#pragma once #include #include "d3d11_blend.h" #include "d3d11_depth_stencil.h" #include "d3d11_rasterizer.h" #include "d3d11_sampler.h" namespace dxvk { class D3D11Device; struct D3D11StateDescHash { size_t operator () (const D3D11_BLEND_DESC1& desc) const; size_t operator () (const D3D11_DEPTH_STENCILOP_DESC& desc) const; size_t operator () (const D3D11_DEPTH_STENCIL_DESC& desc) const; size_t operator () (const D3D11_RASTERIZER_DESC1& desc) const; size_t operator () (const D3D11_RENDER_TARGET_BLEND_DESC1& desc) const; size_t operator () (const D3D11_SAMPLER_DESC& desc) const; }; struct D3D11StateDescEqual { bool operator () (const D3D11_BLEND_DESC1& a, const D3D11_BLEND_DESC1& b) const; bool operator () (const D3D11_DEPTH_STENCILOP_DESC& a, const D3D11_DEPTH_STENCILOP_DESC& b) const; bool operator () (const D3D11_DEPTH_STENCIL_DESC& a, const D3D11_DEPTH_STENCIL_DESC& b) const; bool operator () (const D3D11_RASTERIZER_DESC1& a, const D3D11_RASTERIZER_DESC1& b) const; bool operator () (const D3D11_RENDER_TARGET_BLEND_DESC1& a, const D3D11_RENDER_TARGET_BLEND_DESC1& b) const; bool operator () (const D3D11_SAMPLER_DESC& a, const D3D11_SAMPLER_DESC& b) const; }; /** * \brief Unique state object set * * When creating state objects, D3D11 first checks if * an object with the same description already exists * and returns it if that is the case. This class * implements that behaviour. */ template class D3D11StateObjectSet { using DescType = typename T::DescType; public: /** * \brief Retrieves a state object * * Returns an object with the same description or * creates a new one if no such object exists. * \param [in] device The calling D3D11 device * \param [in] desc State object description * \returns Pointer to the state object */ T* Create(D3D11Device* device, const DescType& desc) { std::lock_guard lock(m_mutex); auto pair = m_objects.find(desc); if (pair != m_objects.end()) return pair->second.ref(); Com result = new T(device, desc); m_objects.insert({ desc, result }); return result.ref(); } private: std::mutex m_mutex; std::unordered_map, D3D11StateDescHash, D3D11StateDescEqual> m_objects; }; }