D3D11Device: Fix blend state not applying to MRTs
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30c5ebae72
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@ -118,9 +118,14 @@ protected:
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void DestroyDevice() override;
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private:
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using BlendStateMapKey = std::pair<u64, u32>;
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struct BlendStateMapHash
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{
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size_t operator()(const BlendStateMapKey& key) const;
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};
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using RasterizationStateMap = std::unordered_map<u8, ComPtr<ID3D11RasterizerState>>;
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using DepthStateMap = std::unordered_map<u8, ComPtr<ID3D11DepthStencilState>>;
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using BlendStateMap = std::unordered_map<u64, ComPtr<ID3D11BlendState>>;
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using BlendStateMap = std::unordered_map<BlendStateMapKey, ComPtr<ID3D11BlendState>, BlendStateMapHash>;
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using InputLayoutMap =
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std::unordered_map<GPUPipeline::InputLayout, ComPtr<ID3D11InputLayout>, GPUPipeline::InputLayoutHash>;
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@ -146,7 +151,7 @@ private:
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ComPtr<ID3D11RasterizerState> GetRasterizationState(const GPUPipeline::RasterizationState& rs, Error* error);
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ComPtr<ID3D11DepthStencilState> GetDepthState(const GPUPipeline::DepthState& ds, Error* error);
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ComPtr<ID3D11BlendState> GetBlendState(const GPUPipeline::BlendState& bs, Error* error);
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ComPtr<ID3D11BlendState> GetBlendState(const GPUPipeline::BlendState& bs, u32 num_rts, Error* error);
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ComPtr<ID3D11InputLayout> GetInputLayout(const GPUPipeline::InputLayout& il, const D3D11Shader* vs, Error* error);
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bool CreateTimestampQueries();
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@ -6,6 +6,7 @@
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#include "d3d_common.h"
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#include "common/error.h"
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#include "common/hash_combine.h"
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#include "fmt/format.h"
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@ -206,11 +207,19 @@ D3D11Device::ComPtr<ID3D11DepthStencilState> D3D11Device::GetDepthState(const GP
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return dds;
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}
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D3D11Device::ComPtr<ID3D11BlendState> D3D11Device::GetBlendState(const GPUPipeline::BlendState& bs, Error* error)
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size_t D3D11Device::BlendStateMapHash::operator()(const BlendStateMapKey& key) const
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{
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size_t h = std::hash<u64>()(key.first);
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hash_combine(h, key.second);
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return h;
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}
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D3D11Device::ComPtr<ID3D11BlendState> D3D11Device::GetBlendState(const GPUPipeline::BlendState& bs, u32 num_rts, Error* error)
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{
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ComPtr<ID3D11BlendState> dbs;
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const auto it = m_blend_states.find(bs.key);
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const std::pair<u64, u32> key(bs.key, num_rts);
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const auto it = m_blend_states.find(key);
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if (it != m_blend_states.end())
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{
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dbs = it->second;
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@ -243,7 +252,9 @@ D3D11Device::ComPtr<ID3D11BlendState> D3D11Device::GetBlendState(const GPUPipeli
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}};
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D3D11_BLEND_DESC blend_desc = {};
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D3D11_RENDER_TARGET_BLEND_DESC& tgt_desc = blend_desc.RenderTarget[0];
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for (u32 i = 0; i < num_rts; i++)
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{
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D3D11_RENDER_TARGET_BLEND_DESC& tgt_desc = blend_desc.RenderTarget[i];
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tgt_desc.BlendEnable = bs.enable;
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tgt_desc.RenderTargetWriteMask = bs.write_mask;
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if (bs.enable)
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@ -255,12 +266,13 @@ D3D11Device::ComPtr<ID3D11BlendState> D3D11Device::GetBlendState(const GPUPipeli
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tgt_desc.DestBlendAlpha = blend_mapping[static_cast<u8>(bs.dst_alpha_blend.GetValue())];
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tgt_desc.BlendOpAlpha = op_mapping[static_cast<u8>(bs.alpha_blend_op.GetValue())];
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}
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}
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HRESULT hr = m_device->CreateBlendState(&blend_desc, dbs.GetAddressOf());
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if (FAILED(hr)) [[unlikely]]
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Error::SetHResult(error, "CreateBlendState() failed: ", hr);
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else
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m_blend_states.emplace(bs.key, dbs);
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m_blend_states.emplace(key, dbs);
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return dbs;
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}
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@ -322,7 +334,7 @@ std::unique_ptr<GPUPipeline> D3D11Device::CreatePipeline(const GPUPipeline::Grap
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{
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ComPtr<ID3D11RasterizerState> rs = GetRasterizationState(config.rasterization, error);
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ComPtr<ID3D11DepthStencilState> ds = GetDepthState(config.depth, error);
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ComPtr<ID3D11BlendState> bs = GetBlendState(config.blend, error);
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ComPtr<ID3D11BlendState> bs = GetBlendState(config.blend, config.GetRenderTargetCount(), error);
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if (!rs || !ds || !bs)
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return {};
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@ -167,6 +167,17 @@ void GPUPipeline::GraphicsConfig::SetTargetFormats(GPUTexture::Format color_form
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depth_format = depth_format_;
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}
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u32 GPUPipeline::GraphicsConfig::GetRenderTargetCount() const
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{
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u32 num_rts = 0;
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for (; num_rts < static_cast<u32>(std::size(color_formats)); num_rts++)
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{
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if (color_formats[num_rts] == GPUTexture::Format::Unknown)
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break;
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}
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return num_rts;
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}
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GPUTextureBuffer::GPUTextureBuffer(Format format, u32 size) : m_format(format), m_size_in_elements(size)
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{
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}
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@ -413,6 +413,7 @@ public:
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void SetTargetFormats(GPUTexture::Format color_format,
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GPUTexture::Format depth_format_ = GPUTexture::Format::Unknown);
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u32 GetRenderTargetCount() const;
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};
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GPUPipeline();
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