dolphin/Source/Plugins/Plugin_VideoDX11/Src/TextureCache.cpp
NeoBrainX ae309405a5 DX9/DX11: Missing breaks are just as evil as static variables.
This commit might fix some issues when colors were drawn slightly wrong in the DX plugins but correct in OpenGL. So please test this ;)
Thanks to Billiard for spotting.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6171 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-09-03 22:31:52 +00:00

572 lines
19 KiB
C++

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include <d3dx11.h>
#include "Globals.h"
#include "Statistics.h"
#include "MemoryUtil.h"
#include "Hash.h"
#include "CommonPaths.h"
#include "FileUtil.h"
#include "D3DBase.h"
#include "D3DTexture.h"
#include "D3DUtil.h"
#include "FBManager.h"
#include "PixelShaderCache.h"
#include "PixelShaderManager.h"
#include "VertexShaderManager.h"
#include "VertexShaderCache.h"
#include "Render.h"
#include "TextureDecoder.h"
#include "TextureCache.h"
#include "HiresTextures.h"
ID3D11BlendState* efbcopyblendstate = NULL;
ID3D11RasterizerState* efbcopyraststate = NULL;
ID3D11DepthStencilState* efbcopydepthstate = NULL;
ID3D11Buffer* efbcopycbuf[20] = { NULL };
u8* TextureCache::temp = NULL;
TextureCache::TexCache TextureCache::textures;
extern int frameCount;
#define TEMP_SIZE (1024*1024*4)
#define TEXTURE_KILL_THRESHOLD 200
void TextureCache::TCacheEntry::Destroy(bool shutdown)
{
SAFE_RELEASE(texture);
if (!isRenderTarget && !shutdown && !g_ActiveConfig.bSafeTextureCache)
{
u32* ptr = (u32*)g_VideoInitialize.pGetMemoryPointer(addr);
if (ptr && *ptr == hash)
*ptr = oldpixel;
}
}
void TextureCache::Init()
{
HRESULT hr;
temp = (u8*)AllocateMemoryPages(TEMP_SIZE);
TexDecoder_SetTexFmtOverlayOptions(g_ActiveConfig.bTexFmtOverlayEnable, g_ActiveConfig.bTexFmtOverlayCenter);
HiresTextures::Init(globals->unique_id);
D3D11_BLEND_DESC blenddesc;
blenddesc.AlphaToCoverageEnable = FALSE;
blenddesc.IndependentBlendEnable = FALSE;
blenddesc.RenderTarget[0].BlendEnable = FALSE;
blenddesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
blenddesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
blenddesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
blenddesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
blenddesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
blenddesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
hr = D3D::device->CreateBlendState(&blenddesc, &efbcopyblendstate);
CHECK(hr==S_OK, "Create blend state for TextureCache::CopyRenderTargetToTexture");
D3D::SetDebugObjectName((ID3D11DeviceChild*)efbcopyblendstate, "blend state used in TextureCache::CopyRenderTargetToTexture");
D3D11_DEPTH_STENCIL_DESC depthdesc;
depthdesc.DepthEnable = FALSE;
depthdesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
depthdesc.DepthFunc = D3D11_COMPARISON_LESS;
depthdesc.StencilEnable = FALSE;
depthdesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
depthdesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
hr = D3D::device->CreateDepthStencilState(&depthdesc, &efbcopydepthstate);
CHECK(hr==S_OK, "Create depth state for TextureCache::CopyRenderTargetToTexture");
D3D::SetDebugObjectName((ID3D11DeviceChild*)efbcopydepthstate, "depth stencil state used in TextureCache::CopyRenderTargetToTexture");
D3D11_RASTERIZER_DESC rastdesc;
rastdesc.CullMode = D3D11_CULL_NONE;
rastdesc.FillMode = D3D11_FILL_SOLID;
rastdesc.FrontCounterClockwise = false;
rastdesc.DepthBias = false;
rastdesc.DepthBiasClamp = 0;
rastdesc.SlopeScaledDepthBias = 0;
rastdesc.DepthClipEnable = false;
rastdesc.ScissorEnable = false;
rastdesc.MultisampleEnable = false;
rastdesc.AntialiasedLineEnable = false;
hr = D3D::device->CreateRasterizerState(&rastdesc, &efbcopyraststate);
CHECK(hr==S_OK, "Create rasterizer state for TextureCache::CopyRenderTargetToTexture");
D3D::SetDebugObjectName((ID3D11DeviceChild*)efbcopyraststate, "rasterizer state used in TextureCache::CopyRenderTargetToTexture");
}
void TextureCache::Invalidate(bool shutdown)
{
for (TexCache::iterator iter = textures.begin(); iter != textures.end(); ++iter)
iter->second.Destroy(shutdown);
textures.clear();
HiresTextures::Shutdown();
}
void TextureCache::InvalidateRange(u32 start_address, u32 size)
{
TexCache::iterator iter = textures.begin();
while (iter != textures.end())
{
if (iter->second.IntersectsMemoryRange(start_address, size))
{
iter->second.Destroy(false);
textures.erase(iter++);
}
else
{
++iter;
}
}
}
bool TextureCache::TCacheEntry::IntersectsMemoryRange(u32 range_address, u32 range_size)
{
if (addr + size_in_bytes < range_address) return false;
if (addr >= range_address + range_size) return false;
return true;
}
void TextureCache::Shutdown()
{
Invalidate(true);
FreeMemoryPages(temp, TEMP_SIZE);
temp = NULL;
SAFE_RELEASE(efbcopyblendstate);
SAFE_RELEASE(efbcopyraststate);
SAFE_RELEASE(efbcopydepthstate);
for (unsigned int k = 0; k < 20;k++)
SAFE_RELEASE(efbcopycbuf[k]);
}
void TextureCache::Cleanup()
{
TexCache::iterator iter = textures.begin();
while (iter != textures.end())
{
if (frameCount > TEXTURE_KILL_THRESHOLD + iter->second.frameCount)
{
iter->second.Destroy(false);
iter = textures.erase(iter);
}
else
{
++iter;
}
}
}
// returns the exponent of the smallest power of two which is greater than val
unsigned int GetPow2(unsigned int val)
{
unsigned int ret = 0;
for (;val;val>>=1) ret++;
return ret;
}
TextureCache::TCacheEntry* TextureCache::Load(unsigned int stage, u32 address, unsigned int width, unsigned int height, unsigned int tex_format, unsigned int tlutaddr, unsigned int tlutfmt, bool UseNativeMips, unsigned int maxlevel)
{
if (address == 0) return NULL;
u8* ptr = g_VideoInitialize.pGetMemoryPointer(address);
unsigned int bsw = TexDecoder_GetBlockWidthInTexels(tex_format) - 1; // TexelSizeInNibbles(format)*width*height/16;
unsigned int bsh = TexDecoder_GetBlockHeightInTexels(tex_format) - 1; // TexelSizeInNibbles(format)*width*height/16;
unsigned int bsdepth = TexDecoder_GetTexelSizeInNibbles(tex_format);
unsigned int expandedWidth = (width + bsw) & (~bsw);
unsigned int expandedHeight = (height + bsh) & (~bsh);
u64 hash_value;
u32 texID = address;
u64 texHash;
u32 FullFormat = tex_format;
if ((tex_format == GX_TF_C4) || (tex_format == GX_TF_C8) || (tex_format == GX_TF_C14X2))
u32 FullFormat = (tex_format | (tlutfmt << 16));
// hires textures and texture dumping not supported, yet
if (g_ActiveConfig.bSafeTextureCache/* || g_ActiveConfig.bHiresTextures || g_ActiveConfig.bDumpTextures*/)
{
texHash = GetHash64(ptr,TexDecoder_GetTextureSizeInBytes(expandedWidth, expandedHeight, tex_format),g_ActiveConfig.iSafeTextureCache_ColorSamples);
if ((tex_format == GX_TF_C4) || (tex_format == GX_TF_C8) || (tex_format == GX_TF_C14X2))
{
// WARNING! texID != address now => may break CopyRenderTargetToTexture (cf. TODO up)
// tlut size can be up to 32768B (GX_TF_C14X2) but Safer == Slower.
// This trick (to change the texID depending on the TLUT addr) is a trick to get around
// an issue with metroid prime's fonts, where it has multiple sets of fonts on top of
// each other stored in a single texture, and uses the palette to make different characters
// visible or invisible. Thus, unless we want to recreate the textures for every drawn character,
// we must make sure that texture with different tluts get different IDs.
u64 tlutHash = GetHash64(&texMem[tlutaddr], TexDecoder_GetPaletteSize(tex_format),g_ActiveConfig.iSafeTextureCache_ColorSamples);
texHash ^= tlutHash;
if (g_ActiveConfig.bSafeTextureCache)
{
texID = texID ^ ((u32)(tlutHash & 0xFFFFFFFF)) ^ ((u32)((tlutHash >> 32) & 0xFFFFFFFF));
}
}
if (g_ActiveConfig.bSafeTextureCache)
hash_value = texHash;
}
bool skip_texture_create = false;
TexCache::iterator iter = textures.find(texID);
if (iter != textures.end())
{
TCacheEntry &entry = iter->second;
if (!g_ActiveConfig.bSafeTextureCache)
hash_value = ((u32*)ptr)[0];
// TODO: Is the (entry.MipLevels == maxlevel) check needed?
if (entry.isRenderTarget || ((address == entry.addr) && (hash_value == entry.hash) && FullFormat == entry.fmt && entry.MipLevels == maxlevel))
{
entry.frameCount = frameCount;
D3D::gfxstate->SetShaderResource(stage, entry.texture->GetSRV());
return &entry;
}
else
{
// Let's reload the new texture data into the same texture,
// instead of destroying it and having to create a new one.
// Might speed up movie playback very, very slightly.
// TODO: Is the (entry.MipLevels < maxlevel) check needed?
if (width == entry.w && height==entry.h && FullFormat == entry.fmt && entry.MipLevels < maxlevel)
{
skip_texture_create = true;
}
else
{
entry.Destroy(false);
textures.erase(iter);
}
}
}
// make an entry in the table
TCacheEntry& entry = textures[texID];
PC_TexFormat pcfmt = PC_TEX_FMT_NONE;
pcfmt = TexDecoder_Decode(temp, ptr, expandedWidth, expandedHeight, tex_format, tlutaddr, tlutfmt, true);
entry.oldpixel = ((u32*)ptr)[0];
if (g_ActiveConfig.bSafeTextureCache) entry.hash = hash_value;
else entry.hash = ((u32*)ptr)[0] = (u32)(((double)rand() / RAND_MAX) * 0xFFFFFFFF);
bool isPow2 = !((width & (width - 1)) || (height & (height - 1)));
unsigned int TexLevels = (isPow2 && UseNativeMips && maxlevel) ? GetPow2(max(width, height)) : ((isPow2)? 0 : 1);
if (TexLevels > (maxlevel + 1) && maxlevel)
TexLevels = maxlevel + 1;
D3D11_USAGE usage = (TexLevels == 1) ? D3D11_USAGE_DYNAMIC : D3D11_USAGE_DEFAULT;
if (!skip_texture_create)
{
// TODO: A little more verbosity in the debug names would be quite helpful..
D3D11_CPU_ACCESS_FLAG cpu_access = (TexLevels == 1) ? D3D11_CPU_ACCESS_WRITE : (D3D11_CPU_ACCESS_FLAG)0;
ID3D11Texture2D* pTexture = NULL;
HRESULT hr;
D3D11_SUBRESOURCE_DATA data;
data.pSysMem = temp;
data.SysMemPitch = 4*expandedWidth;
D3D11_TEXTURE2D_DESC texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, width, height, 1, TexLevels, D3D11_BIND_SHADER_RESOURCE, usage, cpu_access);
hr = D3D::device->CreateTexture2D(&texdesc, (TexLevels==1)?&data:NULL, &pTexture);
CHECK(hr==S_OK, "Create texture of the TextureCache");
entry.texture = new D3DTexture2D(pTexture, D3D11_BIND_SHADER_RESOURCE);
CHECK(entry.texture!=NULL, "Create texture of the TextureCache");
D3D::SetDebugObjectName((ID3D11DeviceChild*)entry.texture->GetTex(), "a texture of the TextureCache");
D3D::SetDebugObjectName((ID3D11DeviceChild*)entry.texture->GetSRV(), "shader resource view of a texture of the TextureCache");
SAFE_RELEASE(pTexture);
if (TexLevels != 1) D3D::ReplaceRGBATexture2D(entry.texture->GetTex(), temp, width, height, expandedWidth, 0, usage);
}
else
{
D3D::ReplaceRGBATexture2D(entry.texture->GetTex(), temp, width, height, expandedWidth, 0, usage);
}
entry.addr = address;
entry.size_in_bytes = TexDecoder_GetTextureSizeInBytes(expandedWidth, expandedHeight, tex_format);
entry.isRenderTarget = false;
entry.isNonPow2 = false;
entry.MipLevels = maxlevel;
if (TexLevels == 0) PD3DX11FilterTexture(D3D::context, entry.texture->GetTex(), 0, D3DX11_DEFAULT);
else if (TexLevels > 1 && pcfmt != PC_TEX_FMT_NONE)
{
unsigned int level = 1;
unsigned int mipWidth = (width + 1) >> 1;
unsigned int mipHeight = (height + 1) >> 1;
ptr += entry.size_in_bytes;
while ((mipHeight || mipWidth) && (level < TexLevels))
{
unsigned int currentWidth = (mipWidth > 0) ? mipWidth : 1;
unsigned int currentHeight = (mipHeight > 0) ? mipHeight : 1;
expandedWidth = (currentWidth + bsw) & (~bsw);
expandedHeight = (currentHeight + bsh) & (~bsh);
TexDecoder_Decode(temp, ptr, expandedWidth, expandedHeight, tex_format, tlutaddr, tlutfmt, true);
D3D::ReplaceRGBATexture2D(entry.texture->GetTex(), temp, currentWidth, currentHeight, expandedWidth, level, usage);
u32 size = (max(mipWidth, bsw) * max(mipHeight, bsh) * bsdepth) >> 1;
ptr += size;
mipWidth >>= 1;
mipHeight >>= 1;
level++;
}
}
entry.frameCount = frameCount;
entry.w = width;
entry.h = height;
entry.fmt = FullFormat;
INCSTAT(stats.numTexturesCreated);
SETSTAT(stats.numTexturesAlive, (int)textures.size());
D3D::gfxstate->SetShaderResource(stage, entry.texture->GetSRV());
return &entry;
}
void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, unsigned int bScaleByHalf, const EFBRectangle &source_rect)
{
int efb_w = source_rect.GetWidth();
int efb_h = source_rect.GetHeight();
int tex_w = (abs(source_rect.GetWidth()) >> bScaleByHalf);
int tex_h = (abs(source_rect.GetHeight()) >> bScaleByHalf);
int Scaledtex_w = (g_ActiveConfig.bCopyEFBScaled) ? ((int)(Renderer::GetTargetScaleX() * tex_w)) : tex_w;
int Scaledtex_h = (g_ActiveConfig.bCopyEFBScaled) ? ((int)(Renderer::GetTargetScaleY() * tex_h)) : tex_h;
TexCache::iterator iter;
D3DTexture2D* tex = NULL;
iter = textures.find(address);
if (iter != textures.end())
{
if (iter->second.isRenderTarget && iter->second.Scaledw == Scaledtex_w && iter->second.Scaledh == Scaledtex_h)
{
tex = iter->second.texture;
iter->second.frameCount = frameCount;
}
else
{
// remove it and recreate it as a render target
SAFE_RELEASE(iter->second.texture);
textures.erase(iter);
}
}
if (!tex)
{
TCacheEntry entry;
entry.isRenderTarget = true;
entry.hash = 0;
entry.frameCount = frameCount;
entry.w = tex_w;
entry.h = tex_h;
entry.Scaledw = Scaledtex_w;
entry.Scaledh = Scaledtex_h;
entry.fmt = copyfmt;
entry.isNonPow2 = true;
entry.texture = D3DTexture2D::Create(Scaledtex_w, Scaledtex_h, (D3D11_BIND_FLAG)((int)D3D11_BIND_RENDER_TARGET|(int)D3D11_BIND_SHADER_RESOURCE), D3D11_USAGE_DEFAULT, DXGI_FORMAT_R8G8B8A8_UNORM);
if (entry.texture == NULL) PanicAlert("CopyRenderTargetToTexture failed to create entry.texture at %s %d\n", __FILE__, __LINE__);
textures[address] = entry;
tex = entry.texture;
}
float colmat[20]= {0.0f}; // last four floats for fConstAdd
unsigned int cbufid = (unsigned int)-1;
// TODO: Move this to TextureCache::Init()
if (bFromZBuffer)
{
switch(copyfmt)
{
case 0: // Z4
case 1: // Z8
colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1.0f;
cbufid = 12;
break;
case 3: // Z16 //?
colmat[1] = colmat[5] = colmat[9] = colmat[12] = 1.0f;
cbufid = 13;
break;
case 11: // Z16 (reverse order)
colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1.0f;
cbufid = 14;
break;
case 6: // Z24X8
colmat[0] = colmat[5] = colmat[10] = 1.0f;
cbufid = 15;
break;
case 9: // Z8M
colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1.0f;
cbufid = 16;
break;
case 10: // Z8L
colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1.0f;
cbufid = 17;
break;
case 12: // Z16L
colmat[2] = colmat[6] = colmat[10] = colmat[13] = 1.0f;
cbufid = 18;
break;
default:
ERROR_LOG(VIDEO, "Unknown copy zbuf format: 0x%x", copyfmt);
colmat[2] = colmat[5] = colmat[8] = 1.0f;
cbufid = 19;
break;
}
}
else if (bIsIntensityFmt)
{
colmat[16] = colmat[17] = colmat[18] = 16.0f/255.0f;
switch (copyfmt)
{
case 0: // I4
case 1: // I8
case 2: // IA4
case 3: // IA8
// TODO - verify these coefficients
colmat[0] = 0.257f; colmat[1] = 0.504f; colmat[2] = 0.098f;
colmat[4] = 0.257f; colmat[5] = 0.504f; colmat[6] = 0.098f;
colmat[8] = 0.257f; colmat[9] = 0.504f; colmat[10] = 0.098f;
if (copyfmt < 2)
{
colmat[19] = 16.0f / 255.0f;
colmat[12] = 0.257f; colmat[13] = 0.504f; colmat[14] = 0.098f;
cbufid = 0;
}
else// alpha
{
colmat[15] = 1;
cbufid = 1;
}
break;
default:
ERROR_LOG(VIDEO, "Unknown copy intensity format: 0x%x", copyfmt);
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1;
break;
}
}
else
{
switch (copyfmt)
{
case 0: // R4
case 8: // R8
colmat[0] = colmat[4] = colmat[8] = colmat[12] = 1;
cbufid = 2;
break;
case 2: // RA4
case 3: // RA8
colmat[0] = colmat[4] = colmat[8] = colmat[15] = 1;
cbufid = 3;
break;
case 7: // A8
colmat[3] = colmat[7] = colmat[11] = colmat[15] = 1;
cbufid = 4;
break;
case 9: // G8
colmat[1] = colmat[5] = colmat[9] = colmat[13] = 1;
cbufid = 5;
break;
case 10: // B8
colmat[2] = colmat[6] = colmat[10] = colmat[14] = 1;
cbufid = 6;
break;
case 11: // RG8
colmat[0] = colmat[4] = colmat[8] = colmat[13] = 1;
cbufid = 7;
break;
case 12: // GB8
colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1;
cbufid = 8;
break;
case 4: // RGB565
colmat[0] = colmat[5] = colmat[10] = 1;
colmat[19] = 1; // set alpha to 1
cbufid = 9;
break;
case 5: // RGB5A3
case 6: // RGBA8
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1;
cbufid = 10;
break;
default:
ERROR_LOG(VIDEO, "Unknown copy color format: 0x%x", copyfmt);
colmat[0] = colmat[5] = colmat[10] = colmat[15] = 1;
cbufid = 11;
break;
}
}
Renderer::ResetAPIState(); // reset any game specific settings
// stretch picture with increased internal resolution
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)Scaledtex_w, (float)Scaledtex_h);
D3D::context->RSSetViewports(1, &vp);
D3D11_RECT destrect = CD3D11_RECT(0, 0, Scaledtex_w, Scaledtex_h);
// set transformation
if (efbcopycbuf[cbufid] == NULL)
{
D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(20*sizeof(float), D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DEFAULT);
D3D11_SUBRESOURCE_DATA data;
data.pSysMem = colmat;
HRESULT hr = D3D::device->CreateBuffer(&cbdesc, &data, &efbcopycbuf[cbufid]);
CHECK(hr==S_OK, "Create efb copy constant buffer %d", cbufid);
D3D::SetDebugObjectName((ID3D11DeviceChild*)efbcopycbuf[cbufid], "a constant buffer used in TextureCache::CopyRenderTargetToTexture");
}
D3D::context->PSSetConstantBuffers(0, 1, &efbcopycbuf[cbufid]);
TargetRectangle targetSource = Renderer::ConvertEFBRectangle(source_rect);
D3D11_RECT sourcerect = CD3D11_RECT(targetSource.left, targetSource.top, targetSource.right, targetSource.bottom);
// Use linear filtering if (bScaleByHalf), use point filtering otherwise
if (bScaleByHalf) D3D::SetLinearCopySampler();
else D3D::SetPointCopySampler();
D3D::stateman->PushBlendState(efbcopyblendstate);
D3D::stateman->PushRasterizerState(efbcopyraststate);
D3D::stateman->PushDepthState(efbcopydepthstate);
D3D::context->OMSetRenderTargets(1, &tex->GetRTV(), NULL);
D3D::drawShadedTexQuad(
(bFromZBuffer) ? FBManager.GetEFBDepthTexture()->GetSRV() : FBManager.GetEFBColorTexture()->GetSRV(),
&sourcerect,
Renderer::GetFullTargetWidth(),
Renderer::GetFullTargetHeight(),
(bFromZBuffer) ? PixelShaderCache::GetDepthMatrixProgram() : PixelShaderCache::GetColorMatrixProgram(), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
D3D::context->OMSetRenderTargets(1, &FBManager.GetEFBColorTexture()->GetRTV(), FBManager.GetEFBDepthTexture()->GetDSV());
D3D::stateman->PopBlendState();
D3D::stateman->PopDepthState();
D3D::stateman->PopRasterizerState();
Renderer::RestoreAPIState();
}