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mirror of https://github.com/doitsujin/dxvk.git synced 2024-12-01 16:24:12 +01:00

[d3d11] Implemented blend state creation

This commit is contained in:
Philip Rebohle 2017-12-11 13:03:07 +01:00
parent 9b9840754d
commit 4144e3229a
13 changed files with 302 additions and 13 deletions

126
src/d3d11/d3d11_blend.cpp Normal file
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@ -0,0 +1,126 @@
#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;
}
}

57
src/d3d11/d3d11_blend.h Normal file
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@ -0,0 +1,57 @@
#pragma once
#include <dxvk_device.h>
#include "d3d11_device_child.h"
#include "d3d11_util.h"
namespace dxvk {
class D3D11Device;
class D3D11BlendState : public D3D11DeviceChild<ID3D11BlendState> {
public:
using DescType = D3D11_BLEND_DESC;
D3D11BlendState(
D3D11Device* device,
const D3D11_BLEND_DESC& desc);
~D3D11BlendState();
HRESULT QueryInterface(
REFIID riid,
void** ppvObject) final;
void GetDevice(
ID3D11Device **ppDevice) final;
void GetDesc(
D3D11_BLEND_DESC* pDesc) final;
void BindToContext(
const Rc<DxvkContext>& ctx,
uint32_t sampleMask) const;
private:
D3D11Device* const m_device;
D3D11_BLEND_DESC m_desc;
std::array<DxvkBlendMode, 8> m_blendModes;
DxvkMultisampleState m_msState;
static DxvkBlendMode DecodeBlendMode(
const D3D11_RENDER_TARGET_BLEND_DESC& blendDesc);
static VkBlendFactor DecodeBlendFactor(
D3D11_BLEND blendFactor,
bool isAlpha);
static VkBlendOp DecodeBlendOp(
D3D11_BLEND_OP blendOp);
};
}

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@ -1559,6 +1559,7 @@ namespace dxvk {
void D3D11DeviceContext::SetDefaultBlendState() {
DxvkMultisampleState msState;
msState.sampleMask = 0xffffffff;
msState.enableAlphaToCoverage = VK_FALSE;
msState.enableAlphaToOne = VK_FALSE;
msState.enableSampleShading = VK_FALSE;
@ -1579,9 +1580,9 @@ namespace dxvk {
blendMode.alphaDstFactor = VK_BLEND_FACTOR_ZERO;
blendMode.alphaBlendOp = VK_BLEND_OP_ADD;
blendMode.writeMask = VK_COLOR_COMPONENT_R_BIT
| VK_COLOR_COMPONENT_G_BIT
| VK_COLOR_COMPONENT_B_BIT
| VK_COLOR_COMPONENT_A_BIT;
| VK_COLOR_COMPONENT_G_BIT
| VK_COLOR_COMPONENT_B_BIT
| VK_COLOR_COMPONENT_A_BIT;
for (uint32_t i = 0; i < DxvkLimits::MaxNumRenderTargets; i++)
m_context->setBlendMode(i, blendMode);

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@ -802,8 +802,32 @@ namespace dxvk {
HRESULT D3D11Device::CreateBlendState(
const D3D11_BLEND_DESC* pBlendStateDesc,
ID3D11BlendState** ppBlendState) {
Logger::err("D3D11Device::CreateBlendState: Not implemented");
return E_NOTIMPL;
D3D11_BLEND_DESC desc;
if (pBlendStateDesc != nullptr) {
desc = *pBlendStateDesc;
} else {
desc.AlphaToCoverageEnable = FALSE;
desc.IndependentBlendEnable = FALSE;
// 1-7 must be ignored if IndependentBlendEnable is disabled so
// technically this is not needed, but since this structure is
// going to be copied around we'll initialize it nonetheless
for (uint32_t i = 0; i < 8; i++) {
desc.RenderTarget[i].BlendEnable = FALSE;
desc.RenderTarget[i].SrcBlend = D3D11_BLEND_ONE;
desc.RenderTarget[i].DestBlend = D3D11_BLEND_ZERO;
desc.RenderTarget[i].BlendOp = D3D11_BLEND_OP_ADD;
desc.RenderTarget[i].SrcBlendAlpha = D3D11_BLEND_ONE;
desc.RenderTarget[i].DestBlendAlpha = D3D11_BLEND_ZERO;
desc.RenderTarget[i].BlendOpAlpha = D3D11_BLEND_OP_ADD;
desc.RenderTarget[i].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
}
}
if (ppBlendState != nullptr)
*ppBlendState = m_bsStateObjects.Create(this, desc);
return S_OK;
}

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@ -248,6 +248,7 @@ namespace dxvk {
std::mutex m_resourceInitMutex;
Rc<DxvkContext> m_resourceInitContext;
D3D11StateObjectSet<D3D11BlendState> m_bsStateObjects;
D3D11StateObjectSet<D3D11DepthStencilState> m_dsStateObjects;
D3D11StateObjectSet<D3D11RasterizerState> m_rsStateObjects;

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@ -2,7 +2,25 @@
namespace dxvk {
size_t D3D11StateDescHash::operator () (const D3D11_DEPTH_STENCILOP_DESC& desc) const {
size_t D3D11StateDescHash::operator () (
const D3D11_BLEND_DESC& desc) const {
DxvkHashState hash;
hash.add(desc.AlphaToCoverageEnable);
hash.add(desc.IndependentBlendEnable);
// Render targets 1 to 7 are ignored and may contain
// undefined data if independent blend is disabled
const uint32_t usedRenderTargets = desc.IndependentBlendEnable ? 8 : 1;
for (uint32_t i = 0; i < usedRenderTargets; i++)
hash.add(this->operator () (desc.RenderTarget[i]));
return hash;
}
size_t D3D11StateDescHash::operator () (
const D3D11_DEPTH_STENCILOP_DESC& desc) const {
DxvkHashState hash;
hash.add(desc.StencilFunc);
hash.add(desc.StencilDepthFailOp);
@ -12,7 +30,8 @@ namespace dxvk {
}
size_t D3D11StateDescHash::operator () (const D3D11_DEPTH_STENCIL_DESC& desc) const {
size_t D3D11StateDescHash::operator () (
const D3D11_DEPTH_STENCIL_DESC& desc) const {
DxvkHashState hash;
hash.add(desc.DepthEnable);
hash.add(desc.DepthWriteMask);
@ -26,7 +45,8 @@ namespace dxvk {
}
size_t D3D11StateDescHash::operator () (const D3D11_RASTERIZER_DESC& desc) const {
size_t D3D11StateDescHash::operator () (
const D3D11_RASTERIZER_DESC& desc) const {
DxvkHashState hash;
hash.add(desc.FillMode);
hash.add(desc.CullMode);
@ -42,7 +62,41 @@ namespace dxvk {
}
bool D3D11StateDescEqual::operator () (const D3D11_DEPTH_STENCILOP_DESC& a, const D3D11_DEPTH_STENCILOP_DESC& b) const {
size_t D3D11StateDescHash::operator () (
const D3D11_RENDER_TARGET_BLEND_DESC& desc) const {
DxvkHashState hash;
hash.add(desc.BlendEnable);
hash.add(desc.SrcBlend);
hash.add(desc.DestBlend);
hash.add(desc.BlendOp);
hash.add(desc.SrcBlendAlpha);
hash.add(desc.DestBlendAlpha);
hash.add(desc.BlendOpAlpha);
hash.add(desc.RenderTargetWriteMask);
return hash;
}
bool D3D11StateDescEqual::operator () (
const D3D11_BLEND_DESC& a,
const D3D11_BLEND_DESC& b) const {
bool eq = a.AlphaToCoverageEnable == b.AlphaToCoverageEnable
&& a.IndependentBlendEnable == b.IndependentBlendEnable;
// Render targets 1 to 7 are ignored and may contain
// undefined data if independent blend is disabled
const uint32_t usedRenderTargets = a.IndependentBlendEnable ? 8 : 1;
for (uint32_t i = 0; !eq && (i < usedRenderTargets); i++)
eq &= this->operator () (a.RenderTarget[i], b.RenderTarget[i]);
return eq;
}
bool D3D11StateDescEqual::operator () (
const D3D11_DEPTH_STENCILOP_DESC& a,
const D3D11_DEPTH_STENCILOP_DESC& b) const {
return a.StencilFunc == b.StencilFunc
&& a.StencilDepthFailOp == b.StencilDepthFailOp
&& a.StencilPassOp == b.StencilPassOp
@ -50,7 +104,9 @@ namespace dxvk {
}
bool D3D11StateDescEqual::operator () (const D3D11_DEPTH_STENCIL_DESC& a, const D3D11_DEPTH_STENCIL_DESC& b) const {
bool D3D11StateDescEqual::operator () (
const D3D11_DEPTH_STENCIL_DESC& a,
const D3D11_DEPTH_STENCIL_DESC& b) const {
return a.DepthEnable == b.DepthEnable
&& a.DepthWriteMask == b.DepthWriteMask
&& a.DepthFunc == b.DepthFunc
@ -62,7 +118,9 @@ namespace dxvk {
}
bool D3D11StateDescEqual::operator () (const D3D11_RASTERIZER_DESC& a, const D3D11_RASTERIZER_DESC& b) const {
bool D3D11StateDescEqual::operator () (
const D3D11_RASTERIZER_DESC& a,
const D3D11_RASTERIZER_DESC& b) const {
return a.FillMode == b.FillMode
&& a.CullMode == b.CullMode
&& a.FrontCounterClockwise == b.FrontCounterClockwise
@ -75,4 +133,18 @@ namespace dxvk {
&& a.AntialiasedLineEnable == b.AntialiasedLineEnable;
}
bool D3D11StateDescEqual::operator () (
const D3D11_RENDER_TARGET_BLEND_DESC& a,
const D3D11_RENDER_TARGET_BLEND_DESC& b) const {
return a.BlendEnable == b.BlendEnable
&& a.SrcBlend == b.SrcBlend
&& a.DestBlend == b.DestBlend
&& a.BlendOp == b.BlendOp
&& a.SrcBlendAlpha == b.SrcBlendAlpha
&& a.DestBlendAlpha == b.DestBlendAlpha
&& a.BlendOpAlpha == b.BlendOpAlpha
&& a.RenderTargetWriteMask == b.RenderTargetWriteMask;
}
}

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@ -2,6 +2,7 @@
#include <unordered_map>
#include "d3d11_blend.h"
#include "d3d11_depth_stencil.h"
#include "d3d11_rasterizer.h"
@ -10,16 +11,20 @@ namespace dxvk {
class D3D11Device;
struct D3D11StateDescHash {
size_t operator () (const D3D11_BLEND_DESC& desc) const;
size_t operator () (const D3D11_DEPTH_STENCILOP_DESC& desc) const;
size_t operator () (const D3D11_DEPTH_STENCIL_DESC& desc) const;
size_t operator () (const D3D11_RASTERIZER_DESC& desc) const;
size_t operator () (const D3D11_RENDER_TARGET_BLEND_DESC& desc) const;
};
struct D3D11StateDescEqual {
bool operator () (const D3D11_BLEND_DESC& a, const D3D11_BLEND_DESC& b) const;
bool operator () (const D3D11_DEPTH_STENCILOP_DESC& a, const D3D11_DEPTH_STENCILOP_DESC& b) const;
bool operator () (const D3D11_DEPTH_STENCIL_DESC& a, const D3D11_DEPTH_STENCIL_DESC& b) const;
bool operator () (const D3D11_RASTERIZER_DESC& a, const D3D11_RASTERIZER_DESC& b) const;
bool operator () (const D3D11_RENDER_TARGET_BLEND_DESC& a, const D3D11_RENDER_TARGET_BLEND_DESC& b) const;
};

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@ -1,4 +1,5 @@
d3d11_src = [
'd3d11_blend.cpp',
'd3d11_buffer.cpp',
'd3d11_context.cpp',
'd3d11_depth_stencil.cpp',

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@ -76,6 +76,7 @@ namespace dxvk {
m_context->setRasterizerState(rsState);
DxvkMultisampleState msState;
msState.sampleMask = 0xffffffff;
msState.enableAlphaToCoverage = VK_FALSE;
msState.enableAlphaToOne = VK_FALSE;
msState.enableSampleShading = VK_FALSE;

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@ -47,6 +47,7 @@ namespace dxvk {
* aspects of multisampling.
*/
struct DxvkMultisampleState {
uint32_t sampleMask;
VkBool32 enableAlphaToCoverage;
VkBool32 enableAlphaToOne;
VkBool32 enableSampleShading;

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@ -702,7 +702,7 @@ namespace dxvk {
// TODO implement multisampling support properly
gpState.msSampleCount = VK_SAMPLE_COUNT_1_BIT;
gpState.msSampleMask = m_state.om.sampleMask;
gpState.msSampleMask = m_state.ms.sampleMask;
gpState.msEnableAlphaToCoverage = m_state.ms.enableAlphaToCoverage;
gpState.msEnableAlphaToOne = m_state.ms.enableAlphaToOne;
gpState.msEnableSampleShading = m_state.ms.enableSampleShading;

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@ -55,7 +55,6 @@ namespace dxvk {
struct DxvkOutputMergerState {
uint32_t sampleMask = 0xFFFFFFFFu;
Rc<DxvkFramebuffer> framebuffer;
std::array<DxvkBlendMode, DxvkLimits::MaxNumRenderTargets> blendModes;

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@ -102,6 +102,7 @@ public:
m_dxvkContext->setRasterizerState(rsState);
DxvkMultisampleState msState;
msState.sampleMask = 0xffffffff;
msState.enableAlphaToCoverage = VK_FALSE;
msState.enableAlphaToOne = VK_FALSE;
msState.enableSampleShading = VK_FALSE;