D3D: Remove state stack from tracker, set explicitly instead
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e18c7b1c33
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31111ef143
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@ -20,97 +20,13 @@ namespace D3D
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{
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StateManager* stateman;
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template <typename T>
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AutoState<T>::AutoState(const T* object) : state(object)
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{
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((IUnknown*)state)->AddRef();
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}
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template <typename T>
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AutoState<T>::AutoState(const AutoState<T>& source)
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{
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state = source.GetPtr();
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((T*)state)->AddRef();
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}
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template <typename T>
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AutoState<T>::~AutoState()
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{
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if (state)
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((T*)state)->Release();
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state = nullptr;
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}
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StateManager::StateManager()
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: m_currentBlendState(nullptr), m_currentDepthState(nullptr), m_currentRasterizerState(nullptr),
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m_dirtyFlags(~0u), m_pending(), m_current()
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{
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}
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void StateManager::PushBlendState(const ID3D11BlendState* state)
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{
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m_blendStates.push(AutoBlendState(state));
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}
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void StateManager::PushDepthState(const ID3D11DepthStencilState* state)
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{
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m_depthStates.push(AutoDepthStencilState(state));
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}
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void StateManager::PushRasterizerState(const ID3D11RasterizerState* state)
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{
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m_rasterizerStates.push(AutoRasterizerState(state));
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}
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void StateManager::PopBlendState()
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{
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m_blendStates.pop();
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}
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void StateManager::PopDepthState()
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{
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m_depthStates.pop();
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}
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void StateManager::PopRasterizerState()
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{
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m_rasterizerStates.pop();
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}
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StateManager::StateManager() = default;
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StateManager::~StateManager() = default;
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void StateManager::Apply()
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{
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if (!m_blendStates.empty())
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{
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if (m_currentBlendState != m_blendStates.top().GetPtr())
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{
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m_currentBlendState = (ID3D11BlendState*)m_blendStates.top().GetPtr();
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D3D::context->OMSetBlendState(m_currentBlendState, nullptr, 0xFFFFFFFF);
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}
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}
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else
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ERROR_LOG(VIDEO, "Tried to apply without blend state!");
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if (!m_depthStates.empty())
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{
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if (m_currentDepthState != m_depthStates.top().GetPtr())
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{
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m_currentDepthState = (ID3D11DepthStencilState*)m_depthStates.top().GetPtr();
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D3D::context->OMSetDepthStencilState(m_currentDepthState, 0);
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}
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}
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else
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ERROR_LOG(VIDEO, "Tried to apply without depth state!");
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if (!m_rasterizerStates.empty())
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{
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if (m_currentRasterizerState != m_rasterizerStates.top().GetPtr())
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{
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m_currentRasterizerState = (ID3D11RasterizerState*)m_rasterizerStates.top().GetPtr();
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D3D::context->RSSetState(m_currentRasterizerState);
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}
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}
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else
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ERROR_LOG(VIDEO, "Tried to apply without rasterizer state!");
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if (!m_dirtyFlags)
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{
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return;
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}
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int textureMaskShift = LeastSignificantSetBit((u32)DirtyFlag_Texture0);
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int samplerMaskShift = LeastSignificantSetBit((u32)DirtyFlag_Sampler0);
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@ -232,6 +148,22 @@ void StateManager::Apply()
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}
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}
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if (m_dirtyFlags & DirtyFlag_BlendState)
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{
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D3D::context->OMSetBlendState(m_pending.blendState, nullptr, 0xFFFFFFFF);
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m_current.blendState = m_pending.blendState;
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}
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if (m_dirtyFlags & DirtyFlag_DepthState)
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{
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D3D::context->OMSetDepthStencilState(m_pending.depthState, 0);
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m_current.depthState = m_pending.depthState;
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}
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if (m_dirtyFlags & DirtyFlag_RasterizerState)
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{
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D3D::context->RSSetState(m_pending.rasterizerState);
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m_current.rasterizerState = m_pending.rasterizerState;
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}
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m_dirtyFlags = 0;
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}
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@ -6,7 +6,6 @@
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#include <array>
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#include <cstddef>
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#include <stack>
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#include <unordered_map>
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#include "Common/BitField.h"
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@ -14,10 +13,6 @@
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoCommon/RenderState.h"
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struct ID3D11BlendState;
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struct ID3D11DepthStencilState;
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struct ID3D11RasterizerState;
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namespace DX11
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{
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class StateCache
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@ -44,37 +39,35 @@ private:
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namespace D3D
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{
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template <typename T>
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class AutoState
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{
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public:
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AutoState(const T* object);
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AutoState(const AutoState<T>& source);
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~AutoState();
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const inline T* GetPtr() const { return state; }
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private:
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const T* state;
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};
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typedef AutoState<ID3D11BlendState> AutoBlendState;
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typedef AutoState<ID3D11DepthStencilState> AutoDepthStencilState;
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typedef AutoState<ID3D11RasterizerState> AutoRasterizerState;
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class StateManager
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{
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public:
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StateManager();
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~StateManager();
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// call any of these to change the affected states
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void PushBlendState(const ID3D11BlendState* state);
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void PushDepthState(const ID3D11DepthStencilState* state);
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void PushRasterizerState(const ID3D11RasterizerState* state);
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void SetBlendState(ID3D11BlendState* state)
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{
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if (m_current.blendState != state)
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m_dirtyFlags |= DirtyFlag_BlendState;
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// call these after drawing
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void PopBlendState();
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void PopDepthState();
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void PopRasterizerState();
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m_pending.blendState = state;
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}
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void SetDepthState(ID3D11DepthStencilState* state)
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{
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if (m_current.depthState != state)
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m_dirtyFlags |= DirtyFlag_DepthState;
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m_pending.depthState = state;
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}
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void SetRasterizerState(ID3D11RasterizerState* state)
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{
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if (m_current.rasterizerState != state)
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m_dirtyFlags |= DirtyFlag_RasterizerState;
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m_pending.rasterizerState = state;
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}
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void SetTexture(size_t index, ID3D11ShaderResourceView* texture)
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{
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@ -209,14 +202,6 @@ public:
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void Apply();
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private:
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std::stack<AutoBlendState> m_blendStates;
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std::stack<AutoDepthStencilState> m_depthStates;
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std::stack<AutoRasterizerState> m_rasterizerStates;
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ID3D11BlendState* m_currentBlendState;
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ID3D11DepthStencilState* m_currentDepthState;
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ID3D11RasterizerState* m_currentRasterizerState;
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enum DirtyFlags
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{
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DirtyFlag_Texture0 = 1 << 0,
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@ -251,9 +236,12 @@ private:
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DirtyFlag_ComputeShader = 1 << 25,
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DirtyFlag_InputAssembler = 1 << 26,
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DirtyFlag_BlendState = 1 << 27,
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DirtyFlag_DepthState = 1 << 28,
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DirtyFlag_RasterizerState = 1 << 29,
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};
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u32 m_dirtyFlags;
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u32 m_dirtyFlags = ~0u;
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struct Resources
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{
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@ -273,10 +261,13 @@ private:
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ID3D11VertexShader* vertexShader;
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ID3D11GeometryShader* geometryShader;
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ID3D11ComputeShader* computeShader;
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ID3D11BlendState* blendState;
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ID3D11DepthStencilState* depthState;
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ID3D11RasterizerState* rasterizerState;
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};
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Resources m_pending;
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Resources m_current;
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Resources m_pending = {};
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Resources m_current = {};
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};
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extern StateManager* stateman;
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@ -406,8 +406,8 @@ int CD3DFont::DrawTextScaled(float x, float y, float size, float spacing, u32 dw
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pVertices = (D3D::FONT2DVERTEX*)vbmap.pData;
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// set general pipeline state
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D3D::stateman->PushBlendState(m_blendstate);
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D3D::stateman->PushRasterizerState(m_raststate);
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D3D::stateman->SetBlendState(m_blendstate);
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D3D::stateman->SetRasterizerState(m_raststate);
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D3D::stateman->SetPixelShader(m_pshader);
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D3D::stateman->SetVertexShader(m_vshader);
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@ -478,8 +478,6 @@ int CD3DFont::DrawTextScaled(float x, float y, float size, float spacing, u32 dw
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D3D::stateman->Apply();
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D3D::context->Draw(3 * dwNumTriangles, 0);
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}
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D3D::stateman->PopBlendState();
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D3D::stateman->PopRasterizerState();
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return S_OK;
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}
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@ -405,8 +405,8 @@ void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num
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}
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else // if (type == EFBAccessType::PokeZ)
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{
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D3D::stateman->PushBlendState(m_clear_blend_states[3]);
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D3D::stateman->PushDepthState(m_clear_depth_states[1]);
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D3D::stateman->SetBlendState(m_clear_blend_states[3]);
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D3D::stateman->SetDepthState(m_clear_depth_states[1]);
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D3D11_VIEWPORT vp =
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CD3D11_VIEWPORT(0.0f, 0.0f, (float)GetTargetWidth(), (float)GetTargetHeight());
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@ -417,12 +417,6 @@ void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num
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D3D::DrawEFBPokeQuads(type, points, num_points);
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if (type == EFBAccessType::PokeZ)
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{
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D3D::stateman->PopDepthState();
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D3D::stateman->PopBlendState();
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}
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RestoreAPIState();
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}
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@ -446,21 +440,21 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
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ResetAPIState();
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if (colorEnable && alphaEnable)
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D3D::stateman->PushBlendState(m_clear_blend_states[0]);
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D3D::stateman->SetBlendState(m_clear_blend_states[0]);
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else if (colorEnable)
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D3D::stateman->PushBlendState(m_clear_blend_states[1]);
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D3D::stateman->SetBlendState(m_clear_blend_states[1]);
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else if (alphaEnable)
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D3D::stateman->PushBlendState(m_clear_blend_states[2]);
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D3D::stateman->SetBlendState(m_clear_blend_states[2]);
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else
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D3D::stateman->PushBlendState(m_clear_blend_states[3]);
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D3D::stateman->SetBlendState(m_clear_blend_states[3]);
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// TODO: Should we enable Z testing here?
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// if (!bpmem.zmode.testenable) D3D::stateman->PushDepthState(s_clear_depth_states[0]);
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// else
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if (zEnable)
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D3D::stateman->PushDepthState(m_clear_depth_states[1]);
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D3D::stateman->SetDepthState(m_clear_depth_states[1]);
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else /*if (!zEnable)*/
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D3D::stateman->PushDepthState(m_clear_depth_states[2]);
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D3D::stateman->SetDepthState(m_clear_depth_states[2]);
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// Update the view port for clearing the picture
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TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc);
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@ -474,9 +468,6 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
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u32 rgbaColor = (color & 0xFF00FF00) | ((color >> 16) & 0xFF) | ((color << 16) & 0xFF0000);
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D3D::drawClearQuad(rgbaColor, 1.0f - (z & 0xFFFFFF) / 16777216.0f);
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D3D::stateman->PopDepthState();
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D3D::stateman->PopBlendState();
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RestoreAPIState();
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}
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@ -646,26 +637,23 @@ void Renderer::UpdateBackbufferSize()
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// ALWAYS call RestoreAPIState for each ResetAPIState call you're doing
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void Renderer::ResetAPIState()
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{
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D3D::stateman->PushBlendState(m_reset_blend_state);
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D3D::stateman->PushDepthState(m_reset_depth_state);
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D3D::stateman->PushRasterizerState(m_reset_rast_state);
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D3D::stateman->SetBlendState(m_reset_blend_state);
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D3D::stateman->SetDepthState(m_reset_depth_state);
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D3D::stateman->SetRasterizerState(m_reset_rast_state);
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}
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void Renderer::RestoreAPIState()
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{
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// Gets us back into a more game-like state.
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D3D::stateman->PopBlendState();
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D3D::stateman->PopDepthState();
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D3D::stateman->PopRasterizerState();
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BPFunctions::SetViewport();
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BPFunctions::SetScissor();
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}
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void Renderer::ApplyState()
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{
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D3D::stateman->PushBlendState(m_state_cache.Get(m_gx_state.blend));
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D3D::stateman->PushDepthState(m_state_cache.Get(m_gx_state.zmode));
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D3D::stateman->PushRasterizerState(m_state_cache.Get(m_gx_state.raster));
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D3D::stateman->SetBlendState(m_state_cache.Get(m_gx_state.blend));
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D3D::stateman->SetDepthState(m_state_cache.Get(m_gx_state.zmode));
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D3D::stateman->SetRasterizerState(m_state_cache.Get(m_gx_state.raster));
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D3D::stateman->SetPrimitiveTopology(
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StateCache::GetPrimitiveTopology(m_gx_state.raster.primitive));
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FramebufferManager::SetIntegerEFBRenderTarget(m_gx_state.blend.logicopenable);
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void Renderer::RestoreState()
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{
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D3D::stateman->PopBlendState();
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D3D::stateman->PopDepthState();
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D3D::stateman->PopRasterizerState();
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}
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void Renderer::SetRasterizationState(const RasterizationState& state)
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