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@ -21,8 +21,10 @@ using namespace xe::gpu::xenos;
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D3D11GraphicsDriver::D3D11GraphicsDriver(
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Memory* memory, ID3D11Device* device) :
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Memory* memory, IDXGISwapChain* swap_chain, ID3D11Device* device) :
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GraphicsDriver(memory) {
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swap_chain_ = swap_chain;
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swap_chain_->AddRef();
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device_ = device;
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device_->AddRef();
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device_->GetImmediateContext(&context_);
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@ -30,6 +32,8 @@ D3D11GraphicsDriver::D3D11GraphicsDriver(
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xe_zero_struct(&state_, sizeof(state_));
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xe_zero_struct(&render_targets_, sizeof(render_targets_));
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HRESULT hr;
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D3D11_BUFFER_DESC buffer_desc;
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xe_zero_struct(&buffer_desc, sizeof(buffer_desc));
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@ -45,15 +49,51 @@ D3D11GraphicsDriver::D3D11GraphicsDriver(
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buffer_desc.ByteWidth = (32) * sizeof(int);
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hr = device_->CreateBuffer(
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&buffer_desc, NULL, &state_.constant_buffers.loop_constants);
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//const char* shader_source =
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// ""
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// "[maxvertexcount(4)]\n"
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// "void main(triange RectVert input[3], inout TriangleStream<RectVert> output) {"
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// " output.Append(input[0]);"
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// " output.Append(input[1]);"
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// " output.Append(input[2]);"
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// " /* compute 3 */"
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// " output.RestartStrip();"
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// "}";
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//ID3D10Blob* shader_blob = 0;
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//ID3D10Blob* error_blob = 0;
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//HRESULT hr = D3DCompile(
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// shader_source, strlen(shader_source),
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// "d3d11_rect_shader.gs",
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// NULL, NULL,
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// "main",
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// "gs_5_0",
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// D3D10_SHADER_DEBUG | D3D10_SHADER_ENABLE_STRICTNESS, 0,
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// &shader_blob, &error_blob);
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//if (error_blob) {
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// char* msg = (char*)error_blob->GetBufferPointer();
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// XELOGE("D3D11: rect shader compile failed with %s", msg);
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//}
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//XESAFERELEASE(error_blob);
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//byte* rect_shader_bytes = 0;
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//size_t rect_shader_length = 0;
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//ID3D11GeometryShader* rect_shader;
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//hr = device_->CreateGeometryShader(
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// shader_blob->GetBufferPointer(),
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// shader_blob->GetBufferSize(),
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// NULL, &rect_shader);
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}
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D3D11GraphicsDriver::~D3D11GraphicsDriver() {
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RebuildRenderTargets(0, 0);
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XESAFERELEASE(state_.constant_buffers.float_constants);
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XESAFERELEASE(state_.constant_buffers.bool_constants);
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XESAFERELEASE(state_.constant_buffers.loop_constants);
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delete shader_cache_;
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XESAFERELEASE(context_);
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XESAFERELEASE(device_);
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XESAFERELEASE(swap_chain_);
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}
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void D3D11GraphicsDriver::Initialize() {
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@ -209,16 +249,168 @@ void D3D11GraphicsDriver::DrawIndexAuto(
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context_->Draw(index_count, 0);
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}
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int D3D11GraphicsDriver::RebuildRenderTargets(
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uint32_t width, uint32_t height) {
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if (width == render_targets_.width &&
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height == render_targets_.height) {
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// Cached copies are good.
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return 0;
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}
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// Remove old versions.
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for (int n = 0; n < XECOUNT(render_targets_.color_buffers); n++) {
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auto& cb = render_targets_.color_buffers[n];
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XESAFERELEASE(cb.buffer);
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XESAFERELEASE(cb.color_view_8888);
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}
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XESAFERELEASE(render_targets_.depth_buffer);
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XESAFERELEASE(render_targets_.depth_view_d28s8);
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XESAFERELEASE(render_targets_.depth_view_d28fs8);
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render_targets_.width = width;
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render_targets_.height = height;
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if (!width || !height) {
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// This should only happen when cleaning up.
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return 0;
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}
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for (int n = 0; n < XECOUNT(render_targets_.color_buffers); n++) {
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auto& cb = render_targets_.color_buffers[n];
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D3D11_TEXTURE2D_DESC color_buffer_desc;
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xe_zero_struct(&color_buffer_desc, sizeof(color_buffer_desc));
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color_buffer_desc.Width = width;
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color_buffer_desc.Height = height;
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color_buffer_desc.MipLevels = 1;
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color_buffer_desc.ArraySize = 1;
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color_buffer_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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color_buffer_desc.SampleDesc.Count = 1;
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color_buffer_desc.SampleDesc.Quality = 0;
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color_buffer_desc.Usage = D3D11_USAGE_DEFAULT;
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color_buffer_desc.BindFlags =
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D3D11_BIND_SHADER_RESOURCE |
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D3D11_BIND_RENDER_TARGET;
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color_buffer_desc.CPUAccessFlags = 0;
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color_buffer_desc.MiscFlags = 0;
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device_->CreateTexture2D(
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&color_buffer_desc, NULL, &cb.buffer);
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D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
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xe_zero_struct(&render_target_view_desc, sizeof(render_target_view_desc));
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render_target_view_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
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// render_target_view_desc.Buffer ?
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device_->CreateRenderTargetView(
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cb.buffer,
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&render_target_view_desc,
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&cb.color_view_8888);
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}
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D3D11_TEXTURE2D_DESC depth_stencil_desc;
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xe_zero_struct(&depth_stencil_desc, sizeof(depth_stencil_desc));
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depth_stencil_desc.Width = width;
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depth_stencil_desc.Height = height;
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depth_stencil_desc.MipLevels = 1;
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depth_stencil_desc.ArraySize = 1;
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depth_stencil_desc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
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depth_stencil_desc.SampleDesc.Count = 1;
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depth_stencil_desc.SampleDesc.Quality = 0;
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depth_stencil_desc.Usage = D3D11_USAGE_DEFAULT;
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depth_stencil_desc.BindFlags =
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D3D11_BIND_DEPTH_STENCIL;
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depth_stencil_desc.CPUAccessFlags = 0;
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depth_stencil_desc.MiscFlags = 0;
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device_->CreateTexture2D(
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&depth_stencil_desc, NULL, &render_targets_.depth_buffer);
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D3D11_DEPTH_STENCIL_VIEW_DESC depth_stencil_view_desc;
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xe_zero_struct(&depth_stencil_view_desc, sizeof(depth_stencil_view_desc));
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depth_stencil_view_desc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
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depth_stencil_view_desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
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depth_stencil_view_desc.Flags = 0;
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device_->CreateDepthStencilView(
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render_targets_.depth_buffer,
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&depth_stencil_view_desc,
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&render_targets_.depth_view_d28s8);
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return 0;
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}
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int D3D11GraphicsDriver::UpdateState() {
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// Most information comes from here:
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// https://chromium.googlesource.com/chromiumos/third_party/mesa/+/6173cc19c45d92ef0b7bc6aa008aa89bb29abbda/src/gallium/drivers/freedreno/freedreno_zsa.c
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// http://cgit.freedesktop.org/mesa/mesa/diff/?id=aac7f06ad843eaa696363e8e9c7781ca30cb4914
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// The only differences so far are extra packets for multiple render targets
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// and a few modes being switched around.
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RegisterFile& rf = register_file_;
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// RB_SURFACE_INFO
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// RB_DEPTH_INFO
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uint32_t window_scissor_tl = rf.values[XE_GPU_REG_PA_SC_WINDOW_SCISSOR_TL].u32;
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uint32_t window_scissor_br = rf.values[XE_GPU_REG_PA_SC_WINDOW_SCISSOR_BR].u32;
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//uint32_t window_width =
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// (window_scissor_br & 0xFFFF) - (window_scissor_tl & 0xFFFF);
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//uint32_t window_height =
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// (window_scissor_br >> 16) - (window_scissor_tl >> 16);
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uint32_t window_width = 1280;
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uint32_t window_height = 720;
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if (RebuildRenderTargets(window_width, window_height)) {
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XELOGE("Unable to rebuild render targets to %d x %d",
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window_width, window_height);
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return 1;
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}
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// RB_SURFACE_INFO ?
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// Enable buffers.
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uint32_t enable_mode = rf.values[XE_GPU_REG_RB_MODECONTROL].u32 & 0x7;
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// 4 = color + depth
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// 6 = copy ?
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// color_info[0-3] has format 8888
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uint32_t color_info[4] = {
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rf.values[XE_GPU_REG_RB_COLOR_INFO].u32,
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rf.values[XE_GPU_REG_RB_COLOR1_INFO].u32,
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rf.values[XE_GPU_REG_RB_COLOR2_INFO].u32,
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rf.values[XE_GPU_REG_RB_COLOR3_INFO].u32,
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};
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ID3D11RenderTargetView* render_target_views[4] = { 0 };
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for (int n = 0; n < XECOUNT(color_info); n++) {
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auto cb = render_targets_.color_buffers[n];
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uint32_t color_format = (color_info[n] >> 16) & 0xF;
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switch (color_format) {
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case 0: // D3DFMT_A8R8G8B8 (or ABGR?)
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case 1:
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render_target_views[n] = cb.color_view_8888;
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break;
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default:
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// Unknown.
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XELOGGPU("Unsupported render target format %d", color_format);
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break;
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}
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}
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// depth_info has format 24_8
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uint32_t depth_info = rf.values[XE_GPU_REG_RB_DEPTH_INFO].u32;
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uint32_t depth_format = (depth_info >> 16) & 0x1;
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ID3D11DepthStencilView* depth_stencil_view = 0;
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switch (depth_format) {
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case 0: // D3DFMT_D24S8
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depth_stencil_view = render_targets_.depth_view_d28s8;
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break;
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default:
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case 1: // D3DFMT_D24FS8
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//depth_stencil_view = render_targets_.depth_view_d28fs8;
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XELOGGPU("Unsupported depth/stencil format %d", depth_format);
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break;
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}
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// TODO(benvanik): when a game switches does it expect to keep the same
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// depth buffer contents?
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// TODO(benvanik): only enable the number of valid render targets.
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context_->OMSetRenderTargets(4, render_target_views, depth_stencil_view);
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// General rasterizer state.
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uint32_t mode_control = rf.values[XE_GPU_REG_RB_MODECONTROL].u32;
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uint32_t mode_control = rf.values[XE_GPU_REG_PA_SU_SC_MODE_CNTL].u32;
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D3D11_RASTERIZER_DESC rasterizer_desc;
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xe_zero_struct(&rasterizer_desc, sizeof(rasterizer_desc));
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rasterizer_desc.FillMode = D3D11_FILL_SOLID; // D3D11_FILL_WIREFRAME;
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@ -246,64 +438,10 @@ int D3D11GraphicsDriver::UpdateState() {
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context_->RSSetState(rasterizer_state);
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XESAFERELEASE(rasterizer_state);
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// Depth-stencil state.
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uint32_t depth_control = rf.values[XE_GPU_REG_RB_DEPTHCONTROL].u32;
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D3D11_DEPTH_STENCIL_DESC depth_stencil_desc;
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xe_zero_struct(&depth_stencil_desc, sizeof(depth_stencil_desc));
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// A2XX_RB_DEPTHCONTROL_BACKFACE_ENABLE
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// ?
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// A2XX_RB_DEPTHCONTROL_Z_ENABLE
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depth_stencil_desc.DepthEnable = (depth_control & 0x00000002) != 0;
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// A2XX_RB_DEPTHCONTROL_Z_WRITE_ENABLE
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depth_stencil_desc.DepthWriteMask = (depth_control & 0x00000004) ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
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// A2XX_RB_DEPTHCONTROL_EARLY_Z_ENABLE
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// ?
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// A2XX_RB_DEPTHCONTROL_ZFUNC
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// 0 = never, 7 = always -- almost lines up
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depth_stencil_desc.DepthFunc = (D3D11_COMPARISON_FUNC)(((depth_control & 0x00000070) >> 4) + 1);
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// A2XX_RB_DEPTHCONTROL_STENCIL_ENABLE
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depth_stencil_desc.StencilEnable = (depth_control & 0x00000001) != 0;
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depth_stencil_desc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
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depth_stencil_desc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
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// A2XX_RB_DEPTHCONTROL_STENCILFUNC
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depth_stencil_desc.FrontFace.StencilFunc =
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(D3D11_COMPARISON_FUNC)(((depth_control & 0x00000700) >> 8) + 1);
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// A2XX_RB_DEPTHCONTROL_STENCILFAIL
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// 0 = keep, 7 = decr -- almost lines up
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depth_stencil_desc.FrontFace.StencilFailOp =
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(D3D11_STENCIL_OP)(((depth_control & 0x00003800) >> 11) + 1);
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// A2XX_RB_DEPTHCONTROL_STENCILZPASS
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depth_stencil_desc.FrontFace.StencilPassOp =
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(D3D11_STENCIL_OP)(((depth_control & 0x0001C000) >> 14) + 1);
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// 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.
|
|
|
|
|
//context_->OMSetBlendState(blend_state, blend_factor, sample_mask);
|
|
|
|
|
|
|
|
|
|
// Scissoring.
|
|
|
|
|
// TODO(benvanik): pull from scissor registers.
|
|
|
|
|
context_->RSSetScissorRects(0, NULL);
|
|
|
|
|
|
|
|
|
|
// Viewport.
|
|
|
|
|
// If we have resized the window we will want to change this.
|
|
|
|
|
uint32_t window_offset = rf.values[XE_GPU_REG_PA_SC_WINDOW_OFFSET].u32;
|
|
|
|
|
// ?
|
|
|
|
|
D3D11_VIEWPORT viewport;
|
|
|
|
|
viewport.MinDepth = 0.0f;
|
|
|
|
|
viewport.MaxDepth = 1.0f;
|
|
|
|
@ -313,6 +451,179 @@ int D3D11GraphicsDriver::UpdateState() {
|
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|
|
|
viewport.Height = 720;
|
|
|
|
|
context_->RSSetViewports(1, &viewport);
|
|
|
|
|
|
|
|
|
|
// ?
|
|
|
|
|
// TODO(benvanik): figure out how to emulate viewports in D3D11. Could use
|
|
|
|
|
// viewport above to scale, though that doesn't support negatives/etc.
|
|
|
|
|
float vport_xoffset = rf.values[XE_GPU_REG_PA_CL_VPORT_XOFFSET].f32; // 640
|
|
|
|
|
float vport_xscale = rf.values[XE_GPU_REG_PA_CL_VPORT_XSCALE].f32; // 640
|
|
|
|
|
float vport_yoffset = rf.values[XE_GPU_REG_PA_CL_VPORT_YOFFSET].f32; // 360
|
|
|
|
|
float vport_yscale = rf.values[XE_GPU_REG_PA_CL_VPORT_YSCALE].f32; // -360
|
|
|
|
|
float vport_zoffset = rf.values[XE_GPU_REG_PA_CL_VPORT_ZOFFSET].f32; // 0
|
|
|
|
|
float vport_zscale = rf.values[XE_GPU_REG_PA_CL_VPORT_ZSCALE].f32; // 1
|
|
|
|
|
|
|
|
|
|
// Scissoring.
|
|
|
|
|
// TODO(benvanik): pull from scissor registers.
|
|
|
|
|
// ScissorEnable must be set in raster state above.
|
|
|
|
|
uint32_t screen_scissor_tl = rf.values[XE_GPU_REG_PA_SC_SCREEN_SCISSOR_TL].u32;
|
|
|
|
|
uint32_t screen_scissor_br = rf.values[XE_GPU_REG_PA_SC_SCREEN_SCISSOR_BR].u32;
|
|
|
|
|
if (screen_scissor_tl != 0 && screen_scissor_br != 0x20002000) {
|
|
|
|
|
D3D11_RECT scissor_rect;
|
|
|
|
|
scissor_rect.top = screen_scissor_tl >> 16;
|
|
|
|
|
scissor_rect.left = screen_scissor_tl & 0xFFFF;
|
|
|
|
|
scissor_rect.bottom = screen_scissor_br >> 16;
|
|
|
|
|
scissor_rect.right = screen_scissor_br & 0xFFFF;
|
|
|
|
|
context_->RSSetScissorRects(1, &scissor_rect);
|
|
|
|
|
} else {
|
|
|
|
|
context_->RSSetScissorRects(0, NULL);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static const D3D11_COMPARISON_FUNC compare_func_map[] = {
|
|
|
|
|
/* 0 */ D3D11_COMPARISON_NEVER,
|
|
|
|
|
/* 1 */ D3D11_COMPARISON_LESS,
|
|
|
|
|
/* 2 */ D3D11_COMPARISON_EQUAL,
|
|
|
|
|
/* 3 */ D3D11_COMPARISON_LESS_EQUAL,
|
|
|
|
|
/* 4 */ D3D11_COMPARISON_GREATER,
|
|
|
|
|
/* 5 */ D3D11_COMPARISON_NOT_EQUAL,
|
|
|
|
|
/* 6 */ D3D11_COMPARISON_GREATER_EQUAL,
|
|
|
|
|
/* 7 */ D3D11_COMPARISON_ALWAYS,
|
|
|
|
|
};
|
|
|
|
|
static const D3D11_STENCIL_OP stencil_op_map[] = {
|
|
|
|
|
/* 0 */ D3D11_STENCIL_OP_KEEP,
|
|
|
|
|
/* 1 */ D3D11_STENCIL_OP_ZERO,
|
|
|
|
|
/* 2 */ D3D11_STENCIL_OP_REPLACE,
|
|
|
|
|
/* 3 */ D3D11_STENCIL_OP_INCR_SAT,
|
|
|
|
|
/* 4 */ D3D11_STENCIL_OP_DECR_SAT,
|
|
|
|
|
/* 5 */ D3D11_STENCIL_OP_INVERT,
|
|
|
|
|
/* 6 */ D3D11_STENCIL_OP_INCR,
|
|
|
|
|
/* 7 */ D3D11_STENCIL_OP_DECR,
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// Depth-stencil state.
|
|
|
|
|
uint32_t depth_control = rf.values[XE_GPU_REG_RB_DEPTHCONTROL].u32;
|
|
|
|
|
uint32_t stencil_ref_mask = rf.values[XE_GPU_REG_RB_STENCILREFMASK].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
|
|
|
|
|
depth_stencil_desc.DepthFunc = compare_func_map[(depth_control & 0x00000070) >> 4];
|
|
|
|
|
// A2XX_RB_DEPTHCONTROL_STENCIL_ENABLE
|
|
|
|
|
depth_stencil_desc.StencilEnable = (depth_control & 0x00000001) != 0;
|
|
|
|
|
// RB_STENCILREFMASK_STENCILMASK
|
|
|
|
|
depth_stencil_desc.StencilReadMask = (stencil_ref_mask & 0x0000FF00) >> 8;
|
|
|
|
|
// RB_STENCILREFMASK_STENCILWRITEMASK
|
|
|
|
|
depth_stencil_desc.StencilWriteMask = (stencil_ref_mask & 0x00FF0000) >> 16;
|
|
|
|
|
// A2XX_RB_DEPTHCONTROL_STENCILFUNC
|
|
|
|
|
depth_stencil_desc.FrontFace.StencilFunc = compare_func_map[(depth_control & 0x00000700) >> 8];
|
|
|
|
|
// A2XX_RB_DEPTHCONTROL_STENCILFAIL
|
|
|
|
|
depth_stencil_desc.FrontFace.StencilFailOp = stencil_op_map[(depth_control & 0x00003800) >> 11];
|
|
|
|
|
// A2XX_RB_DEPTHCONTROL_STENCILZPASS
|
|
|
|
|
depth_stencil_desc.FrontFace.StencilPassOp = stencil_op_map[(depth_control & 0x0001C000) >> 14];
|
|
|
|
|
// A2XX_RB_DEPTHCONTROL_STENCILZFAIL
|
|
|
|
|
depth_stencil_desc.FrontFace.StencilDepthFailOp = stencil_op_map[(depth_control & 0x000E0000) >> 17];
|
|
|
|
|
// A2XX_RB_DEPTHCONTROL_STENCILFUNC_BF
|
|
|
|
|
depth_stencil_desc.BackFace.StencilFunc = compare_func_map[(depth_control & 0x00700000) >> 20];
|
|
|
|
|
// A2XX_RB_DEPTHCONTROL_STENCILFAIL_BF
|
|
|
|
|
depth_stencil_desc.BackFace.StencilFailOp = stencil_op_map[(depth_control & 0x03800000) >> 23];
|
|
|
|
|
// A2XX_RB_DEPTHCONTROL_STENCILZPASS_BF
|
|
|
|
|
depth_stencil_desc.BackFace.StencilPassOp = stencil_op_map[(depth_control & 0x1C000000) >> 26];
|
|
|
|
|
// A2XX_RB_DEPTHCONTROL_STENCILZFAIL_BF
|
|
|
|
|
depth_stencil_desc.BackFace.StencilDepthFailOp = stencil_op_map[(depth_control & 0xE0000000) >> 29];
|
|
|
|
|
// RB_STENCILREFMASK_STENCILREF
|
|
|
|
|
uint32_t stencil_ref = (stencil_ref_mask & 0x000000FF);
|
|
|
|
|
ID3D11DepthStencilState* depth_stencil_state = 0;
|
|
|
|
|
device_->CreateDepthStencilState(&depth_stencil_desc, &depth_stencil_state);
|
|
|
|
|
context_->OMSetDepthStencilState(depth_stencil_state, stencil_ref);
|
|
|
|
|
XESAFERELEASE(depth_stencil_state);
|
|
|
|
|
|
|
|
|
|
static const D3D11_BLEND blend_map[] = {
|
|
|
|
|
/* 0 */ D3D11_BLEND_ZERO,
|
|
|
|
|
/* 1 */ D3D11_BLEND_ONE,
|
|
|
|
|
/* 2 */ D3D11_BLEND_ZERO, // ?
|
|
|
|
|
/* 3 */ D3D11_BLEND_ZERO, // ?
|
|
|
|
|
/* 4 */ D3D11_BLEND_SRC_COLOR,
|
|
|
|
|
/* 5 */ D3D11_BLEND_INV_SRC_COLOR,
|
|
|
|
|
/* 6 */ D3D11_BLEND_SRC_ALPHA,
|
|
|
|
|
/* 7 */ D3D11_BLEND_INV_SRC_ALPHA,
|
|
|
|
|
/* 8 */ D3D11_BLEND_DEST_COLOR,
|
|
|
|
|
/* 9 */ D3D11_BLEND_INV_DEST_COLOR,
|
|
|
|
|
/* 10 */ D3D11_BLEND_DEST_ALPHA,
|
|
|
|
|
/* 11 */ D3D11_BLEND_INV_DEST_ALPHA,
|
|
|
|
|
/* 12 */ D3D11_BLEND_BLEND_FACTOR,
|
|
|
|
|
/* 13 */ D3D11_BLEND_INV_BLEND_FACTOR,
|
|
|
|
|
/* 14 */ D3D11_BLEND_SRC1_ALPHA, // ?
|
|
|
|
|
/* 15 */ D3D11_BLEND_INV_SRC1_ALPHA, // ?
|
|
|
|
|
/* 16 */ D3D11_BLEND_SRC_ALPHA_SAT,
|
|
|
|
|
};
|
|
|
|
|
static const D3D11_BLEND_OP blend_op_map[] = {
|
|
|
|
|
/* 0 */ D3D11_BLEND_OP_ADD,
|
|
|
|
|
/* 1 */ D3D11_BLEND_OP_SUBTRACT,
|
|
|
|
|
/* 2 */ D3D11_BLEND_OP_MIN,
|
|
|
|
|
/* 3 */ D3D11_BLEND_OP_MAX,
|
|
|
|
|
/* 4 */ D3D11_BLEND_OP_REV_SUBTRACT,
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// alpha testing -- ALPHAREF, ALPHAFUNC, ALPHATESTENABLE
|
|
|
|
|
// Not in D3D11!
|
|
|
|
|
// http://msdn.microsoft.com/en-us/library/windows/desktop/bb205120(v=vs.85).aspx
|
|
|
|
|
uint32_t color_control = rf.values[XE_GPU_REG_RB_COLORCONTROL].u32;
|
|
|
|
|
|
|
|
|
|
// Blend state.
|
|
|
|
|
uint32_t color_mask = rf.values[XE_GPU_REG_RB_COLOR_MASK].u32;
|
|
|
|
|
uint32_t sample_mask = 0xFFFFFFFF; // ?
|
|
|
|
|
float blend_factor[4] = {
|
|
|
|
|
rf.values[XE_GPU_REG_RB_BLEND_RED].f32,
|
|
|
|
|
rf.values[XE_GPU_REG_RB_BLEND_GREEN].f32,
|
|
|
|
|
rf.values[XE_GPU_REG_RB_BLEND_BLUE].f32,
|
|
|
|
|
rf.values[XE_GPU_REG_RB_BLEND_ALPHA].f32,
|
|
|
|
|
};
|
|
|
|
|
uint32_t blend_control[4] = {
|
|
|
|
|
rf.values[XE_GPU_REG_RB_BLENDCONTROL_0].u32,
|
|
|
|
|
rf.values[XE_GPU_REG_RB_BLENDCONTROL_1].u32,
|
|
|
|
|
rf.values[XE_GPU_REG_RB_BLENDCONTROL_2].u32,
|
|
|
|
|
rf.values[XE_GPU_REG_RB_BLENDCONTROL_3].u32,
|
|
|
|
|
};
|
|
|
|
|
D3D11_BLEND_DESC blend_desc;
|
|
|
|
|
xe_zero_struct(&blend_desc, sizeof(blend_desc));
|
|
|
|
|
//blend_desc.AlphaToCoverageEnable = false;
|
|
|
|
|
// ?
|
|
|
|
|
blend_desc.IndependentBlendEnable = true;
|
|
|
|
|
for (int n = 0; n < XECOUNT(blend_control); n++) {
|
|
|
|
|
// A2XX_RB_BLEND_CONTROL_COLOR_SRCBLEND
|
|
|
|
|
blend_desc.RenderTarget[n].SrcBlend = blend_map[(blend_control[n] & 0x0000001F) >> 0];
|
|
|
|
|
// A2XX_RB_BLEND_CONTROL_COLOR_DESTBLEND
|
|
|
|
|
blend_desc.RenderTarget[n].DestBlend = blend_map[(blend_control[n] & 0x00001F00) >> 8];
|
|
|
|
|
// A2XX_RB_BLEND_CONTROL_COLOR_COMB_FCN
|
|
|
|
|
blend_desc.RenderTarget[n].BlendOp = blend_op_map[(blend_control[n] & 0x000000E0) >> 5];
|
|
|
|
|
// A2XX_RB_BLEND_CONTROL_ALPHA_SRCBLEND
|
|
|
|
|
blend_desc.RenderTarget[n].SrcBlendAlpha = blend_map[(blend_control[n] & 0x001F0000) >> 16];
|
|
|
|
|
// A2XX_RB_BLEND_CONTROL_ALPHA_DESTBLEND
|
|
|
|
|
blend_desc.RenderTarget[n].DestBlendAlpha = blend_map[(blend_control[n] & 0x1F000000) >> 24];
|
|
|
|
|
// A2XX_RB_BLEND_CONTROL_ALPHA_COMB_FCN
|
|
|
|
|
blend_desc.RenderTarget[n].BlendOpAlpha = blend_op_map[(blend_control[n] & 0x00E00000) >> 21];
|
|
|
|
|
// A2XX_RB_COLOR_MASK_WRITE_*
|
|
|
|
|
blend_desc.RenderTarget[n].RenderTargetWriteMask = (color_mask >> (n * 4)) & 0xF;
|
|
|
|
|
// A2XX_RB_COLORCONTROL_BLEND_DISABLE ?? Can't find this!
|
|
|
|
|
// Just guess based on actions.
|
|
|
|
|
blend_desc.RenderTarget[n].BlendEnable = !(
|
|
|
|
|
(blend_desc.RenderTarget[n].SrcBlend == D3D11_BLEND_ONE) &&
|
|
|
|
|
(blend_desc.RenderTarget[n].DestBlend == D3D11_BLEND_ZERO) &&
|
|
|
|
|
(blend_desc.RenderTarget[n].BlendOp == D3D11_BLEND_OP_ADD) &&
|
|
|
|
|
(blend_desc.RenderTarget[n].SrcBlendAlpha == D3D11_BLEND_ONE) &&
|
|
|
|
|
(blend_desc.RenderTarget[n].DestBlendAlpha == D3D11_BLEND_ZERO) &&
|
|
|
|
|
(blend_desc.RenderTarget[n].BlendOpAlpha == D3D11_BLEND_OP_ADD));
|
|
|
|
|
}
|
|
|
|
|
ID3D11BlendState* blend_state = 0;
|
|
|
|
|
device_->CreateBlendState(&blend_desc, &blend_state);
|
|
|
|
|
context_->OMSetBlendState(blend_state, blend_factor, sample_mask);
|
|
|
|
|
XESAFERELEASE(blend_state);
|
|
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@ -590,3 +901,30 @@ int D3D11GraphicsDriver::PrepareIndexBuffer(
|
|
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int D3D11GraphicsDriver::Resolve() {
|
|
|
|
|
// No clue how this is supposed to work yet.
|
|
|
|
|
ID3D11Texture2D* back_buffer = 0;
|
|
|
|
|
swap_chain_->GetBuffer(0, __uuidof(ID3D11Texture2D),
|
|
|
|
|
(LPVOID*)&back_buffer);
|
|
|
|
|
D3D11_TEXTURE2D_DESC desc;
|
|
|
|
|
back_buffer->GetDesc(&desc);
|
|
|
|
|
if (desc.Width == render_targets_.width &&
|
|
|
|
|
desc.Height == render_targets_.height) {
|
|
|
|
|
// Same size/format, so copy quickly.
|
|
|
|
|
context_->CopyResource(back_buffer, render_targets_.color_buffers[0].buffer);
|
|
|
|
|
} else {
|
|
|
|
|
// TODO(benvanik): scale size using a quad draw.
|
|
|
|
|
}
|
|
|
|
|
XESAFERELEASE(back_buffer);
|
|
|
|
|
|
|
|
|
|
// TODO(benvanik): remove!
|
|
|
|
|
float color[4] = { 0.5f, 0.5f, 0.0f, 1.0f };
|
|
|
|
|
context_->ClearRenderTargetView(
|
|
|
|
|
render_targets_.color_buffers[0].color_view_8888, color);
|
|
|
|
|
// TODO(benvanik): take clear values from register
|
|
|
|
|
context_->ClearDepthStencilView(
|
|
|
|
|
render_targets_.depth_view_d28s8, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1, 0);
|
|
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|