ebiten/internal/graphicsdriver/directx/graphics11_windows.go
2023-11-06 12:11:38 +09:00

735 lines
20 KiB
Go

// 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 recgonize 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) NeedsRestoring() bool {
return false
}
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) {
vs, ps, offsets := hlsl.Compile(program)
vsh, psh, err := compileShader(vs, ps)
if err != nil {
return nil, err
}
s := &shader11{
graphics: g,
id: g.genNextShaderID(),
uniformTypes: program.Uniforms,
uniformOffsets: offsets,
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) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.ShaderImageCount]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.ShaderImageCount]*_ID3D11ShaderResourceView{}
g.deviceContext.PSSetShaderResources(0, srvs[:])
dst := g.images[dstID]
var srcs [graphics.ShaderImageCount]*image11
for i, id := range srcIDs {
img := g.images[id]
if img == nil {
continue
}
srcs[i] = img
}
w, h := dst.internalSize()
g.deviceContext.RSSetViewports([]_D3D11_VIEWPORT{
{
TopLeftX: 0,
TopLeftY: 0,
Width: float32(w),
Height: float32(h),
MinDepth: 0,
MaxDepth: 1,
},
})
if err := dst.setAsRenderTarget(fillRule != graphicsdriver.FillAll); 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.FillAll {
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.FillAll:
g.deviceContext.DrawIndexed(uint32(dstRegion.IndexCount), uint32(indexOffset), 0)
case graphicsdriver.NonZero:
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.EvenOdd:
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.FillAll {
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
}