mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
GFXD3D11StateBlock improvements
This commit is contained in:
parent
983b3211ed
commit
48dc2551c4
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@ -140,6 +140,11 @@ GFXD3D11Device::~GFXD3D11Device()
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mD3DDeviceContext->ClearState();
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mD3DDeviceContext->Flush();
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// Free the sampler states
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SamplerMap::Iterator sampIter = mSamplersMap.begin();
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for (; sampIter != mSamplersMap.end(); ++sampIter)
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SAFE_RELEASE(sampIter->value);
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// Free the vertex declarations.
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VertexDeclMap::Iterator iter = mVertexDecls.begin();
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for (; iter != mVertexDecls.end(); iter++)
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@ -49,6 +49,10 @@ class D3D11OculusTexture;
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class GFXD3D11Device : public GFXDevice
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{
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public:
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typedef Map<U32, ID3D11SamplerState*> SamplerMap;
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private:
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friend class GFXResource;
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friend class GFXD3D11PrimitiveBuffer;
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friend class GFXD3D11VertexBuffer;
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@ -98,6 +102,9 @@ protected:
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typedef Map<String,D3D11VertexDecl*> VertexDeclMap;
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VertexDeclMap mVertexDecls;
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/// Used to lookup sampler state for a given hash key
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SamplerMap mSamplersMap;
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ID3D11RenderTargetView* mDeviceBackBufferView;
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ID3D11DepthStencilView* mDeviceDepthStencilView;
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@ -303,6 +310,10 @@ public:
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// Shader Model targers
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const String &getVertexShaderTarget() const { return mVertexShaderTarget; }
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const String &getPixelShaderTarget() const { return mPixelShaderTarget; }
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// grab the sampler map
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const SamplerMap &getSamplersMap() const { return mSamplersMap; }
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SamplerMap &getSamplersMap() { return mSamplersMap; }
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};
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#endif
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@ -23,130 +23,172 @@
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#include "gfx/gfxDevice.h"
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#include "gfx/D3D11/gfxD3D11StateBlock.h"
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#include "gfx/D3D11/gfxD3D11EnumTranslate.h"
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#include "core/crc.h"
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namespace DictHash
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{
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inline U32 hash(const GFXSamplerStateDesc &data)
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{
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return CRC::calculateCRC(&data, sizeof(GFXSamplerStateDesc));;
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}
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}
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GFXD3D11StateBlock::GFXD3D11StateBlock(const GFXStateBlockDesc& desc)
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{
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AssertFatal(D3D11DEVICE, "Invalid D3DDevice!");
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mDesc = desc;
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mCachedHashValue = desc.getHashValue();
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AssertFatal(D3D11DEVICE, "Invalid D3DDevice!");
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PROFILE_SCOPE(GFXD3D11StateBlock_CreateStateBlock);
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// Color writes
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mColorMask = 0;
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mColorMask |= (mDesc.colorWriteRed ? D3D11_COLOR_WRITE_ENABLE_RED : 0);
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mColorMask |= (mDesc.colorWriteGreen ? D3D11_COLOR_WRITE_ENABLE_GREEN : 0);
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mColorMask |= (mDesc.colorWriteBlue ? D3D11_COLOR_WRITE_ENABLE_BLUE : 0);
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mColorMask |= (mDesc.colorWriteAlpha ? D3D11_COLOR_WRITE_ENABLE_ALPHA : 0);
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mDesc = desc;
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mCachedHashValue = desc.getHashValue();
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mBlendState = NULL;
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for (U32 i = 0; i < GFX->getNumSamplers(); i++)
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{
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mSamplerStates[i] = NULL;
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}
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// Color writes
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mColorMask = 0;
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mColorMask |= (mDesc.colorWriteRed ? D3D11_COLOR_WRITE_ENABLE_RED : 0);
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mColorMask |= (mDesc.colorWriteGreen ? D3D11_COLOR_WRITE_ENABLE_GREEN : 0);
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mColorMask |= (mDesc.colorWriteBlue ? D3D11_COLOR_WRITE_ENABLE_BLUE : 0);
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mColorMask |= (mDesc.colorWriteAlpha ? D3D11_COLOR_WRITE_ENABLE_ALPHA : 0);
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mBlendState = NULL;
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for (U32 i = 0; i < 16; i++)
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{
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mSamplerStates[i] = NULL;
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}
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mDepthStencilState = NULL;
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mRasterizerState = NULL;
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mBlendDesc.AlphaToCoverageEnable = false;
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mBlendDesc.IndependentBlendEnable = false;
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ZeroMemory(&mBlendDesc, sizeof(D3D11_BLEND_DESC));
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mBlendDesc.AlphaToCoverageEnable = false;
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mBlendDesc.IndependentBlendEnable = mDesc.separateAlphaBlendEnable;
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mBlendDesc.RenderTarget[0].BlendEnable = mDesc.blendEnable;
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mBlendDesc.RenderTarget[0].BlendOp = GFXD3D11BlendOp[mDesc.blendOp];
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mBlendDesc.RenderTarget[0].BlendOpAlpha = GFXD3D11BlendOp[mDesc.separateAlphaBlendOp];
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mBlendDesc.RenderTarget[0].DestBlend = GFXD3D11Blend[mDesc.blendDest];
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mBlendDesc.RenderTarget[0].DestBlendAlpha = GFXD3D11Blend[mDesc.separateAlphaBlendDest];
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mBlendDesc.RenderTarget[0].SrcBlend = GFXD3D11Blend[mDesc.blendSrc];
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mBlendDesc.RenderTarget[0].SrcBlendAlpha = GFXD3D11Blend[mDesc.separateAlphaBlendSrc];
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mBlendDesc.RenderTarget[0].RenderTargetWriteMask = mColorMask;
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mBlendDesc.RenderTarget[0].BlendEnable = mDesc.blendEnable;
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mBlendDesc.RenderTarget[0].BlendOp = GFXD3D11BlendOp[mDesc.blendOp];
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mBlendDesc.RenderTarget[0].BlendOpAlpha = GFXD3D11BlendOp[mDesc.separateAlphaBlendOp];
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mBlendDesc.RenderTarget[0].DestBlend = GFXD3D11Blend[mDesc.blendDest];
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mBlendDesc.RenderTarget[0].DestBlendAlpha = GFXD3D11Blend[mDesc.separateAlphaBlendDest];
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mBlendDesc.RenderTarget[0].SrcBlend = GFXD3D11Blend[mDesc.blendSrc];
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mBlendDesc.RenderTarget[0].SrcBlendAlpha = GFXD3D11Blend[mDesc.separateAlphaBlendSrc];
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mBlendDesc.RenderTarget[0].RenderTargetWriteMask = mColorMask;
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HRESULT hr = D3D11DEVICE->CreateBlendState(&mBlendDesc, &mBlendState);
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HRESULT hr = D3D11DEVICE->CreateBlendState(&mBlendDesc, &mBlendState);
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if(FAILED(hr))
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{
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AssertFatal(false, "GFXD3D11StateBlock::GFXD3D11StateBlock - CreateBlendState call failure.");
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}
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if (FAILED(hr))
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{
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AssertFatal(false, "GFXD3D11StateBlock::GFXD3D11StateBlock - CreateBlendState call failure.");
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}
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mDepthStencilDesc.DepthWriteMask = mDesc.zWriteEnable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
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mDepthStencilDesc.DepthEnable = mDesc.zEnable;
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mDepthStencilDesc.DepthFunc = GFXD3D11CmpFunc[mDesc.zFunc];
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mDepthStencilDesc.StencilWriteMask = mDesc.stencilWriteMask;
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mDepthStencilDesc.StencilReadMask = mDesc.stencilMask;
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mDepthStencilDesc.StencilEnable = mDesc.stencilEnable;
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ZeroMemory(&mDepthStencilDesc, sizeof(D3D11_DEPTH_STENCIL_DESC));
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mDepthStencilDesc.DepthWriteMask = mDesc.zWriteEnable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
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mDepthStencilDesc.DepthEnable = mDesc.zEnable;
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mDepthStencilDesc.DepthFunc = GFXD3D11CmpFunc[mDesc.zFunc];
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mDepthStencilDesc.StencilWriteMask = mDesc.stencilWriteMask;
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mDepthStencilDesc.StencilReadMask = mDesc.stencilMask;
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mDepthStencilDesc.StencilEnable = mDesc.stencilEnable;
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mDepthStencilDesc.FrontFace.StencilFunc = GFXD3D11CmpFunc[mDesc.stencilFunc];
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mDepthStencilDesc.FrontFace.StencilFailOp = GFXD3D11StencilOp[mDesc.stencilFailOp];
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mDepthStencilDesc.FrontFace.StencilDepthFailOp = GFXD3D11StencilOp[mDesc.stencilZFailOp];
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mDepthStencilDesc.FrontFace.StencilPassOp = GFXD3D11StencilOp[mDesc.stencilPassOp];
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mDepthStencilDesc.BackFace = mDepthStencilDesc.FrontFace;
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mDepthStencilDesc.FrontFace.StencilFunc = GFXD3D11CmpFunc[mDesc.stencilFunc];
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mDepthStencilDesc.FrontFace.StencilFailOp = GFXD3D11StencilOp[mDesc.stencilFailOp];
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mDepthStencilDesc.FrontFace.StencilDepthFailOp = GFXD3D11StencilOp[mDesc.stencilZFailOp];
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mDepthStencilDesc.FrontFace.StencilPassOp = GFXD3D11StencilOp[mDesc.stencilPassOp];
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hr = D3D11DEVICE->CreateDepthStencilState(&mDepthStencilDesc, &mDepthStencilState);
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if (mDesc.stencilEnable)
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mDepthStencilDesc.BackFace = mDepthStencilDesc.FrontFace;
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else
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{
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mDepthStencilDesc.BackFace.StencilFunc = GFXD3D11CmpFunc[GFXCmpAlways];
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mDepthStencilDesc.BackFace.StencilFailOp = GFXD3D11StencilOp[GFXStencilOpKeep];
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mDepthStencilDesc.BackFace.StencilDepthFailOp = GFXD3D11StencilOp[GFXStencilOpKeep];
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mDepthStencilDesc.BackFace.StencilPassOp = GFXD3D11StencilOp[GFXStencilOpKeep];
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}
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if(FAILED(hr))
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{
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AssertFatal(false, "GFXD3D11StateBlock::GFXD3D11StateBlock - CreateDepthStencilState call failure.");
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}
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hr = D3D11DEVICE->CreateDepthStencilState(&mDepthStencilDesc, &mDepthStencilState);
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mRasterizerDesc.CullMode = GFXD3D11CullMode[mDesc.cullMode];
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mRasterizerDesc.FillMode = GFXD3D11FillMode[mDesc.fillMode];
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mRasterizerDesc.DepthBias = mDesc.zBias;
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mRasterizerDesc.SlopeScaledDepthBias = mDesc.zSlopeBias;
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mRasterizerDesc.AntialiasedLineEnable = FALSE;
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mRasterizerDesc.MultisampleEnable = FALSE;
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mRasterizerDesc.ScissorEnable = FALSE;
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mRasterizerDesc.DepthClipEnable = TRUE;
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mRasterizerDesc.FrontCounterClockwise = FALSE;
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mRasterizerDesc.DepthBiasClamp = D3D11_DEFAULT_DEPTH_BIAS_CLAMP;
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if (FAILED(hr))
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{
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AssertFatal(false, "GFXD3D11StateBlock::GFXD3D11StateBlock - CreateDepthStencilState call failure.");
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}
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hr = D3D11DEVICE->CreateRasterizerState(&mRasterizerDesc, &mRasterizerState);
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ZeroMemory(&mRasterizerDesc, sizeof(D3D11_RASTERIZER_DESC));
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mRasterizerDesc.CullMode = GFXD3D11CullMode[mDesc.cullMode];
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mRasterizerDesc.FillMode = GFXD3D11FillMode[mDesc.fillMode];
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mRasterizerDesc.DepthBias = mDesc.zBias;
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mRasterizerDesc.SlopeScaledDepthBias = mDesc.zSlopeBias;
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mRasterizerDesc.AntialiasedLineEnable = FALSE;
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mRasterizerDesc.MultisampleEnable = FALSE;
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mRasterizerDesc.ScissorEnable = FALSE;
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mRasterizerDesc.FrontCounterClockwise = FALSE;
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mRasterizerDesc.DepthBiasClamp = D3D11_DEFAULT_DEPTH_BIAS_CLAMP;
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if(FAILED(hr))
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{
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AssertFatal(false, "GFXD3D11StateBlock::GFXD3D11StateBlock - CreateDepthStencilState call failure.");
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}
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if (mDesc.zEnable)
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mRasterizerDesc.DepthClipEnable = true;
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else
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mRasterizerDesc.DepthClipEnable = false;
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for ( U32 i = 0; i < GFX->getNumSamplers(); i++ )
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{
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mSamplerDesc[i].AddressU = GFXD3D11TextureAddress[mDesc.samplers[i].addressModeU];
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mSamplerDesc[i].AddressV = GFXD3D11TextureAddress[mDesc.samplers[i].addressModeV];
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mSamplerDesc[i].AddressW = GFXD3D11TextureAddress[mDesc.samplers[i].addressModeW];
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mSamplerDesc[i].MaxAnisotropy = mDesc.samplers[i].maxAnisotropy;
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hr = D3D11DEVICE->CreateRasterizerState(&mRasterizerDesc, &mRasterizerState);
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mSamplerDesc[i].MipLODBias = mDesc.samplers[i].mipLODBias;
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mSamplerDesc[i].MinLOD = 0;
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mSamplerDesc[i].MaxLOD = FLT_MAX;
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if (FAILED(hr))
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{
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AssertFatal(false, "GFXD3D11StateBlock::GFXD3D11StateBlock - CreateDepthStencilState call failure.");
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}
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if(mDesc.samplers[i].magFilter == GFXTextureFilterPoint && mDesc.samplers[i].minFilter == GFXTextureFilterPoint && mDesc.samplers[i].mipFilter == GFXTextureFilterPoint)
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mSamplerDesc[i].Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
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else if(mDesc.samplers[i].magFilter == GFXTextureFilterPoint && mDesc.samplers[i].minFilter == GFXTextureFilterPoint && mDesc.samplers[i].mipFilter == GFXTextureFilterLinear)
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mSamplerDesc[i].Filter = D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR;
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else if(mDesc.samplers[i].magFilter == GFXTextureFilterLinear && mDesc.samplers[i].minFilter == GFXTextureFilterPoint && mDesc.samplers[i].mipFilter == GFXTextureFilterPoint)
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mSamplerDesc[i].Filter = D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT;
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else if(mDesc.samplers[i].magFilter == GFXTextureFilterLinear && mDesc.samplers[i].minFilter == GFXTextureFilterPoint && mDesc.samplers[i].mipFilter == GFXTextureFilterLinear)
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mSamplerDesc[i].Filter = D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR;
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else if(mDesc.samplers[i].magFilter == GFXTextureFilterPoint && mDesc.samplers[i].minFilter == GFXTextureFilterLinear && mDesc.samplers[i].mipFilter == GFXTextureFilterPoint)
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mSamplerDesc[i].Filter = D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT;
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else if(mDesc.samplers[i].magFilter == GFXTextureFilterPoint && mDesc.samplers[i].minFilter == GFXTextureFilterLinear && mDesc.samplers[i].mipFilter == GFXTextureFilterLinear)
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mSamplerDesc[i].Filter = D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR;
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else if(mDesc.samplers[i].magFilter == GFXTextureFilterLinear && mDesc.samplers[i].minFilter == GFXTextureFilterLinear && mDesc.samplers[i].mipFilter == GFXTextureFilterPoint)
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mSamplerDesc[i].Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
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else if(mDesc.samplers[i].magFilter == GFXTextureFilterLinear && mDesc.samplers[i].minFilter == GFXTextureFilterLinear && mDesc.samplers[i].mipFilter == GFXTextureFilterLinear)
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mSamplerDesc[i].Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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else
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mSamplerDesc[i].Filter = D3D11_FILTER_ANISOTROPIC;
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mSamplerDesc[i].BorderColor[0] = 1.0f;
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mSamplerDesc[i].BorderColor[1] = 1.0f;
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mSamplerDesc[i].BorderColor[2] = 1.0f;
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mSamplerDesc[i].BorderColor[3] = 1.0f;
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mSamplerDesc[i].ComparisonFunc = D3D11_COMPARISON_NEVER;
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ZeroMemory(&mSamplerDesc, sizeof(D3D11_SAMPLER_DESC) * 16);
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hr = D3D11DEVICE->CreateSamplerState(&mSamplerDesc[i], &mSamplerStates[i]);
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GFXD3D11Device::SamplerMap &dx11SamplerMap = D3D11->getSamplersMap();
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if(FAILED(hr))
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{
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AssertFatal(false, "GFXD3D11StateBlock::GFXD3D11StateBlock - CreateSamplerState call failure.");
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}
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}
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for (U32 i = 0; i < GFX->getNumSamplers(); i++)
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{
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GFXSamplerStateDesc &gfxSamplerState = mDesc.samplers[i];
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U32 hash = DictHash::hash(gfxSamplerState);
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GFXD3D11Device::SamplerMap::Iterator itr = dx11SamplerMap.find(hash);
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if (itr == dx11SamplerMap.end())
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{
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mSamplerDesc[i].AddressU = GFXD3D11TextureAddress[gfxSamplerState.addressModeU];
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mSamplerDesc[i].AddressV = GFXD3D11TextureAddress[gfxSamplerState.addressModeV];
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mSamplerDesc[i].AddressW = GFXD3D11TextureAddress[gfxSamplerState.addressModeW];
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mSamplerDesc[i].MaxAnisotropy = gfxSamplerState.maxAnisotropy;
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mSamplerDesc[i].MipLODBias = gfxSamplerState.mipLODBias;
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mSamplerDesc[i].MinLOD = 0;
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mSamplerDesc[i].MaxLOD = FLT_MAX;
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if (gfxSamplerState.magFilter == GFXTextureFilterPoint && gfxSamplerState.minFilter == GFXTextureFilterPoint && gfxSamplerState.mipFilter == GFXTextureFilterPoint)
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mSamplerDesc[i].Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
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else if (gfxSamplerState.magFilter == GFXTextureFilterPoint && gfxSamplerState.minFilter == GFXTextureFilterPoint && gfxSamplerState.mipFilter == GFXTextureFilterLinear)
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mSamplerDesc[i].Filter = D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR;
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else if (gfxSamplerState.magFilter == GFXTextureFilterLinear && gfxSamplerState.minFilter == GFXTextureFilterPoint && gfxSamplerState.mipFilter == GFXTextureFilterPoint)
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mSamplerDesc[i].Filter = D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT;
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else if (gfxSamplerState.magFilter == GFXTextureFilterLinear && gfxSamplerState.minFilter == GFXTextureFilterPoint && gfxSamplerState.mipFilter == GFXTextureFilterLinear)
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mSamplerDesc[i].Filter = D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR;
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else if (gfxSamplerState.magFilter == GFXTextureFilterPoint && gfxSamplerState.minFilter == GFXTextureFilterLinear && gfxSamplerState.mipFilter == GFXTextureFilterPoint)
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mSamplerDesc[i].Filter = D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT;
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else if (gfxSamplerState.magFilter == GFXTextureFilterPoint && gfxSamplerState.minFilter == GFXTextureFilterLinear && gfxSamplerState.mipFilter == GFXTextureFilterLinear)
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mSamplerDesc[i].Filter = D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR;
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else if (gfxSamplerState.magFilter == GFXTextureFilterLinear && gfxSamplerState.minFilter == GFXTextureFilterLinear && gfxSamplerState.mipFilter == GFXTextureFilterPoint)
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mSamplerDesc[i].Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
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else if (gfxSamplerState.magFilter == GFXTextureFilterLinear && gfxSamplerState.minFilter == GFXTextureFilterLinear && mDesc.samplers[i].mipFilter == GFXTextureFilterLinear)
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mSamplerDesc[i].Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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else
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mSamplerDesc[i].Filter = D3D11_FILTER_ANISOTROPIC;
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mSamplerDesc[i].BorderColor[0] = 1.0f;
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mSamplerDesc[i].BorderColor[1] = 1.0f;
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mSamplerDesc[i].BorderColor[2] = 1.0f;
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mSamplerDesc[i].BorderColor[3] = 1.0f;
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hr = D3D11DEVICE->CreateSamplerState(&mSamplerDesc[i], &mSamplerStates[i]);
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if (FAILED(hr))
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{
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AssertFatal(false, "GFXD3D11StateBlock::GFXD3D11StateBlock - CreateSamplerState call failure.");
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}
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// add sampler state to the map
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dx11SamplerMap.insert(hash, mSamplerStates[i]);
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}
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else
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{
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mSamplerStates[i] = itr->value;
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}
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}
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}
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||||
GFXD3D11StateBlock::~GFXD3D11StateBlock()
|
||||
|
|
@ -155,10 +197,9 @@ GFXD3D11StateBlock::~GFXD3D11StateBlock()
|
|||
SAFE_RELEASE(mRasterizerState);
|
||||
SAFE_RELEASE(mDepthStencilState);
|
||||
|
||||
//Use TEXTURE_STAGE_COUNT here, not safe to rely on GFX pointer
|
||||
for (U32 i = 0; i < TEXTURE_STAGE_COUNT; ++i)
|
||||
for (U32 i = 0; i < 16; ++i)
|
||||
{
|
||||
SAFE_RELEASE(mSamplerStates[i]);
|
||||
mSamplerStates[i] = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -171,115 +212,57 @@ U32 GFXD3D11StateBlock::getHashValue() const
|
|||
/// Returns a GFXStateBlockDesc that this block represents
|
||||
const GFXStateBlockDesc& GFXD3D11StateBlock::getDesc() const
|
||||
{
|
||||
return mDesc;
|
||||
return mDesc;
|
||||
}
|
||||
|
||||
/// Called by D3D11 device to active this state block.
|
||||
/// @param oldState The current state, used to make sure we don't set redundant states on the device. Pass NULL to reset all states.
|
||||
void GFXD3D11StateBlock::activate(GFXD3D11StateBlock* oldState)
|
||||
{
|
||||
PROFILE_SCOPE( GFXD3D11StateBlock_Activate );
|
||||
PROFILE_SCOPE(GFXD3D11StateBlock_Activate);
|
||||
|
||||
ID3D11DeviceContext* pDevCxt = D3D11DEVICECONTEXT;
|
||||
if (!oldState || (mBlendState != oldState->mBlendState))
|
||||
{
|
||||
F32 blendFactor[] = { 1.0f, 1.0f, 1.0f, 1.0f };
|
||||
D3D11DEVICECONTEXT->OMSetBlendState(mBlendState, blendFactor, 0xFFFFFFFF);
|
||||
}
|
||||
|
||||
mBlendDesc.AlphaToCoverageEnable = false;
|
||||
mBlendDesc.IndependentBlendEnable = mDesc.separateAlphaBlendEnable;
|
||||
if (!oldState || (mDepthStencilState != oldState->mDepthStencilState))
|
||||
D3D11DEVICECONTEXT->OMSetDepthStencilState(mDepthStencilState, mDesc.stencilRef);
|
||||
|
||||
mBlendDesc.RenderTarget[0].BlendEnable = mDesc.blendEnable;
|
||||
mBlendDesc.RenderTarget[0].BlendOp = GFXD3D11BlendOp[mDesc.blendOp];
|
||||
mBlendDesc.RenderTarget[0].BlendOpAlpha = GFXD3D11BlendOp[mDesc.separateAlphaBlendOp];
|
||||
mBlendDesc.RenderTarget[0].DestBlend = GFXD3D11Blend[mDesc.blendDest];
|
||||
mBlendDesc.RenderTarget[0].DestBlendAlpha = GFXD3D11Blend[mDesc.separateAlphaBlendDest];
|
||||
mBlendDesc.RenderTarget[0].SrcBlend = GFXD3D11Blend[mDesc.blendSrc];
|
||||
mBlendDesc.RenderTarget[0].SrcBlendAlpha = GFXD3D11Blend[mDesc.separateAlphaBlendSrc];
|
||||
mBlendDesc.RenderTarget[0].RenderTargetWriteMask = mColorMask;
|
||||
|
||||
float blendFactor[] = { 1.0f, 1.0f, 1.0f, 1.0f };
|
||||
|
||||
pDevCxt->OMSetBlendState(mBlendState, blendFactor, 0xFFFFFFFF);
|
||||
|
||||
mDepthStencilDesc.DepthWriteMask = mDesc.zWriteEnable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
|
||||
mDepthStencilDesc.DepthEnable = mDesc.zEnable;
|
||||
mDepthStencilDesc.DepthFunc = GFXD3D11CmpFunc[mDesc.zFunc];
|
||||
mDepthStencilDesc.StencilWriteMask = mDesc.stencilWriteMask;
|
||||
mDepthStencilDesc.StencilReadMask = mDesc.stencilMask;
|
||||
mDepthStencilDesc.StencilEnable = mDesc.stencilEnable;
|
||||
|
||||
mDepthStencilDesc.FrontFace.StencilFunc = GFXD3D11CmpFunc[mDesc.stencilFunc];
|
||||
mDepthStencilDesc.FrontFace.StencilFailOp = GFXD3D11StencilOp[mDesc.stencilFailOp];
|
||||
mDepthStencilDesc.FrontFace.StencilDepthFailOp = GFXD3D11StencilOp[mDesc.stencilZFailOp];
|
||||
mDepthStencilDesc.FrontFace.StencilPassOp = GFXD3D11StencilOp[mDesc.stencilPassOp];
|
||||
|
||||
if (mDesc.stencilEnable)
|
||||
mDepthStencilDesc.BackFace = mDepthStencilDesc.FrontFace;
|
||||
else
|
||||
{
|
||||
mDepthStencilDesc.BackFace.StencilFunc = GFXD3D11CmpFunc[GFXCmpAlways];
|
||||
mDepthStencilDesc.BackFace.StencilFailOp = GFXD3D11StencilOp[GFXStencilOpKeep];
|
||||
mDepthStencilDesc.BackFace.StencilDepthFailOp = GFXD3D11StencilOp[GFXStencilOpKeep];
|
||||
mDepthStencilDesc.BackFace.StencilPassOp = GFXD3D11StencilOp[GFXStencilOpKeep];
|
||||
}
|
||||
|
||||
pDevCxt->OMSetDepthStencilState(mDepthStencilState, mDesc.stencilRef);
|
||||
|
||||
mRasterizerDesc.CullMode = GFXD3D11CullMode[mDesc.cullMode];
|
||||
mRasterizerDesc.FillMode = GFXD3D11FillMode[mDesc.fillMode];
|
||||
mRasterizerDesc.DepthBias = mDesc.zBias;
|
||||
mRasterizerDesc.SlopeScaledDepthBias = mDesc.zSlopeBias;
|
||||
mRasterizerDesc.AntialiasedLineEnable = FALSE;
|
||||
mRasterizerDesc.MultisampleEnable = FALSE;
|
||||
mRasterizerDesc.ScissorEnable = FALSE;
|
||||
|
||||
if (mDesc.zEnable)
|
||||
mRasterizerDesc.DepthClipEnable = true;
|
||||
else
|
||||
mRasterizerDesc.DepthClipEnable = false;
|
||||
|
||||
mRasterizerDesc.FrontCounterClockwise = FALSE;
|
||||
mRasterizerDesc.DepthBiasClamp = 0.0f;
|
||||
|
||||
pDevCxt->RSSetState(mRasterizerState);
|
||||
if (!oldState || (mRasterizerState != oldState->mRasterizerState))
|
||||
D3D11DEVICECONTEXT->RSSetState(mRasterizerState);
|
||||
|
||||
U32 numSamplersChanged = 0;
|
||||
U32 numSamplers = GFX->getNumSamplers();
|
||||
for (U32 i = 0; i < numSamplers; i++)
|
||||
{
|
||||
mSamplerDesc[i].AddressU = GFXD3D11TextureAddress[mDesc.samplers[i].addressModeU];
|
||||
mSamplerDesc[i].AddressV = GFXD3D11TextureAddress[mDesc.samplers[i].addressModeV];
|
||||
mSamplerDesc[i].AddressW = GFXD3D11TextureAddress[mDesc.samplers[i].addressModeW];
|
||||
mSamplerDesc[i].MaxAnisotropy = mDesc.samplers[i].maxAnisotropy;
|
||||
U32 samplerUpdateStartSlot = 0;
|
||||
|
||||
mSamplerDesc[i].MipLODBias = mDesc.samplers[i].mipLODBias;
|
||||
mSamplerDesc[i].MinLOD = 0;
|
||||
mSamplerDesc[i].MaxLOD = FLT_MAX;
|
||||
|
||||
if(mDesc.samplers[i].magFilter == GFXTextureFilterPoint && mDesc.samplers[i].minFilter == GFXTextureFilterPoint && mDesc.samplers[i].mipFilter == GFXTextureFilterPoint)
|
||||
mSamplerDesc[i].Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
|
||||
else if(mDesc.samplers[i].magFilter == GFXTextureFilterPoint && mDesc.samplers[i].minFilter == GFXTextureFilterPoint && mDesc.samplers[i].mipFilter == GFXTextureFilterLinear)
|
||||
mSamplerDesc[i].Filter = D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR;
|
||||
else if(mDesc.samplers[i].magFilter == GFXTextureFilterLinear && mDesc.samplers[i].minFilter == GFXTextureFilterPoint && mDesc.samplers[i].mipFilter == GFXTextureFilterPoint)
|
||||
mSamplerDesc[i].Filter = D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT;
|
||||
else if(mDesc.samplers[i].magFilter == GFXTextureFilterLinear && mDesc.samplers[i].minFilter == GFXTextureFilterPoint && mDesc.samplers[i].mipFilter == GFXTextureFilterLinear)
|
||||
mSamplerDesc[i].Filter = D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR;
|
||||
else if(mDesc.samplers[i].magFilter == GFXTextureFilterPoint && mDesc.samplers[i].minFilter == GFXTextureFilterLinear && mDesc.samplers[i].mipFilter == GFXTextureFilterPoint)
|
||||
mSamplerDesc[i].Filter = D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT;
|
||||
else if(mDesc.samplers[i].magFilter == GFXTextureFilterPoint && mDesc.samplers[i].minFilter == GFXTextureFilterLinear && mDesc.samplers[i].mipFilter == GFXTextureFilterLinear)
|
||||
mSamplerDesc[i].Filter = D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR;
|
||||
else if(mDesc.samplers[i].magFilter == GFXTextureFilterLinear && mDesc.samplers[i].minFilter == GFXTextureFilterLinear && mDesc.samplers[i].mipFilter == GFXTextureFilterPoint)
|
||||
mSamplerDesc[i].Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
|
||||
else if(mDesc.samplers[i].magFilter == GFXTextureFilterLinear && mDesc.samplers[i].minFilter == GFXTextureFilterLinear && mDesc.samplers[i].mipFilter == GFXTextureFilterLinear)
|
||||
mSamplerDesc[i].Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
else
|
||||
mSamplerDesc[i].Filter = D3D11_FILTER_ANISOTROPIC;
|
||||
//figure out which range of samplers changed.
|
||||
for (U32 samplerSlot = 0; samplerSlot < numSamplers; samplerSlot++)
|
||||
{
|
||||
|
||||
if (oldState && (oldState->mSamplerStates[samplerSlot] == mSamplerStates[samplerSlot]))
|
||||
{
|
||||
//only change the update start slot when there hasn't been any samplers changed so far
|
||||
if (numSamplersChanged == 0) {
|
||||
samplerUpdateStartSlot++;
|
||||
}
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
numSamplersChanged = (samplerSlot - samplerUpdateStartSlot) + 1;
|
||||
}
|
||||
|
||||
mSamplerDesc[i].BorderColor[0] = 0.0f;
|
||||
mSamplerDesc[i].BorderColor[1] = 0.0f;
|
||||
mSamplerDesc[i].BorderColor[2] = 0.0f;
|
||||
mSamplerDesc[i].BorderColor[3] = 0.0f;
|
||||
mSamplerDesc[i].ComparisonFunc = D3D11_COMPARISON_NEVER;
|
||||
}
|
||||
|
||||
//TODO samplers for vertex shader
|
||||
// Set all the samplers with one call
|
||||
//pDevCxt->VSSetSamplers(0, numSamplers, &mSamplerStates[0]);
|
||||
pDevCxt->PSSetSamplers(0, numSamplers, &mSamplerStates[0]);
|
||||
//D3D11DEVICECONTEXT->VSSetSamplers(0, numSamplers, &mSamplerStates[0]);
|
||||
|
||||
if (numSamplersChanged > 0)
|
||||
D3D11DEVICECONTEXT->PSSetSamplers(samplerUpdateStartSlot, numSamplersChanged, &mSamplerStates[samplerUpdateStartSlot]);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -26,6 +26,11 @@
|
|||
#include "gfx/D3D11/gfxD3D11Device.h"
|
||||
#include "gfx/gfxStateBlock.h"
|
||||
|
||||
namespace DictHash
|
||||
{
|
||||
U32 hash(const GFXSamplerStateDesc &data);
|
||||
}
|
||||
|
||||
class GFXD3D11StateBlock : public GFXStateBlock
|
||||
{
|
||||
public:
|
||||
|
|
|
|||
Loading…
Reference in a new issue