ppsspp/GPU/D3D11/StateMappingD3D11.h

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#pragma once
#include <cstdint>
#include <d3d11.h>
#include "Common/GPU/thin3d.h"
// TODO: Do this more progressively. No need to compute the entire state if the entire state hasn't changed.
struct D3D11BlendKey {
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union {
uint64_t value;
struct {
// Blend
unsigned int blendEnable : 1;
unsigned int srcColor : 5; // D3D11_BLEND
unsigned int destColor : 5; // D3D11_BLEND
unsigned int srcAlpha : 5; // D3D11_BLEND
unsigned int destAlpha : 5; // D3D11_BLEND
unsigned int blendOpColor : 3; // D3D11_BLEND_OP
unsigned int blendOpAlpha : 3; // D3D11_BLEND_OP
unsigned int logicOpEnable : 1;
unsigned int logicOp : 4; // D3D11_LOGIC_OP
unsigned int colorWriteMask : 4;
};
};
};
struct D3D11DepthStencilKey {
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union {
uint64_t value;
struct {
// Depth/Stencil
unsigned int depthTestEnable : 1;
unsigned int depthWriteEnable : 1;
unsigned int depthCompareOp : 4; // D3D11_COMPARISON (-1 and we could fit it in 3 bits)
unsigned int stencilTestEnable : 1;
unsigned int stencilCompareFunc : 4; // D3D11_COMPARISON
unsigned int stencilPassOp : 4; // D3D11_STENCIL_OP
unsigned int stencilFailOp : 4; // D3D11_STENCIL_OP
unsigned int stencilDepthFailOp : 4; // D3D11_STENCIL_OP
unsigned int stencilWriteMask : 8; // Unfortunately these are baked into the state on D3D11
unsigned int stencilCompareMask : 8;
};
};
};
struct D3D11RasterKey {
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union {
uint32_t value;
struct {
unsigned int cullMode : 2; // D3D11_CULL_MODE
unsigned int depthClipEnable : 1;
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};
};
};
// In D3D11 we cache blend state objects etc, and we simply emit keys, which are then also used to create these objects.
struct D3D11StateKeys {
D3D11BlendKey blend;
D3D11DepthStencilKey depthStencil;
D3D11RasterKey raster;
};
struct D3D11DynamicState {
int topology;
bool useBlendColor;
uint32_t blendColor;
bool useStencil;
uint8_t stencilRef;
Draw::Viewport viewport;
D3D11_RECT scissor;
};