Move most backend functionality to VideoCommon

This commit is contained in:
Stenzek
2019-02-15 11:59:50 +10:00
parent 933f3ba008
commit f039149198
182 changed files with 8334 additions and 15917 deletions

View File

@ -16,6 +16,8 @@
namespace DX11
{
class DXFramebuffer;
class StateCache
{
public:
@ -112,14 +114,6 @@ public:
m_pending.geometryConstants = buffer;
}
void SetComputeConstants(ID3D11Buffer* buffer)
{
if (m_current.computeConstants != buffer)
m_dirtyFlags |= DirtyFlag_ComputeConstants;
m_pending.computeConstants = buffer;
}
void SetVertexBuffer(ID3D11Buffer* buffer, u32 stride, u32 offset)
{
if (m_current.vertexBuffer != buffer || m_current.vertexBufferStride != stride ||
@ -187,22 +181,45 @@ public:
m_pending.geometryShader = shader;
}
void SetComputeShader(ID3D11ComputeShader* shader)
void SetFramebuffer(DXFramebuffer* fb)
{
if (m_current.computeShader != shader)
m_dirtyFlags |= DirtyFlag_ComputeShader;
if (m_current.framebuffer != fb)
m_dirtyFlags |= DirtyFlag_Framebuffer;
m_pending.computeShader = shader;
m_pending.framebuffer = fb;
}
void SetOMUAV(ID3D11UnorderedAccessView* uav)
{
if (m_current.uav != uav)
m_dirtyFlags |= DirtyFlag_Framebuffer;
m_pending.uav = uav;
}
void SetIntegerRTV(bool enable)
{
if (m_current.use_integer_rtv != enable)
m_dirtyFlags |= DirtyFlag_Framebuffer;
m_pending.use_integer_rtv = enable;
}
// removes currently set texture from all slots, returns mask of previously bound slots
u32 UnsetTexture(ID3D11ShaderResourceView* srv);
void SetTextureByMask(u32 textureSlotMask, ID3D11ShaderResourceView* srv);
void ApplyTextures();
// call this immediately before any drawing operation or to explicitly apply pending resource
// state changes
void Apply();
// Binds constant buffers/textures/samplers to the compute shader stage.
// We don't track these explicitly because it's not often-used.
void SetComputeUAV(ID3D11UnorderedAccessView* uav);
void SetComputeShader(ID3D11ComputeShader* shader);
void SyncComputeBindings();
private:
enum DirtyFlags
{
@ -227,20 +244,19 @@ private:
DirtyFlag_PixelConstants = 1 << 16,
DirtyFlag_VertexConstants = 1 << 17,
DirtyFlag_GeometryConstants = 1 << 18,
DirtyFlag_ComputeConstants = 1 << 19,
DirtyFlag_VertexBuffer = 1 << 20,
DirtyFlag_IndexBuffer = 1 << 21,
DirtyFlag_VertexBuffer = 1 << 19,
DirtyFlag_IndexBuffer = 1 << 20,
DirtyFlag_PixelShader = 1 << 22,
DirtyFlag_VertexShader = 1 << 23,
DirtyFlag_GeometryShader = 1 << 24,
DirtyFlag_ComputeShader = 1 << 25,
DirtyFlag_PixelShader = 1 << 21,
DirtyFlag_VertexShader = 1 << 22,
DirtyFlag_GeometryShader = 1 << 23,
DirtyFlag_InputAssembler = 1 << 26,
DirtyFlag_BlendState = 1 << 27,
DirtyFlag_DepthState = 1 << 28,
DirtyFlag_RasterizerState = 1 << 29,
DirtyFlag_InputAssembler = 1 << 24,
DirtyFlag_BlendState = 1 << 25,
DirtyFlag_DepthState = 1 << 26,
DirtyFlag_RasterizerState = 1 << 27,
DirtyFlag_Framebuffer = 1 << 28
};
u32 m_dirtyFlags = ~0u;
@ -252,7 +268,6 @@ private:
std::array<ID3D11Buffer*, 2> pixelConstants;
ID3D11Buffer* vertexConstants;
ID3D11Buffer* geometryConstants;
ID3D11Buffer* computeConstants;
ID3D11Buffer* vertexBuffer;
ID3D11Buffer* indexBuffer;
u32 vertexBufferStride;
@ -262,18 +277,27 @@ private:
ID3D11PixelShader* pixelShader;
ID3D11VertexShader* vertexShader;
ID3D11GeometryShader* geometryShader;
ID3D11ComputeShader* computeShader;
ID3D11BlendState* blendState;
ID3D11DepthStencilState* depthState;
ID3D11RasterizerState* rasterizerState;
DXFramebuffer* framebuffer;
ID3D11UnorderedAccessView* uav;
bool use_integer_rtv;
};
Resources m_pending = {};
Resources m_current = {};
// Compute resources are synced with the graphics resources when we need them.
ID3D11Buffer* m_compute_constants = nullptr;
std::array<ID3D11ShaderResourceView*, 8> m_compute_textures{};
std::array<ID3D11SamplerState*, 8> m_compute_samplers{};
ID3D11UnorderedAccessView* m_compute_image = nullptr;
ID3D11ComputeShader* m_compute_shader = nullptr;
};
extern StateManager* stateman;
} // namespace
} // namespace D3D
} // namespace DX11