get the blending state a bit closer to vulkan

still looks bad :(
This commit is contained in:
Kate 2025-07-29 21:41:11 +02:00
parent d96bafb1e5
commit 1d60984cb6
No known key found for this signature in database
3 changed files with 29 additions and 10 deletions

View file

@ -7,7 +7,7 @@ use windows::Win32::Graphics::{
D3D11_USAGE_DEFAULT, ID3D11Device, ID3D11DeviceContext, ID3D11ShaderResourceView,
ID3D11Texture2D,
},
Dxgi::Common::{DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_SAMPLE_DESC},
Dxgi::Common::*,
};
use crate::{
@ -167,7 +167,7 @@ impl DirectXAtlasState {
let bytes_per_pixel;
match kind {
AtlasTextureKind::Monochrome => {
pixel_format = DXGI_FORMAT_A8_UNORM;
pixel_format = DXGI_FORMAT_R8_UNORM;
bind_flag = D3D11_BIND_SHADER_RESOURCE;
bytes_per_pixel = 1;
}

View file

@ -149,6 +149,11 @@ impl DirectXRenderer {
}
fn pre_draw(&self) -> Result<()> {
#[cfg(not(feature = "enable-renderdoc"))]
let premultiplied_alpha = 1;
#[cfg(feature = "enable-renderdoc")]
let premultiplied_alpha = 0;
update_buffer(
&self.devices.device_context,
self.globals.global_params_buffer[0].as_ref().unwrap(),
@ -157,6 +162,7 @@ impl DirectXRenderer {
self.resources.viewport[0].Width,
self.resources.viewport[0].Height,
],
premultiplied_alpha,
..Default::default()
}],
)?;
@ -667,7 +673,8 @@ impl DirectXGlobalElements {
#[repr(C)]
struct GlobalParams {
viewport_size: [f32; 2],
_pad: u64,
premultiplied_alpha: u32,
_pad: u32,
}
struct PipelineState<T> {
@ -1093,7 +1100,7 @@ fn create_swap_chain(
// Composition SwapChains only support the DXGI_SCALING_STRETCH Scaling.
Scaling: DXGI_SCALING_STRETCH,
SwapEffect: DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL,
AlphaMode: DXGI_ALPHA_MODE_PREMULTIPLIED,
AlphaMode: DXGI_ALPHA_MODE_IGNORE,
Flags: 0,
};
Ok(unsafe { dxgi_factory.CreateSwapChainForComposition(device, &desc, None)? })
@ -1262,7 +1269,7 @@ fn create_blend_state(device: &ID3D11Device) -> Result<ID3D11BlendState> {
desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ONE;
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL.0 as u8;
unsafe {
let mut state = None;

View file

@ -1,6 +1,7 @@
cbuffer GlobalParams: register(b0) {
float2 global_viewport_size;
uint2 _global_pad;
uint premultiplied_alpha;
uint _pad;
};
Texture2D<float4> t_sprite: register(t0);
@ -256,7 +257,7 @@ float pick_corner_radius(float2 center_to_point, Corners corner_radii) {
}
}
float4 to_device_position_transformed(float2 unit_vertex, Bounds bounds,
float4 to_device_position_transformed(float2 unit_vertex, Bounds bounds,
TransformationMatrix transformation) {
float2 position = unit_vertex * bounds.size + bounds.origin;
float2 transformed = mul(position, transformation.rotation_scale) + transformation.translation;
@ -970,7 +971,7 @@ UnderlineVertexOutput underline_vertex(uint vertex_id: SV_VertexID, uint underli
float2 unit_vertex = float2(float(vertex_id & 1u), 0.5 * float(vertex_id & 2u));
Underline underline = underlines[underline_id];
float4 device_position = to_device_position(unit_vertex, underline.bounds);
float4 clip_distance = distance_from_clip_rect(unit_vertex, underline.bounds,
float4 clip_distance = distance_from_clip_rect(unit_vertex, underline.bounds,
underline.content_mask);
float4 color = hsla_to_rgba(underline.color);
@ -1031,6 +1032,7 @@ struct MonochromeSpriteFragmentInput {
float4 position: SV_Position;
float2 tile_position: POSITION;
nointerpolation float4 color: COLOR;
float4 clip_distance: SV_ClipDistance;
};
StructuredBuffer<MonochromeSprite> mono_sprites: register(t1);
@ -1052,11 +1054,21 @@ MonochromeSpriteVertexOutput monochrome_sprite_vertex(uint vertex_id: SV_VertexI
return output;
}
float4 blend_color(float4 color, float alpha_factor) {
float alpha = color.a * alpha_factor;
float multiplier = premultiplied_alpha != 0 ? alpha : 1.0;
return float4(color.rgb * multiplier, alpha);
}
float4 monochrome_sprite_fragment(MonochromeSpriteFragmentInput input): SV_Target {
float4 sample = t_sprite.Sample(s_sprite, input.tile_position);
float sample = t_sprite.Sample(s_sprite, input.tile_position).r;
float4 color = input.color;
color.a *= sample.a;
color.a *= sample;
return color;
// if (any(input.clip_distance < 0.0)) {
// return float4(0.0, 0.0, 0.0, 0.0);
// }
// return blend_color(input.color, sample);
}
/*