introduce set_pipeline_state

This commit is contained in:
Junkui Zhang 2025-07-16 15:48:55 +08:00
parent 5ed8b13e4a
commit ffbb47452d

View file

@ -616,16 +616,16 @@ impl<T> PipelineState<T> {
global_params: &[Option<ID3D11Buffer>],
instance_count: u32,
) -> Result<()> {
set_pipeline_state(
device_context,
&self.view,
D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
viewport,
&self.vertex,
&self.fragment,
global_params,
);
unsafe {
device_context.VSSetShaderResources(1, Some(&self.view));
device_context.PSSetShaderResources(1, Some(&self.view));
device_context.IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
device_context.RSSetViewports(Some(viewport));
device_context.VSSetShader(&self.vertex, None);
device_context.PSSetShader(&self.fragment, None);
device_context.VSSetConstantBuffers(0, Some(global_params));
device_context.PSSetConstantBuffers(0, Some(global_params));
device_context.DrawInstanced(4, instance_count, 0, 0);
}
Ok(())
@ -640,15 +640,16 @@ impl<T> PipelineState<T> {
sampler: &[Option<ID3D11SamplerState>],
instance_count: u32,
) -> Result<()> {
set_pipeline_state(
device_context,
&self.view,
D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
viewport,
&self.vertex,
&self.fragment,
global_params,
);
unsafe {
device_context.IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
device_context.RSSetViewports(Some(viewport));
device_context.VSSetShader(&self.vertex, None);
device_context.PSSetShader(&self.fragment, None);
device_context.VSSetConstantBuffers(0, Some(global_params));
device_context.PSSetConstantBuffers(0, Some(global_params));
device_context.VSSetShaderResources(1, Some(&self.view));
device_context.PSSetShaderResources(1, Some(&self.view));
device_context.PSSetSamplers(0, Some(sampler));
device_context.VSSetShaderResources(0, Some(texture));
device_context.PSSetShaderResources(0, Some(texture));
@ -811,15 +812,16 @@ impl PathsPipelineState {
viewport: &[D3D11_VIEWPORT],
global_params: &[Option<ID3D11Buffer>],
) -> Result<()> {
set_pipeline_state(
device_context,
&self.view,
D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
viewport,
&self.vertex,
&self.fragment,
global_params,
);
unsafe {
device_context.VSSetShaderResources(1, Some(&self.view));
device_context.PSSetShaderResources(1, Some(&self.view));
device_context.IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
device_context.RSSetViewports(Some(viewport));
device_context.VSSetShader(&self.vertex, None);
device_context.PSSetShader(&self.fragment, None);
device_context.VSSetConstantBuffers(0, Some(global_params));
device_context.PSSetConstantBuffers(0, Some(global_params));
const STRIDE: u32 = std::mem::size_of::<PathVertex<ScaledPixels>>() as u32;
device_context.IASetVertexBuffers(
0,
@ -849,6 +851,7 @@ struct PathSprite {
color: Background,
}
#[inline]
fn get_dxgi_factory() -> Result<IDXGIFactory6> {
#[cfg(debug_assertions)]
let factory_flag = DXGI_CREATE_FACTORY_DEBUG;
@ -970,6 +973,7 @@ fn create_swap_chain_default(
Ok(swap_chain)
}
#[inline]
fn set_render_target_view(
swap_chain: &IDXGISwapChain1,
device: &ID3D11Device,
@ -987,6 +991,7 @@ fn set_render_target_view(
Ok(back_buffer)
}
#[inline]
fn set_viewport(
device_context: &ID3D11DeviceContext,
width: f32,
@ -1004,6 +1009,7 @@ fn set_viewport(
viewport
}
#[inline]
fn set_rasterizer_state(device: &ID3D11Device, device_context: &ID3D11DeviceContext) -> Result<()> {
let desc = D3D11_RASTERIZER_DESC {
FillMode: D3D11_FILL_SOLID,
@ -1028,6 +1034,7 @@ fn set_rasterizer_state(device: &ID3D11Device, device_context: &ID3D11DeviceCont
}
// https://learn.microsoft.com/en-us/windows/win32/api/d3d11/ns-d3d11-d3d11_blend_desc
#[inline]
fn create_blend_state(device: &ID3D11Device) -> Result<ID3D11BlendState> {
// If the feature level is set to greater than D3D_FEATURE_LEVEL_9_3, the display
// device performs the blend in linear space, which is ideal.
@ -1047,6 +1054,7 @@ fn create_blend_state(device: &ID3D11Device) -> Result<ID3D11BlendState> {
}
}
#[inline]
fn create_vertex_shader(device: &ID3D11Device, bytes: &[u8]) -> Result<ID3D11VertexShader> {
unsafe {
let mut shader = None;
@ -1055,6 +1063,7 @@ fn create_vertex_shader(device: &ID3D11Device, bytes: &[u8]) -> Result<ID3D11Ver
}
}
#[inline]
fn create_fragment_shader(device: &ID3D11Device, bytes: &[u8]) -> Result<ID3D11PixelShader> {
unsafe {
let mut shader = None;
@ -1063,6 +1072,7 @@ fn create_fragment_shader(device: &ID3D11Device, bytes: &[u8]) -> Result<ID3D11P
}
}
#[inline]
fn create_buffer(
device: &ID3D11Device,
element_size: usize,
@ -1081,6 +1091,7 @@ fn create_buffer(
Ok(buffer.unwrap())
}
#[inline]
fn create_buffer_view(
device: &ID3D11Device,
buffer: &ID3D11Buffer,
@ -1090,6 +1101,7 @@ fn create_buffer_view(
Ok([view])
}
#[inline]
fn create_indirect_draw_buffer(device: &ID3D11Device, buffer_size: usize) -> Result<ID3D11Buffer> {
let desc = D3D11_BUFFER_DESC {
ByteWidth: (std::mem::size_of::<DrawInstancedIndirectArgs>() * buffer_size) as u32,
@ -1104,6 +1116,7 @@ fn create_indirect_draw_buffer(device: &ID3D11Device, buffer_size: usize) -> Res
Ok(buffer.unwrap())
}
#[inline]
fn pre_draw(
device_context: &ID3D11DeviceContext,
global_params_buffer: &[Option<ID3D11Buffer>; 1],
@ -1130,6 +1143,7 @@ fn pre_draw(
Ok(())
}
#[inline]
fn update_buffer<T>(
device_context: &ID3D11DeviceContext,
buffer: &ID3D11Buffer,
@ -1144,6 +1158,28 @@ fn update_buffer<T>(
Ok(())
}
#[inline]
fn set_pipeline_state(
device_context: &ID3D11DeviceContext,
buffer_view: &[Option<ID3D11ShaderResourceView>],
topology: D3D_PRIMITIVE_TOPOLOGY,
viewport: &[D3D11_VIEWPORT],
vertex_shader: &ID3D11VertexShader,
fragment_shader: &ID3D11PixelShader,
global_params: &[Option<ID3D11Buffer>],
) {
unsafe {
device_context.VSSetShaderResources(1, Some(buffer_view));
device_context.PSSetShaderResources(1, Some(buffer_view));
device_context.IASetPrimitiveTopology(topology);
device_context.RSSetViewports(Some(viewport));
device_context.VSSetShader(vertex_shader, None);
device_context.PSSetShader(fragment_shader, None);
device_context.VSSetConstantBuffers(0, Some(global_params));
device_context.PSSetConstantBuffers(0, Some(global_params));
}
}
const BUFFER_COUNT: usize = 3;
mod shader_resources {