mirror of
https://github.com/doitsujin/dxvk.git
synced 2025-01-31 14:52:11 +01:00
[d3d11] Added depth-stencil state objects
This commit is contained in:
parent
2d918df0f0
commit
9b9840754d
89
src/d3d11/d3d11_depth_stencil.cpp
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89
src/d3d11/d3d11_depth_stencil.cpp
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@ -0,0 +1,89 @@
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#include "d3d11_depth_stencil.h"
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#include "d3d11_device.h"
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namespace dxvk {
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D3D11DepthStencilState::D3D11DepthStencilState(
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D3D11Device* device,
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const D3D11_DEPTH_STENCIL_DESC& desc)
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: m_device(device), m_desc(desc) {
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m_state.enableDepthTest = desc.DepthEnable;
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m_state.enableDepthWrite = desc.DepthWriteMask == D3D11_DEPTH_WRITE_MASK_ALL;
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m_state.enableDepthBounds = false; // TODO check if this is correct
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m_state.enableStencilTest = desc.StencilEnable;
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m_state.depthCompareOp = VK_COMPARE_OP_LESS;
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m_state.stencilOpFront = DecodeStencilOpState(desc.FrontFace, desc);
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m_state.stencilOpBack = DecodeStencilOpState(desc.BackFace, desc);
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m_state.depthBoundsMin = 0.0f;
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m_state.depthBoundsMax = 1.0f;
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if (desc.DepthEnable)
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DecodeCompareOp(desc.DepthFunc);
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}
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D3D11DepthStencilState::~D3D11DepthStencilState() {
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}
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HRESULT D3D11DepthStencilState::QueryInterface(REFIID riid, void** ppvObject) {
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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, ID3D11DepthStencilState);
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Logger::warn("D3D11DepthStencilState::QueryInterface: Unknown interface query");
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return E_NOINTERFACE;
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}
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void D3D11DepthStencilState::GetDevice(ID3D11Device** ppDevice) {
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*ppDevice = ref(m_device);
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}
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void D3D11DepthStencilState::GetDesc(D3D11_DEPTH_STENCIL_DESC* pDesc) {
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*pDesc = m_desc;
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}
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VkStencilOpState D3D11DepthStencilState::DecodeStencilOpState(
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const D3D11_DEPTH_STENCILOP_DESC& stencilDesc,
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const D3D11_DEPTH_STENCIL_DESC& desc) const {
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VkStencilOpState result;
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result.failOp = VK_STENCIL_OP_KEEP;
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result.passOp = VK_STENCIL_OP_KEEP;
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result.depthFailOp = VK_STENCIL_OP_KEEP;
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result.compareOp = VK_COMPARE_OP_ALWAYS;
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result.compareMask = desc.StencilReadMask;
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result.writeMask = desc.StencilWriteMask;
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result.reference = 0;
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if (desc.StencilEnable) {
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result.failOp = DecodeStencilOp(stencilDesc.StencilFailOp);
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result.passOp = DecodeStencilOp(stencilDesc.StencilPassOp);
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result.depthFailOp = DecodeStencilOp(stencilDesc.StencilDepthFailOp);
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result.compareOp = DecodeCompareOp(stencilDesc.StencilFunc);
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}
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return result;
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}
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VkStencilOp D3D11DepthStencilState::DecodeStencilOp(D3D11_STENCIL_OP op) const {
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switch (op) {
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case D3D11_STENCIL_OP_KEEP: return VK_STENCIL_OP_KEEP;
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case D3D11_STENCIL_OP_ZERO: return VK_STENCIL_OP_ZERO;
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case D3D11_STENCIL_OP_REPLACE: return VK_STENCIL_OP_REPLACE;
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case D3D11_STENCIL_OP_INCR_SAT: return VK_STENCIL_OP_INCREMENT_AND_CLAMP;
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case D3D11_STENCIL_OP_DECR_SAT: return VK_STENCIL_OP_DECREMENT_AND_CLAMP;
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case D3D11_STENCIL_OP_INVERT: return VK_STENCIL_OP_INVERT;
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case D3D11_STENCIL_OP_INCR: return VK_STENCIL_OP_INCREMENT_AND_WRAP;
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case D3D11_STENCIL_OP_DECR: return VK_STENCIL_OP_DECREMENT_AND_WRAP;
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}
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Logger::err(str::format("D3D11: Invalid stencil op: ", op));
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return VK_STENCIL_OP_KEEP;
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}
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}
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52
src/d3d11/d3d11_depth_stencil.h
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52
src/d3d11/d3d11_depth_stencil.h
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#pragma once
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#include <dxvk_device.h>
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#include "d3d11_device_child.h"
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#include "d3d11_util.h"
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namespace dxvk {
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class D3D11Device;
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class D3D11DepthStencilState : public D3D11DeviceChild<ID3D11DepthStencilState> {
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public:
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using DescType = D3D11_DEPTH_STENCIL_DESC;
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D3D11DepthStencilState(
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D3D11Device* device,
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const D3D11_DEPTH_STENCIL_DESC& desc);
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~D3D11DepthStencilState();
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HRESULT QueryInterface(
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REFIID riid,
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void** ppvObject) final;
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void GetDevice(
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ID3D11Device **ppDevice) final;
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void GetDesc(
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D3D11_DEPTH_STENCIL_DESC* pDesc) final;
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const DxvkDepthStencilState& GetDXVKDepthStencilState() const {
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return m_state;
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}
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private:
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D3D11Device* const m_device;
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D3D11_DEPTH_STENCIL_DESC m_desc;
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DxvkDepthStencilState m_state;
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VkStencilOpState DecodeStencilOpState(
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const D3D11_DEPTH_STENCILOP_DESC& stencilDesc,
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const D3D11_DEPTH_STENCIL_DESC& desc) const;
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VkStencilOp DecodeStencilOp(
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D3D11_STENCIL_OP op) const;
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};
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}
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@ -810,8 +810,30 @@ namespace dxvk {
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HRESULT D3D11Device::CreateDepthStencilState(
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const D3D11_DEPTH_STENCIL_DESC* pDepthStencilDesc,
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ID3D11DepthStencilState** ppDepthStencilState) {
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Logger::err("D3D11Device::CreateDepthStencilState: Not implemented");
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return E_NOTIMPL;
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D3D11_DEPTH_STENCIL_DESC desc;
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if (pDepthStencilDesc != nullptr) {
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desc = *pDepthStencilDesc;
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} else {
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D3D11_DEPTH_STENCILOP_DESC stencilOp;
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stencilOp.StencilFunc = D3D11_COMPARISON_ALWAYS;
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stencilOp.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
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stencilOp.StencilPassOp = D3D11_STENCIL_OP_KEEP;
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stencilOp.StencilFailOp = D3D11_STENCIL_OP_KEEP;
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desc.DepthEnable = TRUE;
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desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
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desc.DepthFunc = D3D11_COMPARISON_LESS;
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desc.StencilEnable = FALSE;
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desc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
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desc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
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desc.FrontFace = stencilOp;
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desc.BackFace = stencilOp;
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}
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if (ppDepthStencilState != nullptr)
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*ppDepthStencilState = m_dsStateObjects.Create(this, desc);
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return S_OK;
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}
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@ -1448,38 +1470,4 @@ namespace dxvk {
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}
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}
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VkCompareOp D3D11Device::DecodeCompareOp(
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D3D11_COMPARISON_FUNC mode) const {
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switch (mode) {
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case D3D11_COMPARISON_NEVER:
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return VK_COMPARE_OP_NEVER;
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case D3D11_COMPARISON_LESS:
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return VK_COMPARE_OP_LESS;
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case D3D11_COMPARISON_EQUAL:
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return VK_COMPARE_OP_EQUAL;
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case D3D11_COMPARISON_LESS_EQUAL:
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return VK_COMPARE_OP_LESS_OR_EQUAL;
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case D3D11_COMPARISON_GREATER:
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return VK_COMPARE_OP_GREATER;
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case D3D11_COMPARISON_NOT_EQUAL:
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return VK_COMPARE_OP_NOT_EQUAL;
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case D3D11_COMPARISON_GREATER_EQUAL:
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return VK_COMPARE_OP_GREATER_OR_EQUAL;
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case D3D11_COMPARISON_ALWAYS:
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return VK_COMPARE_OP_ALWAYS;
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default:
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Logger::err(str::format("D3D11: Unsupported compare op: ", mode));
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return VK_COMPARE_OP_ALWAYS;
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}
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}
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}
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@ -5,6 +5,7 @@
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#include "d3d11_interfaces.h"
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#include "d3d11_state.h"
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#include "d3d11_util.h"
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#include "../util/com/com_private_data.h"
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@ -247,7 +248,8 @@ namespace dxvk {
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std::mutex m_resourceInitMutex;
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Rc<DxvkContext> m_resourceInitContext;
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D3D11StateObjectSet<D3D11RasterizerState> m_rsStateObjects;
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D3D11StateObjectSet<D3D11DepthStencilState> m_dsStateObjects;
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D3D11StateObjectSet<D3D11RasterizerState> m_rsStateObjects;
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HRESULT CreateShaderModule(
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D3D11ShaderModule* pShaderModule,
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@ -291,9 +293,6 @@ namespace dxvk {
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VkSamplerAddressMode DecodeAddressMode(
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D3D11_TEXTURE_ADDRESS_MODE mode) const;
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VkCompareOp DecodeCompareOp(
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D3D11_COMPARISON_FUNC mode) const;
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};
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}
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namespace dxvk {
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size_t D3D11StateDescHash::operator () (const D3D11_DEPTH_STENCILOP_DESC& desc) const {
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DxvkHashState hash;
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hash.add(desc.StencilFunc);
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hash.add(desc.StencilDepthFailOp);
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hash.add(desc.StencilPassOp);
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hash.add(desc.StencilFailOp);
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return hash;
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}
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size_t D3D11StateDescHash::operator () (const D3D11_DEPTH_STENCIL_DESC& desc) const {
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DxvkHashState hash;
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hash.add(desc.DepthEnable);
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hash.add(desc.DepthWriteMask);
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hash.add(desc.DepthFunc);
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hash.add(desc.StencilEnable);
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hash.add(desc.StencilReadMask);
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hash.add(desc.StencilWriteMask);
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hash.add(this->operator () (desc.FrontFace));
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hash.add(this->operator () (desc.BackFace));
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return hash;
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}
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size_t D3D11StateDescHash::operator () (const D3D11_RASTERIZER_DESC& desc) const {
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DxvkHashState hash;
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hash.add(desc.FillMode);
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@ -18,6 +42,26 @@ namespace dxvk {
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}
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bool D3D11StateDescEqual::operator () (const D3D11_DEPTH_STENCILOP_DESC& a, const D3D11_DEPTH_STENCILOP_DESC& b) const {
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return a.StencilFunc == b.StencilFunc
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&& a.StencilDepthFailOp == b.StencilDepthFailOp
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&& a.StencilPassOp == b.StencilPassOp
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&& a.StencilFailOp == b.StencilFailOp;
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}
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bool D3D11StateDescEqual::operator () (const D3D11_DEPTH_STENCIL_DESC& a, const D3D11_DEPTH_STENCIL_DESC& b) const {
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return a.DepthEnable == b.DepthEnable
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&& a.DepthWriteMask == b.DepthWriteMask
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&& a.DepthFunc == b.DepthFunc
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&& a.StencilEnable == b.StencilEnable
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&& a.StencilReadMask == b.StencilReadMask
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&& a.StencilWriteMask == b.StencilWriteMask
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&& this->operator () (a.FrontFace, b.FrontFace)
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&& this->operator () (a.BackFace, b.BackFace);
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}
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bool D3D11StateDescEqual::operator () (const D3D11_RASTERIZER_DESC& a, const D3D11_RASTERIZER_DESC& b) const {
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return a.FillMode == b.FillMode
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&& a.CullMode == b.CullMode
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@ -2,6 +2,7 @@
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#include <unordered_map>
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#include "d3d11_depth_stencil.h"
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#include "d3d11_rasterizer.h"
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namespace dxvk {
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@ -9,11 +10,15 @@ namespace dxvk {
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class D3D11Device;
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struct D3D11StateDescHash {
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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_DESC& desc) const;
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};
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struct D3D11StateDescEqual {
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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_DESC& a, const D3D11_RASTERIZER_DESC& b) const;
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};
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38
src/d3d11/d3d11_util.cpp
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38
src/d3d11/d3d11_util.cpp
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#include "d3d11_util.h"
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namespace dxvk {
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VkCompareOp DecodeCompareOp(
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D3D11_COMPARISON_FUNC mode) {
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switch (mode) {
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case D3D11_COMPARISON_NEVER:
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return VK_COMPARE_OP_NEVER;
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case D3D11_COMPARISON_LESS:
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return VK_COMPARE_OP_LESS;
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case D3D11_COMPARISON_EQUAL:
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return VK_COMPARE_OP_EQUAL;
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case D3D11_COMPARISON_LESS_EQUAL:
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return VK_COMPARE_OP_LESS_OR_EQUAL;
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case D3D11_COMPARISON_GREATER:
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return VK_COMPARE_OP_GREATER;
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case D3D11_COMPARISON_NOT_EQUAL:
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return VK_COMPARE_OP_NOT_EQUAL;
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case D3D11_COMPARISON_GREATER_EQUAL:
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return VK_COMPARE_OP_GREATER_OR_EQUAL;
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case D3D11_COMPARISON_ALWAYS:
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return VK_COMPARE_OP_ALWAYS;
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default:
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Logger::err(str::format("D3D11: Unsupported compare op: ", mode));
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return VK_COMPARE_OP_ALWAYS;
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}
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}
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}
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13
src/d3d11/d3d11_util.h
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13
src/d3d11/d3d11_util.h
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#pragma once
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#include <dxvk_device.h>
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#include "d3d11_include.h"
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namespace dxvk {
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VkCompareOp DecodeCompareOp(
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D3D11_COMPARISON_FUNC mode);
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}
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@ -1,6 +1,7 @@
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d3d11_src = [
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'd3d11_buffer.cpp',
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'd3d11_context.cpp',
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'd3d11_depth_stencil.cpp',
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'd3d11_device.cpp',
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'd3d11_enums.cpp',
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'd3d11_input_layout.cpp',
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@ -11,6 +12,7 @@ d3d11_src = [
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'd3d11_shader.cpp',
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'd3d11_state.cpp',
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'd3d11_texture.cpp',
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'd3d11_util.cpp',
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]
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d3d11_dll = shared_library('d3d11', d3d11_src,
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