#include "d3d9_stateblock.h" #include "d3d9_caps.h" #include "d3d9_device.h" #include "d3d9_vertex_declaration.h" #include "d3d9_buffer.h" #include "d3d9_shader.h" #include "d3d9_texture.h" #include "d3d9_util.h" namespace dxvk { D3D9StateBlock::D3D9StateBlock(D3D9DeviceEx* pDevice, D3D9StateBlockType Type) : D3D9StateBlockBase(pDevice) , m_deviceState (pDevice->GetRawState()) { CaptureType(Type); } D3D9StateBlock::~D3D9StateBlock() { m_parent->DecrementLosableCounter(); } HRESULT STDMETHODCALLTYPE D3D9StateBlock::QueryInterface( REFIID riid, void** ppvObject) { if (ppvObject == nullptr) return E_POINTER; *ppvObject = nullptr; if (riid == __uuidof(IUnknown) || riid == __uuidof(IDirect3DStateBlock9)) { *ppvObject = ref(this); return S_OK; } if (logQueryInterfaceError(__uuidof(IDirect3DStateBlock9), riid)) { Logger::warn("D3D9StateBlock::QueryInterface: Unknown interface query"); Logger::warn(str::format(riid)); } return E_NOINTERFACE; } HRESULT STDMETHODCALLTYPE D3D9StateBlock::Capture() { if (m_captures.flags.test(D3D9CapturedStateFlag::VertexDecl)) SetVertexDeclaration(m_deviceState->vertexDecl.ptr()); ApplyOrCapture(); return D3D_OK; } HRESULT STDMETHODCALLTYPE D3D9StateBlock::Apply() { m_applying = true; if (m_captures.flags.test(D3D9CapturedStateFlag::VertexDecl) && m_state.vertexDecl != nullptr) m_parent->SetVertexDeclaration(m_state.vertexDecl.ptr()); ApplyOrCapture(); m_applying = false; return D3D_OK; } HRESULT D3D9StateBlock::SetVertexDeclaration(D3D9VertexDecl* pDecl) { m_state.vertexDecl = pDecl; m_captures.flags.set(D3D9CapturedStateFlag::VertexDecl); return D3D_OK; } HRESULT D3D9StateBlock::SetIndices(D3D9IndexBuffer* pIndexData) { m_state.indices = pIndexData; m_captures.flags.set(D3D9CapturedStateFlag::Indices); return D3D_OK; } HRESULT D3D9StateBlock::SetRenderState(D3DRENDERSTATETYPE State, DWORD Value) { m_state.renderStates[State] = Value; m_captures.flags.set(D3D9CapturedStateFlag::RenderStates); m_captures.renderStates.set(State, true); return D3D_OK; } HRESULT D3D9StateBlock::SetStateSamplerState( DWORD StateSampler, D3DSAMPLERSTATETYPE Type, DWORD Value) { m_state.samplerStates[StateSampler][Type] = Value; m_captures.flags.set(D3D9CapturedStateFlag::SamplerStates); m_captures.samplers.set(StateSampler, true); m_captures.samplerStates[StateSampler].set(Type, true); return D3D_OK; } HRESULT D3D9StateBlock::SetStreamSource( UINT StreamNumber, D3D9VertexBuffer* pStreamData, UINT OffsetInBytes, UINT Stride) { m_state.vertexBuffers[StreamNumber].vertexBuffer = pStreamData; m_state.vertexBuffers[StreamNumber].offset = OffsetInBytes; m_state.vertexBuffers[StreamNumber].stride = Stride; m_captures.flags.set(D3D9CapturedStateFlag::VertexBuffers); m_captures.vertexBuffers.set(StreamNumber, true); return D3D_OK; } HRESULT D3D9StateBlock::SetStreamSourceFreq(UINT StreamNumber, UINT Setting) { m_state.streamFreq[StreamNumber] = Setting; m_captures.flags.set(D3D9CapturedStateFlag::StreamFreq); m_captures.streamFreq.set(StreamNumber, true); return D3D_OK; } HRESULT D3D9StateBlock::SetStateTexture(DWORD StateSampler, IDirect3DBaseTexture9* pTexture) { TextureChangePrivate(m_state.textures[StateSampler], pTexture); m_captures.flags.set(D3D9CapturedStateFlag::Textures); m_captures.textures.set(StateSampler, true); return D3D_OK; } HRESULT D3D9StateBlock::SetVertexShader(D3D9VertexShader* pShader) { m_state.vertexShader = pShader; m_captures.flags.set(D3D9CapturedStateFlag::VertexShader); return D3D_OK; } HRESULT D3D9StateBlock::SetPixelShader(D3D9PixelShader* pShader) { m_state.pixelShader = pShader; m_captures.flags.set(D3D9CapturedStateFlag::PixelShader); return D3D_OK; } HRESULT D3D9StateBlock::SetMaterial(const D3DMATERIAL9* pMaterial) { m_state.material = *pMaterial; m_captures.flags.set(D3D9CapturedStateFlag::Material); return D3D_OK; } HRESULT D3D9StateBlock::SetLight(DWORD Index, const D3DLIGHT9* pLight) { if (Index >= m_state.lights.size()) m_state.lights.resize(Index + 1); m_state.lights[Index] = *pLight; m_captures.flags.set(D3D9CapturedStateFlag::Lights); return D3D_OK; } HRESULT D3D9StateBlock::LightEnable(DWORD Index, BOOL Enable) { if (unlikely(Index >= m_state.lights.size())) m_state.lights.resize(Index + 1); if (unlikely(!m_state.lights[Index])) m_state.lights[Index] = DefaultLight; if (m_state.IsLightEnabled(Index) == !!Enable) return D3D_OK; uint32_t searchIndex = UINT32_MAX; uint32_t setIndex = Index; if (!Enable) std::swap(searchIndex, setIndex); for (auto& idx : m_state.enabledLightIndices) { if (idx == searchIndex) { idx = setIndex; break; } } m_captures.lightEnabledChanges.set(Index, true); m_captures.flags.set(D3D9CapturedStateFlag::Lights); return D3D_OK; } HRESULT D3D9StateBlock::SetStateTransform(uint32_t idx, const D3DMATRIX* pMatrix) { m_state.transforms[idx] = ConvertMatrix(pMatrix); m_captures.flags.set(D3D9CapturedStateFlag::Transforms); m_captures.transforms.set(idx, true); return D3D_OK; } HRESULT D3D9StateBlock::SetStateTextureStageState( DWORD Stage, D3D9TextureStageStateTypes Type, DWORD Value) { Stage = std::min(Stage, DWORD(caps::TextureStageCount - 1)); Type = std::min(Type, D3D9TextureStageStateTypes(DXVK_TSS_COUNT - 1)); m_state.textureStages[Stage][Type] = Value; m_captures.flags.set(D3D9CapturedStateFlag::TextureStages); m_captures.textureStages.set(Stage, true); m_captures.textureStageStates[Stage].set(Type, true); return D3D_OK; } HRESULT D3D9StateBlock::MultiplyStateTransform(uint32_t idx, const D3DMATRIX* pMatrix) { m_state.transforms[idx] = m_state.transforms[idx] * ConvertMatrix(pMatrix); m_captures.flags.set(D3D9CapturedStateFlag::Transforms); m_captures.transforms.set(idx, true); return D3D_OK; } HRESULT D3D9StateBlock::SetViewport(const D3DVIEWPORT9* pViewport) { m_state.viewport = *pViewport; m_captures.flags.set(D3D9CapturedStateFlag::Viewport); return D3D_OK; } HRESULT D3D9StateBlock::SetScissorRect(const RECT* pRect) { m_state.scissorRect = *pRect; m_captures.flags.set(D3D9CapturedStateFlag::ScissorRect); return D3D_OK; } HRESULT D3D9StateBlock::SetClipPlane(DWORD Index, const float* pPlane) { for (uint32_t i = 0; i < 4; i++) m_state.clipPlanes[Index].coeff[i] = pPlane[i]; m_captures.flags.set(D3D9CapturedStateFlag::ClipPlanes); m_captures.clipPlanes.set(Index, true); return D3D_OK; } HRESULT D3D9StateBlock::SetVertexShaderConstantF( UINT StartRegister, const float* pConstantData, UINT Vector4fCount) { return SetShaderConstants< DxsoProgramTypes::VertexShader, D3D9ConstantType::Float>( StartRegister, pConstantData, Vector4fCount); } HRESULT D3D9StateBlock::SetVertexShaderConstantI( UINT StartRegister, const int* pConstantData, UINT Vector4iCount) { return SetShaderConstants< DxsoProgramTypes::VertexShader, D3D9ConstantType::Int>( StartRegister, pConstantData, Vector4iCount); } HRESULT D3D9StateBlock::SetVertexShaderConstantB( UINT StartRegister, const BOOL* pConstantData, UINT BoolCount) { return SetShaderConstants< DxsoProgramTypes::VertexShader, D3D9ConstantType::Bool>( StartRegister, pConstantData, BoolCount); } HRESULT D3D9StateBlock::SetPixelShaderConstantF( UINT StartRegister, const float* pConstantData, UINT Vector4fCount) { return SetShaderConstants< DxsoProgramTypes::PixelShader, D3D9ConstantType::Float>( StartRegister, pConstantData, Vector4fCount); } HRESULT D3D9StateBlock::SetPixelShaderConstantI( UINT StartRegister, const int* pConstantData, UINT Vector4iCount) { return SetShaderConstants< DxsoProgramTypes::PixelShader, D3D9ConstantType::Int>( StartRegister, pConstantData, Vector4iCount); } HRESULT D3D9StateBlock::SetPixelShaderConstantB( UINT StartRegister, const BOOL* pConstantData, UINT BoolCount) { return SetShaderConstants< DxsoProgramTypes::PixelShader, D3D9ConstantType::Bool>( StartRegister, pConstantData, BoolCount); } HRESULT D3D9StateBlock::SetVertexBoolBitfield(uint32_t idx, uint32_t mask, uint32_t bits) { m_state.vsConsts->bConsts[idx] &= ~mask; m_state.vsConsts->bConsts[idx] |= bits & mask; return D3D_OK; } HRESULT D3D9StateBlock::SetPixelBoolBitfield(uint32_t idx, uint32_t mask, uint32_t bits) { m_state.psConsts->bConsts[idx] &= ~mask; m_state.psConsts->bConsts[idx] |= bits & mask; return D3D_OK; } void D3D9StateBlock::CapturePixelRenderStates() { m_captures.flags.set(D3D9CapturedStateFlag::RenderStates); m_captures.renderStates.set(D3DRS_ZENABLE, true); m_captures.renderStates.set(D3DRS_FILLMODE, true); m_captures.renderStates.set(D3DRS_SHADEMODE, true); m_captures.renderStates.set(D3DRS_ZWRITEENABLE, true); m_captures.renderStates.set(D3DRS_ALPHATESTENABLE, true); m_captures.renderStates.set(D3DRS_LASTPIXEL, true); m_captures.renderStates.set(D3DRS_SRCBLEND, true); m_captures.renderStates.set(D3DRS_DESTBLEND, true); m_captures.renderStates.set(D3DRS_ZFUNC, true); m_captures.renderStates.set(D3DRS_ALPHAREF, true); m_captures.renderStates.set(D3DRS_ALPHAFUNC, true); m_captures.renderStates.set(D3DRS_DITHERENABLE, true); m_captures.renderStates.set(D3DRS_FOGSTART, true); m_captures.renderStates.set(D3DRS_FOGEND, true); m_captures.renderStates.set(D3DRS_FOGDENSITY, true); m_captures.renderStates.set(D3DRS_ALPHABLENDENABLE, true); m_captures.renderStates.set(D3DRS_DEPTHBIAS, true); m_captures.renderStates.set(D3DRS_STENCILENABLE, true); m_captures.renderStates.set(D3DRS_STENCILFAIL, true); m_captures.renderStates.set(D3DRS_STENCILZFAIL, true); m_captures.renderStates.set(D3DRS_STENCILPASS, true); m_captures.renderStates.set(D3DRS_STENCILFUNC, true); m_captures.renderStates.set(D3DRS_STENCILREF, true); m_captures.renderStates.set(D3DRS_STENCILMASK, true); m_captures.renderStates.set(D3DRS_STENCILWRITEMASK, true); m_captures.renderStates.set(D3DRS_TEXTUREFACTOR, true); m_captures.renderStates.set(D3DRS_WRAP0, true); m_captures.renderStates.set(D3DRS_WRAP1, true); m_captures.renderStates.set(D3DRS_WRAP2, true); m_captures.renderStates.set(D3DRS_WRAP3, true); m_captures.renderStates.set(D3DRS_WRAP4, true); m_captures.renderStates.set(D3DRS_WRAP5, true); m_captures.renderStates.set(D3DRS_WRAP6, true); m_captures.renderStates.set(D3DRS_WRAP7, true); m_captures.renderStates.set(D3DRS_WRAP8, true); m_captures.renderStates.set(D3DRS_WRAP9, true); m_captures.renderStates.set(D3DRS_WRAP10, true); m_captures.renderStates.set(D3DRS_WRAP11, true); m_captures.renderStates.set(D3DRS_WRAP12, true); m_captures.renderStates.set(D3DRS_WRAP13, true); m_captures.renderStates.set(D3DRS_WRAP14, true); m_captures.renderStates.set(D3DRS_WRAP15, true); m_captures.renderStates.set(D3DRS_COLORWRITEENABLE, true); m_captures.renderStates.set(D3DRS_BLENDOP, true); m_captures.renderStates.set(D3DRS_SCISSORTESTENABLE, true); m_captures.renderStates.set(D3DRS_SLOPESCALEDEPTHBIAS, true); m_captures.renderStates.set(D3DRS_ANTIALIASEDLINEENABLE, true); m_captures.renderStates.set(D3DRS_TWOSIDEDSTENCILMODE, true); m_captures.renderStates.set(D3DRS_CCW_STENCILFAIL, true); m_captures.renderStates.set(D3DRS_CCW_STENCILZFAIL, true); m_captures.renderStates.set(D3DRS_CCW_STENCILPASS, true); m_captures.renderStates.set(D3DRS_CCW_STENCILFUNC, true); m_captures.renderStates.set(D3DRS_COLORWRITEENABLE1, true); m_captures.renderStates.set(D3DRS_COLORWRITEENABLE2, true); m_captures.renderStates.set(D3DRS_COLORWRITEENABLE3, true); m_captures.renderStates.set(D3DRS_BLENDFACTOR, true); m_captures.renderStates.set(D3DRS_SRGBWRITEENABLE, true); m_captures.renderStates.set(D3DRS_SEPARATEALPHABLENDENABLE, true); m_captures.renderStates.set(D3DRS_SRCBLENDALPHA, true); m_captures.renderStates.set(D3DRS_DESTBLENDALPHA, true); m_captures.renderStates.set(D3DRS_BLENDOPALPHA, true); } void D3D9StateBlock::CapturePixelSamplerStates() { m_captures.flags.set(D3D9CapturedStateFlag::SamplerStates); for (uint32_t i = 0; i < caps::MaxTexturesPS + 1; i++) { m_captures.samplers.set(i, true); m_captures.samplerStates[i].set(D3DSAMP_ADDRESSU, true); m_captures.samplerStates[i].set(D3DSAMP_ADDRESSV, true); m_captures.samplerStates[i].set(D3DSAMP_ADDRESSW, true); m_captures.samplerStates[i].set(D3DSAMP_BORDERCOLOR, true); m_captures.samplerStates[i].set(D3DSAMP_MAGFILTER, true); m_captures.samplerStates[i].set(D3DSAMP_MINFILTER, true); m_captures.samplerStates[i].set(D3DSAMP_MIPFILTER, true); m_captures.samplerStates[i].set(D3DSAMP_MIPMAPLODBIAS, true); m_captures.samplerStates[i].set(D3DSAMP_MAXMIPLEVEL, true); m_captures.samplerStates[i].set(D3DSAMP_MAXANISOTROPY, true); m_captures.samplerStates[i].set(D3DSAMP_SRGBTEXTURE, true); m_captures.samplerStates[i].set(D3DSAMP_ELEMENTINDEX, true); } } void D3D9StateBlock::CapturePixelShaderStates() { m_captures.flags.set(D3D9CapturedStateFlag::PixelShader); m_captures.flags.set(D3D9CapturedStateFlag::PsConstants); m_captures.psConsts.fConsts.setAll(); m_captures.psConsts.iConsts.setAll(); m_captures.psConsts.bConsts.setAll(); } void D3D9StateBlock::CaptureVertexRenderStates() { m_captures.flags.set(D3D9CapturedStateFlag::RenderStates); m_captures.renderStates.set(D3DRS_CULLMODE, true); m_captures.renderStates.set(D3DRS_FOGENABLE, true); m_captures.renderStates.set(D3DRS_FOGCOLOR, true); m_captures.renderStates.set(D3DRS_FOGTABLEMODE, true); m_captures.renderStates.set(D3DRS_FOGSTART, true); m_captures.renderStates.set(D3DRS_FOGEND, true); m_captures.renderStates.set(D3DRS_FOGDENSITY, true); m_captures.renderStates.set(D3DRS_RANGEFOGENABLE, true); m_captures.renderStates.set(D3DRS_AMBIENT, true); m_captures.renderStates.set(D3DRS_COLORVERTEX, true); m_captures.renderStates.set(D3DRS_FOGVERTEXMODE, true); m_captures.renderStates.set(D3DRS_CLIPPING, true); m_captures.renderStates.set(D3DRS_LIGHTING, true); m_captures.renderStates.set(D3DRS_LOCALVIEWER, true); m_captures.renderStates.set(D3DRS_EMISSIVEMATERIALSOURCE, true); m_captures.renderStates.set(D3DRS_AMBIENTMATERIALSOURCE, true); m_captures.renderStates.set(D3DRS_DIFFUSEMATERIALSOURCE, true); m_captures.renderStates.set(D3DRS_SPECULARMATERIALSOURCE, true); m_captures.renderStates.set(D3DRS_VERTEXBLEND, true); m_captures.renderStates.set(D3DRS_CLIPPLANEENABLE, true); m_captures.renderStates.set(D3DRS_POINTSIZE, true); m_captures.renderStates.set(D3DRS_POINTSIZE_MIN, true); m_captures.renderStates.set(D3DRS_POINTSPRITEENABLE, true); m_captures.renderStates.set(D3DRS_POINTSCALEENABLE, true); m_captures.renderStates.set(D3DRS_POINTSCALE_A, true); m_captures.renderStates.set(D3DRS_POINTSCALE_B, true); m_captures.renderStates.set(D3DRS_POINTSCALE_C, true); m_captures.renderStates.set(D3DRS_MULTISAMPLEANTIALIAS, true); m_captures.renderStates.set(D3DRS_MULTISAMPLEMASK, true); m_captures.renderStates.set(D3DRS_PATCHEDGESTYLE, true); m_captures.renderStates.set(D3DRS_POINTSIZE_MAX, true); m_captures.renderStates.set(D3DRS_INDEXEDVERTEXBLENDENABLE, true); m_captures.renderStates.set(D3DRS_TWEENFACTOR, true); m_captures.renderStates.set(D3DRS_POSITIONDEGREE, true); m_captures.renderStates.set(D3DRS_NORMALDEGREE, true); m_captures.renderStates.set(D3DRS_MINTESSELLATIONLEVEL, true); m_captures.renderStates.set(D3DRS_MAXTESSELLATIONLEVEL, true); m_captures.renderStates.set(D3DRS_ADAPTIVETESS_X, true); m_captures.renderStates.set(D3DRS_ADAPTIVETESS_Y, true); m_captures.renderStates.set(D3DRS_ADAPTIVETESS_Z, true); m_captures.renderStates.set(D3DRS_ADAPTIVETESS_W, true); m_captures.renderStates.set(D3DRS_ENABLEADAPTIVETESSELLATION, true); m_captures.renderStates.set(D3DRS_NORMALIZENORMALS, true); m_captures.renderStates.set(D3DRS_SPECULARENABLE, true); m_captures.renderStates.set(D3DRS_SHADEMODE, true); } void D3D9StateBlock::CaptureVertexSamplerStates() { m_captures.flags.set(D3D9CapturedStateFlag::SamplerStates); for (uint32_t i = caps::MaxTexturesPS + 1; i < SamplerCount; i++) { m_captures.samplers.set(i, true); m_captures.samplerStates[i].set(D3DSAMP_DMAPOFFSET, true); } } void D3D9StateBlock::CaptureVertexShaderStates() { m_captures.flags.set(D3D9CapturedStateFlag::VertexShader); m_captures.flags.set(D3D9CapturedStateFlag::VsConstants); m_captures.vsConsts.fConsts.setN(m_parent->GetVertexConstantLayout().floatCount); m_captures.vsConsts.iConsts.setN(m_parent->GetVertexConstantLayout().intCount); m_captures.vsConsts.bConsts.setN(m_parent->GetVertexConstantLayout().boolCount); } void D3D9StateBlock::CaptureType(D3D9StateBlockType Type) { if (Type == D3D9StateBlockType::PixelState || Type == D3D9StateBlockType::All) { CapturePixelRenderStates(); CapturePixelSamplerStates(); CapturePixelShaderStates(); m_captures.flags.set(D3D9CapturedStateFlag::TextureStages); m_captures.textureStages.setAll(); for (auto& stage : m_captures.textureStageStates) stage.setAll(); } if (Type == D3D9StateBlockType::VertexState || Type == D3D9StateBlockType::All) { CaptureVertexRenderStates(); CaptureVertexSamplerStates(); CaptureVertexShaderStates(); m_captures.flags.set(D3D9CapturedStateFlag::VertexDecl); m_captures.flags.set(D3D9CapturedStateFlag::StreamFreq); m_captures.flags.set(D3D9CapturedStateFlag::Lights); m_captures.lightEnabledChanges.setN(m_deviceState->lights.size()); for (uint32_t i = 0; i < caps::MaxStreams; i++) m_captures.streamFreq.set(i, true); } if (Type == D3D9StateBlockType::All) { m_captures.flags.set(D3D9CapturedStateFlag::Textures); m_captures.textures.setAll(); m_captures.flags.set(D3D9CapturedStateFlag::VertexBuffers); m_captures.vertexBuffers.setAll(); m_captures.flags.set(D3D9CapturedStateFlag::Indices); m_captures.flags.set(D3D9CapturedStateFlag::Viewport); m_captures.flags.set(D3D9CapturedStateFlag::ScissorRect); m_captures.flags.set(D3D9CapturedStateFlag::ClipPlanes); m_captures.clipPlanes.setAll(); m_captures.flags.set(D3D9CapturedStateFlag::Transforms); m_captures.transforms.setAll(); m_captures.flags.set(D3D9CapturedStateFlag::Material); } if (Type != D3D9StateBlockType::None) this->Capture(); } }