// Copyright 2014 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include #include "Common/BitSet.h" #include "Common/CommonTypes.h" #include "Common/Logging/Log.h" #include "Common/MsgHandler.h" #include "VideoBackends/D3D/D3DBase.h" #include "VideoBackends/D3D/D3DState.h" #include "VideoCommon/SamplerCommon.h" namespace DX11 { namespace D3D { StateManager* stateman; template AutoState::AutoState(const T* object) : state(object) { ((IUnknown*)state)->AddRef(); } template AutoState::AutoState(const AutoState& source) { state = source.GetPtr(); ((T*)state)->AddRef(); } template AutoState::~AutoState() { if (state) ((T*)state)->Release(); state = nullptr; } StateManager::StateManager() : m_currentBlendState(nullptr), m_currentDepthState(nullptr), m_currentRasterizerState(nullptr), m_dirtyFlags(~0u), m_pending(), m_current() { } void StateManager::PushBlendState(const ID3D11BlendState* state) { m_blendStates.push(AutoBlendState(state)); } void StateManager::PushDepthState(const ID3D11DepthStencilState* state) { m_depthStates.push(AutoDepthStencilState(state)); } void StateManager::PushRasterizerState(const ID3D11RasterizerState* state) { m_rasterizerStates.push(AutoRasterizerState(state)); } void StateManager::PopBlendState() { m_blendStates.pop(); } void StateManager::PopDepthState() { m_depthStates.pop(); } void StateManager::PopRasterizerState() { m_rasterizerStates.pop(); } void StateManager::Apply() { if (!m_blendStates.empty()) { if (m_currentBlendState != m_blendStates.top().GetPtr()) { m_currentBlendState = (ID3D11BlendState*)m_blendStates.top().GetPtr(); D3D::context->OMSetBlendState(m_currentBlendState, nullptr, 0xFFFFFFFF); } } else ERROR_LOG(VIDEO, "Tried to apply without blend state!"); if (!m_depthStates.empty()) { if (m_currentDepthState != m_depthStates.top().GetPtr()) { m_currentDepthState = (ID3D11DepthStencilState*)m_depthStates.top().GetPtr(); D3D::context->OMSetDepthStencilState(m_currentDepthState, 0); } } else ERROR_LOG(VIDEO, "Tried to apply without depth state!"); if (!m_rasterizerStates.empty()) { if (m_currentRasterizerState != m_rasterizerStates.top().GetPtr()) { m_currentRasterizerState = (ID3D11RasterizerState*)m_rasterizerStates.top().GetPtr(); D3D::context->RSSetState(m_currentRasterizerState); } } else ERROR_LOG(VIDEO, "Tried to apply without rasterizer state!"); if (!m_dirtyFlags) { return; } int textureMaskShift = LeastSignificantSetBit((u32)DirtyFlag_Texture0); int samplerMaskShift = LeastSignificantSetBit((u32)DirtyFlag_Sampler0); u32 dirtyTextures = (m_dirtyFlags & (DirtyFlag_Texture0 | DirtyFlag_Texture1 | DirtyFlag_Texture2 | DirtyFlag_Texture3 | DirtyFlag_Texture4 | DirtyFlag_Texture5 | DirtyFlag_Texture6 | DirtyFlag_Texture7)) >> textureMaskShift; u32 dirtySamplers = (m_dirtyFlags & (DirtyFlag_Sampler0 | DirtyFlag_Sampler1 | DirtyFlag_Sampler2 | DirtyFlag_Sampler3 | DirtyFlag_Sampler4 | DirtyFlag_Sampler5 | DirtyFlag_Sampler6 | DirtyFlag_Sampler7)) >> samplerMaskShift; u32 dirtyConstants = m_dirtyFlags & (DirtyFlag_PixelConstants | DirtyFlag_VertexConstants | DirtyFlag_GeometryConstants); u32 dirtyShaders = m_dirtyFlags & (DirtyFlag_PixelShader | DirtyFlag_VertexShader | DirtyFlag_GeometryShader); u32 dirtyBuffers = m_dirtyFlags & (DirtyFlag_VertexBuffer | DirtyFlag_IndexBuffer); if (dirtyConstants) { if (m_current.pixelConstants[0] != m_pending.pixelConstants[0] || m_current.pixelConstants[1] != m_pending.pixelConstants[1]) { D3D::context->PSSetConstantBuffers(0, m_pending.pixelConstants[1] ? 2 : 1, m_pending.pixelConstants); m_current.pixelConstants[0] = m_pending.pixelConstants[0]; m_current.pixelConstants[1] = m_pending.pixelConstants[1]; } if (m_current.vertexConstants != m_pending.vertexConstants) { D3D::context->VSSetConstantBuffers(0, 1, &m_pending.vertexConstants); m_current.vertexConstants = m_pending.vertexConstants; } if (m_current.geometryConstants != m_pending.geometryConstants) { D3D::context->GSSetConstantBuffers(0, 1, &m_pending.geometryConstants); m_current.geometryConstants = m_pending.geometryConstants; } } if (dirtyBuffers || (m_dirtyFlags & DirtyFlag_InputAssembler)) { if (m_current.vertexBuffer != m_pending.vertexBuffer || m_current.vertexBufferStride != m_pending.vertexBufferStride || m_current.vertexBufferOffset != m_pending.vertexBufferOffset) { D3D::context->IASetVertexBuffers(0, 1, &m_pending.vertexBuffer, &m_pending.vertexBufferStride, &m_pending.vertexBufferOffset); m_current.vertexBuffer = m_pending.vertexBuffer; m_current.vertexBufferStride = m_pending.vertexBufferStride; m_current.vertexBufferOffset = m_pending.vertexBufferOffset; } if (m_current.indexBuffer != m_pending.indexBuffer) { D3D::context->IASetIndexBuffer(m_pending.indexBuffer, DXGI_FORMAT_R16_UINT, 0); m_current.indexBuffer = m_pending.indexBuffer; } if (m_current.topology != m_pending.topology) { D3D::context->IASetPrimitiveTopology(m_pending.topology); m_current.topology = m_pending.topology; } if (m_current.inputLayout != m_pending.inputLayout) { D3D::context->IASetInputLayout(m_pending.inputLayout); m_current.inputLayout = m_pending.inputLayout; } } while (dirtyTextures) { int index = LeastSignificantSetBit(dirtyTextures); if (m_current.textures[index] != m_pending.textures[index]) { D3D::context->PSSetShaderResources(index, 1, &m_pending.textures[index]); m_current.textures[index] = m_pending.textures[index]; } dirtyTextures &= ~(1 << index); } while (dirtySamplers) { int index = LeastSignificantSetBit(dirtySamplers); if (m_current.samplers[index] != m_pending.samplers[index]) { D3D::context->PSSetSamplers(index, 1, &m_pending.samplers[index]); m_current.samplers[index] = m_pending.samplers[index]; } dirtySamplers &= ~(1 << index); } if (dirtyShaders) { if (m_current.pixelShader != m_pending.pixelShader) { D3D::context->PSSetShader(m_pending.pixelShader, nullptr, 0); m_current.pixelShader = m_pending.pixelShader; } if (m_current.vertexShader != m_pending.vertexShader) { D3D::context->VSSetShader(m_pending.vertexShader, nullptr, 0); m_current.vertexShader = m_pending.vertexShader; } if (m_current.geometryShader != m_pending.geometryShader) { D3D::context->GSSetShader(m_pending.geometryShader, nullptr, 0); m_current.geometryShader = m_pending.geometryShader; } } m_dirtyFlags = 0; } u32 StateManager::UnsetTexture(ID3D11ShaderResourceView* srv) { u32 mask = 0; for (u32 index = 0; index < 8; ++index) { if (m_current.textures[index] == srv) { SetTexture(index, nullptr); mask |= 1 << index; } } return mask; } void StateManager::SetTextureByMask(u32 textureSlotMask, ID3D11ShaderResourceView* srv) { while (textureSlotMask) { int index = LeastSignificantSetBit(textureSlotMask); SetTexture(index, srv); textureSlotMask &= ~(1 << index); } } } // 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 > 1 && !SamplerCommon::IsBpTexMode0PointFiltering(state)) { 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 = SamplerCommon::AreBpTexMode0MipmapsEnabled(state) ? state.max_lod / 16.f : 0.f; sampdc.MinLOD = std::min(state.min_lod / 16.f, sampdc.MaxLOD); 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.emplace(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.emplace(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(D3D11_FILL_SOLID, state.cull_mode, false, 0, 0.f, 0, true, 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.emplace(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_GREATER; 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_GREATER, D3D11_COMPARISON_EQUAL, D3D11_COMPARISON_GREATER_EQUAL, D3D11_COMPARISON_LESS, D3D11_COMPARISON_NOT_EQUAL, D3D11_COMPARISON_LESS_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.emplace(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