mirror of
https://github.com/dolphin-emu/dolphin.git
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ac9079f2ca
I've not tested this on hardware, but it fixes issue 12271 (shadow people in Deal or No Deal - Special Edition).
464 lines
14 KiB
C++
464 lines
14 KiB
C++
// Copyright 2016 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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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/BPMemory.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 = CullMode::None;
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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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static bool IsDualSrc(SrcBlendFactor factor)
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{
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return factor == SrcBlendFactor::SrcAlpha || factor == SrcBlendFactor::InvSrcAlpha;
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}
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static bool IsDualSrc(DstBlendFactor factor)
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{
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return factor == DstBlendFactor::SrcAlpha || factor == DstBlendFactor::InvSrcAlpha;
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}
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bool BlendingState::RequiresDualSrc() const
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{
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bool requires_dual_src = false;
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requires_dual_src |= IsDualSrc(srcfactor) || IsDualSrc(srcfactoralpha);
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requires_dual_src |= IsDualSrc(dstfactor) || IsDualSrc(dstfactoralpha);
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requires_dual_src &= blendenable && usedualsrc;
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return requires_dual_src;
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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 SrcBlendFactor RemoveDstAlphaUsage(SrcBlendFactor factor)
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{
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switch (factor)
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{
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case SrcBlendFactor::DstAlpha:
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return SrcBlendFactor::One;
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case SrcBlendFactor::InvDstAlpha:
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return SrcBlendFactor::Zero;
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default:
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return factor;
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}
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}
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static DstBlendFactor RemoveDstAlphaUsage(DstBlendFactor factor)
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{
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switch (factor)
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{
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case DstBlendFactor::DstAlpha:
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return DstBlendFactor::One;
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case DstBlendFactor::InvDstAlpha:
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return DstBlendFactor::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 DstBlendFactor RemoveSrcColorUsage(DstBlendFactor factor)
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{
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switch (factor)
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{
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case DstBlendFactor::SrcClr:
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return DstBlendFactor::SrcAlpha;
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case DstBlendFactor::InvSrcClr:
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return DstBlendFactor::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 SrcBlendFactor RemoveDstColorUsage(SrcBlendFactor factor)
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{
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switch (factor)
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{
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case SrcBlendFactor::DstClr:
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return SrcBlendFactor::DstAlpha;
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case SrcBlendFactor::InvDstClr:
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return SrcBlendFactor::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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const bool target_has_alpha = bp.zcontrol.pixel_format == PixelFormat::RGBA6_Z24;
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const bool alpha_test_may_succeed = bp.alpha_test.TestResult() != AlphaTestResult::Fail;
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colorupdate = bp.blendmode.colorupdate && alpha_test_may_succeed;
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alphaupdate = bp.blendmode.alphaupdate && target_has_alpha && alpha_test_may_succeed;
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const bool dstalpha = bp.dstalpha.enable && alphaupdate;
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usedualsrc = true;
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if (bp.blendmode.blendenable)
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{
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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 = SrcBlendFactor::One;
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dstfactoralpha = dstfactor = DstBlendFactor::One;
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if (dstalpha)
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{
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subtractAlpha = false;
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srcfactoralpha = SrcBlendFactor::One;
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dstfactoralpha = DstBlendFactor::Zero;
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}
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}
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else
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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 = SrcBlendFactor::One;
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dstfactoralpha = DstBlendFactor::Zero;
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}
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}
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}
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else if (bp.blendmode.logicopenable)
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{
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if (bp.blendmode.logicmode == LogicOp::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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// If we aren't writing color or alpha, don't blend it.
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// Intel GPUs on D3D12 seem to have issues with dual-source blend if the second source is used in
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// the blend state but not actually written (i.e. the alpha src or dst factor is src alpha, but
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// alpha update is disabled). So, change the blending configuration to not use a dual-source
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// factor. Note that in theory, disabling writing should render these irrelevant.
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if (!colorupdate)
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{
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srcfactor = SrcBlendFactor::Zero;
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dstfactor = DstBlendFactor::One;
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}
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if (!alphaupdate)
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{
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srcfactoralpha = SrcBlendFactor::Zero;
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dstfactoralpha = DstBlendFactor::One;
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}
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}
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void BlendingState::ApproximateLogicOpWithBlending()
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{
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struct LogicOpApproximation
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{
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bool blendEnable;
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bool subtract;
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SrcBlendFactor srcfactor;
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DstBlendFactor dstfactor;
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};
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// TODO: This previously had a warning about SRC and DST being aliased and not to mix them,
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// but INVSRCCLR and INVDSTCLR were also aliased and were mixed.
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// Thus, NOR, EQUIV, INVERT, COPY_INVERTED, and OR_INVERTED duplicate(d) other values.
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static constexpr std::array<LogicOpApproximation, 16> approximations = {{
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// clang-format off
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{false, false, SrcBlendFactor::One, DstBlendFactor::Zero}, // CLEAR (Shader outputs 0)
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{true, false, SrcBlendFactor::DstClr, DstBlendFactor::Zero}, // AND
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{true, true, SrcBlendFactor::One, DstBlendFactor::InvSrcClr}, // AND_REVERSE
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{false, false, SrcBlendFactor::One, DstBlendFactor::Zero}, // COPY
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{true, true, SrcBlendFactor::DstClr, DstBlendFactor::One}, // AND_INVERTED
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{true, false, SrcBlendFactor::Zero, DstBlendFactor::One}, // NOOP
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{true, false, SrcBlendFactor::InvDstClr, DstBlendFactor::InvSrcClr}, // XOR
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{true, false, SrcBlendFactor::InvDstClr, DstBlendFactor::One}, // OR
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{true, false, SrcBlendFactor::InvDstClr, DstBlendFactor::InvSrcClr}, // NOR
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{true, false, SrcBlendFactor::InvDstClr, DstBlendFactor::Zero}, // EQUIV
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{true, false, SrcBlendFactor::InvDstClr, DstBlendFactor::Zero}, // INVERT (Shader outputs 255)
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{true, false, SrcBlendFactor::One, DstBlendFactor::InvDstAlpha}, // OR_REVERSE
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{false, false, SrcBlendFactor::One, DstBlendFactor::Zero}, // COPY_INVERTED (Shader inverts)
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{true, false, SrcBlendFactor::InvDstClr, DstBlendFactor::One}, // OR_INVERTED
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{true, false, SrcBlendFactor::InvDstClr, DstBlendFactor::InvSrcClr}, // NAND
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{false, false, SrcBlendFactor::One, DstBlendFactor::Zero}, // SET (Shader outputs 255)
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// clang-format on
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}};
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logicopenable = false;
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usedualsrc = false;
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const LogicOpApproximation& approximation = approximations[static_cast<u32>(logicmode.Value())];
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if (approximation.blendEnable)
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{
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blendenable = true;
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subtract = approximation.subtract;
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srcfactor = approximation.srcfactor;
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srcfactoralpha = approximation.srcfactor;
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dstfactor = approximation.dstfactor;
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dstfactoralpha = approximation.dstfactor;
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}
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}
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bool BlendingState::LogicOpApproximationIsExact()
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{
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switch (logicmode.Value())
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{
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case LogicOp::Clear:
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case LogicOp::Set:
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case LogicOp::NoOp:
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case LogicOp::Invert:
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case LogicOp::CopyInverted:
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case LogicOp::Copy:
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return true;
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default:
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return false;
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}
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}
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bool BlendingState::LogicOpApproximationWantsShaderHelp()
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{
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switch (logicmode.Value())
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{
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case LogicOp::Clear:
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case LogicOp::Set:
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case LogicOp::NoOp:
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case LogicOp::Invert:
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case LogicOp::CopyInverted:
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return true;
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default:
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return false;
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}
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}
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void SamplerState::Generate(const BPMemory& bp, u32 index)
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{
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auto tex = bp.tex.GetUnit(index);
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const TexMode0& bp_tm0 = tex.texMode0;
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const TexMode1& bp_tm1 = tex.texMode1;
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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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tm0.min_filter = bp_tm0.min_filter;
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tm0.mipmap_filter =
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bp_tm0.mipmap_filter == MipMode::Linear ? FilterMode::Linear : FilterMode::Near;
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tm0.mag_filter = bp_tm0.mag_filter;
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// If mipmaps are disabled, clamp min/max lod
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if (bp_tm0.mipmap_filter == MipMode::None)
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{
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tm1.max_lod = 0;
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tm1.min_lod = 0;
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tm0.lod_bias = 0;
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}
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else
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{
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// NOTE: When comparing, max is checked first, then min; if max is less than min, max wins
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tm1.max_lod = bp_tm1.max_lod.Value();
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tm1.min_lod = std::min(tm1.max_lod.Value(), bp_tm1.min_lod.Value());
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tm0.lod_bias = bp_tm0.lod_bias * (256 / 32);
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}
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// Wrap modes
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// Hardware testing indicates that wrap_mode set to 3 behaves the same as clamp.
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auto filter_invalid_wrap = [](WrapMode mode) {
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return (mode <= WrapMode::Mirror) ? mode : WrapMode::Clamp;
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};
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tm0.wrap_u = filter_invalid_wrap(bp_tm0.wrap_s);
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tm0.wrap_v = filter_invalid_wrap(bp_tm0.wrap_t);
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tm0.diag_lod = bp_tm0.diag_lod;
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tm0.anisotropic_filtering = false; // TODO: Respect BP anisotropic filtering mode
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tm0.lod_clamp = bp_tm0.lod_clamp; // TODO: What does this do?
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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 = CullMode::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 = CullMode::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 = CompareMode::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 = CompareMode::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 = SrcBlendFactor::One;
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state.srcfactoralpha = SrcBlendFactor::One;
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state.dstfactor = DstBlendFactor::Zero;
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state.dstfactoralpha = DstBlendFactor::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 = SrcBlendFactor::One;
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state.srcfactoralpha = SrcBlendFactor::One;
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state.dstfactor = DstBlendFactor::Zero;
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state.dstfactoralpha = DstBlendFactor::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.tm0.hex = 0xFFFFFFFF;
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state.tm1.hex = 0xFFFFFFFF;
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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.tm0.min_filter = FilterMode::Near;
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state.tm0.mag_filter = FilterMode::Near;
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state.tm0.mipmap_filter = FilterMode::Near;
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state.tm0.wrap_u = WrapMode::Clamp;
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state.tm0.wrap_v = WrapMode::Clamp;
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state.tm1.min_lod = 0;
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state.tm1.max_lod = 255;
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state.tm0.lod_bias = 0;
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state.tm0.anisotropic_filtering = false;
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state.tm0.diag_lod = LODType::Edge;
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state.tm0.lod_clamp = 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.tm0.min_filter = FilterMode::Linear;
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state.tm0.mag_filter = FilterMode::Linear;
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state.tm0.mipmap_filter = FilterMode::Linear;
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state.tm0.wrap_u = WrapMode::Clamp;
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state.tm0.wrap_v = WrapMode::Clamp;
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state.tm1.min_lod = 0;
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state.tm1.max_lod = 255;
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state.tm0.lod_bias = 0;
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state.tm0.anisotropic_filtering = false;
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state.tm0.diag_lod = LODType::Edge;
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state.tm0.lod_clamp = 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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state.additional_color_attachment_count = 0;
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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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