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https://github.com/doitsujin/dxvk.git
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80 lines
2.5 KiB
C++
80 lines
2.5 KiB
C++
#pragma once
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#include <unordered_map>
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#include "d3d11_blend.h"
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#include "d3d11_depth_stencil.h"
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#include "d3d11_rasterizer.h"
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#include "d3d11_sampler.h"
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namespace dxvk {
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class D3D11Device;
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struct D3D11StateDescHash {
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size_t operator () (const D3D11_BLEND_DESC1& desc) const;
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size_t operator () (const D3D11_DEPTH_STENCILOP_DESC& desc) const;
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size_t operator () (const D3D11_DEPTH_STENCIL_DESC& desc) const;
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size_t operator () (const D3D11_RASTERIZER_DESC2& desc) const;
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size_t operator () (const D3D11_RENDER_TARGET_BLEND_DESC1& desc) const;
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size_t operator () (const D3D11_SAMPLER_DESC& desc) const;
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};
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struct D3D11StateDescEqual {
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bool operator () (const D3D11_BLEND_DESC1& a, const D3D11_BLEND_DESC1& b) const;
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bool operator () (const D3D11_DEPTH_STENCILOP_DESC& a, const D3D11_DEPTH_STENCILOP_DESC& b) const;
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bool operator () (const D3D11_DEPTH_STENCIL_DESC& a, const D3D11_DEPTH_STENCIL_DESC& b) const;
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bool operator () (const D3D11_RASTERIZER_DESC2& a, const D3D11_RASTERIZER_DESC2& b) const;
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bool operator () (const D3D11_RENDER_TARGET_BLEND_DESC1& a, const D3D11_RENDER_TARGET_BLEND_DESC1& b) const;
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bool operator () (const D3D11_SAMPLER_DESC& a, const D3D11_SAMPLER_DESC& b) const;
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};
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/**
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* \brief Unique state object set
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*
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* When creating state objects, D3D11 first checks if
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* an object with the same description already exists
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* and returns it if that is the case. This class
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* implements that behaviour.
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*/
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template<typename T>
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class D3D11StateObjectSet {
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using DescType = typename T::DescType;
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public:
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/**
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* \brief Retrieves a state object
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*
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* Returns an object with the same description or
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* creates a new one if no such object exists.
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* \param [in] device The calling D3D11 device
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* \param [in] desc State object description
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* \returns Pointer to the state object
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*/
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T* Create(D3D11Device* device, const DescType& desc) {
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std::lock_guard<dxvk::mutex> lock(m_mutex);
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auto entry = m_objects.find(desc);
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if (entry != m_objects.end())
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return ref(&entry->second);
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auto result = m_objects.emplace(
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std::piecewise_construct,
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std::tuple(desc),
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std::tuple(device, desc));
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return ref(&result.first->second);
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}
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private:
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dxvk::mutex m_mutex;
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std::unordered_map<DescType, T,
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D3D11StateDescHash, D3D11StateDescEqual> m_objects;
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};
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}
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