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https://github.com/shadps4-emu/ext-SDL.git
synced 2024-11-23 01:59:46 +00:00
GPU: Defer setting blend state on D3D11
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@ -492,6 +492,7 @@ typedef struct D3D11GraphicsPipeline
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Sint32 numColorTargets;
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DXGI_FORMAT colorTargetFormats[MAX_COLOR_TARGET_BINDINGS];
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ID3D11BlendState *colorTargetBlendState;
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Uint32 sampleMask;
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SDL_GPUMultisampleState multisampleState;
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@ -666,6 +667,9 @@ typedef struct D3D11CommandBuffer
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bool needComputeReadOnlyBufferBind;
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bool needComputeUniformBufferBind;
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// defer OMSetBlendState because it combines three different states
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bool needBlendStateSet;
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ID3D11Buffer *vertexBuffers[MAX_BUFFER_BINDINGS];
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Uint32 vertexBufferOffsets[MAX_BUFFER_BINDINGS];
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Uint32 vertexBufferCount;
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@ -1567,6 +1571,9 @@ static SDL_GPUGraphicsPipeline *D3D11_CreateGraphicsPipeline(
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// Multisample
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pipeline->multisampleState = createinfo->multisample_state;
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pipeline->sampleMask = createinfo->multisample_state.enable_mask ?
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createinfo->multisample_state.sample_mask :
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0xFFFFFFFF;
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// Depth-Stencil
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@ -3249,6 +3256,7 @@ static SDL_GPUCommandBuffer *D3D11_AcquireCommandBuffer(
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commandBuffer->needFragmentStorageBufferBind = true;
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commandBuffer->needFragmentUniformBufferBind = true;
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commandBuffer->needComputeUniformBufferBind = true;
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commandBuffer->needBlendStateSet = true;
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SDL_zeroa(commandBuffer->vertexSamplers);
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SDL_zeroa(commandBuffer->vertexSamplerTextures);
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@ -3459,19 +3467,8 @@ static void D3D11_SetBlendConstants(
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SDL_FColor blendConstants)
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{
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D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
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FLOAT blendFactor[4] = { blendConstants.r, blendConstants.g, blendConstants.b, blendConstants.a };
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Uint32 sample_mask = d3d11CommandBuffer->graphicsPipeline->multisampleState.enable_mask ?
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d3d11CommandBuffer->graphicsPipeline->multisampleState.sample_mask :
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0xFFFFFFFF;
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d3d11CommandBuffer->blendConstants = blendConstants;
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if (d3d11CommandBuffer->graphicsPipeline != NULL) {
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ID3D11DeviceContext_OMSetBlendState(
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d3d11CommandBuffer->context,
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d3d11CommandBuffer->graphicsPipeline->colorTargetBlendState,
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blendFactor,
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sample_mask);
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}
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d3d11CommandBuffer->needBlendStateSet = true;
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}
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static void D3D11_SetStencilReference(
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@ -3667,23 +3664,8 @@ static void D3D11_BindGraphicsPipeline(
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{
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D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
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D3D11GraphicsPipeline *pipeline = (D3D11GraphicsPipeline *)graphicsPipeline;
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FLOAT blendFactor[4] = {
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d3d11CommandBuffer->blendConstants.r,
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d3d11CommandBuffer->blendConstants.g,
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d3d11CommandBuffer->blendConstants.b,
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d3d11CommandBuffer->blendConstants.a
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};
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Uint32 sample_mask = pipeline->multisampleState.enable_mask ?
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pipeline->multisampleState.sample_mask :
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0xFFFFFFFF;
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d3d11CommandBuffer->graphicsPipeline = pipeline;
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ID3D11DeviceContext_OMSetBlendState(
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d3d11CommandBuffer->context,
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pipeline->colorTargetBlendState,
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blendFactor,
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sample_mask);
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ID3D11DeviceContext_OMSetDepthStencilState(
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d3d11CommandBuffer->context,
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pipeline->depthStencilState,
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@ -3737,6 +3719,7 @@ static void D3D11_BindGraphicsPipeline(
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d3d11CommandBuffer->needFragmentStorageTextureBind = true;
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d3d11CommandBuffer->needFragmentStorageBufferBind = true;
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d3d11CommandBuffer->needFragmentUniformBufferBind = true;
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d3d11CommandBuffer->needBlendStateSet = true;
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}
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static void D3D11_BindVertexBuffers(
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@ -4112,6 +4095,23 @@ static void D3D11_INTERNAL_BindGraphicsResources(
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commandBuffer->needFragmentUniformBufferBind = false;
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}
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if (commandBuffer->needBlendStateSet) {
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FLOAT blendFactor[4] = {
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commandBuffer->blendConstants.r,
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commandBuffer->blendConstants.g,
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commandBuffer->blendConstants.b,
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commandBuffer->blendConstants.a
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};
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ID3D11DeviceContext_OMSetBlendState(
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commandBuffer->context,
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graphicsPipeline->colorTargetBlendState,
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blendFactor,
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graphicsPipeline->sampleMask);
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commandBuffer->needBlendStateSet = false;
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}
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}
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static void D3D11_DrawIndexedPrimitives(
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