BsD3D11BlendState.cpp 2.5 KB

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  1. //__________________________ Banshee Project - A modern game development toolkit _________________________________//
  2. //_____________________________________ www.banshee-project.com __________________________________________________//
  3. //________________________ Copyright (c) 2014 Marko Pintera. All rights reserved. ________________________________//
  4. #include "BsD3D11BlendState.h"
  5. #include "BsD3D11Mappings.h"
  6. #include "BsD3D11RenderSystem.h"
  7. #include "BsD3D11Device.h"
  8. #include "BsRenderStats.h"
  9. namespace BansheeEngine
  10. {
  11. D3D11BlendState::D3D11BlendState()
  12. :mBlendState(nullptr)
  13. { }
  14. D3D11BlendState::~D3D11BlendState()
  15. {
  16. }
  17. void D3D11BlendState::initialize_internal()
  18. {
  19. D3D11_BLEND_DESC blendStateDesc;
  20. ZeroMemory(&blendStateDesc, sizeof(D3D11_BLEND_DESC));
  21. blendStateDesc.AlphaToCoverageEnable = mData.alphaToCoverageEnable;
  22. blendStateDesc.IndependentBlendEnable = mData.independantBlendEnable;
  23. for(UINT32 i = 0; i < BS_MAX_MULTIPLE_RENDER_TARGETS; i++)
  24. {
  25. blendStateDesc.RenderTarget[i].BlendEnable = mData.renderTargetDesc[i].blendEnable;
  26. blendStateDesc.RenderTarget[i].BlendOp = D3D11Mappings::get(mData.renderTargetDesc[i].blendOp);
  27. blendStateDesc.RenderTarget[i].BlendOpAlpha = D3D11Mappings::get(mData.renderTargetDesc[i].blendOpAlpha);
  28. blendStateDesc.RenderTarget[i].DestBlend = D3D11Mappings::get(mData.renderTargetDesc[i].dstBlend);
  29. blendStateDesc.RenderTarget[i].DestBlendAlpha = D3D11Mappings::get(mData.renderTargetDesc[i].dstBlendAlpha);
  30. blendStateDesc.RenderTarget[i].RenderTargetWriteMask = 0xf & mData.renderTargetDesc[i].renderTargetWriteMask; // Mask out all but last 4 bits
  31. blendStateDesc.RenderTarget[i].SrcBlend = D3D11Mappings::get(mData.renderTargetDesc[i].srcBlend);
  32. blendStateDesc.RenderTarget[i].SrcBlendAlpha = D3D11Mappings::get(mData.renderTargetDesc[i].srcBlendAlpha);
  33. }
  34. D3D11RenderSystem* rs = static_cast<D3D11RenderSystem*>(RenderSystem::instancePtr());
  35. D3D11Device& device = rs->getPrimaryDevice();
  36. HRESULT hr = device.getD3D11Device()->CreateBlendState(&blendStateDesc, &mBlendState);
  37. if(FAILED(hr) || device.hasError())
  38. {
  39. String errorDescription = device.getErrorDescription();
  40. BS_EXCEPT(RenderingAPIException, "Cannot create blend state.\nError Description:" + errorDescription);
  41. }
  42. BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_BlendState);
  43. BlendState::initialize_internal();
  44. }
  45. void D3D11BlendState::destroy_internal()
  46. {
  47. SAFE_RELEASE(mBlendState);
  48. BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_BlendState);
  49. BlendState::destroy_internal();
  50. }
  51. }