67 lines
1.4 KiB
C++
67 lines
1.4 KiB
C++
// Copyright 2013 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 <stack>
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struct ID3D11BlendState;
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struct ID3D11DepthStencilState;
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struct ID3D11RasterizerState;
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namespace DX11
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{
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namespace D3D
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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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std::stack<AutoBlendState> blendstates;
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std::stack<AutoDepthStencilState> depthstates;
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std::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 StateManager* stateman;
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} // namespace
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} // namespace DX11
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