dolphin/Source/Core/VideoBackends/D3D/DXPipeline.h
Pierre Bourdon e149ad4f0a
treewide: convert GPLv2+ license info to SPDX tags
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
2021-07-05 04:35:56 +02:00

47 lines
1.9 KiB
C++

// Copyright 2017 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <d3d11.h>
#include <memory>
#include "VideoCommon/AbstractPipeline.h"
namespace DX11
{
class DXPipeline final : public AbstractPipeline
{
public:
DXPipeline(ID3D11InputLayout* input_layout, ID3D11VertexShader* vertex_shader,
ID3D11GeometryShader* geometry_shader, ID3D11PixelShader* pixel_shader,
ID3D11RasterizerState* rasterizer_state, ID3D11DepthStencilState* depth_state,
ID3D11BlendState* blend_state, D3D11_PRIMITIVE_TOPOLOGY primitive_topology,
bool use_logic_op);
~DXPipeline() override;
ID3D11InputLayout* GetInputLayout() const { return m_input_layout.Get(); }
ID3D11VertexShader* GetVertexShader() const { return m_vertex_shader.Get(); }
ID3D11GeometryShader* GetGeometryShader() const { return m_geometry_shader.Get(); }
ID3D11PixelShader* GetPixelShader() const { return m_pixel_shader.Get(); }
ID3D11RasterizerState* GetRasterizerState() const { return m_rasterizer_state.Get(); }
ID3D11DepthStencilState* GetDepthState() const { return m_depth_state.Get(); }
ID3D11BlendState* GetBlendState() const { return m_blend_state.Get(); }
D3D11_PRIMITIVE_TOPOLOGY GetPrimitiveTopology() const { return m_primitive_topology; }
bool HasGeometryShader() const { return m_geometry_shader != nullptr; }
bool UseLogicOp() const { return m_use_logic_op; }
static std::unique_ptr<DXPipeline> Create(const AbstractPipelineConfig& config);
private:
ComPtr<ID3D11InputLayout> m_input_layout;
ComPtr<ID3D11VertexShader> m_vertex_shader;
ComPtr<ID3D11GeometryShader> m_geometry_shader;
ComPtr<ID3D11PixelShader> m_pixel_shader;
ComPtr<ID3D11RasterizerState> m_rasterizer_state;
ComPtr<ID3D11DepthStencilState> m_depth_state;
ComPtr<ID3D11BlendState> m_blend_state;
D3D11_PRIMITIVE_TOPOLOGY m_primitive_topology;
bool m_use_logic_op;
};
} // namespace DX11