dxvk/src/d3d11/d3d11_blend.cpp

313 lines
12 KiB
C++

#include "d3d11_blend.h"
#include "d3d11_device.h"
namespace dxvk {
D3D11BlendState::D3D11BlendState(
D3D11Device* device,
const D3D11_BLEND_DESC1& desc)
: D3D11StateObject<ID3D11BlendState1>(device),
m_desc(desc), m_d3d10(this) {
// 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;
// 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) {
if (ppvObject == nullptr)
return E_POINTER;
*ppvObject = nullptr;
if (riid == __uuidof(IUnknown)
|| riid == __uuidof(ID3D11DeviceChild)
|| riid == __uuidof(ID3D11BlendState)
|| riid == __uuidof(ID3D11BlendState1)) {
*ppvObject = ref(this);
return S_OK;
}
if (riid == __uuidof(ID3D10DeviceChild)
|| riid == __uuidof(ID3D10BlendState)
|| riid == __uuidof(ID3D10BlendState1)) {
*ppvObject = ref(&m_d3d10);
return S_OK;
}
if (logQueryInterfaceError(__uuidof(ID3D11BlendState), riid)) {
Logger::warn("D3D11BlendState::QueryInterface: Unknown interface query");
Logger::warn(str::format(riid));
}
return E_NOINTERFACE;
}
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(
DxvkContext* 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::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) {
if (pDesc->AlphaToCoverageEnable)
pDesc->AlphaToCoverageEnable = TRUE;
if (pDesc->IndependentBlendEnable)
pDesc->IndependentBlendEnable = TRUE;
const uint32_t numRenderTargets = pDesc->IndependentBlendEnable ? 8 : 1;
for (uint32_t i = 0; i < numRenderTargets; i++) {
D3D11_RENDER_TARGET_BLEND_DESC1* rt = &pDesc->RenderTarget[i];
if (rt->BlendEnable) {
rt->BlendEnable = TRUE;
if (rt->LogicOpEnable)
return E_INVALIDARG;
if (!ValidateBlendOperations(
rt->SrcBlend, rt->SrcBlendAlpha,
rt->DestBlend, rt->DestBlendAlpha,
rt->BlendOp, rt->BlendOpAlpha))
return E_INVALIDARG;
} else {
rt->SrcBlend = D3D11_BLEND_ONE;
rt->DestBlend = D3D11_BLEND_ZERO;
rt->BlendOp = D3D11_BLEND_OP_ADD;
rt->SrcBlendAlpha = D3D11_BLEND_ONE;
rt->DestBlendAlpha = D3D11_BLEND_ZERO;
rt->BlendOpAlpha = D3D11_BLEND_OP_ADD;
}
if (rt->LogicOpEnable) {
rt->LogicOpEnable = TRUE;
// Blending must be disabled
// if the logic op is enabled
if (rt->BlendEnable
|| pDesc->IndependentBlendEnable
|| !ValidateLogicOp(rt->LogicOp))
return E_INVALIDARG;
} else {
rt->LogicOp = D3D11_LOGIC_OP_NOOP;
}
if (rt->RenderTargetWriteMask > D3D11_COLOR_WRITE_ENABLE_ALL)
return E_INVALIDARG;
}
for (uint32_t i = numRenderTargets; i < 8; i++) {
// Render targets blend operations are the same
// across all render targets when blend is enabled
// on rendertarget[0] with independent blend disabled
pDesc->RenderTarget[i] = pDesc->RenderTarget[0];
}
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;
default: 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;
default: 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;
default: return VK_LOGIC_OP_NO_OP;
}
}
bool D3D11BlendState::ValidateBlendFactor(D3D11_BLEND Blend) {
return Blend >= D3D11_BLEND_ZERO
&& Blend <= D3D11_BLEND_INV_SRC1_ALPHA;
}
bool D3D11BlendState::ValidateBlendFactorAlpha(D3D11_BLEND BlendAlpha) {
return BlendAlpha >= D3D11_BLEND_ZERO
&& BlendAlpha <= D3D11_BLEND_INV_SRC1_ALPHA
&& BlendAlpha != D3D11_BLEND_SRC_COLOR
&& BlendAlpha != D3D11_BLEND_INV_SRC_COLOR
&& BlendAlpha != D3D11_BLEND_DEST_COLOR
&& BlendAlpha != D3D11_BLEND_INV_DEST_COLOR
&& BlendAlpha != D3D11_BLEND_SRC1_COLOR
&& BlendAlpha != D3D11_BLEND_INV_SRC1_COLOR;
}
bool D3D11BlendState::ValidateBlendOp(D3D11_BLEND_OP BlendOp) {
return BlendOp >= D3D11_BLEND_OP_ADD
&& BlendOp <= D3D11_BLEND_OP_MAX;
}
bool D3D11BlendState::ValidateLogicOp(D3D11_LOGIC_OP LogicOp) {
return LogicOp >= D3D11_LOGIC_OP_CLEAR
&& LogicOp <= D3D11_LOGIC_OP_OR_INVERTED;
}
bool D3D11BlendState::ValidateBlendOperations(
D3D11_BLEND SrcBlend,
D3D11_BLEND SrcBlendAlpha,
D3D11_BLEND DestBlend,
D3D11_BLEND DestBlendAlpha,
D3D11_BLEND_OP BlendOp,
D3D11_BLEND_OP BlendOpAlpha) {
return ValidateBlendOp(BlendOp)
&& ValidateBlendOp(BlendOpAlpha)
&& ValidateBlendFactor(SrcBlend)
&& ValidateBlendFactor(DestBlend)
&& ValidateBlendFactorAlpha(SrcBlendAlpha)
&& ValidateBlendFactorAlpha(DestBlendAlpha);
}
}