dolphin/Source/Plugins/Plugin_VideoDX11/Src/GfxState.cpp

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// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "VideoConfig.h"
#include "GfxState.h"
#include "VertexShaderCache.h"
namespace D3D
{
StateManager* stateman;
template<typename T> AutoState<T>::AutoState(const T* object) : state(object)
{
((IUnknown*)state)->AddRef();
}
template<typename T> AutoState<T>::AutoState(const AutoState<T> &source)
{
state = source.GetPtr();
((T*)state)->AddRef();
}
template<typename T> AutoState<T>::~AutoState()
{
if(state) ((T*)state)->Release();
state = NULL;
}
StateManager::StateManager() : cur_blendstate(NULL), cur_depthstate(NULL), cur_raststate(NULL) {}
void StateManager::PushBlendState(const ID3D11BlendState* state) { blendstates.push(AutoBlendState(state)); }
void StateManager::PushDepthState(const ID3D11DepthStencilState* state) { depthstates.push(AutoDepthStencilState(state)); }
void StateManager::PushRasterizerState(const ID3D11RasterizerState* state) { raststates.push(AutoRasterizerState(state)); }
void StateManager::PopBlendState() { blendstates.pop(); }
void StateManager::PopDepthState() { depthstates.pop(); }
void StateManager::PopRasterizerState() { raststates.pop(); }
void StateManager::Apply()
{
if (!blendstates.empty())
{
if (cur_blendstate != blendstates.top().GetPtr())
{
cur_blendstate = (ID3D11BlendState*)blendstates.top().GetPtr();
D3D::context->OMSetBlendState(cur_blendstate, NULL, 0xFFFFFFFF);
}
}
else ERROR_LOG(VIDEO, "Tried to apply without blend state!");
if (!depthstates.empty())
{
if (cur_depthstate != depthstates.top().GetPtr())
{
cur_depthstate = (ID3D11DepthStencilState*)depthstates.top().GetPtr();
D3D::context->OMSetDepthStencilState(cur_depthstate, 0);
}
}
else ERROR_LOG(VIDEO, "Tried to apply without depth state!");
if (!raststates.empty())
{
if (cur_raststate != raststates.top().GetPtr())
{
cur_raststate = (ID3D11RasterizerState*)raststates.top().GetPtr();
D3D::context->RSSetState(cur_raststate);
}
}
else ERROR_LOG(VIDEO, "Tried to apply without rasterizer state!");
}
} // namespace