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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
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@ -40,9 +40,6 @@ EmuGfxState::EmuGfxState() : vertexshader(NULL), vsbytecode(NULL), pixelshader(N
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blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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// this probably must be changed once multisampling support gets added
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rastdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false, 0, 0.f, 0, false, true, false, false);
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pscbuf = NULL;
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vscbuf = NULL;
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vshaderchanged = false;
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@ -162,14 +159,6 @@ void EmuGfxState::ApplyState()
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SetDebugObjectName((ID3D11DeviceChild*)blstate, "a blend state of EmuGfxState");
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SAFE_RELEASE(blstate);
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rastdesc.FillMode = (g_ActiveConfig.bWireFrame) ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
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ID3D11RasterizerState* raststate;
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hr = device->CreateRasterizerState(&rastdesc, &raststate);
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if (FAILED(hr)) PanicAlert("Failed to create rasterizer state at %s %d\n", __FILE__, __LINE__);
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SetDebugObjectName((ID3D11DeviceChild*)raststate, "a rasterizer state of EmuGfxState");
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stateman->PushRasterizerState(raststate);
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SAFE_RELEASE(raststate);
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context->PSSetShader(pixelshader, NULL, 0);
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context->VSSetShader(vertexshader, NULL, 0);
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@ -181,7 +170,6 @@ void EmuGfxState::Reset()
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if (apply_called)
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{
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stateman->PopBlendState();
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stateman->PopRasterizerState();
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apply_called = false;
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}
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}
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@ -50,8 +50,6 @@ public:
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void SetDstAlpha(bool enable);
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D3D11_RASTERIZER_DESC rastdesc;
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float psconstants[C_PENVCONST_END*4];
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float vsconstants[C_VENVCONST_END*4];
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bool vscbufchanged;
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@ -69,6 +69,7 @@ struct
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{
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D3D11_SAMPLER_DESC sampdc[8];
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D3D11_DEPTH_STENCIL_DESC depthdc;
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D3D11_RASTERIZER_DESC rastdc;
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} gx_state;
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bool reset_called = false;
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@ -354,6 +355,9 @@ Renderer::Renderer()
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gx_state.depthdc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
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gx_state.depthdc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
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// TODO: Do we need to enable multisampling here?
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gx_state.rastdc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false, 0, 0.f, 0, false, true, false, false);
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for (unsigned int k = 0;k < 8;k++)
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{
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float border[4] = {0.f, 0.f, 0.f, 0.f};
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@ -375,7 +379,6 @@ Renderer::Renderer()
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D3D::context->RSSetViewports(1, &vp);
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D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
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D3D::BeginFrame();
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D3D::gfxstate->rastdesc.ScissorEnable = TRUE;
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reset_called = false;
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}
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@ -1108,6 +1111,14 @@ void Renderer::ApplyState()
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D3D::stateman->PushDepthState(depth_state);
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SAFE_RELEASE(depth_state);
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gx_state.rastdc.FillMode = (g_ActiveConfig.bWireFrame) ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
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ID3D11RasterizerState* raststate;
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hr = D3D::device->CreateRasterizerState(&gx_state.rastdc, &raststate);
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if (FAILED(hr)) PanicAlert("Failed to create rasterizer state at %s %d\n", __FILE__, __LINE__);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)raststate, "rasterizer state used to emulate the GX pipeline");
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D3D::stateman->PushRasterizerState(raststate);
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SAFE_RELEASE(raststate);
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ID3D11SamplerState* samplerstate[8];
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for (unsigned int stage = 0; stage < 8; stage++)
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{
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@ -1134,12 +1145,13 @@ void Renderer::RestoreState()
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D3D::context->PSSetShaderResources(0, 8, shader_resources);
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D3D::stateman->PopDepthState();
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D3D::stateman->PopRasterizerState();
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}
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void Renderer::SetGenerationMode()
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{
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// rastdesc.FrontCounterClockwise must be false for this to work
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D3D::gfxstate->rastdesc.CullMode = d3dCullModes[bpmem.genMode.cullmode];
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// rastdc.FrontCounterClockwise must be false for this to work
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gx_state.rastdc.CullMode = d3dCullModes[bpmem.genMode.cullmode];
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}
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void Renderer::SetDepthMode()
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