dolphin/Source/Core/VideoBackends/D3D/D3DState.cpp
Stenzek 90051536bf D3D: Support logic op through integer render target view
This brings D3D to parity with OpenGL and Vulkan.
2017-09-04 10:07:36 +10:00

532 lines
16 KiB
C++

// Copyright 2014 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <algorithm>
#include <array>
#include "Common/BitSet.h"
#include "Common/CommonTypes.h"
#include "Common/Logging/Log.h"
#include "Common/MsgHandler.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoCommon/SamplerCommon.h"
namespace DX11
{
namespace D3D
{
StateManager* stateman;
template <typename T>
AutoState<T>::AutoState(const T* object) : state(object)
{
((IUnknown*)state)->AddRef();
}
template <typename T>
AutoState<T>::AutoState(const AutoState<T>& source)
{
state = source.GetPtr();
((T*)state)->AddRef();
}
template <typename T>
AutoState<T>::~AutoState()
{
if (state)
((T*)state)->Release();
state = nullptr;
}
StateManager::StateManager()
: m_currentBlendState(nullptr), m_currentDepthState(nullptr), m_currentRasterizerState(nullptr),
m_dirtyFlags(~0u), m_pending(), m_current()
{
}
void StateManager::PushBlendState(const ID3D11BlendState* state)
{
m_blendStates.push(AutoBlendState(state));
}
void StateManager::PushDepthState(const ID3D11DepthStencilState* state)
{
m_depthStates.push(AutoDepthStencilState(state));
}
void StateManager::PushRasterizerState(const ID3D11RasterizerState* state)
{
m_rasterizerStates.push(AutoRasterizerState(state));
}
void StateManager::PopBlendState()
{
m_blendStates.pop();
}
void StateManager::PopDepthState()
{
m_depthStates.pop();
}
void StateManager::PopRasterizerState()
{
m_rasterizerStates.pop();
}
void StateManager::Apply()
{
if (!m_blendStates.empty())
{
if (m_currentBlendState != m_blendStates.top().GetPtr())
{
m_currentBlendState = (ID3D11BlendState*)m_blendStates.top().GetPtr();
D3D::context->OMSetBlendState(m_currentBlendState, nullptr, 0xFFFFFFFF);
}
}
else
ERROR_LOG(VIDEO, "Tried to apply without blend state!");
if (!m_depthStates.empty())
{
if (m_currentDepthState != m_depthStates.top().GetPtr())
{
m_currentDepthState = (ID3D11DepthStencilState*)m_depthStates.top().GetPtr();
D3D::context->OMSetDepthStencilState(m_currentDepthState, 0);
}
}
else
ERROR_LOG(VIDEO, "Tried to apply without depth state!");
if (!m_rasterizerStates.empty())
{
if (m_currentRasterizerState != m_rasterizerStates.top().GetPtr())
{
m_currentRasterizerState = (ID3D11RasterizerState*)m_rasterizerStates.top().GetPtr();
D3D::context->RSSetState(m_currentRasterizerState);
}
}
else
ERROR_LOG(VIDEO, "Tried to apply without rasterizer state!");
if (!m_dirtyFlags)
{
return;
}
int textureMaskShift = LeastSignificantSetBit((u32)DirtyFlag_Texture0);
int samplerMaskShift = LeastSignificantSetBit((u32)DirtyFlag_Sampler0);
u32 dirtyTextures =
(m_dirtyFlags &
(DirtyFlag_Texture0 | DirtyFlag_Texture1 | DirtyFlag_Texture2 | DirtyFlag_Texture3 |
DirtyFlag_Texture4 | DirtyFlag_Texture5 | DirtyFlag_Texture6 | DirtyFlag_Texture7)) >>
textureMaskShift;
u32 dirtySamplers =
(m_dirtyFlags &
(DirtyFlag_Sampler0 | DirtyFlag_Sampler1 | DirtyFlag_Sampler2 | DirtyFlag_Sampler3 |
DirtyFlag_Sampler4 | DirtyFlag_Sampler5 | DirtyFlag_Sampler6 | DirtyFlag_Sampler7)) >>
samplerMaskShift;
u32 dirtyConstants = m_dirtyFlags & (DirtyFlag_PixelConstants | DirtyFlag_VertexConstants |
DirtyFlag_GeometryConstants);
u32 dirtyShaders =
m_dirtyFlags & (DirtyFlag_PixelShader | DirtyFlag_VertexShader | DirtyFlag_GeometryShader);
u32 dirtyBuffers = m_dirtyFlags & (DirtyFlag_VertexBuffer | DirtyFlag_IndexBuffer);
if (dirtyConstants)
{
if (m_current.pixelConstants[0] != m_pending.pixelConstants[0] ||
m_current.pixelConstants[1] != m_pending.pixelConstants[1])
{
D3D::context->PSSetConstantBuffers(0, m_pending.pixelConstants[1] ? 2 : 1,
m_pending.pixelConstants.data());
m_current.pixelConstants[0] = m_pending.pixelConstants[0];
m_current.pixelConstants[1] = m_pending.pixelConstants[1];
}
if (m_current.vertexConstants != m_pending.vertexConstants)
{
D3D::context->VSSetConstantBuffers(0, 1, &m_pending.vertexConstants);
m_current.vertexConstants = m_pending.vertexConstants;
}
if (m_current.geometryConstants != m_pending.geometryConstants)
{
D3D::context->GSSetConstantBuffers(0, 1, &m_pending.geometryConstants);
m_current.geometryConstants = m_pending.geometryConstants;
}
}
if (dirtyBuffers || (m_dirtyFlags & DirtyFlag_InputAssembler))
{
if (m_current.vertexBuffer != m_pending.vertexBuffer ||
m_current.vertexBufferStride != m_pending.vertexBufferStride ||
m_current.vertexBufferOffset != m_pending.vertexBufferOffset)
{
D3D::context->IASetVertexBuffers(0, 1, &m_pending.vertexBuffer, &m_pending.vertexBufferStride,
&m_pending.vertexBufferOffset);
m_current.vertexBuffer = m_pending.vertexBuffer;
m_current.vertexBufferStride = m_pending.vertexBufferStride;
m_current.vertexBufferOffset = m_pending.vertexBufferOffset;
}
if (m_current.indexBuffer != m_pending.indexBuffer)
{
D3D::context->IASetIndexBuffer(m_pending.indexBuffer, DXGI_FORMAT_R16_UINT, 0);
m_current.indexBuffer = m_pending.indexBuffer;
}
if (m_current.topology != m_pending.topology)
{
D3D::context->IASetPrimitiveTopology(m_pending.topology);
m_current.topology = m_pending.topology;
}
if (m_current.inputLayout != m_pending.inputLayout)
{
D3D::context->IASetInputLayout(m_pending.inputLayout);
m_current.inputLayout = m_pending.inputLayout;
}
}
while (dirtyTextures)
{
int index = LeastSignificantSetBit(dirtyTextures);
if (m_current.textures[index] != m_pending.textures[index])
{
D3D::context->PSSetShaderResources(index, 1, &m_pending.textures[index]);
m_current.textures[index] = m_pending.textures[index];
}
dirtyTextures &= ~(1 << index);
}
while (dirtySamplers)
{
int index = LeastSignificantSetBit(dirtySamplers);
if (m_current.samplers[index] != m_pending.samplers[index])
{
D3D::context->PSSetSamplers(index, 1, &m_pending.samplers[index]);
m_current.samplers[index] = m_pending.samplers[index];
}
dirtySamplers &= ~(1 << index);
}
if (dirtyShaders)
{
if (m_current.pixelShader != m_pending.pixelShader)
{
D3D::context->PSSetShader(m_pending.pixelShader, nullptr, 0);
m_current.pixelShader = m_pending.pixelShader;
}
if (m_current.vertexShader != m_pending.vertexShader)
{
D3D::context->VSSetShader(m_pending.vertexShader, nullptr, 0);
m_current.vertexShader = m_pending.vertexShader;
}
if (m_current.geometryShader != m_pending.geometryShader)
{
D3D::context->GSSetShader(m_pending.geometryShader, nullptr, 0);
m_current.geometryShader = m_pending.geometryShader;
}
}
m_dirtyFlags = 0;
}
u32 StateManager::UnsetTexture(ID3D11ShaderResourceView* srv)
{
u32 mask = 0;
for (u32 index = 0; index < 8; ++index)
{
if (m_current.textures[index] == srv)
{
SetTexture(index, nullptr);
mask |= 1 << index;
}
}
return mask;
}
void StateManager::SetTextureByMask(u32 textureSlotMask, ID3D11ShaderResourceView* srv)
{
while (textureSlotMask)
{
int index = LeastSignificantSetBit(textureSlotMask);
SetTexture(index, srv);
textureSlotMask &= ~(1 << index);
}
}
} // 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 > 1 && !SamplerCommon::IsBpTexMode0PointFiltering(state))
{
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 = SamplerCommon::AreBpTexMode0MipmapsEnabled(state) ? state.max_lod / 16.f : 0.f;
sampdc.MinLOD = std::min(state.min_lod / 16.f, sampdc.MaxLOD);
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(res, "sampler state used to emulate the GX pipeline");
m_sampler.emplace(state.packed, res);
return res;
}
ID3D11BlendState* StateCache::Get(BlendingState state)
{
auto it = m_blend.find(state.hex);
if (it != m_blend.end())
return it->second;
if (state.logicopenable && D3D::device1)
{
D3D11_BLEND_DESC1 desc = {};
D3D11_RENDER_TARGET_BLEND_DESC1& tdesc = desc.RenderTarget[0];
if (state.colorupdate)
tdesc.RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN |
D3D11_COLOR_WRITE_ENABLE_BLUE;
else
tdesc.RenderTargetWriteMask = 0;
if (state.alphaupdate)
tdesc.RenderTargetWriteMask |= D3D11_COLOR_WRITE_ENABLE_ALPHA;
static constexpr std::array<D3D11_LOGIC_OP, 16> logic_ops = {
{D3D11_LOGIC_OP_CLEAR, D3D11_LOGIC_OP_AND, D3D11_LOGIC_OP_AND_REVERSE, D3D11_LOGIC_OP_COPY,
D3D11_LOGIC_OP_AND_INVERTED, D3D11_LOGIC_OP_NOOP, D3D11_LOGIC_OP_XOR, D3D11_LOGIC_OP_OR,
D3D11_LOGIC_OP_NOR, D3D11_LOGIC_OP_EQUIV, D3D11_LOGIC_OP_INVERT, D3D11_LOGIC_OP_OR_REVERSE,
D3D11_LOGIC_OP_COPY_INVERTED, D3D11_LOGIC_OP_OR_INVERTED, D3D11_LOGIC_OP_NAND,
D3D11_LOGIC_OP_SET}};
tdesc.LogicOpEnable = TRUE;
tdesc.LogicOp = logic_ops[state.logicmode];
ID3D11BlendState1* res;
HRESULT hr = D3D::device1->CreateBlendState1(&desc, &res);
if (SUCCEEDED(hr))
{
D3D::SetDebugObjectName(res, "blend state used to emulate the GX pipeline");
m_blend.emplace(state.hex, res);
return res;
}
}
D3D11_BLEND_DESC desc = {};
desc.AlphaToCoverageEnable = FALSE;
desc.IndependentBlendEnable = FALSE;
D3D11_RENDER_TARGET_BLEND_DESC& tdesc = desc.RenderTarget[0];
tdesc.BlendEnable = state.blendenable;
if (state.colorupdate)
tdesc.RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN |
D3D11_COLOR_WRITE_ENABLE_BLUE;
else
tdesc.RenderTargetWriteMask = 0;
if (state.alphaupdate)
tdesc.RenderTargetWriteMask |= D3D11_COLOR_WRITE_ENABLE_ALPHA;
static constexpr std::array<D3D11_BLEND, 8> src_factors = {
{D3D11_BLEND_ZERO, D3D11_BLEND_ONE, D3D11_BLEND_DEST_COLOR, D3D11_BLEND_INV_DEST_COLOR,
D3D11_BLEND_SRC1_ALPHA, D3D11_BLEND_INV_SRC1_ALPHA, D3D11_BLEND_DEST_ALPHA,
D3D11_BLEND_INV_DEST_ALPHA}};
static constexpr std::array<D3D11_BLEND, 8> dst_factors = {
{D3D11_BLEND_ZERO, D3D11_BLEND_ONE, D3D11_BLEND_SRC_COLOR, D3D11_BLEND_INV_SRC_COLOR,
D3D11_BLEND_SRC1_ALPHA, D3D11_BLEND_INV_SRC1_ALPHA, D3D11_BLEND_DEST_ALPHA,
D3D11_BLEND_INV_DEST_ALPHA}};
tdesc.SrcBlend = src_factors[state.srcfactor];
tdesc.SrcBlendAlpha = src_factors[state.srcfactoralpha];
tdesc.DestBlend = dst_factors[state.dstfactor];
tdesc.DestBlendAlpha = dst_factors[state.dstfactoralpha];
tdesc.BlendOp = state.subtract ? D3D11_BLEND_OP_REV_SUBTRACT : D3D11_BLEND_OP_ADD;
tdesc.BlendOpAlpha = state.subtractAlpha ? D3D11_BLEND_OP_REV_SUBTRACT : D3D11_BLEND_OP_ADD;
ID3D11BlendState* res = nullptr;
HRESULT hr = D3D::device->CreateBlendState(&desc, &res);
if (FAILED(hr))
PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__);
D3D::SetDebugObjectName(res, "blend state used to emulate the GX pipeline");
m_blend.emplace(state.hex, 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(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(res, "rasterizer state used to emulate the GX pipeline");
m_raster.emplace(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_GREATER;
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_GREATER, D3D11_COMPARISON_EQUAL,
D3D11_COMPARISON_GREATER_EQUAL, D3D11_COMPARISON_LESS, D3D11_COMPARISON_NOT_EQUAL,
D3D11_COMPARISON_LESS_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(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.emplace(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