// Copyright 2014 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #pragma once #include #include #include #include #include #include #include "Common/BitField.h" #include "Common/CommonTypes.h" #include "VideoBackends/D3D/D3DBase.h" #include "VideoCommon/Constants.h" #include "VideoCommon/RenderState.h" namespace DX11 { class DXFramebuffer; class StateCache { public: ~StateCache(); // Get existing or create new render state. // Returned objects is owned by the cache and does not need to be released. ID3D11SamplerState* Get(SamplerState state); ID3D11BlendState* Get(BlendingState state); ID3D11RasterizerState* Get(RasterizationState state); ID3D11DepthStencilState* Get(DepthState state); // Convert RasterState primitive type to D3D11 primitive topology. static D3D11_PRIMITIVE_TOPOLOGY GetPrimitiveTopology(PrimitiveType primitive); private: std::unordered_map> m_depth; std::unordered_map> m_raster; std::unordered_map> m_blend; std::unordered_map> m_sampler; std::mutex m_lock; }; namespace D3D { class StateManager { public: StateManager(); ~StateManager(); void SetBlendState(ID3D11BlendState* state) { if (m_current.blendState != state) m_dirtyFlags.set(DirtyFlag_BlendState); m_pending.blendState = state; } void SetDepthState(ID3D11DepthStencilState* state) { if (m_current.depthState != state) m_dirtyFlags.set(DirtyFlag_DepthState); m_pending.depthState = state; } void SetRasterizerState(ID3D11RasterizerState* state) { if (m_current.rasterizerState != state) m_dirtyFlags.set(DirtyFlag_RasterizerState); m_pending.rasterizerState = state; } void SetTexture(size_t index, ID3D11ShaderResourceView* texture) { if (m_current.textures[index] != texture) m_dirtyFlags.set(DirtyFlag_Texture0 + index); m_pending.textures[index] = texture; } void SetSampler(size_t index, ID3D11SamplerState* sampler) { if (m_current.samplers[index] != sampler) m_dirtyFlags.set(DirtyFlag_Sampler0 + index); m_pending.samplers[index] = sampler; } void SetPixelConstants(ID3D11Buffer* buffer0, ID3D11Buffer* buffer1 = nullptr, ID3D11Buffer* buffer2 = nullptr) { if (m_current.pixelConstants[0] != buffer0 || m_current.pixelConstants[1] != buffer1 || m_current.pixelConstants[2] != buffer2) m_dirtyFlags.set(DirtyFlag_PixelConstants); m_pending.pixelConstants[0] = buffer0; m_pending.pixelConstants[1] = buffer1; m_pending.pixelConstants[2] = buffer2; } void SetVertexConstants(ID3D11Buffer* buffer) { if (m_current.vertexConstants != buffer) m_dirtyFlags.set(DirtyFlag_VertexConstants); m_pending.vertexConstants = buffer; } void SetGeometryConstants(ID3D11Buffer* buffer) { if (m_current.geometryConstants != buffer) m_dirtyFlags.set(DirtyFlag_GeometryConstants); m_pending.geometryConstants = buffer; } void SetVertexBuffer(ID3D11Buffer* buffer, u32 stride, u32 offset) { if (m_current.vertexBuffer != buffer || m_current.vertexBufferStride != stride || m_current.vertexBufferOffset != offset) m_dirtyFlags.set(DirtyFlag_VertexBuffer); m_pending.vertexBuffer = buffer; m_pending.vertexBufferStride = stride; m_pending.vertexBufferOffset = offset; } void SetIndexBuffer(ID3D11Buffer* buffer) { if (m_current.indexBuffer != buffer) m_dirtyFlags.set(DirtyFlag_IndexBuffer); m_pending.indexBuffer = buffer; } void SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY topology) { if (m_current.topology != topology) m_dirtyFlags.set(DirtyFlag_InputAssembler); m_pending.topology = topology; } void SetInputLayout(ID3D11InputLayout* layout) { if (m_current.inputLayout != layout) m_dirtyFlags.set(DirtyFlag_InputAssembler); m_pending.inputLayout = layout; } void SetPixelShader(ID3D11PixelShader* shader) { if (m_current.pixelShader != shader) m_dirtyFlags.set(DirtyFlag_PixelShader); m_pending.pixelShader = shader; } void SetPixelShaderDynamic(ID3D11PixelShader* shader, ID3D11ClassInstance* const* classInstances, u32 classInstancesCount) { D3D::context->PSSetShader(shader, classInstances, classInstancesCount); m_current.pixelShader = shader; m_pending.pixelShader = shader; } void SetVertexShader(ID3D11VertexShader* shader) { if (m_current.vertexShader != shader) m_dirtyFlags.set(DirtyFlag_VertexShader); m_pending.vertexShader = shader; } void SetGeometryShader(ID3D11GeometryShader* shader) { if (m_current.geometryShader != shader) m_dirtyFlags.set(DirtyFlag_GeometryShader); m_pending.geometryShader = shader; } void SetFramebuffer(DXFramebuffer* fb) { if (m_current.framebuffer != fb) m_dirtyFlags.set(DirtyFlag_Framebuffer); m_pending.framebuffer = fb; } void SetOMUAV(ID3D11UnorderedAccessView* uav) { if (m_current.uav != uav) m_dirtyFlags.set(DirtyFlag_Framebuffer); m_pending.uav = uav; } void SetIntegerRTV(bool enable) { if (m_current.use_integer_rtv != enable) m_dirtyFlags.set(DirtyFlag_Framebuffer); m_pending.use_integer_rtv = enable; } // removes currently set texture from all slots, returns mask of previously bound slots u32 UnsetTexture(ID3D11ShaderResourceView* srv); void SetTextureByMask(u32 textureSlotMask, ID3D11ShaderResourceView* srv); void ApplyTextures(); // call this immediately before any drawing operation or to explicitly apply pending resource // state changes void Apply(); // Binds constant buffers/textures/samplers to the compute shader stage. // We don't track these explicitly because it's not often-used. void SetComputeUAV(u32 index, ID3D11UnorderedAccessView* uav); void SetComputeShader(ID3D11ComputeShader* shader); void SyncComputeBindings(); private: enum DirtyFlags { DirtyFlag_Texture0 = 0, DirtyFlag_Sampler0 = DirtyFlag_Texture0 + VideoCommon::MAX_PIXEL_SHADER_SAMPLERS, DirtyFlag_PixelConstants = DirtyFlag_Sampler0 + VideoCommon::MAX_PIXEL_SHADER_SAMPLERS, DirtyFlag_VertexConstants, DirtyFlag_GeometryConstants, DirtyFlag_VertexBuffer, DirtyFlag_IndexBuffer, DirtyFlag_PixelShader, DirtyFlag_VertexShader, DirtyFlag_GeometryShader, DirtyFlag_InputAssembler, DirtyFlag_BlendState, DirtyFlag_DepthState, DirtyFlag_RasterizerState, DirtyFlag_Framebuffer, DirtyFlag_Max }; std::bitset m_dirtyFlags; struct Resources { std::array textures; std::array samplers; std::array pixelConstants; ID3D11Buffer* vertexConstants; ID3D11Buffer* geometryConstants; ID3D11Buffer* vertexBuffer; ID3D11Buffer* indexBuffer; u32 vertexBufferStride; u32 vertexBufferOffset; D3D11_PRIMITIVE_TOPOLOGY topology; ID3D11InputLayout* inputLayout; ID3D11PixelShader* pixelShader; ID3D11VertexShader* vertexShader; ID3D11GeometryShader* geometryShader; ID3D11BlendState* blendState; ID3D11DepthStencilState* depthState; ID3D11RasterizerState* rasterizerState; DXFramebuffer* framebuffer; ID3D11UnorderedAccessView* uav; bool use_integer_rtv; }; Resources m_pending = {}; Resources m_current = {}; // Compute resources are synced with the graphics resources when we need them. ID3D11Buffer* m_compute_constants = nullptr; std::array m_compute_textures{}; std::array m_compute_samplers{}; std::array m_compute_images{}; ID3D11ComputeShader* m_compute_shader = nullptr; }; extern std::unique_ptr stateman; } // namespace D3D } // namespace DX11