mirror of
https://github.com/hrydgard/ppsspp.git
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455 lines
16 KiB
C++
455 lines
16 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include <d3d11.h>
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#include "math/dataconv.h"
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#include "GPU/Math3D.h"
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#include "GPU/GPUState.h"
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#include "GPU/ge_constants.h"
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#include "GPU/Common/GPUStateUtils.h"
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#include "Core/System.h"
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#include "Core/Config.h"
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#include "Core/Reporting.h"
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#include "GPU/Common/FramebufferCommon.h"
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#include "GPU/D3D11/DrawEngineD3D11.h"
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#include "GPU/D3D11/FramebufferManagerD3D11.h"
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#include "GPU/D3D11/TextureCacheD3D11.h"
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// These tables all fit into u8s.
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static const D3D11_BLEND d3d11BlendFactorLookup[(size_t)BlendFactor::COUNT] = {
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D3D11_BLEND_ZERO,
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D3D11_BLEND_ONE,
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D3D11_BLEND_SRC_COLOR,
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D3D11_BLEND_INV_SRC_COLOR,
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D3D11_BLEND_DEST_COLOR,
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D3D11_BLEND_INV_DEST_COLOR,
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D3D11_BLEND_SRC_ALPHA,
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D3D11_BLEND_INV_SRC_ALPHA,
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D3D11_BLEND_DEST_ALPHA,
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D3D11_BLEND_INV_DEST_ALPHA,
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D3D11_BLEND_BLEND_FACTOR,
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D3D11_BLEND_INV_BLEND_FACTOR,
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D3D11_BLEND_BLEND_FACTOR,
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D3D11_BLEND_INV_BLEND_FACTOR,
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D3D11_BLEND_SRC1_COLOR,
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D3D11_BLEND_INV_SRC1_COLOR,
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D3D11_BLEND_SRC1_ALPHA,
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D3D11_BLEND_INV_SRC1_ALPHA,
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};
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static const D3D11_BLEND_OP d3d11BlendEqLookup[(size_t)BlendEq::COUNT] = {
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D3D11_BLEND_OP_ADD,
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D3D11_BLEND_OP_SUBTRACT,
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D3D11_BLEND_OP_REV_SUBTRACT,
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D3D11_BLEND_OP_MIN,
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D3D11_BLEND_OP_MAX,
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};
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static const D3D11_CULL_MODE cullingMode[] = {
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D3D11_CULL_BACK,
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D3D11_CULL_FRONT,
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};
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static const D3D11_COMPARISON_FUNC compareOps[] = {
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D3D11_COMPARISON_NEVER,
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D3D11_COMPARISON_ALWAYS,
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D3D11_COMPARISON_EQUAL,
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D3D11_COMPARISON_NOT_EQUAL,
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D3D11_COMPARISON_LESS,
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D3D11_COMPARISON_LESS_EQUAL,
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D3D11_COMPARISON_GREATER,
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D3D11_COMPARISON_GREATER_EQUAL,
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};
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static const D3D11_STENCIL_OP stencilOps[] = {
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D3D11_STENCIL_OP_KEEP,
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D3D11_STENCIL_OP_ZERO,
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D3D11_STENCIL_OP_REPLACE,
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D3D11_STENCIL_OP_INVERT,
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D3D11_STENCIL_OP_INCR_SAT,
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D3D11_STENCIL_OP_DECR_SAT,
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D3D11_STENCIL_OP_KEEP, // reserved
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D3D11_STENCIL_OP_KEEP, // reserved
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};
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static const D3D11_PRIMITIVE_TOPOLOGY primToD3D11[8] = {
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D3D11_PRIMITIVE_TOPOLOGY_POINTLIST,
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D3D11_PRIMITIVE_TOPOLOGY_LINELIST,
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D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP,
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D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
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D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
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D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED, // D3D11 doesn't do triangle fans.
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D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
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};
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// These are actually the same exact values/order/etc. as the GE ones, but for clarity...
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/*
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static const D3D11_LOGIC_OP logicOps[] = {
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D3D11_LOGIC_OP_CLEAR,
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D3D11_LOGIC_OP_AND,
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D3D11_LOGIC_OP_AND_REVERSE,
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D3D11_LOGIC_OP_COPY,
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D3D11_LOGIC_OP_AND_INVERTED,
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D3D11_LOGIC_OP_NO_OP,
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D3D11_LOGIC_OP_XOR,
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D3D11_LOGIC_OP_OR,
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D3D11_LOGIC_OP_NOR,
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D3D11_LOGIC_OP_EQUIVALENT,
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D3D11_LOGIC_OP_INVERT,
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D3D11_LOGIC_OP_OR_REVERSE,
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D3D11_LOGIC_OP_COPY_INVERTED,
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D3D11_LOGIC_OP_OR_INVERTED,
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D3D11_LOGIC_OP_NAND,
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D3D11_LOGIC_OP_SET,
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};
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*/
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static bool ApplyShaderBlending() {
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return false;
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}
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static void ResetShaderBlending() {
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//
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}
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class FramebufferManagerD3D11;
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class ShaderManagerD3D11;
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// TODO: Do this more progressively. No need to compute the entire state if the entire state hasn't changed.
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// In Vulkan, we simply collect all the state together into a "pipeline key" - we don't actually set any state here
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// (the caller is responsible for setting the little dynamic state that is supported, dynState).
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struct D3D11BlendKey {
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// Blend
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unsigned int blendEnable : 1;
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unsigned int srcColor : 5; // D3D11_BLEND
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unsigned int destColor : 5; // D3D11_BLEND
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unsigned int srcAlpha : 5; // D3D11_BLEND
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unsigned int destAlpha : 5; // D3D11_BLEND
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unsigned int blendOpColor : 3; // D3D11_BLEND_OP
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unsigned int blendOpAlpha : 3; // D3D11_BLEND_OP
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unsigned int logicOpEnable : 1;
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unsigned int logicOp : 4; // D3D11_LOGIC_OP
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unsigned int colorWriteMask : 4;
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};
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struct D3D11DepthStencilKey {
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// Depth/Stencil
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unsigned int depthTestEnable : 1;
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unsigned int depthWriteEnable : 1;
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unsigned int depthCompareOp : 4; // D3D11_COMPARISON (-1 and we could fit it in 3 bits)
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unsigned int stencilTestEnable : 1;
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unsigned int stencilCompareFunc : 4; // D3D11_COMPARISON
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unsigned int stencilPassOp : 4; // D3D11_STENCIL_OP
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unsigned int stencilFailOp : 4; // D3D11_STENCIL_OP
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unsigned int stencilDepthFailOp : 4; // D3D11_STENCIL_OP
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unsigned int stencilWriteMask : 8; // Unfortunately these are baked into the state on D3D11
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unsigned int stencilCompareMask : 8;
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};
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struct D3D11RasterKey {
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unsigned int cullMode : 2; // D3D11_CULL_MODE
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};
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// In D3D11 we cache blend state objects etc, and we simply emit keys, which are then also used to create these objects.
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struct D3D11StateKeys {
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D3D11BlendKey blend;
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D3D11DepthStencilKey depthStencil;
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D3D11RasterKey raster;
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};
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struct D3D11DynamicState {
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int topology;
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bool useBlendColor;
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uint32_t blendColor;
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bool useStencil;
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uint8_t stencilRef;
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D3D11_VIEWPORT viewport;
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D3D11_RECT scissor;
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};
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void DrawEngineD3D11::ApplyDrawState(int prim) {
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D3D11StateKeys key{};
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D3D11DynamicState dynState{};
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// Unfortunately, this isn't implemented yet.
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gstate_c.allowShaderBlend = false;
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// Set blend - unless we need to do it in the shader.
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GenericBlendState blendState;
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ConvertBlendState(blendState, gstate_c.allowShaderBlend);
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bool useBufferedRendering = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
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if (blendState.applyShaderBlending) {
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if (ApplyShaderBlending()) {
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// We may still want to do something about stencil -> alpha.
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ApplyStencilReplaceAndLogicOp(blendState.replaceAlphaWithStencil, blendState);
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} else {
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// Until next time, force it off.
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ResetShaderBlending();
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gstate_c.allowShaderBlend = false;
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}
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} else if (blendState.resetShaderBlending) {
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ResetShaderBlending();
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}
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if (blendState.enabled) {
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key.blend.blendEnable = true;
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key.blend.blendOpColor = d3d11BlendEqLookup[(size_t)blendState.eqColor];
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key.blend.blendOpAlpha = d3d11BlendEqLookup[(size_t)blendState.eqAlpha];
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key.blend.srcColor = d3d11BlendFactorLookup[(size_t)blendState.srcColor];
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key.blend.srcAlpha = d3d11BlendFactorLookup[(size_t)blendState.srcAlpha];
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key.blend.destColor = d3d11BlendFactorLookup[(size_t)blendState.dstColor];
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key.blend.destAlpha = d3d11BlendFactorLookup[(size_t)blendState.dstAlpha];
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if (blendState.dirtyShaderBlend) {
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gstate_c.Dirty(DIRTY_SHADERBLEND);
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}
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dynState.useBlendColor = blendState.useBlendColor;
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if (blendState.useBlendColor) {
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dynState.blendColor = blendState.blendColor;
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}
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} else {
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key.blend.blendEnable = false;
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dynState.useBlendColor = false;
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}
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dynState.useStencil = false;
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// Set ColorMask/Stencil/Depth
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if (gstate.isModeClear()) {
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key.blend.logicOpEnable = false;
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key.raster.cullMode = D3D11_CULL_NONE;
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key.depthStencil.depthTestEnable = true;
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key.depthStencil.depthCompareOp = D3D11_COMPARISON_ALWAYS;
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key.depthStencil.depthWriteEnable = gstate.isClearModeDepthMask();
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if (gstate.isClearModeDepthMask()) {
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framebufferManager_->SetDepthUpdated();
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}
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// Color Test
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bool colorMask = gstate.isClearModeColorMask();
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bool alphaMask = gstate.isClearModeAlphaMask();
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key.blend.colorWriteMask = (colorMask ? (1 | 2 | 4) : 0) | (alphaMask ? 8 : 0);
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// Stencil Test
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if (alphaMask) {
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key.depthStencil.stencilTestEnable = true;
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key.depthStencil.stencilCompareFunc = D3D11_COMPARISON_ALWAYS;
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key.depthStencil.stencilPassOp = D3D11_STENCIL_OP_REPLACE;
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key.depthStencil.stencilFailOp = D3D11_STENCIL_OP_REPLACE;
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key.depthStencil.stencilDepthFailOp = D3D11_STENCIL_OP_REPLACE;
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dynState.useStencil = true;
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// In clear mode, the stencil value is set to the alpha value of the vertex.
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// A normal clear will be 2 points, the second point has the color.
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// We override this value in the pipeline from software transform for clear rectangles.
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dynState.stencilRef = 0xFF;
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key.depthStencil.stencilWriteMask = 0xFF;
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} else {
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key.depthStencil.stencilTestEnable = false;
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dynState.useStencil = false;
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}
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} else {
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if (gstate_c.Supports(GPU_SUPPORTS_LOGIC_OP)) {
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// Logic Ops
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if (gstate.isLogicOpEnabled() && gstate.getLogicOp() != GE_LOGIC_COPY) {
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key.blend.logicOpEnable = true;
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// key.blendKey.logicOp = logicOps[gstate.getLogicOp()];
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} else {
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key.blend.logicOpEnable = false;
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}
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}
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// Set cull
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bool wantCull = !gstate.isModeThrough() && prim != GE_PRIM_RECTANGLES && gstate.isCullEnabled();
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key.raster.cullMode = wantCull ? (gstate.getCullMode() ? D3D11_CULL_FRONT : D3D11_CULL_BACK) : D3D11_CULL_NONE;
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// Depth Test
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if (gstate.isDepthTestEnabled()) {
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key.depthStencil.depthTestEnable = true;
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key.depthStencil.depthCompareOp = compareOps[gstate.getDepthTestFunction()];
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key.depthStencil.depthWriteEnable = gstate.isDepthWriteEnabled();
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if (gstate.isDepthWriteEnabled()) {
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framebufferManager_->SetDepthUpdated();
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}
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} else {
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key.depthStencil.depthTestEnable = false;
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key.depthStencil.depthWriteEnable = false;
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key.depthStencil.depthCompareOp = D3D11_COMPARISON_ALWAYS;
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}
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// PSP color/alpha mask is per bit but we can only support per byte.
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// But let's do that, at least. And let's try a threshold.
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bool rmask = (gstate.pmskc & 0xFF) < 128;
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bool gmask = ((gstate.pmskc >> 8) & 0xFF) < 128;
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bool bmask = ((gstate.pmskc >> 16) & 0xFF) < 128;
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bool amask = (gstate.pmska & 0xFF) < 128;
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#ifndef MOBILE_DEVICE
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u8 abits = (gstate.pmska >> 0) & 0xFF;
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u8 rbits = (gstate.pmskc >> 0) & 0xFF;
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u8 gbits = (gstate.pmskc >> 8) & 0xFF;
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u8 bbits = (gstate.pmskc >> 16) & 0xFF;
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if ((rbits != 0 && rbits != 0xFF) || (gbits != 0 && gbits != 0xFF) || (bbits != 0 && bbits != 0xFF)) {
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WARN_LOG_REPORT_ONCE(rgbmask, G3D, "Unsupported RGB mask: r=%02x g=%02x b=%02x", rbits, gbits, bbits);
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}
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if (abits != 0 && abits != 0xFF) {
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// The stencil part of the mask is supported.
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WARN_LOG_REPORT_ONCE(amask, G3D, "Unsupported alpha/stencil mask: %02x", abits);
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}
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#endif
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// Let's not write to alpha if stencil isn't enabled.
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if (!gstate.isStencilTestEnabled()) {
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amask = false;
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} else {
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// If the stencil type is set to KEEP, we shouldn't write to the stencil/alpha channel.
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if (ReplaceAlphaWithStencilType() == STENCIL_VALUE_KEEP) {
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amask = false;
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}
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}
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key.blend.colorWriteMask = (rmask ? 1 : 0) | (gmask ? 2 : 0) | (bmask ? 4 : 0) | (amask ? 8 : 0);
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GenericStencilFuncState stencilState;
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ConvertStencilFuncState(stencilState);
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// Stencil Test
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if (stencilState.enabled) {
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key.depthStencil.stencilTestEnable = true;
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key.depthStencil.stencilCompareFunc = compareOps[stencilState.testFunc];
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key.depthStencil.stencilPassOp = stencilOps[stencilState.zPass];
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key.depthStencil.stencilFailOp = stencilOps[stencilState.sFail];
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key.depthStencil.stencilDepthFailOp = stencilOps[stencilState.zFail];
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key.depthStencil.stencilCompareMask = stencilState.testMask;
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key.depthStencil.stencilWriteMask = stencilState.writeMask;
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dynState.useStencil = true;
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dynState.stencilRef = stencilState.testRef;
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} else {
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key.depthStencil.stencilTestEnable = false;
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dynState.useStencil = false;
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}
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}
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dynState.topology = primToD3D11[prim];
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ViewportAndScissor vpAndScissor;
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ConvertViewportAndScissor(useBufferedRendering,
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framebufferManager_->GetRenderWidth(), framebufferManager_->GetRenderHeight(),
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framebufferManager_->GetTargetBufferWidth(), framebufferManager_->GetTargetBufferHeight(),
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vpAndScissor);
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float depthMin = vpAndScissor.depthRangeMin;
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float depthMax = vpAndScissor.depthRangeMax;
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if (depthMin < 0.0f) depthMin = 0.0f;
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if (depthMax > 1.0f) depthMax = 1.0f;
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if (vpAndScissor.dirtyDepth) {
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gstate_c.Dirty(DIRTY_DEPTHRANGE);
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}
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D3D11_VIEWPORT &vp = dynState.viewport;
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vp.TopLeftX = vpAndScissor.viewportX;
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vp.TopLeftY = vpAndScissor.viewportY;
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vp.Width = vpAndScissor.viewportW;
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vp.Height = vpAndScissor.viewportH;
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vp.MinDepth = depthMin;
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vp.MaxDepth = depthMax;
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if (vpAndScissor.dirtyProj) {
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gstate_c.Dirty(DIRTY_PROJMATRIX);
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}
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context_->RSSetViewports(1, &vp);
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/*
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D3D11_RECT &scissor = dynState.scissor;
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scissor.left = vpAndScissor.scissorX;
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scissor.top = vpAndScissor.scissorY;
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scissor.right = vpAndScissor.scissorX + vpAndScissor.scissorW;
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scissor.bottom = vpAndScissor.scissorY + vpAndScissor.scissorH;
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context_->RSSetScissorRects(0, &scissor);
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*/
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if (gstate_c.IsDirty(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS) && !gstate.isModeClear() && gstate.isTextureMapEnabled()) {
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textureCache_->SetTexture();
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gstate_c.Clean(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS);
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if (gstate_c.needShaderTexClamp) {
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// We will rarely need to set this, so let's do it every time on use rather than in runloop.
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// Most of the time non-framebuffer textures will be used which can be clamped themselves.
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gstate_c.Dirty(DIRTY_TEXCLAMP);
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}
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}
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uint32_t blendKey, depthKey, rasterKey;
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memcpy(&blendKey, &key.blend, sizeof(uint32_t));
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memcpy(&depthKey, &key.depthStencil, sizeof(uint32_t));
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memcpy(&rasterKey, &key.raster, sizeof(uint32_t));
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ID3D11BlendState *bs = nullptr;
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ID3D11DepthStencilState *ds = nullptr;
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ID3D11RasterizerState *rs = nullptr;
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auto blendIter = blendCache_.find(blendKey);
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if (blendIter == blendCache_.end()) {
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D3D11_BLEND_DESC desc{};
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D3D11_RENDER_TARGET_BLEND_DESC &rt = desc.RenderTarget[0];
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rt.BlendEnable = key.blend.blendEnable;
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rt.BlendOp = (D3D11_BLEND_OP)key.blend.blendOpColor;
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rt.BlendOpAlpha = (D3D11_BLEND_OP)key.blend.blendOpAlpha;
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rt.SrcBlend = (D3D11_BLEND)key.blend.srcColor;
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|
rt.DestBlend = (D3D11_BLEND)key.blend.destColor;
|
|
rt.SrcBlendAlpha = (D3D11_BLEND)key.blend.srcAlpha;
|
|
rt.DestBlendAlpha = (D3D11_BLEND)key.blend.destAlpha;
|
|
rt.RenderTargetWriteMask = key.blend.colorWriteMask;
|
|
device_->CreateBlendState(&desc, &bs);
|
|
blendCache_.insert(std::pair<uint32_t, ID3D11BlendState *>(blendKey, bs));
|
|
} else {
|
|
bs = blendIter->second;
|
|
}
|
|
|
|
auto depthIter = depthStencilCache_.find(depthKey);
|
|
if (depthIter == depthStencilCache_.end()) {
|
|
D3D11_DEPTH_STENCIL_DESC desc{};
|
|
desc.DepthEnable = key.depthStencil.depthTestEnable;
|
|
desc.DepthWriteMask = key.depthStencil.depthWriteEnable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
|
|
desc.DepthFunc = (D3D11_COMPARISON_FUNC)key.depthStencil.depthCompareOp;
|
|
desc.StencilEnable = key.depthStencil.stencilTestEnable;
|
|
desc.StencilReadMask = key.depthStencil.stencilCompareMask;
|
|
desc.StencilWriteMask = key.depthStencil.stencilWriteMask;
|
|
desc.FrontFace.StencilFailOp = (D3D11_STENCIL_OP)key.depthStencil.stencilFailOp;
|
|
desc.FrontFace.StencilPassOp = (D3D11_STENCIL_OP)key.depthStencil.stencilPassOp;
|
|
desc.FrontFace.StencilDepthFailOp = (D3D11_STENCIL_OP)key.depthStencil.stencilDepthFailOp;
|
|
desc.FrontFace.StencilFunc = (D3D11_COMPARISON_FUNC)key.depthStencil.stencilCompareFunc;
|
|
desc.BackFace = desc.FrontFace;
|
|
device_->CreateDepthStencilState(&desc, &ds);
|
|
depthStencilCache_.insert(std::pair<uint32_t, ID3D11DepthStencilState *>(depthKey, ds));
|
|
} else {
|
|
ds = depthIter->second;
|
|
}
|
|
depthStencilState_ = ds;
|
|
|
|
float blendColor[4];
|
|
Uint8x4ToFloat4(blendColor, dynState.blendColor);
|
|
context_->OMSetBlendState(bs, blendColor, 0xFFFFFFFF);
|
|
}
|
|
|
|
void DrawEngineD3D11::ApplyDrawStateLate(bool applyStencilRef, uint8_t stencilRef) {
|
|
textureCache_->ApplyTexture();
|
|
context_->OMSetDepthStencilState(depthStencilState_, applyStencilRef ? stencilRef : 0xFF);
|
|
} |