mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-24 05:49:58 +00:00
0e3a84b4a8
It works after the move, on Windows and Android at least. Deletes the D3DX9 shader compiler loader, which was not used.
74 lines
1.9 KiB
C++
74 lines
1.9 KiB
C++
#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 {
|
|
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 {
|
|
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 {
|
|
union {
|
|
uint32_t value;
|
|
struct {
|
|
unsigned int cullMode : 2; // D3D11_CULL_MODE
|
|
unsigned int depthClipEnable : 1;
|
|
};
|
|
};
|
|
};
|
|
|
|
// 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;
|
|
};
|