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50a476c371
Macros should be all upper-cased. This is also kind of a wart that's been sticking out for quite a while now (we avoid prefixing underscores).
97 lines
3.6 KiB
C++
97 lines
3.6 KiB
C++
// Copyright 2017 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 <cstring>
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#include "Common/Assert.h"
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#include "Common/Logging/Log.h"
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3D/D3DState.h"
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#include "VideoBackends/D3D/DXPipeline.h"
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#include "VideoBackends/D3D/DXShader.h"
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#include "VideoBackends/D3D/DXTexture.h"
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#include "VideoBackends/D3D/Render.h"
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#include "VideoBackends/D3D/VertexManager.h"
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namespace DX11
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{
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DXPipeline::DXPipeline(ID3D11InputLayout* input_layout, ID3D11VertexShader* vertex_shader,
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ID3D11GeometryShader* geometry_shader, ID3D11PixelShader* pixel_shader,
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ID3D11RasterizerState* rasterizer_state,
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ID3D11DepthStencilState* depth_state, ID3D11BlendState* blend_state,
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D3D11_PRIMITIVE_TOPOLOGY primitive_topology)
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: m_input_layout(input_layout), m_vertex_shader(vertex_shader),
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m_geometry_shader(geometry_shader), m_pixel_shader(pixel_shader),
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m_rasterizer_state(rasterizer_state), m_depth_state(depth_state), m_blend_state(blend_state),
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m_primitive_topology(primitive_topology)
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{
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if (m_input_layout)
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m_input_layout->AddRef();
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if (m_vertex_shader)
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m_vertex_shader->AddRef();
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if (m_geometry_shader)
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m_geometry_shader->AddRef();
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if (m_pixel_shader)
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m_pixel_shader->AddRef();
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if (m_rasterizer_state)
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m_rasterizer_state->AddRef();
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if (m_depth_state)
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m_depth_state->AddRef();
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if (m_blend_state)
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m_blend_state->AddRef();
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}
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DXPipeline::~DXPipeline()
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{
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if (m_input_layout)
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m_input_layout->Release();
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if (m_vertex_shader)
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m_vertex_shader->Release();
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if (m_geometry_shader)
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m_geometry_shader->Release();
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if (m_pixel_shader)
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m_pixel_shader->Release();
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if (m_rasterizer_state)
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m_rasterizer_state->Release();
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if (m_depth_state)
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m_depth_state->Release();
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if (m_blend_state)
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m_blend_state->Release();
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}
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std::unique_ptr<DXPipeline> DXPipeline::Create(const AbstractPipelineConfig& config)
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{
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StateCache& state_cache = static_cast<Renderer*>(g_renderer.get())->GetStateCache();
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ID3D11RasterizerState* rasterizer_state = state_cache.Get(config.rasterization_state);
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ID3D11DepthStencilState* depth_state = state_cache.Get(config.depth_state);
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ID3D11BlendState* blend_state = state_cache.Get(config.blending_state);
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D3D11_PRIMITIVE_TOPOLOGY primitive_topology =
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StateCache::GetPrimitiveTopology(config.rasterization_state.primitive);
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if (!rasterizer_state || !depth_state || !blend_state)
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{
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SAFE_RELEASE(rasterizer_state);
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SAFE_RELEASE(depth_state);
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SAFE_RELEASE(blend_state);
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return nullptr;
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}
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const DXShader* vertex_shader = static_cast<const DXShader*>(config.vertex_shader);
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const DXShader* geometry_shader = static_cast<const DXShader*>(config.geometry_shader);
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const DXShader* pixel_shader = static_cast<const DXShader*>(config.pixel_shader);
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ASSERT(vertex_shader != nullptr && pixel_shader != nullptr);
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ID3D11InputLayout* input_layout =
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const_cast<D3DVertexFormat*>(static_cast<const D3DVertexFormat*>(config.vertex_format))
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->GetInputLayout(vertex_shader->GetByteCode());
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return std::make_unique<DXPipeline>(input_layout, vertex_shader->GetD3DVertexShader(),
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geometry_shader ? geometry_shader->GetD3DGeometryShader() :
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nullptr,
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pixel_shader->GetD3DPixelShader(), rasterizer_state,
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depth_state, blend_state, primitive_topology);
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}
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} // namespace DX11
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