530 строки
17 KiB
C++
530 строки
17 KiB
C++
//--------------------------------------------------------------------------------------
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// File: CommonStates.cpp
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//
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// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
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// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
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// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
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// PARTICULAR PURPOSE.
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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//
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// http://go.microsoft.com/fwlink/?LinkID=615561
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//--------------------------------------------------------------------------------------
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#include "pch.h"
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#include "CommonStates.h"
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#include "DirectXHelpers.h"
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#include "DescriptorHeap.h"
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using namespace DirectX;
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// --------------------------------------------------------------------------
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// Blend States
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// --------------------------------------------------------------------------
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const D3D12_BLEND_DESC CommonStates::Opaque =
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{
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FALSE, // AlphaToCoverageEnable
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FALSE, // IndependentBlendEnable
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{
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FALSE, // BlendEnable
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FALSE, // LogicOpEnable
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D3D12_BLEND_ONE, // SrcBlend
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D3D12_BLEND_ZERO, // DestBlend
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D3D12_BLEND_OP_ADD, // BlendOp
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D3D12_BLEND_ONE, // SrcBlendAlpha
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D3D12_BLEND_ZERO, // DestBlendAlpha
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D3D12_BLEND_OP_ADD, // BlendOpAlpha
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D3D12_LOGIC_OP_NOOP,
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D3D12_COLOR_WRITE_ENABLE_ALL
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}
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};
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const D3D12_BLEND_DESC CommonStates::AlphaBlend =
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{
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FALSE, // AlphaToCoverageEnable
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FALSE, // IndependentBlendEnable
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{
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TRUE, // BlendEnable
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FALSE, // LogicOpEnable
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D3D12_BLEND_ONE, // SrcBlend
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D3D12_BLEND_INV_SRC_ALPHA, // DestBlend
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D3D12_BLEND_OP_ADD, // BlendOp
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D3D12_BLEND_ONE, // SrcBlendAlpha
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D3D12_BLEND_INV_SRC_ALPHA, // DestBlendAlpha
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D3D12_BLEND_OP_ADD, // BlendOpAlpha
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D3D12_LOGIC_OP_NOOP,
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D3D12_COLOR_WRITE_ENABLE_ALL
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}
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};
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const D3D12_BLEND_DESC CommonStates::Additive =
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{
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FALSE, // AlphaToCoverageEnable
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FALSE, // IndependentBlendEnable
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{
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TRUE, // BlendEnable
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FALSE, // LogicOpEnable
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D3D12_BLEND_SRC_ALPHA, // SrcBlend
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D3D12_BLEND_ONE, // DestBlend
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D3D12_BLEND_OP_ADD, // BlendOp
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D3D12_BLEND_SRC_ALPHA, // SrcBlendAlpha
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D3D12_BLEND_ONE, // DestBlendAlpha
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D3D12_BLEND_OP_ADD, // BlendOpAlpha
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D3D12_LOGIC_OP_NOOP,
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D3D12_COLOR_WRITE_ENABLE_ALL
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}
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};
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const D3D12_BLEND_DESC CommonStates::NonPremultiplied =
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{
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FALSE, // AlphaToCoverageEnable
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FALSE, // IndependentBlendEnable
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{
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TRUE, // BlendEnable
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FALSE, // LogicOpEnable
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D3D12_BLEND_SRC_ALPHA, // SrcBlend
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D3D12_BLEND_INV_SRC_ALPHA, // DestBlend
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D3D12_BLEND_OP_ADD, // BlendOp
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D3D12_BLEND_SRC_ALPHA, // SrcBlendAlpha
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D3D12_BLEND_INV_SRC_ALPHA, // DestBlendAlpha
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D3D12_BLEND_OP_ADD, // BlendOpAlpha
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D3D12_LOGIC_OP_NOOP,
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D3D12_COLOR_WRITE_ENABLE_ALL
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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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const D3D12_DEPTH_STENCIL_DESC CommonStates::DepthNone =
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{
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FALSE, // DepthEnable
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D3D12_DEPTH_WRITE_MASK_ZERO,
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D3D12_COMPARISON_FUNC_LESS_EQUAL, // DepthFunc
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FALSE, // StencilEnable
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D3D12_DEFAULT_STENCIL_READ_MASK,
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D3D12_DEFAULT_STENCIL_WRITE_MASK,
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{
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D3D12_STENCIL_OP_KEEP, // StencilFailOp
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D3D12_STENCIL_OP_KEEP, // StencilDepthFailOp
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D3D12_STENCIL_OP_KEEP, // StencilPassOp
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D3D12_COMPARISON_FUNC_ALWAYS // StencilFunc
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}, // FrontFace
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{
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D3D12_STENCIL_OP_KEEP, // StencilFailOp
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D3D12_STENCIL_OP_KEEP, // StencilDepthFailOp
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D3D12_STENCIL_OP_KEEP, // StencilPassOp
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D3D12_COMPARISON_FUNC_ALWAYS // StencilFunc
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} // BackFace
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};
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const D3D12_DEPTH_STENCIL_DESC CommonStates::DepthDefault =
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{
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TRUE, // DepthEnable
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D3D12_DEPTH_WRITE_MASK_ALL,
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D3D12_COMPARISON_FUNC_LESS_EQUAL, // DepthFunc
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FALSE, // StencilEnable
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D3D12_DEFAULT_STENCIL_READ_MASK,
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D3D12_DEFAULT_STENCIL_WRITE_MASK,
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{
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D3D12_STENCIL_OP_KEEP, // StencilFailOp
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D3D12_STENCIL_OP_KEEP, // StencilDepthFailOp
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D3D12_STENCIL_OP_KEEP, // StencilPassOp
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D3D12_COMPARISON_FUNC_ALWAYS // StencilFunc
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}, // FrontFace
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{
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D3D12_STENCIL_OP_KEEP, // StencilFailOp
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D3D12_STENCIL_OP_KEEP, // StencilDepthFailOp
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D3D12_STENCIL_OP_KEEP, // StencilPassOp
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D3D12_COMPARISON_FUNC_ALWAYS // StencilFunc
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} // BackFace
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};
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const D3D12_DEPTH_STENCIL_DESC CommonStates::DepthRead =
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{
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TRUE, // DepthEnable
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D3D12_DEPTH_WRITE_MASK_ZERO,
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D3D12_COMPARISON_FUNC_LESS_EQUAL, // DepthFunc
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FALSE, // StencilEnable
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D3D12_DEFAULT_STENCIL_READ_MASK,
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D3D12_DEFAULT_STENCIL_WRITE_MASK,
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{
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D3D12_STENCIL_OP_KEEP, // StencilFailOp
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D3D12_STENCIL_OP_KEEP, // StencilDepthFailOp
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D3D12_STENCIL_OP_KEEP, // StencilPassOp
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D3D12_COMPARISON_FUNC_ALWAYS // StencilFunc
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}, // FrontFace
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{
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D3D12_STENCIL_OP_KEEP, // StencilFailOp
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D3D12_STENCIL_OP_KEEP, // StencilDepthFailOp
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D3D12_STENCIL_OP_KEEP, // StencilPassOp
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D3D12_COMPARISON_FUNC_ALWAYS // StencilFunc
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} // BackFace
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};
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// --------------------------------------------------------------------------
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// Rasterizer States
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// --------------------------------------------------------------------------
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const D3D12_RASTERIZER_DESC CommonStates::CullNone =
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{
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D3D12_FILL_MODE_SOLID,
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D3D12_CULL_MODE_NONE,
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FALSE, // FrontCounterClockwise
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D3D12_DEFAULT_DEPTH_BIAS,
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D3D12_DEFAULT_DEPTH_BIAS_CLAMP,
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D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS,
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TRUE, // DepthClipEnable
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TRUE, // MultisampleEnable
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FALSE, // AntialiasedLineEnable
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0, // ForcedSampleCount
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D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF
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};
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const D3D12_RASTERIZER_DESC CommonStates::CullClockwise =
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{
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D3D12_FILL_MODE_SOLID,
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D3D12_CULL_MODE_FRONT,
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FALSE, // FrontCounterClockwise
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D3D12_DEFAULT_DEPTH_BIAS,
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D3D12_DEFAULT_DEPTH_BIAS_CLAMP,
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D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS,
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TRUE, // DepthClipEnable
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TRUE, // MultisampleEnable
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FALSE, // AntialiasedLineEnable
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0, // ForcedSampleCount
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D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF
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};
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const D3D12_RASTERIZER_DESC CommonStates::CullCounterClockwise =
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{
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D3D12_FILL_MODE_SOLID,
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D3D12_CULL_MODE_BACK,
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FALSE, // FrontCounterClockwise
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D3D12_DEFAULT_DEPTH_BIAS,
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D3D12_DEFAULT_DEPTH_BIAS_CLAMP,
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D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS,
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TRUE, // DepthClipEnable
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TRUE, // MultisampleEnable
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FALSE, // AntialiasedLineEnable
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0, // ForcedSampleCount
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D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF
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};
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const D3D12_RASTERIZER_DESC CommonStates::Wireframe =
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{
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D3D12_FILL_MODE_WIREFRAME,
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D3D12_CULL_MODE_NONE,
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FALSE, // FrontCounterClockwise
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D3D12_DEFAULT_DEPTH_BIAS,
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D3D12_DEFAULT_DEPTH_BIAS_CLAMP,
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D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS,
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TRUE, // DepthClipEnable
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TRUE, // MultisampleEnable
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FALSE, // AntialiasedLineEnable
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0, // ForcedSampleCount
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D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF
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};
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// --------------------------------------------------------------------------
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// Static sampler States
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// --------------------------------------------------------------------------
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const D3D12_STATIC_SAMPLER_DESC CommonStates::StaticPointWrap(unsigned int shaderRegister, D3D12_SHADER_VISIBILITY shaderVisibility, unsigned int registerSpace)
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{
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static const D3D12_STATIC_SAMPLER_DESC s_desc = {
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D3D12_FILTER_MIN_MAG_MIP_POINT,
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D3D12_TEXTURE_ADDRESS_MODE_WRAP, // AddressU
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D3D12_TEXTURE_ADDRESS_MODE_WRAP, // AddressV
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D3D12_TEXTURE_ADDRESS_MODE_WRAP, // AddressW
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0, // MipLODBias
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D3D12_MAX_MAXANISOTROPY,
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D3D12_COMPARISON_FUNC_NEVER,
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D3D12_STATIC_BORDER_COLOR_OPAQUE_BLACK,
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0, // MinLOD
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FLT_MAX, // MaxLOD
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0, // ShaderRegister
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0, // RegisterSpace
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D3D12_SHADER_VISIBILITY_ALL,
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};
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D3D12_STATIC_SAMPLER_DESC desc = s_desc;
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desc.ShaderRegister = shaderRegister;
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desc.ShaderVisibility = shaderVisibility;
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desc.RegisterSpace = registerSpace;
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return desc;
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}
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const D3D12_STATIC_SAMPLER_DESC CommonStates::StaticPointClamp(unsigned int shaderRegister, D3D12_SHADER_VISIBILITY shaderVisibility, unsigned int registerSpace)
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{
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static const D3D12_STATIC_SAMPLER_DESC s_desc = {
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D3D12_FILTER_MIN_MAG_MIP_POINT,
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D3D12_TEXTURE_ADDRESS_MODE_CLAMP, // AddressU
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D3D12_TEXTURE_ADDRESS_MODE_CLAMP, // AddressV
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D3D12_TEXTURE_ADDRESS_MODE_CLAMP, // AddressW
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0, // MipLODBias
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D3D12_MAX_MAXANISOTROPY,
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D3D12_COMPARISON_FUNC_NEVER,
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D3D12_STATIC_BORDER_COLOR_OPAQUE_BLACK,
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0, // MinLOD
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FLT_MAX, // MaxLOD
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0, // ShaderRegister
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0, // RegisterSpace
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D3D12_SHADER_VISIBILITY_ALL,
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};
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D3D12_STATIC_SAMPLER_DESC desc = s_desc;
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desc.ShaderRegister = shaderRegister;
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desc.ShaderVisibility = shaderVisibility;
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desc.RegisterSpace = registerSpace;
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return desc;
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};
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const D3D12_STATIC_SAMPLER_DESC CommonStates::StaticLinearWrap(unsigned int shaderRegister, D3D12_SHADER_VISIBILITY shaderVisibility, unsigned int registerSpace)
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{
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static const D3D12_STATIC_SAMPLER_DESC s_desc = {
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D3D12_FILTER_MIN_MAG_MIP_LINEAR,
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D3D12_TEXTURE_ADDRESS_MODE_WRAP, // AddressU
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D3D12_TEXTURE_ADDRESS_MODE_WRAP, // AddressV
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D3D12_TEXTURE_ADDRESS_MODE_WRAP, // AddressW
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0, // MipLODBias
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D3D12_MAX_MAXANISOTROPY,
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D3D12_COMPARISON_FUNC_NEVER,
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D3D12_STATIC_BORDER_COLOR_OPAQUE_BLACK,
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0, // MinLOD
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FLT_MAX, // MaxLOD
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0, // ShaderRegister
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0, // RegisterSpace
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D3D12_SHADER_VISIBILITY_ALL,
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};
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D3D12_STATIC_SAMPLER_DESC desc = s_desc;
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desc.ShaderRegister = shaderRegister;
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desc.ShaderVisibility = shaderVisibility;
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desc.RegisterSpace = registerSpace;
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return desc;
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};
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const D3D12_STATIC_SAMPLER_DESC CommonStates::StaticLinearClamp(unsigned int shaderRegister, D3D12_SHADER_VISIBILITY shaderVisibility, unsigned int registerSpace)
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{
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static const D3D12_STATIC_SAMPLER_DESC s_desc = {
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D3D12_FILTER_MIN_MAG_MIP_LINEAR,
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D3D12_TEXTURE_ADDRESS_MODE_CLAMP, // AddressU
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D3D12_TEXTURE_ADDRESS_MODE_CLAMP, // AddressV
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D3D12_TEXTURE_ADDRESS_MODE_CLAMP, // AddressW
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0, // MipLODBias
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D3D12_MAX_MAXANISOTROPY,
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D3D12_COMPARISON_FUNC_NEVER,
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D3D12_STATIC_BORDER_COLOR_OPAQUE_BLACK,
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0, // MinLOD
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FLT_MAX, // MaxLOD
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0, // ShaderRegister
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0, // RegisterSpace
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D3D12_SHADER_VISIBILITY_ALL,
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};
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D3D12_STATIC_SAMPLER_DESC desc = s_desc;
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desc.ShaderRegister = shaderRegister;
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desc.ShaderVisibility = shaderVisibility;
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desc.RegisterSpace = registerSpace;
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return desc;
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};
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const D3D12_STATIC_SAMPLER_DESC CommonStates::StaticAnisotropicWrap(unsigned int shaderRegister, D3D12_SHADER_VISIBILITY shaderVisibility, unsigned int registerSpace)
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{
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static const D3D12_STATIC_SAMPLER_DESC s_desc = {
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D3D12_FILTER_ANISOTROPIC,
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D3D12_TEXTURE_ADDRESS_MODE_WRAP, // AddressU
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D3D12_TEXTURE_ADDRESS_MODE_WRAP, // AddressV
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D3D12_TEXTURE_ADDRESS_MODE_WRAP, // AddressW
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0, // MipLODBias
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D3D12_MAX_MAXANISOTROPY,
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D3D12_COMPARISON_FUNC_NEVER,
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D3D12_STATIC_BORDER_COLOR_OPAQUE_BLACK,
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0, // MinLOD
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FLT_MAX, // MaxLOD
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0, // ShaderRegister
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0, // RegisterSpace
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D3D12_SHADER_VISIBILITY_ALL,
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};
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D3D12_STATIC_SAMPLER_DESC desc = s_desc;
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desc.ShaderRegister = shaderRegister;
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desc.ShaderVisibility = shaderVisibility;
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desc.RegisterSpace = registerSpace;
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return desc;
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};
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const D3D12_STATIC_SAMPLER_DESC CommonStates::StaticAnisotropicClamp(unsigned int shaderRegister, D3D12_SHADER_VISIBILITY shaderVisibility, unsigned int registerSpace)
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{
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static const D3D12_STATIC_SAMPLER_DESC s_desc = {
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D3D12_FILTER_ANISOTROPIC,
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D3D12_TEXTURE_ADDRESS_MODE_CLAMP, // AddressU
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D3D12_TEXTURE_ADDRESS_MODE_CLAMP, // AddressV
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D3D12_TEXTURE_ADDRESS_MODE_CLAMP, // AddressW
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0, // MipLODBias
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D3D12_MAX_MAXANISOTROPY,
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D3D12_COMPARISON_FUNC_NEVER,
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D3D12_STATIC_BORDER_COLOR_OPAQUE_BLACK,
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0, // MinLOD
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FLT_MAX, // MaxLOD
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0, // ShaderRegister
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0, // RegisterSpace
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D3D12_SHADER_VISIBILITY_ALL,
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};
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D3D12_STATIC_SAMPLER_DESC desc = s_desc;
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desc.ShaderRegister = shaderRegister;
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desc.ShaderVisibility = shaderVisibility;
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desc.RegisterSpace = registerSpace;
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return desc;
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};
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// --------------------------------------------------------------------------
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// Samplers
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// --------------------------------------------------------------------------
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class CommonStates::Impl
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{
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public:
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static const D3D12_SAMPLER_DESC SamplerDescs[static_cast<int>(SamplerIndex::Count)];
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Impl(_In_ ID3D12Device* device)
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: mDescriptors(device, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE, (int) SamplerIndex::Count)
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{
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for (int i = 0; i < static_cast<int>(SamplerIndex::Count); ++i)
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{
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device->CreateSampler(&SamplerDescs[i], mDescriptors.GetCpuHandle(i));
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}
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}
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D3D12_GPU_DESCRIPTOR_HANDLE Get(SamplerIndex i) const
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{
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return mDescriptors.GetGpuHandle((int) i);
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}
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ID3D12DescriptorHeap* Heap() const
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{
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return mDescriptors.Heap();
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}
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private:
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DescriptorHeap mDescriptors;
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};
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const D3D12_SAMPLER_DESC CommonStates::Impl::SamplerDescs[] =
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{
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// PointWrap
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{
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D3D12_FILTER_MIN_MAG_MIP_POINT,
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D3D12_TEXTURE_ADDRESS_MODE_WRAP, // AddressU
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D3D12_TEXTURE_ADDRESS_MODE_WRAP, // AddressV
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D3D12_TEXTURE_ADDRESS_MODE_WRAP, // AddressW
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0, // MipLODBias
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D3D12_MAX_MAXANISOTROPY,
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D3D12_COMPARISON_FUNC_NEVER,
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{ 0, 0, 0, 0 }, // BorderColor
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0, // MinLOD
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FLT_MAX // MaxLOD
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},
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// PointClamp
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{
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D3D12_FILTER_MIN_MAG_MIP_POINT,
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D3D12_TEXTURE_ADDRESS_MODE_CLAMP, // AddressU
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D3D12_TEXTURE_ADDRESS_MODE_CLAMP, // AddressV
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D3D12_TEXTURE_ADDRESS_MODE_CLAMP, // AddressW
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0, // MipLODBias
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D3D12_MAX_MAXANISOTROPY,
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D3D12_COMPARISON_FUNC_NEVER,
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{ 0, 0, 0, 0 }, // BorderColor
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0, // MinLOD
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FLT_MAX // MaxLOD
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},
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// LinearWrap
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{
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D3D12_FILTER_MIN_MAG_MIP_LINEAR,
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D3D12_TEXTURE_ADDRESS_MODE_WRAP, // AddressU
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D3D12_TEXTURE_ADDRESS_MODE_WRAP, // AddressV
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D3D12_TEXTURE_ADDRESS_MODE_WRAP, // AddressW
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0, // MipLODBias
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D3D12_MAX_MAXANISOTROPY,
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D3D12_COMPARISON_FUNC_NEVER,
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{ 0, 0, 0, 0 }, // BorderColor
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0, // MinLOD
|
|
FLT_MAX // MaxLOD
|
|
},
|
|
// LinearClamp
|
|
{
|
|
D3D12_FILTER_MIN_MAG_MIP_LINEAR,
|
|
D3D12_TEXTURE_ADDRESS_MODE_CLAMP, // AddressU
|
|
D3D12_TEXTURE_ADDRESS_MODE_CLAMP, // AddressV
|
|
D3D12_TEXTURE_ADDRESS_MODE_CLAMP, // AddressW
|
|
0, // MipLODBias
|
|
D3D12_MAX_MAXANISOTROPY,
|
|
D3D12_COMPARISON_FUNC_NEVER,
|
|
{ 0, 0, 0, 0 }, // BorderColor
|
|
0, // MinLOD
|
|
FLT_MAX // MaxLOD
|
|
},
|
|
// AnisotropicWrap
|
|
{
|
|
D3D12_FILTER_ANISOTROPIC,
|
|
D3D12_TEXTURE_ADDRESS_MODE_WRAP, // AddressU
|
|
D3D12_TEXTURE_ADDRESS_MODE_WRAP, // AddressV
|
|
D3D12_TEXTURE_ADDRESS_MODE_WRAP, // AddressW
|
|
0, // MipLODBias
|
|
D3D12_MAX_MAXANISOTROPY,
|
|
D3D12_COMPARISON_FUNC_NEVER,
|
|
{ 0, 0, 0, 0 }, // BorderColor
|
|
0, // MinLOD
|
|
FLT_MAX // MaxLOD
|
|
},
|
|
// AnisotropicClamp
|
|
{
|
|
D3D12_FILTER_ANISOTROPIC,
|
|
D3D12_TEXTURE_ADDRESS_MODE_CLAMP, // AddressU
|
|
D3D12_TEXTURE_ADDRESS_MODE_CLAMP, // AddressV
|
|
D3D12_TEXTURE_ADDRESS_MODE_CLAMP, // AddressW
|
|
0, // MipLODBias
|
|
D3D12_MAX_MAXANISOTROPY,
|
|
D3D12_COMPARISON_FUNC_NEVER,
|
|
{ 0, 0, 0, 0 }, // BorderColor
|
|
0, // MinLOD
|
|
FLT_MAX // MaxLOD
|
|
}
|
|
};
|
|
|
|
|
|
_Use_decl_annotations_
|
|
CommonStates::CommonStates(ID3D12Device* device)
|
|
{
|
|
pImpl = std::make_unique<Impl>(device);
|
|
}
|
|
|
|
CommonStates::CommonStates(CommonStates&& moveFrom)
|
|
: pImpl(std::move(moveFrom.pImpl))
|
|
{
|
|
}
|
|
|
|
CommonStates::~CommonStates() {}
|
|
|
|
CommonStates& CommonStates::operator = (CommonStates&& moveFrom)
|
|
{
|
|
pImpl = std::move(moveFrom.pImpl);
|
|
return *this;
|
|
}
|
|
|
|
D3D12_GPU_DESCRIPTOR_HANDLE CommonStates::PointWrap() const { return pImpl->Get(SamplerIndex::PointWrap); }
|
|
D3D12_GPU_DESCRIPTOR_HANDLE CommonStates::PointClamp() const { return pImpl->Get(SamplerIndex::PointClamp); }
|
|
D3D12_GPU_DESCRIPTOR_HANDLE CommonStates::LinearWrap() const { return pImpl->Get(SamplerIndex::LinearWrap); }
|
|
D3D12_GPU_DESCRIPTOR_HANDLE CommonStates::LinearClamp() const { return pImpl->Get(SamplerIndex::LinearClamp); }
|
|
D3D12_GPU_DESCRIPTOR_HANDLE CommonStates::AnisotropicWrap() const { return pImpl->Get(SamplerIndex::AnisotropicWrap); }
|
|
D3D12_GPU_DESCRIPTOR_HANDLE CommonStates::AnisotropicClamp() const { return pImpl->Get(SamplerIndex::AnisotropicClamp); }
|
|
|
|
ID3D12DescriptorHeap* CommonStates::Heap() const { return pImpl->Heap(); }
|