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