mirror of
https://github.com/libretro/dolphin
synced 2024-11-04 20:43:51 -05:00
385 lines
11 KiB
C++
385 lines
11 KiB
C++
// Copyright 2016 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "VideoCommon/RenderState.h"
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#include <algorithm>
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#include <array>
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#include "VideoCommon/SamplerCommon.h"
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#include "VideoCommon/TextureConfig.h"
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void RasterizationState::Generate(const BPMemory& bp, PrimitiveType primitive_type)
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{
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cullmode = bp.genMode.cullmode;
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primitive = primitive_type;
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// Back-face culling should be disabled for points/lines.
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if (primitive_type != PrimitiveType::Triangles && primitive_type != PrimitiveType::TriangleStrip)
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cullmode = GenMode::CULL_NONE;
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}
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RasterizationState& RasterizationState::operator=(const RasterizationState& rhs)
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{
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hex = rhs.hex;
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return *this;
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}
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FramebufferState& FramebufferState::operator=(const FramebufferState& rhs)
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{
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hex = rhs.hex;
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return *this;
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}
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void DepthState::Generate(const BPMemory& bp)
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{
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testenable = bp.zmode.testenable.Value();
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updateenable = bp.zmode.updateenable.Value();
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func = bp.zmode.func.Value();
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}
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DepthState& DepthState::operator=(const DepthState& rhs)
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{
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hex = rhs.hex;
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return *this;
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}
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// If the framebuffer format has no alpha channel, it is assumed to
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// ONE on blending. As the backends may emulate this framebuffer
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// configuration with an alpha channel, we just drop all references
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// to the destination alpha channel.
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static BlendMode::BlendFactor RemoveDstAlphaUsage(BlendMode::BlendFactor factor)
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{
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switch (factor)
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{
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case BlendMode::DSTALPHA:
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return BlendMode::ONE;
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case BlendMode::INVDSTALPHA:
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return BlendMode::ZERO;
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default:
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return factor;
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}
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}
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// We separate the blending parameter for rgb and alpha. For blending
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// the alpha component, CLR and ALPHA are indentical. So just always
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// use ALPHA as this makes it easier for the backends to use the second
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// alpha value of dual source blending.
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static BlendMode::BlendFactor RemoveSrcColorUsage(BlendMode::BlendFactor factor)
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{
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switch (factor)
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{
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case BlendMode::SRCCLR:
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return BlendMode::SRCALPHA;
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case BlendMode::INVSRCCLR:
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return BlendMode::INVSRCALPHA;
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default:
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return factor;
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}
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}
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// Same as RemoveSrcColorUsage, but because of the overlapping enum,
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// this must be written as another function.
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static BlendMode::BlendFactor RemoveDstColorUsage(BlendMode::BlendFactor factor)
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{
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switch (factor)
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{
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case BlendMode::DSTCLR:
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return BlendMode::DSTALPHA;
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case BlendMode::INVDSTCLR:
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return BlendMode::INVDSTALPHA;
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default:
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return factor;
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}
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}
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void BlendingState::Generate(const BPMemory& bp)
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{
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// Start with everything disabled.
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hex = 0;
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bool target_has_alpha = bp.zcontrol.pixel_format == PEControl::RGBA6_Z24;
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bool alpha_test_may_success = bp.alpha_test.TestResult() != AlphaTest::FAIL;
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colorupdate = bp.blendmode.colorupdate && alpha_test_may_success;
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alphaupdate = bp.blendmode.alphaupdate && target_has_alpha && alpha_test_may_success;
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dstalpha = bp.dstalpha.enable && alphaupdate;
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usedualsrc = true;
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// The subtract bit has the highest priority
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if (bp.blendmode.subtract)
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{
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blendenable = true;
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subtractAlpha = subtract = true;
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srcfactoralpha = srcfactor = BlendMode::ONE;
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dstfactoralpha = dstfactor = BlendMode::ONE;
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if (dstalpha)
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{
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subtractAlpha = false;
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srcfactoralpha = BlendMode::ONE;
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dstfactoralpha = BlendMode::ZERO;
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}
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}
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// The blendenable bit has the middle priority
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else if (bp.blendmode.blendenable)
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{
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blendenable = true;
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srcfactor = bp.blendmode.srcfactor;
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dstfactor = bp.blendmode.dstfactor;
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if (!target_has_alpha)
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{
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// uses ONE instead of DSTALPHA
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srcfactor = RemoveDstAlphaUsage(srcfactor);
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dstfactor = RemoveDstAlphaUsage(dstfactor);
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}
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// replaces SRCCLR with SRCALPHA and DSTCLR with DSTALPHA, it is important to
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// use the dst function for the src factor and vice versa
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srcfactoralpha = RemoveDstColorUsage(srcfactor);
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dstfactoralpha = RemoveSrcColorUsage(dstfactor);
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if (dstalpha)
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{
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srcfactoralpha = BlendMode::ONE;
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dstfactoralpha = BlendMode::ZERO;
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}
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}
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// The logicop bit has the lowest priority
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else if (bp.blendmode.logicopenable)
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{
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if (bp.blendmode.logicmode == BlendMode::NOOP)
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{
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// Fast path for Kirby's Return to Dreamland, they use it with dstAlpha.
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colorupdate = false;
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alphaupdate = alphaupdate && dstalpha;
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}
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else
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{
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logicopenable = true;
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logicmode = bp.blendmode.logicmode;
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if (dstalpha)
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{
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// TODO: Not supported by backends.
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}
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}
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}
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}
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void BlendingState::ApproximateLogicOpWithBlending()
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{
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// Any of these which use SRC as srcFactor or DST as dstFactor won't be correct.
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// This is because the two are aliased to one another (see the enum).
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struct LogicOpApproximation
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{
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bool subtract;
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BlendMode::BlendFactor srcfactor;
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BlendMode::BlendFactor dstfactor;
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};
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static constexpr std::array<LogicOpApproximation, 16> approximations = {{
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{false, BlendMode::ZERO, BlendMode::ZERO}, // CLEAR
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{false, BlendMode::DSTCLR, BlendMode::ZERO}, // AND
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{true, BlendMode::ONE, BlendMode::INVSRCCLR}, // AND_REVERSE
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{false, BlendMode::ONE, BlendMode::ZERO}, // COPY
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{true, BlendMode::DSTCLR, BlendMode::ONE}, // AND_INVERTED
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{false, BlendMode::ZERO, BlendMode::ONE}, // NOOP
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{false, BlendMode::INVDSTCLR, BlendMode::INVSRCCLR}, // XOR
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{false, BlendMode::INVDSTCLR, BlendMode::ONE}, // OR
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{false, BlendMode::INVSRCCLR, BlendMode::INVDSTCLR}, // NOR
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{false, BlendMode::INVSRCCLR, BlendMode::ZERO}, // EQUIV
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{false, BlendMode::INVDSTCLR, BlendMode::INVDSTCLR}, // INVERT
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{false, BlendMode::ONE, BlendMode::INVDSTALPHA}, // OR_REVERSE
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{false, BlendMode::INVSRCCLR, BlendMode::INVSRCCLR}, // COPY_INVERTED
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{false, BlendMode::INVSRCCLR, BlendMode::ONE}, // OR_INVERTED
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{false, BlendMode::INVDSTCLR, BlendMode::INVSRCCLR}, // NAND
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{false, BlendMode::ONE, BlendMode::ONE}, // SET
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}};
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logicopenable = false;
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blendenable = true;
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subtract = approximations[logicmode].subtract;
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srcfactor = approximations[logicmode].srcfactor;
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srcfactoralpha = approximations[logicmode].srcfactor;
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dstfactor = approximations[logicmode].dstfactor;
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dstfactoralpha = approximations[logicmode].dstfactor;
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}
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BlendingState& BlendingState::operator=(const BlendingState& rhs)
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{
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hex = rhs.hex;
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return *this;
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}
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void SamplerState::Generate(const BPMemory& bp, u32 index)
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{
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const FourTexUnits& tex = bpmem.tex[index / 4];
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const TexMode0& tm0 = tex.texMode0[index % 4];
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const TexMode1& tm1 = tex.texMode1[index % 4];
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// GX can configure the mip filter to none. However, D3D and Vulkan can't express this in their
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// sampler states. Therefore, we set the min/max LOD to zero if this option is used.
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min_filter = (tm0.min_filter & 4) != 0 ? Filter::Linear : Filter::Point;
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mipmap_filter = (tm0.min_filter & 3) == TexMode0::TEXF_LINEAR ? Filter::Linear : Filter::Point;
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mag_filter = tm0.mag_filter != 0 ? Filter::Linear : Filter::Point;
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// If mipmaps are disabled, clamp min/max lod
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max_lod = SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ? tm1.max_lod : 0;
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min_lod = std::min(max_lod.Value(), static_cast<u64>(tm1.min_lod));
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lod_bias = SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ? tm0.lod_bias * (256 / 32) : 0;
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// Address modes
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static constexpr std::array<AddressMode, 4> address_modes = {
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{AddressMode::Clamp, AddressMode::Repeat, AddressMode::MirroredRepeat, AddressMode::Repeat}};
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wrap_u = address_modes[tm0.wrap_s];
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wrap_v = address_modes[tm0.wrap_t];
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anisotropic_filtering = 0;
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}
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SamplerState& SamplerState::operator=(const SamplerState& rhs)
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{
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hex = rhs.hex;
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return *this;
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}
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namespace RenderState
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{
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RasterizationState GetInvalidRasterizationState()
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{
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RasterizationState state;
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state.hex = UINT32_C(0xFFFFFFFF);
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return state;
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}
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RasterizationState GetNoCullRasterizationState(PrimitiveType primitive)
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{
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RasterizationState state = {};
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state.cullmode = GenMode::CULL_NONE;
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state.primitive = primitive;
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return state;
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}
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RasterizationState GetCullBackFaceRasterizationState(PrimitiveType primitive)
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{
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RasterizationState state = {};
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state.cullmode = GenMode::CULL_BACK;
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state.primitive = primitive;
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return state;
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}
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DepthState GetInvalidDepthState()
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{
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DepthState state;
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state.hex = UINT32_C(0xFFFFFFFF);
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return state;
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}
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DepthState GetNoDepthTestingDepthState()
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{
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DepthState state = {};
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state.testenable = false;
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state.updateenable = false;
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state.func = ZMode::ALWAYS;
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return state;
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}
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DepthState GetAlwaysWriteDepthState()
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{
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DepthState state = {};
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state.testenable = true;
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state.updateenable = true;
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state.func = ZMode::ALWAYS;
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return state;
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}
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BlendingState GetInvalidBlendingState()
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{
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BlendingState state;
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state.hex = UINT32_C(0xFFFFFFFF);
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return state;
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}
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BlendingState GetNoBlendingBlendState()
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{
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BlendingState state = {};
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state.usedualsrc = false;
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state.blendenable = false;
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state.srcfactor = BlendMode::ONE;
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state.srcfactoralpha = BlendMode::ONE;
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state.dstfactor = BlendMode::ZERO;
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state.dstfactoralpha = BlendMode::ZERO;
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state.logicopenable = false;
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state.colorupdate = true;
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state.alphaupdate = true;
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return state;
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}
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BlendingState GetNoColorWriteBlendState()
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{
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BlendingState state = {};
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state.usedualsrc = false;
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state.blendenable = false;
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state.srcfactor = BlendMode::ONE;
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state.srcfactoralpha = BlendMode::ONE;
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state.dstfactor = BlendMode::ZERO;
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state.dstfactoralpha = BlendMode::ZERO;
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state.logicopenable = false;
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state.colorupdate = false;
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state.alphaupdate = false;
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return state;
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}
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SamplerState GetInvalidSamplerState()
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{
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SamplerState state;
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state.hex = UINT64_C(0xFFFFFFFFFFFFFFFF);
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return state;
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}
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SamplerState GetPointSamplerState()
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{
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SamplerState state = {};
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state.min_filter = SamplerState::Filter::Point;
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state.mag_filter = SamplerState::Filter::Point;
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state.mipmap_filter = SamplerState::Filter::Point;
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state.wrap_u = SamplerState::AddressMode::Clamp;
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state.wrap_v = SamplerState::AddressMode::Clamp;
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state.min_lod = 0;
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state.max_lod = 255;
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state.lod_bias = 0;
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state.anisotropic_filtering = false;
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return state;
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}
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SamplerState GetLinearSamplerState()
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{
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SamplerState state = {};
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state.min_filter = SamplerState::Filter::Linear;
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state.mag_filter = SamplerState::Filter::Linear;
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state.mipmap_filter = SamplerState::Filter::Linear;
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state.wrap_u = SamplerState::AddressMode::Clamp;
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state.wrap_v = SamplerState::AddressMode::Clamp;
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state.min_lod = 0;
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state.max_lod = 255;
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state.lod_bias = 0;
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state.anisotropic_filtering = false;
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return state;
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}
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FramebufferState GetColorFramebufferState(AbstractTextureFormat format)
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{
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FramebufferState state = {};
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state.color_texture_format = format;
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state.depth_texture_format = AbstractTextureFormat::Undefined;
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state.per_sample_shading = false;
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state.samples = 1;
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return state;
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}
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FramebufferState GetRGBA8FramebufferState()
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{
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return GetColorFramebufferState(AbstractTextureFormat::RGBA8);
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}
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} // namespace RenderState
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