DX11 code maintenance, part 3:

Move rasterizer state management from EmuGfxState to Renderer.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6904 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
NeoBrainX
2011-01-24 09:27:16 +00:00
parent 50c1baf8de
commit cd5a2e4cc5
3 changed files with 15 additions and 17 deletions

View File

@ -40,9 +40,6 @@ EmuGfxState::EmuGfxState() : vertexshader(NULL), vsbytecode(NULL), pixelshader(N
blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
// this probably must be changed once multisampling support gets added
rastdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false, 0, 0.f, 0, false, true, false, false);
pscbuf = NULL;
vscbuf = NULL;
vshaderchanged = false;
@ -162,14 +159,6 @@ void EmuGfxState::ApplyState()
SetDebugObjectName((ID3D11DeviceChild*)blstate, "a blend state of EmuGfxState");
SAFE_RELEASE(blstate);
rastdesc.FillMode = (g_ActiveConfig.bWireFrame) ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
ID3D11RasterizerState* raststate;
hr = device->CreateRasterizerState(&rastdesc, &raststate);
if (FAILED(hr)) PanicAlert("Failed to create rasterizer state at %s %d\n", __FILE__, __LINE__);
SetDebugObjectName((ID3D11DeviceChild*)raststate, "a rasterizer state of EmuGfxState");
stateman->PushRasterizerState(raststate);
SAFE_RELEASE(raststate);
context->PSSetShader(pixelshader, NULL, 0);
context->VSSetShader(vertexshader, NULL, 0);
@ -181,7 +170,6 @@ void EmuGfxState::Reset()
if (apply_called)
{
stateman->PopBlendState();
stateman->PopRasterizerState();
apply_called = false;
}
}