Examples: DirectX10: Apply depth-stencil state like DirectX11 example (#640, #636)

This commit is contained in:
ocornut 2016-05-07 20:57:38 +02:00
parent 656b1e848c
commit 2ef766a1ce

View File

@ -34,6 +34,7 @@ static ID3D10SamplerState* g_pFontSampler = NULL;
static ID3D10ShaderResourceView*g_pFontTextureView = NULL; static ID3D10ShaderResourceView*g_pFontTextureView = NULL;
static ID3D10RasterizerState* g_pRasterizerState = NULL; static ID3D10RasterizerState* g_pRasterizerState = NULL;
static ID3D10BlendState* g_pBlendState = NULL; static ID3D10BlendState* g_pBlendState = NULL;
static ID3D10DepthStencilState* g_pDepthStencilState = NULL;
static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000; static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
struct VERTEX_CONSTANT_BUFFER struct VERTEX_CONSTANT_BUFFER
@ -125,6 +126,8 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
ID3D10BlendState* BlendState; ID3D10BlendState* BlendState;
FLOAT BlendFactor[4]; FLOAT BlendFactor[4];
UINT SampleMask; UINT SampleMask;
UINT StencilRef;
ID3D10DepthStencilState* DepthStencilState;
ID3D10ShaderResourceView* PSShaderResource; ID3D10ShaderResourceView* PSShaderResource;
ID3D10SamplerState* PSSampler; ID3D10SamplerState* PSSampler;
ID3D10PixelShader* PS; ID3D10PixelShader* PS;
@ -141,6 +144,7 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
ctx->RSGetViewports(&old.ViewportsCount, old.Viewports); ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
ctx->RSGetState(&old.RS); ctx->RSGetState(&old.RS);
ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask); ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
ctx->PSGetShaderResources(0, 1, &old.PSShaderResource); ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
ctx->PSGetSamplers(0, 1, &old.PSSampler); ctx->PSGetSamplers(0, 1, &old.PSSampler);
ctx->PSGetShader(&old.PS); ctx->PSGetShader(&old.PS);
@ -176,6 +180,7 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
// Setup render state // Setup render state
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff); ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
ctx->RSSetState(g_pRasterizerState); ctx->RSSetState(g_pRasterizerState);
// Render command lists // Render command lists
@ -208,6 +213,7 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
ctx->RSSetViewports(old.ViewportsCount, old.Viewports); ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
ctx->RSSetState(old.RS); if (old.RS) old.RS->Release(); ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release(); ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release(); ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release(); ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
ctx->PSSetShader(old.PS); if (old.PS) old.PS->Release(); ctx->PSSetShader(old.PS); if (old.PS) old.PS->Release();
@ -447,6 +453,20 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState); g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
} }
// Create depth-stencil State
{
D3D10_DEPTH_STENCIL_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.DepthEnable = false;
desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL;
desc.DepthFunc = D3D10_COMPARISON_ALWAYS;
desc.StencilEnable = false;
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
desc.BackFace = desc.FrontFace;
g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
}
ImGui_ImplDX10_CreateFontsTexture(); ImGui_ImplDX10_CreateFontsTexture();
return true; return true;
@ -463,6 +483,7 @@ void ImGui_ImplDX10_InvalidateDeviceObjects()
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; } if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; } if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; } if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; } if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }