mirror of
https://github.com/doitsujin/dxvk.git
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199 lines
6.5 KiB
C++
199 lines
6.5 KiB
C++
#include "d3d11_state.h"
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namespace dxvk {
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size_t D3D11StateDescHash::operator () (
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const D3D11_BLEND_DESC1& desc) const {
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DxvkHashState hash;
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hash.add(desc.AlphaToCoverageEnable);
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hash.add(desc.IndependentBlendEnable);
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// Render targets 1 to 7 are ignored and may contain
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// undefined data if independent blend is disabled
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const uint32_t usedRenderTargets = desc.IndependentBlendEnable ? 8 : 1;
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for (uint32_t i = 0; i < usedRenderTargets; i++)
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hash.add(this->operator () (desc.RenderTarget[i]));
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return hash;
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}
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size_t D3D11StateDescHash::operator () (
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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 () (
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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 () (
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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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hash.add(desc.FillMode);
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hash.add(desc.CullMode);
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hash.add(desc.FrontCounterClockwise);
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hash.add(desc.DepthBias);
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hash.add(fhash(desc.SlopeScaledDepthBias));
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hash.add(fhash(desc.DepthBiasClamp));
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hash.add(desc.DepthClipEnable);
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hash.add(desc.ScissorEnable);
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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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size_t D3D11StateDescHash::operator () (
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const D3D11_RENDER_TARGET_BLEND_DESC1& desc) const {
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DxvkHashState hash;
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hash.add(desc.BlendEnable);
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hash.add(desc.LogicOpEnable);
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hash.add(desc.SrcBlend);
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hash.add(desc.DestBlend);
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hash.add(desc.BlendOp);
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hash.add(desc.SrcBlendAlpha);
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hash.add(desc.DestBlendAlpha);
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hash.add(desc.BlendOpAlpha);
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hash.add(desc.LogicOp);
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hash.add(desc.RenderTargetWriteMask);
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return hash;
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}
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size_t D3D11StateDescHash::operator () (
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const D3D11_SAMPLER_DESC& desc) const {
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std::hash<float> fhash;
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DxvkHashState hash;
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hash.add(desc.Filter);
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hash.add(desc.AddressU);
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hash.add(desc.AddressV);
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hash.add(desc.AddressW);
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hash.add(fhash(desc.MipLODBias));
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hash.add(desc.MaxAnisotropy);
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hash.add(desc.ComparisonFunc);
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for (uint32_t i = 0; i < 4; i++)
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hash.add(fhash(desc.BorderColor[i]));
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hash.add(fhash(desc.MinLOD));
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hash.add(fhash(desc.MaxLOD));
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return hash;
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}
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bool D3D11StateDescEqual::operator () (
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const D3D11_BLEND_DESC1& a,
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const D3D11_BLEND_DESC1& b) const {
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bool eq = a.AlphaToCoverageEnable == b.AlphaToCoverageEnable
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&& a.IndependentBlendEnable == b.IndependentBlendEnable;
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// Render targets 1 to 7 are ignored and may contain
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// undefined data if independent blend is disabled
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const uint32_t usedRenderTargets = a.IndependentBlendEnable ? 8 : 1;
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for (uint32_t i = 0; eq && (i < usedRenderTargets); i++)
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eq &= this->operator () (a.RenderTarget[i], b.RenderTarget[i]);
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return eq;
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}
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bool D3D11StateDescEqual::operator () (
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const D3D11_DEPTH_STENCILOP_DESC& a,
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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 () (
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const D3D11_DEPTH_STENCIL_DESC& a,
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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 () (
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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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&& a.DepthBias == b.DepthBias
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&& a.SlopeScaledDepthBias == b.SlopeScaledDepthBias
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&& a.DepthBiasClamp == b.DepthBiasClamp
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&& a.DepthClipEnable == b.DepthClipEnable
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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.ConservativeRaster == b.ConservativeRaster;
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}
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bool D3D11StateDescEqual::operator () (
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const D3D11_RENDER_TARGET_BLEND_DESC1& a,
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const D3D11_RENDER_TARGET_BLEND_DESC1& b) const {
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return a.BlendEnable == b.BlendEnable
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&& a.LogicOpEnable == b.LogicOpEnable
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&& a.SrcBlend == b.SrcBlend
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&& a.DestBlend == b.DestBlend
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&& a.BlendOp == b.BlendOp
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&& a.SrcBlendAlpha == b.SrcBlendAlpha
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&& a.DestBlendAlpha == b.DestBlendAlpha
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&& a.BlendOpAlpha == b.BlendOpAlpha
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&& a.LogicOp == b.LogicOp
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&& a.RenderTargetWriteMask == b.RenderTargetWriteMask;
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}
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bool D3D11StateDescEqual::operator () (
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const D3D11_SAMPLER_DESC& a,
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const D3D11_SAMPLER_DESC& b) const {
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return a.Filter == b.Filter
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&& a.AddressU == b.AddressU
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&& a.AddressV == b.AddressV
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&& a.AddressW == b.AddressW
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&& a.MipLODBias == b.MipLODBias
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&& a.MaxAnisotropy == b.MaxAnisotropy
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&& a.ComparisonFunc == b.ComparisonFunc
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&& a.BorderColor[0] == b.BorderColor[0]
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&& a.BorderColor[1] == b.BorderColor[1]
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&& a.BorderColor[2] == b.BorderColor[2]
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&& a.BorderColor[3] == b.BorderColor[3]
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&& a.MinLOD == b.MinLOD
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&& a.MaxLOD == b.MaxLOD;
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}
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} |