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diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/StateManager9.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/StateManager9.h
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+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/StateManager9.h
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+//
+// Copyright (c) 2015 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// StateManager9.h: Defines a class for caching D3D9 state
+
+#ifndef LIBANGLE_RENDERER_D3D9_STATEMANAGER9_H_
+#define LIBANGLE_RENDERER_D3D9_STATEMANAGER9_H_
+
+#include "libANGLE/angletypes.h"
+#include "libANGLE/Data.h"
+#include "libANGLE/State.h"
+#include "libANGLE/renderer/d3d/RendererD3D.h"
+
+namespace rx
+{
+
+class Renderer9;
+
+struct dx_VertexConstants9
+{
+ float depthRange[4];
+ float viewAdjust[4];
+ float viewCoords[4];
+};
+
+struct dx_PixelConstants9
+{
+ float depthRange[4];
+ float viewCoords[4];
+ float depthFront[4];
+};
+
+class StateManager9 final : angle::NonCopyable
+{
+ public:
+ StateManager9(Renderer9 *renderer9);
+ ~StateManager9();
+
+ void syncState(const gl::State &state, const gl::State::DirtyBits &dirtyBits);
+
+ gl::Error setBlendDepthRasterStates(const gl::State &glState, unsigned int sampleMask);
+ void setScissorState(const gl::Rectangle &scissor, bool enabled);
+ void setViewportState(const gl::Caps *caps,
+ const gl::Rectangle &viewport,
+ float zNear,
+ float zFar,
+ GLenum drawMode,
+ GLenum frontFace,
+ bool ignoreViewport);
+
+ void setShaderConstants();
+
+ void forceSetBlendState();
+ void forceSetRasterState();
+ void forceSetDepthStencilState();
+ void forceSetScissorState();
+ void forceSetViewportState();
+ void forceSetDXUniformsState();
+
+ void updateDepthSizeIfChanged(bool depthStencilInitialized, unsigned int depthSize);
+ void updateStencilSizeIfChanged(bool depthStencilInitialized, unsigned int stencilSize);
+
+ void setRenderTargetBounds(size_t width, size_t height);
+
+ int getRenderTargetWidth() const { return mRenderTargetBounds.width; }
+ int getRenderTargetHeight() const { return mRenderTargetBounds.height; }
+
+ void resetDirtyBits() { mDirtyBits.reset(); }
+
+ private:
+ // Blend state functions
+ void setBlendEnabled(bool enabled);
+ void setBlendColor(const gl::BlendState &blendState, const gl::ColorF &blendColor);
+ void setBlendFuncsEquations(const gl::BlendState &blendState);
+ void setColorMask(const gl::Framebuffer *framebuffer,
+ bool red,
+ bool blue,
+ bool green,
+ bool alpha);
+ void setSampleAlphaToCoverage(bool enabled);
+ void setDither(bool dither);
+ void setSampleMask(unsigned int sampleMask);
+
+ // Current raster state functions
+ void setCullMode(bool cullFace, GLenum cullMode, GLenum frontFace);
+ void setDepthBias(bool polygonOffsetFill,
+ GLfloat polygonOffsetFactor,
+ GLfloat polygonOffsetUnits);
+
+ // Depth stencil state functions
+ void setStencilOpsFront(GLenum stencilFail,
+ GLenum stencilPassDepthFail,
+ GLenum stencilPassDepthPass,
+ bool frontFaceCCW);
+ void setStencilOpsBack(GLenum stencilBackFail,
+ GLenum stencilBackPassDepthFail,
+ GLenum stencilBackPassDepthPass,
+ bool frontFaceCCW);
+ void setStencilBackWriteMask(GLuint stencilBackWriteMask, bool frontFaceCCW);
+ void setDepthFunc(bool depthTest, GLenum depthFunc);
+ void setStencilTestEnabled(bool enabled);
+ void setDepthMask(bool depthMask);
+ void setStencilFuncsFront(GLenum stencilFunc,
+ GLuint stencilMask,
+ GLint stencilRef,
+ bool frontFaceCCW,
+ unsigned int maxStencil);
+ void setStencilFuncsBack(GLenum stencilBackFunc,
+ GLuint stencilBackMask,
+ GLint stencilBackRef,
+ bool frontFaceCCW,
+ unsigned int maxStencil);
+ void setStencilWriteMask(GLuint stencilWriteMask, bool frontFaceCCW);
+
+ void setScissorEnabled(bool scissorEnabled);
+ void setScissorRect(const gl::Rectangle &scissor, bool enabled);
+
+ enum DirtyBitType
+ {
+ // Blend dirty bits
+ DIRTY_BIT_BLEND_ENABLED,
+ DIRTY_BIT_BLEND_COLOR,
+ DIRTY_BIT_BLEND_FUNCS_EQUATIONS,
+ DIRTY_BIT_SAMPLE_ALPHA_TO_COVERAGE,
+ DIRTY_BIT_COLOR_MASK,
+ DIRTY_BIT_DITHER,
+ DIRTY_BIT_SAMPLE_MASK,
+
+ // Rasterizer dirty bits
+ DIRTY_BIT_CULL_MODE,
+ DIRTY_BIT_DEPTH_BIAS,
+
+ // Depth stencil dirty bits
+ DIRTY_BIT_STENCIL_DEPTH_MASK,
+ DIRTY_BIT_STENCIL_DEPTH_FUNC,
+ DIRTY_BIT_STENCIL_TEST_ENABLED,
+ DIRTY_BIT_STENCIL_FUNCS_FRONT,
+ DIRTY_BIT_STENCIL_FUNCS_BACK,
+ DIRTY_BIT_STENCIL_WRITEMASK_FRONT,
+ DIRTY_BIT_STENCIL_WRITEMASK_BACK,
+ DIRTY_BIT_STENCIL_OPS_FRONT,
+ DIRTY_BIT_STENCIL_OPS_BACK,
+
+ // Scissor dirty bits
+ DIRTY_BIT_SCISSOR_ENABLED,
+ DIRTY_BIT_SCISSOR_RECT,
+
+ // Viewport dirty bits
+ DIRTY_BIT_VIEWPORT,
+
+ DIRTY_BIT_MAX
+ };
+
+ typedef std::bitset<DIRTY_BIT_MAX> DirtyBits;
+
+ // Currently applied blend state
+ gl::BlendState mCurBlendState;
+ gl::ColorF mCurBlendColor;
+ unsigned int mCurSampleMask;
+ DirtyBits mBlendStateDirtyBits;
+
+ // Currently applied raster state
+ gl::RasterizerState mCurRasterState;
+ unsigned int mCurDepthSize;
+ DirtyBits mRasterizerStateDirtyBits;
+
+ // Currently applied depth stencil state
+ gl::DepthStencilState mCurDepthStencilState;
+ int mCurStencilRef;
+ int mCurStencilBackRef;
+ bool mCurFrontFaceCCW;
+ unsigned int mCurStencilSize;
+ DirtyBits mDepthStencilStateDirtyBits;
+
+ // Currently applied scissor states
+ gl::Rectangle mCurScissorRect;
+ bool mCurScissorEnabled;
+ gl::Extents mRenderTargetBounds;
+ DirtyBits mScissorStateDirtyBits;
+
+ // Currently applied viewport states
+ bool mForceSetViewport;
+ gl::Rectangle mCurViewport;
+ float mCurNear;
+ float mCurFar;
+ float mCurDepthFront;
+ bool mCurIgnoreViewport;
+
+ dx_VertexConstants9 mVertexConstants;
+ dx_PixelConstants9 mPixelConstants;
+ bool mDxUniformsDirty;
+
+ // FIXME: Unsupported by D3D9
+ static const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF;
+ static const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK;
+ static const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK;
+
+ Renderer9 *mRenderer9;
+ DirtyBits mDirtyBits;
+};
+
+} // namespace rx
+#endif // LIBANGLE_RENDERER_D3D9_STATEMANAGER9_H_