D3D12: Apply blend state to render pipeline
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@ -14,10 +14,12 @@
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#include "backend/d3d12/RenderPipelineD3D12.h"
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#include "backend/d3d12/BlendStateD3D12.h"
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#include "backend/d3d12/D3D12Backend.h"
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#include "backend/d3d12/DepthStencilStateD3D12.h"
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#include "backend/d3d12/InputStateD3D12.h"
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#include "backend/d3d12/ShaderModuleD3D12.h"
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#include "backend/d3d12/TextureD3D12.h"
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#include "backend/d3d12/PipelineLayoutD3D12.h"
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#include "common/Assert.h"
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@ -142,27 +144,33 @@ namespace d3d12 {
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descriptor.RasterizerState.ForcedSampleCount = 0;
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descriptor.RasterizerState.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
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RenderPass* renderPass = ToBackend(GetRenderPass());
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auto& subpassInfo = renderPass->GetSubpassInfo(GetSubPass());
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if (subpassInfo.depthStencilAttachmentSet) {
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const auto& attachmentInfo = renderPass->GetAttachmentInfo(subpassInfo.depthStencilAttachment);
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descriptor.DSVFormat = D3D12TextureFormat(attachmentInfo.format);
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}
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unsigned int attachmentCount = 0;
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for (unsigned int attachmentSlot : IterateBitSet(subpassInfo.colorAttachmentsSet)) {
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uint32_t attachment = subpassInfo.colorAttachments[attachmentSlot];
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const auto& attachmentInfo = renderPass->GetAttachmentInfo(attachment);
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descriptor.RTVFormats[attachmentSlot] = D3D12TextureFormat(attachmentInfo.format);
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descriptor.BlendState.RenderTarget[attachmentSlot] = ToBackend(GetBlendState(attachmentSlot))->GetD3D12BlendDesc();
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attachmentCount = attachmentSlot + 1;
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}
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descriptor.NumRenderTargets = attachmentCount;
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descriptor.BlendState.AlphaToCoverageEnable = FALSE;
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descriptor.BlendState.IndependentBlendEnable = FALSE;
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descriptor.BlendState.RenderTarget[0].BlendEnable = FALSE;
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descriptor.BlendState.RenderTarget[0].LogicOpEnable = FALSE;
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descriptor.BlendState.RenderTarget[0].SrcBlend = D3D12_BLEND_ONE;
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descriptor.BlendState.RenderTarget[0].DestBlend = D3D12_BLEND_ZERO;
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descriptor.BlendState.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
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descriptor.BlendState.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE;
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descriptor.BlendState.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;
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descriptor.BlendState.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
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descriptor.BlendState.RenderTarget[0].LogicOp = D3D12_LOGIC_OP_NOOP;
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descriptor.BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
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descriptor.BlendState.IndependentBlendEnable = TRUE;
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DepthStencilState* depthStencilState = ToBackend(GetDepthStencilState());
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descriptor.DepthStencilState = depthStencilState->GetD3D12DepthStencilDescriptor();
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descriptor.SampleMask = UINT_MAX;
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descriptor.PrimitiveTopologyType = D3D12PrimitiveTopologyType(GetPrimitiveTopology());
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descriptor.NumRenderTargets = 1;
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descriptor.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
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descriptor.DSVFormat = DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
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descriptor.SampleDesc.Count = 1;
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Device* device = ToBackend(builder->GetDevice());
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