// Copyright (C) 2003 Dolphin Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official SVN repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ #include "VideoConfig.h" #include "GfxState.h" namespace D3D { EmuGfxState* gfxstate; StateManager* stateman; EmuGfxState::EmuGfxState() : vertexshader(NULL), vsbytecode(NULL), pixelshader(NULL), psbytecode(NULL), apply_called(false) { for (unsigned int k = 0;k < 8;k++) { float border[4] = {0.f, 0.f, 0.f, 0.f}; shader_resources[k] = NULL; samplerdesc[k] = CD3D11_SAMPLER_DESC(D3D11_FILTER_MIN_MAG_MIP_LINEAR, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP, 0.f, 16, D3D11_COMPARISON_ALWAYS, border, -D3D11_FLOAT32_MAX, D3D11_FLOAT32_MAX); if(g_ActiveConfig.iMaxAnisotropy > 1) samplerdesc[k].Filter = D3D11_FILTER_ANISOTROPIC; } memset(&blenddesc, 0, sizeof(blenddesc)); blenddesc.AlphaToCoverageEnable = FALSE; blenddesc.IndependentBlendEnable = FALSE; blenddesc.RenderTarget[0].BlendEnable = FALSE; blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; blenddesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE; blenddesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO; blenddesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; memset(&depthdesc, 0, sizeof(depthdesc)); depthdesc.DepthEnable = TRUE; depthdesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; depthdesc.DepthFunc = D3D11_COMPARISON_LESS; depthdesc.StencilEnable = FALSE; depthdesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK; depthdesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK; // this probably must be changed once multisampling support gets added rastdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false, 0, 0.f, 0, false, true, false, false); pscbuf = NULL; vscbuf = NULL; vshaderchanged = false; inp_layout = NULL; num_inp_elems = 0; pscbufchanged = false; vscbufchanged = false; } EmuGfxState::~EmuGfxState() { for (unsigned int k = 0;k < 8;k++) SAFE_RELEASE(shader_resources[k]) SAFE_RELEASE(vsbytecode); SAFE_RELEASE(psbytecode); SAFE_RELEASE(vertexshader); SAFE_RELEASE(pixelshader); SAFE_RELEASE(pscbuf); SAFE_RELEASE(vscbuf); SAFE_RELEASE(inp_layout); } // TODO: No need to store the whole bytecode, signature might be enough (?) void EmuGfxState::SetVShader(ID3D11VertexShader* shader, D3DBlob* bcode) { // TODO: vshaderchanged actually just needs to be true if the signature changed if (bcode && vsbytecode != bcode) vshaderchanged = true; SAFE_RELEASE(vsbytecode); SAFE_RELEASE(vertexshader); if (shader && bcode) { vertexshader = shader; shader->AddRef(); vsbytecode = bcode; bcode->AddRef(); } else if (shader || bcode) { PanicAlert("Invalid parameters!\n"); } } void EmuGfxState::SetPShader(ID3D11PixelShader* shader) { if (pixelshader) pixelshader->Release(); pixelshader = shader; if (shader) shader->AddRef(); } void EmuGfxState::SetInputElements(const D3D11_INPUT_ELEMENT_DESC* elems, UINT num) { num_inp_elems = num; memcpy(inp_elems, elems, num*sizeof(D3D11_INPUT_ELEMENT_DESC)); } void EmuGfxState::SetShaderResource(unsigned int stage, ID3D11ShaderResourceView* srv) { if (shader_resources[stage]) shader_resources[stage]->Release(); shader_resources[stage] = srv; if (srv) srv->AddRef(); } void EmuGfxState::ApplyState() { HRESULT hr; // input layout (only needs to be updated if the vertex shader signature changed) if (vshaderchanged) { if (inp_layout) inp_layout->Release(); hr = D3D::device->CreateInputLayout(inp_elems, num_inp_elems, vsbytecode->Data(), vsbytecode->Size(), &inp_layout); if (FAILED(hr)) PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__); SetDebugObjectName((ID3D11DeviceChild*)inp_layout, "an input layout of EmuGfxState"); vshaderchanged = false; } D3D::context->IASetInputLayout(inp_layout); // vertex shader // TODO: divide the global variables of the generated shaders into about 5 constant buffers // TODO: improve interaction between EmuGfxState and global state management, so that we don't need to set the constant buffers every time if (!vscbuf) { unsigned int size = ((sizeof(vsconstants))&(~0xf))+0x10; // must be a multiple of 16 D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(size, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE); hr = device->CreateBuffer(&cbdesc, NULL, &vscbuf); CHECK(hr==S_OK, "Create vertex shader constant buffer (size=%u)", size); SetDebugObjectName((ID3D11DeviceChild*)vscbuf, "a vertex shader constant buffer of EmuGfxState"); } if (vscbufchanged) { D3D11_MAPPED_SUBRESOURCE map; context->Map(vscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); memcpy(map.pData, vsconstants, sizeof(vsconstants)); context->Unmap(vscbuf, 0); } D3D::context->VSSetConstantBuffers(0, 1, &vscbuf); // pixel shader if (!pscbuf) { unsigned int size = ((sizeof(psconstants))&(~0xf))+0x10; // must be a multiple of 16 D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(size, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE); device->CreateBuffer(&cbdesc, NULL, &pscbuf); CHECK(hr==S_OK, "Create pixel shader constant buffer (size=%u)", size); SetDebugObjectName((ID3D11DeviceChild*)pscbuf, "a pixel shader constant buffer of EmuGfxState"); } if (pscbufchanged) { D3D11_MAPPED_SUBRESOURCE map; context->Map(pscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); memcpy(map.pData, psconstants, sizeof(psconstants)); context->Unmap(pscbuf, 0); pscbufchanged = false; } D3D::context->PSSetConstantBuffers(0, 1, &pscbuf); ID3D11SamplerState* samplerstate[8]; for (unsigned int stage = 0; stage < 8; stage++) { if (shader_resources[stage]) { if(g_ActiveConfig.iMaxAnisotropy > 1) samplerdesc[stage].Filter = D3D11_FILTER_ANISOTROPIC; hr = D3D::device->CreateSamplerState(&samplerdesc[stage], &samplerstate[stage]); if (FAILED(hr)) PanicAlert("Fail %s %d, stage=%d\n", __FILE__, __LINE__, stage); else SetDebugObjectName((ID3D11DeviceChild*)samplerstate[stage], "a sampler state of EmuGfxState"); } else samplerstate[stage] = NULL; } D3D::context->PSSetSamplers(0, 8, samplerstate); for (unsigned int stage = 0; stage < 8; stage++) SAFE_RELEASE(samplerstate[stage]); ID3D11BlendState* blstate; hr = device->CreateBlendState(&blenddesc, &blstate); if (FAILED(hr)) PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__); stateman->PushBlendState(blstate); SetDebugObjectName((ID3D11DeviceChild*)blstate, "a blend state of EmuGfxState"); blstate->Release(); rastdesc.FillMode = (g_ActiveConfig.bWireFrame) ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID; ID3D11RasterizerState* raststate; hr = device->CreateRasterizerState(&rastdesc, &raststate); if (FAILED(hr)) PanicAlert("Failed to create rasterizer state at %s %d\n", __FILE__, __LINE__); SetDebugObjectName((ID3D11DeviceChild*)raststate, "a rasterizer state of EmuGfxState"); stateman->PushRasterizerState(raststate); raststate->Release(); ID3D11DepthStencilState* depth_state; hr = device->CreateDepthStencilState(&depthdesc, &depth_state); if (SUCCEEDED(hr)) SetDebugObjectName((ID3D11DeviceChild*)depth_state, "a depth-stencil state of EmuGfxState"); else PanicAlert("Failed to create depth state at %s %d\n", __FILE__, __LINE__); D3D::stateman->PushDepthState(depth_state); depth_state->Release(); context->PSSetShader(pixelshader, NULL, 0); context->VSSetShader(vertexshader, NULL, 0); context->PSSetShaderResources(0, 8, shader_resources); stateman->Apply(); 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() { for (unsigned int k = 0;k < 8;k++) SAFE_RELEASE(shader_resources[k]); context->PSSetShaderResources(0, 8, shader_resources); // unbind all textures if (apply_called) { stateman->PopBlendState(); stateman->PopDepthState(); stateman->PopRasterizerState(); apply_called = false; } } void EmuGfxState::SetAlphaBlendEnable(bool enable) { blenddesc.RenderTarget[0].BlendEnable = enable; } void EmuGfxState::SetRenderTargetWriteMask(UINT8 mask) { blenddesc.RenderTarget[0].RenderTargetWriteMask = mask; } void EmuGfxState::SetSrcBlend(D3D11_BLEND val) { // TODO: Check whether e.g. the dest color check is needed here blenddesc.RenderTarget[0].SrcBlend = val; 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) { // TODO: Check whether e.g. the source color check is needed here blenddesc.RenderTarget[0].DestBlend = val; 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) { blenddesc.RenderTarget[0].BlendOp = val; blenddesc.RenderTarget[0].BlendOpAlpha = val; } void EmuGfxState::SetSamplerFilter(DWORD stage, D3D11_FILTER filter) { samplerdesc[stage].Filter = filter; } template AutoState::AutoState(const T* object) : state(object) { ((IUnknown*)state)->AddRef(); } template AutoState::AutoState(const AutoState &source) { state = source.GetPtr(); ((IUnknown*)state)->AddRef(); } template AutoState::~AutoState() { ((IUnknown*)state)->Release(); } StateManager::StateManager() : cur_blendstate(NULL), cur_depthstate(NULL), cur_raststate(NULL) {} 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, NULL, 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