mirror of https://github.com/AxioDL/boo.git
D3D-native depth conventions
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parent
01649d42f6
commit
4c8e36f3e3
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@ -500,7 +500,7 @@ class D3D11ShaderPipeline : public IShaderPipeline
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CD3D11_DEPTH_STENCIL_DESC dsDesc(D3D11_DEFAULT);
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dsDesc.DepthEnable = depthTest;
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dsDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK(depthWrite);
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dsDesc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
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dsDesc.DepthFunc = D3D11_COMPARISON_GREATER;
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ThrowIfFailed(ctx->m_dev->CreateDepthStencilState(&dsDesc, &m_dsState));
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CD3D11_BLEND_DESC blDesc(D3D11_DEFAULT);
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@ -915,7 +915,7 @@ struct D3D11CommandQueue : IGraphicsCommandQueue
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if (render)
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m_deferredCtx->ClearRenderTargetView(m_boundTarget->m_rtv.Get(), m_clearColor);
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if (depth)
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m_deferredCtx->ClearDepthStencilView(m_boundTarget->m_dsv.Get(), D3D11_CLEAR_DEPTH, 1.0, 0);
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m_deferredCtx->ClearDepthStencilView(m_boundTarget->m_dsv.Get(), D3D11_CLEAR_DEPTH, 0.0f, 0);
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}
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void draw(size_t start, size_t count)
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@ -644,10 +644,11 @@ class D3D12ShaderPipeline : public IShaderPipeline
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desc.BlendState.RenderTarget[0].DestBlend = BLEND_FACTOR_TABLE[int(dstFac)];
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}
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desc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
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desc.RasterizerState.FrontCounterClockwise = TRUE;
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if (!backfaceCulling)
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desc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
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desc.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC(D3D12_DEFAULT);
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desc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL;
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desc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_GREATER;
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if (!depthTest)
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desc.DepthStencilState.DepthEnable = false;
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if (!depthWrite)
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@ -1198,7 +1199,7 @@ struct D3D12CommandQueue : IGraphicsCommandQueue
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if (depth)
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{
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CD3DX12_CPU_DESCRIPTOR_HANDLE handle(m_boundTarget->m_dsvHeap->GetCPUDescriptorHandleForHeapStart());
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m_cmdList->ClearDepthStencilView(handle, D3D12_CLEAR_FLAG_DEPTH, 1.0, 0, 0, nullptr);
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m_cmdList->ClearDepthStencilView(handle, D3D12_CLEAR_FLAG_DEPTH, 0.0f, 0, 0, nullptr);
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}
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}
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