DX11: Add the two files which I meant to include in r5740 already.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5741 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
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5cfdb2d0c8
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@ -23,8 +23,8 @@
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#include "GfxState.h"
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#define SAFE_RELEASE(x) { if (x) (x)->Release(); (x) = NULL; }
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#define SAFE_DELETE(x) { if (x) delete (x); (x) = NULL; }
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#define SAFE_DELETE_ARRAY(x) { if (x) delete[] (x); (x) = NULL; }
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#define SAFE_DELETE(x) { delete (x); (x) = NULL; }
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#define SAFE_DELETE_ARRAY(x) { delete[] (x); (x) = NULL; }
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#define CHECK(cond, Message, ...) if (!(cond)) { PanicAlert(__FUNCTION__ "Failed in %s at line %d: " Message, __FILE__, __LINE__, __VA_ARGS__); }
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class D3DTexture2D;
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@ -0,0 +1,346 @@
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// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "VideoConfig.h"
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#include "GfxState.h"
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namespace D3D
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{
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EmuGfxState* gfxstate;
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StateManager* stateman;
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EmuGfxState::EmuGfxState() : vertexshader(NULL), vsbytecode(NULL), pixelshader(NULL), psbytecode(NULL)
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{
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for (unsigned int k = 0;k < 8;k++)
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{
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float border[4] = {0.f, 0.f, 0.f, 0.f};
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shader_resources[k] = NULL;
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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);
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}
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blenddesc.AlphaToCoverageEnable = FALSE;
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blenddesc.IndependentBlendEnable = FALSE;
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blenddesc.RenderTarget[0].BlendEnable = FALSE;
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blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
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blenddesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
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blenddesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
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blenddesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
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blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
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blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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depthdesc.DepthEnable = TRUE;
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depthdesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
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depthdesc.DepthFunc = D3D11_COMPARISON_LESS;
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depthdesc.StencilEnable = FALSE;
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depthdesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
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depthdesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
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// this probably must be changed once multisampling support gets added
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rastdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false, 0, 0.f, 0, false, true, false, false);
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pscbuf = NULL;
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vscbuf = NULL;
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vshaderchanged = false;
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inp_layout = NULL;
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num_inp_elems = 0;
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pscbufchanged = false;
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vscbufchanged = false;
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}
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EmuGfxState::~EmuGfxState()
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{
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for (unsigned int k = 0;k < 8;k++)
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SAFE_RELEASE(shader_resources[k])
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SAFE_RELEASE(vsbytecode);
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SAFE_RELEASE(psbytecode);
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SAFE_RELEASE(vertexshader);
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SAFE_RELEASE(pixelshader);
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SAFE_RELEASE(pscbuf);
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SAFE_RELEASE(vscbuf);
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SAFE_RELEASE(inp_layout);
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}
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// TODO: No need to store the whole bytecode, signature might be enough (?)
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void EmuGfxState::SetVShader(ID3D11VertexShader* shader, D3DBlob* bcode)
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{
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// TODO: vshaderchanged actually just needs to be true if the signature changed
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if (bcode && vsbytecode != bcode) vshaderchanged = true;
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SAFE_RELEASE(vsbytecode);
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SAFE_RELEASE(vertexshader);
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if (shader && bcode)
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{
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vertexshader = shader;
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shader->AddRef();
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vsbytecode = bcode;
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bcode->AddRef();
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}
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else if (shader || bcode)
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{
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PanicAlert("Invalid parameters!\n");
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}
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}
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void EmuGfxState::SetPShader(ID3D11PixelShader* shader)
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{
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if (pixelshader) pixelshader->Release();
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pixelshader = shader;
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if (shader) shader->AddRef();
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}
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void EmuGfxState::SetInputElements(const D3D11_INPUT_ELEMENT_DESC* elems, UINT num)
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{
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num_inp_elems = num;
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memcpy(inp_elems, elems, num*sizeof(D3D11_INPUT_ELEMENT_DESC));
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}
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void EmuGfxState::SetShaderResource(unsigned int stage, ID3D11ShaderResourceView* srv)
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{
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if (shader_resources[stage]) shader_resources[stage]->Release();
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shader_resources[stage] = srv;
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if (srv) srv->AddRef();
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}
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void EmuGfxState::ApplyState()
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{
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HRESULT hr;
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// input layout (only needs to be updated if the vertex shader signature changed)
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if (vshaderchanged)
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{
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if (inp_layout) inp_layout->Release();
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hr = D3D::device->CreateInputLayout(inp_elems, num_inp_elems, vsbytecode->Data(), vsbytecode->Size(), &inp_layout);
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if (FAILED(hr)) PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__);
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SetDebugObjectName((ID3D11DeviceChild*)inp_layout, "an input layout of EmuGfxState");
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vshaderchanged = false;
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}
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D3D::context->IASetInputLayout(inp_layout);
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// vertex shader
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// TODO: divide the global variables of the generated shaders into about 5 constant buffers
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// TODO: improve interaction between EmuGfxState and global state management, so that we don't need to set the constant buffers every time
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if (!vscbuf)
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{
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unsigned int size = ((sizeof(float)*952)&(~0xffff))+0x10000; // must be a multiple of 16
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D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(size, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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hr = device->CreateBuffer(&cbdesc, NULL, &vscbuf);
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CHECK(hr==S_OK, "Create vertex shader constant buffer (size=%u)", size);
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SetDebugObjectName((ID3D11DeviceChild*)vscbuf, "a vertex shader constant buffer of EmuGfxState");
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}
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if (vscbufchanged)
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{
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D3D11_MAPPED_SUBRESOURCE map;
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context->Map(vscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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memcpy(map.pData, vsconstants, sizeof(vsconstants));
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context->Unmap(vscbuf, 0);
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}
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D3D::context->VSSetConstantBuffers(0, 1, &vscbuf);
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// pixel shader
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if (!pscbuf)
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{
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unsigned int size = ((sizeof(float)*116)&(~0xffff))+0x10000; // must be a multiple of 16
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D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(size, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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device->CreateBuffer(&cbdesc, NULL, &pscbuf);
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CHECK(hr==S_OK, "Create pixel shader constant buffer (size=%u)", size);
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SetDebugObjectName((ID3D11DeviceChild*)pscbuf, "a pixel shader constant buffer of EmuGfxState");
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}
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if (pscbufchanged)
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{
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D3D11_MAPPED_SUBRESOURCE map;
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context->Map(pscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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memcpy(map.pData, psconstants, sizeof(psconstants));
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context->Unmap(pscbuf, 0);
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pscbufchanged = false;
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}
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D3D::context->PSSetConstantBuffers(0, 1, &pscbuf);
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ID3D11SamplerState* samplerstate[8];
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for (unsigned int stage = 0; stage < 8; stage++)
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{
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if (shader_resources[stage])
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{
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hr = D3D::device->CreateSamplerState(&samplerdesc[stage], &samplerstate[stage]);
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if (FAILED(hr)) PanicAlert("Fail %s %d, stage=%d\n", __FILE__, __LINE__, stage);
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else SetDebugObjectName((ID3D11DeviceChild*)samplerstate[stage], "a sampler state of EmuGfxState");
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}
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else samplerstate[stage] = NULL;
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}
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D3D::context->PSSetSamplers(0, 8, samplerstate);
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for (unsigned int stage = 0; stage < 8; stage++)
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SAFE_RELEASE(samplerstate[stage]);
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ID3D11BlendState* blstate;
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hr = device->CreateBlendState(&blenddesc, &blstate);
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if (FAILED(hr)) PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__);
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// context->OMSetBlendState(blstate, NULL, 0xFFFFFFFF);
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stateman->PushBlendState(blstate);
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SetDebugObjectName((ID3D11DeviceChild*)blstate, "a blend state of EmuGfxState");
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blstate->Release();
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rastdesc.FillMode = (g_ActiveConfig.bWireFrame) ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
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ID3D11RasterizerState* raststate;
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hr = device->CreateRasterizerState(&rastdesc, &raststate);
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if (FAILED(hr)) PanicAlert("Failed to create rasterizer state at %s %d\n", __FILE__, __LINE__);
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SetDebugObjectName((ID3D11DeviceChild*)raststate, "a rasterizer state of EmuGfxState");
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// context->RSSetState(raststate);
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stateman->PushRasterizerState(raststate);
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raststate->Release();
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ID3D11DepthStencilState* depth_state;
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hr = device->CreateDepthStencilState(&depthdesc, &depth_state);
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if (SUCCEEDED(hr)) SetDebugObjectName((ID3D11DeviceChild*)depth_state, "a depth-stencil state of EmuGfxState");
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else PanicAlert("Failed to create depth state at %s %d\n", __FILE__, __LINE__);
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// context->OMSetDepthStencilState(depth_state, 0);
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D3D::stateman->PushDepthState(depth_state);
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depth_state->Release();
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context->PSSetShader(pixelshader, NULL, 0);
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context->VSSetShader(vertexshader, NULL, 0);
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context->PSSetShaderResources(0, 8, shader_resources);
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stateman->Apply();
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}
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void EmuGfxState::AlphaPass()
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{
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stateman->PopBlendState();
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context->PSSetShader(pixelshader, NULL, 0);
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ID3D11BlendState* blstate;
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D3D11_BLEND_DESC desc = blenddesc;
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desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALPHA;
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desc.RenderTarget[0].BlendEnable = FALSE;
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HRESULT hr = device->CreateBlendState(&desc, &blstate);
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if (FAILED(hr)) PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__);
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SetDebugObjectName((ID3D11DeviceChild*)blstate, "a blend state of EmuGfxState (created during alpha pass)");
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// context->OMSetBlendState(blstate, NULL, 0xFFFFFFFF);
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stateman->PushBlendState(blstate);
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blstate->Release();
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stateman->Apply();
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}
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void EmuGfxState::ResetShaderResources()
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{
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for (unsigned int k = 0;k < 8;k++)
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SAFE_RELEASE(shader_resources[k]);
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stateman->PopBlendState();
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stateman->PopDepthState();
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stateman->PopRasterizerState();
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}
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void EmuGfxState::SetAlphaBlendEnable(bool enable)
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{
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blenddesc.RenderTarget[0].BlendEnable = enable;
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}
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void EmuGfxState::SetRenderTargetWriteMask(UINT8 mask)
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{
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blenddesc.RenderTarget[0].RenderTargetWriteMask = mask;
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}
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void EmuGfxState::SetSrcBlend(D3D11_BLEND val)
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{
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// TODO: Check whether e.g. the dest color check is needed here
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blenddesc.RenderTarget[0].SrcBlend = val;
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if (val == D3D11_BLEND_SRC_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
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else if (val == D3D11_BLEND_INV_SRC_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
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else if (val == D3D11_BLEND_DEST_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_DEST_ALPHA;
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else if (val == D3D11_BLEND_INV_DEST_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
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else blenddesc.RenderTarget[0].SrcBlendAlpha = val;
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}
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void EmuGfxState::SetDestBlend(D3D11_BLEND val)
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{
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// TODO: Check whether e.g. the source color check is needed here
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blenddesc.RenderTarget[0].DestBlend = val;
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if (val == D3D11_BLEND_SRC_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_SRC_ALPHA;
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else if (val == D3D11_BLEND_INV_SRC_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
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else if (val == D3D11_BLEND_DEST_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_DEST_ALPHA;
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else if (val == D3D11_BLEND_INV_DEST_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
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else blenddesc.RenderTarget[0].DestBlendAlpha = val;
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}
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void EmuGfxState::SetBlendOp(D3D11_BLEND_OP val)
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{
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blenddesc.RenderTarget[0].BlendOp = val;
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blenddesc.RenderTarget[0].BlendOpAlpha = val;
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}
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void EmuGfxState::SetSamplerFilter(DWORD stage, D3D11_FILTER filter)
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{
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samplerdesc[stage].Filter = filter;
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}
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template<typename T> 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> AutoState<T>::AutoState(const AutoState<T> &source)
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{
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state = source.GetPtr();
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((IUnknown*)state)->AddRef();
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}
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template<typename T> AutoState<T>::~AutoState()
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{
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((IUnknown*)state)->Release();
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}
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StateManager::StateManager() : cur_blendstate(NULL), cur_depthstate(NULL), cur_raststate(NULL) {}
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void StateManager::PushBlendState(const ID3D11BlendState* state) { blendstates.push(AutoBlendState(state));}
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void StateManager::PushDepthState(const ID3D11DepthStencilState* state) { depthstates.push(AutoDepthStencilState(state));}
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void StateManager::PushRasterizerState(const ID3D11RasterizerState* state) { raststates.push(AutoRasterizerState(state));}
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void StateManager::PopBlendState() { blendstates.pop(); }
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void StateManager::PopDepthState() { depthstates.pop(); }
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void StateManager::PopRasterizerState() { raststates.pop(); }
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void StateManager::Apply()
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{
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if (!blendstates.empty())
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if (cur_blendstate != blendstates.top().GetPtr())
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{
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cur_blendstate = (ID3D11BlendState*)blendstates.top().GetPtr();
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D3D::context->OMSetBlendState(cur_blendstate, NULL, 0xFFFFFFFF);
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}
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if (!depthstates.empty())
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if (cur_depthstate != depthstates.top().GetPtr())
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{
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cur_depthstate = (ID3D11DepthStencilState*)depthstates.top().GetPtr();
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D3D::context->OMSetDepthStencilState(cur_depthstate, 0);
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}
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if (!raststates.empty())
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if (cur_raststate != raststates.top().GetPtr())
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{
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cur_raststate = (ID3D11RasterizerState*)raststates.top().GetPtr();
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D3D::context->RSSetState(cur_raststate);
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}
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}
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} // namespace
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@ -0,0 +1,130 @@
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// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#pragma once
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#include "D3DBase.h"
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#include <stack>
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using std::stack;
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namespace D3D
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{
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// stores the pipeline state to use when calling VertexManager::Flush()
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class EmuGfxState
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{
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public:
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EmuGfxState();
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~EmuGfxState();
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void SetVShader(ID3D11VertexShader* shader, D3DBlob* bcode);
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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 ResetShaderResources(); // disable all shader resources
|
||||
|
||||
// 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;
|
||||
};
|
||||
|
||||
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
|
Loading…
Reference in New Issue