mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 06:09:50 -06:00
Fix some potential issues when blending on EFB formats without alpha.
Clean up state transition tables.
This commit is contained in:
@ -73,148 +73,6 @@ static char *st;
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static LPDIRECT3DSURFACE9 ScreenShootMEMSurface = NULL;
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// State translation lookup tables
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static const D3DBLEND d3dSrcFactors[8] =
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{
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D3DBLEND_ZERO,
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D3DBLEND_ONE,
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D3DBLEND_DESTCOLOR,
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D3DBLEND_INVDESTCOLOR,
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D3DBLEND_SRCALPHA,
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D3DBLEND_INVSRCALPHA,
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D3DBLEND_DESTALPHA,
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D3DBLEND_INVDESTALPHA
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};
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static const D3DBLEND d3dDestFactors[8] =
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{
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D3DBLEND_ZERO,
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D3DBLEND_ONE,
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D3DBLEND_SRCCOLOR,
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D3DBLEND_INVSRCCOLOR,
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D3DBLEND_SRCALPHA,
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D3DBLEND_INVSRCALPHA,
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D3DBLEND_DESTALPHA,
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D3DBLEND_INVDESTALPHA
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};
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// 0 0x00
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// 1 Source & destination
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// 2 Source & ~destination
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// 3 Source
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// 4 ~Source & destination
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// 5 Destination
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// 6 Source ^ destination = Source & ~destination | ~Source & destination
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// 7 Source | destination
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// 8 ~(Source | destination)
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// 9 ~(Source ^ destination) = ~Source & ~destination | Source & destination
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// 10 ~Destination
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// 11 Source | ~destination
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// 12 ~Source
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// 13 ~Source | destination
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// 14 ~(Source & destination)
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// 15 0xff
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static const D3DBLENDOP d3dLogicOpop[16] =
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{
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D3DBLENDOP_ADD,
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D3DBLENDOP_ADD,
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D3DBLENDOP_SUBTRACT,
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D3DBLENDOP_ADD,
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D3DBLENDOP_REVSUBTRACT,
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D3DBLENDOP_ADD,
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D3DBLENDOP_MAX,
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D3DBLENDOP_ADD,
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D3DBLENDOP_MAX,
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D3DBLENDOP_MAX,
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D3DBLENDOP_ADD,
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D3DBLENDOP_ADD,
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D3DBLENDOP_ADD,
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D3DBLENDOP_ADD,
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D3DBLENDOP_ADD,
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D3DBLENDOP_ADD
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};
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static const D3DBLEND d3dLogicOpSrcFactors[16] =
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{
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D3DBLEND_ZERO,
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D3DBLEND_DESTCOLOR,
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D3DBLEND_ONE,
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D3DBLEND_ONE,
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D3DBLEND_DESTCOLOR,
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D3DBLEND_ZERO,
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D3DBLEND_INVDESTCOLOR,
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D3DBLEND_INVDESTCOLOR,
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D3DBLEND_INVSRCCOLOR,
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D3DBLEND_INVSRCCOLOR,
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D3DBLEND_INVDESTCOLOR,
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D3DBLEND_ONE,
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D3DBLEND_INVSRCCOLOR,
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D3DBLEND_INVSRCCOLOR,
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D3DBLEND_INVDESTCOLOR,
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D3DBLEND_ONE
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};
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static const D3DBLEND d3dLogicOpDestFactors[16] =
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{
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D3DBLEND_ZERO,
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D3DBLEND_ZERO,
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D3DBLEND_INVSRCCOLOR,
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D3DBLEND_ZERO,
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D3DBLEND_ONE,
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D3DBLEND_ONE,
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D3DBLEND_INVSRCCOLOR,
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D3DBLEND_ONE,
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D3DBLEND_INVDESTCOLOR,
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D3DBLEND_SRCCOLOR,
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D3DBLEND_INVDESTCOLOR,
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D3DBLEND_INVDESTCOLOR,
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D3DBLEND_INVSRCCOLOR,
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D3DBLEND_ONE,
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D3DBLEND_INVSRCCOLOR,
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D3DBLEND_ONE
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};
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static const D3DCULL d3dCullModes[4] =
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{
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D3DCULL_NONE,
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D3DCULL_CCW,
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D3DCULL_CW,
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D3DCULL_CCW
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};
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static const D3DCMPFUNC d3dCmpFuncs[8] =
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{
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D3DCMP_NEVER,
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D3DCMP_LESS,
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D3DCMP_EQUAL,
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D3DCMP_LESSEQUAL,
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D3DCMP_GREATER,
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D3DCMP_NOTEQUAL,
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D3DCMP_GREATEREQUAL,
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D3DCMP_ALWAYS
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};
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static const D3DTEXTUREFILTERTYPE d3dMipFilters[4] =
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{
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D3DTEXF_NONE,
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D3DTEXF_POINT,
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D3DTEXF_LINEAR,
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D3DTEXF_NONE, //reserved
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};
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static const D3DTEXTUREADDRESS d3dClamps[4] =
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{
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D3DTADDRESS_CLAMP,
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D3DTADDRESS_WRAP,
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D3DTADDRESS_MIRROR,
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D3DTADDRESS_WRAP //reserved
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};
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void SetupDeviceObjects()
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{
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D3D::font.Init();
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@ -796,6 +654,32 @@ void Renderer::ReinterpretPixelData(unsigned int convtype)
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void Renderer::SetBlendMode(bool forceUpdate)
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{
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// Our render target always uses an alpha channel, so we need to override the blend functions to assume a destination alpha of 1 if the render target isn't supposed to have an alpha channel
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// Example: D3DBLEND_DESTALPHA needs to be D3DBLEND_ONE since the result without an alpha channel is assumed to always be 1.
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bool target_has_alpha = bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
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const D3DBLEND d3dSrcFactors[8] =
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{
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D3DBLEND_ZERO,
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D3DBLEND_ONE,
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D3DBLEND_DESTCOLOR,
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D3DBLEND_INVDESTCOLOR,
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D3DBLEND_SRCALPHA,
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D3DBLEND_INVSRCALPHA,
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(target_has_alpha) ? D3DBLEND_DESTALPHA : D3DBLEND_ONE,
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(target_has_alpha) ? D3DBLEND_INVDESTALPHA : D3DBLEND_ZERO
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};
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const D3DBLEND d3dDestFactors[8] =
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{
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D3DBLEND_ZERO,
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D3DBLEND_ONE,
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D3DBLEND_SRCCOLOR,
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D3DBLEND_INVSRCCOLOR,
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D3DBLEND_SRCALPHA,
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D3DBLEND_INVSRCALPHA,
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(target_has_alpha) ? D3DBLEND_DESTALPHA : D3DBLEND_ONE,
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(target_has_alpha) ? D3DBLEND_INVDESTALPHA : D3DBLEND_ZERO
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};
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if (bpmem.blendmode.logicopenable && !forceUpdate)
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return;
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@ -808,8 +692,8 @@ void Renderer::SetBlendMode(bool forceUpdate)
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}
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else
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{
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D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, bpmem.blendmode.blendenable && (!( bpmem.blendmode.srcfactor == 1 && bpmem.blendmode.dstfactor == 0)));
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if (bpmem.blendmode.blendenable && (!( bpmem.blendmode.srcfactor == 1 && bpmem.blendmode.dstfactor == 0)))
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D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, bpmem.blendmode.blendenable);
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if (bpmem.blendmode.blendenable)
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{
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D3D::SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
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D3D::SetRenderState(D3DRS_SRCBLEND, d3dSrcFactors[bpmem.blendmode.srcfactor]);
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@ -1261,11 +1145,31 @@ void Renderer::RestoreAPIState()
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void Renderer::SetGenerationMode()
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{
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const D3DCULL d3dCullModes[4] =
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{
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D3DCULL_NONE,
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D3DCULL_CCW,
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D3DCULL_CW,
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D3DCULL_CCW
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};
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D3D::SetRenderState(D3DRS_CULLMODE, d3dCullModes[bpmem.genMode.cullmode]);
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}
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void Renderer::SetDepthMode()
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{
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const D3DCMPFUNC d3dCmpFuncs[8] =
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{
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D3DCMP_NEVER,
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D3DCMP_LESS,
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D3DCMP_EQUAL,
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D3DCMP_LESSEQUAL,
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D3DCMP_GREATER,
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D3DCMP_NOTEQUAL,
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D3DCMP_GREATEREQUAL,
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D3DCMP_ALWAYS
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};
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if (bpmem.zmode.testenable)
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{
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D3D::SetRenderState(D3DRS_ZENABLE, TRUE);
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@ -1282,7 +1186,83 @@ void Renderer::SetDepthMode()
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void Renderer::SetLogicOpMode()
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{
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if (bpmem.blendmode.logicopenable && bpmem.blendmode.logicmode != 3)
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// D3D9 doesn't support logic blending, so this is a huge hack
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// 0 0x00
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// 1 Source & destination
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// 2 Source & ~destination
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// 3 Source
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// 4 ~Source & destination
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// 5 Destination
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// 6 Source ^ destination = Source & ~destination | ~Source & destination
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// 7 Source | destination
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// 8 ~(Source | destination)
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// 9 ~(Source ^ destination) = ~Source & ~destination | Source & destination
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// 10 ~Destination
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// 11 Source | ~destination
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// 12 ~Source
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// 13 ~Source | destination
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// 14 ~(Source & destination)
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// 15 0xff
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const D3DBLENDOP d3dLogicOpop[16] =
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{
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D3DBLENDOP_ADD,
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D3DBLENDOP_ADD,
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D3DBLENDOP_SUBTRACT,
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D3DBLENDOP_ADD,
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D3DBLENDOP_REVSUBTRACT,
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D3DBLENDOP_ADD,
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D3DBLENDOP_MAX,
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D3DBLENDOP_ADD,
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D3DBLENDOP_MAX,
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D3DBLENDOP_MAX,
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D3DBLENDOP_ADD,
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D3DBLENDOP_ADD,
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D3DBLENDOP_ADD,
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D3DBLENDOP_ADD,
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D3DBLENDOP_ADD,
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D3DBLENDOP_ADD
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};
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const D3DBLEND d3dLogicOpSrcFactors[16] =
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{
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D3DBLEND_ZERO,
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D3DBLEND_DESTCOLOR,
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D3DBLEND_ONE,
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D3DBLEND_ONE,
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D3DBLEND_DESTCOLOR,
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D3DBLEND_ZERO,
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D3DBLEND_INVDESTCOLOR,
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D3DBLEND_INVDESTCOLOR,
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D3DBLEND_INVSRCCOLOR,
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D3DBLEND_INVSRCCOLOR,
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D3DBLEND_INVDESTCOLOR,
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D3DBLEND_ONE,
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D3DBLEND_INVSRCCOLOR,
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D3DBLEND_INVSRCCOLOR,
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D3DBLEND_INVDESTCOLOR,
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D3DBLEND_ONE
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};
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const D3DBLEND d3dLogicOpDestFactors[16] =
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{
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D3DBLEND_ZERO,
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D3DBLEND_ZERO,
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D3DBLEND_INVSRCCOLOR,
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D3DBLEND_ZERO,
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D3DBLEND_ONE,
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D3DBLEND_ONE,
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D3DBLEND_INVSRCCOLOR,
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D3DBLEND_ONE,
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D3DBLEND_INVDESTCOLOR,
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D3DBLEND_SRCCOLOR,
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D3DBLEND_INVDESTCOLOR,
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D3DBLEND_INVDESTCOLOR,
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D3DBLEND_INVSRCCOLOR,
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D3DBLEND_ONE,
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D3DBLEND_INVSRCCOLOR,
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D3DBLEND_ONE
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};
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if (bpmem.blendmode.logicopenable)
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{
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D3D::SetRenderState(D3DRS_ALPHABLENDENABLE, true);
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D3D::SetRenderState(D3DRS_BLENDOP, d3dLogicOpop[bpmem.blendmode.logicmode]);
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@ -1310,6 +1290,21 @@ void Renderer::SetLineWidth()
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void Renderer::SetSamplerState(int stage, int texindex)
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{
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const D3DTEXTUREFILTERTYPE d3dMipFilters[4] =
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{
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D3DTEXF_NONE,
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D3DTEXF_POINT,
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D3DTEXF_LINEAR,
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D3DTEXF_NONE, //reserved
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};
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const D3DTEXTUREADDRESS d3dClamps[4] =
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{
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D3DTADDRESS_CLAMP,
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D3DTADDRESS_WRAP,
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D3DTADDRESS_MIRROR,
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D3DTADDRESS_WRAP //reserved
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};
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const FourTexUnits &tex = bpmem.tex[texindex];
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const TexMode0 &tm0 = tex.texMode0[stage];
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const TexMode1 &tm1 = tex.texMode1[stage];
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@ -1323,13 +1318,11 @@ void Renderer::SetSamplerState(int stage, int texindex)
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{
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min = (tm0.min_filter & 4) ? D3DTEXF_LINEAR : D3DTEXF_POINT;
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mag = tm0.mag_filter ? D3DTEXF_LINEAR : D3DTEXF_POINT;
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mip = (tm0.min_filter == 8) ? D3DTEXF_NONE : d3dMipFilters[tm0.min_filter & 3];
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if((tm0.min_filter & 3) && (tm0.min_filter != 8) && ((tm1.max_lod >> 4) == 0))
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mip = D3DTEXF_NONE;
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mip = d3dMipFilters[tm0.min_filter & 3];
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}
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if (texindex)
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stage += 4;
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if (mag == D3DTEXF_LINEAR && min == D3DTEXF_LINEAR && g_ActiveConfig.iMaxAnisotropy)
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{
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min = D3DTEXF_ANISOTROPIC;
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@ -1340,8 +1333,7 @@ void Renderer::SetSamplerState(int stage, int texindex)
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D3D::SetSamplerState(stage, D3DSAMP_ADDRESSU, d3dClamps[tm0.wrap_s]);
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D3D::SetSamplerState(stage, D3DSAMP_ADDRESSV, d3dClamps[tm0.wrap_t]);
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//float SuperSampleCoeficient = (s_LastAA < 3)? s_LastAA + 1 : s_LastAA - 1;// uncoment this changes to conserve detail when incresing ssaa level
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float lodbias = (tm0.lod_bias / 32.0f);// + (s_LastAA)?(log(SuperSampleCoeficient) / log(2.0f)):0;
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float lodbias = tm0.lod_bias / 32.0f;
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D3D::SetSamplerState(stage, D3DSAMP_MIPMAPLODBIAS, *(DWORD*)&lodbias);
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D3D::SetSamplerState(stage, D3DSAMP_MAXMIPLEVEL, tm1.min_lod >> 4);
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}
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Reference in New Issue
Block a user