D3D11: Use blending state from VideoCommon

This commit is contained in:
Stenzek
2017-04-30 00:54:22 +10:00
parent c90b0bf532
commit 5c9bc8b79c
4 changed files with 37 additions and 230 deletions

View File

@ -3,6 +3,7 @@
// Refer to the license.txt file included.
#include <algorithm>
#include <array>
#include "Common/BitSet.h"
#include "Common/CommonTypes.h"
@ -351,72 +352,51 @@ ID3D11SamplerState* StateCache::Get(SamplerState state)
return res;
}
ID3D11BlendState* StateCache::Get(BlendState state)
ID3D11BlendState* StateCache::Get(BlendingState state)
{
if (!state.blend_enable)
{
state.src_blend = D3D11_BLEND_ONE;
state.dst_blend = D3D11_BLEND_ZERO;
state.blend_op = D3D11_BLEND_OP_ADD;
state.use_dst_alpha = false;
}
auto it = m_blend.find(state.packed);
auto it = m_blend.find(state.hex);
if (it != m_blend.end())
return it->second;
D3D11_BLEND_DESC blenddc = CD3D11_BLEND_DESC(CD3D11_DEFAULT());
D3D11_BLEND_DESC desc = {};
desc.AlphaToCoverageEnable = FALSE;
desc.IndependentBlendEnable = FALSE;
blenddc.AlphaToCoverageEnable = FALSE;
blenddc.IndependentBlendEnable = FALSE;
blenddc.RenderTarget[0].BlendEnable = state.blend_enable;
blenddc.RenderTarget[0].RenderTargetWriteMask = (u32)state.write_mask;
blenddc.RenderTarget[0].SrcBlend = state.src_blend;
blenddc.RenderTarget[0].DestBlend = state.dst_blend;
blenddc.RenderTarget[0].BlendOp = state.blend_op;
blenddc.RenderTarget[0].SrcBlendAlpha = state.src_blend;
blenddc.RenderTarget[0].DestBlendAlpha = state.dst_blend;
blenddc.RenderTarget[0].BlendOpAlpha = state.blend_op;
D3D11_RENDER_TARGET_BLEND_DESC& tdesc = desc.RenderTarget[0];
tdesc.BlendEnable = state.blendenable;
if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_SRC_COLOR)
blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC1_ALPHA;
else if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_INV_SRC_COLOR)
blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
else if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_DEST_COLOR)
blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_DEST_ALPHA;
else if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_INV_DEST_COLOR)
blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
if (state.colorupdate)
tdesc.RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN |
D3D11_COLOR_WRITE_ENABLE_BLUE;
else
blenddc.RenderTarget[0].SrcBlendAlpha = blenddc.RenderTarget[0].SrcBlend;
tdesc.RenderTargetWriteMask = 0;
if (state.alphaupdate)
tdesc.RenderTargetWriteMask |= D3D11_COLOR_WRITE_ENABLE_ALPHA;
if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_SRC_COLOR)
blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_SRC1_ALPHA;
else if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_INV_SRC_COLOR)
blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
else if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_DEST_COLOR)
blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_DEST_ALPHA;
else if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_INV_DEST_COLOR)
blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
else
blenddc.RenderTarget[0].DestBlendAlpha = blenddc.RenderTarget[0].DestBlend;
static constexpr std::array<D3D11_BLEND, 8> src_factors = {
{D3D11_BLEND_ZERO, D3D11_BLEND_ONE, D3D11_BLEND_DEST_COLOR, D3D11_BLEND_INV_DEST_COLOR,
D3D11_BLEND_SRC1_ALPHA, D3D11_BLEND_INV_SRC1_ALPHA, D3D11_BLEND_DEST_ALPHA,
D3D11_BLEND_INV_DEST_ALPHA}};
static constexpr std::array<D3D11_BLEND, 8> dst_factors = {
{D3D11_BLEND_ZERO, D3D11_BLEND_ONE, D3D11_BLEND_SRC_COLOR, D3D11_BLEND_INV_SRC_COLOR,
D3D11_BLEND_SRC1_ALPHA, D3D11_BLEND_INV_SRC1_ALPHA, D3D11_BLEND_DEST_ALPHA,
D3D11_BLEND_INV_DEST_ALPHA}};
if (state.use_dst_alpha)
{
blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
blenddc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
}
tdesc.SrcBlend = src_factors[state.srcfactor];
tdesc.SrcBlendAlpha = src_factors[state.srcfactoralpha];
tdesc.DestBlend = dst_factors[state.dstfactor];
tdesc.DestBlendAlpha = dst_factors[state.dstfactoralpha];
tdesc.BlendOp = state.subtract ? D3D11_BLEND_OP_REV_SUBTRACT : D3D11_BLEND_OP_ADD;
tdesc.BlendOpAlpha = state.subtractAlpha ? D3D11_BLEND_OP_REV_SUBTRACT : D3D11_BLEND_OP_ADD;
ID3D11BlendState* res = nullptr;
HRESULT hr = D3D::device->CreateBlendState(&blenddc, &res);
HRESULT hr = D3D::device->CreateBlendState(&desc, &res);
if (FAILED(hr))
PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__);
D3D::SetDebugObjectName(res, "blend state used to emulate the GX pipeline");
m_blend.emplace(state.packed, res);
m_blend.emplace(state.hex, res);
return res;
}