// // Copyright (c) 2013 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // Clear11.cpp: Framebuffer clear utility class. #include "libANGLE/renderer/d3d/d3d11/Clear11.h" #include #include "libANGLE/FramebufferAttachment.h" #include "libANGLE/formatutils.h" #include "libANGLE/renderer/d3d/FramebufferD3D.h" #include "libANGLE/renderer/d3d/d3d11/Renderer11.h" #include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h" #include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h" #include "libANGLE/renderer/d3d/d3d11/formatutils11.h" // Precompiled shaders #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearfloat11vs.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearfloat11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearfloat11_fl9ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearuint11vs.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearuint11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearsint11vs.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearsint11ps.h" namespace rx { template static void ApplyVertices(const gl::Extents &framebufferSize, const gl::Rectangle *scissor, const gl::Color &color, float depth, void *buffer) { d3d11::PositionDepthColorVertex *vertices = reinterpret_cast*>(buffer); float depthClear = gl::clamp01(depth); float left = -1.0f; float right = 1.0f; float top = -1.0f; float bottom = 1.0f; // Clip the quad coordinates to the scissor if needed if (scissor != NULL) { left = std::max(left, (scissor->x / float(framebufferSize.width)) * 2.0f - 1.0f); right = std::min(right, ((scissor->x + scissor->width) / float(framebufferSize.width)) * 2.0f - 1.0f); top = std::max(top, ((framebufferSize.height - scissor->y - scissor->height) / float(framebufferSize.height)) * 2.0f - 1.0f); bottom = std::min(bottom, ((framebufferSize.height - scissor->y) / float(framebufferSize.height)) * 2.0f - 1.0f); } d3d11::SetPositionDepthColorVertex(vertices + 0, left, bottom, depthClear, color); d3d11::SetPositionDepthColorVertex(vertices + 1, left, top, depthClear, color); d3d11::SetPositionDepthColorVertex(vertices + 2, right, bottom, depthClear, color); d3d11::SetPositionDepthColorVertex(vertices + 3, right, top, depthClear, color); } template Clear11::ClearShader Clear11::CreateClearShader(ID3D11Device *device, DXGI_FORMAT colorType, const BYTE (&vsByteCode)[vsSize], const BYTE (&psByteCode)[psSize]) { HRESULT result; ClearShader shader = { 0 }; D3D11_INPUT_ELEMENT_DESC quadLayout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 0, colorType, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; result = device->CreateInputLayout(quadLayout, ArraySize(quadLayout), vsByteCode, vsSize, &shader.inputLayout); ASSERT(SUCCEEDED(result)); result = device->CreateVertexShader(vsByteCode, vsSize, NULL, &shader.vertexShader); ASSERT(SUCCEEDED(result)); result = device->CreatePixelShader(psByteCode, psSize, NULL, &shader.pixelShader); ASSERT(SUCCEEDED(result)); return shader; } Clear11::Clear11(Renderer11 *renderer) : mRenderer(renderer), mClearBlendStates(StructLessThan), mClearDepthStencilStates(StructLessThan), mVertexBuffer(NULL), mRasterizerState(NULL), mSupportsClearView(false) { HRESULT result; ID3D11Device *device = renderer->getDevice(); D3D11_BUFFER_DESC vbDesc; vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4; vbDesc.Usage = D3D11_USAGE_DYNAMIC; vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; vbDesc.MiscFlags = 0; vbDesc.StructureByteStride = 0; result = device->CreateBuffer(&vbDesc, NULL, &mVertexBuffer); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mVertexBuffer, "Clear11 masked clear vertex buffer"); D3D11_RASTERIZER_DESC rsDesc; rsDesc.FillMode = D3D11_FILL_SOLID; rsDesc.CullMode = D3D11_CULL_NONE; rsDesc.FrontCounterClockwise = FALSE; rsDesc.DepthBias = 0; rsDesc.DepthBiasClamp = 0.0f; rsDesc.SlopeScaledDepthBias = 0.0f; rsDesc.DepthClipEnable = TRUE; rsDesc.ScissorEnable = FALSE; rsDesc.MultisampleEnable = FALSE; rsDesc.AntialiasedLineEnable = FALSE; result = device->CreateRasterizerState(&rsDesc, &mRasterizerState); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mRasterizerState, "Clear11 masked clear rasterizer state"); if (renderer->getFeatureLevel() <= D3D_FEATURE_LEVEL_9_3) { mFloatClearShader = CreateClearShader(device, DXGI_FORMAT_R32G32B32A32_FLOAT, g_VS_ClearFloat, g_PS_ClearFloat_FL9); } else { mFloatClearShader = CreateClearShader(device, DXGI_FORMAT_R32G32B32A32_FLOAT, g_VS_ClearFloat, g_PS_ClearFloat); } if (renderer->isES3Capable()) { mUintClearShader = CreateClearShader(device, DXGI_FORMAT_R32G32B32A32_UINT, g_VS_ClearUint, g_PS_ClearUint ); mIntClearShader = CreateClearShader(device, DXGI_FORMAT_R32G32B32A32_SINT, g_VS_ClearSint, g_PS_ClearSint ); } #if defined(ANGLE_ENABLE_D3D11_1) if (renderer->getDeviceContext1IfSupported()) { D3D11_FEATURE_DATA_D3D11_OPTIONS d3d11Options; device->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS, &d3d11Options, sizeof(D3D11_FEATURE_DATA_D3D11_OPTIONS)); mSupportsClearView = (d3d11Options.ClearView != FALSE); } #endif } Clear11::~Clear11() { for (ClearBlendStateMap::iterator i = mClearBlendStates.begin(); i != mClearBlendStates.end(); i++) { SafeRelease(i->second); } mClearBlendStates.clear(); SafeRelease(mFloatClearShader.inputLayout); SafeRelease(mFloatClearShader.vertexShader); SafeRelease(mFloatClearShader.pixelShader); if (mRenderer->isES3Capable()) { SafeRelease(mUintClearShader.inputLayout); SafeRelease(mUintClearShader.vertexShader); SafeRelease(mUintClearShader.pixelShader); SafeRelease(mIntClearShader.inputLayout); SafeRelease(mIntClearShader.vertexShader); SafeRelease(mIntClearShader.pixelShader); } for (ClearDepthStencilStateMap::iterator i = mClearDepthStencilStates.begin(); i != mClearDepthStencilStates.end(); i++) { SafeRelease(i->second); } mClearDepthStencilStates.clear(); SafeRelease(mVertexBuffer); SafeRelease(mRasterizerState); } gl::Error Clear11::clearFramebuffer(const ClearParameters &clearParams, const gl::Framebuffer::Data &fboData) { const auto &colorAttachments = fboData.mColorAttachments; const auto &drawBufferStates = fboData.mDrawBufferStates; const auto *depthAttachment = fboData.mDepthAttachment; const auto *stencilAttachment = fboData.mStencilAttachment; ASSERT(colorAttachments.size() == drawBufferStates.size()); // Iterate over the color buffers which require clearing and determine if they can be // cleared with ID3D11DeviceContext::ClearRenderTargetView or ID3D11DeviceContext1::ClearView. // This requires: // 1) The render target is being cleared to a float value (will be cast to integer when clearing integer // render targets as expected but does not work the other way around) // 2) The format of the render target has no color channels that are currently masked out. // Clear the easy-to-clear buffers on the spot and accumulate the ones that require special work. // // If these conditions are met, and: // - No scissored clear is needed, then clear using ID3D11DeviceContext::ClearRenderTargetView. // - A scissored clear is needed then clear using ID3D11DeviceContext1::ClearView if available. // Otherwise draw a quad. // // Also determine if the depth stencil can be cleared with ID3D11DeviceContext::ClearDepthStencilView // by checking if the stencil write mask covers the entire stencil. // // To clear the remaining buffers, quads must be drawn containing an int, uint or float vertex color // attribute. gl::Extents framebufferSize; auto iter = std::find_if(colorAttachments.begin(), colorAttachments.end(), [](const gl::FramebufferAttachment *attachment) { return attachment != nullptr; }); if (iter != colorAttachments.end()) { framebufferSize.width = (*iter)->getWidth(); framebufferSize.height = (*iter)->getHeight(); framebufferSize.depth = 1; } else if (depthAttachment != nullptr) { framebufferSize.width = depthAttachment->getWidth(); framebufferSize.height = depthAttachment->getHeight(); framebufferSize.depth = 1; } else if (stencilAttachment != nullptr) { framebufferSize.width = stencilAttachment->getWidth(); framebufferSize.height = stencilAttachment->getHeight(); framebufferSize.depth = 1; } else { UNREACHABLE(); return gl::Error(GL_INVALID_OPERATION); } if (clearParams.scissorEnabled && (clearParams.scissor.x >= framebufferSize.width || clearParams.scissor.y >= framebufferSize.height || clearParams.scissor.x + clearParams.scissor.width <= 0 || clearParams.scissor.y + clearParams.scissor.height <= 0)) { // Scissor is enabled and the scissor rectangle is outside the renderbuffer return gl::Error(GL_NO_ERROR); } bool needScissoredClear = clearParams.scissorEnabled && (clearParams.scissor.x > 0 || clearParams.scissor.y > 0 || clearParams.scissor.x + clearParams.scissor.width < framebufferSize.width || clearParams.scissor.y + clearParams.scissor.height < framebufferSize.height); std::vector maskedClearRenderTargets; RenderTarget11* maskedClearDepthStencil = NULL; ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); ID3D11DeviceContext1 *deviceContext1 = mRenderer->getDeviceContext1IfSupported(); for (size_t colorAttachment = 0; colorAttachment < colorAttachments.size(); colorAttachment++) { if (clearParams.clearColor[colorAttachment] && colorAttachments[colorAttachment] != nullptr && drawBufferStates[colorAttachment] != GL_NONE) { const gl::FramebufferAttachment *attachment = colorAttachments[colorAttachment]; RenderTarget11 *renderTarget = NULL; gl::Error error = d3d11::GetAttachmentRenderTarget(attachment, &renderTarget); if (error.isError()) { return error; } const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(attachment->getInternalFormat()); if (clearParams.colorClearType == GL_FLOAT && !(formatInfo.componentType == GL_FLOAT || formatInfo.componentType == GL_UNSIGNED_NORMALIZED || formatInfo.componentType == GL_SIGNED_NORMALIZED)) { ERR("It is undefined behaviour to clear a render buffer which is not normalized fixed point or floating-" "point to floating point values (color attachment %u has internal format 0x%X).", colorAttachment, attachment->getInternalFormat()); } if ((formatInfo.redBits == 0 || !clearParams.colorMaskRed) && (formatInfo.greenBits == 0 || !clearParams.colorMaskGreen) && (formatInfo.blueBits == 0 || !clearParams.colorMaskBlue) && (formatInfo.alphaBits == 0 || !clearParams.colorMaskAlpha)) { // Every channel either does not exist in the render target or is masked out continue; } else if ((!mSupportsClearView && needScissoredClear) || clearParams.colorClearType != GL_FLOAT || (formatInfo.redBits > 0 && !clearParams.colorMaskRed) || (formatInfo.greenBits > 0 && !clearParams.colorMaskGreen) || (formatInfo.blueBits > 0 && !clearParams.colorMaskBlue) || (formatInfo.alphaBits > 0 && !clearParams.colorMaskAlpha)) { // A masked clear is required, or a scissored clear is required and ID3D11DeviceContext1::ClearView is unavailable MaskedRenderTarget maskAndRt; bool clearColor = clearParams.clearColor[colorAttachment]; maskAndRt.colorMask[0] = (clearColor && clearParams.colorMaskRed); maskAndRt.colorMask[1] = (clearColor && clearParams.colorMaskGreen); maskAndRt.colorMask[2] = (clearColor && clearParams.colorMaskBlue); maskAndRt.colorMask[3] = (clearColor && clearParams.colorMaskAlpha); maskAndRt.renderTarget = renderTarget; maskedClearRenderTargets.push_back(maskAndRt); } else { // ID3D11DeviceContext::ClearRenderTargetView or ID3D11DeviceContext1::ClearView is possible ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView(); if (!framebufferRTV) { return gl::Error(GL_OUT_OF_MEMORY, "Internal render target view pointer unexpectedly null."); } const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(renderTarget->getDXGIFormat()); // Check if the actual format has a channel that the internal format does not and set them to the // default values const float clearValues[4] = { ((formatInfo.redBits == 0 && dxgiFormatInfo.redBits > 0) ? 0.0f : clearParams.colorFClearValue.red), ((formatInfo.greenBits == 0 && dxgiFormatInfo.greenBits > 0) ? 0.0f : clearParams.colorFClearValue.green), ((formatInfo.blueBits == 0 && dxgiFormatInfo.blueBits > 0) ? 0.0f : clearParams.colorFClearValue.blue), ((formatInfo.alphaBits == 0 && dxgiFormatInfo.alphaBits > 0) ? 1.0f : clearParams.colorFClearValue.alpha), }; if (needScissoredClear) { #if defined(ANGLE_ENABLE_D3D11_1) // We shouldn't reach here if deviceContext1 is unavailable. ASSERT(deviceContext1); D3D11_RECT rect; rect.left = clearParams.scissor.x; rect.right = clearParams.scissor.x + clearParams.scissor.width; rect.top = clearParams.scissor.y; rect.bottom = clearParams.scissor.y + clearParams.scissor.height; deviceContext1->ClearView(framebufferRTV, clearValues, &rect, 1); #endif } else { deviceContext->ClearRenderTargetView(framebufferRTV, clearValues); } } } } if (clearParams.clearDepth || clearParams.clearStencil) { const gl::FramebufferAttachment *attachment = (depthAttachment != nullptr) ? depthAttachment : stencilAttachment; ASSERT(attachment != nullptr); RenderTarget11 *renderTarget = NULL; gl::Error error = d3d11::GetAttachmentRenderTarget(attachment, &renderTarget); if (error.isError()) { return error; } const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(renderTarget->getDXGIFormat()); unsigned int stencilUnmasked = (stencilAttachment != nullptr) ? (1 << dxgiFormatInfo.stencilBits) - 1 : 0; bool needMaskedStencilClear = clearParams.clearStencil && (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked; if (needScissoredClear || needMaskedStencilClear) { maskedClearDepthStencil = renderTarget; } else { ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView(); if (!framebufferDSV) { return gl::Error(GL_OUT_OF_MEMORY, "Internal depth stencil view pointer unexpectedly null."); } UINT clearFlags = (clearParams.clearDepth ? D3D11_CLEAR_DEPTH : 0) | (clearParams.clearStencil ? D3D11_CLEAR_STENCIL : 0); FLOAT depthClear = gl::clamp01(clearParams.depthClearValue); UINT8 stencilClear = clearParams.stencilClearValue & 0xFF; deviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear); } } if (maskedClearRenderTargets.size() > 0 || maskedClearDepthStencil) { // To clear the render targets and depth stencil in one pass: // // Render a quad clipped to the scissor rectangle which draws the clear color and a blend // state that will perform the required color masking. // // The quad's depth is equal to the depth clear value with a depth stencil state that // will enable or disable depth test/writes if the depth buffer should be cleared or not. // // The rasterizer state's stencil is set to always pass or fail based on if the stencil // should be cleared or not with a stencil write mask of the stencil clear value. // // ====================================================================================== // // Luckily, the gl spec (ES 3.0.2 pg 183) states that the results of clearing a render- // buffer that is not normalized fixed point or floating point with floating point values // are undefined so we can just write floats to them and D3D11 will bit cast them to // integers. // // Also, we don't have to worry about attempting to clear a normalized fixed/floating point // buffer with integer values because there is no gl API call which would allow it, // glClearBuffer* calls only clear a single renderbuffer at a time which is verified to // be a compatible clear type. // Bind all the render targets which need clearing ASSERT(maskedClearRenderTargets.size() <= mRenderer->getRendererCaps().maxDrawBuffers); std::vector rtvs(maskedClearRenderTargets.size()); for (unsigned int i = 0; i < maskedClearRenderTargets.size(); i++) { RenderTarget11 *renderTarget = maskedClearRenderTargets[i].renderTarget; ID3D11RenderTargetView *rtv = renderTarget->getRenderTargetView(); if (!rtv) { return gl::Error(GL_OUT_OF_MEMORY, "Internal render target view pointer unexpectedly null."); } rtvs[i] = rtv; } ID3D11DepthStencilView *dsv = maskedClearDepthStencil ? maskedClearDepthStencil->getDepthStencilView() : NULL; ID3D11BlendState *blendState = getBlendState(maskedClearRenderTargets); const FLOAT blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; const UINT sampleMask = 0xFFFFFFFF; ID3D11DepthStencilState *dsState = getDepthStencilState(clearParams); const UINT stencilClear = clearParams.stencilClearValue & 0xFF; // Set the vertices UINT vertexStride = 0; const UINT startIdx = 0; const ClearShader* shader = NULL; D3D11_MAPPED_SUBRESOURCE mappedResource; HRESULT result = deviceContext->Map(mVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); if (FAILED(result)) { return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal masked clear vertex buffer, HRESULT: 0x%X.", result); } const gl::Rectangle *scissorPtr = clearParams.scissorEnabled ? &clearParams.scissor : NULL; switch (clearParams.colorClearType) { case GL_FLOAT: ApplyVertices(framebufferSize, scissorPtr, clearParams.colorFClearValue, clearParams.depthClearValue, mappedResource.pData); vertexStride = sizeof(d3d11::PositionDepthColorVertex); shader = &mFloatClearShader; break; case GL_UNSIGNED_INT: ApplyVertices(framebufferSize, scissorPtr, clearParams.colorUIClearValue, clearParams.depthClearValue, mappedResource.pData); vertexStride = sizeof(d3d11::PositionDepthColorVertex); shader = &mUintClearShader; break; case GL_INT: ApplyVertices(framebufferSize, scissorPtr, clearParams.colorIClearValue, clearParams.depthClearValue, mappedResource.pData); vertexStride = sizeof(d3d11::PositionDepthColorVertex); shader = &mIntClearShader; break; default: UNREACHABLE(); break; } deviceContext->Unmap(mVertexBuffer, 0); // Set the viewport to be the same size as the framebuffer D3D11_VIEWPORT viewport; viewport.TopLeftX = 0; viewport.TopLeftY = 0; viewport.Width = framebufferSize.width; viewport.Height = framebufferSize.height; viewport.MinDepth = 0; viewport.MaxDepth = 1; deviceContext->RSSetViewports(1, &viewport); // Apply state deviceContext->OMSetBlendState(blendState, blendFactors, sampleMask); deviceContext->OMSetDepthStencilState(dsState, stencilClear); deviceContext->RSSetState(mRasterizerState); // Apply shaders deviceContext->IASetInputLayout(shader->inputLayout); deviceContext->VSSetShader(shader->vertexShader, NULL, 0); deviceContext->PSSetShader(shader->pixelShader, NULL, 0); deviceContext->GSSetShader(NULL, NULL, 0); // Apply vertex buffer deviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &vertexStride, &startIdx); deviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); // Apply render targets deviceContext->OMSetRenderTargets(rtvs.size(), (rtvs.empty() ? NULL : &rtvs[0]), dsv); // Draw the clear quad deviceContext->Draw(4, 0); // Clean up mRenderer->markAllStateDirty(); } return gl::Error(GL_NO_ERROR); } ID3D11BlendState *Clear11::getBlendState(const std::vector& rts) { ClearBlendInfo blendKey = { 0 }; for (unsigned int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++) { if (i < rts.size()) { RenderTarget11 *rt = rts[i].renderTarget; const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(rt->getInternalFormat()); blendKey.maskChannels[i][0] = (rts[i].colorMask[0] && formatInfo.redBits > 0); blendKey.maskChannels[i][1] = (rts[i].colorMask[1] && formatInfo.greenBits > 0); blendKey.maskChannels[i][2] = (rts[i].colorMask[2] && formatInfo.blueBits > 0); blendKey.maskChannels[i][3] = (rts[i].colorMask[3] && formatInfo.alphaBits > 0); } else { blendKey.maskChannels[i][0] = false; blendKey.maskChannels[i][1] = false; blendKey.maskChannels[i][2] = false; blendKey.maskChannels[i][3] = false; } } ClearBlendStateMap::const_iterator i = mClearBlendStates.find(blendKey); if (i != mClearBlendStates.end()) { return i->second; } else { D3D11_BLEND_DESC blendDesc = { 0 }; blendDesc.AlphaToCoverageEnable = FALSE; blendDesc.IndependentBlendEnable = (rts.size() > 1) ? TRUE : FALSE; for (unsigned int j = 0; j < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; j++) { blendDesc.RenderTarget[j].BlendEnable = FALSE; blendDesc.RenderTarget[j].RenderTargetWriteMask = gl_d3d11::ConvertColorMask(blendKey.maskChannels[j][0], blendKey.maskChannels[j][1], blendKey.maskChannels[j][2], blendKey.maskChannels[j][3]); } ID3D11Device *device = mRenderer->getDevice(); ID3D11BlendState* blendState = NULL; HRESULT result = device->CreateBlendState(&blendDesc, &blendState); if (FAILED(result) || !blendState) { ERR("Unable to create a ID3D11BlendState, HRESULT: 0x%X.", result); return NULL; } mClearBlendStates[blendKey] = blendState; return blendState; } } ID3D11DepthStencilState *Clear11::getDepthStencilState(const ClearParameters &clearParams) { ClearDepthStencilInfo dsKey = { 0 }; dsKey.clearDepth = clearParams.clearDepth; dsKey.clearStencil = clearParams.clearStencil; dsKey.stencilWriteMask = clearParams.stencilWriteMask & 0xFF; ClearDepthStencilStateMap::const_iterator i = mClearDepthStencilStates.find(dsKey); if (i != mClearDepthStencilStates.end()) { return i->second; } else { D3D11_DEPTH_STENCIL_DESC dsDesc = { 0 }; dsDesc.DepthEnable = dsKey.clearDepth ? TRUE : FALSE; dsDesc.DepthWriteMask = dsKey.clearDepth ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO; dsDesc.DepthFunc = D3D11_COMPARISON_ALWAYS; dsDesc.StencilEnable = dsKey.clearStencil ? TRUE : FALSE; dsDesc.StencilReadMask = 0; dsDesc.StencilWriteMask = dsKey.stencilWriteMask; dsDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_REPLACE; dsDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_REPLACE; dsDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE; dsDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; dsDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_REPLACE; dsDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_REPLACE; dsDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE; dsDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS; ID3D11Device *device = mRenderer->getDevice(); ID3D11DepthStencilState* dsState = NULL; HRESULT result = device->CreateDepthStencilState(&dsDesc, &dsState); if (FAILED(result) || !dsState) { ERR("Unable to create a ID3D11DepthStencilState, HRESULT: 0x%X.", result); return NULL; } mClearDepthStencilStates[dsKey] = dsState; return dsState; } } }