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- // Copyright 2017 Dolphin Emulator Project
- // SPDX-License-Identifier: GPL-2.0-or-later
- #pragma once
- #include <d3d11_4.h>
- #include <memory>
- #include "VideoBackends/D3D/D3DBase.h"
- #include "VideoCommon/AbstractPipeline.h"
- namespace DX11
- {
- class DXPipeline final : public AbstractPipeline
- {
- public:
- 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);
- ~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
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