mirror of https://github.com/AxioDL/boo.git
Metal depth rendering, matched to D3D
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4c8e36f3e3
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843396095f
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@ -280,15 +280,57 @@ class MetalTextureR : public ITextureR
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m_depthTex = [ctx->m_dev newTextureWithDescriptor:desc];
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}
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m_passDesc = [MTLRenderPassDescriptor renderPassDescriptor];
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{
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m_passDesc = [MTLRenderPassDescriptor renderPassDescriptor];
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m_passDesc.colorAttachments[0].texture = m_colorTex;
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m_passDesc.colorAttachments[0].loadAction = MTLLoadActionLoad;
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m_passDesc.colorAttachments[0].storeAction = MTLStoreActionStore;
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m_passDesc.colorAttachments[0].texture = m_colorTex;
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m_passDesc.colorAttachments[0].loadAction = MTLLoadActionLoad;
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m_passDesc.colorAttachments[0].storeAction = MTLStoreActionStore;
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m_passDesc.depthAttachment.texture = m_depthTex;
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m_passDesc.depthAttachment.loadAction = MTLLoadActionLoad;
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m_passDesc.depthAttachment.storeAction = MTLStoreActionStore;
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m_passDesc.depthAttachment.texture = m_depthTex;
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m_passDesc.depthAttachment.loadAction = MTLLoadActionLoad;
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m_passDesc.depthAttachment.storeAction = MTLStoreActionStore;
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m_clearDepthPassDesc.depthAttachment.clearDepth = 0.f;
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}
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{
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m_clearDepthPassDesc = [MTLRenderPassDescriptor renderPassDescriptor];
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m_clearDepthPassDesc.colorAttachments[0].texture = m_colorTex;
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m_clearDepthPassDesc.colorAttachments[0].loadAction = MTLLoadActionLoad;
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m_clearDepthPassDesc.colorAttachments[0].storeAction = MTLStoreActionStore;
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m_clearDepthPassDesc.depthAttachment.texture = m_depthTex;
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m_clearDepthPassDesc.depthAttachment.loadAction = MTLLoadActionClear;
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m_clearDepthPassDesc.depthAttachment.storeAction = MTLStoreActionStore;
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m_clearDepthPassDesc.depthAttachment.clearDepth = 0.f;
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}
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{
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m_clearColorPassDesc = [MTLRenderPassDescriptor renderPassDescriptor];
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m_clearColorPassDesc.colorAttachments[0].texture = m_colorTex;
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m_clearColorPassDesc.colorAttachments[0].loadAction = MTLLoadActionClear;
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m_clearColorPassDesc.colorAttachments[0].storeAction = MTLStoreActionStore;
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m_clearColorPassDesc.depthAttachment.texture = m_depthTex;
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m_clearColorPassDesc.depthAttachment.loadAction = MTLLoadActionLoad;
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m_clearColorPassDesc.depthAttachment.storeAction = MTLStoreActionStore;
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m_clearDepthPassDesc.depthAttachment.clearDepth = 0.f;
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}
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{
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m_clearBothPassDesc = [MTLRenderPassDescriptor renderPassDescriptor];
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m_clearBothPassDesc.colorAttachments[0].texture = m_colorTex;
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m_clearBothPassDesc.colorAttachments[0].loadAction = MTLLoadActionClear;
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m_clearBothPassDesc.colorAttachments[0].storeAction = MTLStoreActionStore;
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m_clearBothPassDesc.depthAttachment.texture = m_depthTex;
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m_clearBothPassDesc.depthAttachment.loadAction = MTLLoadActionClear;
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m_clearBothPassDesc.depthAttachment.storeAction = MTLStoreActionStore;
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m_clearDepthPassDesc.depthAttachment.clearDepth = 0.f;
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}
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}
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}
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@ -305,6 +347,9 @@ public:
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id<MTLTexture> m_depthTex;
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id<MTLTexture> m_colorBindTex;
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MTLRenderPassDescriptor* m_passDesc;
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MTLRenderPassDescriptor* m_clearDepthPassDesc;
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MTLRenderPassDescriptor* m_clearColorPassDesc;
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MTLRenderPassDescriptor* m_clearBothPassDesc;
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~MetalTextureR() = default;
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void resize(MetalContext* ctx, size_t width, size_t height)
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@ -458,7 +503,7 @@ class MetalShaderPipeline : public IShaderPipeline
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MTLDepthStencilDescriptor* dsDesc = [MTLDepthStencilDescriptor new];
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if (depthTest)
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dsDesc.depthCompareFunction = MTLCompareFunctionLessEqual;
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dsDesc.depthCompareFunction = MTLCompareFunctionGreater;
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dsDesc.depthWriteEnabled = depthWrite;
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m_dsState = [ctx->m_dev newDepthStencilStateWithDescriptor:dsDesc];
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}
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@ -640,17 +685,30 @@ struct MetalCommandQueue : IGraphicsCommandQueue
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}
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MetalTextureR* m_boundTarget = nullptr;
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void setRenderTarget(ITextureR* target)
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void _setRenderTarget(ITextureR* target, bool clearColor, bool clearDepth)
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{
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MetalTextureR* ctarget = static_cast<MetalTextureR*>(target);
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[m_enc endEncoding];
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@autoreleasepool
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{
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m_enc = [m_cmdBuf renderCommandEncoderWithDescriptor:ctarget->m_passDesc];
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if (clearColor && clearDepth)
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m_enc = [m_cmdBuf renderCommandEncoderWithDescriptor:ctarget->m_clearBothPassDesc];
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else if (clearColor)
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m_enc = [m_cmdBuf renderCommandEncoderWithDescriptor:ctarget->m_clearColorPassDesc];
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else if (clearDepth)
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m_enc = [m_cmdBuf renderCommandEncoderWithDescriptor:ctarget->m_clearDepthPassDesc];
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else
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m_enc = [m_cmdBuf renderCommandEncoderWithDescriptor:ctarget->m_passDesc];
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[m_enc setFrontFacingWinding:MTLWindingCounterClockwise];
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}
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m_boundTarget = ctarget;
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}
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void setRenderTarget(ITextureR* target)
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{
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_setRenderTarget(target, false, false);
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}
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void setViewport(const SWindowRect& rect)
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{
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MTLViewport vp = {double(rect.location[0]), double(rect.location[1]),
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@ -697,7 +755,7 @@ struct MetalCommandQueue : IGraphicsCommandQueue
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{
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if (!m_boundTarget)
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return;
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setRenderTarget(m_boundTarget);
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_setRenderTarget(m_boundTarget, render, depth);
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}
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void draw(size_t start, size_t count)
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@ -753,6 +811,7 @@ struct MetalCommandQueue : IGraphicsCommandQueue
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destinationOrigin:origin];
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[blitEnc endEncoding];
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m_enc = [m_cmdBuf renderCommandEncoderWithDescriptor:tex->m_passDesc];
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[m_enc setFrontFacingWinding:MTLWindingCounterClockwise];
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}
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}
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}
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