Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

D3D: Implement logic op support #6013

Merged
merged 7 commits into from
Sep 4, 2017
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
11 changes: 8 additions & 3 deletions Source/Core/VideoBackends/D3D/D3DBase.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -33,6 +33,7 @@ int d3d_dll_ref = 0;
namespace D3D
{
ID3D11Device* device = nullptr;
ID3D11Device1* device1 = nullptr;
ID3D11DeviceContext* context = nullptr;
static IDXGISwapChain1* swapchain = nullptr;
static ID3D11Debug* debug = nullptr;
Expand Down Expand Up @@ -307,9 +308,9 @@ HRESULT Create(HWND wnd)
swap_chain_desc.Stereo =
g_ActiveConfig.iStereoMode == STEREO_QUADBUFFER || factory->IsWindowedStereoEnabled();

#if defined(_DEBUG) || defined(DEBUGFAST)
// Creating debug devices can sometimes fail if the user doesn't have the correct
// version of the DirectX SDK. If it does, simply fallback to a non-debug device.
if (g_Config.bEnableValidationLayer)
{
hr = PD3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, D3D11_CREATE_DEVICE_DEBUG,
supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS,
Expand All @@ -335,8 +336,7 @@ HRESULT Create(HWND wnd)
}
}

if (FAILED(hr))
#endif
if (!g_Config.bEnableValidationLayer || FAILED(hr))
{
hr = PD3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, 0, supported_feature_levels,
NUM_SUPPORTED_FEATURE_LEVELS, D3D11_SDK_VERSION, &device, &featlevel,
Expand Down Expand Up @@ -378,6 +378,10 @@ HRESULT Create(HWND wnd)
return E_FAIL;
}

hr = device->QueryInterface<ID3D11Device1>(&device1);
if (FAILED(hr))
WARN_LOG(VIDEO, "Missing Direct3D 11.1 support. Logical operations will not be supported.");

// prevent DXGI from responding to Alt+Enter, unfortunately DXGI_MWA_NO_ALT_ENTER
// does not work so we disable all monitoring of window messages. However this
// may make it more difficult for DXGI to handle display mode changes.
Expand Down Expand Up @@ -440,6 +444,7 @@ void Close()
context->Flush(); // immediately destroy device objects

SAFE_RELEASE(context);
SAFE_RELEASE(device1);
ULONG references = device->Release();

#if defined(_DEBUG) || defined(DEBUGFAST)
Expand Down
2 changes: 2 additions & 0 deletions Source/Core/VideoBackends/D3D/D3DBase.h
Original file line number Diff line number Diff line change
Expand Up @@ -5,6 +5,7 @@
#pragma once

#include <d3d11.h>
#include <d3d11_1.h>
#include <d3dcompiler.h>
#include <dxgi1_2.h>
#include <vector>
Expand Down Expand Up @@ -56,6 +57,7 @@ HRESULT Create(HWND wnd);
void Close();

extern ID3D11Device* device;
extern ID3D11Device1* device1;
extern ID3D11DeviceContext* context;
extern HWND hWnd;
extern bool bFrameInProgress;
Expand Down
115 changes: 63 additions & 52 deletions Source/Core/VideoBackends/D3D/D3DState.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -3,6 +3,7 @@
// Refer to the license.txt file included.

#include <algorithm>
#include <array>

#include "Common/BitSet.h"
#include "Common/CommonTypes.h"
Expand Down Expand Up @@ -351,72 +352,82 @@ ID3D11SamplerState* StateCache::Get(SamplerState state)
return res;
}

ID3D11BlendState* StateCache::Get(BlendState state)
ID3D11BlendState* StateCache::Get(BlendingState state)
{
if (!state.blend_enable)
auto it = m_blend.find(state.hex);
if (it != m_blend.end())
return it->second;

if (state.logicopenable && D3D::device1)
{
state.src_blend = D3D11_BLEND_ONE;
state.dst_blend = D3D11_BLEND_ZERO;
state.blend_op = D3D11_BLEND_OP_ADD;
state.use_dst_alpha = false;
D3D11_BLEND_DESC1 desc = {};
D3D11_RENDER_TARGET_BLEND_DESC1& tdesc = desc.RenderTarget[0];
if (state.colorupdate)
tdesc.RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN |
D3D11_COLOR_WRITE_ENABLE_BLUE;
else
tdesc.RenderTargetWriteMask = 0;
if (state.alphaupdate)
tdesc.RenderTargetWriteMask |= D3D11_COLOR_WRITE_ENABLE_ALPHA;

static constexpr std::array<D3D11_LOGIC_OP, 16> logic_ops = {
{D3D11_LOGIC_OP_CLEAR, D3D11_LOGIC_OP_AND, D3D11_LOGIC_OP_AND_REVERSE, D3D11_LOGIC_OP_COPY,
D3D11_LOGIC_OP_AND_INVERTED, D3D11_LOGIC_OP_NOOP, D3D11_LOGIC_OP_XOR, D3D11_LOGIC_OP_OR,
D3D11_LOGIC_OP_NOR, D3D11_LOGIC_OP_EQUIV, D3D11_LOGIC_OP_INVERT, D3D11_LOGIC_OP_OR_REVERSE,
D3D11_LOGIC_OP_COPY_INVERTED, D3D11_LOGIC_OP_OR_INVERTED, D3D11_LOGIC_OP_NAND,
D3D11_LOGIC_OP_SET}};
tdesc.LogicOpEnable = TRUE;
tdesc.LogicOp = logic_ops[state.logicmode];

ID3D11BlendState1* res;
HRESULT hr = D3D::device1->CreateBlendState1(&desc, &res);
if (SUCCEEDED(hr))
{
D3D::SetDebugObjectName(res, "blend state used to emulate the GX pipeline");
m_blend.emplace(state.hex, res);
return res;
}
}

auto it = m_blend.find(state.packed);
D3D11_BLEND_DESC desc = {};
desc.AlphaToCoverageEnable = FALSE;
desc.IndependentBlendEnable = FALSE;

if (it != m_blend.end())
return it->second;
D3D11_RENDER_TARGET_BLEND_DESC& tdesc = desc.RenderTarget[0];
tdesc.BlendEnable = state.blendenable;

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 = (u32)state.write_mask;
blenddc.RenderTarget[0].SrcBlend = state.src_blend;
blenddc.RenderTarget[0].DestBlend = state.dst_blend;
blenddc.RenderTarget[0].BlendOp = state.blend_op;
blenddc.RenderTarget[0].SrcBlendAlpha = state.src_blend;
blenddc.RenderTarget[0].DestBlendAlpha = state.dst_blend;
blenddc.RenderTarget[0].BlendOpAlpha = state.blend_op;

if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_SRC_COLOR)
blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC1_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_SRC1_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;
if (state.colorupdate)
tdesc.RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN |
D3D11_COLOR_WRITE_ENABLE_BLUE;
else
blenddc.RenderTarget[0].DestBlendAlpha = blenddc.RenderTarget[0].DestBlend;

if (state.use_dst_alpha)
{
blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
blenddc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
}
tdesc.RenderTargetWriteMask = 0;
if (state.alphaupdate)
tdesc.RenderTargetWriteMask |= D3D11_COLOR_WRITE_ENABLE_ALPHA;

static constexpr std::array<D3D11_BLEND, 8> src_factors = {
{D3D11_BLEND_ZERO, D3D11_BLEND_ONE, D3D11_BLEND_DEST_COLOR, D3D11_BLEND_INV_DEST_COLOR,
D3D11_BLEND_SRC1_ALPHA, D3D11_BLEND_INV_SRC1_ALPHA, D3D11_BLEND_DEST_ALPHA,
D3D11_BLEND_INV_DEST_ALPHA}};
static constexpr std::array<D3D11_BLEND, 8> dst_factors = {
{D3D11_BLEND_ZERO, D3D11_BLEND_ONE, D3D11_BLEND_SRC_COLOR, D3D11_BLEND_INV_SRC_COLOR,
D3D11_BLEND_SRC1_ALPHA, D3D11_BLEND_INV_SRC1_ALPHA, D3D11_BLEND_DEST_ALPHA,
D3D11_BLEND_INV_DEST_ALPHA}};

tdesc.SrcBlend = src_factors[state.srcfactor];
tdesc.SrcBlendAlpha = src_factors[state.srcfactoralpha];
tdesc.DestBlend = dst_factors[state.dstfactor];
tdesc.DestBlendAlpha = dst_factors[state.dstfactoralpha];
tdesc.BlendOp = state.subtract ? D3D11_BLEND_OP_REV_SUBTRACT : D3D11_BLEND_OP_ADD;
tdesc.BlendOpAlpha = state.subtractAlpha ? D3D11_BLEND_OP_REV_SUBTRACT : D3D11_BLEND_OP_ADD;

ID3D11BlendState* res = nullptr;

HRESULT hr = D3D::device->CreateBlendState(&blenddc, &res);
HRESULT hr = D3D::device->CreateBlendState(&desc, &res);
if (FAILED(hr))
PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__);

D3D::SetDebugObjectName(res, "blend state used to emulate the GX pipeline");
m_blend.emplace(state.packed, res);

m_blend.emplace(state.hex, res);
return res;
}

Expand Down
16 changes: 2 additions & 14 deletions Source/Core/VideoBackends/D3D/D3DState.h
Original file line number Diff line number Diff line change
Expand Up @@ -12,7 +12,7 @@
#include "Common/BitField.h"
#include "Common/CommonTypes.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/RenderState.h"

struct ID3D11BlendState;
struct ID3D11DepthStencilState;
Expand All @@ -27,18 +27,6 @@ union RasterizerState
u32 packed;
};

union BlendState
{
BitField<0, 1, u32> blend_enable;
BitField<1, 3, D3D11_BLEND_OP> blend_op;
BitField<4, 4, u32> write_mask;
BitField<8, 5, D3D11_BLEND> src_blend;
BitField<13, 5, D3D11_BLEND> dst_blend;
BitField<18, 1, u32> use_dst_alpha;

u32 packed;
};

union SamplerState
{
BitField<0, 3, u64> min_filter;
Expand All @@ -59,7 +47,7 @@ class StateCache
// Get existing or create new render state.
// Returned objects is owned by the cache and does not need to be released.
ID3D11SamplerState* Get(SamplerState state);
ID3D11BlendState* Get(BlendState state);
ID3D11BlendState* Get(BlendingState state);
ID3D11RasterizerState* Get(RasterizerState state);
ID3D11DepthStencilState* Get(ZMode state);

Expand Down
4 changes: 1 addition & 3 deletions Source/Core/VideoBackends/D3D/DXTexture.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -181,9 +181,7 @@ void DXTexture::CopyRectangleFromTexture(const AbstractTexture* source,
VertexShaderCache::GetSimpleInputLayout(),
GeometryShaderCache::GetCopyGeometryShader(), 1.0, 0);

D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
FramebufferManager::GetEFBDepthTexture()->GetDSV());

FramebufferManager::BindEFBRenderTarget();
g_renderer->RestoreAPIState();
}

Expand Down
58 changes: 51 additions & 7 deletions Source/Core/VideoBackends/D3D/FramebufferManager.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -5,6 +5,7 @@
#include "VideoBackends/D3D/FramebufferManager.h"

#include <memory>
#include <utility>

#include "Common/CommonTypes.h"
#include "Core/HW/Memmap.h"
Expand All @@ -21,6 +22,7 @@
namespace DX11
{
static XFBEncoder s_xfbEncoder;
static bool s_integer_efb_render_target = false;

FramebufferManager::Efb FramebufferManager::m_efb;
unsigned int FramebufferManager::m_target_width;
Expand All @@ -30,6 +32,7 @@ D3DTexture2D*& FramebufferManager::GetEFBColorTexture()
{
return m_efb.color_tex;
}

D3DTexture2D*& FramebufferManager::GetEFBColorReadTexture()
{
return m_efb.color_read_texture;
Expand Down Expand Up @@ -86,8 +89,7 @@ D3DTexture2D*& FramebufferManager::GetResolvedEFBDepthTexture()
PixelShaderCache::GetDepthResolveProgram(), VertexShaderCache::GetSimpleVertexShader(),
VertexShaderCache::GetSimpleInputLayout(), GeometryShaderCache::GetCopyGeometryShader());

D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
FramebufferManager::GetEFBDepthTexture()->GetDSV());
BindEFBRenderTarget();
g_renderer->RestoreAPIState();

return m_efb.resolved_depth_tex;
Expand All @@ -98,6 +100,33 @@ D3DTexture2D*& FramebufferManager::GetResolvedEFBDepthTexture()
}
}

void FramebufferManager::SwapReinterpretTexture()
{
std::swap(m_efb.color_tex, m_efb.color_temp_tex);
std::swap(m_efb.color_int_rtv, m_efb.color_temp_int_rtv);
}

void FramebufferManager::SetIntegerEFBRenderTarget(bool enabled)
{
if (s_integer_efb_render_target == enabled)
return;

// We only use UINT render targets for logic ops, which is only supported with D3D11.1.
if (!D3D::device1)
return;

s_integer_efb_render_target = enabled;
BindEFBRenderTarget();
}

void FramebufferManager::BindEFBRenderTarget(bool bind_depth)
{
ID3D11RenderTargetView* rtv =
s_integer_efb_render_target ? m_efb.color_int_rtv : m_efb.color_tex->GetRTV();
ID3D11DepthStencilView* dsv = bind_depth ? m_efb.depth_tex->GetDSV() : nullptr;
D3D::context->OMSetRenderTargets(1, &rtv, dsv);
}

FramebufferManager::FramebufferManager(int target_width, int target_height)
{
m_target_width = static_cast<unsigned int>(std::max(target_width, 1));
Expand All @@ -114,7 +143,7 @@ FramebufferManager::FramebufferManager(int target_width, int target_height)

// EFB color texture - primary render target
texdesc =
CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height,
CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_TYPELESS, m_target_width, m_target_height,
m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET,
D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality);
hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
Expand All @@ -124,14 +153,15 @@ FramebufferManager::FramebufferManager(int target_width, int target_height)
buf, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET),
DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM,
(sample_desc.Count > 1));

SAFE_RELEASE(buf);
D3D::SetDebugObjectName(m_efb.color_tex->GetTex(), "EFB color texture");
D3D::SetDebugObjectName(m_efb.color_tex->GetSRV(), "EFB color texture shader resource view");
D3D::SetDebugObjectName(m_efb.color_tex->GetRTV(), "EFB color texture render target view");

// Temporary EFB color texture - used in ReinterpretPixelData
texdesc =
CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, m_target_width, m_target_height,
CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_TYPELESS, m_target_width, m_target_height,
m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET,
D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality);
hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
Expand All @@ -148,6 +178,19 @@ FramebufferManager::FramebufferManager(int target_width, int target_height)
D3D::SetDebugObjectName(m_efb.color_temp_tex->GetRTV(),
"EFB color temp texture render target view");

// Integer render targets for EFB, used for logic op
CD3D11_RENDER_TARGET_VIEW_DESC int_rtv_desc(m_efb.color_tex->GetTex(),
g_ActiveConfig.iMultisamples > 1 ?
D3D11_RTV_DIMENSION_TEXTURE2DMS :
D3D11_RTV_DIMENSION_TEXTURE2D,
DXGI_FORMAT_R8G8B8A8_UINT);
hr = D3D::device->CreateRenderTargetView(m_efb.color_tex->GetTex(), &int_rtv_desc,
&m_efb.color_int_rtv);
CHECK(hr == S_OK, "create EFB integer RTV(hr=%#x)", hr);
hr = D3D::device->CreateRenderTargetView(m_efb.color_temp_tex->GetTex(), &int_rtv_desc,
&m_efb.color_temp_int_rtv);
CHECK(hr == S_OK, "create EFB integer RTV(hr=%#x)", hr);

// Render buffer for AccessEFB (color data)
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, 1, 1, D3D11_BIND_RENDER_TARGET);
hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
Expand Down Expand Up @@ -241,14 +284,17 @@ FramebufferManager::FramebufferManager(int target_width, int target_height)
}

s_xfbEncoder.Init();
s_integer_efb_render_target = false;
}

FramebufferManager::~FramebufferManager()
{
s_xfbEncoder.Shutdown();

SAFE_RELEASE(m_efb.color_tex);
SAFE_RELEASE(m_efb.color_int_rtv);
SAFE_RELEASE(m_efb.color_temp_tex);
SAFE_RELEASE(m_efb.color_temp_int_rtv);
SAFE_RELEASE(m_efb.color_staging_buf);
SAFE_RELEASE(m_efb.color_read_texture);
SAFE_RELEASE(m_efb.resolved_color_tex);
Expand Down Expand Up @@ -308,9 +354,7 @@ void XFBSource::CopyEFB(float Gamma)
VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout(),
GeometryShaderCache::GetCopyGeometryShader(), Gamma);

D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
FramebufferManager::GetEFBDepthTexture()->GetDSV());

FramebufferManager::BindEFBRenderTarget();
g_renderer->RestoreAPIState();
}

Expand Down
Loading