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- // Copyright 2017 Dolphin Emulator Project
- // SPDX-License-Identifier: GPL-2.0-or-later
- #include "VideoBackends/D3D/DXPipeline.h"
- #include "Common/Assert.h"
- #include "Common/Logging/Log.h"
- #include "VideoBackends/D3D/D3DBase.h"
- #include "VideoBackends/D3D/D3DGfx.h"
- #include "VideoBackends/D3D/D3DState.h"
- #include "VideoBackends/D3D/D3DVertexManager.h"
- #include "VideoBackends/D3D/DXShader.h"
- #include "VideoBackends/D3D/DXTexture.h"
- #include "VideoCommon/VideoConfig.h"
- namespace DX11
- {
- DXPipeline::DXPipeline(const AbstractPipelineConfig& config, 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)
- : AbstractPipeline(config), 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), m_use_logic_op(use_logic_op)
- {
- }
- DXPipeline::~DXPipeline() = default;
- std::unique_ptr<DXPipeline> DXPipeline::Create(const AbstractPipelineConfig& config)
- {
- StateCache& state_cache = static_cast<Gfx*>(g_gfx.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)
- 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 =
- config.vertex_format ?
- const_cast<D3DVertexFormat*>(static_cast<const D3DVertexFormat*>(config.vertex_format))
- ->GetInputLayout(vertex_shader->GetByteCode().data(),
- vertex_shader->GetByteCode().size()) :
- nullptr;
- // Only use the integer RTV if logic op is supported, and enabled.
- const bool use_logic_op =
- config.blending_state.logicopenable && g_ActiveConfig.backend_info.bSupportsLogicOp;
- return std::make_unique<DXPipeline>(config, input_layout, vertex_shader->GetD3DVertexShader(),
- geometry_shader ? geometry_shader->GetD3DGeometryShader() :
- nullptr,
- pixel_shader->GetD3DPixelShader(), rasterizer_state,
- depth_state, blend_state, primitive_topology, use_logic_op);
- }
- } // namespace DX11
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