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dxvk/src/d3d11/d3d11_state.h
Philip Rebohle 9c6209fbf5
[d3d11] Fix reference counting for state objects
Fixes various wine test failures. Also, state objects are now
allocated in the hash map itself rather than a wrapped COM object.
2019-10-14 01:27:59 +02:00

80 lines
2.5 KiB
C++

#pragma once
#include <unordered_map>
#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_DESC2& 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_DESC2& a, const D3D11_RASTERIZER_DESC2& 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<typename T>
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<std::mutex> lock(m_mutex);
auto entry = m_objects.find(desc);
if (entry != m_objects.end())
return ref(&entry->second);
auto result = m_objects.emplace(
std::piecewise_construct,
std::tuple(desc),
std::tuple(device, desc));
return ref(&result.first->second);
}
private:
std::mutex m_mutex;
std::unordered_map<DescType, T,
D3D11StateDescHash, D3D11StateDescEqual> m_objects;
};
}