GS/DX11: Get rid of runtime blend state creation

This commit is contained in:
Stenzek 2023-03-02 20:57:03 +10:00 committed by refractionpcsx2
parent b8a86baec7
commit 89b18275c0
2 changed files with 13 additions and 22 deletions

View File

@ -196,9 +196,11 @@ bool GSDevice11::Create()
memset(&bsd, 0, sizeof(bsd));
bsd.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
m_dev->CreateBlendState(&bsd, m_convert.bs.put());
for (u32 i = 0; i < static_cast<u32>(m_convert.bs.size()); i++)
{
bsd.RenderTarget[0].RenderTargetWriteMask = static_cast<u8>(i);
m_dev->CreateBlendState(&bsd, m_convert.bs[i].put());
}
// merge
@ -608,26 +610,15 @@ void GSDevice11::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture*
void GSDevice11::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, bool linear)
{
StretchRect(sTex, sRect, dTex, dRect, ps, ps_cb, m_convert.bs.get(), linear);
StretchRect(sTex, sRect, dTex, dRect, ps, ps_cb, m_convert.bs[D3D11_COLOR_WRITE_ENABLE_ALL].get(), linear);
}
void GSDevice11::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, bool red, bool green, bool blue, bool alpha)
{
D3D11_BLEND_DESC bd = {};
u8 write_mask = 0;
if (red) write_mask |= D3D11_COLOR_WRITE_ENABLE_RED;
if (green) write_mask |= D3D11_COLOR_WRITE_ENABLE_GREEN;
if (blue) write_mask |= D3D11_COLOR_WRITE_ENABLE_BLUE;
if (alpha) write_mask |= D3D11_COLOR_WRITE_ENABLE_ALPHA;
bd.RenderTarget[0].RenderTargetWriteMask = write_mask;
wil::com_ptr_nothrow<ID3D11BlendState> bs;
m_dev->CreateBlendState(&bd, bs.put());
StretchRect(sTex, sRect, dTex, dRect, m_convert.ps[static_cast<int>(ShaderConvert::COPY)].get(), nullptr, bs.get(), false);
const u8 index = static_cast<u8>(red) | (static_cast<u8>(green) << 1) | (static_cast<u8>(blue) << 2) |
(static_cast<u8>(alpha) << 3);
StretchRect(sTex, sRect, dTex, dRect, m_convert.ps[static_cast<int>(ShaderConvert::COPY)].get(), nullptr,
m_convert.bs[index].get(), false);
}
void GSDevice11::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, ID3D11BlendState* bs, bool linear)
@ -730,7 +721,7 @@ void GSDevice11::PresentRect(GSTexture* sTex, const GSVector4& sRect, GSTexture*
// om
OMSetDepthStencilState(m_convert.dss.get(), 0);
OMSetBlendState(m_convert.bs.get(), 0);
OMSetBlendState(m_convert.bs[D3D11_COLOR_WRITE_ENABLE_ALL].get(), 0);
@ -806,7 +797,7 @@ void GSDevice11::DrawMultiStretchRects(const MultiStretchRect* rects, u32 num_re
GSSetShader(nullptr, nullptr);
PSSetShader(m_convert.ps[static_cast<int>(shader)].get(), nullptr);
OMSetDepthStencilState(m_convert.dss.get(), 0);
OMSetBlendState(nullptr, 0.0f);
OMSetBlendState(m_convert.bs[D3D11_COLOR_WRITE_ENABLE_ALL].get(), 0.0f);
OMSetRenderTargets(dTex, nullptr);
const GSVector2 ds(static_cast<float>(dTex->GetWidth()), static_cast<float>(dTex->GetHeight()));

View File

@ -176,7 +176,7 @@ private:
wil::com_ptr_nothrow<ID3D11SamplerState> pt;
wil::com_ptr_nothrow<ID3D11DepthStencilState> dss;
wil::com_ptr_nothrow<ID3D11DepthStencilState> dss_write;
wil::com_ptr_nothrow<ID3D11BlendState> bs;
std::array<wil::com_ptr_nothrow<ID3D11BlendState>, 16> bs;
} m_convert;
struct