2023-02-07 16:51:35 +11:00
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use crate::error;
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use crate::error::assume_d3d11_init;
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use windows::Win32::Foundation::BOOL;
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use windows::Win32::Graphics::Direct3D11::{
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ID3D11BlendState, ID3D11Device, ID3D11DeviceContext, ID3D11RasterizerState, D3D11_BLEND_DESC,
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D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_ONE, D3D11_BLEND_OP_ADD, D3D11_BLEND_SRC_ALPHA,
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D3D11_COLOR_WRITE_ENABLE_ALL, D3D11_CULL_NONE, D3D11_DEFAULT_SAMPLE_MASK, D3D11_FILL_SOLID,
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D3D11_RASTERIZER_DESC, D3D11_RENDER_TARGET_BLEND_DESC,
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};
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pub struct D3D11State {
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blend: ID3D11BlendState,
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rs: ID3D11RasterizerState,
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}
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pub struct D3D11StateSaveGuard<'a> {
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ctx: &'a ID3D11DeviceContext,
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saved_blend: Option<ID3D11BlendState>,
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saved_blend_factor: [f32; 4],
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saved_blend_mask: u32,
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saved_rs: Option<ID3D11RasterizerState>,
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2023-02-10 13:03:55 +11:00
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_state: &'a D3D11State,
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2023-02-07 16:51:35 +11:00
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}
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impl D3D11State {
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pub fn new(device: &ID3D11Device) -> error::Result<D3D11State> {
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let blend = unsafe {
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let mut blend_desc = D3D11_BLEND_DESC {
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AlphaToCoverageEnable: BOOL::from(false),
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IndependentBlendEnable: BOOL::from(false),
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..Default::default()
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};
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let rtv_blend_desc = D3D11_RENDER_TARGET_BLEND_DESC {
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BlendEnable: BOOL::from(false),
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SrcBlend: D3D11_BLEND_ONE,
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DestBlend: D3D11_BLEND_ONE,
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BlendOp: D3D11_BLEND_OP_ADD,
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SrcBlendAlpha: D3D11_BLEND_SRC_ALPHA,
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DestBlendAlpha: D3D11_BLEND_INV_SRC_ALPHA,
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BlendOpAlpha: D3D11_BLEND_OP_ADD,
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RenderTargetWriteMask: D3D11_COLOR_WRITE_ENABLE_ALL.0 as u8,
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};
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blend_desc.RenderTarget[0] = rtv_blend_desc;
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let mut blend = None;
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device.CreateBlendState(&blend_desc, Some(&mut blend))?;
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assume_d3d11_init!(blend, "CreateBlendState");
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blend
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};
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let rs = unsafe {
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let rs_desc = D3D11_RASTERIZER_DESC {
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FillMode: D3D11_FILL_SOLID,
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CullMode: D3D11_CULL_NONE,
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FrontCounterClockwise: BOOL::from(false),
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DepthBias: 0,
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DepthBiasClamp: 0.0,
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SlopeScaledDepthBias: 0.0,
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DepthClipEnable: BOOL::from(false),
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ScissorEnable: BOOL::from(false),
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MultisampleEnable: BOOL::from(false),
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AntialiasedLineEnable: BOOL::from(false),
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};
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let mut rs = None;
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device.CreateRasterizerState(&rs_desc, Some(&mut rs))?;
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assume_d3d11_init!(rs, "CreateRasterizerState");
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rs
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};
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Ok(D3D11State { blend, rs })
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}
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/// Enters the state necessary for rendering filter passes.
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pub fn enter_filter_state<'a>(
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&'a self,
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context: &'a ID3D11DeviceContext,
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) -> D3D11StateSaveGuard<'a> {
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// save previous state
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let guard = unsafe {
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let mut saved_blend = None;
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let mut saved_blend_factor = [0f32; 4];
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let mut saved_blend_mask = 0;
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context.OMGetBlendState(
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Some(&mut saved_blend),
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Some(&mut saved_blend_factor),
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Some(&mut saved_blend_mask),
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);
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let saved_rs = context.RSGetState().ok();
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D3D11StateSaveGuard {
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ctx: context,
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saved_blend,
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saved_blend_factor,
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saved_blend_mask,
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saved_rs,
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_state: self,
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}
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};
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unsafe {
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context.RSSetState(&self.rs);
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context.OMSetBlendState(&self.blend, None, D3D11_DEFAULT_SAMPLE_MASK);
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}
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guard
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}
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}
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impl Drop for D3D11StateSaveGuard<'_> {
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fn drop(&mut self) {
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unsafe {
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self.ctx.RSSetState(self.saved_rs.as_ref());
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self.ctx.OMSetBlendState(
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self.saved_blend.as_ref(),
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Some(&self.saved_blend_factor),
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self.saved_blend_mask,
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);
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}
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}
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}
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