Merge pull request #475 from kayru/d3d_state_cache

D3D: Implemented cache for dynamic render states
This commit is contained in:
skidau 2014-10-18 13:11:39 +11:00
commit a5674bbe84
12 changed files with 563 additions and 393 deletions

View File

@ -38,10 +38,10 @@
<ClCompile Include="D3DBase.cpp" />
<ClCompile Include="D3DBlob.cpp" />
<ClCompile Include="D3DShader.cpp" />
<ClCompile Include="D3DState.cpp" />
<ClCompile Include="D3DTexture.cpp" />
<ClCompile Include="D3DUtil.cpp" />
<ClCompile Include="FramebufferManager.cpp" />
<ClCompile Include="GfxState.cpp" />
<ClCompile Include="LineGeometryShader.cpp" />
<ClCompile Include="main.cpp" />
<ClCompile Include="NativeVertexFormat.cpp" />
@ -60,10 +60,10 @@
<ClInclude Include="D3DBase.h" />
<ClInclude Include="D3DBlob.h" />
<ClInclude Include="D3DShader.h" />
<ClInclude Include="D3DState.h" />
<ClInclude Include="D3DTexture.h" />
<ClInclude Include="D3DUtil.h" />
<ClInclude Include="FramebufferManager.h" />
<ClInclude Include="GfxState.h" />
<ClInclude Include="Globals.h" />
<ClInclude Include="LineGeometryShader.h" />
<ClInclude Include="main.h" />

View File

@ -24,7 +24,7 @@
<ClCompile Include="D3DUtil.cpp">
<Filter>D3D</Filter>
</ClCompile>
<ClCompile Include="GfxState.cpp">
<ClCompile Include="D3DState.cpp">
<Filter>D3D</Filter>
</ClCompile>
<ClCompile Include="FramebufferManager.cpp">
@ -84,7 +84,7 @@
<ClInclude Include="D3DUtil.h">
<Filter>D3D</Filter>
</ClInclude>
<ClInclude Include="GfxState.h">
<ClInclude Include="D3DState.h">
<Filter>D3D</Filter>
</ClInclude>
<ClInclude Include="FramebufferManager.h">

View File

@ -4,8 +4,8 @@
#include "Common/StringUtil.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/D3DTexture.h"
#include "VideoBackends/D3D/GfxState.h"
#include "VideoCommon/VideoConfig.h"
namespace DX11

View File

@ -0,0 +1,358 @@
// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include "Common/Logging/Log.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DState.h"
namespace DX11
{
namespace D3D
{
StateManager* stateman;
template<typename T> AutoState<T>::AutoState(const T* object) : state(object)
{
((IUnknown*)state)->AddRef();
}
template<typename T> AutoState<T>::AutoState(const AutoState<T> &source)
{
state = source.GetPtr();
((T*)state)->AddRef();
}
template<typename T> AutoState<T>::~AutoState()
{
if (state) ((T*)state)->Release();
state = nullptr;
}
StateManager::StateManager() : cur_blendstate(nullptr), cur_depthstate(nullptr), cur_raststate(nullptr) {}
void StateManager::PushBlendState(const ID3D11BlendState* state) { blendstates.push(AutoBlendState(state)); }
void StateManager::PushDepthState(const ID3D11DepthStencilState* state) { depthstates.push(AutoDepthStencilState(state)); }
void StateManager::PushRasterizerState(const ID3D11RasterizerState* state) { raststates.push(AutoRasterizerState(state)); }
void StateManager::PopBlendState() { blendstates.pop(); }
void StateManager::PopDepthState() { depthstates.pop(); }
void StateManager::PopRasterizerState() { raststates.pop(); }
void StateManager::Apply()
{
if (!blendstates.empty())
{
if (cur_blendstate != blendstates.top().GetPtr())
{
cur_blendstate = (ID3D11BlendState*)blendstates.top().GetPtr();
D3D::context->OMSetBlendState(cur_blendstate, nullptr, 0xFFFFFFFF);
}
}
else ERROR_LOG(VIDEO, "Tried to apply without blend state!");
if (!depthstates.empty())
{
if (cur_depthstate != depthstates.top().GetPtr())
{
cur_depthstate = (ID3D11DepthStencilState*)depthstates.top().GetPtr();
D3D::context->OMSetDepthStencilState(cur_depthstate, 0);
}
}
else ERROR_LOG(VIDEO, "Tried to apply without depth state!");
if (!raststates.empty())
{
if (cur_raststate != raststates.top().GetPtr())
{
cur_raststate = (ID3D11RasterizerState*)raststates.top().GetPtr();
D3D::context->RSSetState(cur_raststate);
}
}
else ERROR_LOG(VIDEO, "Tried to apply without rasterizer state!");
}
} // namespace D3D
ID3D11SamplerState* StateCache::Get(SamplerState state)
{
auto it = m_sampler.find(state.packed);
if (it != m_sampler.end())
{
return it->second;
}
const unsigned int d3dMipFilters[4] =
{
TexMode0::TEXF_NONE,
TexMode0::TEXF_POINT,
TexMode0::TEXF_LINEAR,
TexMode0::TEXF_NONE, //reserved
};
const D3D11_TEXTURE_ADDRESS_MODE d3dClamps[4] =
{
D3D11_TEXTURE_ADDRESS_CLAMP,
D3D11_TEXTURE_ADDRESS_WRAP,
D3D11_TEXTURE_ADDRESS_MIRROR,
D3D11_TEXTURE_ADDRESS_WRAP //reserved
};
D3D11_SAMPLER_DESC sampdc = CD3D11_SAMPLER_DESC(CD3D11_DEFAULT());
unsigned int mip = d3dMipFilters[state.min_filter & 3];
if (state.max_anisotropy)
{
sampdc.Filter = D3D11_FILTER_ANISOTROPIC;
sampdc.MaxAnisotropy = (u32)state.max_anisotropy;
}
else if (state.min_filter & 4) // linear min filter
{
if (state.mag_filter) // linear mag filter
{
if (mip == TexMode0::TEXF_NONE)
sampdc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
else if (mip == TexMode0::TEXF_POINT)
sampdc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
else if (mip == TexMode0::TEXF_LINEAR)
sampdc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
}
else // point mag filter
{
if (mip == TexMode0::TEXF_NONE)
sampdc.Filter = D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT;
else if (mip == TexMode0::TEXF_POINT)
sampdc.Filter = D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT;
else if (mip == TexMode0::TEXF_LINEAR)
sampdc.Filter = D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR;
}
}
else // point min filter
{
if (state.mag_filter) // linear mag filter
{
if (mip == TexMode0::TEXF_NONE)
sampdc.Filter = D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT;
else if (mip == TexMode0::TEXF_POINT)
sampdc.Filter = D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT;
else if (mip == TexMode0::TEXF_LINEAR)
sampdc.Filter = D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR;
}
else // point mag filter
{
if (mip == TexMode0::TEXF_NONE)
sampdc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
else if (mip == TexMode0::TEXF_POINT)
sampdc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
else if (mip == TexMode0::TEXF_LINEAR)
sampdc.Filter = D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR;
}
}
sampdc.AddressU = d3dClamps[state.wrap_s];
sampdc.AddressV = d3dClamps[state.wrap_t];
sampdc.MaxLOD = (mip == TexMode0::TEXF_NONE) ? 0.0f : (float)state.max_lod / 16.f;
sampdc.MinLOD = (float)state.min_lod / 16.f;
sampdc.MipLODBias = (s32)state.lod_bias / 32.0f;
ID3D11SamplerState* res = nullptr;
HRESULT hr = D3D::device->CreateSamplerState(&sampdc, &res);
if (FAILED(hr)) PanicAlert("Fail %s %d\n", __FILE__, __LINE__);
D3D::SetDebugObjectName((ID3D11DeviceChild*)res, "sampler state used to emulate the GX pipeline");
m_sampler.insert(std::make_pair(state.packed, res));
return res;
}
ID3D11BlendState* StateCache::Get(BlendState state)
{
if (!state.blend_enable)
{
state.src_blend = D3D11_BLEND_ONE;
state.dst_blend = D3D11_BLEND_ZERO;
state.blend_op = D3D11_BLEND_OP_ADD;
state.use_dst_alpha = false;
}
auto it = m_blend.find(state.packed);
if (it != m_blend.end())
{
return it->second;
}
D3D11_BLEND_DESC blenddc = CD3D11_BLEND_DESC(CD3D11_DEFAULT());
blenddc.AlphaToCoverageEnable = FALSE;
blenddc.IndependentBlendEnable = FALSE;
blenddc.RenderTarget[0].BlendEnable = state.blend_enable;
blenddc.RenderTarget[0].RenderTargetWriteMask = (u32)state.write_mask;
blenddc.RenderTarget[0].SrcBlend = state.src_blend;
blenddc.RenderTarget[0].DestBlend = state.dst_blend;
blenddc.RenderTarget[0].BlendOp = state.blend_op;
blenddc.RenderTarget[0].SrcBlendAlpha = state.src_blend;
blenddc.RenderTarget[0].DestBlendAlpha = state.dst_blend;
blenddc.RenderTarget[0].BlendOpAlpha = state.blend_op;
if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_SRC_COLOR)
blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
else if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_INV_SRC_COLOR)
blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
else if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_DEST_COLOR)
blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_DEST_ALPHA;
else if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_INV_DEST_COLOR)
blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
else
blenddc.RenderTarget[0].SrcBlendAlpha = blenddc.RenderTarget[0].SrcBlend;
if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_SRC_COLOR)
blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_SRC_ALPHA;
else if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_INV_SRC_COLOR)
blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
else if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_DEST_COLOR)
blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_DEST_ALPHA;
else if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_INV_DEST_COLOR)
blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
else
blenddc.RenderTarget[0].DestBlendAlpha = blenddc.RenderTarget[0].DestBlend;
if (state.use_dst_alpha)
{
// Colors should blend against SRC1_ALPHA
if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_SRC_ALPHA)
blenddc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC1_ALPHA;
else if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_INV_SRC_ALPHA)
blenddc.RenderTarget[0].SrcBlend = D3D11_BLEND_INV_SRC1_ALPHA;
// Colors should blend against SRC1_ALPHA
if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_SRC_ALPHA)
blenddc.RenderTarget[0].DestBlend = D3D11_BLEND_SRC1_ALPHA;
else if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_INV_SRC_ALPHA)
blenddc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC1_ALPHA;
blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
blenddc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
}
ID3D11BlendState* res = nullptr;
HRESULT hr = D3D::device->CreateBlendState(&blenddc, &res);
if (FAILED(hr)) PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__);
D3D::SetDebugObjectName((ID3D11DeviceChild*)res, "blend state used to emulate the GX pipeline");
m_blend.insert(std::make_pair(state.packed, res));
return res;
}
ID3D11RasterizerState* StateCache::Get(RasterizerState state)
{
auto it = m_raster.find(state.packed);
if (it != m_raster.end())
{
return it->second;
}
D3D11_RASTERIZER_DESC rastdc = CD3D11_RASTERIZER_DESC(state.wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID,
state.cull_mode,
false, 0, 0.f, 0, false, true, false, false);
ID3D11RasterizerState* res = nullptr;
HRESULT hr = D3D::device->CreateRasterizerState(&rastdc, &res);
if (FAILED(hr)) PanicAlert("Failed to create rasterizer state at %s %d\n", __FILE__, __LINE__);
D3D::SetDebugObjectName((ID3D11DeviceChild*)res, "rasterizer state used to emulate the GX pipeline");
m_raster.insert(std::make_pair(state.packed, res));
return res;
}
ID3D11DepthStencilState* StateCache::Get(ZMode state)
{
auto it = m_depth.find(state.hex);
if (it != m_depth.end())
{
return it->second;
}
D3D11_DEPTH_STENCIL_DESC depthdc = CD3D11_DEPTH_STENCIL_DESC(CD3D11_DEFAULT());
depthdc.DepthEnable = TRUE;
depthdc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
depthdc.DepthFunc = D3D11_COMPARISON_LESS;
depthdc.StencilEnable = FALSE;
depthdc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
depthdc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
const D3D11_COMPARISON_FUNC d3dCmpFuncs[8] =
{
D3D11_COMPARISON_NEVER,
D3D11_COMPARISON_LESS,
D3D11_COMPARISON_EQUAL,
D3D11_COMPARISON_LESS_EQUAL,
D3D11_COMPARISON_GREATER,
D3D11_COMPARISON_NOT_EQUAL,
D3D11_COMPARISON_GREATER_EQUAL,
D3D11_COMPARISON_ALWAYS
};
if (state.testenable)
{
depthdc.DepthEnable = TRUE;
depthdc.DepthWriteMask = state.updateenable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
depthdc.DepthFunc = d3dCmpFuncs[state.func];
}
else
{
// if the test is disabled write is disabled too
depthdc.DepthEnable = FALSE;
depthdc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
}
ID3D11DepthStencilState* res = nullptr;
HRESULT hr = D3D::device->CreateDepthStencilState(&depthdc, &res);
if (SUCCEEDED(hr)) D3D::SetDebugObjectName((ID3D11DeviceChild*)res, "depth-stencil state used to emulate the GX pipeline");
else PanicAlert("Failed to create depth state at %s %d\n", __FILE__, __LINE__);
m_depth.insert(std::make_pair(state.hex, res));
return res;
}
void StateCache::Clear()
{
for (auto it : m_depth)
{
SAFE_RELEASE(it.second);
}
m_depth.clear();
for (auto it : m_raster)
{
SAFE_RELEASE(it.second);
}
m_raster.clear();
for (auto it : m_blend)
{
SAFE_RELEASE(it.second);
}
m_blend.clear();
for (auto it : m_sampler)
{
SAFE_RELEASE(it.second);
}
m_sampler.clear();
}
} // namespace DX11

View File

@ -0,0 +1,130 @@
// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#pragma once
#include <stack>
#include <unordered_map>
#include "Common/BitField.h"
#include "Common/CommonTypes.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoCommon/BPMemory.h"
struct ID3D11BlendState;
struct ID3D11DepthStencilState;
struct ID3D11RasterizerState;
namespace DX11
{
union RasterizerState
{
BitField<0, 2, D3D11_CULL_MODE> cull_mode;
BitField<2, 1, u32> wireframe;
u32 packed;
};
union BlendState
{
BitField<0, 1, u32> blend_enable;
BitField<1, 3, D3D11_BLEND_OP> blend_op;
BitField<4, 4, u32> write_mask;
BitField<8, 5, D3D11_BLEND> src_blend;
BitField<13, 5, D3D11_BLEND> dst_blend;
BitField<18, 1, u32> use_dst_alpha;
u32 packed;
};
union SamplerState
{
BitField<0, 3, u64> min_filter;
BitField<3, 1, u64> mag_filter;
BitField<4, 8, u64> min_lod;
BitField<12, 8, u64> max_lod;
BitField<20, 8, s64> lod_bias;
BitField<28, 2, u64> wrap_s;
BitField<30, 2, u64> wrap_t;
BitField<32, 5, u64> max_anisotropy;
u64 packed;
};
class StateCache
{
public:
// Get existing or create new render state.
// Returned objects is owned by the cache and does not need to be released.
ID3D11SamplerState* Get(SamplerState state);
ID3D11BlendState* Get(BlendState state);
ID3D11RasterizerState* Get(RasterizerState state);
ID3D11DepthStencilState* Get(ZMode state);
// Release all cached states and clear hash tables.
void Clear();
private:
std::unordered_map<u32, ID3D11DepthStencilState*> m_depth;
std::unordered_map<u32, ID3D11RasterizerState*> m_raster;
std::unordered_map<u32, ID3D11BlendState*> m_blend;
std::unordered_map<u64, ID3D11SamplerState*> m_sampler;
};
namespace D3D
{
template<typename T> class AutoState
{
public:
AutoState(const T* object);
AutoState(const AutoState<T> &source);
~AutoState();
const inline T* GetPtr() const { return state; }
private:
const T* state;
};
typedef AutoState<ID3D11BlendState> AutoBlendState;
typedef AutoState<ID3D11DepthStencilState> AutoDepthStencilState;
typedef AutoState<ID3D11RasterizerState> AutoRasterizerState;
class StateManager
{
public:
StateManager();
// call any of these to change the affected states
void PushBlendState(const ID3D11BlendState* state);
void PushDepthState(const ID3D11DepthStencilState* state);
void PushRasterizerState(const ID3D11RasterizerState* state);
// call these after drawing
void PopBlendState();
void PopDepthState();
void PopRasterizerState();
// call this before any drawing operation if states could have changed meanwhile
void Apply();
private:
std::stack<AutoBlendState> blendstates;
std::stack<AutoDepthStencilState> depthstates;
std::stack<AutoRasterizerState> raststates;
ID3D11BlendState* cur_blendstate;
ID3D11DepthStencilState* cur_depthstate;
ID3D11RasterizerState* cur_raststate;
};
extern StateManager* stateman;
} // namespace
} // namespace DX11

View File

@ -8,8 +8,8 @@
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DShader.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/D3DUtil.h"
#include "VideoBackends/D3D/GfxState.h"
#include "VideoBackends/D3D/PixelShaderCache.h"
#include "VideoBackends/D3D/VertexShaderCache.h"

View File

@ -1,80 +0,0 @@
// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include "Common/Logging/Log.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/GfxState.h"
namespace DX11
{
namespace D3D
{
StateManager* stateman;
template<typename T> AutoState<T>::AutoState(const T* object) : state(object)
{
((IUnknown*)state)->AddRef();
}
template<typename T> AutoState<T>::AutoState(const AutoState<T> &source)
{
state = source.GetPtr();
((T*)state)->AddRef();
}
template<typename T> AutoState<T>::~AutoState()
{
if (state) ((T*)state)->Release();
state = nullptr;
}
StateManager::StateManager() : cur_blendstate(nullptr), cur_depthstate(nullptr), cur_raststate(nullptr) {}
void StateManager::PushBlendState(const ID3D11BlendState* state) { blendstates.push(AutoBlendState(state)); }
void StateManager::PushDepthState(const ID3D11DepthStencilState* state) { depthstates.push(AutoDepthStencilState(state)); }
void StateManager::PushRasterizerState(const ID3D11RasterizerState* state) { raststates.push(AutoRasterizerState(state)); }
void StateManager::PopBlendState() { blendstates.pop(); }
void StateManager::PopDepthState() { depthstates.pop(); }
void StateManager::PopRasterizerState() { raststates.pop(); }
void StateManager::Apply()
{
if (!blendstates.empty())
{
if (cur_blendstate != blendstates.top().GetPtr())
{
cur_blendstate = (ID3D11BlendState*)blendstates.top().GetPtr();
D3D::context->OMSetBlendState(cur_blendstate, nullptr, 0xFFFFFFFF);
}
}
else ERROR_LOG(VIDEO, "Tried to apply without blend state!");
if (!depthstates.empty())
{
if (cur_depthstate != depthstates.top().GetPtr())
{
cur_depthstate = (ID3D11DepthStencilState*)depthstates.top().GetPtr();
D3D::context->OMSetDepthStencilState(cur_depthstate, 0);
}
}
else ERROR_LOG(VIDEO, "Tried to apply without depth state!");
if (!raststates.empty())
{
if (cur_raststate != raststates.top().GetPtr())
{
cur_raststate = (ID3D11RasterizerState*)raststates.top().GetPtr();
D3D::context->RSSetState(cur_raststate);
}
}
else ERROR_LOG(VIDEO, "Tried to apply without rasterizer state!");
}
} // namespace
} // namespace DX11

View File

@ -1,67 +0,0 @@
// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#pragma once
#include <stack>
struct ID3D11BlendState;
struct ID3D11DepthStencilState;
struct ID3D11RasterizerState;
namespace DX11
{
namespace D3D
{
template<typename T> class AutoState
{
public:
AutoState(const T* object);
AutoState(const AutoState<T> &source);
~AutoState();
const inline T* GetPtr() const { return state; }
private:
const T* state;
};
typedef AutoState<ID3D11BlendState> AutoBlendState;
typedef AutoState<ID3D11DepthStencilState> AutoDepthStencilState;
typedef AutoState<ID3D11RasterizerState> AutoRasterizerState;
class StateManager
{
public:
StateManager();
// call any of these to change the affected states
void PushBlendState(const ID3D11BlendState* state);
void PushDepthState(const ID3D11DepthStencilState* state);
void PushRasterizerState(const ID3D11RasterizerState* state);
// call these after drawing
void PopBlendState();
void PopDepthState();
void PopRasterizerState();
// call this before any drawing operation if states could have changed meanwhile
void Apply();
private:
std::stack<AutoBlendState> blendstates;
std::stack<AutoDepthStencilState> depthstates;
std::stack<AutoRasterizerState> raststates;
ID3D11BlendState* cur_blendstate;
ID3D11DepthStencilState* cur_depthstate;
ID3D11RasterizerState* cur_raststate;
};
extern StateManager* stateman;
} // namespace
} // namespace DX11

View File

@ -5,8 +5,8 @@
#include "Core/HW/Memmap.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DShader.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/FramebufferManager.h"
#include "VideoBackends/D3D/GfxState.h"
#include "VideoBackends/D3D/PSTextureEncoder.h"
#include "VideoBackends/D3D/Render.h"
#include "VideoBackends/D3D/TextureCache.h"

View File

@ -6,6 +6,7 @@
#include <cmath>
#include <string>
#include <strsafe.h>
#include <unordered_map>
#include "Common/Timer.h"
@ -15,9 +16,9 @@
#include "Core/Movie.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/D3DUtil.h"
#include "VideoBackends/D3D/FramebufferManager.h"
#include "VideoBackends/D3D/GfxState.h"
#include "VideoBackends/D3D/PixelShaderCache.h"
#include "VideoBackends/D3D/Render.h"
#include "VideoBackends/D3D/Television.h"
@ -53,16 +54,17 @@ ID3D11RasterizerState* resetraststate = nullptr;
static ID3D11Texture2D* s_screenshot_texture = nullptr;
// GX pipeline state
struct
{
D3D11_SAMPLER_DESC sampdc[8];
D3D11_BLEND_DESC blenddc;
D3D11_DEPTH_STENCIL_DESC depthdc;
D3D11_RASTERIZER_DESC rastdc;
SamplerState sampler[8];
BlendState blend;
ZMode zmode;
RasterizerState raster;
} gx_state;
StateCache gx_state_cache;
void SetupDeviceObjects()
{
@ -167,6 +169,8 @@ void TeardownDeviceObjects()
SAFE_RELEASE(s_screenshot_texture);
s_television.Shutdown();
gx_state_cache.Clear();
}
void CreateScreenshotTexture(const TargetRectangle& rc)
@ -196,41 +200,26 @@ Renderer::Renderer(void *&window_handle)
SetupDeviceObjects();
// Setup GX pipeline state
memset(&gx_state.blenddc, 0, sizeof(gx_state.blenddc));
gx_state.blenddc.AlphaToCoverageEnable = FALSE;
gx_state.blenddc.IndependentBlendEnable = FALSE;
gx_state.blenddc.RenderTarget[0].BlendEnable = FALSE;
gx_state.blenddc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
gx_state.blenddc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
gx_state.blenddc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
gx_state.blenddc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
gx_state.blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
gx_state.blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
gx_state.blenddc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
memset(&gx_state.depthdc, 0, sizeof(gx_state.depthdc));
gx_state.depthdc.DepthEnable = TRUE;
gx_state.depthdc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
gx_state.depthdc.DepthFunc = D3D11_COMPARISON_LESS;
gx_state.depthdc.StencilEnable = FALSE;
gx_state.depthdc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
gx_state.depthdc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
// TODO: Do we need to enable multisampling here?
gx_state.rastdc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false, 0, 0.f, 0, false, true, false, false);
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;
for (unsigned int k = 0;k < 8;k++)
{
float border[4] = {0.f, 0.f, 0.f, 0.f};
gx_state.sampdc[k] = CD3D11_SAMPLER_DESC(D3D11_FILTER_MIN_MAG_MIP_LINEAR, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP,
0.f, 1 << g_ActiveConfig.iMaxAnisotropy,
D3D11_COMPARISON_ALWAYS, border,
-D3D11_FLOAT32_MAX, D3D11_FLOAT32_MAX);
if (g_ActiveConfig.iMaxAnisotropy != 0) gx_state.sampdc[k].Filter = D3D11_FILTER_ANISOTROPIC;
gx_state.sampler[k].packed = 0;
}
gx_state.zmode.testenable = false;
gx_state.zmode.updateenable = false;
gx_state.zmode.func = ZMode::NEVER;
gx_state.raster.cull_mode = D3D11_CULL_NONE;
gx_state.raster.wireframe = false;
// Clear EFB textures
float ClearColor[4] = { 0.f, 0.f, 0.f, 1.f };
D3D::context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(), ClearColor);
@ -302,7 +291,7 @@ void Renderer::SetColorMask()
if (bpmem.blendmode.colorupdate)
color_mask |= D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN | D3D11_COLOR_WRITE_ENABLE_BLUE;
}
gx_state.blenddc.RenderTarget[0].RenderTargetWriteMask = color_mask;
gx_state.blend.write_mask = color_mask;
}
// This function allows the CPU to directly access the EFB.
@ -562,56 +551,6 @@ void Renderer::ReinterpretPixelData(unsigned int convtype)
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
}
void SetSrcBlend(D3D11_BLEND val)
{
// Colors should blend against SRC_ALPHA
if (val == D3D11_BLEND_SRC1_ALPHA)
val = D3D11_BLEND_SRC_ALPHA;
else if (val == D3D11_BLEND_INV_SRC1_ALPHA)
val = D3D11_BLEND_INV_SRC_ALPHA;
if (val == D3D11_BLEND_SRC_COLOR)
gx_state.blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
else if (val == D3D11_BLEND_INV_SRC_COLOR)
gx_state.blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
else if (val == D3D11_BLEND_DEST_COLOR)
gx_state.blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_DEST_ALPHA;
else if (val == D3D11_BLEND_INV_DEST_COLOR)
gx_state.blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
else
gx_state.blenddc.RenderTarget[0].SrcBlendAlpha = val;
gx_state.blenddc.RenderTarget[0].SrcBlend = val;
}
void SetDestBlend(D3D11_BLEND val)
{
// Colors should blend against SRC_ALPHA
if (val == D3D11_BLEND_SRC1_ALPHA)
val = D3D11_BLEND_SRC_ALPHA;
else if (val == D3D11_BLEND_INV_SRC1_ALPHA)
val = D3D11_BLEND_INV_SRC_ALPHA;
if (val == D3D11_BLEND_SRC_COLOR)
gx_state.blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_SRC_ALPHA;
else if (val == D3D11_BLEND_INV_SRC_COLOR)
gx_state.blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
else if (val == D3D11_BLEND_DEST_COLOR)
gx_state.blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_DEST_ALPHA;
else if (val == D3D11_BLEND_INV_DEST_COLOR)
gx_state.blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
else
gx_state.blenddc.RenderTarget[0].DestBlendAlpha = val;
gx_state.blenddc.RenderTarget[0].DestBlend = val;
}
void SetBlendOp(D3D11_BLEND_OP val)
{
gx_state.blenddc.RenderTarget[0].BlendOp = val;
gx_state.blenddc.RenderTarget[0].BlendOpAlpha = val;
}
void Renderer::SetBlendMode(bool forceUpdate)
{
// Our render target always uses an alpha channel, so we need to override the blend functions to assume a destination alpha of 1 if the render target isn't supposed to have an alpha channel
@ -645,19 +584,19 @@ void Renderer::SetBlendMode(bool forceUpdate)
if (bpmem.blendmode.subtract)
{
gx_state.blenddc.RenderTarget[0].BlendEnable = true;
SetBlendOp(D3D11_BLEND_OP_REV_SUBTRACT);
SetSrcBlend(D3D11_BLEND_ONE);
SetDestBlend(D3D11_BLEND_ONE);
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;
}
else
{
gx_state.blenddc.RenderTarget[0].BlendEnable = bpmem.blendmode.blendenable;
gx_state.blend.blend_enable = (u32)bpmem.blendmode.blendenable;
if (bpmem.blendmode.blendenable)
{
SetBlendOp(D3D11_BLEND_OP_ADD);
SetSrcBlend(d3dSrcFactors[bpmem.blendmode.srcfactor]);
SetDestBlend(d3dDestFactors[bpmem.blendmode.dstfactor]);
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];
}
}
}
@ -1053,65 +992,22 @@ void Renderer::RestoreAPIState()
void Renderer::ApplyState(bool bUseDstAlpha)
{
HRESULT hr;
gx_state.blend.use_dst_alpha = bUseDstAlpha;
D3D::stateman->PushBlendState(gx_state_cache.Get(gx_state.blend));
if (bUseDstAlpha)
{
// Colors should blend against SRC1_ALPHA
if (gx_state.blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_SRC_ALPHA)
gx_state.blenddc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC1_ALPHA;
else if (gx_state.blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_INV_SRC_ALPHA)
gx_state.blenddc.RenderTarget[0].SrcBlend = D3D11_BLEND_INV_SRC1_ALPHA;
D3D::stateman->PushDepthState(gx_state_cache.Get(gx_state.zmode));
// Colors should blend against SRC1_ALPHA
if (gx_state.blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_SRC_ALPHA)
gx_state.blenddc.RenderTarget[0].DestBlend = D3D11_BLEND_SRC1_ALPHA;
else if (gx_state.blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_INV_SRC_ALPHA)
gx_state.blenddc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC1_ALPHA;
gx_state.blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
gx_state.blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
gx_state.blenddc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
}
ID3D11BlendState* blstate;
hr = D3D::device->CreateBlendState(&gx_state.blenddc, &blstate);
if (FAILED(hr)) PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__);
D3D::stateman->PushBlendState(blstate);
D3D::SetDebugObjectName((ID3D11DeviceChild*)blstate, "blend state used to emulate the GX pipeline");
SAFE_RELEASE(blstate);
ID3D11DepthStencilState* depth_state;
hr = D3D::device->CreateDepthStencilState(&gx_state.depthdc, &depth_state);
if (SUCCEEDED(hr)) D3D::SetDebugObjectName((ID3D11DeviceChild*)depth_state, "depth-stencil state used to emulate the GX pipeline");
else PanicAlert("Failed to create depth state at %s %d\n", __FILE__, __LINE__);
D3D::stateman->PushDepthState(depth_state);
SAFE_RELEASE(depth_state);
gx_state.rastdc.FillMode = (g_ActiveConfig.bWireFrame) ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
ID3D11RasterizerState* raststate;
hr = D3D::device->CreateRasterizerState(&gx_state.rastdc, &raststate);
if (FAILED(hr)) PanicAlert("Failed to create rasterizer state at %s %d\n", __FILE__, __LINE__);
D3D::SetDebugObjectName((ID3D11DeviceChild*)raststate, "rasterizer state used to emulate the GX pipeline");
D3D::stateman->PushRasterizerState(raststate);
SAFE_RELEASE(raststate);
gx_state.raster.wireframe = g_ActiveConfig.bWireFrame;
D3D::stateman->PushRasterizerState(gx_state_cache.Get(gx_state.raster));
ID3D11SamplerState* samplerstate[8];
for (unsigned int stage = 0; stage < 8; stage++)
{
// TODO: unnecessary state changes, we should store a list of shader resources
//if (shader_resources[stage])
{
if (g_ActiveConfig.iMaxAnisotropy > 0) gx_state.sampdc[stage].Filter = D3D11_FILTER_ANISOTROPIC;
hr = D3D::device->CreateSamplerState(&gx_state.sampdc[stage], &samplerstate[stage]);
if (FAILED(hr)) PanicAlert("Fail %s %d, stage=%d\n", __FILE__, __LINE__, stage);
else D3D::SetDebugObjectName((ID3D11DeviceChild*)samplerstate[stage], "sampler state used to emulate the GX pipeline");
}
// else samplerstate[stage] = nullptr;
SamplerState state = gx_state.sampler[stage];
state.max_anisotropy = g_ActiveConfig.iMaxAnisotropy;
samplerstate[stage] = gx_state_cache.Get(gx_state.sampler[stage]);
}
D3D::context->PSSetSamplers(0, 8, samplerstate);
for (unsigned int stage = 0; stage < 8; stage++)
SAFE_RELEASE(samplerstate[stage]);
D3D::stateman->Apply();
@ -1142,16 +1038,11 @@ void Renderer::RestoreState()
void Renderer::ApplyCullDisable()
{
D3D11_RASTERIZER_DESC rastDesc = gx_state.rastdc;
rastDesc.CullMode = D3D11_CULL_NONE;
ID3D11RasterizerState* raststate;
HRESULT hr = D3D::device->CreateRasterizerState(&rastDesc, &raststate);
if (FAILED(hr)) PanicAlert("Failed to create culling-disabled rasterizer state at %s %d\n", __FILE__, __LINE__);
D3D::SetDebugObjectName((ID3D11DeviceChild*)raststate, "rasterizer state (culling disabled) used to emulate the GX pipeline");
RasterizerState rast = gx_state.raster;
rast.cull_mode = D3D11_CULL_NONE;
ID3D11RasterizerState* raststate = gx_state_cache.Get(rast);
D3D::stateman->PushRasterizerState(raststate);
SAFE_RELEASE(raststate);
D3D::stateman->Apply();
}
@ -1173,35 +1064,12 @@ void Renderer::SetGenerationMode()
// rastdc.FrontCounterClockwise must be false for this to work
// TODO: GX_CULL_ALL not supported, yet!
gx_state.rastdc.CullMode = d3dCullModes[bpmem.genMode.cullmode];
gx_state.raster.cull_mode = d3dCullModes[bpmem.genMode.cullmode];
}
void Renderer::SetDepthMode()
{
const D3D11_COMPARISON_FUNC d3dCmpFuncs[8] =
{
D3D11_COMPARISON_NEVER,
D3D11_COMPARISON_LESS,
D3D11_COMPARISON_EQUAL,
D3D11_COMPARISON_LESS_EQUAL,
D3D11_COMPARISON_GREATER,
D3D11_COMPARISON_NOT_EQUAL,
D3D11_COMPARISON_GREATER_EQUAL,
D3D11_COMPARISON_ALWAYS
};
if (bpmem.zmode.testenable)
{
gx_state.depthdc.DepthEnable = TRUE;
gx_state.depthdc.DepthWriteMask = bpmem.zmode.updateenable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
gx_state.depthdc.DepthFunc = d3dCmpFuncs[bpmem.zmode.func];
}
else
{
// if the test is disabled write is disabled too
gx_state.depthdc.DepthEnable = FALSE;
gx_state.depthdc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
}
gx_state.zmode = bpmem.zmode;
}
void Renderer::SetLogicOpMode()
@ -1285,10 +1153,10 @@ void Renderer::SetLogicOpMode()
if (bpmem.blendmode.logicopenable)
{
gx_state.blenddc.RenderTarget[0].BlendEnable = true;
SetBlendOp(d3dLogicOps[bpmem.blendmode.logicmode]);
SetSrcBlend(d3dLogicOpSrcFactors[bpmem.blendmode.logicmode]);
SetDestBlend(d3dLogicOpDestFactors[bpmem.blendmode.logicmode]);
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];
}
else
{
@ -1308,75 +1176,29 @@ void Renderer::SetLineWidth()
void Renderer::SetSamplerState(int stage, int texindex)
{
#define TEXF_NONE 0
#define TEXF_POINT 1
#define TEXF_LINEAR 2
const unsigned int d3dMipFilters[4] =
{
TEXF_NONE,
TEXF_POINT,
TEXF_LINEAR,
TEXF_NONE, //reserved
};
const D3D11_TEXTURE_ADDRESS_MODE d3dClamps[4] =
{
D3D11_TEXTURE_ADDRESS_CLAMP,
D3D11_TEXTURE_ADDRESS_WRAP,
D3D11_TEXTURE_ADDRESS_MIRROR,
D3D11_TEXTURE_ADDRESS_WRAP //reserved
};
const FourTexUnits &tex = bpmem.tex[texindex];
const TexMode0 &tm0 = tex.texMode0[stage];
const TexMode1 &tm1 = tex.texMode1[stage];
unsigned int mip = d3dMipFilters[tm0.min_filter & 3];
if (texindex)
stage += 4;
if (g_ActiveConfig.bForceFiltering)
{
gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
gx_state.sampler[stage].min_filter = 6; // 4 (linear mip) | 2 (linear min)
gx_state.sampler[stage].mag_filter = 1; // linear mag
}
else if (tm0.min_filter & 4) // linear min filter
else
{
if (tm0.mag_filter) // linear mag filter
{
if (mip == TEXF_NONE) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
else if (mip == TEXF_POINT) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
else if (mip == TEXF_LINEAR) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
}
else // point mag filter
{
if (mip == TEXF_NONE) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT;
else if (mip == TEXF_POINT) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT;
else if (mip == TEXF_LINEAR) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR;
}
}
else // point min filter
{
if (tm0.mag_filter) // linear mag filter
{
if (mip == TEXF_NONE) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT;
else if (mip == TEXF_POINT) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT;
else if (mip == TEXF_LINEAR) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR;
}
else // point mag filter
{
if (mip == TEXF_NONE) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
else if (mip == TEXF_POINT) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
else if (mip == TEXF_LINEAR) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR;
}
gx_state.sampler[stage].min_filter = (u32)tm0.min_filter;
gx_state.sampler[stage].mag_filter = (u32)tm0.mag_filter;
}
gx_state.sampdc[stage].AddressU = d3dClamps[tm0.wrap_s];
gx_state.sampdc[stage].AddressV = d3dClamps[tm0.wrap_t];
// When mipfilter is set to "none", just disable mipmapping altogether
gx_state.sampdc[stage].MaxLOD = (mip == TEXF_NONE) ? 0.0f : (float)tm1.max_lod/16.f;
gx_state.sampdc[stage].MinLOD = (float)tm1.min_lod/16.f;
gx_state.sampdc[stage].MipLODBias = (s32)tm0.lod_bias/32.0f;
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;
}
void Renderer::SetInterlacingMode()

View File

@ -5,8 +5,8 @@
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DBlob.h"
#include "VideoBackends/D3D/D3DShader.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/FramebufferManager.h"
#include "VideoBackends/D3D/GfxState.h"
#include "VideoBackends/D3D/Render.h"
#include "VideoBackends/D3D/XFBEncoder.h"

View File

@ -413,6 +413,13 @@ union RAS1_IREF
union TexMode0
{
enum TextureFilter : u32
{
TEXF_NONE = 0,
TEXF_POINT = 1,
TEXF_LINEAR = 2
};
struct
{
u32 wrap_s : 2;