@@ -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 {