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https://github.com/dolphin-emu/dolphin.git
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523 lines
16 KiB
C++
523 lines
16 KiB
C++
// Copyright 2014 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <algorithm>
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#include "Common/BitSet.h"
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#include "Common/CommonTypes.h"
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#include "Common/Logging/Log.h"
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#include "Common/MsgHandler.h"
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3D/D3DState.h"
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#include "VideoCommon/SamplerCommon.h"
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namespace DX11
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{
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namespace D3D
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{
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StateManager* stateman;
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template <typename T>
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AutoState<T>::AutoState(const T* object) : state(object)
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{
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((IUnknown*)state)->AddRef();
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}
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template <typename T>
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AutoState<T>::AutoState(const AutoState<T>& source)
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{
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state = source.GetPtr();
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((T*)state)->AddRef();
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}
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template <typename T>
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AutoState<T>::~AutoState()
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{
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if (state)
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((T*)state)->Release();
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state = nullptr;
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}
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StateManager::StateManager()
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: m_currentBlendState(nullptr), m_currentDepthState(nullptr), m_currentRasterizerState(nullptr),
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m_dirtyFlags(~0u), m_pending(), m_current()
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{
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}
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void StateManager::PushBlendState(const ID3D11BlendState* state)
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{
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m_blendStates.push(AutoBlendState(state));
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}
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void StateManager::PushDepthState(const ID3D11DepthStencilState* state)
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{
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m_depthStates.push(AutoDepthStencilState(state));
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}
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void StateManager::PushRasterizerState(const ID3D11RasterizerState* state)
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{
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m_rasterizerStates.push(AutoRasterizerState(state));
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}
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void StateManager::PopBlendState()
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{
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m_blendStates.pop();
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}
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void StateManager::PopDepthState()
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{
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m_depthStates.pop();
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}
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void StateManager::PopRasterizerState()
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{
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m_rasterizerStates.pop();
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}
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void StateManager::Apply()
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{
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if (!m_blendStates.empty())
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{
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if (m_currentBlendState != m_blendStates.top().GetPtr())
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{
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m_currentBlendState = (ID3D11BlendState*)m_blendStates.top().GetPtr();
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D3D::context->OMSetBlendState(m_currentBlendState, nullptr, 0xFFFFFFFF);
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}
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}
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else
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ERROR_LOG(VIDEO, "Tried to apply without blend state!");
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if (!m_depthStates.empty())
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{
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if (m_currentDepthState != m_depthStates.top().GetPtr())
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{
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m_currentDepthState = (ID3D11DepthStencilState*)m_depthStates.top().GetPtr();
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D3D::context->OMSetDepthStencilState(m_currentDepthState, 0);
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}
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}
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else
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ERROR_LOG(VIDEO, "Tried to apply without depth state!");
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if (!m_rasterizerStates.empty())
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{
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if (m_currentRasterizerState != m_rasterizerStates.top().GetPtr())
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{
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m_currentRasterizerState = (ID3D11RasterizerState*)m_rasterizerStates.top().GetPtr();
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D3D::context->RSSetState(m_currentRasterizerState);
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}
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}
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else
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ERROR_LOG(VIDEO, "Tried to apply without rasterizer state!");
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if (!m_dirtyFlags)
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{
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return;
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}
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int textureMaskShift = LeastSignificantSetBit((u32)DirtyFlag_Texture0);
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int samplerMaskShift = LeastSignificantSetBit((u32)DirtyFlag_Sampler0);
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u32 dirtyTextures =
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(m_dirtyFlags &
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(DirtyFlag_Texture0 | DirtyFlag_Texture1 | DirtyFlag_Texture2 | DirtyFlag_Texture3 |
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DirtyFlag_Texture4 | DirtyFlag_Texture5 | DirtyFlag_Texture6 | DirtyFlag_Texture7)) >>
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textureMaskShift;
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u32 dirtySamplers =
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(m_dirtyFlags &
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(DirtyFlag_Sampler0 | DirtyFlag_Sampler1 | DirtyFlag_Sampler2 | DirtyFlag_Sampler3 |
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DirtyFlag_Sampler4 | DirtyFlag_Sampler5 | DirtyFlag_Sampler6 | DirtyFlag_Sampler7)) >>
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samplerMaskShift;
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u32 dirtyConstants = m_dirtyFlags & (DirtyFlag_PixelConstants | DirtyFlag_VertexConstants |
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DirtyFlag_GeometryConstants);
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u32 dirtyShaders =
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m_dirtyFlags & (DirtyFlag_PixelShader | DirtyFlag_VertexShader | DirtyFlag_GeometryShader);
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u32 dirtyBuffers = m_dirtyFlags & (DirtyFlag_VertexBuffer | DirtyFlag_IndexBuffer);
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if (dirtyConstants)
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{
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if (m_current.pixelConstants[0] != m_pending.pixelConstants[0] ||
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m_current.pixelConstants[1] != m_pending.pixelConstants[1])
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{
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D3D::context->PSSetConstantBuffers(0, m_pending.pixelConstants[1] ? 2 : 1,
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m_pending.pixelConstants.data());
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m_current.pixelConstants[0] = m_pending.pixelConstants[0];
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m_current.pixelConstants[1] = m_pending.pixelConstants[1];
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}
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if (m_current.vertexConstants != m_pending.vertexConstants)
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{
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D3D::context->VSSetConstantBuffers(0, 1, &m_pending.vertexConstants);
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m_current.vertexConstants = m_pending.vertexConstants;
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}
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if (m_current.geometryConstants != m_pending.geometryConstants)
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{
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D3D::context->GSSetConstantBuffers(0, 1, &m_pending.geometryConstants);
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m_current.geometryConstants = m_pending.geometryConstants;
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}
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}
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if (dirtyBuffers || (m_dirtyFlags & DirtyFlag_InputAssembler))
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{
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if (m_current.vertexBuffer != m_pending.vertexBuffer ||
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m_current.vertexBufferStride != m_pending.vertexBufferStride ||
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m_current.vertexBufferOffset != m_pending.vertexBufferOffset)
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{
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D3D::context->IASetVertexBuffers(0, 1, &m_pending.vertexBuffer, &m_pending.vertexBufferStride,
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&m_pending.vertexBufferOffset);
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m_current.vertexBuffer = m_pending.vertexBuffer;
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m_current.vertexBufferStride = m_pending.vertexBufferStride;
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m_current.vertexBufferOffset = m_pending.vertexBufferOffset;
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}
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if (m_current.indexBuffer != m_pending.indexBuffer)
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{
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D3D::context->IASetIndexBuffer(m_pending.indexBuffer, DXGI_FORMAT_R16_UINT, 0);
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m_current.indexBuffer = m_pending.indexBuffer;
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}
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if (m_current.topology != m_pending.topology)
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{
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D3D::context->IASetPrimitiveTopology(m_pending.topology);
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m_current.topology = m_pending.topology;
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}
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if (m_current.inputLayout != m_pending.inputLayout)
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{
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D3D::context->IASetInputLayout(m_pending.inputLayout);
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m_current.inputLayout = m_pending.inputLayout;
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}
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}
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while (dirtyTextures)
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{
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int index = LeastSignificantSetBit(dirtyTextures);
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if (m_current.textures[index] != m_pending.textures[index])
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{
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D3D::context->PSSetShaderResources(index, 1, &m_pending.textures[index]);
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m_current.textures[index] = m_pending.textures[index];
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}
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dirtyTextures &= ~(1 << index);
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}
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while (dirtySamplers)
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{
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int index = LeastSignificantSetBit(dirtySamplers);
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if (m_current.samplers[index] != m_pending.samplers[index])
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{
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D3D::context->PSSetSamplers(index, 1, &m_pending.samplers[index]);
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m_current.samplers[index] = m_pending.samplers[index];
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}
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dirtySamplers &= ~(1 << index);
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}
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if (dirtyShaders)
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{
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if (m_current.pixelShader != m_pending.pixelShader)
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{
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D3D::context->PSSetShader(m_pending.pixelShader, nullptr, 0);
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m_current.pixelShader = m_pending.pixelShader;
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}
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if (m_current.vertexShader != m_pending.vertexShader)
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{
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D3D::context->VSSetShader(m_pending.vertexShader, nullptr, 0);
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m_current.vertexShader = m_pending.vertexShader;
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}
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if (m_current.geometryShader != m_pending.geometryShader)
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{
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D3D::context->GSSetShader(m_pending.geometryShader, nullptr, 0);
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m_current.geometryShader = m_pending.geometryShader;
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}
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}
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m_dirtyFlags = 0;
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}
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u32 StateManager::UnsetTexture(ID3D11ShaderResourceView* srv)
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{
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u32 mask = 0;
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for (u32 index = 0; index < 8; ++index)
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{
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if (m_current.textures[index] == srv)
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{
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SetTexture(index, nullptr);
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mask |= 1 << index;
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}
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}
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return mask;
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}
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void StateManager::SetTextureByMask(u32 textureSlotMask, ID3D11ShaderResourceView* srv)
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{
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while (textureSlotMask)
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{
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int index = LeastSignificantSetBit(textureSlotMask);
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SetTexture(index, srv);
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textureSlotMask &= ~(1 << index);
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}
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}
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} // namespace D3D
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ID3D11SamplerState* StateCache::Get(SamplerState state)
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{
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auto it = m_sampler.find(state.packed);
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if (it != m_sampler.end())
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{
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return it->second;
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}
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const unsigned int d3dMipFilters[4] = {
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TexMode0::TEXF_NONE, TexMode0::TEXF_POINT, TexMode0::TEXF_LINEAR,
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TexMode0::TEXF_NONE, // reserved
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};
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const D3D11_TEXTURE_ADDRESS_MODE d3dClamps[4] = {
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D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_WRAP, D3D11_TEXTURE_ADDRESS_MIRROR,
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D3D11_TEXTURE_ADDRESS_WRAP // reserved
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};
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D3D11_SAMPLER_DESC sampdc = CD3D11_SAMPLER_DESC(CD3D11_DEFAULT());
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unsigned int mip = d3dMipFilters[state.min_filter & 3];
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if (state.max_anisotropy > 1 && !SamplerCommon::IsBpTexMode0PointFiltering(state))
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{
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sampdc.Filter = D3D11_FILTER_ANISOTROPIC;
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sampdc.MaxAnisotropy = (u32)state.max_anisotropy;
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}
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else if (state.min_filter & 4) // linear min filter
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{
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if (state.mag_filter) // linear mag filter
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{
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if (mip == TexMode0::TEXF_NONE)
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sampdc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
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else if (mip == TexMode0::TEXF_POINT)
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sampdc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
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else if (mip == TexMode0::TEXF_LINEAR)
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sampdc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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}
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else // point mag filter
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{
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if (mip == TexMode0::TEXF_NONE)
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sampdc.Filter = D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT;
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else if (mip == TexMode0::TEXF_POINT)
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sampdc.Filter = D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT;
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else if (mip == TexMode0::TEXF_LINEAR)
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sampdc.Filter = D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR;
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}
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}
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else // point min filter
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{
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if (state.mag_filter) // linear mag filter
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{
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if (mip == TexMode0::TEXF_NONE)
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sampdc.Filter = D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT;
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else if (mip == TexMode0::TEXF_POINT)
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sampdc.Filter = D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT;
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else if (mip == TexMode0::TEXF_LINEAR)
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sampdc.Filter = D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR;
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}
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else // point mag filter
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{
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if (mip == TexMode0::TEXF_NONE)
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sampdc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
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else if (mip == TexMode0::TEXF_POINT)
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sampdc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
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else if (mip == TexMode0::TEXF_LINEAR)
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sampdc.Filter = D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR;
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}
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}
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sampdc.AddressU = d3dClamps[state.wrap_s];
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sampdc.AddressV = d3dClamps[state.wrap_t];
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sampdc.MaxLOD = SamplerCommon::AreBpTexMode0MipmapsEnabled(state) ? state.max_lod / 16.f : 0.f;
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sampdc.MinLOD = std::min(state.min_lod / 16.f, sampdc.MaxLOD);
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sampdc.MipLODBias = (s32)state.lod_bias / 32.0f;
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ID3D11SamplerState* res = nullptr;
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HRESULT hr = D3D::device->CreateSamplerState(&sampdc, &res);
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if (FAILED(hr))
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PanicAlert("Fail %s %d\n", __FILE__, __LINE__);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)res, "sampler state used to emulate the GX pipeline");
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m_sampler.emplace(state.packed, res);
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return res;
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}
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ID3D11BlendState* StateCache::Get(BlendState state)
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{
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if (!state.blend_enable)
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{
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state.src_blend = D3D11_BLEND_ONE;
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state.dst_blend = D3D11_BLEND_ZERO;
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state.blend_op = D3D11_BLEND_OP_ADD;
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state.use_dst_alpha = false;
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}
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auto it = m_blend.find(state.packed);
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if (it != m_blend.end())
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return it->second;
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D3D11_BLEND_DESC blenddc = CD3D11_BLEND_DESC(CD3D11_DEFAULT());
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blenddc.AlphaToCoverageEnable = FALSE;
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blenddc.IndependentBlendEnable = FALSE;
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blenddc.RenderTarget[0].BlendEnable = state.blend_enable;
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blenddc.RenderTarget[0].RenderTargetWriteMask = (u32)state.write_mask;
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blenddc.RenderTarget[0].SrcBlend = state.src_blend;
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blenddc.RenderTarget[0].DestBlend = state.dst_blend;
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blenddc.RenderTarget[0].BlendOp = state.blend_op;
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blenddc.RenderTarget[0].SrcBlendAlpha = state.src_blend;
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blenddc.RenderTarget[0].DestBlendAlpha = state.dst_blend;
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blenddc.RenderTarget[0].BlendOpAlpha = state.blend_op;
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if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_SRC_COLOR)
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blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC1_ALPHA;
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else if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_INV_SRC_COLOR)
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blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
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else if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_DEST_COLOR)
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blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_DEST_ALPHA;
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else if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_INV_DEST_COLOR)
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blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
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else
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blenddc.RenderTarget[0].SrcBlendAlpha = blenddc.RenderTarget[0].SrcBlend;
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if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_SRC_COLOR)
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blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_SRC1_ALPHA;
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else if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_INV_SRC_COLOR)
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blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
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else if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_DEST_COLOR)
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blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_DEST_ALPHA;
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else if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_INV_DEST_COLOR)
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blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
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else
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blenddc.RenderTarget[0].DestBlendAlpha = blenddc.RenderTarget[0].DestBlend;
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if (state.use_dst_alpha)
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{
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blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
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blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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blenddc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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}
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ID3D11BlendState* res = nullptr;
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HRESULT hr = D3D::device->CreateBlendState(&blenddc, &res);
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if (FAILED(hr))
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PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)res, "blend state used to emulate the GX pipeline");
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m_blend.emplace(state.packed, res);
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return res;
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}
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ID3D11RasterizerState* StateCache::Get(RasterizerState state)
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{
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auto it = m_raster.find(state.packed);
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if (it != m_raster.end())
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return it->second;
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D3D11_RASTERIZER_DESC rastdc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, state.cull_mode, false, 0,
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0.f, 0, false, true, false, false);
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ID3D11RasterizerState* res = nullptr;
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HRESULT hr = D3D::device->CreateRasterizerState(&rastdc, &res);
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if (FAILED(hr))
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PanicAlert("Failed to create rasterizer state at %s %d\n", __FILE__, __LINE__);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)res,
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"rasterizer state used to emulate the GX pipeline");
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m_raster.emplace(state.packed, res);
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return res;
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}
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ID3D11DepthStencilState* StateCache::Get(ZMode state)
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{
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auto it = m_depth.find(state.hex);
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if (it != m_depth.end())
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return it->second;
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D3D11_DEPTH_STENCIL_DESC depthdc = CD3D11_DEPTH_STENCIL_DESC(CD3D11_DEFAULT());
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|
|
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depthdc.DepthEnable = TRUE;
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depthdc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
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depthdc.DepthFunc = D3D11_COMPARISON_GREATER;
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depthdc.StencilEnable = FALSE;
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depthdc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
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depthdc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
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|
|
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const D3D11_COMPARISON_FUNC d3dCmpFuncs[8] = {
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D3D11_COMPARISON_NEVER, D3D11_COMPARISON_GREATER, D3D11_COMPARISON_EQUAL,
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D3D11_COMPARISON_GREATER_EQUAL, D3D11_COMPARISON_LESS, D3D11_COMPARISON_NOT_EQUAL,
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D3D11_COMPARISON_LESS_EQUAL, D3D11_COMPARISON_ALWAYS};
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|
|
|
if (state.testenable)
|
|
{
|
|
depthdc.DepthEnable = TRUE;
|
|
depthdc.DepthWriteMask =
|
|
state.updateenable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
|
|
depthdc.DepthFunc = d3dCmpFuncs[state.func];
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|
}
|
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else
|
|
{
|
|
// if the test is disabled write is disabled too
|
|
depthdc.DepthEnable = FALSE;
|
|
depthdc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
|
|
}
|
|
|
|
ID3D11DepthStencilState* res = nullptr;
|
|
|
|
HRESULT hr = D3D::device->CreateDepthStencilState(&depthdc, &res);
|
|
if (SUCCEEDED(hr))
|
|
D3D::SetDebugObjectName((ID3D11DeviceChild*)res,
|
|
"depth-stencil state used to emulate the GX pipeline");
|
|
else
|
|
PanicAlert("Failed to create depth state at %s %d\n", __FILE__, __LINE__);
|
|
|
|
m_depth.emplace(state.hex, res);
|
|
|
|
return res;
|
|
}
|
|
|
|
void StateCache::Clear()
|
|
{
|
|
for (auto it : m_depth)
|
|
{
|
|
SAFE_RELEASE(it.second);
|
|
}
|
|
m_depth.clear();
|
|
|
|
for (auto it : m_raster)
|
|
{
|
|
SAFE_RELEASE(it.second);
|
|
}
|
|
m_raster.clear();
|
|
|
|
for (auto it : m_blend)
|
|
{
|
|
SAFE_RELEASE(it.second);
|
|
}
|
|
m_blend.clear();
|
|
|
|
for (auto it : m_sampler)
|
|
{
|
|
SAFE_RELEASE(it.second);
|
|
}
|
|
m_sampler.clear();
|
|
}
|
|
|
|
} // namespace DX11
|