148 lines
4.6 KiB
C++
148 lines
4.6 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#pragma once
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#include <vector>
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#include <set>
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#include <d3d11.h>
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#include "Common.h"
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#include <vector>
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#include <list>
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#include <map>
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using std::vector;
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using std::list;
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using std::map;
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using std::pair;
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#define SAFE_RELEASE(x) { if (x) (x)->Release(); (x) = NULL; }
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class D3DTexture2D;
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namespace D3D
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{
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HRESULT Create(HWND wnd);
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void Close();
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extern ID3D11Device *device;
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extern ID3D11DeviceContext *context;
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extern IDXGISwapChain *swapchain;
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extern bool bFrameInProgress;
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void Reset();
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bool BeginFrame();
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void EndFrame();
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void Present();
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unsigned int GetBackBufferWidth();
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unsigned int GetBackBufferHeight();
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D3DTexture2D* &GetBackBuffer();
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const char *PixelShaderVersionString();
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const char *VertexShaderVersionString();
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// Ihis function will assign a name to the given resource.
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// The DirectX debug layer will make it easier to identify resources that way,
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// e.g. when listing up all resources who have unreleased references.
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inline void SetDebugObjectName(ID3D11DeviceChild* resource, const char *name)
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{
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#if defined(_DEBUG) || defined(DEBUGFAST)
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resource->SetPrivateData( WKPDID_D3DDebugObjectName, strlen(name), name);
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#endif
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}
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// stores the pipeline state to use when calling VertexManager::Flush()
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class EmuGfxState
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{
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public:
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EmuGfxState();
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~EmuGfxState();
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void SetVShader(ID3D11VertexShader *shader, ID3D10Blob *bcode);
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void SetPShader(ID3D11PixelShader *shader);
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void SetInputElements(const D3D11_INPUT_ELEMENT_DESC *elems, UINT num);
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void SetShaderResource(int stage, ID3D11ShaderResourceView *srv);
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void ApplyState(); // apply current state
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void AlphaPass(); // only modify the current state to enable the alpha pass
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void ResetShaderResources(); // disable all shader resources
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// blend state
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void SetAlphaBlendEnable(bool enable);
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void SetRenderTargetWriteMask(UINT8 mask);
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void SetSrcBlend(D3D11_BLEND val) // TODO: Check whether e.g. the dest color check is needed here
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{
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blenddesc.RenderTarget[0].SrcBlend = val;
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if (val == D3D11_BLEND_SRC_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
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else if (val == D3D11_BLEND_INV_SRC_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
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else if (val == D3D11_BLEND_DEST_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_DEST_ALPHA;
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else if (val == D3D11_BLEND_INV_DEST_COLOR) blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
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else blenddesc.RenderTarget[0].SrcBlendAlpha = val;
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}
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void SetDestBlend(D3D11_BLEND val)
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{
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blenddesc.RenderTarget[0].DestBlend = val;
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if (val == D3D11_BLEND_SRC_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_SRC_ALPHA;
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else if (val == D3D11_BLEND_INV_SRC_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
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else if (val == D3D11_BLEND_DEST_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_DEST_ALPHA;
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else if (val == D3D11_BLEND_INV_DEST_COLOR) blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
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else blenddesc.RenderTarget[0].DestBlendAlpha = val;
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}
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void SetBlendOp(D3D11_BLEND_OP val)
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{
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blenddesc.RenderTarget[0].BlendOp = val;
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blenddesc.RenderTarget[0].BlendOpAlpha = val;
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}
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// sampler states
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void SetSamplerFilter(DWORD stage, D3D11_FILTER filter) { samplerdesc[stage].Filter = filter; }
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// TODO: add methods for changing the other states instead of modifying them directly
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D3D11_SAMPLER_DESC samplerdesc[8];
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D3D11_RASTERIZER_DESC rastdesc;
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D3D11_DEPTH_STENCIL_DESC depthdesc;
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float psconstants[116];
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float vsconstants[952];
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bool vscbufchanged;
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bool pscbufchanged;
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private:
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ID3D11VertexShader* vertexshader;
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ID3D10Blob* vsbytecode;
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ID3D11PixelShader* pixelshader;
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ID3D10Blob* psbytecode;
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bool vshaderchanged;
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ID3D11Buffer* vscbuf;
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ID3D11Buffer* pscbuf;
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ID3D11InputLayout* inp_layout;
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D3D11_INPUT_ELEMENT_DESC inp_elems[32];
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int num_inp_elems;
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ID3D11ShaderResourceView* shader_resources[8];
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D3D11_BLEND_DESC blenddesc;
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};
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extern EmuGfxState *gfxstate;
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} // namespace
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