mirror of
https://github.com/doitsujin/dxvk.git
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e8ac81fe8a
This feature is not used in D3D11, so we don't need backend support.
178 lines
6.1 KiB
C++
178 lines
6.1 KiB
C++
#include "d3d11_depth_stencil.h"
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#include "d3d11_device.h"
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namespace dxvk {
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D3D11DepthStencilState::D3D11DepthStencilState(
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D3D11Device* device,
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const D3D11_DEPTH_STENCIL_DESC& desc)
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: m_device(device), m_desc(desc) {
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m_state.enableDepthTest = desc.DepthEnable;
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m_state.enableDepthWrite = desc.DepthWriteMask == D3D11_DEPTH_WRITE_MASK_ALL;
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m_state.enableStencilTest = desc.StencilEnable;
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m_state.depthCompareOp = DecodeCompareOp(desc.DepthFunc);
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m_state.stencilOpFront = DecodeStencilOpState(desc.FrontFace, desc);
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m_state.stencilOpBack = DecodeStencilOpState(desc.BackFace, desc);
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}
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D3D11DepthStencilState::~D3D11DepthStencilState() {
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}
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HRESULT STDMETHODCALLTYPE D3D11DepthStencilState::QueryInterface(REFIID riid, void** ppvObject) {
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*ppvObject = nullptr;
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if (riid == __uuidof(IUnknown)
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|| riid == __uuidof(ID3D11DeviceChild)
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|| riid == __uuidof(ID3D11DepthStencilState)) {
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*ppvObject = ref(this);
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return S_OK;
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}
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Logger::warn("D3D11DepthStencilState::QueryInterface: Unknown interface query");
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Logger::warn(str::format(riid));
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return E_NOINTERFACE;
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}
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void STDMETHODCALLTYPE D3D11DepthStencilState::GetDevice(ID3D11Device** ppDevice) {
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*ppDevice = ref(m_device);
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}
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void STDMETHODCALLTYPE D3D11DepthStencilState::GetDesc(D3D11_DEPTH_STENCIL_DESC* pDesc) {
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*pDesc = m_desc;
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}
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void D3D11DepthStencilState::BindToContext(const Rc<DxvkContext>& ctx) {
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ctx->setDepthStencilState(m_state);
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}
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D3D11_DEPTH_STENCIL_DESC D3D11DepthStencilState::DefaultDesc() {
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D3D11_DEPTH_STENCILOP_DESC stencilOp;
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stencilOp.StencilFunc = D3D11_COMPARISON_ALWAYS;
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stencilOp.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
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stencilOp.StencilPassOp = D3D11_STENCIL_OP_KEEP;
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stencilOp.StencilFailOp = D3D11_STENCIL_OP_KEEP;
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D3D11_DEPTH_STENCIL_DESC dstDesc;
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dstDesc.DepthEnable = TRUE;
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dstDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
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dstDesc.DepthFunc = D3D11_COMPARISON_LESS;
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dstDesc.StencilEnable = FALSE;
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dstDesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
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dstDesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
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dstDesc.FrontFace = stencilOp;
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dstDesc.BackFace = stencilOp;
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return dstDesc;
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}
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HRESULT D3D11DepthStencilState::NormalizeDesc(D3D11_DEPTH_STENCIL_DESC* pDesc) {
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const D3D11_DEPTH_STENCIL_DESC defaultDesc = DefaultDesc();
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if (pDesc->DepthEnable) {
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pDesc->DepthEnable = TRUE;
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if (!ValidateDepthFunc(pDesc->DepthFunc))
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return E_INVALIDARG;
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} else {
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pDesc->DepthFunc = defaultDesc.DepthFunc;
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pDesc->DepthWriteMask = defaultDesc.DepthWriteMask;
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}
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if (!ValidateDepthWriteMask(pDesc->DepthWriteMask))
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return E_INVALIDARG;
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if (pDesc->StencilEnable) {
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pDesc->StencilEnable = TRUE;
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if (!ValidateStencilFunc(pDesc->FrontFace.StencilFunc)
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|| !ValidateStencilOp(pDesc->FrontFace.StencilFailOp)
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|| !ValidateStencilOp(pDesc->FrontFace.StencilDepthFailOp)
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|| !ValidateStencilOp(pDesc->FrontFace.StencilPassOp))
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return E_INVALIDARG;
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if (!ValidateStencilFunc(pDesc->BackFace.StencilFunc)
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|| !ValidateStencilOp(pDesc->BackFace.StencilFailOp)
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|| !ValidateStencilOp(pDesc->BackFace.StencilDepthFailOp)
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|| !ValidateStencilOp(pDesc->BackFace.StencilPassOp))
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return E_INVALIDARG;
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} else {
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pDesc->FrontFace = defaultDesc.FrontFace;
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pDesc->BackFace = defaultDesc.BackFace;
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pDesc->StencilReadMask = defaultDesc.StencilReadMask;
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pDesc->StencilWriteMask = defaultDesc.StencilWriteMask;
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}
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return S_OK;
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}
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VkStencilOpState D3D11DepthStencilState::DecodeStencilOpState(
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const D3D11_DEPTH_STENCILOP_DESC& StencilDesc,
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const D3D11_DEPTH_STENCIL_DESC& Desc) const {
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VkStencilOpState result;
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result.failOp = VK_STENCIL_OP_KEEP;
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result.passOp = VK_STENCIL_OP_KEEP;
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result.depthFailOp = VK_STENCIL_OP_KEEP;
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result.compareOp = VK_COMPARE_OP_ALWAYS;
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result.compareMask = Desc.StencilReadMask;
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result.writeMask = Desc.StencilWriteMask;
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result.reference = 0;
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if (Desc.StencilEnable) {
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result.failOp = DecodeStencilOp(StencilDesc.StencilFailOp);
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result.passOp = DecodeStencilOp(StencilDesc.StencilPassOp);
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result.depthFailOp = DecodeStencilOp(StencilDesc.StencilDepthFailOp);
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result.compareOp = DecodeCompareOp(StencilDesc.StencilFunc);
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}
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return result;
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}
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VkStencilOp D3D11DepthStencilState::DecodeStencilOp(D3D11_STENCIL_OP Op) const {
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switch (Op) {
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case D3D11_STENCIL_OP_KEEP: return VK_STENCIL_OP_KEEP;
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case D3D11_STENCIL_OP_ZERO: return VK_STENCIL_OP_ZERO;
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case D3D11_STENCIL_OP_REPLACE: return VK_STENCIL_OP_REPLACE;
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case D3D11_STENCIL_OP_INCR_SAT: return VK_STENCIL_OP_INCREMENT_AND_CLAMP;
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case D3D11_STENCIL_OP_DECR_SAT: return VK_STENCIL_OP_DECREMENT_AND_CLAMP;
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case D3D11_STENCIL_OP_INVERT: return VK_STENCIL_OP_INVERT;
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case D3D11_STENCIL_OP_INCR: return VK_STENCIL_OP_INCREMENT_AND_WRAP;
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case D3D11_STENCIL_OP_DECR: return VK_STENCIL_OP_DECREMENT_AND_WRAP;
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default: return VK_STENCIL_OP_KEEP;
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}
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}
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bool D3D11DepthStencilState::ValidateDepthFunc(D3D11_COMPARISON_FUNC Comparison) {
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return Comparison >= D3D11_COMPARISON_NEVER
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&& Comparison <= D3D11_COMPARISON_ALWAYS;
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}
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bool D3D11DepthStencilState::ValidateStencilFunc(D3D11_COMPARISON_FUNC Comparison) {
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return Comparison >= D3D11_COMPARISON_NEVER
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&& Comparison <= D3D11_COMPARISON_ALWAYS;
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}
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bool D3D11DepthStencilState::ValidateStencilOp(D3D11_STENCIL_OP StencilOp) {
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return StencilOp >= D3D11_STENCIL_OP_KEEP
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&& StencilOp <= D3D11_STENCIL_OP_DECR;
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}
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bool D3D11DepthStencilState::ValidateDepthWriteMask(D3D11_DEPTH_WRITE_MASK Mask) {
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return Mask == D3D11_DEPTH_WRITE_MASK_ZERO
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|| Mask == D3D11_DEPTH_WRITE_MASK_ALL;
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}
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}
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