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