Merge pull request #8210 from unknownbrackets/centralize-state-mapping

Don't attempt shader blending in D3D9
This commit is contained in:
Henrik Rydgård committed 2015-11-14 09:27:55 +01:00
commit ca9dbec830
5 files changed
+16 -9

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+2 -3
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@@ -768,7 +768,7 @@ void ApplyStencilReplaceAndLogicOp(ReplaceAlphaType replaceAlphaWithStencil, Gen
// Called even if AlphaBlendEnable == false - it also deals with stencil-related blend state.
void ConvertBlendState(GenericBlendState &blendState) {
void ConvertBlendState(GenericBlendState &blendState, bool allowShaderBlend) {
// Blending is a bit complex to emulate. This is due to several reasons:
//
// * Doubled blend modes (src, dst, inversed) aren't supported in OpenGL.
@@ -778,13 +778,12 @@ void ConvertBlendState(GenericBlendState &blendState) {
// * The written output alpha should actually be the stencil value. Alpha is not written.
//
// If we can't apply blending, we make a copy of the framebuffer and do it manually.
gstate_c.allowShaderBlend = !g_Config.bDisableSlowFramebufEffects;
blendState.applyShaderBlending = false;
blendState.dirtyShaderBlend = false;
blendState.useBlendColor = false;
ReplaceBlendType replaceBlend = ReplaceBlendWithShader(gstate_c.allowShaderBlend, gstate.FrameBufFormat());
ReplaceBlendType replaceBlend = ReplaceBlendWithShader(allowShaderBlend, gstate.FrameBufFormat());
ReplaceAlphaType replaceAlphaWithStencil = ReplaceAlphaWithStencil(replaceBlend);
bool usePreSrc = false;
+1 -1
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@@ -135,5 +135,5 @@ struct GenericBlendState {
}
};
void ConvertBlendState(GenericBlendState &blendState);
void ConvertBlendState(GenericBlendState &blendState, bool allowShaderBlend);
void ApplyStencilReplaceAndLogicOp(ReplaceAlphaType replaceAlphaWithStencil, GenericBlendState &blendState);
+1
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@@ -2094,6 +2094,7 @@ bool DIRECTX9_GPU::GetCurrentTexture(GPUDebugBuffer &buffer, int level) {
}
textureCache_.SetTexture(true);
textureCache_.ApplyTexture();
int w = gstate.getTextureWidth(level);
int h = gstate.getTextureHeight(level);
+8 -3
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@@ -86,7 +86,9 @@ static const D3DSTENCILOP stencilOps[] = {
};
bool TransformDrawEngineDX9::ApplyShaderBlending() {
bool skipBlit = false;
if (gstate_c.featureFlags & GPU_SUPPORTS_ANY_FRAMEBUFFER_FETCH) {
return true;
}
static const int MAX_REASONABLE_BLITS_PER_FRAME = 24;
@@ -102,7 +104,6 @@ bool TransformDrawEngineDX9::ApplyShaderBlending() {
++blitsThisFrame;
if (blitsThisFrame > MAX_REASONABLE_BLITS_PER_FRAME * 2) {
WARN_LOG_ONCE(blendingBlit2, G3D, "Skipping additional blits needed for obscure blending: %d per frame, blend %d/%d/%d", blitsThisFrame, gstate.getBlendFuncA(), gstate.getBlendFuncB(), gstate.getBlendEq());
ResetShaderBlending();
return false;
}
@@ -137,9 +138,12 @@ void TransformDrawEngineDX9::ApplyDrawState(int prim) {
bool useBufferedRendering = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
// Unfortunately, this isn't implemented yet.
gstate_c.allowShaderBlend = false;
// Set blend - unless we need to do it in the shader.
GenericBlendState blendState;
ConvertBlendState(blendState);
ConvertBlendState(blendState, gstate_c.allowShaderBlend);
ViewportAndScissor vpAndScissor;
ConvertViewportAndScissor(useBufferedRendering,
framebufferManager_->GetRenderWidth(), framebufferManager_->GetRenderHeight(),
@@ -152,6 +156,7 @@ void TransformDrawEngineDX9::ApplyDrawState(int prim) {
ApplyStencilReplaceAndLogicOp(blendState.replaceAlphaWithStencil, blendState);
} else {
// Until next time, force it off.
ResetShaderBlending();
gstate_c.allowShaderBlend = false;
}
} else if (blendState.resetShaderBlending) {
+4 -2
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@@ -130,7 +130,6 @@ bool TransformDrawEngine::ApplyShaderBlending() {
++blitsThisFrame;
if (blitsThisFrame > MAX_REASONABLE_BLITS_PER_FRAME * 2) {
WARN_LOG_ONCE(blendingBlit2, G3D, "Skipping additional blits needed for obscure blending: %d per frame, blend %d/%d/%d", blitsThisFrame, gstate.getBlendFuncA(), gstate.getBlendFuncB(), gstate.getBlendEq());
ResetShaderBlending();
return false;
}
@@ -167,10 +166,12 @@ void TransformDrawEngine::ApplyDrawState(int prim) {
bool useBufferedRendering = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
gstate_c.allowShaderBlend = !g_Config.bDisableSlowFramebufEffects;
// Do the large chunks of state conversion. We might be able to hide these two behind a dirty-flag each,
// to avoid recomputing heavy stuff unnecessarily every draw call.
GenericBlendState blendState;
ConvertBlendState(blendState);
ConvertBlendState(blendState, gstate_c.allowShaderBlend);
ViewportAndScissor vpAndScissor;
ConvertViewportAndScissor(useBufferedRendering,
framebufferManager_->GetRenderWidth(), framebufferManager_->GetRenderHeight(),
@@ -183,6 +184,7 @@ void TransformDrawEngine::ApplyDrawState(int prim) {
ApplyStencilReplaceAndLogicOp(blendState.replaceAlphaWithStencil, blendState);
} else {
// Until next time, force it off.
ResetShaderBlending();
gstate_c.allowShaderBlend = false;
}
} else if (blendState.resetShaderBlending) {