Merge pull request #5236 from lioncash/d3d

D3D/Render: Minor cleanup
This commit is contained in:
Anthony 2017-05-28 20:46:31 -07:00 committed by GitHub
commit 57898654b9
2 changed files with 157 additions and 162 deletions

View File

@ -4,6 +4,7 @@
#pragma once
#include <cstddef>
#include <stack>
#include <unordered_map>
@ -105,7 +106,7 @@ public:
void PopDepthState();
void PopRasterizerState();
void SetTexture(u32 index, ID3D11ShaderResourceView* texture)
void SetTexture(size_t index, ID3D11ShaderResourceView* texture)
{
if (m_current.textures[index] != texture)
m_dirtyFlags |= DirtyFlag_Texture0 << index;
@ -113,7 +114,7 @@ public:
m_pending.textures[index] = texture;
}
void SetSampler(u32 index, ID3D11SamplerState* sampler)
void SetSampler(size_t index, ID3D11SamplerState* sampler)
{
if (m_current.samplers[index] != sampler)
m_dirtyFlags |= DirtyFlag_Sampler0 << index;

View File

@ -4,8 +4,10 @@
#include "VideoBackends/D3D/Render.h"
#include <array>
#include <cinttypes>
#include <cmath>
#include <cstring>
#include <memory>
#include <string>
#include <strsafe.h>
@ -42,21 +44,6 @@
namespace DX11
{
static u32 s_last_multisamples = 1;
static bool s_last_stereo_mode = false;
static bool s_last_xfb_mode = false;
static Television s_television;
ID3D11BlendState* clearblendstates[4] = {nullptr};
ID3D11DepthStencilState* cleardepthstates[3] = {nullptr};
ID3D11BlendState* resetblendstate = nullptr;
ID3D11DepthStencilState* resetdepthstate = nullptr;
ID3D11RasterizerState* resetraststate = nullptr;
static ID3D11Texture2D* s_screenshot_texture = nullptr;
static D3DTexture2D* s_3d_vision_texture = nullptr;
// Nvidia stereo blitting struct defined in "nvstereo.h" from the Nvidia SDK
typedef struct _Nv_Stereo_Image_Header
{
@ -69,17 +56,31 @@ typedef struct _Nv_Stereo_Image_Header
#define NVSTEREO_IMAGE_SIGNATURE 0x4433564e
// GX pipeline state
struct
struct GXPipelineState
{
SamplerState sampler[8];
std::array<SamplerState, 8> samplers;
BlendState blend;
ZMode zmode;
RasterizerState raster;
};
} gx_state;
static u32 s_last_multisamples = 1;
static bool s_last_stereo_mode = false;
static bool s_last_xfb_mode = false;
StateCache gx_state_cache;
static Television s_television;
static std::array<ID3D11BlendState*, 4> s_clear_blend_states{};
static std::array<ID3D11DepthStencilState*, 3> s_clear_depth_states{};
static ID3D11BlendState* s_reset_blend_state = nullptr;
static ID3D11DepthStencilState* s_reset_depth_state = nullptr;
static ID3D11RasterizerState* s_reset_rast_state = nullptr;
static ID3D11Texture2D* s_screenshot_texture = nullptr;
static D3DTexture2D* s_3d_vision_texture = nullptr;
static GXPipelineState s_gx_state;
static StateCache s_gx_state_cache;
static void SetupDeviceObjects()
{
@ -94,22 +95,22 @@ static void SetupDeviceObjects()
ddesc.StencilEnable = FALSE;
ddesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
ddesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
hr = D3D::device->CreateDepthStencilState(&ddesc, &cleardepthstates[0]);
hr = D3D::device->CreateDepthStencilState(&ddesc, &s_clear_depth_states[0]);
CHECK(hr == S_OK, "Create depth state for Renderer::ClearScreen");
ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
ddesc.DepthEnable = TRUE;
hr = D3D::device->CreateDepthStencilState(&ddesc, &cleardepthstates[1]);
hr = D3D::device->CreateDepthStencilState(&ddesc, &s_clear_depth_states[1]);
CHECK(hr == S_OK, "Create depth state for Renderer::ClearScreen");
ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
hr = D3D::device->CreateDepthStencilState(&ddesc, &cleardepthstates[2]);
hr = D3D::device->CreateDepthStencilState(&ddesc, &s_clear_depth_states[2]);
CHECK(hr == S_OK, "Create depth state for Renderer::ClearScreen");
D3D::SetDebugObjectName((ID3D11DeviceChild*)cleardepthstates[0],
D3D::SetDebugObjectName(s_clear_depth_states[0],
"depth state for Renderer::ClearScreen (depth buffer disabled)");
D3D::SetDebugObjectName(
(ID3D11DeviceChild*)cleardepthstates[1],
s_clear_depth_states[1],
"depth state for Renderer::ClearScreen (depth buffer enabled, writing enabled)");
D3D::SetDebugObjectName(
(ID3D11DeviceChild*)cleardepthstates[2],
s_clear_depth_states[2],
"depth state for Renderer::ClearScreen (depth buffer enabled, writing disabled)");
D3D11_BLEND_DESC blenddesc;
@ -123,25 +124,24 @@ static void SetupDeviceObjects()
blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
hr = D3D::device->CreateBlendState(&blenddesc, &resetblendstate);
hr = D3D::device->CreateBlendState(&blenddesc, &s_reset_blend_state);
CHECK(hr == S_OK, "Create blend state for Renderer::ResetAPIState");
D3D::SetDebugObjectName((ID3D11DeviceChild*)resetblendstate,
"blend state for Renderer::ResetAPIState");
D3D::SetDebugObjectName(s_reset_blend_state, "blend state for Renderer::ResetAPIState");
clearblendstates[0] = resetblendstate;
resetblendstate->AddRef();
s_clear_blend_states[0] = s_reset_blend_state;
s_reset_blend_state->AddRef();
blenddesc.RenderTarget[0].RenderTargetWriteMask =
D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN | D3D11_COLOR_WRITE_ENABLE_BLUE;
hr = D3D::device->CreateBlendState(&blenddesc, &clearblendstates[1]);
hr = D3D::device->CreateBlendState(&blenddesc, &s_clear_blend_states[1]);
CHECK(hr == S_OK, "Create blend state for Renderer::ClearScreen");
blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALPHA;
hr = D3D::device->CreateBlendState(&blenddesc, &clearblendstates[2]);
hr = D3D::device->CreateBlendState(&blenddesc, &s_clear_blend_states[2]);
CHECK(hr == S_OK, "Create blend state for Renderer::ClearScreen");
blenddesc.RenderTarget[0].RenderTargetWriteMask = 0;
hr = D3D::device->CreateBlendState(&blenddesc, &clearblendstates[3]);
hr = D3D::device->CreateBlendState(&blenddesc, &s_clear_blend_states[3]);
CHECK(hr == S_OK, "Create blend state for Renderer::ClearScreen");
ddesc.DepthEnable = FALSE;
@ -150,17 +150,15 @@ static void SetupDeviceObjects()
ddesc.StencilEnable = FALSE;
ddesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
ddesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
hr = D3D::device->CreateDepthStencilState(&ddesc, &resetdepthstate);
hr = D3D::device->CreateDepthStencilState(&ddesc, &s_reset_depth_state);
CHECK(hr == S_OK, "Create depth state for Renderer::ResetAPIState");
D3D::SetDebugObjectName((ID3D11DeviceChild*)resetdepthstate,
"depth stencil state for Renderer::ResetAPIState");
D3D::SetDebugObjectName(s_reset_depth_state, "depth stencil state for Renderer::ResetAPIState");
D3D11_RASTERIZER_DESC rastdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false,
0, 0.f, 0.f, false, false, false, false);
hr = D3D::device->CreateRasterizerState(&rastdesc, &resetraststate);
hr = D3D::device->CreateRasterizerState(&rastdesc, &s_reset_rast_state);
CHECK(hr == S_OK, "Create rasterizer state for Renderer::ResetAPIState");
D3D::SetDebugObjectName((ID3D11DeviceChild*)resetraststate,
"rasterizer state for Renderer::ResetAPIState");
D3D::SetDebugObjectName(s_reset_rast_state, "rasterizer state for Renderer::ResetAPIState");
s_screenshot_texture = nullptr;
}
@ -170,22 +168,22 @@ static void TeardownDeviceObjects()
{
g_framebuffer_manager.reset();
SAFE_RELEASE(clearblendstates[0]);
SAFE_RELEASE(clearblendstates[1]);
SAFE_RELEASE(clearblendstates[2]);
SAFE_RELEASE(clearblendstates[3]);
SAFE_RELEASE(cleardepthstates[0]);
SAFE_RELEASE(cleardepthstates[1]);
SAFE_RELEASE(cleardepthstates[2]);
SAFE_RELEASE(resetblendstate);
SAFE_RELEASE(resetdepthstate);
SAFE_RELEASE(resetraststate);
SAFE_RELEASE(s_clear_blend_states[0]);
SAFE_RELEASE(s_clear_blend_states[1]);
SAFE_RELEASE(s_clear_blend_states[2]);
SAFE_RELEASE(s_clear_blend_states[3]);
SAFE_RELEASE(s_clear_depth_states[0]);
SAFE_RELEASE(s_clear_depth_states[1]);
SAFE_RELEASE(s_clear_depth_states[2]);
SAFE_RELEASE(s_reset_blend_state);
SAFE_RELEASE(s_reset_depth_state);
SAFE_RELEASE(s_reset_rast_state);
SAFE_RELEASE(s_screenshot_texture);
SAFE_RELEASE(s_3d_vision_texture);
s_television.Shutdown();
gx_state_cache.Clear();
s_gx_state_cache.Clear();
}
static void CreateScreenshotTexture()
@ -198,7 +196,7 @@ static void CreateScreenshotTexture()
D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE);
HRESULT hr = D3D::device->CreateTexture2D(&scrtex_desc, nullptr, &s_screenshot_texture);
CHECK(hr == S_OK, "Create screenshot staging texture");
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_screenshot_texture, "staging screenshot texture");
D3D::SetDebugObjectName(s_screenshot_texture, "staging screenshot texture");
}
static D3D11_BOX GetScreenshotSourceBox(const TargetRectangle& targetRc)
@ -217,21 +215,25 @@ static void Create3DVisionTexture(int width, int height)
{
// Create a staging texture for 3D vision with signature information in the last row.
// Nvidia 3D Vision supports full SBS, so there is no loss in resolution during this process.
D3D11_SUBRESOURCE_DATA sysData;
sysData.SysMemPitch = 4 * width * 2;
sysData.pSysMem = new u8[(height + 1) * sysData.SysMemPitch];
LPNVSTEREOIMAGEHEADER header =
(LPNVSTEREOIMAGEHEADER)((u8*)sysData.pSysMem + height * sysData.SysMemPitch);
header->dwSignature = NVSTEREO_IMAGE_SIGNATURE;
header->dwWidth = width * 2;
header->dwHeight = height + 1;
header->dwBPP = 32;
header->dwFlags = 0;
NVSTEREOIMAGEHEADER header;
header.dwSignature = NVSTEREO_IMAGE_SIGNATURE;
header.dwWidth = static_cast<u32>(width * 2);
header.dwHeight = static_cast<u32>(height + 1);
header.dwBPP = 32;
header.dwFlags = 0;
const u32 pitch = static_cast<u32>(4 * width * 2);
const auto memory = std::make_unique<u8[]>((height + 1) * pitch);
u8* image_header_location = &memory[height * pitch];
std::memcpy(image_header_location, &header, sizeof(header));
D3D11_SUBRESOURCE_DATA sys_data;
sys_data.SysMemPitch = pitch;
sys_data.pSysMem = memory.get();
s_3d_vision_texture =
D3DTexture2D::Create(width * 2, height + 1, D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT,
DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, &sysData);
delete[] sysData.pSysMem;
DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, &sys_data);
}
Renderer::Renderer() : ::Renderer(D3D::GetBackBufferWidth(), D3D::GetBackBufferHeight())
@ -244,28 +246,28 @@ Renderer::Renderer() : ::Renderer(D3D::GetBackBufferWidth(), D3D::GetBackBufferH
SetupDeviceObjects();
// Setup GX pipeline state
gx_state.blend.blend_enable = false;
gx_state.blend.write_mask = D3D11_COLOR_WRITE_ENABLE_ALL;
gx_state.blend.src_blend = D3D11_BLEND_ONE;
gx_state.blend.dst_blend = D3D11_BLEND_ZERO;
gx_state.blend.blend_op = D3D11_BLEND_OP_ADD;
gx_state.blend.use_dst_alpha = false;
s_gx_state.blend.blend_enable = false;
s_gx_state.blend.write_mask = D3D11_COLOR_WRITE_ENABLE_ALL;
s_gx_state.blend.src_blend = D3D11_BLEND_ONE;
s_gx_state.blend.dst_blend = D3D11_BLEND_ZERO;
s_gx_state.blend.blend_op = D3D11_BLEND_OP_ADD;
s_gx_state.blend.use_dst_alpha = false;
for (unsigned int k = 0; k < 8; k++)
for (auto& sampler : s_gx_state.samplers)
{
gx_state.sampler[k].packed = 0;
sampler.packed = 0;
}
gx_state.zmode.testenable = false;
gx_state.zmode.updateenable = false;
gx_state.zmode.func = ZMode::NEVER;
s_gx_state.zmode.testenable = false;
s_gx_state.zmode.updateenable = false;
s_gx_state.zmode.func = ZMode::NEVER;
gx_state.raster.cull_mode = D3D11_CULL_NONE;
s_gx_state.raster.cull_mode = D3D11_CULL_NONE;
// Clear EFB textures
float ClearColor[4] = {0.f, 0.f, 0.f, 1.f};
constexpr std::array<float, 4> clear_color{{0.f, 0.f, 0.f, 1.f}};
D3D::context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(),
ClearColor);
clear_color.data());
D3D::context->ClearDepthStencilView(FramebufferManager::GetEFBDepthTexture()->GetDSV(),
D3D11_CLEAR_DEPTH, 0.f, 0);
@ -338,7 +340,7 @@ void Renderer::SetColorMask()
color_mask |= D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN |
D3D11_COLOR_WRITE_ENABLE_BLUE;
}
gx_state.blend.write_mask = color_mask;
s_gx_state.blend.write_mask = color_mask;
}
// This function allows the CPU to directly access the EFB.
@ -503,8 +505,8 @@ void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num
}
else // if (type == EFBAccessType::PokeZ)
{
D3D::stateman->PushBlendState(clearblendstates[3]);
D3D::stateman->PushDepthState(cleardepthstates[1]);
D3D::stateman->PushBlendState(s_clear_blend_states[3]);
D3D::stateman->PushDepthState(s_clear_depth_states[1]);
D3D11_VIEWPORT vp =
CD3D11_VIEWPORT(0.0f, 0.0f, (float)GetTargetWidth(), (float)GetTargetHeight());
@ -588,20 +590,21 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
ResetAPIState();
if (colorEnable && alphaEnable)
D3D::stateman->PushBlendState(clearblendstates[0]);
D3D::stateman->PushBlendState(s_clear_blend_states[0]);
else if (colorEnable)
D3D::stateman->PushBlendState(clearblendstates[1]);
D3D::stateman->PushBlendState(s_clear_blend_states[1]);
else if (alphaEnable)
D3D::stateman->PushBlendState(clearblendstates[2]);
D3D::stateman->PushBlendState(s_clear_blend_states[2]);
else
D3D::stateman->PushBlendState(clearblendstates[3]);
D3D::stateman->PushBlendState(s_clear_blend_states[3]);
// TODO: Should we enable Z testing here?
/*if (!bpmem.zmode.testenable) D3D::stateman->PushDepthState(cleardepthstates[0]);
else */ if (zEnable)
D3D::stateman->PushDepthState(cleardepthstates[1]);
// if (!bpmem.zmode.testenable) D3D::stateman->PushDepthState(s_clear_depth_states[0]);
// else
if (zEnable)
D3D::stateman->PushDepthState(s_clear_depth_states[1]);
else /*if (!zEnable)*/
D3D::stateman->PushDepthState(cleardepthstates[2]);
D3D::stateman->PushDepthState(s_clear_depth_states[2]);
// Update the view port for clearing the picture
TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc);
@ -666,43 +669,37 @@ void Renderer::SetBlendMode(bool forceUpdate)
// Example: D3DBLEND_DESTALPHA needs to be D3DBLEND_ONE since the result without an alpha channel
// is assumed to always be 1.
bool target_has_alpha = bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24;
const D3D11_BLEND d3dSrcFactors[8] = {
D3D11_BLEND_ZERO,
D3D11_BLEND_ONE,
D3D11_BLEND_DEST_COLOR,
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;
}
}