Caching states.
This commit is contained in:
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6514eaa780
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daa8a24173
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@ -71,6 +71,18 @@ D3D11GraphicsDriver::~D3D11GraphicsDriver() {
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XESAFERELEASE(state_.constant_buffers.loop_constants);
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XESAFERELEASE(state_.constant_buffers.vs_consts);
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XESAFERELEASE(state_.constant_buffers.gs_consts);
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for (auto it = rasterizer_state_cache_.begin();
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it != rasterizer_state_cache_.end(); ++it) {
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XESAFERELEASE(it->second);
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}
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for (auto it = blend_state_cache_.begin();
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it != blend_state_cache_.end(); ++it) {
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XESAFERELEASE(it->second);
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}
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for (auto it = depth_stencil_state_cache_.begin();
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it != depth_stencil_state_cache_.end(); ++it) {
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XESAFERELEASE(it->second);
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}
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XESAFERELEASE(invalid_texture_view_);
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XESAFERELEASE(invalid_texture_sampler_state_);
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delete resource_cache_;
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@ -271,39 +283,6 @@ int D3D11GraphicsDriver::UpdateState(const DrawCommand& command) {
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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 = register_file_[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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switch (mode_control & 0x3) {
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case 0:
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rasterizer_desc.CullMode = D3D11_CULL_NONE;
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break;
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case 1:
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rasterizer_desc.CullMode = D3D11_CULL_FRONT;
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break;
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case 2:
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rasterizer_desc.CullMode = D3D11_CULL_BACK;
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break;
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}
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if (command.prim_type == XE_GPU_PRIMITIVE_TYPE_RECTANGLE_LIST) {
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// Rect lists aren't culled. There may be other things they skip too.
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rasterizer_desc.CullMode = D3D11_CULL_NONE;
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}
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rasterizer_desc.FrontCounterClockwise = (mode_control & 0x4) == 0;
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rasterizer_desc.DepthBias = 0;
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rasterizer_desc.DepthBiasClamp = 0;
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rasterizer_desc.SlopeScaledDepthBias = 0;
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rasterizer_desc.DepthClipEnable = false; // ?
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rasterizer_desc.ScissorEnable = false;
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rasterizer_desc.MultisampleEnable = false;
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rasterizer_desc.AntialiasedLineEnable = false;
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ID3D11RasterizerState* rasterizer_state = 0;
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device_->CreateRasterizerState(&rasterizer_desc, &rasterizer_state);
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context_->RSSetState(rasterizer_state);
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XESAFERELEASE(rasterizer_state);
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// Viewport.
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// If we have resized the window we will want to change this.
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uint32_t window_offset = register_file_[XE_GPU_REG_PA_SC_WINDOW_OFFSET].u32;
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@ -391,71 +370,67 @@ int D3D11GraphicsDriver::UpdateState(const DrawCommand& command) {
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context_->RSSetScissorRects(0, NULL);
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}
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static const D3D11_COMPARISON_FUNC compare_func_map[] = {
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/* 0 */ D3D11_COMPARISON_NEVER,
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/* 1 */ D3D11_COMPARISON_LESS,
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/* 2 */ D3D11_COMPARISON_EQUAL,
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/* 3 */ D3D11_COMPARISON_LESS_EQUAL,
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/* 4 */ D3D11_COMPARISON_GREATER,
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/* 5 */ D3D11_COMPARISON_NOT_EQUAL,
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/* 6 */ D3D11_COMPARISON_GREATER_EQUAL,
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/* 7 */ D3D11_COMPARISON_ALWAYS,
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};
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static const D3D11_STENCIL_OP stencil_op_map[] = {
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/* 0 */ D3D11_STENCIL_OP_KEEP,
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/* 1 */ D3D11_STENCIL_OP_ZERO,
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/* 2 */ D3D11_STENCIL_OP_REPLACE,
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/* 3 */ D3D11_STENCIL_OP_INCR_SAT,
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/* 4 */ D3D11_STENCIL_OP_DECR_SAT,
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/* 5 */ D3D11_STENCIL_OP_INVERT,
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/* 6 */ D3D11_STENCIL_OP_INCR,
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/* 7 */ D3D11_STENCIL_OP_DECR,
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};
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if (SetupRasterizerState(command)) {
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XELOGE("Unable to setup rasterizer state");
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return 1;
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}
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if (SetupBlendState(command)) {
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XELOGE("Unable to setup blend state");
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return 1;
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}
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if (SetupDepthStencilState(command)) {
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XELOGE("Unable to setup depth/stencil state");
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return 1;
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}
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// Depth-stencil state.
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uint32_t depth_control = register_file_[XE_GPU_REG_RB_DEPTHCONTROL].u32;
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uint32_t stencil_ref_mask = register_file_[XE_GPU_REG_RB_STENCILREFMASK].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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depth_stencil_desc.DepthFunc = compare_func_map[(depth_control & 0x00000070) >> 4];
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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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// RB_STENCILREFMASK_STENCILMASK
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depth_stencil_desc.StencilReadMask = (stencil_ref_mask & 0x0000FF00) >> 8;
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// RB_STENCILREFMASK_STENCILWRITEMASK
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depth_stencil_desc.StencilWriteMask = (stencil_ref_mask & 0x00FF0000) >> 16;
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// A2XX_RB_DEPTHCONTROL_STENCILFUNC
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depth_stencil_desc.FrontFace.StencilFunc = compare_func_map[(depth_control & 0x00000700) >> 8];
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// A2XX_RB_DEPTHCONTROL_STENCILFAIL
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depth_stencil_desc.FrontFace.StencilFailOp = stencil_op_map[(depth_control & 0x00003800) >> 11];
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// A2XX_RB_DEPTHCONTROL_STENCILZPASS
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depth_stencil_desc.FrontFace.StencilPassOp = stencil_op_map[(depth_control & 0x0001C000) >> 14];
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// A2XX_RB_DEPTHCONTROL_STENCILZFAIL
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depth_stencil_desc.FrontFace.StencilDepthFailOp = stencil_op_map[(depth_control & 0x000E0000) >> 17];
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// A2XX_RB_DEPTHCONTROL_STENCILFUNC_BF
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depth_stencil_desc.BackFace.StencilFunc = compare_func_map[(depth_control & 0x00700000) >> 20];
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// A2XX_RB_DEPTHCONTROL_STENCILFAIL_BF
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depth_stencil_desc.BackFace.StencilFailOp = stencil_op_map[(depth_control & 0x03800000) >> 23];
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// A2XX_RB_DEPTHCONTROL_STENCILZPASS_BF
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depth_stencil_desc.BackFace.StencilPassOp = stencil_op_map[(depth_control & 0x1C000000) >> 26];
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// A2XX_RB_DEPTHCONTROL_STENCILZFAIL_BF
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depth_stencil_desc.BackFace.StencilDepthFailOp = stencil_op_map[(depth_control & 0xE0000000) >> 29];
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// RB_STENCILREFMASK_STENCILREF
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uint32_t stencil_ref = (stencil_ref_mask & 0x000000FF);
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ID3D11DepthStencilState* depth_stencil_state = 0;
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device_->CreateDepthStencilState(&depth_stencil_desc, &depth_stencil_state);
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context_->OMSetDepthStencilState(depth_stencil_state, stencil_ref);
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XESAFERELEASE(depth_stencil_state);
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return 0;
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}
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int D3D11GraphicsDriver::SetupRasterizerState(const DrawCommand& command) {
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uint32_t mode_control = register_file_[XE_GPU_REG_PA_SU_SC_MODE_CNTL].u32;
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// Check cache.
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uint64_t key = hash_combine(mode_control);
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ID3D11RasterizerState* rasterizer_state = nullptr;
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auto it = rasterizer_state_cache_.find(key);
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if (it == rasterizer_state_cache_.end()) {
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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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switch (mode_control & 0x3) {
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case 0:
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rasterizer_desc.CullMode = D3D11_CULL_NONE;
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break;
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case 1:
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rasterizer_desc.CullMode = D3D11_CULL_FRONT;
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break;
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case 2:
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rasterizer_desc.CullMode = D3D11_CULL_BACK;
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break;
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}
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if (command.prim_type == XE_GPU_PRIMITIVE_TYPE_RECTANGLE_LIST) {
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// Rect lists aren't culled. There may be other things they skip too.
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rasterizer_desc.CullMode = D3D11_CULL_NONE;
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}
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rasterizer_desc.FrontCounterClockwise = (mode_control & 0x4) == 0;
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rasterizer_desc.DepthBias = 0;
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rasterizer_desc.DepthBiasClamp = 0;
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rasterizer_desc.SlopeScaledDepthBias = 0;
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rasterizer_desc.DepthClipEnable = false; // ?
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rasterizer_desc.ScissorEnable = false;
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rasterizer_desc.MultisampleEnable = false;
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rasterizer_desc.AntialiasedLineEnable = false;
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device_->CreateRasterizerState(&rasterizer_desc, &rasterizer_state);
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rasterizer_state_cache_.insert({ key, rasterizer_state });
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} else {
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rasterizer_state = it->second;
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}
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context_->RSSetState(rasterizer_state);
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return 0;
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}
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int D3D11GraphicsDriver::SetupBlendState(const DrawCommand& command) {
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static const D3D11_BLEND blend_map[] = {
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/* 0 */ D3D11_BLEND_ZERO,
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/* 1 */ D3D11_BLEND_ONE,
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@ -488,56 +463,141 @@ int D3D11GraphicsDriver::UpdateState(const DrawCommand& command) {
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// http://msdn.microsoft.com/en-us/library/windows/desktop/bb205120(v=vs.85).aspx
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uint32_t color_control = register_file_[XE_GPU_REG_RB_COLORCONTROL].u32;
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// Blend state.
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uint32_t color_mask = register_file_[XE_GPU_REG_RB_COLOR_MASK].u32;
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uint32_t sample_mask = 0xFFFFFFFF; // ?
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float blend_factor[4] = {
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register_file_[XE_GPU_REG_RB_BLEND_RED].f32,
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register_file_[XE_GPU_REG_RB_BLEND_GREEN].f32,
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register_file_[XE_GPU_REG_RB_BLEND_BLUE].f32,
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register_file_[XE_GPU_REG_RB_BLEND_ALPHA].f32,
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};
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uint32_t blend_control[4] = {
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register_file_[XE_GPU_REG_RB_BLENDCONTROL_0].u32,
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register_file_[XE_GPU_REG_RB_BLENDCONTROL_1].u32,
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register_file_[XE_GPU_REG_RB_BLENDCONTROL_2].u32,
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register_file_[XE_GPU_REG_RB_BLENDCONTROL_3].u32,
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};
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D3D11_BLEND_DESC blend_desc;
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xe_zero_struct(&blend_desc, sizeof(blend_desc));
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//blend_desc.AlphaToCoverageEnable = false;
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// ?
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blend_desc.IndependentBlendEnable = true;
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for (int n = 0; n < XECOUNT(blend_control); n++) {
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// A2XX_RB_BLEND_CONTROL_COLOR_SRCBLEND
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blend_desc.RenderTarget[n].SrcBlend = blend_map[(blend_control[n] & 0x0000001F) >> 0];
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// A2XX_RB_BLEND_CONTROL_COLOR_DESTBLEND
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blend_desc.RenderTarget[n].DestBlend = blend_map[(blend_control[n] & 0x00001F00) >> 8];
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// A2XX_RB_BLEND_CONTROL_COLOR_COMB_FCN
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blend_desc.RenderTarget[n].BlendOp = blend_op_map[(blend_control[n] & 0x000000E0) >> 5];
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// A2XX_RB_BLEND_CONTROL_ALPHA_SRCBLEND
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blend_desc.RenderTarget[n].SrcBlendAlpha = blend_map[(blend_control[n] & 0x001F0000) >> 16];
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// A2XX_RB_BLEND_CONTROL_ALPHA_DESTBLEND
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blend_desc.RenderTarget[n].DestBlendAlpha = blend_map[(blend_control[n] & 0x1F000000) >> 24];
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// A2XX_RB_BLEND_CONTROL_ALPHA_COMB_FCN
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blend_desc.RenderTarget[n].BlendOpAlpha = blend_op_map[(blend_control[n] & 0x00E00000) >> 21];
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// A2XX_RB_COLOR_MASK_WRITE_*
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blend_desc.RenderTarget[n].RenderTargetWriteMask = (color_mask >> (n * 4)) & 0xF;
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// A2XX_RB_COLORCONTROL_BLEND_DISABLE ?? Can't find this!
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// Just guess based on actions.
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blend_desc.RenderTarget[n].BlendEnable = !(
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(blend_desc.RenderTarget[n].SrcBlend == D3D11_BLEND_ONE) &&
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(blend_desc.RenderTarget[n].DestBlend == D3D11_BLEND_ZERO) &&
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(blend_desc.RenderTarget[n].BlendOp == D3D11_BLEND_OP_ADD) &&
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(blend_desc.RenderTarget[n].SrcBlendAlpha == D3D11_BLEND_ONE) &&
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(blend_desc.RenderTarget[n].DestBlendAlpha == D3D11_BLEND_ZERO) &&
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(blend_desc.RenderTarget[n].BlendOpAlpha == D3D11_BLEND_OP_ADD));
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}
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ID3D11BlendState* blend_state = 0;
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device_->CreateBlendState(&blend_desc, &blend_state);
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context_->OMSetBlendState(blend_state, blend_factor, sample_mask);
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XESAFERELEASE(blend_state);
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// Check cache.
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uint64_t key = hash_combine(color_mask,
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blend_control[0], blend_control[1],
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blend_control[2], blend_control[3]);
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ID3D11BlendState* blend_state = nullptr;
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auto it = blend_state_cache_.find(key);
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if (it == blend_state_cache_.end()) {
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D3D11_BLEND_DESC blend_desc;
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xe_zero_struct(&blend_desc, sizeof(blend_desc));
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//blend_desc.AlphaToCoverageEnable = false;
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// ?
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blend_desc.IndependentBlendEnable = true;
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for (int n = 0; n < XECOUNT(blend_control); n++) {
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// A2XX_RB_BLEND_CONTROL_COLOR_SRCBLEND
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blend_desc.RenderTarget[n].SrcBlend = blend_map[(blend_control[n] & 0x0000001F) >> 0];
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// A2XX_RB_BLEND_CONTROL_COLOR_DESTBLEND
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blend_desc.RenderTarget[n].DestBlend = blend_map[(blend_control[n] & 0x00001F00) >> 8];
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// A2XX_RB_BLEND_CONTROL_COLOR_COMB_FCN
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blend_desc.RenderTarget[n].BlendOp = blend_op_map[(blend_control[n] & 0x000000E0) >> 5];
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// A2XX_RB_BLEND_CONTROL_ALPHA_SRCBLEND
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blend_desc.RenderTarget[n].SrcBlendAlpha = blend_map[(blend_control[n] & 0x001F0000) >> 16];
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// A2XX_RB_BLEND_CONTROL_ALPHA_DESTBLEND
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blend_desc.RenderTarget[n].DestBlendAlpha = blend_map[(blend_control[n] & 0x1F000000) >> 24];
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// A2XX_RB_BLEND_CONTROL_ALPHA_COMB_FCN
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blend_desc.RenderTarget[n].BlendOpAlpha = blend_op_map[(blend_control[n] & 0x00E00000) >> 21];
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// A2XX_RB_COLOR_MASK_WRITE_*
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blend_desc.RenderTarget[n].RenderTargetWriteMask = (color_mask >> (n * 4)) & 0xF;
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// A2XX_RB_COLORCONTROL_BLEND_DISABLE ?? Can't find this!
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// Just guess based on actions.
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blend_desc.RenderTarget[n].BlendEnable = !(
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(blend_desc.RenderTarget[n].SrcBlend == D3D11_BLEND_ONE) &&
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(blend_desc.RenderTarget[n].DestBlend == D3D11_BLEND_ZERO) &&
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(blend_desc.RenderTarget[n].BlendOp == D3D11_BLEND_OP_ADD) &&
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(blend_desc.RenderTarget[n].SrcBlendAlpha == D3D11_BLEND_ONE) &&
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(blend_desc.RenderTarget[n].DestBlendAlpha == D3D11_BLEND_ZERO) &&
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(blend_desc.RenderTarget[n].BlendOpAlpha == D3D11_BLEND_OP_ADD));
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}
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device_->CreateBlendState(&blend_desc, &blend_state);
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blend_state_cache_.insert({ key, blend_state });
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} else {
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blend_state = it->second;
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}
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float blend_factor[4] = {
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register_file_[XE_GPU_REG_RB_BLEND_RED].f32,
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register_file_[XE_GPU_REG_RB_BLEND_GREEN].f32,
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register_file_[XE_GPU_REG_RB_BLEND_BLUE].f32,
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register_file_[XE_GPU_REG_RB_BLEND_ALPHA].f32,
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};
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uint32_t sample_mask = 0xFFFFFFFF; // ?
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context_->OMSetBlendState(blend_state, blend_factor, sample_mask);
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return 0;
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}
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int D3D11GraphicsDriver::SetupDepthStencilState(const DrawCommand& command) {
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static const D3D11_COMPARISON_FUNC compare_func_map[] = {
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/* 0 */ D3D11_COMPARISON_NEVER,
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/* 1 */ D3D11_COMPARISON_LESS,
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/* 2 */ D3D11_COMPARISON_EQUAL,
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/* 3 */ D3D11_COMPARISON_LESS_EQUAL,
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/* 4 */ D3D11_COMPARISON_GREATER,
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/* 5 */ D3D11_COMPARISON_NOT_EQUAL,
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/* 6 */ D3D11_COMPARISON_GREATER_EQUAL,
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/* 7 */ D3D11_COMPARISON_ALWAYS,
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};
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static const D3D11_STENCIL_OP stencil_op_map[] = {
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/* 0 */ D3D11_STENCIL_OP_KEEP,
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/* 1 */ D3D11_STENCIL_OP_ZERO,
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/* 2 */ D3D11_STENCIL_OP_REPLACE,
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/* 3 */ D3D11_STENCIL_OP_INCR_SAT,
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/* 4 */ D3D11_STENCIL_OP_DECR_SAT,
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/* 5 */ D3D11_STENCIL_OP_INVERT,
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/* 6 */ D3D11_STENCIL_OP_INCR,
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/* 7 */ D3D11_STENCIL_OP_DECR,
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};
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uint32_t depth_control = register_file_[XE_GPU_REG_RB_DEPTHCONTROL].u32;
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uint32_t stencil_ref_mask = register_file_[XE_GPU_REG_RB_STENCILREFMASK].u32;
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// Check cache.
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uint64_t key = (uint64_t(depth_control) << 32) | stencil_ref_mask;
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ID3D11DepthStencilState* depth_stencil_state = nullptr;
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auto it = depth_stencil_state_cache_.find(key);
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if (it == depth_stencil_state_cache_.end()) {
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||||
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];
|
||||
device_->CreateDepthStencilState(&depth_stencil_desc, &depth_stencil_state);
|
||||
depth_stencil_state_cache_.insert({ key, depth_stencil_state });
|
||||
} else {
|
||||
depth_stencil_state = it->second;
|
||||
}
|
||||
|
||||
// RB_STENCILREFMASK_STENCILREF
|
||||
uint32_t stencil_ref = (stencil_ref_mask & 0x000000FF);
|
||||
context_->OMSetDepthStencilState(depth_stencil_state, stencil_ref);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
|
|
@ -44,6 +44,9 @@ private:
|
|||
void InitializeInvalidTexture();
|
||||
|
||||
int UpdateState(const DrawCommand& command);
|
||||
int SetupRasterizerState(const DrawCommand& command);
|
||||
int SetupBlendState(const DrawCommand& command);
|
||||
int SetupDepthStencilState(const DrawCommand& command);
|
||||
int SetupConstantBuffers(const DrawCommand& command);
|
||||
int SetupShaders(const DrawCommand& command);
|
||||
int SetupInputAssembly(const DrawCommand& command);
|
||||
|
@ -61,6 +64,10 @@ private:
|
|||
ID3D11ShaderResourceView* invalid_texture_view_;
|
||||
ID3D11SamplerState* invalid_texture_sampler_state_;
|
||||
|
||||
std::unordered_map<uint64_t, ID3D11RasterizerState*> rasterizer_state_cache_;
|
||||
std::unordered_map<uint64_t, ID3D11BlendState*> blend_state_cache_;
|
||||
std::unordered_map<uint64_t, ID3D11DepthStencilState*> depth_stencil_state_cache_;
|
||||
|
||||
struct {
|
||||
uint32_t width;
|
||||
uint32_t height;
|
||||
|
|
Loading…
Reference in New Issue