public static void OMSetBlendState(this ID3D11DeviceContext context, ID3D11BlendState blendState, float[] blendFactor = null, uint sampleMask = 0xffffffff) { if (context == null) { throw new ArgumentNullException(nameof(context)); } if (blendState == null) { throw new ArgumentNullException(nameof(blendState)); } context.OMSetBlendState(blendState, blendFactor, sampleMask); }
public void GetPipelineResources( ref BlendStateDescription blendDesc, ref DepthStencilStateDescription dssDesc, ref RasterizerStateDescription rasterDesc, bool multisample, VertexLayoutDescription[] vertexLayouts, byte[] vsBytecode, out ID3D11BlendState blendState, out ID3D11DepthStencilState depthState, out ID3D11RasterizerState rasterState, out ID3D11InputLayout inputLayout) { lock (_lock) { blendState = GetBlendState(ref blendDesc); depthState = GetDepthStencilState(ref dssDesc); rasterState = GetRasterizerState(ref rasterDesc, multisample); inputLayout = GetInputLayout(vertexLayouts, vsBytecode); } }
public BlendState(ID3D11BlendState blendState) { _blendState = blendState; _blendFactor = new Color(1f, 1f, 1f, 1f); SampleMask = 0xffffffff;; }
protected override void SetPipelineStateImpl(PipelineState pipelineState) { var pipelineStateD3D11 = (PipelineStateD3D11)pipelineState; if (pipelineState.IsCompute) { var computeShader = pipelineStateD3D11.ComputeShader; D3D11Context.CSSetShader(computeShader); } else { var blendState = pipelineStateD3D11.BlendState; if (_boundBlendState != blendState) { _boundBlendState = blendState; D3D11Context.OMSetBlendState(blendState, _boundBlendColor); } var depthStencilState = pipelineStateD3D11.DepthStencilState; if (_boundDepthStencilState != depthStencilState) { _boundDepthStencilState = depthStencilState; D3D11Context.OMSetDepthStencilState(depthStencilState, _boundStencilReference); } var rasterizerState = pipelineStateD3D11.RasterizerState; if (_boundRasterizerState != rasterizerState) { _boundRasterizerState = rasterizerState; D3D11Context.RSSetState(rasterizerState); } var primitiveTopology = pipelineStateD3D11.PrimitiveTopology; if (_boundPrimitiveTopology != primitiveTopology) { _boundPrimitiveTopology = primitiveTopology; D3D11Context.IASetPrimitiveTopology(primitiveTopology); } var inputLayout = pipelineStateD3D11.InputLayout; if (_boundInputLayout != inputLayout) { _boundInputLayout = inputLayout; D3D11Context.IASetInputLayout(_boundInputLayout); } var vertexShader = pipelineStateD3D11.VertexShader; if (_boundVertexShader != vertexShader) { _boundVertexShader = vertexShader; D3D11Context.VSSetShader(vertexShader); } var geometryShader = pipelineStateD3D11.GeometryShader; if (_boundGeometryShader != geometryShader) { _boundGeometryShader = geometryShader; D3D11Context.GSSetShader(geometryShader); } var hullShader = pipelineStateD3D11.HullShader; if (_boundHullShader != hullShader) { _boundHullShader = hullShader; D3D11Context.HSSetShader(hullShader); } var domainShader = pipelineStateD3D11.DomainShader; if (_boundDomainShader != domainShader) { _boundDomainShader = domainShader; D3D11Context.DSSetShader(domainShader); } var pixelShader = pipelineStateD3D11.PixelShader; if (_boundPixelShader != pixelShader) { _boundPixelShader = pixelShader; D3D11Context.PSSetShader(pixelShader); } } }
internal D3D11BlendState(ID3D11BlendState blendState) { this.blendState = blendState; }
void CreateDeviceObjects() { var vertexShaderCode = @" cbuffer vertexBuffer : register(b0) { float4x4 ProjectionMatrix; }; struct VS_INPUT { float2 pos : POSITION; float4 col : COLOR0; float2 uv : TEXCOORD0; }; struct PS_INPUT { float4 pos : SV_POSITION; float4 col : COLOR0; float2 uv : TEXCOORD0; }; PS_INPUT main(VS_INPUT input) { PS_INPUT output; output.pos = mul(ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f)); output.col = input.col; output.uv = input.uv; return output; }"; Compiler.Compile(vertexShaderCode, "main", "vs", "vs_4_0", out vertexShaderBlob, out var errorBlob); if (vertexShaderBlob == null) { throw new Exception("error compiling vertex shader"); } vertexShader = device.CreateVertexShader(vertexShaderBlob.GetBytes()); var inputElements = new[] { new InputElementDescription("POSITION", 0, Format.R32G32_Float, 0, 0, InputClassification.PerVertexData, 0), new InputElementDescription("TEXCOORD", 0, Format.R32G32_Float, 8, 0, InputClassification.PerVertexData, 0), new InputElementDescription("COLOR", 0, Format.R8G8B8A8_UNorm, 16, 0, InputClassification.PerVertexData, 0), }; inputLayout = device.CreateInputLayout(inputElements, vertexShaderBlob); var constBufferDesc = new BufferDescription { SizeInBytes = VertexConstantBufferSize, Usage = Vortice.Direct3D11.Usage.Dynamic, BindFlags = BindFlags.ConstantBuffer, CpuAccessFlags = CpuAccessFlags.Write }; constantBuffer = device.CreateBuffer(constBufferDesc); var pixelShaderCode = @"struct PS_INPUT { float4 pos : SV_POSITION; float4 col : COLOR0; float2 uv : TEXCOORD0; }; sampler sampler0; Texture2D texture0; float4 main(PS_INPUT input) : SV_Target { float4 out_col = input.col * texture0.Sample(sampler0, input.uv); return out_col; }"; Compiler.Compile(pixelShaderCode, "main", "ps", "ps_4_0", out pixelShaderBlob, out errorBlob); if (pixelShaderBlob == null) { throw new Exception("error compiling pixel shader"); } pixelShader = device.CreatePixelShader(pixelShaderBlob.GetBytes()); var blendDesc = new BlendDescription { AlphaToCoverageEnable = false }; blendDesc.RenderTarget[0] = new RenderTargetBlendDescription { IsBlendEnabled = true, SourceBlend = Blend.SourceAlpha, DestinationBlend = Blend.InverseSourceAlpha, BlendOperation = BlendOperation.Add, SourceBlendAlpha = Blend.InverseSourceAlpha, DestinationBlendAlpha = Blend.Zero, BlendOperationAlpha = BlendOperation.Add, RenderTargetWriteMask = ColorWriteEnable.All }; blendState = device.CreateBlendState(blendDesc); var rasterDesc = new RasterizerDescription { FillMode = FillMode.Solid, CullMode = CullMode.None, ScissorEnable = true, DepthClipEnable = true }; rasterizerState = device.CreateRasterizerState(rasterDesc); var stencilOpDesc = new DepthStencilOperationDescription(StencilOperation.Keep, StencilOperation.Keep, StencilOperation.Keep, ComparisonFunction.Always); var depthDesc = new DepthStencilDescription { DepthEnable = false, DepthWriteMask = DepthWriteMask.All, DepthFunc = ComparisonFunction.Always, StencilEnable = false, FrontFace = stencilOpDesc, BackFace = stencilOpDesc }; depthStencilState = device.CreateDepthStencilState(depthDesc); CreateFontsTexture(); }
public bool Init(IntPtr WindowHandle) { var factory = DXGI.CreateDXGIFactory1 <IDXGIFactory1>(); var adapter = factory.GetAdapter1(0); var monitor = adapter.GetOutput(0); var modes = monitor.GetDisplayModeList(Format.R8G8B8A8_UNorm, DisplayModeEnumerationFlags.Interlaced); var rational = new Rational(0, 1); var adapterDescription = adapter.Description; //VideoCardMemory = adapterDescription.DedicatedVideoMemory >> 10 >> 10; //VideoCardDescription = adapterDescription.Description.Trim('\0'); monitor.Dispose(); adapter.Dispose(); var swapChainDesc = new SwapChainDescription() { BufferCount = 2, BufferDescription = new ModeDescription(1920, 1080, rational, Format.R8G8B8A8_UNorm), Usage = Usage.RenderTargetOutput, OutputWindow = WindowHandle, SampleDescription = new SampleDescription(1, 0), IsWindowed = true, Flags = SwapChainFlags.None, SwapEffect = SwapEffect.Discard }; // Create Device and DeviceContext ID3D11Device TempDevice = null; ID3D11DeviceContext TempDeviceContext = null; D3D11.D3D11CreateDevice(adapter, DriverType.Hardware, DeviceCreationFlags.None, null, out TempDevice, out TempDeviceContext); Device = TempDevice.QueryInterface <ID3D11Device1>(); DeviceContext = TempDeviceContext.QueryInterface <ID3D11DeviceContext1>(); TempDevice.Dispose(); TempDeviceContext.Dispose(); // Create SwapChain SwapChain = factory.CreateSwapChain(Device, swapChainDesc); factory.MakeWindowAssociation(WindowHandle, WindowAssociationFlags.IgnoreAltEnter); var backBuffer = SwapChain.GetBuffer <ID3D11Texture2D>(0); m_RenderTargetView = Device.CreateRenderTargetView(backBuffer); backBuffer.Dispose(); // Create blend state BlendDescription bsd = new BlendDescription() { AlphaToCoverageEnable = false,//true, IndependentBlendEnable = false, }; bsd.RenderTarget[0].BlendOperationAlpha = BlendOperation.Add; bsd.RenderTarget[0].BlendOperation = BlendOperation.Add; bsd.RenderTarget[0].DestinationBlendAlpha = Blend.One; bsd.RenderTarget[0].DestinationBlend = Blend.InverseSourceAlpha; bsd.RenderTarget[0].IsBlendEnabled = true; bsd.RenderTarget[0].RenderTargetWriteMask = ColorWriteEnable.All; bsd.RenderTarget[0].SourceBlendAlpha = Blend.Zero; bsd.RenderTarget[0].SourceBlend = Blend.SourceAlpha; bsd.AlphaToCoverageEnable = true; ID3D11BlendState bsAlpha = Device.CreateBlendState(bsd); // Set Blend State DeviceContext.OMSetBlendState(bsAlpha); BuildDepthStencilView(1920, 1080); // Create rasterizers m_RSDesc = new RasterizerDescription() { AntialiasedLineEnable = false, CullMode = CullMode.Back, DepthBias = 0, DepthBiasClamp = .0f, DepthClipEnable = false, FillMode = FillMode.Solid, FrontCounterClockwise = true, MultisampleEnable = true, ScissorEnable = false, SlopeScaledDepthBias = .0f }; m_RSCullSolid = Device.CreateRasterizerState(m_RSDesc); m_RSDesc.CullMode = CullMode.None; m_RSSolid = Device.CreateRasterizerState(m_RSDesc); m_RSDesc.FillMode = FillMode.Wireframe; m_RSWireFrame = Device.CreateRasterizerState(m_RSDesc); m_RSDesc.CullMode = CullMode.Back; m_RSCullWireFrame = Device.CreateRasterizerState(m_RSDesc); UpdateRasterizer(); return(true); }
internal D3D11BlendState(ID3D11BlendState blendState) { this.blendState = blendState; }