Added DepthStencilState

This commit is contained in:
Simon Lübeß
2022-01-01 19:34:59 +01:00
parent 664ba552ea
commit b2ce560bfc
5 changed files with 170 additions and 0 deletions
@@ -0,0 +1,62 @@
#if GE_GRAPHICS_DX11
using DirectX.D3D11;
using GlitchyEngine.Platform.DX11;
using internal GlitchyEngine.Renderer;
using internal GlitchyEngine.Platform.DX11;
namespace GlitchyEngine.Renderer
{
internal typealias D3DDepthStencilStateDesc = DirectX.D3D11.DepthStencilStateDescription;
internal typealias DxDSSDesc = DirectX.D3D11.DepthStencilStateDescription;
internal typealias GEDSSDesc = GlitchyEngine.Renderer.DepthStencilStateDescription;
internal typealias DxDepthStencilOpDesc = DirectX.D3D11.DepthStencilOperationDescription;
extension StencilOperation
{
public static explicit operator DirectX.D3D11.StencilOperation(Self self)
{
return (.)self.Underlying;
}
}
extension DepthStencilOperationDescription
{
public static explicit operator DxDepthStencilOpDesc(Self desc)
{
return DxDepthStencilOpDesc((.)desc.StencilFailOperation, (.)desc.StencilDepthFailOperation,
(.)desc.StencilPassOperation, (.)desc.StencilFunction);
}
}
extension DepthStencilStateDescription
{
public static explicit operator DxDSSDesc(Self desc)
{
return DxDSSDesc(desc.DepthEnabled, desc.WriteDepth ? .All : .Zero, (.)desc.DepthFunction, desc.StencilEnabled,
desc.StencilReadMask, desc.StencilWriteMask, (.)desc.FrontFace, (.)desc.BackFace);
}
}
extension DepthStencilState
{
internal DxDSSDesc nativeDescription;
internal ID3D11DepthStencilState* nativeDepthStencilState ~ _?.Release();
public this(GEDSSDesc description)
{
_description = description;
nativeDescription = (.)description;
var result = NativeDevice.CreateDepthStencilState(ref nativeDescription, &nativeDepthStencilState);
if (result.Failed)
{
Log.EngineLogger.Error($"Failed to create depth stencil state. Message({(int)result}): {result}");
}
}
}
}
#endif
@@ -87,6 +87,14 @@ namespace GlitchyEngine.Renderer
SetReference!(_currentBlendState, blendState); SetReference!(_currentBlendState, blendState);
NativeContext.OutputMerger.SetBlendState(_currentBlendState.nativeBlendState, blendFactor); NativeContext.OutputMerger.SetBlendState(_currentBlendState.nativeBlendState, blendFactor);
} }
private DepthStencilState _currentDepthStencilState ~ _?.ReleaseRef();
public override void SetDepthStencilState(DepthStencilState depthStencilState, uint8 stencilReference)
{
SetReference!(_currentDepthStencilState, depthStencilState);
NativeContext.OutputMerger.SetDepthStencilState(_currentDepthStencilState.nativeDepthStencilState, stencilReference);
}
public override void DrawIndexed(GeometryBinding geometry) public override void DrawIndexed(GeometryBinding geometry)
{ {
@@ -0,0 +1,93 @@
using GlitchyEngine.Core;
namespace GlitchyEngine.Renderer
{
/// The stencil operations that can be performed during depth-stencil testing.
public enum StencilOperation : uint32
{
/// Keep the existing stencil data.
Keep = 1,
/// Set the stencil data to 0.
Zero= 2,
/// Set the stencil data to the reference value set by calling ID3D11DeviceContext::OMSetDepthStencilState.
Replace = 3,
/// Increment the stencil value by 1, and clamp the result.
IncrementAndClamp = 4,
/// Decrement the stencil value by 1, and clamp the result.
DecrementAndClamp = 5,
/// Invert the stencil data.
Invert = 6,
/// Increment the stencil value by 1, and wrap the result if necessary.
Increment = 7,
/// Decrement the stencil value by 1, and wrap the result if necessary.
Decrement = 8
}
public struct DepthStencilOperationDescription
{
/// The stencil operation to perform when stencil testing fails.
public StencilOperation StencilFailOperation = .Keep;
/// The stencil operation to perform when stencil testing passes and depth testing fails.
public StencilOperation StencilDepthFailOperation = .Keep;
/// The stencil operation to perform when stencil testing and depth testing both pass.
public StencilOperation StencilPassOperation = .Keep;
/// A function that compares stencil data against existing stencil data.
public ComparisonFunction StencilFunction = .Always;
public this(StencilOperation stencilFailOperation = .Keep, StencilOperation stencilDepthFailOperation = .Keep,
StencilOperation stencilPassOperation = .Keep, ComparisonFunction stencilFunction = .Always)
{
StencilFunction = stencilFunction;
}
public const Self Default = Self();
}
public struct DepthStencilStateDescription
{
/// True if depth testing is enabled.
public bool DepthEnabled = true;
/// If true writing to the depth-stencil buffer is enabled.
public bool WriteDepth = true;
/// The function that is used to compare depth data against the existing depth data.
public ComparisonFunction DepthFunction = .Less;
/// True if stencil testing is enabled.
public bool StencilEnabled = false;
public uint8 StencilReadMask = 255;
public uint8 StencilWriteMask = 255;
public DepthStencilOperationDescription FrontFace = .();
public DepthStencilOperationDescription BackFace = .();
public this(bool depthEnabled = true, bool writeDepth = true, ComparisonFunction depthFunction = .Less,
bool stencilEnabled = false, uint8 stencilReadMask = 255, uint8 stencilWriteMask = 255,
DepthStencilOperationDescription frontFace = .(),
DepthStencilOperationDescription backFace = .())
{
DepthEnabled = depthEnabled;
WriteDepth = writeDepth;
DepthFunction = depthFunction;
StencilEnabled = stencilEnabled;
StencilReadMask = stencilReadMask;
StencilWriteMask = stencilWriteMask;
FrontFace = frontFace;
BackFace = backFace;
}
public const DepthStencilStateDescription Default = Self();
}
class DepthStencilState : RefCounter
{
public DepthStencilStateDescription _description;
public extern this(DepthStencilStateDescription description);
}
}
@@ -75,6 +75,11 @@ namespace GlitchyEngine.Renderer
{ {
_rendererAPI.SetBlendState(blendState, blendFactor); _rendererAPI.SetBlendState(blendState, blendFactor);
} }
public static void SetDepthStencilState(DepthStencilState depthStencilState, uint8 stencilReference = 0)
{
_rendererAPI.SetDepthStencilState(depthStencilState, stencilReference);
}
[Inline] [Inline]
public static void DrawIndexed(GeometryBinding geometry) public static void DrawIndexed(GeometryBinding geometry)
@@ -42,6 +42,8 @@ namespace GlitchyEngine.Renderer
public extern void SetBlendState(BlendState blendState, ColorRGBA blendFactor); public extern void SetBlendState(BlendState blendState, ColorRGBA blendFactor);
public extern void SetDepthStencilState(DepthStencilState depthStencilState, uint8 stencilReference);
public extern void DrawIndexed(GeometryBinding geometry); public extern void DrawIndexed(GeometryBinding geometry);
public extern void DrawInstanced(GeometryBinding geometry); public extern void DrawInstanced(GeometryBinding geometry);