#include "d3d11_blend.h" #include "d3d11_device.h" namespace dxvk { D3D11BlendState::D3D11BlendState( D3D11Device* device, const D3D11_BLEND_DESC1& desc) : m_device(device), m_desc(desc), m_d3d10(this) { // 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; // Vulkan only supports a global logic op for the blend // state, which might be problematic in some cases. if (desc.IndependentBlendEnable && desc.RenderTarget[0].LogicOpEnable) Logger::warn("D3D11: Per-target logic ops not supported"); m_loState.enableLogicOp = desc.RenderTarget[0].LogicOpEnable; m_loState.logicOp = DecodeLogicOp(desc.RenderTarget[0].LogicOp); } D3D11BlendState::~D3D11BlendState() { } HRESULT STDMETHODCALLTYPE D3D11BlendState::QueryInterface(REFIID riid, void** ppvObject) { *ppvObject = nullptr; if (riid == __uuidof(IUnknown) || riid == __uuidof(ID3D11DeviceChild) || riid == __uuidof(ID3D11BlendState) || riid == __uuidof(ID3D11BlendState1)) { *ppvObject = ref(this); return S_OK; } if (riid == __uuidof(ID3D10DeviceChild) || riid == __uuidof(ID3D10BlendState) || riid == __uuidof(ID3D10BlendState1)) { *ppvObject = ref(&m_d3d10); return S_OK; } Logger::warn("D3D11BlendState::QueryInterface: Unknown interface query"); Logger::warn(str::format(riid)); return E_NOINTERFACE; } void STDMETHODCALLTYPE D3D11BlendState::GetDevice(ID3D11Device** ppDevice) { *ppDevice = ref(m_device); } void STDMETHODCALLTYPE D3D11BlendState::GetDesc(D3D11_BLEND_DESC* pDesc) { pDesc->AlphaToCoverageEnable = m_desc.AlphaToCoverageEnable; pDesc->IndependentBlendEnable = m_desc.IndependentBlendEnable; for (uint32_t i = 0; i < 8; i++) { pDesc->RenderTarget[i].BlendEnable = m_desc.RenderTarget[i].BlendEnable; pDesc->RenderTarget[i].SrcBlend = m_desc.RenderTarget[i].SrcBlend; pDesc->RenderTarget[i].DestBlend = m_desc.RenderTarget[i].DestBlend; pDesc->RenderTarget[i].BlendOp = m_desc.RenderTarget[i].BlendOp; pDesc->RenderTarget[i].SrcBlendAlpha = m_desc.RenderTarget[i].SrcBlendAlpha; pDesc->RenderTarget[i].DestBlendAlpha = m_desc.RenderTarget[i].DestBlendAlpha; pDesc->RenderTarget[i].BlendOpAlpha = m_desc.RenderTarget[i].BlendOpAlpha; pDesc->RenderTarget[i].RenderTargetWriteMask = m_desc.RenderTarget[i].RenderTargetWriteMask; } } void STDMETHODCALLTYPE D3D11BlendState::GetDesc1(D3D11_BLEND_DESC1* pDesc) { *pDesc = m_desc; } void D3D11BlendState::BindToContext( const Rc& 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); // Set up logic op state as well ctx->setLogicOpState(m_loState); } D3D11_BLEND_DESC1 D3D11BlendState::DefaultDesc() { D3D11_BLEND_DESC1 dstDesc; dstDesc.AlphaToCoverageEnable = FALSE; dstDesc.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++) { dstDesc.RenderTarget[i].BlendEnable = FALSE; dstDesc.RenderTarget[i].LogicOpEnable = FALSE; dstDesc.RenderTarget[i].SrcBlend = D3D11_BLEND_ONE; dstDesc.RenderTarget[i].DestBlend = D3D11_BLEND_ZERO; dstDesc.RenderTarget[i].BlendOp = D3D11_BLEND_OP_ADD; dstDesc.RenderTarget[i].SrcBlendAlpha = D3D11_BLEND_ONE; dstDesc.RenderTarget[i].DestBlendAlpha = D3D11_BLEND_ZERO; dstDesc.RenderTarget[i].BlendOpAlpha = D3D11_BLEND_OP_ADD; dstDesc.RenderTarget[i].LogicOp = D3D11_LOGIC_OP_NOOP; dstDesc.RenderTarget[i].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; } return dstDesc; } D3D11_BLEND_DESC1 D3D11BlendState::PromoteDesc(const D3D11_BLEND_DESC* pSrcDesc) { D3D11_BLEND_DESC1 dstDesc; dstDesc.AlphaToCoverageEnable = pSrcDesc->AlphaToCoverageEnable; dstDesc.IndependentBlendEnable = pSrcDesc->IndependentBlendEnable; for (uint32_t i = 0; i < 8; i++) { dstDesc.RenderTarget[i].BlendEnable = pSrcDesc->RenderTarget[i].BlendEnable; dstDesc.RenderTarget[i].LogicOpEnable = FALSE; dstDesc.RenderTarget[i].SrcBlend = pSrcDesc->RenderTarget[i].SrcBlend; dstDesc.RenderTarget[i].DestBlend = pSrcDesc->RenderTarget[i].DestBlend; dstDesc.RenderTarget[i].BlendOp = pSrcDesc->RenderTarget[i].BlendOp; dstDesc.RenderTarget[i].SrcBlendAlpha = pSrcDesc->RenderTarget[i].SrcBlendAlpha; dstDesc.RenderTarget[i].DestBlendAlpha = pSrcDesc->RenderTarget[i].DestBlendAlpha; dstDesc.RenderTarget[i].BlendOpAlpha = pSrcDesc->RenderTarget[i].BlendOpAlpha; dstDesc.RenderTarget[i].LogicOp = D3D11_LOGIC_OP_NOOP; dstDesc.RenderTarget[i].RenderTargetWriteMask = pSrcDesc->RenderTarget[i].RenderTargetWriteMask; } return dstDesc; } HRESULT D3D11BlendState::NormalizeDesc(D3D11_BLEND_DESC1* pDesc) { const D3D11_BLEND_DESC1 defaultDesc = DefaultDesc(); if (pDesc->AlphaToCoverageEnable) pDesc->AlphaToCoverageEnable = TRUE; if (pDesc->IndependentBlendEnable) pDesc->IndependentBlendEnable = TRUE; const uint32_t numRenderTargets = pDesc->IndependentBlendEnable ? 8 : 1; for (uint32_t i = 0; i < numRenderTargets; i++) { D3D11_RENDER_TARGET_BLEND_DESC1* rt = &pDesc->RenderTarget[i]; if (rt->BlendEnable) { rt->BlendEnable = TRUE; if (rt->LogicOpEnable) return E_INVALIDARG; if (!ValidateBlendOperations( rt->SrcBlend, rt->SrcBlendAlpha, rt->DestBlend, rt->DestBlendAlpha, rt->BlendOp, rt->BlendOpAlpha)) return E_INVALIDARG; } else { rt->SrcBlend = defaultDesc.RenderTarget[0].SrcBlend; rt->DestBlend = defaultDesc.RenderTarget[0].DestBlend; rt->BlendOp = defaultDesc.RenderTarget[0].BlendOp; rt->SrcBlendAlpha = defaultDesc.RenderTarget[0].SrcBlendAlpha; rt->DestBlendAlpha = defaultDesc.RenderTarget[0].DestBlendAlpha; rt->BlendOpAlpha = defaultDesc.RenderTarget[0].BlendOpAlpha; } if (rt->LogicOpEnable) { rt->LogicOpEnable = TRUE; // Blending must be disabled // if the logic op is enabled if (rt->BlendEnable || pDesc->IndependentBlendEnable || !ValidateLogicOp(rt->LogicOp)) return E_INVALIDARG; } else { rt->LogicOp = defaultDesc.RenderTarget[0].LogicOp; } if (rt->RenderTargetWriteMask > D3D11_COLOR_WRITE_ENABLE_ALL) return E_INVALIDARG; } for (uint32_t i = numRenderTargets; i < 8; i++) { // Render targets blend operations are the same // across all render targets when blend is enabled // on rendertarget[0] with independent blend disabled pDesc->RenderTarget[i] = pDesc->RenderTarget[0]; } return S_OK; } DxvkBlendMode D3D11BlendState::DecodeBlendMode( const D3D11_RENDER_TARGET_BLEND_DESC1& 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); 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; default: 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; default: return VK_BLEND_OP_ADD; } } VkLogicOp D3D11BlendState::DecodeLogicOp(D3D11_LOGIC_OP LogicOp) { switch (LogicOp) { case D3D11_LOGIC_OP_CLEAR: return VK_LOGIC_OP_CLEAR; case D3D11_LOGIC_OP_SET: return VK_LOGIC_OP_SET; case D3D11_LOGIC_OP_COPY: return VK_LOGIC_OP_COPY; case D3D11_LOGIC_OP_COPY_INVERTED: return VK_LOGIC_OP_COPY_INVERTED; case D3D11_LOGIC_OP_NOOP: return VK_LOGIC_OP_NO_OP; case D3D11_LOGIC_OP_INVERT: return VK_LOGIC_OP_INVERT; case D3D11_LOGIC_OP_AND: return VK_LOGIC_OP_AND; case D3D11_LOGIC_OP_NAND: return VK_LOGIC_OP_NAND; case D3D11_LOGIC_OP_OR: return VK_LOGIC_OP_OR; case D3D11_LOGIC_OP_NOR: return VK_LOGIC_OP_NOR; case D3D11_LOGIC_OP_XOR: return VK_LOGIC_OP_XOR; case D3D11_LOGIC_OP_EQUIV: return VK_LOGIC_OP_EQUIVALENT; case D3D11_LOGIC_OP_AND_REVERSE: return VK_LOGIC_OP_AND_REVERSE; case D3D11_LOGIC_OP_AND_INVERTED: return VK_LOGIC_OP_AND_INVERTED; case D3D11_LOGIC_OP_OR_REVERSE: return VK_LOGIC_OP_OR_REVERSE; case D3D11_LOGIC_OP_OR_INVERTED: return VK_LOGIC_OP_OR_INVERTED; default: return VK_LOGIC_OP_NO_OP; } } bool D3D11BlendState::ValidateBlendFactor(D3D11_BLEND Blend) { return Blend >= D3D11_BLEND_ZERO && Blend <= D3D11_BLEND_INV_SRC1_ALPHA; } bool D3D11BlendState::ValidateBlendFactorAlpha(D3D11_BLEND BlendAlpha) { return BlendAlpha >= D3D11_BLEND_ZERO && BlendAlpha <= D3D11_BLEND_INV_SRC1_ALPHA && BlendAlpha != D3D11_BLEND_SRC_COLOR && BlendAlpha != D3D11_BLEND_INV_SRC_COLOR && BlendAlpha != D3D11_BLEND_DEST_COLOR && BlendAlpha != D3D11_BLEND_INV_DEST_COLOR && BlendAlpha != D3D11_BLEND_SRC1_COLOR && BlendAlpha != D3D11_BLEND_INV_SRC1_COLOR; } bool D3D11BlendState::ValidateBlendOp(D3D11_BLEND_OP BlendOp) { return BlendOp >= D3D11_BLEND_OP_ADD && BlendOp <= D3D11_BLEND_OP_MAX; } bool D3D11BlendState::ValidateLogicOp(D3D11_LOGIC_OP LogicOp) { return LogicOp >= D3D11_LOGIC_OP_CLEAR && LogicOp <= D3D11_LOGIC_OP_OR_INVERTED; } bool D3D11BlendState::ValidateBlendOperations( D3D11_BLEND SrcBlend, D3D11_BLEND SrcBlendAlpha, D3D11_BLEND DestBlend, D3D11_BLEND DestBlendAlpha, D3D11_BLEND_OP BlendOp, D3D11_BLEND_OP BlendOpAlpha) { return ValidateBlendOp(BlendOp) && ValidateBlendOp(BlendOpAlpha) && ValidateBlendFactor(SrcBlend) && ValidateBlendFactor(DestBlend) && ValidateBlendFactorAlpha(SrcBlendAlpha) && ValidateBlendFactorAlpha(DestBlendAlpha); } }