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dxvk/src/d3d11/d3d11_state.cpp
2019-09-16 13:41:31 +02:00

199 lines
6.5 KiB
C++

#include "d3d11_state.h"
namespace dxvk {
size_t D3D11StateDescHash::operator () (
const D3D11_BLEND_DESC1& desc) const {
DxvkHashState hash;
hash.add(desc.AlphaToCoverageEnable);
hash.add(desc.IndependentBlendEnable);
// Render targets 1 to 7 are ignored and may contain
// undefined data if independent blend is disabled
const uint32_t usedRenderTargets = desc.IndependentBlendEnable ? 8 : 1;
for (uint32_t i = 0; i < usedRenderTargets; i++)
hash.add(this->operator () (desc.RenderTarget[i]));
return hash;
}
size_t D3D11StateDescHash::operator () (
const D3D11_DEPTH_STENCILOP_DESC& desc) const {
DxvkHashState hash;
hash.add(desc.StencilFunc);
hash.add(desc.StencilDepthFailOp);
hash.add(desc.StencilPassOp);
hash.add(desc.StencilFailOp);
return hash;
}
size_t D3D11StateDescHash::operator () (
const D3D11_DEPTH_STENCIL_DESC& desc) const {
DxvkHashState hash;
hash.add(desc.DepthEnable);
hash.add(desc.DepthWriteMask);
hash.add(desc.DepthFunc);
hash.add(desc.StencilEnable);
hash.add(desc.StencilReadMask);
hash.add(desc.StencilWriteMask);
hash.add(this->operator () (desc.FrontFace));
hash.add(this->operator () (desc.BackFace));
return hash;
}
size_t D3D11StateDescHash::operator () (
const D3D11_RASTERIZER_DESC2& desc) const {
std::hash<float> fhash;
DxvkHashState hash;
hash.add(desc.FillMode);
hash.add(desc.CullMode);
hash.add(desc.FrontCounterClockwise);
hash.add(desc.DepthBias);
hash.add(fhash(desc.SlopeScaledDepthBias));
hash.add(fhash(desc.DepthBiasClamp));
hash.add(desc.DepthClipEnable);
hash.add(desc.ScissorEnable);
hash.add(desc.MultisampleEnable);
hash.add(desc.AntialiasedLineEnable);
hash.add(desc.ForcedSampleCount);
hash.add(desc.ConservativeRaster);
return hash;
}
size_t D3D11StateDescHash::operator () (
const D3D11_RENDER_TARGET_BLEND_DESC1& desc) const {
DxvkHashState hash;
hash.add(desc.BlendEnable);
hash.add(desc.LogicOpEnable);
hash.add(desc.SrcBlend);
hash.add(desc.DestBlend);
hash.add(desc.BlendOp);
hash.add(desc.SrcBlendAlpha);
hash.add(desc.DestBlendAlpha);
hash.add(desc.BlendOpAlpha);
hash.add(desc.LogicOp);
hash.add(desc.RenderTargetWriteMask);
return hash;
}
size_t D3D11StateDescHash::operator () (
const D3D11_SAMPLER_DESC& desc) const {
std::hash<float> fhash;
DxvkHashState hash;
hash.add(desc.Filter);
hash.add(desc.AddressU);
hash.add(desc.AddressV);
hash.add(desc.AddressW);
hash.add(fhash(desc.MipLODBias));
hash.add(desc.MaxAnisotropy);
hash.add(desc.ComparisonFunc);
for (uint32_t i = 0; i < 4; i++)
hash.add(fhash(desc.BorderColor[i]));
hash.add(fhash(desc.MinLOD));
hash.add(fhash(desc.MaxLOD));
return hash;
}
bool D3D11StateDescEqual::operator () (
const D3D11_BLEND_DESC1& a,
const D3D11_BLEND_DESC1& b) const {
bool eq = a.AlphaToCoverageEnable == b.AlphaToCoverageEnable
&& a.IndependentBlendEnable == b.IndependentBlendEnable;
// Render targets 1 to 7 are ignored and may contain
// undefined data if independent blend is disabled
const uint32_t usedRenderTargets = a.IndependentBlendEnable ? 8 : 1;
for (uint32_t i = 0; eq && (i < usedRenderTargets); i++)
eq &= this->operator () (a.RenderTarget[i], b.RenderTarget[i]);
return eq;
}
bool D3D11StateDescEqual::operator () (
const D3D11_DEPTH_STENCILOP_DESC& a,
const D3D11_DEPTH_STENCILOP_DESC& b) const {
return a.StencilFunc == b.StencilFunc
&& a.StencilDepthFailOp == b.StencilDepthFailOp
&& a.StencilPassOp == b.StencilPassOp
&& a.StencilFailOp == b.StencilFailOp;
}
bool D3D11StateDescEqual::operator () (
const D3D11_DEPTH_STENCIL_DESC& a,
const D3D11_DEPTH_STENCIL_DESC& b) const {
return a.DepthEnable == b.DepthEnable
&& a.DepthWriteMask == b.DepthWriteMask
&& a.DepthFunc == b.DepthFunc
&& a.StencilEnable == b.StencilEnable
&& a.StencilReadMask == b.StencilReadMask
&& a.StencilWriteMask == b.StencilWriteMask
&& this->operator () (a.FrontFace, b.FrontFace)
&& this->operator () (a.BackFace, b.BackFace);
}
bool D3D11StateDescEqual::operator () (
const D3D11_RASTERIZER_DESC2& a,
const D3D11_RASTERIZER_DESC2& b) const {
return a.FillMode == b.FillMode
&& a.CullMode == b.CullMode
&& a.FrontCounterClockwise == b.FrontCounterClockwise
&& a.DepthBias == b.DepthBias
&& a.SlopeScaledDepthBias == b.SlopeScaledDepthBias
&& a.DepthBiasClamp == b.DepthBiasClamp
&& a.DepthClipEnable == b.DepthClipEnable
&& a.ScissorEnable == b.ScissorEnable
&& a.MultisampleEnable == b.MultisampleEnable
&& a.AntialiasedLineEnable == b.AntialiasedLineEnable
&& a.ForcedSampleCount == b.ForcedSampleCount
&& a.ConservativeRaster == b.ConservativeRaster;
}
bool D3D11StateDescEqual::operator () (
const D3D11_RENDER_TARGET_BLEND_DESC1& a,
const D3D11_RENDER_TARGET_BLEND_DESC1& b) const {
return a.BlendEnable == b.BlendEnable
&& a.LogicOpEnable == b.LogicOpEnable
&& a.SrcBlend == b.SrcBlend
&& a.DestBlend == b.DestBlend
&& a.BlendOp == b.BlendOp
&& a.SrcBlendAlpha == b.SrcBlendAlpha
&& a.DestBlendAlpha == b.DestBlendAlpha
&& a.BlendOpAlpha == b.BlendOpAlpha
&& a.LogicOp == b.LogicOp
&& a.RenderTargetWriteMask == b.RenderTargetWriteMask;
}
bool D3D11StateDescEqual::operator () (
const D3D11_SAMPLER_DESC& a,
const D3D11_SAMPLER_DESC& b) const {
return a.Filter == b.Filter
&& a.AddressU == b.AddressU
&& a.AddressV == b.AddressV
&& a.AddressW == b.AddressW
&& a.MipLODBias == b.MipLODBias
&& a.MaxAnisotropy == b.MaxAnisotropy
&& a.ComparisonFunc == b.ComparisonFunc
&& a.BorderColor[0] == b.BorderColor[0]
&& a.BorderColor[1] == b.BorderColor[1]
&& a.BorderColor[2] == b.BorderColor[2]
&& a.BorderColor[3] == b.BorderColor[3]
&& a.MinLOD == b.MinLOD
&& a.MaxLOD == b.MaxLOD;
}
}