mirror of
https://github.com/doitsujin/dxvk.git
synced 2024-12-05 01:24:14 +01:00
250 lines
6.8 KiB
C++
250 lines
6.8 KiB
C++
#pragma once
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#include "d3d9_include.h"
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#include "d3d9_format.h"
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#include "../dxso/dxso_common.h"
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#include "../dxvk/dxvk_device.h"
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#include "../util/util_matrix.h"
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#include <d3dcommon.h>
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namespace dxvk {
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struct D3D9ShaderMasks {
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uint32_t samplerMask;
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uint32_t rtMask;
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};
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struct D3D9MipFilter {
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bool MipsEnabled;
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VkSamplerMipmapMode MipFilter;
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};
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struct D3D9BlendState {
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D3DBLEND Src;
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D3DBLEND Dst;
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D3DBLENDOP Op;
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};
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inline void FixupBlendState(D3D9BlendState& State) {
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// Old DirectX 6 HW feature that still exists...
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// Yuck!
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if (unlikely(State.Src == D3DBLEND_BOTHSRCALPHA)) {
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State.Src = D3DBLEND_SRCALPHA;
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State.Dst = D3DBLEND_INVSRCALPHA;
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}
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else if (unlikely(State.Src == D3DBLEND_BOTHINVSRCALPHA)) {
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State.Src = D3DBLEND_INVSRCALPHA;
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State.Dst = D3DBLEND_SRCALPHA;
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}
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}
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inline bool InvalidSampler(DWORD Sampler) {
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if (Sampler > 15 && Sampler < D3DDMAPSAMPLER)
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return true;
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if (Sampler > D3DVERTEXTEXTURESAMPLER3)
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return true;
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return false;
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}
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inline DWORD RemapSamplerState(DWORD Sampler) {
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if (Sampler >= D3DDMAPSAMPLER)
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Sampler = 16 + (Sampler - D3DDMAPSAMPLER);
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return Sampler;
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}
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inline std::pair<DxsoProgramType, DWORD> RemapStateSamplerShader(DWORD Sampler) {
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if (Sampler >= 17)
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return std::make_pair(DxsoProgramTypes::VertexShader, Sampler - 17);
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return std::make_pair(DxsoProgramTypes::PixelShader, Sampler);
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}
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inline std::pair<DxsoProgramType, DWORD> RemapSamplerShader(DWORD Sampler) {
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Sampler = RemapSamplerState(Sampler);
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return RemapStateSamplerShader(Sampler);
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}
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template <typename T, typename J>
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void CastRefPrivate(J* ptr, bool AddRef) {
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if (ptr == nullptr)
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return;
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T* castedPtr = reinterpret_cast<T*>(ptr);
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AddRef ? castedPtr->AddRefPrivate() : castedPtr->ReleasePrivate();
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}
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HRESULT DisassembleShader(
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const void* pShader,
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BOOL EnableColorCode,
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char* pComments,
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ID3DBlob** ppDisassembly);
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HRESULT DecodeMultiSampleType(
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D3DMULTISAMPLE_TYPE MultiSample,
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DWORD MultisampleQuality,
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VkSampleCountFlagBits* pCount);
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VkFormat GetPackedDepthStencilFormat(D3D9Format Format);
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VkFormatFeatureFlags GetImageFormatFeatures(DWORD Usage);
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VkImageUsageFlags GetImageUsageFlags(DWORD Usage);
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inline void DecodeD3DCOLOR(D3DCOLOR color, float* rgba) {
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// Encoded in D3DCOLOR as argb
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rgba[3] = (float)((color & 0xff000000) >> 24) / 255.0f;
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rgba[0] = (float)((color & 0x00ff0000) >> 16) / 255.0f;
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rgba[1] = (float)((color & 0x0000ff00) >> 8) / 255.0f;
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rgba[2] = (float)((color & 0x000000ff)) / 255.0f;
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}
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inline VkFormat PickSRGB(VkFormat format, VkFormat srgbFormat, bool srgb) {
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return srgb ? srgbFormat : format;
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}
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inline VkShaderStageFlagBits GetShaderStage(DxsoProgramType ProgramType) {
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switch (ProgramType) {
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case DxsoProgramTypes::VertexShader: return VK_SHADER_STAGE_VERTEX_BIT;
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case DxsoProgramTypes::PixelShader: return VK_SHADER_STAGE_FRAGMENT_BIT;
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default: return VkShaderStageFlagBits(0);
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}
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}
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inline uint32_t GetTransformIndex(D3DTRANSFORMSTATETYPE Type) {
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if (Type == D3DTS_VIEW)
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return 0;
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if (Type == D3DTS_PROJECTION)
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return 1;
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if (Type >= D3DTS_TEXTURE0 && Type <= D3DTS_TEXTURE7)
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return 2 + (Type - D3DTS_TEXTURE0);
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return 10 + (Type - D3DTS_WORLD);
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}
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inline Matrix4 ConvertMatrix(const D3DMATRIX* Matrix) {
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if (Matrix == nullptr) // Identity.
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return Matrix4();
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return *(reinterpret_cast<const Matrix4*>(Matrix));
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}
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uint32_t GetVertexCount(D3DPRIMITIVETYPE type, UINT count);
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DxvkInputAssemblyState DecodeInputAssemblyState(D3DPRIMITIVETYPE type);
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VkBlendFactor DecodeBlendFactor(D3DBLEND BlendFactor, bool IsAlpha);
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VkBlendOp DecodeBlendOp(D3DBLENDOP BlendOp);
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VkFilter DecodeFilter(D3DTEXTUREFILTERTYPE Filter);
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D3D9MipFilter DecodeMipFilter(D3DTEXTUREFILTERTYPE Filter);
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bool IsAnisotropic(D3DTEXTUREFILTERTYPE Filter);
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VkSamplerAddressMode DecodeAddressMode(D3DTEXTUREADDRESS Mode);
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VkCompareOp DecodeCompareOp(D3DCMPFUNC Func);
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VkStencilOp DecodeStencilOp(D3DSTENCILOP Op);
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VkCullModeFlags DecodeCullMode(D3DCULL Mode);
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VkPolygonMode DecodeFillMode(D3DFILLMODE Mode);
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VkIndexType DecodeIndexType(D3D9Format Format);
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VkFormat DecodeDecltype(D3DDECLTYPE Type);
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uint32_t GetDecltypeSize(D3DDECLTYPE Type);
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uint32_t GetDecltypeCount(D3DDECLTYPE Type);
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void ConvertBox(D3DBOX box, VkOffset3D& offset, VkExtent3D& extent);
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void ConvertRect(RECT rect, VkOffset3D& offset, VkExtent3D& extent);
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void ConvertRect(RECT rect, VkOffset2D& offset, VkExtent2D& extent);
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inline float GetDepthBufferRValue(VkFormat Format) {
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switch (Format) {
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case VK_FORMAT_D16_UNORM_S8_UINT:
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case VK_FORMAT_D16_UNORM:
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return float(1 << 16);
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case VK_FORMAT_D24_UNORM_S8_UINT:
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return float(1 << 24);
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default:
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case VK_FORMAT_D32_SFLOAT_S8_UINT:
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case VK_FORMAT_D32_SFLOAT:
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return float(1 << 23);
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}
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}
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template<typename T>
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UINT CompactSparseList(T* pData, UINT Mask) {
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uint32_t count = 0;
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while (Mask != 0) {
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uint32_t id = bit::tzcnt(Mask);
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pData[count++] = pData[id];
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Mask &= Mask - 1;
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}
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return count;
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}
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bool IsDepthFormat(D3D9Format Format);
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inline bool operator == (const D3DVIEWPORT9& a, const D3DVIEWPORT9& b) {
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return a.X == b.X &&
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a.Y == b.Y &&
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a.Width == b.Width &&
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a.Height == b.Height &&
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a.MinZ == b.MinZ &&
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a.MaxZ == b.MaxZ;
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}
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inline bool operator != (const D3DVIEWPORT9& a, const D3DVIEWPORT9& b) {
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return !(a == b);
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}
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inline bool operator == (const RECT& a, const RECT& b) {
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return a.left == b.left &&
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a.right == b.right &&
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a.top == b.top &&
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a.bottom == b.bottom;
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}
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inline bool operator != (const RECT& a, const RECT& b) {
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return !(a == b);
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}
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inline bool IsPoolManaged(D3DPOOL Pool) {
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return Pool == D3DPOOL_MANAGED || Pool == D3DPOOL_MANAGED_EX;
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}
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inline D3DRENDERSTATETYPE ColorWriteIndex(uint32_t i) {
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return D3DRENDERSTATETYPE(i ? D3DRS_COLORWRITEENABLE1 + i - 1 : D3DRS_COLORWRITEENABLE);
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}
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inline bool AreFormatsSimilar(D3D9Format srcFormat, D3D9Format dstFormat) {
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return (srcFormat == dstFormat)
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|| (srcFormat == D3D9Format::A8B8G8R8 && dstFormat == D3D9Format::X8B8G8R8)
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|| (srcFormat == D3D9Format::A8R8G8B8 && dstFormat == D3D9Format::X8R8G8B8)
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|| (srcFormat == D3D9Format::A1R5G5B5 && dstFormat == D3D9Format::X1R5G5B5)
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|| (srcFormat == D3D9Format::A4R4G4B4 && dstFormat == D3D9Format::X4R4G4B4);
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}
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} |