Hash :
5d601382
Author :
Date :
2014-07-22T15:14:06
Simplify formatutils.h by exposing the info structures. Removed all the separate query functions and simply expose the internal info structures. This reduces the number of std::map/std::set operations that were hidden behind the API. Moved the validation tables for ES3 format combinations and effective internal formats into validationES3.cpp so that formatutils.h only has generic GL format queries. BUG=angle:658 Change-Id: Ieb60d42b8eafcdb4f21dcbec130b39478ce5f7c5 Reviewed-on: https://chromium-review.googlesource.com/206835 Reviewed-by: Nicolas Capens <capn@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
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#include "precompiled.h"
//
// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// Clear11.cpp: Framebuffer clear utility class.
#include "libGLESv2/renderer/d3d/d3d11/Clear11.h"
#include "libGLESv2/renderer/d3d/d3d11/Renderer11.h"
#include "libGLESv2/renderer/d3d/d3d11/renderer11_utils.h"
#include "libGLESv2/renderer/d3d/d3d11/RenderTarget11.h"
#include "libGLESv2/formatutils.h"
#include "libGLESv2/Framebuffer.h"
#include "libGLESv2/FramebufferAttachment.h"
#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/clearfloat11vs.h"
#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/clearfloat11ps.h"
#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/clearuint11vs.h"
#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/clearuint11ps.h"
#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/clearsint11vs.h"
#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/clearsint11ps.h"
namespace rx
{
template <typename T>
static void ApplyVertices(const gl::Extents &framebufferSize, const gl::Rectangle *scissor, const gl::Color<T> &color, float depth, void *buffer)
{
d3d11::PositionDepthColorVertex<T> *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex<T>*>(buffer);
float depthClear = gl::clamp01(depth);
float left = -1.0f;
float right = 1.0f;
float top = -1.0f;
float bottom = 1.0f;
// Clip the quad coordinates to the scissor if needed
if (scissor != NULL)
{
left = std::max(left, (scissor->x / float(framebufferSize.width)) * 2.0f - 1.0f);
right = std::min(right, ((scissor->x + scissor->width) / float(framebufferSize.width)) * 2.0f - 1.0f);
top = std::max(top, ((framebufferSize.height - scissor->y - scissor->height) / float(framebufferSize.height)) * 2.0f - 1.0f);
bottom = std::min(bottom, ((framebufferSize.height - scissor->y) / float(framebufferSize.height)) * 2.0f - 1.0f);
}
d3d11::SetPositionDepthColorVertex<T>(vertices + 0, left, bottom, depthClear, color);
d3d11::SetPositionDepthColorVertex<T>(vertices + 1, left, top, depthClear, color);
d3d11::SetPositionDepthColorVertex<T>(vertices + 2, right, bottom, depthClear, color);
d3d11::SetPositionDepthColorVertex<T>(vertices + 3, right, top, depthClear, color);
}
template <unsigned int vsSize, unsigned int psSize>
Clear11::ClearShader Clear11::CreateClearShader(ID3D11Device *device, DXGI_FORMAT colorType, const BYTE (&vsByteCode)[vsSize], const BYTE (&psByteCode)[psSize])
{
HRESULT result;
ClearShader shader = { 0 };
D3D11_INPUT_ELEMENT_DESC quadLayout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, colorType, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
result = device->CreateInputLayout(quadLayout, ArraySize(quadLayout), vsByteCode, vsSize, &shader.inputLayout);
ASSERT(SUCCEEDED(result));
result = device->CreateVertexShader(vsByteCode, vsSize, NULL, &shader.vertexShader);
ASSERT(SUCCEEDED(result));
result = device->CreatePixelShader(psByteCode, psSize, NULL, &shader.pixelShader);
ASSERT(SUCCEEDED(result));
return shader;
}
Clear11::Clear11(Renderer11 *renderer)
: mRenderer(renderer), mClearBlendStates(StructLessThan<ClearBlendInfo>), mClearDepthStencilStates(StructLessThan<ClearDepthStencilInfo>),
mVertexBuffer(NULL), mRasterizerState(NULL)
{
HRESULT result;
ID3D11Device *device = renderer->getDevice();
D3D11_BUFFER_DESC vbDesc;
vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex<float>) * 4;
vbDesc.Usage = D3D11_USAGE_DYNAMIC;
vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
vbDesc.MiscFlags = 0;
vbDesc.StructureByteStride = 0;
result = device->CreateBuffer(&vbDesc, NULL, &mVertexBuffer);
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mVertexBuffer, "Clear11 masked clear vertex buffer");
D3D11_RASTERIZER_DESC rsDesc;
rsDesc.FillMode = D3D11_FILL_SOLID;
rsDesc.CullMode = D3D11_CULL_NONE;
rsDesc.FrontCounterClockwise = FALSE;
rsDesc.DepthBias = 0;
rsDesc.DepthBiasClamp = 0.0f;
rsDesc.SlopeScaledDepthBias = 0.0f;
rsDesc.DepthClipEnable = FALSE;
rsDesc.ScissorEnable = FALSE;
rsDesc.MultisampleEnable = FALSE;
rsDesc.AntialiasedLineEnable = FALSE;
result = device->CreateRasterizerState(&rsDesc, &mRasterizerState);
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mRasterizerState, "Clear11 masked clear rasterizer state");
mFloatClearShader = CreateClearShader(device, DXGI_FORMAT_R32G32B32A32_FLOAT, g_VS_ClearFloat, g_PS_ClearFloat);
mUintClearShader = CreateClearShader(device, DXGI_FORMAT_R32G32B32A32_UINT, g_VS_ClearUint, g_PS_ClearUint );
mIntClearShader = CreateClearShader(device, DXGI_FORMAT_R32G32B32A32_SINT, g_VS_ClearSint, g_PS_ClearSint );
}
Clear11::~Clear11()
{
for (ClearBlendStateMap::iterator i = mClearBlendStates.begin(); i != mClearBlendStates.end(); i++)
{
SafeRelease(i->second);
}
mClearBlendStates.clear();
SafeRelease(mFloatClearShader.inputLayout);
SafeRelease(mFloatClearShader.vertexShader);
SafeRelease(mFloatClearShader.pixelShader);
SafeRelease(mUintClearShader.inputLayout);
SafeRelease(mUintClearShader.vertexShader);
SafeRelease(mUintClearShader.pixelShader);
SafeRelease(mIntClearShader.inputLayout);
SafeRelease(mIntClearShader.vertexShader);
SafeRelease(mIntClearShader.pixelShader);
for (ClearDepthStencilStateMap::iterator i = mClearDepthStencilStates.begin(); i != mClearDepthStencilStates.end(); i++)
{
SafeRelease(i->second);
}
mClearDepthStencilStates.clear();
SafeRelease(mVertexBuffer);
SafeRelease(mRasterizerState);
}
void Clear11::clearFramebuffer(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
{
// First determine if a scissored clear is needed, this will always require drawing a quad.
//
// Otherwise, iterate over the color buffers which require clearing and determine if they can be
// cleared with ID3D11DeviceContext::ClearRenderTargetView... This requires:
// 1) The render target is being cleared to a float value (will be cast to integer when clearing integer
// render targets as expected but does not work the other way around)
// 2) The format of the render target has no color channels that are currently masked out.
// Clear the easy-to-clear buffers on the spot and accumulate the ones that require special work.
//
// Also determine if the depth stencil can be cleared with ID3D11DeviceContext::ClearDepthStencilView
// by checking if the stencil write mask covers the entire stencil.
//
// To clear the remaining buffers, quads must be drawn containing an int, uint or float vertex color
// attribute.
gl::Extents framebufferSize;
if (frameBuffer->getFirstColorbuffer() != NULL)
{
gl::FramebufferAttachment *attachment = frameBuffer->getFirstColorbuffer();
framebufferSize.width = attachment->getWidth();
framebufferSize.height = attachment->getHeight();
framebufferSize.depth = 1;
}
else if (frameBuffer->getDepthOrStencilbuffer() != NULL)
{
gl::FramebufferAttachment *attachment = frameBuffer->getDepthOrStencilbuffer();
framebufferSize.width = attachment->getWidth();
framebufferSize.height = attachment->getHeight();
framebufferSize.depth = 1;
}
else
{
UNREACHABLE();
return;
}
if (clearParams.scissorEnabled && (clearParams.scissor.x >= framebufferSize.width ||
clearParams.scissor.y >= framebufferSize.height ||
clearParams.scissor.x + clearParams.scissor.width <= 0 ||
clearParams.scissor.y + clearParams.scissor.height <= 0))
{
// Scissor is enabled and the scissor rectangle is outside the renderbuffer
return;
}
bool needScissoredClear = clearParams.scissorEnabled && (clearParams.scissor.x > 0 || clearParams.scissor.y > 0 ||
clearParams.scissor.x + clearParams.scissor.width < framebufferSize.width ||
clearParams.scissor.y + clearParams.scissor.height < framebufferSize.height);
std::vector<MaskedRenderTarget> maskedClearRenderTargets;
RenderTarget11* maskedClearDepthStencil = NULL;
ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
{
if (clearParams.clearColor[colorAttachment] && frameBuffer->isEnabledColorAttachment(colorAttachment))
{
gl::FramebufferAttachment *attachment = frameBuffer->getColorbuffer(colorAttachment);
if (attachment)
{
RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(attachment->getRenderTarget());
if (!renderTarget)
{
ERR("Render target pointer unexpectedly null.");
return;
}
const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(attachment->getInternalFormat());
if (clearParams.colorClearType == GL_FLOAT &&
!(formatInfo.componentType == GL_FLOAT || formatInfo.componentType == GL_UNSIGNED_NORMALIZED || formatInfo.componentType == GL_SIGNED_NORMALIZED))
{
ERR("It is undefined behaviour to clear a render buffer which is not normalized fixed point or floating-"
"point to floating point values (color attachment %u has internal format 0x%X).", colorAttachment,
attachment->getInternalFormat());
}
if ((formatInfo.redBits == 0 || !clearParams.colorMaskRed) &&
(formatInfo.greenBits == 0 || !clearParams.colorMaskGreen) &&
(formatInfo.blueBits == 0 || !clearParams.colorMaskBlue) &&
(formatInfo.alphaBits == 0 || !clearParams.colorMaskAlpha))
{
// Every channel either does not exist in the render target or is masked out
continue;
}
else if (needScissoredClear || clearParams.colorClearType != GL_FLOAT ||
(formatInfo.redBits > 0 && !clearParams.colorMaskRed) ||
(formatInfo.greenBits > 0 && !clearParams.colorMaskGreen) ||
(formatInfo.blueBits > 0 && !clearParams.colorMaskBlue) ||
(formatInfo.alphaBits > 0 && !clearParams.colorMaskAlpha))
{
// A scissored or masked clear is required
MaskedRenderTarget maskAndRt;
bool clearColor = clearParams.clearColor[colorAttachment];
maskAndRt.colorMask[0] = (clearColor && clearParams.colorMaskRed);
maskAndRt.colorMask[1] = (clearColor && clearParams.colorMaskGreen);
maskAndRt.colorMask[2] = (clearColor && clearParams.colorMaskBlue);
maskAndRt.colorMask[3] = (clearColor && clearParams.colorMaskAlpha);
maskAndRt.renderTarget = renderTarget;
maskedClearRenderTargets.push_back(maskAndRt);
}
else
{
// ID3D11DeviceContext::ClearRenderTargetView is possible
ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
if (!framebufferRTV)
{
ERR("Render target view pointer unexpectedly null.");
return;
}
const gl::InternalFormat &actualFormatInfo = gl::GetInternalFormatInfo(attachment->getActualFormat());
// Check if the actual format has a channel that the internal format does not and set them to the
// default values
const float clearValues[4] =
{
((formatInfo.redBits == 0 && actualFormatInfo.redBits > 0) ? 0.0f : clearParams.colorFClearValue.red),
((formatInfo.greenBits == 0 && actualFormatInfo.greenBits > 0) ? 0.0f : clearParams.colorFClearValue.green),
((formatInfo.blueBits == 0 && actualFormatInfo.blueBits > 0) ? 0.0f : clearParams.colorFClearValue.blue),
((formatInfo.alphaBits == 0 && actualFormatInfo.alphaBits > 0) ? 1.0f : clearParams.colorFClearValue.alpha),
};
deviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
}
}
}
}
if (clearParams.clearDepth || clearParams.clearStencil)
{
gl::FramebufferAttachment *attachment = frameBuffer->getDepthOrStencilbuffer();
if (attachment)
{
RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(attachment->getDepthStencil());
if (!renderTarget)
{
ERR("Depth stencil render target pointer unexpectedly null.");
return;
}
const gl::InternalFormat &actualFormatInfo = gl::GetInternalFormatInfo(attachment->getActualFormat());
unsigned int stencilUnmasked = frameBuffer->hasStencil() ? (1 << actualFormatInfo.stencilBits) - 1 : 0;
bool needMaskedStencilClear = clearParams.clearStencil && (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
if (needScissoredClear || needMaskedStencilClear)
{
maskedClearDepthStencil = renderTarget;
}
else
{
ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
if (!framebufferDSV)
{
ERR("Depth stencil view pointer unexpectedly null.");
return;
}
UINT clearFlags = (clearParams.clearDepth ? D3D11_CLEAR_DEPTH : 0) |
(clearParams.clearStencil ? D3D11_CLEAR_STENCIL : 0);
FLOAT depthClear = gl::clamp01(clearParams.depthClearValue);
UINT8 stencilClear = clearParams.stencilClearValue & 0xFF;
deviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
}
}
}
if (maskedClearRenderTargets.size() > 0 || maskedClearDepthStencil)
{
// To clear the render targets and depth stencil in one pass:
//
// Render a quad clipped to the scissor rectangle which draws the clear color and a blend
// state that will perform the required color masking.
//
// The quad's depth is equal to the depth clear value with a depth stencil state that
// will enable or disable depth test/writes if the depth buffer should be cleared or not.
//
// The rasterizer state's stencil is set to always pass or fail based on if the stencil
// should be cleared or not with a stencil write mask of the stencil clear value.
//
// ======================================================================================
//
// Luckily, the gl spec (ES 3.0.2 pg 183) states that the results of clearing a render-
// buffer that is not normalized fixed point or floating point with floating point values
// are undefined so we can just write floats to them and D3D11 will bit cast them to
// integers.
//
// Also, we don't have to worry about attempting to clear a normalized fixed/floating point
// buffer with integer values because there is no gl API call which would allow it,
// glClearBuffer* calls only clear a single renderbuffer at a time which is verified to
// be a compatible clear type.
// Bind all the render targets which need clearing
ASSERT(maskedClearRenderTargets.size() <= mRenderer->getRendererCaps().maxDrawBuffers);
std::vector<ID3D11RenderTargetView*> rtvs(maskedClearRenderTargets.size());
for (unsigned int i = 0; i < maskedClearRenderTargets.size(); i++)
{
RenderTarget11 *renderTarget = maskedClearRenderTargets[i].renderTarget;
ID3D11RenderTargetView *rtv = renderTarget->getRenderTargetView();
if (!rtv)
{
ERR("Render target view unexpectedly null.");
return;
}
rtvs[i] = rtv;
}
ID3D11DepthStencilView *dsv = maskedClearDepthStencil ? maskedClearDepthStencil->getDepthStencilView() : NULL;
ID3D11BlendState *blendState = getBlendState(maskedClearRenderTargets);
const FLOAT blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
const UINT sampleMask = 0xFFFFFFFF;
ID3D11DepthStencilState *dsState = getDepthStencilState(clearParams);
const UINT stencilClear = clearParams.stencilClearValue & 0xFF;
// Set the vertices
UINT vertexStride = 0;
const UINT startIdx = 0;
const ClearShader* shader = NULL;
D3D11_MAPPED_SUBRESOURCE mappedResource;
HRESULT result = deviceContext->Map(mVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
return;
}
const gl::Rectangle *scissorPtr = clearParams.scissorEnabled ? &clearParams.scissor : NULL;
switch (clearParams.colorClearType)
{
case GL_FLOAT:
ApplyVertices(framebufferSize, scissorPtr, clearParams.colorFClearValue, clearParams.depthClearValue, mappedResource.pData);
vertexStride = sizeof(d3d11::PositionDepthColorVertex<float>);
shader = &mFloatClearShader;
break;
case GL_UNSIGNED_INT:
ApplyVertices(framebufferSize, scissorPtr, clearParams.colorUIClearValue, clearParams.depthClearValue, mappedResource.pData);
vertexStride = sizeof(d3d11::PositionDepthColorVertex<unsigned int>);
shader = &mUintClearShader;
break;
case GL_INT:
ApplyVertices(framebufferSize, scissorPtr, clearParams.colorIClearValue, clearParams.depthClearValue, mappedResource.pData);
vertexStride = sizeof(d3d11::PositionDepthColorVertex<int>);
shader = &mIntClearShader;
break;
default:
UNREACHABLE();
break;
}
deviceContext->Unmap(mVertexBuffer, 0);
// Set the viewport to be the same size as the framebuffer
D3D11_VIEWPORT viewport;
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = framebufferSize.width;
viewport.Height = framebufferSize.height;
viewport.MinDepth = 0;
viewport.MaxDepth = 1;
deviceContext->RSSetViewports(1, &viewport);
// Apply state
deviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
deviceContext->OMSetDepthStencilState(dsState, stencilClear);
deviceContext->RSSetState(mRasterizerState);
// Apply shaders
deviceContext->IASetInputLayout(shader->inputLayout);
deviceContext->VSSetShader(shader->vertexShader, NULL, 0);
deviceContext->PSSetShader(shader->pixelShader, NULL, 0);
deviceContext->GSSetShader(NULL, NULL, 0);
// Apply vertex buffer
deviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &vertexStride, &startIdx);
deviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
// Apply render targets
deviceContext->OMSetRenderTargets(rtvs.size(), (rtvs.empty() ? NULL : &rtvs[0]), dsv);
// Draw the clear quad
deviceContext->Draw(4, 0);
// Clean up
mRenderer->markAllStateDirty();
}
}
ID3D11BlendState *Clear11::getBlendState(const std::vector<MaskedRenderTarget>& rts)
{
ClearBlendInfo blendKey = { 0 };
for (unsigned int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
{
if (i < rts.size())
{
RenderTarget11 *rt = rts[i].renderTarget;
const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(rt->getInternalFormat());
blendKey.maskChannels[i][0] = (rts[i].colorMask[0] && formatInfo.redBits > 0);
blendKey.maskChannels[i][1] = (rts[i].colorMask[1] && formatInfo.greenBits > 0);
blendKey.maskChannels[i][2] = (rts[i].colorMask[2] && formatInfo.blueBits > 0);
blendKey.maskChannels[i][3] = (rts[i].colorMask[3] && formatInfo.alphaBits > 0);
}
else
{
blendKey.maskChannels[i][0] = false;
blendKey.maskChannels[i][1] = false;
blendKey.maskChannels[i][2] = false;
blendKey.maskChannels[i][3] = false;
}
}
ClearBlendStateMap::const_iterator i = mClearBlendStates.find(blendKey);
if (i != mClearBlendStates.end())
{
return i->second;
}
else
{
D3D11_BLEND_DESC blendDesc = { 0 };
blendDesc.AlphaToCoverageEnable = FALSE;
blendDesc.IndependentBlendEnable = (rts.size() > 1) ? TRUE : FALSE;
for (unsigned int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
{
blendDesc.RenderTarget[i].BlendEnable = FALSE;
blendDesc.RenderTarget[i].RenderTargetWriteMask = gl_d3d11::ConvertColorMask(blendKey.maskChannels[i][0],
blendKey.maskChannels[i][1],
blendKey.maskChannels[i][2],
blendKey.maskChannels[i][3]);
}
ID3D11Device *device = mRenderer->getDevice();
ID3D11BlendState* blendState = NULL;
HRESULT result = device->CreateBlendState(&blendDesc, &blendState);
if (FAILED(result) || !blendState)
{
ERR("Unable to create a ID3D11BlendState, HRESULT: 0x%X.", result);
return NULL;
}
mClearBlendStates[blendKey] = blendState;
return blendState;
}
}
ID3D11DepthStencilState *Clear11::getDepthStencilState(const gl::ClearParameters &clearParams)
{
ClearDepthStencilInfo dsKey = { 0 };
dsKey.clearDepth = clearParams.clearDepth;
dsKey.clearStencil = clearParams.clearStencil;
dsKey.stencilWriteMask = clearParams.stencilWriteMask & 0xFF;
ClearDepthStencilStateMap::const_iterator i = mClearDepthStencilStates.find(dsKey);
if (i != mClearDepthStencilStates.end())
{
return i->second;
}
else
{
D3D11_DEPTH_STENCIL_DESC dsDesc = { 0 };
dsDesc.DepthEnable = dsKey.clearDepth ? TRUE : FALSE;
dsDesc.DepthWriteMask = dsKey.clearDepth ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
dsDesc.DepthFunc = D3D11_COMPARISON_ALWAYS;
dsDesc.StencilEnable = dsKey.clearStencil ? TRUE : FALSE;
dsDesc.StencilReadMask = 0;
dsDesc.StencilWriteMask = dsKey.stencilWriteMask;
dsDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_REPLACE;
dsDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_REPLACE;
dsDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE;
dsDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
dsDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_REPLACE;
dsDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_REPLACE;
dsDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE;
dsDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
ID3D11Device *device = mRenderer->getDevice();
ID3D11DepthStencilState* dsState = NULL;
HRESULT result = device->CreateDepthStencilState(&dsDesc, &dsState);
if (FAILED(result) || !dsState)
{
ERR("Unable to create a ID3D11DepthStencilState, HRESULT: 0x%X.", result);
return NULL;
}
mClearDepthStencilStates[dsKey] = dsState;
return dsState;
}
}
}