Stand/Stand/StateSaver.cpp

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2024-10-16 11:20:42 +08:00
#include "StateSaver.hpp"
namespace Stand
{
StateSaver::StateSaver() :
m_savedState(false),
m_featureLevel(D3D_FEATURE_LEVEL_11_0),
m_pContext(NULL),
m_primitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED),
m_pInputLayout(NULL),
m_pBlendState(NULL),
m_sampleMask(0xffffffff),
m_pDepthStencilState(NULL),
m_stencilRef(0),
m_pRasterizerState(NULL),
m_pPSSRV(NULL),
m_pSamplerState(NULL),
m_pVS(NULL),
m_numVSClassInstances(0),
m_pVSConstantBuffer(NULL),
m_pGS(NULL),
m_numGSClassInstances(0),
m_pGSConstantBuffer(NULL),
m_pGSSRV(NULL),
m_pPS(NULL),
m_numPSClassInstances(0),
m_pHS(NULL),
m_numHSClassInstances(0),
m_pDS(NULL),
m_numDSClassInstances(0),
m_pVB(NULL),
m_vertexStride(0),
m_vertexOffset(0),
m_pIndexBuffer(NULL),
m_indexFormat(DXGI_FORMAT_UNKNOWN),
m_indexOffset(0)
{
for (int i = 0; i < 4; ++i)
{
m_blendFactor[i] = 0.0f;
}
for (int i = 0; i < 256; ++i)
{
m_pVSClassInstances[i] = NULL;
m_pGSClassInstances[i] = NULL;
m_pPSClassInstances[i] = NULL;
m_pHSClassInstances[i] = NULL;
m_pDSClassInstances[i] = NULL;
}
}
// Destruct
StateSaver::~StateSaver()
{
releaseSavedState();
}
// Save all states that are changed by the font-wrapper when drawing a string
void StateSaver::saveCurrentState(ID3D11Device* pDevice, ID3D11DeviceContext* pContext)
{
if (m_savedState)
{
releaseSavedState();
}
m_featureLevel = pDevice->GetFeatureLevel();
pContext->AddRef();
m_pContext = pContext;
m_pContext->IAGetPrimitiveTopology(&m_primitiveTopology);
m_pContext->IAGetInputLayout(&m_pInputLayout);
m_pContext->OMGetBlendState(&m_pBlendState, m_blendFactor, &m_sampleMask);
m_pContext->OMGetDepthStencilState(&m_pDepthStencilState, &m_stencilRef);
m_pContext->RSGetState(&m_pRasterizerState);
m_numVSClassInstances = 256;
m_pContext->VSGetShader(&m_pVS, m_pVSClassInstances, &m_numVSClassInstances);
m_pContext->VSGetConstantBuffers(0, 1, &m_pVSConstantBuffer);
m_numPSClassInstances = 256;
m_pContext->PSGetShader(&m_pPS, m_pPSClassInstances, &m_numPSClassInstances);
m_pContext->PSGetShaderResources(0, 1, &m_pPSSRV);
pContext->PSGetSamplers(0, 1, &m_pSamplerState);
if (m_featureLevel >= D3D_FEATURE_LEVEL_10_0)
{
m_numGSClassInstances = 256;
m_pContext->GSGetShader(&m_pGS, m_pGSClassInstances, &m_numGSClassInstances);
m_pContext->GSGetConstantBuffers(0, 1, &m_pGSConstantBuffer);
m_pContext->GSGetShaderResources(0, 1, &m_pGSSRV);
if (m_featureLevel >= D3D_FEATURE_LEVEL_11_0)
{
m_numHSClassInstances = 256;
m_pContext->HSGetShader(&m_pHS, m_pHSClassInstances, &m_numHSClassInstances);
m_numDSClassInstances = 256;
m_pContext->DSGetShader(&m_pDS, m_pDSClassInstances, &m_numDSClassInstances);
}
}
m_pContext->IAGetVertexBuffers(0, 1, &m_pVB, &m_vertexStride, &m_vertexOffset);
m_pContext->IAGetIndexBuffer(&m_pIndexBuffer, &m_indexFormat, &m_indexOffset);
m_savedState = true;
}
// Restore state
void StateSaver::restoreSavedState()
{
if (m_savedState)
{
m_pContext->IASetPrimitiveTopology(m_primitiveTopology);
m_pContext->IASetInputLayout(m_pInputLayout);
m_pContext->OMSetBlendState(m_pBlendState, m_blendFactor, m_sampleMask);
m_pContext->OMSetDepthStencilState(m_pDepthStencilState, m_stencilRef);
m_pContext->RSSetState(m_pRasterizerState);
m_pContext->VSSetShader(m_pVS, m_pVSClassInstances, m_numVSClassInstances);
m_pContext->VSSetConstantBuffers(0, 1, &m_pVSConstantBuffer);
m_pContext->PSSetShader(m_pPS, m_pPSClassInstances, m_numPSClassInstances);
m_pContext->PSSetShaderResources(0, 1, &m_pPSSRV);
m_pContext->PSSetSamplers(0, 1, &m_pSamplerState);
if (m_featureLevel >= D3D_FEATURE_LEVEL_10_0)
{
m_pContext->GSSetShader(m_pGS, m_pGSClassInstances, m_numGSClassInstances);
m_pContext->GSSetConstantBuffers(0, 1, &m_pGSConstantBuffer);
m_pContext->GSSetShaderResources(0, 1, &m_pGSSRV);
if (m_featureLevel >= D3D_FEATURE_LEVEL_11_0)
{
m_pContext->HSSetShader(m_pHS, m_pHSClassInstances, m_numHSClassInstances);
m_pContext->DSSetShader(m_pDS, m_pDSClassInstances, m_numDSClassInstances);
}
}
m_pContext->IASetVertexBuffers(0, 1, &m_pVB, &m_vertexStride, &m_vertexOffset);
m_pContext->IASetIndexBuffer(m_pIndexBuffer, m_indexFormat, m_indexOffset);
}
}
// Release state
void StateSaver::releaseSavedState()
{
m_primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED;
SafeRelease(m_pInputLayout);
SafeRelease(m_pBlendState);
for (int i = 0; i < 4; ++i)
m_blendFactor[i] = 0.0f;
m_sampleMask = 0xffffffff;
SafeRelease(m_pDepthStencilState);
m_stencilRef = 0;
SafeRelease(m_pRasterizerState);
SafeRelease(m_pPSSRV);
SafeRelease(m_pSamplerState);
SafeRelease(m_pVS);
for (UINT i = 0; i < m_numVSClassInstances; ++i)
SafeRelease(m_pVSClassInstances[i]);
m_numVSClassInstances = 0;
SafeRelease(m_pVSConstantBuffer);
SafeRelease(m_pGS);
for (UINT i = 0; i < m_numGSClassInstances; ++i)
SafeRelease(m_pGSClassInstances[i]);
m_numGSClassInstances = 0;
SafeRelease(m_pGSConstantBuffer);
SafeRelease(m_pGSSRV);
SafeRelease(m_pPS);
for (UINT i = 0; i < m_numPSClassInstances; ++i)
SafeRelease(m_pPSClassInstances[i]);
m_numPSClassInstances = 0;
SafeRelease(m_pHS);
for (UINT i = 0; i < m_numHSClassInstances; ++i)
SafeRelease(m_pHSClassInstances[i]);
m_numHSClassInstances = 0;
SafeRelease(m_pDS);
for (UINT i = 0; i < m_numDSClassInstances; ++i)
SafeRelease(m_pDSClassInstances[i]);
m_numDSClassInstances = 0;
SafeRelease(m_pVB);
m_vertexStride = 0;
m_vertexOffset = 0;
SafeRelease(m_pIndexBuffer);
m_indexFormat = DXGI_FORMAT_UNKNOWN;
m_indexOffset = 0;
SafeRelease(m_pContext);
m_featureLevel = D3D_FEATURE_LEVEL_11_0;
m_savedState = false;
}
}