dolphin/Source/Core/VideoBackends/D3D/D3DState.h

296 lines
8.1 KiB
C++

// Copyright 2014 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <array>
#include <bitset>
#include <cstddef>
#include <memory>
#include <mutex>
#include <unordered_map>
#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<u32, ComPtr<ID3D11DepthStencilState>> m_depth;
std::unordered_map<u32, ComPtr<ID3D11RasterizerState>> m_raster;
std::unordered_map<u32, ComPtr<ID3D11BlendState>> m_blend;
std::unordered_map<SamplerState, ComPtr<ID3D11SamplerState>> 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<DirtyFlags::DirtyFlag_Max> m_dirtyFlags;
struct Resources
{
std::array<ID3D11ShaderResourceView*, VideoCommon::MAX_PIXEL_SHADER_SAMPLERS> textures;
std::array<ID3D11SamplerState*, VideoCommon::MAX_PIXEL_SHADER_SAMPLERS> samplers;
std::array<ID3D11Buffer*, 3> 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<ID3D11ShaderResourceView*, VideoCommon::MAX_COMPUTE_SHADER_SAMPLERS>
m_compute_textures{};
std::array<ID3D11SamplerState*, VideoCommon::MAX_COMPUTE_SHADER_SAMPLERS> m_compute_samplers{};
std::array<ID3D11UnorderedAccessView*, VideoCommon::MAX_COMPUTE_SHADER_SAMPLERS>
m_compute_images{};
ID3D11ComputeShader* m_compute_shader = nullptr;
};
extern std::unique_ptr<StateManager> stateman;
} // namespace D3D
} // namespace DX11