blob: b58569ad1fb049f8fd70236a04497d2a108d7be9 [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//
Nicolas Capensaea8e942014-05-09 19:14:08 -04003// Copyright (c) 2012-2014 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 {
Jamie Madill3c7fa222014-06-05 13:08:51 -040096 gl::FramebufferAttachment *attachment = framebuffer->getColorbuffer(i);
97 if (attachment)
Geoff Langc142e9d2013-09-30 15:19:47 -040098 {
99 if (i > 0)
100 {
101 mrt = true;
102 }
103
Jamie Madill3c7fa222014-06-05 13:08:51 -0400104 key.rtChannels[i][0] = attachment->getRedSize() > 0;
105 key.rtChannels[i][1] = attachment->getGreenSize() > 0;
106 key.rtChannels[i][2] = attachment->getBlueSize() > 0;
107 key.rtChannels[i][3] = attachment->getAlphaSize() > 0;
Geoff Langc142e9d2013-09-30 15:19:47 -0400108 }
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
Geoff Lang5d64caf2014-02-11 10:23:34 -0500118 BlendStateMap::iterator keyIter = mBlendStateCache.find(key);
119 if (keyIter != mBlendStateCache.end())
daniel@transgaming.com0673d792012-11-28 19:37:44 +0000120 {
Geoff Lang5d64caf2014-02-11 10:23:34 -0500121 BlendStateCounterPair &state = keyIter->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
Nicolas Capensaea8e942014-05-09 19:14:08 -0400199ID3D11RasterizerState *RenderStateCache::getRasterizerState(const gl::RasterizerState &rasterState, bool scissorEnabled)
daniel@transgaming.comed453e02012-11-28 19:38:11 +0000200{
201 if (!mDevice)
202 {
203 ERR("RenderStateCache is not initialized.");
204 return NULL;
205 }
206
Geoff Langc142e9d2013-09-30 15:19:47 -0400207 RasterizerStateKey key = { 0 };
daniel@transgaming.comed453e02012-11-28 19:38:11 +0000208 key.rasterizerState = rasterState;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000209 key.scissorEnabled = scissorEnabled;
daniel@transgaming.comed453e02012-11-28 19:38:11 +0000210
Geoff Lang5d64caf2014-02-11 10:23:34 -0500211 RasterizerStateMap::iterator keyIter = mRasterizerStateCache.find(key);
212 if (keyIter != mRasterizerStateCache.end())
daniel@transgaming.comed453e02012-11-28 19:38:11 +0000213 {
Geoff Lang5d64caf2014-02-11 10:23:34 -0500214 RasterizerStateCounterPair &state = keyIter->second;
daniel@transgaming.comed453e02012-11-28 19:38:11 +0000215 state.second = mCounter++;
216 return state.first;
217 }
218 else
219 {
220 if (mRasterizerStateCache.size() >= kMaxRasterizerStates)
221 {
222 TRACE("Overflowed the limit of %u rasterizer states, removing the least recently used "
223 "to make room.", kMaxRasterizerStates);
224
225 RasterizerStateMap::iterator leastRecentlyUsed = mRasterizerStateCache.begin();
226 for (RasterizerStateMap::iterator i = mRasterizerStateCache.begin(); i != mRasterizerStateCache.end(); i++)
227 {
228 if (i->second.second < leastRecentlyUsed->second.second)
229 {
230 leastRecentlyUsed = i;
231 }
232 }
Geoff Langea228632013-07-30 15:17:12 -0400233 SafeRelease(leastRecentlyUsed->second.first);
daniel@transgaming.comed453e02012-11-28 19:38:11 +0000234 mRasterizerStateCache.erase(leastRecentlyUsed);
235 }
236
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +0000237 D3D11_CULL_MODE cullMode = gl_d3d11::ConvertCullMode(rasterState.cullFace, rasterState.cullMode);
238
239 // Disable culling if drawing points
240 if (rasterState.pointDrawMode)
241 {
242 cullMode = D3D11_CULL_NONE;
243 }
244
daniel@transgaming.comed453e02012-11-28 19:38:11 +0000245 D3D11_RASTERIZER_DESC rasterDesc;
246 rasterDesc.FillMode = D3D11_FILL_SOLID;
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +0000247 rasterDesc.CullMode = cullMode;
daniel@transgaming.com4d4fade2013-01-11 04:09:10 +0000248 rasterDesc.FrontCounterClockwise = (rasterState.frontFace == GL_CCW) ? FALSE: TRUE;
daniel@transgaming.comed453e02012-11-28 19:38:11 +0000249 rasterDesc.DepthBiasClamp = 0.0f; // MSDN documentation of DepthBiasClamp implies a value of zero will preform no clamping, must be tested though.
daniel@transgaming.comed453e02012-11-28 19:38:11 +0000250 rasterDesc.DepthClipEnable = TRUE;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000251 rasterDesc.ScissorEnable = scissorEnabled ? TRUE : FALSE;
Nicolas Capensfd396552013-06-18 21:41:30 -0400252 rasterDesc.MultisampleEnable = rasterState.multiSample;
daniel@transgaming.comed453e02012-11-28 19:38:11 +0000253 rasterDesc.AntialiasedLineEnable = FALSE;
254
Nicolas Capens5075e132014-05-09 14:40:29 -0400255 if (rasterState.polygonOffsetFill)
256 {
257 rasterDesc.SlopeScaledDepthBias = rasterState.polygonOffsetFactor;
Nicolas Capensaea8e942014-05-09 19:14:08 -0400258 rasterDesc.DepthBias = (INT)rasterState.polygonOffsetUnits;
Nicolas Capens5075e132014-05-09 14:40:29 -0400259 }
260 else
261 {
262 rasterDesc.SlopeScaledDepthBias = 0.0f;
Nicolas Capensaea8e942014-05-09 19:14:08 -0400263 rasterDesc.DepthBias = 0;
Nicolas Capens5075e132014-05-09 14:40:29 -0400264 }
265
daniel@transgaming.com3cf86502013-01-11 04:08:40 +0000266 ID3D11RasterizerState *dx11RasterizerState = NULL;
daniel@transgaming.comed453e02012-11-28 19:38:11 +0000267 HRESULT result = mDevice->CreateRasterizerState(&rasterDesc, &dx11RasterizerState);
268 if (FAILED(result) || !dx11RasterizerState)
269 {
270 ERR("Unable to create a ID3D11RasterizerState, HRESULT: 0x%X.", result);
271 return NULL;
272 }
273
274 mRasterizerStateCache.insert(std::make_pair(key, std::make_pair(dx11RasterizerState, mCounter++)));
275
daniel@transgaming.comed453e02012-11-28 19:38:11 +0000276 return dx11RasterizerState;
277 }
278}
279
daniel@transgaming.com53926ff2012-11-28 19:38:50 +0000280std::size_t RenderStateCache::hashDepthStencilState(const gl::DepthStencilState &dsState)
281{
282 static const unsigned int seed = 0xABCDEF98;
283
284 std::size_t hash = 0;
285 MurmurHash3_x86_32(&dsState, sizeof(gl::DepthStencilState), seed, &hash);
286 return hash;
287}
288
289bool RenderStateCache::compareDepthStencilStates(const gl::DepthStencilState &a, const gl::DepthStencilState &b)
290{
291 return memcmp(&a, &b, sizeof(gl::DepthStencilState)) == 0;
292}
293
daniel@transgaming.com3cf86502013-01-11 04:08:40 +0000294ID3D11DepthStencilState *RenderStateCache::getDepthStencilState(const gl::DepthStencilState &dsState)
daniel@transgaming.com53926ff2012-11-28 19:38:50 +0000295{
296 if (!mDevice)
297 {
298 ERR("RenderStateCache is not initialized.");
299 return NULL;
300 }
301
Geoff Lang5d64caf2014-02-11 10:23:34 -0500302 DepthStencilStateMap::iterator keyIter = mDepthStencilStateCache.find(dsState);
303 if (keyIter != mDepthStencilStateCache.end())
daniel@transgaming.com53926ff2012-11-28 19:38:50 +0000304 {
Geoff Lang5d64caf2014-02-11 10:23:34 -0500305 DepthStencilStateCounterPair &state = keyIter->second;
daniel@transgaming.com53926ff2012-11-28 19:38:50 +0000306 state.second = mCounter++;
307 return state.first;
308 }
309 else
310 {
311 if (mDepthStencilStateCache.size() >= kMaxDepthStencilStates)
312 {
313 TRACE("Overflowed the limit of %u depth stencil states, removing the least recently used "
314 "to make room.", kMaxDepthStencilStates);
315
316 DepthStencilStateMap::iterator leastRecentlyUsed = mDepthStencilStateCache.begin();
317 for (DepthStencilStateMap::iterator i = mDepthStencilStateCache.begin(); i != mDepthStencilStateCache.end(); i++)
318 {
319 if (i->second.second < leastRecentlyUsed->second.second)
320 {
321 leastRecentlyUsed = i;
322 }
323 }
Geoff Langea228632013-07-30 15:17:12 -0400324 SafeRelease(leastRecentlyUsed->second.first);
daniel@transgaming.com53926ff2012-11-28 19:38:50 +0000325 mDepthStencilStateCache.erase(leastRecentlyUsed);
326 }
327
328 D3D11_DEPTH_STENCIL_DESC dsDesc = { 0 };
329 dsDesc.DepthEnable = dsState.depthTest ? TRUE : FALSE;
330 dsDesc.DepthWriteMask = gl_d3d11::ConvertDepthMask(dsState.depthMask);
331 dsDesc.DepthFunc = gl_d3d11::ConvertComparison(dsState.depthFunc);
332 dsDesc.StencilEnable = dsState.stencilTest ? TRUE : FALSE;
333 dsDesc.StencilReadMask = gl_d3d11::ConvertStencilMask(dsState.stencilMask);
334 dsDesc.StencilWriteMask = gl_d3d11::ConvertStencilMask(dsState.stencilWritemask);
335 dsDesc.FrontFace.StencilFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilFail);
336 dsDesc.FrontFace.StencilDepthFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilPassDepthFail);
337 dsDesc.FrontFace.StencilPassOp = gl_d3d11::ConvertStencilOp(dsState.stencilPassDepthPass);
338 dsDesc.FrontFace.StencilFunc = gl_d3d11::ConvertComparison(dsState.stencilFunc);
339 dsDesc.BackFace.StencilFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilBackFail);
340 dsDesc.BackFace.StencilDepthFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilBackPassDepthFail);
341 dsDesc.BackFace.StencilPassOp = gl_d3d11::ConvertStencilOp(dsState.stencilBackPassDepthPass);
342 dsDesc.BackFace.StencilFunc = gl_d3d11::ConvertComparison(dsState.stencilBackFunc);
343
daniel@transgaming.com3cf86502013-01-11 04:08:40 +0000344 ID3D11DepthStencilState *dx11DepthStencilState = NULL;
daniel@transgaming.com53926ff2012-11-28 19:38:50 +0000345 HRESULT result = mDevice->CreateDepthStencilState(&dsDesc, &dx11DepthStencilState);
346 if (FAILED(result) || !dx11DepthStencilState)
347 {
348 ERR("Unable to create a ID3D11DepthStencilState, HRESULT: 0x%X.", result);
349 return NULL;
350 }
351
352 mDepthStencilStateCache.insert(std::make_pair(dsState, std::make_pair(dx11DepthStencilState, mCounter++)));
353
daniel@transgaming.com53926ff2012-11-28 19:38:50 +0000354 return dx11DepthStencilState;
355 }
356}
357
daniel@transgaming.com8e4f5522013-01-11 04:07:53 +0000358std::size_t RenderStateCache::hashSamplerState(const gl::SamplerState &samplerState)
359{
360 static const unsigned int seed = 0xABCDEF98;
361
362 std::size_t hash = 0;
363 MurmurHash3_x86_32(&samplerState, sizeof(gl::SamplerState), seed, &hash);
364 return hash;
365}
366
367bool RenderStateCache::compareSamplerStates(const gl::SamplerState &a, const gl::SamplerState &b)
368{
daniel@transgaming.comcc47bc02013-01-11 04:09:33 +0000369 return memcmp(&a, &b, sizeof(gl::SamplerState)) == 0;
daniel@transgaming.com8e4f5522013-01-11 04:07:53 +0000370}
371
daniel@transgaming.com3cf86502013-01-11 04:08:40 +0000372ID3D11SamplerState *RenderStateCache::getSamplerState(const gl::SamplerState &samplerState)
daniel@transgaming.com8e4f5522013-01-11 04:07:53 +0000373{
374 if (!mDevice)
375 {
376 ERR("RenderStateCache is not initialized.");
377 return NULL;
378 }
379
Geoff Lang5d64caf2014-02-11 10:23:34 -0500380 SamplerStateMap::iterator keyIter = mSamplerStateCache.find(samplerState);
381 if (keyIter != mSamplerStateCache.end())
daniel@transgaming.com8e4f5522013-01-11 04:07:53 +0000382 {
Geoff Lang5d64caf2014-02-11 10:23:34 -0500383 SamplerStateCounterPair &state = keyIter->second;
daniel@transgaming.com8e4f5522013-01-11 04:07:53 +0000384 state.second = mCounter++;
385 return state.first;
386 }
387 else
388 {
389 if (mSamplerStateCache.size() >= kMaxSamplerStates)
390 {
391 TRACE("Overflowed the limit of %u sampler states, removing the least recently used "
392 "to make room.", kMaxSamplerStates);
393
394 SamplerStateMap::iterator leastRecentlyUsed = mSamplerStateCache.begin();
395 for (SamplerStateMap::iterator i = mSamplerStateCache.begin(); i != mSamplerStateCache.end(); i++)
396 {
397 if (i->second.second < leastRecentlyUsed->second.second)
398 {
399 leastRecentlyUsed = i;
400 }
401 }
Geoff Langea228632013-07-30 15:17:12 -0400402 SafeRelease(leastRecentlyUsed->second.first);
daniel@transgaming.com8e4f5522013-01-11 04:07:53 +0000403 mSamplerStateCache.erase(leastRecentlyUsed);
404 }
405
406 D3D11_SAMPLER_DESC samplerDesc;
Geoff Langc82fc412013-07-10 14:43:42 -0400407 samplerDesc.Filter = gl_d3d11::ConvertFilter(samplerState.minFilter, samplerState.magFilter,
408 samplerState.maxAnisotropy, samplerState.compareMode);
daniel@transgaming.com8e4f5522013-01-11 04:07:53 +0000409 samplerDesc.AddressU = gl_d3d11::ConvertTextureWrap(samplerState.wrapS);
410 samplerDesc.AddressV = gl_d3d11::ConvertTextureWrap(samplerState.wrapT);
shannon.woods%transgaming.com@gtempaccount.com0b3a8df2013-04-13 03:44:51 +0000411 samplerDesc.AddressW = gl_d3d11::ConvertTextureWrap(samplerState.wrapR);
Nicolas Capense47e7362014-03-27 13:34:56 -0400412 samplerDesc.MipLODBias = 0;
daniel@transgaming.com8e4f5522013-01-11 04:07:53 +0000413 samplerDesc.MaxAnisotropy = samplerState.maxAnisotropy;
Geoff Langc82fc412013-07-10 14:43:42 -0400414 samplerDesc.ComparisonFunc = gl_d3d11::ConvertComparison(samplerState.compareFunc);
daniel@transgaming.com8e4f5522013-01-11 04:07:53 +0000415 samplerDesc.BorderColor[0] = 0.0f;
416 samplerDesc.BorderColor[1] = 0.0f;
417 samplerDesc.BorderColor[2] = 0.0f;
418 samplerDesc.BorderColor[3] = 0.0f;
Nicolas Capens35adc092014-04-11 17:49:31 -0400419 samplerDesc.MinLOD = samplerState.minLod;
420 samplerDesc.MaxLOD = samplerState.maxLod;
daniel@transgaming.com8e4f5522013-01-11 04:07:53 +0000421
422 ID3D11SamplerState *dx11SamplerState = NULL;
423 HRESULT result = mDevice->CreateSamplerState(&samplerDesc, &dx11SamplerState);
424 if (FAILED(result) || !dx11SamplerState)
425 {
426 ERR("Unable to create a ID3D11DepthStencilState, HRESULT: 0x%X.", result);
427 return NULL;
428 }
429
430 mSamplerStateCache.insert(std::make_pair(samplerState, std::make_pair(dx11SamplerState, mCounter++)));
431
daniel@transgaming.com8e4f5522013-01-11 04:07:53 +0000432 return dx11SamplerState;
433 }
434}
435
Geoff Langea228632013-07-30 15:17:12 -0400436}