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-rw-r--r--Source/Core/VideoBackends/D3D/StateCache.cpp280
1 files changed, 280 insertions, 0 deletions
diff --git a/Source/Core/VideoBackends/D3D/StateCache.cpp b/Source/Core/VideoBackends/D3D/StateCache.cpp
new file mode 100644
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+++ b/Source/Core/VideoBackends/D3D/StateCache.cpp
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+// Copyright 2013 Dolphin Emulator Project
+// Licensed under GPLv2
+// Refer to the license.txt file included.
+
+#include "VideoBackends/D3D/StateCache.h"
+
+namespace DX11
+{
+
+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 = 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)
+{
+ 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 = (D3D11_COLOR_WRITE_ENABLE)state.write_mask;
+ blenddc.RenderTarget[0].SrcBlend = (D3D11_BLEND)state.src_blend;
+ blenddc.RenderTarget[0].DestBlend = (D3D11_BLEND)state.dst_blend;
+ blenddc.RenderTarget[0].BlendOp = (D3D11_BLEND_OP)state.blend_op;
+ blenddc.RenderTarget[0].SrcBlendAlpha = (D3D11_BLEND)state.src_blend;
+ blenddc.RenderTarget[0].DestBlendAlpha = (D3D11_BLEND)state.dst_blend;
+ blenddc.RenderTarget[0].BlendOpAlpha = (D3D11_BLEND_OP)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,
+ (D3D11_CULL_MODE)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