D3D/Render: Mark translation unit local variables as static

This commit is contained in:
Lioncash 2017-04-09 15:51:15 -04:00
parent 4d0f458f2f
commit ba5b215c42
1 changed files with 104 additions and 104 deletions

View File

@ -42,21 +42,6 @@
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 +54,31 @@ typedef struct _Nv_Stereo_Image_Header
#define NVSTEREO_IMAGE_SIGNATURE 0x4433564e
// GX pipeline state
struct
struct GXPipelineState
{
SamplerState sampler[8];
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 ID3D11BlendState* s_clear_blend_states[4] = {nullptr};
static ID3D11DepthStencilState* s_clear_depth_states[3] = {nullptr};
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 +93,22 @@ 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((ID3D11DeviceChild*)s_clear_depth_states[0],
"depth state for Renderer::ClearScreen (depth buffer disabled)");
D3D::SetDebugObjectName(
(ID3D11DeviceChild*)cleardepthstates[1],
(ID3D11DeviceChild*)s_clear_depth_states[1],
"depth state for Renderer::ClearScreen (depth buffer enabled, writing enabled)");
D3D::SetDebugObjectName(
(ID3D11DeviceChild*)cleardepthstates[2],
(ID3D11DeviceChild*)s_clear_depth_states[2],
"depth state for Renderer::ClearScreen (depth buffer enabled, writing disabled)");
D3D11_BLEND_DESC blenddesc;
@ -123,25 +122,25 @@ 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,
D3D::SetDebugObjectName((ID3D11DeviceChild*)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;
@ -150,16 +149,16 @@ 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,
D3D::SetDebugObjectName((ID3D11DeviceChild*)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,
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_reset_rast_state,
"rasterizer state for Renderer::ResetAPIState");
s_screenshot_texture = nullptr;
@ -170,22 +169,22 @@ 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()
@ -244,23 +243,23 @@ 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++)
{
gx_state.sampler[k].packed = 0;
s_gx_state.sampler[k].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};
@ -338,7 +337,7 @@ 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 +502,8 @@ 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 +587,21 @@ 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);
@ -690,19 +690,19 @@ void Renderer::SetBlendMode(bool forceUpdate)
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 = d3dSrcFactors[bpmem.blendmode.srcfactor];
s_gx_state.blend.dst_blend = d3dDestFactors[bpmem.blendmode.dstfactor];
}
}
}
@ -908,9 +908,9 @@ 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 +929,16 @@ 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++)
{
// 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.sampler[stage].max_anisotropy = UINT64_C(1) << g_ActiveConfig.iMaxAnisotropy;
D3D::stateman->SetSampler(stage, s_gx_state_cache.Get(s_gx_state.sampler[stage]));
}
if (bUseDstAlpha)
@ -969,10 +969,10 @@ 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);
}
@ -988,12 +988,12 @@ void Renderer::SetGenerationMode()
// 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 = d3dCullModes[bpmem.genMode.cullmode];
}
void Renderer::SetDepthMode()
{
gx_state.zmode.hex = bpmem.zmode.hex;
s_gx_state.zmode.hex = bpmem.zmode.hex;
}
void Renderer::SetLogicOpMode()
@ -1074,10 +1074,10 @@ void Renderer::SetLogicOpMode()
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 = d3dLogicOps[bpmem.blendmode.logicmode];
s_gx_state.blend.src_blend = d3dLogicOpSrcFactors[bpmem.blendmode.logicmode];
s_gx_state.blend.dst_blend = d3dLogicOpDestFactors[bpmem.blendmode.logicmode];
}
else
{
@ -1097,25 +1097,25 @@ 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.sampler[stage].min_filter = SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ? 6 : 4;
s_gx_state.sampler[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.sampler[stage].min_filter = (u32)tm0.min_filter;
s_gx_state.sampler[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.sampler[stage].wrap_s = (u32)tm0.wrap_s;
s_gx_state.sampler[stage].wrap_t = (u32)tm0.wrap_t;
s_gx_state.sampler[stage].max_lod = (u32)tm1.max_lod;
s_gx_state.sampler[stage].min_lod = (u32)tm1.min_lod;
s_gx_state.sampler[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.sampler[stage].max_lod = 255;
}
}