rpcs3/rpcs3/Emu/RSX/D3D12/D3D12PipelineState.cpp

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8.5 KiB
C++

#include "stdafx.h"
#if defined (DX12_SUPPORT)
#include "D3D12PipelineState.h"
#include <d3dcompiler.h>
#include "D3D12GSRender.h"
#pragma comment (lib, "d3dcompiler.lib")
#define TO_STRING(x) #x
void Shader::Compile(const std::string &code, SHADER_TYPE st)
{
HRESULT hr;
ComPtr<ID3DBlob> errorBlob;
switch (st)
{
case SHADER_TYPE::SHADER_TYPE_VERTEX:
hr = D3DCompile(code.c_str(), code.size(), "VertexProgram.hlsl", nullptr, nullptr, "main", "vs_5_0", 0, 0, &bytecode, errorBlob.GetAddressOf());
if (hr != S_OK)
LOG_ERROR(RSX, "VS build failed:%s", errorBlob->GetBufferPointer());
break;
case SHADER_TYPE::SHADER_TYPE_FRAGMENT:
hr = D3DCompile(code.c_str(), code.size(), "FragmentProgram.hlsl", nullptr, nullptr, "main", "ps_5_0", 0, 0, &bytecode, errorBlob.GetAddressOf());
if (hr != S_OK)
LOG_ERROR(RSX, "FS build failed:%s", errorBlob->GetBufferPointer());
break;
}
}
bool D3D12GSRender::LoadProgram()
{
if (!m_cur_fragment_prog)
{
LOG_WARNING(RSX, "LoadProgram: m_cur_shader_prog == NULL");
return false;
}
m_cur_fragment_prog->ctrl = m_shader_ctrl;
if (!m_cur_vertex_prog)
{
LOG_WARNING(RSX, "LoadProgram: m_cur_vertex_prog == NULL");
return false;
}
D3D12PipelineProperties prop = {};
switch (m_draw_mode - 1)
{
case GL_POINTS:
prop.Topology = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT;
break;
case GL_LINES:
case GL_LINE_LOOP:
case GL_LINE_STRIP:
prop.Topology = D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE;
break;
case GL_TRIANGLES:
case GL_TRIANGLE_STRIP:
case GL_TRIANGLE_FAN:
prop.Topology = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
break;
case GL_QUADS:
case GL_QUAD_STRIP:
case GL_POLYGON:
default:
// LOG_ERROR(RSX, "Unsupported primitive type");
prop.Topology = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
break;
}
static D3D12_BLEND_DESC CD3D12_BLEND_DESC =
{
FALSE,
FALSE,
{
FALSE,FALSE,
D3D12_BLEND_ONE, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD,
D3D12_BLEND_ONE, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD,
D3D12_LOGIC_OP_NOOP,
D3D12_COLOR_WRITE_ENABLE_ALL,
}
};
prop.Blend = CD3D12_BLEND_DESC;
if (m_set_blend)
{
prop.Blend.RenderTarget[0].BlendEnable = true;
if (m_set_blend_mrt1)
prop.Blend.RenderTarget[1].BlendEnable = true;
if (m_set_blend_mrt2)
prop.Blend.RenderTarget[2].BlendEnable = true;
if (m_set_blend_mrt3)
prop.Blend.RenderTarget[3].BlendEnable = true;
}
if (m_set_blend_equation)
{
prop.Blend.RenderTarget[0].BlendOp = getBlendOp(m_blend_equation_rgb);
prop.Blend.RenderTarget[0].BlendOpAlpha = getBlendOp(m_blend_equation_alpha);
if (m_set_blend_mrt1)
{
prop.Blend.RenderTarget[1].BlendOp = getBlendOp(m_blend_equation_rgb);
prop.Blend.RenderTarget[1].BlendOpAlpha = getBlendOp(m_blend_equation_alpha);
}
if (m_set_blend_mrt2)
{
prop.Blend.RenderTarget[2].BlendOp = getBlendOp(m_blend_equation_rgb);
prop.Blend.RenderTarget[2].BlendOpAlpha = getBlendOp(m_blend_equation_alpha);
}
if (m_set_blend_mrt3)
{
prop.Blend.RenderTarget[3].BlendOp = getBlendOp(m_blend_equation_rgb);
prop.Blend.RenderTarget[3].BlendOpAlpha = getBlendOp(m_blend_equation_alpha);
}
}
if (m_set_blend_sfactor && m_set_blend_dfactor)
{
prop.Blend.RenderTarget[0].SrcBlend = getBlendFactor(m_blend_sfactor_rgb);
prop.Blend.RenderTarget[0].DestBlend = getBlendFactor(m_blend_dfactor_rgb);
prop.Blend.RenderTarget[0].SrcBlendAlpha = getBlendFactor(m_blend_sfactor_alpha);
prop.Blend.RenderTarget[0].DestBlendAlpha = getBlendFactor(m_blend_dfactor_alpha);
if (m_set_blend_mrt1)
{
prop.Blend.RenderTarget[1].SrcBlend = getBlendFactor(m_blend_sfactor_rgb);
prop.Blend.RenderTarget[1].DestBlend = getBlendFactor(m_blend_dfactor_rgb);
prop.Blend.RenderTarget[1].SrcBlendAlpha = getBlendFactor(m_blend_sfactor_alpha);
prop.Blend.RenderTarget[1].DestBlendAlpha = getBlendFactor(m_blend_dfactor_alpha);
}
if (m_set_blend_mrt2)
{
prop.Blend.RenderTarget[2].SrcBlend = getBlendFactor(m_blend_sfactor_rgb);
prop.Blend.RenderTarget[2].DestBlend = getBlendFactor(m_blend_dfactor_rgb);
prop.Blend.RenderTarget[2].SrcBlendAlpha = getBlendFactor(m_blend_sfactor_alpha);
prop.Blend.RenderTarget[2].DestBlendAlpha = getBlendFactor(m_blend_dfactor_alpha);
}
if (m_set_blend_mrt3)
{
prop.Blend.RenderTarget[3].SrcBlend = getBlendFactor(m_blend_sfactor_rgb);
prop.Blend.RenderTarget[3].DestBlend = getBlendFactor(m_blend_dfactor_rgb);
prop.Blend.RenderTarget[3].SrcBlendAlpha = getBlendFactor(m_blend_sfactor_alpha);
prop.Blend.RenderTarget[3].DestBlendAlpha = getBlendFactor(m_blend_dfactor_alpha);
}
}
if (m_set_logic_op)
{
prop.Blend.RenderTarget[0].LogicOpEnable = true;
prop.Blend.RenderTarget[0].LogicOp = getLogicOp(m_logic_op);
}
if (m_set_blend_color)
{
// glBlendColor(m_blend_color_r, m_blend_color_g, m_blend_color_b, m_blend_color_a);
// checkForGlError("glBlendColor");
}
switch (m_surface_depth_format)
{
case 0:
break;
case CELL_GCM_SURFACE_Z16:
prop.DepthStencilFormat = DXGI_FORMAT_D16_UNORM;
break;
case CELL_GCM_SURFACE_Z24S8:
prop.DepthStencilFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
break;
default:
LOG_ERROR(RSX, "Bad depth format! (%d)", m_surface_depth_format);
assert(0);
}
switch (m_surface_color_format)
{
case CELL_GCM_SURFACE_A8R8G8B8:
prop.RenderTargetsFormat = DXGI_FORMAT_R8G8B8A8_UNORM;
break;
case CELL_GCM_SURFACE_F_W16Z16Y16X16:
prop.RenderTargetsFormat = DXGI_FORMAT_R16G16B16A16_FLOAT;
break;
}
switch (m_surface_color_target)
{
case CELL_GCM_SURFACE_TARGET_0:
case CELL_GCM_SURFACE_TARGET_1:
prop.numMRT = 1;
break;
case CELL_GCM_SURFACE_TARGET_MRT1:
prop.numMRT = 2;
break;
case CELL_GCM_SURFACE_TARGET_MRT2:
prop.numMRT = 3;
break;
case CELL_GCM_SURFACE_TARGET_MRT3:
prop.numMRT = 4;
break;
default:
LOG_ERROR(RSX, "Bad surface color target: %d", m_surface_color_target);
}
prop.DepthStencil.DepthEnable = m_set_depth_test;
prop.DepthStencil.DepthWriteMask = m_depth_mask ? D3D12_DEPTH_WRITE_MASK_ALL : D3D12_DEPTH_WRITE_MASK_ZERO;
prop.DepthStencil.DepthFunc = getCompareFunc(m_depth_func);
prop.DepthStencil.StencilEnable = m_set_stencil_test;
prop.DepthStencil.StencilReadMask = m_stencil_func_mask;
prop.DepthStencil.StencilWriteMask = m_stencil_mask;
prop.DepthStencil.FrontFace.StencilPassOp = getStencilOp(m_stencil_zpass);
prop.DepthStencil.FrontFace.StencilDepthFailOp = getStencilOp(m_stencil_zfail);
prop.DepthStencil.FrontFace.StencilFailOp = getStencilOp(m_stencil_fail);
prop.DepthStencil.FrontFace.StencilFunc = getCompareFunc(m_stencil_func);
if (m_set_two_sided_stencil_test_enable)
{
prop.DepthStencil.BackFace.StencilFailOp = getStencilOp(m_back_stencil_fail);
prop.DepthStencil.BackFace.StencilFunc = getCompareFunc(m_back_stencil_func);
prop.DepthStencil.BackFace.StencilPassOp = getStencilOp(m_back_stencil_zpass);
prop.DepthStencil.BackFace.StencilDepthFailOp = getStencilOp(m_back_stencil_zfail);
}
else
{
prop.DepthStencil.BackFace.StencilPassOp = getStencilOp(m_stencil_zpass);
prop.DepthStencil.BackFace.StencilDepthFailOp = getStencilOp(m_stencil_zfail);
prop.DepthStencil.BackFace.StencilFailOp = getStencilOp(m_stencil_fail);
prop.DepthStencil.BackFace.StencilFunc = getCompareFunc(m_stencil_func);
}
// Sensible default value
static D3D12_RASTERIZER_DESC CD3D12_RASTERIZER_DESC =
{
D3D12_FILL_MODE_SOLID,
D3D12_CULL_MODE_NONE,
FALSE,
D3D12_DEFAULT_DEPTH_BIAS,
D3D12_DEFAULT_DEPTH_BIAS_CLAMP,
D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS,
TRUE,
FALSE,
FALSE,
0,
D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF,
};
prop.Rasterization = CD3D12_RASTERIZER_DESC;
switch (m_set_cull_face)
{
case CELL_GCM_FRONT:
prop.Rasterization.CullMode = D3D12_CULL_MODE_FRONT;
break;
case CELL_GCM_BACK:
prop.Rasterization.CullMode = D3D12_CULL_MODE_BACK;
break;
default:
prop.Rasterization.CullMode = D3D12_CULL_MODE_NONE;
break;
}
switch (m_front_face)
{
case CELL_GCM_CW:
prop.Rasterization.FrontCounterClockwise = FALSE;
break;
case CELL_GCM_CCW:
prop.Rasterization.FrontCounterClockwise = TRUE;
break;
}
if (m_set_color_mask)
{
UINT8 mask = 0;
mask |= m_color_mask_r ? D3D12_COLOR_WRITE_ENABLE_RED : 0;
mask |= m_color_mask_g ? D3D12_COLOR_WRITE_ENABLE_GREEN : 0;
mask |= m_color_mask_b ? D3D12_COLOR_WRITE_ENABLE_BLUE : 0;
mask |= m_color_mask_a ? D3D12_COLOR_WRITE_ENABLE_ALPHA : 0;
for (unsigned i = 0; i < prop.numMRT; i++)
prop.Blend.RenderTarget[i].RenderTargetWriteMask = mask;
}
prop.IASet = m_IASet;
m_PSO = m_cachePSO.getGraphicPipelineState(m_cur_vertex_prog, m_cur_fragment_prog, prop, std::make_pair(m_device.Get(), m_rootSignatures));
return m_PSO != nullptr;
}
#endif