ID3D11BlendState *Clear11::getBlendState(const std::vector<MaskedRenderTarget>& rts) { ClearBlendInfo blendKey = { 0 }; for (unsigned int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++) { if (i < rts.size()) { RenderTarget11 *rt = rts[i].renderTarget; const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(rt->getInternalFormat()); blendKey.maskChannels[i][0] = (rts[i].colorMask[0] && formatInfo.redBits > 0); blendKey.maskChannels[i][1] = (rts[i].colorMask[1] && formatInfo.greenBits > 0); blendKey.maskChannels[i][2] = (rts[i].colorMask[2] && formatInfo.blueBits > 0); blendKey.maskChannels[i][3] = (rts[i].colorMask[3] && formatInfo.alphaBits > 0); } else { blendKey.maskChannels[i][0] = false; blendKey.maskChannels[i][1] = false; blendKey.maskChannels[i][2] = false; blendKey.maskChannels[i][3] = false; } } ClearBlendStateMap::const_iterator i = mClearBlendStates.find(blendKey); if (i != mClearBlendStates.end()) { return i->second; } else { D3D11_BLEND_DESC blendDesc = { 0 }; blendDesc.AlphaToCoverageEnable = FALSE; blendDesc.IndependentBlendEnable = (rts.size() > 1) ? TRUE : FALSE; for (unsigned int j = 0; j < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; j++) { blendDesc.RenderTarget[j].BlendEnable = FALSE; blendDesc.RenderTarget[j].RenderTargetWriteMask = gl_d3d11::ConvertColorMask(blendKey.maskChannels[j][0], blendKey.maskChannels[j][1], blendKey.maskChannels[j][2], blendKey.maskChannels[j][3]); } ID3D11Device *device = mRenderer->getDevice(); ID3D11BlendState* blendState = NULL; HRESULT result = device->CreateBlendState(&blendDesc, &blendState); if (FAILED(result) || !blendState) { ERR("Unable to create a ID3D11BlendState, HRESULT: 0x%X.", result); return NULL; } mClearBlendStates[blendKey] = blendState; return blendState; } }