mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 13:57:57 -07:00
97 lines
3.6 KiB
C++
97 lines
3.6 KiB
C++
// Copyright 2017 Dolphin Emulator Project
|
|
// Licensed under GPLv2+
|
|
// Refer to the license.txt file included.
|
|
|
|
#include <algorithm>
|
|
#include <cstring>
|
|
|
|
#include "Common/Assert.h"
|
|
#include "Common/Logging/Log.h"
|
|
|
|
#include "VideoBackends/D3D/D3DBase.h"
|
|
#include "VideoBackends/D3D/D3DState.h"
|
|
#include "VideoBackends/D3D/DXPipeline.h"
|
|
#include "VideoBackends/D3D/DXShader.h"
|
|
#include "VideoBackends/D3D/DXTexture.h"
|
|
#include "VideoBackends/D3D/Render.h"
|
|
#include "VideoBackends/D3D/VertexManager.h"
|
|
|
|
namespace DX11
|
|
{
|
|
DXPipeline::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)
|
|
: m_input_layout(input_layout), m_vertex_shader(vertex_shader),
|
|
m_geometry_shader(geometry_shader), m_pixel_shader(pixel_shader),
|
|
m_rasterizer_state(rasterizer_state), m_depth_state(depth_state), m_blend_state(blend_state),
|
|
m_primitive_topology(primitive_topology)
|
|
{
|
|
if (m_input_layout)
|
|
m_input_layout->AddRef();
|
|
if (m_vertex_shader)
|
|
m_vertex_shader->AddRef();
|
|
if (m_geometry_shader)
|
|
m_geometry_shader->AddRef();
|
|
if (m_pixel_shader)
|
|
m_pixel_shader->AddRef();
|
|
if (m_rasterizer_state)
|
|
m_rasterizer_state->AddRef();
|
|
if (m_depth_state)
|
|
m_depth_state->AddRef();
|
|
if (m_blend_state)
|
|
m_blend_state->AddRef();
|
|
}
|
|
|
|
DXPipeline::~DXPipeline()
|
|
{
|
|
if (m_input_layout)
|
|
m_input_layout->Release();
|
|
if (m_vertex_shader)
|
|
m_vertex_shader->Release();
|
|
if (m_geometry_shader)
|
|
m_geometry_shader->Release();
|
|
if (m_pixel_shader)
|
|
m_pixel_shader->Release();
|
|
if (m_rasterizer_state)
|
|
m_rasterizer_state->Release();
|
|
if (m_depth_state)
|
|
m_depth_state->Release();
|
|
if (m_blend_state)
|
|
m_blend_state->Release();
|
|
}
|
|
|
|
std::unique_ptr<DXPipeline> DXPipeline::Create(const AbstractPipelineConfig& config)
|
|
{
|
|
StateCache& state_cache = static_cast<Renderer*>(g_renderer.get())->GetStateCache();
|
|
ID3D11RasterizerState* rasterizer_state = state_cache.Get(config.rasterization_state);
|
|
ID3D11DepthStencilState* depth_state = state_cache.Get(config.depth_state);
|
|
ID3D11BlendState* blend_state = state_cache.Get(config.blending_state);
|
|
D3D11_PRIMITIVE_TOPOLOGY primitive_topology =
|
|
StateCache::GetPrimitiveTopology(config.rasterization_state.primitive);
|
|
if (!rasterizer_state || !depth_state || !blend_state)
|
|
{
|
|
SAFE_RELEASE(rasterizer_state);
|
|
SAFE_RELEASE(depth_state);
|
|
SAFE_RELEASE(blend_state);
|
|
return nullptr;
|
|
}
|
|
|
|
const DXShader* vertex_shader = static_cast<const DXShader*>(config.vertex_shader);
|
|
const DXShader* geometry_shader = static_cast<const DXShader*>(config.geometry_shader);
|
|
const DXShader* pixel_shader = static_cast<const DXShader*>(config.pixel_shader);
|
|
_assert_(vertex_shader != nullptr && pixel_shader != nullptr);
|
|
|
|
ID3D11InputLayout* input_layout =
|
|
const_cast<D3DVertexFormat*>(static_cast<const D3DVertexFormat*>(config.vertex_format))
|
|
->GetInputLayout(vertex_shader->GetByteCode());
|
|
|
|
return std::make_unique<DXPipeline>(input_layout, vertex_shader->GetD3DVertexShader(),
|
|
geometry_shader ? geometry_shader->GetD3DGeometryShader() :
|
|
nullptr,
|
|
pixel_shader->GetD3DPixelShader(), rasterizer_state,
|
|
depth_state, blend_state, primitive_topology);
|
|
}
|
|
} // namespace DX11
|