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DX11 code maintenance, part 5:
Move shader and input layout management from EmuGfxState to Vertex/PixelShaderCache and D3DVertexFormat. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6906 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -17,6 +17,7 @@
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#include "VideoConfig.h"
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#include "GfxState.h"
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#include "VertexShaderCache.h"
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namespace D3D
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{
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@ -24,13 +25,10 @@ namespace D3D
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EmuGfxState* gfxstate;
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StateManager* stateman;
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EmuGfxState::EmuGfxState() : vertexshader(NULL), vsbytecode(NULL), pixelshader(NULL), psbytecode(NULL), apply_called(false)
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EmuGfxState::EmuGfxState() : apply_called(false)
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{
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pscbuf = NULL;
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vscbuf = NULL;
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vshaderchanged = false;
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inp_layout = NULL;
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num_inp_elems = 0;
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pscbufchanged = false;
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vscbufchanged = false;
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@ -38,66 +36,14 @@ EmuGfxState::EmuGfxState() : vertexshader(NULL), vsbytecode(NULL), pixelshader(N
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EmuGfxState::~EmuGfxState()
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{
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SAFE_RELEASE(vsbytecode);
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SAFE_RELEASE(psbytecode);
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SAFE_RELEASE(vertexshader);
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SAFE_RELEASE(pixelshader);
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SAFE_RELEASE(pscbuf);
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SAFE_RELEASE(vscbuf);
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SAFE_RELEASE(inp_layout);
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}
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// TODO: No need to store the whole bytecode, signature might be enough (?)
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void EmuGfxState::SetVShader(ID3D11VertexShader* shader, D3DBlob* bcode)
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{
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// TODO: vshaderchanged actually just needs to be true if the signature changed
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if (bcode && vsbytecode != bcode) vshaderchanged = true;
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SAFE_RELEASE(vsbytecode);
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SAFE_RELEASE(vertexshader);
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if (shader && bcode)
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{
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vertexshader = shader;
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shader->AddRef();
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vsbytecode = bcode;
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bcode->AddRef();
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}
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else if (shader || bcode)
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{
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PanicAlert("Invalid parameters!\n");
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}
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}
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void EmuGfxState::SetPShader(ID3D11PixelShader* shader)
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{
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if (pixelshader) pixelshader->Release();
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pixelshader = shader;
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if (shader) shader->AddRef();
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}
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void EmuGfxState::SetInputElements(const D3D11_INPUT_ELEMENT_DESC* elems, UINT num)
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{
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num_inp_elems = num;
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memcpy(inp_elems, elems, num*sizeof(D3D11_INPUT_ELEMENT_DESC));
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}
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void EmuGfxState::ApplyState()
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{
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HRESULT hr;
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// input layout (only needs to be updated if the vertex shader signature changed)
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if (vshaderchanged)
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{
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SAFE_RELEASE(inp_layout);
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hr = D3D::device->CreateInputLayout(inp_elems, num_inp_elems, vsbytecode->Data(), vsbytecode->Size(), &inp_layout);
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if (FAILED(hr)) PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__);
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SetDebugObjectName((ID3D11DeviceChild*)inp_layout, "an input layout of EmuGfxState");
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vshaderchanged = false;
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}
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D3D::context->IASetInputLayout(inp_layout);
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// vertex shader
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// TODO: divide the global variables of the generated shaders into about 5 constant buffers
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// TODO: improve interaction between EmuGfxState and global state management, so that we don't need to set the constant buffers every time
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@ -138,9 +84,6 @@ void EmuGfxState::ApplyState()
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}
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D3D::context->PSSetConstantBuffers(0, 1, &pscbuf);
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context->PSSetShader(pixelshader, NULL, 0);
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context->VSSetShader(vertexshader, NULL, 0);
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apply_called = true;
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}
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