DX11 plugin: Do destination-alpha in a single pass. No more drawing the same geometry twice! SMG is faster now because it uses destination-alpha extensively. This uses dual-source color blending, a DirectX 10-level feature. The equivalent OpenGL function comes from the GL_ARB_blend_func_extended extension, which was made core in OpenGL 3.3.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6294 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Nolan Check 2010-10-20 03:11:22 +00:00
parent 479eea6ad2
commit cb453a0fb3
7 changed files with 79 additions and 62 deletions

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@ -22,7 +22,7 @@ static const char ID[4] = {'D', 'C', 'A', 'C'};
// Update this to the current SVN revision every time you change shader generation code. // Update this to the current SVN revision every time you change shader generation code.
// We don't automatically get this from SVN_REV because that would mean regenerating the // We don't automatically get this from SVN_REV because that would mean regenerating the
// shader cache for every revision, graphics-related or not, which is simply annoying. // shader cache for every revision, graphics-related or not, which is simply annoying.
const int version = 6267; const int version = 6294;
LinearDiskCache::LinearDiskCache() LinearDiskCache::LinearDiskCache()
: file_(NULL), num_entries_(0) { : file_(NULL), num_entries_(0) {

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@ -521,7 +521,7 @@ const char *GeneratePixelShaderCode(bool dstAlphaEnable, API_TYPE ApiType,u32 co
if(ApiType != API_D3D11) if(ApiType != API_D3D11)
WRITE(p, " out float4 ocol0 : COLOR0,%s\n in float4 rawpos : %s,\n",DepthTextureEnable ? "\n out float depth : DEPTH," : "", ApiType == API_OPENGL ? "WPOS" : "POSITION"); WRITE(p, " out float4 ocol0 : COLOR0,%s\n in float4 rawpos : %s,\n",DepthTextureEnable ? "\n out float depth : DEPTH," : "", ApiType == API_OPENGL ? "WPOS" : "POSITION");
else else
WRITE(p, " out float4 ocol0 : SV_Target,%s\n in float4 rawpos : SV_Position,\n",DepthTextureEnable ? "\n out float depth : SV_Depth," : ""); WRITE(p, " out float4 ocol0 : SV_Target0,\n out float4 ocol1 : SV_Target1,%s\n in float4 rawpos : SV_Position,\n",DepthTextureEnable ? "\n out float depth : SV_Depth," : "");
WRITE(p, " in float4 colors_0 : COLOR0,\n"); WRITE(p, " in float4 colors_0 : COLOR0,\n");
WRITE(p, " in float4 colors_1 : COLOR1"); WRITE(p, " in float4 colors_1 : COLOR1");
@ -544,7 +544,8 @@ const char *GeneratePixelShaderCode(bool dstAlphaEnable, API_TYPE ApiType,u32 co
char* pmainstart = p; char* pmainstart = p;
int Pretest = AlphaPreTest(); int Pretest = AlphaPreTest();
if (dstAlphaEnable && !DepthTextureEnable && Pretest >= 0) // TODO: Re-enable the early discard on D3D11
if (dstAlphaEnable && !DepthTextureEnable && Pretest >= 0 && ApiType != API_D3D11)
{ {
if (!Pretest) if (!Pretest)
{ {
@ -806,13 +807,24 @@ const char *GeneratePixelShaderCode(bool dstAlphaEnable, API_TYPE ApiType,u32 co
WRITE(p, "depth = zCoord;\n"); WRITE(p, "depth = zCoord;\n");
} }
if (dstAlphaEnable) if (dstAlphaEnable && ApiType != API_D3D11)
WRITE(p, " ocol0 = float4(prev.rgb, "I_ALPHA"[0].a);\n"); WRITE(p, " ocol0 = float4(prev.rgb, "I_ALPHA"[0].a);\n");
else else
{ {
WriteFog(p); WriteFog(p);
WRITE(p, " ocol0 = prev;\n"); WRITE(p, " ocol0 = prev;\n");
} }
// On D3D11, use dual-source color blending to perform dst alpha in a
// single pass
if (ApiType == API_D3D11)
{
// Colors will be blended against the alpha from ocol1...
WRITE(p, " ocol1 = ocol0;\n");
// ...and the alpha from ocol0 will be written to the framebuffer.
if (dstAlphaEnable)
WRITE(p, " ocol0.a = "I_ALPHA"[0].a;\n");
}
} }
WRITE(p, "}\n"); WRITE(p, "}\n");
if (text[sizeof(text) - 1] != 0x7C) if (text[sizeof(text) - 1] != 0x7C)
@ -1256,7 +1268,7 @@ static bool WriteAlphaTest(char *&p, API_TYPE ApiType)
int Pretest = AlphaPreTest(); int Pretest = AlphaPreTest();
if(Pretest >= 0) if(Pretest >= 0)
{ {
return Pretest; return Pretest != 0;
} }
// using discard then return works the same in cg and dx9 but not in dx11 // using discard then return works the same in cg and dx9 but not in dx11

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@ -34,6 +34,8 @@ EmuGfxState::EmuGfxState() : vertexshader(NULL), vsbytecode(NULL), pixelshader(N
if(g_ActiveConfig.iMaxAnisotropy > 1) samplerdesc[k].Filter = D3D11_FILTER_ANISOTROPIC; if(g_ActiveConfig.iMaxAnisotropy > 1) samplerdesc[k].Filter = D3D11_FILTER_ANISOTROPIC;
} }
m_useDstAlpha = false;
memset(&blenddesc, 0, sizeof(blenddesc)); memset(&blenddesc, 0, sizeof(blenddesc));
blenddesc.AlphaToCoverageEnable = FALSE; blenddesc.AlphaToCoverageEnable = FALSE;
blenddesc.IndependentBlendEnable = FALSE; blenddesc.IndependentBlendEnable = FALSE;
@ -70,7 +72,7 @@ EmuGfxState::EmuGfxState() : vertexshader(NULL), vsbytecode(NULL), pixelshader(N
EmuGfxState::~EmuGfxState() EmuGfxState::~EmuGfxState()
{ {
for (unsigned int k = 0;k < 8;k++) for (unsigned int k = 0;k < 8;k++)
SAFE_RELEASE(shader_resources[k]) SAFE_RELEASE(shader_resources[k]);
SAFE_RELEASE(vsbytecode); SAFE_RELEASE(vsbytecode);
SAFE_RELEASE(psbytecode); SAFE_RELEASE(psbytecode);
@ -224,27 +226,6 @@ void EmuGfxState::ApplyState()
apply_called = true; apply_called = true;
} }
void EmuGfxState::AlphaPass()
{
if (!apply_called) ERROR_LOG(VIDEO, "EmuGfxState::AlphaPass called without having called ApplyState before!")
else stateman->PopBlendState();
// pixel shader for alpha pass is different, so update it
context->PSSetShader(pixelshader, NULL, 0);
ID3D11BlendState* blstate;
D3D11_BLEND_DESC desc = blenddesc;
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALPHA;
desc.RenderTarget[0].BlendEnable = FALSE;
HRESULT hr = device->CreateBlendState(&desc, &blstate);
if (FAILED(hr)) PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__);
SetDebugObjectName((ID3D11DeviceChild*)blstate, "a blend state of EmuGfxState (created during alpha pass)");
stateman->PushBlendState(blstate);
blstate->Release();
stateman->Apply();
}
void EmuGfxState::Reset() void EmuGfxState::Reset()
{ {
for (unsigned int k = 0;k < 8;k++) for (unsigned int k = 0;k < 8;k++)
@ -274,28 +255,57 @@ void EmuGfxState::SetSrcBlend(D3D11_BLEND val)
{ {
// TODO: Check whether e.g. the dest color check is needed here // TODO: Check whether e.g. the dest color check is needed here
blenddesc.RenderTarget[0].SrcBlend = val; blenddesc.RenderTarget[0].SrcBlend = val;
if (val == D3D11_BLEND_SRC_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA; if (m_useDstAlpha)
else if (val == D3D11_BLEND_INV_SRC_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; {
else if (val == D3D11_BLEND_DEST_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_DEST_ALPHA; blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
else if (val == D3D11_BLEND_INV_DEST_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA; }
else blenddesc.RenderTarget[0].SrcBlendAlpha = val; else
{
if (val == D3D11_BLEND_SRC_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
else if (val == D3D11_BLEND_INV_SRC_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
else if (val == D3D11_BLEND_DEST_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_DEST_ALPHA;
else if (val == D3D11_BLEND_INV_DEST_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
else blenddesc.RenderTarget[0].SrcBlendAlpha = val;
}
} }
void EmuGfxState::SetDestBlend(D3D11_BLEND val) void EmuGfxState::SetDestBlend(D3D11_BLEND val)
{ {
// TODO: Check whether e.g. the source color check is needed here // TODO: Check whether e.g. the source color check is needed here
blenddesc.RenderTarget[0].DestBlend = val; blenddesc.RenderTarget[0].DestBlend = val;
if (val == D3D11_BLEND_SRC_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_SRC_ALPHA; if (m_useDstAlpha)
else if (val == D3D11_BLEND_INV_SRC_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; {
else if (val == D3D11_BLEND_DEST_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_DEST_ALPHA; blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
else if (val == D3D11_BLEND_INV_DEST_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA; }
else blenddesc.RenderTarget[0].DestBlendAlpha = val; else
{
if (val == D3D11_BLEND_SRC_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_SRC_ALPHA;
else if (val == D3D11_BLEND_INV_SRC_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
else if (val == D3D11_BLEND_DEST_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_DEST_ALPHA;
else if (val == D3D11_BLEND_INV_DEST_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
else blenddesc.RenderTarget[0].DestBlendAlpha = val;
}
} }
void EmuGfxState::SetBlendOp(D3D11_BLEND_OP val) void EmuGfxState::SetBlendOp(D3D11_BLEND_OP val)
{ {
blenddesc.RenderTarget[0].BlendOp = val; blenddesc.RenderTarget[0].BlendOp = val;
blenddesc.RenderTarget[0].BlendOpAlpha = val; if (m_useDstAlpha)
{
blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
}
else
{
blenddesc.RenderTarget[0].BlendOpAlpha = val;
}
}
void EmuGfxState::SetDstAlpha(bool enable)
{
m_useDstAlpha = enable;
SetSrcBlend(blenddesc.RenderTarget[0].SrcBlend);
SetDestBlend(blenddesc.RenderTarget[0].DestBlend);
SetBlendOp(blenddesc.RenderTarget[0].BlendOp);
} }
void EmuGfxState::SetSamplerFilter(DWORD stage, D3D11_FILTER filter) void EmuGfxState::SetSamplerFilter(DWORD stage, D3D11_FILTER filter)

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@ -39,7 +39,6 @@ public:
void SetShaderResource(unsigned int stage, ID3D11ShaderResourceView* srv); void SetShaderResource(unsigned int stage, ID3D11ShaderResourceView* srv);
void ApplyState(); // apply current state void ApplyState(); // apply current state
void AlphaPass(); // only modify the current state to enable the alpha pass
void Reset(); void Reset();
// blend state // blend state
@ -49,6 +48,8 @@ public:
void SetDestBlend(D3D11_BLEND val); void SetDestBlend(D3D11_BLEND val);
void SetBlendOp(D3D11_BLEND_OP val); void SetBlendOp(D3D11_BLEND_OP val);
void SetDstAlpha(bool enable);
// sampler states // sampler states
void SetSamplerFilter(DWORD stage, D3D11_FILTER filter); void SetSamplerFilter(DWORD stage, D3D11_FILTER filter);
@ -80,6 +81,8 @@ private:
ID3D11ShaderResourceView* shader_resources[8]; ID3D11ShaderResourceView* shader_resources[8];
D3D11_BLEND_DESC blenddesc; D3D11_BLEND_DESC blenddesc;
bool m_useDstAlpha;
bool apply_called; bool apply_called;
}; };

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@ -90,8 +90,8 @@ static const D3D11_BLEND d3dSrcFactors[8] =
D3D11_BLEND_ONE, D3D11_BLEND_ONE,
D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_COLOR,
D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_COLOR,
D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC1_ALPHA,
D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC1_ALPHA, // Use dual-source color blending for dst alpha
D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA,
D3D11_BLEND_INV_DEST_ALPHA D3D11_BLEND_INV_DEST_ALPHA
}; };
@ -102,8 +102,8 @@ static const D3D11_BLEND d3dDestFactors[8] =
D3D11_BLEND_ONE, D3D11_BLEND_ONE,
D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_COLOR,
D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_COLOR,
D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC1_ALPHA,
D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC1_ALPHA, // Use dual-source color blending for dst alpha
D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA,
D3D11_BLEND_INV_DEST_ALPHA D3D11_BLEND_INV_DEST_ALPHA
}; };

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@ -144,12 +144,9 @@ void VertexManager::LoadBuffers()
m_indexBufferCursor += iCount; m_indexBufferCursor += iCount;
} }
void VertexManager::Draw(UINT stride, bool alphapass) void VertexManager::Draw(UINT stride)
{ {
if (!alphapass) D3D::gfxstate->ApplyState();
D3D::gfxstate->ApplyState();
else
D3D::gfxstate->AlphaPass();
D3D::context->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &m_vertexDrawOffset); D3D::context->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &m_vertexDrawOffset);
D3D::context->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R16_UINT, 0); D3D::context->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R16_UINT, 0);
@ -221,7 +218,12 @@ void VertexManager::vFlush()
VertexShaderManager::SetConstants(); VertexShaderManager::SetConstants();
PixelShaderManager::SetConstants(); PixelShaderManager::SetConstants();
if (!PixelShaderCache::SetShader(false,g_nativeVertexFmt->m_components)) bool useDstAlpha = bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate &&
bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
D3D::gfxstate->SetDstAlpha(useDstAlpha);
if (!PixelShaderCache::SetShader(useDstAlpha,g_nativeVertexFmt->m_components))
goto shader_fail; goto shader_fail;
if (!VertexShaderCache::SetShader(g_nativeVertexFmt->m_components)) if (!VertexShaderCache::SetShader(g_nativeVertexFmt->m_components))
goto shader_fail; goto shader_fail;
@ -230,18 +232,8 @@ void VertexManager::vFlush()
g_nativeVertexFmt->SetupVertexPointers(); g_nativeVertexFmt->SetupVertexPointers();
LoadBuffers(); LoadBuffers();
Draw(stride);
Draw(stride, false);
if (bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate)
{
DWORD write = 0;
if (!PixelShaderCache::SetShader(true,g_nativeVertexFmt->m_components))
goto shader_fail;
// update alpha only
Draw(stride, true);
}
D3D::gfxstate->Reset(); D3D::gfxstate->Reset();
shader_fail: shader_fail:

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@ -37,7 +37,7 @@ private:
void CreateDeviceObjects(); void CreateDeviceObjects();
void DestroyDeviceObjects(); void DestroyDeviceObjects();
void LoadBuffers(); void LoadBuffers();
void Draw(UINT stride, bool alphapass); void Draw(UINT stride);
// temp // temp
void vFlush(); void vFlush();