// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #pragma once #include <stack> struct ID3D11BlendState; struct ID3D11DepthStencilState; struct ID3D11RasterizerState; namespace DX11 { namespace D3D { template<typename T> class AutoState { public: AutoState(const T* object); AutoState(const AutoState<T> &source); ~AutoState(); const inline T* GetPtr() const { return state; } private: const T* state; }; typedef AutoState<ID3D11BlendState> AutoBlendState; typedef AutoState<ID3D11DepthStencilState> AutoDepthStencilState; typedef AutoState<ID3D11RasterizerState> AutoRasterizerState; class StateManager { public: StateManager(); // call any of these to change the affected states void PushBlendState(const ID3D11BlendState* state); void PushDepthState(const ID3D11DepthStencilState* state); void PushRasterizerState(const ID3D11RasterizerState* state); // call these after drawing void PopBlendState(); void PopDepthState(); void PopRasterizerState(); // call this before any drawing operation if states could have changed meanwhile void Apply(); private: std::stack<AutoBlendState> blendstates; std::stack<AutoDepthStencilState> depthstates; std::stack<AutoRasterizerState> raststates; ID3D11BlendState* cur_blendstate; ID3D11DepthStencilState* cur_depthstate; ID3D11RasterizerState* cur_raststate; }; extern StateManager* stateman; } // namespace } // namespace DX11