VideoCommon: Expose SamplerState to shaders

The benefit to exposing this over the raw BP state is that adjustments Dolphin makes, such as LOD biases from arbitrary mipmap detection, will work properly.
This commit is contained in:
Pokechu22
2021-08-08 21:11:50 -07:00
parent 9ef228503a
commit 4a9b26de86
14 changed files with 188 additions and 139 deletions

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@ -303,43 +303,43 @@ StateCache::~StateCache() = default;
ID3D11SamplerState* StateCache::Get(SamplerState state)
{
std::lock_guard<std::mutex> guard(m_lock);
auto it = m_sampler.find(state.hex);
auto it = m_sampler.find(state);
if (it != m_sampler.end())
return it->second.Get();
D3D11_SAMPLER_DESC sampdc = CD3D11_SAMPLER_DESC(CD3D11_DEFAULT());
if (state.mipmap_filter == SamplerState::Filter::Linear)
if (state.tm0.mipmap_filter == FilterMode::Linear)
{
if (state.min_filter == SamplerState::Filter::Linear)
sampdc.Filter = (state.mag_filter == SamplerState::Filter::Linear) ?
if (state.tm0.min_filter == FilterMode::Linear)
sampdc.Filter = (state.tm0.mag_filter == FilterMode::Linear) ?
D3D11_FILTER_MIN_MAG_MIP_LINEAR :
D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR;
else
sampdc.Filter = (state.mag_filter == SamplerState::Filter::Linear) ?
sampdc.Filter = (state.tm0.mag_filter == FilterMode::Linear) ?
D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR :
D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR;
}
else
{
if (state.min_filter == SamplerState::Filter::Linear)
sampdc.Filter = (state.mag_filter == SamplerState::Filter::Linear) ?
if (state.tm0.min_filter == FilterMode::Linear)
sampdc.Filter = (state.tm0.mag_filter == FilterMode::Linear) ?
D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT :
D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT;
else
sampdc.Filter = (state.mag_filter == SamplerState::Filter::Linear) ?
sampdc.Filter = (state.tm0.mag_filter == FilterMode::Linear) ?
D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT :
D3D11_FILTER_MIN_MAG_MIP_POINT;
}
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 / 256.f;
sampdc.AddressU = address_modes[static_cast<u32>(state.tm0.wrap_u.Value())];
sampdc.AddressV = address_modes[static_cast<u32>(state.tm0.wrap_v.Value())];
sampdc.MaxLOD = state.tm1.max_lod / 16.f;
sampdc.MinLOD = state.tm1.min_lod / 16.f;
sampdc.MipLODBias = state.tm0.lod_bias / 256.f;
if (state.anisotropic_filtering)
if (state.tm0.anisotropic_filtering)
{
sampdc.Filter = D3D11_FILTER_ANISOTROPIC;
sampdc.MaxAnisotropy = 1u << g_ActiveConfig.iMaxAnisotropy;
@ -348,7 +348,7 @@ ID3D11SamplerState* StateCache::Get(SamplerState state)
ComPtr<ID3D11SamplerState> res;
HRESULT hr = D3D::device->CreateSamplerState(&sampdc, res.GetAddressOf());
CHECK(SUCCEEDED(hr), "Creating D3D sampler state failed");
return m_sampler.emplace(state.hex, std::move(res)).first->second.Get();
return m_sampler.emplace(state, std::move(res)).first->second.Get();
}
ID3D11BlendState* StateCache::Get(BlendingState state)

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@ -37,7 +37,7 @@ private:
std::unordered_map<u32, ComPtr<ID3D11DepthStencilState>> m_depth;
std::unordered_map<u32, ComPtr<ID3D11RasterizerState>> m_raster;
std::unordered_map<u32, ComPtr<ID3D11BlendState>> m_blend;
std::unordered_map<SamplerState::StorageType, ComPtr<ID3D11SamplerState>> m_sampler;
std::unordered_map<SamplerState, ComPtr<ID3D11SamplerState>> m_sampler;
std::mutex m_lock;
};

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@ -85,32 +85,32 @@ SamplerHeapManager::~SamplerHeapManager() = default;
static void GetD3DSamplerDesc(D3D12_SAMPLER_DESC* desc, const SamplerState& state)
{
if (state.mipmap_filter == SamplerState::Filter::Linear)
if (state.tm0.mipmap_filter == FilterMode::Linear)
{
if (state.min_filter == SamplerState::Filter::Linear)
if (state.tm0.min_filter == FilterMode::Linear)
{
desc->Filter = (state.mag_filter == SamplerState::Filter::Linear) ?
desc->Filter = (state.tm0.mag_filter == FilterMode::Linear) ?
D3D12_FILTER_MIN_MAG_MIP_LINEAR :
D3D12_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR;
}
else
{
desc->Filter = (state.mag_filter == SamplerState::Filter::Linear) ?
desc->Filter = (state.tm0.mag_filter == FilterMode::Linear) ?
D3D12_FILTER_MIN_POINT_MAG_MIP_LINEAR :
D3D12_FILTER_MIN_MAG_POINT_MIP_LINEAR;
}
}
else
{
if (state.min_filter == SamplerState::Filter::Linear)
if (state.tm0.min_filter == FilterMode::Linear)
{
desc->Filter = (state.mag_filter == SamplerState::Filter::Linear) ?
desc->Filter = (state.tm0.mag_filter == FilterMode::Linear) ?
D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT :
D3D12_FILTER_MIN_LINEAR_MAG_MIP_POINT;
}
else
{
desc->Filter = (state.mag_filter == SamplerState::Filter::Linear) ?
desc->Filter = (state.tm0.mag_filter == FilterMode::Linear) ?
D3D12_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT :
D3D12_FILTER_MIN_MAG_MIP_POINT;
}
@ -119,15 +119,15 @@ static void GetD3DSamplerDesc(D3D12_SAMPLER_DESC* desc, const SamplerState& stat
static constexpr std::array<D3D12_TEXTURE_ADDRESS_MODE, 3> address_modes = {
{D3D12_TEXTURE_ADDRESS_MODE_CLAMP, D3D12_TEXTURE_ADDRESS_MODE_WRAP,
D3D12_TEXTURE_ADDRESS_MODE_MIRROR}};
desc->AddressU = address_modes[static_cast<u32>(state.wrap_u.Value())];
desc->AddressV = address_modes[static_cast<u32>(state.wrap_v.Value())];
desc->AddressU = address_modes[static_cast<u32>(state.tm0.wrap_u.Value())];
desc->AddressV = address_modes[static_cast<u32>(state.tm0.wrap_v.Value())];
desc->AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
desc->MaxLOD = state.max_lod / 16.f;
desc->MinLOD = state.min_lod / 16.f;
desc->MipLODBias = static_cast<s32>(state.lod_bias) / 256.f;
desc->MaxLOD = state.tm1.max_lod / 16.f;
desc->MinLOD = state.tm1.min_lod / 16.f;
desc->MipLODBias = static_cast<s32>(state.tm0.lod_bias) / 256.f;
desc->ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
if (state.anisotropic_filtering)
if (state.tm0.anisotropic_filtering)
{
desc->Filter = D3D12_FILTER_ANISOTROPIC;
desc->MaxAnisotropy = 1u << g_ActiveConfig.iMaxAnisotropy;
@ -136,7 +136,7 @@ static void GetD3DSamplerDesc(D3D12_SAMPLER_DESC* desc, const SamplerState& stat
bool SamplerHeapManager::Lookup(const SamplerState& ss, D3D12_CPU_DESCRIPTOR_HANDLE* handle)
{
const auto it = m_sampler_map.find(ss.hex);
const auto it = m_sampler_map.find(ss);
if (it != m_sampler_map.end())
{
*handle = it->second;
@ -158,7 +158,7 @@ bool SamplerHeapManager::Lookup(const SamplerState& ss, D3D12_CPU_DESCRIPTOR_HAN
m_current_offset * m_descriptor_increment_size};
g_dx_context->GetDevice()->CreateSampler(&desc, new_handle);
m_sampler_map.emplace(ss.hex, new_handle);
m_sampler_map.emplace(ss, new_handle);
m_current_offset++;
*handle = new_handle;
return true;

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@ -68,6 +68,6 @@ private:
D3D12_CPU_DESCRIPTOR_HANDLE m_heap_base_cpu{};
std::unordered_map<SamplerState::StorageType, D3D12_CPU_DESCRIPTOR_HANDLE> m_sampler_map;
std::unordered_map<SamplerState, D3D12_CPU_DESCRIPTOR_HANDLE> m_sampler_map;
};
} // namespace DX12

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@ -71,16 +71,16 @@ void SamplerCache::InvalidateBinding(u32 stage)
void SamplerCache::SetParameters(GLuint sampler_id, const SamplerState& params)
{
GLenum min_filter;
GLenum mag_filter = (params.mag_filter == SamplerState::Filter::Point) ? GL_NEAREST : GL_LINEAR;
if (params.mipmap_filter == SamplerState::Filter::Linear)
GLenum mag_filter = (params.tm0.mag_filter == FilterMode::Near) ? GL_NEAREST : GL_LINEAR;
if (params.tm0.mipmap_filter == FilterMode::Linear)
{
min_filter = (params.min_filter == SamplerState::Filter::Point) ? GL_NEAREST_MIPMAP_LINEAR :
GL_LINEAR_MIPMAP_LINEAR;
min_filter = (params.tm0.min_filter == FilterMode::Near) ? GL_NEAREST_MIPMAP_LINEAR :
GL_LINEAR_MIPMAP_LINEAR;
}
else
{
min_filter = (params.min_filter == SamplerState::Filter::Point) ? GL_NEAREST_MIPMAP_NEAREST :
GL_LINEAR_MIPMAP_NEAREST;
min_filter = (params.tm0.min_filter == FilterMode::Near) ? GL_NEAREST_MIPMAP_NEAREST :
GL_LINEAR_MIPMAP_NEAREST;
}
glSamplerParameteri(sampler_id, GL_TEXTURE_MIN_FILTER, min_filter);
@ -90,17 +90,17 @@ void SamplerCache::SetParameters(GLuint sampler_id, const SamplerState& params)
{GL_CLAMP_TO_EDGE, GL_REPEAT, GL_MIRRORED_REPEAT}};
glSamplerParameteri(sampler_id, GL_TEXTURE_WRAP_S,
address_modes[static_cast<u32>(params.wrap_u.Value())]);
address_modes[static_cast<u32>(params.tm0.wrap_u.Value())]);
glSamplerParameteri(sampler_id, GL_TEXTURE_WRAP_T,
address_modes[static_cast<u32>(params.wrap_v.Value())]);
address_modes[static_cast<u32>(params.tm0.wrap_v.Value())]);
glSamplerParameterf(sampler_id, GL_TEXTURE_MIN_LOD, params.min_lod / 16.f);
glSamplerParameterf(sampler_id, GL_TEXTURE_MAX_LOD, params.max_lod / 16.f);
glSamplerParameterf(sampler_id, GL_TEXTURE_MIN_LOD, params.tm1.min_lod / 16.f);
glSamplerParameterf(sampler_id, GL_TEXTURE_MAX_LOD, params.tm1.max_lod / 16.f);
if (!static_cast<Renderer*>(g_renderer.get())->IsGLES())
glSamplerParameterf(sampler_id, GL_TEXTURE_LOD_BIAS, params.lod_bias / 256.f);
glSamplerParameterf(sampler_id, GL_TEXTURE_LOD_BIAS, params.tm0.lod_bias / 256.f);
if (params.anisotropic_filtering && g_ogl_config.bSupportsAniso)
if (params.tm0.anisotropic_filtering && g_ogl_config.bSupportsAniso)
{
glSamplerParameterf(sampler_id, GL_TEXTURE_MAX_ANISOTROPY_EXT,
static_cast<float>(1 << g_ActiveConfig.iMaxAnisotropy));

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@ -315,28 +315,28 @@ VkSampler ObjectCache::GetSampler(const SamplerState& info)
VK_SAMPLER_ADDRESS_MODE_MIRRORED_REPEAT}};
VkSamplerCreateInfo create_info = {
VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO, // VkStructureType sType
nullptr, // const void* pNext
0, // VkSamplerCreateFlags flags
filters[static_cast<u32>(info.mag_filter.Value())], // VkFilter magFilter
filters[static_cast<u32>(info.min_filter.Value())], // VkFilter minFilter
mipmap_modes[static_cast<u32>(info.mipmap_filter.Value())], // VkSamplerMipmapMode mipmapMode
address_modes[static_cast<u32>(info.wrap_u.Value())], // VkSamplerAddressMode addressModeU
address_modes[static_cast<u32>(info.wrap_v.Value())], // VkSamplerAddressMode addressModeV
VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE, // VkSamplerAddressMode addressModeW
info.lod_bias / 256.0f, // float mipLodBias
VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO, // VkStructureType sType
nullptr, // const void* pNext
0, // VkSamplerCreateFlags flags
filters[u32(info.tm0.mag_filter.Value())], // VkFilter magFilter
filters[u32(info.tm0.min_filter.Value())], // VkFilter minFilter
mipmap_modes[u32(info.tm0.mipmap_filter.Value())], // VkSamplerMipmapMode mipmapMode
address_modes[u32(info.tm0.wrap_u.Value())], // VkSamplerAddressMode addressModeU
address_modes[u32(info.tm0.wrap_v.Value())], // VkSamplerAddressMode addressModeV
VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE, // VkSamplerAddressMode addressModeW
info.tm0.lod_bias / 256.0f, // float mipLodBias
VK_FALSE, // VkBool32 anisotropyEnable
0.0f, // float maxAnisotropy
VK_FALSE, // VkBool32 compareEnable
VK_COMPARE_OP_ALWAYS, // VkCompareOp compareOp
info.min_lod / 16.0f, // float minLod
info.max_lod / 16.0f, // float maxLod
info.tm1.min_lod / 16.0f, // float minLod
info.tm1.max_lod / 16.0f, // float maxLod
VK_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK, // VkBorderColor borderColor
VK_FALSE // VkBool32 unnormalizedCoordinates
};
// Can we use anisotropic filtering with this sampler?
if (info.anisotropic_filtering && g_vulkan_context->SupportsAnisotropicFiltering())
if (info.tm0.anisotropic_filtering && g_vulkan_context->SupportsAnisotropicFiltering())
{
// Cap anisotropy to device limits.
create_info.anisotropyEnable = VK_TRUE;

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@ -49,7 +49,7 @@ Renderer::Renderer(std::unique_ptr<SwapChain> swap_chain, float backbuffer_scale
{
UpdateActiveConfig();
for (SamplerState& m_sampler_state : m_sampler_states)
m_sampler_state.hex = RenderState::GetPointSamplerState().hex;
m_sampler_state = RenderState::GetPointSamplerState();
}
Renderer::~Renderer() = default;
@ -545,7 +545,7 @@ void Renderer::SetTexture(u32 index, const AbstractTexture* texture)
void Renderer::SetSamplerState(u32 index, const SamplerState& state)
{
// Skip lookup if the state hasn't changed.
if (m_sampler_states[index].hex == state.hex)
if (m_sampler_states[index] == state)
return;
// Look up new state and replace in state tracker.
@ -557,7 +557,7 @@ void Renderer::SetSamplerState(u32 index, const SamplerState& state)
}
StateTracker::GetInstance()->SetSampler(index, sampler);
m_sampler_states[index].hex = state.hex;
m_sampler_states[index] = state;
}
void Renderer::SetComputeImageTexture(AbstractTexture* texture, bool read, bool write)
@ -588,7 +588,7 @@ void Renderer::ResetSamplerStates()
// Invalidate all sampler states, next draw will re-initialize them.
for (u32 i = 0; i < m_sampler_states.size(); i++)
{
m_sampler_states[i].hex = RenderState::GetPointSamplerState().hex;
m_sampler_states[i] = RenderState::GetPointSamplerState();
StateTracker::GetInstance()->SetSampler(i, g_object_cache->GetPointSampler());
}