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DX11 code maintenance, part 2:
Move depth state management from EmuGfxState to Renderer. Call stateman->Apply in Renderer::ApplyState instead of EmuGfxState::ApplyState. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6903 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -67,7 +67,7 @@ public:
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virtual void SetInterlacingMode() = 0;
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virtual void ApplyState() = 0;
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virtual void UnsetTextures() = 0;
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virtual void RestoreState() = 0;
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// Real internal resolution:
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// D3D doesn't support viewports larger than the target size, so we need to resize the target to the viewport size for those.
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@ -40,14 +40,6 @@ EmuGfxState::EmuGfxState() : vertexshader(NULL), vsbytecode(NULL), pixelshader(N
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blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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memset(&depthdesc, 0, sizeof(depthdesc));
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depthdesc.DepthEnable = TRUE;
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depthdesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
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depthdesc.DepthFunc = D3D11_COMPARISON_LESS;
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depthdesc.StencilEnable = FALSE;
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depthdesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
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depthdesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
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// this probably must be changed once multisampling support gets added
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rastdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false, 0, 0.f, 0, false, true, false, false);
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@ -178,17 +170,9 @@ void EmuGfxState::ApplyState()
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stateman->PushRasterizerState(raststate);
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SAFE_RELEASE(raststate);
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ID3D11DepthStencilState* depth_state;
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hr = device->CreateDepthStencilState(&depthdesc, &depth_state);
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if (SUCCEEDED(hr)) SetDebugObjectName((ID3D11DeviceChild*)depth_state, "a depth-stencil state of EmuGfxState");
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else PanicAlert("Failed to create depth state at %s %d\n", __FILE__, __LINE__);
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D3D::stateman->PushDepthState(depth_state);
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SAFE_RELEASE(depth_state);
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context->PSSetShader(pixelshader, NULL, 0);
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context->VSSetShader(vertexshader, NULL, 0);
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stateman->Apply();
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apply_called = true;
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}
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@ -197,7 +181,6 @@ void EmuGfxState::Reset()
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if (apply_called)
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{
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stateman->PopBlendState();
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stateman->PopDepthState();
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stateman->PopRasterizerState();
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apply_called = false;
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}
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@ -51,7 +51,6 @@ public:
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D3D11_RASTERIZER_DESC rastdesc;
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D3D11_DEPTH_STENCIL_DESC depthdesc;
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float psconstants[C_PENVCONST_END*4];
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float vsconstants[C_VENVCONST_END*4];
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@ -68,6 +68,7 @@ ID3D11RasterizerState* resetraststate = NULL;
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struct
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{
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D3D11_SAMPLER_DESC sampdc[8];
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D3D11_DEPTH_STENCIL_DESC depthdc;
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} gx_state;
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bool reset_called = false;
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@ -345,6 +346,14 @@ Renderer::Renderer()
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SetupDeviceObjects();
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// Setup GX pipeline state
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memset(&gx_state.depthdc, 0, sizeof(gx_state.depthdc));
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gx_state.depthdc.DepthEnable = TRUE;
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gx_state.depthdc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
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gx_state.depthdc.DepthFunc = D3D11_COMPARISON_LESS;
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gx_state.depthdc.StencilEnable = FALSE;
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gx_state.depthdc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
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gx_state.depthdc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
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for (unsigned int k = 0;k < 8;k++)
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{
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float border[4] = {0.f, 0.f, 0.f, 0.f};
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@ -1090,6 +1099,15 @@ void Renderer::RestoreAPIState()
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void Renderer::ApplyState()
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{
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HRESULT hr;
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ID3D11DepthStencilState* depth_state;
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hr = D3D::device->CreateDepthStencilState(&gx_state.depthdc, &depth_state);
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if (SUCCEEDED(hr)) D3D::SetDebugObjectName((ID3D11DeviceChild*)depth_state, "depth-stencil state used to emulate the GX pipeline");
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else PanicAlert("Failed to create depth state at %s %d\n", __FILE__, __LINE__);
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D3D::stateman->PushDepthState(depth_state);
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SAFE_RELEASE(depth_state);
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ID3D11SamplerState* samplerstate[8];
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for (unsigned int stage = 0; stage < 8; stage++)
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{
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@ -1097,7 +1115,7 @@ void Renderer::ApplyState()
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//if (shader_resources[stage])
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{
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if(g_ActiveConfig.iMaxAnisotropy > 0) gx_state.sampdc[stage].Filter = D3D11_FILTER_ANISOTROPIC;
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HRESULT hr = D3D::device->CreateSamplerState(&gx_state.sampdc[stage], &samplerstate[stage]);
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hr = D3D::device->CreateSamplerState(&gx_state.sampdc[stage], &samplerstate[stage]);
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if (FAILED(hr)) PanicAlert("Fail %s %d, stage=%d\n", __FILE__, __LINE__, stage);
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else D3D::SetDebugObjectName((ID3D11DeviceChild*)samplerstate[stage], "sampler state used to emulate the GX pipeline");
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}
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@ -1106,12 +1124,16 @@ void Renderer::ApplyState()
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D3D::context->PSSetSamplers(0, 8, samplerstate);
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for (unsigned int stage = 0; stage < 8; stage++)
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SAFE_RELEASE(samplerstate[stage]);
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D3D::stateman->Apply();
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}
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void Renderer::UnsetTextures()
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void Renderer::RestoreState()
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{
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ID3D11ShaderResourceView* shader_resources[8] = { NULL };
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D3D::context->PSSetShaderResources(0, 8, shader_resources);
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D3D::stateman->PopDepthState();
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}
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void Renderer::SetGenerationMode()
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@ -1124,15 +1146,15 @@ void Renderer::SetDepthMode()
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{
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if (bpmem.zmode.testenable)
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{
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D3D::gfxstate->depthdesc.DepthEnable = TRUE;
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D3D::gfxstate->depthdesc.DepthWriteMask = bpmem.zmode.updateenable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
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D3D::gfxstate->depthdesc.DepthFunc = d3dCmpFuncs[bpmem.zmode.func];
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gx_state.depthdc.DepthEnable = TRUE;
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gx_state.depthdc.DepthWriteMask = bpmem.zmode.updateenable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
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gx_state.depthdc.DepthFunc = d3dCmpFuncs[bpmem.zmode.func];
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}
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else
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{
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// if the test is disabled write is disabled too
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D3D::gfxstate->depthdesc.DepthEnable = FALSE;
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D3D::gfxstate->depthdesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
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gx_state.depthdc.DepthEnable = FALSE;
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gx_state.depthdc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
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}
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}
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@ -24,8 +24,9 @@ public:
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void SetSamplerState(int stage,int texindex);
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void SetInterlacingMode();
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// TODO: Fix confusing names (see ResetAPIState and RestoreAPIState)
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void ApplyState();
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void UnsetTextures();
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void RestoreState();
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void RenderText(const char* pstr, int left, int top, u32 color);
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@ -234,7 +234,7 @@ void VertexManager::vFlush()
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g_renderer->ApplyState();
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LoadBuffers();
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Draw(stride);
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g_renderer->UnsetTextures();
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g_renderer->RestoreState();
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D3D::gfxstate->Reset();
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GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);
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@ -26,7 +26,7 @@ public:
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// No need to implement these in D3D9
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void ApplyState() {}
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void UnsetTextures() {}
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void RestoreState() {}
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void RenderText(const char* pstr, int left, int top, u32 color);
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@ -26,7 +26,7 @@ public:
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// No need to implement these in OGL
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void ApplyState() {}
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void UnsetTextures() {}
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void RestoreState() {}
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void RenderText(const char* pstr, int left, int top, u32 color);
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void DrawDebugInfo();
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