mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2025-04-02 02:19:48 -04:00
Cleanup.
This commit is contained in:
parent
0d91203823
commit
9f4a1c47f9
3 changed files with 85 additions and 81 deletions
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@ -21,7 +21,7 @@
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#define BGFX_STATE_DEPTH_TEST_NOTEQUAL UINT64_C(0x0000000000000060) //!< Enable depth test, not equal.
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#define BGFX_STATE_DEPTH_TEST_NEVER UINT64_C(0x0000000000000070) //!< Enable depth test, never.
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#define BGFX_STATE_DEPTH_TEST_ALWAYS UINT64_C(0x0000000000000080) //!< Enable depth test, always.
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#define BGFX_STATE_DEPTH_TEST_SHIFT 4
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#define BGFX_STATE_DEPTH_TEST_SHIFT 4 //!< Depth test state bit shift.
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#define BGFX_STATE_DEPTH_TEST_MASK UINT64_C(0x00000000000000f0) //!< Depth test state bit mask.
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#define BGFX_STATE_BLEND_ZERO UINT64_C(0x0000000000001000) //!<
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@ -149,19 +149,19 @@
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#define BGFX_STENCIL_TEST_NOTEQUAL UINT32_C(0x00060000) //!<
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#define BGFX_STENCIL_TEST_NEVER UINT32_C(0x00070000) //!<
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#define BGFX_STENCIL_TEST_ALWAYS UINT32_C(0x00080000) //!<
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#define BGFX_STENCIL_TEST_SHIFT 16 //!<
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#define BGFX_STENCIL_TEST_MASK UINT32_C(0x000f0000) //!<
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#define BGFX_STENCIL_TEST_SHIFT 16 //!< Stencil test bit shift.
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#define BGFX_STENCIL_TEST_MASK UINT32_C(0x000f0000) //!< Stencil test bit mask.
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#define BGFX_STENCIL_OP_FAIL_S_ZERO UINT32_C(0x00000000) //!<
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#define BGFX_STENCIL_OP_FAIL_S_KEEP UINT32_C(0x00100000) //!<
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#define BGFX_STENCIL_OP_FAIL_S_REPLACE UINT32_C(0x00200000) //!<
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#define BGFX_STENCIL_OP_FAIL_S_INCR UINT32_C(0x00300000) //!<
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#define BGFX_STENCIL_OP_FAIL_S_INCRSAT UINT32_C(0x00400000) //!<
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#define BGFX_STENCIL_OP_FAIL_S_DECR UINT32_C(0x00500000) //!<
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#define BGFX_STENCIL_OP_FAIL_S_DECRSAT UINT32_C(0x00600000) //!<
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#define BGFX_STENCIL_OP_FAIL_S_INVERT UINT32_C(0x00700000) //!<
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#define BGFX_STENCIL_OP_FAIL_S_SHIFT 20 //!<
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#define BGFX_STENCIL_OP_FAIL_S_MASK UINT32_C(0x00f00000) //!<
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#define BGFX_STENCIL_OP_FAIL_S_ZERO UINT32_C(0x00000000) //!< Zero.
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#define BGFX_STENCIL_OP_FAIL_S_KEEP UINT32_C(0x00100000) //!< Keep.
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#define BGFX_STENCIL_OP_FAIL_S_REPLACE UINT32_C(0x00200000) //!< Replace.
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#define BGFX_STENCIL_OP_FAIL_S_INCR UINT32_C(0x00300000) //!< Increment and wrap.
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#define BGFX_STENCIL_OP_FAIL_S_INCRSAT UINT32_C(0x00400000) //!< Increment and clamp.
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#define BGFX_STENCIL_OP_FAIL_S_DECR UINT32_C(0x00500000) //!< Decrement and wrap.
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#define BGFX_STENCIL_OP_FAIL_S_DECRSAT UINT32_C(0x00600000) //!< Decrement and clamp.
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#define BGFX_STENCIL_OP_FAIL_S_INVERT UINT32_C(0x00700000) //!< Invert.
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#define BGFX_STENCIL_OP_FAIL_S_SHIFT 20 //!< Stencil operation fail bit shift.
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#define BGFX_STENCIL_OP_FAIL_S_MASK UINT32_C(0x00f00000) //!< Stencil operation fail bit mask.
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#define BGFX_STENCIL_OP_FAIL_Z_ZERO UINT32_C(0x00000000) //!<
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#define BGFX_STENCIL_OP_FAIL_Z_KEEP UINT32_C(0x01000000) //!<
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@ -171,8 +171,8 @@
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#define BGFX_STENCIL_OP_FAIL_Z_DECR UINT32_C(0x05000000) //!<
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#define BGFX_STENCIL_OP_FAIL_Z_DECRSAT UINT32_C(0x06000000) //!<
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#define BGFX_STENCIL_OP_FAIL_Z_INVERT UINT32_C(0x07000000) //!<
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#define BGFX_STENCIL_OP_FAIL_Z_SHIFT 24 //!<
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#define BGFX_STENCIL_OP_FAIL_Z_MASK UINT32_C(0x0f000000) //!<
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#define BGFX_STENCIL_OP_FAIL_Z_SHIFT 24 //!< Stencil operation fail depth bit shift.
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#define BGFX_STENCIL_OP_FAIL_Z_MASK UINT32_C(0x0f000000) //!< Stencil operation fail depth bit mask.
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#define BGFX_STENCIL_OP_PASS_Z_ZERO UINT32_C(0x00000000) //!<
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#define BGFX_STENCIL_OP_PASS_Z_KEEP UINT32_C(0x10000000) //!<
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@ -182,8 +182,8 @@
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#define BGFX_STENCIL_OP_PASS_Z_DECR UINT32_C(0x50000000) //!<
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#define BGFX_STENCIL_OP_PASS_Z_DECRSAT UINT32_C(0x60000000) //!<
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#define BGFX_STENCIL_OP_PASS_Z_INVERT UINT32_C(0x70000000) //!<
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#define BGFX_STENCIL_OP_PASS_Z_SHIFT 28 //!<
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#define BGFX_STENCIL_OP_PASS_Z_MASK UINT32_C(0xf0000000) //!<
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#define BGFX_STENCIL_OP_PASS_Z_SHIFT 28 //!< Stencil operation pass depth bit shift.
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#define BGFX_STENCIL_OP_PASS_Z_MASK UINT32_C(0xf0000000) //!< Stencil operation pass depth bit mask.
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#define BGFX_STENCIL_NONE UINT32_C(0x00000000) //!<
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#define BGFX_STENCIL_MASK UINT32_C(0xffffffff) //!<
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@ -103,20 +103,20 @@ namespace bgfx { namespace d3d11
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static const D3D11_BLEND s_blendFactor[][2] =
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{
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{ (D3D11_BLEND)0, (D3D11_BLEND)0 }, // ignored
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{ D3D11_BLEND(0), D3D11_BLEND(0) }, // ignored
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{ D3D11_BLEND_ZERO, D3D11_BLEND_ZERO }, // ZERO
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{ D3D11_BLEND_ONE, D3D11_BLEND_ONE }, // ONE
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{ D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_ALPHA }, // SRC_COLOR
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{ D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
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{ D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA }, // SRC_ALPHA
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{ D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
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{ D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA }, // DST_ALPHA
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{ D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
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{ D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_ALPHA }, // DST_COLOR
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{ D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
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{ D3D11_BLEND_SRC_ALPHA_SAT, D3D11_BLEND_ONE }, // SRC_ALPHA_SAT
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{ D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_BLEND_FACTOR }, // FACTOR
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{ D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
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{ D3D11_BLEND_ONE, D3D11_BLEND_ONE }, // ONE
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{ D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_ALPHA }, // SRC_COLOR
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{ D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
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{ D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA }, // SRC_ALPHA
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{ D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
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{ D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA }, // DST_ALPHA
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{ D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
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{ D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_ALPHA }, // DST_COLOR
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{ D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
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{ D3D11_BLEND_SRC_ALPHA_SAT, D3D11_BLEND_ONE }, // SRC_ALPHA_SAT
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{ D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_BLEND_FACTOR }, // FACTOR
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{ D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
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};
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static const D3D11_BLEND_OP s_blendEquation[] =
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@ -592,9 +592,9 @@ namespace bgfx { namespace d3d11
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, m_currentDepthStencil(NULL)
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, m_captureTexture(NULL)
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, m_captureResolve(NULL)
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, m_wireframe(false)
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, m_maxAnisotropy(1)
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, m_depthClamp(false)
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, m_wireframe(false)
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, m_currentProgram(NULL)
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, m_vsChanges(0)
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, m_fsChanges(0)
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@ -3388,7 +3388,6 @@ BX_PRAGMA_DIAGNOSTIC_POP();
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ID3D11Texture2D* m_captureResolve;
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Resolution m_resolution;
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bool m_wireframe;
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#if BX_PLATFORM_WINDOWS
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typedef DXGI_SWAP_CHAIN_DESC SwapChainDesc;
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@ -3399,6 +3398,7 @@ BX_PRAGMA_DIAGNOSTIC_POP();
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SwapChainDesc m_scd;
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uint32_t m_maxAnisotropy;
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bool m_depthClamp;
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bool m_wireframe;
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IndexBufferD3D11 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
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VertexBufferD3D11 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
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@ -63,20 +63,20 @@ namespace bgfx { namespace d3d12
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static const D3D12_BLEND s_blendFactor[][2] =
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{
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{ (D3D12_BLEND)0, (D3D12_BLEND)0 }, // ignored
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{ D3D12_BLEND(0), D3D12_BLEND(0) }, // ignored
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{ D3D12_BLEND_ZERO, D3D12_BLEND_ZERO }, // ZERO
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{ D3D12_BLEND_ONE, D3D12_BLEND_ONE }, // ONE
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{ D3D12_BLEND_SRC_COLOR, D3D12_BLEND_SRC_ALPHA }, // SRC_COLOR
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{ D3D12_BLEND_INV_SRC_COLOR, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
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{ D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_SRC_ALPHA }, // SRC_ALPHA
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{ D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
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{ D3D12_BLEND_DEST_ALPHA, D3D12_BLEND_DEST_ALPHA }, // DST_ALPHA
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{ D3D12_BLEND_INV_DEST_ALPHA, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
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{ D3D12_BLEND_DEST_COLOR, D3D12_BLEND_DEST_ALPHA }, // DST_COLOR
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{ D3D12_BLEND_INV_DEST_COLOR, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
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{ D3D12_BLEND_SRC_ALPHA_SAT, D3D12_BLEND_ONE }, // SRC_ALPHA_SAT
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{ D3D12_BLEND_BLEND_FACTOR, D3D12_BLEND_BLEND_FACTOR }, // FACTOR
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{ D3D12_BLEND_INV_BLEND_FACTOR, D3D12_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
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{ D3D12_BLEND_ONE, D3D12_BLEND_ONE }, // ONE
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{ D3D12_BLEND_SRC_COLOR, D3D12_BLEND_SRC_ALPHA }, // SRC_COLOR
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{ D3D12_BLEND_INV_SRC_COLOR, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
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{ D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_SRC_ALPHA }, // SRC_ALPHA
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{ D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
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{ D3D12_BLEND_DEST_ALPHA, D3D12_BLEND_DEST_ALPHA }, // DST_ALPHA
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{ D3D12_BLEND_INV_DEST_ALPHA, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
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{ D3D12_BLEND_DEST_COLOR, D3D12_BLEND_DEST_ALPHA }, // DST_COLOR
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{ D3D12_BLEND_INV_DEST_COLOR, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
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{ D3D12_BLEND_SRC_ALPHA_SAT, D3D12_BLEND_ONE }, // SRC_ALPHA_SAT
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{ D3D12_BLEND_BLEND_FACTOR, D3D12_BLEND_BLEND_FACTOR }, // FACTOR
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{ D3D12_BLEND_INV_BLEND_FACTOR, D3D12_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
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};
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static const D3D12_BLEND_OP s_blendEquation[] =
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@ -1947,13 +1947,14 @@ data.NumQualityLevels = 0;
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m_rtMsaa = _msaa;
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}
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void setBlendState(D3D12_BLEND_DESC& desc, uint64_t _state, uint32_t _rgba = 0)
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void setBlendState(D3D12_BLEND_DESC& _desc, uint64_t _state, uint32_t _rgba = 0)
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{
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memset(&desc, 0, sizeof(desc) );
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desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
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_desc.AlphaToCoverageEnable = false;
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_desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
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D3D12_RENDER_TARGET_BLEND_DESC* drt = &desc.RenderTarget[0];
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drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
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D3D12_RENDER_TARGET_BLEND_DESC* drt = &_desc.RenderTarget[0];
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drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
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drt->LogicOpEnable = false;
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{
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const uint32_t blend = uint32_t( (_state & BGFX_STATE_BLEND_MASK ) >> BGFX_STATE_BLEND_SHIFT);
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: 0
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;
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drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
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drt->RenderTargetWriteMask = writeMask;
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if (desc.IndependentBlendEnable)
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if (_desc.IndependentBlendEnable)
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{
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for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
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{
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drt = &desc.RenderTarget[ii];
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drt = &_desc.RenderTarget[ii];
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drt->BlendEnable = 0 != (rgba & 0x7ff);
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drt->LogicOpEnable = false;
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const uint32_t src = (rgba ) & 0xf;
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const uint32_t dst = (rgba >> 4) & 0xf;
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drt->DestBlendAlpha = s_blendFactor[dst][1];
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drt->BlendOpAlpha = s_blendEquation[equation];
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drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
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drt->RenderTargetWriteMask = writeMask;
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}
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}
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@ -2015,61 +2019,61 @@ data.NumQualityLevels = 0;
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{
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for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
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{
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memcpy(&desc.RenderTarget[ii], drt, sizeof(D3D12_RENDER_TARGET_BLEND_DESC) );
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memcpy(&_desc.RenderTarget[ii], drt, sizeof(D3D12_RENDER_TARGET_BLEND_DESC) );
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}
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}
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}
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void setRasterizerState(D3D12_RASTERIZER_DESC& desc, uint64_t _state, bool _wireframe = false)
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void setRasterizerState(D3D12_RASTERIZER_DESC& _desc, uint64_t _state, bool _wireframe = false)
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{
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const uint32_t cull = (_state&BGFX_STATE_CULL_MASK) >> BGFX_STATE_CULL_SHIFT;
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desc.FillMode = _wireframe
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_desc.FillMode = _wireframe
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? D3D12_FILL_MODE_WIREFRAME
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: D3D12_FILL_MODE_SOLID
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;
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desc.CullMode = s_cullMode[cull];
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desc.FrontCounterClockwise = false;
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desc.DepthBias = 0;
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desc.DepthBiasClamp = 0.0f;
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desc.SlopeScaledDepthBias = 0.0f;
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desc.DepthClipEnable = !m_depthClamp;
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desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
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desc.AntialiasedLineEnable = false;
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desc.ForcedSampleCount = 0;
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desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
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_desc.CullMode = s_cullMode[cull];
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_desc.FrontCounterClockwise = false;
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_desc.DepthBias = 0;
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_desc.DepthBiasClamp = 0.0f;
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_desc.SlopeScaledDepthBias = 0.0f;
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_desc.DepthClipEnable = !m_depthClamp;
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_desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
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_desc.AntialiasedLineEnable = false;
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_desc.ForcedSampleCount = 0;
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_desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
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}
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void setDepthStencilState(D3D12_DEPTH_STENCIL_DESC& desc, uint64_t _state, uint64_t _stencil = 0)
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void setDepthStencilState(D3D12_DEPTH_STENCIL_DESC& _desc, uint64_t _state, uint64_t _stencil = 0)
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{
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const uint32_t fstencil = unpackStencil(0, _stencil);
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memset(&desc, 0, sizeof(desc) );
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memset(&_desc, 0, sizeof(_desc) );
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uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
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desc.DepthEnable = 0 != func;
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desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state)
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_desc.DepthEnable = 0 != func;
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_desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state)
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? D3D12_DEPTH_WRITE_MASK_ALL
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: D3D12_DEPTH_WRITE_MASK_ZERO
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;
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desc.DepthFunc = s_cmpFunc[func];
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_desc.DepthFunc = s_cmpFunc[func];
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uint32_t bstencil = unpackStencil(1, _stencil);
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uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
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bstencil = frontAndBack ? bstencil : fstencil;
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desc.StencilEnable = 0 != _stencil;
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desc.StencilReadMask = (fstencil & BGFX_STENCIL_FUNC_RMASK_MASK) >> BGFX_STENCIL_FUNC_RMASK_SHIFT;
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desc.StencilWriteMask = 0xff;
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_desc.StencilEnable = 0 != _stencil;
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_desc.StencilReadMask = (fstencil & BGFX_STENCIL_FUNC_RMASK_MASK) >> BGFX_STENCIL_FUNC_RMASK_SHIFT;
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_desc.StencilWriteMask = 0xff;
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desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
|
||||
desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
|
||||
desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
|
||||
desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil & BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
|
||||
_desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
|
||||
_desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
|
||||
_desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
|
||||
_desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil & BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
|
||||
|
||||
desc.BackFace.StencilFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
|
||||
desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
|
||||
desc.BackFace.StencilPassOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
|
||||
desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
|
||||
_desc.BackFace.StencilFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
|
||||
_desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
|
||||
_desc.BackFace.StencilPassOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
|
||||
_desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
|
||||
}
|
||||
|
||||
uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, const VertexDecl& _vertexDecl, const ProgramD3D12& _program, uint8_t _numInstanceData)
|
||||
|
|
Loading…
Add table
Reference in a new issue