| // |
| // Copyright (c) 2013 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. |
| // |
| |
| // Clear11.cpp: Framebuffer clear utility class. |
| |
| #include "libGLESv2/renderer/d3d/d3d11/Clear11.h" |
| #include "libGLESv2/renderer/d3d/d3d11/Renderer11.h" |
| #include "libGLESv2/renderer/d3d/d3d11/renderer11_utils.h" |
| #include "libGLESv2/renderer/d3d/d3d11/RenderTarget11.h" |
| #include "libGLESv2/formatutils.h" |
| #include "libGLESv2/Framebuffer.h" |
| #include "libGLESv2/FramebufferAttachment.h" |
| |
| // Precompiled shaders |
| #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/clearfloat11vs.h" |
| #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/clearfloat11ps.h" |
| |
| #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/clearuint11vs.h" |
| #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/clearuint11ps.h" |
| |
| #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/clearsint11vs.h" |
| #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/clearsint11ps.h" |
| |
| namespace rx |
| { |
| |
| template <typename T> |
| static void ApplyVertices(const gl::Extents &framebufferSize, const gl::Rectangle *scissor, const gl::Color<T> &color, float depth, void *buffer) |
| { |
| d3d11::PositionDepthColorVertex<T> *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex<T>*>(buffer); |
| |
| float depthClear = gl::clamp01(depth); |
| float left = -1.0f; |
| float right = 1.0f; |
| float top = -1.0f; |
| float bottom = 1.0f; |
| |
| // Clip the quad coordinates to the scissor if needed |
| if (scissor != NULL) |
| { |
| left = std::max(left, (scissor->x / float(framebufferSize.width)) * 2.0f - 1.0f); |
| right = std::min(right, ((scissor->x + scissor->width) / float(framebufferSize.width)) * 2.0f - 1.0f); |
| top = std::max(top, ((framebufferSize.height - scissor->y - scissor->height) / float(framebufferSize.height)) * 2.0f - 1.0f); |
| bottom = std::min(bottom, ((framebufferSize.height - scissor->y) / float(framebufferSize.height)) * 2.0f - 1.0f); |
| } |
| |
| d3d11::SetPositionDepthColorVertex<T>(vertices + 0, left, bottom, depthClear, color); |
| d3d11::SetPositionDepthColorVertex<T>(vertices + 1, left, top, depthClear, color); |
| d3d11::SetPositionDepthColorVertex<T>(vertices + 2, right, bottom, depthClear, color); |
| d3d11::SetPositionDepthColorVertex<T>(vertices + 3, right, top, depthClear, color); |
| } |
| |
| template <unsigned int vsSize, unsigned int psSize> |
| Clear11::ClearShader Clear11::CreateClearShader(ID3D11Device *device, DXGI_FORMAT colorType, const BYTE (&vsByteCode)[vsSize], const BYTE (&psByteCode)[psSize]) |
| { |
| HRESULT result; |
| |
| ClearShader shader = { 0 }; |
| |
| D3D11_INPUT_ELEMENT_DESC quadLayout[] = |
| { |
| { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
| { "COLOR", 0, colorType, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
| }; |
| |
| result = device->CreateInputLayout(quadLayout, ArraySize(quadLayout), vsByteCode, vsSize, &shader.inputLayout); |
| ASSERT(SUCCEEDED(result)); |
| |
| result = device->CreateVertexShader(vsByteCode, vsSize, NULL, &shader.vertexShader); |
| ASSERT(SUCCEEDED(result)); |
| |
| result = device->CreatePixelShader(psByteCode, psSize, NULL, &shader.pixelShader); |
| ASSERT(SUCCEEDED(result)); |
| |
| return shader; |
| } |
| |
| Clear11::Clear11(Renderer11 *renderer) |
| : mRenderer(renderer), mClearBlendStates(StructLessThan<ClearBlendInfo>), mClearDepthStencilStates(StructLessThan<ClearDepthStencilInfo>), |
| mVertexBuffer(NULL), mRasterizerState(NULL) |
| { |
| HRESULT result; |
| ID3D11Device *device = renderer->getDevice(); |
| |
| D3D11_BUFFER_DESC vbDesc; |
| vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex<float>) * 4; |
| vbDesc.Usage = D3D11_USAGE_DYNAMIC; |
| vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; |
| vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; |
| vbDesc.MiscFlags = 0; |
| vbDesc.StructureByteStride = 0; |
| |
| result = device->CreateBuffer(&vbDesc, NULL, &mVertexBuffer); |
| ASSERT(SUCCEEDED(result)); |
| d3d11::SetDebugName(mVertexBuffer, "Clear11 masked clear vertex buffer"); |
| |
| D3D11_RASTERIZER_DESC rsDesc; |
| rsDesc.FillMode = D3D11_FILL_SOLID; |
| rsDesc.CullMode = D3D11_CULL_NONE; |
| rsDesc.FrontCounterClockwise = FALSE; |
| rsDesc.DepthBias = 0; |
| rsDesc.DepthBiasClamp = 0.0f; |
| rsDesc.SlopeScaledDepthBias = 0.0f; |
| rsDesc.DepthClipEnable = FALSE; |
| rsDesc.ScissorEnable = FALSE; |
| rsDesc.MultisampleEnable = FALSE; |
| rsDesc.AntialiasedLineEnable = FALSE; |
| |
| result = device->CreateRasterizerState(&rsDesc, &mRasterizerState); |
| ASSERT(SUCCEEDED(result)); |
| d3d11::SetDebugName(mRasterizerState, "Clear11 masked clear rasterizer state"); |
| |
| mFloatClearShader = CreateClearShader(device, DXGI_FORMAT_R32G32B32A32_FLOAT, g_VS_ClearFloat, g_PS_ClearFloat); |
| mUintClearShader = CreateClearShader(device, DXGI_FORMAT_R32G32B32A32_UINT, g_VS_ClearUint, g_PS_ClearUint ); |
| mIntClearShader = CreateClearShader(device, DXGI_FORMAT_R32G32B32A32_SINT, g_VS_ClearSint, g_PS_ClearSint ); |
| } |
| |
| Clear11::~Clear11() |
| { |
| for (ClearBlendStateMap::iterator i = mClearBlendStates.begin(); i != mClearBlendStates.end(); i++) |
| { |
| SafeRelease(i->second); |
| } |
| mClearBlendStates.clear(); |
| |
| SafeRelease(mFloatClearShader.inputLayout); |
| SafeRelease(mFloatClearShader.vertexShader); |
| SafeRelease(mFloatClearShader.pixelShader); |
| |
| SafeRelease(mUintClearShader.inputLayout); |
| SafeRelease(mUintClearShader.vertexShader); |
| SafeRelease(mUintClearShader.pixelShader); |
| |
| SafeRelease(mIntClearShader.inputLayout); |
| SafeRelease(mIntClearShader.vertexShader); |
| SafeRelease(mIntClearShader.pixelShader); |
| |
| for (ClearDepthStencilStateMap::iterator i = mClearDepthStencilStates.begin(); i != mClearDepthStencilStates.end(); i++) |
| { |
| SafeRelease(i->second); |
| } |
| mClearDepthStencilStates.clear(); |
| |
| SafeRelease(mVertexBuffer); |
| SafeRelease(mRasterizerState); |
| } |
| |
| void Clear11::clearFramebuffer(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer) |
| { |
| // First determine if a scissored clear is needed, this will always require drawing a quad. |
| // |
| // Otherwise, iterate over the color buffers which require clearing and determine if they can be |
| // cleared with ID3D11DeviceContext::ClearRenderTargetView... This requires: |
| // 1) The render target is being cleared to a float value (will be cast to integer when clearing integer |
| // render targets as expected but does not work the other way around) |
| // 2) The format of the render target has no color channels that are currently masked out. |
| // Clear the easy-to-clear buffers on the spot and accumulate the ones that require special work. |
| // |
| // Also determine if the depth stencil can be cleared with ID3D11DeviceContext::ClearDepthStencilView |
| // by checking if the stencil write mask covers the entire stencil. |
| // |
| // To clear the remaining buffers, quads must be drawn containing an int, uint or float vertex color |
| // attribute. |
| |
| gl::Extents framebufferSize; |
| if (frameBuffer->getFirstColorbuffer() != NULL) |
| { |
| gl::FramebufferAttachment *attachment = frameBuffer->getFirstColorbuffer(); |
| framebufferSize.width = attachment->getWidth(); |
| framebufferSize.height = attachment->getHeight(); |
| framebufferSize.depth = 1; |
| } |
| else if (frameBuffer->getDepthOrStencilbuffer() != NULL) |
| { |
| gl::FramebufferAttachment *attachment = frameBuffer->getDepthOrStencilbuffer(); |
| framebufferSize.width = attachment->getWidth(); |
| framebufferSize.height = attachment->getHeight(); |
| framebufferSize.depth = 1; |
| } |
| else |
| { |
| UNREACHABLE(); |
| return; |
| } |
| |
| if (clearParams.scissorEnabled && (clearParams.scissor.x >= framebufferSize.width || |
| clearParams.scissor.y >= framebufferSize.height || |
| clearParams.scissor.x + clearParams.scissor.width <= 0 || |
| clearParams.scissor.y + clearParams.scissor.height <= 0)) |
| { |
| // Scissor is enabled and the scissor rectangle is outside the renderbuffer |
| return; |
| } |
| |
| bool needScissoredClear = clearParams.scissorEnabled && (clearParams.scissor.x > 0 || clearParams.scissor.y > 0 || |
| clearParams.scissor.x + clearParams.scissor.width < framebufferSize.width || |
| clearParams.scissor.y + clearParams.scissor.height < framebufferSize.height); |
| |
| std::vector<MaskedRenderTarget> maskedClearRenderTargets; |
| RenderTarget11* maskedClearDepthStencil = NULL; |
| |
| ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); |
| |
| for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++) |
| { |
| if (clearParams.clearColor[colorAttachment] && frameBuffer->isEnabledColorAttachment(colorAttachment)) |
| { |
| gl::FramebufferAttachment *attachment = frameBuffer->getColorbuffer(colorAttachment); |
| if (attachment) |
| { |
| RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(attachment->getRenderTarget()); |
| if (!renderTarget) |
| { |
| ERR("Render target pointer unexpectedly null."); |
| return; |
| } |
| |
| const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(attachment->getInternalFormat()); |
| |
| if (clearParams.colorClearType == GL_FLOAT && |
| !(formatInfo.componentType == GL_FLOAT || formatInfo.componentType == GL_UNSIGNED_NORMALIZED || formatInfo.componentType == GL_SIGNED_NORMALIZED)) |
| { |
| ERR("It is undefined behaviour to clear a render buffer which is not normalized fixed point or floating-" |
| "point to floating point values (color attachment %u has internal format 0x%X).", colorAttachment, |
| attachment->getInternalFormat()); |
| } |
| |
| if ((formatInfo.redBits == 0 || !clearParams.colorMaskRed) && |
| (formatInfo.greenBits == 0 || !clearParams.colorMaskGreen) && |
| (formatInfo.blueBits == 0 || !clearParams.colorMaskBlue) && |
| (formatInfo.alphaBits == 0 || !clearParams.colorMaskAlpha)) |
| { |
| // Every channel either does not exist in the render target or is masked out |
| continue; |
| } |
| else if (needScissoredClear || clearParams.colorClearType != GL_FLOAT || |
| (formatInfo.redBits > 0 && !clearParams.colorMaskRed) || |
| (formatInfo.greenBits > 0 && !clearParams.colorMaskGreen) || |
| (formatInfo.blueBits > 0 && !clearParams.colorMaskBlue) || |
| (formatInfo.alphaBits > 0 && !clearParams.colorMaskAlpha)) |
| { |
| // A scissored or masked clear is required |
| MaskedRenderTarget maskAndRt; |
| bool clearColor = clearParams.clearColor[colorAttachment]; |
| maskAndRt.colorMask[0] = (clearColor && clearParams.colorMaskRed); |
| maskAndRt.colorMask[1] = (clearColor && clearParams.colorMaskGreen); |
| maskAndRt.colorMask[2] = (clearColor && clearParams.colorMaskBlue); |
| maskAndRt.colorMask[3] = (clearColor && clearParams.colorMaskAlpha); |
| maskAndRt.renderTarget = renderTarget; |
| maskedClearRenderTargets.push_back(maskAndRt); |
| } |
| else |
| { |
| // ID3D11DeviceContext::ClearRenderTargetView is possible |
| |
| ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView(); |
| if (!framebufferRTV) |
| { |
| ERR("Render target view pointer unexpectedly null."); |
| return; |
| } |
| |
| const gl::InternalFormat &actualFormatInfo = gl::GetInternalFormatInfo(attachment->getActualFormat()); |
| |
| // Check if the actual format has a channel that the internal format does not and set them to the |
| // default values |
| const float clearValues[4] = |
| { |
| ((formatInfo.redBits == 0 && actualFormatInfo.redBits > 0) ? 0.0f : clearParams.colorFClearValue.red), |
| ((formatInfo.greenBits == 0 && actualFormatInfo.greenBits > 0) ? 0.0f : clearParams.colorFClearValue.green), |
| ((formatInfo.blueBits == 0 && actualFormatInfo.blueBits > 0) ? 0.0f : clearParams.colorFClearValue.blue), |
| ((formatInfo.alphaBits == 0 && actualFormatInfo.alphaBits > 0) ? 1.0f : clearParams.colorFClearValue.alpha), |
| }; |
| |
| deviceContext->ClearRenderTargetView(framebufferRTV, clearValues); |
| } |
| } |
| } |
| } |
| |
| if (clearParams.clearDepth || clearParams.clearStencil) |
| { |
| gl::FramebufferAttachment *attachment = frameBuffer->getDepthOrStencilbuffer(); |
| if (attachment) |
| { |
| RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(attachment->getDepthStencil()); |
| if (!renderTarget) |
| { |
| ERR("Depth stencil render target pointer unexpectedly null."); |
| return; |
| } |
| |
| const gl::InternalFormat &actualFormatInfo = gl::GetInternalFormatInfo(attachment->getActualFormat()); |
| |
| unsigned int stencilUnmasked = frameBuffer->hasStencil() ? (1 << actualFormatInfo.stencilBits) - 1 : 0; |
| bool needMaskedStencilClear = clearParams.clearStencil && (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked; |
| |
| if (needScissoredClear || needMaskedStencilClear) |
| { |
| maskedClearDepthStencil = renderTarget; |
| } |
| else |
| { |
| ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView(); |
| if (!framebufferDSV) |
| { |
| ERR("Depth stencil view pointer unexpectedly null."); |
| return; |
| } |
| |
| UINT clearFlags = (clearParams.clearDepth ? D3D11_CLEAR_DEPTH : 0) | |
| (clearParams.clearStencil ? D3D11_CLEAR_STENCIL : 0); |
| FLOAT depthClear = gl::clamp01(clearParams.depthClearValue); |
| UINT8 stencilClear = clearParams.stencilClearValue & 0xFF; |
| |
| deviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear); |
| } |
| } |
| } |
| |
| if (maskedClearRenderTargets.size() > 0 || maskedClearDepthStencil) |
| { |
| // To clear the render targets and depth stencil in one pass: |
| // |
| // Render a quad clipped to the scissor rectangle which draws the clear color and a blend |
| // state that will perform the required color masking. |
| // |
| // The quad's depth is equal to the depth clear value with a depth stencil state that |
| // will enable or disable depth test/writes if the depth buffer should be cleared or not. |
| // |
| // The rasterizer state's stencil is set to always pass or fail based on if the stencil |
| // should be cleared or not with a stencil write mask of the stencil clear value. |
| // |
| // ====================================================================================== |
| // |
| // Luckily, the gl spec (ES 3.0.2 pg 183) states that the results of clearing a render- |
| // buffer that is not normalized fixed point or floating point with floating point values |
| // are undefined so we can just write floats to them and D3D11 will bit cast them to |
| // integers. |
| // |
| // Also, we don't have to worry about attempting to clear a normalized fixed/floating point |
| // buffer with integer values because there is no gl API call which would allow it, |
| // glClearBuffer* calls only clear a single renderbuffer at a time which is verified to |
| // be a compatible clear type. |
| |
| // Bind all the render targets which need clearing |
| ASSERT(maskedClearRenderTargets.size() <= mRenderer->getRendererCaps().maxDrawBuffers); |
| std::vector<ID3D11RenderTargetView*> rtvs(maskedClearRenderTargets.size()); |
| for (unsigned int i = 0; i < maskedClearRenderTargets.size(); i++) |
| { |
| RenderTarget11 *renderTarget = maskedClearRenderTargets[i].renderTarget; |
| ID3D11RenderTargetView *rtv = renderTarget->getRenderTargetView(); |
| if (!rtv) |
| { |
| ERR("Render target view unexpectedly null."); |
| return; |
| } |
| |
| rtvs[i] = rtv; |
| } |
| ID3D11DepthStencilView *dsv = maskedClearDepthStencil ? maskedClearDepthStencil->getDepthStencilView() : NULL; |
| |
| ID3D11BlendState *blendState = getBlendState(maskedClearRenderTargets); |
| const FLOAT blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; |
| const UINT sampleMask = 0xFFFFFFFF; |
| |
| ID3D11DepthStencilState *dsState = getDepthStencilState(clearParams); |
| const UINT stencilClear = clearParams.stencilClearValue & 0xFF; |
| |
| // Set the vertices |
| UINT vertexStride = 0; |
| const UINT startIdx = 0; |
| const ClearShader* shader = NULL; |
| D3D11_MAPPED_SUBRESOURCE mappedResource; |
| HRESULT result = deviceContext->Map(mVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); |
| if (FAILED(result)) |
| { |
| ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result); |
| return; |
| } |
| |
| const gl::Rectangle *scissorPtr = clearParams.scissorEnabled ? &clearParams.scissor : NULL; |
| switch (clearParams.colorClearType) |
| { |
| case GL_FLOAT: |
| ApplyVertices(framebufferSize, scissorPtr, clearParams.colorFClearValue, clearParams.depthClearValue, mappedResource.pData); |
| vertexStride = sizeof(d3d11::PositionDepthColorVertex<float>); |
| shader = &mFloatClearShader; |
| break; |
| |
| case GL_UNSIGNED_INT: |
| ApplyVertices(framebufferSize, scissorPtr, clearParams.colorUIClearValue, clearParams.depthClearValue, mappedResource.pData); |
| vertexStride = sizeof(d3d11::PositionDepthColorVertex<unsigned int>); |
| shader = &mUintClearShader; |
| break; |
| |
| case GL_INT: |
| ApplyVertices(framebufferSize, scissorPtr, clearParams.colorIClearValue, clearParams.depthClearValue, mappedResource.pData); |
| vertexStride = sizeof(d3d11::PositionDepthColorVertex<int>); |
| shader = &mIntClearShader; |
| break; |
| |
| default: |
| UNREACHABLE(); |
| break; |
| } |
| |
| deviceContext->Unmap(mVertexBuffer, 0); |
| |
| // Set the viewport to be the same size as the framebuffer |
| D3D11_VIEWPORT viewport; |
| viewport.TopLeftX = 0; |
| viewport.TopLeftY = 0; |
| viewport.Width = framebufferSize.width; |
| viewport.Height = framebufferSize.height; |
| viewport.MinDepth = 0; |
| viewport.MaxDepth = 1; |
| deviceContext->RSSetViewports(1, &viewport); |
| |
| // Apply state |
| deviceContext->OMSetBlendState(blendState, blendFactors, sampleMask); |
| deviceContext->OMSetDepthStencilState(dsState, stencilClear); |
| deviceContext->RSSetState(mRasterizerState); |
| |
| // Apply shaders |
| deviceContext->IASetInputLayout(shader->inputLayout); |
| deviceContext->VSSetShader(shader->vertexShader, NULL, 0); |
| deviceContext->PSSetShader(shader->pixelShader, NULL, 0); |
| deviceContext->GSSetShader(NULL, NULL, 0); |
| |
| // Apply vertex buffer |
| deviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &vertexStride, &startIdx); |
| deviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); |
| |
| // Apply render targets |
| deviceContext->OMSetRenderTargets(rtvs.size(), (rtvs.empty() ? NULL : &rtvs[0]), dsv); |
| |
| // Draw the clear quad |
| deviceContext->Draw(4, 0); |
| |
| // Clean up |
| mRenderer->markAllStateDirty(); |
| } |
| } |
| |
| ID3D11BlendState *Clear11::getBlendState(const std::vector<MaskedRenderTarget>& rts) |
| { |
| ClearBlendInfo blendKey = { 0 }; |
| for (unsigned int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++) |
| { |
| if (i < rts.size()) |
| { |
| RenderTarget11 *rt = rts[i].renderTarget; |
| const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(rt->getInternalFormat()); |
| |
| blendKey.maskChannels[i][0] = (rts[i].colorMask[0] && formatInfo.redBits > 0); |
| blendKey.maskChannels[i][1] = (rts[i].colorMask[1] && formatInfo.greenBits > 0); |
| blendKey.maskChannels[i][2] = (rts[i].colorMask[2] && formatInfo.blueBits > 0); |
| blendKey.maskChannels[i][3] = (rts[i].colorMask[3] && formatInfo.alphaBits > 0); |
| } |
| else |
| { |
| blendKey.maskChannels[i][0] = false; |
| blendKey.maskChannels[i][1] = false; |
| blendKey.maskChannels[i][2] = false; |
| blendKey.maskChannels[i][3] = false; |
| } |
| } |
| |
| ClearBlendStateMap::const_iterator i = mClearBlendStates.find(blendKey); |
| if (i != mClearBlendStates.end()) |
| { |
| return i->second; |
| } |
| else |
| { |
| D3D11_BLEND_DESC blendDesc = { 0 }; |
| blendDesc.AlphaToCoverageEnable = FALSE; |
| blendDesc.IndependentBlendEnable = (rts.size() > 1) ? TRUE : FALSE; |
| |
| for (unsigned int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++) |
| { |
| blendDesc.RenderTarget[i].BlendEnable = FALSE; |
| blendDesc.RenderTarget[i].RenderTargetWriteMask = gl_d3d11::ConvertColorMask(blendKey.maskChannels[i][0], |
| blendKey.maskChannels[i][1], |
| blendKey.maskChannels[i][2], |
| blendKey.maskChannels[i][3]); |
| } |
| |
| ID3D11Device *device = mRenderer->getDevice(); |
| ID3D11BlendState* blendState = NULL; |
| HRESULT result = device->CreateBlendState(&blendDesc, &blendState); |
| if (FAILED(result) || !blendState) |
| { |
| ERR("Unable to create a ID3D11BlendState, HRESULT: 0x%X.", result); |
| return NULL; |
| } |
| |
| mClearBlendStates[blendKey] = blendState; |
| |
| return blendState; |
| } |
| } |
| |
| ID3D11DepthStencilState *Clear11::getDepthStencilState(const gl::ClearParameters &clearParams) |
| { |
| ClearDepthStencilInfo dsKey = { 0 }; |
| dsKey.clearDepth = clearParams.clearDepth; |
| dsKey.clearStencil = clearParams.clearStencil; |
| dsKey.stencilWriteMask = clearParams.stencilWriteMask & 0xFF; |
| |
| ClearDepthStencilStateMap::const_iterator i = mClearDepthStencilStates.find(dsKey); |
| if (i != mClearDepthStencilStates.end()) |
| { |
| return i->second; |
| } |
| else |
| { |
| D3D11_DEPTH_STENCIL_DESC dsDesc = { 0 }; |
| dsDesc.DepthEnable = dsKey.clearDepth ? TRUE : FALSE; |
| dsDesc.DepthWriteMask = dsKey.clearDepth ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO; |
| dsDesc.DepthFunc = D3D11_COMPARISON_ALWAYS; |
| dsDesc.StencilEnable = dsKey.clearStencil ? TRUE : FALSE; |
| dsDesc.StencilReadMask = 0; |
| dsDesc.StencilWriteMask = dsKey.stencilWriteMask; |
| dsDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_REPLACE; |
| dsDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_REPLACE; |
| dsDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE; |
| dsDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; |
| dsDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_REPLACE; |
| dsDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_REPLACE; |
| dsDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE; |
| dsDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS; |
| |
| ID3D11Device *device = mRenderer->getDevice(); |
| ID3D11DepthStencilState* dsState = NULL; |
| HRESULT result = device->CreateDepthStencilState(&dsDesc, &dsState); |
| if (FAILED(result) || !dsState) |
| { |
| ERR("Unable to create a ID3D11DepthStencilState, HRESULT: 0x%X.", result); |
| return NULL; |
| } |
| |
| mClearDepthStencilStates[dsKey] = dsState; |
| |
| return dsState; |
| } |
| } |
| |
| } |