/**************************************************************************** ** ** Copyright (C) 2008-2012 NVIDIA Corporation. ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of Qt 3D Studio. ** ** $QT_BEGIN_LICENSE:GPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3 or (at your option) any later version ** approved by the KDE Free Qt Foundation. The licenses are as published by ** the Free Software Foundation and appearing in the file LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "foundation/Qt3DSAllocator.h" #include "foundation/Qt3DSFoundation.h" #include "foundation/Qt3DSBroadcastingAllocator.h" #include "foundation/Qt3DSAtomic.h" #include "EASTL/vector.h" #include "render/Qt3DSRenderContext.h" #include "render/Qt3DSRenderDepthStencilState.h" #include "foundation/Qt3DSDataRef.h" namespace qt3ds { namespace render { NVRenderDepthStencilState::NVRenderDepthStencilState( NVRenderContextImpl &context, NVFoundationBase &fnd, bool enableDepth, bool depthMask, NVRenderBoolOp::Enum depthFunc, bool enableStencil, NVRenderStencilFunctionArgument &stencilFuncFront, NVRenderStencilFunctionArgument &stencilFuncBack, NVRenderStencilOperationArgument &depthStencilOpFront, NVRenderStencilOperationArgument &depthStencilOpBack) : m_Context(context) , m_Foundation(fnd) , mRefCount(0) , m_Backend(context.GetBackend()) , m_DepthEnabled(enableDepth) , m_DepthMask(depthMask) , m_DepthFunc(depthFunc) , m_StencilEnabled(enableStencil) , m_StencilFuncFront(stencilFuncFront) , m_StencilFuncBack(stencilFuncBack) , m_DepthStencilOpFront(depthStencilOpFront) , m_DepthStencilOpBack(depthStencilOpBack) { // create backend handle m_StateHandle = m_Backend->CreateDepthStencilState( enableDepth, depthMask, depthFunc, enableStencil, stencilFuncFront, stencilFuncBack, depthStencilOpFront, depthStencilOpBack); } NVRenderDepthStencilState::~NVRenderDepthStencilState() { if (m_StateHandle) { m_Context.StateDestroyed(*this); m_Backend->ReleaseDepthStencilState(m_StateHandle); } } NVRenderDepthStencilState * NVRenderDepthStencilState::Create(NVRenderContextImpl &context, bool enableDepth, bool depthMask, NVRenderBoolOp::Enum depthFunc, bool enableStencil, NVRenderStencilFunctionArgument &stencilFuncFront, NVRenderStencilFunctionArgument &stencilFuncBack, NVRenderStencilOperationArgument &depthStencilOpFront, NVRenderStencilOperationArgument &depthStencilOpBack) { return QT3DS_NEW(context.GetFoundation().getAllocator(), NVRenderDepthStencilState)( context, context.GetFoundation(), enableDepth, depthMask, depthFunc, enableStencil, stencilFuncFront, stencilFuncBack, depthStencilOpFront, depthStencilOpBack); } } }