// 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 SetVShader(ID3D11VertexShader* shader, D3DBlob* bcode); void SetPShader(ID3D11PixelShader* shader); void SetInputElements(const D3D11_INPUT_ELEMENT_DESC* elems, UINT num); void SetShaderResource(unsigned int stage, ID3D11ShaderResourceView* srv); void ApplyState(); // apply current state void AlphaPass(); // only modify the current state to enable the alpha pass void Reset(); // blend state void SetAlphaBlendEnable(bool enable); void SetRenderTargetWriteMask(UINT8 mask); void SetSrcBlend(D3D11_BLEND val); void SetDestBlend(D3D11_BLEND val); void SetBlendOp(D3D11_BLEND_OP val); // sampler states void SetSamplerFilter(DWORD stage, D3D11_FILTER filter); // TODO: add methods for changing the other states instead of modifying them directly D3D11_SAMPLER_DESC samplerdesc[8]; D3D11_RASTERIZER_DESC rastdesc; D3D11_DEPTH_STENCIL_DESC depthdesc; float psconstants[C_PENVCONST_END*4]; float vsconstants[C_VENVCONST_END*4]; bool vscbufchanged; bool pscbufchanged; private: ID3D11VertexShader* vertexshader; D3DBlob* vsbytecode; ID3D11PixelShader* pixelshader; D3DBlob* psbytecode; bool vshaderchanged; ID3D11Buffer* vscbuf; ID3D11Buffer* pscbuf; ID3D11InputLayout* inp_layout; D3D11_INPUT_ELEMENT_DESC inp_elems[32]; int num_inp_elems; ID3D11ShaderResourceView* shader_resources[8]; D3D11_BLEND_DESC blenddesc; 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