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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-22 05:40:01 -06:00
D3D: Remove state stack from tracker, set explicitly instead
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@ -405,8 +405,8 @@ void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num
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}
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else // if (type == EFBAccessType::PokeZ)
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{
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D3D::stateman->PushBlendState(m_clear_blend_states[3]);
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D3D::stateman->PushDepthState(m_clear_depth_states[1]);
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D3D::stateman->SetBlendState(m_clear_blend_states[3]);
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D3D::stateman->SetDepthState(m_clear_depth_states[1]);
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D3D11_VIEWPORT vp =
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CD3D11_VIEWPORT(0.0f, 0.0f, (float)GetTargetWidth(), (float)GetTargetHeight());
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@ -417,12 +417,6 @@ void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num
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D3D::DrawEFBPokeQuads(type, points, num_points);
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if (type == EFBAccessType::PokeZ)
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{
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D3D::stateman->PopDepthState();
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D3D::stateman->PopBlendState();
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}
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RestoreAPIState();
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}
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@ -446,21 +440,21 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
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ResetAPIState();
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if (colorEnable && alphaEnable)
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D3D::stateman->PushBlendState(m_clear_blend_states[0]);
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D3D::stateman->SetBlendState(m_clear_blend_states[0]);
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else if (colorEnable)
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D3D::stateman->PushBlendState(m_clear_blend_states[1]);
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D3D::stateman->SetBlendState(m_clear_blend_states[1]);
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else if (alphaEnable)
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D3D::stateman->PushBlendState(m_clear_blend_states[2]);
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D3D::stateman->SetBlendState(m_clear_blend_states[2]);
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else
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D3D::stateman->PushBlendState(m_clear_blend_states[3]);
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D3D::stateman->SetBlendState(m_clear_blend_states[3]);
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// TODO: Should we enable Z testing here?
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// if (!bpmem.zmode.testenable) D3D::stateman->PushDepthState(s_clear_depth_states[0]);
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// else
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if (zEnable)
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D3D::stateman->PushDepthState(m_clear_depth_states[1]);
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D3D::stateman->SetDepthState(m_clear_depth_states[1]);
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else /*if (!zEnable)*/
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D3D::stateman->PushDepthState(m_clear_depth_states[2]);
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D3D::stateman->SetDepthState(m_clear_depth_states[2]);
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// Update the view port for clearing the picture
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TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc);
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@ -474,9 +468,6 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
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u32 rgbaColor = (color & 0xFF00FF00) | ((color >> 16) & 0xFF) | ((color << 16) & 0xFF0000);
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D3D::drawClearQuad(rgbaColor, 1.0f - (z & 0xFFFFFF) / 16777216.0f);
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D3D::stateman->PopDepthState();
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D3D::stateman->PopBlendState();
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RestoreAPIState();
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}
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@ -646,26 +637,23 @@ void Renderer::UpdateBackbufferSize()
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// ALWAYS call RestoreAPIState for each ResetAPIState call you're doing
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void Renderer::ResetAPIState()
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{
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D3D::stateman->PushBlendState(m_reset_blend_state);
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D3D::stateman->PushDepthState(m_reset_depth_state);
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D3D::stateman->PushRasterizerState(m_reset_rast_state);
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D3D::stateman->SetBlendState(m_reset_blend_state);
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D3D::stateman->SetDepthState(m_reset_depth_state);
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D3D::stateman->SetRasterizerState(m_reset_rast_state);
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}
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void Renderer::RestoreAPIState()
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{
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// Gets us back into a more game-like state.
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D3D::stateman->PopBlendState();
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D3D::stateman->PopDepthState();
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D3D::stateman->PopRasterizerState();
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BPFunctions::SetViewport();
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BPFunctions::SetScissor();
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}
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void Renderer::ApplyState()
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{
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D3D::stateman->PushBlendState(m_state_cache.Get(m_gx_state.blend));
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D3D::stateman->PushDepthState(m_state_cache.Get(m_gx_state.zmode));
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D3D::stateman->PushRasterizerState(m_state_cache.Get(m_gx_state.raster));
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D3D::stateman->SetBlendState(m_state_cache.Get(m_gx_state.blend));
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D3D::stateman->SetDepthState(m_state_cache.Get(m_gx_state.zmode));
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D3D::stateman->SetRasterizerState(m_state_cache.Get(m_gx_state.raster));
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D3D::stateman->SetPrimitiveTopology(
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StateCache::GetPrimitiveTopology(m_gx_state.raster.primitive));
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FramebufferManager::SetIntegerEFBRenderTarget(m_gx_state.blend.logicopenable);
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@ -683,9 +671,6 @@ void Renderer::ApplyState()
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void Renderer::RestoreState()
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{
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D3D::stateman->PopBlendState();
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D3D::stateman->PopDepthState();
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D3D::stateman->PopRasterizerState();
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}
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void Renderer::SetRasterizationState(const RasterizationState& state)
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