Files
ppsspp/ext/native/thin3d/thin3d_d3d11.cpp
T
2016-12-27 11:59:16 +01:00

176 lines
5.4 KiB
C++

#include "thin3d/thin3d.h"
#include <d3d11.h>
namespace Draw {
#if 0
class D3D11Pipeline;
class D3D11DrawContext : public DrawContext {
public:
D3D11DrawContext(ID3D11Device *device, ID3D11DeviceContext *deviceContext);
~D3D11DrawContext();
const DeviceCaps &GetDeviceCaps() const override {
return caps_;
}
DepthStencilState *CreateDepthStencilState(const DepthStencilStateDesc &desc) override;
BlendState *CreateBlendState(const BlendStateDesc &desc) override;
SamplerState *CreateSamplerState(const SamplerStateDesc &desc) override;
RasterState *CreateRasterState(const RasterStateDesc &desc) override;
Buffer *CreateBuffer(size_t size, uint32_t usageFlags) override;
Pipeline *CreateGraphicsPipeline(const PipelineDesc &desc) override;
InputLayout *CreateInputLayout(const InputLayoutDesc &desc) override;
Texture *CreateTexture() override;
Texture *CreateTexture(TextureType type, DataFormat format, int width, int height, int depth, int mipLevels) override;
ShaderModule *CreateShaderModule(ShaderStage stage, const char *glsl_source, const char *hlsl_source, const char *vulkan_source) override;
void BindTextures(int start, int count, Texture **textures) override;
void BindSamplerStates(int start, int count, SamplerState **states) override;
void BindPipeline(Pipeline *pipeline) {
curPipeline_ = (D3D11Pipeline *)pipeline;
}
// Raster state
void SetScissorRect(int left, int top, int width, int height) override;
void SetViewports(int count, Viewport *viewports) override;
void Draw(Buffer *vdata, int vertexCount, int offset) override;
void DrawIndexed(Buffer *vdata, Buffer *idata, int vertexCount, int offset) override;
void DrawUP(const void *vdata, int vertexCount) override;
void Clear(int mask, uint32_t colorval, float depthVal, int stencilVal);
std::string GetInfoString(InfoField info) const override {
switch (info) {
case APIVERSION: return "DirectX 11.0";
case VENDORSTRING: return "N/A";
case VENDOR: return "-";
case RENDERER: return "N/A";
case SHADELANGVERSION: return "N/A";
case APINAME: return "Direct3D 11";
default: return "?";
}
}
private:
ID3D11Device *device_;
ID3D11DeviceContext *context_;
D3D11Pipeline *curPipeline_;
DeviceCaps caps_;
};
D3D11DrawContext::D3D11DrawContext(ID3D11Device *device, ID3D11DeviceContext *context) : device_(device), context_(context) {
}
D3D11DrawContext::~D3D11DrawContext() {
}
void D3D11DrawContext::SetViewports(int count, Viewport *viewports) {
// Intentionally binary compatible
context_->RSSetViewports(count, (D3D11_VIEWPORT *)viewports);
}
void D3D11DrawContext::SetScissorRect(int left, int top, int width, int height) {
D3D11_RECT rc;
rc.left = left;
rc.top = top;
rc.right = left + width;
rc.bottom = top + height;
context_->RSSetScissorRects(1, &rc);
}
class D3D11DepthStencilState : public DepthStencilState {
public:
ID3D11DepthStencilState *dss;
};
static const D3D11_COMPARISON_FUNC compareToD3D11[] = {
D3D11_COMPARISON_NEVER,
D3D11_COMPARISON_LESS,
D3D11_COMPARISON_EQUAL,
D3D11_COMPARISON_LESS_EQUAL,
D3D11_COMPARISON_GREATER,
D3D11_COMPARISON_NOT_EQUAL,
D3D11_COMPARISON_GREATER_EQUAL,
D3D11_COMPARISON_ALWAYS
};
DepthStencilState *D3D11DrawContext::CreateDepthStencilState(const DepthStencilStateDesc &desc) {
D3D11DepthStencilState *ds = new D3D11DepthStencilState();
D3D11_DEPTH_STENCIL_DESC d3ddesc{};
d3ddesc.DepthEnable = desc.depthTestEnabled;
d3ddesc.DepthWriteMask = desc.depthWriteEnabled ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
d3ddesc.DepthFunc = compareToD3D11[(int)desc.depthCompare];
// ...
if (SUCCEEDED(device_->CreateDepthStencilState(&d3ddesc, &ds->dss)))
return ds;
delete ds;
return nullptr;
}
static const D3D11_BLEND_OP blendOpToD3D11[] = {
D3D11_BLEND_OP_ADD,
D3D11_BLEND_OP_SUBTRACT,
D3D11_BLEND_OP_REV_SUBTRACT,
D3D11_BLEND_OP_MIN,
D3D11_BLEND_OP_MAX,
};
static const D3D11_BLEND blendToD3D11[] = {
D3D11_BLEND_ZERO,
D3D11_BLEND_ONE,
D3D11_BLEND_SRC_COLOR,
D3D11_BLEND_INV_SRC_COLOR,
D3D11_BLEND_DEST_COLOR,
D3D11_BLEND_INV_DEST_COLOR,
D3D11_BLEND_SRC_ALPHA,
D3D11_BLEND_INV_SRC_ALPHA,
D3D11_BLEND_DEST_ALPHA,
D3D11_BLEND_INV_DEST_ALPHA,
D3D11_BLEND_BLEND_FACTOR,
D3D11_BLEND_INV_BLEND_FACTOR,
D3D11_BLEND_BLEND_FACTOR,
D3D11_BLEND_INV_BLEND_FACTOR,
D3D11_BLEND_SRC1_COLOR,
D3D11_BLEND_INV_SRC1_COLOR,
D3D11_BLEND_SRC1_ALPHA,
D3D11_BLEND_INV_SRC1_ALPHA,
};
class D3D11BlendState : public BlendState {
public:
ID3D11BlendState *bs;
};
BlendState *D3D11DrawContext::CreateBlendState(const BlendStateDesc &desc) {
D3D11BlendState *bs = new D3D11BlendState();
D3D11_BLEND_DESC d3ddesc{};
d3ddesc.AlphaToCoverageEnable = FALSE;
d3ddesc.IndependentBlendEnable = FALSE;
d3ddesc.RenderTarget[0].BlendEnable = desc.enabled;
d3ddesc.RenderTarget[0].RenderTargetWriteMask = desc.colorMask;
d3ddesc.RenderTarget[0].BlendOp = blendOpToD3D11[(int)desc.eqCol];
d3ddesc.RenderTarget[0].BlendOpAlpha = blendOpToD3D11[(int)desc.eqAlpha];
d3ddesc.RenderTarget[0].SrcBlend = blendToD3D11[(int)desc.srcCol];
d3ddesc.RenderTarget[0].SrcBlendAlpha = blendToD3D11[(int)desc.srcAlpha];
d3ddesc.RenderTarget[0].DestBlend = blendToD3D11[(int)desc.dstCol];
d3ddesc.RenderTarget[0].DestBlendAlpha = blendToD3D11[(int)desc.dstAlpha];
if (SUCCEEDED(device_->CreateBlendState(&d3ddesc, &bs->bs)))
return bs;
delete bs;
return nullptr;
}
#endif
DrawContext *T3DCreateD3D11Context(ID3D11Device *device, ID3D11DeviceContext *context) {
return nullptr; // new D3D11DrawContext(device, context);
}
} // namespace Draw