Merge pull request #9541 from hrydgard/state-optimizations-prep

State optimizations prep
This commit is contained in:
Henrik Rydgård 2017-04-03 22:15:05 +02:00 committed by GitHub
commit 0ca16c29ae
20 changed files with 900 additions and 820 deletions

View File

@ -99,8 +99,6 @@ enum : uint64_t {
DIRTY_TEXTURE_IMAGE = 1ULL << 41,
DIRTY_TEXTURE_PARAMS = 1ULL << 42,
// Now we can add further dirty flags that are not uniforms.
DIRTY_ALL = 0xFFFFFFFFFFFFFFFF
};

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@ -113,7 +113,9 @@ struct ShaderID {
}
return true;
}
bool operator != (const ShaderID &other) const {
return !(*this == other);
}
bool Bit(int bit) const {
return (d[bit >> 5] >> (bit & 31)) & 1;
}

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@ -254,7 +254,7 @@ void TextureCacheCommon::SetTexture(bool force) {
TexCache::iterator iter = cache_.find(cachekey);
TexCacheEntry *entry = nullptr;
gstate_c.needShaderTexClamp = false;
gstate_c.SetNeedShaderTexclamp(false);
gstate_c.skipDrawReason &= ~SKIPDRAW_BAD_FB_TEXTURE;
gstate_c.bgraTexture = isBgraBackend_;
@ -746,9 +746,9 @@ void TextureCacheCommon::SetTextureFramebuffer(TexCacheEntry *entry, VirtualFram
gstate_c.bgraTexture = false;
gstate_c.curTextureXOffset = fbInfo.xOffset;
gstate_c.curTextureYOffset = fbInfo.yOffset;
gstate_c.needShaderTexClamp = gstate_c.curTextureWidth != (u32)gstate.getTextureWidth(0) || gstate_c.curTextureHeight != (u32)gstate.getTextureHeight(0);
gstate_c.SetNeedShaderTexclamp(gstate_c.curTextureWidth != (u32)gstate.getTextureWidth(0) || gstate_c.curTextureHeight != (u32)gstate.getTextureHeight(0));
if (gstate_c.curTextureXOffset != 0 || gstate_c.curTextureYOffset != 0) {
gstate_c.needShaderTexClamp = true;
gstate_c.SetNeedShaderTexclamp(true);
}
nextTexture_ = entry;
@ -758,7 +758,7 @@ void TextureCacheCommon::SetTextureFramebuffer(TexCacheEntry *entry, VirtualFram
framebuffer->fbo = nullptr;
}
Unbind();
gstate_c.needShaderTexClamp = false;
gstate_c.SetNeedShaderTexclamp(false);
}
nextNeedsRehash_ = false;
@ -1414,8 +1414,8 @@ void TextureCacheCommon::ApplyTexture() {
ApplyTextureFramebuffer(entry, entry->framebuffer);
} else {
BindTexture(entry);
gstate_c.textureFullAlpha = entry->GetAlphaStatus() == TexCacheEntry::STATUS_ALPHA_FULL;
gstate_c.textureSimpleAlpha = entry->GetAlphaStatus() != TexCacheEntry::STATUS_ALPHA_UNKNOWN;
gstate_c.SetTextureFullAlpha(entry->GetAlphaStatus() == TexCacheEntry::STATUS_ALPHA_FULL);
gstate_c.SetTextureSimpleAlpha(entry->GetAlphaStatus() != TexCacheEntry::STATUS_ALPHA_UNKNOWN);
}
}

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@ -482,8 +482,6 @@ void GPU_D3D11::Execute_VertexTypeSkinning(u32 op, u32 diff) {
}
void GPU_D3D11::Execute_Prim(u32 op, u32 diff) {
SetDrawType(DRAW_PRIM);
// This drives all drawing. All other state we just buffer up, then we apply it only
// when it's time to draw. As most PSP games set state redundantly ALL THE TIME, this is a huge optimization.
@ -495,6 +493,8 @@ void GPU_D3D11::Execute_Prim(u32 op, u32 diff) {
if (count == 0)
return;
SetDrawType(DRAW_PRIM, prim);
// Discard AA lines as we can't do anything that makes sense with these anyway. The SW plugin might, though.
if (gstate.isAntiAliasEnabled()) {
@ -553,8 +553,6 @@ void GPU_D3D11::Execute_Prim(u32 op, u32 diff) {
}
void GPU_D3D11::Execute_Bezier(u32 op, u32 diff) {
SetDrawType(DRAW_BEZIER);
// We don't dirty on normal changes anymore as we prescale, but it's needed for splines/bezier.
gstate_c.Dirty(DIRTY_UVSCALEOFFSET);
@ -588,6 +586,8 @@ void GPU_D3D11::Execute_Bezier(u32 op, u32 diff) {
}
GEPatchPrimType patchPrim = gstate.getPatchPrimitiveType();
SetDrawType(DRAW_BEZIER, PatchPrimToPrim(patchPrim));
int bz_ucount = op & 0xFF;
int bz_vcount = (op >> 8) & 0xFF;
bool computeNormals = gstate.isLightingEnabled();
@ -612,8 +612,6 @@ void GPU_D3D11::Execute_Bezier(u32 op, u32 diff) {
}
void GPU_D3D11::Execute_Spline(u32 op, u32 diff) {
SetDrawType(DRAW_SPLINE);
// We don't dirty on normal changes anymore as we prescale, but it's needed for splines/bezier.
gstate_c.Dirty(DIRTY_UVSCALEOFFSET);
@ -651,6 +649,7 @@ void GPU_D3D11::Execute_Spline(u32 op, u32 diff) {
int sp_utype = (op >> 16) & 0x3;
int sp_vtype = (op >> 18) & 0x3;
GEPatchPrimType patchPrim = gstate.getPatchPrimitiveType();
SetDrawType(DRAW_SPLINE, PatchPrimToPrim(patchPrim));
bool computeNormals = gstate.isLightingEnabled();
bool patchFacing = gstate.patchfacing & 1;
u32 vertType = gstate.vertType;

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@ -132,219 +132,305 @@ class FramebufferManagerD3D11;
class ShaderManagerD3D11;
void DrawEngineD3D11::ApplyDrawState(int prim) {
memset(&keys_, 0, sizeof(keys_));
memset(&dynState_, 0, sizeof(dynState_));
gstate_c.allowShaderBlend = !g_Config.bDisableSlowFramebufEffects;
// Set blend - unless we need to do it in the shader.
GenericBlendState blendState;
ConvertBlendState(blendState, gstate_c.allowShaderBlend);
bool useBufferedRendering = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
if (blendState.applyShaderBlending) {
if (ApplyShaderBlending()) {
// We may still want to do something about stencil -> alpha.
ApplyStencilReplaceAndLogicOp(blendState.replaceAlphaWithStencil, blendState);
}
else {
// Until next time, force it off.
ResetShaderBlending();
gstate_c.allowShaderBlend = false;
}
} else if (blendState.resetShaderBlending) {
ResetShaderBlending();
}
if (blendState.enabled) {
keys_.blend.blendEnable = true;
keys_.blend.logicOpEnable = false;
keys_.blend.blendOpColor = d3d11BlendEqLookup[(size_t)blendState.eqColor];
keys_.blend.blendOpAlpha = d3d11BlendEqLookup[(size_t)blendState.eqAlpha];
keys_.blend.srcColor = d3d11BlendFactorLookup[(size_t)blendState.srcColor];
keys_.blend.srcAlpha = d3d11BlendFactorLookup[(size_t)blendState.srcAlpha];
keys_.blend.destColor = d3d11BlendFactorLookup[(size_t)blendState.dstColor];
keys_.blend.destAlpha = d3d11BlendFactorLookup[(size_t)blendState.dstAlpha];
if (blendState.dirtyShaderBlend) {
gstate_c.Dirty(DIRTY_SHADERBLEND);
}
dynState_.useBlendColor = blendState.useBlendColor;
if (blendState.useBlendColor) {
dynState_.blendColor = blendState.blendColor;
}
}
else {
keys_.blend.blendEnable = false;
dynState_.useBlendColor = false;
}
dynState_.useStencil = false;
// Set ColorMask/Stencil/Depth
if (gstate.isModeClear()) {
keys_.blend.logicOpEnable = false;
keys_.raster.cullMode = D3D11_CULL_NONE;
keys_.depthStencil.depthTestEnable = true;
keys_.depthStencil.depthCompareOp = D3D11_COMPARISON_ALWAYS;
keys_.depthStencil.depthWriteEnable = gstate.isClearModeDepthMask();
if (gstate.isClearModeDepthMask()) {
framebufferManager_->SetDepthUpdated();
}
// Color Test
bool colorMask = gstate.isClearModeColorMask();
bool alphaMask = gstate.isClearModeAlphaMask();
keys_.blend.colorWriteMask = (colorMask ? (1 | 2 | 4) : 0) | (alphaMask ? 8 : 0);
// Stencil Test
if (alphaMask) {
keys_.depthStencil.stencilTestEnable = true;
keys_.depthStencil.stencilCompareFunc = D3D11_COMPARISON_ALWAYS;
keys_.depthStencil.stencilPassOp = D3D11_STENCIL_OP_REPLACE;
keys_.depthStencil.stencilFailOp = D3D11_STENCIL_OP_REPLACE;
keys_.depthStencil.stencilDepthFailOp = D3D11_STENCIL_OP_REPLACE;
dynState_.useStencil = true;
// In clear mode, the stencil value is set to the alpha value of the vertex.
// A normal clear will be 2 points, the second point has the color.
// We override this value in the pipeline from software transform for clear rectangles.
dynState_.stencilRef = 0xFF;
keys_.depthStencil.stencilWriteMask = 0xFF;
}
else {
keys_.depthStencil.stencilTestEnable = false;
dynState_.useStencil = false;
}
}
else {
if (gstate_c.Supports(GPU_SUPPORTS_LOGIC_OP)) {
// Logic Ops
if (gstate.isLogicOpEnabled() && gstate.getLogicOp() != GE_LOGIC_COPY) {
keys_.blend.blendEnable = false; // Can't have both blend & logic op - although I think the PSP can!
keys_.blend.logicOpEnable = true;
keys_.blend.logicOp = logicOps[gstate.getLogicOp()];
// Blend
{
gstate_c.SetAllowShaderBlend(!g_Config.bDisableSlowFramebufEffects);
if (gstate.isModeClear()) {
keys_.blend.value = 0; // full wipe
keys_.blend.blendEnable = false;
dynState_.useBlendColor = false;
// Color Test
bool alphaMask = gstate.isClearModeAlphaMask();
bool colorMask = gstate.isClearModeColorMask();
keys_.blend.colorWriteMask = (colorMask ? (1 | 2 | 4) : 0) | (alphaMask ? 8 : 0);
} else {
keys_.blend.value = 0;
// Set blend - unless we need to do it in the shader.
GenericBlendState blendState;
ConvertBlendState(blendState, gstate_c.allowShaderBlend);
if (blendState.applyShaderBlending) {
if (ApplyShaderBlending()) {
// We may still want to do something about stencil -> alpha.
ApplyStencilReplaceAndLogicOp(blendState.replaceAlphaWithStencil, blendState);
} else {
// Until next time, force it off.
ResetShaderBlending();
gstate_c.SetAllowShaderBlend(false);
}
} else if (blendState.resetShaderBlending) {
ResetShaderBlending();
}
else {
if (blendState.enabled) {
keys_.blend.blendEnable = true;
keys_.blend.logicOpEnable = false;
keys_.blend.blendOpColor = d3d11BlendEqLookup[(size_t)blendState.eqColor];
keys_.blend.blendOpAlpha = d3d11BlendEqLookup[(size_t)blendState.eqAlpha];
keys_.blend.srcColor = d3d11BlendFactorLookup[(size_t)blendState.srcColor];
keys_.blend.srcAlpha = d3d11BlendFactorLookup[(size_t)blendState.srcAlpha];
keys_.blend.destColor = d3d11BlendFactorLookup[(size_t)blendState.dstColor];
keys_.blend.destAlpha = d3d11BlendFactorLookup[(size_t)blendState.dstAlpha];
if (blendState.dirtyShaderBlend) {
gstate_c.Dirty(DIRTY_SHADERBLEND);
}
dynState_.useBlendColor = blendState.useBlendColor;
if (blendState.useBlendColor) {
dynState_.blendColor = blendState.blendColor;
}
} else {
keys_.blend.blendEnable = false;
dynState_.useBlendColor = false;
}
}
// Set cull
bool wantCull = !gstate.isModeThrough() && prim != GE_PRIM_RECTANGLES && gstate.isCullEnabled();
keys_.raster.cullMode = wantCull ? (gstate.getCullMode() ? D3D11_CULL_FRONT : D3D11_CULL_BACK) : D3D11_CULL_NONE;
// Depth Test
if (gstate.isDepthTestEnabled()) {
keys_.depthStencil.depthTestEnable = true;
keys_.depthStencil.depthCompareOp = compareOps[gstate.getDepthTestFunction()];
keys_.depthStencil.depthWriteEnable = gstate.isDepthWriteEnabled();
if (gstate.isDepthWriteEnabled()) {
framebufferManager_->SetDepthUpdated();
if (gstate_c.Supports(GPU_SUPPORTS_LOGIC_OP)) {
// Logic Ops
if (gstate.isLogicOpEnabled() && gstate.getLogicOp() != GE_LOGIC_COPY) {
keys_.blend.blendEnable = false; // Can't have both blend & logic op - although I think the PSP can!
keys_.blend.logicOpEnable = true;
keys_.blend.logicOp = logicOps[gstate.getLogicOp()];
} else {
keys_.blend.logicOpEnable = false;
}
}
}
else {
keys_.depthStencil.depthTestEnable = false;
keys_.depthStencil.depthWriteEnable = false;
keys_.depthStencil.depthCompareOp = D3D11_COMPARISON_ALWAYS;
}
// PSP color/alpha mask is per bit but we can only support per byte.
// But let's do that, at least. And let's try a threshold.
bool rmask = (gstate.pmskc & 0xFF) < 128;
bool gmask = ((gstate.pmskc >> 8) & 0xFF) < 128;
bool bmask = ((gstate.pmskc >> 16) & 0xFF) < 128;
bool amask = (gstate.pmska & 0xFF) < 128;
// PSP color/alpha mask is per bit but we can only support per byte.
// But let's do that, at least. And let's try a threshold.
bool rmask = (gstate.pmskc & 0xFF) < 128;
bool gmask = ((gstate.pmskc >> 8) & 0xFF) < 128;
bool bmask = ((gstate.pmskc >> 16) & 0xFF) < 128;
bool amask = (gstate.pmska & 0xFF) < 128;
#ifndef MOBILE_DEVICE
u8 abits = (gstate.pmska >> 0) & 0xFF;
u8 rbits = (gstate.pmskc >> 0) & 0xFF;
u8 gbits = (gstate.pmskc >> 8) & 0xFF;
u8 bbits = (gstate.pmskc >> 16) & 0xFF;
if ((rbits != 0 && rbits != 0xFF) || (gbits != 0 && gbits != 0xFF) || (bbits != 0 && bbits != 0xFF)) {
WARN_LOG_REPORT_ONCE(rgbmask, G3D, "Unsupported RGB mask: r=%02x g=%02x b=%02x", rbits, gbits, bbits);
}
if (abits != 0 && abits != 0xFF) {
// The stencil part of the mask is supported.
WARN_LOG_REPORT_ONCE(amask, G3D, "Unsupported alpha/stencil mask: %02x", abits);
}
u8 abits = (gstate.pmska >> 0) & 0xFF;
u8 rbits = (gstate.pmskc >> 0) & 0xFF;
u8 gbits = (gstate.pmskc >> 8) & 0xFF;
u8 bbits = (gstate.pmskc >> 16) & 0xFF;
if ((rbits != 0 && rbits != 0xFF) || (gbits != 0 && gbits != 0xFF) || (bbits != 0 && bbits != 0xFF)) {
WARN_LOG_REPORT_ONCE(rgbmask, G3D, "Unsupported RGB mask: r=%02x g=%02x b=%02x", rbits, gbits, bbits);
}
if (abits != 0 && abits != 0xFF) {
// The stencil part of the mask is supported.
WARN_LOG_REPORT_ONCE(amask, G3D, "Unsupported alpha/stencil mask: %02x", abits);
}
#endif
// Let's not write to alpha if stencil isn't enabled.
if (!gstate.isStencilTestEnabled()) {
amask = false;
}
else {
// If the stencil type is set to KEEP, we shouldn't write to the stencil/alpha channel.
if (ReplaceAlphaWithStencilType() == STENCIL_VALUE_KEEP) {
// Let's not write to alpha if stencil isn't enabled.
if (!gstate.isStencilTestEnabled()) {
amask = false;
} else {
// If the stencil type is set to KEEP, we shouldn't write to the stencil/alpha channel.
if (ReplaceAlphaWithStencilType() == STENCIL_VALUE_KEEP) {
amask = false;
}
}
keys_.blend.colorWriteMask = (rmask ? 1 : 0) | (gmask ? 2 : 0) | (bmask ? 4 : 0) | (amask ? 8 : 0);
}
if (!device1_) {
ID3D11BlendState *bs = nullptr;
auto blendIter = blendCache_.find(keys_.blend.value);
if (blendIter == blendCache_.end()) {
D3D11_BLEND_DESC desc{};
D3D11_RENDER_TARGET_BLEND_DESC &rt = desc.RenderTarget[0];
rt.BlendEnable = keys_.blend.blendEnable;
rt.BlendOp = (D3D11_BLEND_OP)keys_.blend.blendOpColor;
rt.BlendOpAlpha = (D3D11_BLEND_OP)keys_.blend.blendOpAlpha;
rt.SrcBlend = (D3D11_BLEND)keys_.blend.srcColor;
rt.DestBlend = (D3D11_BLEND)keys_.blend.destColor;
rt.SrcBlendAlpha = (D3D11_BLEND)keys_.blend.srcAlpha;
rt.DestBlendAlpha = (D3D11_BLEND)keys_.blend.destAlpha;
rt.RenderTargetWriteMask = keys_.blend.colorWriteMask;
ASSERT_SUCCESS(device_->CreateBlendState(&desc, &bs));
blendCache_.insert(std::pair<uint64_t, ID3D11BlendState *>(keys_.blend.value, bs));
} else {
bs = blendIter->second;
}
blendState_ = bs;
} else {
ID3D11BlendState1 *bs1 = nullptr;
auto blendIter = blendCache1_.find(keys_.blend.value);
if (blendIter == blendCache1_.end()) {
D3D11_BLEND_DESC1 desc1{};
D3D11_RENDER_TARGET_BLEND_DESC1 &rt = desc1.RenderTarget[0];
rt.BlendEnable = keys_.blend.blendEnable;
rt.BlendOp = (D3D11_BLEND_OP)keys_.blend.blendOpColor;
rt.BlendOpAlpha = (D3D11_BLEND_OP)keys_.blend.blendOpAlpha;
rt.SrcBlend = (D3D11_BLEND)keys_.blend.srcColor;
rt.DestBlend = (D3D11_BLEND)keys_.blend.destColor;
rt.SrcBlendAlpha = (D3D11_BLEND)keys_.blend.srcAlpha;
rt.DestBlendAlpha = (D3D11_BLEND)keys_.blend.destAlpha;
rt.RenderTargetWriteMask = keys_.blend.colorWriteMask;
rt.LogicOpEnable = keys_.blend.logicOpEnable;
rt.LogicOp = (D3D11_LOGIC_OP)keys_.blend.logicOp;
ASSERT_SUCCESS(device1_->CreateBlendState1(&desc1, &bs1));
blendCache1_.insert(std::pair<uint64_t, ID3D11BlendState1 *>(keys_.blend.value, bs1));
} else {
bs1 = blendIter->second;
}
blendState1_ = bs1;
}
}
{
keys_.raster.value = 0;
if (gstate.isModeClear()) {
keys_.raster.cullMode = D3D11_CULL_NONE;
} else {
// Set cull
bool wantCull = !gstate.isModeThrough() && prim != GE_PRIM_RECTANGLES && gstate.isCullEnabled();
keys_.raster.cullMode = wantCull ? (gstate.getCullMode() ? D3D11_CULL_FRONT : D3D11_CULL_BACK) : D3D11_CULL_NONE;
}
ID3D11RasterizerState *rs = nullptr;
auto rasterIter = rasterCache_.find(keys_.raster.value);
if (rasterIter == rasterCache_.end()) {
D3D11_RASTERIZER_DESC desc{};
desc.CullMode = (D3D11_CULL_MODE)(keys_.raster.cullMode);
desc.FillMode = D3D11_FILL_SOLID;
desc.ScissorEnable = TRUE;
desc.FrontCounterClockwise = TRUE;
desc.DepthClipEnable = TRUE;
ASSERT_SUCCESS(device_->CreateRasterizerState(&desc, &rs));
rasterCache_.insert(std::pair<uint32_t, ID3D11RasterizerState *>(keys_.raster.value, rs));
} else {
rs = rasterIter->second;
}
rasterState_ = rs;
}
{
// Set ColorMask/Stencil/Depth
if (gstate.isModeClear()) {
keys_.depthStencil.value = 0;
keys_.depthStencil.depthTestEnable = true;
keys_.depthStencil.depthCompareOp = D3D11_COMPARISON_ALWAYS;
keys_.depthStencil.depthWriteEnable = gstate.isClearModeDepthMask();
if (gstate.isClearModeDepthMask()) {
framebufferManager_->SetDepthUpdated();
}
// Stencil Test
bool alphaMask = gstate.isClearModeAlphaMask();
if (alphaMask) {
keys_.depthStencil.stencilTestEnable = true;
keys_.depthStencil.stencilCompareFunc = D3D11_COMPARISON_ALWAYS;
keys_.depthStencil.stencilPassOp = D3D11_STENCIL_OP_REPLACE;
keys_.depthStencil.stencilFailOp = D3D11_STENCIL_OP_REPLACE;
keys_.depthStencil.stencilDepthFailOp = D3D11_STENCIL_OP_REPLACE;
dynState_.useStencil = true;
// In clear mode, the stencil value is set to the alpha value of the vertex.
// A normal clear will be 2 points, the second point has the color.
// We override this value in the pipeline from software transform for clear rectangles.
dynState_.stencilRef = 0xFF;
keys_.depthStencil.stencilWriteMask = 0xFF;
} else {
keys_.depthStencil.stencilTestEnable = false;
dynState_.useStencil = false;
}
} else {
keys_.depthStencil.value = 0;
// Depth Test
if (gstate.isDepthTestEnabled()) {
keys_.depthStencil.depthTestEnable = true;
keys_.depthStencil.depthCompareOp = compareOps[gstate.getDepthTestFunction()];
keys_.depthStencil.depthWriteEnable = gstate.isDepthWriteEnabled();
if (gstate.isDepthWriteEnabled()) {
framebufferManager_->SetDepthUpdated();
}
} else {
keys_.depthStencil.depthTestEnable = false;
keys_.depthStencil.depthWriteEnable = false;
keys_.depthStencil.depthCompareOp = D3D11_COMPARISON_ALWAYS;
}
GenericStencilFuncState stencilState;
ConvertStencilFuncState(stencilState);
// Stencil Test
if (stencilState.enabled) {
keys_.depthStencil.stencilTestEnable = true;
keys_.depthStencil.stencilCompareFunc = compareOps[stencilState.testFunc];
keys_.depthStencil.stencilPassOp = stencilOps[stencilState.zPass];
keys_.depthStencil.stencilFailOp = stencilOps[stencilState.sFail];
keys_.depthStencil.stencilDepthFailOp = stencilOps[stencilState.zFail];
keys_.depthStencil.stencilCompareMask = stencilState.testMask;
keys_.depthStencil.stencilWriteMask = stencilState.writeMask;
dynState_.useStencil = true;
dynState_.stencilRef = stencilState.testRef;
} else {
keys_.depthStencil.stencilTestEnable = false;
dynState_.useStencil = false;
}
}
keys_.blend.colorWriteMask = (rmask ? 1 : 0) | (gmask ? 2 : 0) | (bmask ? 4 : 0) | (amask ? 8 : 0);
GenericStencilFuncState stencilState;
ConvertStencilFuncState(stencilState);
// Stencil Test
if (stencilState.enabled) {
keys_.depthStencil.stencilTestEnable = true;
keys_.depthStencil.stencilCompareFunc = compareOps[stencilState.testFunc];
keys_.depthStencil.stencilPassOp = stencilOps[stencilState.zPass];
keys_.depthStencil.stencilFailOp = stencilOps[stencilState.sFail];
keys_.depthStencil.stencilDepthFailOp = stencilOps[stencilState.zFail];
keys_.depthStencil.stencilCompareMask = stencilState.testMask;
keys_.depthStencil.stencilWriteMask = stencilState.writeMask;
dynState_.useStencil = true;
dynState_.stencilRef = stencilState.testRef;
ID3D11DepthStencilState *ds = nullptr;
auto depthIter = depthStencilCache_.find(keys_.depthStencil.value);
if (depthIter == depthStencilCache_.end()) {
D3D11_DEPTH_STENCIL_DESC desc{};
desc.DepthEnable = keys_.depthStencil.depthTestEnable;
desc.DepthWriteMask = keys_.depthStencil.depthWriteEnable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
desc.DepthFunc = (D3D11_COMPARISON_FUNC)keys_.depthStencil.depthCompareOp;
desc.StencilEnable = keys_.depthStencil.stencilTestEnable;
desc.StencilReadMask = keys_.depthStencil.stencilCompareMask;
desc.StencilWriteMask = keys_.depthStencil.stencilWriteMask;
desc.FrontFace.StencilFailOp = (D3D11_STENCIL_OP)keys_.depthStencil.stencilFailOp;
desc.FrontFace.StencilPassOp = (D3D11_STENCIL_OP)keys_.depthStencil.stencilPassOp;
desc.FrontFace.StencilDepthFailOp = (D3D11_STENCIL_OP)keys_.depthStencil.stencilDepthFailOp;
desc.FrontFace.StencilFunc = (D3D11_COMPARISON_FUNC)keys_.depthStencil.stencilCompareFunc;
desc.BackFace = desc.FrontFace;
ASSERT_SUCCESS(device_->CreateDepthStencilState(&desc, &ds));
depthStencilCache_.insert(std::pair<uint64_t, ID3D11DepthStencilState *>(keys_.depthStencil.value, ds));
} else {
keys_.depthStencil.stencilTestEnable = false;
dynState_.useStencil = false;
ds = depthIter->second;
}
depthStencilState_ = ds;
}
{
ViewportAndScissor vpAndScissor;
ConvertViewportAndScissor(useBufferedRendering,
framebufferManager_->GetRenderWidth(), framebufferManager_->GetRenderHeight(),
framebufferManager_->GetTargetBufferWidth(), framebufferManager_->GetTargetBufferHeight(),
vpAndScissor);
float depthMin = vpAndScissor.depthRangeMin;
float depthMax = vpAndScissor.depthRangeMax;
if (depthMin < 0.0f) depthMin = 0.0f;
if (depthMax > 1.0f) depthMax = 1.0f;
if (vpAndScissor.dirtyDepth) {
gstate_c.Dirty(DIRTY_DEPTHRANGE);
}
Draw::Viewport &vp = dynState_.viewport;
vp.TopLeftX = vpAndScissor.viewportX;
vp.TopLeftY = vpAndScissor.viewportY;
vp.Width = vpAndScissor.viewportW;
vp.Height = vpAndScissor.viewportH;
vp.MinDepth = depthMin;
vp.MaxDepth = depthMax;
if (vpAndScissor.dirtyProj) {
gstate_c.Dirty(DIRTY_PROJMATRIX);
}
D3D11_RECT &scissor = dynState_.scissor;
if (vpAndScissor.scissorEnable) {
scissor.left = vpAndScissor.scissorX;
scissor.top = vpAndScissor.scissorY;
scissor.right = vpAndScissor.scissorX + std::max(0, vpAndScissor.scissorW);
scissor.bottom = vpAndScissor.scissorY + std::max(0, vpAndScissor.scissorH);
} else {
scissor.left = 0;
scissor.top = 0;
scissor.right = framebufferManager_->GetRenderWidth();
scissor.bottom = framebufferManager_->GetRenderHeight();
}
}
dynState_.topology = primToD3D11[prim];
ViewportAndScissor vpAndScissor;
ConvertViewportAndScissor(useBufferedRendering,
framebufferManager_->GetRenderWidth(), framebufferManager_->GetRenderHeight(),
framebufferManager_->GetTargetBufferWidth(), framebufferManager_->GetTargetBufferHeight(),
vpAndScissor);
float depthMin = vpAndScissor.depthRangeMin;
float depthMax = vpAndScissor.depthRangeMax;
if (depthMin < 0.0f) depthMin = 0.0f;
if (depthMax > 1.0f) depthMax = 1.0f;
if (vpAndScissor.dirtyDepth) {
gstate_c.Dirty(DIRTY_DEPTHRANGE);
}
Draw::Viewport &vp = dynState_.viewport;
vp.TopLeftX = vpAndScissor.viewportX;
vp.TopLeftY = vpAndScissor.viewportY;
vp.Width = vpAndScissor.viewportW;
vp.Height = vpAndScissor.viewportH;
vp.MinDepth = depthMin;
vp.MaxDepth = depthMax;
if (vpAndScissor.dirtyProj) {
gstate_c.Dirty(DIRTY_PROJMATRIX);
}
D3D11_RECT &scissor = dynState_.scissor;
if (vpAndScissor.scissorEnable) {
scissor.left = vpAndScissor.scissorX;
scissor.top = vpAndScissor.scissorY;
scissor.right = vpAndScissor.scissorX + std::max(0, vpAndScissor.scissorW);
scissor.bottom = vpAndScissor.scissorY + std::max(0, vpAndScissor.scissorH);
}
else {
scissor.left = 0;
scissor.top = 0;
scissor.right = framebufferManager_->GetRenderWidth();
scissor.bottom = framebufferManager_->GetRenderHeight();
}
if (gstate_c.IsDirty(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS) && !gstate.isModeClear() && gstate.isTextureMapEnabled()) {
textureCache_->SetTexture();
gstate_c.Clean(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS);
@ -354,89 +440,6 @@ void DrawEngineD3D11::ApplyDrawState(int prim) {
gstate_c.Dirty(DIRTY_TEXCLAMP);
}
}
ID3D11BlendState *bs = nullptr;
ID3D11BlendState1 *bs1 = nullptr;
ID3D11DepthStencilState *ds = nullptr;
ID3D11RasterizerState *rs = nullptr;
if (!device1_) {
auto blendIter = blendCache_.find(keys_.blend.value);
if (blendIter == blendCache_.end()) {
D3D11_BLEND_DESC desc{};
D3D11_RENDER_TARGET_BLEND_DESC &rt = desc.RenderTarget[0];
rt.BlendEnable = keys_.blend.blendEnable;
rt.BlendOp = (D3D11_BLEND_OP)keys_.blend.blendOpColor;
rt.BlendOpAlpha = (D3D11_BLEND_OP)keys_.blend.blendOpAlpha;
rt.SrcBlend = (D3D11_BLEND)keys_.blend.srcColor;
rt.DestBlend = (D3D11_BLEND)keys_.blend.destColor;
rt.SrcBlendAlpha = (D3D11_BLEND)keys_.blend.srcAlpha;
rt.DestBlendAlpha = (D3D11_BLEND)keys_.blend.destAlpha;
rt.RenderTargetWriteMask = keys_.blend.colorWriteMask;
ASSERT_SUCCESS(device_->CreateBlendState(&desc, &bs));
blendCache_.insert(std::pair<uint64_t, ID3D11BlendState *>(keys_.blend.value, bs));
} else {
bs = blendIter->second;
}
blendState_ = bs;
} else {
auto blendIter = blendCache1_.find(keys_.blend.value);
if (blendIter == blendCache1_.end()) {
D3D11_BLEND_DESC1 desc1{};
D3D11_RENDER_TARGET_BLEND_DESC1 &rt = desc1.RenderTarget[0];
rt.BlendEnable = keys_.blend.blendEnable;
rt.BlendOp = (D3D11_BLEND_OP)keys_.blend.blendOpColor;
rt.BlendOpAlpha = (D3D11_BLEND_OP)keys_.blend.blendOpAlpha;
rt.SrcBlend = (D3D11_BLEND)keys_.blend.srcColor;
rt.DestBlend = (D3D11_BLEND)keys_.blend.destColor;
rt.SrcBlendAlpha = (D3D11_BLEND)keys_.blend.srcAlpha;
rt.DestBlendAlpha = (D3D11_BLEND)keys_.blend.destAlpha;
rt.RenderTargetWriteMask = keys_.blend.colorWriteMask;
rt.LogicOpEnable = keys_.blend.logicOpEnable;
rt.LogicOp = (D3D11_LOGIC_OP)keys_.blend.logicOp;
ASSERT_SUCCESS(device1_->CreateBlendState1(&desc1, &bs1));
blendCache1_.insert(std::pair<uint64_t, ID3D11BlendState1 *>(keys_.blend.value, bs1));
} else {
bs1 = blendIter->second;
}
blendState1_ = bs1;
}
auto depthIter = depthStencilCache_.find(keys_.depthStencil.value);
if (depthIter == depthStencilCache_.end()) {
D3D11_DEPTH_STENCIL_DESC desc{};
desc.DepthEnable = keys_.depthStencil.depthTestEnable;
desc.DepthWriteMask = keys_.depthStencil.depthWriteEnable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
desc.DepthFunc = (D3D11_COMPARISON_FUNC)keys_.depthStencil.depthCompareOp;
desc.StencilEnable = keys_.depthStencil.stencilTestEnable;
desc.StencilReadMask = keys_.depthStencil.stencilCompareMask;
desc.StencilWriteMask = keys_.depthStencil.stencilWriteMask;
desc.FrontFace.StencilFailOp = (D3D11_STENCIL_OP)keys_.depthStencil.stencilFailOp;
desc.FrontFace.StencilPassOp = (D3D11_STENCIL_OP)keys_.depthStencil.stencilPassOp;
desc.FrontFace.StencilDepthFailOp = (D3D11_STENCIL_OP)keys_.depthStencil.stencilDepthFailOp;
desc.FrontFace.StencilFunc = (D3D11_COMPARISON_FUNC)keys_.depthStencil.stencilCompareFunc;
desc.BackFace = desc.FrontFace;
ASSERT_SUCCESS(device_->CreateDepthStencilState(&desc, &ds));
depthStencilCache_.insert(std::pair<uint64_t, ID3D11DepthStencilState *>(keys_.depthStencil.value, ds));
} else {
ds = depthIter->second;
}
depthStencilState_ = ds;
auto rasterIter = rasterCache_.find(keys_.raster.value);
if (rasterIter == rasterCache_.end()) {
D3D11_RASTERIZER_DESC desc{};
desc.CullMode = (D3D11_CULL_MODE)(keys_.raster.cullMode);
desc.FillMode = D3D11_FILL_SOLID;
desc.ScissorEnable = TRUE;
desc.FrontCounterClockwise = TRUE;
desc.DepthClipEnable = TRUE;
ASSERT_SUCCESS(device_->CreateRasterizerState(&desc, &rs));
rasterCache_.insert(std::pair<uint32_t, ID3D11RasterizerState *>(keys_.raster.value, rs));
} else {
rs = rasterIter->second;
}
rasterState_ = rs;
}
void DrawEngineD3D11::ApplyDrawStateLate(bool applyStencilRef, uint8_t stencilRef) {

View File

@ -424,15 +424,15 @@ void TextureCacheD3D11::ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFra
const u32 clutTotalColors = clutMaxBytes_ / bytesPerColor;
TexCacheEntry::Status alphaStatus = CheckAlpha(clutBuf_, GetClutDestFormatD3D11(clutFormat), clutTotalColors, clutTotalColors, 1);
gstate_c.textureFullAlpha = alphaStatus == TexCacheEntry::STATUS_ALPHA_FULL;
gstate_c.textureSimpleAlpha = alphaStatus == TexCacheEntry::STATUS_ALPHA_SIMPLE;
gstate_c.SetTextureFullAlpha(alphaStatus == TexCacheEntry::STATUS_ALPHA_FULL);
gstate_c.SetTextureSimpleAlpha(alphaStatus == TexCacheEntry::STATUS_ALPHA_SIMPLE);
} else {
entry->status &= ~TexCacheEntry::STATUS_DEPALETTIZE;
framebufferManagerD3D11_->BindFramebufferAsColorTexture(0, framebuffer, BINDFBCOLOR_MAY_COPY_WITH_UV | BINDFBCOLOR_APPLY_TEX_OFFSET);
gstate_c.textureFullAlpha = gstate.getTextureFormat() == GE_TFMT_5650;
gstate_c.textureSimpleAlpha = gstate_c.textureFullAlpha;
gstate_c.SetTextureFullAlpha(gstate.getTextureFormat() == GE_TFMT_5650);
gstate_c.SetTextureSimpleAlpha(gstate_c.textureFullAlpha);
framebufferManagerD3D11_->RebindFramebuffer();
}
SamplerCacheKey samplerKey;

View File

@ -449,8 +449,6 @@ void GPU_DX9::Execute_VertexTypeSkinning(u32 op, u32 diff) {
}
void GPU_DX9::Execute_Prim(u32 op, u32 diff) {
SetDrawType(DRAW_PRIM);
// This drives all drawing. All other state we just buffer up, then we apply it only
// when it's time to draw. As most PSP games set state redundantly ALL THE TIME, this is a huge optimization.
@ -462,6 +460,8 @@ void GPU_DX9::Execute_Prim(u32 op, u32 diff) {
if (count == 0)
return;
SetDrawType(DRAW_PRIM, prim);
// Discard AA lines as we can't do anything that makes sense with these anyway. The SW plugin might, though.
if (gstate.isAntiAliasEnabled()) {
@ -520,8 +520,6 @@ void GPU_DX9::Execute_Prim(u32 op, u32 diff) {
}
void GPU_DX9::Execute_Bezier(u32 op, u32 diff) {
SetDrawType(DRAW_BEZIER);
// We don't dirty on normal changes anymore as we prescale, but it's needed for splines/bezier.
gstate_c.Dirty(DIRTY_UVSCALEOFFSET);
@ -555,6 +553,7 @@ void GPU_DX9::Execute_Bezier(u32 op, u32 diff) {
}
GEPatchPrimType patchPrim = gstate.getPatchPrimitiveType();
SetDrawType(DRAW_BEZIER, PatchPrimToPrim(patchPrim));
int bz_ucount = op & 0xFF;
int bz_vcount = (op >> 8) & 0xFF;
bool computeNormals = gstate.isLightingEnabled();
@ -568,8 +567,6 @@ void GPU_DX9::Execute_Bezier(u32 op, u32 diff) {
}
void GPU_DX9::Execute_Spline(u32 op, u32 diff) {
SetDrawType(DRAW_SPLINE);
// We don't dirty on normal changes anymore as we prescale, but it's needed for splines/bezier.
gstate_c.Dirty(DIRTY_UVSCALEOFFSET);
@ -607,6 +604,7 @@ void GPU_DX9::Execute_Spline(u32 op, u32 diff) {
int sp_utype = (op >> 16) & 0x3;
int sp_vtype = (op >> 18) & 0x3;
GEPatchPrimType patchPrim = gstate.getPatchPrimitiveType();
SetDrawType(DRAW_SPLINE, PatchPrimToPrim(patchPrim));
bool computeNormals = gstate.isLightingEnabled();
bool patchFacing = gstate.patchfacing & 1;
u32 vertType = gstate.vertType;

View File

@ -115,167 +115,180 @@ void DrawEngineDX9::ApplyDrawState(int prim) {
bool useBufferedRendering = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
// Unfortunately, this isn't implemented yet.
gstate_c.allowShaderBlend = false;
{
// Unfortunately, this isn't implemented yet.
gstate_c.SetAllowShaderBlend(false);
if (gstate.isModeClear()) {
dxstate.blend.disable();
// Set blend - unless we need to do it in the shader.
GenericBlendState blendState;
ConvertBlendState(blendState, gstate_c.allowShaderBlend);
ViewportAndScissor vpAndScissor;
ConvertViewportAndScissor(useBufferedRendering,
framebufferManager_->GetRenderWidth(), framebufferManager_->GetRenderHeight(),
framebufferManager_->GetTargetBufferWidth(), framebufferManager_->GetTargetBufferHeight(),
vpAndScissor);
if (blendState.applyShaderBlending) {
if (ApplyShaderBlending()) {
// We may still want to do something about stencil -> alpha.
ApplyStencilReplaceAndLogicOp(blendState.replaceAlphaWithStencil, blendState);
// Color Mask
bool colorMask = gstate.isClearModeColorMask();
bool alphaMask = gstate.isClearModeAlphaMask();
dxstate.colorMask.set(colorMask, colorMask, colorMask, alphaMask);
} else {
// Until next time, force it off.
ResetShaderBlending();
gstate_c.allowShaderBlend = false;
}
} else if (blendState.resetShaderBlending) {
ResetShaderBlending();
}
// Set blend - unless we need to do it in the shader.
GenericBlendState blendState;
ConvertBlendState(blendState, gstate_c.allowShaderBlend);
if (blendState.enabled) {
dxstate.blend.enable();
dxstate.blendSeparate.enable();
dxstate.blendEquation.set(dxBlendEqLookup[(size_t)blendState.eqColor], dxBlendEqLookup[(size_t)blendState.eqAlpha]);
dxstate.blendFunc.set(
dxBlendFactorLookup[(size_t)blendState.srcColor], dxBlendFactorLookup[(size_t)blendState.dstColor],
dxBlendFactorLookup[(size_t)blendState.srcAlpha], dxBlendFactorLookup[(size_t)blendState.dstAlpha]);
if (blendState.dirtyShaderBlend) {
gstate_c.Dirty(DIRTY_SHADERBLEND);
if (blendState.applyShaderBlending) {
if (ApplyShaderBlending()) {
// We may still want to do something about stencil -> alpha.
ApplyStencilReplaceAndLogicOp(blendState.replaceAlphaWithStencil, blendState);
} else {
// Until next time, force it off.
ResetShaderBlending();
gstate_c.SetAllowShaderBlend(false);
}
} else if (blendState.resetShaderBlending) {
ResetShaderBlending();
}
if (blendState.enabled) {
dxstate.blend.enable();
dxstate.blendSeparate.enable();
dxstate.blendEquation.set(dxBlendEqLookup[(size_t)blendState.eqColor], dxBlendEqLookup[(size_t)blendState.eqAlpha]);
dxstate.blendFunc.set(
dxBlendFactorLookup[(size_t)blendState.srcColor], dxBlendFactorLookup[(size_t)blendState.dstColor],
dxBlendFactorLookup[(size_t)blendState.srcAlpha], dxBlendFactorLookup[(size_t)blendState.dstAlpha]);
if (blendState.dirtyShaderBlend) {
gstate_c.Dirty(DIRTY_SHADERBLEND);
}
if (blendState.useBlendColor) {
dxstate.blendColor.setDWORD(blendState.blendColor);
}
} else {
dxstate.blend.disable();
}
// PSP color/alpha mask is per bit but we can only support per byte.
// But let's do that, at least. And let's try a threshold.
bool rmask = (gstate.pmskc & 0xFF) < 128;
bool gmask = ((gstate.pmskc >> 8) & 0xFF) < 128;
bool bmask = ((gstate.pmskc >> 16) & 0xFF) < 128;
bool amask = (gstate.pmska & 0xFF) < 128;
#ifndef MOBILE_DEVICE
u8 abits = (gstate.pmska >> 0) & 0xFF;
u8 rbits = (gstate.pmskc >> 0) & 0xFF;
u8 gbits = (gstate.pmskc >> 8) & 0xFF;
u8 bbits = (gstate.pmskc >> 16) & 0xFF;
if ((rbits != 0 && rbits != 0xFF) || (gbits != 0 && gbits != 0xFF) || (bbits != 0 && bbits != 0xFF)) {
WARN_LOG_REPORT_ONCE(rgbmask, G3D, "Unsupported RGB mask: r=%02x g=%02x b=%02x", rbits, gbits, bbits);
}
if (abits != 0 && abits != 0xFF) {
// The stencil part of the mask is supported.
WARN_LOG_REPORT_ONCE(amask, G3D, "Unsupported alpha/stencil mask: %02x", abits);
}
#endif
// Let's not write to alpha if stencil isn't enabled.
if (!gstate.isStencilTestEnabled()) {
amask = false;
} else {
// If the stencil type is set to KEEP, we shouldn't write to the stencil/alpha channel.
if (ReplaceAlphaWithStencilType() == STENCIL_VALUE_KEEP) {
amask = false;
}
}
dxstate.colorMask.set(rmask, gmask, bmask, amask);
}
if (blendState.useBlendColor) {
dxstate.blendColor.setDWORD(blendState.blendColor);
}
} else {
dxstate.blend.disable();
}
bool alwaysDepthWrite = g_Config.bAlwaysDepthWrite;
bool enableStencilTest = !g_Config.bDisableStencilTest;
// Set Dither
if (gstate.isDitherEnabled()) {
dxstate.dither.enable();
} else {
dxstate.dither.disable();
{
// Set Dither
if (gstate.isDitherEnabled()) {
dxstate.dither.enable();
} else {
dxstate.dither.disable();
}
if (gstate.isModeClear()) {
// Set Cull
dxstate.cullMode.set(false, false);
} else {
// Set cull
bool wantCull = !gstate.isModeThrough() && prim != GE_PRIM_RECTANGLES && gstate.isCullEnabled();
dxstate.cullMode.set(wantCull, gstate.getCullMode());
}
}
// Set ColorMask/Stencil/Depth
if (gstate.isModeClear()) {
// Set Cull
dxstate.cullMode.set(false, false);
// Depth Test
dxstate.depthTest.enable();
dxstate.depthFunc.set(D3DCMP_ALWAYS);
dxstate.depthWrite.set(gstate.isClearModeDepthMask());
if (gstate.isClearModeDepthMask() || alwaysDepthWrite) {
framebufferManager_->SetDepthUpdated();
}
// Color Test
bool colorMask = gstate.isClearModeColorMask();
bool alphaMask = gstate.isClearModeAlphaMask();
dxstate.colorMask.set(colorMask, colorMask, colorMask, alphaMask);
// Stencil Test
if (alphaMask && enableStencilTest) {
dxstate.stencilTest.enable();
dxstate.stencilOp.set(D3DSTENCILOP_REPLACE, D3DSTENCILOP_REPLACE, D3DSTENCILOP_REPLACE);
dxstate.stencilFunc.set(D3DCMP_ALWAYS, 255, 0xFF);
dxstate.stencilMask.set(0xFF);
} else {
dxstate.stencilTest.disable();
}
} else {
// Set cull
bool wantCull = !gstate.isModeThrough() && prim != GE_PRIM_RECTANGLES && gstate.isCullEnabled();
dxstate.cullMode.set(wantCull, gstate.getCullMode());
// Depth Test
if (gstate.isDepthTestEnabled()) {
{
// Set Stencil/Depth
if (gstate.isModeClear()) {
// Depth Test
dxstate.depthTest.enable();
dxstate.depthFunc.set(ztests[gstate.getDepthTestFunction()]);
dxstate.depthWrite.set(gstate.isDepthWriteEnabled());
if (gstate.isDepthWriteEnabled()) {
dxstate.depthFunc.set(D3DCMP_ALWAYS);
dxstate.depthWrite.set(gstate.isClearModeDepthMask());
if (gstate.isClearModeDepthMask() || alwaysDepthWrite) {
framebufferManager_->SetDepthUpdated();
}
// Stencil Test
bool alphaMask = gstate.isClearModeAlphaMask();
if (alphaMask && enableStencilTest) {
dxstate.stencilTest.enable();
dxstate.stencilOp.set(D3DSTENCILOP_REPLACE, D3DSTENCILOP_REPLACE, D3DSTENCILOP_REPLACE);
dxstate.stencilFunc.set(D3DCMP_ALWAYS, 255, 0xFF);
dxstate.stencilMask.set(0xFF);
} else {
dxstate.stencilTest.disable();
}
} else {
dxstate.depthTest.disable();
}
// Depth Test
if (gstate.isDepthTestEnabled()) {
dxstate.depthTest.enable();
dxstate.depthFunc.set(ztests[gstate.getDepthTestFunction()]);
dxstate.depthWrite.set(gstate.isDepthWriteEnabled());
if (gstate.isDepthWriteEnabled()) {
framebufferManager_->SetDepthUpdated();
}
} else {
dxstate.depthTest.disable();
}
// PSP color/alpha mask is per bit but we can only support per byte.
// But let's do that, at least. And let's try a threshold.
bool rmask = (gstate.pmskc & 0xFF) < 128;
bool gmask = ((gstate.pmskc >> 8) & 0xFF) < 128;
bool bmask = ((gstate.pmskc >> 16) & 0xFF) < 128;
bool amask = (gstate.pmska & 0xFF) < 128;
GenericStencilFuncState stencilState;
ConvertStencilFuncState(stencilState);
#ifndef MOBILE_DEVICE
u8 abits = (gstate.pmska >> 0) & 0xFF;
u8 rbits = (gstate.pmskc >> 0) & 0xFF;
u8 gbits = (gstate.pmskc >> 8) & 0xFF;
u8 bbits = (gstate.pmskc >> 16) & 0xFF;
if ((rbits != 0 && rbits != 0xFF) || (gbits != 0 && gbits != 0xFF) || (bbits != 0 && bbits != 0xFF)) {
WARN_LOG_REPORT_ONCE(rgbmask, G3D, "Unsupported RGB mask: r=%02x g=%02x b=%02x", rbits, gbits, bbits);
}
if (abits != 0 && abits != 0xFF) {
// The stencil part of the mask is supported.
WARN_LOG_REPORT_ONCE(amask, G3D, "Unsupported alpha/stencil mask: %02x", abits);
}
#endif
// Let's not write to alpha if stencil isn't enabled.
if (!gstate.isStencilTestEnabled()) {
amask = false;
} else {
// If the stencil type is set to KEEP, we shouldn't write to the stencil/alpha channel.
if (ReplaceAlphaWithStencilType() == STENCIL_VALUE_KEEP) {
amask = false;
// Stencil Test
if (stencilState.enabled) {
dxstate.stencilTest.enable();
dxstate.stencilFunc.set(ztests[stencilState.testFunc], stencilState.testRef, stencilState.testMask);
dxstate.stencilOp.set(stencilOps[stencilState.sFail], stencilOps[stencilState.zFail], stencilOps[stencilState.zPass]);
dxstate.stencilMask.set(stencilState.writeMask);
} else {
dxstate.stencilTest.disable();
}
}
}
dxstate.colorMask.set(rmask, gmask, bmask, amask);
{
ViewportAndScissor vpAndScissor;
ConvertViewportAndScissor(useBufferedRendering,
framebufferManager_->GetRenderWidth(), framebufferManager_->GetRenderHeight(),
framebufferManager_->GetTargetBufferWidth(), framebufferManager_->GetTargetBufferHeight(),
vpAndScissor);
GenericStencilFuncState stencilState;
ConvertStencilFuncState(stencilState);
// Stencil Test
if (stencilState.enabled) {
dxstate.stencilTest.enable();
dxstate.stencilFunc.set(ztests[stencilState.testFunc], stencilState.testRef, stencilState.testMask);
dxstate.stencilOp.set(stencilOps[stencilState.sFail], stencilOps[stencilState.zFail], stencilOps[stencilState.zPass]);
dxstate.stencilMask.set(stencilState.writeMask);
if (vpAndScissor.scissorEnable) {
dxstate.scissorTest.enable();
dxstate.scissorRect.set(vpAndScissor.scissorX, vpAndScissor.scissorY, vpAndScissor.scissorX + vpAndScissor.scissorW, vpAndScissor.scissorY + vpAndScissor.scissorH);
} else {
dxstate.stencilTest.disable();
dxstate.scissorTest.disable();
}
}
if (vpAndScissor.scissorEnable) {
dxstate.scissorTest.enable();
dxstate.scissorRect.set(vpAndScissor.scissorX, vpAndScissor.scissorY, vpAndScissor.scissorX + vpAndScissor.scissorW, vpAndScissor.scissorY + vpAndScissor.scissorH);
} else {
dxstate.scissorTest.disable();
}
float depthMin = vpAndScissor.depthRangeMin;
float depthMax = vpAndScissor.depthRangeMax;
float depthMin = vpAndScissor.depthRangeMin;
float depthMax = vpAndScissor.depthRangeMax;
dxstate.viewport.set(vpAndScissor.viewportX, vpAndScissor.viewportY, vpAndScissor.viewportW, vpAndScissor.viewportH, depthMin, depthMax);
if (vpAndScissor.dirtyProj) {
gstate_c.Dirty(DIRTY_PROJMATRIX);
}
if (vpAndScissor.dirtyDepth) {
gstate_c.Dirty(DIRTY_DEPTHRANGE);
dxstate.viewport.set(vpAndScissor.viewportX, vpAndScissor.viewportY, vpAndScissor.viewportW, vpAndScissor.viewportH, depthMin, depthMax);
if (vpAndScissor.dirtyProj) {
gstate_c.Dirty(DIRTY_PROJMATRIX);
}
if (vpAndScissor.dirtyDepth) {
gstate_c.Dirty(DIRTY_DEPTHRANGE);
}
}
}

View File

@ -445,15 +445,15 @@ void TextureCacheDX9::ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFrame
const u32 clutTotalColors = clutMaxBytes_ / bytesPerColor;
TexCacheEntry::Status alphaStatus = CheckAlpha(clutBuf_, getClutDestFormat(clutFormat), clutTotalColors, clutTotalColors, 1);
gstate_c.textureFullAlpha = alphaStatus == TexCacheEntry::STATUS_ALPHA_FULL;
gstate_c.textureSimpleAlpha = alphaStatus == TexCacheEntry::STATUS_ALPHA_SIMPLE;
gstate_c.SetTextureFullAlpha(alphaStatus == TexCacheEntry::STATUS_ALPHA_FULL);
gstate_c.SetTextureSimpleAlpha(alphaStatus == TexCacheEntry::STATUS_ALPHA_SIMPLE);
} else {
entry->status &= ~TexCacheEntry::STATUS_DEPALETTIZE;
framebufferManagerDX9_->BindFramebufferAsColorTexture(0, framebuffer, BINDFBCOLOR_MAY_COPY_WITH_UV | BINDFBCOLOR_APPLY_TEX_OFFSET);
gstate_c.textureFullAlpha = gstate.getTextureFormat() == GE_TFMT_5650;
gstate_c.textureSimpleAlpha = gstate_c.textureFullAlpha;
gstate_c.SetTextureFullAlpha(gstate.getTextureFormat() == GE_TFMT_5650);
gstate_c.SetTextureSimpleAlpha(gstate_c.textureFullAlpha);
}
framebufferManagerDX9_->RebindFramebuffer();

View File

@ -65,7 +65,7 @@ static const GLESCommandTableEntry commandTable[] = {
// Changes that dirty the current texture.
{ GE_CMD_TEXSIZE0, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE, DIRTY_UVSCALEOFFSET, &GPU_GLES::Execute_TexSize0 },
{ GE_CMD_STENCILTEST, FLAG_FLUSHBEFOREONCHANGE, DIRTY_STENCILREPLACEVALUE},
{ GE_CMD_STENCILTEST, FLAG_FLUSHBEFOREONCHANGE, DIRTY_STENCILREPLACEVALUE },
// Changing the vertex type requires us to flush.
{ GE_CMD_VERTEXTYPE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, 0, &GPU_GLES::Execute_VertexType },
@ -636,8 +636,6 @@ void GPU_GLES::ExecuteOp(u32 op, u32 diff) {
}
void GPU_GLES::Execute_Prim(u32 op, u32 diff) {
SetDrawType(DRAW_PRIM);
// This drives all drawing. All other state we just buffer up, then we apply it only
// when it's time to draw. As most PSP games set state redundantly ALL THE TIME, this is a huge optimization.
@ -649,6 +647,8 @@ void GPU_GLES::Execute_Prim(u32 op, u32 diff) {
if (count == 0)
return;
SetDrawType(DRAW_PRIM, prim);
// Discard AA lines as we can't do anything that makes sense with these anyway. The SW plugin might, though.
if (gstate.isAntiAliasEnabled()) {
@ -728,8 +728,6 @@ void GPU_GLES::Execute_VertexTypeSkinning(u32 op, u32 diff) {
}
void GPU_GLES::Execute_Bezier(u32 op, u32 diff) {
SetDrawType(DRAW_BEZIER);
// We don't dirty on normal changes anymore as we prescale, but it's needed for splines/bezier.
gstate_c.Dirty(DIRTY_UVSCALEOFFSET);
@ -763,6 +761,8 @@ void GPU_GLES::Execute_Bezier(u32 op, u32 diff) {
}
GEPatchPrimType patchPrim = gstate.getPatchPrimitiveType();
SetDrawType(DRAW_BEZIER, PatchPrimToPrim(patchPrim));
int bz_ucount = op & 0xFF;
int bz_vcount = (op >> 8) & 0xFF;
bool computeNormals = gstate.isLightingEnabled();
@ -787,8 +787,6 @@ void GPU_GLES::Execute_Bezier(u32 op, u32 diff) {
}
void GPU_GLES::Execute_Spline(u32 op, u32 diff) {
SetDrawType(DRAW_SPLINE);
// We don't dirty on normal changes anymore as we prescale, but it's needed for splines/bezier.
gstate_c.Dirty(DIRTY_UVSCALEOFFSET);
@ -826,6 +824,7 @@ void GPU_GLES::Execute_Spline(u32 op, u32 diff) {
int sp_utype = (op >> 16) & 0x3;
int sp_vtype = (op >> 18) & 0x3;
GEPatchPrimType patchPrim = gstate.getPatchPrimitiveType();
SetDrawType(DRAW_SPLINE, PatchPrimToPrim(patchPrim));
bool computeNormals = gstate.isLightingEnabled();
bool patchFacing = gstate.patchfacing & 1;
u32 vertType = gstate.vertType;

View File

@ -130,7 +130,6 @@ inline void DrawEngineGLES::ResetShaderBlending() {
}
}
// TODO: All this setup is so expensive that we'll need dirty flags, or simply do it in the command writes where we detect dirty by xoring. Silly to do all this work on every drawcall.
void DrawEngineGLES::ApplyDrawState(int prim) {
if (gstate_c.IsDirty(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS) && !gstate.isModeClear() && gstate.isTextureMapEnabled()) {
textureCache_->SetTexture();
@ -145,205 +144,220 @@ void DrawEngineGLES::ApplyDrawState(int prim) {
// Start profiling here to skip SetTexture which is already accounted for
PROFILE_THIS_SCOPE("applydrawstate");
// amask is needed for both stencil and blend state so we keep it outside for now
bool amask = (gstate.pmska & 0xFF) < 128;
// Let's not write to alpha if stencil isn't enabled.
if (!gstate.isStencilTestEnabled()) {
amask = false;
} else {
// If the stencil type is set to KEEP, we shouldn't write to the stencil/alpha channel.
if (ReplaceAlphaWithStencilType() == STENCIL_VALUE_KEEP) {
amask = false;
}
}
bool useBufferedRendering = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
gstate_c.allowShaderBlend = !g_Config.bDisableSlowFramebufEffects;
// Do the large chunks of state conversion. We might be able to hide these two behind a dirty-flag each,
// to avoid recomputing heavy stuff unnecessarily every draw call.
GenericBlendState blendState;
ConvertBlendState(blendState, gstate_c.allowShaderBlend);
{
gstate_c.SetAllowShaderBlend(!g_Config.bDisableSlowFramebufEffects);
if (blendState.applyShaderBlending) {
if (ApplyShaderBlending()) {
// We may still want to do something about stencil -> alpha.
ApplyStencilReplaceAndLogicOp(blendState.replaceAlphaWithStencil, blendState);
} else {
// Until next time, force it off.
ResetShaderBlending();
gstate_c.allowShaderBlend = false;
}
} else if (blendState.resetShaderBlending) {
ResetShaderBlending();
}
if (blendState.enabled) {
glstate.blend.enable();
glstate.blendEquationSeparate.set(glBlendEqLookup[(size_t)blendState.eqColor], glBlendEqLookup[(size_t)blendState.eqAlpha]);
glstate.blendFuncSeparate.set(
glBlendFactorLookup[(size_t)blendState.srcColor], glBlendFactorLookup[(size_t)blendState.dstColor],
glBlendFactorLookup[(size_t)blendState.srcAlpha], glBlendFactorLookup[(size_t)blendState.dstAlpha]);
if (blendState.dirtyShaderBlend) {
gstate_c.Dirty(DIRTY_SHADERBLEND);
}
if (blendState.useBlendColor) {
uint32_t color = blendState.blendColor;
const float col[4] = {
(float)((color & 0xFF) >> 0) * (1.0f / 255.0f),
(float)((color & 0xFF00) >> 8) * (1.0f / 255.0f),
(float)((color & 0xFF0000) >> 16) * (1.0f / 255.0f),
(float)((color & 0xFF000000) >> 24) * (1.0f / 255.0f),
};
glstate.blendColor.set(col);
}
} else {
glstate.blend.disable();
}
bool alwaysDepthWrite = g_Config.bAlwaysDepthWrite;
bool enableStencilTest = !g_Config.bDisableStencilTest;
// Dither
if (gstate.isDitherEnabled()) {
glstate.dither.enable();
glstate.dither.set(GL_TRUE);
} else {
glstate.dither.disable();
}
if (gstate.isModeClear()) {
if (gstate.isModeClear()) {
glstate.blend.disable();
// Color Test
bool colorMask = gstate.isClearModeColorMask();
bool alphaMask = gstate.isClearModeAlphaMask();
glstate.colorMask.set(colorMask, colorMask, colorMask, alphaMask);
#ifndef USING_GLES2
if (gstate_c.Supports(GPU_SUPPORTS_LOGIC_OP)) {
// Logic Ops
glstate.colorLogicOp.disable();
}
#endif
// Culling
glstate.cullFace.disable();
// Depth Test
glstate.depthTest.enable();
glstate.depthFunc.set(GL_ALWAYS);
glstate.depthWrite.set(gstate.isClearModeDepthMask() || alwaysDepthWrite ? GL_TRUE : GL_FALSE);
if (gstate.isClearModeDepthMask() || alwaysDepthWrite) {
framebufferManager_->SetDepthUpdated();
}
// Color Test
bool colorMask = gstate.isClearModeColorMask();
bool alphaMask = gstate.isClearModeAlphaMask();
glstate.colorMask.set(colorMask, colorMask, colorMask, alphaMask);
// Stencil Test
if (alphaMask && enableStencilTest) {
glstate.stencilTest.enable();
glstate.stencilOp.set(GL_REPLACE, GL_REPLACE, GL_REPLACE);
// TODO: In clear mode, the stencil value is set to the alpha value of the vertex.
// A normal clear will be 2 points, the second point has the color.
// We should set "ref" to that value instead of 0.
// In case of clear rectangles, we set it again once we know what the color is.
glstate.stencilFunc.set(GL_ALWAYS, 255, 0xFF);
glstate.stencilMask.set(0xFF);
} else {
glstate.stencilTest.disable();
}
} else {
#ifndef USING_GLES2
if (gstate_c.Supports(GPU_SUPPORTS_LOGIC_OP)) {
// TODO: Make this dynamic
// Logic Ops
if (gstate.isLogicOpEnabled() && gstate.getLogicOp() != GE_LOGIC_COPY) {
glstate.colorLogicOp.enable();
glstate.logicOp.set(logicOps[gstate.getLogicOp()]);
} else {
if (gstate_c.Supports(GPU_SUPPORTS_LOGIC_OP)) {
// Logic Ops
glstate.colorLogicOp.disable();
}
}
#endif
// Set cull
bool cullEnabled = !gstate.isModeThrough() && prim != GE_PRIM_RECTANGLES && gstate.isCullEnabled();
if (cullEnabled) {
glstate.cullFace.enable();
glstate.cullFaceMode.set(cullingMode[gstate.getCullMode() ^ !useBufferedRendering]);
} else {
glstate.cullFace.disable();
}
// Do the large chunks of state conversion. We might be able to hide these two behind a dirty-flag each,
// to avoid recomputing heavy stuff unnecessarily every draw call.
GenericBlendState blendState;
ConvertBlendState(blendState, gstate_c.allowShaderBlend);
// Depth Test
if (gstate.isDepthTestEnabled()) {
glstate.depthTest.enable();
glstate.depthFunc.set(compareOps[gstate.getDepthTestFunction()]);
glstate.depthWrite.set(gstate.isDepthWriteEnabled() || alwaysDepthWrite ? GL_TRUE : GL_FALSE);
if (gstate.isDepthWriteEnabled() || alwaysDepthWrite) {
framebufferManager_->SetDepthUpdated();
if (blendState.applyShaderBlending) {
if (ApplyShaderBlending()) {
// We may still want to do something about stencil -> alpha.
ApplyStencilReplaceAndLogicOp(blendState.replaceAlphaWithStencil, blendState);
} else {
// Until next time, force it off.
ResetShaderBlending();
gstate_c.SetAllowShaderBlend(false);
}
} else if (blendState.resetShaderBlending) {
ResetShaderBlending();
}
} else {
glstate.depthTest.disable();
}
// PSP color/alpha mask is per bit but we can only support per byte.
// But let's do that, at least. And let's try a threshold.
bool rmask = (gstate.pmskc & 0xFF) < 128;
bool gmask = ((gstate.pmskc >> 8) & 0xFF) < 128;
bool bmask = ((gstate.pmskc >> 16) & 0xFF) < 128;
bool amask = (gstate.pmska & 0xFF) < 128;
if (blendState.enabled) {
glstate.blend.enable();
glstate.blendEquationSeparate.set(glBlendEqLookup[(size_t)blendState.eqColor], glBlendEqLookup[(size_t)blendState.eqAlpha]);
glstate.blendFuncSeparate.set(
glBlendFactorLookup[(size_t)blendState.srcColor], glBlendFactorLookup[(size_t)blendState.dstColor],
glBlendFactorLookup[(size_t)blendState.srcAlpha], glBlendFactorLookup[(size_t)blendState.dstAlpha]);
if (blendState.dirtyShaderBlend) {
gstate_c.Dirty(DIRTY_SHADERBLEND);
}
if (blendState.useBlendColor) {
uint32_t color = blendState.blendColor;
const float col[4] = {
(float)((color & 0xFF) >> 0) * (1.0f / 255.0f),
(float)((color & 0xFF00) >> 8) * (1.0f / 255.0f),
(float)((color & 0xFF0000) >> 16) * (1.0f / 255.0f),
(float)((color & 0xFF000000) >> 24) * (1.0f / 255.0f),
};
glstate.blendColor.set(col);
}
} else {
glstate.blend.disable();
}
// PSP color/alpha mask is per bit but we can only support per byte.
// But let's do that, at least. And let's try a threshold.
bool rmask = (gstate.pmskc & 0xFF) < 128;
bool gmask = ((gstate.pmskc >> 8) & 0xFF) < 128;
bool bmask = ((gstate.pmskc >> 16) & 0xFF) < 128;
#ifndef MOBILE_DEVICE
u8 abits = (gstate.pmska >> 0) & 0xFF;
u8 rbits = (gstate.pmskc >> 0) & 0xFF;
u8 gbits = (gstate.pmskc >> 8) & 0xFF;
u8 bbits = (gstate.pmskc >> 16) & 0xFF;
if ((rbits != 0 && rbits != 0xFF) || (gbits != 0 && gbits != 0xFF) || (bbits != 0 && bbits != 0xFF)) {
WARN_LOG_REPORT_ONCE(rgbmask, G3D, "Unsupported RGB mask: r=%02x g=%02x b=%02x", rbits, gbits, bbits);
}
if (abits != 0 && abits != 0xFF) {
// The stencil part of the mask is supported.
WARN_LOG_REPORT_ONCE(amask, G3D, "Unsupported alpha/stencil mask: %02x", abits);
}
u8 abits = (gstate.pmska >> 0) & 0xFF;
u8 rbits = (gstate.pmskc >> 0) & 0xFF;
u8 gbits = (gstate.pmskc >> 8) & 0xFF;
u8 bbits = (gstate.pmskc >> 16) & 0xFF;
if ((rbits != 0 && rbits != 0xFF) || (gbits != 0 && gbits != 0xFF) || (bbits != 0 && bbits != 0xFF)) {
WARN_LOG_REPORT_ONCE(rgbmask, G3D, "Unsupported RGB mask: r=%02x g=%02x b=%02x", rbits, gbits, bbits);
}
if (abits != 0 && abits != 0xFF) {
// The stencil part of the mask is supported.
WARN_LOG_REPORT_ONCE(amask, G3D, "Unsupported alpha/stencil mask: %02x", abits);
}
#endif
// Let's not write to alpha if stencil isn't enabled.
if (!gstate.isStencilTestEnabled()) {
amask = false;
glstate.colorMask.set(rmask, gmask, bmask, amask);
#ifndef USING_GLES2
if (gstate_c.Supports(GPU_SUPPORTS_LOGIC_OP)) {
// TODO: Make this dynamic
// Logic Ops
if (gstate.isLogicOpEnabled() && gstate.getLogicOp() != GE_LOGIC_COPY) {
glstate.colorLogicOp.enable();
glstate.logicOp.set(logicOps[gstate.getLogicOp()]);
} else {
glstate.colorLogicOp.disable();
}
}
#endif
}
}
{
// Dither
if (gstate.isDitherEnabled()) {
glstate.dither.enable();
glstate.dither.set(GL_TRUE);
} else {
// If the stencil type is set to KEEP, we shouldn't write to the stencil/alpha channel.
if (ReplaceAlphaWithStencilType() == STENCIL_VALUE_KEEP) {
amask = false;
glstate.dither.disable();
}
if (gstate.isModeClear()) {
// Culling
glstate.cullFace.disable();
} else {
// Set cull
bool cullEnabled = !gstate.isModeThrough() && prim != GE_PRIM_RECTANGLES && gstate.isCullEnabled();
if (cullEnabled) {
glstate.cullFace.enable();
glstate.cullFaceMode.set(cullingMode[gstate.getCullMode() ^ !useBufferedRendering]);
} else {
glstate.cullFace.disable();
}
}
}
glstate.colorMask.set(rmask, gmask, bmask, amask);
{
bool alwaysDepthWrite = g_Config.bAlwaysDepthWrite;
bool enableStencilTest = !g_Config.bDisableStencilTest;
if (gstate.isModeClear()) {
// Depth Test
glstate.depthTest.enable();
glstate.depthFunc.set(GL_ALWAYS);
glstate.depthWrite.set(gstate.isClearModeDepthMask() || alwaysDepthWrite ? GL_TRUE : GL_FALSE);
if (gstate.isClearModeDepthMask() || alwaysDepthWrite) {
framebufferManager_->SetDepthUpdated();
}
GenericStencilFuncState stencilState;
ConvertStencilFuncState(stencilState);
// Stencil Test
if (stencilState.enabled) {
glstate.stencilTest.enable();
glstate.stencilFunc.set(compareOps[stencilState.testFunc], stencilState.testRef, stencilState.testMask);
glstate.stencilOp.set(stencilOps[stencilState.sFail], stencilOps[stencilState.zFail], stencilOps[stencilState.zPass]);
glstate.stencilMask.set(stencilState.writeMask);
// Stencil Test
if (gstate.isClearModeAlphaMask() && enableStencilTest) {
glstate.stencilTest.enable();
glstate.stencilOp.set(GL_REPLACE, GL_REPLACE, GL_REPLACE);
// TODO: In clear mode, the stencil value is set to the alpha value of the vertex.
// A normal clear will be 2 points, the second point has the color.
// We should set "ref" to that value instead of 0.
// In case of clear rectangles, we set it again once we know what the color is.
glstate.stencilFunc.set(GL_ALWAYS, 255, 0xFF);
glstate.stencilMask.set(0xFF);
} else {
glstate.stencilTest.disable();
}
} else {
glstate.stencilTest.disable();
// Depth Test
if (gstate.isDepthTestEnabled()) {
glstate.depthTest.enable();
glstate.depthFunc.set(compareOps[gstate.getDepthTestFunction()]);
glstate.depthWrite.set(gstate.isDepthWriteEnabled() || alwaysDepthWrite ? GL_TRUE : GL_FALSE);
if (gstate.isDepthWriteEnabled() || alwaysDepthWrite) {
framebufferManager_->SetDepthUpdated();
}
} else {
glstate.depthTest.disable();
}
GenericStencilFuncState stencilState;
ConvertStencilFuncState(stencilState);
// Stencil Test
if (stencilState.enabled) {
glstate.stencilTest.enable();
glstate.stencilFunc.set(compareOps[stencilState.testFunc], stencilState.testRef, stencilState.testMask);
glstate.stencilOp.set(stencilOps[stencilState.sFail], stencilOps[stencilState.zFail], stencilOps[stencilState.zPass]);
glstate.stencilMask.set(stencilState.writeMask);
} else {
glstate.stencilTest.disable();
}
}
}
ViewportAndScissor vpAndScissor;
ConvertViewportAndScissor(useBufferedRendering,
framebufferManager_->GetRenderWidth(), framebufferManager_->GetRenderHeight(),
framebufferManager_->GetTargetBufferWidth(), framebufferManager_->GetTargetBufferHeight(),
vpAndScissor);
{
ViewportAndScissor vpAndScissor;
ConvertViewportAndScissor(useBufferedRendering,
framebufferManager_->GetRenderWidth(), framebufferManager_->GetRenderHeight(),
framebufferManager_->GetTargetBufferWidth(), framebufferManager_->GetTargetBufferHeight(),
vpAndScissor);
if (vpAndScissor.scissorEnable) {
glstate.scissorTest.enable();
if (!useBufferedRendering) {
vpAndScissor.scissorY = PSP_CoreParameter().pixelHeight - vpAndScissor.scissorH - vpAndScissor.scissorY;
}
glstate.scissorRect.set(vpAndScissor.scissorX, vpAndScissor.scissorY, vpAndScissor.scissorW, vpAndScissor.scissorH);
} else {
glstate.scissorTest.disable();
}
if (vpAndScissor.scissorEnable) {
glstate.scissorTest.enable();
if (!useBufferedRendering) {
vpAndScissor.scissorY = PSP_CoreParameter().pixelHeight - vpAndScissor.scissorH - vpAndScissor.scissorY;
vpAndScissor.viewportY = PSP_CoreParameter().pixelHeight - vpAndScissor.viewportH - vpAndScissor.viewportY;
}
glstate.scissorRect.set(vpAndScissor.scissorX, vpAndScissor.scissorY, vpAndScissor.scissorW, vpAndScissor.scissorH);
} else {
glstate.scissorTest.disable();
}
glstate.viewport.set(vpAndScissor.viewportX, vpAndScissor.viewportY, vpAndScissor.viewportW, vpAndScissor.viewportH);
glstate.depthRange.set(vpAndScissor.depthRangeMin, vpAndScissor.depthRangeMax);
if (!useBufferedRendering) {
vpAndScissor.viewportY = PSP_CoreParameter().pixelHeight - vpAndScissor.viewportH - vpAndScissor.viewportY;
}
glstate.viewport.set(vpAndScissor.viewportX, vpAndScissor.viewportY, vpAndScissor.viewportW, vpAndScissor.viewportH);
glstate.depthRange.set(vpAndScissor.depthRangeMin, vpAndScissor.depthRangeMax);
if (vpAndScissor.dirtyProj) {
gstate_c.Dirty(DIRTY_PROJMATRIX);
}
if (vpAndScissor.dirtyDepth) {
gstate_c.Dirty(DIRTY_DEPTHRANGE);
if (vpAndScissor.dirtyProj) {
gstate_c.Dirty(DIRTY_PROJMATRIX);
}
if (vpAndScissor.dirtyDepth) {
gstate_c.Dirty(DIRTY_DEPTHRANGE);
}
}
CHECK_GL_ERROR_IF_DEBUG();
}

View File

@ -503,15 +503,15 @@ void TextureCacheGLES::ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFram
const u32 clutTotalColors = clutMaxBytes_ / bytesPerColor;
TexCacheEntry::Status alphaStatus = CheckAlpha(clutBuf_, getClutDestFormat(clutFormat), clutTotalColors, clutTotalColors, 1);
gstate_c.textureFullAlpha = alphaStatus == TexCacheEntry::STATUS_ALPHA_FULL;
gstate_c.textureSimpleAlpha = alphaStatus == TexCacheEntry::STATUS_ALPHA_SIMPLE;
gstate_c.SetTextureFullAlpha(alphaStatus == TexCacheEntry::STATUS_ALPHA_FULL);
gstate_c.SetTextureSimpleAlpha(alphaStatus == TexCacheEntry::STATUS_ALPHA_SIMPLE);
} else {
entry->status &= ~TexCacheEntry::STATUS_DEPALETTIZE;
framebufferManagerGL_->BindFramebufferAsColorTexture(0, framebuffer, BINDFBCOLOR_MAY_COPY_WITH_UV | BINDFBCOLOR_APPLY_TEX_OFFSET);
gstate_c.textureFullAlpha = gstate.getTextureFormat() == GE_TFMT_5650;
gstate_c.textureSimpleAlpha = gstate_c.textureFullAlpha;
gstate_c.SetTextureFullAlpha(gstate.getTextureFormat() == GE_TFMT_5650);
gstate_c.SetTextureSimpleAlpha(gstate_c.textureFullAlpha);
}
framebufferManagerGL_->RebindFramebuffer();

View File

@ -219,7 +219,7 @@ public:
typedef void (GPUCommon::*CmdFunc)(u32 op, u32 diff);
protected:
void SetDrawType(DrawType type) {
void SetDrawType(DrawType type, GEPrimitiveType prim) {
if (type != lastDraw_) {
gstate_c.Dirty(DIRTY_UVSCALEOFFSET);
lastDraw_ = type;

View File

@ -501,6 +501,18 @@ struct GPUStateCache {
bool IsDirty(u64 what) const {
return (dirty & what) != 0ULL;
}
void SetTextureFullAlpha(bool fullAlpha) {
textureFullAlpha = fullAlpha;
}
void SetTextureSimpleAlpha(bool simpleAlpha) {
textureSimpleAlpha = simpleAlpha;
}
void SetNeedShaderTexclamp(bool need) {
needShaderTexClamp = need;
}
void SetAllowShaderBlend(bool allow) {
allowShaderBlend = allow;
}
u32 featureFlags;

View File

@ -722,27 +722,25 @@ void DrawEngineVulkan::DoFlush(VkCommandBuffer cmd) {
sampler = nullSampler_;
}
VulkanPipelineRasterStateKey pipelineKey;
VulkanDynamicState dynState;
ConvertStateToVulkanKey(*framebufferManager_, shaderManager_, prim, pipelineKey, dynState);
ConvertStateToVulkanKey(*framebufferManager_, shaderManager_, prim, pipelineKey_, dynState_);
// TODO: Dirty-flag these.
vkCmdSetScissor(cmd_, 0, 1, &dynState.scissor);
vkCmdSetViewport(cmd_, 0, 1, &dynState.viewport);
if (dynState.useStencil) {
vkCmdSetStencilWriteMask(cmd_, VK_STENCIL_FRONT_AND_BACK, dynState.stencilWriteMask);
vkCmdSetStencilCompareMask(cmd_, VK_STENCIL_FRONT_AND_BACK, dynState.stencilCompareMask);
vkCmdSetStencilReference(cmd_, VK_STENCIL_FRONT_AND_BACK, dynState.stencilRef);
vkCmdSetScissor(cmd_, 0, 1, &dynState_.scissor);
vkCmdSetViewport(cmd_, 0, 1, &dynState_.viewport);
if (dynState_.useStencil) {
vkCmdSetStencilWriteMask(cmd_, VK_STENCIL_FRONT_AND_BACK, dynState_.stencilWriteMask);
vkCmdSetStencilCompareMask(cmd_, VK_STENCIL_FRONT_AND_BACK, dynState_.stencilCompareMask);
vkCmdSetStencilReference(cmd_, VK_STENCIL_FRONT_AND_BACK, dynState_.stencilRef);
}
if (dynState.useBlendColor) {
if (dynState_.useBlendColor) {
float bc[4];
Uint8x4ToFloat4(bc, dynState.blendColor);
Uint8x4ToFloat4(bc, dynState_.blendColor);
vkCmdSetBlendConstants(cmd_, bc);
}
dirtyUniforms_ |= shaderManager_->UpdateUniforms();
shaderManager_->GetShaders(prim, lastVTypeID_, &vshader, &fshader, useHWTransform);
VulkanPipeline *pipeline = pipelineManager_->GetOrCreatePipeline(pipelineLayout_, pipelineKey, dec_, vshader, fshader, true);
VulkanPipeline *pipeline = pipelineManager_->GetOrCreatePipeline(pipelineLayout_, pipelineKey_, dec_, vshader, fshader, true);
if (!pipeline) {
// Already logged, let's bail out.
return;

View File

@ -241,6 +241,9 @@ private:
DrawEngineVulkanStats stats_;
VulkanPipelineRasterStateKey pipelineKey_{};
VulkanDynamicState dynState_{};
// Hardware tessellation
class TessellationDataTransferVulkan : public TessellationDataTransfer {
private:

View File

@ -465,8 +465,6 @@ void GPU_Vulkan::ExecuteOp(u32 op, u32 diff) {
}
void GPU_Vulkan::Execute_Prim(u32 op, u32 diff) {
SetDrawType(DRAW_PRIM);
// This drives all drawing. All other state we just buffer up, then we apply it only
// when it's time to draw. As most PSP games set state redundantly ALL THE TIME, this is a huge optimization.
@ -478,6 +476,8 @@ void GPU_Vulkan::Execute_Prim(u32 op, u32 diff) {
if (count == 0)
return;
SetDrawType(DRAW_PRIM, prim);
// Discard AA lines as we can't do anything that makes sense with these anyway. The SW plugin might, though.
if (gstate.isAntiAliasEnabled()) {
@ -540,8 +540,6 @@ void GPU_Vulkan::Execute_VertexType(u32 op, u32 diff) {
}
void GPU_Vulkan::Execute_Bezier(u32 op, u32 diff) {
SetDrawType(DRAW_BEZIER);
// We don't dirty on normal changes anymore as we prescale, but it's needed for splines/bezier.
gstate_c.Dirty(DIRTY_UVSCALEOFFSET);
@ -575,6 +573,8 @@ void GPU_Vulkan::Execute_Bezier(u32 op, u32 diff) {
}
GEPatchPrimType patchPrim = gstate.getPatchPrimitiveType();
SetDrawType(DRAW_BEZIER, PatchPrimToPrim(patchPrim));
int bz_ucount = op & 0xFF;
int bz_vcount = (op >> 8) & 0xFF;
bool computeNormals = gstate.isLightingEnabled();
@ -599,8 +599,6 @@ void GPU_Vulkan::Execute_Bezier(u32 op, u32 diff) {
}
void GPU_Vulkan::Execute_Spline(u32 op, u32 diff) {
SetDrawType(DRAW_SPLINE);
// We don't dirty on normal changes anymore as we prescale, but it's needed for splines/bezier.
gstate_c.Dirty(DIRTY_UVSCALEOFFSET);
@ -638,6 +636,7 @@ void GPU_Vulkan::Execute_Spline(u32 op, u32 diff) {
int sp_utype = (op >> 16) & 0x3;
int sp_vtype = (op >> 18) & 0x3;
GEPatchPrimType patchPrim = gstate.getPatchPrimitiveType();
SetDrawType(DRAW_SPLINE, PatchPrimToPrim(patchPrim));
bool computeNormals = gstate.isLightingEnabled();
bool patchFacing = gstate.patchfacing & 1;
u32 vertType = gstate.vertType;

View File

@ -129,199 +129,232 @@ void ResetShaderBlending() {
// In Vulkan, we simply collect all the state together into a "pipeline key" - we don't actually set any state here
// (the caller is responsible for setting the little dynamic state that is supported, dynState).
void DrawEngineVulkan::ConvertStateToVulkanKey(FramebufferManagerVulkan &fbManager, ShaderManagerVulkan *shaderManager, int prim, VulkanPipelineRasterStateKey &key, VulkanDynamicState &dynState) {
memset(&key, 0, sizeof(key));
memset(&dynState, 0, sizeof(dynState));
// Unfortunately, this isn't implemented yet.
gstate_c.allowShaderBlend = false;
// Set blend - unless we need to do it in the shader.
GenericBlendState blendState;
ConvertBlendState(blendState, gstate_c.allowShaderBlend);
bool useBufferedRendering = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
ViewportAndScissor vpAndScissor;
ConvertViewportAndScissor(useBufferedRendering,
fbManager.GetRenderWidth(), fbManager.GetRenderHeight(),
fbManager.GetTargetBufferWidth(), fbManager.GetTargetBufferHeight(),
vpAndScissor);
{
// Unfortunately, this isn't implemented yet.
gstate_c.SetAllowShaderBlend(false);
if (gstate.isModeClear()) {
key.logicOpEnable = false;
key.logicOp = VK_LOGIC_OP_CLEAR;
key.blendEnable = false;
key.blendOpColor = VK_BLEND_OP_ADD;
key.blendOpAlpha = VK_BLEND_OP_ADD;
key.srcColor = VK_BLEND_FACTOR_ONE;
key.srcAlpha = VK_BLEND_FACTOR_ONE;
key.destColor = VK_BLEND_FACTOR_ZERO;
key.destAlpha = VK_BLEND_FACTOR_ZERO;
dynState.useBlendColor = false;
// Color Mask
bool colorMask = gstate.isClearModeColorMask();
bool alphaMask = gstate.isClearModeAlphaMask();
key.colorWriteMask = (colorMask ? (VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT) : 0) | (alphaMask ? VK_COLOR_COMPONENT_A_BIT : 0);
if (blendState.applyShaderBlending) {
if (ApplyShaderBlending()) {
// We may still want to do something about stencil -> alpha.
ApplyStencilReplaceAndLogicOp(blendState.replaceAlphaWithStencil, blendState);
} else {
// Until next time, force it off.
ResetShaderBlending();
gstate_c.allowShaderBlend = false;
}
} else if (blendState.resetShaderBlending) {
ResetShaderBlending();
}
// Set blend - unless we need to do it in the shader.
GenericBlendState blendState;
ConvertBlendState(blendState, gstate_c.allowShaderBlend);
if (blendState.enabled) {
key.blendEnable = true;
key.blendOpColor = vkBlendEqLookup[(size_t)blendState.eqColor];
key.blendOpAlpha = vkBlendEqLookup[(size_t)blendState.eqAlpha];
key.srcColor = vkBlendFactorLookup[(size_t)blendState.srcColor];
key.srcAlpha = vkBlendFactorLookup[(size_t)blendState.srcAlpha];
key.destColor = vkBlendFactorLookup[(size_t)blendState.dstColor];
key.destAlpha = vkBlendFactorLookup[(size_t)blendState.dstAlpha];
if (blendState.dirtyShaderBlend) {
gstate_c.Dirty(DIRTY_SHADERBLEND);
}
dynState.useBlendColor = blendState.useBlendColor;
if (blendState.useBlendColor) {
dynState.blendColor = blendState.blendColor;
}
} else {
key.blendEnable = false;
dynState.useBlendColor = false;
}
if (blendState.applyShaderBlending) {
if (ApplyShaderBlending()) {
// We may still want to do something about stencil -> alpha.
ApplyStencilReplaceAndLogicOp(blendState.replaceAlphaWithStencil, blendState);
} else {
// Until next time, force it off.
ResetShaderBlending();
gstate_c.SetAllowShaderBlend(false);
}
} else if (blendState.resetShaderBlending) {
ResetShaderBlending();
}
dynState.useStencil = false;
// Set ColorMask/Stencil/Depth
if (gstate.isModeClear()) {
key.logicOpEnable = false;
key.cullMode = VK_CULL_MODE_NONE;
key.depthTestEnable = true;
key.depthCompareOp = VK_COMPARE_OP_ALWAYS;
key.depthWriteEnable = gstate.isClearModeDepthMask();
if (gstate.isClearModeDepthMask()) {
fbManager.SetDepthUpdated();
}
// Color Test
bool colorMask = gstate.isClearModeColorMask();
bool alphaMask = gstate.isClearModeAlphaMask();
key.colorWriteMask = (colorMask ? (VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT) : 0) | (alphaMask ? VK_COLOR_COMPONENT_A_BIT : 0);
// Stencil Test
if (alphaMask) {
key.stencilTestEnable = true;
key.stencilCompareOp = VK_COMPARE_OP_ALWAYS;
key.stencilPassOp = VK_STENCIL_OP_REPLACE;
key.stencilFailOp = VK_STENCIL_OP_REPLACE;
key.stencilDepthFailOp = VK_STENCIL_OP_REPLACE;
dynState.useStencil = true;
// In clear mode, the stencil value is set to the alpha value of the vertex.
// A normal clear will be 2 points, the second point has the color.
// We override this value in the pipeline from software transform for clear rectangles.
dynState.stencilRef = 0xFF;
dynState.stencilWriteMask = 0xFF;
} else {
key.stencilTestEnable = false;
dynState.useStencil = false;
}
} else {
if (gstate_c.Supports(GPU_SUPPORTS_LOGIC_OP)) {
// Logic Ops
if (gstate.isLogicOpEnabled() && gstate.getLogicOp() != GE_LOGIC_COPY) {
key.logicOpEnable = true;
key.logicOp = logicOps[gstate.getLogicOp()];
if (blendState.enabled) {
key.blendEnable = true;
key.blendOpColor = vkBlendEqLookup[(size_t)blendState.eqColor];
key.blendOpAlpha = vkBlendEqLookup[(size_t)blendState.eqAlpha];
key.srcColor = vkBlendFactorLookup[(size_t)blendState.srcColor];
key.srcAlpha = vkBlendFactorLookup[(size_t)blendState.srcAlpha];
key.destColor = vkBlendFactorLookup[(size_t)blendState.dstColor];
key.destAlpha = vkBlendFactorLookup[(size_t)blendState.dstAlpha];
if (blendState.dirtyShaderBlend) {
gstate_c.Dirty(DIRTY_SHADERBLEND);
}
dynState.useBlendColor = blendState.useBlendColor;
if (blendState.useBlendColor) {
dynState.blendColor = blendState.blendColor;
}
} else {
key.logicOpEnable = false;
key.blendEnable = false;
key.blendOpColor = VK_BLEND_OP_ADD;
key.blendOpAlpha = VK_BLEND_OP_ADD;
key.srcColor = VK_BLEND_FACTOR_ONE;
key.srcAlpha = VK_BLEND_FACTOR_ONE;
key.destColor = VK_BLEND_FACTOR_ZERO;
key.destAlpha = VK_BLEND_FACTOR_ZERO;
dynState.useBlendColor = false;
}
}
// Set cull
bool wantCull = !gstate.isModeThrough() && prim != GE_PRIM_RECTANGLES && gstate.isCullEnabled();
key.cullMode = wantCull ? (gstate.getCullMode() ? VK_CULL_MODE_FRONT_BIT : VK_CULL_MODE_BACK_BIT) : VK_CULL_MODE_NONE;
// Depth Test
if (gstate.isDepthTestEnabled()) {
key.depthTestEnable = true;
key.depthCompareOp = compareOps[gstate.getDepthTestFunction()];
key.depthWriteEnable = gstate.isDepthWriteEnabled();
if (gstate.isDepthWriteEnabled()) {
fbManager.SetDepthUpdated();
}
} else {
key.depthTestEnable = false;
key.depthWriteEnable = false;
key.depthCompareOp = VK_COMPARE_OP_ALWAYS;
}
// PSP color/alpha mask is per bit but we can only support per byte.
// But let's do that, at least. And let's try a threshold.
bool rmask = (gstate.pmskc & 0xFF) < 128;
bool gmask = ((gstate.pmskc >> 8) & 0xFF) < 128;
bool bmask = ((gstate.pmskc >> 16) & 0xFF) < 128;
bool amask = (gstate.pmska & 0xFF) < 128;
// PSP color/alpha mask is per bit but we can only support per byte.
// But let's do that, at least. And let's try a threshold.
bool rmask = (gstate.pmskc & 0xFF) < 128;
bool gmask = ((gstate.pmskc >> 8) & 0xFF) < 128;
bool bmask = ((gstate.pmskc >> 16) & 0xFF) < 128;
bool amask = (gstate.pmska & 0xFF) < 128;
#ifndef MOBILE_DEVICE
u8 abits = (gstate.pmska >> 0) & 0xFF;
u8 rbits = (gstate.pmskc >> 0) & 0xFF;
u8 gbits = (gstate.pmskc >> 8) & 0xFF;
u8 bbits = (gstate.pmskc >> 16) & 0xFF;
if ((rbits != 0 && rbits != 0xFF) || (gbits != 0 && gbits != 0xFF) || (bbits != 0 && bbits != 0xFF)) {
WARN_LOG_REPORT_ONCE(rgbmask, G3D, "Unsupported RGB mask: r=%02x g=%02x b=%02x", rbits, gbits, bbits);
}
if (abits != 0 && abits != 0xFF) {
// The stencil part of the mask is supported.
WARN_LOG_REPORT_ONCE(amask, G3D, "Unsupported alpha/stencil mask: %02x", abits);
}
u8 abits = (gstate.pmska >> 0) & 0xFF;
u8 rbits = (gstate.pmskc >> 0) & 0xFF;
u8 gbits = (gstate.pmskc >> 8) & 0xFF;
u8 bbits = (gstate.pmskc >> 16) & 0xFF;
if ((rbits != 0 && rbits != 0xFF) || (gbits != 0 && gbits != 0xFF) || (bbits != 0 && bbits != 0xFF)) {
WARN_LOG_REPORT_ONCE(rgbmask, G3D, "Unsupported RGB mask: r=%02x g=%02x b=%02x", rbits, gbits, bbits);
}
if (abits != 0 && abits != 0xFF) {
// The stencil part of the mask is supported.
WARN_LOG_REPORT_ONCE(amask, G3D, "Unsupported alpha/stencil mask: %02x", abits);
}
#endif
// Let's not write to alpha if stencil isn't enabled.
if (!gstate.isStencilTestEnabled()) {
amask = false;
} else {
// If the stencil type is set to KEEP, we shouldn't write to the stencil/alpha channel.
if (ReplaceAlphaWithStencilType() == STENCIL_VALUE_KEEP) {
// Let's not write to alpha if stencil isn't enabled.
if (!gstate.isStencilTestEnabled()) {
amask = false;
} else {
// If the stencil type is set to KEEP, we shouldn't write to the stencil/alpha channel.
if (ReplaceAlphaWithStencilType() == STENCIL_VALUE_KEEP) {
amask = false;
}
}
key.colorWriteMask = (rmask ? VK_COLOR_COMPONENT_R_BIT : 0) | (gmask ? VK_COLOR_COMPONENT_G_BIT : 0) | (bmask ? VK_COLOR_COMPONENT_B_BIT : 0) | (amask ? VK_COLOR_COMPONENT_A_BIT : 0);
}
}
{
if (gstate.isModeClear()) {
key.cullMode = VK_CULL_MODE_NONE;
} else {
// Set cull
bool wantCull = !gstate.isModeThrough() && prim != GE_PRIM_RECTANGLES && gstate.isCullEnabled();
key.cullMode = wantCull ? (gstate.getCullMode() ? VK_CULL_MODE_FRONT_BIT : VK_CULL_MODE_BACK_BIT) : VK_CULL_MODE_NONE;
}
}
{
// Set Stencil/Depth
if (gstate.isModeClear()) {
key.depthTestEnable = true;
key.depthCompareOp = VK_COMPARE_OP_ALWAYS;
key.depthWriteEnable = gstate.isClearModeDepthMask();
if (gstate.isClearModeDepthMask()) {
fbManager.SetDepthUpdated();
}
// Stencil Test
bool alphaMask = gstate.isClearModeAlphaMask();
if (alphaMask) {
key.stencilTestEnable = true;
key.stencilCompareOp = VK_COMPARE_OP_ALWAYS;
key.stencilPassOp = VK_STENCIL_OP_REPLACE;
key.stencilFailOp = VK_STENCIL_OP_REPLACE;
key.stencilDepthFailOp = VK_STENCIL_OP_REPLACE;
dynState.useStencil = true;
// In clear mode, the stencil value is set to the alpha value of the vertex.
// A normal clear will be 2 points, the second point has the color.
// We override this value in the pipeline from software transform for clear rectangles.
dynState.stencilRef = 0xFF;
dynState.stencilWriteMask = 0xFF;
} else {
key.stencilTestEnable = false;
key.stencilCompareOp = VK_COMPARE_OP_ALWAYS;
key.stencilPassOp = VK_STENCIL_OP_REPLACE;
key.stencilFailOp = VK_STENCIL_OP_REPLACE;
key.stencilDepthFailOp = VK_STENCIL_OP_REPLACE;
dynState.useStencil = false;
}
} else {
if (gstate_c.Supports(GPU_SUPPORTS_LOGIC_OP)) {
// Logic Ops
if (gstate.isLogicOpEnabled() && gstate.getLogicOp() != GE_LOGIC_COPY) {
key.logicOpEnable = true;
key.logicOp = logicOps[gstate.getLogicOp()];
} else {
key.logicOpEnable = false;
}
}
// Depth Test
if (gstate.isDepthTestEnabled()) {
key.depthTestEnable = true;
key.depthCompareOp = compareOps[gstate.getDepthTestFunction()];
key.depthWriteEnable = gstate.isDepthWriteEnabled();
if (gstate.isDepthWriteEnabled()) {
fbManager.SetDepthUpdated();
}
} else {
key.depthTestEnable = false;
key.depthWriteEnable = false;
key.depthCompareOp = VK_COMPARE_OP_ALWAYS;
}
GenericStencilFuncState stencilState;
ConvertStencilFuncState(stencilState);
// Stencil Test
if (stencilState.enabled) {
key.stencilTestEnable = true;
key.stencilCompareOp = compareOps[stencilState.testFunc];
key.stencilPassOp = stencilOps[stencilState.zPass];
key.stencilFailOp = stencilOps[stencilState.sFail];
key.stencilDepthFailOp = stencilOps[stencilState.zFail];
dynState.useStencil = true;
dynState.stencilRef = stencilState.testRef;
dynState.stencilCompareMask = stencilState.testMask;
dynState.stencilWriteMask = stencilState.writeMask;
} else {
key.stencilTestEnable = false;
key.stencilCompareOp = VK_COMPARE_OP_ALWAYS;
key.stencilPassOp = VK_STENCIL_OP_REPLACE;
key.stencilFailOp = VK_STENCIL_OP_REPLACE;
key.stencilDepthFailOp = VK_STENCIL_OP_REPLACE;
dynState.useStencil = false;
}
}
}
key.colorWriteMask = (rmask ? VK_COLOR_COMPONENT_R_BIT : 0) | (gmask ? VK_COLOR_COMPONENT_G_BIT : 0) | (bmask ? VK_COLOR_COMPONENT_B_BIT : 0) | (amask ? VK_COLOR_COMPONENT_A_BIT : 0);
{
ViewportAndScissor vpAndScissor;
ConvertViewportAndScissor(useBufferedRendering,
fbManager.GetRenderWidth(), fbManager.GetRenderHeight(),
fbManager.GetTargetBufferWidth(), fbManager.GetTargetBufferHeight(),
vpAndScissor);
GenericStencilFuncState stencilState;
ConvertStencilFuncState(stencilState);
VkViewport &vp = dynState.viewport;
vp.x = vpAndScissor.viewportX;
vp.y = vpAndScissor.viewportY;
vp.width = vpAndScissor.viewportW;
vp.height = vpAndScissor.viewportH;
vp.minDepth = vpAndScissor.depthRangeMin;
vp.maxDepth = vpAndScissor.depthRangeMax;
if (vpAndScissor.dirtyProj) {
gstate_c.Dirty(DIRTY_PROJMATRIX);
}
// Stencil Test
if (stencilState.enabled) {
key.stencilTestEnable = true;
key.stencilCompareOp = compareOps[stencilState.testFunc];
key.stencilPassOp = stencilOps[stencilState.zPass];
key.stencilFailOp = stencilOps[stencilState.sFail];
key.stencilDepthFailOp = stencilOps[stencilState.zFail];
dynState.useStencil = true;
dynState.stencilRef = stencilState.testRef;
dynState.stencilCompareMask = stencilState.testMask;
dynState.stencilWriteMask = stencilState.writeMask;
} else {
key.stencilTestEnable = false;
dynState.useStencil = false;
VkRect2D &scissor = dynState.scissor;
scissor.offset.x = vpAndScissor.scissorX;
scissor.offset.y = vpAndScissor.scissorY;
scissor.extent.width = vpAndScissor.scissorW;
scissor.extent.height = vpAndScissor.scissorH;
float depthMin = vpAndScissor.depthRangeMin;
float depthMax = vpAndScissor.depthRangeMax;
if (depthMin < 0.0f) depthMin = 0.0f;
if (depthMax > 1.0f) depthMax = 1.0f;
if (vpAndScissor.dirtyDepth) {
gstate_c.Dirty(DIRTY_DEPTHRANGE);
}
}
key.topology = primToVulkan[prim];
VkViewport &vp = dynState.viewport;
vp.x = vpAndScissor.viewportX;
vp.y = vpAndScissor.viewportY;
vp.width = vpAndScissor.viewportW;
vp.height = vpAndScissor.viewportH;
vp.minDepth = vpAndScissor.depthRangeMin;
vp.maxDepth = vpAndScissor.depthRangeMax;
if (vpAndScissor.dirtyProj) {
gstate_c.Dirty(DIRTY_PROJMATRIX);
}
VkRect2D &scissor = dynState.scissor;
scissor.offset.x = vpAndScissor.scissorX;
scissor.offset.y = vpAndScissor.scissorY;
scissor.extent.width = vpAndScissor.scissorW;
scissor.extent.height = vpAndScissor.scissorH;
float depthMin = vpAndScissor.depthRangeMin;
float depthMax = vpAndScissor.depthRangeMax;
if (depthMin < 0.0f) depthMin = 0.0f;
if (depthMax > 1.0f) depthMax = 1.0f;
if (vpAndScissor.dirtyDepth) {
gstate_c.Dirty(DIRTY_DEPTHRANGE);
}
}

View File

@ -429,13 +429,13 @@ void TextureCacheVulkan::ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFr
const u32 clutTotalColors = clutMaxBytes_ / bytesPerColor;
TexCacheEntry::Status alphaStatus = CheckAlpha(clutBuf_, getClutDestFormatVulkan(clutFormat), clutTotalColors, clutTotalColors, 1);
gstate_c.textureFullAlpha = alphaStatus == TexCacheEntry::STATUS_ALPHA_FULL;
gstate_c.textureSimpleAlpha = alphaStatus == TexCacheEntry::STATUS_ALPHA_SIMPLE;
gstate_c.SetTextureFullAlpha(alphaStatus == TexCacheEntry::STATUS_ALPHA_FULL);
gstate_c.SetTextureSimpleAlpha(alphaStatus == TexCacheEntry::STATUS_ALPHA_SIMPLE);
} else {
entry->status &= ~TexCacheEntry::STATUS_DEPALETTIZE;
gstate_c.textureFullAlpha = gstate.getTextureFormat() == GE_TFMT_5650;
gstate_c.textureSimpleAlpha = gstate_c.textureFullAlpha;
gstate_c.SetTextureFullAlpha(gstate.getTextureFormat() == GE_TFMT_5650);
gstate_c.SetTextureSimpleAlpha(gstate_c.textureFullAlpha);
}
/*
@ -683,8 +683,8 @@ void TextureCacheVulkan::BuildTexture(TexCacheEntry *const entry, bool replaceIm
entry->vkTex->texture_->EndCreate();
gstate_c.textureFullAlpha = entry->GetAlphaStatus() == TexCacheEntry::STATUS_ALPHA_FULL;
gstate_c.textureSimpleAlpha = entry->GetAlphaStatus() != TexCacheEntry::STATUS_ALPHA_UNKNOWN;
gstate_c.SetTextureFullAlpha(entry->GetAlphaStatus() == TexCacheEntry::STATUS_ALPHA_FULL);
gstate_c.SetTextureSimpleAlpha(entry->GetAlphaStatus() != TexCacheEntry::STATUS_ALPHA_UNKNOWN);
}
VkFormat TextureCacheVulkan::GetDestFormat(GETextureFormat format, GEPaletteFormat clutFormat) const {

View File

@ -557,6 +557,15 @@ enum GEPatchPrimType
GE_PATCHPRIM_UNKNOWN = 3,
};
inline GEPrimitiveType PatchPrimToPrim(GEPatchPrimType type) {
switch (type) {
case GE_PATCHPRIM_TRIANGLES: return GE_PRIM_TRIANGLES;
case GE_PATCHPRIM_LINES: return GE_PRIM_LINES;
case GE_PATCHPRIM_POINTS: return GE_PRIM_POINTS;
case GE_PATCHPRIM_UNKNOWN: default: return GE_PRIM_KEEP_PREVIOUS; // just something
}
}
enum GEPaletteFormat
{
GE_CMODE_16BIT_BGR5650,