コード例 #1
0
void Dx11BlendState::Update(ID3D11Device* deviceInterface)
{
	if(!dirty)
		return;

	// удалить предыдущий объект
	blendState = 0;

	try
	{
		D3D11_BLEND_DESC desc = CD3D11_BLEND_DESC(CD3D11_DEFAULT());

		// пока не реализовано
		desc.AlphaToCoverageEnable = FALSE;
		// пока смешивание общее для всех таргетов
		desc.IndependentBlendEnable = FALSE;
		
		D3D11_RENDER_TARGET_BLEND_DESC& d = desc.RenderTarget[0];

		d.BlendEnable = enable;
		d.SrcBlend = ConvertColorSource(sourceColor);
		d.DestBlend = ConvertColorSource(destColor);
		d.BlendOp = ConvertOperation(colorOperation);
		d.SrcBlendAlpha = ConvertAlphaSource(sourceAlpha);
		d.DestBlendAlpha = ConvertAlphaSource(destAlpha);
		d.BlendOpAlpha = ConvertOperation(alphaOperation);

		if(FAILED(deviceInterface->CreateBlendState(&desc, &blendState)))
			THROW("Can't create blend state");

		dirty = false;
	}
	catch(Exception* exception)
	{
		THROW_SECONDARY("Can't update DirectX blend state", exception);
	}
}
コード例 #2
0
ファイル: XFBEncoder.cpp プロジェクト: Alchemistxxd/dolphin
void XFBEncoder::Init()
{
    HRESULT hr;

    // Create output texture

    // The pixel shader can generate one YUYV entry per pixel. One YUYV entry
    // is created for every two EFB pixels.
    D3D11_TEXTURE2D_DESC t2dd = CD3D11_TEXTURE2D_DESC(
                                    DXGI_FORMAT_R8G8B8A8_UNORM, MAX_XFB_WIDTH/2, MAX_XFB_HEIGHT, 1, 1,
                                    D3D11_BIND_RENDER_TARGET);
    hr = D3D::device->CreateTexture2D(&t2dd, nullptr, &m_out);
    CHECK(SUCCEEDED(hr), "create xfb encoder output texture");
    D3D::SetDebugObjectName(m_out, "xfb encoder output texture");

    // Create output render target view

    D3D11_RENDER_TARGET_VIEW_DESC rtvd = CD3D11_RENDER_TARGET_VIEW_DESC(m_out,
                                         D3D11_RTV_DIMENSION_TEXTURE2D, DXGI_FORMAT_R8G8B8A8_UNORM);
    hr = D3D::device->CreateRenderTargetView(m_out, &rtvd, &m_outRTV);
    CHECK(SUCCEEDED(hr), "create xfb encoder output texture rtv");
    D3D::SetDebugObjectName(m_outRTV, "xfb encoder output rtv");

    // Create output staging buffer

    t2dd.Usage = D3D11_USAGE_STAGING;
    t2dd.BindFlags = 0;
    t2dd.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
    hr = D3D::device->CreateTexture2D(&t2dd, nullptr, &m_outStage);
    CHECK(SUCCEEDED(hr), "create xfb encoder output staging buffer");
    D3D::SetDebugObjectName(m_outStage, "xfb encoder output staging buffer");

    // Create constant buffer for uploading params to shaders

    D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(XFBEncodeParams),
                           D3D11_BIND_CONSTANT_BUFFER);
    hr = D3D::device->CreateBuffer(&bd, nullptr, &m_encodeParams);
    CHECK(SUCCEEDED(hr), "create xfb encode params buffer");
    D3D::SetDebugObjectName(m_encodeParams, "xfb encoder params buffer");

    // Create vertex quad

    bd = CD3D11_BUFFER_DESC(sizeof(QUAD_VERTS), D3D11_BIND_VERTEX_BUFFER,
                            D3D11_USAGE_IMMUTABLE);
    D3D11_SUBRESOURCE_DATA srd = { QUAD_VERTS, 0, 0 };

    hr = D3D::device->CreateBuffer(&bd, &srd, &m_quad);
    CHECK(SUCCEEDED(hr), "create xfb encode quad vertex buffer");
    D3D::SetDebugObjectName(m_quad, "xfb encoder quad vertex buffer");

    // Create vertex shader

    D3DBlob* bytecode = nullptr;
    if (!D3D::CompileVertexShader(XFB_ENCODE_VS, &bytecode))
    {
        ERROR_LOG(VIDEO, "XFB encode vertex shader failed to compile");
        return;
    }

    hr = D3D::device->CreateVertexShader(bytecode->Data(), bytecode->Size(), nullptr, &m_vShader);
    CHECK(SUCCEEDED(hr), "create xfb encode vertex shader");
    D3D::SetDebugObjectName(m_vShader, "xfb encoder vertex shader");

    // Create input layout for vertex quad using bytecode from vertex shader

    hr = D3D::device->CreateInputLayout(QUAD_LAYOUT_DESC,
                                        sizeof(QUAD_LAYOUT_DESC)/sizeof(D3D11_INPUT_ELEMENT_DESC),
                                        bytecode->Data(), bytecode->Size(), &m_quadLayout);
    CHECK(SUCCEEDED(hr), "create xfb encode quad vertex layout");
    D3D::SetDebugObjectName(m_quadLayout, "xfb encoder quad layout");

    bytecode->Release();

    // Create pixel shader

    m_pShader = D3D::CompileAndCreatePixelShader(XFB_ENCODE_PS);
    if (!m_pShader)
    {
        ERROR_LOG(VIDEO, "XFB encode pixel shader failed to compile");
        return;
    }
    D3D::SetDebugObjectName(m_pShader, "xfb encoder pixel shader");

    // Create blend state

    D3D11_BLEND_DESC bld = CD3D11_BLEND_DESC(CD3D11_DEFAULT());
    hr = D3D::device->CreateBlendState(&bld, &m_xfbEncodeBlendState);
    CHECK(SUCCEEDED(hr), "create xfb encode blend state");
    D3D::SetDebugObjectName(m_xfbEncodeBlendState, "xfb encoder blend state");

    // Create depth state

    D3D11_DEPTH_STENCIL_DESC dsd = CD3D11_DEPTH_STENCIL_DESC(CD3D11_DEFAULT());
    dsd.DepthEnable = FALSE;
    hr = D3D::device->CreateDepthStencilState(&dsd, &m_xfbEncodeDepthState);
    CHECK(SUCCEEDED(hr), "create xfb encode depth state");
    D3D::SetDebugObjectName(m_xfbEncodeDepthState, "xfb encoder depth state");

    // Create rasterizer state

    D3D11_RASTERIZER_DESC rd = CD3D11_RASTERIZER_DESC(CD3D11_DEFAULT());
    rd.CullMode = D3D11_CULL_NONE;
    rd.DepthClipEnable = FALSE;
    hr = D3D::device->CreateRasterizerState(&rd, &m_xfbEncodeRastState);
    CHECK(SUCCEEDED(hr), "create xfb encode rasterizer state");
    D3D::SetDebugObjectName(m_xfbEncodeRastState, "xfb encoder rast state");

    // Create EFB texture sampler

    D3D11_SAMPLER_DESC sd = CD3D11_SAMPLER_DESC(CD3D11_DEFAULT());
    // FIXME: Should we really use point sampling here?
    sd.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
    hr = D3D::device->CreateSamplerState(&sd, &m_efbSampler);
    CHECK(SUCCEEDED(hr), "create xfb encode texture sampler");
    D3D::SetDebugObjectName(m_efbSampler, "xfb encoder texture sampler");
}
コード例 #3
0
ファイル: Renderer.cpp プロジェクト: wilhelmy/Bonzomatic
  bool InitD3D11QuadRendering( RENDERER_SETTINGS * settings )
  {
    ID3DBlob * pCode = NULL;
    ID3DBlob * pErrors = NULL;
    if (D3DCompile( defaultVertexShader, strlen(defaultVertexShader), NULL, NULL, NULL, "main", "vs_4_0", NULL, NULL, &pCode, &pErrors ) != S_OK)
    {
      printf("[Renderer] D3DCompile failed\n");
      return false;
    }

    if (pDevice->CreateVertexShader( pCode->GetBufferPointer(), pCode->GetBufferSize(), NULL, &pVertexShader ) != S_OK)
    {
      printf("[Renderer] CreateVertexShader failed\n");
      return false;
    }

    //////////////////////////////////////////////////////////////////////////

    static float pQuad[] = {
      -1.0, -1.0,  0.5, 0.0, 0.0,
      -1.0,  1.0,  0.5, 0.0, 1.0,
       1.0, -1.0,  0.5, 1.0, 0.0,
       1.0,  1.0,  0.5, 1.0, 1.0,
    };

    D3D11_BUFFER_DESC desc;
    ZeroMemory(&desc, sizeof(D3D11_BUFFER_DESC));

    desc.ByteWidth = sizeof(float) * 5 * 4;
    desc.Usage = D3D11_USAGE_DEFAULT;
    desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;

    D3D11_SUBRESOURCE_DATA subData;
    ZeroMemory(&subData, sizeof(D3D11_SUBRESOURCE_DATA));
    subData.pSysMem = pQuad;

    if (pDevice->CreateBuffer(&desc, &subData, &pFullscreenQuadVB) != S_OK)
    {
      printf("[Renderer] CreateBuffer failed\n");
      return false;
    }

    static D3D11_INPUT_ELEMENT_DESC pQuadDesc[] =
    {
      {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0 * sizeof(float), D3D11_INPUT_PER_VERTEX_DATA, 0},
      {"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT   , 0, 3 * sizeof(float), D3D11_INPUT_PER_VERTEX_DATA, 0},
    };

    if (pDevice->CreateInputLayout( pQuadDesc, 2, pCode->GetBufferPointer(), pCode->GetBufferSize(), &pFullscreenQuadLayout) != S_OK)
    {
      printf("[Renderer] CreateInputLayout failed\n");
      return false;
    }

    //////////////////////////////////////////////////////////////////////////

    D3D11_VIEWPORT viewport;
    ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT));

    viewport.TopLeftX = 0;
    viewport.TopLeftY = 0;
    viewport.Width  = settings->nWidth;
    viewport.Height = settings->nHeight;

    pContext->RSSetViewports(1, &viewport);

    //////////////////////////////////////////////////////////////////////////

    D3D11_SAMPLER_DESC sampDesc = CD3D11_SAMPLER_DESC( CD3D11_DEFAULT() );
    sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
    sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
    sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
    sampDesc.Filter = D3D11_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT;
    if (pDevice->CreateSamplerState( &sampDesc, &pFullscreenQuadSamplerState ) != S_OK)
      return false;

    //////////////////////////////////////////////////////////////////////////

    D3D11_BUFFER_DESC cbDesc;
    ZeroMemory( &cbDesc, sizeof(D3D11_BUFFER_DESC) );
    cbDesc.ByteWidth = sizeof( pFullscreenQuadConstants );
    cbDesc.Usage = D3D11_USAGE_DYNAMIC;
    cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
    cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;

    ZeroMemory( &subData, sizeof(D3D11_SUBRESOURCE_DATA) );
    subData.pSysMem = &pFullscreenQuadConstants;

    if (pDevice->CreateBuffer( &cbDesc, &subData, &pFullscreenQuadConstantBuffer ) != S_OK)
      return false;

    //////////////////////////////////////////////////////////////////////////

    D3D11_BLEND_DESC blendDesc = CD3D11_BLEND_DESC( CD3D11_DEFAULT() );
    if (pDevice->CreateBlendState( &blendDesc, &pFullscreenQuadBlendState ) != S_OK)
      return false;

    D3D11_RASTERIZER_DESC rastDesc = CD3D11_RASTERIZER_DESC( CD3D11_DEFAULT() );
    if (pDevice->CreateRasterizerState( &rastDesc, &pFullscreenQuadRasterizerState ) != S_OK)
      return false;

    return true;
  }
コード例 #4
0
Asteroids::Asteroids(AsteroidsSimulation* asteroids, GUI* gui, bool warp)
    : mAsteroids(asteroids)
    , mGUI(gui)
    , mSwapChain(nullptr)
    , mDevice(nullptr)
    , mDeviceCtxt(nullptr)
    , mRenderTarget(nullptr)
    , mRenderTargetView(nullptr)
    , mDepthStencilView(nullptr)
    , mDepthStencilState(nullptr)
    , mInputLayout(nullptr)
    , mIndexBuffer(nullptr)
    , mVertexBuffer(nullptr)
    , mVertexShader(nullptr)
    , mPixelShader(nullptr)
    , mDrawConstantBuffer(nullptr)
    , mSkyboxVertexShader(nullptr)
    , mSkyboxPixelShader(nullptr)
    , mSkyboxConstantBuffer(nullptr)
    , mSamplerState(nullptr)
{
    memset(&mViewPort, 0, sizeof(mViewPort));
    memset(&mScissorRect, 0, sizeof(mScissorRect));
    memset(mTextures, 0, sizeof(mTextures));
    memset(mTextureSRVs, 0, sizeof(mTextureSRVs));

    // Create device and swap chain
    {
        IDXGIAdapter*       adapter             = nullptr;
        D3D_DRIVER_TYPE     driverType          =  ( warp ) ? D3D_DRIVER_TYPE_WARP : D3D_DRIVER_TYPE_HARDWARE;
        HMODULE             swModule            = NULL;
        UINT                flags               = 0;
        D3D_FEATURE_LEVEL   featureLevels[]     = { D3D_FEATURE_LEVEL_11_0 };
        UINT                numFeatureLevels    = ARRAYSIZE(featureLevels);
        UINT                sdkVersion          = D3D11_SDK_VERSION;

#ifdef _DEBUG
        flags = flags | D3D11_CREATE_DEVICE_DEBUG;
#endif

        auto hr = D3D11CreateDevice(adapter, driverType, swModule,
            flags, featureLevels, numFeatureLevels, sdkVersion, &mDevice, nullptr, &mDeviceCtxt);
        if (FAILED(hr)) {
            // Try again without the debug flag...
            flags = flags & ~D3D11_CREATE_DEVICE_DEBUG;
            ThrowIfFailed(D3D11CreateDevice(adapter, driverType, swModule,
                flags, featureLevels, numFeatureLevels, sdkVersion, &mDevice, nullptr, &mDeviceCtxt));
        }
    }
    
    // create pipeline state
    {
        D3D11_INPUT_ELEMENT_DESC inputDesc[] = {
            { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0,  0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
            { "NORMAL",   0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
        };

        ThrowIfFailed(mDevice->CreateInputLayout(inputDesc, ARRAYSIZE(inputDesc),
            g_asteroid_vs, sizeof(g_asteroid_vs), &mInputLayout));

        {
            D3D11_DEPTH_STENCIL_DESC desc = CD3D11_DEPTH_STENCIL_DESC(D3D11_DEFAULT);
            desc.DepthFunc = D3D11_COMPARISON_GREATER_EQUAL;
            ThrowIfFailed(mDevice->CreateDepthStencilState(&desc, &mDepthStencilState));
        }
        {
            CD3D11_BLEND_DESC desc = CD3D11_BLEND_DESC(CD3D11_DEFAULT());
            ThrowIfFailed(mDevice->CreateBlendState(&desc, &mBlendState));

            // Premultiplied over blend
            desc.RenderTarget[0].BlendEnable = TRUE;
            desc.RenderTarget[0].SrcBlend    = D3D11_BLEND_ONE;
            desc.RenderTarget[0].BlendOp     = D3D11_BLEND_OP_ADD;
            desc.RenderTarget[0].DestBlend   = D3D11_BLEND_INV_SRC_ALPHA;
            ThrowIfFailed(mDevice->CreateBlendState(&desc, &mSpriteBlendState));
        }
        
        ThrowIfFailed(mDevice->CreateVertexShader(g_asteroid_vs, sizeof(g_asteroid_vs), NULL, &mVertexShader));
        ThrowIfFailed(mDevice->CreatePixelShader(g_asteroid_ps_d3d11, sizeof(g_asteroid_ps_d3d11), NULL, &mPixelShader));
    }
    // create skybox pipeline state
    {
        D3D11_INPUT_ELEMENT_DESC inputDesc[] = {
            { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0,  0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
            { "UVFACE",   0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
        };

        ThrowIfFailed(mDevice->CreateInputLayout(inputDesc, ARRAYSIZE(inputDesc),
            g_skybox_vs, sizeof(g_skybox_vs), &mSkyboxInputLayout));

        ThrowIfFailed(mDevice->CreateVertexShader(g_skybox_vs, sizeof(g_skybox_vs), NULL, &mSkyboxVertexShader));
        ThrowIfFailed(mDevice->CreatePixelShader(g_skybox_ps, sizeof(g_skybox_ps), NULL, &mSkyboxPixelShader));
    }

    // Sprites and fonts
    {
        D3D11_INPUT_ELEMENT_DESC inputDesc[] = {
            { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0,  0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
            { "UV",       0, DXGI_FORMAT_R32G32_FLOAT, 0,  8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
        };

        ThrowIfFailed(mDevice->CreateInputLayout(inputDesc, ARRAYSIZE(inputDesc),
            g_sprite_vs, sizeof(g_sprite_vs), &mSpriteInputLayout));

        ThrowIfFailed(mDevice->CreateVertexShader(g_sprite_vs, sizeof(g_sprite_vs), NULL, &mSpriteVertexShader));
        ThrowIfFailed(mDevice->CreatePixelShader(g_sprite_ps, sizeof(g_sprite_ps), NULL, &mSpritePixelShader));
        ThrowIfFailed(mDevice->CreatePixelShader(g_font_ps, sizeof(g_font_ps), NULL, &mFontPixelShader));
    }
    
    // Create draw constant buffer
    {
        D3D11_BUFFER_DESC desc = {};
        desc.Usage = D3D11_USAGE_DYNAMIC;
        desc.ByteWidth = sizeof(DrawConstantBuffer);
        desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
        desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
        ThrowIfFailed(mDevice->CreateBuffer(&desc, nullptr, &mDrawConstantBuffer));
    }
    // Create skybox constant buffer
    {
        D3D11_BUFFER_DESC desc = {};
        desc.Usage = D3D11_USAGE_DYNAMIC;
        desc.ByteWidth = sizeof(SkyboxConstantBuffer);
        desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
        desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
        ThrowIfFailed(mDevice->CreateBuffer(&desc, nullptr, &mSkyboxConstantBuffer));
    }

    // Create sampler
    {
        D3D11_SAMPLER_DESC desc = {};
        desc.Filter         = D3D11_FILTER_ANISOTROPIC;
        desc.AddressU       = D3D11_TEXTURE_ADDRESS_WRAP;
        desc.AddressV       = D3D11_TEXTURE_ADDRESS_WRAP;
        desc.AddressW       = D3D11_TEXTURE_ADDRESS_WRAP;
        desc.MinLOD         = -D3D11_FLOAT32_MAX;
        desc.MaxLOD         = D3D11_FLOAT32_MAX;
        desc.MipLODBias     = 0.0f;
        desc.MaxAnisotropy  = TEXTURE_ANISO;
        desc.ComparisonFunc = D3D11_COMPARISON_NEVER;
        ThrowIfFailed(mDevice->CreateSamplerState(&desc, &mSamplerState));
    }

    CreateMeshes();
    InitializeTextureData();
    CreateGUIResources();

    // Load textures
    ThrowIfFailed(CreateDDSTextureFromFile(mDevice, L"starbox_1024.dds", &mSkyboxSRV, true));
}
コード例 #5
0
bool StateHolder::Initialize(ID3D11Device* device)
{
	// Raster states
	std::function<CD3D11_RASTERIZER_DESC()> rasterGenerators[RST_Count] =
	{
		[]() -> CD3D11_RASTERIZER_DESC {
			CD3D11_RASTERIZER_DESC desc((CD3D11_DEFAULT()));
			desc.CullMode = D3D11_CULL_BACK;
			desc.FillMode = D3D11_FILL_SOLID;
			desc.FrontCounterClockwise = FALSE;
			return desc;
		},
		[]() -> CD3D11_RASTERIZER_DESC {
			CD3D11_RASTERIZER_DESC desc((CD3D11_DEFAULT()));
			desc.CullMode = D3D11_CULL_BACK;
			desc.FillMode = D3D11_FILL_SOLID;
			desc.FrontCounterClockwise = TRUE;
			return desc;
		},
		[]() -> CD3D11_RASTERIZER_DESC {
			CD3D11_RASTERIZER_DESC desc((CD3D11_DEFAULT()));
			desc.CullMode = D3D11_CULL_BACK;
			desc.FillMode = D3D11_FILL_WIREFRAME;
			desc.FrontCounterClockwise = FALSE;
			return desc;
		},
			[]() -> CD3D11_RASTERIZER_DESC {
			CD3D11_RASTERIZER_DESC desc((CD3D11_DEFAULT()));
			desc.CullMode = D3D11_CULL_BACK;
			desc.FillMode = D3D11_FILL_WIREFRAME;
			desc.FrontCounterClockwise = TRUE;
			return desc;
		},
	};

	for (auto gen = 0; gen < RST_Count; ++gen) {
		if (FAILED(device->CreateRasterizerState(&rasterGenerators[gen](), m_RasterStates[gen].Receive())))
		{
			SLOG(Sev_Error, Fac_Rendering, "Unable to create raster state!");
			return false;
		}
	}
	
	// Blend states
	std::function<CD3D11_BLEND_DESC()> blendGenerators[BLST_Count] =
	{
		[]() -> CD3D11_BLEND_DESC {
			CD3D11_BLEND_DESC desc((CD3D11_DEFAULT()));
			for (unsigned i = 0; i < 8; ++i) {
				desc.RenderTarget[i].RenderTargetWriteMask = 0;
			}
			return desc;
		},
		[]() -> CD3D11_BLEND_DESC {
			CD3D11_BLEND_DESC desc((CD3D11_DEFAULT()));
			desc.AlphaToCoverageEnable = true;
			desc.RenderTarget[0].BlendEnable = true;
			return desc;
		},
	};

	for (auto gen = 0; gen < BLST_Count; ++gen) {
		if (FAILED(device->CreateBlendState(&blendGenerators[gen](), m_BlendStates[gen].Receive())))
		{
			SLOG(Sev_Error, Fac_Rendering, "Unable to create blend state!");
			return false;
		}
	}

	// Depth states
	std::function<CD3D11_DEPTH_STENCIL_DESC()> depthGenerators[DSST_Count] =
	{
		[]()->CD3D11_DEPTH_STENCIL_DESC {
			CD3D11_DEPTH_STENCIL_DESC desc((CD3D11_DEFAULT()));
			desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
			desc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
			return desc;
		},
		[]()->CD3D11_DEPTH_STENCIL_DESC {
			CD3D11_DEPTH_STENCIL_DESC desc((CD3D11_DEFAULT()));
			desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
			desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
			return desc;
		},
	};
	for (auto gen = 0; gen < DSST_Count; ++gen) {
		if (FAILED(device->CreateDepthStencilState(&depthGenerators[gen](), m_DepthStates[gen].Receive())))
		{
			SLOG(Sev_Error, Fac_Rendering, "Unable to create depth-stencil state!");
			return false;
		}
	}

	return true;
}
コード例 #6
0
ファイル: D3DState.cpp プロジェクト: 70michal19/dolphin
ID3D11BlendState* StateCache::Get(BlendState state)
{
	if (!state.blend_enable)
	{
		state.src_blend = D3D11_BLEND_ONE;
		state.dst_blend = D3D11_BLEND_ZERO;
		state.blend_op = D3D11_BLEND_OP_ADD;
		state.use_dst_alpha = false;
	}

	auto it = m_blend.find(state.packed);

	if (it != m_blend.end())
		return it->second;

	D3D11_BLEND_DESC blenddc = CD3D11_BLEND_DESC(CD3D11_DEFAULT());

	blenddc.AlphaToCoverageEnable = FALSE;
	blenddc.IndependentBlendEnable = FALSE;
	blenddc.RenderTarget[0].BlendEnable = state.blend_enable;
	blenddc.RenderTarget[0].RenderTargetWriteMask = (u32)state.write_mask;
	blenddc.RenderTarget[0].SrcBlend = state.src_blend;
	blenddc.RenderTarget[0].DestBlend = state.dst_blend;
	blenddc.RenderTarget[0].BlendOp = state.blend_op;
	blenddc.RenderTarget[0].SrcBlendAlpha = state.src_blend;
	blenddc.RenderTarget[0].DestBlendAlpha = state.dst_blend;
	blenddc.RenderTarget[0].BlendOpAlpha = state.blend_op;

	if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_SRC_COLOR)
		blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
	else if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_INV_SRC_COLOR)
		blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
	else if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_DEST_COLOR)
		blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_DEST_ALPHA;
	else if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_INV_DEST_COLOR)
		blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
	else
		blenddc.RenderTarget[0].SrcBlendAlpha = blenddc.RenderTarget[0].SrcBlend;

	if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_SRC_COLOR)
		blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_SRC_ALPHA;
	else if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_INV_SRC_COLOR)
		blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
	else if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_DEST_COLOR)
		blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_DEST_ALPHA;
	else if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_INV_DEST_COLOR)
		blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
	else
		blenddc.RenderTarget[0].DestBlendAlpha = blenddc.RenderTarget[0].DestBlend;

	if (state.use_dst_alpha)
	{
		// Colors should blend against SRC1_ALPHA
		if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_SRC_ALPHA)
			blenddc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC1_ALPHA;
		else if (blenddc.RenderTarget[0].SrcBlend == D3D11_BLEND_INV_SRC_ALPHA)
			blenddc.RenderTarget[0].SrcBlend = D3D11_BLEND_INV_SRC1_ALPHA;

		// Colors should blend against SRC1_ALPHA
		if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_SRC_ALPHA)
			blenddc.RenderTarget[0].DestBlend = D3D11_BLEND_SRC1_ALPHA;
		else if (blenddc.RenderTarget[0].DestBlend == D3D11_BLEND_INV_SRC_ALPHA)
			blenddc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC1_ALPHA;

		blenddc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
		blenddc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
		blenddc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
	}

	ID3D11BlendState* res = nullptr;

	HRESULT hr = D3D::device->CreateBlendState(&blenddc, &res);
	if (FAILED(hr)) PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__);
	D3D::SetDebugObjectName((ID3D11DeviceChild*)res, "blend state used to emulate the GX pipeline");
	m_blend.insert(std::make_pair(state.packed, res));

	return res;
}
コード例 #7
-1
ファイル: Renderer.cpp プロジェクト: wilhelmy/Bonzomatic
  bool InitD3D11GUIRendering( RENDERER_SETTINGS * settings )
  {
    ID3DBlob * pCode = NULL;
    ID3DBlob * pErrors = NULL;
    if (D3DCompile( defaultGUIPixelShader, strlen(defaultGUIPixelShader), NULL, NULL, NULL, "main", "ps_4_0", NULL, NULL, &pCode, &pErrors ) != S_OK)
    {
      printf("[Renderer] D3DCompile (PS) failed\n");
      return false;
    }

    if (pDevice->CreatePixelShader( pCode->GetBufferPointer(), pCode->GetBufferSize(), NULL, &pGUIPixelShader ) != S_OK)
    {
      printf("[Renderer] CreatePixelShader failed\n");
      return false;
    }

    if (D3DCompile( defaultGUIVertexShader, strlen(defaultGUIVertexShader), NULL, NULL, NULL, "main", "vs_4_0", NULL, NULL, &pCode, &pErrors ) != S_OK)
    {
      printf("[Renderer] D3DCompile (VS) failed\n");
      return false;
    }

    if (pDevice->CreateVertexShader( pCode->GetBufferPointer(), pCode->GetBufferSize(), NULL, &pGUIVertexShader ) != S_OK)
    {
      printf("[Renderer] CreateVertexShader failed\n");
      return false;
    }

    D3D11_BUFFER_DESC desc;
    ZeroMemory(&desc, sizeof(D3D11_BUFFER_DESC));

    desc.ByteWidth = sizeof(float) * 7 * GUIQUADVB_SIZE;
    desc.Usage = D3D11_USAGE_DYNAMIC;
    desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
    desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;

    if (pDevice->CreateBuffer(&desc, NULL, &pGUIQuadVB) != S_OK)
    {
      printf("[Renderer] CreateBuffer (VB) failed\n");
      return false;
    }

    static D3D11_INPUT_ELEMENT_DESC pGUIDesc[] =
    {
      {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0 * sizeof(float), D3D11_INPUT_PER_VERTEX_DATA, 0},
      {"COLOR"   , 0, DXGI_FORMAT_R8G8B8A8_UNORM , 0, 3 * sizeof(float), D3D11_INPUT_PER_VERTEX_DATA, 0},
      {"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT   , 0, 4 * sizeof(float), D3D11_INPUT_PER_VERTEX_DATA, 0},
      {"TEXCOORD", 1, DXGI_FORMAT_R32_FLOAT      , 0, 6 * sizeof(float), D3D11_INPUT_PER_VERTEX_DATA, 0},
    };

    if (pDevice->CreateInputLayout( pGUIDesc, 4, pCode->GetBufferPointer(), pCode->GetBufferSize(), &pGUIQuadLayout) != S_OK)
    {
      printf("[Renderer] CreateInputLayout failed\n");
      return false;
    }

    D3D11_BUFFER_DESC cbDesc;
    ZeroMemory( &cbDesc, sizeof(D3D11_BUFFER_DESC) );
    cbDesc.ByteWidth = sizeof( float ) * 4 * 4 * 2;
    cbDesc.Usage = D3D11_USAGE_DYNAMIC;
    cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
    cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;

    MatrixOrthoOffCenterLH( pGUIMatrix, 0, nWidth, nHeight, 0, -1.0f, 1.0f );
    
    D3D11_SUBRESOURCE_DATA subData;
    ZeroMemory( &subData, sizeof(D3D11_SUBRESOURCE_DATA) );
    subData.pSysMem = &pGUIMatrix;

    if (pDevice->CreateBuffer( &cbDesc, &subData, &pGUIConstantBuffer ) != S_OK)
    {
      printf("[Renderer] CreateBuffer (CB) failed\n");
      return false;
    }

    D3D11_BLEND_DESC blendDesc = CD3D11_BLEND_DESC( CD3D11_DEFAULT() );
    blendDesc.RenderTarget[0].BlendEnable = true;
    blendDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
    blendDesc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
    if (pDevice->CreateBlendState( &blendDesc, &pGUIBlendState ) != S_OK)
      return false;

    D3D11_RASTERIZER_DESC rastDesc = CD3D11_RASTERIZER_DESC( CD3D11_DEFAULT() );
    rastDesc.ScissorEnable = true;
    if (pDevice->CreateRasterizerState( &rastDesc, &pGUIRasterizerState ) != S_OK)
      return false;

    return true;
  }