#include "BsD3D11DepthStencilState.h" #include "BsD3D11Device.h" #include "BsD3D11RenderAPI.h" #include "BsD3D11Mappings.h" #include "BsRenderStats.h" namespace BansheeEngine { D3D11DepthStencilStateCore::D3D11DepthStencilStateCore(const DEPTH_STENCIL_STATE_DESC& desc, UINT32 id) :DepthStencilStateCore(desc, id), mDepthStencilState(nullptr) { } D3D11DepthStencilStateCore::~D3D11DepthStencilStateCore() { SAFE_RELEASE(mDepthStencilState); BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_DepthStencilState); } void D3D11DepthStencilStateCore::createInternal() { D3D11_DEPTH_STENCIL_DESC depthStencilState; ZeroMemory(&depthStencilState, sizeof(D3D11_DEPTH_STENCIL_DESC)); 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 = mProperties.getDepthReadEnable(); depthStencilState.DepthWriteMask = mProperties.getDepthWriteEnable() ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO; depthStencilState.DepthFunc = D3D11Mappings::get(mProperties.getDepthComparisonFunc()); depthStencilState.StencilEnable = mProperties.getStencilEnable(); depthStencilState.StencilReadMask = mProperties.getStencilReadMask(); depthStencilState.StencilWriteMask = mProperties.getStencilWriteMask(); D3D11RenderAPI* rs = static_cast(RenderAPICore::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); DepthStencilStateCore::createInternal(); } }