boring svn:eol-style native again...

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5771 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Shawn Hoffman 2010-06-22 23:45:56 +00:00
parent 58f42414ba
commit 5e81298ef0
8 changed files with 1147 additions and 1147 deletions

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@ -1,187 +1,187 @@
#include "../ControllerInterface.h"
#ifdef CIFACE_USE_DIRECTINPUT_KEYBOARD
#include "DirectInputKeyboard.h"
#include "DirectInput.h"
// TODO: maybe add a ClearInputState function to this device
namespace ciface
{
namespace DirectInput
{
struct
{
const BYTE code;
const char* const name;
} named_keys[] =
{
#include "NamedKeys.h"
};
struct
{
const BYTE code;
const char* const name;
} named_lights[] =
{
{ VK_NUMLOCK, "NUM LOCK" },
{ VK_CAPITAL, "CAPS LOCK" },
{ VK_SCROLL, "SCROLL LOCK" }
};
void InitKeyboard(IDirectInput8* const idi8, std::vector<ControllerInterface::Device*>& devices)
{
LPDIRECTINPUTDEVICE8 kb_device;
unsigned int kb_count = 0;
std::list<DIDEVICEINSTANCE> keyboards;
idi8->EnumDevices(DI8DEVCLASS_KEYBOARD, DIEnumDevicesCallback, (LPVOID)&keyboards, DIEDFL_ATTACHEDONLY);
// add other keyboard devices
std::list<DIDEVICEINSTANCE>::iterator
i = keyboards.begin(),
e = keyboards.end();
for (; i!=e; ++i)
{
if (SUCCEEDED(idi8->CreateDevice(i->guidInstance, &kb_device, NULL)))
{
if (SUCCEEDED(kb_device->SetDataFormat(&c_dfDIKeyboard)))
if (SUCCEEDED(kb_device->SetCooperativeLevel(NULL, DISCL_BACKGROUND | DISCL_NONEXCLUSIVE)))
{
devices.push_back(new Keyboard(kb_device, kb_count++));
return;
}
}
kb_device->Release();
}
}
Keyboard::~Keyboard()
{
// kb
m_kb_device->Unacquire();
m_kb_device->Release();
}
Keyboard::Keyboard(const LPDIRECTINPUTDEVICE8 kb_device, const int index)
: m_kb_device(kb_device)
, m_index(index)
{
m_kb_device->Acquire();
ZeroMemory(&m_state_in, sizeof(m_state_in));
ZeroMemory(m_state_out, sizeof(m_state_out));
ZeroMemory(&m_current_state_out, sizeof(m_current_state_out));
// KEYBOARD
// add keys
for (unsigned int i = 0; i < sizeof(named_keys)/sizeof(*named_keys); ++i)
AddInput(new Key(i));
// add lights
for (unsigned int i = 0; i < sizeof(named_lights)/sizeof(*named_lights); ++i)
AddOutput(new Light(i));
}
bool Keyboard::UpdateInput()
{
HRESULT hr = m_kb_device->GetDeviceState(sizeof(m_state_in), m_state_in);
if (DIERR_INPUTLOST == hr || DIERR_NOTACQUIRED == hr)
m_kb_device->Acquire();
return SUCCEEDED(hr);
}
bool Keyboard::UpdateOutput()
{
class KInput : public INPUT
{
public:
KInput( const unsigned char key, const bool up = false )
{
memset( this, 0, sizeof(*this) );
type = INPUT_KEYBOARD;
ki.wVk = key;
if (up) ki.dwFlags = KEYEVENTF_KEYUP;
}
};
std::vector< KInput > kbinputs;
for ( unsigned int i = 0; i < sizeof(m_state_out)/sizeof(*m_state_out); ++i )
{
bool want_on = false;
if ( m_state_out[i] )
want_on = m_state_out[i] > wxGetLocalTimeMillis() % 255 ; // light should flash when output is 0.5
// lights are set to their original state when output is zero
if ( want_on ^ m_current_state_out[i] )
{
kbinputs.push_back( KInput( named_lights[i].code ) ); // press
kbinputs.push_back( KInput( named_lights[i].code, true ) ); // release
m_current_state_out[i] ^= 1;
}
}
if (kbinputs.size())
return ( kbinputs.size() == SendInput( (UINT)kbinputs.size(), &kbinputs[0], sizeof( kbinputs[0] ) ) );
else
return true;
}
std::string Keyboard::GetName() const
{
return "Keyboard";
}
int Keyboard::GetId() const
{
return m_index;
}
std::string Keyboard::GetSource() const
{
return DINPUT_SOURCE_NAME;
}
ControlState Keyboard::GetInputState(const ControllerInterface::Device::Input* const input) const
{
return (((Input*)input)->GetState(m_state_in));
}
void Keyboard::SetOutputState(const ControllerInterface::Device::Output* const output, const ControlState state)
{
((Output*)output)->SetState(state, m_state_out);
}
// names
std::string Keyboard::Key::GetName() const
{
return named_keys[m_index].name;
}
std::string Keyboard::Light::GetName() const
{
return named_lights[ m_index ].name;
}
// get/set state
ControlState Keyboard::Key::GetState(const BYTE keys[]) const
{
return (keys[named_keys[m_index].code] != 0);
}
void Keyboard::Light::SetState( const ControlState state, unsigned char* const state_out )
{
state_out[m_index] = state * 255;
}
}
}
#endif
#include "../ControllerInterface.h"
#ifdef CIFACE_USE_DIRECTINPUT_KEYBOARD
#include "DirectInputKeyboard.h"
#include "DirectInput.h"
// TODO: maybe add a ClearInputState function to this device
namespace ciface
{
namespace DirectInput
{
struct
{
const BYTE code;
const char* const name;
} named_keys[] =
{
#include "NamedKeys.h"
};
struct
{
const BYTE code;
const char* const name;
} named_lights[] =
{
{ VK_NUMLOCK, "NUM LOCK" },
{ VK_CAPITAL, "CAPS LOCK" },
{ VK_SCROLL, "SCROLL LOCK" }
};
void InitKeyboard(IDirectInput8* const idi8, std::vector<ControllerInterface::Device*>& devices)
{
LPDIRECTINPUTDEVICE8 kb_device;
unsigned int kb_count = 0;
std::list<DIDEVICEINSTANCE> keyboards;
idi8->EnumDevices(DI8DEVCLASS_KEYBOARD, DIEnumDevicesCallback, (LPVOID)&keyboards, DIEDFL_ATTACHEDONLY);
// add other keyboard devices
std::list<DIDEVICEINSTANCE>::iterator
i = keyboards.begin(),
e = keyboards.end();
for (; i!=e; ++i)
{
if (SUCCEEDED(idi8->CreateDevice(i->guidInstance, &kb_device, NULL)))
{
if (SUCCEEDED(kb_device->SetDataFormat(&c_dfDIKeyboard)))
if (SUCCEEDED(kb_device->SetCooperativeLevel(NULL, DISCL_BACKGROUND | DISCL_NONEXCLUSIVE)))
{
devices.push_back(new Keyboard(kb_device, kb_count++));
return;
}
}
kb_device->Release();
}
}
Keyboard::~Keyboard()
{
// kb
m_kb_device->Unacquire();
m_kb_device->Release();
}
Keyboard::Keyboard(const LPDIRECTINPUTDEVICE8 kb_device, const int index)
: m_kb_device(kb_device)
, m_index(index)
{
m_kb_device->Acquire();
ZeroMemory(&m_state_in, sizeof(m_state_in));
ZeroMemory(m_state_out, sizeof(m_state_out));
ZeroMemory(&m_current_state_out, sizeof(m_current_state_out));
// KEYBOARD
// add keys
for (unsigned int i = 0; i < sizeof(named_keys)/sizeof(*named_keys); ++i)
AddInput(new Key(i));
// add lights
for (unsigned int i = 0; i < sizeof(named_lights)/sizeof(*named_lights); ++i)
AddOutput(new Light(i));
}
bool Keyboard::UpdateInput()
{
HRESULT hr = m_kb_device->GetDeviceState(sizeof(m_state_in), m_state_in);
if (DIERR_INPUTLOST == hr || DIERR_NOTACQUIRED == hr)
m_kb_device->Acquire();
return SUCCEEDED(hr);
}
bool Keyboard::UpdateOutput()
{
class KInput : public INPUT
{
public:
KInput( const unsigned char key, const bool up = false )
{
memset( this, 0, sizeof(*this) );
type = INPUT_KEYBOARD;
ki.wVk = key;
if (up) ki.dwFlags = KEYEVENTF_KEYUP;
}
};
std::vector< KInput > kbinputs;
for ( unsigned int i = 0; i < sizeof(m_state_out)/sizeof(*m_state_out); ++i )
{
bool want_on = false;
if ( m_state_out[i] )
want_on = m_state_out[i] > wxGetLocalTimeMillis() % 255 ; // light should flash when output is 0.5
// lights are set to their original state when output is zero
if ( want_on ^ m_current_state_out[i] )
{
kbinputs.push_back( KInput( named_lights[i].code ) ); // press
kbinputs.push_back( KInput( named_lights[i].code, true ) ); // release
m_current_state_out[i] ^= 1;
}
}
if (kbinputs.size())
return ( kbinputs.size() == SendInput( (UINT)kbinputs.size(), &kbinputs[0], sizeof( kbinputs[0] ) ) );
else
return true;
}
std::string Keyboard::GetName() const
{
return "Keyboard";
}
int Keyboard::GetId() const
{
return m_index;
}
std::string Keyboard::GetSource() const
{
return DINPUT_SOURCE_NAME;
}
ControlState Keyboard::GetInputState(const ControllerInterface::Device::Input* const input) const
{
return (((Input*)input)->GetState(m_state_in));
}
void Keyboard::SetOutputState(const ControllerInterface::Device::Output* const output, const ControlState state)
{
((Output*)output)->SetState(state, m_state_out);
}
// names
std::string Keyboard::Key::GetName() const
{
return named_keys[m_index].name;
}
std::string Keyboard::Light::GetName() const
{
return named_lights[ m_index ].name;
}
// get/set state
ControlState Keyboard::Key::GetState(const BYTE keys[]) const
{
return (keys[named_keys[m_index].code] != 0);
}
void Keyboard::Light::SetState( const ControlState state, unsigned char* const state_out )
{
state_out[m_index] = state * 255;
}
}
}
#endif

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@ -1,99 +1,99 @@
#ifndef _CIFACE_DIRECTINPUT_KEYBOARD_H_
#define _CIFACE_DIRECTINPUT_KEYBOARD_H_
#include "../ControllerInterface.h"
#define DIRECTINPUT_VERSION 0x0800
#define WIN32_LEAN_AND_MEAN
#define NOMINMAX
#include <Windows.h>
#include <dinput.h>
#include <wx/stopwatch.h>
#include <wx/utils.h>
namespace ciface
{
namespace DirectInput
{
void InitKeyboard(IDirectInput8* const idi8, std::vector<ControllerInterface::Device*>& devices);
class Keyboard : public ControllerInterface::Device
{
friend class ControllerInterface;
friend class ControllerInterface::ControlReference;
protected:
struct State
{
};
class Input : public ControllerInterface::Device::Input
{
friend class Keyboard;
protected:
virtual ControlState GetState(const BYTE keys[]) const = 0;
};
class Output : public ControllerInterface::Device::Output
{
friend class Keyboard;
protected:
virtual void SetState(const ControlState state, unsigned char* const state_out) = 0;
};
class Key : public Input
{
friend class Keyboard;
public:
std::string GetName() const;
protected:
Key(const unsigned int index) : m_index(index) {}
ControlState GetState(const BYTE keys[]) const;
private:
const unsigned int m_index;
};
class Light : public Output
{
friend class Keyboard;
public:
std::string GetName() const;
protected:
Light(const unsigned int index) : m_index(index) {}
void SetState(const ControlState state, unsigned char* const state_out);
private:
const unsigned int m_index;
};
bool UpdateInput();
bool UpdateOutput();
ControlState GetInputState( const ControllerInterface::Device::Input* const input ) const;
void SetOutputState( const ControllerInterface::Device::Output* const input, const ControlState state );
public:
Keyboard(const LPDIRECTINPUTDEVICE8 kb_device, const int index);
~Keyboard();
std::string GetName() const;
int GetId() const;
std::string GetSource() const;
private:
const LPDIRECTINPUTDEVICE8 m_kb_device;
const int m_index;
wxLongLong m_last_update;
BYTE m_state_in[256];
unsigned char m_state_out[3]; // NUM CAPS SCROLL
bool m_current_state_out[3]; // NUM CAPS SCROLL
};
}
}
#endif
#ifndef _CIFACE_DIRECTINPUT_KEYBOARD_H_
#define _CIFACE_DIRECTINPUT_KEYBOARD_H_
#include "../ControllerInterface.h"
#define DIRECTINPUT_VERSION 0x0800
#define WIN32_LEAN_AND_MEAN
#define NOMINMAX
#include <Windows.h>
#include <dinput.h>
#include <wx/stopwatch.h>
#include <wx/utils.h>
namespace ciface
{
namespace DirectInput
{
void InitKeyboard(IDirectInput8* const idi8, std::vector<ControllerInterface::Device*>& devices);
class Keyboard : public ControllerInterface::Device
{
friend class ControllerInterface;
friend class ControllerInterface::ControlReference;
protected:
struct State
{
};
class Input : public ControllerInterface::Device::Input
{
friend class Keyboard;
protected:
virtual ControlState GetState(const BYTE keys[]) const = 0;
};
class Output : public ControllerInterface::Device::Output
{
friend class Keyboard;
protected:
virtual void SetState(const ControlState state, unsigned char* const state_out) = 0;
};
class Key : public Input
{
friend class Keyboard;
public:
std::string GetName() const;
protected:
Key(const unsigned int index) : m_index(index) {}
ControlState GetState(const BYTE keys[]) const;
private:
const unsigned int m_index;
};
class Light : public Output
{
friend class Keyboard;
public:
std::string GetName() const;
protected:
Light(const unsigned int index) : m_index(index) {}
void SetState(const ControlState state, unsigned char* const state_out);
private:
const unsigned int m_index;
};
bool UpdateInput();
bool UpdateOutput();
ControlState GetInputState( const ControllerInterface::Device::Input* const input ) const;
void SetOutputState( const ControllerInterface::Device::Output* const input, const ControlState state );
public:
Keyboard(const LPDIRECTINPUTDEVICE8 kb_device, const int index);
~Keyboard();
std::string GetName() const;
int GetId() const;
std::string GetSource() const;
private:
const LPDIRECTINPUTDEVICE8 m_kb_device;
const int m_index;
wxLongLong m_last_update;
BYTE m_state_in[256];
unsigned char m_state_out[3]; // NUM CAPS SCROLL
bool m_current_state_out[3]; // NUM CAPS SCROLL
};
}
}
#endif

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@ -1,175 +1,175 @@
#include "../ControllerInterface.h"
#ifdef CIFACE_USE_DIRECTINPUT_MOUSE
#include "DirectInputMouse.h"
#include "DirectInput.h"
// TODO: maybe add a ClearInputState function to this device
// (lower would be more sensitive) user can lower sensitivity by setting range
// seems decent here ( at 8 ), I dont think anyone would need more sensitive than this
// and user can lower it much farther than they would want to with the range
#define MOUSE_AXIS_SENSITIVITY 8
// if input hasn't been received for this many ms, mouse input will be skipped
// otherwise it is just some crazy value
#define DROP_INPUT_TIME 250
namespace ciface
{
namespace DirectInput
{
void InitMouse( IDirectInput8* const idi8, std::vector<ControllerInterface::Device*>& devices )
{
LPDIRECTINPUTDEVICE8 mo_device;
unsigned int mo_count = 0;
std::list<DIDEVICEINSTANCE> mice;
idi8->EnumDevices(DI8DEVCLASS_POINTER, DIEnumDevicesCallback, (LPVOID)&mice, DIEDFL_ATTACHEDONLY);
// add other keyboard devices
std::list<DIDEVICEINSTANCE>::iterator
i = mice.begin(),
e = mice.end();
for (; i!=e; ++i)
{
if (SUCCEEDED(idi8->CreateDevice(i->guidInstance, &mo_device, NULL)))
{
if (SUCCEEDED(mo_device->SetDataFormat(&c_dfDIMouse2)))
if (SUCCEEDED(mo_device->SetCooperativeLevel(NULL, DISCL_BACKGROUND | DISCL_NONEXCLUSIVE)))
{
devices.push_back(new Mouse(mo_device, mo_count++));
return;
}
}
mo_device->Release();
}
}
Mouse::~Mouse()
{
// mouse
m_mo_device->Unacquire();
m_mo_device->Release();
}
Mouse::Mouse(const LPDIRECTINPUTDEVICE8 mo_device, const int index)
: m_mo_device(mo_device)
, m_index(index)
{
m_mo_device->Acquire();
m_last_update = GetTickCount();
ZeroMemory(&m_state_in, sizeof(m_state_in));
// MOUSE
// get caps
DIDEVCAPS mouse_caps;
ZeroMemory( &mouse_caps, sizeof(mouse_caps) );
mouse_caps.dwSize = sizeof(mouse_caps);
m_mo_device->GetCapabilities(&mouse_caps);
// mouse buttons
for (unsigned int i = 0; i < mouse_caps.dwButtons; ++i)
AddInput(new Button(i));
// mouse axes
for (unsigned int i = 0; i < mouse_caps.dwAxes; ++i)
{
// each axis gets a negative and a positive input instance associated with it
AddInput(new Axis(i, (2==i) ? -1 : -MOUSE_AXIS_SENSITIVITY));
AddInput(new Axis(i, -(2==i) ? 1 : MOUSE_AXIS_SENSITIVITY));
}
}
bool Mouse::UpdateInput()
{
DIMOUSESTATE2 tmp_mouse;
HRESULT hr = m_mo_device->GetDeviceState(sizeof(tmp_mouse), &tmp_mouse);
// if mouse position hasn't been updated in a short while, skip a dev state
const DWORD cur_time = GetTickCount();
if (cur_time - m_last_update > DROP_INPUT_TIME)
{
// set buttons/axes to zero
// skip this input state
ZeroMemory(&m_state_in, sizeof(m_state_in));
}
else if (SUCCEEDED(hr))
{
// need to smooth out the axes, otherwise it doesnt work for shit
for (unsigned int i = 0; i < 3; ++i)
((&m_state_in.lX)[i] += (&tmp_mouse.lX)[i]) /= 2;
// copy over the buttons
memcpy(m_state_in.rgbButtons, tmp_mouse.rgbButtons, sizeof(m_state_in.rgbButtons));
}
m_last_update = cur_time;
if (DIERR_INPUTLOST == hr || DIERR_NOTACQUIRED == hr)
m_mo_device->Acquire();
return SUCCEEDED(hr);
}
bool Mouse::UpdateOutput()
{
return true;
}
std::string Mouse::GetName() const
{
return "Mouse";
}
int Mouse::GetId() const
{
return m_index;
}
std::string Mouse::GetSource() const
{
return DINPUT_SOURCE_NAME;
}
ControlState Mouse::GetInputState( const ControllerInterface::Device::Input* const input ) const
{
return (((Input*)input)->GetState(&m_state_in));
}
void Mouse::SetOutputState(const ControllerInterface::Device::Output* const output, const ControlState state)
{
return;
}
// names
std::string Mouse::Button::GetName() const
{
return std::string("Button ") + char('0'+m_index);
}
std::string Mouse::Axis::GetName() const
{
std::string tmpstr("Axis ");
tmpstr += "XYZ"[m_index]; tmpstr += ( m_range>0 ? '+' : '-' );
return tmpstr;
}
// get/set state
ControlState Mouse::Button::GetState(const DIMOUSESTATE2* const state) const
{
return (state->rgbButtons[m_index] != 0);
}
ControlState Mouse::Axis::GetState(const DIMOUSESTATE2* const state) const
{
return std::max(0.0f, ControlState((&state->lX)[m_index]) / m_range);
}
}
}
#endif
#include "../ControllerInterface.h"
#ifdef CIFACE_USE_DIRECTINPUT_MOUSE
#include "DirectInputMouse.h"
#include "DirectInput.h"
// TODO: maybe add a ClearInputState function to this device
// (lower would be more sensitive) user can lower sensitivity by setting range
// seems decent here ( at 8 ), I dont think anyone would need more sensitive than this
// and user can lower it much farther than they would want to with the range
#define MOUSE_AXIS_SENSITIVITY 8
// if input hasn't been received for this many ms, mouse input will be skipped
// otherwise it is just some crazy value
#define DROP_INPUT_TIME 250
namespace ciface
{
namespace DirectInput
{
void InitMouse( IDirectInput8* const idi8, std::vector<ControllerInterface::Device*>& devices )
{
LPDIRECTINPUTDEVICE8 mo_device;
unsigned int mo_count = 0;
std::list<DIDEVICEINSTANCE> mice;
idi8->EnumDevices(DI8DEVCLASS_POINTER, DIEnumDevicesCallback, (LPVOID)&mice, DIEDFL_ATTACHEDONLY);
// add other keyboard devices
std::list<DIDEVICEINSTANCE>::iterator
i = mice.begin(),
e = mice.end();
for (; i!=e; ++i)
{
if (SUCCEEDED(idi8->CreateDevice(i->guidInstance, &mo_device, NULL)))
{
if (SUCCEEDED(mo_device->SetDataFormat(&c_dfDIMouse2)))
if (SUCCEEDED(mo_device->SetCooperativeLevel(NULL, DISCL_BACKGROUND | DISCL_NONEXCLUSIVE)))
{
devices.push_back(new Mouse(mo_device, mo_count++));
return;
}
}
mo_device->Release();
}
}
Mouse::~Mouse()
{
// mouse
m_mo_device->Unacquire();
m_mo_device->Release();
}
Mouse::Mouse(const LPDIRECTINPUTDEVICE8 mo_device, const int index)
: m_mo_device(mo_device)
, m_index(index)
{
m_mo_device->Acquire();
m_last_update = GetTickCount();
ZeroMemory(&m_state_in, sizeof(m_state_in));
// MOUSE
// get caps
DIDEVCAPS mouse_caps;
ZeroMemory( &mouse_caps, sizeof(mouse_caps) );
mouse_caps.dwSize = sizeof(mouse_caps);
m_mo_device->GetCapabilities(&mouse_caps);
// mouse buttons
for (unsigned int i = 0; i < mouse_caps.dwButtons; ++i)
AddInput(new Button(i));
// mouse axes
for (unsigned int i = 0; i < mouse_caps.dwAxes; ++i)
{
// each axis gets a negative and a positive input instance associated with it
AddInput(new Axis(i, (2==i) ? -1 : -MOUSE_AXIS_SENSITIVITY));
AddInput(new Axis(i, -(2==i) ? 1 : MOUSE_AXIS_SENSITIVITY));
}
}
bool Mouse::UpdateInput()
{
DIMOUSESTATE2 tmp_mouse;
HRESULT hr = m_mo_device->GetDeviceState(sizeof(tmp_mouse), &tmp_mouse);
// if mouse position hasn't been updated in a short while, skip a dev state
const DWORD cur_time = GetTickCount();
if (cur_time - m_last_update > DROP_INPUT_TIME)
{
// set buttons/axes to zero
// skip this input state
ZeroMemory(&m_state_in, sizeof(m_state_in));
}
else if (SUCCEEDED(hr))
{
// need to smooth out the axes, otherwise it doesnt work for shit
for (unsigned int i = 0; i < 3; ++i)
((&m_state_in.lX)[i] += (&tmp_mouse.lX)[i]) /= 2;
// copy over the buttons
memcpy(m_state_in.rgbButtons, tmp_mouse.rgbButtons, sizeof(m_state_in.rgbButtons));
}
m_last_update = cur_time;
if (DIERR_INPUTLOST == hr || DIERR_NOTACQUIRED == hr)
m_mo_device->Acquire();
return SUCCEEDED(hr);
}
bool Mouse::UpdateOutput()
{
return true;
}
std::string Mouse::GetName() const
{
return "Mouse";
}
int Mouse::GetId() const
{
return m_index;
}
std::string Mouse::GetSource() const
{
return DINPUT_SOURCE_NAME;
}
ControlState Mouse::GetInputState( const ControllerInterface::Device::Input* const input ) const
{
return (((Input*)input)->GetState(&m_state_in));
}
void Mouse::SetOutputState(const ControllerInterface::Device::Output* const output, const ControlState state)
{
return;
}
// names
std::string Mouse::Button::GetName() const
{
return std::string("Button ") + char('0'+m_index);
}
std::string Mouse::Axis::GetName() const
{
std::string tmpstr("Axis ");
tmpstr += "XYZ"[m_index]; tmpstr += ( m_range>0 ? '+' : '-' );
return tmpstr;
}
// get/set state
ControlState Mouse::Button::GetState(const DIMOUSESTATE2* const state) const
{
return (state->rgbButtons[m_index] != 0);
}
ControlState Mouse::Axis::GetState(const DIMOUSESTATE2* const state) const
{
return std::max(0.0f, ControlState((&state->lX)[m_index]) / m_range);
}
}
}
#endif

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@ -1,83 +1,83 @@
#ifndef _CIFACE_DIRECTINPUT_MOUSE_H_
#define _CIFACE_DIRECTINPUT_MOUSE_H_
#include "../ControllerInterface.h"
#define DIRECTINPUT_VERSION 0x0800
#define WIN32_LEAN_AND_MEAN
#define NOMINMAX
#include <Windows.h>
#include <dinput.h>
namespace ciface
{
namespace DirectInput
{
void InitMouse(IDirectInput8* const idi8, std::vector<ControllerInterface::Device*>& devices);
class Mouse : public ControllerInterface::Device
{
friend class ControllerInterface;
friend class ControllerInterface::ControlReference;
protected:
class Input : public ControllerInterface::Device::Input
{
friend class Mouse;
protected:
virtual ControlState GetState(const DIMOUSESTATE2* const boardstate) const = 0;
};
class Button : public Input
{
friend class Mouse;
public:
std::string GetName() const;
protected:
Button(const unsigned int index) : m_index(index) {}
ControlState GetState(const DIMOUSESTATE2* const state) const;
private:
const unsigned int m_index;
};
class Axis : public Input
{
friend class Mouse;
public:
std::string GetName() const;
protected:
Axis(const unsigned int index, const LONG range) : m_index(index), m_range(range) {}
ControlState GetState(const DIMOUSESTATE2* const state) const;
private:
const unsigned int m_index;
const LONG m_range;
};
bool UpdateInput();
bool UpdateOutput();
ControlState GetInputState( const ControllerInterface::Device::Input* const input ) const;
void SetOutputState( const ControllerInterface::Device::Output* const input, const ControlState state );
public:
Mouse(const LPDIRECTINPUTDEVICE8 mo_device, const int index);
~Mouse();
std::string GetName() const;
int GetId() const;
std::string GetSource() const;
private:
const LPDIRECTINPUTDEVICE8 m_mo_device;
const int m_index;
DWORD m_last_update;
DIMOUSESTATE2 m_state_in;
};
}
}
#endif
#ifndef _CIFACE_DIRECTINPUT_MOUSE_H_
#define _CIFACE_DIRECTINPUT_MOUSE_H_
#include "../ControllerInterface.h"
#define DIRECTINPUT_VERSION 0x0800
#define WIN32_LEAN_AND_MEAN
#define NOMINMAX
#include <Windows.h>
#include <dinput.h>
namespace ciface
{
namespace DirectInput
{
void InitMouse(IDirectInput8* const idi8, std::vector<ControllerInterface::Device*>& devices);
class Mouse : public ControllerInterface::Device
{
friend class ControllerInterface;
friend class ControllerInterface::ControlReference;
protected:
class Input : public ControllerInterface::Device::Input
{
friend class Mouse;
protected:
virtual ControlState GetState(const DIMOUSESTATE2* const boardstate) const = 0;
};
class Button : public Input
{
friend class Mouse;
public:
std::string GetName() const;
protected:
Button(const unsigned int index) : m_index(index) {}
ControlState GetState(const DIMOUSESTATE2* const state) const;
private:
const unsigned int m_index;
};
class Axis : public Input
{
friend class Mouse;
public:
std::string GetName() const;
protected:
Axis(const unsigned int index, const LONG range) : m_index(index), m_range(range) {}
ControlState GetState(const DIMOUSESTATE2* const state) const;
private:
const unsigned int m_index;
const LONG m_range;
};
bool UpdateInput();
bool UpdateOutput();
ControlState GetInputState( const ControllerInterface::Device::Input* const input ) const;
void SetOutputState( const ControllerInterface::Device::Output* const input, const ControlState state );
public:
Mouse(const LPDIRECTINPUTDEVICE8 mo_device, const int index);
~Mouse();
std::string GetName() const;
int GetId() const;
std::string GetSource() const;
private:
const LPDIRECTINPUTDEVICE8 m_mo_device;
const int m_index;
DWORD m_last_update;
DIMOUSESTATE2 m_state_in;
};
}
}
#endif

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@ -1,63 +1,63 @@
// 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 "D3DBlob.h"
D3DBlob::D3DBlob(unsigned int blob_size, const u8* init_data) : ref(1), size(blob_size), blob(NULL)
{
data = new u8[blob_size];
if (init_data) memcpy(data, init_data, size);
}
D3DBlob::D3DBlob(ID3D10Blob* d3dblob) : ref(1)
{
blob = d3dblob;
data = (u8*)blob->GetBufferPointer();
size = blob->GetBufferSize();
d3dblob->AddRef();
}
D3DBlob::~D3DBlob()
{
if (blob) blob->Release();
else delete[] data;
}
void D3DBlob::AddRef()
{
++ref;
}
unsigned int D3DBlob::Release()
{
if (--ref == 0)
{
delete this;
return 0;
}
return ref;
}
unsigned int D3DBlob::Size()
{
return size;
}
u8* D3DBlob::Data()
{
return data;
}
// 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 "D3DBlob.h"
D3DBlob::D3DBlob(unsigned int blob_size, const u8* init_data) : ref(1), size(blob_size), blob(NULL)
{
data = new u8[blob_size];
if (init_data) memcpy(data, init_data, size);
}
D3DBlob::D3DBlob(ID3D10Blob* d3dblob) : ref(1)
{
blob = d3dblob;
data = (u8*)blob->GetBufferPointer();
size = blob->GetBufferSize();
d3dblob->AddRef();
}
D3DBlob::~D3DBlob()
{
if (blob) blob->Release();
else delete[] data;
}
void D3DBlob::AddRef()
{
++ref;
}
unsigned int D3DBlob::Release()
{
if (--ref == 0)
{
delete this;
return 0;
}
return ref;
}
unsigned int D3DBlob::Size()
{
return size;
}
u8* D3DBlob::Data()
{
return data;
}

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@ -1,47 +1,47 @@
// 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/
#pragma once
#include <d3d11.h>
#include "Common.h"
// use this class instead ID3D10Blob or ID3D11Blob whenever possible
class D3DBlob
{
public:
// memory will be copied into an own buffer
D3DBlob(unsigned int blob_size, const u8* init_data = NULL);
// d3dblob will be AddRef'd
D3DBlob(ID3D10Blob* d3dblob);
void AddRef();
unsigned int Release();
unsigned int Size();
u8* Data();
private:
~D3DBlob();
unsigned int ref;
unsigned int size;
u8* data;
ID3D10Blob* blob;
};
// 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/
#pragma once
#include <d3d11.h>
#include "Common.h"
// use this class instead ID3D10Blob or ID3D11Blob whenever possible
class D3DBlob
{
public:
// memory will be copied into an own buffer
D3DBlob(unsigned int blob_size, const u8* init_data = NULL);
// d3dblob will be AddRef'd
D3DBlob(ID3D10Blob* d3dblob);
void AddRef();
unsigned int Release();
unsigned int Size();
u8* Data();
private:
~D3DBlob();
unsigned int ref;
unsigned int size;
u8* data;
ID3D10Blob* blob;
};

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@ -1,361 +1,361 @@
// 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"
namespace D3D
{
EmuGfxState* gfxstate;
StateManager* stateman;
EmuGfxState::EmuGfxState() : vertexshader(NULL), vsbytecode(NULL), pixelshader(NULL), psbytecode(NULL), apply_called(false)
{
for (unsigned int k = 0;k < 8;k++)
{
float border[4] = {0.f, 0.f, 0.f, 0.f};
shader_resources[k] = NULL;
samplerdesc[k] = CD3D11_SAMPLER_DESC(D3D11_FILTER_MIN_MAG_MIP_LINEAR, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP, 0.f, 16, D3D11_COMPARISON_ALWAYS, border, -D3D11_FLOAT32_MAX, D3D11_FLOAT32_MAX);
if(g_ActiveConfig.iMaxAnisotropy > 1) samplerdesc[k].Filter = D3D11_FILTER_ANISOTROPIC;
}
blenddesc.AlphaToCoverageEnable = FALSE;
blenddesc.IndependentBlendEnable = FALSE;
blenddesc.RenderTarget[0].BlendEnable = FALSE;
blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
blenddesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
blenddesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
blenddesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
depthdesc.DepthEnable = TRUE;
depthdesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
depthdesc.DepthFunc = D3D11_COMPARISON_LESS;
depthdesc.StencilEnable = FALSE;
depthdesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
depthdesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
// this probably must be changed once multisampling support gets added
rastdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false, 0, 0.f, 0, false, true, false, false);
pscbuf = NULL;
vscbuf = NULL;
vshaderchanged = false;
inp_layout = NULL;
num_inp_elems = 0;
pscbufchanged = false;
vscbufchanged = false;
}
EmuGfxState::~EmuGfxState()
{
for (unsigned int k = 0;k < 8;k++)
SAFE_RELEASE(shader_resources[k])
SAFE_RELEASE(vsbytecode);
SAFE_RELEASE(psbytecode);
SAFE_RELEASE(vertexshader);
SAFE_RELEASE(pixelshader);
SAFE_RELEASE(pscbuf);
SAFE_RELEASE(vscbuf);
SAFE_RELEASE(inp_layout);
}
// TODO: No need to store the whole bytecode, signature might be enough (?)
void EmuGfxState::SetVShader(ID3D11VertexShader* shader, D3DBlob* bcode)
{
// TODO: vshaderchanged actually just needs to be true if the signature changed
if (bcode && vsbytecode != bcode) vshaderchanged = true;
SAFE_RELEASE(vsbytecode);
SAFE_RELEASE(vertexshader);
if (shader && bcode)
{
vertexshader = shader;
shader->AddRef();
vsbytecode = bcode;
bcode->AddRef();
}
else if (shader || bcode)
{
PanicAlert("Invalid parameters!\n");
}
}
void EmuGfxState::SetPShader(ID3D11PixelShader* shader)
{
if (pixelshader) pixelshader->Release();
pixelshader = shader;
if (shader) shader->AddRef();
}
void EmuGfxState::SetInputElements(const D3D11_INPUT_ELEMENT_DESC* elems, UINT num)
{
num_inp_elems = num;
memcpy(inp_elems, elems, num*sizeof(D3D11_INPUT_ELEMENT_DESC));
}
void EmuGfxState::SetShaderResource(unsigned int stage, ID3D11ShaderResourceView* srv)
{
if (shader_resources[stage]) shader_resources[stage]->Release();
shader_resources[stage] = srv;
if (srv) srv->AddRef();
}
void EmuGfxState::ApplyState()
{
HRESULT hr;
// input layout (only needs to be updated if the vertex shader signature changed)
if (vshaderchanged)
{
if (inp_layout) inp_layout->Release();
hr = D3D::device->CreateInputLayout(inp_elems, num_inp_elems, vsbytecode->Data(), vsbytecode->Size(), &inp_layout);
if (FAILED(hr)) PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__);
SetDebugObjectName((ID3D11DeviceChild*)inp_layout, "an input layout of EmuGfxState");
vshaderchanged = false;
}
D3D::context->IASetInputLayout(inp_layout);
// vertex shader
// TODO: divide the global variables of the generated shaders into about 5 constant buffers
// TODO: improve interaction between EmuGfxState and global state management, so that we don't need to set the constant buffers every time
if (!vscbuf)
{
unsigned int size = ((sizeof(vsconstants))&(~0xf))+0x10; // must be a multiple of 16
D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(size, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
hr = device->CreateBuffer(&cbdesc, NULL, &vscbuf);
CHECK(hr==S_OK, "Create vertex shader constant buffer (size=%u)", size);
SetDebugObjectName((ID3D11DeviceChild*)vscbuf, "a vertex shader constant buffer of EmuGfxState");
}
if (vscbufchanged)
{
D3D11_MAPPED_SUBRESOURCE map;
context->Map(vscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, vsconstants, sizeof(vsconstants));
context->Unmap(vscbuf, 0);
}
D3D::context->VSSetConstantBuffers(0, 1, &vscbuf);
// pixel shader
if (!pscbuf)
{
unsigned int size = ((sizeof(psconstants))&(~0xf))+0x10; // must be a multiple of 16
D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(size, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
device->CreateBuffer(&cbdesc, NULL, &pscbuf);
CHECK(hr==S_OK, "Create pixel shader constant buffer (size=%u)", size);
SetDebugObjectName((ID3D11DeviceChild*)pscbuf, "a pixel shader constant buffer of EmuGfxState");
}
if (pscbufchanged)
{
D3D11_MAPPED_SUBRESOURCE map;
context->Map(pscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, psconstants, sizeof(psconstants));
context->Unmap(pscbuf, 0);
pscbufchanged = false;
}
D3D::context->PSSetConstantBuffers(0, 1, &pscbuf);
ID3D11SamplerState* samplerstate[8];
for (unsigned int stage = 0; stage < 8; stage++)
{
if (shader_resources[stage])
{
if(g_ActiveConfig.iMaxAnisotropy > 1) samplerdesc[stage].Filter = D3D11_FILTER_ANISOTROPIC;
hr = D3D::device->CreateSamplerState(&samplerdesc[stage], &samplerstate[stage]);
if (FAILED(hr)) PanicAlert("Fail %s %d, stage=%d\n", __FILE__, __LINE__, stage);
else SetDebugObjectName((ID3D11DeviceChild*)samplerstate[stage], "a sampler state of EmuGfxState");
}
else samplerstate[stage] = NULL;
}
D3D::context->PSSetSamplers(0, 8, samplerstate);
for (unsigned int stage = 0; stage < 8; stage++)
SAFE_RELEASE(samplerstate[stage]);
ID3D11BlendState* blstate;
hr = device->CreateBlendState(&blenddesc, &blstate);
if (FAILED(hr)) PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__);
stateman->PushBlendState(blstate);
SetDebugObjectName((ID3D11DeviceChild*)blstate, "a blend state of EmuGfxState");
blstate->Release();
rastdesc.FillMode = (g_ActiveConfig.bWireFrame) ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
ID3D11RasterizerState* raststate;
hr = device->CreateRasterizerState(&rastdesc, &raststate);
if (FAILED(hr)) PanicAlert("Failed to create rasterizer state at %s %d\n", __FILE__, __LINE__);
SetDebugObjectName((ID3D11DeviceChild*)raststate, "a rasterizer state of EmuGfxState");
stateman->PushRasterizerState(raststate);
raststate->Release();
ID3D11DepthStencilState* depth_state;
hr = device->CreateDepthStencilState(&depthdesc, &depth_state);
if (SUCCEEDED(hr)) SetDebugObjectName((ID3D11DeviceChild*)depth_state, "a depth-stencil state of EmuGfxState");
else PanicAlert("Failed to create depth state at %s %d\n", __FILE__, __LINE__);
D3D::stateman->PushDepthState(depth_state);
depth_state->Release();
context->PSSetShader(pixelshader, NULL, 0);
context->VSSetShader(vertexshader, NULL, 0);
context->PSSetShaderResources(0, 8, shader_resources);
stateman->Apply();
apply_called = true;
}
void EmuGfxState::AlphaPass()
{
if (!apply_called) ERROR_LOG(VIDEO, "EmuGfxState::AlphaPass called without having called ApplyState before!")
else stateman->PopBlendState();
// pixel shader for alpha pass is different, so update it
context->PSSetShader(pixelshader, NULL, 0);
ID3D11BlendState* blstate;
D3D11_BLEND_DESC desc = blenddesc;
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALPHA;
desc.RenderTarget[0].BlendEnable = FALSE;
HRESULT hr = device->CreateBlendState(&desc, &blstate);
if (FAILED(hr)) PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__);
SetDebugObjectName((ID3D11DeviceChild*)blstate, "a blend state of EmuGfxState (created during alpha pass)");
stateman->PushBlendState(blstate);
blstate->Release();
stateman->Apply();
}
void EmuGfxState::Reset()
{
for (unsigned int k = 0;k < 8;k++)
SAFE_RELEASE(shader_resources[k]);
if (apply_called)
{
stateman->PopBlendState();
stateman->PopDepthState();
stateman->PopRasterizerState();
apply_called = false;
}
}
void EmuGfxState::SetAlphaBlendEnable(bool enable)
{
blenddesc.RenderTarget[0].BlendEnable = enable;
}
void EmuGfxState::SetRenderTargetWriteMask(UINT8 mask)
{
blenddesc.RenderTarget[0].RenderTargetWriteMask = mask;
}
void EmuGfxState::SetSrcBlend(D3D11_BLEND val)
{
// TODO: Check whether e.g. the dest color check is needed here
blenddesc.RenderTarget[0].SrcBlend = val;
if (val == D3D11_BLEND_SRC_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
else if (val == D3D11_BLEND_INV_SRC_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
else if (val == D3D11_BLEND_DEST_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_DEST_ALPHA;
else if (val == D3D11_BLEND_INV_DEST_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
else blenddesc.RenderTarget[0].SrcBlendAlpha = val;
}
void EmuGfxState::SetDestBlend(D3D11_BLEND val)
{
// TODO: Check whether e.g. the source color check is needed here
blenddesc.RenderTarget[0].DestBlend = val;
if (val == D3D11_BLEND_SRC_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_SRC_ALPHA;
else if (val == D3D11_BLEND_INV_SRC_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
else if (val == D3D11_BLEND_DEST_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_DEST_ALPHA;
else if (val == D3D11_BLEND_INV_DEST_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
else blenddesc.RenderTarget[0].DestBlendAlpha = val;
}
void EmuGfxState::SetBlendOp(D3D11_BLEND_OP val)
{
blenddesc.RenderTarget[0].BlendOp = val;
blenddesc.RenderTarget[0].BlendOpAlpha = val;
}
void EmuGfxState::SetSamplerFilter(DWORD stage, D3D11_FILTER filter)
{
samplerdesc[stage].Filter = filter;
}
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();
((IUnknown*)state)->AddRef();
}
template<typename T> AutoState<T>::~AutoState()
{
((IUnknown*)state)->Release();
}
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 D3D::context->OMSetBlendState(NULL, NULL, 0xFFFFFFFF);
if (!depthstates.empty())
{
if (cur_depthstate != depthstates.top().GetPtr())
{
cur_depthstate = (ID3D11DepthStencilState*)depthstates.top().GetPtr();
D3D::context->OMSetDepthStencilState(cur_depthstate, 0);
}
}
else D3D::context->OMSetDepthStencilState(NULL, 0);
if (!raststates.empty())
{
if (cur_raststate != raststates.top().GetPtr())
{
cur_raststate = (ID3D11RasterizerState*)raststates.top().GetPtr();
D3D::context->RSSetState(cur_raststate);
}
}
else D3D::context->RSSetState(NULL);
}
} // namespace
// 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"
namespace D3D
{
EmuGfxState* gfxstate;
StateManager* stateman;
EmuGfxState::EmuGfxState() : vertexshader(NULL), vsbytecode(NULL), pixelshader(NULL), psbytecode(NULL), apply_called(false)
{
for (unsigned int k = 0;k < 8;k++)
{
float border[4] = {0.f, 0.f, 0.f, 0.f};
shader_resources[k] = NULL;
samplerdesc[k] = CD3D11_SAMPLER_DESC(D3D11_FILTER_MIN_MAG_MIP_LINEAR, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP, 0.f, 16, D3D11_COMPARISON_ALWAYS, border, -D3D11_FLOAT32_MAX, D3D11_FLOAT32_MAX);
if(g_ActiveConfig.iMaxAnisotropy > 1) samplerdesc[k].Filter = D3D11_FILTER_ANISOTROPIC;
}
blenddesc.AlphaToCoverageEnable = FALSE;
blenddesc.IndependentBlendEnable = FALSE;
blenddesc.RenderTarget[0].BlendEnable = FALSE;
blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
blenddesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
blenddesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
blenddesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
depthdesc.DepthEnable = TRUE;
depthdesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
depthdesc.DepthFunc = D3D11_COMPARISON_LESS;
depthdesc.StencilEnable = FALSE;
depthdesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
depthdesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
// this probably must be changed once multisampling support gets added
rastdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false, 0, 0.f, 0, false, true, false, false);
pscbuf = NULL;
vscbuf = NULL;
vshaderchanged = false;
inp_layout = NULL;
num_inp_elems = 0;
pscbufchanged = false;
vscbufchanged = false;
}
EmuGfxState::~EmuGfxState()
{
for (unsigned int k = 0;k < 8;k++)
SAFE_RELEASE(shader_resources[k])
SAFE_RELEASE(vsbytecode);
SAFE_RELEASE(psbytecode);
SAFE_RELEASE(vertexshader);
SAFE_RELEASE(pixelshader);
SAFE_RELEASE(pscbuf);
SAFE_RELEASE(vscbuf);
SAFE_RELEASE(inp_layout);
}
// TODO: No need to store the whole bytecode, signature might be enough (?)
void EmuGfxState::SetVShader(ID3D11VertexShader* shader, D3DBlob* bcode)
{
// TODO: vshaderchanged actually just needs to be true if the signature changed
if (bcode && vsbytecode != bcode) vshaderchanged = true;
SAFE_RELEASE(vsbytecode);
SAFE_RELEASE(vertexshader);
if (shader && bcode)
{
vertexshader = shader;
shader->AddRef();
vsbytecode = bcode;
bcode->AddRef();
}
else if (shader || bcode)
{
PanicAlert("Invalid parameters!\n");
}
}
void EmuGfxState::SetPShader(ID3D11PixelShader* shader)
{
if (pixelshader) pixelshader->Release();
pixelshader = shader;
if (shader) shader->AddRef();
}
void EmuGfxState::SetInputElements(const D3D11_INPUT_ELEMENT_DESC* elems, UINT num)
{
num_inp_elems = num;
memcpy(inp_elems, elems, num*sizeof(D3D11_INPUT_ELEMENT_DESC));
}
void EmuGfxState::SetShaderResource(unsigned int stage, ID3D11ShaderResourceView* srv)
{
if (shader_resources[stage]) shader_resources[stage]->Release();
shader_resources[stage] = srv;
if (srv) srv->AddRef();
}
void EmuGfxState::ApplyState()
{
HRESULT hr;
// input layout (only needs to be updated if the vertex shader signature changed)
if (vshaderchanged)
{
if (inp_layout) inp_layout->Release();
hr = D3D::device->CreateInputLayout(inp_elems, num_inp_elems, vsbytecode->Data(), vsbytecode->Size(), &inp_layout);
if (FAILED(hr)) PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__);
SetDebugObjectName((ID3D11DeviceChild*)inp_layout, "an input layout of EmuGfxState");
vshaderchanged = false;
}
D3D::context->IASetInputLayout(inp_layout);
// vertex shader
// TODO: divide the global variables of the generated shaders into about 5 constant buffers
// TODO: improve interaction between EmuGfxState and global state management, so that we don't need to set the constant buffers every time
if (!vscbuf)
{
unsigned int size = ((sizeof(vsconstants))&(~0xf))+0x10; // must be a multiple of 16
D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(size, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
hr = device->CreateBuffer(&cbdesc, NULL, &vscbuf);
CHECK(hr==S_OK, "Create vertex shader constant buffer (size=%u)", size);
SetDebugObjectName((ID3D11DeviceChild*)vscbuf, "a vertex shader constant buffer of EmuGfxState");
}
if (vscbufchanged)
{
D3D11_MAPPED_SUBRESOURCE map;
context->Map(vscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, vsconstants, sizeof(vsconstants));
context->Unmap(vscbuf, 0);
}
D3D::context->VSSetConstantBuffers(0, 1, &vscbuf);
// pixel shader
if (!pscbuf)
{
unsigned int size = ((sizeof(psconstants))&(~0xf))+0x10; // must be a multiple of 16
D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(size, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
device->CreateBuffer(&cbdesc, NULL, &pscbuf);
CHECK(hr==S_OK, "Create pixel shader constant buffer (size=%u)", size);
SetDebugObjectName((ID3D11DeviceChild*)pscbuf, "a pixel shader constant buffer of EmuGfxState");
}
if (pscbufchanged)
{
D3D11_MAPPED_SUBRESOURCE map;
context->Map(pscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, psconstants, sizeof(psconstants));
context->Unmap(pscbuf, 0);
pscbufchanged = false;
}
D3D::context->PSSetConstantBuffers(0, 1, &pscbuf);
ID3D11SamplerState* samplerstate[8];
for (unsigned int stage = 0; stage < 8; stage++)
{
if (shader_resources[stage])
{
if(g_ActiveConfig.iMaxAnisotropy > 1) samplerdesc[stage].Filter = D3D11_FILTER_ANISOTROPIC;
hr = D3D::device->CreateSamplerState(&samplerdesc[stage], &samplerstate[stage]);
if (FAILED(hr)) PanicAlert("Fail %s %d, stage=%d\n", __FILE__, __LINE__, stage);
else SetDebugObjectName((ID3D11DeviceChild*)samplerstate[stage], "a sampler state of EmuGfxState");
}
else samplerstate[stage] = NULL;
}
D3D::context->PSSetSamplers(0, 8, samplerstate);
for (unsigned int stage = 0; stage < 8; stage++)
SAFE_RELEASE(samplerstate[stage]);
ID3D11BlendState* blstate;
hr = device->CreateBlendState(&blenddesc, &blstate);
if (FAILED(hr)) PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__);
stateman->PushBlendState(blstate);
SetDebugObjectName((ID3D11DeviceChild*)blstate, "a blend state of EmuGfxState");
blstate->Release();
rastdesc.FillMode = (g_ActiveConfig.bWireFrame) ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
ID3D11RasterizerState* raststate;
hr = device->CreateRasterizerState(&rastdesc, &raststate);
if (FAILED(hr)) PanicAlert("Failed to create rasterizer state at %s %d\n", __FILE__, __LINE__);
SetDebugObjectName((ID3D11DeviceChild*)raststate, "a rasterizer state of EmuGfxState");
stateman->PushRasterizerState(raststate);
raststate->Release();
ID3D11DepthStencilState* depth_state;
hr = device->CreateDepthStencilState(&depthdesc, &depth_state);
if (SUCCEEDED(hr)) SetDebugObjectName((ID3D11DeviceChild*)depth_state, "a depth-stencil state of EmuGfxState");
else PanicAlert("Failed to create depth state at %s %d\n", __FILE__, __LINE__);
D3D::stateman->PushDepthState(depth_state);
depth_state->Release();
context->PSSetShader(pixelshader, NULL, 0);
context->VSSetShader(vertexshader, NULL, 0);
context->PSSetShaderResources(0, 8, shader_resources);
stateman->Apply();
apply_called = true;
}
void EmuGfxState::AlphaPass()
{
if (!apply_called) ERROR_LOG(VIDEO, "EmuGfxState::AlphaPass called without having called ApplyState before!")
else stateman->PopBlendState();
// pixel shader for alpha pass is different, so update it
context->PSSetShader(pixelshader, NULL, 0);
ID3D11BlendState* blstate;
D3D11_BLEND_DESC desc = blenddesc;
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALPHA;
desc.RenderTarget[0].BlendEnable = FALSE;
HRESULT hr = device->CreateBlendState(&desc, &blstate);
if (FAILED(hr)) PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__);
SetDebugObjectName((ID3D11DeviceChild*)blstate, "a blend state of EmuGfxState (created during alpha pass)");
stateman->PushBlendState(blstate);
blstate->Release();
stateman->Apply();
}
void EmuGfxState::Reset()
{
for (unsigned int k = 0;k < 8;k++)
SAFE_RELEASE(shader_resources[k]);
if (apply_called)
{
stateman->PopBlendState();
stateman->PopDepthState();
stateman->PopRasterizerState();
apply_called = false;
}
}
void EmuGfxState::SetAlphaBlendEnable(bool enable)
{
blenddesc.RenderTarget[0].BlendEnable = enable;
}
void EmuGfxState::SetRenderTargetWriteMask(UINT8 mask)
{
blenddesc.RenderTarget[0].RenderTargetWriteMask = mask;
}
void EmuGfxState::SetSrcBlend(D3D11_BLEND val)
{
// TODO: Check whether e.g. the dest color check is needed here
blenddesc.RenderTarget[0].SrcBlend = val;
if (val == D3D11_BLEND_SRC_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
else if (val == D3D11_BLEND_INV_SRC_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
else if (val == D3D11_BLEND_DEST_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_DEST_ALPHA;
else if (val == D3D11_BLEND_INV_DEST_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
else blenddesc.RenderTarget[0].SrcBlendAlpha = val;
}
void EmuGfxState::SetDestBlend(D3D11_BLEND val)
{
// TODO: Check whether e.g. the source color check is needed here
blenddesc.RenderTarget[0].DestBlend = val;
if (val == D3D11_BLEND_SRC_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_SRC_ALPHA;
else if (val == D3D11_BLEND_INV_SRC_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
else if (val == D3D11_BLEND_DEST_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_DEST_ALPHA;
else if (val == D3D11_BLEND_INV_DEST_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
else blenddesc.RenderTarget[0].DestBlendAlpha = val;
}
void EmuGfxState::SetBlendOp(D3D11_BLEND_OP val)
{
blenddesc.RenderTarget[0].BlendOp = val;
blenddesc.RenderTarget[0].BlendOpAlpha = val;
}
void EmuGfxState::SetSamplerFilter(DWORD stage, D3D11_FILTER filter)
{
samplerdesc[stage].Filter = filter;
}
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();
((IUnknown*)state)->AddRef();
}
template<typename T> AutoState<T>::~AutoState()
{
((IUnknown*)state)->Release();
}
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 D3D::context->OMSetBlendState(NULL, NULL, 0xFFFFFFFF);
if (!depthstates.empty())
{
if (cur_depthstate != depthstates.top().GetPtr())
{
cur_depthstate = (ID3D11DepthStencilState*)depthstates.top().GetPtr();
D3D::context->OMSetDepthStencilState(cur_depthstate, 0);
}
}
else D3D::context->OMSetDepthStencilState(NULL, 0);
if (!raststates.empty())
{
if (cur_raststate != raststates.top().GetPtr())
{
cur_raststate = (ID3D11RasterizerState*)raststates.top().GetPtr();
D3D::context->RSSetState(cur_raststate);
}
}
else D3D::context->RSSetState(NULL);
}
} // namespace

View File

@ -1,132 +1,132 @@
// 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/
#pragma once
#include "D3DBase.h"
#include <stack>
using std::stack;
namespace D3D
{
// stores the pipeline state to use when calling VertexManager::Flush()
class EmuGfxState
{
public:
EmuGfxState();
~EmuGfxState();
void SetVShader(ID3D11VertexShader* shader, D3DBlob* bcode);
void SetPShader(ID3D11PixelShader* shader);
void SetInputElements(const D3D11_INPUT_ELEMENT_DESC* elems, UINT num);
void SetShaderResource(unsigned int stage, ID3D11ShaderResourceView* srv);
void ApplyState(); // apply current state
void AlphaPass(); // only modify the current state to enable the alpha pass
void Reset();
// blend state
void SetAlphaBlendEnable(bool enable);
void SetRenderTargetWriteMask(UINT8 mask);
void SetSrcBlend(D3D11_BLEND val);
void SetDestBlend(D3D11_BLEND val);
void SetBlendOp(D3D11_BLEND_OP val);
// sampler states
void SetSamplerFilter(DWORD stage, D3D11_FILTER filter);
// TODO: add methods for changing the other states instead of modifying them directly
D3D11_SAMPLER_DESC samplerdesc[8];
D3D11_RASTERIZER_DESC rastdesc;
D3D11_DEPTH_STENCIL_DESC depthdesc;
float psconstants[116];
float vsconstants[952];
bool vscbufchanged;
bool pscbufchanged;
private:
ID3D11VertexShader* vertexshader;
D3DBlob* vsbytecode;
ID3D11PixelShader* pixelshader;
D3DBlob* psbytecode;
bool vshaderchanged;
ID3D11Buffer* vscbuf;
ID3D11Buffer* pscbuf;
ID3D11InputLayout* inp_layout;
D3D11_INPUT_ELEMENT_DESC inp_elems[32];
int num_inp_elems;
ID3D11ShaderResourceView* shader_resources[8];
D3D11_BLEND_DESC blenddesc;
bool apply_called;
};
template<typename T> class AutoState
{
public:
AutoState(const T* object);
AutoState(const AutoState<T> &source);
~AutoState();
const inline T* GetPtr() const { return state; }
private:
const T* state;
};
typedef AutoState<ID3D11BlendState> AutoBlendState;
typedef AutoState<ID3D11DepthStencilState> AutoDepthStencilState;
typedef AutoState<ID3D11RasterizerState> AutoRasterizerState;
class StateManager
{
public:
StateManager();
// call any of these to change the affected states
void PushBlendState(const ID3D11BlendState* state);
void PushDepthState(const ID3D11DepthStencilState* state);
void PushRasterizerState(const ID3D11RasterizerState* state);
// call these after drawing
void PopBlendState();
void PopDepthState();
void PopRasterizerState();
// call this before any drawing operation if states could have changed meanwhile
void Apply();
private:
stack<AutoBlendState> blendstates;
stack<AutoDepthStencilState> depthstates;
stack<AutoRasterizerState> raststates;
ID3D11BlendState* cur_blendstate;
ID3D11DepthStencilState* cur_depthstate;
ID3D11RasterizerState* cur_raststate;
};
extern EmuGfxState* gfxstate;
extern StateManager* stateman;
} // namespace
// 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/
#pragma once
#include "D3DBase.h"
#include <stack>
using std::stack;
namespace D3D
{
// stores the pipeline state to use when calling VertexManager::Flush()
class EmuGfxState
{
public:
EmuGfxState();
~EmuGfxState();
void SetVShader(ID3D11VertexShader* shader, D3DBlob* bcode);
void SetPShader(ID3D11PixelShader* shader);
void SetInputElements(const D3D11_INPUT_ELEMENT_DESC* elems, UINT num);
void SetShaderResource(unsigned int stage, ID3D11ShaderResourceView* srv);
void ApplyState(); // apply current state
void AlphaPass(); // only modify the current state to enable the alpha pass
void Reset();
// blend state
void SetAlphaBlendEnable(bool enable);
void SetRenderTargetWriteMask(UINT8 mask);
void SetSrcBlend(D3D11_BLEND val);
void SetDestBlend(D3D11_BLEND val);
void SetBlendOp(D3D11_BLEND_OP val);
// sampler states
void SetSamplerFilter(DWORD stage, D3D11_FILTER filter);
// TODO: add methods for changing the other states instead of modifying them directly
D3D11_SAMPLER_DESC samplerdesc[8];
D3D11_RASTERIZER_DESC rastdesc;
D3D11_DEPTH_STENCIL_DESC depthdesc;
float psconstants[116];
float vsconstants[952];
bool vscbufchanged;
bool pscbufchanged;
private:
ID3D11VertexShader* vertexshader;
D3DBlob* vsbytecode;
ID3D11PixelShader* pixelshader;
D3DBlob* psbytecode;
bool vshaderchanged;
ID3D11Buffer* vscbuf;
ID3D11Buffer* pscbuf;
ID3D11InputLayout* inp_layout;
D3D11_INPUT_ELEMENT_DESC inp_elems[32];
int num_inp_elems;
ID3D11ShaderResourceView* shader_resources[8];
D3D11_BLEND_DESC blenddesc;
bool apply_called;
};
template<typename T> class AutoState
{
public:
AutoState(const T* object);
AutoState(const AutoState<T> &source);
~AutoState();
const inline T* GetPtr() const { return state; }
private:
const T* state;
};
typedef AutoState<ID3D11BlendState> AutoBlendState;
typedef AutoState<ID3D11DepthStencilState> AutoDepthStencilState;
typedef AutoState<ID3D11RasterizerState> AutoRasterizerState;
class StateManager
{
public:
StateManager();
// call any of these to change the affected states
void PushBlendState(const ID3D11BlendState* state);
void PushDepthState(const ID3D11DepthStencilState* state);
void PushRasterizerState(const ID3D11RasterizerState* state);
// call these after drawing
void PopBlendState();
void PopDepthState();
void PopRasterizerState();
// call this before any drawing operation if states could have changed meanwhile
void Apply();
private:
stack<AutoBlendState> blendstates;
stack<AutoDepthStencilState> depthstates;
stack<AutoRasterizerState> raststates;
ID3D11BlendState* cur_blendstate;
ID3D11DepthStencilState* cur_depthstate;
ID3D11RasterizerState* cur_raststate;
};
extern EmuGfxState* gfxstate;
extern StateManager* stateman;
} // namespace