// Copyright 2016 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "VideoCommon/RenderState.h" #include #include #include "VideoCommon/SamplerCommon.h" #include "VideoCommon/TextureConfig.h" void RasterizationState::Generate(const BPMemory& bp, PrimitiveType primitive_type) { cullmode = bp.genMode.cullmode; primitive = primitive_type; // Back-face culling should be disabled for points/lines. if (primitive_type != PrimitiveType::Triangles && primitive_type != PrimitiveType::TriangleStrip) cullmode = CullMode::None; } RasterizationState& RasterizationState::operator=(const RasterizationState& rhs) { hex = rhs.hex; return *this; } FramebufferState& FramebufferState::operator=(const FramebufferState& rhs) { hex = rhs.hex; return *this; } void DepthState::Generate(const BPMemory& bp) { testenable = bp.zmode.testenable.Value(); updateenable = bp.zmode.updateenable.Value(); func = bp.zmode.func.Value(); } DepthState& DepthState::operator=(const DepthState& rhs) { hex = rhs.hex; return *this; } // If the framebuffer format has no alpha channel, it is assumed to // ONE on blending. As the backends may emulate this framebuffer // configuration with an alpha channel, we just drop all references // to the destination alpha channel. static SrcBlendFactor RemoveDstAlphaUsage(SrcBlendFactor factor) { switch (factor) { case SrcBlendFactor::DstAlpha: return SrcBlendFactor::One; case SrcBlendFactor::InvDstAlpha: return SrcBlendFactor::Zero; default: return factor; } } static DstBlendFactor RemoveDstAlphaUsage(DstBlendFactor factor) { switch (factor) { case DstBlendFactor::DstAlpha: return DstBlendFactor::One; case DstBlendFactor::InvDstAlpha: return DstBlendFactor::Zero; default: return factor; } } // We separate the blending parameter for rgb and alpha. For blending // the alpha component, CLR and ALPHA are indentical. So just always // use ALPHA as this makes it easier for the backends to use the second // alpha value of dual source blending. static DstBlendFactor RemoveSrcColorUsage(DstBlendFactor factor) { switch (factor) { case DstBlendFactor::SrcClr: return DstBlendFactor::SrcAlpha; case DstBlendFactor::InvSrcClr: return DstBlendFactor::InvSrcAlpha; default: return factor; } } // Same as RemoveSrcColorUsage, but because of the overlapping enum, // this must be written as another function. static SrcBlendFactor RemoveDstColorUsage(SrcBlendFactor factor) { switch (factor) { case SrcBlendFactor::DstClr: return SrcBlendFactor::DstAlpha; case SrcBlendFactor::InvDstClr: return SrcBlendFactor::InvDstAlpha; default: return factor; } } void BlendingState::Generate(const BPMemory& bp) { // Start with everything disabled. hex = 0; bool target_has_alpha = bp.zcontrol.pixel_format == PixelFormat::RGBA6_Z24; bool alpha_test_may_succeed = bp.alpha_test.TestResult() != AlphaTestResult::Fail; colorupdate = bp.blendmode.colorupdate && alpha_test_may_succeed; alphaupdate = bp.blendmode.alphaupdate && target_has_alpha && alpha_test_may_succeed; dstalpha = bp.dstalpha.enable && alphaupdate; usedualsrc = true; // The subtract bit has the highest priority if (bp.blendmode.subtract) { blendenable = true; subtractAlpha = subtract = true; srcfactoralpha = srcfactor = SrcBlendFactor::One; dstfactoralpha = dstfactor = DstBlendFactor::One; if (dstalpha) { subtractAlpha = false; srcfactoralpha = SrcBlendFactor::One; dstfactoralpha = DstBlendFactor::Zero; } } // The blendenable bit has the middle priority else if (bp.blendmode.blendenable) { blendenable = true; srcfactor = bp.blendmode.srcfactor; dstfactor = bp.blendmode.dstfactor; if (!target_has_alpha) { // uses ONE instead of DSTALPHA srcfactor = RemoveDstAlphaUsage(srcfactor); dstfactor = RemoveDstAlphaUsage(dstfactor); } // replaces SrcClr with SrcAlpha and DstClr with DstAlpha, it is important to // use the dst function for the src factor and vice versa srcfactoralpha = RemoveDstColorUsage(srcfactor); dstfactoralpha = RemoveSrcColorUsage(dstfactor); if (dstalpha) { srcfactoralpha = SrcBlendFactor::One; dstfactoralpha = DstBlendFactor::Zero; } } // The logicop bit has the lowest priority else if (bp.blendmode.logicopenable) { if (bp.blendmode.logicmode == LogicOp::NoOp) { // Fast path for Kirby's Return to Dreamland, they use it with dstAlpha. colorupdate = false; alphaupdate = alphaupdate && dstalpha; } else { logicopenable = true; logicmode = bp.blendmode.logicmode; if (dstalpha) { // TODO: Not supported by backends. } } } } void BlendingState::ApproximateLogicOpWithBlending() { struct LogicOpApproximation { bool subtract; SrcBlendFactor srcfactor; DstBlendFactor dstfactor; }; // TODO: This previously had a warning about SRC and DST being aliased and not to mix them, // but INVSRCCLR and INVDSTCLR were also aliased and were mixed. // Thus, NOR, EQUIV, INVERT, COPY_INVERTED, and OR_INVERTED duplicate(d) other values. static constexpr std::array approximations = {{ {false, SrcBlendFactor::Zero, DstBlendFactor::Zero}, // CLEAR {false, SrcBlendFactor::DstClr, DstBlendFactor::Zero}, // AND {true, SrcBlendFactor::One, DstBlendFactor::InvSrcClr}, // AND_REVERSE {false, SrcBlendFactor::One, DstBlendFactor::Zero}, // COPY {true, SrcBlendFactor::DstClr, DstBlendFactor::One}, // AND_INVERTED {false, SrcBlendFactor::Zero, DstBlendFactor::One}, // NOOP {false, SrcBlendFactor::InvDstClr, DstBlendFactor::InvSrcClr}, // XOR {false, SrcBlendFactor::InvDstClr, DstBlendFactor::One}, // OR {false, SrcBlendFactor::InvDstClr, DstBlendFactor::InvSrcClr}, // NOR {false, SrcBlendFactor::InvDstClr, DstBlendFactor::Zero}, // EQUIV {false, SrcBlendFactor::InvDstClr, DstBlendFactor::InvSrcClr}, // INVERT {false, SrcBlendFactor::One, DstBlendFactor::InvDstAlpha}, // OR_REVERSE {false, SrcBlendFactor::InvDstClr, DstBlendFactor::InvSrcClr}, // COPY_INVERTED {false, SrcBlendFactor::InvDstClr, DstBlendFactor::One}, // OR_INVERTED {false, SrcBlendFactor::InvDstClr, DstBlendFactor::InvSrcClr}, // NAND {false, SrcBlendFactor::One, DstBlendFactor::One}, // SET }}; logicopenable = false; blendenable = true; subtract = approximations[u32(logicmode.Value())].subtract; srcfactor = approximations[u32(logicmode.Value())].srcfactor; dstfactor = approximations[u32(logicmode.Value())].dstfactor; } BlendingState& BlendingState::operator=(const BlendingState& rhs) { hex = rhs.hex; return *this; } void SamplerState::Generate(const BPMemory& bp, u32 index) { const FourTexUnits& tex = bpmem.tex[index / 4]; const TexMode0& tm0 = tex.texMode0[index % 4]; const TexMode1& tm1 = tex.texMode1[index % 4]; // GX can configure the mip filter to none. However, D3D and Vulkan can't express this in their // sampler states. Therefore, we set the min/max LOD to zero if this option is used. min_filter = tm0.min_filter == FilterMode::Linear ? Filter::Linear : Filter::Point; mipmap_filter = tm0.mipmap_filter == MipMode::Linear ? Filter::Linear : Filter::Point; mag_filter = tm0.mag_filter == FilterMode::Linear ? Filter::Linear : Filter::Point; // If mipmaps are disabled, clamp min/max lod max_lod = SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ? tm1.max_lod.Value() : 0; min_lod = std::min(max_lod.Value(), static_cast(tm1.min_lod)); lod_bias = SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ? tm0.lod_bias * (256 / 32) : 0; // Address modes static constexpr std::array address_modes = { {AddressMode::Clamp, AddressMode::Repeat, AddressMode::MirroredRepeat, AddressMode::Repeat}}; wrap_u = address_modes[u32(tm0.wrap_s.Value())]; wrap_v = address_modes[u32(tm0.wrap_t.Value())]; anisotropic_filtering = 0; } SamplerState& SamplerState::operator=(const SamplerState& rhs) { hex = rhs.hex; return *this; } namespace RenderState { RasterizationState GetInvalidRasterizationState() { RasterizationState state; state.hex = UINT32_C(0xFFFFFFFF); return state; } RasterizationState GetNoCullRasterizationState(PrimitiveType primitive) { RasterizationState state = {}; state.cullmode = CullMode::None; state.primitive = primitive; return state; } RasterizationState GetCullBackFaceRasterizationState(PrimitiveType primitive) { RasterizationState state = {}; state.cullmode = CullMode::Back; state.primitive = primitive; return state; } DepthState GetInvalidDepthState() { DepthState state; state.hex = UINT32_C(0xFFFFFFFF); return state; } DepthState GetNoDepthTestingDepthState() { DepthState state = {}; state.testenable = false; state.updateenable = false; state.func = CompareMode::Always; return state; } DepthState GetAlwaysWriteDepthState() { DepthState state = {}; state.testenable = true; state.updateenable = true; state.func = CompareMode::Always; return state; } BlendingState GetInvalidBlendingState() { BlendingState state; state.hex = UINT32_C(0xFFFFFFFF); return state; } BlendingState GetNoBlendingBlendState() { BlendingState state = {}; state.usedualsrc = false; state.blendenable = false; state.srcfactor = SrcBlendFactor::One; state.srcfactoralpha = SrcBlendFactor::One; state.dstfactor = DstBlendFactor::Zero; state.dstfactoralpha = DstBlendFactor::Zero; state.logicopenable = false; state.colorupdate = true; state.alphaupdate = true; return state; } BlendingState GetNoColorWriteBlendState() { BlendingState state = {}; state.usedualsrc = false; state.blendenable = false; state.srcfactor = SrcBlendFactor::One; state.srcfactoralpha = SrcBlendFactor::One; state.dstfactor = DstBlendFactor::Zero; state.dstfactoralpha = DstBlendFactor::Zero; state.logicopenable = false; state.colorupdate = false; state.alphaupdate = false; return state; } SamplerState GetInvalidSamplerState() { SamplerState state; state.hex = UINT64_C(0xFFFFFFFFFFFFFFFF); return state; } SamplerState GetPointSamplerState() { SamplerState state = {}; state.min_filter = SamplerState::Filter::Point; state.mag_filter = SamplerState::Filter::Point; state.mipmap_filter = SamplerState::Filter::Point; state.wrap_u = SamplerState::AddressMode::Clamp; state.wrap_v = SamplerState::AddressMode::Clamp; state.min_lod = 0; state.max_lod = 255; state.lod_bias = 0; state.anisotropic_filtering = false; return state; } SamplerState GetLinearSamplerState() { SamplerState state = {}; state.min_filter = SamplerState::Filter::Linear; state.mag_filter = SamplerState::Filter::Linear; state.mipmap_filter = SamplerState::Filter::Linear; state.wrap_u = SamplerState::AddressMode::Clamp; state.wrap_v = SamplerState::AddressMode::Clamp; state.min_lod = 0; state.max_lod = 255; state.lod_bias = 0; state.anisotropic_filtering = false; return state; } FramebufferState GetColorFramebufferState(AbstractTextureFormat format) { FramebufferState state = {}; state.color_texture_format = format; state.depth_texture_format = AbstractTextureFormat::Undefined; state.per_sample_shading = false; state.samples = 1; return state; } FramebufferState GetRGBA8FramebufferState() { return GetColorFramebufferState(AbstractTextureFormat::RGBA8); } } // namespace RenderState