DX11 code maintenance, part 4:

Move blend state management from EmuGfxState to Renderer.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6905 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
NeoBrainX
2011-01-24 10:42:43 +00:00
parent cd5a2e4cc5
commit e0c6092721
10 changed files with 143 additions and 171 deletions

View File

@ -26,20 +26,6 @@ StateManager* stateman;
EmuGfxState::EmuGfxState() : vertexshader(NULL), vsbytecode(NULL), pixelshader(NULL), psbytecode(NULL), apply_called(false)
{
m_useDstAlpha = false;
memset(&blenddesc, 0, sizeof(blenddesc));
blenddesc.AlphaToCoverageEnable = FALSE;
blenddesc.IndependentBlendEnable = FALSE;
blenddesc.RenderTarget[0].BlendEnable = FALSE;
blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
blenddesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
blenddesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
blenddesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
pscbuf = NULL;
vscbuf = NULL;
vshaderchanged = false;
@ -152,13 +138,6 @@ void EmuGfxState::ApplyState()
}
D3D::context->PSSetConstantBuffers(0, 1, &pscbuf);
ID3D11BlendState* blstate;
hr = device->CreateBlendState(&blenddesc, &blstate);
if (FAILED(hr)) PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__);
stateman->PushBlendState(blstate);
SetDebugObjectName((ID3D11DeviceChild*)blstate, "a blend state of EmuGfxState");
SAFE_RELEASE(blstate);
context->PSSetShader(pixelshader, NULL, 0);
context->VSSetShader(vertexshader, NULL, 0);
@ -169,114 +148,10 @@ void EmuGfxState::Reset()
{
if (apply_called)
{
stateman->PopBlendState();
apply_called = false;
}
}
void EmuGfxState::SetAlphaBlendEnable(bool enable)
{
blenddesc.RenderTarget[0].BlendEnable = enable;
}
void EmuGfxState::SetRenderTargetWriteMask(UINT8 mask)
{
blenddesc.RenderTarget[0].RenderTargetWriteMask = mask;
}
void EmuGfxState::SetSrcBlend(D3D11_BLEND val)
{
// TODO: Check whether e.g. the dest color check is needed here
if (m_useDstAlpha)
{
// Colors should blend against SRC1_ALPHA
if (val == D3D11_BLEND_SRC_ALPHA)
val = D3D11_BLEND_SRC1_ALPHA;
else if (val == D3D11_BLEND_INV_SRC_ALPHA)
val = D3D11_BLEND_INV_SRC1_ALPHA;
blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
}
else
{
// 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)
blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
else if (val == D3D11_BLEND_INV_SRC_COLOR)
blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
else if (val == D3D11_BLEND_DEST_COLOR)
blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_DEST_ALPHA;
else if (val == D3D11_BLEND_INV_DEST_COLOR)
blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
else
blenddesc.RenderTarget[0].SrcBlendAlpha = val;
}
blenddesc.RenderTarget[0].SrcBlend = val;
}
void EmuGfxState::SetDestBlend(D3D11_BLEND val)
{
// TODO: Check whether e.g. the source color check is needed here
if (m_useDstAlpha)
{
// Colors should blend against SRC1_ALPHA
if (val == D3D11_BLEND_SRC_ALPHA)
val = D3D11_BLEND_SRC1_ALPHA;
else if (val == D3D11_BLEND_INV_SRC_ALPHA)
val = D3D11_BLEND_INV_SRC1_ALPHA;
blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
}
else
{
// 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)
blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_SRC_ALPHA;
else if (val == D3D11_BLEND_INV_SRC_COLOR)
blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
else if (val == D3D11_BLEND_DEST_COLOR)
blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_DEST_ALPHA;
else if (val == D3D11_BLEND_INV_DEST_COLOR)
blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
else
blenddesc.RenderTarget[0].DestBlendAlpha = val;
}
blenddesc.RenderTarget[0].DestBlend = val;
}
void EmuGfxState::SetBlendOp(D3D11_BLEND_OP val)
{
blenddesc.RenderTarget[0].BlendOp = val;
if (m_useDstAlpha)
{
blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
}
else
{
blenddesc.RenderTarget[0].BlendOpAlpha = val;
}
}
void EmuGfxState::SetDstAlpha(bool enable)
{
m_useDstAlpha = enable;
SetSrcBlend(blenddesc.RenderTarget[0].SrcBlend);
SetDestBlend(blenddesc.RenderTarget[0].DestBlend);
SetBlendOp(blenddesc.RenderTarget[0].BlendOp);
}
template<typename T> AutoState<T>::AutoState(const T* object) : state(object)
{
((IUnknown*)state)->AddRef();