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https://github.com/doitsujin/dxvk.git
synced 2024-12-03 04:24:11 +01:00
[d3d11] Implement ID3D11RasterizerState2
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commit
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@ -910,7 +910,7 @@ namespace dxvk {
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ID3D11RasterizerState** ppRasterizerState) {
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InitReturnPtr(ppRasterizerState);
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D3D11_RASTERIZER_DESC1 desc = pRasterizerDesc != nullptr
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D3D11_RASTERIZER_DESC2 desc = pRasterizerDesc
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? D3D11RasterizerState::PromoteDesc(pRasterizerDesc)
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: D3D11RasterizerState::DefaultDesc();
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@ -929,8 +929,8 @@ namespace dxvk {
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ID3D11RasterizerState1** ppRasterizerState) {
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InitReturnPtr(ppRasterizerState);
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D3D11_RASTERIZER_DESC1 desc = pRasterizerDesc != nullptr
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? *pRasterizerDesc
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D3D11_RASTERIZER_DESC2 desc = pRasterizerDesc
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? D3D11RasterizerState::PromoteDesc(pRasterizerDesc)
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: D3D11RasterizerState::DefaultDesc();
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if (FAILED(D3D11RasterizerState::NormalizeDesc(&desc)))
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@ -5,7 +5,7 @@ namespace dxvk {
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D3D11RasterizerState::D3D11RasterizerState(
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D3D11Device* device,
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const D3D11_RASTERIZER_DESC1& desc)
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const D3D11_RASTERIZER_DESC2& desc)
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: m_device(device), m_desc(desc), m_d3d10(this) {
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// Polygon mode. Determines whether the rasterizer fills
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// a polygon or renders lines connecting the vertices.
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@ -59,7 +59,8 @@ namespace dxvk {
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if (riid == __uuidof(IUnknown)
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|| riid == __uuidof(ID3D11DeviceChild)
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|| riid == __uuidof(ID3D11RasterizerState)
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|| riid == __uuidof(ID3D11RasterizerState1)) {
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|| riid == __uuidof(ID3D11RasterizerState1)
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|| riid == __uuidof(ID3D11RasterizerState2)) {
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*ppvObject = ref(this);
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return S_OK;
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}
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@ -96,10 +97,25 @@ namespace dxvk {
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void STDMETHODCALLTYPE D3D11RasterizerState::GetDesc1(D3D11_RASTERIZER_DESC1* pDesc) {
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*pDesc = m_desc;
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pDesc->FillMode = m_desc.FillMode;
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pDesc->CullMode = m_desc.CullMode;
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pDesc->FrontCounterClockwise = m_desc.FrontCounterClockwise;
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pDesc->DepthBias = m_desc.DepthBias;
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pDesc->DepthBiasClamp = m_desc.DepthBiasClamp;
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pDesc->SlopeScaledDepthBias = m_desc.SlopeScaledDepthBias;
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pDesc->DepthClipEnable = m_desc.DepthClipEnable;
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pDesc->ScissorEnable = m_desc.ScissorEnable;
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pDesc->MultisampleEnable = m_desc.MultisampleEnable;
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pDesc->AntialiasedLineEnable = m_desc.AntialiasedLineEnable;
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pDesc->ForcedSampleCount = m_desc.ForcedSampleCount;
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}
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void STDMETHODCALLTYPE D3D11RasterizerState::GetDesc2(D3D11_RASTERIZER_DESC2* pDesc) {
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*pDesc = m_desc;
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}
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void D3D11RasterizerState::BindToContext(const Rc<DxvkContext>& ctx) {
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ctx->setRasterizerState(m_state);
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@ -108,8 +124,8 @@ namespace dxvk {
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}
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D3D11_RASTERIZER_DESC1 D3D11RasterizerState::DefaultDesc() {
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D3D11_RASTERIZER_DESC1 dstDesc;
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D3D11_RASTERIZER_DESC2 D3D11RasterizerState::DefaultDesc() {
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D3D11_RASTERIZER_DESC2 dstDesc;
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dstDesc.FillMode = D3D11_FILL_SOLID;
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dstDesc.CullMode = D3D11_CULL_BACK;
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dstDesc.FrontCounterClockwise = FALSE;
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@ -121,13 +137,14 @@ namespace dxvk {
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dstDesc.MultisampleEnable = FALSE;
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dstDesc.AntialiasedLineEnable = FALSE;
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dstDesc.ForcedSampleCount = 0;
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dstDesc.ConservativeRaster = D3D11_CONSERVATIVE_RASTERIZATION_MODE_OFF;
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return dstDesc;
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}
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D3D11_RASTERIZER_DESC1 D3D11RasterizerState::PromoteDesc(
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D3D11_RASTERIZER_DESC2 D3D11RasterizerState::PromoteDesc(
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const D3D11_RASTERIZER_DESC* pSrcDesc) {
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D3D11_RASTERIZER_DESC1 dstDesc;
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D3D11_RASTERIZER_DESC2 dstDesc;
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dstDesc.FillMode = pSrcDesc->FillMode;
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dstDesc.CullMode = pSrcDesc->CullMode;
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dstDesc.FrontCounterClockwise = pSrcDesc->FrontCounterClockwise;
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@ -139,12 +156,32 @@ namespace dxvk {
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dstDesc.MultisampleEnable = pSrcDesc->MultisampleEnable;
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dstDesc.AntialiasedLineEnable = pSrcDesc->AntialiasedLineEnable;
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dstDesc.ForcedSampleCount = 0;
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dstDesc.ConservativeRaster = D3D11_CONSERVATIVE_RASTERIZATION_MODE_OFF;
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return dstDesc;
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}
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D3D11_RASTERIZER_DESC2 D3D11RasterizerState::PromoteDesc(
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const D3D11_RASTERIZER_DESC1* pSrcDesc) {
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D3D11_RASTERIZER_DESC2 dstDesc;
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dstDesc.FillMode = pSrcDesc->FillMode;
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dstDesc.CullMode = pSrcDesc->CullMode;
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dstDesc.FrontCounterClockwise = pSrcDesc->FrontCounterClockwise;
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dstDesc.DepthBias = pSrcDesc->DepthBias;
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dstDesc.DepthBiasClamp = pSrcDesc->DepthBiasClamp;
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dstDesc.SlopeScaledDepthBias = pSrcDesc->SlopeScaledDepthBias;
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dstDesc.DepthClipEnable = pSrcDesc->DepthClipEnable;
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dstDesc.ScissorEnable = pSrcDesc->ScissorEnable;
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dstDesc.MultisampleEnable = pSrcDesc->MultisampleEnable;
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dstDesc.AntialiasedLineEnable = pSrcDesc->AntialiasedLineEnable;
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dstDesc.ForcedSampleCount = 0;
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dstDesc.ConservativeRaster = D3D11_CONSERVATIVE_RASTERIZATION_MODE_OFF;
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return dstDesc;
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}
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HRESULT D3D11RasterizerState::NormalizeDesc(
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D3D11_RASTERIZER_DESC1* pDesc) {
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D3D11_RASTERIZER_DESC2* pDesc) {
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if (pDesc->FillMode < D3D11_FILL_WIREFRAME
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|| pDesc->FillMode > D3D11_FILL_SOLID)
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return E_INVALIDARG;
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@ -172,6 +209,10 @@ namespace dxvk {
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if (FAILED(DecodeSampleCount(pDesc->ForcedSampleCount, nullptr)))
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return E_INVALIDARG;
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}
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// Conservative rasterization currently not supported
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if (pDesc->ConservativeRaster != D3D11_CONSERVATIVE_RASTERIZATION_MODE_OFF)
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return E_INVALIDARG;
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return S_OK;
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}
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@ -10,15 +10,15 @@ namespace dxvk {
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class D3D11Device;
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class D3D11RasterizerState : public D3D11DeviceChild<ID3D11RasterizerState1> {
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class D3D11RasterizerState : public D3D11DeviceChild<ID3D11RasterizerState2> {
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public:
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using DescType = D3D11_RASTERIZER_DESC1;
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using DescType = D3D11_RASTERIZER_DESC2;
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D3D11RasterizerState(
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D3D11Device* device,
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const D3D11_RASTERIZER_DESC1& desc);
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const D3D11_RASTERIZER_DESC2& desc);
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~D3D11RasterizerState();
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HRESULT STDMETHODCALLTYPE QueryInterface(
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@ -34,7 +34,10 @@ namespace dxvk {
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void STDMETHODCALLTYPE GetDesc1(
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D3D11_RASTERIZER_DESC1* pDesc) final;
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const D3D11_RASTERIZER_DESC1* Desc() const {
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void STDMETHODCALLTYPE GetDesc2(
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D3D11_RASTERIZER_DESC2* pDesc) final;
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const D3D11_RASTERIZER_DESC2* Desc() const {
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return &m_desc;
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}
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@ -45,18 +48,21 @@ namespace dxvk {
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return &m_d3d10;
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}
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static D3D11_RASTERIZER_DESC1 DefaultDesc();
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static D3D11_RASTERIZER_DESC2 DefaultDesc();
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static D3D11_RASTERIZER_DESC1 PromoteDesc(
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static D3D11_RASTERIZER_DESC2 PromoteDesc(
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const D3D11_RASTERIZER_DESC* pDesc);
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static D3D11_RASTERIZER_DESC2 PromoteDesc(
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const D3D11_RASTERIZER_DESC1* pDesc);
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static HRESULT NormalizeDesc(
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D3D11_RASTERIZER_DESC1* pDesc);
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D3D11_RASTERIZER_DESC2* pDesc);
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private:
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D3D11Device* const m_device;
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D3D11_RASTERIZER_DESC1 m_desc;
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D3D11_RASTERIZER_DESC2 m_desc;
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DxvkRasterizerState m_state;
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DxvkDepthBias m_depthBias;
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D3D10RasterizerState m_d3d10;
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@ -46,7 +46,7 @@ namespace dxvk {
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size_t D3D11StateDescHash::operator () (
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const D3D11_RASTERIZER_DESC1& desc) const {
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const D3D11_RASTERIZER_DESC2& desc) const {
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std::hash<float> fhash;
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DxvkHashState hash;
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@ -61,6 +61,7 @@ namespace dxvk {
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hash.add(desc.MultisampleEnable);
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hash.add(desc.AntialiasedLineEnable);
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hash.add(desc.ForcedSampleCount);
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hash.add(desc.ConservativeRaster);
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return hash;
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}
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@ -144,8 +145,8 @@ namespace dxvk {
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bool D3D11StateDescEqual::operator () (
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const D3D11_RASTERIZER_DESC1& a,
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const D3D11_RASTERIZER_DESC1& b) const {
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const D3D11_RASTERIZER_DESC2& a,
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const D3D11_RASTERIZER_DESC2& b) const {
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return a.FillMode == b.FillMode
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&& a.CullMode == b.CullMode
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&& a.FrontCounterClockwise == b.FrontCounterClockwise
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@ -156,7 +157,8 @@ namespace dxvk {
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&& a.ScissorEnable == b.ScissorEnable
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&& a.MultisampleEnable == b.MultisampleEnable
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&& a.AntialiasedLineEnable == b.AntialiasedLineEnable
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&& a.ForcedSampleCount == b.ForcedSampleCount;
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&& a.ForcedSampleCount == b.ForcedSampleCount
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&& a.ConservativeRaster == b.ConservativeRaster;
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}
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@ -15,7 +15,7 @@ namespace dxvk {
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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_RASTERIZER_DESC2& 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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@ -25,7 +25,7 @@ namespace dxvk {
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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_RASTERIZER_DESC2& a, const D3D11_RASTERIZER_DESC2& 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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