0]);
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else if (colorEnable)
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D3D::stateman->PushBlendState(clearblendstates[1]);
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D3D::stateman->PushBlendState(s_clear_blend_states[1]);
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else if (alphaEnable)
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D3D::stateman->PushBlendState(clearblendstates[2]);
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D3D::stateman->PushBlendState(s_clear_blend_states[2]);
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else
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D3D::stateman->PushBlendState(clearblendstates[3]);
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D3D::stateman->PushBlendState(s_clear_blend_states[3]);
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// TODO: Should we enable Z testing here?
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/*if (!bpmem.zmode.testenable) D3D::stateman->PushDepthState(cleardepthstates[0]);
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else */ if (zEnable)
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D3D::stateman->PushDepthState(cleardepthstates[1]);
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// if (!bpmem.zmode.testenable) D3D::stateman->PushDepthState(s_clear_depth_states[0]);
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// else
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if (zEnable)
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D3D::stateman->PushDepthState(s_clear_depth_states[1]);
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else /*if (!zEnable)*/
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D3D::stateman->PushDepthState(cleardepthstates[2]);
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D3D::stateman->PushDepthState(s_clear_depth_states[2]);
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// Update the view port for clearing the picture
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TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc);
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|
@ -666,43 +669,37 @@ void Renderer::SetBlendMode(bool forceUpdate)
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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 D3D11_BLEND d3dSrcFactors[8] = {
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D3D11_BLEND_ZERO,
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D3D11_BLEND_ONE,
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D3D11_BLEND_DEST_COLOR,
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D3D11_BLEND_INV_DEST_COLOR,
|
||||
D3D11_BLEND_SRC1_ALPHA,
|
||||
D3D11_BLEND_INV_SRC1_ALPHA,
|
||||
const std::array<D3D11_BLEND, 8> d3d_src_factors{{
|
||||
D3D11_BLEND_ZERO, D3D11_BLEND_ONE, D3D11_BLEND_DEST_COLOR, D3D11_BLEND_INV_DEST_COLOR,
|
||||
D3D11_BLEND_SRC1_ALPHA, D3D11_BLEND_INV_SRC1_ALPHA,
|
||||
(target_has_alpha) ? D3D11_BLEND_DEST_ALPHA : D3D11_BLEND_ONE,
|
||||
(target_has_alpha) ? D3D11_BLEND_INV_DEST_ALPHA : D3D11_BLEND_ZERO};
|
||||
const D3D11_BLEND d3dDestFactors[8] = {
|
||||
D3D11_BLEND_ZERO,
|
||||
D3D11_BLEND_ONE,
|
||||
D3D11_BLEND_SRC_COLOR,
|
||||
D3D11_BLEND_INV_SRC_COLOR,
|
||||
D3D11_BLEND_SRC1_ALPHA,
|
||||
D3D11_BLEND_INV_SRC1_ALPHA,
|
||||
(target_has_alpha) ? D3D11_BLEND_INV_DEST_ALPHA : D3D11_BLEND_ZERO,
|
||||
}};
|
||||
const std::array<D3D11_BLEND, 8> d3d_dest_factors{{
|
||||
D3D11_BLEND_ZERO, D3D11_BLEND_ONE, D3D11_BLEND_SRC_COLOR, D3D11_BLEND_INV_SRC_COLOR,
|
||||
D3D11_BLEND_SRC1_ALPHA, D3D11_BLEND_INV_SRC1_ALPHA,
|
||||
(target_has_alpha) ? D3D11_BLEND_DEST_ALPHA : D3D11_BLEND_ONE,
|
||||
(target_has_alpha) ? D3D11_BLEND_INV_DEST_ALPHA : D3D11_BLEND_ZERO};
|
||||
(target_has_alpha) ? D3D11_BLEND_INV_DEST_ALPHA : D3D11_BLEND_ZERO,
|
||||
}};
|
||||
|
||||
if (bpmem.blendmode.logicopenable && !bpmem.blendmode.blendenable && !forceUpdate)
|
||||
return;
|
||||
|
||||
if (bpmem.blendmode.subtract)
|
||||
{
|
||||
gx_state.blend.blend_enable = true;
|
||||
gx_state.blend.blend_op = D3D11_BLEND_OP_REV_SUBTRACT;
|
||||
gx_state.blend.src_blend = D3D11_BLEND_ONE;
|
||||
gx_state.blend.dst_blend = D3D11_BLEND_ONE;
|
||||
s_gx_state.blend.blend_enable = true;
|
||||
s_gx_state.blend.blend_op = D3D11_BLEND_OP_REV_SUBTRACT;
|
||||
s_gx_state.blend.src_blend = D3D11_BLEND_ONE;
|
||||
s_gx_state.blend.dst_blend = D3D11_BLEND_ONE;
|
||||
}
|
||||
else
|
||||
{
|
||||
gx_state.blend.blend_enable = (u32)bpmem.blendmode.blendenable;
|
||||
s_gx_state.blend.blend_enable = (u32)bpmem.blendmode.blendenable;
|
||||
if (bpmem.blendmode.blendenable)
|
||||
{
|
||||
gx_state.blend.blend_op = D3D11_BLEND_OP_ADD;
|
||||
gx_state.blend.src_blend = d3dSrcFactors[bpmem.blendmode.srcfactor];
|
||||
gx_state.blend.dst_blend = d3dDestFactors[bpmem.blendmode.dstfactor];
|
||||
s_gx_state.blend.blend_op = D3D11_BLEND_OP_ADD;
|
||||
s_gx_state.blend.src_blend = d3d_src_factors[bpmem.blendmode.srcfactor];
|
||||
s_gx_state.blend.dst_blend = d3d_dest_factors[bpmem.blendmode.dstfactor];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -734,8 +731,8 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
|
|||
|
||||
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), nullptr);
|
||||
|
||||
float ClearColor[4] = {0.f, 0.f, 0.f, 1.f};
|
||||
D3D::context->ClearRenderTargetView(D3D::GetBackBuffer()->GetRTV(), ClearColor);
|
||||
constexpr std::array<float, 4> clear_color{{0.f, 0.f, 0.f, 1.f}};
|
||||
D3D::context->ClearRenderTargetView(D3D::GetBackBuffer()->GetRTV(), clear_color.data());
|
||||
|
||||
// activate linear filtering for the buffer copies
|
||||
D3D::SetLinearCopySampler();
|
||||
|
@ -752,20 +749,17 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
|
|||
}
|
||||
else if (g_ActiveConfig.bUseXFB)
|
||||
{
|
||||
const XFBSource* xfbSource;
|
||||
|
||||
// draw each xfb source
|
||||
for (u32 i = 0; i < xfbCount; ++i)
|
||||
{
|
||||
xfbSource = (const XFBSource*)xfbSourceList[i];
|
||||
|
||||
TargetRectangle drawRc;
|
||||
const auto* const xfbSource = static_cast<const XFBSource*>(xfbSourceList[i]);
|
||||
|
||||
// use virtual xfb with offset
|
||||
int xfbHeight = xfbSource->srcHeight;
|
||||
int xfbWidth = xfbSource->srcWidth;
|
||||
int hOffset = ((s32)xfbSource->srcAddr - (s32)xfbAddr) / ((s32)fbStride * 2);
|
||||
|
||||
TargetRectangle drawRc;
|
||||
drawRc.top = targetRc.top + hOffset * targetRc.GetHeight() / (s32)fbHeight;
|
||||
drawRc.bottom = targetRc.top + (hOffset + xfbHeight) * targetRc.GetHeight() / (s32)fbHeight;
|
||||
drawRc.left = targetRc.left +
|
||||
|
@ -814,8 +808,7 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
|
|||
unsigned int source_width = source_box.right - source_box.left;
|
||||
unsigned int source_height = source_box.bottom - source_box.top;
|
||||
D3D::context->CopySubresourceRegion(s_screenshot_texture, 0, 0, 0, 0,
|
||||
(ID3D11Resource*)D3D::GetBackBuffer()->GetTex(), 0,
|
||||
&source_box);
|
||||
D3D::GetBackBuffer()->GetTex(), 0, &source_box);
|
||||
|
||||
D3D11_MAPPED_SUBRESOURCE map;
|
||||
D3D::context->Map(s_screenshot_texture, 0, D3D11_MAP_READ, 0, &map);
|
||||
|
@ -890,9 +883,9 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
|
|||
|
||||
g_framebuffer_manager.reset();
|
||||
g_framebuffer_manager = std::make_unique<FramebufferManager>(m_target_width, m_target_height);
|
||||
float clear_col[4] = {0.f, 0.f, 0.f, 1.f};
|
||||
|
||||
D3D::context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(),
|
||||
clear_col);
|
||||
clear_color.data());
|
||||
D3D::context->ClearDepthStencilView(FramebufferManager::GetEFBDepthTexture()->GetDSV(),
|
||||
D3D11_CLEAR_DEPTH, 0.f, 0);
|
||||
}
|
||||
|
@ -908,9 +901,9 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
|
|||
// ALWAYS call RestoreAPIState for each ResetAPIState call you're doing
|
||||
void Renderer::ResetAPIState()
|
||||
{
|
||||
D3D::stateman->PushBlendState(resetblendstate);
|
||||
D3D::stateman->PushDepthState(resetdepthstate);
|
||||
D3D::stateman->PushRasterizerState(resetraststate);
|
||||
D3D::stateman->PushBlendState(s_reset_blend_state);
|
||||
D3D::stateman->PushDepthState(s_reset_depth_state);
|
||||
D3D::stateman->PushRasterizerState(s_reset_rast_state);
|
||||
}
|
||||
|
||||
void Renderer::RestoreAPIState()
|
||||
|
@ -929,16 +922,16 @@ void Renderer::ApplyState()
|
|||
bool bUseDstAlpha = bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate &&
|
||||
bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24;
|
||||
|
||||
gx_state.blend.use_dst_alpha = bUseDstAlpha;
|
||||
D3D::stateman->PushBlendState(gx_state_cache.Get(gx_state.blend));
|
||||
D3D::stateman->PushDepthState(gx_state_cache.Get(gx_state.zmode));
|
||||
D3D::stateman->PushRasterizerState(gx_state_cache.Get(gx_state.raster));
|
||||
s_gx_state.blend.use_dst_alpha = bUseDstAlpha;
|
||||
D3D::stateman->PushBlendState(s_gx_state_cache.Get(s_gx_state.blend));
|
||||
D3D::stateman->PushDepthState(s_gx_state_cache.Get(s_gx_state.zmode));
|
||||
D3D::stateman->PushRasterizerState(s_gx_state_cache.Get(s_gx_state.raster));
|
||||
|
||||
for (unsigned int stage = 0; stage < 8; stage++)
|
||||
for (size_t stage = 0; s_gx_state.samplers.size(); stage++)
|
||||
{
|
||||
// TODO: cache SamplerState directly, not d3d object
|
||||
gx_state.sampler[stage].max_anisotropy = UINT64_C(1) << g_ActiveConfig.iMaxAnisotropy;
|
||||
D3D::stateman->SetSampler(stage, gx_state_cache.Get(gx_state.sampler[stage]));
|
||||
s_gx_state.samplers[stage].max_anisotropy = UINT64_C(1) << g_ActiveConfig.iMaxAnisotropy;
|
||||
D3D::stateman->SetSampler(stage, s_gx_state_cache.Get(s_gx_state.samplers[stage]));
|
||||
}
|
||||
|
||||
if (bUseDstAlpha)
|
||||
|
@ -969,10 +962,10 @@ void Renderer::RestoreState()
|
|||
|
||||
void Renderer::ApplyCullDisable()
|
||||
{
|
||||
RasterizerState rast = gx_state.raster;
|
||||
RasterizerState rast = s_gx_state.raster;
|
||||
rast.cull_mode = D3D11_CULL_NONE;
|
||||
|
||||
ID3D11RasterizerState* raststate = gx_state_cache.Get(rast);
|
||||
ID3D11RasterizerState* raststate = s_gx_state_cache.Get(rast);
|
||||
D3D::stateman->PushRasterizerState(raststate);
|
||||
}
|
||||
|
||||
|
@ -983,17 +976,18 @@ void Renderer::RestoreCull()
|
|||
|
||||
void Renderer::SetGenerationMode()
|
||||
{
|
||||
const D3D11_CULL_MODE d3dCullModes[4] = {D3D11_CULL_NONE, D3D11_CULL_BACK, D3D11_CULL_FRONT,
|
||||
D3D11_CULL_BACK};
|
||||
constexpr std::array<D3D11_CULL_MODE, 4> d3d_cull_modes{{
|
||||
D3D11_CULL_NONE, D3D11_CULL_BACK, D3D11_CULL_FRONT, D3D11_CULL_BACK,
|
||||
}};
|
||||
|
||||
// rastdc.FrontCounterClockwise must be false for this to work
|
||||
// TODO: GX_CULL_ALL not supported, yet!
|
||||
gx_state.raster.cull_mode = d3dCullModes[bpmem.genMode.cullmode];
|
||||
s_gx_state.raster.cull_mode = d3d_cull_modes[bpmem.genMode.cullmode];
|
||||
}
|
||||
|
||||
void Renderer::SetDepthMode()
|
||||
{
|
||||
gx_state.zmode.hex = bpmem.zmode.hex;
|
||||
s_gx_state.zmode.hex = bpmem.zmode.hex;
|
||||
}
|
||||
|
||||
void Renderer::SetLogicOpMode()
|
||||
|
@ -1017,7 +1011,7 @@ void Renderer::SetLogicOpMode()
|
|||
// 13 ~Source | destination
|
||||
// 14 ~(Source & destination)
|
||||
// 15 0xff
|
||||
const D3D11_BLEND_OP d3dLogicOps[16] = {
|
||||
constexpr std::array<D3D11_BLEND_OP, 16> d3d_logic_ops{{
|
||||
D3D11_BLEND_OP_ADD, // 0
|
||||
D3D11_BLEND_OP_ADD, // 1
|
||||
D3D11_BLEND_OP_SUBTRACT, // 2
|
||||
|
@ -1034,8 +1028,8 @@ void Renderer::SetLogicOpMode()
|
|||
D3D11_BLEND_OP_ADD, // 13
|
||||
D3D11_BLEND_OP_ADD, // 14
|
||||
D3D11_BLEND_OP_ADD // 15
|
||||
};
|
||||
const D3D11_BLEND d3dLogicOpSrcFactors[16] = {
|
||||
}};
|
||||
constexpr std::array<D3D11_BLEND, 16> d3d_logic_op_src_factors{{
|
||||
D3D11_BLEND_ZERO, // 0
|
||||
D3D11_BLEND_DEST_COLOR, // 1
|
||||
D3D11_BLEND_ONE, // 2
|
||||
|
@ -1052,8 +1046,8 @@ void Renderer::SetLogicOpMode()
|
|||
D3D11_BLEND_INV_SRC_COLOR, // 13
|
||||
D3D11_BLEND_INV_DEST_COLOR, // 14
|
||||
D3D11_BLEND_ONE // 15
|
||||
};
|
||||
const D3D11_BLEND d3dLogicOpDestFactors[16] = {
|
||||
}};
|
||||
constexpr std::array<D3D11_BLEND, 16> d3d_logic_op_dest_factors{{
|
||||
D3D11_BLEND_ZERO, // 0
|
||||
D3D11_BLEND_ZERO, // 1
|
||||
D3D11_BLEND_INV_SRC_COLOR, // 2
|
||||
|
@ -1070,14 +1064,14 @@ void Renderer::SetLogicOpMode()
|
|||
D3D11_BLEND_ONE, // 13
|
||||
D3D11_BLEND_INV_SRC_COLOR, // 14
|
||||
D3D11_BLEND_ONE // 15
|
||||
};
|
||||
}};
|
||||
|
||||
if (bpmem.blendmode.logicopenable && !bpmem.blendmode.blendenable)
|
||||
{
|
||||
gx_state.blend.blend_enable = true;
|
||||
gx_state.blend.blend_op = d3dLogicOps[bpmem.blendmode.logicmode];
|
||||
gx_state.blend.src_blend = d3dLogicOpSrcFactors[bpmem.blendmode.logicmode];
|
||||
gx_state.blend.dst_blend = d3dLogicOpDestFactors[bpmem.blendmode.logicmode];
|
||||
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
|
||||
{
|
||||
|
@ -1097,25 +1091,25 @@ void Renderer::SetSamplerState(int stage, int texindex, bool custom_tex)
|
|||
if (g_ActiveConfig.bForceFiltering)
|
||||
{
|
||||
// Only use mipmaps if the game says they are available.
|
||||
gx_state.sampler[stage].min_filter = SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ? 6 : 4;
|
||||
gx_state.sampler[stage].mag_filter = 1; // linear mag
|
||||
s_gx_state.samplers[stage].min_filter = SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ? 6 : 4;
|
||||
s_gx_state.samplers[stage].mag_filter = 1; // linear mag
|
||||
}
|
||||
else
|
||||
{
|
||||
gx_state.sampler[stage].min_filter = (u32)tm0.min_filter;
|
||||
gx_state.sampler[stage].mag_filter = (u32)tm0.mag_filter;
|
||||
s_gx_state.samplers[stage].min_filter = (u32)tm0.min_filter;
|
||||
s_gx_state.samplers[stage].mag_filter = (u32)tm0.mag_filter;
|
||||
}
|
||||
|
||||
gx_state.sampler[stage].wrap_s = (u32)tm0.wrap_s;
|
||||
gx_state.sampler[stage].wrap_t = (u32)tm0.wrap_t;
|
||||
gx_state.sampler[stage].max_lod = (u32)tm1.max_lod;
|
||||
gx_state.sampler[stage].min_lod = (u32)tm1.min_lod;
|
||||
gx_state.sampler[stage].lod_bias = (s32)tm0.lod_bias;
|
||||
s_gx_state.samplers[stage].wrap_s = (u32)tm0.wrap_s;
|
||||
s_gx_state.samplers[stage].wrap_t = (u32)tm0.wrap_t;
|
||||
s_gx_state.samplers[stage].max_lod = (u32)tm1.max_lod;
|
||||
s_gx_state.samplers[stage].min_lod = (u32)tm1.min_lod;
|
||||
s_gx_state.samplers[stage].lod_bias = (s32)tm0.lod_bias;
|
||||
|
||||
// custom textures may have higher resolution, so disable the max_lod
|
||||
if (custom_tex)
|
||||
{
|
||||
gx_state.sampler[stage].max_lod = 255;
|
||||
s_gx_state.samplers[stage].max_lod = 255;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue