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

@ -22,7 +22,7 @@ bool geometry_shader_uid_data::IsPassthrough() const
{
const bool stereo = g_ActiveConfig.iStereoMode > 0;
const bool wireframe = g_ActiveConfig.bWireFrame;
return primitive_type >= PrimitiveType::Triangles && !stereo && !wireframe;
return primitive_type >= static_cast<u32>(PrimitiveType::Triangles) && !stereo && !wireframe;
}
GeometryShaderUid GetGeometryShaderUid(PrimitiveType primitive_type)
@ -31,7 +31,7 @@ GeometryShaderUid GetGeometryShaderUid(PrimitiveType primitive_type)
geometry_shader_uid_data* uid_data = out.GetUidData<geometry_shader_uid_data>();
memset(uid_data, 0, sizeof(geometry_shader_uid_data));
uid_data->primitive_type = primitive_type;
uid_data->primitive_type = static_cast<u32>(primitive_type);
uid_data->numTexGens = xfmem.numTexGen.numTexGens;
return out;
@ -56,9 +56,10 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const ShaderHostConfig& h
const bool msaa = host_config.msaa;
const bool ssaa = host_config.ssaa;
const bool stereo = host_config.stereo;
const PrimitiveType primitive_type = static_cast<PrimitiveType>(uid_data->primitive_type);
const unsigned primitive_type_index = static_cast<unsigned>(uid_data->primitive_type);
const unsigned vertex_in = std::min(static_cast<unsigned>(primitive_type_index) + 1, 3u);
unsigned vertex_out = uid_data->primitive_type == PrimitiveType::TriangleStrip ? 3 : 4;
unsigned vertex_out = primitive_type == PrimitiveType::TriangleStrip ? 3 : 4;
if (wireframe)
vertex_out++;
@ -146,7 +147,7 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const ShaderHostConfig& h
out.Write("\tVertexData ps;\n");
}
if (uid_data->primitive_type == PrimitiveType::Lines)
if (primitive_type == PrimitiveType::Lines)
{
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
{
@ -177,7 +178,7 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const ShaderHostConfig& h
"\t\toffset = float2(0, -" I_LINEPTPARAMS ".z / " I_LINEPTPARAMS ".y);\n"
"\t}\n");
}
else if (uid_data->primitive_type == PrimitiveType::Points)
else if (primitive_type == PrimitiveType::Points)
{
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
{
@ -247,7 +248,7 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const ShaderHostConfig& h
out.Write("\tf.pos.x += hoffset * (f.pos.w - " I_STEREOPARAMS ".z);\n");
}
if (uid_data->primitive_type == PrimitiveType::Lines)
if (primitive_type == PrimitiveType::Lines)
{
out.Write("\tVS_OUTPUT l = f;\n"
"\tVS_OUTPUT r = f;\n");
@ -268,7 +269,7 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const ShaderHostConfig& h
EmitVertex(out, host_config, uid_data, "l", ApiType, wireframe, pixel_lighting, true);
EmitVertex(out, host_config, uid_data, "r", ApiType, wireframe, pixel_lighting);
}
else if (uid_data->primitive_type == PrimitiveType::Points)
else if (primitive_type == PrimitiveType::Points)
{
out.Write("\tVS_OUTPUT ll = f;\n"
"\tVS_OUTPUT lr = f;\n"
@ -376,7 +377,7 @@ void EnumerateGeometryShaderUids(const std::function<void(const GeometryShaderUi
for (PrimitiveType primitive : primitive_lut)
{
auto* guid = uid.GetUidData<geometry_shader_uid_data>();
guid->primitive_type = primitive;
guid->primitive_type = static_cast<u32>(primitive);
for (u32 texgens = 0; texgens <= 8; texgens++)
{

View File

@ -20,7 +20,7 @@ struct geometry_shader_uid_data
bool IsPassthrough() const;
u32 numTexGens : 4;
PrimitiveType primitive_type : 2;
u32 primitive_type : 2;
};
#pragma pack()

View File

@ -68,7 +68,7 @@ public:
virtual void SetScissorRect(const EFBRectangle& rc) {}
virtual void SetRasterizationState(const RasterizationState& state) {}
virtual void SetDepthState(const DepthState& state) {}
virtual void SetSamplerState(int stage, int texindex, bool custom_tex) {}
virtual void SetSamplerState(u32 index, const SamplerState& state) {}
virtual void SetInterlacingMode() {}
virtual void SetViewport() {}
virtual void SetFullscreen(bool enable_fullscreen) {}

View File

@ -3,6 +3,9 @@
// Refer to the license.txt file included.
#include "VideoCommon/RenderState.h"
#include <algorithm>
#include <array>
#include "VideoCommon/SamplerCommon.h"
void RasterizationState::Generate(const BPMemory& bp, PrimitiveType primitive_type)
{
@ -14,6 +17,12 @@ void RasterizationState::Generate(const BPMemory& bp, PrimitiveType primitive_ty
cullmode = GenMode::CULL_NONE;
}
RasterizationState& RasterizationState::operator=(const RasterizationState& rhs)
{
hex = rhs.hex;
return *this;
}
void DepthState::Generate(const BPMemory& bp)
{
testenable = bp.zmode.testenable.Value();
@ -21,6 +30,12 @@ void DepthState::Generate(const BPMemory& bp)
func = bp.zmode.func.Value();
}
DepthState& DepthState::operator=(const DepthState& rhs)
{
hex = rhs.hex;
return *this;
}
// If the framebuffer format has no alpha channel, it is assumed to
// ONE on blending. As the backends may emulate this framebuffer
// configuration with an alpha channel, we just drop all references
@ -145,6 +160,43 @@ void BlendingState::Generate(const BPMemory& bp)
}
}
BlendingState& BlendingState::operator=(const BlendingState& rhs)
{
hex = rhs.hex;
return *this;
}
void SamplerState::Generate(const BPMemory& bp, u32 index)
{
const FourTexUnits& tex = bpmem.tex[index / 4];
const TexMode0& tm0 = tex.texMode0[index % 4];
const TexMode1& tm1 = tex.texMode1[index % 4];
// GX can configure the mip filter to none. However, D3D and Vulkan can't express this in their
// sampler states. Therefore, we set the min/max LOD to zero if this option is used.
min_filter = (tm0.min_filter & 4) != 0 ? Filter::Linear : Filter::Point;
mipmap_filter = (tm0.min_filter & 3) == TexMode0::TEXF_LINEAR ? Filter::Linear : Filter::Point;
mag_filter = tm0.mag_filter != 0 ? Filter::Linear : Filter::Point;
// If mipmaps are disabled, clamp min/max lod
max_lod = SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ? tm1.max_lod : 0;
min_lod = std::min(max_lod.Value(), tm1.min_lod);
lod_bias = SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ? tm0.lod_bias : 0;
// Address modes
static constexpr std::array<AddressMode, 4> address_modes = {
{AddressMode::Clamp, AddressMode::Repeat, AddressMode::MirroredRepeat, AddressMode::Repeat}};
wrap_u = address_modes[tm0.wrap_s];
wrap_v = address_modes[tm0.wrap_t];
anisotropic_filtering = 0;
}
SamplerState& SamplerState::operator=(const SamplerState& rhs)
{
hex = rhs.hex;
return *this;
}
namespace RenderState
{
RasterizationState GetNoCullRasterizationState()
@ -177,4 +229,34 @@ BlendingState GetNoBlendingBlendState()
state.alphaupdate = true;
return state;
}
SamplerState GetPointSamplerState()
{
SamplerState state = {};
state.min_filter = SamplerState::Filter::Point;
state.mag_filter = SamplerState::Filter::Point;
state.mipmap_filter = SamplerState::Filter::Point;
state.wrap_u = SamplerState::AddressMode::Clamp;
state.wrap_v = SamplerState::AddressMode::Clamp;
state.min_lod = 0;
state.max_lod = 255;
state.lod_bias = 0;
state.anisotropic_filtering = false;
return state;
}
SamplerState GetLinearSamplerState()
{
SamplerState state = {};
state.min_filter = SamplerState::Filter::Linear;
state.mag_filter = SamplerState::Filter::Linear;
state.mipmap_filter = SamplerState::Filter::Linear;
state.wrap_u = SamplerState::AddressMode::Clamp;
state.wrap_v = SamplerState::AddressMode::Clamp;
state.min_lod = 0;
state.max_lod = 255;
state.lod_bias = 0;
state.anisotropic_filtering = false;
return state;
}
}

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@ -21,6 +21,11 @@ union RasterizationState
{
void Generate(const BPMemory& bp, PrimitiveType primitive_type);
RasterizationState& operator=(const RasterizationState& rhs);
bool operator==(const RasterizationState& rhs) const { return hex == rhs.hex; }
bool operator!=(const RasterizationState& rhs) const { return hex != rhs.hex; }
bool operator<(const RasterizationState& rhs) const { return hex < rhs.hex; }
BitField<0, 2, GenMode::CullMode> cullmode;
BitField<3, 2, PrimitiveType> primitive;
@ -31,6 +36,11 @@ union DepthState
{
void Generate(const BPMemory& bp);
DepthState& operator=(const DepthState& rhs);
bool operator==(const DepthState& rhs) const { return hex == rhs.hex; }
bool operator!=(const DepthState& rhs) const { return hex != rhs.hex; }
bool operator<(const DepthState& rhs) const { return hex < rhs.hex; }
BitField<0, 1, u32> testenable;
BitField<1, 1, u32> updateenable;
BitField<2, 3, ZMode::CompareMode> func;
@ -42,6 +52,11 @@ union BlendingState
{
void Generate(const BPMemory& bp);
BlendingState& operator=(const BlendingState& rhs);
bool operator==(const BlendingState& rhs) const { return hex == rhs.hex; }
bool operator!=(const BlendingState& rhs) const { return hex != rhs.hex; }
bool operator<(const BlendingState& rhs) const { return hex < rhs.hex; }
BitField<0, 1, u32> blendenable;
BitField<1, 1, u32> logicopenable;
BitField<2, 1, u32> dstalpha;
@ -59,9 +74,46 @@ union BlendingState
u32 hex;
};
union SamplerState
{
enum class Filter : u32
{
Point,
Linear
};
enum class AddressMode : u32
{
Clamp,
Repeat,
MirroredRepeat
};
void Generate(const BPMemory& bp, u32 index);
SamplerState& operator=(const SamplerState& rhs);
bool operator==(const SamplerState& rhs) const { return hex == rhs.hex; }
bool operator!=(const SamplerState& rhs) const { return hex != rhs.hex; }
bool operator<(const SamplerState& rhs) const { return hex < rhs.hex; }
BitField<0, 1, Filter> min_filter;
BitField<1, 1, Filter> mag_filter;
BitField<2, 1, Filter> mipmap_filter;
BitField<3, 2, AddressMode> wrap_u;
BitField<5, 2, AddressMode> wrap_v;
BitField<7, 8, u32> min_lod; // multiplied by 16
BitField<15, 8, u32> max_lod; // multiplied by 16
BitField<23, 8, s32> lod_bias; // multiplied by 32
BitField<31, 1, u32> anisotropic_filtering;
u32 hex;
};
namespace RenderState
{
RasterizationState GetNoCullRasterizationState();
DepthState GetNoDepthTestingDepthStencilState();
BlendingState GetNoBlendingBlendState();
SamplerState GetPointSamplerState();
SamplerState GetLinearSamplerState();
}

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@ -24,6 +24,7 @@
#include "VideoCommon/PerfQueryBase.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/SamplerCommon.h"
#include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexShaderManager.h"
@ -208,6 +209,52 @@ std::pair<size_t, size_t> VertexManagerBase::ResetFlushAspectRatioCount()
return val;
}
static void SetSamplerState(u32 index, bool custom_tex)
{
const FourTexUnits& tex = bpmem.tex[index / 4];
const TexMode0& tm0 = tex.texMode0[index % 4];
SamplerState state = {};
state.Generate(bpmem, index);
// Force texture filtering config option.
if (g_ActiveConfig.bForceFiltering)
{
state.min_filter = SamplerState::Filter::Linear;
state.mag_filter = SamplerState::Filter::Linear;
state.mipmap_filter = SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ?
SamplerState::Filter::Linear :
SamplerState::Filter::Point;
}
// Custom textures may have a greater number of mips
if (custom_tex)
state.max_lod = 255;
// Anisotropic filtering option.
if (g_ActiveConfig.iMaxAnisotropy != 0 && !SamplerCommon::IsBpTexMode0PointFiltering(tm0))
{
// https://www.opengl.org/registry/specs/EXT/texture_filter_anisotropic.txt
// For predictable results on all hardware/drivers, only use one of:
// GL_LINEAR + GL_LINEAR (No Mipmaps [Bilinear])
// GL_LINEAR + GL_LINEAR_MIPMAP_LINEAR (w/ Mipmaps [Trilinear])
// Letting the game set other combinations will have varying arbitrary results;
// possibly being interpreted as equal to bilinear/trilinear, implicitly
// disabling anisotropy, or changing the anisotropic algorithm employed.
state.min_filter = SamplerState::Filter::Linear;
state.mag_filter = SamplerState::Filter::Linear;
if (SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0))
state.mipmap_filter = SamplerState::Filter::Linear;
state.anisotropic_filtering = 1;
}
else
{
state.anisotropic_filtering = 0;
}
g_renderer->SetSamplerState(index, state);
}
void VertexManagerBase::Flush()
{
if (m_is_flushed)
@ -276,7 +323,7 @@ void VertexManagerBase::Flush()
if (tentry)
{
g_renderer->SetSamplerState(i & 3, i >> 2, tentry->is_custom_tex);
SetSamplerState(i, tentry->is_custom_tex);
PixelShaderManager::SetTexDims(i, tentry->native_width, tentry->native_height);
}
else