mirror of https://github.com/PCSX2/pcsx2.git
GS/DX11: Get rid of runtime blend state creation
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@ -196,9 +196,11 @@ bool GSDevice11::Create()
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memset(&bsd, 0, sizeof(bsd));
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bsd.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
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m_dev->CreateBlendState(&bsd, m_convert.bs.put());
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for (u32 i = 0; i < static_cast<u32>(m_convert.bs.size()); i++)
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{
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bsd.RenderTarget[0].RenderTargetWriteMask = static_cast<u8>(i);
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m_dev->CreateBlendState(&bsd, m_convert.bs[i].put());
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}
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// merge
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@ -608,26 +610,15 @@ void GSDevice11::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture*
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void GSDevice11::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, bool linear)
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{
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StretchRect(sTex, sRect, dTex, dRect, ps, ps_cb, m_convert.bs.get(), linear);
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StretchRect(sTex, sRect, dTex, dRect, ps, ps_cb, m_convert.bs[D3D11_COLOR_WRITE_ENABLE_ALL].get(), linear);
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}
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void GSDevice11::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, bool red, bool green, bool blue, bool alpha)
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{
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D3D11_BLEND_DESC bd = {};
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u8 write_mask = 0;
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if (red) write_mask |= D3D11_COLOR_WRITE_ENABLE_RED;
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if (green) write_mask |= D3D11_COLOR_WRITE_ENABLE_GREEN;
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if (blue) write_mask |= D3D11_COLOR_WRITE_ENABLE_BLUE;
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if (alpha) write_mask |= D3D11_COLOR_WRITE_ENABLE_ALPHA;
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bd.RenderTarget[0].RenderTargetWriteMask = write_mask;
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wil::com_ptr_nothrow<ID3D11BlendState> bs;
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m_dev->CreateBlendState(&bd, bs.put());
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StretchRect(sTex, sRect, dTex, dRect, m_convert.ps[static_cast<int>(ShaderConvert::COPY)].get(), nullptr, bs.get(), false);
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const u8 index = static_cast<u8>(red) | (static_cast<u8>(green) << 1) | (static_cast<u8>(blue) << 2) |
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(static_cast<u8>(alpha) << 3);
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StretchRect(sTex, sRect, dTex, dRect, m_convert.ps[static_cast<int>(ShaderConvert::COPY)].get(), nullptr,
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m_convert.bs[index].get(), false);
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}
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void GSDevice11::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, ID3D11BlendState* bs, bool linear)
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@ -730,7 +721,7 @@ void GSDevice11::PresentRect(GSTexture* sTex, const GSVector4& sRect, GSTexture*
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// om
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OMSetDepthStencilState(m_convert.dss.get(), 0);
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OMSetBlendState(m_convert.bs.get(), 0);
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OMSetBlendState(m_convert.bs[D3D11_COLOR_WRITE_ENABLE_ALL].get(), 0);
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@ -806,7 +797,7 @@ void GSDevice11::DrawMultiStretchRects(const MultiStretchRect* rects, u32 num_re
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GSSetShader(nullptr, nullptr);
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PSSetShader(m_convert.ps[static_cast<int>(shader)].get(), nullptr);
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OMSetDepthStencilState(m_convert.dss.get(), 0);
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OMSetBlendState(nullptr, 0.0f);
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OMSetBlendState(m_convert.bs[D3D11_COLOR_WRITE_ENABLE_ALL].get(), 0.0f);
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OMSetRenderTargets(dTex, nullptr);
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const GSVector2 ds(static_cast<float>(dTex->GetWidth()), static_cast<float>(dTex->GetHeight()));
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@ -176,7 +176,7 @@ private:
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wil::com_ptr_nothrow<ID3D11SamplerState> pt;
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wil::com_ptr_nothrow<ID3D11DepthStencilState> dss;
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wil::com_ptr_nothrow<ID3D11DepthStencilState> dss_write;
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wil::com_ptr_nothrow<ID3D11BlendState> bs;
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std::array<wil::com_ptr_nothrow<ID3D11BlendState>, 16> bs;
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} m_convert;
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struct
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