137 lines
3.5 KiB
C++
137 lines
3.5 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 "D3DBase.h"
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#include "VertexShaderGen.h"
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#include "PixelShaderGen.h"
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#include <stack>
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using std::stack;
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namespace D3D
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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, D3DBlob* 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(unsigned int stage, ID3D11ShaderResourceView* srv);
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void ApplyState(); // apply current state
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void Reset();
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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);
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void SetDestBlend(D3D11_BLEND val);
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void SetBlendOp(D3D11_BLEND_OP val);
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void SetDstAlpha(bool enable);
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// sampler states
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void SetSamplerFilter(DWORD stage, D3D11_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[C_PENVCONST_END*4];
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float vsconstants[C_VENVCONST_END*4];
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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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D3DBlob* vsbytecode;
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ID3D11PixelShader* pixelshader;
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D3DBlob* 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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bool m_useDstAlpha;
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bool apply_called;
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};
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template<typename T> class AutoState
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{
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public:
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AutoState(const T* object);
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AutoState(const AutoState<T> &source);
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~AutoState();
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const inline T* GetPtr() const { return state; }
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private:
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const T* state;
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};
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typedef AutoState<ID3D11BlendState> AutoBlendState;
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typedef AutoState<ID3D11DepthStencilState> AutoDepthStencilState;
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typedef AutoState<ID3D11RasterizerState> AutoRasterizerState;
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class StateManager
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{
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public:
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StateManager();
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// call any of these to change the affected states
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void PushBlendState(const ID3D11BlendState* state);
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void PushDepthState(const ID3D11DepthStencilState* state);
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void PushRasterizerState(const ID3D11RasterizerState* state);
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// call these after drawing
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void PopBlendState();
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void PopDepthState();
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void PopRasterizerState();
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// call this before any drawing operation if states could have changed meanwhile
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void Apply();
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private:
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stack<AutoBlendState> blendstates;
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stack<AutoDepthStencilState> depthstates;
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stack<AutoRasterizerState> raststates;
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ID3D11BlendState* cur_blendstate;
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ID3D11DepthStencilState* cur_depthstate;
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ID3D11RasterizerState* cur_raststate;
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};
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extern EmuGfxState* gfxstate;
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extern StateManager* stateman;
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} // namespace
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