// Copyright (C) 2003 Dolphin Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official SVN repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ #pragma once #include "D3DBase.h" #include "VertexShaderGen.h" #include "PixelShaderGen.h" #include using std::stack; namespace D3D { // stores the pipeline state to use when calling VertexManager::Flush() class EmuGfxState { public: EmuGfxState(); ~EmuGfxState(); void ApplyState(); // apply current state void Reset(); float psconstants[C_PENVCONST_END*4]; float vsconstants[C_VENVCONST_END*4]; bool vscbufchanged; bool pscbufchanged; private: ID3D11Buffer* vscbuf; ID3D11Buffer* pscbuf; bool apply_called; }; template class AutoState { public: AutoState(const T* object); AutoState(const AutoState &source); ~AutoState(); const inline T* GetPtr() const { return state; } private: const T* state; }; typedef AutoState AutoBlendState; typedef AutoState AutoDepthStencilState; typedef AutoState AutoRasterizerState; class StateManager { public: StateManager(); // call any of these to change the affected states void PushBlendState(const ID3D11BlendState* state); void PushDepthState(const ID3D11DepthStencilState* state); void PushRasterizerState(const ID3D11RasterizerState* state); // call these after drawing void PopBlendState(); void PopDepthState(); void PopRasterizerState(); // call this before any drawing operation if states could have changed meanwhile void Apply(); private: stack blendstates; stack depthstates; stack raststates; ID3D11BlendState* cur_blendstate; ID3D11DepthStencilState* cur_depthstate; ID3D11RasterizerState* cur_raststate; }; extern EmuGfxState* gfxstate; extern StateManager* stateman; } // namespace