lowpoly-walking-simulator/directx11_hellovr/DirectXTK/Src/CommonStates.cpp

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//--------------------------------------------------------------------------------------
// File: CommonStates.cpp
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#include "pch.h"
#include "CommonStates.h"
#include "DemandCreate.h"
#include "DirectXHelpers.h"
#include "SharedResourcePool.h"
using namespace DirectX;
using Microsoft::WRL::ComPtr;
// Internal state object implementation class. Only one of these helpers is allocated
// per D3D device, even if there are multiple public facing CommonStates instances.
class CommonStates::Impl
{
public:
Impl(_In_ ID3D11Device* device)
: device(device)
{ }
HRESULT CreateBlendState(D3D11_BLEND srcBlend, D3D11_BLEND destBlend, _Out_ ID3D11BlendState** pResult);
HRESULT CreateDepthStencilState(bool enable, bool writeEnable, _Out_ ID3D11DepthStencilState** pResult);
HRESULT CreateRasterizerState(D3D11_CULL_MODE cullMode, D3D11_FILL_MODE fillMode, _Out_ ID3D11RasterizerState** pResult);
HRESULT CreateSamplerState(D3D11_FILTER filter, D3D11_TEXTURE_ADDRESS_MODE addressMode, _Out_ ID3D11SamplerState** pResult);
ComPtr<ID3D11Device> device;
ComPtr<ID3D11BlendState> opaque;
ComPtr<ID3D11BlendState> alphaBlend;
ComPtr<ID3D11BlendState> additive;
ComPtr<ID3D11BlendState> nonPremultiplied;
ComPtr<ID3D11DepthStencilState> depthNone;
ComPtr<ID3D11DepthStencilState> depthDefault;
ComPtr<ID3D11DepthStencilState> depthRead;
ComPtr<ID3D11RasterizerState> cullNone;
ComPtr<ID3D11RasterizerState> cullClockwise;
ComPtr<ID3D11RasterizerState> cullCounterClockwise;
ComPtr<ID3D11RasterizerState> wireframe;
ComPtr<ID3D11SamplerState> pointWrap;
ComPtr<ID3D11SamplerState> pointClamp;
ComPtr<ID3D11SamplerState> linearWrap;
ComPtr<ID3D11SamplerState> linearClamp;
ComPtr<ID3D11SamplerState> anisotropicWrap;
ComPtr<ID3D11SamplerState> anisotropicClamp;
std::mutex mutex;
static SharedResourcePool<ID3D11Device*, Impl> instancePool;
};
// Global instance pool.
SharedResourcePool<ID3D11Device*, CommonStates::Impl> CommonStates::Impl::instancePool;
// Helper for creating blend state objects.
HRESULT CommonStates::Impl::CreateBlendState(D3D11_BLEND srcBlend, D3D11_BLEND destBlend, _Out_ ID3D11BlendState** pResult)
{
D3D11_BLEND_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.RenderTarget[0].BlendEnable = (srcBlend != D3D11_BLEND_ONE) ||
(destBlend != D3D11_BLEND_ZERO);
desc.RenderTarget[0].SrcBlend = desc.RenderTarget[0].SrcBlendAlpha = srcBlend;
desc.RenderTarget[0].DestBlend = desc.RenderTarget[0].DestBlendAlpha = destBlend;
desc.RenderTarget[0].BlendOp = desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
HRESULT hr = device->CreateBlendState(&desc, pResult);
if (SUCCEEDED(hr))
SetDebugObjectName(*pResult, "DirectXTK:CommonStates");
return hr;
}
// Helper for creating depth stencil state objects.
HRESULT CommonStates::Impl::CreateDepthStencilState(bool enable, bool writeEnable, _Out_ ID3D11DepthStencilState** pResult)
{
D3D11_DEPTH_STENCIL_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.DepthEnable = enable;
desc.DepthWriteMask = writeEnable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
desc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
desc.StencilEnable = false;
desc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
desc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
desc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
desc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
desc.BackFace = desc.FrontFace;
HRESULT hr = device->CreateDepthStencilState(&desc, pResult);
if (SUCCEEDED(hr))
SetDebugObjectName(*pResult, "DirectXTK:CommonStates");
return hr;
}
// Helper for creating rasterizer state objects.
HRESULT CommonStates::Impl::CreateRasterizerState(D3D11_CULL_MODE cullMode, D3D11_FILL_MODE fillMode, _Out_ ID3D11RasterizerState** pResult)
{
D3D11_RASTERIZER_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.CullMode = cullMode;
desc.FillMode = fillMode;
desc.DepthClipEnable = true;
desc.MultisampleEnable = true;
HRESULT hr = device->CreateRasterizerState(&desc, pResult);
if (SUCCEEDED(hr))
SetDebugObjectName(*pResult, "DirectXTK:CommonStates");
return hr;
}
// Helper for creating sampler state objects.
HRESULT CommonStates::Impl::CreateSamplerState(D3D11_FILTER filter, D3D11_TEXTURE_ADDRESS_MODE addressMode, _Out_ ID3D11SamplerState** pResult)
{
D3D11_SAMPLER_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Filter = filter;
desc.AddressU = addressMode;
desc.AddressV = addressMode;
desc.AddressW = addressMode;
desc.MaxAnisotropy = (device->GetFeatureLevel() > D3D_FEATURE_LEVEL_9_1) ? 16 : 2;
desc.MaxLOD = FLT_MAX;
desc.ComparisonFunc = D3D11_COMPARISON_NEVER;
HRESULT hr = device->CreateSamplerState(&desc, pResult);
if (SUCCEEDED(hr))
SetDebugObjectName(*pResult, "DirectXTK:CommonStates");
return hr;
}
//--------------------------------------------------------------------------------------
// CommonStates
//--------------------------------------------------------------------------------------
// Public constructor.
CommonStates::CommonStates(_In_ ID3D11Device* device)
: pImpl(Impl::instancePool.DemandCreate(device))
{
}
// Move constructor.
CommonStates::CommonStates(CommonStates&& moveFrom)
: pImpl(std::move(moveFrom.pImpl))
{
}
// Move assignment.
CommonStates& CommonStates::operator= (CommonStates&& moveFrom)
{
pImpl = std::move(moveFrom.pImpl);
return *this;
}
// Public destructor.
CommonStates::~CommonStates()
{
}
//--------------------------------------------------------------------------------------
// Blend states
//--------------------------------------------------------------------------------------
ID3D11BlendState* CommonStates::Opaque() const
{
return DemandCreate(pImpl->opaque, pImpl->mutex, [&](ID3D11BlendState** pResult)
{
return pImpl->CreateBlendState(D3D11_BLEND_ONE, D3D11_BLEND_ZERO, pResult);
});
}
ID3D11BlendState* CommonStates::AlphaBlend() const
{
return DemandCreate(pImpl->alphaBlend, pImpl->mutex, [&](ID3D11BlendState** pResult)
{
return pImpl->CreateBlendState(D3D11_BLEND_ONE, D3D11_BLEND_INV_SRC_ALPHA, pResult);
});
}
ID3D11BlendState* CommonStates::Additive() const
{
return DemandCreate(pImpl->additive, pImpl->mutex, [&](ID3D11BlendState** pResult)
{
return pImpl->CreateBlendState(D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_ONE, pResult);
});
}
ID3D11BlendState* CommonStates::NonPremultiplied() const
{
return DemandCreate(pImpl->nonPremultiplied, pImpl->mutex, [&](ID3D11BlendState** pResult)
{
return pImpl->CreateBlendState(D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA, pResult);
});
}
//--------------------------------------------------------------------------------------
// Depth stencil states
//--------------------------------------------------------------------------------------
ID3D11DepthStencilState* CommonStates::DepthNone() const
{
return DemandCreate(pImpl->depthNone, pImpl->mutex, [&](ID3D11DepthStencilState** pResult)
{
return pImpl->CreateDepthStencilState(false, false, pResult);
});
}
ID3D11DepthStencilState* CommonStates::DepthDefault() const
{
return DemandCreate(pImpl->depthDefault, pImpl->mutex, [&](ID3D11DepthStencilState** pResult)
{
return pImpl->CreateDepthStencilState(true, true, pResult);
});
}
ID3D11DepthStencilState* CommonStates::DepthRead() const
{
return DemandCreate(pImpl->depthRead, pImpl->mutex, [&](ID3D11DepthStencilState** pResult)
{
return pImpl->CreateDepthStencilState(true, false, pResult);
});
}
//--------------------------------------------------------------------------------------
// Rasterizer states
//--------------------------------------------------------------------------------------
ID3D11RasterizerState* CommonStates::CullNone() const
{
return DemandCreate(pImpl->cullNone, pImpl->mutex, [&](ID3D11RasterizerState** pResult)
{
return pImpl->CreateRasterizerState(D3D11_CULL_NONE, D3D11_FILL_SOLID, pResult);
});
}
ID3D11RasterizerState* CommonStates::CullClockwise() const
{
return DemandCreate(pImpl->cullClockwise, pImpl->mutex, [&](ID3D11RasterizerState** pResult)
{
return pImpl->CreateRasterizerState(D3D11_CULL_FRONT, D3D11_FILL_SOLID, pResult);
});
}
ID3D11RasterizerState* CommonStates::CullCounterClockwise() const
{
return DemandCreate(pImpl->cullCounterClockwise, pImpl->mutex, [&](ID3D11RasterizerState** pResult)
{
return pImpl->CreateRasterizerState(D3D11_CULL_BACK, D3D11_FILL_SOLID, pResult);
});
}
ID3D11RasterizerState* CommonStates::Wireframe() const
{
return DemandCreate(pImpl->wireframe, pImpl->mutex, [&](ID3D11RasterizerState** pResult)
{
return pImpl->CreateRasterizerState(D3D11_CULL_NONE, D3D11_FILL_WIREFRAME, pResult);
});
}
//--------------------------------------------------------------------------------------
// Sampler states
//--------------------------------------------------------------------------------------
ID3D11SamplerState* CommonStates::PointWrap() const
{
return DemandCreate(pImpl->pointWrap, pImpl->mutex, [&](ID3D11SamplerState** pResult)
{
return pImpl->CreateSamplerState(D3D11_FILTER_MIN_MAG_MIP_POINT, D3D11_TEXTURE_ADDRESS_WRAP, pResult);
});
}
ID3D11SamplerState* CommonStates::PointClamp() const
{
return DemandCreate(pImpl->pointClamp, pImpl->mutex, [&](ID3D11SamplerState** pResult)
{
return pImpl->CreateSamplerState(D3D11_FILTER_MIN_MAG_MIP_POINT, D3D11_TEXTURE_ADDRESS_CLAMP, pResult);
});
}
ID3D11SamplerState* CommonStates::LinearWrap() const
{
return DemandCreate(pImpl->linearWrap, pImpl->mutex, [&](ID3D11SamplerState** pResult)
{
return pImpl->CreateSamplerState(D3D11_FILTER_MIN_MAG_MIP_LINEAR, D3D11_TEXTURE_ADDRESS_WRAP, pResult);
});
}
ID3D11SamplerState* CommonStates::LinearClamp() const
{
return DemandCreate(pImpl->linearClamp, pImpl->mutex, [&](ID3D11SamplerState** pResult)
{
return pImpl->CreateSamplerState(D3D11_FILTER_MIN_MAG_MIP_LINEAR, D3D11_TEXTURE_ADDRESS_CLAMP, pResult);
});
}
ID3D11SamplerState* CommonStates::AnisotropicWrap() const
{
return DemandCreate(pImpl->anisotropicWrap, pImpl->mutex, [&](ID3D11SamplerState** pResult)
{
return pImpl->CreateSamplerState(D3D11_FILTER_ANISOTROPIC, D3D11_TEXTURE_ADDRESS_WRAP, pResult);
});
}
ID3D11SamplerState* CommonStates::AnisotropicClamp() const
{
return DemandCreate(pImpl->anisotropicClamp, pImpl->mutex, [&](ID3D11SamplerState** pResult)
{
return pImpl->CreateSamplerState(D3D11_FILTER_ANISOTROPIC, D3D11_TEXTURE_ADDRESS_CLAMP, pResult);
});
}