SOL9 2.0 Class: D3D12BlendDesc
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Source code
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* D3D12BlendDesc.h
*
*****************************************************************************/
// 2016/09/25
#pragma once
#include <d3d12.h>
namespace SOL {
class D3D12BlendDesc {
private:
D3D12_BLEND_DESC desc;
D3D12_RENDER_TARGET_BLEND_DESC rtbDesc;
public:
D3D12BlendDesc()
{
memset(&desc, 0, sizeof(desc));
//D3D12_BLEND_DESC defaultRenderTargetBlendDesc
//D3D12_RENDER_TARGET_BLEND_DESC rtbDesc;
memset(&rtbDesc, 0, sizeof(rtbDesc));
rtbDesc.BlendEnable = FALSE;
rtbDesc.LogicOpEnable = FALSE;
rtbDesc.SrcBlend = D3D12_BLEND_ONE;
rtbDesc.DestBlend = D3D12_BLEND_ZERO;
rtbDesc.BlendOp = D3D12_BLEND_OP_ADD;
rtbDesc.SrcBlendAlpha = D3D12_BLEND_ONE;
rtbDesc.DestBlendAlpha = D3D12_BLEND_ZERO;
rtbDesc.BlendOpAlpha = D3D12_BLEND_OP_ADD;
rtbDesc.LogicOp = D3D12_LOGIC_OP_NOOP;
rtbDesc.RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
desc.AlphaToCoverageEnable = false;
desc.IndependentBlendEnable = false;
for( UINT i=0; i<D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT; i++ ) {
desc.RenderTarget[i] = rtbDesc;
}
}
public:
D3D12BlendDesc(D3D12_RENDER_TARGET_BLEND_DESC rtbDesc)
{
memset(&desc, 0, sizeof(desc));
desc.AlphaToCoverageEnable = false;
desc.IndependentBlendEnable = false;
for( UINT i=0; i<D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i ) {
desc.RenderTarget[i] = rtbDesc;
}
}
operator D3D12_BLEND_DESC()
{
return desc;
}
};
}
Last modified: 5 May 2019
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