dolphin/Source/Plugins/Plugin_VideoDX11/Src/D3DBase.h

148 lines
4.6 KiB
C++

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#pragma once
#include <vector>
#include <set>
#include <d3d11.h>
#include "Common.h"
#include <vector>
#include <list>
#include <map>
using std::vector;
using std::list;
using std::map;
using std::pair;
#define SAFE_RELEASE(x) { if (x) (x)->Release(); (x) = NULL; }
class D3DTexture2D;
namespace D3D
{
HRESULT Create(HWND wnd);
void Close();
extern ID3D11Device *device;
extern ID3D11DeviceContext *context;
extern IDXGISwapChain *swapchain;
extern bool bFrameInProgress;
void Reset();
bool BeginFrame();
void EndFrame();
void Present();
unsigned int GetBackBufferWidth();
unsigned int GetBackBufferHeight();
D3DTexture2D* &GetBackBuffer();
const char *PixelShaderVersionString();
const char *VertexShaderVersionString();
// Ihis function will assign a name to the given resource.
// The DirectX debug layer will make it easier to identify resources that way,
// e.g. when listing up all resources who have unreleased references.
inline void SetDebugObjectName(ID3D11DeviceChild* resource, const char *name)
{
#if defined(_DEBUG) || defined(DEBUGFAST)
resource->SetPrivateData( WKPDID_D3DDebugObjectName, strlen(name), name);
#endif
}
// stores the pipeline state to use when calling VertexManager::Flush()
class EmuGfxState
{
public:
EmuGfxState();
~EmuGfxState();
void SetVShader(ID3D11VertexShader *shader, ID3D10Blob *bcode);
void SetPShader(ID3D11PixelShader *shader);
void SetInputElements(const D3D11_INPUT_ELEMENT_DESC *elems, UINT num);
void SetShaderResource(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) // TODO: Check whether e.g. the dest color check is needed here
{
blenddesc.RenderTarget[0].SrcBlend = val;
if (val == D3D11_BLEND_SRC_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
else if (val == D3D11_BLEND_INV_SRC_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
else if (val == D3D11_BLEND_DEST_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_DEST_ALPHA;
else if (val == D3D11_BLEND_INV_DEST_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
else blenddesc.RenderTarget[0].SrcBlendAlpha = val;
}
void SetDestBlend(D3D11_BLEND val)
{
blenddesc.RenderTarget[0].DestBlend = val;
if (val == D3D11_BLEND_SRC_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_SRC_ALPHA;
else if (val == D3D11_BLEND_INV_SRC_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
else if (val == D3D11_BLEND_DEST_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_DEST_ALPHA;
else if (val == D3D11_BLEND_INV_DEST_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
else blenddesc.RenderTarget[0].DestBlendAlpha = val;
}
void SetBlendOp(D3D11_BLEND_OP val)
{
blenddesc.RenderTarget[0].BlendOp = val;
blenddesc.RenderTarget[0].BlendOpAlpha = val;
}
// sampler states
void SetSamplerFilter(DWORD stage, D3D11_FILTER filter) { samplerdesc[stage].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;
ID3D10Blob* vsbytecode;
ID3D11PixelShader* pixelshader;
ID3D10Blob* 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;
};
extern EmuGfxState *gfxstate;
} // namespace