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// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#pragma once
#include <unordered_map>
#include "Common/BitField.h"
#include "Common/CommonTypes.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoCommon/BPMemory.h"
namespace DX11
{
union RasterizerState
{
BitField<0, 2, D3D11_CULL_MODE> cull_mode;
BitField<2, 1, u32> wireframe;
u32 packed;
};
union BlendState
{
BitField<0, 1, u32> blend_enable;
BitField<1, 3, D3D11_BLEND_OP> blend_op;
BitField<4, 4, u32> write_mask;
BitField<8, 5, D3D11_BLEND> src_blend;
BitField<13, 5, D3D11_BLEND> dst_blend;
BitField<18, 1, u32> use_dst_alpha;
u32 packed;
};
union SamplerState
{
BitField<0, 3, u64> min_filter;
BitField<3, 1, u64> mag_filter;
BitField<4, 8, u64> min_lod;
BitField<12, 8, u64> max_lod;
BitField<20, 8, s64> lod_bias;
BitField<28, 2, u64> wrap_s;
BitField<30, 2, u64> wrap_t;
BitField<32, 5, u64> max_anisotropy;
u64 packed;
};
class StateCache
{
public:
// Get existing or create new render state.
// Returned objects is owned by the cache and does not need to be released.
ID3D11SamplerState* Get(SamplerState state);
ID3D11BlendState* Get(BlendState state);
ID3D11RasterizerState* Get(RasterizerState state);
ID3D11DepthStencilState* Get(ZMode state);
// Release all cached states and clear hash tables.
void Clear();
private:
std::unordered_map<u32, ID3D11DepthStencilState*> m_depth;
std::unordered_map<u32, ID3D11RasterizerState*> m_raster;
std::unordered_map<u32, ID3D11BlendState*> m_blend;
std::unordered_map<u64, ID3D11SamplerState*> m_sampler;
};
}