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66 lines
2.9 KiB
C++
66 lines
2.9 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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// Original file Copyright Crytek GMBH or its affiliates, used under license.
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#include "RenderDll_precompiled.h"
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#include "CCryDX12DepthStencilState.hpp"
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CCryDX12DepthStencilState* CCryDX12DepthStencilState::Create(const D3D11_DEPTH_STENCIL_DESC* pDepthStencilDesc)
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{
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D3D12_DEPTH_STENCIL_DESC desc12;
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ZeroMemory(&desc12, sizeof(D3D12_DEPTH_STENCIL_DESC));
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desc12.BackFace.StencilDepthFailOp = static_cast<D3D12_STENCIL_OP>(pDepthStencilDesc->BackFace.StencilDepthFailOp);
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desc12.BackFace.StencilFailOp = static_cast<D3D12_STENCIL_OP>(pDepthStencilDesc->BackFace.StencilFailOp);
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desc12.BackFace.StencilPassOp = static_cast<D3D12_STENCIL_OP>(pDepthStencilDesc->BackFace.StencilPassOp);
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desc12.BackFace.StencilFunc = static_cast<D3D12_COMPARISON_FUNC>(pDepthStencilDesc->BackFace.StencilFunc);
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desc12.FrontFace.StencilDepthFailOp = static_cast<D3D12_STENCIL_OP>(pDepthStencilDesc->FrontFace.StencilDepthFailOp);
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desc12.FrontFace.StencilFailOp = static_cast<D3D12_STENCIL_OP>(pDepthStencilDesc->FrontFace.StencilFailOp);
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desc12.FrontFace.StencilPassOp = static_cast<D3D12_STENCIL_OP>(pDepthStencilDesc->FrontFace.StencilPassOp);
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desc12.FrontFace.StencilFunc = static_cast<D3D12_COMPARISON_FUNC>(pDepthStencilDesc->FrontFace.StencilFunc);
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desc12.DepthEnable = pDepthStencilDesc->DepthEnable;
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desc12.DepthFunc = static_cast<D3D12_COMPARISON_FUNC>(pDepthStencilDesc->DepthFunc);
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desc12.DepthWriteMask = static_cast<D3D12_DEPTH_WRITE_MASK>(pDepthStencilDesc->DepthWriteMask);
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desc12.StencilEnable = pDepthStencilDesc->StencilEnable;
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desc12.StencilReadMask = pDepthStencilDesc->StencilReadMask;
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desc12.StencilWriteMask = pDepthStencilDesc->StencilWriteMask;
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return DX12::PassAddRef(new CCryDX12DepthStencilState(*pDepthStencilDesc, desc12));
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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CCryDX12DepthStencilState::CCryDX12DepthStencilState(const D3D11_DEPTH_STENCIL_DESC& desc11, const D3D12_DEPTH_STENCIL_DESC& desc12)
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: Super(nullptr, nullptr)
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, m_Desc11(desc11)
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, m_Desc12(desc12)
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{
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}
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CCryDX12DepthStencilState::~CCryDX12DepthStencilState()
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{
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}
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#pragma region /* ID3D11DepthStencilState implementation */
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void STDMETHODCALLTYPE CCryDX12DepthStencilState::GetDesc(
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_Out_ D3D11_DEPTH_STENCIL_DESC* pDesc)
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{
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if (pDesc)
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{
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*pDesc = m_Desc11;
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}
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}
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#pragma endregion
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