blob: 4039338844942584a74d03299944abb0a00c8ac6 [file] [log] [blame]
shannon.woods@transgaming.combdf2d802013-02-28 23:16:20 +00001#include "precompiled.h"
daniel@transgaming.com0673d792012-11-28 19:37:44 +00002//
daniel@transgaming.com8e4f5522013-01-11 04:07:53 +00003// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com0673d792012-11-28 19:37:44 +00004// Use of this source code is governed by a BSD-style license that can be
5// found in the LICENSE file.
6//
7
8// RenderStateCache.cpp: Defines rx::RenderStateCache, a cache of Direct3D render
9// state objects.
10
Geoff Langd47e0fc2013-08-29 11:40:43 -040011#include "libGLESv2/renderer/d3d11/RenderStateCache.h"
12#include "libGLESv2/renderer/d3d11/renderer11_utils.h"
Geoff Langc142e9d2013-09-30 15:19:47 -040013#include "libGLESv2/renderer/Renderer.h"
14#include "libGLESv2/Framebuffer.h"
15#include "libGLESv2/Renderbuffer.h"
daniel@transgaming.com0673d792012-11-28 19:37:44 +000016
17#include "common/debug.h"
18#include "third_party/murmurhash/MurmurHash3.h"
19
20namespace rx
21{
22
Geoff Langea228632013-07-30 15:17:12 -040023template <typename mapType>
24static void ClearStateMap(mapType &map)
25{
26 for (mapType::iterator i = map.begin(); i != map.end(); i++)
27 {
28 SafeRelease(i->second.first);
29 }
30 map.clear();
31}
32
daniel@transgaming.com8e4f5522013-01-11 04:07:53 +000033// MSDN's documentation of ID3D11Device::CreateBlendState, ID3D11Device::CreateRasterizerState,
34// ID3D11Device::CreateDepthStencilState and ID3D11Device::CreateSamplerState claims the maximum
35// number of unique states of each type an application can create is 4096
daniel@transgaming.comc497eba2012-11-28 19:39:06 +000036const unsigned int RenderStateCache::kMaxBlendStates = 4096;
37const unsigned int RenderStateCache::kMaxRasterizerStates = 4096;
38const unsigned int RenderStateCache::kMaxDepthStencilStates = 4096;
daniel@transgaming.com8e4f5522013-01-11 04:07:53 +000039const unsigned int RenderStateCache::kMaxSamplerStates = 4096;
daniel@transgaming.comc497eba2012-11-28 19:39:06 +000040
daniel@transgaming.com0673d792012-11-28 19:37:44 +000041RenderStateCache::RenderStateCache() : mDevice(NULL), mCounter(0),
daniel@transgaming.comed453e02012-11-28 19:38:11 +000042 mBlendStateCache(kMaxBlendStates, hashBlendState, compareBlendStates),
daniel@transgaming.com53926ff2012-11-28 19:38:50 +000043 mRasterizerStateCache(kMaxRasterizerStates, hashRasterizerState, compareRasterizerStates),
daniel@transgaming.com8e4f5522013-01-11 04:07:53 +000044 mDepthStencilStateCache(kMaxDepthStencilStates, hashDepthStencilState, compareDepthStencilStates),
45 mSamplerStateCache(kMaxSamplerStates, hashSamplerState, compareSamplerStates)
daniel@transgaming.com0673d792012-11-28 19:37:44 +000046{
47}
48
49RenderStateCache::~RenderStateCache()
50{
51 clear();
52}
53
daniel@transgaming.com3cf86502013-01-11 04:08:40 +000054void RenderStateCache::initialize(ID3D11Device *device)
daniel@transgaming.com0673d792012-11-28 19:37:44 +000055{
56 clear();
57 mDevice = device;
58}
59
60void RenderStateCache::clear()
61{
Geoff Langea228632013-07-30 15:17:12 -040062 ClearStateMap(mBlendStateCache);
63 ClearStateMap(mRasterizerStateCache);
64 ClearStateMap(mDepthStencilStateCache);
65 ClearStateMap(mSamplerStateCache);
daniel@transgaming.com0673d792012-11-28 19:37:44 +000066}
67
Geoff Langc142e9d2013-09-30 15:19:47 -040068std::size_t RenderStateCache::hashBlendState(const BlendStateKey &blendState)
daniel@transgaming.com0673d792012-11-28 19:37:44 +000069{
70 static const unsigned int seed = 0xABCDEF98;
71
72 std::size_t hash = 0;
73 MurmurHash3_x86_32(&blendState, sizeof(gl::BlendState), seed, &hash);
74 return hash;
75}
76
Geoff Langc142e9d2013-09-30 15:19:47 -040077bool RenderStateCache::compareBlendStates(const BlendStateKey &a, const BlendStateKey &b)
daniel@transgaming.com0673d792012-11-28 19:37:44 +000078{
Geoff Lang03ef7402014-02-11 09:40:20 -050079 return memcmp(&a, &b, sizeof(BlendStateKey)) == 0;
daniel@transgaming.com0673d792012-11-28 19:37:44 +000080}
81
Geoff Langc142e9d2013-09-30 15:19:47 -040082ID3D11BlendState *RenderStateCache::getBlendState(const gl::Framebuffer *framebuffer, const gl::BlendState &blendState)
daniel@transgaming.com0673d792012-11-28 19:37:44 +000083{
84 if (!mDevice)
85 {
86 ERR("RenderStateCache is not initialized.");
87 return NULL;
88 }
89
Geoff Langc142e9d2013-09-30 15:19:47 -040090 bool mrt = false;
91
92 BlendStateKey key = { 0 };
93 key.blendState = blendState;
94 for (unsigned int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
95 {
96 gl::Renderbuffer *renderBuffer = framebuffer->getColorbuffer(i);
97 if (renderBuffer)
98 {
99 if (i > 0)
100 {
101 mrt = true;
102 }
103
104 key.rtChannels[i][0] = renderBuffer->getRedSize() > 0;
105 key.rtChannels[i][1] = renderBuffer->getGreenSize() > 0;
106 key.rtChannels[i][2] = renderBuffer->getBlueSize() > 0;
107 key.rtChannels[i][3] = renderBuffer->getAlphaSize() > 0;
108 }
109 else
110 {
111 key.rtChannels[i][0] = false;
112 key.rtChannels[i][1] = false;
113 key.rtChannels[i][2] = false;
114 key.rtChannels[i][3] = false;
115 }
116 }
117
118 BlendStateMap::iterator i = mBlendStateCache.find(key);
daniel@transgaming.com0673d792012-11-28 19:37:44 +0000119 if (i != mBlendStateCache.end())
120 {
121 BlendStateCounterPair &state = i->second;
daniel@transgaming.com0673d792012-11-28 19:37:44 +0000122 state.second = mCounter++;
123 return state.first;
124 }
125 else
126 {
127 if (mBlendStateCache.size() >= kMaxBlendStates)
128 {
129 TRACE("Overflowed the limit of %u blend states, removing the least recently used "
130 "to make room.", kMaxBlendStates);
131
132 BlendStateMap::iterator leastRecentlyUsed = mBlendStateCache.begin();
133 for (BlendStateMap::iterator i = mBlendStateCache.begin(); i != mBlendStateCache.end(); i++)
134 {
135 if (i->second.second < leastRecentlyUsed->second.second)
136 {
137 leastRecentlyUsed = i;
138 }
139 }
Geoff Langea228632013-07-30 15:17:12 -0400140 SafeRelease(leastRecentlyUsed->second.first);
daniel@transgaming.com0673d792012-11-28 19:37:44 +0000141 mBlendStateCache.erase(leastRecentlyUsed);
142 }
143
144 // Create a new blend state and insert it into the cache
145 D3D11_BLEND_DESC blendDesc = { 0 };
146 blendDesc.AlphaToCoverageEnable = blendState.sampleAlphaToCoverage;
Geoff Langc142e9d2013-09-30 15:19:47 -0400147 blendDesc.IndependentBlendEnable = mrt ? TRUE : FALSE;
daniel@transgaming.com0673d792012-11-28 19:37:44 +0000148
149 for (unsigned int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
150 {
151 D3D11_RENDER_TARGET_BLEND_DESC &rtBlend = blendDesc.RenderTarget[i];
152
153 rtBlend.BlendEnable = blendState.blend;
154 if (blendState.blend)
155 {
daniel@transgaming.com90c634a2013-01-11 04:10:01 +0000156 rtBlend.SrcBlend = gl_d3d11::ConvertBlendFunc(blendState.sourceBlendRGB, false);
157 rtBlend.DestBlend = gl_d3d11::ConvertBlendFunc(blendState.destBlendRGB, false);
daniel@transgaming.com0673d792012-11-28 19:37:44 +0000158 rtBlend.BlendOp = gl_d3d11::ConvertBlendOp(blendState.blendEquationRGB);
159
daniel@transgaming.com90c634a2013-01-11 04:10:01 +0000160 rtBlend.SrcBlendAlpha = gl_d3d11::ConvertBlendFunc(blendState.sourceBlendAlpha, true);
161 rtBlend.DestBlendAlpha = gl_d3d11::ConvertBlendFunc(blendState.destBlendAlpha, true);
daniel@transgaming.com0673d792012-11-28 19:37:44 +0000162 rtBlend.BlendOpAlpha = gl_d3d11::ConvertBlendOp(blendState.blendEquationAlpha);
daniel@transgaming.com0673d792012-11-28 19:37:44 +0000163 }
daniel@transgaming.com97b59302012-11-28 21:05:34 +0000164
Geoff Langc142e9d2013-09-30 15:19:47 -0400165 rtBlend.RenderTargetWriteMask = gl_d3d11::ConvertColorMask(key.rtChannels[i][0] && blendState.colorMaskRed,
166 key.rtChannels[i][1] && blendState.colorMaskGreen,
167 key.rtChannels[i][2] && blendState.colorMaskBlue,
168 key.rtChannels[i][3] && blendState.colorMaskAlpha);
daniel@transgaming.com0673d792012-11-28 19:37:44 +0000169 }
170
daniel@transgaming.com3cf86502013-01-11 04:08:40 +0000171 ID3D11BlendState *dx11BlendState = NULL;
daniel@transgaming.com0673d792012-11-28 19:37:44 +0000172 HRESULT result = mDevice->CreateBlendState(&blendDesc, &dx11BlendState);
173 if (FAILED(result) || !dx11BlendState)
174 {
175 ERR("Unable to create a ID3D11BlendState, HRESULT: 0x%X.", result);
176 return NULL;
177 }
178
Geoff Langc142e9d2013-09-30 15:19:47 -0400179 mBlendStateCache.insert(std::make_pair(key, std::make_pair(dx11BlendState, mCounter++)));
daniel@transgaming.com0673d792012-11-28 19:37:44 +0000180
daniel@transgaming.com0673d792012-11-28 19:37:44 +0000181 return dx11BlendState;
182 }
183}
184
daniel@transgaming.comed453e02012-11-28 19:38:11 +0000185std::size_t RenderStateCache::hashRasterizerState(const RasterizerStateKey &rasterState)
186{
187 static const unsigned int seed = 0xABCDEF98;
188
189 std::size_t hash = 0;
190 MurmurHash3_x86_32(&rasterState, sizeof(RasterizerStateKey), seed, &hash);
191 return hash;
192}
193
194bool RenderStateCache::compareRasterizerStates(const RasterizerStateKey &a, const RasterizerStateKey &b)
195{
196 return memcmp(&a, &b, sizeof(RasterizerStateKey)) == 0;
197}
198
daniel@transgaming.comed453e02012-11-28 19:38:11 +0000199ID3D11RasterizerState *RenderStateCache::getRasterizerState(const gl::RasterizerState &rasterState,
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000200 bool scissorEnabled, unsigned int depthSize)
daniel@transgaming.comed453e02012-11-28 19:38:11 +0000201{
202 if (!mDevice)
203 {
204 ERR("RenderStateCache is not initialized.");
205 return NULL;
206 }
207
Geoff Langc142e9d2013-09-30 15:19:47 -0400208 RasterizerStateKey key = { 0 };
daniel@transgaming.comed453e02012-11-28 19:38:11 +0000209 key.rasterizerState = rasterState;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000210 key.scissorEnabled = scissorEnabled;
daniel@transgaming.comed453e02012-11-28 19:38:11 +0000211 key.depthSize = depthSize;
212
213 RasterizerStateMap::iterator i = mRasterizerStateCache.find(key);
214 if (i != mRasterizerStateCache.end())
215 {
216 RasterizerStateCounterPair &state = i->second;
daniel@transgaming.comed453e02012-11-28 19:38:11 +0000217 state.second = mCounter++;
218 return state.first;
219 }
220 else
221 {
222 if (mRasterizerStateCache.size() >= kMaxRasterizerStates)
223 {
224 TRACE("Overflowed the limit of %u rasterizer states, removing the least recently used "
225 "to make room.", kMaxRasterizerStates);
226
227 RasterizerStateMap::iterator leastRecentlyUsed = mRasterizerStateCache.begin();
228 for (RasterizerStateMap::iterator i = mRasterizerStateCache.begin(); i != mRasterizerStateCache.end(); i++)
229 {
230 if (i->second.second < leastRecentlyUsed->second.second)
231 {
232 leastRecentlyUsed = i;
233 }
234 }
Geoff Langea228632013-07-30 15:17:12 -0400235 SafeRelease(leastRecentlyUsed->second.first);
daniel@transgaming.comed453e02012-11-28 19:38:11 +0000236 mRasterizerStateCache.erase(leastRecentlyUsed);
237 }
238
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +0000239 D3D11_CULL_MODE cullMode = gl_d3d11::ConvertCullMode(rasterState.cullFace, rasterState.cullMode);
240
241 // Disable culling if drawing points
242 if (rasterState.pointDrawMode)
243 {
244 cullMode = D3D11_CULL_NONE;
245 }
246
daniel@transgaming.comed453e02012-11-28 19:38:11 +0000247 D3D11_RASTERIZER_DESC rasterDesc;
248 rasterDesc.FillMode = D3D11_FILL_SOLID;
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +0000249 rasterDesc.CullMode = cullMode;
daniel@transgaming.com4d4fade2013-01-11 04:09:10 +0000250 rasterDesc.FrontCounterClockwise = (rasterState.frontFace == GL_CCW) ? FALSE: TRUE;
daniel@transgaming.comed453e02012-11-28 19:38:11 +0000251 rasterDesc.DepthBias = ldexp(rasterState.polygonOffsetUnits, -static_cast<int>(depthSize));
252 rasterDesc.DepthBiasClamp = 0.0f; // MSDN documentation of DepthBiasClamp implies a value of zero will preform no clamping, must be tested though.
shannon.woods@transgaming.comce3128a2013-02-28 23:14:13 +0000253 rasterDesc.SlopeScaledDepthBias = rasterState.polygonOffsetFactor;
daniel@transgaming.comed453e02012-11-28 19:38:11 +0000254 rasterDesc.DepthClipEnable = TRUE;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000255 rasterDesc.ScissorEnable = scissorEnabled ? TRUE : FALSE;
Nicolas Capensfd396552013-06-18 21:41:30 -0400256 rasterDesc.MultisampleEnable = rasterState.multiSample;
daniel@transgaming.comed453e02012-11-28 19:38:11 +0000257 rasterDesc.AntialiasedLineEnable = FALSE;
258
daniel@transgaming.com3cf86502013-01-11 04:08:40 +0000259 ID3D11RasterizerState *dx11RasterizerState = NULL;
daniel@transgaming.comed453e02012-11-28 19:38:11 +0000260 HRESULT result = mDevice->CreateRasterizerState(&rasterDesc, &dx11RasterizerState);
261 if (FAILED(result) || !dx11RasterizerState)
262 {
263 ERR("Unable to create a ID3D11RasterizerState, HRESULT: 0x%X.", result);
264 return NULL;
265 }
266
267 mRasterizerStateCache.insert(std::make_pair(key, std::make_pair(dx11RasterizerState, mCounter++)));
268
daniel@transgaming.comed453e02012-11-28 19:38:11 +0000269 return dx11RasterizerState;
270 }
271}
272
daniel@transgaming.com53926ff2012-11-28 19:38:50 +0000273std::size_t RenderStateCache::hashDepthStencilState(const gl::DepthStencilState &dsState)
274{
275 static const unsigned int seed = 0xABCDEF98;
276
277 std::size_t hash = 0;
278 MurmurHash3_x86_32(&dsState, sizeof(gl::DepthStencilState), seed, &hash);
279 return hash;
280}
281
282bool RenderStateCache::compareDepthStencilStates(const gl::DepthStencilState &a, const gl::DepthStencilState &b)
283{
284 return memcmp(&a, &b, sizeof(gl::DepthStencilState)) == 0;
285}
286
daniel@transgaming.com3cf86502013-01-11 04:08:40 +0000287ID3D11DepthStencilState *RenderStateCache::getDepthStencilState(const gl::DepthStencilState &dsState)
daniel@transgaming.com53926ff2012-11-28 19:38:50 +0000288{
289 if (!mDevice)
290 {
291 ERR("RenderStateCache is not initialized.");
292 return NULL;
293 }
294
295 DepthStencilStateMap::iterator i = mDepthStencilStateCache.find(dsState);
296 if (i != mDepthStencilStateCache.end())
297 {
298 DepthStencilStateCounterPair &state = i->second;
daniel@transgaming.com53926ff2012-11-28 19:38:50 +0000299 state.second = mCounter++;
300 return state.first;
301 }
302 else
303 {
304 if (mDepthStencilStateCache.size() >= kMaxDepthStencilStates)
305 {
306 TRACE("Overflowed the limit of %u depth stencil states, removing the least recently used "
307 "to make room.", kMaxDepthStencilStates);
308
309 DepthStencilStateMap::iterator leastRecentlyUsed = mDepthStencilStateCache.begin();
310 for (DepthStencilStateMap::iterator i = mDepthStencilStateCache.begin(); i != mDepthStencilStateCache.end(); i++)
311 {
312 if (i->second.second < leastRecentlyUsed->second.second)
313 {
314 leastRecentlyUsed = i;
315 }
316 }
Geoff Langea228632013-07-30 15:17:12 -0400317 SafeRelease(leastRecentlyUsed->second.first);
daniel@transgaming.com53926ff2012-11-28 19:38:50 +0000318 mDepthStencilStateCache.erase(leastRecentlyUsed);
319 }
320
321 D3D11_DEPTH_STENCIL_DESC dsDesc = { 0 };
322 dsDesc.DepthEnable = dsState.depthTest ? TRUE : FALSE;
323 dsDesc.DepthWriteMask = gl_d3d11::ConvertDepthMask(dsState.depthMask);
324 dsDesc.DepthFunc = gl_d3d11::ConvertComparison(dsState.depthFunc);
325 dsDesc.StencilEnable = dsState.stencilTest ? TRUE : FALSE;
326 dsDesc.StencilReadMask = gl_d3d11::ConvertStencilMask(dsState.stencilMask);
327 dsDesc.StencilWriteMask = gl_d3d11::ConvertStencilMask(dsState.stencilWritemask);
328 dsDesc.FrontFace.StencilFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilFail);
329 dsDesc.FrontFace.StencilDepthFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilPassDepthFail);
330 dsDesc.FrontFace.StencilPassOp = gl_d3d11::ConvertStencilOp(dsState.stencilPassDepthPass);
331 dsDesc.FrontFace.StencilFunc = gl_d3d11::ConvertComparison(dsState.stencilFunc);
332 dsDesc.BackFace.StencilFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilBackFail);
333 dsDesc.BackFace.StencilDepthFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilBackPassDepthFail);
334 dsDesc.BackFace.StencilPassOp = gl_d3d11::ConvertStencilOp(dsState.stencilBackPassDepthPass);
335 dsDesc.BackFace.StencilFunc = gl_d3d11::ConvertComparison(dsState.stencilBackFunc);
336
daniel@transgaming.com3cf86502013-01-11 04:08:40 +0000337 ID3D11DepthStencilState *dx11DepthStencilState = NULL;
daniel@transgaming.com53926ff2012-11-28 19:38:50 +0000338 HRESULT result = mDevice->CreateDepthStencilState(&dsDesc, &dx11DepthStencilState);
339 if (FAILED(result) || !dx11DepthStencilState)
340 {
341 ERR("Unable to create a ID3D11DepthStencilState, HRESULT: 0x%X.", result);
342 return NULL;
343 }
344
345 mDepthStencilStateCache.insert(std::make_pair(dsState, std::make_pair(dx11DepthStencilState, mCounter++)));
346
daniel@transgaming.com53926ff2012-11-28 19:38:50 +0000347 return dx11DepthStencilState;
348 }
349}
350
daniel@transgaming.com8e4f5522013-01-11 04:07:53 +0000351std::size_t RenderStateCache::hashSamplerState(const gl::SamplerState &samplerState)
352{
353 static const unsigned int seed = 0xABCDEF98;
354
355 std::size_t hash = 0;
356 MurmurHash3_x86_32(&samplerState, sizeof(gl::SamplerState), seed, &hash);
357 return hash;
358}
359
360bool RenderStateCache::compareSamplerStates(const gl::SamplerState &a, const gl::SamplerState &b)
361{
daniel@transgaming.comcc47bc02013-01-11 04:09:33 +0000362 return memcmp(&a, &b, sizeof(gl::SamplerState)) == 0;
daniel@transgaming.com8e4f5522013-01-11 04:07:53 +0000363}
364
daniel@transgaming.com3cf86502013-01-11 04:08:40 +0000365ID3D11SamplerState *RenderStateCache::getSamplerState(const gl::SamplerState &samplerState)
daniel@transgaming.com8e4f5522013-01-11 04:07:53 +0000366{
367 if (!mDevice)
368 {
369 ERR("RenderStateCache is not initialized.");
370 return NULL;
371 }
372
373 SamplerStateMap::iterator i = mSamplerStateCache.find(samplerState);
374 if (i != mSamplerStateCache.end())
375 {
376 SamplerStateCounterPair &state = i->second;
daniel@transgaming.com8e4f5522013-01-11 04:07:53 +0000377 state.second = mCounter++;
378 return state.first;
379 }
380 else
381 {
382 if (mSamplerStateCache.size() >= kMaxSamplerStates)
383 {
384 TRACE("Overflowed the limit of %u sampler states, removing the least recently used "
385 "to make room.", kMaxSamplerStates);
386
387 SamplerStateMap::iterator leastRecentlyUsed = mSamplerStateCache.begin();
388 for (SamplerStateMap::iterator i = mSamplerStateCache.begin(); i != mSamplerStateCache.end(); i++)
389 {
390 if (i->second.second < leastRecentlyUsed->second.second)
391 {
392 leastRecentlyUsed = i;
393 }
394 }
Geoff Langea228632013-07-30 15:17:12 -0400395 SafeRelease(leastRecentlyUsed->second.first);
daniel@transgaming.com8e4f5522013-01-11 04:07:53 +0000396 mSamplerStateCache.erase(leastRecentlyUsed);
397 }
398
399 D3D11_SAMPLER_DESC samplerDesc;
Geoff Langc82fc412013-07-10 14:43:42 -0400400 samplerDesc.Filter = gl_d3d11::ConvertFilter(samplerState.minFilter, samplerState.magFilter,
401 samplerState.maxAnisotropy, samplerState.compareMode);
daniel@transgaming.com8e4f5522013-01-11 04:07:53 +0000402 samplerDesc.AddressU = gl_d3d11::ConvertTextureWrap(samplerState.wrapS);
403 samplerDesc.AddressV = gl_d3d11::ConvertTextureWrap(samplerState.wrapT);
shannon.woods%transgaming.com@gtempaccount.com0b3a8df2013-04-13 03:44:51 +0000404 samplerDesc.AddressW = gl_d3d11::ConvertTextureWrap(samplerState.wrapR);
daniel@transgaming.com8e4f5522013-01-11 04:07:53 +0000405 samplerDesc.MipLODBias = static_cast<float>(samplerState.lodOffset);
406 samplerDesc.MaxAnisotropy = samplerState.maxAnisotropy;
Geoff Langc82fc412013-07-10 14:43:42 -0400407 samplerDesc.ComparisonFunc = gl_d3d11::ConvertComparison(samplerState.compareFunc);
daniel@transgaming.com8e4f5522013-01-11 04:07:53 +0000408 samplerDesc.BorderColor[0] = 0.0f;
409 samplerDesc.BorderColor[1] = 0.0f;
410 samplerDesc.BorderColor[2] = 0.0f;
411 samplerDesc.BorderColor[3] = 0.0f;
shannon.woods@transgaming.com86758652013-02-28 23:20:26 +0000412 samplerDesc.MinLOD = gl_d3d11::ConvertMinLOD(samplerState.minFilter, samplerState.lodOffset);
413 samplerDesc.MaxLOD = gl_d3d11::ConvertMaxLOD(samplerState.minFilter, samplerState.lodOffset);
daniel@transgaming.com8e4f5522013-01-11 04:07:53 +0000414
415 ID3D11SamplerState *dx11SamplerState = NULL;
416 HRESULT result = mDevice->CreateSamplerState(&samplerDesc, &dx11SamplerState);
417 if (FAILED(result) || !dx11SamplerState)
418 {
419 ERR("Unable to create a ID3D11DepthStencilState, HRESULT: 0x%X.", result);
420 return NULL;
421 }
422
423 mSamplerStateCache.insert(std::make_pair(samplerState, std::make_pair(dx11SamplerState, mCounter++)));
424
daniel@transgaming.com8e4f5522013-01-11 04:07:53 +0000425 return dx11SamplerState;
426 }
427}
428
Geoff Langea228632013-07-30 15:17:12 -0400429}