dolphin/Source/Core/VideoCommon/RenderState.cpp
Pokechu22 4a9b26de86 VideoCommon: Expose SamplerState to shaders
The benefit to exposing this over the raw BP state is that adjustments Dolphin makes, such as LOD biases from arbitrary mipmap detection, will work properly.
2021-11-17 20:04:34 -08:00

387 lines
11 KiB
C++

// Copyright 2016 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoCommon/RenderState.h"
#include <algorithm>
#include <array>
#include "VideoCommon/TextureConfig.h"
void RasterizationState::Generate(const BPMemory& bp, PrimitiveType primitive_type)
{
cullmode = bp.genMode.cullmode;
primitive = primitive_type;
// Back-face culling should be disabled for points/lines.
if (primitive_type != PrimitiveType::Triangles && primitive_type != PrimitiveType::TriangleStrip)
cullmode = CullMode::None;
}
void DepthState::Generate(const BPMemory& bp)
{
testenable = bp.zmode.testenable.Value();
updateenable = bp.zmode.updateenable.Value();
func = bp.zmode.func.Value();
}
// If the framebuffer format has no alpha channel, it is assumed to
// ONE on blending. As the backends may emulate this framebuffer
// configuration with an alpha channel, we just drop all references
// to the destination alpha channel.
static SrcBlendFactor RemoveDstAlphaUsage(SrcBlendFactor factor)
{
switch (factor)
{
case SrcBlendFactor::DstAlpha:
return SrcBlendFactor::One;
case SrcBlendFactor::InvDstAlpha:
return SrcBlendFactor::Zero;
default:
return factor;
}
}
static DstBlendFactor RemoveDstAlphaUsage(DstBlendFactor factor)
{
switch (factor)
{
case DstBlendFactor::DstAlpha:
return DstBlendFactor::One;
case DstBlendFactor::InvDstAlpha:
return DstBlendFactor::Zero;
default:
return factor;
}
}
// We separate the blending parameter for rgb and alpha. For blending
// the alpha component, CLR and ALPHA are indentical. So just always
// use ALPHA as this makes it easier for the backends to use the second
// alpha value of dual source blending.
static DstBlendFactor RemoveSrcColorUsage(DstBlendFactor factor)
{
switch (factor)
{
case DstBlendFactor::SrcClr:
return DstBlendFactor::SrcAlpha;
case DstBlendFactor::InvSrcClr:
return DstBlendFactor::InvSrcAlpha;
default:
return factor;
}
}
// Same as RemoveSrcColorUsage, but because of the overlapping enum,
// this must be written as another function.
static SrcBlendFactor RemoveDstColorUsage(SrcBlendFactor factor)
{
switch (factor)
{
case SrcBlendFactor::DstClr:
return SrcBlendFactor::DstAlpha;
case SrcBlendFactor::InvDstClr:
return SrcBlendFactor::InvDstAlpha;
default:
return factor;
}
}
void BlendingState::Generate(const BPMemory& bp)
{
// Start with everything disabled.
hex = 0;
bool target_has_alpha = bp.zcontrol.pixel_format == PixelFormat::RGBA6_Z24;
bool alpha_test_may_succeed = bp.alpha_test.TestResult() != AlphaTestResult::Fail;
colorupdate = bp.blendmode.colorupdate && alpha_test_may_succeed;
alphaupdate = bp.blendmode.alphaupdate && target_has_alpha && alpha_test_may_succeed;
dstalpha = bp.dstalpha.enable && alphaupdate;
usedualsrc = true;
// The subtract bit has the highest priority
if (bp.blendmode.subtract)
{
blendenable = true;
subtractAlpha = subtract = true;
srcfactoralpha = srcfactor = SrcBlendFactor::One;
dstfactoralpha = dstfactor = DstBlendFactor::One;
if (dstalpha)
{
subtractAlpha = false;
srcfactoralpha = SrcBlendFactor::One;
dstfactoralpha = DstBlendFactor::Zero;
}
}
// The blendenable bit has the middle priority
else if (bp.blendmode.blendenable)
{
blendenable = true;
srcfactor = bp.blendmode.srcfactor;
dstfactor = bp.blendmode.dstfactor;
if (!target_has_alpha)
{
// uses ONE instead of DSTALPHA
srcfactor = RemoveDstAlphaUsage(srcfactor);
dstfactor = RemoveDstAlphaUsage(dstfactor);
}
// replaces SrcClr with SrcAlpha and DstClr with DstAlpha, it is important to
// use the dst function for the src factor and vice versa
srcfactoralpha = RemoveDstColorUsage(srcfactor);
dstfactoralpha = RemoveSrcColorUsage(dstfactor);
if (dstalpha)
{
srcfactoralpha = SrcBlendFactor::One;
dstfactoralpha = DstBlendFactor::Zero;
}
}
// The logicop bit has the lowest priority
else if (bp.blendmode.logicopenable)
{
if (bp.blendmode.logicmode == LogicOp::NoOp)
{
// Fast path for Kirby's Return to Dreamland, they use it with dstAlpha.
colorupdate = false;
alphaupdate = alphaupdate && dstalpha;
}
else
{
logicopenable = true;
logicmode = bp.blendmode.logicmode;
if (dstalpha)
{
// TODO: Not supported by backends.
}
}
}
}
void BlendingState::ApproximateLogicOpWithBlending()
{
struct LogicOpApproximation
{
bool subtract;
SrcBlendFactor srcfactor;
DstBlendFactor dstfactor;
};
// TODO: This previously had a warning about SRC and DST being aliased and not to mix them,
// but INVSRCCLR and INVDSTCLR were also aliased and were mixed.
// Thus, NOR, EQUIV, INVERT, COPY_INVERTED, and OR_INVERTED duplicate(d) other values.
static constexpr std::array<LogicOpApproximation, 16> approximations = {{
{false, SrcBlendFactor::Zero, DstBlendFactor::Zero}, // CLEAR
{false, SrcBlendFactor::DstClr, DstBlendFactor::Zero}, // AND
{true, SrcBlendFactor::One, DstBlendFactor::InvSrcClr}, // AND_REVERSE
{false, SrcBlendFactor::One, DstBlendFactor::Zero}, // COPY
{true, SrcBlendFactor::DstClr, DstBlendFactor::One}, // AND_INVERTED
{false, SrcBlendFactor::Zero, DstBlendFactor::One}, // NOOP
{false, SrcBlendFactor::InvDstClr, DstBlendFactor::InvSrcClr}, // XOR
{false, SrcBlendFactor::InvDstClr, DstBlendFactor::One}, // OR
{false, SrcBlendFactor::InvDstClr, DstBlendFactor::InvSrcClr}, // NOR
{false, SrcBlendFactor::InvDstClr, DstBlendFactor::Zero}, // EQUIV
{false, SrcBlendFactor::InvDstClr, DstBlendFactor::InvSrcClr}, // INVERT
{false, SrcBlendFactor::One, DstBlendFactor::InvDstAlpha}, // OR_REVERSE
{false, SrcBlendFactor::InvDstClr, DstBlendFactor::InvSrcClr}, // COPY_INVERTED
{false, SrcBlendFactor::InvDstClr, DstBlendFactor::One}, // OR_INVERTED
{false, SrcBlendFactor::InvDstClr, DstBlendFactor::InvSrcClr}, // NAND
{false, SrcBlendFactor::One, DstBlendFactor::One}, // SET
}};
logicopenable = false;
blendenable = true;
subtract = approximations[u32(logicmode.Value())].subtract;
srcfactor = approximations[u32(logicmode.Value())].srcfactor;
dstfactor = approximations[u32(logicmode.Value())].dstfactor;
}
void SamplerState::Generate(const BPMemory& bp, u32 index)
{
auto tex = bp.tex.GetUnit(index);
const TexMode0& bp_tm0 = tex.texMode0;
const TexMode1& bp_tm1 = tex.texMode1;
// GX can configure the mip filter to none. However, D3D and Vulkan can't express this in their
// sampler states. Therefore, we set the min/max LOD to zero if this option is used.
tm0.min_filter = bp_tm0.min_filter;
tm0.mipmap_filter =
bp_tm0.mipmap_filter == MipMode::Linear ? FilterMode::Linear : FilterMode::Near;
tm0.mag_filter = bp_tm0.mag_filter;
// If mipmaps are disabled, clamp min/max lod
if (bp_tm0.mipmap_filter == MipMode::None)
{
tm1.max_lod = 0;
tm1.min_lod = 0;
tm0.lod_bias = 0;
}
else
{
// NOTE: When comparing, max is checked first, then min; if max is less than min, max wins
tm1.max_lod = bp_tm1.max_lod.Value();
tm1.min_lod = std::min(tm1.max_lod.Value(), bp_tm1.min_lod.Value());
tm0.lod_bias = bp_tm0.lod_bias * (256 / 32);
}
// Wrap modes
// Hardware testing indicates that wrap_mode set to 3 behaves the same as clamp.
auto filter_invalid_wrap = [](WrapMode mode) {
return (mode <= WrapMode::Mirror) ? mode : WrapMode::Clamp;
};
tm0.wrap_u = filter_invalid_wrap(bp_tm0.wrap_s);
tm0.wrap_v = filter_invalid_wrap(bp_tm0.wrap_t);
tm0.diag_lod = bp_tm0.diag_lod;
tm0.anisotropic_filtering = false; // TODO: Respect BP anisotropic filtering mode
tm0.lod_clamp = bp_tm0.lod_clamp; // TODO: What does this do?
}
namespace RenderState
{
RasterizationState GetInvalidRasterizationState()
{
RasterizationState state;
state.hex = UINT32_C(0xFFFFFFFF);
return state;
}
RasterizationState GetNoCullRasterizationState(PrimitiveType primitive)
{
RasterizationState state = {};
state.cullmode = CullMode::None;
state.primitive = primitive;
return state;
}
RasterizationState GetCullBackFaceRasterizationState(PrimitiveType primitive)
{
RasterizationState state = {};
state.cullmode = CullMode::Back;
state.primitive = primitive;
return state;
}
DepthState GetInvalidDepthState()
{
DepthState state;
state.hex = UINT32_C(0xFFFFFFFF);
return state;
}
DepthState GetNoDepthTestingDepthState()
{
DepthState state = {};
state.testenable = false;
state.updateenable = false;
state.func = CompareMode::Always;
return state;
}
DepthState GetAlwaysWriteDepthState()
{
DepthState state = {};
state.testenable = true;
state.updateenable = true;
state.func = CompareMode::Always;
return state;
}
BlendingState GetInvalidBlendingState()
{
BlendingState state;
state.hex = UINT32_C(0xFFFFFFFF);
return state;
}
BlendingState GetNoBlendingBlendState()
{
BlendingState state = {};
state.usedualsrc = false;
state.blendenable = false;
state.srcfactor = SrcBlendFactor::One;
state.srcfactoralpha = SrcBlendFactor::One;
state.dstfactor = DstBlendFactor::Zero;
state.dstfactoralpha = DstBlendFactor::Zero;
state.logicopenable = false;
state.colorupdate = true;
state.alphaupdate = true;
return state;
}
BlendingState GetNoColorWriteBlendState()
{
BlendingState state = {};
state.usedualsrc = false;
state.blendenable = false;
state.srcfactor = SrcBlendFactor::One;
state.srcfactoralpha = SrcBlendFactor::One;
state.dstfactor = DstBlendFactor::Zero;
state.dstfactoralpha = DstBlendFactor::Zero;
state.logicopenable = false;
state.colorupdate = false;
state.alphaupdate = false;
return state;
}
SamplerState GetInvalidSamplerState()
{
SamplerState state;
state.tm0.hex = 0xFFFFFFFF;
state.tm1.hex = 0xFFFFFFFF;
return state;
}
SamplerState GetPointSamplerState()
{
SamplerState state = {};
state.tm0.min_filter = FilterMode::Near;
state.tm0.mag_filter = FilterMode::Near;
state.tm0.mipmap_filter = FilterMode::Near;
state.tm0.wrap_u = WrapMode::Clamp;
state.tm0.wrap_v = WrapMode::Clamp;
state.tm1.min_lod = 0;
state.tm1.max_lod = 255;
state.tm0.lod_bias = 0;
state.tm0.anisotropic_filtering = false;
state.tm0.diag_lod = LODType::Edge;
state.tm0.lod_clamp = false;
return state;
}
SamplerState GetLinearSamplerState()
{
SamplerState state = {};
state.tm0.min_filter = FilterMode::Linear;
state.tm0.mag_filter = FilterMode::Linear;
state.tm0.mipmap_filter = FilterMode::Linear;
state.tm0.wrap_u = WrapMode::Clamp;
state.tm0.wrap_v = WrapMode::Clamp;
state.tm1.min_lod = 0;
state.tm1.max_lod = 255;
state.tm0.lod_bias = 0;
state.tm0.anisotropic_filtering = false;
state.tm0.diag_lod = LODType::Edge;
state.tm0.lod_clamp = false;
return state;
}
FramebufferState GetColorFramebufferState(AbstractTextureFormat format)
{
FramebufferState state = {};
state.color_texture_format = format;
state.depth_texture_format = AbstractTextureFormat::Undefined;
state.per_sample_shading = false;
state.samples = 1;
return state;
}
FramebufferState GetRGBA8FramebufferState()
{
return GetColorFramebufferState(AbstractTextureFormat::RGBA8);
}
} // namespace RenderState