Remove StencilReferenceMode. Add SetStencilReference.
This moves the application of the stencil reference from the DepthStencilState to Command::SetStencilReference
This commit is contained in:
parent
3efcf2172d
commit
4f5521e440
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@ -170,10 +170,6 @@ void init() {
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.SetInput(1, 6 * sizeof(float), nxt::InputStepMode::Vertex)
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.GetResult();
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auto depthStencilState = device.CreateDepthStencilStateBuilder()
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.SetDepthEnabled(true)
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.GetResult();
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nxt::BindGroupLayout bgl = device.CreateBindGroupLayoutBuilder()
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.SetBindingsType(nxt::ShaderStageBit::Vertex, nxt::BindingType::UniformBuffer, 0, 2)
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.GetResult();
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@ -236,6 +232,12 @@ void init() {
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.GetResult();
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CreateDefaultRenderPass(device, &renderpass, &framebuffer);
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auto depthStencilState = device.CreateDepthStencilStateBuilder()
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.SetDepthEnabled(true)
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.SetStencilEnabled(false)
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.GetResult();
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pipeline = device.CreatePipelineBuilder()
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.SetSubpass(renderpass, 0)
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.SetLayout(pl)
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@ -249,8 +251,6 @@ void init() {
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.SetDepthEnabled(true)
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.SetDepthWrite(nxt::DepthWriteMode::Disabled)
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.SetStencilEnabled(true)
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.SetStencilReferenceMode(nxt::StencilReferenceMode::Static)
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.SetStencilReference(nxt::Face::Both, 1)
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.SetStencilCompareFunction(nxt::Face::Both, nxt::CompareFunction::Always)
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.SetStencilOperation(nxt::Face::Both, nxt::StencilOperation::Keep, nxt::StencilOperation::Keep, nxt::StencilOperation::Replace)
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.SetStencilMask(nxt::Face::Both, 0xff, 0xff)
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@ -269,8 +269,6 @@ void init() {
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.SetDepthEnabled(true)
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.SetDepthWrite(nxt::DepthWriteMode::Enabled)
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.SetStencilEnabled(true)
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.SetStencilReferenceMode(nxt::StencilReferenceMode::Static)
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.SetStencilReference(nxt::Face::Both, 1)
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.SetStencilCompareFunction(nxt::Face::Both, nxt::CompareFunction::Equal)
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.SetStencilOperation(nxt::Face::Both, nxt::StencilOperation::Keep, nxt::StencilOperation::Keep, nxt::StencilOperation::Replace)
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.SetStencilMask(nxt::Face::Both, 0xff, 0x00)
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@ -314,10 +312,12 @@ void frame() {
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.DrawElements(36, 1, 0, 0)
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.SetPipeline(planePipeline)
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.SetStencilReference(0x1, 0x1)
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.SetVertexBuffers(0, 1, &planeBuffer, vertexBufferOffsets)
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.DrawElements(6, 1, 0, 0)
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.SetPipeline(reflectionPipeline)
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.SetStencilReference(0x1, 0x1)
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.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets)
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.SetBindGroup(0, bindGroup[1])
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.DrawElements(36, 1, 0, 0)
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30
next.json
30
next.json
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@ -279,6 +279,13 @@
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{"name": "first instance", "type": "uint32_t"}
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]
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},
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{
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"name": "set stencil reference",
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"args": [
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{"name": "back reference", "type": "uint32_t"},
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{"name": "front reference", "type": "uint32_t"}
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]
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},
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{
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"name": "set bind group",
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"args": [
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@ -465,12 +472,6 @@
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{"name": "stencil enabled", "type": "bool"}
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]
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},
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{
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"name": "set stencil reference mode",
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"args": [
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{"name": "reference mode", "type": "stencil reference mode"}
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]
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},
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{
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"name": "set stencil operation",
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"args": [
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@ -494,13 +495,6 @@
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{"name": "read mask", "type": "uint32_t"},
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{"name": "write mask", "type": "uint32_t"}
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]
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},
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{
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"name": "set stencil reference",
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"args": [
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{"name": "face", "type": "face"},
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{"name": "reference", "type": "int"}
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]
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}
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]
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},
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@ -788,13 +782,6 @@
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{"value": 4, "name": "compute"}
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]
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},
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"stencil reference mode": {
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"category": "enum",
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"values": [
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{"value": 0, "name": "static"},
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{"value": 1, "name": "dynamic"}
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]
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},
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"stencil operation": {
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"category": "enum",
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"values": [
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@ -928,8 +915,5 @@
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},
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"bool": {
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"category": "native"
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},
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"int": {
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"category": "native"
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}
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}
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@ -110,6 +110,12 @@ namespace backend {
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cmd->~SetPushConstantsCmd();
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}
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break;
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case Command::SetStencilReference:
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{
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SetStencilReferenceCmd* cmd = commands->NextCommand<SetStencilReferenceCmd>();
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cmd->~SetStencilReferenceCmd();
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}
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break;
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case Command::SetBindGroup:
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{
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SetBindGroupCmd* cmd = commands->NextCommand<SetBindGroupCmd>();
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@ -563,6 +569,12 @@ namespace backend {
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}
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}
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break;
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case Command::SetStencilReference:
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{
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SetStencilReferenceCmd* cmd = iterator.NextCommand<SetStencilReferenceCmd>();
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}
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break;
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case Command::SetBindGroup:
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{
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@ -754,6 +766,13 @@ namespace backend {
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memcpy(values, data, count * sizeof(uint32_t));
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}
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void CommandBufferBuilder::SetStencilReference(uint32_t backReference, uint32_t frontReference) {
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SetStencilReferenceCmd* cmd = allocator.Allocate<SetStencilReferenceCmd>(Command::SetStencilReference);
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new(cmd) SetStencilReferenceCmd;
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cmd->backReference = backReference;
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cmd->frontReference = frontReference;
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}
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void CommandBufferBuilder::SetBindGroup(uint32_t groupIndex, BindGroupBase* group) {
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if (groupIndex >= kMaxBindGroups) {
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HandleError("Setting bind group over the max");
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@ -68,6 +68,7 @@ namespace backend {
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void EndRenderPass();
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void SetPushConstants(nxt::ShaderStageBit stage, uint32_t offset, uint32_t count, const void* data);
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void SetPipeline(PipelineBase* pipeline);
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void SetStencilReference(uint32_t backReference, uint32_t frontReference);
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void SetBindGroup(uint32_t groupIndex, BindGroupBase* group);
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void SetIndexBuffer(BufferBase* buffer, uint32_t offset, nxt::IndexFormat format);
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@ -37,6 +37,7 @@ namespace backend {
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EndRenderPass,
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SetPipeline,
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SetPushConstants,
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SetStencilReference,
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SetBindGroup,
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SetIndexBuffer,
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SetVertexBuffers,
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@ -94,6 +95,11 @@ namespace backend {
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uint32_t count;
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};
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struct SetStencilReferenceCmd {
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uint32_t backReference;
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uint32_t frontReference;
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};
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struct SetBindGroupCmd {
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uint32_t index;
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Ref<BindGroupBase> group;
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@ -34,10 +34,6 @@ namespace backend {
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return stencilEnabled;
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}
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nxt::StencilReferenceMode DepthStencilStateBase::GetStencilReferenceMode() const {
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return referenceMode;
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}
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const DepthStencilStateBase::DepthInfo& DepthStencilStateBase::GetDepth() const {
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return depthInfo;
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}
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@ -79,10 +75,6 @@ namespace backend {
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this->stencilEnabled = stencilEnabled;
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}
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void DepthStencilStateBuilder::SetStencilReferenceMode(nxt::StencilReferenceMode referenceMode) {
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this->referenceMode = referenceMode;
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}
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void DepthStencilStateBuilder::SetStencilOperation(nxt::Face face, nxt::StencilOperation stencilFail,
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nxt::StencilOperation depthFail, nxt::StencilOperation stencilPass) {
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if (face & nxt::Face::Back) {
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@ -122,16 +114,5 @@ namespace backend {
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stencilInfo.writeMask = writeMask;
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}
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}
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void DepthStencilStateBuilder::SetStencilReference(nxt::Face face, int reference) {
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if (face & nxt::Face::Back) {
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auto& stencilInfo = stencilInfos[0];
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stencilInfo.reference = reference;
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}
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if (face & nxt::Face::Front) {
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auto& stencilInfo = stencilInfos[1];
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stencilInfo.reference = reference;
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}
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}
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}
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@ -40,19 +40,16 @@ namespace backend {
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nxt::StencilOperation stencilPass = nxt::StencilOperation::Keep;
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uint32_t readMask = 0xff;
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uint32_t writeMask = 0xff;
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int reference = 0;
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};
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bool DepthIsEnabled() const;
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bool StencilIsEnabled() const;
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nxt::StencilReferenceMode GetStencilReferenceMode() const;
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const DepthInfo& GetDepth() const;
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const StencilInfo& GetStencil(nxt::Face face) const;
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private:
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bool depthEnabled = false;
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bool stencilEnabled = false;
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nxt::StencilReferenceMode referenceMode = nxt::StencilReferenceMode::Static;
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DepthInfo depthInfo;
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StencilInfo stencilInfos[2];
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};
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@ -66,12 +63,10 @@ namespace backend {
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void SetDepthCompareFunction(nxt::CompareFunction depthCompareFunction);
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void SetDepthWrite(nxt::DepthWriteMode depthWriteMode);
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void SetStencilEnabled(bool stencilEnabled);
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void SetStencilReferenceMode(nxt::StencilReferenceMode referenceMode);
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void SetStencilOperation(nxt::Face face, nxt::StencilOperation stencilFail,
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nxt::StencilOperation depthFail, nxt::StencilOperation stencilPass);
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void SetStencilCompareFunction(nxt::Face face, nxt::CompareFunction stencilCompareFunction);
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void SetStencilMask(nxt::Face face, uint32_t readMask, uint32_t writeMask);
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void SetStencilReference(nxt::Face face, int reference);
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private:
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friend class DepthStencilStateBase;
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@ -80,7 +75,6 @@ namespace backend {
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bool depthEnabled;
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bool stencilEnabled;
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nxt::StencilReferenceMode referenceMode;
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DepthStencilStateBase::DepthInfo depthInfo;
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DepthStencilStateBase::StencilInfo stencilInfos[2];
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};
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@ -177,6 +177,14 @@ namespace opengl {
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}
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}
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break;
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case Command::SetStencilReference:
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{
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SetStencilReferenceCmd* cmd = commands.NextCommand<SetStencilReferenceCmd>();
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DepthStencilState* depthStencilState = ToBackend(lastPipeline->GetDepthStencilState());
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depthStencilState->ApplyStencilReferenceNow(cmd->backReference, cmd->frontReference);
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}
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break;
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case Command::SetBindGroup:
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{
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@ -184,12 +184,14 @@ namespace opengl {
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: BufferViewBase(builder), device(device) {
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}
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// DepthStencilState
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DepthStencilState::DepthStencilState(Device* device, DepthStencilStateBuilder* builder)
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: DepthStencilStateBase(builder), device(device) {
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}
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void DepthStencilState::Apply() {
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void DepthStencilState::ApplyNow() {
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if (DepthIsEnabled()) {
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glEnable(GL_DEPTH_TEST);
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auto& depth = GetDepth();
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@ -210,30 +212,47 @@ namespace opengl {
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glDisable(GL_DEPTH_TEST);
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}
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static const GLuint GL_FACES[2] = { GL_BACK, GL_FRONT };
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static const nxt::Face NXT_FACES[2] = { nxt::Face::Back, nxt::Face::Front };
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if (StencilIsEnabled()) {
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glEnable(GL_STENCIL_TEST);
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for (uint32_t i = 0; i < 2; ++i) {
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auto& stencil = GetStencil(NXT_FACES[i]);
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glStencilFuncSeparate(GL_FACES[i],
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OpenGLCompareFunction(stencil.compareFunction),
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stencil.reference,
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stencil.readMask
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);
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glStencilOpSeparate(GL_FACES[i],
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OpenGLStencilOperation(stencil.stencilFail),
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OpenGLStencilOperation(stencil.depthFail),
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OpenGLStencilOperation(stencil.stencilPass)
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);
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glStencilMaskSeparate(GL_FACES[i], stencil.writeMask);
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}
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auto& back = GetStencil(nxt::Face::Back);
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auto& front = GetStencil(nxt::Face::Front);
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glStencilOpSeparate(GL_BACK,
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OpenGLStencilOperation(back.stencilFail),
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OpenGLStencilOperation(back.depthFail),
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OpenGLStencilOperation(back.stencilPass)
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);
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glStencilOpSeparate(GL_FRONT,
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OpenGLStencilOperation(front.stencilFail),
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OpenGLStencilOperation(front.depthFail),
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OpenGLStencilOperation(front.stencilPass)
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);
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glStencilMaskSeparate(GL_BACK, back.writeMask);
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glStencilMaskSeparate(GL_FRONT, front.writeMask);
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}
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else {
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glDisable(GL_STENCIL_TEST);
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}
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}
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void DepthStencilState::ApplyStencilReferenceNow(uint32_t backReference, uint32_t frontReference) {
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if (StencilIsEnabled()) {
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auto& back = GetStencil(nxt::Face::Back);
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auto& front = GetStencil(nxt::Face::Front);
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glStencilFuncSeparate(GL_BACK,
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OpenGLCompareFunction(back.compareFunction),
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backReference,
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back.readMask
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);
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glStencilFuncSeparate(GL_FRONT,
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OpenGLCompareFunction(front.compareFunction),
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frontReference,
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front.readMask
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);
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}
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}
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// InputState
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InputState::InputState(Device* device, InputStateBuilder* builder)
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@ -139,7 +139,8 @@ namespace opengl {
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class DepthStencilState : public DepthStencilStateBase {
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public:
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DepthStencilState(Device* device, DepthStencilStateBuilder* builder);
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void Apply();
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void ApplyNow();
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void ApplyStencilReferenceNow(uint32_t backReference, uint32_t frontReference);
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private:
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Device* device;
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@ -208,7 +208,7 @@ namespace opengl {
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auto inputState = ToBackend(GetInputState());
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glBindVertexArray(inputState->GetVAO());
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auto depthStencilState = ToBackend(GetDepthStencilState());
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depthStencilState->Apply();
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depthStencilState->ApplyNow();
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}
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}
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