From f434bd7d3f12b51ce79bff02a032b7774c7279a9 Mon Sep 17 00:00:00 2001 From: Yuriy O'Donnell Date: Thu, 5 Jun 2014 13:58:36 +0200 Subject: [PATCH] D3D: Implemented cache for dynamic render states --- Source/Core/VideoBackends/D3D/Render.cpp | 584 +++++++++++++++-------- 1 file changed, 383 insertions(+), 201 deletions(-) diff --git a/Source/Core/VideoBackends/D3D/Render.cpp b/Source/Core/VideoBackends/D3D/Render.cpp index 56a47310c7..eeca80e3a2 100644 --- a/Source/Core/VideoBackends/D3D/Render.cpp +++ b/Source/Core/VideoBackends/D3D/Render.cpp @@ -6,6 +6,7 @@ #include #include #include +#include #include "Common/Timer.h" @@ -53,16 +54,355 @@ ID3D11RasterizerState* resetraststate = nullptr; static ID3D11Texture2D* s_screenshot_texture = nullptr; +union RasterizerState +{ + struct + { + u32 cull_mode : 2; + u32 wireframe : 1; + }; + + u32 packed; +}; + +union BlendState +{ + struct + { + u32 blend_enable : 1; + u32 blend_op : 3; + u32 write_mask : 4; + u32 src_blend : 5; + u32 dst_blend : 5; + u32 use_dst_alpha : 1; + }; + + u32 packed; +}; + +union SamplerState +{ + struct + { + u64 min_filter : 3; + u64 mag_filter : 1; + u64 min_lod : 8; + u64 max_lod : 8; + s64 lod_bias : 8; + u64 wrap_s : 2; + u64 wrap_t : 2; + u64 max_anisotropy : 5; + }; + + u64 packed; +}; // GX pipeline state struct { - D3D11_SAMPLER_DESC sampdc[8]; - D3D11_BLEND_DESC blenddc; - D3D11_DEPTH_STENCIL_DESC depthdc; - D3D11_RASTERIZER_DESC rastdc; + SamplerState sampler[8]; + BlendState blend; + ZMode zmode; + RasterizerState raster; + } gx_state; +class GXStateCache +{ +public: + + ID3D11SamplerState* Get(SamplerState state) + { + ID3D11SamplerState* res = nullptr; + + auto it = m_sampler.find(state.packed); + + if (it != m_sampler.end()) + { + res = it->second; + } + else + { + enum + { + TEXF_NONE = 0, + TEXF_POINT = 1, + TEXF_LINEAR = 2 + }; + + const unsigned int d3dMipFilters[4] = + { + TEXF_NONE, + TEXF_POINT, + TEXF_LINEAR, + TEXF_NONE, //reserved + }; + const D3D11_TEXTURE_ADDRESS_MODE d3dClamps[4] = + { + D3D11_TEXTURE_ADDRESS_CLAMP, + D3D11_TEXTURE_ADDRESS_WRAP, + D3D11_TEXTURE_ADDRESS_MIRROR, + D3D11_TEXTURE_ADDRESS_WRAP //reserved + }; + + D3D11_SAMPLER_DESC sampdc = CD3D11_SAMPLER_DESC(CD3D11_DEFAULT()); + + unsigned int mip = d3dMipFilters[state.min_filter & 3]; + + if (state.max_anisotropy) + { + sampdc.Filter = D3D11_FILTER_ANISOTROPIC; + sampdc.MaxAnisotropy = state.max_anisotropy; + } + else if (state.min_filter & 4) // linear min filter + { + if (state.mag_filter) // linear mag filter + { + if (mip == TEXF_NONE) + sampdc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT; + else if (mip == TEXF_POINT) + sampdc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT; + else if (mip == TEXF_LINEAR) + sampdc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; + } + else // point mag filter + { + if (mip == TEXF_NONE) + sampdc.Filter = D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT; + else if (mip == TEXF_POINT) + sampdc.Filter = D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT; + else if (mip == TEXF_LINEAR) + sampdc.Filter = D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR; + } + } + else // point min filter + { + if (state.mag_filter) // linear mag filter + { + if (mip == TEXF_NONE) + sampdc.Filter = D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT; + else if (mip == TEXF_POINT) + sampdc.Filter = D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT; + else if (mip == TEXF_LINEAR) + sampdc.Filter = D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR; + } + else // point mag filter + { + if (mip == TEXF_NONE) + sampdc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; + else if (mip == TEXF_POINT) + sampdc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; + else if (mip == TEXF_LINEAR) + sampdc.Filter = D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR; + } + } + + sampdc.AddressU = d3dClamps[state.wrap_s]; + sampdc.AddressV = d3dClamps[state.wrap_t]; + + sampdc.MaxLOD = (mip == TEXF_NONE) ? 0.0f : (float)state.max_lod / 16.f; + sampdc.MinLOD = (float)state.min_lod / 16.f; + sampdc.MipLODBias = (s32)state.lod_bias / 32.0f; + + HRESULT hr = D3D::device->CreateSamplerState(&sampdc, &res); + if (FAILED(hr)) PanicAlert("Fail %s %d\n", __FILE__, __LINE__); + D3D::SetDebugObjectName((ID3D11DeviceChild*)res, "sampler state used to emulate the GX pipeline"); + m_sampler.insert(std::make_pair(state.packed, res)); + } + + return res; + } + + ID3D11BlendState* Get(BlendState state) + { + ID3D11BlendState* res = nullptr; + + auto it = m_blend.find(state.packed); + + if (it != m_blend.end()) + { + res = it->second; + } + else + { + D3D11_BLEND_DESC blenddc = CD3D11_BLEND_DESC(CD3D11_DEFAULT()); + + blenddc.AlphaToCoverageEnable = FALSE; + blenddc.IndependentBlendEnable = FALSE; + blenddc.RenderTarget[0].BlendEnable = state.blend_enable; + blenddc.RenderTarget[0].RenderTargetWriteMask = (D3D11_COLOR_WRITE_ENABLE)state.write_mask; + blenddc.RenderTarget[0].SrcBlend = (D3D11_BLEND)state.src_blend; + blenddc.RenderTarget[0].DestBlend = (D3D11_BLEND)state.dst_blend; + blenddc.RenderTarget[0].BlendOp = (D3D11_BLEND_OP)state.blend_op; + blenddc.RenderTarget[0].SrcBlendAlpha = (D3D11_BLEND)state.src_blend; + blenddc.RenderTarget[0].DestBlendAlpha = (D3D11_BLEND)state.dst_blend; + blenddc.RenderTarget[0].BlendOpAlpha = (D3D11_BLEND_OP)state.blend_op; + + if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_SRC_COLOR) + blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA; + else if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_INV_SRC_COLOR) + blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; + else if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_DEST_COLOR) + blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_DEST_ALPHA; + else if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_INV_DEST_COLOR) + blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA; + else + blenddc.RenderTarget[0].SrcBlendAlpha = blenddc.RenderTarget[0].SrcBlend; + + if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_SRC_COLOR) + blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_SRC_ALPHA; + else if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_INV_SRC_COLOR) + blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; + else if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_DEST_COLOR) + blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_DEST_ALPHA; + else if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_INV_DEST_COLOR) + blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA; + else + blenddc.RenderTarget[0].DestBlendAlpha = blenddc.RenderTarget[0].DestBlend; + + if (state.use_dst_alpha) + { + // Colors should blend against SRC1_ALPHA + if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_SRC_ALPHA) + blenddc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC1_ALPHA; + else if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_INV_SRC_ALPHA) + blenddc.RenderTarget[0].SrcBlend = D3D11_BLEND_INV_SRC1_ALPHA; + + // Colors should blend against SRC1_ALPHA + if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_SRC_ALPHA) + blenddc.RenderTarget[0].DestBlend = D3D11_BLEND_SRC1_ALPHA; + else if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_INV_SRC_ALPHA) + blenddc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC1_ALPHA; + + blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; + blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; + blenddc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; + } + + HRESULT hr = D3D::device->CreateBlendState(&blenddc, &res); + if (FAILED(hr)) PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__); + D3D::SetDebugObjectName((ID3D11DeviceChild*)res, "blend state used to emulate the GX pipeline"); + m_blend.insert(std::make_pair(state.packed, res)); + } + + return res; + } + + ID3D11RasterizerState* Get(RasterizerState state) + { + ID3D11RasterizerState* res = nullptr; + + auto it = m_raster.find(state.packed); + + if (it != m_raster.end()) + { + res = it->second; + } + else + { + D3D11_RASTERIZER_DESC rastdc = CD3D11_RASTERIZER_DESC(state.wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID, + (D3D11_CULL_MODE)state.cull_mode, + false, 0, 0.f, 0, false, true, false, false); + + HRESULT hr = D3D::device->CreateRasterizerState(&rastdc, &res); + if (FAILED(hr)) PanicAlert("Failed to create rasterizer state at %s %d\n", __FILE__, __LINE__); + D3D::SetDebugObjectName((ID3D11DeviceChild*)res, "rasterizer state used to emulate the GX pipeline"); + m_raster.insert(std::make_pair(state.packed, res)); + } + + return res; + } + + ID3D11DepthStencilState* Get(ZMode state) + { + ID3D11DepthStencilState* res = nullptr; + + auto it = m_depth.find(state.hex); + if (it != m_depth.end()) + { + res = it->second; + } + else + { + D3D11_DEPTH_STENCIL_DESC depthdc = CD3D11_DEPTH_STENCIL_DESC(CD3D11_DEFAULT()); + + depthdc.DepthEnable = TRUE; + depthdc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; + depthdc.DepthFunc = D3D11_COMPARISON_LESS; + depthdc.StencilEnable = FALSE; + depthdc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK; + depthdc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK; + + const D3D11_COMPARISON_FUNC d3dCmpFuncs[8] = + { + D3D11_COMPARISON_NEVER, + D3D11_COMPARISON_LESS, + D3D11_COMPARISON_EQUAL, + D3D11_COMPARISON_LESS_EQUAL, + D3D11_COMPARISON_GREATER, + D3D11_COMPARISON_NOT_EQUAL, + D3D11_COMPARISON_GREATER_EQUAL, + D3D11_COMPARISON_ALWAYS + }; + + if (state.testenable) + { + depthdc.DepthEnable = TRUE; + depthdc.DepthWriteMask = state.updateenable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO; + depthdc.DepthFunc = d3dCmpFuncs[state.func]; + } + else + { + // if the test is disabled write is disabled too + depthdc.DepthEnable = FALSE; + depthdc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO; + } + + HRESULT hr = D3D::device->CreateDepthStencilState(&depthdc, &res); + if (SUCCEEDED(hr)) D3D::SetDebugObjectName((ID3D11DeviceChild*)res, "depth-stencil state used to emulate the GX pipeline"); + else PanicAlert("Failed to create depth state at %s %d\n", __FILE__, __LINE__); + + m_depth.insert(std::make_pair(state.hex, res)); + } + + return res; + } + + void Clear() + { + for (auto it : m_depth) + { + SAFE_RELEASE(it.second); + } + m_depth.clear(); + + for (auto it : m_raster) + { + SAFE_RELEASE(it.second); + } + m_raster.clear(); + + for (auto it : m_blend) + { + SAFE_RELEASE(it.second); + } + m_blend.clear(); + + for (auto it : m_sampler) + { + SAFE_RELEASE(it.second); + } + m_sampler.clear(); + } + +private: + + std::unordered_map m_depth; + std::unordered_map m_raster; + std::unordered_map m_blend; + std::unordered_map m_sampler; + +} gx_state_cache; void SetupDeviceObjects() { @@ -167,6 +507,8 @@ void TeardownDeviceObjects() SAFE_RELEASE(s_screenshot_texture); s_television.Shutdown(); + + gx_state_cache.Clear(); } void CreateScreenshotTexture(const TargetRectangle& rc) @@ -198,37 +540,17 @@ Renderer::Renderer(void *&window_handle) // Setup GX pipeline state - memset(&gx_state.blenddc, 0, sizeof(gx_state.blenddc)); - gx_state.blenddc.AlphaToCoverageEnable = FALSE; - gx_state.blenddc.IndependentBlendEnable = FALSE; - gx_state.blenddc.RenderTarget[0].BlendEnable = FALSE; - gx_state.blenddc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; - gx_state.blenddc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE; - gx_state.blenddc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO; - gx_state.blenddc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; - gx_state.blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; - gx_state.blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; - gx_state.blenddc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; - - memset(&gx_state.depthdc, 0, sizeof(gx_state.depthdc)); - gx_state.depthdc.DepthEnable = TRUE; - gx_state.depthdc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; - gx_state.depthdc.DepthFunc = D3D11_COMPARISON_LESS; - gx_state.depthdc.StencilEnable = FALSE; - gx_state.depthdc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK; - gx_state.depthdc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK; - - // TODO: Do we need to enable multisampling here? - gx_state.rastdc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false, 0, 0.f, 0, false, true, false, false); + gx_state.blend.blend_enable = false; + gx_state.blend.write_mask = D3D11_COLOR_WRITE_ENABLE_ALL; + gx_state.blend.src_blend = D3D11_BLEND_ONE; + gx_state.blend.dst_blend = D3D11_BLEND_ZERO; + gx_state.blend.blend_op = D3D11_BLEND_OP_ADD; + gx_state.blend.use_dst_alpha = false; for (unsigned int k = 0;k < 8;k++) { float border[4] = {0.f, 0.f, 0.f, 0.f}; - gx_state.sampdc[k] = CD3D11_SAMPLER_DESC(D3D11_FILTER_MIN_MAG_MIP_LINEAR, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP, - 0.f, 1 << g_ActiveConfig.iMaxAnisotropy, - D3D11_COMPARISON_ALWAYS, border, - -D3D11_FLOAT32_MAX, D3D11_FLOAT32_MAX); - if (g_ActiveConfig.iMaxAnisotropy != 0) gx_state.sampdc[k].Filter = D3D11_FILTER_ANISOTROPIC; + gx_state.sampler[k].packed = 0; } // Clear EFB textures @@ -302,7 +624,7 @@ void Renderer::SetColorMask() if (bpmem.blendmode.colorupdate) color_mask |= D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN | D3D11_COLOR_WRITE_ENABLE_BLUE; } - gx_state.blenddc.RenderTarget[0].RenderTargetWriteMask = color_mask; + gx_state.blend.write_mask = color_mask; } // This function allows the CPU to directly access the EFB. @@ -570,18 +892,7 @@ void SetSrcBlend(D3D11_BLEND val) else if (val == D3D11_BLEND_INV_SRC1_ALPHA) val = D3D11_BLEND_INV_SRC_ALPHA; - if (val == D3D11_BLEND_SRC_COLOR) - gx_state.blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA; - else if (val == D3D11_BLEND_INV_SRC_COLOR) - gx_state.blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; - else if (val == D3D11_BLEND_DEST_COLOR) - gx_state.blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_DEST_ALPHA; - else if (val == D3D11_BLEND_INV_DEST_COLOR) - gx_state.blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA; - else - gx_state.blenddc.RenderTarget[0].SrcBlendAlpha = val; - - gx_state.blenddc.RenderTarget[0].SrcBlend = val; + gx_state.blend.src_blend = val; } void SetDestBlend(D3D11_BLEND val) @@ -592,24 +903,12 @@ void SetDestBlend(D3D11_BLEND val) else if (val == D3D11_BLEND_INV_SRC1_ALPHA) val = D3D11_BLEND_INV_SRC_ALPHA; - if (val == D3D11_BLEND_SRC_COLOR) - gx_state.blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_SRC_ALPHA; - else if (val == D3D11_BLEND_INV_SRC_COLOR) - gx_state.blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; - else if (val == D3D11_BLEND_DEST_COLOR) - gx_state.blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_DEST_ALPHA; - else if (val == D3D11_BLEND_INV_DEST_COLOR) - gx_state.blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA; - else - gx_state.blenddc.RenderTarget[0].DestBlendAlpha = val; - - gx_state.blenddc.RenderTarget[0].DestBlend = val; + gx_state.blend.dst_blend = val; } void SetBlendOp(D3D11_BLEND_OP val) { - gx_state.blenddc.RenderTarget[0].BlendOp = val; - gx_state.blenddc.RenderTarget[0].BlendOpAlpha = val; + gx_state.blend.blend_op = val; } void Renderer::SetBlendMode(bool forceUpdate) @@ -645,14 +944,14 @@ void Renderer::SetBlendMode(bool forceUpdate) if (bpmem.blendmode.subtract) { - gx_state.blenddc.RenderTarget[0].BlendEnable = true; + gx_state.blend.blend_enable = true; SetBlendOp(D3D11_BLEND_OP_REV_SUBTRACT); SetSrcBlend(D3D11_BLEND_ONE); SetDestBlend(D3D11_BLEND_ONE); } else { - gx_state.blenddc.RenderTarget[0].BlendEnable = bpmem.blendmode.blendenable; + gx_state.blend.blend_enable = bpmem.blendmode.blendenable; if (bpmem.blendmode.blendenable) { SetBlendOp(D3D11_BLEND_OP_ADD); @@ -1053,65 +1352,22 @@ void Renderer::RestoreAPIState() void Renderer::ApplyState(bool bUseDstAlpha) { - HRESULT hr; + gx_state.blend.use_dst_alpha = bUseDstAlpha; + D3D::stateman->PushBlendState(gx_state_cache.Get(gx_state.blend)); - if (bUseDstAlpha) - { - // Colors should blend against SRC1_ALPHA - if (gx_state.blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_SRC_ALPHA) - gx_state.blenddc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC1_ALPHA; - else if (gx_state.blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_INV_SRC_ALPHA) - gx_state.blenddc.RenderTarget[0].SrcBlend = D3D11_BLEND_INV_SRC1_ALPHA; + D3D::stateman->PushDepthState(gx_state_cache.Get(gx_state.zmode)); - // Colors should blend against SRC1_ALPHA - if (gx_state.blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_SRC_ALPHA) - gx_state.blenddc.RenderTarget[0].DestBlend = D3D11_BLEND_SRC1_ALPHA; - else if (gx_state.blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_INV_SRC_ALPHA) - gx_state.blenddc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC1_ALPHA; - - gx_state.blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; - gx_state.blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; - gx_state.blenddc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; - } - - ID3D11BlendState* blstate; - hr = D3D::device->CreateBlendState(&gx_state.blenddc, &blstate); - if (FAILED(hr)) PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__); - D3D::stateman->PushBlendState(blstate); - D3D::SetDebugObjectName((ID3D11DeviceChild*)blstate, "blend state used to emulate the GX pipeline"); - SAFE_RELEASE(blstate); - - ID3D11DepthStencilState* depth_state; - hr = D3D::device->CreateDepthStencilState(&gx_state.depthdc, &depth_state); - if (SUCCEEDED(hr)) D3D::SetDebugObjectName((ID3D11DeviceChild*)depth_state, "depth-stencil state used to emulate the GX pipeline"); - else PanicAlert("Failed to create depth state at %s %d\n", __FILE__, __LINE__); - D3D::stateman->PushDepthState(depth_state); - SAFE_RELEASE(depth_state); - - gx_state.rastdc.FillMode = (g_ActiveConfig.bWireFrame) ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID; - ID3D11RasterizerState* raststate; - hr = D3D::device->CreateRasterizerState(&gx_state.rastdc, &raststate); - if (FAILED(hr)) PanicAlert("Failed to create rasterizer state at %s %d\n", __FILE__, __LINE__); - D3D::SetDebugObjectName((ID3D11DeviceChild*)raststate, "rasterizer state used to emulate the GX pipeline"); - D3D::stateman->PushRasterizerState(raststate); - SAFE_RELEASE(raststate); + gx_state.raster.wireframe = g_ActiveConfig.bWireFrame; + D3D::stateman->PushRasterizerState(gx_state_cache.Get(gx_state.raster)); ID3D11SamplerState* samplerstate[8]; for (unsigned int stage = 0; stage < 8; stage++) { - // TODO: unnecessary state changes, we should store a list of shader resources - //if (shader_resources[stage]) - { - if (g_ActiveConfig.iMaxAnisotropy > 0) gx_state.sampdc[stage].Filter = D3D11_FILTER_ANISOTROPIC; - hr = D3D::device->CreateSamplerState(&gx_state.sampdc[stage], &samplerstate[stage]); - if (FAILED(hr)) PanicAlert("Fail %s %d, stage=%d\n", __FILE__, __LINE__, stage); - else D3D::SetDebugObjectName((ID3D11DeviceChild*)samplerstate[stage], "sampler state used to emulate the GX pipeline"); - } - // else samplerstate[stage] = nullptr; + SamplerState state = gx_state.sampler[stage]; + state.max_anisotropy = g_ActiveConfig.iMaxAnisotropy; + samplerstate[stage] = gx_state_cache.Get(gx_state.sampler[stage]); } D3D::context->PSSetSamplers(0, 8, samplerstate); - for (unsigned int stage = 0; stage < 8; stage++) - SAFE_RELEASE(samplerstate[stage]); D3D::stateman->Apply(); @@ -1142,16 +1398,11 @@ void Renderer::RestoreState() void Renderer::ApplyCullDisable() { - D3D11_RASTERIZER_DESC rastDesc = gx_state.rastdc; - rastDesc.CullMode = D3D11_CULL_NONE; - - ID3D11RasterizerState* raststate; - HRESULT hr = D3D::device->CreateRasterizerState(&rastDesc, &raststate); - if (FAILED(hr)) PanicAlert("Failed to create culling-disabled rasterizer state at %s %d\n", __FILE__, __LINE__); - D3D::SetDebugObjectName((ID3D11DeviceChild*)raststate, "rasterizer state (culling disabled) used to emulate the GX pipeline"); + RasterizerState rast = gx_state.raster; + rast.cull_mode = D3D11_CULL_NONE; + ID3D11RasterizerState* raststate = gx_state_cache.Get(rast); D3D::stateman->PushRasterizerState(raststate); - SAFE_RELEASE(raststate); D3D::stateman->Apply(); } @@ -1173,35 +1424,12 @@ void Renderer::SetGenerationMode() // rastdc.FrontCounterClockwise must be false for this to work // TODO: GX_CULL_ALL not supported, yet! - gx_state.rastdc.CullMode = d3dCullModes[bpmem.genMode.cullmode]; + gx_state.raster.cull_mode = d3dCullModes[bpmem.genMode.cullmode]; } void Renderer::SetDepthMode() { - const D3D11_COMPARISON_FUNC d3dCmpFuncs[8] = - { - D3D11_COMPARISON_NEVER, - D3D11_COMPARISON_LESS, - D3D11_COMPARISON_EQUAL, - D3D11_COMPARISON_LESS_EQUAL, - D3D11_COMPARISON_GREATER, - D3D11_COMPARISON_NOT_EQUAL, - D3D11_COMPARISON_GREATER_EQUAL, - D3D11_COMPARISON_ALWAYS - }; - - if (bpmem.zmode.testenable) - { - gx_state.depthdc.DepthEnable = TRUE; - gx_state.depthdc.DepthWriteMask = bpmem.zmode.updateenable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO; - gx_state.depthdc.DepthFunc = d3dCmpFuncs[bpmem.zmode.func]; - } - else - { - // if the test is disabled write is disabled too - gx_state.depthdc.DepthEnable = FALSE; - gx_state.depthdc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO; - } + gx_state.zmode = bpmem.zmode; } void Renderer::SetLogicOpMode() @@ -1285,7 +1513,7 @@ void Renderer::SetLogicOpMode() if (bpmem.blendmode.logicopenable) { - gx_state.blenddc.RenderTarget[0].BlendEnable = true; + gx_state.blend.blend_enable = true; SetBlendOp(d3dLogicOps[bpmem.blendmode.logicmode]); SetSrcBlend(d3dLogicOpSrcFactors[bpmem.blendmode.logicmode]); SetDestBlend(d3dLogicOpDestFactors[bpmem.blendmode.logicmode]); @@ -1308,75 +1536,29 @@ void Renderer::SetLineWidth() void Renderer::SetSamplerState(int stage, int texindex) { -#define TEXF_NONE 0 -#define TEXF_POINT 1 -#define TEXF_LINEAR 2 - const unsigned int d3dMipFilters[4] = - { - TEXF_NONE, - TEXF_POINT, - TEXF_LINEAR, - TEXF_NONE, //reserved - }; - const D3D11_TEXTURE_ADDRESS_MODE d3dClamps[4] = - { - D3D11_TEXTURE_ADDRESS_CLAMP, - D3D11_TEXTURE_ADDRESS_WRAP, - D3D11_TEXTURE_ADDRESS_MIRROR, - D3D11_TEXTURE_ADDRESS_WRAP //reserved - }; - const FourTexUnits &tex = bpmem.tex[texindex]; const TexMode0 &tm0 = tex.texMode0[stage]; const TexMode1 &tm1 = tex.texMode1[stage]; - unsigned int mip = d3dMipFilters[tm0.min_filter & 3]; - if (texindex) stage += 4; if (g_ActiveConfig.bForceFiltering) { - gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; + gx_state.sampler[stage].min_filter = 6; // 4 (linear mip) | 2 (linear min) + gx_state.sampler[stage].mag_filter = 1; // linear mag } - else if (tm0.min_filter & 4) // linear min filter + else { - if (tm0.mag_filter) // linear mag filter - { - if (mip == TEXF_NONE) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT; - else if (mip == TEXF_POINT) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT; - else if (mip == TEXF_LINEAR) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; - } - else // point mag filter - { - if (mip == TEXF_NONE) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT; - else if (mip == TEXF_POINT) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT; - else if (mip == TEXF_LINEAR) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR; - } - } - else // point min filter - { - if (tm0.mag_filter) // linear mag filter - { - if (mip == TEXF_NONE) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT; - else if (mip == TEXF_POINT) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT; - else if (mip == TEXF_LINEAR) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR; - } - else // point mag filter - { - if (mip == TEXF_NONE) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; - else if (mip == TEXF_POINT) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; - else if (mip == TEXF_LINEAR) gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR; - } + gx_state.sampler[stage].min_filter = tm0.min_filter; + gx_state.sampler[stage].mag_filter = tm0.mag_filter; } - gx_state.sampdc[stage].AddressU = d3dClamps[tm0.wrap_s]; - gx_state.sampdc[stage].AddressV = d3dClamps[tm0.wrap_t]; - - // When mipfilter is set to "none", just disable mipmapping altogether - gx_state.sampdc[stage].MaxLOD = (mip == TEXF_NONE) ? 0.0f : (float)tm1.max_lod/16.f; - gx_state.sampdc[stage].MinLOD = (float)tm1.min_lod/16.f; - gx_state.sampdc[stage].MipLODBias = (s32)tm0.lod_bias/32.0f; + gx_state.sampler[stage].wrap_s = tm0.wrap_s; + gx_state.sampler[stage].wrap_t = tm0.wrap_t; + gx_state.sampler[stage].max_lod = tm1.max_lod; + gx_state.sampler[stage].min_lod = tm1.min_lod; + gx_state.sampler[stage].lod_bias = tm0.lod_bias; } void Renderer::SetInterlacingMode()