// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #include "Common/Logging/Log.h" #include "VideoBackends/D3D/D3DBase.h" #include "VideoBackends/D3D/GfxState.h" namespace DX11 { namespace D3D { StateManager* stateman; template AutoState::AutoState(const T* object) : state(object) { ((IUnknown*)state)->AddRef(); } template AutoState::AutoState(const AutoState &source) { state = source.GetPtr(); ((T*)state)->AddRef(); } template AutoState::~AutoState() { if (state) ((T*)state)->Release(); state = nullptr; } StateManager::StateManager() : cur_blendstate(nullptr), cur_depthstate(nullptr), cur_raststate(nullptr) {} 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, nullptr, 0xFFFFFFFF); } } else ERROR_LOG(VIDEO, "Tried to apply without blend state!"); if (!depthstates.empty()) { if (cur_depthstate != depthstates.top().GetPtr()) { cur_depthstate = (ID3D11DepthStencilState*)depthstates.top().GetPtr(); D3D::context->OMSetDepthStencilState(cur_depthstate, 0); } } else ERROR_LOG(VIDEO, "Tried to apply without depth state!"); if (!raststates.empty()) { if (cur_raststate != raststates.top().GetPtr()) { cur_raststate = (ID3D11RasterizerState*)raststates.top().GetPtr(); D3D::context->RSSetState(cur_raststate); } } else ERROR_LOG(VIDEO, "Tried to apply without rasterizer state!"); } } // namespace } // namespace DX11