diff options
Diffstat (limited to 'Source/Core/VideoBackends/D3D/StateCache.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/D3D/StateCache.cpp | 280 |
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 index 0000000000..c1b351cd56 --- /dev/null +++ b/Source/Core/VideoBackends/D3D/StateCache.cpp @@ -0,0 +1,280 @@ +// 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 |
