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https://github.com/libretro/dolphin
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86f8768268
These are only ever used with ShaderCode instances and nothing else. Given that, we can convert these helper functions to expect that type of object as an argument and remove the need for templates, improving compiler throughput a marginal amount, as the template instantiation process doesn't need to be performed. We can also move the definitions of these functions into the cpp file, which allows us to remove a few inclusions from the ShaderGenCommon header. This uncovered a few instances of indirect inclusions being relied upon in other source files. One other benefit is this allows changes to be made to the definitions of the functions without needing to recompile all translation units that make use of these functions, making change testing a little quicker. Moving the definitions into the cpp file also allows us to completely hide DefineOutputMember() from external view, given it's only ever used inside of GenerateVSOutputMembers().
67 lines
3.1 KiB
C++
67 lines
3.1 KiB
C++
// Copyright 2017 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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#include "Common/Assert.h"
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#include "Common/Logging/Log.h"
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3D/D3DState.h"
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#include "VideoBackends/D3D/DXPipeline.h"
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#include "VideoBackends/D3D/DXShader.h"
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#include "VideoBackends/D3D/DXTexture.h"
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#include "VideoBackends/D3D/Render.h"
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#include "VideoBackends/D3D/VertexManager.h"
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#include "VideoCommon/VideoConfig.h"
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namespace DX11
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{
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DXPipeline::DXPipeline(ID3D11InputLayout* input_layout, ID3D11VertexShader* vertex_shader,
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ID3D11GeometryShader* geometry_shader, ID3D11PixelShader* pixel_shader,
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ID3D11RasterizerState* rasterizer_state,
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ID3D11DepthStencilState* depth_state, ID3D11BlendState* blend_state,
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D3D11_PRIMITIVE_TOPOLOGY primitive_topology, bool use_logic_op)
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: m_input_layout(input_layout), m_vertex_shader(vertex_shader),
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m_geometry_shader(geometry_shader), m_pixel_shader(pixel_shader),
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m_rasterizer_state(rasterizer_state), m_depth_state(depth_state), m_blend_state(blend_state),
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m_primitive_topology(primitive_topology), m_use_logic_op(use_logic_op)
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{
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}
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DXPipeline::~DXPipeline() = default;
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std::unique_ptr<DXPipeline> DXPipeline::Create(const AbstractPipelineConfig& config)
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{
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StateCache& state_cache = static_cast<Renderer*>(g_renderer.get())->GetStateCache();
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ID3D11RasterizerState* rasterizer_state = state_cache.Get(config.rasterization_state);
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ID3D11DepthStencilState* depth_state = state_cache.Get(config.depth_state);
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ID3D11BlendState* blend_state = state_cache.Get(config.blending_state);
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D3D11_PRIMITIVE_TOPOLOGY primitive_topology =
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StateCache::GetPrimitiveTopology(config.rasterization_state.primitive);
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if (!rasterizer_state || !depth_state || !blend_state)
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return nullptr;
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const DXShader* vertex_shader = static_cast<const DXShader*>(config.vertex_shader);
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const DXShader* geometry_shader = static_cast<const DXShader*>(config.geometry_shader);
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const DXShader* pixel_shader = static_cast<const DXShader*>(config.pixel_shader);
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ASSERT(vertex_shader != nullptr && pixel_shader != nullptr);
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ID3D11InputLayout* input_layout =
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config.vertex_format ?
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const_cast<D3DVertexFormat*>(static_cast<const D3DVertexFormat*>(config.vertex_format))
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->GetInputLayout(vertex_shader->GetByteCode().data(),
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vertex_shader->GetByteCode().size()) :
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nullptr;
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// Only use the integer RTV if logic op is supported, and enabled.
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const bool use_logic_op =
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config.blending_state.logicopenable && g_ActiveConfig.backend_info.bSupportsLogicOp;
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return std::make_unique<DXPipeline>(input_layout, vertex_shader->GetD3DVertexShader(),
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geometry_shader ? geometry_shader->GetD3DGeometryShader() :
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nullptr,
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pixel_shader->GetD3DPixelShader(), rasterizer_state,
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depth_state, blend_state, primitive_topology, use_logic_op);
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}
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} // namespace DX11
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