2014-06-09 00:36:26 +02:00
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// Copyright 2013 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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#pragma once
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#include <unordered_map>
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2014-06-09 11:55:25 +02:00
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#include "Common/BitField.h"
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2014-06-09 00:36:26 +02:00
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#include "Common/CommonTypes.h"
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoCommon/BPMemory.h"
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namespace DX11
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{
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union RasterizerState
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{
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2014-06-09 11:55:25 +02:00
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BitField<0, 2, D3D11_CULL_MODE> cull_mode;
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BitField<2, 1, u32> wireframe;
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2014-06-09 00:36:26 +02:00
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u32 packed;
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};
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union BlendState
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{
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2014-06-09 11:55:25 +02:00
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BitField<0, 1, u32> blend_enable;
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BitField<1, 3, D3D11_BLEND_OP> blend_op;
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BitField<4, 4, u32> write_mask;
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BitField<8, 5, D3D11_BLEND> src_blend;
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BitField<13, 5, D3D11_BLEND> dst_blend;
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BitField<18, 1, u32> use_dst_alpha;
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2014-06-09 00:36:26 +02:00
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u32 packed;
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};
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union SamplerState
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{
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2014-06-09 11:55:25 +02:00
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BitField<0, 3, u64> min_filter;
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BitField<3, 1, u64> mag_filter;
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BitField<4, 8, u64> min_lod;
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BitField<12, 8, u64> max_lod;
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BitField<20, 8, s64> lod_bias;
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BitField<28, 2, u64> wrap_s;
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BitField<30, 2, u64> wrap_t;
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BitField<32, 5, u64> max_anisotropy;
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2014-06-09 00:36:26 +02:00
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u64 packed;
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};
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class StateCache
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{
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public:
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// Get existing or create new render state.
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// Returned objects is owned by the cache and does not need to be released.
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ID3D11SamplerState* Get(SamplerState state);
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ID3D11BlendState* Get(BlendState state);
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ID3D11RasterizerState* Get(RasterizerState state);
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ID3D11DepthStencilState* Get(ZMode state);
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// Release all cached states and clear hash tables.
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void Clear();
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private:
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std::unordered_map<u32, ID3D11DepthStencilState*> m_depth;
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std::unordered_map<u32, ID3D11RasterizerState*> m_raster;
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std::unordered_map<u32, ID3D11BlendState*> m_blend;
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std::unordered_map<u64, ID3D11SamplerState*> m_sampler;
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};
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}
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