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/****************************************************************************
**
** 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);
    }
}
}