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dxvk/src/d3d11/d3d11_rasterizer.cpp

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#include "d3d11_device.h"
#include "d3d11_rasterizer.h"
namespace dxvk {
D3D11RasterizerState::D3D11RasterizerState(
D3D11Device* device,
const D3D11_RASTERIZER_DESC2& desc)
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: m_device(device), m_desc(desc), m_d3d10(this) {
// Polygon mode. Determines whether the rasterizer fills
// a polygon or renders lines connecting the vertices.
switch (desc.FillMode) {
default:
case D3D11_FILL_SOLID: m_state.polygonMode = VK_POLYGON_MODE_FILL; break;
case D3D11_FILL_WIREFRAME: m_state.polygonMode = VK_POLYGON_MODE_LINE; break;
}
// Face culling properties. The rasterizer may discard
// polygons that are facing towards or away from the
// viewer, depending on the options below.
switch (desc.CullMode) {
default:
case D3D11_CULL_NONE: m_state.cullMode = VK_CULL_MODE_NONE; break;
case D3D11_CULL_FRONT: m_state.cullMode = VK_CULL_MODE_FRONT_BIT; break;
case D3D11_CULL_BACK: m_state.cullMode = VK_CULL_MODE_BACK_BIT; break;
}
m_state.frontFace = desc.FrontCounterClockwise
? VK_FRONT_FACE_COUNTER_CLOCKWISE
: VK_FRONT_FACE_CLOCKWISE;
// In the backend we treat depth bias as a dynamic state because
// some games like to put random/uninitialized numbers here, but
// we do not need to enable it in case the parameters are both 0.
m_state.depthBiasEnable = desc.DepthBias != 0 || desc.SlopeScaledDepthBias != 0.0f;
m_state.depthClipEnable = desc.DepthClipEnable;
m_state.sampleCount = VkSampleCountFlags(desc.ForcedSampleCount);
m_depthBias.depthBiasConstant = float(desc.DepthBias);
m_depthBias.depthBiasSlope = desc.SlopeScaledDepthBias;
m_depthBias.depthBiasClamp = desc.DepthBiasClamp;
if (desc.AntialiasedLineEnable)
Logger::err("D3D11RasterizerState: Antialiased lines not supported");
}
D3D11RasterizerState::~D3D11RasterizerState() {
}
ULONG STDMETHODCALLTYPE D3D11RasterizerState::AddRef() {
ULONG refCount = m_refCount++;
if (!refCount)
m_device->AddRef();
return refCount;
}
ULONG STDMETHODCALLTYPE D3D11RasterizerState::Release() {
ULONG refCount = --m_refCount;
if (!refCount)
m_device->Release();
return refCount;
}
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HRESULT STDMETHODCALLTYPE D3D11RasterizerState::QueryInterface(REFIID riid, void** ppvObject) {
if (ppvObject == nullptr)
return E_POINTER;
*ppvObject = nullptr;
if (riid == __uuidof(IUnknown)
|| riid == __uuidof(ID3D11DeviceChild)
|| riid == __uuidof(ID3D11RasterizerState)
|| riid == __uuidof(ID3D11RasterizerState1)
|| riid == __uuidof(ID3D11RasterizerState2)) {
*ppvObject = ref(this);
return S_OK;
}
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if (riid == __uuidof(ID3D10DeviceChild)
|| riid == __uuidof(ID3D10RasterizerState)) {
*ppvObject = ref(&m_d3d10);
return S_OK;
}
Logger::warn("D3D11RasterizerState::QueryInterface: Unknown interface query");
Logger::warn(str::format(riid));
return E_NOINTERFACE;
}
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void STDMETHODCALLTYPE D3D11RasterizerState::GetDevice(ID3D11Device** ppDevice) {
*ppDevice = ref(m_device);
}
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void STDMETHODCALLTYPE D3D11RasterizerState::GetDesc(D3D11_RASTERIZER_DESC* pDesc) {
pDesc->FillMode = m_desc.FillMode;
pDesc->CullMode = m_desc.CullMode;
pDesc->FrontCounterClockwise = m_desc.FrontCounterClockwise;
pDesc->DepthBias = m_desc.DepthBias;
pDesc->DepthBiasClamp = m_desc.DepthBiasClamp;
pDesc->SlopeScaledDepthBias = m_desc.SlopeScaledDepthBias;
pDesc->DepthClipEnable = m_desc.DepthClipEnable;
pDesc->ScissorEnable = m_desc.ScissorEnable;
pDesc->MultisampleEnable = m_desc.MultisampleEnable;
pDesc->AntialiasedLineEnable = m_desc.AntialiasedLineEnable;
}
void STDMETHODCALLTYPE D3D11RasterizerState::GetDesc1(D3D11_RASTERIZER_DESC1* pDesc) {
pDesc->FillMode = m_desc.FillMode;
pDesc->CullMode = m_desc.CullMode;
pDesc->FrontCounterClockwise = m_desc.FrontCounterClockwise;
pDesc->DepthBias = m_desc.DepthBias;
pDesc->DepthBiasClamp = m_desc.DepthBiasClamp;
pDesc->SlopeScaledDepthBias = m_desc.SlopeScaledDepthBias;
pDesc->DepthClipEnable = m_desc.DepthClipEnable;
pDesc->ScissorEnable = m_desc.ScissorEnable;
pDesc->MultisampleEnable = m_desc.MultisampleEnable;
pDesc->AntialiasedLineEnable = m_desc.AntialiasedLineEnable;
pDesc->ForcedSampleCount = m_desc.ForcedSampleCount;
}
void STDMETHODCALLTYPE D3D11RasterizerState::GetDesc2(D3D11_RASTERIZER_DESC2* pDesc) {
*pDesc = m_desc;
}
void D3D11RasterizerState::BindToContext(const Rc<DxvkContext>& ctx) {
ctx->setRasterizerState(m_state);
if (m_state.depthBiasEnable)
ctx->setDepthBias(m_depthBias);
}
D3D11_RASTERIZER_DESC2 D3D11RasterizerState::PromoteDesc(
const D3D11_RASTERIZER_DESC* pSrcDesc) {
D3D11_RASTERIZER_DESC2 dstDesc;
dstDesc.FillMode = pSrcDesc->FillMode;
dstDesc.CullMode = pSrcDesc->CullMode;
dstDesc.FrontCounterClockwise = pSrcDesc->FrontCounterClockwise;
dstDesc.DepthBias = pSrcDesc->DepthBias;
dstDesc.DepthBiasClamp = pSrcDesc->DepthBiasClamp;
dstDesc.SlopeScaledDepthBias = pSrcDesc->SlopeScaledDepthBias;
dstDesc.DepthClipEnable = pSrcDesc->DepthClipEnable;
dstDesc.ScissorEnable = pSrcDesc->ScissorEnable;
dstDesc.MultisampleEnable = pSrcDesc->MultisampleEnable;
dstDesc.AntialiasedLineEnable = pSrcDesc->AntialiasedLineEnable;
dstDesc.ForcedSampleCount = 0;
dstDesc.ConservativeRaster = D3D11_CONSERVATIVE_RASTERIZATION_MODE_OFF;
return dstDesc;
}
D3D11_RASTERIZER_DESC2 D3D11RasterizerState::PromoteDesc(
const D3D11_RASTERIZER_DESC1* pSrcDesc) {
D3D11_RASTERIZER_DESC2 dstDesc;
dstDesc.FillMode = pSrcDesc->FillMode;
dstDesc.CullMode = pSrcDesc->CullMode;
dstDesc.FrontCounterClockwise = pSrcDesc->FrontCounterClockwise;
dstDesc.DepthBias = pSrcDesc->DepthBias;
dstDesc.DepthBiasClamp = pSrcDesc->DepthBiasClamp;
dstDesc.SlopeScaledDepthBias = pSrcDesc->SlopeScaledDepthBias;
dstDesc.DepthClipEnable = pSrcDesc->DepthClipEnable;
dstDesc.ScissorEnable = pSrcDesc->ScissorEnable;
dstDesc.MultisampleEnable = pSrcDesc->MultisampleEnable;
dstDesc.AntialiasedLineEnable = pSrcDesc->AntialiasedLineEnable;
dstDesc.ForcedSampleCount = 0;
dstDesc.ConservativeRaster = D3D11_CONSERVATIVE_RASTERIZATION_MODE_OFF;
return dstDesc;
}
HRESULT D3D11RasterizerState::NormalizeDesc(
D3D11_RASTERIZER_DESC2* pDesc) {
if (pDesc->FillMode < D3D11_FILL_WIREFRAME
|| pDesc->FillMode > D3D11_FILL_SOLID)
return E_INVALIDARG;
if (pDesc->CullMode < D3D11_CULL_NONE
|| pDesc->CullMode > D3D11_CULL_BACK)
return E_INVALIDARG;
if (pDesc->FrontCounterClockwise)
pDesc->FrontCounterClockwise = TRUE;
if (pDesc->DepthClipEnable)
pDesc->DepthClipEnable = TRUE;
if (pDesc->ScissorEnable)
pDesc->ScissorEnable = TRUE;
if (pDesc->MultisampleEnable)
pDesc->MultisampleEnable = TRUE;
if (pDesc->AntialiasedLineEnable)
pDesc->AntialiasedLineEnable = TRUE;
if (pDesc->ForcedSampleCount != 0) {
if (FAILED(DecodeSampleCount(pDesc->ForcedSampleCount, nullptr)))
return E_INVALIDARG;
}
// Conservative rasterization currently not supported
if (pDesc->ConservativeRaster != D3D11_CONSERVATIVE_RASTERIZATION_MODE_OFF)
return E_INVALIDARG;
return S_OK;
}
}