зеркало из https://github.com/microsoft/DirectXTK.git
386 строки
12 KiB
C++
386 строки
12 KiB
C++
//--------------------------------------------------------------------------------------
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// File: CommonStates.cpp
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//
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// Copyright (c) Microsoft Corporation.
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// Licensed under the MIT License.
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//
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// http://go.microsoft.com/fwlink/?LinkId=248929
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//--------------------------------------------------------------------------------------
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#include "pch.h"
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#include "CommonStates.h"
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#include "DemandCreate.h"
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#include "DirectXHelpers.h"
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#include "SharedResourcePool.h"
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using namespace DirectX;
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using Microsoft::WRL::ComPtr;
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// Internal state object implementation class. Only one of these helpers is allocated
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// per D3D device, even if there are multiple public facing CommonStates instances.
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class CommonStates::Impl
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{
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public:
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explicit Impl(_In_ ID3D11Device* device) noexcept
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: mDevice(device)
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{
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}
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Impl(const Impl&) = delete;
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Impl& operator=(const Impl&) = delete;
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Impl(Impl&&) = delete;
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Impl& operator=(Impl&&) = delete;
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HRESULT CreateBlendState(D3D11_BLEND srcBlend, D3D11_BLEND destBlend, _Outptr_ ID3D11BlendState** pResult);
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HRESULT CreateDepthStencilState(bool enable, bool writeEnable, bool reverseZ, _Outptr_ ID3D11DepthStencilState** pResult);
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HRESULT CreateRasterizerState(D3D11_CULL_MODE cullMode, D3D11_FILL_MODE fillMode, _Outptr_ ID3D11RasterizerState** pResult);
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HRESULT CreateSamplerState(D3D11_FILTER filter, D3D11_TEXTURE_ADDRESS_MODE addressMode, _Outptr_ ID3D11SamplerState** pResult);
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ComPtr<ID3D11Device> mDevice;
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ComPtr<ID3D11BlendState> opaque;
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ComPtr<ID3D11BlendState> alphaBlend;
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ComPtr<ID3D11BlendState> additive;
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ComPtr<ID3D11BlendState> nonPremultiplied;
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ComPtr<ID3D11DepthStencilState> depthNone;
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ComPtr<ID3D11DepthStencilState> depthDefault;
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ComPtr<ID3D11DepthStencilState> depthRead;
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ComPtr<ID3D11DepthStencilState> depthReverseZ;
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ComPtr<ID3D11DepthStencilState> depthReadReverseZ;
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ComPtr<ID3D11RasterizerState> cullNone;
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ComPtr<ID3D11RasterizerState> cullClockwise;
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ComPtr<ID3D11RasterizerState> cullCounterClockwise;
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ComPtr<ID3D11RasterizerState> wireframe;
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ComPtr<ID3D11SamplerState> pointWrap;
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ComPtr<ID3D11SamplerState> pointClamp;
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ComPtr<ID3D11SamplerState> linearWrap;
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ComPtr<ID3D11SamplerState> linearClamp;
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ComPtr<ID3D11SamplerState> anisotropicWrap;
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ComPtr<ID3D11SamplerState> anisotropicClamp;
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std::mutex mutex;
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static SharedResourcePool<ID3D11Device*, Impl> instancePool;
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};
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// Global instance pool.
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SharedResourcePool<ID3D11Device*, CommonStates::Impl> CommonStates::Impl::instancePool;
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// Helper for creating blend state objects.
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HRESULT CommonStates::Impl::CreateBlendState(
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D3D11_BLEND srcBlend,
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D3D11_BLEND destBlend,
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_Outptr_ ID3D11BlendState** pResult)
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{
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D3D11_BLEND_DESC desc = {};
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desc.RenderTarget[0].BlendEnable = (srcBlend != D3D11_BLEND_ONE) ||
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(destBlend != D3D11_BLEND_ZERO);
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desc.RenderTarget[0].SrcBlend = desc.RenderTarget[0].SrcBlendAlpha = srcBlend;
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desc.RenderTarget[0].DestBlend = desc.RenderTarget[0].DestBlendAlpha = destBlend;
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desc.RenderTarget[0].BlendOp = desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
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HRESULT hr = mDevice->CreateBlendState(&desc, pResult);
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if (SUCCEEDED(hr))
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SetDebugObjectName(*pResult, "DirectXTK:CommonStates");
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return hr;
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}
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// Helper for creating depth stencil state objects.
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HRESULT CommonStates::Impl::CreateDepthStencilState(
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bool enable,
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bool writeEnable,
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bool reverseZ,
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_Outptr_ ID3D11DepthStencilState** pResult)
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{
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D3D11_DEPTH_STENCIL_DESC desc = {};
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desc.DepthEnable = enable ? TRUE : FALSE;
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desc.DepthWriteMask = writeEnable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
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desc.DepthFunc = reverseZ ? D3D11_COMPARISON_GREATER_EQUAL : D3D11_COMPARISON_LESS_EQUAL;
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desc.StencilEnable = FALSE;
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desc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
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desc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
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desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
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desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
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desc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
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desc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
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desc.BackFace = desc.FrontFace;
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HRESULT hr = mDevice->CreateDepthStencilState(&desc, pResult);
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if (SUCCEEDED(hr))
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SetDebugObjectName(*pResult, "DirectXTK:CommonStates");
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return hr;
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}
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// Helper for creating rasterizer state objects.
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HRESULT CommonStates::Impl::CreateRasterizerState(
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D3D11_CULL_MODE cullMode,
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D3D11_FILL_MODE fillMode,
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_Outptr_ ID3D11RasterizerState** pResult)
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{
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D3D11_RASTERIZER_DESC desc = {};
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desc.CullMode = cullMode;
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desc.FillMode = fillMode;
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desc.DepthClipEnable = TRUE;
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desc.MultisampleEnable = TRUE;
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HRESULT hr = mDevice->CreateRasterizerState(&desc, pResult);
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if (SUCCEEDED(hr))
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SetDebugObjectName(*pResult, "DirectXTK:CommonStates");
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return hr;
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}
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// Helper for creating sampler state objects.
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HRESULT CommonStates::Impl::CreateSamplerState(
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D3D11_FILTER filter,
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D3D11_TEXTURE_ADDRESS_MODE addressMode,
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_Outptr_ ID3D11SamplerState** pResult)
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{
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D3D11_SAMPLER_DESC desc = {};
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desc.Filter = filter;
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desc.AddressU = addressMode;
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desc.AddressV = addressMode;
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desc.AddressW = addressMode;
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desc.MaxAnisotropy = (mDevice->GetFeatureLevel() > D3D_FEATURE_LEVEL_9_1) ? D3D11_MAX_MAXANISOTROPY : 2u;
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desc.MaxLOD = FLT_MAX;
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desc.ComparisonFunc = D3D11_COMPARISON_NEVER;
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HRESULT hr = mDevice->CreateSamplerState(&desc, pResult);
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if (SUCCEEDED(hr))
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SetDebugObjectName(*pResult, "DirectXTK:CommonStates");
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return hr;
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}
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//--------------------------------------------------------------------------------------
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// CommonStates
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//--------------------------------------------------------------------------------------
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// Public constructor.
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CommonStates::CommonStates(_In_ ID3D11Device* device)
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: pImpl(Impl::instancePool.DemandCreate(device))
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{
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}
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CommonStates::CommonStates(CommonStates&&) noexcept = default;
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CommonStates& CommonStates::operator= (CommonStates&&) noexcept = default;
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CommonStates::~CommonStates() = default;
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//--------------------------------------------------------------------------------------
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// Blend states
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//--------------------------------------------------------------------------------------
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ID3D11BlendState* CommonStates::Opaque() const
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{
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return DemandCreate(pImpl->opaque, pImpl->mutex, [&](ID3D11BlendState** pResult)
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{
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return pImpl->CreateBlendState(D3D11_BLEND_ONE, D3D11_BLEND_ZERO, pResult);
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});
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}
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ID3D11BlendState* CommonStates::AlphaBlend() const
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{
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return DemandCreate(pImpl->alphaBlend, pImpl->mutex, [&](ID3D11BlendState** pResult)
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{
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return pImpl->CreateBlendState(D3D11_BLEND_ONE, D3D11_BLEND_INV_SRC_ALPHA, pResult);
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});
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}
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ID3D11BlendState* CommonStates::Additive() const
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{
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return DemandCreate(pImpl->additive, pImpl->mutex, [&](ID3D11BlendState** pResult)
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{
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return pImpl->CreateBlendState(D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_ONE, pResult);
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});
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}
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ID3D11BlendState* CommonStates::NonPremultiplied() const
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{
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return DemandCreate(pImpl->nonPremultiplied, pImpl->mutex, [&](ID3D11BlendState** pResult)
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{
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return pImpl->CreateBlendState(D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA, pResult);
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});
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}
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//--------------------------------------------------------------------------------------
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// Depth stencil states
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//--------------------------------------------------------------------------------------
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ID3D11DepthStencilState* CommonStates::DepthNone() const
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{
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return DemandCreate(pImpl->depthNone, pImpl->mutex, [&](ID3D11DepthStencilState** pResult)
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{
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return pImpl->CreateDepthStencilState(false, false, false, pResult);
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});
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}
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ID3D11DepthStencilState* CommonStates::DepthDefault() const
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{
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return DemandCreate(pImpl->depthDefault, pImpl->mutex, [&](ID3D11DepthStencilState** pResult)
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{
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return pImpl->CreateDepthStencilState(true, true, false, pResult);
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});
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}
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ID3D11DepthStencilState* CommonStates::DepthRead() const
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{
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return DemandCreate(pImpl->depthRead, pImpl->mutex, [&](ID3D11DepthStencilState** pResult)
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{
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return pImpl->CreateDepthStencilState(true, false, false, pResult);
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});
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}
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ID3D11DepthStencilState* CommonStates::DepthReverseZ() const
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{
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return DemandCreate(pImpl->depthReverseZ, pImpl->mutex, [&](ID3D11DepthStencilState** pResult)
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{
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return pImpl->CreateDepthStencilState(true, true, true, pResult);
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});
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}
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ID3D11DepthStencilState* CommonStates::DepthReadReverseZ() const
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{
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return DemandCreate(pImpl->depthReadReverseZ, pImpl->mutex, [&](ID3D11DepthStencilState** pResult)
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{
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return pImpl->CreateDepthStencilState(true, false, true, pResult);
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});
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}
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//--------------------------------------------------------------------------------------
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// Rasterizer states
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//--------------------------------------------------------------------------------------
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ID3D11RasterizerState* CommonStates::CullNone() const
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{
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return DemandCreate(pImpl->cullNone, pImpl->mutex, [&](ID3D11RasterizerState** pResult)
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{
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return pImpl->CreateRasterizerState(D3D11_CULL_NONE, D3D11_FILL_SOLID, pResult);
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});
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}
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ID3D11RasterizerState* CommonStates::CullClockwise() const
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{
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return DemandCreate(pImpl->cullClockwise, pImpl->mutex, [&](ID3D11RasterizerState** pResult)
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{
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return pImpl->CreateRasterizerState(D3D11_CULL_FRONT, D3D11_FILL_SOLID, pResult);
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});
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}
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ID3D11RasterizerState* CommonStates::CullCounterClockwise() const
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{
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return DemandCreate(pImpl->cullCounterClockwise, pImpl->mutex, [&](ID3D11RasterizerState** pResult)
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{
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return pImpl->CreateRasterizerState(D3D11_CULL_BACK, D3D11_FILL_SOLID, pResult);
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});
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}
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ID3D11RasterizerState* CommonStates::Wireframe() const
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{
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return DemandCreate(pImpl->wireframe, pImpl->mutex, [&](ID3D11RasterizerState** pResult)
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{
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return pImpl->CreateRasterizerState(D3D11_CULL_NONE, D3D11_FILL_WIREFRAME, pResult);
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});
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}
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//--------------------------------------------------------------------------------------
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// Sampler states
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//--------------------------------------------------------------------------------------
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ID3D11SamplerState* CommonStates::PointWrap() const
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{
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return DemandCreate(pImpl->pointWrap, pImpl->mutex, [&](ID3D11SamplerState** pResult)
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{
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return pImpl->CreateSamplerState(D3D11_FILTER_MIN_MAG_MIP_POINT, D3D11_TEXTURE_ADDRESS_WRAP, pResult);
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});
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}
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ID3D11SamplerState* CommonStates::PointClamp() const
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{
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return DemandCreate(pImpl->pointClamp, pImpl->mutex, [&](ID3D11SamplerState** pResult)
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{
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return pImpl->CreateSamplerState(D3D11_FILTER_MIN_MAG_MIP_POINT, D3D11_TEXTURE_ADDRESS_CLAMP, pResult);
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});
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}
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ID3D11SamplerState* CommonStates::LinearWrap() const
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{
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return DemandCreate(pImpl->linearWrap, pImpl->mutex, [&](ID3D11SamplerState** pResult)
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{
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return pImpl->CreateSamplerState(D3D11_FILTER_MIN_MAG_MIP_LINEAR, D3D11_TEXTURE_ADDRESS_WRAP, pResult);
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});
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}
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ID3D11SamplerState* CommonStates::LinearClamp() const
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{
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return DemandCreate(pImpl->linearClamp, pImpl->mutex, [&](ID3D11SamplerState** pResult)
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{
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return pImpl->CreateSamplerState(D3D11_FILTER_MIN_MAG_MIP_LINEAR, D3D11_TEXTURE_ADDRESS_CLAMP, pResult);
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});
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}
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ID3D11SamplerState* CommonStates::AnisotropicWrap() const
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{
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return DemandCreate(pImpl->anisotropicWrap, pImpl->mutex, [&](ID3D11SamplerState** pResult)
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{
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return pImpl->CreateSamplerState(D3D11_FILTER_ANISOTROPIC, D3D11_TEXTURE_ADDRESS_WRAP, pResult);
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});
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}
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ID3D11SamplerState* CommonStates::AnisotropicClamp() const
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{
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return DemandCreate(pImpl->anisotropicClamp, pImpl->mutex, [&](ID3D11SamplerState** pResult)
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{
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return pImpl->CreateSamplerState(D3D11_FILTER_ANISOTROPIC, D3D11_TEXTURE_ADDRESS_CLAMP, pResult);
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});
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}
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