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mirror of https://github.com/doitsujin/dxvk.git synced 2024-12-11 10:24:10 +01:00

[d3d11] Implement ID3D11RasterizerState2

This commit is contained in:
Philip Rebohle 2019-09-16 13:33:36 +02:00
parent f9d9307a28
commit d9f409b92f
No known key found for this signature in database
GPG Key ID: C8CC613427A31C99
5 changed files with 74 additions and 25 deletions

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@ -910,7 +910,7 @@ namespace dxvk {
ID3D11RasterizerState** ppRasterizerState) {
InitReturnPtr(ppRasterizerState);
D3D11_RASTERIZER_DESC1 desc = pRasterizerDesc != nullptr
D3D11_RASTERIZER_DESC2 desc = pRasterizerDesc
? D3D11RasterizerState::PromoteDesc(pRasterizerDesc)
: D3D11RasterizerState::DefaultDesc();
@ -929,8 +929,8 @@ namespace dxvk {
ID3D11RasterizerState1** ppRasterizerState) {
InitReturnPtr(ppRasterizerState);
D3D11_RASTERIZER_DESC1 desc = pRasterizerDesc != nullptr
? *pRasterizerDesc
D3D11_RASTERIZER_DESC2 desc = pRasterizerDesc
? D3D11RasterizerState::PromoteDesc(pRasterizerDesc)
: D3D11RasterizerState::DefaultDesc();
if (FAILED(D3D11RasterizerState::NormalizeDesc(&desc)))

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@ -5,7 +5,7 @@ namespace dxvk {
D3D11RasterizerState::D3D11RasterizerState(
D3D11Device* device,
const D3D11_RASTERIZER_DESC1& desc)
const D3D11_RASTERIZER_DESC2& desc)
: m_device(device), m_desc(desc), m_d3d10(this) {
// Polygon mode. Determines whether the rasterizer fills
// a polygon or renders lines connecting the vertices.
@ -59,7 +59,8 @@ namespace dxvk {
if (riid == __uuidof(IUnknown)
|| riid == __uuidof(ID3D11DeviceChild)
|| riid == __uuidof(ID3D11RasterizerState)
|| riid == __uuidof(ID3D11RasterizerState1)) {
|| riid == __uuidof(ID3D11RasterizerState1)
|| riid == __uuidof(ID3D11RasterizerState2)) {
*ppvObject = ref(this);
return S_OK;
}
@ -96,6 +97,21 @@ namespace dxvk {
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;
}
@ -108,8 +124,8 @@ namespace dxvk {
}
D3D11_RASTERIZER_DESC1 D3D11RasterizerState::DefaultDesc() {
D3D11_RASTERIZER_DESC1 dstDesc;
D3D11_RASTERIZER_DESC2 D3D11RasterizerState::DefaultDesc() {
D3D11_RASTERIZER_DESC2 dstDesc;
dstDesc.FillMode = D3D11_FILL_SOLID;
dstDesc.CullMode = D3D11_CULL_BACK;
dstDesc.FrontCounterClockwise = FALSE;
@ -121,13 +137,14 @@ namespace dxvk {
dstDesc.MultisampleEnable = FALSE;
dstDesc.AntialiasedLineEnable = FALSE;
dstDesc.ForcedSampleCount = 0;
dstDesc.ConservativeRaster = D3D11_CONSERVATIVE_RASTERIZATION_MODE_OFF;
return dstDesc;
}
D3D11_RASTERIZER_DESC1 D3D11RasterizerState::PromoteDesc(
D3D11_RASTERIZER_DESC2 D3D11RasterizerState::PromoteDesc(
const D3D11_RASTERIZER_DESC* pSrcDesc) {
D3D11_RASTERIZER_DESC1 dstDesc;
D3D11_RASTERIZER_DESC2 dstDesc;
dstDesc.FillMode = pSrcDesc->FillMode;
dstDesc.CullMode = pSrcDesc->CullMode;
dstDesc.FrontCounterClockwise = pSrcDesc->FrontCounterClockwise;
@ -139,12 +156,32 @@ namespace dxvk {
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_DESC1* pDesc) {
D3D11_RASTERIZER_DESC2* pDesc) {
if (pDesc->FillMode < D3D11_FILL_WIREFRAME
|| pDesc->FillMode > D3D11_FILL_SOLID)
return E_INVALIDARG;
@ -173,6 +210,10 @@ namespace dxvk {
return E_INVALIDARG;
}
// Conservative rasterization currently not supported
if (pDesc->ConservativeRaster != D3D11_CONSERVATIVE_RASTERIZATION_MODE_OFF)
return E_INVALIDARG;
return S_OK;
}

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@ -10,15 +10,15 @@ namespace dxvk {
class D3D11Device;
class D3D11RasterizerState : public D3D11DeviceChild<ID3D11RasterizerState1> {
class D3D11RasterizerState : public D3D11DeviceChild<ID3D11RasterizerState2> {
public:
using DescType = D3D11_RASTERIZER_DESC1;
using DescType = D3D11_RASTERIZER_DESC2;
D3D11RasterizerState(
D3D11Device* device,
const D3D11_RASTERIZER_DESC1& desc);
const D3D11_RASTERIZER_DESC2& desc);
~D3D11RasterizerState();
HRESULT STDMETHODCALLTYPE QueryInterface(
@ -34,7 +34,10 @@ namespace dxvk {
void STDMETHODCALLTYPE GetDesc1(
D3D11_RASTERIZER_DESC1* pDesc) final;
const D3D11_RASTERIZER_DESC1* Desc() const {
void STDMETHODCALLTYPE GetDesc2(
D3D11_RASTERIZER_DESC2* pDesc) final;
const D3D11_RASTERIZER_DESC2* Desc() const {
return &m_desc;
}
@ -45,18 +48,21 @@ namespace dxvk {
return &m_d3d10;
}
static D3D11_RASTERIZER_DESC1 DefaultDesc();
static D3D11_RASTERIZER_DESC2 DefaultDesc();
static D3D11_RASTERIZER_DESC1 PromoteDesc(
static D3D11_RASTERIZER_DESC2 PromoteDesc(
const D3D11_RASTERIZER_DESC* pDesc);
static D3D11_RASTERIZER_DESC2 PromoteDesc(
const D3D11_RASTERIZER_DESC1* pDesc);
static HRESULT NormalizeDesc(
D3D11_RASTERIZER_DESC1* pDesc);
D3D11_RASTERIZER_DESC2* pDesc);
private:
D3D11Device* const m_device;
D3D11_RASTERIZER_DESC1 m_desc;
D3D11_RASTERIZER_DESC2 m_desc;
DxvkRasterizerState m_state;
DxvkDepthBias m_depthBias;
D3D10RasterizerState m_d3d10;

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@ -46,7 +46,7 @@ namespace dxvk {
size_t D3D11StateDescHash::operator () (
const D3D11_RASTERIZER_DESC1& desc) const {
const D3D11_RASTERIZER_DESC2& desc) const {
std::hash<float> fhash;
DxvkHashState hash;
@ -61,6 +61,7 @@ namespace dxvk {
hash.add(desc.MultisampleEnable);
hash.add(desc.AntialiasedLineEnable);
hash.add(desc.ForcedSampleCount);
hash.add(desc.ConservativeRaster);
return hash;
}
@ -144,8 +145,8 @@ namespace dxvk {
bool D3D11StateDescEqual::operator () (
const D3D11_RASTERIZER_DESC1& a,
const D3D11_RASTERIZER_DESC1& b) const {
const D3D11_RASTERIZER_DESC2& a,
const D3D11_RASTERIZER_DESC2& b) const {
return a.FillMode == b.FillMode
&& a.CullMode == b.CullMode
&& a.FrontCounterClockwise == b.FrontCounterClockwise
@ -156,7 +157,8 @@ namespace dxvk {
&& a.ScissorEnable == b.ScissorEnable
&& a.MultisampleEnable == b.MultisampleEnable
&& a.AntialiasedLineEnable == b.AntialiasedLineEnable
&& a.ForcedSampleCount == b.ForcedSampleCount;
&& a.ForcedSampleCount == b.ForcedSampleCount
&& a.ConservativeRaster == b.ConservativeRaster;
}

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@ -15,7 +15,7 @@ namespace dxvk {
size_t operator () (const D3D11_BLEND_DESC1& 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_DESC1& desc) const;
size_t operator () (const D3D11_RASTERIZER_DESC2& desc) const;
size_t operator () (const D3D11_RENDER_TARGET_BLEND_DESC1& desc) const;
size_t operator () (const D3D11_SAMPLER_DESC& desc) const;
};
@ -25,7 +25,7 @@ namespace dxvk {
bool operator () (const D3D11_BLEND_DESC1& a, const D3D11_BLEND_DESC1& 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_DESC1& a, const D3D11_RASTERIZER_DESC1& b) const;
bool operator () (const D3D11_RASTERIZER_DESC2& a, const D3D11_RASTERIZER_DESC2& b) const;
bool operator () (const D3D11_RENDER_TARGET_BLEND_DESC1& a, const D3D11_RENDER_TARGET_BLEND_DESC1& b) const;
bool operator () (const D3D11_SAMPLER_DESC& a, const D3D11_SAMPLER_DESC& b) const;
};