Add DepthStencilState

Add depth and stencil tests. This is currently only implemented for the
OpenGL API. HelloDepthStencil is a test using the depth and stencil
buffers to do reflections. Currently clearing / stencil clearing is not
working properly.
This commit is contained in:
Austin Eng
2017-05-30 16:25:20 -04:00
committed by Corentin Wallez
parent 2711e9658d
commit 3efcf2172d
17 changed files with 3414 additions and 2549 deletions

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@@ -1,120 +1,123 @@
// Copyright 2017 The NXT 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.
#include "NullBackend.h"
#include <spirv-cross/spirv_cross.hpp>
namespace backend {
namespace null {
nxtProcTable GetNonValidatingProcs();
nxtProcTable GetValidatingProcs();
void Init(nxtProcTable* procs, nxtDevice* device) {
*procs = GetValidatingProcs();
*device = reinterpret_cast<nxtDevice>(new Device);
}
// Device
Device::Device() {
}
Device::~Device() {
}
BindGroupBase* Device::CreateBindGroup(BindGroupBuilder* builder) {
return new BindGroupBase(builder);
}
BindGroupLayoutBase* Device::CreateBindGroupLayout(BindGroupLayoutBuilder* builder) {
return new BindGroupLayoutBase(builder);
}
BufferBase* Device::CreateBuffer(BufferBuilder* builder) {
return new Buffer(builder);
}
BufferViewBase* Device::CreateBufferView(BufferViewBuilder* builder) {
return new BufferViewBase(builder);
}
CommandBufferBase* Device::CreateCommandBuffer(CommandBufferBuilder* builder) {
return new CommandBufferBase(builder);
}
InputStateBase* Device::CreateInputState(InputStateBuilder* builder) {
return new InputStateBase(builder);
}
FramebufferBase* Device::CreateFramebuffer(FramebufferBuilder* builder) {
return new FramebufferBase(builder);
}
PipelineBase* Device::CreatePipeline(PipelineBuilder* builder) {
return new PipelineBase(builder);
}
PipelineLayoutBase* Device::CreatePipelineLayout(PipelineLayoutBuilder* builder) {
return new PipelineLayoutBase(builder);
}
QueueBase* Device::CreateQueue(QueueBuilder* builder) {
return new Queue(builder);
}
RenderPassBase* Device::CreateRenderPass(RenderPassBuilder* builder) {
return new RenderPassBase(builder);
}
SamplerBase* Device::CreateSampler(SamplerBuilder* builder) {
return new SamplerBase(builder);
}
ShaderModuleBase* Device::CreateShaderModule(ShaderModuleBuilder* builder) {
auto module = new ShaderModuleBase(builder);
spirv_cross::Compiler compiler(builder->AcquireSpirv());
module->ExtractSpirvInfo(compiler);
return module;
}
TextureBase* Device::CreateTexture(TextureBuilder* builder) {
return new TextureBase(builder);
}
TextureViewBase* Device::CreateTextureView(TextureViewBuilder* builder) {
return new TextureViewBase(builder);
}
void Device::Reference() {
}
void Device::Release() {
}
// Buffer
Buffer::Buffer(BufferBuilder* builder)
: BufferBase(builder) {
}
Buffer::~Buffer() {
}
void Buffer::SetSubDataImpl(uint32_t start, uint32_t count, const uint32_t* data) {
}
// Queue
Queue::Queue(QueueBuilder* builder)
: QueueBase(builder) {
}
Queue::~Queue() {
}
void Queue::Submit(uint32_t numCommands, CommandBuffer* const * commands) {
}
}
}
// Copyright 2017 The NXT 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.
#include "NullBackend.h"
#include <spirv-cross/spirv_cross.hpp>
namespace backend {
namespace null {
nxtProcTable GetNonValidatingProcs();
nxtProcTable GetValidatingProcs();
void Init(nxtProcTable* procs, nxtDevice* device) {
*procs = GetValidatingProcs();
*device = reinterpret_cast<nxtDevice>(new Device);
}
// Device
Device::Device() {
}
Device::~Device() {
}
BindGroupBase* Device::CreateBindGroup(BindGroupBuilder* builder) {
return new BindGroupBase(builder);
}
BindGroupLayoutBase* Device::CreateBindGroupLayout(BindGroupLayoutBuilder* builder) {
return new BindGroupLayoutBase(builder);
}
BufferBase* Device::CreateBuffer(BufferBuilder* builder) {
return new Buffer(builder);
}
BufferViewBase* Device::CreateBufferView(BufferViewBuilder* builder) {
return new BufferViewBase(builder);
}
CommandBufferBase* Device::CreateCommandBuffer(CommandBufferBuilder* builder) {
return new CommandBufferBase(builder);
}
DepthStencilStateBase* Device::CreateDepthStencilState(DepthStencilStateBuilder* builder) {
return new DepthStencilStateBase(builder);
}
InputStateBase* Device::CreateInputState(InputStateBuilder* builder) {
return new InputStateBase(builder);
}
FramebufferBase* Device::CreateFramebuffer(FramebufferBuilder* builder) {
return new FramebufferBase(builder);
}
PipelineBase* Device::CreatePipeline(PipelineBuilder* builder) {
return new PipelineBase(builder);
}
PipelineLayoutBase* Device::CreatePipelineLayout(PipelineLayoutBuilder* builder) {
return new PipelineLayoutBase(builder);
}
QueueBase* Device::CreateQueue(QueueBuilder* builder) {
return new Queue(builder);
}
RenderPassBase* Device::CreateRenderPass(RenderPassBuilder* builder) {
return new RenderPassBase(builder);
}
SamplerBase* Device::CreateSampler(SamplerBuilder* builder) {
return new SamplerBase(builder);
}
ShaderModuleBase* Device::CreateShaderModule(ShaderModuleBuilder* builder) {
auto module = new ShaderModuleBase(builder);
spirv_cross::Compiler compiler(builder->AcquireSpirv());
module->ExtractSpirvInfo(compiler);
return module;
}
TextureBase* Device::CreateTexture(TextureBuilder* builder) {
return new TextureBase(builder);
}
TextureViewBase* Device::CreateTextureView(TextureViewBuilder* builder) {
return new TextureViewBase(builder);
}
void Device::Reference() {
}
void Device::Release() {
}
// Buffer
Buffer::Buffer(BufferBuilder* builder)
: BufferBase(builder) {
}
Buffer::~Buffer() {
}
void Buffer::SetSubDataImpl(uint32_t start, uint32_t count, const uint32_t* data) {
}
// Queue
Queue::Queue(QueueBuilder* builder)
: QueueBase(builder) {
}
Queue::~Queue() {
}
void Queue::Submit(uint32_t numCommands, CommandBuffer* const * commands) {
}
}
}

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@@ -1,125 +1,129 @@
// Copyright 2017 The NXT 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.
#ifndef BACKEND_NULL_NULLBACKEND_H_
#define BACKEND_NULL_NULLBACKEND_H_
#include "nxt/nxtcpp.h"
#include "common/Buffer.h"
#include "common/BindGroup.h"
#include "common/BindGroupLayout.h"
#include "common/Device.h"
#include "common/CommandBuffer.h"
#include "common/InputState.h"
#include "common/Framebuffer.h"
#include "common/Pipeline.h"
#include "common/PipelineLayout.h"
#include "common/Queue.h"
#include "common/RenderPass.h"
#include "common/Sampler.h"
#include "common/ShaderModule.h"
#include "common/Texture.h"
#include "common/ToBackend.h"
namespace backend {
namespace null {
using BindGroup = BindGroupBase;
using BindGroupLayout = BindGroupLayoutBase;
class Buffer;
using BufferView = BufferViewBase;
using CommandBuffer = CommandBufferBase;
using InputState = InputStateBase;
using Framebuffer = FramebufferBase;
using Pipeline = PipelineBase;
using PipelineLayout = PipelineLayoutBase;
class Queue;
using RenderPass = RenderPassBase;
using Sampler = SamplerBase;
using ShaderModule = ShaderModuleBase;
using Texture = TextureBase;
using TextureView = TextureViewBase;
struct NullBackendTraits {
using BindGroupType = BindGroup;
using BindGroupLayoutType = BindGroupLayout;
using BufferType = Buffer;
using BufferViewType = BufferView;
using CommandBufferType = CommandBuffer;
using InputStateType = InputState;
using FramebufferType = Framebuffer;
using PipelineType = Pipeline;
using PipelineLayoutType = PipelineLayout;
using QueueType = Queue;
using RenderPassType = RenderPass;
using SamplerType = Sampler;
using ShaderModuleType = ShaderModule;
using TextureType = Texture;
using TextureViewType = TextureView;
};
template<typename T>
auto ToBackend(T&& common) -> decltype(ToBackendBase<NullBackendTraits>(common)) {
return ToBackendBase<NullBackendTraits>(common);
}
class Device : public DeviceBase {
public:
Device();
~Device();
BindGroupBase* CreateBindGroup(BindGroupBuilder* builder) override;
BindGroupLayoutBase* CreateBindGroupLayout(BindGroupLayoutBuilder* builder) override;
BufferBase* CreateBuffer(BufferBuilder* builder) override;
BufferViewBase* CreateBufferView(BufferViewBuilder* builder) override;
CommandBufferBase* CreateCommandBuffer(CommandBufferBuilder* builder) override;
InputStateBase* CreateInputState(InputStateBuilder* builder) override;
FramebufferBase* CreateFramebuffer(FramebufferBuilder* builder) override;
PipelineBase* CreatePipeline(PipelineBuilder* builder) override;
PipelineLayoutBase* CreatePipelineLayout(PipelineLayoutBuilder* builder) override;
QueueBase* CreateQueue(QueueBuilder* builder) override;
RenderPassBase* CreateRenderPass(RenderPassBuilder* builder) override;
SamplerBase* CreateSampler(SamplerBuilder* builder) override;
ShaderModuleBase* CreateShaderModule(ShaderModuleBuilder* builder) override;
TextureBase* CreateTexture(TextureBuilder* builder) override;
TextureViewBase* CreateTextureView(TextureViewBuilder* builder) override;
// NXT API
void Reference();
void Release();
};
class Buffer : public BufferBase {
public:
Buffer(BufferBuilder* builder);
~Buffer();
private:
void SetSubDataImpl(uint32_t start, uint32_t count, const uint32_t* data) override;
};
class Queue : public QueueBase {
public:
Queue(QueueBuilder* builder);
~Queue();
// NXT API
void Submit(uint32_t numCommands, CommandBuffer* const * commands);
};
}
}
#endif // BACKEND_NULL_NULLBACKEND_H_
// Copyright 2017 The NXT 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.
#ifndef BACKEND_NULL_NULLBACKEND_H_
#define BACKEND_NULL_NULLBACKEND_H_
#include "nxt/nxtcpp.h"
#include "common/Buffer.h"
#include "common/BindGroup.h"
#include "common/BindGroupLayout.h"
#include "common/Device.h"
#include "common/CommandBuffer.h"
#include "common/DepthStencilState.h"
#include "common/InputState.h"
#include "common/Framebuffer.h"
#include "common/Pipeline.h"
#include "common/PipelineLayout.h"
#include "common/Queue.h"
#include "common/RenderPass.h"
#include "common/Sampler.h"
#include "common/ShaderModule.h"
#include "common/Texture.h"
#include "common/ToBackend.h"
namespace backend {
namespace null {
using BindGroup = BindGroupBase;
using BindGroupLayout = BindGroupLayoutBase;
class Buffer;
using BufferView = BufferViewBase;
using CommandBuffer = CommandBufferBase;
using DepthStencilState = DepthStencilStateBase;
using InputState = InputStateBase;
using Framebuffer = FramebufferBase;
using Pipeline = PipelineBase;
using PipelineLayout = PipelineLayoutBase;
class Queue;
using RenderPass = RenderPassBase;
using Sampler = SamplerBase;
using ShaderModule = ShaderModuleBase;
using Texture = TextureBase;
using TextureView = TextureViewBase;
struct NullBackendTraits {
using BindGroupType = BindGroup;
using BindGroupLayoutType = BindGroupLayout;
using BufferType = Buffer;
using BufferViewType = BufferView;
using CommandBufferType = CommandBuffer;
using DepthStencilStateType = DepthStencilState;
using InputStateType = InputState;
using FramebufferType = Framebuffer;
using PipelineType = Pipeline;
using PipelineLayoutType = PipelineLayout;
using QueueType = Queue;
using RenderPassType = RenderPass;
using SamplerType = Sampler;
using ShaderModuleType = ShaderModule;
using TextureType = Texture;
using TextureViewType = TextureView;
};
template<typename T>
auto ToBackend(T&& common) -> decltype(ToBackendBase<NullBackendTraits>(common)) {
return ToBackendBase<NullBackendTraits>(common);
}
class Device : public DeviceBase {
public:
Device();
~Device();
BindGroupBase* CreateBindGroup(BindGroupBuilder* builder) override;
BindGroupLayoutBase* CreateBindGroupLayout(BindGroupLayoutBuilder* builder) override;
BufferBase* CreateBuffer(BufferBuilder* builder) override;
BufferViewBase* CreateBufferView(BufferViewBuilder* builder) override;
CommandBufferBase* CreateCommandBuffer(CommandBufferBuilder* builder) override;
DepthStencilStateBase* CreateDepthStencilState(DepthStencilStateBuilder* builder) override;
InputStateBase* CreateInputState(InputStateBuilder* builder) override;
FramebufferBase* CreateFramebuffer(FramebufferBuilder* builder) override;
PipelineBase* CreatePipeline(PipelineBuilder* builder) override;
PipelineLayoutBase* CreatePipelineLayout(PipelineLayoutBuilder* builder) override;
QueueBase* CreateQueue(QueueBuilder* builder) override;
RenderPassBase* CreateRenderPass(RenderPassBuilder* builder) override;
SamplerBase* CreateSampler(SamplerBuilder* builder) override;
ShaderModuleBase* CreateShaderModule(ShaderModuleBuilder* builder) override;
TextureBase* CreateTexture(TextureBuilder* builder) override;
TextureViewBase* CreateTextureView(TextureViewBuilder* builder) override;
// NXT API
void Reference();
void Release();
};
class Buffer : public BufferBase {
public:
Buffer(BufferBuilder* builder);
~Buffer();
private:
void SetSubDataImpl(uint32_t start, uint32_t count, const uint32_t* data) override;
};
class Queue : public QueueBase {
public:
Queue(QueueBuilder* builder);
~Queue();
// NXT API
void Submit(uint32_t numCommands, CommandBuffer* const * commands);
};
}
}
#endif // BACKEND_NULL_NULLBACKEND_H_