BsD3D11BlendState.cpp 2.2 KB

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  1. #include "BsD3D11BlendState.h"
  2. #include "BsD3D11Mappings.h"
  3. #include "BsD3D11RenderSystem.h"
  4. #include "BsD3D11Device.h"
  5. #include "BsRenderStats.h"
  6. namespace BansheeEngine
  7. {
  8. D3D11BlendState::D3D11BlendState()
  9. :mBlendState(nullptr)
  10. { }
  11. D3D11BlendState::~D3D11BlendState()
  12. {
  13. }
  14. void D3D11BlendState::initialize_internal()
  15. {
  16. D3D11_BLEND_DESC blendStateDesc;
  17. ZeroMemory(&blendStateDesc, sizeof(D3D11_BLEND_DESC));
  18. blendStateDesc.AlphaToCoverageEnable = mData.alphaToCoverageEnable;
  19. blendStateDesc.IndependentBlendEnable = mData.independantBlendEnable;
  20. for(UINT32 i = 0; i < BS_MAX_MULTIPLE_RENDER_TARGETS; i++)
  21. {
  22. blendStateDesc.RenderTarget[i].BlendEnable = mData.renderTargetDesc[i].blendEnable;
  23. blendStateDesc.RenderTarget[i].BlendOp = D3D11Mappings::get(mData.renderTargetDesc[i].blendOp);
  24. blendStateDesc.RenderTarget[i].BlendOpAlpha = D3D11Mappings::get(mData.renderTargetDesc[i].blendOpAlpha);
  25. blendStateDesc.RenderTarget[i].DestBlend = D3D11Mappings::get(mData.renderTargetDesc[i].dstBlend);
  26. blendStateDesc.RenderTarget[i].DestBlendAlpha = D3D11Mappings::get(mData.renderTargetDesc[i].dstBlendAlpha);
  27. blendStateDesc.RenderTarget[i].RenderTargetWriteMask = 0xf & mData.renderTargetDesc[i].renderTargetWriteMask; // Mask out all but last 4 bits
  28. blendStateDesc.RenderTarget[i].SrcBlend = D3D11Mappings::get(mData.renderTargetDesc[i].srcBlend);
  29. blendStateDesc.RenderTarget[i].SrcBlendAlpha = D3D11Mappings::get(mData.renderTargetDesc[i].srcBlendAlpha);
  30. }
  31. D3D11RenderSystem* rs = static_cast<D3D11RenderSystem*>(RenderSystem::instancePtr());
  32. D3D11Device& device = rs->getPrimaryDevice();
  33. HRESULT hr = device.getD3D11Device()->CreateBlendState(&blendStateDesc, &mBlendState);
  34. if(FAILED(hr) || device.hasError())
  35. {
  36. String errorDescription = device.getErrorDescription();
  37. BS_EXCEPT(RenderingAPIException, "Cannot create blend state.\nError Description:" + errorDescription);
  38. }
  39. BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_BlendState);
  40. BlendState::initialize_internal();
  41. }
  42. void D3D11BlendState::destroy_internal()
  43. {
  44. SAFE_RELEASE(mBlendState);
  45. BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_BlendState);
  46. BlendState::destroy_internal();
  47. }
  48. }