//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #include "BsD3D11DepthStencilState.h" #include "BsD3D11Device.h" #include "BsD3D11RenderAPI.h" #include "BsD3D11Mappings.h" #include "Profiling/BsRenderStats.h" namespace bs { namespace ct { D3D11DepthStencilState::D3D11DepthStencilState(const DEPTH_STENCIL_STATE_DESC& desc, UINT32 id) :DepthStencilState(desc, id), mDepthStencilState(nullptr) { } D3D11DepthStencilState::~D3D11DepthStencilState() { SAFE_RELEASE(mDepthStencilState); BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_DepthStencilState); } void D3D11DepthStencilState::createInternal() { D3D11_DEPTH_STENCIL_DESC depthStencilState; ZeroMemory(&depthStencilState, sizeof(D3D11_DEPTH_STENCIL_DESC)); bool depthEnable = mProperties.getDepthWriteEnable() || mProperties.getDepthReadEnable(); CompareFunction compareFunc; if (mProperties.getDepthReadEnable()) compareFunc = mProperties.getDepthComparisonFunc(); else compareFunc = CMPF_ALWAYS_PASS; depthStencilState.BackFace.StencilPassOp = D3D11Mappings::get(mProperties.getStencilBackPassOp()); depthStencilState.BackFace.StencilFailOp = D3D11Mappings::get(mProperties.getStencilBackFailOp()); depthStencilState.BackFace.StencilDepthFailOp = D3D11Mappings::get(mProperties.getStencilBackZFailOp()); depthStencilState.BackFace.StencilFunc = D3D11Mappings::get(mProperties.getStencilBackCompFunc()); depthStencilState.FrontFace.StencilPassOp = D3D11Mappings::get(mProperties.getStencilFrontPassOp()); depthStencilState.FrontFace.StencilFailOp = D3D11Mappings::get(mProperties.getStencilFrontFailOp()); depthStencilState.FrontFace.StencilDepthFailOp = D3D11Mappings::get(mProperties.getStencilFrontZFailOp()); depthStencilState.FrontFace.StencilFunc = D3D11Mappings::get(mProperties.getStencilFrontCompFunc()); depthStencilState.DepthEnable = depthEnable; depthStencilState.DepthWriteMask = mProperties.getDepthWriteEnable() ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO; depthStencilState.DepthFunc = D3D11Mappings::get(compareFunc); depthStencilState.StencilEnable = mProperties.getStencilEnable(); depthStencilState.StencilReadMask = mProperties.getStencilReadMask(); depthStencilState.StencilWriteMask = mProperties.getStencilWriteMask(); D3D11RenderAPI* rs = static_cast(RenderAPI::instancePtr()); D3D11Device& device = rs->getPrimaryDevice(); HRESULT hr = device.getD3D11Device()->CreateDepthStencilState(&depthStencilState, &mDepthStencilState); if(FAILED(hr) || device.hasError()) { String errorDescription = device.getErrorDescription(); BS_EXCEPT(RenderingAPIException, "Cannot create depth stencil state.\nError Description:" + errorDescription); } BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_DepthStencilState); DepthStencilState::createInternal(); } }}