Imported Upstream version 0.13.2+dsfg1
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libobs-d3d11/d3d11-zstencilbuffer.cpp
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libobs-d3d11/d3d11-zstencilbuffer.cpp
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/******************************************************************************
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Copyright (C) 2013 by Hugh Bailey <obs.jim@gmail.com>
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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******************************************************************************/
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#include "d3d11-subsystem.hpp"
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void gs_zstencil_buffer::InitBuffer()
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{
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D3D11_TEXTURE2D_DESC td;
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D3D11_DEPTH_STENCIL_VIEW_DESC dsvd;
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HRESULT hr;
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memset(&td, 0, sizeof(td));
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td.Width = width;
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td.Height = height;
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td.MipLevels = 1;
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td.ArraySize = 1;
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td.Format = dxgiFormat;
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td.BindFlags = D3D11_BIND_DEPTH_STENCIL;
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td.SampleDesc.Count = 1;
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td.Usage = D3D11_USAGE_DEFAULT;
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hr = device->device->CreateTexture2D(&td, NULL, texture.Assign());
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if (FAILED(hr))
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throw HRError("Failed to create depth stencil texture", hr);
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memset(&dsvd, 0, sizeof(dsvd));
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dsvd.Format = dxgiFormat;
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dsvd.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
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hr = device->device->CreateDepthStencilView(texture, &dsvd,
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view.Assign());
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if (FAILED(hr))
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throw HRError("Failed to create depth stencil view", hr);
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}
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gs_zstencil_buffer::gs_zstencil_buffer(gs_device_t *device,
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uint32_t width, uint32_t height,
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gs_zstencil_format format)
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: device (device),
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width (width),
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height (height),
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format (format),
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dxgiFormat (ConvertGSZStencilFormat(format))
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{
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InitBuffer();
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}
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