diff --git a/Source/Core/VideoBackends/D3D/D3D.vcxproj b/Source/Core/VideoBackends/D3D/D3D.vcxproj
index fd95e42b6d..41e1c18529 100644
--- a/Source/Core/VideoBackends/D3D/D3D.vcxproj
+++ b/Source/Core/VideoBackends/D3D/D3D.vcxproj
@@ -38,10 +38,10 @@
+
-
@@ -60,10 +60,10 @@
+
-
diff --git a/Source/Core/VideoBackends/D3D/D3D.vcxproj.filters b/Source/Core/VideoBackends/D3D/D3D.vcxproj.filters
index 3682937f5d..a552f47216 100644
--- a/Source/Core/VideoBackends/D3D/D3D.vcxproj.filters
+++ b/Source/Core/VideoBackends/D3D/D3D.vcxproj.filters
@@ -24,7 +24,7 @@
D3D
-
+
D3D
@@ -84,7 +84,7 @@
D3D
-
+
D3D
diff --git a/Source/Core/VideoBackends/D3D/D3DBase.cpp b/Source/Core/VideoBackends/D3D/D3DBase.cpp
index cde40490a4..f7426da03a 100644
--- a/Source/Core/VideoBackends/D3D/D3DBase.cpp
+++ b/Source/Core/VideoBackends/D3D/D3DBase.cpp
@@ -4,8 +4,8 @@
#include "Common/StringUtil.h"
#include "VideoBackends/D3D/D3DBase.h"
+#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/D3DTexture.h"
-#include "VideoBackends/D3D/GfxState.h"
#include "VideoCommon/VideoConfig.h"
namespace DX11
diff --git a/Source/Core/VideoBackends/D3D/D3DState.cpp b/Source/Core/VideoBackends/D3D/D3DState.cpp
new file mode 100644
index 0000000000..f24532b385
--- /dev/null
+++ b/Source/Core/VideoBackends/D3D/D3DState.cpp
@@ -0,0 +1,358 @@
+// Copyright 2013 Dolphin Emulator Project
+// Licensed under GPLv2
+// Refer to the license.txt file included.
+
+#include "Common/Logging/Log.h"
+
+#include "VideoBackends/D3D/D3DBase.h"
+#include "VideoBackends/D3D/D3DState.h"
+
+namespace DX11
+{
+
+namespace D3D
+{
+
+StateManager* stateman;
+
+
+template AutoState::AutoState(const T* object) : state(object)
+{
+ ((IUnknown*)state)->AddRef();
+}
+
+template AutoState::AutoState(const AutoState &source)
+{
+ state = source.GetPtr();
+ ((T*)state)->AddRef();
+}
+
+template AutoState::~AutoState()
+{
+ if (state) ((T*)state)->Release();
+ state = nullptr;
+}
+
+StateManager::StateManager() : cur_blendstate(nullptr), cur_depthstate(nullptr), cur_raststate(nullptr) {}
+
+void StateManager::PushBlendState(const ID3D11BlendState* state) { blendstates.push(AutoBlendState(state)); }
+void StateManager::PushDepthState(const ID3D11DepthStencilState* state) { depthstates.push(AutoDepthStencilState(state)); }
+void StateManager::PushRasterizerState(const ID3D11RasterizerState* state) { raststates.push(AutoRasterizerState(state)); }
+void StateManager::PopBlendState() { blendstates.pop(); }
+void StateManager::PopDepthState() { depthstates.pop(); }
+void StateManager::PopRasterizerState() { raststates.pop(); }
+
+void StateManager::Apply()
+{
+ if (!blendstates.empty())
+ {
+ if (cur_blendstate != blendstates.top().GetPtr())
+ {
+ cur_blendstate = (ID3D11BlendState*)blendstates.top().GetPtr();
+ D3D::context->OMSetBlendState(cur_blendstate, nullptr, 0xFFFFFFFF);
+ }
+ }
+ else ERROR_LOG(VIDEO, "Tried to apply without blend state!");
+
+ if (!depthstates.empty())
+ {
+ if (cur_depthstate != depthstates.top().GetPtr())
+ {
+ cur_depthstate = (ID3D11DepthStencilState*)depthstates.top().GetPtr();
+ D3D::context->OMSetDepthStencilState(cur_depthstate, 0);
+ }
+ }
+ else ERROR_LOG(VIDEO, "Tried to apply without depth state!");
+
+ if (!raststates.empty())
+ {
+ if (cur_raststate != raststates.top().GetPtr())
+ {
+ cur_raststate = (ID3D11RasterizerState*)raststates.top().GetPtr();
+ D3D::context->RSSetState(cur_raststate);
+ }
+ }
+ else ERROR_LOG(VIDEO, "Tried to apply without rasterizer state!");
+}
+
+} // namespace D3D
+
+ID3D11SamplerState* StateCache::Get(SamplerState state)
+{
+ auto it = m_sampler.find(state.packed);
+
+ if (it != m_sampler.end())
+ {
+ return it->second;
+ }
+
+ const unsigned int d3dMipFilters[4] =
+ {
+ TexMode0::TEXF_NONE,
+ TexMode0::TEXF_POINT,
+ TexMode0::TEXF_LINEAR,
+ TexMode0::TEXF_NONE, //reserved
+ };
+ const D3D11_TEXTURE_ADDRESS_MODE d3dClamps[4] =
+ {
+ D3D11_TEXTURE_ADDRESS_CLAMP,
+ D3D11_TEXTURE_ADDRESS_WRAP,
+ D3D11_TEXTURE_ADDRESS_MIRROR,
+ D3D11_TEXTURE_ADDRESS_WRAP //reserved
+ };
+
+ D3D11_SAMPLER_DESC sampdc = CD3D11_SAMPLER_DESC(CD3D11_DEFAULT());
+
+ unsigned int mip = d3dMipFilters[state.min_filter & 3];
+
+ if (state.max_anisotropy)
+ {
+ sampdc.Filter = D3D11_FILTER_ANISOTROPIC;
+ sampdc.MaxAnisotropy = (u32)state.max_anisotropy;
+ }
+ else if (state.min_filter & 4) // linear min filter
+ {
+ if (state.mag_filter) // linear mag filter
+ {
+ if (mip == TexMode0::TEXF_NONE)
+ sampdc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
+ else if (mip == TexMode0::TEXF_POINT)
+ sampdc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
+ else if (mip == TexMode0::TEXF_LINEAR)
+ sampdc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
+ }
+ else // point mag filter
+ {
+ if (mip == TexMode0::TEXF_NONE)
+ sampdc.Filter = D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT;
+ else if (mip == TexMode0::TEXF_POINT)
+ sampdc.Filter = D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT;
+ else if (mip == TexMode0::TEXF_LINEAR)
+ sampdc.Filter = D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR;
+ }
+ }
+ else // point min filter
+ {
+ if (state.mag_filter) // linear mag filter
+ {
+ if (mip == TexMode0::TEXF_NONE)
+ sampdc.Filter = D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT;
+ else if (mip == TexMode0::TEXF_POINT)
+ sampdc.Filter = D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT;
+ else if (mip == TexMode0::TEXF_LINEAR)
+ sampdc.Filter = D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR;
+ }
+ else // point mag filter
+ {
+ if (mip == TexMode0::TEXF_NONE)
+ sampdc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
+ else if (mip == TexMode0::TEXF_POINT)
+ sampdc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
+ else if (mip == TexMode0::TEXF_LINEAR)
+ sampdc.Filter = D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR;
+ }
+ }
+
+ sampdc.AddressU = d3dClamps[state.wrap_s];
+ sampdc.AddressV = d3dClamps[state.wrap_t];
+
+ sampdc.MaxLOD = (mip == TexMode0::TEXF_NONE) ? 0.0f : (float)state.max_lod / 16.f;
+ sampdc.MinLOD = (float)state.min_lod / 16.f;
+ sampdc.MipLODBias = (s32)state.lod_bias / 32.0f;
+
+ ID3D11SamplerState* res = nullptr;
+
+ HRESULT hr = D3D::device->CreateSamplerState(&sampdc, &res);
+ if (FAILED(hr)) PanicAlert("Fail %s %d\n", __FILE__, __LINE__);
+ D3D::SetDebugObjectName((ID3D11DeviceChild*)res, "sampler state used to emulate the GX pipeline");
+ m_sampler.insert(std::make_pair(state.packed, res));
+
+ return res;
+}
+
+ID3D11BlendState* StateCache::Get(BlendState 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);
+
+ if (it != m_blend.end())
+ {
+ return it->second;
+ }
+
+ D3D11_BLEND_DESC blenddc = CD3D11_BLEND_DESC(CD3D11_DEFAULT());
+
+ 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;
+
+ if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_SRC_COLOR)
+ blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_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;
+ else
+ blenddc.RenderTarget[0].SrcBlendAlpha = blenddc.RenderTarget[0].SrcBlend;
+
+ if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_SRC_COLOR)
+ blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_SRC_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;
+
+ if (state.use_dst_alpha)
+ {
+ // Colors should blend against SRC1_ALPHA
+ if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_SRC_ALPHA)
+ blenddc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC1_ALPHA;
+ else if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_INV_SRC_ALPHA)
+ blenddc.RenderTarget[0].SrcBlend = D3D11_BLEND_INV_SRC1_ALPHA;
+
+ // Colors should blend against SRC1_ALPHA
+ if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_SRC_ALPHA)
+ blenddc.RenderTarget[0].DestBlend = D3D11_BLEND_SRC1_ALPHA;
+ else if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_INV_SRC_ALPHA)
+ blenddc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC1_ALPHA;
+
+ blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
+ blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
+ blenddc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
+ }
+
+ ID3D11BlendState* res = nullptr;
+
+ HRESULT hr = D3D::device->CreateBlendState(&blenddc, &res);
+ if (FAILED(hr)) PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__);
+ D3D::SetDebugObjectName((ID3D11DeviceChild*)res, "blend state used to emulate the GX pipeline");
+ m_blend.insert(std::make_pair(state.packed, res));
+
+ return res;
+}
+
+ID3D11RasterizerState* StateCache::Get(RasterizerState state)
+{
+ auto it = m_raster.find(state.packed);
+
+ if (it != m_raster.end())
+ {
+ return it->second;
+ }
+
+ D3D11_RASTERIZER_DESC rastdc = CD3D11_RASTERIZER_DESC(state.wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID,
+ state.cull_mode,
+ false, 0, 0.f, 0, false, true, false, false);
+
+ ID3D11RasterizerState* res = nullptr;
+
+ HRESULT hr = D3D::device->CreateRasterizerState(&rastdc, &res);
+ if (FAILED(hr)) PanicAlert("Failed to create rasterizer state at %s %d\n", __FILE__, __LINE__);
+ D3D::SetDebugObjectName((ID3D11DeviceChild*)res, "rasterizer state used to emulate the GX pipeline");
+ m_raster.insert(std::make_pair(state.packed, res));
+
+ return res;
+}
+
+ID3D11DepthStencilState* StateCache::Get(ZMode state)
+{
+ auto it = m_depth.find(state.hex);
+
+ if (it != m_depth.end())
+ {
+ return it->second;
+ }
+
+ D3D11_DEPTH_STENCIL_DESC depthdc = CD3D11_DEPTH_STENCIL_DESC(CD3D11_DEFAULT());
+
+ depthdc.DepthEnable = TRUE;
+ depthdc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
+ depthdc.DepthFunc = D3D11_COMPARISON_LESS;
+ depthdc.StencilEnable = FALSE;
+ depthdc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
+ depthdc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
+
+ const D3D11_COMPARISON_FUNC d3dCmpFuncs[8] =
+ {
+ D3D11_COMPARISON_NEVER,
+ D3D11_COMPARISON_LESS,
+ D3D11_COMPARISON_EQUAL,
+ D3D11_COMPARISON_LESS_EQUAL,
+ D3D11_COMPARISON_GREATER,
+ D3D11_COMPARISON_NOT_EQUAL,
+ D3D11_COMPARISON_GREATER_EQUAL,
+ D3D11_COMPARISON_ALWAYS
+ };
+
+ if (state.testenable)
+ {
+ depthdc.DepthEnable = TRUE;
+ depthdc.DepthWriteMask = state.updateenable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
+ depthdc.DepthFunc = d3dCmpFuncs[state.func];
+ }
+ else
+ {
+ // if the test is disabled write is disabled too
+ depthdc.DepthEnable = FALSE;
+ depthdc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
+ }
+
+ ID3D11DepthStencilState* res = nullptr;
+
+ HRESULT hr = D3D::device->CreateDepthStencilState(&depthdc, &res);
+ if (SUCCEEDED(hr)) D3D::SetDebugObjectName((ID3D11DeviceChild*)res, "depth-stencil state used to emulate the GX pipeline");
+ else PanicAlert("Failed to create depth state at %s %d\n", __FILE__, __LINE__);
+
+ m_depth.insert(std::make_pair(state.hex, res));
+
+ return res;
+}
+
+void StateCache::Clear()
+{
+ for (auto it : m_depth)
+ {
+ SAFE_RELEASE(it.second);
+ }
+ m_depth.clear();
+
+ for (auto it : m_raster)
+ {
+ SAFE_RELEASE(it.second);
+ }
+ m_raster.clear();
+
+ for (auto it : m_blend)
+ {
+ SAFE_RELEASE(it.second);
+ }
+ m_blend.clear();
+
+ for (auto it : m_sampler)
+ {
+ SAFE_RELEASE(it.second);
+ }
+ m_sampler.clear();
+}
+
+} // namespace DX11
diff --git a/Source/Core/VideoBackends/D3D/D3DState.h b/Source/Core/VideoBackends/D3D/D3DState.h
new file mode 100644
index 0000000000..8c7ee75776
--- /dev/null
+++ b/Source/Core/VideoBackends/D3D/D3DState.h
@@ -0,0 +1,130 @@
+// Copyright 2013 Dolphin Emulator Project
+// Licensed under GPLv2
+// Refer to the license.txt file included.
+
+#pragma once
+
+#include
+#include
+
+#include "Common/BitField.h"
+#include "Common/CommonTypes.h"
+#include "VideoBackends/D3D/D3DBase.h"
+#include "VideoCommon/BPMemory.h"
+
+struct ID3D11BlendState;
+struct ID3D11DepthStencilState;
+struct ID3D11RasterizerState;
+
+namespace DX11
+{
+
+union RasterizerState
+{
+ BitField<0, 2, D3D11_CULL_MODE> cull_mode;
+ BitField<2, 1, u32> wireframe;
+
+ u32 packed;
+};
+
+union BlendState
+{
+ BitField<0, 1, u32> blend_enable;
+ BitField<1, 3, D3D11_BLEND_OP> blend_op;
+ BitField<4, 4, u32> write_mask;
+ BitField<8, 5, D3D11_BLEND> src_blend;
+ BitField<13, 5, D3D11_BLEND> dst_blend;
+ BitField<18, 1, u32> use_dst_alpha;
+
+ u32 packed;
+};
+
+union SamplerState
+{
+ BitField<0, 3, u64> min_filter;
+ BitField<3, 1, u64> mag_filter;
+ BitField<4, 8, u64> min_lod;
+ BitField<12, 8, u64> max_lod;
+ BitField<20, 8, s64> lod_bias;
+ BitField<28, 2, u64> wrap_s;
+ BitField<30, 2, u64> wrap_t;
+ BitField<32, 5, u64> max_anisotropy;
+
+ u64 packed;
+};
+
+class StateCache
+{
+public:
+
+ // Get existing or create new render state.
+ // Returned objects is owned by the cache and does not need to be released.
+ ID3D11SamplerState* Get(SamplerState state);
+ ID3D11BlendState* Get(BlendState state);
+ ID3D11RasterizerState* Get(RasterizerState state);
+ ID3D11DepthStencilState* Get(ZMode state);
+
+ // Release all cached states and clear hash tables.
+ void Clear();
+
+private:
+
+ std::unordered_map m_depth;
+ std::unordered_map m_raster;
+ std::unordered_map m_blend;
+ std::unordered_map m_sampler;
+
+};
+
+namespace D3D
+{
+
+template class AutoState
+{
+public:
+ AutoState(const T* object);
+ AutoState(const AutoState &source);
+ ~AutoState();
+
+ const inline T* GetPtr() const { return state; }
+
+private:
+ const T* state;
+};
+
+typedef AutoState AutoBlendState;
+typedef AutoState AutoDepthStencilState;
+typedef AutoState AutoRasterizerState;
+
+class StateManager
+{
+public:
+ StateManager();
+
+ // call any of these to change the affected states
+ void PushBlendState(const ID3D11BlendState* state);
+ void PushDepthState(const ID3D11DepthStencilState* state);
+ void PushRasterizerState(const ID3D11RasterizerState* state);
+
+ // call these after drawing
+ void PopBlendState();
+ void PopDepthState();
+ void PopRasterizerState();
+
+ // call this before any drawing operation if states could have changed meanwhile
+ void Apply();
+
+private:
+ std::stack blendstates;
+ std::stack depthstates;
+ std::stack raststates;
+ ID3D11BlendState* cur_blendstate;
+ ID3D11DepthStencilState* cur_depthstate;
+ ID3D11RasterizerState* cur_raststate;
+};
+
+extern StateManager* stateman;
+
+} // namespace
+
+} // namespace DX11
\ No newline at end of file
diff --git a/Source/Core/VideoBackends/D3D/D3DUtil.cpp b/Source/Core/VideoBackends/D3D/D3DUtil.cpp
index f8d91df952..ad37d4f419 100644
--- a/Source/Core/VideoBackends/D3D/D3DUtil.cpp
+++ b/Source/Core/VideoBackends/D3D/D3DUtil.cpp
@@ -8,8 +8,8 @@
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DShader.h"
+#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/D3DUtil.h"
-#include "VideoBackends/D3D/GfxState.h"
#include "VideoBackends/D3D/PixelShaderCache.h"
#include "VideoBackends/D3D/VertexShaderCache.h"
diff --git a/Source/Core/VideoBackends/D3D/GfxState.cpp b/Source/Core/VideoBackends/D3D/GfxState.cpp
deleted file mode 100644
index b14ecec8fc..0000000000
--- a/Source/Core/VideoBackends/D3D/GfxState.cpp
+++ /dev/null
@@ -1,80 +0,0 @@
-// Copyright 2013 Dolphin Emulator Project
-// Licensed under GPLv2
-// Refer to the license.txt file included.
-
-#include "Common/Logging/Log.h"
-
-#include "VideoBackends/D3D/D3DBase.h"
-#include "VideoBackends/D3D/GfxState.h"
-
-namespace DX11
-{
-
-namespace D3D
-{
-
-StateManager* stateman;
-
-
-template AutoState::AutoState(const T* object) : state(object)
-{
- ((IUnknown*)state)->AddRef();
-}
-
-template AutoState::AutoState(const AutoState &source)
-{
- state = source.GetPtr();
- ((T*)state)->AddRef();
-}
-
-template AutoState::~AutoState()
-{
- if (state) ((T*)state)->Release();
- state = nullptr;
-}
-
-StateManager::StateManager() : cur_blendstate(nullptr), cur_depthstate(nullptr), cur_raststate(nullptr) {}
-
-void StateManager::PushBlendState(const ID3D11BlendState* state) { blendstates.push(AutoBlendState(state)); }
-void StateManager::PushDepthState(const ID3D11DepthStencilState* state) { depthstates.push(AutoDepthStencilState(state)); }
-void StateManager::PushRasterizerState(const ID3D11RasterizerState* state) { raststates.push(AutoRasterizerState(state)); }
-void StateManager::PopBlendState() { blendstates.pop(); }
-void StateManager::PopDepthState() { depthstates.pop(); }
-void StateManager::PopRasterizerState() { raststates.pop(); }
-
-void StateManager::Apply()
-{
- if (!blendstates.empty())
- {
- if (cur_blendstate != blendstates.top().GetPtr())
- {
- cur_blendstate = (ID3D11BlendState*)blendstates.top().GetPtr();
- D3D::context->OMSetBlendState(cur_blendstate, nullptr, 0xFFFFFFFF);
- }
- }
- else ERROR_LOG(VIDEO, "Tried to apply without blend state!");
-
- if (!depthstates.empty())
- {
- if (cur_depthstate != depthstates.top().GetPtr())
- {
- cur_depthstate = (ID3D11DepthStencilState*)depthstates.top().GetPtr();
- D3D::context->OMSetDepthStencilState(cur_depthstate, 0);
- }
- }
- else ERROR_LOG(VIDEO, "Tried to apply without depth state!");
-
- if (!raststates.empty())
- {
- if (cur_raststate != raststates.top().GetPtr())
- {
- cur_raststate = (ID3D11RasterizerState*)raststates.top().GetPtr();
- D3D::context->RSSetState(cur_raststate);
- }
- }
- else ERROR_LOG(VIDEO, "Tried to apply without rasterizer state!");
-}
-
-} // namespace
-
-} // namespace DX11
diff --git a/Source/Core/VideoBackends/D3D/GfxState.h b/Source/Core/VideoBackends/D3D/GfxState.h
deleted file mode 100644
index 977b53dab6..0000000000
--- a/Source/Core/VideoBackends/D3D/GfxState.h
+++ /dev/null
@@ -1,67 +0,0 @@
-// Copyright 2013 Dolphin Emulator Project
-// Licensed under GPLv2
-// Refer to the license.txt file included.
-
-#pragma once
-
-#include
-
-struct ID3D11BlendState;
-struct ID3D11DepthStencilState;
-struct ID3D11RasterizerState;
-
-namespace DX11
-{
-
-namespace D3D
-{
-
-template class AutoState
-{
-public:
- AutoState(const T* object);
- AutoState(const AutoState &source);
- ~AutoState();
-
- const inline T* GetPtr() const { return state; }
-
-private:
- const T* state;
-};
-
-typedef AutoState AutoBlendState;
-typedef AutoState AutoDepthStencilState;
-typedef AutoState AutoRasterizerState;
-
-class StateManager
-{
-public:
- StateManager();
-
- // call any of these to change the affected states
- void PushBlendState(const ID3D11BlendState* state);
- void PushDepthState(const ID3D11DepthStencilState* state);
- void PushRasterizerState(const ID3D11RasterizerState* state);
-
- // call these after drawing
- void PopBlendState();
- void PopDepthState();
- void PopRasterizerState();
-
- // call this before any drawing operation if states could have changed meanwhile
- void Apply();
-
-private:
- std::stack blendstates;
- std::stack depthstates;
- std::stack raststates;
- ID3D11BlendState* cur_blendstate;
- ID3D11DepthStencilState* cur_depthstate;
- ID3D11RasterizerState* cur_raststate;
-};
-
-extern StateManager* stateman;
-
-} // namespace
-
-} // namespace DX11
\ No newline at end of file
diff --git a/Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp b/Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp
index fd1bd8a76d..fe1f134635 100644
--- a/Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp
+++ b/Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp
@@ -5,8 +5,8 @@
#include "Core/HW/Memmap.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DShader.h"
+#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/FramebufferManager.h"
-#include "VideoBackends/D3D/GfxState.h"
#include "VideoBackends/D3D/PSTextureEncoder.h"
#include "VideoBackends/D3D/Render.h"
#include "VideoBackends/D3D/TextureCache.h"
diff --git a/Source/Core/VideoBackends/D3D/Render.cpp b/Source/Core/VideoBackends/D3D/Render.cpp
index 56a47310c7..dd4e5e62c5 100644
--- a/Source/Core/VideoBackends/D3D/Render.cpp
+++ b/Source/Core/VideoBackends/D3D/Render.cpp
@@ -6,6 +6,7 @@
#include
#include
#include
+#include
#include "Common/Timer.h"
@@ -15,9 +16,9 @@
#include "Core/Movie.h"
#include "VideoBackends/D3D/D3DBase.h"
+#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/D3DUtil.h"
#include "VideoBackends/D3D/FramebufferManager.h"
-#include "VideoBackends/D3D/GfxState.h"
#include "VideoBackends/D3D/PixelShaderCache.h"
#include "VideoBackends/D3D/Render.h"
#include "VideoBackends/D3D/Television.h"
@@ -53,16 +54,17 @@ ID3D11RasterizerState* resetraststate = nullptr;
static ID3D11Texture2D* s_screenshot_texture = nullptr;
-
// GX pipeline state
struct
{
- D3D11_SAMPLER_DESC sampdc[8];
- D3D11_BLEND_DESC blenddc;
- D3D11_DEPTH_STENCIL_DESC depthdc;
- D3D11_RASTERIZER_DESC rastdc;
+ SamplerState sampler[8];
+ BlendState blend;
+ ZMode zmode;
+ RasterizerState raster;
+
} gx_state;
+StateCache gx_state_cache;
void SetupDeviceObjects()
{
@@ -167,6 +169,8 @@ void TeardownDeviceObjects()
SAFE_RELEASE(s_screenshot_texture);
s_television.Shutdown();
+
+ gx_state_cache.Clear();
}
void CreateScreenshotTexture(const TargetRectangle& rc)
@@ -196,41 +200,26 @@ Renderer::Renderer(void *&window_handle)
SetupDeviceObjects();
-
// Setup GX pipeline state
- memset(&gx_state.blenddc, 0, sizeof(gx_state.blenddc));
- gx_state.blenddc.AlphaToCoverageEnable = FALSE;
- gx_state.blenddc.IndependentBlendEnable = FALSE;
- gx_state.blenddc.RenderTarget[0].BlendEnable = FALSE;
- gx_state.blenddc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
- gx_state.blenddc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
- gx_state.blenddc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
- gx_state.blenddc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
- gx_state.blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
- gx_state.blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
- gx_state.blenddc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
-
- memset(&gx_state.depthdc, 0, sizeof(gx_state.depthdc));
- gx_state.depthdc.DepthEnable = TRUE;
- gx_state.depthdc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
- gx_state.depthdc.DepthFunc = D3D11_COMPARISON_LESS;
- gx_state.depthdc.StencilEnable = FALSE;
- gx_state.depthdc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
- gx_state.depthdc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
-
- // TODO: Do we need to enable multisampling here?
- gx_state.rastdc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false, 0, 0.f, 0, false, true, false, false);
+ gx_state.blend.blend_enable = false;
+ gx_state.blend.write_mask = D3D11_COLOR_WRITE_ENABLE_ALL;
+ gx_state.blend.src_blend = D3D11_BLEND_ONE;
+ gx_state.blend.dst_blend = D3D11_BLEND_ZERO;
+ gx_state.blend.blend_op = D3D11_BLEND_OP_ADD;
+ gx_state.blend.use_dst_alpha = false;
for (unsigned int k = 0;k < 8;k++)
{
- float border[4] = {0.f, 0.f, 0.f, 0.f};
- gx_state.sampdc[k] = CD3D11_SAMPLER_DESC(D3D11_FILTER_MIN_MAG_MIP_LINEAR, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP,
- 0.f, 1 << g_ActiveConfig.iMaxAnisotropy,
- D3D11_COMPARISON_ALWAYS, border,
- -D3D11_FLOAT32_MAX, D3D11_FLOAT32_MAX);
- if (g_ActiveConfig.iMaxAnisotropy != 0) gx_state.sampdc[k].Filter = D3D11_FILTER_ANISOTROPIC;
+ gx_state.sampler[k].packed = 0;
}
+ gx_state.zmode.testenable = false;
+ gx_state.zmode.updateenable = false;
+ gx_state.zmode.func = ZMode::NEVER;
+
+ gx_state.raster.cull_mode = D3D11_CULL_NONE;
+ gx_state.raster.wireframe = false;
+
// Clear EFB textures
float ClearColor[4] = { 0.f, 0.f, 0.f, 1.f };
D3D::context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(), ClearColor);
@@ -302,7 +291,7 @@ void Renderer::SetColorMask()
if (bpmem.blendmode.colorupdate)
color_mask |= D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN | D3D11_COLOR_WRITE_ENABLE_BLUE;
}
- gx_state.blenddc.RenderTarget[0].RenderTargetWriteMask = color_mask;
+ gx_state.blend.write_mask = color_mask;
}
// This function allows the CPU to directly access the EFB.
@@ -562,56 +551,6 @@ void Renderer::ReinterpretPixelData(unsigned int convtype)
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
}
-void SetSrcBlend(D3D11_BLEND val)
-{
- // Colors should blend against SRC_ALPHA
- if (val == D3D11_BLEND_SRC1_ALPHA)
- val = D3D11_BLEND_SRC_ALPHA;
- else if (val == D3D11_BLEND_INV_SRC1_ALPHA)
- val = D3D11_BLEND_INV_SRC_ALPHA;
-
- if (val == D3D11_BLEND_SRC_COLOR)
- gx_state.blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
- else if (val == D3D11_BLEND_INV_SRC_COLOR)
- gx_state.blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
- else if (val == D3D11_BLEND_DEST_COLOR)
- gx_state.blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_DEST_ALPHA;
- else if (val == D3D11_BLEND_INV_DEST_COLOR)
- gx_state.blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
- else
- gx_state.blenddc.RenderTarget[0].SrcBlendAlpha = val;
-
- gx_state.blenddc.RenderTarget[0].SrcBlend = val;
-}
-
-void SetDestBlend(D3D11_BLEND val)
-{
- // Colors should blend against SRC_ALPHA
- if (val == D3D11_BLEND_SRC1_ALPHA)
- val = D3D11_BLEND_SRC_ALPHA;
- else if (val == D3D11_BLEND_INV_SRC1_ALPHA)
- val = D3D11_BLEND_INV_SRC_ALPHA;
-
- if (val == D3D11_BLEND_SRC_COLOR)
- gx_state.blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_SRC_ALPHA;
- else if (val == D3D11_BLEND_INV_SRC_COLOR)
- gx_state.blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
- else if (val == D3D11_BLEND_DEST_COLOR)
- gx_state.blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_DEST_ALPHA;
- else if (val == D3D11_BLEND_INV_DEST_COLOR)
- gx_state.blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
- else
- gx_state.blenddc.RenderTarget[0].DestBlendAlpha = val;
-
- gx_state.blenddc.RenderTarget[0].DestBlend = val;
-}
-
-void SetBlendOp(D3D11_BLEND_OP val)
-{
- gx_state.blenddc.RenderTarget[0].BlendOp = val;
- gx_state.blenddc.RenderTarget[0].BlendOpAlpha = val;
-}
-
void Renderer::SetBlendMode(bool forceUpdate)
{
// 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
@@ -645,19 +584,19 @@ void Renderer::SetBlendMode(bool forceUpdate)
if (bpmem.blendmode.subtract)
{
- gx_state.blenddc.RenderTarget[0].BlendEnable = true;
- SetBlendOp(D3D11_BLEND_OP_REV_SUBTRACT);
- SetSrcBlend(D3D11_BLEND_ONE);
- SetDestBlend(D3D11_BLEND_ONE);
+ gx_state.blend.blend_enable = true;
+ gx_state.blend.blend_op = D3D11_BLEND_OP_REV_SUBTRACT;
+ gx_state.blend.src_blend = D3D11_BLEND_ONE;
+ gx_state.blend.dst_blend = D3D11_BLEND_ONE;
}
else
{
- gx_state.blenddc.RenderTarget[0].BlendEnable = bpmem.blendmode.blendenable;
+ gx_state.blend.blend_enable = (u32)bpmem.blendmode.blendenable;
if (bpmem.blendmode.blendenable)
{
- SetBlendOp(D3D11_BLEND_OP_ADD);
- SetSrcBlend(d3dSrcFactors[bpmem.blendmode.srcfactor]);
- SetDestBlend(d3dDestFactors[bpmem.blendmode.dstfactor]);
+ gx_state.blend.blend_op = D3D11_BLEND_OP_ADD;
+ gx_state.blend.src_blend = d3dSrcFactors[bpmem.blendmode.srcfactor];
+ gx_state.blend.dst_blend = d3dDestFactors[bpmem.blendmode.dstfactor];
}
}
}
@@ -1053,65 +992,22 @@ void Renderer::RestoreAPIState()
void Renderer::ApplyState(bool bUseDstAlpha)
{
- HRESULT hr;
+ gx_state.blend.use_dst_alpha = bUseDstAlpha;
+ D3D::stateman->PushBlendState(gx_state_cache.Get(gx_state.blend));
- if (bUseDstAlpha)
- {
- // Colors should blend against SRC1_ALPHA
- if (gx_state.blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_SRC_ALPHA)
- gx_state.blenddc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC1_ALPHA;
- else if (gx_state.blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_INV_SRC_ALPHA)
- gx_state.blenddc.RenderTarget[0].SrcBlend = D3D11_BLEND_INV_SRC1_ALPHA;
+ D3D::stateman->PushDepthState(gx_state_cache.Get(gx_state.zmode));
- // Colors should blend against SRC1_ALPHA
- if (gx_state.blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_SRC_ALPHA)
- gx_state.blenddc.RenderTarget[0].DestBlend = D3D11_BLEND_SRC1_ALPHA;
- else if (gx_state.blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_INV_SRC_ALPHA)
- gx_state.blenddc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC1_ALPHA;
-
- gx_state.blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
- gx_state.blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
- gx_state.blenddc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
- }
-
- ID3D11BlendState* blstate;
- hr = D3D::device->CreateBlendState(&gx_state.blenddc, &blstate);
- if (FAILED(hr)) PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__);
- D3D::stateman->PushBlendState(blstate);
- D3D::SetDebugObjectName((ID3D11DeviceChild*)blstate, "blend state used to emulate the GX pipeline");
- SAFE_RELEASE(blstate);
-
- ID3D11DepthStencilState* depth_state;
- hr = D3D::device->CreateDepthStencilState(&gx_state.depthdc, &depth_state);
- if (SUCCEEDED(hr)) D3D::SetDebugObjectName((ID3D11DeviceChild*)depth_state, "depth-stencil state used to emulate the GX pipeline");
- else PanicAlert("Failed to create depth state at %s %d\n", __FILE__, __LINE__);
- D3D::stateman->PushDepthState(depth_state);
- SAFE_RELEASE(depth_state);
-
- gx_state.rastdc.FillMode = (g_ActiveConfig.bWireFrame) ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
- ID3D11RasterizerState* raststate;
- hr = D3D::device->CreateRasterizerState(&gx_state.rastdc, &raststate);
- if (FAILED(hr)) PanicAlert("Failed to create rasterizer state at %s %d\n", __FILE__, __LINE__);
- D3D::SetDebugObjectName((ID3D11DeviceChild*)raststate, "rasterizer state used to emulate the GX pipeline");
- D3D::stateman->PushRasterizerState(raststate);
- SAFE_RELEASE(raststate);
+ gx_state.raster.wireframe = g_ActiveConfig.bWireFrame;
+ D3D::stateman->PushRasterizerState(gx_state_cache.Get(gx_state.raster));
ID3D11SamplerState* samplerstate[8];
for (unsigned int stage = 0; stage < 8; stage++)
{
- // TODO: unnecessary state changes, we should store a list of shader resources
- //if (shader_resources[stage])
- {
- if (g_ActiveConfig.iMaxAnisotropy > 0) gx_state.sampdc[stage].Filter = D3D11_FILTER_ANISOTROPIC;
- hr = D3D::device->CreateSamplerState(&gx_state.sampdc[stage], &samplerstate[stage]);
- if (FAILED(hr)) PanicAlert("Fail %s %d, stage=%d\n", __FILE__, __LINE__, stage);
- else D3D::SetDebugObjectName((ID3D11DeviceChild*)samplerstate[stage], "sampler state used to emulate the GX pipeline");
- }
- // else samplerstate[stage] = nullptr;
+ SamplerState state = gx_state.sampler[stage];
+ state.max_anisotropy = g_ActiveConfig.iMaxAnisotropy;
+ samplerstate[stage] = gx_state_cache.Get(gx_state.sampler[stage]);
}
D3D::context->PSSetSamplers(0, 8, samplerstate);
- for (unsigned int stage = 0; stage < 8; stage++)
- SAFE_RELEASE(samplerstate[stage]);
D3D::stateman->Apply();
@@ -1142,16 +1038,11 @@ void Renderer::RestoreState()
void Renderer::ApplyCullDisable()
{
- D3D11_RASTERIZER_DESC rastDesc = gx_state.rastdc;
- rastDesc.CullMode = D3D11_CULL_NONE;
-
- ID3D11RasterizerState* raststate;
- HRESULT hr = D3D::device->CreateRasterizerState(&rastDesc, &raststate);
- if (FAILED(hr)) PanicAlert("Failed to create culling-disabled rasterizer state at %s %d\n", __FILE__, __LINE__);
- D3D::SetDebugObjectName((ID3D11DeviceChild*)raststate, "rasterizer state (culling disabled) used to emulate the GX pipeline");
+ RasterizerState rast = gx_state.raster;
+ rast.cull_mode = D3D11_CULL_NONE;
+ ID3D11RasterizerState* raststate = gx_state_cache.Get(rast);
D3D::stateman->PushRasterizerState(raststate);
- SAFE_RELEASE(raststate);
D3D::stateman->Apply();
}
@@ -1173,35 +1064,12 @@ void Renderer::SetGenerationMode()
// rastdc.FrontCounterClockwise must be false for this to work
// TODO: GX_CULL_ALL not supported, yet!
- gx_state.rastdc.CullMode = d3dCullModes[bpmem.genMode.cullmode];
+ gx_state.raster.cull_mode = d3dCullModes[bpmem.genMode.cullmode];
}
void Renderer::SetDepthMode()
{
- const D3D11_COMPARISON_FUNC d3dCmpFuncs[8] =
- {
- D3D11_COMPARISON_NEVER,
- D3D11_COMPARISON_LESS,
- D3D11_COMPARISON_EQUAL,
- D3D11_COMPARISON_LESS_EQUAL,
- D3D11_COMPARISON_GREATER,
- D3D11_COMPARISON_NOT_EQUAL,
- D3D11_COMPARISON_GREATER_EQUAL,
- D3D11_COMPARISON_ALWAYS
- };
-
- if (bpmem.zmode.testenable)
- {
- gx_state.depthdc.DepthEnable = TRUE;
- gx_state.depthdc.DepthWriteMask = bpmem.zmode.updateenable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
- gx_state.depthdc.DepthFunc = d3dCmpFuncs[bpmem.zmode.func];
- }
- else
- {
- // if the test is disabled write is disabled too
- gx_state.depthdc.DepthEnable = FALSE;
- gx_state.depthdc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
- }
+ gx_state.zmode = bpmem.zmode;
}
void Renderer::SetLogicOpMode()
@@ -1285,10 +1153,10 @@ void Renderer::SetLogicOpMode()
if (bpmem.blendmode.logicopenable)
{
- gx_state.blenddc.RenderTarget[0].BlendEnable = true;
- SetBlendOp(d3dLogicOps[bpmem.blendmode.logicmode]);
- SetSrcBlend(d3dLogicOpSrcFactors[bpmem.blendmode.logicmode]);
- SetDestBlend(d3dLogicOpDestFactors[bpmem.blendmode.logicmode]);
+ gx_state.blend.blend_enable = true;
+ gx_state.blend.blend_op = d3dLogicOps[bpmem.blendmode.logicmode];
+ gx_state.blend.src_blend = d3dLogicOpSrcFactors[bpmem.blendmode.logicmode];
+ gx_state.blend.dst_blend = d3dLogicOpDestFactors[bpmem.blendmode.logicmode];
}
else
{
@@ -1308,75 +1176,29 @@ void Renderer::SetLineWidth()
void Renderer::SetSamplerState(int stage, int texindex)
{
-#define TEXF_NONE 0
-#define TEXF_POINT 1
-#define TEXF_LINEAR 2
- const unsigned int d3dMipFilters[4] =
- {
- TEXF_NONE,
- TEXF_POINT,
- TEXF_LINEAR,
- TEXF_NONE, //reserved
- };
- const D3D11_TEXTURE_ADDRESS_MODE d3dClamps[4] =
- {
- D3D11_TEXTURE_ADDRESS_CLAMP,
- D3D11_TEXTURE_ADDRESS_WRAP,
- D3D11_TEXTURE_ADDRESS_MIRROR,
- D3D11_TEXTURE_ADDRESS_WRAP //reserved
- };
-
const FourTexUnits &tex = bpmem.tex[texindex];
const TexMode0 &tm0 = tex.texMode0[stage];
const TexMode1 &tm1 = tex.texMode1[stage];
- unsigned int mip = d3dMipFilters[tm0.min_filter & 3];
-
if (texindex)
stage += 4;
if (g_ActiveConfig.bForceFiltering)
{
- gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
+ gx_state.sampler[stage].min_filter = 6; // 4 (linear mip) | 2 (linear min)
+ gx_state.sampler[stage].mag_filter = 1; // linear mag
}
- else if (tm0.min_filter & 4) // linear min filter
+ else
{
- if (tm0.mag_filter) // linear mag filter
- {
- if (mip == TEXF_NONE) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
- else if (mip == TEXF_POINT) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
- else if (mip == TEXF_LINEAR) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
- }
- else // point mag filter
- {
- if (mip == TEXF_NONE) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT;
- else if (mip == TEXF_POINT) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT;
- else if (mip == TEXF_LINEAR) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR;
- }
- }
- else // point min filter
- {
- if (tm0.mag_filter) // linear mag filter
- {
- if (mip == TEXF_NONE) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT;
- else if (mip == TEXF_POINT) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT;
- else if (mip == TEXF_LINEAR) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR;
- }
- else // point mag filter
- {
- if (mip == TEXF_NONE) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
- else if (mip == TEXF_POINT) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
- else if (mip == TEXF_LINEAR) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR;
- }
+ gx_state.sampler[stage].min_filter = (u32)tm0.min_filter;
+ gx_state.sampler[stage].mag_filter = (u32)tm0.mag_filter;
}
- gx_state.sampdc[stage].AddressU = d3dClamps[tm0.wrap_s];
- gx_state.sampdc[stage].AddressV = d3dClamps[tm0.wrap_t];
-
- // When mipfilter is set to "none", just disable mipmapping altogether
- gx_state.sampdc[stage].MaxLOD = (mip == TEXF_NONE) ? 0.0f : (float)tm1.max_lod/16.f;
- gx_state.sampdc[stage].MinLOD = (float)tm1.min_lod/16.f;
- gx_state.sampdc[stage].MipLODBias = (s32)tm0.lod_bias/32.0f;
+ gx_state.sampler[stage].wrap_s = (u32)tm0.wrap_s;
+ gx_state.sampler[stage].wrap_t = (u32)tm0.wrap_t;
+ gx_state.sampler[stage].max_lod = (u32)tm1.max_lod;
+ gx_state.sampler[stage].min_lod = (u32)tm1.min_lod;
+ gx_state.sampler[stage].lod_bias = (s32)tm0.lod_bias;
}
void Renderer::SetInterlacingMode()
diff --git a/Source/Core/VideoBackends/D3D/XFBEncoder.cpp b/Source/Core/VideoBackends/D3D/XFBEncoder.cpp
index 215a7e911f..50524d8a3d 100644
--- a/Source/Core/VideoBackends/D3D/XFBEncoder.cpp
+++ b/Source/Core/VideoBackends/D3D/XFBEncoder.cpp
@@ -5,8 +5,8 @@
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DBlob.h"
#include "VideoBackends/D3D/D3DShader.h"
+#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/FramebufferManager.h"
-#include "VideoBackends/D3D/GfxState.h"
#include "VideoBackends/D3D/Render.h"
#include "VideoBackends/D3D/XFBEncoder.h"
diff --git a/Source/Core/VideoCommon/BPMemory.h b/Source/Core/VideoCommon/BPMemory.h
index 346af479f2..d46a927370 100644
--- a/Source/Core/VideoCommon/BPMemory.h
+++ b/Source/Core/VideoCommon/BPMemory.h
@@ -413,6 +413,13 @@ union RAS1_IREF
union TexMode0
{
+ enum TextureFilter : u32
+ {
+ TEXF_NONE = 0,
+ TEXF_POINT = 1,
+ TEXF_LINEAR = 2
+ };
+
struct
{
u32 wrap_s : 2;