DXPipeline.h 2.0 KB

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  1. // Copyright 2017 Dolphin Emulator Project
  2. // SPDX-License-Identifier: GPL-2.0-or-later
  3. #pragma once
  4. #include <d3d11_4.h>
  5. #include <memory>
  6. #include "VideoBackends/D3D/D3DBase.h"
  7. #include "VideoCommon/AbstractPipeline.h"
  8. namespace DX11
  9. {
  10. class DXPipeline final : public AbstractPipeline
  11. {
  12. public:
  13. DXPipeline(const AbstractPipelineConfig& config, ID3D11InputLayout* input_layout,
  14. ID3D11VertexShader* vertex_shader, ID3D11GeometryShader* geometry_shader,
  15. ID3D11PixelShader* pixel_shader, ID3D11RasterizerState* rasterizer_state,
  16. ID3D11DepthStencilState* depth_state, ID3D11BlendState* blend_state,
  17. D3D11_PRIMITIVE_TOPOLOGY primitive_topology, bool use_logic_op);
  18. ~DXPipeline() override;
  19. ID3D11InputLayout* GetInputLayout() const { return m_input_layout.Get(); }
  20. ID3D11VertexShader* GetVertexShader() const { return m_vertex_shader.Get(); }
  21. ID3D11GeometryShader* GetGeometryShader() const { return m_geometry_shader.Get(); }
  22. ID3D11PixelShader* GetPixelShader() const { return m_pixel_shader.Get(); }
  23. ID3D11RasterizerState* GetRasterizerState() const { return m_rasterizer_state.Get(); }
  24. ID3D11DepthStencilState* GetDepthState() const { return m_depth_state.Get(); }
  25. ID3D11BlendState* GetBlendState() const { return m_blend_state.Get(); }
  26. D3D11_PRIMITIVE_TOPOLOGY GetPrimitiveTopology() const { return m_primitive_topology; }
  27. bool HasGeometryShader() const { return m_geometry_shader != nullptr; }
  28. bool UseLogicOp() const { return m_use_logic_op; }
  29. static std::unique_ptr<DXPipeline> Create(const AbstractPipelineConfig& config);
  30. private:
  31. ComPtr<ID3D11InputLayout> m_input_layout;
  32. ComPtr<ID3D11VertexShader> m_vertex_shader;
  33. ComPtr<ID3D11GeometryShader> m_geometry_shader;
  34. ComPtr<ID3D11PixelShader> m_pixel_shader;
  35. ComPtr<ID3D11RasterizerState> m_rasterizer_state;
  36. ComPtr<ID3D11DepthStencilState> m_depth_state;
  37. ComPtr<ID3D11BlendState> m_blend_state;
  38. D3D11_PRIMITIVE_TOPOLOGY m_primitive_topology;
  39. bool m_use_logic_op;
  40. };
  41. } // namespace DX11