librashader/librashader-runtime-d3d11/src/graphics_pipeline.rs

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