VideoBackends: Move SamplerState to common

This commit is contained in:
Stenzek
2017-09-09 18:30:15 +10:00
parent 340aabbb06
commit 24ddea04ce
21 changed files with 352 additions and 401 deletions

View File

@ -12,7 +12,7 @@
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoCommon/SamplerCommon.h"
#include "VideoCommon/VideoConfig.h"
namespace DX11
{
@ -265,90 +265,55 @@ void StateManager::SetTextureByMask(u32 textureSlotMask, ID3D11ShaderResourceVie
ID3D11SamplerState* StateCache::Get(SamplerState state)
{
auto it = m_sampler.find(state.packed);
auto it = m_sampler.find(state.hex);
if (it != m_sampler.end())
{
return it->second;
}
const unsigned int d3dMipFilters[4] = {
TexMode0::TEXF_NONE, TexMode0::TEXF_POINT, TexMode0::TEXF_LINEAR,
TexMode0::TEXF_NONE, // reserved
};
const D3D11_TEXTURE_ADDRESS_MODE d3dClamps[4] = {
D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_WRAP, D3D11_TEXTURE_ADDRESS_MIRROR,
D3D11_TEXTURE_ADDRESS_WRAP // reserved
};
D3D11_SAMPLER_DESC sampdc = CD3D11_SAMPLER_DESC(CD3D11_DEFAULT());
unsigned int mip = d3dMipFilters[state.min_filter & 3];
if (state.max_anisotropy > 1 && !SamplerCommon::IsBpTexMode0PointFiltering(state))
if (state.mipmap_filter == SamplerState::Filter::Linear)
{
sampdc.Filter = D3D11_FILTER_ANISOTROPIC;
sampdc.MaxAnisotropy = (u32)state.max_anisotropy;
if (state.min_filter == SamplerState::Filter::Linear)
sampdc.Filter = (state.mag_filter == SamplerState::Filter::Linear) ?
D3D11_FILTER_MIN_MAG_MIP_LINEAR :
D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR;
else
sampdc.Filter = (state.mag_filter == SamplerState::Filter::Linear) ?
D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR :
D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR;
}
else if (state.min_filter & 4) // linear min filter
else
{
if (state.mag_filter) // linear mag filter
{
if (mip == TexMode0::TEXF_NONE)
sampdc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
else if (mip == TexMode0::TEXF_POINT)
sampdc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
else if (mip == TexMode0::TEXF_LINEAR)
sampdc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
}
else // point mag filter
{
if (mip == TexMode0::TEXF_NONE)
sampdc.Filter = D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT;
else if (mip == TexMode0::TEXF_POINT)
sampdc.Filter = D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT;
else if (mip == TexMode0::TEXF_LINEAR)
sampdc.Filter = D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR;
}
}
else // point min filter
{
if (state.mag_filter) // linear mag filter
{
if (mip == TexMode0::TEXF_NONE)
sampdc.Filter = D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT;
else if (mip == TexMode0::TEXF_POINT)
sampdc.Filter = D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT;
else if (mip == TexMode0::TEXF_LINEAR)
sampdc.Filter = D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR;
}
else // point mag filter
{
if (mip == TexMode0::TEXF_NONE)
sampdc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
else if (mip == TexMode0::TEXF_POINT)
sampdc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
else if (mip == TexMode0::TEXF_LINEAR)
sampdc.Filter = D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR;
}
if (state.min_filter == SamplerState::Filter::Linear)
sampdc.Filter = (state.mag_filter == SamplerState::Filter::Linear) ?
D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT :
D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT;
else
sampdc.Filter = (state.mag_filter == SamplerState::Filter::Linear) ?
D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT :
D3D11_FILTER_MIN_MAG_MIP_POINT;
}
sampdc.AddressU = d3dClamps[state.wrap_s];
sampdc.AddressV = d3dClamps[state.wrap_t];
sampdc.MaxLOD = SamplerCommon::AreBpTexMode0MipmapsEnabled(state) ? state.max_lod / 16.f : 0.f;
sampdc.MinLOD = std::min(state.min_lod / 16.f, sampdc.MaxLOD);
static constexpr std::array<D3D11_TEXTURE_ADDRESS_MODE, 3> address_modes = {
{D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_WRAP, D3D11_TEXTURE_ADDRESS_MIRROR}};
sampdc.AddressU = address_modes[static_cast<u32>(state.wrap_u.Value())];
sampdc.AddressV = address_modes[static_cast<u32>(state.wrap_v.Value())];
sampdc.MaxLOD = state.max_lod / 16.f;
sampdc.MinLOD = state.min_lod / 16.f;
sampdc.MipLODBias = (s32)state.lod_bias / 32.0f;
ID3D11SamplerState* res = nullptr;
if (state.anisotropic_filtering)
{
sampdc.Filter = D3D11_FILTER_ANISOTROPIC;
sampdc.MaxAnisotropy = 1u << g_ActiveConfig.iMaxAnisotropy;
}
ID3D11SamplerState* res = nullptr;
HRESULT hr = D3D::device->CreateSamplerState(&sampdc, &res);
if (FAILED(hr))
PanicAlert("Fail %s %d\n", __FILE__, __LINE__);
D3D::SetDebugObjectName(res, "sampler state used to emulate the GX pipeline");
m_sampler.emplace(state.packed, res);
m_sampler.emplace(state.hex, res);
return res;
}