#include "d3d11_blend.h" #include "d3d11_device.h" namespace dxvk { D3D11BlendState::D3D11BlendState( D3D11Device* device, const D3D11_BLEND_DESC1& desc) : m_device(device), m_desc(desc) { // If Independent Blend is disabled, we must ignore the // blend modes for render target 1 to 7. In Vulkan, all // blend modes need to be identical in that case. for (uint32_t i = 0; i < m_blendModes.size(); i++) { m_blendModes.at(i) = DecodeBlendMode( desc.IndependentBlendEnable ? desc.RenderTarget[i] : desc.RenderTarget[0]); } // Multisample state is part of the blend state in D3D11 m_msState.sampleMask = 0; // Set during bind m_msState.enableAlphaToCoverage = desc.AlphaToCoverageEnable; m_msState.enableAlphaToOne = VK_FALSE; m_msState.enableSampleShading = VK_FALSE; m_msState.minSampleShading = 0.0f; // Vulkan only supports a global logic op for the blend // state, which might be problematic in some cases. if (desc.IndependentBlendEnable && desc.RenderTarget[0].LogicOpEnable) Logger::warn("D3D11: Per-target logic ops not supported"); m_loState.enableLogicOp = desc.RenderTarget[0].LogicOpEnable; m_loState.logicOp = DecodeLogicOp(desc.RenderTarget[0].LogicOp); } D3D11BlendState::~D3D11BlendState() { } HRESULT STDMETHODCALLTYPE D3D11BlendState::QueryInterface(REFIID riid, void** ppvObject) { COM_QUERY_IFACE(riid, ppvObject, IUnknown); COM_QUERY_IFACE(riid, ppvObject, ID3D11DeviceChild); COM_QUERY_IFACE(riid, ppvObject, ID3D11BlendState); COM_QUERY_IFACE(riid, ppvObject, ID3D11BlendState1); Logger::warn("D3D11BlendState::QueryInterface: Unknown interface query"); Logger::warn(str::format(riid)); return E_NOINTERFACE; } void STDMETHODCALLTYPE D3D11BlendState::GetDevice(ID3D11Device** ppDevice) { *ppDevice = ref(m_device); } void STDMETHODCALLTYPE D3D11BlendState::GetDesc(D3D11_BLEND_DESC* pDesc) { pDesc->AlphaToCoverageEnable = m_desc.AlphaToCoverageEnable; pDesc->IndependentBlendEnable = m_desc.IndependentBlendEnable; for (uint32_t i = 0; i < 8; i++) { pDesc->RenderTarget[i].BlendEnable = m_desc.RenderTarget[i].BlendEnable; pDesc->RenderTarget[i].SrcBlend = m_desc.RenderTarget[i].SrcBlend; pDesc->RenderTarget[i].DestBlend = m_desc.RenderTarget[i].DestBlend; pDesc->RenderTarget[i].BlendOp = m_desc.RenderTarget[i].BlendOp; pDesc->RenderTarget[i].SrcBlendAlpha = m_desc.RenderTarget[i].SrcBlendAlpha; pDesc->RenderTarget[i].DestBlendAlpha = m_desc.RenderTarget[i].DestBlendAlpha; pDesc->RenderTarget[i].BlendOpAlpha = m_desc.RenderTarget[i].BlendOpAlpha; pDesc->RenderTarget[i].RenderTargetWriteMask = m_desc.RenderTarget[i].RenderTargetWriteMask; } } void STDMETHODCALLTYPE D3D11BlendState::GetDesc1(D3D11_BLEND_DESC1* pDesc) { *pDesc = m_desc; } void D3D11BlendState::BindToContext( const Rc& ctx, uint32_t sampleMask) const { // We handled Independent Blend during object creation // already, so if it is disabled, all elements in the // blend mode array will be identical for (uint32_t i = 0; i < m_blendModes.size(); i++) ctx->setBlendMode(i, m_blendModes.at(i)); // The sample mask is dynamic state in D3D11 DxvkMultisampleState msState = m_msState; msState.sampleMask = sampleMask; ctx->setMultisampleState(msState); // Set up logic op state as well ctx->setLogicOpState(m_loState); } D3D11_BLEND_DESC1 D3D11BlendState::DefaultDesc() { D3D11_BLEND_DESC1 dstDesc; dstDesc.AlphaToCoverageEnable = FALSE; dstDesc.IndependentBlendEnable = FALSE; // 1-7 must be ignored if IndependentBlendEnable is disabled so // technically this is not needed, but since this structure is // going to be copied around we'll initialize it nonetheless for (uint32_t i = 0; i < 8; i++) { dstDesc.RenderTarget[i].BlendEnable = FALSE; dstDesc.RenderTarget[i].LogicOpEnable = FALSE; dstDesc.RenderTarget[i].SrcBlend = D3D11_BLEND_ONE; dstDesc.RenderTarget[i].DestBlend = D3D11_BLEND_ZERO; dstDesc.RenderTarget[i].BlendOp = D3D11_BLEND_OP_ADD; dstDesc.RenderTarget[i].SrcBlendAlpha = D3D11_BLEND_ONE; dstDesc.RenderTarget[i].DestBlendAlpha = D3D11_BLEND_ZERO; dstDesc.RenderTarget[i].BlendOpAlpha = D3D11_BLEND_OP_ADD; dstDesc.RenderTarget[i].LogicOp = D3D11_LOGIC_OP_NOOP; dstDesc.RenderTarget[i].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; } return dstDesc; } D3D11_BLEND_DESC1 D3D11BlendState::PromoteDesc(const D3D11_BLEND_DESC* pSrcDesc) { D3D11_BLEND_DESC1 dstDesc; dstDesc.AlphaToCoverageEnable = pSrcDesc->AlphaToCoverageEnable; dstDesc.IndependentBlendEnable = pSrcDesc->IndependentBlendEnable; for (uint32_t i = 0; i < 8; i++) { dstDesc.RenderTarget[i].BlendEnable = pSrcDesc->RenderTarget[i].BlendEnable; dstDesc.RenderTarget[i].LogicOpEnable = FALSE; dstDesc.RenderTarget[i].SrcBlend = pSrcDesc->RenderTarget[i].SrcBlend; dstDesc.RenderTarget[i].DestBlend = pSrcDesc->RenderTarget[i].DestBlend; dstDesc.RenderTarget[i].BlendOp = pSrcDesc->RenderTarget[i].BlendOp; dstDesc.RenderTarget[i].SrcBlendAlpha = pSrcDesc->RenderTarget[i].SrcBlendAlpha; dstDesc.RenderTarget[i].DestBlendAlpha = pSrcDesc->RenderTarget[i].DestBlendAlpha; dstDesc.RenderTarget[i].BlendOpAlpha = pSrcDesc->RenderTarget[i].BlendOpAlpha; dstDesc.RenderTarget[i].LogicOp = D3D11_LOGIC_OP_NOOP; dstDesc.RenderTarget[i].RenderTargetWriteMask = pSrcDesc->RenderTarget[i].RenderTargetWriteMask; } return dstDesc; } HRESULT D3D11BlendState::NormalizeDesc(D3D11_BLEND_DESC1* pDesc) { // TODO validate // TODO clear unused values return S_OK; } DxvkBlendMode D3D11BlendState::DecodeBlendMode( const D3D11_RENDER_TARGET_BLEND_DESC1& BlendDesc) { DxvkBlendMode mode; mode.enableBlending = BlendDesc.BlendEnable; mode.colorSrcFactor = DecodeBlendFactor(BlendDesc.SrcBlend, false); mode.colorDstFactor = DecodeBlendFactor(BlendDesc.DestBlend, false); mode.colorBlendOp = DecodeBlendOp(BlendDesc.BlendOp); mode.alphaSrcFactor = DecodeBlendFactor(BlendDesc.SrcBlendAlpha, true); mode.alphaDstFactor = DecodeBlendFactor(BlendDesc.DestBlendAlpha, true); mode.alphaBlendOp = DecodeBlendOp(BlendDesc.BlendOpAlpha); mode.writeMask = BlendDesc.RenderTargetWriteMask; return mode; } VkBlendFactor D3D11BlendState::DecodeBlendFactor(D3D11_BLEND BlendFactor, bool IsAlpha) { switch (BlendFactor) { case D3D11_BLEND_ZERO: return VK_BLEND_FACTOR_ZERO; case D3D11_BLEND_ONE: return VK_BLEND_FACTOR_ONE; case D3D11_BLEND_SRC_COLOR: return VK_BLEND_FACTOR_SRC_COLOR; case D3D11_BLEND_INV_SRC_COLOR: return VK_BLEND_FACTOR_ONE_MINUS_SRC_COLOR; case D3D11_BLEND_SRC_ALPHA: return VK_BLEND_FACTOR_SRC_ALPHA; case D3D11_BLEND_INV_SRC_ALPHA: return VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; case D3D11_BLEND_DEST_ALPHA: return VK_BLEND_FACTOR_DST_ALPHA; case D3D11_BLEND_INV_DEST_ALPHA: return VK_BLEND_FACTOR_ONE_MINUS_DST_ALPHA; case D3D11_BLEND_DEST_COLOR: return VK_BLEND_FACTOR_DST_COLOR; case D3D11_BLEND_INV_DEST_COLOR: return VK_BLEND_FACTOR_ONE_MINUS_DST_COLOR; case D3D11_BLEND_SRC_ALPHA_SAT: return VK_BLEND_FACTOR_SRC_ALPHA_SATURATE; case D3D11_BLEND_BLEND_FACTOR: return IsAlpha ? VK_BLEND_FACTOR_CONSTANT_ALPHA : VK_BLEND_FACTOR_CONSTANT_COLOR; case D3D11_BLEND_INV_BLEND_FACTOR: return IsAlpha ? VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_ALPHA : VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_COLOR; case D3D11_BLEND_SRC1_COLOR: return VK_BLEND_FACTOR_SRC1_COLOR; case D3D11_BLEND_INV_SRC1_COLOR: return VK_BLEND_FACTOR_ONE_MINUS_SRC1_COLOR; case D3D11_BLEND_SRC1_ALPHA: return VK_BLEND_FACTOR_SRC1_ALPHA; case D3D11_BLEND_INV_SRC1_ALPHA: return VK_BLEND_FACTOR_ONE_MINUS_SRC1_ALPHA; } if (BlendFactor != 0) // prevent log spamming when apps use ZeroMemory Logger::err(str::format("D3D11: Invalid blend factor: ", BlendFactor)); return VK_BLEND_FACTOR_ZERO; } VkBlendOp D3D11BlendState::DecodeBlendOp(D3D11_BLEND_OP BlendOp) { switch (BlendOp) { case D3D11_BLEND_OP_ADD: return VK_BLEND_OP_ADD; case D3D11_BLEND_OP_SUBTRACT: return VK_BLEND_OP_SUBTRACT; case D3D11_BLEND_OP_REV_SUBTRACT: return VK_BLEND_OP_REVERSE_SUBTRACT; case D3D11_BLEND_OP_MIN: return VK_BLEND_OP_MIN; case D3D11_BLEND_OP_MAX: return VK_BLEND_OP_MAX; } if (BlendOp != 0) // prevent log spamming when apps use ZeroMemory Logger::err(str::format("D3D11: Invalid blend op: ", BlendOp)); return VK_BLEND_OP_ADD; } VkLogicOp D3D11BlendState::DecodeLogicOp(D3D11_LOGIC_OP LogicOp) { switch (LogicOp) { case D3D11_LOGIC_OP_CLEAR: return VK_LOGIC_OP_CLEAR; case D3D11_LOGIC_OP_SET: return VK_LOGIC_OP_SET; case D3D11_LOGIC_OP_COPY: return VK_LOGIC_OP_COPY; case D3D11_LOGIC_OP_COPY_INVERTED: return VK_LOGIC_OP_COPY_INVERTED; case D3D11_LOGIC_OP_NOOP: return VK_LOGIC_OP_NO_OP; case D3D11_LOGIC_OP_INVERT: return VK_LOGIC_OP_INVERT; case D3D11_LOGIC_OP_AND: return VK_LOGIC_OP_AND; case D3D11_LOGIC_OP_NAND: return VK_LOGIC_OP_NAND; case D3D11_LOGIC_OP_OR: return VK_LOGIC_OP_OR; case D3D11_LOGIC_OP_NOR: return VK_LOGIC_OP_NOR; case D3D11_LOGIC_OP_XOR: return VK_LOGIC_OP_XOR; case D3D11_LOGIC_OP_EQUIV: return VK_LOGIC_OP_EQUIVALENT; case D3D11_LOGIC_OP_AND_REVERSE: return VK_LOGIC_OP_AND_REVERSE; case D3D11_LOGIC_OP_AND_INVERTED: return VK_LOGIC_OP_AND_INVERTED; case D3D11_LOGIC_OP_OR_REVERSE: return VK_LOGIC_OP_OR_REVERSE; case D3D11_LOGIC_OP_OR_INVERTED: return VK_LOGIC_OP_OR_INVERTED; } if (LogicOp != 0) Logger::err(str::format("D3D11: Invalid logic op: ", LogicOp)); return VK_LOGIC_OP_NO_OP; } }