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