Exemplo n.º 1
0
Clear11::Clear11(Renderer11 *renderer)
    : mRenderer(renderer), mClearBlendStates(StructLessThan<ClearBlendInfo>), mClearDepthStencilStates(StructLessThan<ClearDepthStencilInfo>),
      mVertexBuffer(NULL), mRasterizerState(NULL), mSupportsClearView(false)
{
    HRESULT result;
    ID3D11Device *device = renderer->getDevice();

    D3D11_BUFFER_DESC vbDesc;
    vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex<float>) * 4;
    vbDesc.Usage = D3D11_USAGE_DYNAMIC;
    vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
    vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
    vbDesc.MiscFlags = 0;
    vbDesc.StructureByteStride = 0;

    result = device->CreateBuffer(&vbDesc, NULL, &mVertexBuffer);
    ASSERT(SUCCEEDED(result));
    d3d11::SetDebugName(mVertexBuffer, "Clear11 masked clear vertex buffer");

    D3D11_RASTERIZER_DESC rsDesc;
    rsDesc.FillMode = D3D11_FILL_SOLID;
    rsDesc.CullMode = D3D11_CULL_NONE;
    rsDesc.FrontCounterClockwise = FALSE;
    rsDesc.DepthBias = 0;
    rsDesc.DepthBiasClamp = 0.0f;
    rsDesc.SlopeScaledDepthBias = 0.0f;
    rsDesc.DepthClipEnable = TRUE;
    rsDesc.ScissorEnable = FALSE;
    rsDesc.MultisampleEnable = FALSE;
    rsDesc.AntialiasedLineEnable = FALSE;

    result = device->CreateRasterizerState(&rsDesc, &mRasterizerState);
    ASSERT(SUCCEEDED(result));
    d3d11::SetDebugName(mRasterizerState, "Clear11 masked clear rasterizer state");

    if (renderer->getFeatureLevel() <= D3D_FEATURE_LEVEL_9_3)
    {
        mFloatClearShader = CreateClearShader(device, DXGI_FORMAT_R32G32B32A32_FLOAT, g_VS_ClearFloat, g_PS_ClearFloat_FL9);
    }
    else
    {
        mFloatClearShader = CreateClearShader(device, DXGI_FORMAT_R32G32B32A32_FLOAT, g_VS_ClearFloat, g_PS_ClearFloat);
    }

    if (renderer->isES3Capable())
    {
        mUintClearShader  = CreateClearShader(device, DXGI_FORMAT_R32G32B32A32_UINT,  g_VS_ClearUint,  g_PS_ClearUint );
        mIntClearShader   = CreateClearShader(device, DXGI_FORMAT_R32G32B32A32_SINT,  g_VS_ClearSint,  g_PS_ClearSint );
    }

    if (renderer->getDeviceContext1IfSupported())
    {
        D3D11_FEATURE_DATA_D3D11_OPTIONS d3d11Options;
        device->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS, &d3d11Options, sizeof(D3D11_FEATURE_DATA_D3D11_OPTIONS));
        mSupportsClearView = (d3d11Options.ClearView != FALSE);
    }
}