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https://github.com/dolphin-emu/dolphin.git
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DX11: Introduce a StateManager class, might improve performance a little.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5740 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -81,6 +81,9 @@ ID3D11BlendState* resetblendstate = NULL;
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ID3D11DepthStencilState* resetdepthstate = NULL;
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ID3D11RasterizerState* resetraststate = NULL;
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// used to make sure that we really Pop all states which got Pushed in ResetAPIState
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unsigned int resets = 0;
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// state translation lookup tables
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static const D3D11_BLEND d3dSrcFactors[8] =
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{
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@ -365,6 +368,8 @@ bool Renderer::Init()
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D3D::context->OMSetRenderTargets(1, &FBManager.GetEFBColorTexture()->GetRTV(), FBManager.GetEFBDepthTexture()->GetDSV());
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D3D::BeginFrame();
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D3D::gfxstate->rastdesc.ScissorEnable = TRUE;
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resets = 0;
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return true;
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}
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@ -756,13 +761,17 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
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0.f,
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1.f);
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D3D::context->RSSetViewports(1, &vp);
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// always set the scissor in case it was set by the game and has not been reset
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// TODO: Do we really need to set the scissor rect? Why not just disable scissor testing?
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D3D11_RECT sirc = CD3D11_RECT(targetRc.left, targetRc.top, targetRc.right, targetRc.bottom);
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D3D::context->RSSetScissorRects(1, &sirc);
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D3D::context->OMSetDepthStencilState(cleardepthstates[zEnable], 0);
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D3D::context->RSSetState(clearraststate);
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D3D::stateman->PushDepthState(cleardepthstates[zEnable]);
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D3D::stateman->PushRasterizerState(clearraststate);
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D3D::drawClearQuad(color, (z & 0xFFFFFF) / float(0xFFFFFF),PixelShaderCache::GetClearProgram(),VertexShaderCache::GetClearVertexShader(), VertexShaderCache::GetClearInputLayout());
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D3D::stateman->PopDepthState();
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D3D::stateman->PopRasterizerState();
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UpdateViewport();
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SetScissorRect();
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}
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@ -1011,15 +1020,22 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
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void Renderer::ResetAPIState()
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{
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D3D::context->OMSetBlendState(resetblendstate, NULL, 0xFFFFFFFF);
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D3D::context->OMSetDepthStencilState(resetdepthstate, 0);
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D3D::context->RSSetState(resetraststate);
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resets++;
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D3D::stateman->PushBlendState(resetblendstate);
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D3D::stateman->PushDepthState(resetdepthstate);
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D3D::stateman->PushRasterizerState(resetraststate);
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}
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void Renderer::RestoreAPIState()
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{
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// TODO: How much of this is actually needed?
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// gets us back into a more game-like state.
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for (;resets;--resets)
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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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D3D::gfxstate->rastdesc.ScissorEnable = TRUE;
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UpdateViewport();
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SetScissorRect();
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@ -1027,7 +1043,6 @@ void Renderer::RestoreAPIState()
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if (bpmem.zmode.updateenable) D3D::gfxstate->depthdesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
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SetColorMask();
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SetLogicOpMode();
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D3D::gfxstate->ApplyState();
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}
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void Renderer::SetGenerationMode()
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