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D3D: moved render state cache implementation to D3DState.h/cpp
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130
Source/Core/VideoBackends/D3D/D3DState.h
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130
Source/Core/VideoBackends/D3D/D3DState.h
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// 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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#include <unordered_map>
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#include "Common/BitField.h"
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#include "Common/CommonTypes.h"
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoCommon/BPMemory.h"
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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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union RasterizerState
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{
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BitField<0, 2, D3D11_CULL_MODE> cull_mode;
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BitField<2, 1, u32> wireframe;
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u32 packed;
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};
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union BlendState
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{
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BitField<0, 1, u32> blend_enable;
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BitField<1, 3, D3D11_BLEND_OP> blend_op;
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BitField<4, 4, u32> write_mask;
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BitField<8, 5, D3D11_BLEND> src_blend;
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BitField<13, 5, D3D11_BLEND> dst_blend;
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BitField<18, 1, u32> use_dst_alpha;
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u32 packed;
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};
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union SamplerState
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{
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BitField<0, 3, u64> min_filter;
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BitField<3, 1, u64> mag_filter;
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BitField<4, 8, u64> min_lod;
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BitField<12, 8, u64> max_lod;
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BitField<20, 8, s64> lod_bias;
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BitField<28, 2, u64> wrap_s;
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BitField<30, 2, u64> wrap_t;
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BitField<32, 5, u64> max_anisotropy;
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u64 packed;
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};
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class StateCache
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{
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public:
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// Get existing or create new render state.
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// Returned objects is owned by the cache and does not need to be released.
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ID3D11SamplerState* Get(SamplerState state);
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ID3D11BlendState* Get(BlendState state);
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ID3D11RasterizerState* Get(RasterizerState state);
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ID3D11DepthStencilState* Get(ZMode state);
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// Release all cached states and clear hash tables.
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void Clear();
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private:
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std::unordered_map<u32, ID3D11DepthStencilState*> m_depth;
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std::unordered_map<u32, ID3D11RasterizerState*> m_raster;
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std::unordered_map<u32, ID3D11BlendState*> m_blend;
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std::unordered_map<u64, ID3D11SamplerState*> m_sampler;
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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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