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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-29 09:09:52 -06:00
Put infrastructure in place so that other plugins may support dual-source blending.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6296 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
@ -254,37 +254,73 @@ void EmuGfxState::SetRenderTargetWriteMask(UINT8 mask)
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void EmuGfxState::SetSrcBlend(D3D11_BLEND val)
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{
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// TODO: Check whether e.g. the dest color check is needed here
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blenddesc.RenderTarget[0].SrcBlend = val;
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if (m_useDstAlpha)
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{
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// Colors should blend against SRC1_ALPHA
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if (val == D3D11_BLEND_SRC_ALPHA)
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val = D3D11_BLEND_SRC1_ALPHA;
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else if (val == D3D11_BLEND_INV_SRC_ALPHA)
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val = D3D11_BLEND_INV_SRC1_ALPHA;
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blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
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}
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else
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{
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if (val == D3D11_BLEND_SRC_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
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else if (val == D3D11_BLEND_INV_SRC_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
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else if (val == D3D11_BLEND_DEST_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_DEST_ALPHA;
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else if (val == D3D11_BLEND_INV_DEST_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
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else blenddesc.RenderTarget[0].SrcBlendAlpha = val;
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// Colors should blend against SRC_ALPHA
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if (val == D3D11_BLEND_SRC1_ALPHA)
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val = D3D11_BLEND_SRC_ALPHA;
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else if (val == D3D11_BLEND_INV_SRC1_ALPHA)
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val = D3D11_BLEND_INV_SRC_ALPHA;
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if (val == D3D11_BLEND_SRC_COLOR)
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blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
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else if (val == D3D11_BLEND_INV_SRC_COLOR)
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blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
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else if (val == D3D11_BLEND_DEST_COLOR)
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blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_DEST_ALPHA;
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else if (val == D3D11_BLEND_INV_DEST_COLOR)
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blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
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else
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blenddesc.RenderTarget[0].SrcBlendAlpha = val;
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}
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blenddesc.RenderTarget[0].SrcBlend = val;
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}
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void EmuGfxState::SetDestBlend(D3D11_BLEND val)
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{
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// TODO: Check whether e.g. the source color check is needed here
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blenddesc.RenderTarget[0].DestBlend = val;
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if (m_useDstAlpha)
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{
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// Colors should blend against SRC1_ALPHA
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if (val == D3D11_BLEND_SRC_ALPHA)
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val = D3D11_BLEND_SRC1_ALPHA;
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else if (val == D3D11_BLEND_INV_SRC_ALPHA)
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val = D3D11_BLEND_INV_SRC1_ALPHA;
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blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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}
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else
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{
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if (val == D3D11_BLEND_SRC_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_SRC_ALPHA;
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else if (val == D3D11_BLEND_INV_SRC_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
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else if (val == D3D11_BLEND_DEST_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_DEST_ALPHA;
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else if (val == D3D11_BLEND_INV_DEST_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
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else blenddesc.RenderTarget[0].DestBlendAlpha = val;
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// Colors should blend against SRC_ALPHA
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if (val == D3D11_BLEND_SRC1_ALPHA)
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val = D3D11_BLEND_SRC_ALPHA;
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else if (val == D3D11_BLEND_INV_SRC1_ALPHA)
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val = D3D11_BLEND_INV_SRC_ALPHA;
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if (val == D3D11_BLEND_SRC_COLOR)
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blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_SRC_ALPHA;
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else if (val == D3D11_BLEND_INV_SRC_COLOR)
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blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
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else if (val == D3D11_BLEND_DEST_COLOR)
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blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_DEST_ALPHA;
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else if (val == D3D11_BLEND_INV_DEST_COLOR)
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blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
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else
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blenddesc.RenderTarget[0].DestBlendAlpha = val;
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}
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blenddesc.RenderTarget[0].DestBlend = val;
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}
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void EmuGfxState::SetBlendOp(D3D11_BLEND_OP val)
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@ -228,10 +228,10 @@ void PixelShaderCache::Shutdown()
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g_ps_disk_cache.Close();
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}
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bool PixelShaderCache::SetShader(bool dstAlpha,u32 components)
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bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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{
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PIXELSHADERUID uid;
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GetPixelShaderId(&uid, dstAlpha);
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GetPixelShaderId(&uid, dstAlphaMode);
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// Check if the shader is already set
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if (uid == last_pixel_shader_uid && PixelShaders[uid].frameCount == frameCount)
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@ -256,7 +256,7 @@ bool PixelShaderCache::SetShader(bool dstAlpha,u32 components)
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}
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// Need to compile a new shader
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const char* code = GeneratePixelShaderCode(dstAlpha, API_D3D11,components);
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const char* code = GeneratePixelShaderCode(dstAlphaMode, API_D3D11, components);
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D3DBlob* pbytecode;
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if (!D3D::CompilePixelShader(code, strlen(code), &pbytecode))
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@ -32,7 +32,7 @@ public:
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static void Init();
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static void Clear();
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static void Shutdown();
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static bool SetShader(bool dstAlpha,u32 components);
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static bool SetShader(DSTALPHA_MODE dstAlphaMode, u32 components);
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static bool InsertByteCode(const PIXELSHADERUID &uid, void* bytecode, unsigned int bytecodelen);
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static ID3D11PixelShader* GetColorMatrixProgram();
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@ -90,8 +90,8 @@ static const D3D11_BLEND d3dSrcFactors[8] =
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D3D11_BLEND_ONE,
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D3D11_BLEND_DEST_COLOR,
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D3D11_BLEND_INV_DEST_COLOR,
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D3D11_BLEND_SRC1_ALPHA,
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D3D11_BLEND_INV_SRC1_ALPHA, // Use dual-source color blending for dst alpha
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D3D11_BLEND_SRC_ALPHA,
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D3D11_BLEND_INV_SRC_ALPHA, // NOTE: Use SRC1_ALPHA if dst alpha is enabled!
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D3D11_BLEND_DEST_ALPHA,
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D3D11_BLEND_INV_DEST_ALPHA
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};
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@ -102,8 +102,8 @@ static const D3D11_BLEND d3dDestFactors[8] =
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D3D11_BLEND_ONE,
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D3D11_BLEND_SRC_COLOR,
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D3D11_BLEND_INV_SRC_COLOR,
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D3D11_BLEND_SRC1_ALPHA,
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D3D11_BLEND_INV_SRC1_ALPHA, // Use dual-source color blending for dst alpha
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D3D11_BLEND_SRC_ALPHA,
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D3D11_BLEND_INV_SRC_ALPHA, // NOTE: Use SRC1_ALPHA if dst alpha is enabled!
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D3D11_BLEND_DEST_ALPHA,
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D3D11_BLEND_INV_DEST_ALPHA
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};
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@ -223,7 +223,9 @@ void VertexManager::vFlush()
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D3D::gfxstate->SetDstAlpha(useDstAlpha);
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if (!PixelShaderCache::SetShader(useDstAlpha,g_nativeVertexFmt->m_components))
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if (!PixelShaderCache::SetShader(
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useDstAlpha ? DSTALPHA_DUAL_SOURCE_BLEND : DSTALPHA_NONE,
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g_nativeVertexFmt->m_components))
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goto shader_fail;
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if (!VertexShaderCache::SetShader(g_nativeVertexFmt->m_components))
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goto shader_fail;
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