#include "BsD3D11RasterizerState.h" #include "BsD3D11RenderAPI.h" #include "BsD3D11Device.h" #include "BsD3D11Mappings.h" #include "BsRenderStats.h" namespace BansheeEngine { D3D11RasterizerStateCore::D3D11RasterizerStateCore(const RASTERIZER_STATE_DESC& desc, UINT32 id) :RasterizerStateCore(desc, id), mRasterizerState(nullptr) { } D3D11RasterizerStateCore::~D3D11RasterizerStateCore() { SAFE_RELEASE(mRasterizerState); BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_RasterizerState); } void D3D11RasterizerStateCore::createInternal() { INT32 scaledDepthBias = Math::floorToInt(-mProperties.getDepthBias() * float((1 << 24))); // Note: Assumes 24-bit depth buffer D3D11_RASTERIZER_DESC rasterizerStateDesc; ZeroMemory(&rasterizerStateDesc, sizeof(D3D11_RASTERIZER_DESC)); rasterizerStateDesc.AntialiasedLineEnable = mProperties.getAntialiasedLineEnable(); rasterizerStateDesc.CullMode = D3D11Mappings::get(mProperties.getCullMode()); rasterizerStateDesc.DepthBias = scaledDepthBias; rasterizerStateDesc.DepthBiasClamp = mProperties.getDepthBiasClamp(); rasterizerStateDesc.DepthClipEnable = mProperties.getDepthClipEnable(); rasterizerStateDesc.FillMode = D3D11Mappings::get(mProperties.getPolygonMode()); rasterizerStateDesc.MultisampleEnable = mProperties.getMultisampleEnable(); rasterizerStateDesc.ScissorEnable = mProperties.getScissorEnable(); rasterizerStateDesc.SlopeScaledDepthBias = mProperties.getSlopeScaledDepthBias(); rasterizerStateDesc.FrontCounterClockwise = false; D3D11RenderAPI* rs = static_cast(RenderAPICore::instancePtr()); D3D11Device& device = rs->getPrimaryDevice(); HRESULT hr = device.getD3D11Device()->CreateRasterizerState(&rasterizerStateDesc, &mRasterizerState); if(FAILED(hr) || device.hasError()) { String errorDescription = device.getErrorDescription(); BS_EXCEPT(RenderingAPIException, "Cannot create rasterizer state.\nError Description:" + errorDescription); } BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_RasterizerState); RasterizerStateCore::createInternal(); } }