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dxvk/src/d3d11/d3d11_blend.cpp

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#include "d3d11_blend.h"
#include "d3d11_device.h"
namespace dxvk {
D3D11BlendState::D3D11BlendState(
D3D11Device* device,
const D3D11_BLEND_DESC& desc)
: m_device(device), m_desc(desc) {
// If Independent Blend is disabled, we must ignore the
// blend modes for render target 1 to 7. In Vulkan, all
// blend modes need to be identical in that case.
for (uint32_t i = 0; i < m_blendModes.size(); i++) {
m_blendModes.at(i) = DecodeBlendMode(
desc.IndependentBlendEnable
? desc.RenderTarget[i]
: desc.RenderTarget[0]);
}
// Multisample state is part of the blend state in D3D11
m_msState.sampleMask = 0; // Set during bind
m_msState.enableAlphaToCoverage = desc.AlphaToCoverageEnable;
m_msState.enableAlphaToOne = VK_FALSE;
m_msState.enableSampleShading = VK_FALSE;
m_msState.minSampleShading = 0.0f;
}
D3D11BlendState::~D3D11BlendState() {
}
HRESULT D3D11BlendState::QueryInterface(REFIID riid, void** ppvObject) {
COM_QUERY_IFACE(riid, ppvObject, IUnknown);
COM_QUERY_IFACE(riid, ppvObject, ID3D11DeviceChild);
COM_QUERY_IFACE(riid, ppvObject, ID3D11BlendState);
Logger::warn("D3D11BlendState::QueryInterface: Unknown interface query");
return E_NOINTERFACE;
}
void D3D11BlendState::GetDevice(ID3D11Device** ppDevice) {
*ppDevice = ref(m_device);
}
void D3D11BlendState::GetDesc(D3D11_BLEND_DESC* pDesc) {
*pDesc = m_desc;
}
void D3D11BlendState::BindToContext(
const Rc<DxvkContext>& ctx,
uint32_t sampleMask) const {
// We handled Independent Blend during object creation
// already, so if it is disabled, all elements in the
// blend mode array will be identical
for (uint32_t i = 0; i < m_blendModes.size(); i++)
ctx->setBlendMode(i, m_blendModes.at(i));
// The sample mask is dynamic state in D3D11
DxvkMultisampleState msState = m_msState;
msState.sampleMask = sampleMask;
ctx->setMultisampleState(msState);
}
DxvkBlendMode D3D11BlendState::DecodeBlendMode(
const D3D11_RENDER_TARGET_BLEND_DESC& blendDesc) {
DxvkBlendMode mode;
mode.enableBlending = blendDesc.BlendEnable;
mode.colorSrcFactor = DecodeBlendFactor(blendDesc.SrcBlend, false);
mode.colorDstFactor = DecodeBlendFactor(blendDesc.DestBlend, false);
mode.colorBlendOp = DecodeBlendOp(blendDesc.BlendOp);
mode.alphaSrcFactor = DecodeBlendFactor(blendDesc.SrcBlendAlpha, true);
mode.alphaDstFactor = DecodeBlendFactor(blendDesc.DestBlendAlpha, true);
mode.alphaBlendOp = DecodeBlendOp(blendDesc.BlendOpAlpha);
// TODO find out if D3D11 wants us to apply the write mask if blending
// is disabled as well. This is standard behaviour in Vulkan.
mode.writeMask = blendDesc.RenderTargetWriteMask;
return mode;
}
VkBlendFactor D3D11BlendState::DecodeBlendFactor(D3D11_BLEND blendFactor, bool isAlpha) {
switch (blendFactor) {
case D3D11_BLEND_ZERO: return VK_BLEND_FACTOR_ZERO;
case D3D11_BLEND_ONE: return VK_BLEND_FACTOR_ONE;
case D3D11_BLEND_SRC_COLOR: return VK_BLEND_FACTOR_SRC_COLOR;
case D3D11_BLEND_INV_SRC_COLOR: return VK_BLEND_FACTOR_ONE_MINUS_SRC_COLOR;
case D3D11_BLEND_SRC_ALPHA: return VK_BLEND_FACTOR_SRC_ALPHA;
case D3D11_BLEND_INV_SRC_ALPHA: return VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
case D3D11_BLEND_DEST_ALPHA: return VK_BLEND_FACTOR_DST_ALPHA;
case D3D11_BLEND_INV_DEST_ALPHA: return VK_BLEND_FACTOR_ONE_MINUS_DST_ALPHA;
case D3D11_BLEND_DEST_COLOR: return VK_BLEND_FACTOR_DST_COLOR;
case D3D11_BLEND_INV_DEST_COLOR: return VK_BLEND_FACTOR_ONE_MINUS_DST_COLOR;
case D3D11_BLEND_SRC_ALPHA_SAT: return VK_BLEND_FACTOR_SRC_ALPHA_SATURATE;
case D3D11_BLEND_BLEND_FACTOR: return isAlpha ? VK_BLEND_FACTOR_CONSTANT_ALPHA : VK_BLEND_FACTOR_CONSTANT_COLOR;
case D3D11_BLEND_INV_BLEND_FACTOR: return isAlpha ? VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_ALPHA : VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_COLOR;
case D3D11_BLEND_SRC1_COLOR: return VK_BLEND_FACTOR_SRC1_COLOR;
case D3D11_BLEND_INV_SRC1_COLOR: return VK_BLEND_FACTOR_ONE_MINUS_SRC1_COLOR;
case D3D11_BLEND_SRC1_ALPHA: return VK_BLEND_FACTOR_SRC1_ALPHA;
case D3D11_BLEND_INV_SRC1_ALPHA: return VK_BLEND_FACTOR_ONE_MINUS_SRC1_ALPHA;
}
Logger::err(str::format("D3D11: Invalid blend factor: ", blendFactor));
return VK_BLEND_FACTOR_ZERO;
}
VkBlendOp D3D11BlendState::DecodeBlendOp(D3D11_BLEND_OP blendOp) {
switch (blendOp) {
case D3D11_BLEND_OP_ADD: return VK_BLEND_OP_ADD;
case D3D11_BLEND_OP_SUBTRACT: return VK_BLEND_OP_SUBTRACT;
case D3D11_BLEND_OP_REV_SUBTRACT: return VK_BLEND_OP_REVERSE_SUBTRACT;
case D3D11_BLEND_OP_MIN: return VK_BLEND_OP_MIN;
case D3D11_BLEND_OP_MAX: return VK_BLEND_OP_MAX;
}
Logger::err(str::format("D3D11: Invalid blend op: ", blendOp));
return VK_BLEND_OP_ADD;
}
}