// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #pragma once #include #include #include "Common/BitField.h" #include "Common/CommonTypes.h" #include "VideoBackends/D3D/D3DBase.h" #include "VideoCommon/BPMemory.h" struct ID3D11BlendState; struct ID3D11DepthStencilState; struct ID3D11RasterizerState; namespace DX11 { union RasterizerState { BitField<0, 2, D3D11_CULL_MODE> cull_mode; BitField<2, 1, u32> wireframe; u32 packed; }; union BlendState { BitField<0, 1, u32> blend_enable; BitField<1, 3, D3D11_BLEND_OP> blend_op; BitField<4, 4, u32> write_mask; BitField<8, 5, D3D11_BLEND> src_blend; BitField<13, 5, D3D11_BLEND> dst_blend; BitField<18, 1, u32> use_dst_alpha; u32 packed; }; union SamplerState { BitField<0, 3, u64> min_filter; BitField<3, 1, u64> mag_filter; BitField<4, 8, u64> min_lod; BitField<12, 8, u64> max_lod; BitField<20, 8, s64> lod_bias; BitField<28, 2, u64> wrap_s; BitField<30, 2, u64> wrap_t; BitField<32, 5, u64> max_anisotropy; u64 packed; }; class StateCache { public: // 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(BlendState state); ID3D11RasterizerState* Get(RasterizerState state); ID3D11DepthStencilState* Get(ZMode state); // Release all cached states and clear hash tables. void Clear(); private: std::unordered_map m_depth; std::unordered_map m_raster; std::unordered_map m_blend; std::unordered_map m_sampler; }; namespace D3D { template class AutoState { public: AutoState(const T* object); AutoState(const AutoState &source); ~AutoState(); const inline T* GetPtr() const { return state; } private: const T* state; }; typedef AutoState AutoBlendState; typedef AutoState AutoDepthStencilState; typedef AutoState 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(); void SetTexture(u32 index, ID3D11ShaderResourceView* texture) { if (m_current.textures[index] != texture) m_dirtyFlags |= DirtyFlag_Texture0 << index; m_pending.textures[index] = texture; } void SetSampler(u32 index, ID3D11SamplerState* sampler) { if (m_current.samplers[index] != sampler) m_dirtyFlags |= DirtyFlag_Sampler0 << index; m_pending.samplers[index] = sampler; } void SetPixelConstants(ID3D11Buffer* buffer0, ID3D11Buffer* buffer1 = nullptr) { if (m_current.pixelConstants[0] != buffer0 || m_current.pixelConstants[1] != buffer1) m_dirtyFlags |= DirtyFlag_PixelConstants; m_pending.pixelConstants[0] = buffer0; m_pending.pixelConstants[1] = buffer1; } void SetVertexConstants(ID3D11Buffer* buffer) { if (m_current.vertexConstants != buffer) m_dirtyFlags |= DirtyFlag_VertexConstants; m_pending.vertexConstants = buffer; } void SetGeometryConstants(ID3D11Buffer* buffer) { if (m_current.geometryConstants != buffer) m_dirtyFlags |= 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 |= 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 |= DirtyFlag_IndexBuffer; m_pending.indexBuffer = buffer; } void SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY topology) { if (m_current.topology != topology) m_dirtyFlags |= DirtyFlag_InputAssembler; m_pending.topology = topology; } void SetInputLayout(ID3D11InputLayout* layout) { if (m_current.inputLayout != layout) m_dirtyFlags |= DirtyFlag_InputAssembler; m_pending.inputLayout = layout; } void SetPixelShader(ID3D11PixelShader* shader) { if (m_current.pixelShader != shader) m_dirtyFlags |= DirtyFlag_PixelShader; m_pending.pixelShader = shader; } void SetPixelShaderDynamic(ID3D11PixelShader* shader, ID3D11ClassInstance * const * classInstances, u32 classInstancesCount) { D3D::context->PSSetShader(shader, classInstances, classInstancesCount); m_pending.pixelShader = shader; } void SetVertexShader(ID3D11VertexShader* shader) { if (m_current.vertexShader != shader) m_dirtyFlags |= DirtyFlag_VertexShader; m_pending.vertexShader = shader; } void SetGeometryShader(ID3D11GeometryShader* shader) { if (m_current.geometryShader != shader) m_dirtyFlags |= DirtyFlag_GeometryShader; m_pending.geometryShader = shader; } // call this immediately before any drawing operation or to explicitly apply pending resource state changes void Apply(); private: std::stack m_blendStates; std::stack m_depthStates; std::stack m_rasterizerStates; ID3D11BlendState* m_currentBlendState; ID3D11DepthStencilState* m_currentDepthState; ID3D11RasterizerState* m_currentRasterizerState; enum DirtyFlags { DirtyFlag_Texture0 = 1 << 0, DirtyFlag_Texture1 = 1 << 1, DirtyFlag_Texture2 = 1 << 2, DirtyFlag_Texture3 = 1 << 3, DirtyFlag_Texture4 = 1 << 4, DirtyFlag_Texture5 = 1 << 5, DirtyFlag_Texture6 = 1 << 6, DirtyFlag_Texture7 = 1 << 7, DirtyFlag_Sampler0 = 1 << 8, DirtyFlag_Sampler1 = 1 << 9, DirtyFlag_Sampler2 = 1 << 10, DirtyFlag_Sampler3 = 1 << 11, DirtyFlag_Sampler4 = 1 << 12, DirtyFlag_Sampler5 = 1 << 13, DirtyFlag_Sampler6 = 1 << 14, DirtyFlag_Sampler7 = 1 << 15, DirtyFlag_PixelConstants = 1 << 16, DirtyFlag_VertexConstants = 1 << 17, DirtyFlag_GeometryConstants = 1 << 18, DirtyFlag_VertexBuffer = 1 << 19, DirtyFlag_IndexBuffer = 1 << 20, DirtyFlag_PixelShader = 1 << 21, DirtyFlag_VertexShader = 1 << 22, DirtyFlag_GeometryShader = 1 << 23, DirtyFlag_InputAssembler = 1 << 24, }; u32 m_dirtyFlags; struct Resources { ID3D11ShaderResourceView* textures[8]; ID3D11SamplerState* samplers[8]; ID3D11Buffer* pixelConstants[2]; ID3D11Buffer* vertexConstants; ID3D11Buffer* geometryConstants; ID3D11Buffer* vertexBuffer; ID3D11Buffer* indexBuffer; u32 vertexBufferStride; u32 vertexBufferOffset; D3D11_PRIMITIVE_TOPOLOGY topology; ID3D11InputLayout* inputLayout; ID3D11PixelShader* pixelShader; ID3D11VertexShader* vertexShader; ID3D11GeometryShader* geometryShader; }; Resources m_pending; Resources m_current; }; extern StateManager* stateman; } // namespace } // namespace DX11