dolphin/Source/Core/VideoBackends/D3D/DXPipeline.cpp

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// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <algorithm>
#include <cstring>
#include "Common/Assert.h"
#include "Common/Logging/Log.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/DXPipeline.h"
#include "VideoBackends/D3D/DXShader.h"
#include "VideoBackends/D3D/DXTexture.h"
#include "VideoBackends/D3D/Render.h"
#include "VideoBackends/D3D/VertexManager.h"
namespace DX11
{
DXPipeline::DXPipeline(ID3D11InputLayout* input_layout, ID3D11VertexShader* vertex_shader,
ID3D11GeometryShader* geometry_shader, ID3D11PixelShader* pixel_shader,
ID3D11RasterizerState* rasterizer_state,
ID3D11DepthStencilState* depth_state, ID3D11BlendState* blend_state,
D3D11_PRIMITIVE_TOPOLOGY primitive_topology, bool use_logic_op)
: m_input_layout(input_layout), m_vertex_shader(vertex_shader),
m_geometry_shader(geometry_shader), m_pixel_shader(pixel_shader),
m_rasterizer_state(rasterizer_state), m_depth_state(depth_state), m_blend_state(blend_state),
m_primitive_topology(primitive_topology), m_use_logic_op(use_logic_op)
{
}
DXPipeline::~DXPipeline() = default;
std::unique_ptr<DXPipeline> DXPipeline::Create(const AbstractPipelineConfig& config)
{
StateCache& state_cache = static_cast<Renderer*>(g_renderer.get())->GetStateCache();
ID3D11RasterizerState* rasterizer_state = state_cache.Get(config.rasterization_state);
ID3D11DepthStencilState* depth_state = state_cache.Get(config.depth_state);
ID3D11BlendState* blend_state = state_cache.Get(config.blending_state);
D3D11_PRIMITIVE_TOPOLOGY primitive_topology =
StateCache::GetPrimitiveTopology(config.rasterization_state.primitive);
if (!rasterizer_state || !depth_state || !blend_state)
return nullptr;
const DXShader* vertex_shader = static_cast<const DXShader*>(config.vertex_shader);
const DXShader* geometry_shader = static_cast<const DXShader*>(config.geometry_shader);
const DXShader* pixel_shader = static_cast<const DXShader*>(config.pixel_shader);
ASSERT(vertex_shader != nullptr && pixel_shader != nullptr);
ID3D11InputLayout* input_layout =
config.vertex_format ?
const_cast<D3DVertexFormat*>(static_cast<const D3DVertexFormat*>(config.vertex_format))
->GetInputLayout(vertex_shader->GetByteCode().data(),
vertex_shader->GetByteCode().size()) :
nullptr;
return std::make_unique<DXPipeline>(
input_layout, vertex_shader->GetD3DVertexShader(),
geometry_shader ? geometry_shader->GetD3DGeometryShader() : nullptr,
pixel_shader->GetD3DPixelShader(), rasterizer_state, depth_state, blend_state,
primitive_topology, config.blending_state.logicopenable);
}
} // namespace DX11