mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 05:47:56 -07:00
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:
parent
cd5a2e4cc5
commit
e0c6092721
@ -66,7 +66,7 @@ public:
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virtual void SetSamplerState(int stage,int texindex) = 0;
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virtual void SetInterlacingMode() = 0;
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virtual void ApplyState() = 0;
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virtual void ApplyState(bool bUseDstAlpha) = 0;
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virtual void RestoreState() = 0;
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// Real internal resolution:
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@ -26,20 +26,6 @@ StateManager* stateman;
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EmuGfxState::EmuGfxState() : vertexshader(NULL), vsbytecode(NULL), pixelshader(NULL), psbytecode(NULL), apply_called(false)
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{
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m_useDstAlpha = false;
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memset(&blenddesc, 0, sizeof(blenddesc));
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blenddesc.AlphaToCoverageEnable = FALSE;
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blenddesc.IndependentBlendEnable = FALSE;
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blenddesc.RenderTarget[0].BlendEnable = FALSE;
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blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
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blenddesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
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blenddesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
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blenddesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
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blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
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blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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pscbuf = NULL;
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vscbuf = NULL;
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vshaderchanged = false;
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@ -152,13 +138,6 @@ void EmuGfxState::ApplyState()
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}
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D3D::context->PSSetConstantBuffers(0, 1, &pscbuf);
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ID3D11BlendState* blstate;
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hr = device->CreateBlendState(&blenddesc, &blstate);
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if (FAILED(hr)) PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__);
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stateman->PushBlendState(blstate);
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SetDebugObjectName((ID3D11DeviceChild*)blstate, "a blend state of EmuGfxState");
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SAFE_RELEASE(blstate);
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context->PSSetShader(pixelshader, NULL, 0);
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context->VSSetShader(vertexshader, NULL, 0);
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@ -169,114 +148,10 @@ void EmuGfxState::Reset()
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{
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if (apply_called)
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{
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stateman->PopBlendState();
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apply_called = false;
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}
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}
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void EmuGfxState::SetAlphaBlendEnable(bool enable)
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{
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blenddesc.RenderTarget[0].BlendEnable = enable;
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}
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void EmuGfxState::SetRenderTargetWriteMask(UINT8 mask)
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{
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blenddesc.RenderTarget[0].RenderTargetWriteMask = mask;
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}
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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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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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// 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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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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// 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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{
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blenddesc.RenderTarget[0].BlendOp = val;
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if (m_useDstAlpha)
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{
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blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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}
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else
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{
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blenddesc.RenderTarget[0].BlendOpAlpha = val;
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}
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}
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void EmuGfxState::SetDstAlpha(bool enable)
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{
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m_useDstAlpha = enable;
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SetSrcBlend(blenddesc.RenderTarget[0].SrcBlend);
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SetDestBlend(blenddesc.RenderTarget[0].DestBlend);
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SetBlendOp(blenddesc.RenderTarget[0].BlendOp);
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}
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template<typename T> AutoState<T>::AutoState(const T* object) : state(object)
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{
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((IUnknown*)state)->AddRef();
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@ -40,15 +40,6 @@ public:
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void ApplyState(); // apply current state
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void Reset();
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// blend state
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void SetAlphaBlendEnable(bool enable);
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void SetRenderTargetWriteMask(UINT8 mask);
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void SetSrcBlend(D3D11_BLEND val);
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void SetDestBlend(D3D11_BLEND val);
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void SetBlendOp(D3D11_BLEND_OP val);
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void SetDstAlpha(bool enable);
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float psconstants[C_PENVCONST_END*4];
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float vsconstants[C_VENVCONST_END*4];
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@ -69,10 +60,6 @@ private:
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D3D11_INPUT_ELEMENT_DESC inp_elems[32];
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int num_inp_elems;
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D3D11_BLEND_DESC blenddesc;
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bool m_useDstAlpha;
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bool apply_called;
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};
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@ -68,6 +68,7 @@ ID3D11RasterizerState* resetraststate = NULL;
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struct
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{
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D3D11_SAMPLER_DESC sampdc[8];
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D3D11_BLEND_DESC blenddc;
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D3D11_DEPTH_STENCIL_DESC depthdc;
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D3D11_RASTERIZER_DESC rastdc;
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} gx_state;
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@ -347,6 +348,18 @@ Renderer::Renderer()
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SetupDeviceObjects();
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// Setup GX pipeline state
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memset(&gx_state.blenddc, 0, sizeof(gx_state.blenddc));
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gx_state.blenddc.AlphaToCoverageEnable = FALSE;
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gx_state.blenddc.IndependentBlendEnable = FALSE;
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gx_state.blenddc.RenderTarget[0].BlendEnable = FALSE;
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gx_state.blenddc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
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gx_state.blenddc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
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gx_state.blenddc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
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gx_state.blenddc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
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gx_state.blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
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gx_state.blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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gx_state.blenddc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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memset(&gx_state.depthdc, 0, sizeof(gx_state.depthdc));
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gx_state.depthdc.DepthEnable = TRUE;
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gx_state.depthdc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
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@ -508,7 +521,7 @@ void Renderer::SetColorMask()
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color_mask = D3D11_COLOR_WRITE_ENABLE_ALPHA;
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if (bpmem.blendmode.colorupdate)
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color_mask |= D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN | D3D11_COLOR_WRITE_ENABLE_BLUE;
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D3D::gfxstate->SetRenderTargetWriteMask(color_mask);
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gx_state.blenddc.RenderTarget[0].RenderTargetWriteMask = color_mask;
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}
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// This function allows the CPU to directly access the EFB.
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@ -789,6 +802,56 @@ void Renderer::ReinterpretPixelData(unsigned int convtype)
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// TODO
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}
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void SetSrcBlend(D3D11_BLEND val)
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{
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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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gx_state.blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
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else if (val == D3D11_BLEND_INV_SRC_COLOR)
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gx_state.blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
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else if (val == D3D11_BLEND_DEST_COLOR)
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gx_state.blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_DEST_ALPHA;
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else if (val == D3D11_BLEND_INV_DEST_COLOR)
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gx_state.blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
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else
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gx_state.blenddc.RenderTarget[0].SrcBlendAlpha = val;
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gx_state.blenddc.RenderTarget[0].SrcBlend = val;
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}
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void SetDestBlend(D3D11_BLEND val)
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{
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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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gx_state.blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_SRC_ALPHA;
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else if (val == D3D11_BLEND_INV_SRC_COLOR)
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gx_state.blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
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else if (val == D3D11_BLEND_DEST_COLOR)
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gx_state.blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_DEST_ALPHA;
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else if (val == D3D11_BLEND_INV_DEST_COLOR)
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gx_state.blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
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else
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gx_state.blenddc.RenderTarget[0].DestBlendAlpha = val;
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gx_state.blenddc.RenderTarget[0].DestBlend = val;
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}
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void SetBlendOp(D3D11_BLEND_OP val)
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{
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gx_state.blenddc.RenderTarget[0].BlendOp = val;
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gx_state.blenddc.RenderTarget[0].BlendOpAlpha = val;
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}
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void Renderer::SetBlendMode(bool forceUpdate)
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{
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if (bpmem.blendmode.logicopenable && !forceUpdate)
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@ -796,19 +859,19 @@ void Renderer::SetBlendMode(bool forceUpdate)
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if (bpmem.blendmode.subtract) // enable blending src 1 dst 1
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{
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D3D::gfxstate->SetAlphaBlendEnable(true);
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D3D::gfxstate->SetBlendOp(D3D11_BLEND_OP_REV_SUBTRACT);
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D3D::gfxstate->SetSrcBlend(d3dSrcFactors[1]);
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D3D::gfxstate->SetDestBlend(d3dDestFactors[1]);
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gx_state.blenddc.RenderTarget[0].BlendEnable = true;
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SetBlendOp(D3D11_BLEND_OP_REV_SUBTRACT);
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SetSrcBlend(d3dSrcFactors[1]);
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SetDestBlend(d3dDestFactors[1]);
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}
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else
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{
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D3D::gfxstate->SetAlphaBlendEnable(bpmem.blendmode.blendenable && (!( bpmem.blendmode.srcfactor == 1 && bpmem.blendmode.dstfactor == 0)));
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gx_state.blenddc.RenderTarget[0].BlendEnable = 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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{
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D3D::gfxstate->SetBlendOp(D3D11_BLEND_OP_ADD);
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D3D::gfxstate->SetSrcBlend(d3dSrcFactors[bpmem.blendmode.srcfactor]);
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D3D::gfxstate->SetDestBlend(d3dDestFactors[bpmem.blendmode.dstfactor]);
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SetBlendOp(D3D11_BLEND_OP_ADD);
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SetSrcBlend(d3dSrcFactors[bpmem.blendmode.srcfactor]);
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SetDestBlend(d3dDestFactors[bpmem.blendmode.dstfactor]);
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}
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}
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}
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@ -1100,10 +1163,36 @@ void Renderer::RestoreAPIState()
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reset_called = false;
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}
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void Renderer::ApplyState()
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void Renderer::ApplyState(bool bUseDstAlpha)
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{
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HRESULT hr;
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if (bUseDstAlpha)
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{
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// Colors should blend against SRC1_ALPHA
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if (gx_state.blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_SRC_ALPHA)
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gx_state.blenddc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC1_ALPHA;
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else if (gx_state.blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_INV_SRC_ALPHA)
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gx_state.blenddc.RenderTarget[0].SrcBlend = D3D11_BLEND_INV_SRC1_ALPHA;
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// Colors should blend against SRC1_ALPHA
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if (gx_state.blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_SRC_ALPHA)
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gx_state.blenddc.RenderTarget[0].DestBlend = D3D11_BLEND_SRC1_ALPHA;
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else if (gx_state.blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_INV_SRC_ALPHA)
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gx_state.blenddc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC1_ALPHA;
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gx_state.blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
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gx_state.blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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gx_state.blenddc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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}
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ID3D11BlendState* blstate;
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hr = D3D::device->CreateBlendState(&gx_state.blenddc, &blstate);
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if (FAILED(hr)) PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__);
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D3D::stateman->PushBlendState(blstate);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)blstate, "a blend state of EmuGfxState");
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SAFE_RELEASE(blstate);
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ID3D11DepthStencilState* depth_state;
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hr = D3D::device->CreateDepthStencilState(&gx_state.depthdc, &depth_state);
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if (SUCCEEDED(hr)) D3D::SetDebugObjectName((ID3D11DeviceChild*)depth_state, "depth-stencil state used to emulate the GX pipeline");
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@ -1137,6 +1226,13 @@ void Renderer::ApplyState()
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SAFE_RELEASE(samplerstate[stage]);
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D3D::stateman->Apply();
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if (bUseDstAlpha)
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{
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// restore actual state
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SetBlendMode(false);
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SetLogicOpMode();
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}
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}
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void Renderer::RestoreState()
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@ -1144,6 +1240,7 @@ void Renderer::RestoreState()
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ID3D11ShaderResourceView* shader_resources[8] = { NULL };
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D3D::context->PSSetShaderResources(0, 8, shader_resources);
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D3D::stateman->PopBlendState();
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D3D::stateman->PopDepthState();
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D3D::stateman->PopRasterizerState();
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}
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@ -1175,10 +1272,10 @@ void Renderer::SetLogicOpMode()
|
||||
if (bpmem.blendmode.logicopenable && bpmem.blendmode.logicmode != 3)
|
||||
{
|
||||
s_blendMode = 0;
|
||||
D3D::gfxstate->SetAlphaBlendEnable(true);
|
||||
D3D::gfxstate->SetBlendOp(d3dLogicOps[bpmem.blendmode.logicmode]);
|
||||
D3D::gfxstate->SetSrcBlend(d3dLogicOpSrcFactors[bpmem.blendmode.logicmode]);
|
||||
D3D::gfxstate->SetDestBlend(d3dLogicOpDestFactors[bpmem.blendmode.logicmode]);
|
||||
gx_state.blenddc.RenderTarget[0].BlendEnable = true;
|
||||
SetBlendOp(d3dLogicOps[bpmem.blendmode.logicmode]);
|
||||
SetSrcBlend(d3dLogicOpSrcFactors[bpmem.blendmode.logicmode]);
|
||||
SetDestBlend(d3dLogicOpDestFactors[bpmem.blendmode.logicmode]);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -25,7 +25,7 @@ public:
|
||||
void SetInterlacingMode();
|
||||
|
||||
// TODO: Fix confusing names (see ResetAPIState and RestoreAPIState)
|
||||
void ApplyState();
|
||||
void ApplyState(bool bUseDstAlpha);
|
||||
void RestoreState();
|
||||
|
||||
void RenderText(const char* pstr, int left, int top, u32 color);
|
||||
|
@ -212,8 +212,6 @@ void VertexManager::vFlush()
|
||||
bool useDstAlpha = bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate &&
|
||||
bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
|
||||
|
||||
D3D::gfxstate->SetDstAlpha(useDstAlpha);
|
||||
|
||||
if (!PixelShaderCache::SetShader(
|
||||
useDstAlpha ? DSTALPHA_DUAL_SOURCE_BLEND : DSTALPHA_NONE,
|
||||
g_nativeVertexFmt->m_components))
|
||||
@ -231,14 +229,15 @@ void VertexManager::vFlush()
|
||||
g_nativeVertexFmt->SetupVertexPointers();
|
||||
|
||||
D3D::gfxstate->ApplyState();
|
||||
g_renderer->ApplyState();
|
||||
g_renderer->ApplyState(useDstAlpha);
|
||||
LoadBuffers();
|
||||
Draw(stride);
|
||||
g_renderer->RestoreState();
|
||||
D3D::gfxstate->Reset();
|
||||
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);
|
||||
|
||||
g_renderer->RestoreState();
|
||||
D3D::gfxstate->Reset();
|
||||
|
||||
shader_fail:
|
||||
ResetBuffer();
|
||||
}
|
||||
|
@ -1261,6 +1261,25 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
XFBWrited = false;
|
||||
}
|
||||
|
||||
void Renderer::ApplyState(bool bUseDstAlpha)
|
||||
{
|
||||
if (bUseDstAlpha)
|
||||
{
|
||||
D3D::ChangeRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA);
|
||||
D3D::ChangeRenderState(D3DRS_ALPHABLENDENABLE, false);
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::RestoreState()
|
||||
{
|
||||
D3D::RefreshRenderState(D3DRS_COLORWRITEENABLE);
|
||||
D3D::RefreshRenderState(D3DRS_ALPHABLENDENABLE);
|
||||
|
||||
// TODO: Enable this code. Caused glitches for me however (neobrain)
|
||||
// for (unsigned int i = 0; i < 8; ++i)
|
||||
// D3D::dev->SetTexture(i, NULL);
|
||||
}
|
||||
|
||||
// ALWAYS call RestoreAPIState for each ResetAPIState call you're doing
|
||||
void Renderer::ResetAPIState()
|
||||
{
|
||||
|
@ -24,9 +24,8 @@ public:
|
||||
void SetSamplerState(int stage,int texindex);
|
||||
void SetInterlacingMode();
|
||||
|
||||
// No need to implement these in D3D9
|
||||
void ApplyState() {}
|
||||
void RestoreState() {}
|
||||
void ApplyState(bool bUseDstAlpha);
|
||||
void RestoreState();
|
||||
|
||||
void RenderText(const char* pstr, int left, int top, u32 color);
|
||||
|
||||
|
@ -182,13 +182,9 @@ void VertexManager::vFlush()
|
||||
goto shader_fail;
|
||||
}
|
||||
// update alpha only
|
||||
D3D::ChangeRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA);
|
||||
D3D::ChangeRenderState(D3DRS_ALPHABLENDENABLE, false);
|
||||
|
||||
g_renderer->ApplyState(true);
|
||||
Draw(stride);
|
||||
|
||||
D3D::RefreshRenderState(D3DRS_COLORWRITEENABLE);
|
||||
D3D::RefreshRenderState(D3DRS_ALPHABLENDENABLE);
|
||||
g_renderer->RestoreState();
|
||||
}
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);
|
||||
|
||||
|
@ -24,8 +24,8 @@ public:
|
||||
void SetSamplerState(int stage,int texindex);
|
||||
void SetInterlacingMode();
|
||||
|
||||
// No need to implement these in OGL
|
||||
void ApplyState() {}
|
||||
// TODO: Implement and use these
|
||||
void ApplyState(bool bUseDstAlpha) {}
|
||||
void RestoreState() {}
|
||||
|
||||
void RenderText(const char* pstr, int left, int top, u32 color);
|
||||
|
Loading…
Reference in New Issue
Block a user