mirror of
https://github.com/doitsujin/dxvk.git
synced 2024-12-02 19:24:12 +01:00
[d3d11] Implemented D3D11BlendState1
This commit is contained in:
parent
2591bbdabd
commit
11d8eb3be4
@ -4,8 +4,8 @@
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namespace dxvk {
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D3D11BlendState::D3D11BlendState(
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D3D11Device* device,
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const D3D11_BLEND_DESC& desc)
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D3D11Device* device,
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const D3D11_BLEND_DESC1& desc)
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: m_device(device), m_desc(desc) {
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// If Independent Blend is disabled, we must ignore the
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// blend modes for render target 1 to 7. In Vulkan, all
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@ -24,10 +24,13 @@ namespace dxvk {
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m_msState.enableSampleShading = VK_FALSE;
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m_msState.minSampleShading = 0.0f;
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// In 11_0, there is no logic op state. Later versions
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// of D3D11 however put it into the blend state object.
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m_loState.enableLogicOp = VK_FALSE;
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m_loState.logicOp = VK_LOGIC_OP_NO_OP;
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// Vulkan only supports a global logic op for the blend
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// state, which might be problematic in some cases.
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if (desc.IndependentBlendEnable && desc.RenderTarget[0].LogicOpEnable)
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Logger::warn("D3D11: Per-target logic ops not supported");
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m_loState.enableLogicOp = desc.RenderTarget[0].LogicOpEnable;
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m_loState.logicOp = DecodeLogicOp(desc.RenderTarget[0].LogicOp);
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}
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@ -40,6 +43,7 @@ namespace dxvk {
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COM_QUERY_IFACE(riid, ppvObject, IUnknown);
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COM_QUERY_IFACE(riid, ppvObject, ID3D11DeviceChild);
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COM_QUERY_IFACE(riid, ppvObject, ID3D11BlendState);
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COM_QUERY_IFACE(riid, ppvObject, ID3D11BlendState1);
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Logger::warn("D3D11BlendState::QueryInterface: Unknown interface query");
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Logger::warn(str::format(riid));
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@ -53,6 +57,23 @@ namespace dxvk {
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void STDMETHODCALLTYPE D3D11BlendState::GetDesc(D3D11_BLEND_DESC* pDesc) {
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pDesc->AlphaToCoverageEnable = m_desc.AlphaToCoverageEnable;
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pDesc->IndependentBlendEnable = m_desc.IndependentBlendEnable;
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for (uint32_t i = 0; i < 8; i++) {
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pDesc->RenderTarget[i].BlendEnable = m_desc.RenderTarget[i].BlendEnable;
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pDesc->RenderTarget[i].SrcBlend = m_desc.RenderTarget[i].SrcBlend;
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pDesc->RenderTarget[i].DestBlend = m_desc.RenderTarget[i].DestBlend;
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pDesc->RenderTarget[i].BlendOp = m_desc.RenderTarget[i].BlendOp;
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pDesc->RenderTarget[i].SrcBlendAlpha = m_desc.RenderTarget[i].SrcBlendAlpha;
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pDesc->RenderTarget[i].DestBlendAlpha = m_desc.RenderTarget[i].DestBlendAlpha;
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pDesc->RenderTarget[i].BlendOpAlpha = m_desc.RenderTarget[i].BlendOpAlpha;
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pDesc->RenderTarget[i].RenderTargetWriteMask = m_desc.RenderTarget[i].RenderTargetWriteMask;
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}
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}
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void STDMETHODCALLTYPE D3D11BlendState::GetDesc1(D3D11_BLEND_DESC1* pDesc) {
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*pDesc = m_desc;
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}
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@ -76,8 +97,62 @@ namespace dxvk {
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}
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D3D11_BLEND_DESC1 D3D11BlendState::DefaultDesc() {
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D3D11_BLEND_DESC1 dstDesc;
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dstDesc.AlphaToCoverageEnable = FALSE;
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dstDesc.IndependentBlendEnable = FALSE;
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// 1-7 must be ignored if IndependentBlendEnable is disabled so
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// technically this is not needed, but since this structure is
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// going to be copied around we'll initialize it nonetheless
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for (uint32_t i = 0; i < 8; i++) {
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dstDesc.RenderTarget[i].BlendEnable = FALSE;
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dstDesc.RenderTarget[i].LogicOpEnable = FALSE;
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dstDesc.RenderTarget[i].SrcBlend = D3D11_BLEND_ONE;
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dstDesc.RenderTarget[i].DestBlend = D3D11_BLEND_ZERO;
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dstDesc.RenderTarget[i].BlendOp = D3D11_BLEND_OP_ADD;
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dstDesc.RenderTarget[i].SrcBlendAlpha = D3D11_BLEND_ONE;
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dstDesc.RenderTarget[i].DestBlendAlpha = D3D11_BLEND_ZERO;
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dstDesc.RenderTarget[i].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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dstDesc.RenderTarget[i].LogicOp = D3D11_LOGIC_OP_NOOP;
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dstDesc.RenderTarget[i].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
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}
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return dstDesc;
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}
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D3D11_BLEND_DESC1 D3D11BlendState::PromoteDesc(const D3D11_BLEND_DESC* pSrcDesc) {
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D3D11_BLEND_DESC1 dstDesc;
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dstDesc.AlphaToCoverageEnable = pSrcDesc->AlphaToCoverageEnable;
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dstDesc.IndependentBlendEnable = pSrcDesc->IndependentBlendEnable;
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for (uint32_t i = 0; i < 8; i++) {
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dstDesc.RenderTarget[i].BlendEnable = pSrcDesc->RenderTarget[i].BlendEnable;
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dstDesc.RenderTarget[i].LogicOpEnable = FALSE;
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dstDesc.RenderTarget[i].SrcBlend = pSrcDesc->RenderTarget[i].SrcBlend;
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dstDesc.RenderTarget[i].DestBlend = pSrcDesc->RenderTarget[i].DestBlend;
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dstDesc.RenderTarget[i].BlendOp = pSrcDesc->RenderTarget[i].BlendOp;
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dstDesc.RenderTarget[i].SrcBlendAlpha = pSrcDesc->RenderTarget[i].SrcBlendAlpha;
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dstDesc.RenderTarget[i].DestBlendAlpha = pSrcDesc->RenderTarget[i].DestBlendAlpha;
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dstDesc.RenderTarget[i].BlendOpAlpha = pSrcDesc->RenderTarget[i].BlendOpAlpha;
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dstDesc.RenderTarget[i].LogicOp = D3D11_LOGIC_OP_NOOP;
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dstDesc.RenderTarget[i].RenderTargetWriteMask = pSrcDesc->RenderTarget[i].RenderTargetWriteMask;
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}
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return dstDesc;
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}
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HRESULT D3D11BlendState::NormalizeDesc(D3D11_BLEND_DESC1* pDesc) {
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// TODO validate
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// TODO clear unused values
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return S_OK;
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}
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DxvkBlendMode D3D11BlendState::DecodeBlendMode(
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const D3D11_RENDER_TARGET_BLEND_DESC& BlendDesc) {
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const D3D11_RENDER_TARGET_BLEND_DESC1& BlendDesc) {
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DxvkBlendMode mode;
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mode.enableBlending = BlendDesc.BlendEnable;
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mode.colorSrcFactor = DecodeBlendFactor(BlendDesc.SrcBlend, false);
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@ -132,4 +207,30 @@ namespace dxvk {
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return VK_BLEND_OP_ADD;
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}
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VkLogicOp D3D11BlendState::DecodeLogicOp(D3D11_LOGIC_OP LogicOp) {
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switch (LogicOp) {
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case D3D11_LOGIC_OP_CLEAR: return VK_LOGIC_OP_CLEAR;
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case D3D11_LOGIC_OP_SET: return VK_LOGIC_OP_SET;
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case D3D11_LOGIC_OP_COPY: return VK_LOGIC_OP_COPY;
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case D3D11_LOGIC_OP_COPY_INVERTED: return VK_LOGIC_OP_COPY_INVERTED;
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case D3D11_LOGIC_OP_NOOP: return VK_LOGIC_OP_NO_OP;
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case D3D11_LOGIC_OP_INVERT: return VK_LOGIC_OP_INVERT;
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case D3D11_LOGIC_OP_AND: return VK_LOGIC_OP_AND;
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case D3D11_LOGIC_OP_NAND: return VK_LOGIC_OP_NAND;
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case D3D11_LOGIC_OP_OR: return VK_LOGIC_OP_OR;
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case D3D11_LOGIC_OP_NOR: return VK_LOGIC_OP_NOR;
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case D3D11_LOGIC_OP_XOR: return VK_LOGIC_OP_XOR;
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case D3D11_LOGIC_OP_EQUIV: return VK_LOGIC_OP_EQUIVALENT;
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case D3D11_LOGIC_OP_AND_REVERSE: return VK_LOGIC_OP_AND_REVERSE;
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case D3D11_LOGIC_OP_AND_INVERTED: return VK_LOGIC_OP_AND_INVERTED;
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case D3D11_LOGIC_OP_OR_REVERSE: return VK_LOGIC_OP_OR_REVERSE;
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case D3D11_LOGIC_OP_OR_INVERTED: return VK_LOGIC_OP_OR_INVERTED;
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}
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if (LogicOp != 0)
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Logger::err(str::format("D3D11: Invalid logic op: ", LogicOp));
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return VK_LOGIC_OP_NO_OP;
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}
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}
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@ -9,15 +9,15 @@ namespace dxvk {
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class D3D11Device;
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class D3D11BlendState : public D3D11DeviceChild<ID3D11BlendState> {
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class D3D11BlendState : public D3D11DeviceChild<ID3D11BlendState1> {
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public:
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using DescType = D3D11_BLEND_DESC;
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using DescType = D3D11_BLEND_DESC1;
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D3D11BlendState(
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D3D11Device* device,
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const D3D11_BLEND_DESC& desc);
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D3D11Device* device,
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const D3D11_BLEND_DESC1& desc);
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~D3D11BlendState();
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HRESULT STDMETHODCALLTYPE QueryInterface(
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@ -30,21 +30,32 @@ namespace dxvk {
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void STDMETHODCALLTYPE GetDesc(
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D3D11_BLEND_DESC* pDesc) final;
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void STDMETHODCALLTYPE GetDesc1(
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D3D11_BLEND_DESC1* pDesc) final;
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void BindToContext(
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const Rc<DxvkContext>& ctx,
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UINT sampleMask) const;
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static D3D11_BLEND_DESC1 DefaultDesc();
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static D3D11_BLEND_DESC1 PromoteDesc(
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const D3D11_BLEND_DESC* pSrcDesc);
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static HRESULT NormalizeDesc(
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D3D11_BLEND_DESC1* pDesc);
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private:
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D3D11Device* const m_device;
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D3D11_BLEND_DESC m_desc;
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D3D11_BLEND_DESC1 m_desc;
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std::array<DxvkBlendMode, 8> m_blendModes;
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DxvkMultisampleState m_msState;
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DxvkLogicOpState m_loState;
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static DxvkBlendMode DecodeBlendMode(
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const D3D11_RENDER_TARGET_BLEND_DESC& BlendDesc);
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const D3D11_RENDER_TARGET_BLEND_DESC1& BlendDesc);
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static VkBlendFactor DecodeBlendFactor(
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D3D11_BLEND BlendFactor,
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@ -53,6 +64,9 @@ namespace dxvk {
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static VkBlendOp DecodeBlendOp(
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D3D11_BLEND_OP BlendOp);
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static VkLogicOp DecodeLogicOp(
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D3D11_LOGIC_OP LogicOp);
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};
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}
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@ -1080,28 +1080,12 @@ namespace dxvk {
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HRESULT STDMETHODCALLTYPE D3D11Device::CreateBlendState(
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const D3D11_BLEND_DESC* pBlendStateDesc,
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ID3D11BlendState** ppBlendState) {
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D3D11_BLEND_DESC desc;
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D3D11_BLEND_DESC1 desc = pBlendStateDesc != nullptr
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? D3D11BlendState::PromoteDesc(pBlendStateDesc)
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: D3D11BlendState::DefaultDesc();
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if (pBlendStateDesc != nullptr) {
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desc = *pBlendStateDesc;
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} else {
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desc.AlphaToCoverageEnable = FALSE;
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desc.IndependentBlendEnable = FALSE;
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// 1-7 must be ignored if IndependentBlendEnable is disabled so
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// technically this is not needed, but since this structure is
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// going to be copied around we'll initialize it nonetheless
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for (uint32_t i = 0; i < 8; i++) {
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desc.RenderTarget[i].BlendEnable = FALSE;
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desc.RenderTarget[i].SrcBlend = D3D11_BLEND_ONE;
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desc.RenderTarget[i].DestBlend = D3D11_BLEND_ZERO;
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desc.RenderTarget[i].BlendOp = D3D11_BLEND_OP_ADD;
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desc.RenderTarget[i].SrcBlendAlpha = D3D11_BLEND_ONE;
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desc.RenderTarget[i].DestBlendAlpha = D3D11_BLEND_ZERO;
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desc.RenderTarget[i].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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desc.RenderTarget[i].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
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}
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}
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if (FAILED(D3D11BlendState::NormalizeDesc(&desc)))
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return E_INVALIDARG;
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if (ppBlendState != nullptr) {
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*ppBlendState = m_bsStateObjects.Create(this, desc);
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@ -1113,8 +1097,17 @@ namespace dxvk {
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HRESULT STDMETHODCALLTYPE D3D11Device::CreateBlendState1(
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const D3D11_BLEND_DESC1* pBlendStateDesc,
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ID3D11BlendState1** ppBlendState) {
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Logger::err("D3D11Device::CreateBlendState1: Not implemented");
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return E_NOTIMPL;
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D3D11_BLEND_DESC1 desc = pBlendStateDesc != nullptr
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? *pBlendStateDesc
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: D3D11BlendState::DefaultDesc();
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if (FAILED(D3D11BlendState::NormalizeDesc(&desc)))
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return E_INVALIDARG;
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if (ppBlendState != nullptr) {
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*ppBlendState = m_bsStateObjects.Create(this, desc);
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return S_OK;
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} return S_FALSE;
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}
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@ -72,6 +72,7 @@ namespace dxvk {
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COM_QUERY_IFACE(riid, ppvObject, IUnknown);
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COM_QUERY_IFACE(riid, ppvObject, ID3D11DeviceChild);
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COM_QUERY_IFACE(riid, ppvObject, ID3D11RasterizerState);
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COM_QUERY_IFACE(riid, ppvObject, ID3D11RasterizerState1);
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Logger::warn("D3D11RasterizerState::QueryInterface: Unknown interface query");
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Logger::warn(str::format(riid));
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@ -3,7 +3,7 @@
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namespace dxvk {
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size_t D3D11StateDescHash::operator () (
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const D3D11_BLEND_DESC& desc) const {
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const D3D11_BLEND_DESC1& desc) const {
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DxvkHashState hash;
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hash.add(desc.AlphaToCoverageEnable);
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hash.add(desc.IndependentBlendEnable);
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@ -64,15 +64,17 @@ namespace dxvk {
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size_t D3D11StateDescHash::operator () (
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const D3D11_RENDER_TARGET_BLEND_DESC& desc) const {
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const D3D11_RENDER_TARGET_BLEND_DESC1& desc) const {
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DxvkHashState hash;
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hash.add(desc.BlendEnable);
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hash.add(desc.LogicOpEnable);
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hash.add(desc.SrcBlend);
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hash.add(desc.DestBlend);
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hash.add(desc.BlendOp);
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hash.add(desc.SrcBlendAlpha);
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hash.add(desc.DestBlendAlpha);
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hash.add(desc.BlendOpAlpha);
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hash.add(desc.LogicOp);
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hash.add(desc.RenderTargetWriteMask);
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return hash;
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}
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@ -99,8 +101,8 @@ namespace dxvk {
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bool D3D11StateDescEqual::operator () (
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const D3D11_BLEND_DESC& a,
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const D3D11_BLEND_DESC& b) const {
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const D3D11_BLEND_DESC1& a,
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const D3D11_BLEND_DESC1& b) const {
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bool eq = a.AlphaToCoverageEnable == b.AlphaToCoverageEnable
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&& a.IndependentBlendEnable == b.IndependentBlendEnable;
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@ -157,15 +159,17 @@ namespace dxvk {
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bool D3D11StateDescEqual::operator () (
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const D3D11_RENDER_TARGET_BLEND_DESC& a,
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const D3D11_RENDER_TARGET_BLEND_DESC& b) const {
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const D3D11_RENDER_TARGET_BLEND_DESC1& a,
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const D3D11_RENDER_TARGET_BLEND_DESC1& b) const {
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return a.BlendEnable == b.BlendEnable
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&& a.LogicOpEnable == b.LogicOpEnable
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&& a.SrcBlend == b.SrcBlend
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&& a.DestBlend == b.DestBlend
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&& a.BlendOp == b.BlendOp
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&& a.SrcBlendAlpha == b.SrcBlendAlpha
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&& a.DestBlendAlpha == b.DestBlendAlpha
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&& a.BlendOpAlpha == b.BlendOpAlpha
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&& a.LogicOp == b.LogicOp
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&& a.RenderTargetWriteMask == b.RenderTargetWriteMask;
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}
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@ -12,21 +12,21 @@ namespace dxvk {
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class D3D11Device;
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struct D3D11StateDescHash {
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size_t operator () (const D3D11_BLEND_DESC& desc) const;
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size_t operator () (const D3D11_BLEND_DESC1& desc) const;
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size_t operator () (const D3D11_DEPTH_STENCILOP_DESC& desc) const;
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size_t operator () (const D3D11_DEPTH_STENCIL_DESC& desc) const;
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size_t operator () (const D3D11_RASTERIZER_DESC1& desc) const;
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size_t operator () (const D3D11_RENDER_TARGET_BLEND_DESC& desc) const;
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size_t operator () (const D3D11_RENDER_TARGET_BLEND_DESC1& desc) const;
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size_t operator () (const D3D11_SAMPLER_DESC& desc) const;
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};
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struct D3D11StateDescEqual {
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bool operator () (const D3D11_BLEND_DESC& a, const D3D11_BLEND_DESC& b) const;
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bool operator () (const D3D11_BLEND_DESC1& a, const D3D11_BLEND_DESC1& b) const;
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bool operator () (const D3D11_DEPTH_STENCILOP_DESC& a, const D3D11_DEPTH_STENCILOP_DESC& b) const;
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bool operator () (const D3D11_DEPTH_STENCIL_DESC& a, const D3D11_DEPTH_STENCIL_DESC& b) const;
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bool operator () (const D3D11_RASTERIZER_DESC1& a, const D3D11_RASTERIZER_DESC1& b) const;
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bool operator () (const D3D11_RENDER_TARGET_BLEND_DESC& a, const D3D11_RENDER_TARGET_BLEND_DESC& b) const;
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bool operator () (const D3D11_RENDER_TARGET_BLEND_DESC1& a, const D3D11_RENDER_TARGET_BLEND_DESC1& b) const;
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bool operator () (const D3D11_SAMPLER_DESC& a, const D3D11_SAMPLER_DESC& b) const;
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};
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