Depth stencil state.

This commit is contained in:
Ben Vanik 2014-01-10 01:25:50 -08:00
parent 8085678f5a
commit 27a8e09b51
1 changed files with 68 additions and 4 deletions

View File

@ -205,13 +205,30 @@ void D3D11GraphicsDriver::DrawIndexAuto(
} }
int D3D11GraphicsDriver::UpdateState() { int D3D11GraphicsDriver::UpdateState() {
// https://chromium.googlesource.com/chromiumos/third_party/mesa/+/6173cc19c45d92ef0b7bc6aa008aa89bb29abbda/src/gallium/drivers/freedreno/freedreno_zsa.c
// http://cgit.freedesktop.org/mesa/mesa/diff/?id=aac7f06ad843eaa696363e8e9c7781ca30cb4914
RegisterFile& rf = register_file_;
// RB_SURFACE_INFO
// RB_DEPTH_INFO
// General rasterizer state. // General rasterizer state.
ID3D11RasterizerState* rasterizer_state = 0; uint32_t mode_control = rf.values[XE_GPU_REG_RB_MODECONTROL].u32;
D3D11_RASTERIZER_DESC rasterizer_desc; D3D11_RASTERIZER_DESC rasterizer_desc;
xe_zero_struct(&rasterizer_desc, sizeof(rasterizer_desc)); xe_zero_struct(&rasterizer_desc, sizeof(rasterizer_desc));
rasterizer_desc.FillMode = D3D11_FILL_SOLID; // D3D11_FILL_WIREFRAME; rasterizer_desc.FillMode = D3D11_FILL_SOLID; // D3D11_FILL_WIREFRAME;
rasterizer_desc.CullMode = D3D11_CULL_NONE; // D3D11_CULL_FRONT BACK switch (mode_control & 0x3) {
rasterizer_desc.FrontCounterClockwise = false; case 0:
rasterizer_desc.CullMode = D3D11_CULL_NONE;
break;
case 1:
rasterizer_desc.CullMode = D3D11_CULL_FRONT;
break;
case 2:
rasterizer_desc.CullMode = D3D11_CULL_BACK;
break;
}
rasterizer_desc.FrontCounterClockwise = (mode_control & 0x4) == 0;
rasterizer_desc.DepthBias = 0; rasterizer_desc.DepthBias = 0;
rasterizer_desc.DepthBiasClamp = 0; rasterizer_desc.DepthBiasClamp = 0;
rasterizer_desc.SlopeScaledDepthBias = 0; rasterizer_desc.SlopeScaledDepthBias = 0;
@ -219,12 +236,59 @@ int D3D11GraphicsDriver::UpdateState() {
rasterizer_desc.ScissorEnable = false; rasterizer_desc.ScissorEnable = false;
rasterizer_desc.MultisampleEnable = false; rasterizer_desc.MultisampleEnable = false;
rasterizer_desc.AntialiasedLineEnable = false; rasterizer_desc.AntialiasedLineEnable = false;
ID3D11RasterizerState* rasterizer_state = 0;
device_->CreateRasterizerState(&rasterizer_desc, &rasterizer_state); device_->CreateRasterizerState(&rasterizer_desc, &rasterizer_state);
context_->RSSetState(rasterizer_state); context_->RSSetState(rasterizer_state);
XESAFERELEASE(rasterizer_state); XESAFERELEASE(rasterizer_state);
// Depth-stencil state. // Depth-stencil state.
//context_->OMSetDepthStencilState uint32_t depth_control = rf.values[XE_GPU_REG_RB_DEPTHCONTROL].u32;
D3D11_DEPTH_STENCIL_DESC depth_stencil_desc;
xe_zero_struct(&depth_stencil_desc, sizeof(depth_stencil_desc));
// A2XX_RB_DEPTHCONTROL_BACKFACE_ENABLE
// ?
// A2XX_RB_DEPTHCONTROL_Z_ENABLE
depth_stencil_desc.DepthEnable = (depth_control & 0x00000002) != 0;
// A2XX_RB_DEPTHCONTROL_Z_WRITE_ENABLE
depth_stencil_desc.DepthWriteMask = (depth_control & 0x00000004) ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
// A2XX_RB_DEPTHCONTROL_EARLY_Z_ENABLE
// ?
// A2XX_RB_DEPTHCONTROL_ZFUNC
// 0 = never, 7 = always -- almost lines up
depth_stencil_desc.DepthFunc = (D3D11_COMPARISON_FUNC)(((depth_control & 0x00000070) >> 4) + 1);
// A2XX_RB_DEPTHCONTROL_STENCIL_ENABLE
depth_stencil_desc.StencilEnable = (depth_control & 0x00000001) != 0;
depth_stencil_desc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
depth_stencil_desc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
// A2XX_RB_DEPTHCONTROL_STENCILFUNC
depth_stencil_desc.FrontFace.StencilFunc =
(D3D11_COMPARISON_FUNC)(((depth_control & 0x00000700) >> 8) + 1);
// A2XX_RB_DEPTHCONTROL_STENCILFAIL
// 0 = keep, 7 = decr -- almost lines up
depth_stencil_desc.FrontFace.StencilFailOp =
(D3D11_STENCIL_OP)(((depth_control & 0x00003800) >> 11) + 1);
// A2XX_RB_DEPTHCONTROL_STENCILZPASS
depth_stencil_desc.FrontFace.StencilPassOp =
(D3D11_STENCIL_OP)(((depth_control & 0x0001C000) >> 14) + 1);
// A2XX_RB_DEPTHCONTROL_STENCILZFAIL
depth_stencil_desc.FrontFace.StencilDepthFailOp =
(D3D11_STENCIL_OP)(((depth_control & 0x000E0000) >> 17) + 1);
// A2XX_RB_DEPTHCONTROL_STENCILFUNC_BF
depth_stencil_desc.BackFace.StencilFunc =
(D3D11_COMPARISON_FUNC)(((depth_control & 0x00700000) >> 20) + 1);
// A2XX_RB_DEPTHCONTROL_STENCILFAIL_BF
depth_stencil_desc.BackFace.StencilFailOp =
(D3D11_STENCIL_OP)(((depth_control & 0x03800000) >> 23) + 1);
// A2XX_RB_DEPTHCONTROL_STENCILZPASS_BF
depth_stencil_desc.BackFace.StencilPassOp =
(D3D11_STENCIL_OP)(((depth_control & 0x1C000000) >> 26) + 1);
// A2XX_RB_DEPTHCONTROL_STENCILZFAIL_BF
depth_stencil_desc.BackFace.StencilDepthFailOp =
(D3D11_STENCIL_OP)(((depth_control & 0xE0000000) >> 29) + 1);
ID3D11DepthStencilState* depth_stencil_state = 0;
device_->CreateDepthStencilState(&depth_stencil_desc, &depth_stencil_state);
context_->OMSetDepthStencilState(depth_stencil_state, 0 /* stencil ref */);
XESAFERELEASE(depth_stencil_state);
// Blend state. // Blend state.
//context_->OMSetBlendState(blend_state, blend_factor, sample_mask); //context_->OMSetBlendState(blend_state, blend_factor, sample_mask);