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430 lines
14 KiB
C++
430 lines
14 KiB
C++
// Copyright 2014 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <array>
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#include "Common/BitSet.h"
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#include "Common/CommonTypes.h"
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#include "Common/Logging/Log.h"
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#include "Common/MsgHandler.h"
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3D/D3DState.h"
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#include "VideoCommon/VideoConfig.h"
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namespace DX11
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{
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namespace D3D
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{
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StateManager* stateman;
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StateManager::StateManager() = default;
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StateManager::~StateManager() = default;
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void StateManager::Apply()
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{
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if (!m_dirtyFlags)
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return;
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int textureMaskShift = LeastSignificantSetBit((u32)DirtyFlag_Texture0);
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int samplerMaskShift = LeastSignificantSetBit((u32)DirtyFlag_Sampler0);
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u32 dirtyTextures =
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(m_dirtyFlags &
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(DirtyFlag_Texture0 | DirtyFlag_Texture1 | DirtyFlag_Texture2 | DirtyFlag_Texture3 |
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DirtyFlag_Texture4 | DirtyFlag_Texture5 | DirtyFlag_Texture6 | DirtyFlag_Texture7)) >>
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textureMaskShift;
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u32 dirtySamplers =
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(m_dirtyFlags &
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(DirtyFlag_Sampler0 | DirtyFlag_Sampler1 | DirtyFlag_Sampler2 | DirtyFlag_Sampler3 |
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DirtyFlag_Sampler4 | DirtyFlag_Sampler5 | DirtyFlag_Sampler6 | DirtyFlag_Sampler7)) >>
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samplerMaskShift;
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u32 dirtyConstants = m_dirtyFlags & (DirtyFlag_PixelConstants | DirtyFlag_VertexConstants |
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DirtyFlag_GeometryConstants);
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u32 dirtyShaders =
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m_dirtyFlags & (DirtyFlag_PixelShader | DirtyFlag_VertexShader | DirtyFlag_GeometryShader);
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u32 dirtyBuffers = m_dirtyFlags & (DirtyFlag_VertexBuffer | DirtyFlag_IndexBuffer);
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if (dirtyConstants)
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{
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if (m_current.pixelConstants[0] != m_pending.pixelConstants[0] ||
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m_current.pixelConstants[1] != m_pending.pixelConstants[1])
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{
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D3D::context->PSSetConstantBuffers(0, m_pending.pixelConstants[1] ? 2 : 1,
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m_pending.pixelConstants.data());
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m_current.pixelConstants[0] = m_pending.pixelConstants[0];
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m_current.pixelConstants[1] = m_pending.pixelConstants[1];
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}
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if (m_current.vertexConstants != m_pending.vertexConstants)
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{
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D3D::context->VSSetConstantBuffers(0, 1, &m_pending.vertexConstants);
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m_current.vertexConstants = m_pending.vertexConstants;
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}
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if (m_current.geometryConstants != m_pending.geometryConstants)
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{
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D3D::context->GSSetConstantBuffers(0, 1, &m_pending.geometryConstants);
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m_current.geometryConstants = m_pending.geometryConstants;
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}
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}
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if (dirtyBuffers || (m_dirtyFlags & DirtyFlag_InputAssembler))
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{
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if (m_current.vertexBuffer != m_pending.vertexBuffer ||
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m_current.vertexBufferStride != m_pending.vertexBufferStride ||
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m_current.vertexBufferOffset != m_pending.vertexBufferOffset)
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{
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D3D::context->IASetVertexBuffers(0, 1, &m_pending.vertexBuffer, &m_pending.vertexBufferStride,
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&m_pending.vertexBufferOffset);
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m_current.vertexBuffer = m_pending.vertexBuffer;
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m_current.vertexBufferStride = m_pending.vertexBufferStride;
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m_current.vertexBufferOffset = m_pending.vertexBufferOffset;
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}
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if (m_current.indexBuffer != m_pending.indexBuffer)
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{
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D3D::context->IASetIndexBuffer(m_pending.indexBuffer, DXGI_FORMAT_R16_UINT, 0);
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m_current.indexBuffer = m_pending.indexBuffer;
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}
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if (m_current.topology != m_pending.topology)
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{
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D3D::context->IASetPrimitiveTopology(m_pending.topology);
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m_current.topology = m_pending.topology;
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}
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if (m_current.inputLayout != m_pending.inputLayout)
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{
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D3D::context->IASetInputLayout(m_pending.inputLayout);
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m_current.inputLayout = m_pending.inputLayout;
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}
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}
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while (dirtyTextures)
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{
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int index = LeastSignificantSetBit(dirtyTextures);
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if (m_current.textures[index] != m_pending.textures[index])
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{
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D3D::context->PSSetShaderResources(index, 1, &m_pending.textures[index]);
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m_current.textures[index] = m_pending.textures[index];
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}
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dirtyTextures &= ~(1 << index);
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}
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while (dirtySamplers)
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{
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int index = LeastSignificantSetBit(dirtySamplers);
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if (m_current.samplers[index] != m_pending.samplers[index])
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{
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D3D::context->PSSetSamplers(index, 1, &m_pending.samplers[index]);
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m_current.samplers[index] = m_pending.samplers[index];
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}
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dirtySamplers &= ~(1 << index);
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}
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if (dirtyShaders)
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{
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if (m_current.pixelShader != m_pending.pixelShader)
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{
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D3D::context->PSSetShader(m_pending.pixelShader, nullptr, 0);
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m_current.pixelShader = m_pending.pixelShader;
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}
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if (m_current.vertexShader != m_pending.vertexShader)
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{
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D3D::context->VSSetShader(m_pending.vertexShader, nullptr, 0);
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m_current.vertexShader = m_pending.vertexShader;
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}
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if (m_current.geometryShader != m_pending.geometryShader)
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{
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D3D::context->GSSetShader(m_pending.geometryShader, nullptr, 0);
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m_current.geometryShader = m_pending.geometryShader;
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}
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}
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if (m_dirtyFlags & DirtyFlag_BlendState)
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{
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D3D::context->OMSetBlendState(m_pending.blendState, nullptr, 0xFFFFFFFF);
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m_current.blendState = m_pending.blendState;
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}
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if (m_dirtyFlags & DirtyFlag_DepthState)
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{
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D3D::context->OMSetDepthStencilState(m_pending.depthState, 0);
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m_current.depthState = m_pending.depthState;
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}
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if (m_dirtyFlags & DirtyFlag_RasterizerState)
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{
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D3D::context->RSSetState(m_pending.rasterizerState);
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m_current.rasterizerState = m_pending.rasterizerState;
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}
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m_dirtyFlags = 0;
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}
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u32 StateManager::UnsetTexture(ID3D11ShaderResourceView* srv)
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{
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u32 mask = 0;
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for (u32 index = 0; index < 8; ++index)
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{
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if (m_current.textures[index] == srv)
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{
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SetTexture(index, nullptr);
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mask |= 1 << index;
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}
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}
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return mask;
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}
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void StateManager::SetTextureByMask(u32 textureSlotMask, ID3D11ShaderResourceView* srv)
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{
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while (textureSlotMask)
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{
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int index = LeastSignificantSetBit(textureSlotMask);
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SetTexture(index, srv);
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textureSlotMask &= ~(1 << index);
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}
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}
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} // namespace D3D
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StateCache::~StateCache()
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{
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for (auto& it : m_depth)
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SAFE_RELEASE(it.second);
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for (auto& it : m_raster)
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SAFE_RELEASE(it.second);
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for (auto& it : m_blend)
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SAFE_RELEASE(it.second);
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for (auto& it : m_sampler)
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SAFE_RELEASE(it.second);
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}
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ID3D11SamplerState* StateCache::Get(SamplerState state)
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{
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auto it = m_sampler.find(state.hex);
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if (it != m_sampler.end())
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return it->second;
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D3D11_SAMPLER_DESC sampdc = CD3D11_SAMPLER_DESC(CD3D11_DEFAULT());
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if (state.mipmap_filter == SamplerState::Filter::Linear)
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{
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if (state.min_filter == SamplerState::Filter::Linear)
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sampdc.Filter = (state.mag_filter == SamplerState::Filter::Linear) ?
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D3D11_FILTER_MIN_MAG_MIP_LINEAR :
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D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR;
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else
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sampdc.Filter = (state.mag_filter == SamplerState::Filter::Linear) ?
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D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR :
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D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR;
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}
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else
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{
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if (state.min_filter == SamplerState::Filter::Linear)
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sampdc.Filter = (state.mag_filter == SamplerState::Filter::Linear) ?
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D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT :
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D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT;
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else
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sampdc.Filter = (state.mag_filter == SamplerState::Filter::Linear) ?
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D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT :
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D3D11_FILTER_MIN_MAG_MIP_POINT;
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}
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static constexpr std::array<D3D11_TEXTURE_ADDRESS_MODE, 3> address_modes = {
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{D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_WRAP, D3D11_TEXTURE_ADDRESS_MIRROR}};
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sampdc.AddressU = address_modes[static_cast<u32>(state.wrap_u.Value())];
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sampdc.AddressV = address_modes[static_cast<u32>(state.wrap_v.Value())];
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sampdc.MaxLOD = state.max_lod / 16.f;
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sampdc.MinLOD = state.min_lod / 16.f;
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sampdc.MipLODBias = (s32)state.lod_bias / 256.f;
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if (state.anisotropic_filtering)
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{
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sampdc.Filter = D3D11_FILTER_ANISOTROPIC;
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sampdc.MaxAnisotropy = 1u << g_ActiveConfig.iMaxAnisotropy;
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}
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ID3D11SamplerState* res = nullptr;
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HRESULT hr = D3D::device->CreateSamplerState(&sampdc, &res);
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if (FAILED(hr))
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PanicAlert("Fail %s %d\n", __FILE__, __LINE__);
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D3D::SetDebugObjectName(res, "sampler state used to emulate the GX pipeline");
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m_sampler.emplace(state.hex, res);
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return res;
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}
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ID3D11BlendState* StateCache::Get(BlendingState state)
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{
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auto it = m_blend.find(state.hex);
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if (it != m_blend.end())
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return it->second;
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if (state.logicopenable && D3D::device1)
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{
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D3D11_BLEND_DESC1 desc = {};
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D3D11_RENDER_TARGET_BLEND_DESC1& tdesc = desc.RenderTarget[0];
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if (state.colorupdate)
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tdesc.RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN |
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D3D11_COLOR_WRITE_ENABLE_BLUE;
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else
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tdesc.RenderTargetWriteMask = 0;
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if (state.alphaupdate)
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tdesc.RenderTargetWriteMask |= D3D11_COLOR_WRITE_ENABLE_ALPHA;
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static constexpr std::array<D3D11_LOGIC_OP, 16> logic_ops = {
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{D3D11_LOGIC_OP_CLEAR, D3D11_LOGIC_OP_AND, D3D11_LOGIC_OP_AND_REVERSE, D3D11_LOGIC_OP_COPY,
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D3D11_LOGIC_OP_AND_INVERTED, D3D11_LOGIC_OP_NOOP, D3D11_LOGIC_OP_XOR, D3D11_LOGIC_OP_OR,
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D3D11_LOGIC_OP_NOR, D3D11_LOGIC_OP_EQUIV, D3D11_LOGIC_OP_INVERT, D3D11_LOGIC_OP_OR_REVERSE,
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D3D11_LOGIC_OP_COPY_INVERTED, D3D11_LOGIC_OP_OR_INVERTED, D3D11_LOGIC_OP_NAND,
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D3D11_LOGIC_OP_SET}};
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tdesc.LogicOpEnable = TRUE;
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tdesc.LogicOp = logic_ops[state.logicmode];
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ID3D11BlendState1* res;
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HRESULT hr = D3D::device1->CreateBlendState1(&desc, &res);
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if (SUCCEEDED(hr))
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{
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D3D::SetDebugObjectName(res, "blend state used to emulate the GX pipeline");
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m_blend.emplace(state.hex, res);
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return res;
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}
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}
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D3D11_BLEND_DESC desc = {};
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desc.AlphaToCoverageEnable = FALSE;
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desc.IndependentBlendEnable = FALSE;
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D3D11_RENDER_TARGET_BLEND_DESC& tdesc = desc.RenderTarget[0];
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tdesc.BlendEnable = state.blendenable;
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if (state.colorupdate)
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tdesc.RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN |
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D3D11_COLOR_WRITE_ENABLE_BLUE;
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else
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tdesc.RenderTargetWriteMask = 0;
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if (state.alphaupdate)
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tdesc.RenderTargetWriteMask |= D3D11_COLOR_WRITE_ENABLE_ALPHA;
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const bool use_dual_source = state.usedualsrc;
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const std::array<D3D11_BLEND, 8> src_factors = {
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{D3D11_BLEND_ZERO, D3D11_BLEND_ONE, D3D11_BLEND_DEST_COLOR, D3D11_BLEND_INV_DEST_COLOR,
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use_dual_source ? D3D11_BLEND_SRC1_ALPHA : D3D11_BLEND_SRC_ALPHA,
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use_dual_source ? D3D11_BLEND_INV_SRC1_ALPHA : D3D11_BLEND_INV_SRC_ALPHA,
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D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA}};
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const std::array<D3D11_BLEND, 8> dst_factors = {
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{D3D11_BLEND_ZERO, D3D11_BLEND_ONE, D3D11_BLEND_SRC_COLOR, D3D11_BLEND_INV_SRC_COLOR,
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use_dual_source ? D3D11_BLEND_SRC1_ALPHA : D3D11_BLEND_SRC_ALPHA,
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use_dual_source ? D3D11_BLEND_INV_SRC1_ALPHA : D3D11_BLEND_INV_SRC_ALPHA,
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D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA}};
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tdesc.SrcBlend = src_factors[state.srcfactor];
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tdesc.SrcBlendAlpha = src_factors[state.srcfactoralpha];
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tdesc.DestBlend = dst_factors[state.dstfactor];
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tdesc.DestBlendAlpha = dst_factors[state.dstfactoralpha];
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tdesc.BlendOp = state.subtract ? D3D11_BLEND_OP_REV_SUBTRACT : D3D11_BLEND_OP_ADD;
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tdesc.BlendOpAlpha = state.subtractAlpha ? D3D11_BLEND_OP_REV_SUBTRACT : D3D11_BLEND_OP_ADD;
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ID3D11BlendState* res = nullptr;
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HRESULT hr = D3D::device->CreateBlendState(&desc, &res);
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if (FAILED(hr))
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PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__);
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D3D::SetDebugObjectName(res, "blend state used to emulate the GX pipeline");
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m_blend.emplace(state.hex, res);
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return res;
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}
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ID3D11RasterizerState* StateCache::Get(RasterizationState state)
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{
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auto it = m_raster.find(state.hex);
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if (it != m_raster.end())
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return it->second;
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static constexpr std::array<D3D11_CULL_MODE, 4> cull_modes = {
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{D3D11_CULL_NONE, D3D11_CULL_BACK, D3D11_CULL_FRONT, D3D11_CULL_BACK}};
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D3D11_RASTERIZER_DESC desc = {};
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desc.FillMode = D3D11_FILL_SOLID;
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desc.CullMode = cull_modes[state.cullmode];
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desc.ScissorEnable = TRUE;
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ID3D11RasterizerState* res = nullptr;
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HRESULT hr = D3D::device->CreateRasterizerState(&desc, &res);
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if (FAILED(hr))
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PanicAlert("Failed to create rasterizer state at %s %d\n", __FILE__, __LINE__);
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D3D::SetDebugObjectName(res, "rasterizer state used to emulate the GX pipeline");
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m_raster.emplace(state.hex, res);
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return res;
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}
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ID3D11DepthStencilState* StateCache::Get(DepthState state)
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{
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auto it = m_depth.find(state.hex);
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if (it != m_depth.end())
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return it->second;
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D3D11_DEPTH_STENCIL_DESC depthdc = CD3D11_DEPTH_STENCIL_DESC(CD3D11_DEFAULT());
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depthdc.DepthEnable = TRUE;
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depthdc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
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depthdc.DepthFunc = D3D11_COMPARISON_GREATER;
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depthdc.StencilEnable = FALSE;
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depthdc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
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depthdc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
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// Less/greater are swapped due to inverted depth.
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const D3D11_COMPARISON_FUNC d3dCmpFuncs[8] = {
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D3D11_COMPARISON_NEVER, D3D11_COMPARISON_GREATER, D3D11_COMPARISON_EQUAL,
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D3D11_COMPARISON_GREATER_EQUAL, D3D11_COMPARISON_LESS, D3D11_COMPARISON_NOT_EQUAL,
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D3D11_COMPARISON_LESS_EQUAL, D3D11_COMPARISON_ALWAYS};
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if (state.testenable)
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{
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depthdc.DepthEnable = TRUE;
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depthdc.DepthWriteMask =
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state.updateenable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
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depthdc.DepthFunc = d3dCmpFuncs[state.func];
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}
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else
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{
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// if the test is disabled write is disabled too
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depthdc.DepthEnable = FALSE;
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depthdc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
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}
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ID3D11DepthStencilState* res = nullptr;
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HRESULT hr = D3D::device->CreateDepthStencilState(&depthdc, &res);
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if (SUCCEEDED(hr))
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D3D::SetDebugObjectName(res, "depth-stencil state used to emulate the GX pipeline");
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else
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PanicAlert("Failed to create depth state at %s %d\n", __FILE__, __LINE__);
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m_depth.emplace(state.hex, res);
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return res;
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}
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D3D11_PRIMITIVE_TOPOLOGY StateCache::GetPrimitiveTopology(PrimitiveType primitive)
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{
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static constexpr std::array<D3D11_PRIMITIVE_TOPOLOGY, 4> primitives = {
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{D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, D3D11_PRIMITIVE_TOPOLOGY_LINELIST,
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D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP}};
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return primitives[static_cast<u32>(primitive)];
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}
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} // namespace DX11
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