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	Use linear filtering for various buffer copies, improves visual quality a lot. Some other tiny changes as well. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5891 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			365 lines
		
	
	
	
		
			13 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			365 lines
		
	
	
	
		
			13 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright (C) 2003 Dolphin Project.
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| 
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| // This program is free software: you can redistribute it and/or modify
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| // it under the terms of the GNU General Public License as published by
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| // the Free Software Foundation, version 2.0.
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| 
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| // This program is distributed in the hope that it will be useful,
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| // but WITHOUT ANY WARRANTY; without even the implied warranty of
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| // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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| // GNU General Public License 2.0 for more details.
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| 
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| // A copy of the GPL 2.0 should have been included with the program.
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| // If not, see http://www.gnu.org/licenses/
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| 
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| // Official SVN repository and contact information can be found at
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| // http://code.google.com/p/dolphin-emu/
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| 
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| #include "VideoConfig.h"
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| #include "GfxState.h"
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| 
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| namespace D3D
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| {
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| 
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| EmuGfxState* gfxstate;
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| StateManager* stateman;
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| 
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| EmuGfxState::EmuGfxState() : vertexshader(NULL), vsbytecode(NULL), pixelshader(NULL), psbytecode(NULL), apply_called(false)
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| {
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| 	for (unsigned int k = 0;k < 8;k++)
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| 	{
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| 		float border[4] = {0.f, 0.f, 0.f, 0.f};
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| 		shader_resources[k] = NULL;
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| 		samplerdesc[k] = CD3D11_SAMPLER_DESC(D3D11_FILTER_MIN_MAG_MIP_LINEAR, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP, 0.f, 16, D3D11_COMPARISON_ALWAYS, border, -D3D11_FLOAT32_MAX, D3D11_FLOAT32_MAX);
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| 		if(g_ActiveConfig.iMaxAnisotropy > 1) samplerdesc[k].Filter = D3D11_FILTER_ANISOTROPIC;
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| 	}
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| 
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| 	memset(&blenddesc, 0, sizeof(blenddesc));
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| 	blenddesc.AlphaToCoverageEnable = FALSE;
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| 	blenddesc.IndependentBlendEnable = FALSE;
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| 	blenddesc.RenderTarget[0].BlendEnable = FALSE;
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| 	blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
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| 	blenddesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
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| 	blenddesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
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| 	blenddesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
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| 	blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
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| 	blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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| 	blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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| 
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| 	memset(&depthdesc, 0, sizeof(depthdesc));
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| 	depthdesc.DepthEnable        = TRUE;
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| 	depthdesc.DepthWriteMask     = D3D11_DEPTH_WRITE_MASK_ALL;
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| 	depthdesc.DepthFunc          = D3D11_COMPARISON_LESS;
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| 	depthdesc.StencilEnable      = FALSE;
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| 	depthdesc.StencilReadMask    = D3D11_DEFAULT_STENCIL_READ_MASK;
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| 	depthdesc.StencilWriteMask   = D3D11_DEFAULT_STENCIL_WRITE_MASK;
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| 
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| 	// this probably must be changed once multisampling support gets added
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| 	rastdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false, 0, 0.f, 0, false, true, false, false);
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| 
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| 	pscbuf = NULL;
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| 	vscbuf = NULL;
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| 	vshaderchanged = false;
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| 	inp_layout = NULL;
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| 	num_inp_elems = 0;
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| 
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| 	pscbufchanged = false;
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| 	vscbufchanged = false;
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| }
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| 
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| EmuGfxState::~EmuGfxState()
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| {
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| 	for (unsigned int k = 0;k < 8;k++)
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| 		SAFE_RELEASE(shader_resources[k])
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| 
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| 	SAFE_RELEASE(vsbytecode);
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| 	SAFE_RELEASE(psbytecode);
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| 	SAFE_RELEASE(vertexshader);
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| 	SAFE_RELEASE(pixelshader);
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| 
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| 	SAFE_RELEASE(pscbuf);
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| 	SAFE_RELEASE(vscbuf);
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| 
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| 	SAFE_RELEASE(inp_layout);
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| }
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| 
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| // TODO: No need to store the whole bytecode, signature might be enough (?)
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| void EmuGfxState::SetVShader(ID3D11VertexShader* shader, D3DBlob* bcode)
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| {
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| 	// TODO: vshaderchanged actually just needs to be true if the signature changed
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| 	if (bcode && vsbytecode != bcode) vshaderchanged = true;
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| 	SAFE_RELEASE(vsbytecode);
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| 	SAFE_RELEASE(vertexshader);
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| 
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| 	if (shader && bcode)
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| 	{
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| 		vertexshader = shader;
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| 		shader->AddRef();
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| 		vsbytecode = bcode;
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| 		bcode->AddRef();
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| 	}
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| 	else if (shader || bcode)
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| 	{
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| 		PanicAlert("Invalid parameters!\n");
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| 	}
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| }
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| 
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| void EmuGfxState::SetPShader(ID3D11PixelShader* shader)
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| {
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| 	if (pixelshader) pixelshader->Release();
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| 	pixelshader = shader;
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| 	if (shader) shader->AddRef();
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| }
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| 
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| void EmuGfxState::SetInputElements(const D3D11_INPUT_ELEMENT_DESC* elems, UINT num)
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| {
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| 	num_inp_elems = num;
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| 	memcpy(inp_elems, elems, num*sizeof(D3D11_INPUT_ELEMENT_DESC));
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| }
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| 
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| void EmuGfxState::SetShaderResource(unsigned int stage, ID3D11ShaderResourceView* srv)
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| {
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| 	if (shader_resources[stage]) shader_resources[stage]->Release();
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| 	shader_resources[stage] = srv;
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| 	if (srv) srv->AddRef();
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| }
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| 
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| void EmuGfxState::ApplyState()
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| {
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| 	HRESULT hr;
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| 
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| 	// input layout (only needs to be updated if the vertex shader signature changed)
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| 	if (vshaderchanged)
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| 	{
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| 		SAFE_RELEASE(inp_layout);
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| 		hr = D3D::device->CreateInputLayout(inp_elems, num_inp_elems, vsbytecode->Data(), vsbytecode->Size(), &inp_layout);
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| 		if (FAILED(hr)) PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__);
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| 		SetDebugObjectName((ID3D11DeviceChild*)inp_layout, "an input layout of EmuGfxState");
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| 		vshaderchanged = false;
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| 	}
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| 	D3D::context->IASetInputLayout(inp_layout);
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| 
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| 	// vertex shader
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| 	// TODO: divide the global variables of the generated shaders into about 5 constant buffers
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| 	// TODO: improve interaction between EmuGfxState and global state management, so that we don't need to set the constant buffers every time
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| 	if (!vscbuf)
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| 	{
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| 		unsigned int size = ((sizeof(vsconstants))&(~0xf))+0x10; // must be a multiple of 16
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| 		D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(size, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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| 		hr = device->CreateBuffer(&cbdesc, NULL, &vscbuf);
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| 		CHECK(hr==S_OK, "Create vertex shader constant buffer (size=%u)", size);
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| 		SetDebugObjectName((ID3D11DeviceChild*)vscbuf, "a vertex shader constant buffer of EmuGfxState");
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| 	}
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| 	if (vscbufchanged)
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| 	{
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| 		D3D11_MAPPED_SUBRESOURCE map;
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| 		context->Map(vscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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| 		memcpy(map.pData, vsconstants, sizeof(vsconstants));
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| 		context->Unmap(vscbuf, 0);
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| 	}
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| 	D3D::context->VSSetConstantBuffers(0, 1, &vscbuf);
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| 
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| 	// pixel shader
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| 	if (!pscbuf)
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| 	{
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| 		unsigned int size = ((sizeof(psconstants))&(~0xf))+0x10; // must be a multiple of 16
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| 		D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(size, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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| 		device->CreateBuffer(&cbdesc, NULL, &pscbuf);
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| 		CHECK(hr==S_OK, "Create pixel shader constant buffer (size=%u)", size);
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| 		SetDebugObjectName((ID3D11DeviceChild*)pscbuf, "a pixel shader constant buffer of EmuGfxState");
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| 	}
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| 	if (pscbufchanged)
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| 	{
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| 		D3D11_MAPPED_SUBRESOURCE map;
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| 		context->Map(pscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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| 		memcpy(map.pData, psconstants, sizeof(psconstants));
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| 		context->Unmap(pscbuf, 0);
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| 		pscbufchanged = false;
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| 	}
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| 	D3D::context->PSSetConstantBuffers(0, 1, &pscbuf);
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| 
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| 	ID3D11SamplerState* samplerstate[8];
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| 	for (unsigned int stage = 0; stage < 8; stage++)
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| 	{
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| 		if (shader_resources[stage])
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| 		{
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| 			if(g_ActiveConfig.iMaxAnisotropy > 1) samplerdesc[stage].Filter = D3D11_FILTER_ANISOTROPIC;
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| 			hr = D3D::device->CreateSamplerState(&samplerdesc[stage], &samplerstate[stage]);
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| 			if (FAILED(hr)) PanicAlert("Fail %s %d, stage=%d\n", __FILE__, __LINE__, stage);
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| 			else SetDebugObjectName((ID3D11DeviceChild*)samplerstate[stage], "a sampler state of EmuGfxState");
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| 		}
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| 		else samplerstate[stage] = NULL;
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| 	}
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| 	D3D::context->PSSetSamplers(0, 8, samplerstate);
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| 	for (unsigned int stage = 0; stage < 8; stage++)
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| 		SAFE_RELEASE(samplerstate[stage]);
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| 
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| 	ID3D11BlendState* blstate;
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| 	hr = device->CreateBlendState(&blenddesc, &blstate);
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| 	if (FAILED(hr)) PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__);
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| 	stateman->PushBlendState(blstate);
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| 	SetDebugObjectName((ID3D11DeviceChild*)blstate, "a blend state of EmuGfxState");
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| 	SAFE_RELEASE(blstate);
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| 
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| 	rastdesc.FillMode = (g_ActiveConfig.bWireFrame) ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
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| 	ID3D11RasterizerState* raststate;
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| 	hr = device->CreateRasterizerState(&rastdesc, &raststate);
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| 	if (FAILED(hr)) PanicAlert("Failed to create rasterizer state at %s %d\n", __FILE__, __LINE__);
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| 	SetDebugObjectName((ID3D11DeviceChild*)raststate, "a rasterizer state of EmuGfxState");
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| 	stateman->PushRasterizerState(raststate);
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| 	SAFE_RELEASE(raststate);
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| 
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| 	ID3D11DepthStencilState* depth_state;
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| 	hr = device->CreateDepthStencilState(&depthdesc, &depth_state);
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| 	if (SUCCEEDED(hr)) SetDebugObjectName((ID3D11DeviceChild*)depth_state, "a depth-stencil state of EmuGfxState");
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| 	else PanicAlert("Failed to create depth state at %s %d\n", __FILE__, __LINE__);
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| 	D3D::stateman->PushDepthState(depth_state);
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| 	SAFE_RELEASE(depth_state);
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| 
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| 	context->PSSetShader(pixelshader, NULL, 0);
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| 	context->VSSetShader(vertexshader, NULL, 0);
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| 	context->PSSetShaderResources(0, 8, shader_resources);
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| 
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| 	stateman->Apply();
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| 	apply_called = true;
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| }
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| 
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| void EmuGfxState::AlphaPass()
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| {
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| 	if (!apply_called) ERROR_LOG(VIDEO, "EmuGfxState::AlphaPass called without having called ApplyState before!")
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| 	else stateman->PopBlendState();
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| 
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| 	// pixel shader for alpha pass is different, so update it
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| 	context->PSSetShader(pixelshader, NULL, 0);
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| 
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| 	ID3D11BlendState* blstate;
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| 	D3D11_BLEND_DESC desc = blenddesc;
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| 	desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALPHA;
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| 	desc.RenderTarget[0].BlendEnable = FALSE;
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| 	HRESULT hr = device->CreateBlendState(&desc, &blstate);
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| 	if (FAILED(hr)) PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__);
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| 	SetDebugObjectName((ID3D11DeviceChild*)blstate, "a blend state of EmuGfxState (created during alpha pass)");
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| 	stateman->PushBlendState(blstate);
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| 	blstate->Release();
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| 
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| 	stateman->Apply();
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| }
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| 
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| void EmuGfxState::Reset()
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| {
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| 	for (unsigned int k = 0;k < 8;k++)
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| 		SAFE_RELEASE(shader_resources[k]);
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| 
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| 	context->PSSetShaderResources(0, 8, shader_resources); // unbind all textures
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| 	if (apply_called)
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| 	{
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| 		stateman->PopBlendState();
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| 		stateman->PopDepthState();
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| 		stateman->PopRasterizerState();
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| 		apply_called = false;
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| 	}
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| }
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| 
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| void EmuGfxState::SetAlphaBlendEnable(bool enable)
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| {
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| 	blenddesc.RenderTarget[0].BlendEnable = enable;
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| }
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| 
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| void EmuGfxState::SetRenderTargetWriteMask(UINT8 mask)
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| {
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| 	blenddesc.RenderTarget[0].RenderTargetWriteMask = mask;
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| }
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| 
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| void EmuGfxState::SetSrcBlend(D3D11_BLEND val)
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| {
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| 	// TODO: Check whether e.g. the dest color check is needed here
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| 	blenddesc.RenderTarget[0].SrcBlend = val;
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| 	if (val == D3D11_BLEND_SRC_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
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| 	else if (val == D3D11_BLEND_INV_SRC_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
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| 	else if (val == D3D11_BLEND_DEST_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_DEST_ALPHA;
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| 	else if (val == D3D11_BLEND_INV_DEST_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
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| 	else blenddesc.RenderTarget[0].SrcBlendAlpha = val;
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| }
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| 
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| void EmuGfxState::SetDestBlend(D3D11_BLEND val)
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| {
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| 	// TODO: Check whether e.g. the source color check is needed here
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| 	blenddesc.RenderTarget[0].DestBlend = val;
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| 	if (val == D3D11_BLEND_SRC_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_SRC_ALPHA;
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| 	else if (val == D3D11_BLEND_INV_SRC_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
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| 	else if (val == D3D11_BLEND_DEST_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_DEST_ALPHA;
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| 	else if (val == D3D11_BLEND_INV_DEST_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
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| 	else blenddesc.RenderTarget[0].DestBlendAlpha = val;
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| }
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| 
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| void EmuGfxState::SetBlendOp(D3D11_BLEND_OP val)
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| {
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| 	blenddesc.RenderTarget[0].BlendOp = val;
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| 	blenddesc.RenderTarget[0].BlendOpAlpha = val;
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| }
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| 
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| void EmuGfxState::SetSamplerFilter(DWORD stage, D3D11_FILTER filter)
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| {
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| 	samplerdesc[stage].Filter = filter;
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| }
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| 
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| template<typename T> AutoState<T>::AutoState(const T* object) : state(object)
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| {
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| 	((IUnknown*)state)->AddRef();
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| }
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| 
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| template<typename T> AutoState<T>::AutoState(const AutoState<T> &source)
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| {
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| 	state = source.GetPtr();
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| 	((T*)state)->AddRef();
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| }
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| 
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| template<typename T> AutoState<T>::~AutoState()
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| {
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| 	if(state) ((T*)state)->Release();
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| 	state = NULL;
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| }
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| 
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| StateManager::StateManager() : cur_blendstate(NULL), cur_depthstate(NULL), cur_raststate(NULL) {}
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| 
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| void StateManager::PushBlendState(const ID3D11BlendState* state) { blendstates.push(AutoBlendState(state)); }
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| void StateManager::PushDepthState(const ID3D11DepthStencilState* state) { depthstates.push(AutoDepthStencilState(state)); }
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| void StateManager::PushRasterizerState(const ID3D11RasterizerState* state) { raststates.push(AutoRasterizerState(state)); }
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| void StateManager::PopBlendState() { blendstates.pop(); }
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| void StateManager::PopDepthState() { depthstates.pop(); }
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| void StateManager::PopRasterizerState() { raststates.pop(); }
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| 
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| void StateManager::Apply()
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| {
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| 	if (!blendstates.empty())
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| 	{
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| 		if (cur_blendstate != blendstates.top().GetPtr())
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| 		{
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| 			cur_blendstate = (ID3D11BlendState*)blendstates.top().GetPtr();
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| 			D3D::context->OMSetBlendState(cur_blendstate, NULL, 0xFFFFFFFF);
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| 		}
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| 	}
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| 	else ERROR_LOG(VIDEO, "Tried to apply without blend state!");
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| 
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| 	if (!depthstates.empty())
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| 	{
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| 		if (cur_depthstate != depthstates.top().GetPtr())
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| 		{
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| 			cur_depthstate = (ID3D11DepthStencilState*)depthstates.top().GetPtr();
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| 			D3D::context->OMSetDepthStencilState(cur_depthstate, 0);
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| 		}
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| 	}
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| 	else ERROR_LOG(VIDEO, "Tried to apply without depth state!");
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| 
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| 	if (!raststates.empty())
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| 	{
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| 		if (cur_raststate != raststates.top().GetPtr())
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| 		{
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| 			cur_raststate = (ID3D11RasterizerState*)raststates.top().GetPtr();
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| 			D3D::context->RSSetState(cur_raststate);
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| 		}
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| 	}
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| 	else ERROR_LOG(VIDEO, "Tried to apply without rasterizer state!");
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| }
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| 
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| }  // namespace
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