diff --git a/src/Refresh_Driver_D3D11.c b/src/Refresh_Driver_D3D11.c index 8260079..02b1c53 100644 --- a/src/Refresh_Driver_D3D11.c +++ b/src/Refresh_Driver_D3D11.c @@ -973,26 +973,26 @@ static ID3D11DepthStencilState* D3D11_INTERNAL_FetchDepthStencilState( */ dsDesc.DepthEnable = depthStencilState.depthTestEnable; dsDesc.StencilEnable = depthStencilState.stencilTestEnable; - dsDesc.DepthFunc = depthStencilState.compareOp; + dsDesc.DepthFunc = RefreshToD3D11_CompareOp[depthStencilState.compareOp]; dsDesc.DepthWriteMask = ( depthStencilState.depthWriteEnable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO ); - dsDesc.BackFace.StencilFunc = depthStencilState.backStencilState.compareOp; - dsDesc.BackFace.StencilDepthFailOp = depthStencilState.backStencilState.depthFailOp; - dsDesc.BackFace.StencilFailOp = depthStencilState.backStencilState.failOp; - dsDesc.BackFace.StencilPassOp = depthStencilState.backStencilState.passOp; + dsDesc.BackFace.StencilFunc = RefreshToD3D11_CompareOp[depthStencilState.backStencilState.compareOp]; + dsDesc.BackFace.StencilDepthFailOp = RefreshToD3D11_CompareOp[depthStencilState.backStencilState.depthFailOp]; + dsDesc.BackFace.StencilFailOp = RefreshToD3D11_CompareOp[depthStencilState.backStencilState.failOp]; + dsDesc.BackFace.StencilPassOp = RefreshToD3D11_CompareOp[depthStencilState.backStencilState.passOp]; - dsDesc.FrontFace.StencilFunc = depthStencilState.frontStencilState.compareOp; - dsDesc.FrontFace.StencilDepthFailOp = depthStencilState.frontStencilState.depthFailOp; - dsDesc.FrontFace.StencilFailOp = depthStencilState.frontStencilState.failOp; - dsDesc.FrontFace.StencilPassOp = depthStencilState.frontStencilState.passOp; + dsDesc.FrontFace.StencilFunc = RefreshToD3D11_CompareOp[depthStencilState.frontStencilState.compareOp]; + dsDesc.FrontFace.StencilDepthFailOp = RefreshToD3D11_CompareOp[depthStencilState.frontStencilState.depthFailOp]; + dsDesc.FrontFace.StencilFailOp = RefreshToD3D11_CompareOp[depthStencilState.frontStencilState.failOp]; + dsDesc.FrontFace.StencilPassOp = RefreshToD3D11_CompareOp[depthStencilState.frontStencilState.passOp]; /* FIXME: D3D11 doesn't have separate read/write masks for each stencil side. What should we do? */ - dsDesc.StencilReadMask = depthStencilState.backStencilState.compareMask; - dsDesc.StencilWriteMask = depthStencilState.backStencilState.writeMask; + dsDesc.StencilReadMask = depthStencilState.frontStencilState.compareMask; + dsDesc.StencilWriteMask = depthStencilState.frontStencilState.writeMask; /* FIXME: What do we do with these? * depthStencilState.depthBoundsTestEnable @@ -1233,7 +1233,8 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline( pipeline->depthStencilAttachmentFormat = RefreshToD3D11_TextureFormat[ pipelineCreateInfo->attachmentInfo.depthStencilFormat ]; - pipeline->stencilRef = pipelineCreateInfo->depthStencilState.backStencilState.reference; /* FIXME: Should we use front or back? */ + /* FIXME: D3D11 doesn't have separate references for each stencil side. What should we do? */ + pipeline->stencilRef = pipelineCreateInfo->depthStencilState.frontStencilState.reference; /* Rasterizer */ @@ -1471,7 +1472,7 @@ static Refresh_Texture* D3D11_CreateTexture( desc2D.CPUAccessFlags = 0; desc2D.Format = format; desc2D.MipLevels = textureCreateInfo->levelCount; - desc2D.MiscFlags = 0; + desc2D.MiscFlags = textureCreateInfo->isCube ? D3D11_RESOURCE_MISC_TEXTURECUBE : 0; desc2D.SampleDesc.Count = RefreshToD3D11_SampleCount[textureCreateInfo->sampleCount]; desc2D.SampleDesc.Quality = 0; desc2D.Usage = D3D11_USAGE_DEFAULT; @@ -2568,6 +2569,74 @@ static ID3D11RenderTargetView* D3D11_INTERNAL_FetchRTV( return rtv; } +static ID3D11DepthStencilView* D3D11_INTERNAL_FetchDSV( + D3D11Renderer* renderer, + Refresh_DepthStencilAttachmentInfo* info +) { + D3D11Texture *texture = (D3D11Texture*)info->texture; + D3D11TargetView *targetView; + D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc; + ID3D11DepthStencilView *dsv; + HRESULT res; + + /* Does this target already exist? */ + for (uint32_t i = 0; i < texture->targetViewCount; i += 1) + { + targetView = &texture->targetViews[i]; + + if ( targetView->depth == info->depth && + targetView->layer == info->layer && + targetView->level == info->level ) + { + return (ID3D11DepthStencilView*) targetView->view; + } + } + + /* Let's create a new DSV! */ + dsvDesc.Format = RefreshToD3D11_TextureFormat[texture->format]; + dsvDesc.Flags = 0; + if (texture->isCube) + { + dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY; /* FIXME: MSAA? */ + dsvDesc.Texture2DArray.ArraySize = 6; + dsvDesc.Texture2DArray.FirstArraySlice = 0; + dsvDesc.Texture2DArray.MipSlice = info->level; + } + else + { + dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; + dsvDesc.Texture2D.MipSlice = info->level; + } + + res = ID3D11Device_CreateDepthStencilView( + renderer->device, + texture->handle, + &dsvDesc, + &dsv + ); + ERROR_CHECK_RETURN("Could not create DSV!", NULL); + + /* Create the D3D11TargetView to wrap our new DSV */ + if (texture->targetViewCount == texture->targetViewCapacity) + { + texture->targetViewCapacity *= 2; + texture->targetViews = SDL_realloc( + texture->targetViews, + sizeof(D3D11TargetView) * texture->targetViewCapacity + ); + } + + targetView = &texture->targetViews[texture->targetViewCount]; + targetView->depth = info->depth; + targetView->layer = info->layer; + targetView->level = info->level; + targetView->view = (ID3D11View*) dsv; + + texture->targetViewCount += 1; + + return dsv; +} + static void D3D11_BeginRenderPass( Refresh_Renderer *driverData, Refresh_CommandBuffer *commandBuffer, @@ -2601,10 +2670,10 @@ static void D3D11_BeginRenderPass( /* Get the DSV for the depth stencil attachment, if applicable */ if (depthStencilAttachmentInfo != NULL) { - NOT_IMPLEMENTED - //d3d11CommandBuffer->dsView = D3D11_INTERNAL_FetchDSV( - // &depthStencilAttachmentInfo - //); + d3d11CommandBuffer->dsView = D3D11_INTERNAL_FetchDSV( + renderer, + depthStencilAttachmentInfo + ); } /* Actually set the RTs */