48 lines
1.9 KiB
C++
48 lines
1.9 KiB
C++
// Copyright 2017 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <d3d11.h>
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#include <memory>
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#include "VideoCommon/AbstractPipeline.h"
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namespace DX11
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{
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class DXPipeline final : public AbstractPipeline
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{
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public:
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DXPipeline(ID3D11InputLayout* input_layout, ID3D11VertexShader* vertex_shader,
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ID3D11GeometryShader* geometry_shader, ID3D11PixelShader* pixel_shader,
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ID3D11RasterizerState* rasterizer_state, ID3D11DepthStencilState* depth_state,
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ID3D11BlendState* blend_state, D3D11_PRIMITIVE_TOPOLOGY primitive_topology,
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bool use_logic_op);
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~DXPipeline() override;
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ID3D11InputLayout* GetInputLayout() const { return m_input_layout.Get(); }
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ID3D11VertexShader* GetVertexShader() const { return m_vertex_shader.Get(); }
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ID3D11GeometryShader* GetGeometryShader() const { return m_geometry_shader.Get(); }
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ID3D11PixelShader* GetPixelShader() const { return m_pixel_shader.Get(); }
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ID3D11RasterizerState* GetRasterizerState() const { return m_rasterizer_state.Get(); }
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ID3D11DepthStencilState* GetDepthState() const { return m_depth_state.Get(); }
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ID3D11BlendState* GetBlendState() const { return m_blend_state.Get(); }
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D3D11_PRIMITIVE_TOPOLOGY GetPrimitiveTopology() const { return m_primitive_topology; }
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bool HasGeometryShader() const { return m_geometry_shader != nullptr; }
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bool UseLogicOp() const { return m_use_logic_op; }
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static std::unique_ptr<DXPipeline> Create(const AbstractPipelineConfig& config);
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private:
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ComPtr<ID3D11InputLayout> m_input_layout;
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ComPtr<ID3D11VertexShader> m_vertex_shader;
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ComPtr<ID3D11GeometryShader> m_geometry_shader;
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ComPtr<ID3D11PixelShader> m_pixel_shader;
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ComPtr<ID3D11RasterizerState> m_rasterizer_state;
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ComPtr<ID3D11DepthStencilState> m_depth_state;
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ComPtr<ID3D11BlendState> m_blend_state;
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D3D11_PRIMITIVE_TOPOLOGY m_primitive_topology;
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bool m_use_logic_op;
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};
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} // namespace DX11
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