// Copyright 2023 The Ebitengine Authors // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. package directx import ( "fmt" "math" "unsafe" "golang.org/x/sys/windows" "github.com/hajimehoshi/ebiten/v2/internal/graphics" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver" "github.com/hajimehoshi/ebiten/v2/internal/shaderir" "github.com/hajimehoshi/ebiten/v2/internal/shaderir/hlsl" ) var inputElementDescsForDX11 = []_D3D11_INPUT_ELEMENT_DESC{ { SemanticName: &([]byte("POSITION\000"))[0], SemanticIndex: 0, Format: _DXGI_FORMAT_R32G32_FLOAT, InputSlot: 0, AlignedByteOffset: _D3D11_APPEND_ALIGNED_ELEMENT, InputSlotClass: _D3D11_INPUT_PER_VERTEX_DATA, InstanceDataStepRate: 0, }, { SemanticName: &([]byte("TEXCOORD\000"))[0], SemanticIndex: 0, Format: _DXGI_FORMAT_R32G32_FLOAT, InputSlot: 0, AlignedByteOffset: _D3D11_APPEND_ALIGNED_ELEMENT, InputSlotClass: _D3D11_INPUT_PER_VERTEX_DATA, InstanceDataStepRate: 0, }, { SemanticName: &([]byte("COLOR\000"))[0], SemanticIndex: 0, Format: _DXGI_FORMAT_R32G32B32A32_FLOAT, InputSlot: 0, AlignedByteOffset: _D3D11_APPEND_ALIGNED_ELEMENT, InputSlotClass: _D3D11_INPUT_PER_VERTEX_DATA, InstanceDataStepRate: 0, }, } func blendFactorToBlend11(f graphicsdriver.BlendFactor, alpha bool) _D3D11_BLEND { switch f { case graphicsdriver.BlendFactorZero: return _D3D11_BLEND_ZERO case graphicsdriver.BlendFactorOne: return _D3D11_BLEND_ONE case graphicsdriver.BlendFactorSourceColor: if alpha { return _D3D11_BLEND_SRC_ALPHA } return _D3D11_BLEND_SRC_COLOR case graphicsdriver.BlendFactorOneMinusSourceColor: if alpha { return _D3D11_BLEND_INV_SRC_ALPHA } return _D3D11_BLEND_INV_SRC_COLOR case graphicsdriver.BlendFactorSourceAlpha: return _D3D11_BLEND_SRC_ALPHA case graphicsdriver.BlendFactorOneMinusSourceAlpha: return _D3D11_BLEND_INV_SRC_ALPHA case graphicsdriver.BlendFactorDestinationColor: if alpha { return _D3D11_BLEND_DEST_ALPHA } return _D3D11_BLEND_DEST_COLOR case graphicsdriver.BlendFactorOneMinusDestinationColor: if alpha { return _D3D11_BLEND_INV_DEST_ALPHA } return _D3D11_BLEND_INV_DEST_COLOR case graphicsdriver.BlendFactorDestinationAlpha: return _D3D11_BLEND_DEST_ALPHA case graphicsdriver.BlendFactorOneMinusDestinationAlpha: return _D3D11_BLEND_INV_DEST_ALPHA case graphicsdriver.BlendFactorSourceAlphaSaturated: return _D3D11_BLEND_SRC_ALPHA_SAT default: panic(fmt.Sprintf("directx: invalid blend factor: %d", f)) } } func blendOperationToBlendOp11(o graphicsdriver.BlendOperation) _D3D11_BLEND_OP { switch o { case graphicsdriver.BlendOperationAdd: return _D3D11_BLEND_OP_ADD case graphicsdriver.BlendOperationSubtract: return _D3D11_BLEND_OP_SUBTRACT case graphicsdriver.BlendOperationReverseSubtract: return _D3D11_BLEND_OP_REV_SUBTRACT case graphicsdriver.BlendOperationMin: return _D3D11_BLEND_OP_MIN case graphicsdriver.BlendOperationMax: return _D3D11_BLEND_OP_MAX default: panic(fmt.Sprintf("directx: invalid blend operation: %d", o)) } } type blendStateKey struct { blend graphicsdriver.Blend writeMask uint8 } type graphics11 struct { graphicsInfra *graphicsInfra featureLevel _D3D_FEATURE_LEVEL device *_ID3D11Device deviceContext *_ID3D11DeviceContext images map[graphicsdriver.ImageID]*image11 screenImage *image11 nextImageID graphicsdriver.ImageID shaders map[graphicsdriver.ShaderID]*shader11 nextShaderID graphicsdriver.ShaderID vertexBuffer *_ID3D11Buffer vertexBufferSizeInBytes uint32 indexBuffer *_ID3D11Buffer indexBufferSizeInBytes uint32 rasterizerState *_ID3D11RasterizerState samplerState *_ID3D11SamplerState blendStates map[blendStateKey]*_ID3D11BlendState depthStencilStates map[stencilMode]*_ID3D11DepthStencilState vsyncEnabled bool window windows.HWND newScreenWidth int newScreenHeight int } func newGraphics11(useWARP bool, useDebugLayer bool) (gr11 *graphics11, ferr error) { g := &graphics11{ vsyncEnabled: true, } driverType := _D3D_DRIVER_TYPE_HARDWARE if useWARP { driverType = _D3D_DRIVER_TYPE_WARP } var flags _D3D11_CREATE_DEVICE_FLAG if useDebugLayer { flags |= _D3D11_CREATE_DEVICE_DEBUG } // Avoid _D3D_FEATURE_LEVEL_11_1 as DirectX 11.0 doesn't recognize this. // Avoid _D3D_FEATURE_LEVEL_9_* for some shaders features (#1431). featureLevels := []_D3D_FEATURE_LEVEL{ _D3D_FEATURE_LEVEL_11_0, _D3D_FEATURE_LEVEL_10_1, _D3D_FEATURE_LEVEL_10_0, } // Apparently, adapter must be nil if the driver type is not unknown. This is not documented explicitly. // https://learn.microsoft.com/en-us/windows/win32/api/d3d11/nf-d3d11-d3d11createdevice d, fl, ctx, err := _D3D11CreateDevice(nil, driverType, 0, uint32(flags), featureLevels, true, true) if err != nil { return nil, err } g.device = (*_ID3D11Device)(d) g.featureLevel = fl g.deviceContext = (*_ID3D11DeviceContext)(ctx) // Get IDXGIFactory from the current device and use it, instead of CreateDXGIFactory. // Or, MakeWindowAssociation doesn't work well (#2661). dd, err := g.device.QueryInterface(&_IID_IDXGIDevice) if err != nil { return nil, err } dxgiDevice := (*_IDXGIDevice)(dd) defer dxgiDevice.Release() dxgiAdapter, err := dxgiDevice.GetAdapter() if err != nil { return nil, err } defer dxgiAdapter.Release() df, err := dxgiAdapter.GetParent(&_IID_IDXGIFactory) if err != nil { return nil, err } dxgiFactory := (*_IDXGIFactory)(df) gi, err := newGraphicsInfra(dxgiFactory) if err != nil { return nil, err } g.graphicsInfra = gi defer func() { if ferr != nil { g.graphicsInfra.release() g.graphicsInfra = nil } }() g.deviceContext.IASetPrimitiveTopology(_D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST) // Set the rasterizer state. if g.rasterizerState == nil { rs, err := g.device.CreateRasterizerState(&_D3D11_RASTERIZER_DESC{ FillMode: _D3D11_FILL_SOLID, CullMode: _D3D11_CULL_NONE, FrontCounterClockwise: 0, DepthBias: 0, DepthBiasClamp: 0, SlopeScaledDepthBias: 0, DepthClipEnable: 0, ScissorEnable: 1, MultisampleEnable: 0, AntialiasedLineEnable: 0, }) if err != nil { return nil, err } g.rasterizerState = rs } g.deviceContext.RSSetState(g.rasterizerState) // Set the sampler state. if g.samplerState == nil { s, err := g.device.CreateSamplerState(&_D3D11_SAMPLER_DESC{ Filter: _D3D11_FILTER_MIN_MAG_MIP_POINT, AddressU: _D3D11_TEXTURE_ADDRESS_WRAP, AddressV: _D3D11_TEXTURE_ADDRESS_WRAP, AddressW: _D3D11_TEXTURE_ADDRESS_WRAP, ComparisonFunc: _D3D11_COMPARISON_NEVER, MinLOD: -math.MaxFloat32, MaxLOD: math.MaxFloat32, }) if err != nil { return nil, err } g.samplerState = s } g.deviceContext.PSSetSamplers(0, []*_ID3D11SamplerState{g.samplerState}) return g, nil } func (g *graphics11) Initialize() error { return nil } func (g *graphics11) Begin() error { return nil } func (g *graphics11) End(present bool) error { if !present { return nil } if err := g.graphicsInfra.present(g.vsyncEnabled); err != nil { return err } if g.newScreenWidth != 0 && g.newScreenHeight != 0 { if g.screenImage != nil { // ResizeBuffer requires all the related resources released, // so release the swapchain's buffer. // Do not dispose the screen image itself since the image's ID is still used. g.screenImage.disposeBuffers() } if err := g.graphicsInfra.resizeSwapChain(g.newScreenWidth, g.newScreenHeight); err != nil { return err } t, err := g.graphicsInfra.getBuffer(0, &_IID_ID3D11Texture2D) if err != nil { return err } g.screenImage.width = g.newScreenWidth g.screenImage.height = g.newScreenHeight g.screenImage.texture = (*_ID3D11Texture2D)(t) g.newScreenWidth = 0 g.newScreenHeight = 0 } return nil } func (g *graphics11) SetWindow(window uintptr) { g.window = windows.HWND(window) // TODO: need to update the swap chain? } func (g *graphics11) SetTransparent(transparent bool) { // TODO: Implement this? } func (g *graphics11) SetVertices(vertices []float32, indices []uint32) error { if size := pow2(uint32(len(vertices)) * uint32(unsafe.Sizeof(vertices[0]))); g.vertexBufferSizeInBytes < size { if g.vertexBuffer != nil { g.vertexBuffer.Release() g.vertexBuffer = nil } b, err := g.device.CreateBuffer(&_D3D11_BUFFER_DESC{ ByteWidth: size, Usage: _D3D11_USAGE_DYNAMIC, BindFlags: uint32(_D3D11_BIND_VERTEX_BUFFER), CPUAccessFlags: uint32(_D3D11_CPU_ACCESS_WRITE), }, nil) if err != nil { return err } g.vertexBuffer = b g.vertexBufferSizeInBytes = size g.deviceContext.IASetVertexBuffers(0, []*_ID3D11Buffer{g.vertexBuffer}, []uint32{graphics.VertexFloatCount * uint32(unsafe.Sizeof(vertices[0]))}, []uint32{0}) } if size := pow2(uint32(len(indices)) * uint32(unsafe.Sizeof(indices[0]))); g.indexBufferSizeInBytes < size { if g.indexBuffer != nil { g.indexBuffer.Release() g.indexBuffer = nil } b, err := g.device.CreateBuffer(&_D3D11_BUFFER_DESC{ ByteWidth: size, Usage: _D3D11_USAGE_DYNAMIC, BindFlags: uint32(_D3D11_BIND_INDEX_BUFFER), CPUAccessFlags: uint32(_D3D11_CPU_ACCESS_WRITE), }, nil) if err != nil { return err } g.indexBuffer = b g.indexBufferSizeInBytes = size g.deviceContext.IASetIndexBuffer(g.indexBuffer, _DXGI_FORMAT_R32_UINT, 0) } // Copy the vertices data. { var mapped _D3D11_MAPPED_SUBRESOURCE if err := g.deviceContext.Map(unsafe.Pointer(g.vertexBuffer), 0, _D3D11_MAP_WRITE_DISCARD, 0, &mapped); err != nil { return err } copy(unsafe.Slice((*float32)(mapped.pData), len(vertices)), vertices) g.deviceContext.Unmap(unsafe.Pointer(g.vertexBuffer), 0) } // Copy the indices data. { var mapped _D3D11_MAPPED_SUBRESOURCE if err := g.deviceContext.Map(unsafe.Pointer(g.indexBuffer), 0, _D3D11_MAP_WRITE_DISCARD, 0, &mapped); err != nil { return err } copy(unsafe.Slice((*uint32)(mapped.pData), len(indices)), indices) g.deviceContext.Unmap(unsafe.Pointer(g.indexBuffer), 0) } return nil } func (g *graphics11) NewImage(width, height int) (graphicsdriver.Image, error) { t, err := g.device.CreateTexture2D(&_D3D11_TEXTURE2D_DESC{ Width: uint32(graphics.InternalImageSize(width)), Height: uint32(graphics.InternalImageSize(height)), MipLevels: 1, // 0 doesn't work when shrinking the image. ArraySize: 1, Format: _DXGI_FORMAT_R8G8B8A8_UNORM, SampleDesc: _DXGI_SAMPLE_DESC{ Count: 1, Quality: 0, }, Usage: _D3D11_USAGE_DEFAULT, BindFlags: uint32(_D3D11_BIND_SHADER_RESOURCE | _D3D11_BIND_RENDER_TARGET), CPUAccessFlags: 0, MiscFlags: 0, }, nil) if err != nil { return nil, err } i := &image11{ graphics: g, id: g.genNextImageID(), width: width, height: height, texture: t, } g.addImage(i) return i, nil } func (g *graphics11) NewScreenFramebufferImage(width, height int) (graphicsdriver.Image, error) { imageWidth := width imageHeight := height if g.screenImage != nil { imageWidth = g.screenImage.width imageHeight = g.screenImage.height g.screenImage.Dispose() g.screenImage = nil } if g.graphicsInfra.isSwapChainInited() { g.newScreenWidth, g.newScreenHeight = width, height } else { if err := g.graphicsInfra.initSwapChain(width, height, unsafe.Pointer(g.device), g.window); err != nil { return nil, err } } t, err := g.graphicsInfra.getBuffer(0, &_IID_ID3D11Texture2D) if err != nil { return nil, err } i := &image11{ graphics: g, id: g.genNextImageID(), width: imageWidth, height: imageHeight, screen: true, texture: (*_ID3D11Texture2D)(t), } g.addImage(i) g.screenImage = i return i, nil } func (g *graphics11) addImage(img *image11) { if g.images == nil { g.images = map[graphicsdriver.ImageID]*image11{} } if _, ok := g.images[img.id]; ok { panic(fmt.Sprintf("directx: image ID %d was already registered", img.id)) } g.images[img.id] = img } func (g *graphics11) removeImage(image *image11) { delete(g.images, image.id) } func (g *graphics11) SetVsyncEnabled(enabled bool) { g.vsyncEnabled = enabled } func (g *graphics11) NeedsClearingScreen() bool { // TODO: Confirm this is really true. return true } func (g *graphics11) MaxImageSize() int { switch g.featureLevel { case _D3D_FEATURE_LEVEL_10_0: return 8192 case _D3D_FEATURE_LEVEL_10_1: return 8192 case _D3D_FEATURE_LEVEL_11_0: return 16384 default: panic(fmt.Sprintf("directx: invalid feature level: 0x%x", g.featureLevel)) } } func (g *graphics11) NewShader(program *shaderir.Program) (graphicsdriver.Shader, error) { vsh, psh, err := compileShader(program) if err != nil { return nil, err } s := &shader11{ graphics: g, id: g.genNextShaderID(), uniformTypes: program.Uniforms, uniformOffsets: hlsl.CalcUniformMemoryOffsets(program), vertexShaderBlob: vsh, pixelShaderBlob: psh, } g.addShader(s) return s, nil } func (g *graphics11) addShader(s *shader11) { if g.shaders == nil { g.shaders = map[graphicsdriver.ShaderID]*shader11{} } if _, ok := g.shaders[s.id]; ok { panic(fmt.Sprintf("directx: shader ID %d was already registered", s.id)) } g.shaders[s.id] = s } func (g *graphics11) removeShader(s *shader11) { s.disposeImpl() delete(g.shaders, s.id) } func (g *graphics11) setAsRenderTargets(dsts []*image11, useStencil bool) error { var rtvs []*_ID3D11RenderTargetView var dsv *_ID3D11DepthStencilView for _, dst := range dsts { // Ignore a nil image in case of MRT if dst == nil { rtvs = append(rtvs, nil) continue } if dst.renderTargetView == nil { rtv, err := g.device.CreateRenderTargetView(unsafe.Pointer(dst.texture), nil) if err != nil { return err } dst.renderTargetView = rtv } rtvs = append(rtvs, dst.renderTargetView) if !useStencil || dsv != nil { continue } if dst.screen { return fmt.Errorf("directx: a stencil buffer is not available for a screen image") } if dst.stencil == nil { w, h := dst.internalSize() s, err := g.device.CreateTexture2D(&_D3D11_TEXTURE2D_DESC{ Width: uint32(w), Height: uint32(h), MipLevels: 0, ArraySize: 1, Format: _DXGI_FORMAT_D24_UNORM_S8_UINT, SampleDesc: _DXGI_SAMPLE_DESC{ Count: 1, Quality: 0, }, Usage: _D3D11_USAGE_DEFAULT, BindFlags: uint32(_D3D11_BIND_DEPTH_STENCIL), CPUAccessFlags: 0, MiscFlags: 0, }, nil) if err != nil { return err } dst.stencil = s } if dst.stencilView == nil { sv, err := g.device.CreateDepthStencilView(unsafe.Pointer(dst.stencil), nil) if err != nil { return err } dst.stencilView = sv } dsv = dst.stencilView } g.deviceContext.OMSetRenderTargets(rtvs, dsv) if useStencil { g.deviceContext.ClearDepthStencilView(dsv, uint8(_D3D11_CLEAR_STENCIL), 0, 0) } return nil } func (g *graphics11) DrawTriangles(dstIDs [graphics.ShaderDstImageCount]graphicsdriver.ImageID, srcIDs [graphics.ShaderSrcImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms []uint32, fillRule graphicsdriver.FillRule) error { // Remove bound textures first. This is needed to avoid warnings on the debugger. g.deviceContext.OMSetRenderTargets([]*_ID3D11RenderTargetView{nil}, nil) srvs := [graphics.ShaderSrcImageCount]*_ID3D11ShaderResourceView{} g.deviceContext.PSSetShaderResources(0, srvs[:]) var dsts [graphics.ShaderDstImageCount]*image11 var vp _D3D11_VIEWPORT var targetCount int firstTarget := -1 for i, id := range dstIDs { img := g.images[id] if img == nil { continue } if firstTarget == -1 { firstTarget = i } dsts[i] = img w, h := img.internalSize() vp = _D3D11_VIEWPORT{ TopLeftX: 0, TopLeftY: 0, Width: float32(w), Height: float32(h), MinDepth: 0, MaxDepth: 1, } targetCount++ } var srcs [graphics.ShaderSrcImageCount]*image11 for i, id := range srcIDs { img := g.images[id] if img == nil { continue } srcs[i] = img } // If the number of targets is more than one, or if the only target is the first one, then // it is safe to assume that MRT is used. // Also, it only matters in order to specify empty targets/viewports when not all slots are // being filled, even though it's not a MRT scenario. if targetCount > 1 || firstTarget > 0 { targetCount = graphics.ShaderDstImageCount } g.deviceContext.RSSetViewports([]_D3D11_VIEWPORT{vp}) if err := g.setAsRenderTargets(dsts[:targetCount], fillRule != graphicsdriver.FillRuleFillAll); err != nil { return err } // Set the shader parameters. shader := g.shaders[shaderID] if err := shader.use(uniforms, srcs); err != nil { return err } if fillRule == graphicsdriver.FillRuleFillAll { bs, err := g.blendState(blend, noStencil) if err != nil { return err } g.deviceContext.OMSetBlendState(bs, nil, 0xffffffff) dss, err := g.depthStencilState(noStencil) if err != nil { return err } g.deviceContext.OMSetDepthStencilState(dss, 0) } for _, dstRegion := range dstRegions { g.deviceContext.RSSetScissorRects([]_D3D11_RECT{ { left: int32(dstRegion.Region.Min.X), top: int32(dstRegion.Region.Min.Y), right: int32(dstRegion.Region.Max.X), bottom: int32(dstRegion.Region.Max.Y), }, }) switch fillRule { case graphicsdriver.FillRuleFillAll: g.deviceContext.DrawIndexed(uint32(dstRegion.IndexCount), uint32(indexOffset), 0) case graphicsdriver.FillRuleNonZero: bs, err := g.blendState(blend, incrementStencil) if err != nil { return err } g.deviceContext.OMSetBlendState(bs, nil, 0xffffffff) dss, err := g.depthStencilState(incrementStencil) if err != nil { return err } g.deviceContext.OMSetDepthStencilState(dss, 0) g.deviceContext.DrawIndexed(uint32(dstRegion.IndexCount), uint32(indexOffset), 0) case graphicsdriver.FillRuleEvenOdd: bs, err := g.blendState(blend, invertStencil) if err != nil { return err } g.deviceContext.OMSetBlendState(bs, nil, 0xffffffff) dss, err := g.depthStencilState(invertStencil) if err != nil { return err } g.deviceContext.OMSetDepthStencilState(dss, 0) g.deviceContext.DrawIndexed(uint32(dstRegion.IndexCount), uint32(indexOffset), 0) } if fillRule != graphicsdriver.FillRuleFillAll { bs, err := g.blendState(blend, drawWithStencil) if err != nil { return err } g.deviceContext.OMSetBlendState(bs, nil, 0xffffffff) dss, err := g.depthStencilState(drawWithStencil) if err != nil { return err } g.deviceContext.OMSetDepthStencilState(dss, 0) g.deviceContext.DrawIndexed(uint32(dstRegion.IndexCount), uint32(indexOffset), 0) } indexOffset += dstRegion.IndexCount } return nil } func (g *graphics11) genNextImageID() graphicsdriver.ImageID { g.nextImageID++ return g.nextImageID } func (g *graphics11) genNextShaderID() graphicsdriver.ShaderID { g.nextShaderID++ return g.nextShaderID } func (g *graphics11) blendState(blend graphicsdriver.Blend, stencilMode stencilMode) (*_ID3D11BlendState, error) { var writeMask uint8 if stencilMode == noStencil || stencilMode == drawWithStencil { writeMask = uint8(_D3D11_COLOR_WRITE_ENABLE_ALL) } key := blendStateKey{ blend: blend, writeMask: writeMask, } if bs, ok := g.blendStates[key]; ok { return bs, nil } bs, err := g.device.CreateBlendState(&_D3D11_BLEND_DESC{ AlphaToCoverageEnable: 0, IndependentBlendEnable: 0, RenderTarget: [8]_D3D11_RENDER_TARGET_BLEND_DESC{ { BlendEnable: 1, SrcBlend: blendFactorToBlend11(blend.BlendFactorSourceRGB, false), DestBlend: blendFactorToBlend11(blend.BlendFactorDestinationRGB, false), BlendOp: blendOperationToBlendOp11(blend.BlendOperationRGB), SrcBlendAlpha: blendFactorToBlend11(blend.BlendFactorSourceAlpha, true), DestBlendAlpha: blendFactorToBlend11(blend.BlendFactorDestinationAlpha, true), BlendOpAlpha: blendOperationToBlendOp11(blend.BlendOperationAlpha), RenderTargetWriteMask: writeMask, }, }, }) if err != nil { return nil, err } if g.blendStates == nil { g.blendStates = map[blendStateKey]*_ID3D11BlendState{} } g.blendStates[key] = bs return bs, nil } func (g *graphics11) depthStencilState(mode stencilMode) (*_ID3D11DepthStencilState, error) { if s, ok := g.depthStencilStates[mode]; ok { return s, nil } desc := &_D3D11_DEPTH_STENCIL_DESC{ DepthEnable: 0, DepthWriteMask: _D3D11_DEPTH_WRITE_MASK_ALL, DepthFunc: _D3D11_COMPARISON_LESS, StencilEnable: 0, StencilReadMask: _D3D11_DEFAULT_STENCIL_READ_MASK, StencilWriteMask: _D3D11_DEFAULT_STENCIL_WRITE_MASK, FrontFace: _D3D11_DEPTH_STENCILOP_DESC{ StencilFailOp: _D3D11_STENCIL_OP_KEEP, StencilDepthFailOp: _D3D11_STENCIL_OP_KEEP, StencilPassOp: _D3D11_STENCIL_OP_KEEP, StencilFunc: _D3D11_COMPARISON_ALWAYS, }, BackFace: _D3D11_DEPTH_STENCILOP_DESC{ StencilFailOp: _D3D11_STENCIL_OP_KEEP, StencilDepthFailOp: _D3D11_STENCIL_OP_KEEP, StencilPassOp: _D3D11_STENCIL_OP_KEEP, StencilFunc: _D3D11_COMPARISON_ALWAYS, }, } switch mode { case incrementStencil: desc.StencilEnable = 1 desc.FrontFace.StencilPassOp = _D3D11_STENCIL_OP_INCR desc.BackFace.StencilPassOp = _D3D11_STENCIL_OP_DECR case invertStencil: desc.StencilEnable = 1 desc.FrontFace.StencilPassOp = _D3D11_STENCIL_OP_INVERT desc.BackFace.StencilPassOp = _D3D11_STENCIL_OP_INVERT case drawWithStencil: desc.StencilEnable = 1 desc.FrontFace.StencilFunc = _D3D11_COMPARISON_NOT_EQUAL desc.BackFace.StencilFunc = _D3D11_COMPARISON_NOT_EQUAL } s, err := g.device.CreateDepthStencilState(desc) if err != nil { return nil, err } if g.depthStencilStates == nil { g.depthStencilStates = map[stencilMode]*_ID3D11DepthStencilState{} } g.depthStencilStates[mode] = s return s, nil }