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- #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<D3D11RenderAPI*>(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();
- }
- }
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