Skip to content

Commit

Permalink
Browse files Browse the repository at this point in the history
Fix some potential issues when blending on EFB formats without alpha.
Clean up state transition tables.
  • Loading branch information
neobrain committed Feb 7, 2013
1 parent 0ebe35e commit 6870c1f
Show file tree
Hide file tree
Showing 5 changed files with 379 additions and 401 deletions.
1 change: 1 addition & 0 deletions Source/Core/VideoCommon/Src/BPStructs.cpp
Expand Up @@ -456,6 +456,7 @@ void BPWritten(const BPCmd& bp)

case BPMEM_ZCOMPARE: // Set the Z-Compare and EFB pixel format
g_renderer->SetColorMask(); // alpha writing needs to be disabled if the new pixel format doesn't have an alpha channel
g_renderer->SetBlendMode(true);
OnPixelFormatChange();
break;

Expand Down
302 changes: 145 additions & 157 deletions Source/Plugins/Plugin_VideoDX11/Src/Render.cpp
Expand Up @@ -54,8 +54,6 @@ static int s_fps = 0;

static u32 s_LastAA = 0;

static u32 s_blendMode;

static Television s_television;

ID3D11Buffer* access_efb_cbuf = NULL;
Expand All @@ -76,151 +74,6 @@ struct
D3D11_RASTERIZER_DESC rastdc;
} gx_state;

// State translation lookup tables
static const D3D11_BLEND d3dSrcFactors[8] =
{
D3D11_BLEND_ZERO,
D3D11_BLEND_ONE,
D3D11_BLEND_DEST_COLOR,
D3D11_BLEND_INV_DEST_COLOR,
D3D11_BLEND_SRC_ALPHA,
D3D11_BLEND_INV_SRC_ALPHA, // NOTE: Use SRC1_ALPHA if dst alpha is enabled!
D3D11_BLEND_DEST_ALPHA,
D3D11_BLEND_INV_DEST_ALPHA
};

static const D3D11_BLEND d3dDestFactors[8] =
{
D3D11_BLEND_ZERO,
D3D11_BLEND_ONE,
D3D11_BLEND_SRC_COLOR,
D3D11_BLEND_INV_SRC_COLOR,
D3D11_BLEND_SRC_ALPHA,
D3D11_BLEND_INV_SRC_ALPHA, // NOTE: Use SRC1_ALPHA if dst alpha is enabled!
D3D11_BLEND_DEST_ALPHA,
D3D11_BLEND_INV_DEST_ALPHA
};

// 0 0x00
// 1 Source & destination
// 2 Source & ~destination
// 3 Source
// 4 ~Source & destination
// 5 Destination
// 6 Source ^ destination = Source & ~destination | ~Source & destination
// 7 Source | destination

// 8 ~(Source | destination)
// 9 ~(Source ^ destination) = ~Source & ~destination | Source & destination
// 10 ~Destination
// 11 Source | ~destination
// 12 ~Source
// 13 ~Source | destination
// 14 ~(Source & destination)
// 15 0xff

static const D3D11_BLEND_OP d3dLogicOps[16] =
{
D3D11_BLEND_OP_ADD,//0
D3D11_BLEND_OP_ADD,//1
D3D11_BLEND_OP_SUBTRACT,//2
D3D11_BLEND_OP_ADD,//3
D3D11_BLEND_OP_REV_SUBTRACT,//4
D3D11_BLEND_OP_ADD,//5
D3D11_BLEND_OP_MAX,//6
D3D11_BLEND_OP_ADD,//7

D3D11_BLEND_OP_MAX,//8
D3D11_BLEND_OP_MAX,//9
D3D11_BLEND_OP_ADD,//10
D3D11_BLEND_OP_ADD,//11
D3D11_BLEND_OP_ADD,//12
D3D11_BLEND_OP_ADD,//13
D3D11_BLEND_OP_ADD,//14
D3D11_BLEND_OP_ADD//15
};

static const D3D11_BLEND d3dLogicOpSrcFactors[16] =
{
D3D11_BLEND_ZERO,//0
D3D11_BLEND_DEST_COLOR,//1
D3D11_BLEND_ONE,//2
D3D11_BLEND_ONE,//3
D3D11_BLEND_DEST_COLOR,//4
D3D11_BLEND_ZERO,//5
D3D11_BLEND_INV_DEST_COLOR,//6
D3D11_BLEND_INV_DEST_COLOR,//7

D3D11_BLEND_INV_SRC_COLOR,//8
D3D11_BLEND_INV_SRC_COLOR,//9
D3D11_BLEND_INV_DEST_COLOR,//10
D3D11_BLEND_ONE,//11
D3D11_BLEND_INV_SRC_COLOR,//12
D3D11_BLEND_INV_SRC_COLOR,//13
D3D11_BLEND_INV_DEST_COLOR,//14
D3D11_BLEND_ONE//15
};

static const D3D11_BLEND d3dLogicOpDestFactors[16] =
{
D3D11_BLEND_ZERO,//0
D3D11_BLEND_ZERO,//1
D3D11_BLEND_INV_SRC_COLOR,//2
D3D11_BLEND_ZERO,//3
D3D11_BLEND_ONE,//4
D3D11_BLEND_ONE,//5
D3D11_BLEND_INV_SRC_COLOR,//6
D3D11_BLEND_ONE,//7

D3D11_BLEND_INV_DEST_COLOR,//8
D3D11_BLEND_SRC_COLOR,//9
D3D11_BLEND_INV_DEST_COLOR,//10
D3D11_BLEND_INV_DEST_COLOR,//11
D3D11_BLEND_INV_SRC_COLOR,//12
D3D11_BLEND_ONE,//13
D3D11_BLEND_INV_SRC_COLOR,//14
D3D11_BLEND_ONE//15
};

static const D3D11_CULL_MODE d3dCullModes[4] =
{
D3D11_CULL_NONE,
D3D11_CULL_BACK,
D3D11_CULL_FRONT,
D3D11_CULL_BACK
};

static 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
};

#define TEXF_NONE 0
#define TEXF_POINT 1
#define TEXF_LINEAR 2
static const unsigned int d3dMipFilters[4] =
{
TEXF_NONE,
TEXF_POINT,
TEXF_LINEAR,
TEXF_NONE, //reserved
};

static const D3D11_TEXTURE_ADDRESS_MODE d3dClamps[4] =
{
D3D11_TEXTURE_ADDRESS_CLAMP,
D3D11_TEXTURE_ADDRESS_WRAP,
D3D11_TEXTURE_ADDRESS_MIRROR,
D3D11_TEXTURE_ADDRESS_WRAP //reserved
};


void SetupDeviceObjects()
{
Expand Down Expand Up @@ -338,7 +191,6 @@ void CreateScreenshotTexture()
Renderer::Renderer()
{
int x, y, w_temp, h_temp;
s_blendMode = 0;

InitFPSCounter();

Expand Down Expand Up @@ -833,6 +685,32 @@ void SetBlendOp(D3D11_BLEND_OP val)

void Renderer::SetBlendMode(bool forceUpdate)
{
// Our render target always uses an alpha channel, so we need to override the blend functions to assume a destination alpha of 1 if the render target isn't supposed to have an alpha channel
// Example: D3DBLEND_DESTALPHA needs to be D3DBLEND_ONE since the result without an alpha channel is assumed to always be 1.
bool target_has_alpha = bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
const D3D11_BLEND d3dSrcFactors[8] =
{
D3D11_BLEND_ZERO,
D3D11_BLEND_ONE,
D3D11_BLEND_DEST_COLOR,
D3D11_BLEND_INV_DEST_COLOR,
D3D11_BLEND_SRC_ALPHA,
D3D11_BLEND_INV_SRC_ALPHA, // NOTE: Use SRC1_ALPHA if dst alpha is enabled!
(target_has_alpha) ? D3D11_BLEND_DEST_ALPHA : D3D11_BLEND_ONE,
(target_has_alpha) ? D3D11_BLEND_INV_DEST_ALPHA : D3D11_BLEND_ZERO
};
const D3D11_BLEND d3dDestFactors[8] =
{
D3D11_BLEND_ZERO,
D3D11_BLEND_ONE,
D3D11_BLEND_SRC_COLOR,
D3D11_BLEND_INV_SRC_COLOR,
D3D11_BLEND_SRC_ALPHA,
D3D11_BLEND_INV_SRC_ALPHA, // NOTE: Use SRC1_ALPHA if dst alpha is enabled!
(target_has_alpha) ? D3D11_BLEND_DEST_ALPHA : D3D11_BLEND_ONE,
(target_has_alpha) ? D3D11_BLEND_INV_DEST_ALPHA : D3D11_BLEND_ZERO
};

if (bpmem.blendmode.logicopenable && !forceUpdate)
return;

Expand All @@ -845,8 +723,8 @@ void Renderer::SetBlendMode(bool forceUpdate)
}
else
{
gx_state.blenddc.RenderTarget[0].BlendEnable = bpmem.blendmode.blendenable && (!( bpmem.blendmode.srcfactor == 1 && bpmem.blendmode.dstfactor == 0));
if (bpmem.blendmode.blendenable && (!( bpmem.blendmode.srcfactor == 1 && bpmem.blendmode.dstfactor == 0)))
gx_state.blenddc.RenderTarget[0].BlendEnable = bpmem.blendmode.blendenable;
if (bpmem.blendmode.blendenable)
{
SetBlendOp(D3D11_BLEND_OP_ADD);
SetSrcBlend(d3dSrcFactors[bpmem.blendmode.srcfactor]);
Expand Down Expand Up @@ -1331,12 +1209,32 @@ void Renderer::RestoreCull()

void Renderer::SetGenerationMode()
{
const D3D11_CULL_MODE d3dCullModes[4] =
{
D3D11_CULL_NONE,
D3D11_CULL_BACK,
D3D11_CULL_FRONT,
D3D11_CULL_BACK
};

// rastdc.FrontCounterClockwise must be false for this to work
gx_state.rastdc.CullMode = 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;
Expand All @@ -1353,9 +1251,85 @@ void Renderer::SetDepthMode()

void Renderer::SetLogicOpMode()
{
if (bpmem.blendmode.logicopenable && bpmem.blendmode.logicmode != 3)
// D3D11 doesn't support logic blending, so this is a huge hack
// TODO: Make use of D3D11.1's logic blending support

// 0 0x00
// 1 Source & destination
// 2 Source & ~destination
// 3 Source
// 4 ~Source & destination
// 5 Destination
// 6 Source ^ destination = Source & ~destination | ~Source & destination
// 7 Source | destination
// 8 ~(Source | destination)
// 9 ~(Source ^ destination) = ~Source & ~destination | Source & destination
// 10 ~Destination
// 11 Source | ~destination
// 12 ~Source
// 13 ~Source | destination
// 14 ~(Source & destination)
// 15 0xff
const D3D11_BLEND_OP d3dLogicOps[16] =
{
D3D11_BLEND_OP_ADD,//0
D3D11_BLEND_OP_ADD,//1
D3D11_BLEND_OP_SUBTRACT,//2
D3D11_BLEND_OP_ADD,//3
D3D11_BLEND_OP_REV_SUBTRACT,//4
D3D11_BLEND_OP_ADD,//5
D3D11_BLEND_OP_MAX,//6
D3D11_BLEND_OP_ADD,//7
D3D11_BLEND_OP_MAX,//8
D3D11_BLEND_OP_MAX,//9
D3D11_BLEND_OP_ADD,//10
D3D11_BLEND_OP_ADD,//11
D3D11_BLEND_OP_ADD,//12
D3D11_BLEND_OP_ADD,//13
D3D11_BLEND_OP_ADD,//14
D3D11_BLEND_OP_ADD//15
};
const D3D11_BLEND d3dLogicOpSrcFactors[16] =
{
D3D11_BLEND_ZERO,//0
D3D11_BLEND_DEST_COLOR,//1
D3D11_BLEND_ONE,//2
D3D11_BLEND_ONE,//3
D3D11_BLEND_DEST_COLOR,//4
D3D11_BLEND_ZERO,//5
D3D11_BLEND_INV_DEST_COLOR,//6
D3D11_BLEND_INV_DEST_COLOR,//7
D3D11_BLEND_INV_SRC_COLOR,//8
D3D11_BLEND_INV_SRC_COLOR,//9
D3D11_BLEND_INV_DEST_COLOR,//10
D3D11_BLEND_ONE,//11
D3D11_BLEND_INV_SRC_COLOR,//12
D3D11_BLEND_INV_SRC_COLOR,//13
D3D11_BLEND_INV_DEST_COLOR,//14
D3D11_BLEND_ONE//15
};
const D3D11_BLEND d3dLogicOpDestFactors[16] =
{
D3D11_BLEND_ZERO,//0
D3D11_BLEND_ZERO,//1
D3D11_BLEND_INV_SRC_COLOR,//2
D3D11_BLEND_ZERO,//3
D3D11_BLEND_ONE,//4
D3D11_BLEND_ONE,//5
D3D11_BLEND_INV_SRC_COLOR,//6
D3D11_BLEND_ONE,//7
D3D11_BLEND_INV_DEST_COLOR,//8
D3D11_BLEND_SRC_COLOR,//9
D3D11_BLEND_INV_DEST_COLOR,//10
D3D11_BLEND_INV_DEST_COLOR,//11
D3D11_BLEND_INV_SRC_COLOR,//12
D3D11_BLEND_ONE,//13
D3D11_BLEND_INV_SRC_COLOR,//14
D3D11_BLEND_ONE//15
};

if (bpmem.blendmode.logicopenable)
{
s_blendMode = 0;
gx_state.blenddc.RenderTarget[0].BlendEnable = true;
SetBlendOp(d3dLogicOps[bpmem.blendmode.logicmode]);
SetSrcBlend(d3dLogicOpSrcFactors[bpmem.blendmode.logicmode]);
Expand All @@ -1379,18 +1353,32 @@ 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;
mip = (tm0.min_filter == 8) ? TEXF_NONE:d3dMipFilters[tm0.min_filter & 3];
if ((tm0.min_filter & 3) && (tm0.min_filter != 8) && ((tm1.max_lod >> 4) == 0)) mip = TEXF_NONE;
unsigned int mip = d3dMipFilters[tm0.min_filter & 3];

if (texindex) stage += 4;

// TODO: Clarify whether these values are correct
// NOTE: since there's no "no filter" in DX11 we're using point filters in these cases
if (g_ActiveConfig.bForceFiltering)
{
gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
Expand Down

0 comments on commit 6870c1f

Please sign in to comment.