| // Copyright 2026 The Dawn & Tint Authors | |
| // | |
| // Redistribution and use in source and binary forms, with or without | |
| // modification, are permitted provided that the following conditions are met: | |
| // | |
| // 1. Redistributions of source code must retain the above copyright notice, this | |
| // list of conditions and the following disclaimer. | |
| // | |
| // 2. Redistributions in binary form must reproduce the above copyright notice, | |
| // this list of conditions and the following disclaimer in the documentation | |
| // and/or other materials provided with the distribution. | |
| // | |
| // 3. Neither the name of the copyright holder nor the names of its | |
| // contributors may be used to endorse or promote products derived from | |
| // this software without specific prior written permission. | |
| // | |
| // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" | |
| // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | |
| // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | |
| // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE | |
| // FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL | |
| // DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR | |
| // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER | |
| // CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, | |
| // OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE | |
| // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | |
| #include "src/dawn/native/d3d11/PipelineStateTrackerD3D11.h" | |
| #include <cstring> | |
| #include "src/dawn/native/d3d11/CommandRecordingContextD3D11.h" | |
| #include "src/utils/compiler.h" | |
| namespace dawn::native::d3d11 { | |
| PipelineStateTracker::PipelineStateTracker( | |
| const ScopedSwapStateCommandRecordingContext* commandContext) | |
| : mCommandContext(commandContext) {} | |
| void PipelineStateTracker::IASetInputLayout(ID3D11InputLayout* inputLayout) { | |
| if (mInputLayout == inputLayout) { | |
| return; | |
| } | |
| mInputLayout = inputLayout; | |
| mCommandContext->GetD3D11DeviceContext3()->IASetInputLayout(inputLayout); | |
| } | |
| void PipelineStateTracker::IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY topology) { | |
| if (mPrimitiveTopology == topology) { | |
| return; | |
| } | |
| mPrimitiveTopology = topology; | |
| mCommandContext->GetD3D11DeviceContext3()->IASetPrimitiveTopology(topology); | |
| } | |
| void PipelineStateTracker::VSSetShader(ID3D11VertexShader* vertexShader) { | |
| if (mVertexShader == vertexShader) { | |
| return; | |
| } | |
| mVertexShader = vertexShader; | |
| mCommandContext->GetD3D11DeviceContext3()->VSSetShader(vertexShader, nullptr, 0); | |
| } | |
| void PipelineStateTracker::PSSetShader(ID3D11PixelShader* pixelShader) { | |
| if (mPixelShader == pixelShader) { | |
| return; | |
| } | |
| mPixelShader = pixelShader; | |
| mCommandContext->GetD3D11DeviceContext3()->PSSetShader(pixelShader, nullptr, 0); | |
| } | |
| void PipelineStateTracker::CSSetShader(ID3D11ComputeShader* computeShader) { | |
| if (mComputeShader == computeShader) { | |
| return; | |
| } | |
| mComputeShader = computeShader; | |
| mCommandContext->GetD3D11DeviceContext3()->CSSetShader(computeShader, nullptr, 0); | |
| } | |
| void PipelineStateTracker::RSSetState(ID3D11RasterizerState* rasterizerState) { | |
| if (mRasterizerState == rasterizerState) { | |
| return; | |
| } | |
| mRasterizerState = rasterizerState; | |
| mCommandContext->GetD3D11DeviceContext3()->RSSetState(rasterizerState); | |
| } | |
| void PipelineStateTracker::OMSetBlendState(ID3D11BlendState* blendState, | |
| const FLOAT blendFactor[4], | |
| UINT sampleMask) { | |
| if (mBlendState == blendState && mSampleMask == sampleMask && | |
| DAWN_UNSAFE_TODO(std::memcmp(mBlendFactor.data(), blendFactor, sizeof(mBlendFactor))) == | |
| 0) { | |
| return; | |
| } | |
| mBlendState = blendState; | |
| mSampleMask = sampleMask; | |
| DAWN_UNSAFE_TODO(std::memcpy(mBlendFactor.data(), blendFactor, sizeof(mBlendFactor))); | |
| mCommandContext->GetD3D11DeviceContext3()->OMSetBlendState(blendState, blendFactor, sampleMask); | |
| } | |
| void PipelineStateTracker::OMSetDepthStencilState(ID3D11DepthStencilState* depthStencilState, | |
| UINT stencilRef) { | |
| if (mDepthStencilState == depthStencilState && mStencilReference == stencilRef) { | |
| return; | |
| } | |
| mDepthStencilState = depthStencilState; | |
| mStencilReference = stencilRef; | |
| mCommandContext->GetD3D11DeviceContext3()->OMSetDepthStencilState(depthStencilState, | |
| stencilRef); | |
| } | |
| } // namespace dawn::native::d3d11 |