#include "BsD3D11BlendState.h" #include "BsD3D11Mappings.h" #include "BsD3D11RenderSystem.h" #include "BsD3D11Device.h" #include "BsRenderStats.h" namespace BansheeEngine { D3D11BlendState::D3D11BlendState() :mBlendState(nullptr) { } D3D11BlendState::~D3D11BlendState() { } void D3D11BlendState::initialize_internal() { D3D11_BLEND_DESC blendStateDesc; ZeroMemory(&blendStateDesc, sizeof(D3D11_BLEND_DESC)); blendStateDesc.AlphaToCoverageEnable = mData.alphaToCoverageEnable; blendStateDesc.IndependentBlendEnable = mData.independantBlendEnable; for(UINT32 i = 0; i < BS_MAX_MULTIPLE_RENDER_TARGETS; i++) { blendStateDesc.RenderTarget[i].BlendEnable = mData.renderTargetDesc[i].blendEnable; blendStateDesc.RenderTarget[i].BlendOp = D3D11Mappings::get(mData.renderTargetDesc[i].blendOp); blendStateDesc.RenderTarget[i].BlendOpAlpha = D3D11Mappings::get(mData.renderTargetDesc[i].blendOpAlpha); blendStateDesc.RenderTarget[i].DestBlend = D3D11Mappings::get(mData.renderTargetDesc[i].dstBlend); blendStateDesc.RenderTarget[i].DestBlendAlpha = D3D11Mappings::get(mData.renderTargetDesc[i].dstBlendAlpha); blendStateDesc.RenderTarget[i].RenderTargetWriteMask = 0xf & mData.renderTargetDesc[i].renderTargetWriteMask; // Mask out all but last 4 bits blendStateDesc.RenderTarget[i].SrcBlend = D3D11Mappings::get(mData.renderTargetDesc[i].srcBlend); blendStateDesc.RenderTarget[i].SrcBlendAlpha = D3D11Mappings::get(mData.renderTargetDesc[i].srcBlendAlpha); } D3D11RenderSystem* rs = static_cast(RenderSystem::instancePtr()); D3D11Device& device = rs->getPrimaryDevice(); HRESULT hr = device.getD3D11Device()->CreateBlendState(&blendStateDesc, &mBlendState); if(FAILED(hr) || device.hasError()) { String errorDescription = device.getErrorDescription(); BS_EXCEPT(RenderingAPIException, "Cannot create blend state.\nError Description:" + errorDescription); } BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_BlendState); BlendState::initialize_internal(); } void D3D11BlendState::destroy_internal() { SAFE_RELEASE(mBlendState); BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_BlendState); BlendState::destroy_internal(); } }