Simplify PersistentPipelineState and application of stencil states. Fix
stencil mask usage. D3D12 does not support separate front/back masks. All APIs support separate read/write masks.
This commit is contained in:
parent
5a67d196be
commit
58c76b3fe4
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@ -102,7 +102,7 @@ void initBuffers() {
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planeBuffer = CreateFrozenBufferFromData(device, (void*)planeData, sizeof(planeData), nxt::BufferUsageBit::Vertex);
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}
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struct {
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struct CameraData {
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glm::mat4 view;
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glm::mat4 proj;
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} cameraData;
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@ -167,31 +167,17 @@ void init() {
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cameraBuffer = device.CreateBufferBuilder()
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.SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::Uniform)
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.SetInitialUsage(nxt::BufferUsageBit::Mapped)
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.SetSize(sizeof(cameraData))
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.SetSize(sizeof(CameraData))
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.GetResult();
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glm::mat4 transform(1.0);
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transformBuffer[0] = device.CreateBufferBuilder()
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.SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::Uniform)
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.SetInitialUsage(nxt::BufferUsageBit::Mapped)
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.SetSize(sizeof(glm::mat4))
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.GetResult();
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transformBuffer[0].SetSubData(0, sizeof(glm::mat4) / sizeof(uint32_t), reinterpret_cast<uint32_t*>(&transform));
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transformBuffer[0].FreezeUsage(nxt::BufferUsageBit::Uniform);
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transformBuffer[0] = CreateFrozenBufferFromData(device, (void*)&transform, sizeof(glm::mat4), nxt::BufferUsageBit::Uniform);
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transform = glm::translate(transform, glm::vec3(0.f, -2.f, 0.f));
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transformBuffer[1] = device.CreateBufferBuilder()
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.SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::Uniform)
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.SetInitialUsage(nxt::BufferUsageBit::Mapped)
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.SetSize(sizeof(glm::mat4))
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.GetResult();
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transformBuffer[1].SetSubData(0, sizeof(glm::mat4) / sizeof(uint32_t), reinterpret_cast<uint32_t*>(&transform));
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transformBuffer[1].FreezeUsage(nxt::BufferUsageBit::Uniform);
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transformBuffer[1] = CreateFrozenBufferFromData(device, (void*)&transform, sizeof(glm::mat4), nxt::BufferUsageBit::Uniform);
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nxt::BufferView cameraBufferView = cameraBuffer.CreateBufferViewBuilder()
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.SetExtent(0, sizeof(cameraData))
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.SetExtent(0, sizeof(CameraData))
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.GetResult();
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nxt::BufferView transformBufferView[2] = {
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@ -280,7 +266,7 @@ void frame() {
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);
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cameraBuffer.TransitionUsage(nxt::BufferUsageBit::Mapped);
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cameraBuffer.SetSubData(0, sizeof(cameraData) / sizeof(uint32_t), reinterpret_cast<uint32_t*>(&cameraData));
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cameraBuffer.SetSubData(0, sizeof(CameraData) / sizeof(uint32_t), reinterpret_cast<uint32_t*>(&cameraData));
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nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
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.BeginRenderPass(renderpass, framebuffer)
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@ -475,8 +475,8 @@
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{
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"name": "set stencil mask",
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"args": [
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{"name": "face", "type": "face"},
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{"name": "mask", "type": "uint32_t"}
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{"name": "readMask", "type": "uint32_t"},
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{"name": "writeMask", "type": "uint32_t"}
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]
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}
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]
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@ -83,6 +83,8 @@ SetPIC(opengl_autogen)
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list(APPEND BACKEND_SOURCES
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${OPENGL_DIR}/CommandBufferGL.cpp
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${OPENGL_DIR}/CommandBufferGL.h
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${OPENGL_DIR}/DepthStencilStateGL.cpp
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${OPENGL_DIR}/DepthStencilStateGL.h
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${OPENGL_DIR}/OpenGLBackend.cpp
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${OPENGL_DIR}/OpenGLBackend.h
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${OPENGL_DIR}/PersistentPipelineStateGL.cpp
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@ -573,10 +573,6 @@ namespace backend {
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case Command::SetStencilReference:
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{
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SetStencilReferenceCmd* cmd = iterator.NextCommand<SetStencilReferenceCmd>();
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if (lastPipeline->IsCompute()) {
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HandleError("Can't set stencil reference in a compute pipeline");
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return false;
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}
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if (currentRenderPass == nullptr) {
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HandleError("Can't set stencil reference without an active render pass");
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return false;
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@ -29,14 +29,16 @@ namespace backend {
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}
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bool DepthStencilStateBase::StencilTestEnabled() const {
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return (stencilInfo.back.compareFunction != nxt::CompareFunction::Always ||
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stencilInfo.back.stencilFail != nxt::StencilOperation::Keep ||
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stencilInfo.back.depthFail != nxt::StencilOperation::Keep ||
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stencilInfo.back.depthStencilPass != nxt::StencilOperation::Keep ||
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stencilInfo.front.compareFunction != nxt::CompareFunction::Always ||
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stencilInfo.front.stencilFail != nxt::StencilOperation::Keep ||
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stencilInfo.front.depthFail != nxt::StencilOperation::Keep ||
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stencilInfo.front.depthStencilPass != nxt::StencilOperation::Keep);
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return (
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stencilInfo.back.compareFunction != nxt::CompareFunction::Always ||
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stencilInfo.back.stencilFail != nxt::StencilOperation::Keep ||
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stencilInfo.back.depthFail != nxt::StencilOperation::Keep ||
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stencilInfo.back.depthStencilPass != nxt::StencilOperation::Keep ||
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stencilInfo.front.compareFunction != nxt::CompareFunction::Always ||
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stencilInfo.front.stencilFail != nxt::StencilOperation::Keep ||
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stencilInfo.front.depthFail != nxt::StencilOperation::Keep ||
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stencilInfo.front.depthStencilPass != nxt::StencilOperation::Keep
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);
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}
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const DepthStencilStateBase::DepthInfo& DepthStencilStateBase::GetDepth() const {
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@ -53,9 +55,8 @@ namespace backend {
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DEPTH_STENCIL_STATE_PROPERTY_DEPTH_COMPARE_FUNCTION = 0x1,
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DEPTH_STENCIL_STATE_PROPERTY_DEPTH_WRITE_ENABLED = 0x2,
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DEPTH_STENCIL_STATE_PROPERTY_STENCIL_BACK_FUNCTION = 0x4,
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DEPTH_STENCIL_STATE_PROPERTY_STENCIL_BACK_MASK = 0x8,
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DEPTH_STENCIL_STATE_PROPERTY_STENCIL_FRONT_FUNCTION = 0x10,
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DEPTH_STENCIL_STATE_PROPERTY_STENCIL_FRONT_MASK = 0x20,
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DEPTH_STENCIL_STATE_PROPERTY_STENCIL_FRONT_FUNCTION = 0x08,
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DEPTH_STENCIL_STATE_PROPERTY_STENCIL_MASK = 0x10,
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};
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DepthStencilStateBuilder::DepthStencilStateBuilder(DeviceBase* device) : Builder(device) {
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@ -122,32 +123,15 @@ namespace backend {
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}
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}
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void DepthStencilStateBuilder::SetStencilMask(nxt::Face face, uint32_t mask) {
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if (face == nxt::Face::None) {
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HandleError("Can't set stencil mask of None face");
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void DepthStencilStateBuilder::SetStencilMask(uint32_t readMask, uint32_t writeMask) {
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if ((propertiesSet & DEPTH_STENCIL_STATE_PROPERTY_STENCIL_MASK) != 0) {
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HandleError("Stencilmask property set multiple times");
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return;
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}
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if (face & nxt::Face::Back) {
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if ((propertiesSet & DEPTH_STENCIL_STATE_PROPERTY_STENCIL_BACK_MASK) != 0) {
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HandleError("Stencil back mask property set multiple times");
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return;
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}
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propertiesSet |= DEPTH_STENCIL_STATE_PROPERTY_STENCIL_BACK_MASK;
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stencilInfo.back.mask = mask;
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}
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if (face & nxt::Face::Front) {
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if ((propertiesSet & DEPTH_STENCIL_STATE_PROPERTY_STENCIL_FRONT_MASK) != 0) {
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HandleError("Stencil front mask property set multiple times");
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return;
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}
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propertiesSet |= DEPTH_STENCIL_STATE_PROPERTY_STENCIL_FRONT_MASK;
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stencilInfo.front.mask = mask;
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}
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propertiesSet |= DEPTH_STENCIL_STATE_PROPERTY_STENCIL_MASK;
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stencilInfo.readMask = readMask;
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stencilInfo.writeMask = writeMask;
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}
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}
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@ -38,13 +38,13 @@ namespace backend {
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nxt::StencilOperation stencilFail = nxt::StencilOperation::Keep;
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nxt::StencilOperation depthFail = nxt::StencilOperation::Keep;
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nxt::StencilOperation depthStencilPass = nxt::StencilOperation::Keep;
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uint32_t mask = 0xff;
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};
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struct StencilInfo {
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bool stencilTestEnabled;
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StencilFaceInfo back;
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StencilFaceInfo front;
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uint32_t readMask = 0xff;
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uint32_t writeMask = 0xff;
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};
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bool DepthTestEnabled() const;
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@ -66,7 +66,7 @@ namespace backend {
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void SetDepthWriteEnabled(bool enabled);
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void SetStencilFunction(nxt::Face face, nxt::CompareFunction stencilCompareFunction,
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nxt::StencilOperation stencilFail, nxt::StencilOperation depthFail, nxt::StencilOperation depthStencilPass);
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void SetStencilMask(nxt::Face face, uint32_t mask);
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void SetStencilMask(uint32_t readMask, uint32_t writeMask);
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private:
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friend class DepthStencilStateBase;
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@ -125,7 +125,7 @@ namespace backend {
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if (!layout) {
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layout = device->CreatePipelineLayoutBuilder()->GetResult();
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}
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if (!inputState) {
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if (!inputState && !IsCompute()) {
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inputState = device->CreateInputStateBuilder()->GetResult();
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}
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if (!depthStencilState && !IsCompute()) {
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@ -727,15 +727,15 @@ namespace metal {
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backFaceStencil.stencilFailureOperation = MetalStencilOperation(stencil.back.stencilFail);
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backFaceStencil.depthFailureOperation = MetalStencilOperation(stencil.back.depthFail);
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backFaceStencil.depthStencilPassOperation = MetalStencilOperation(stencil.back.depthStencilPass);
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backFaceStencil.readMask = stencil.back.mask;
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backFaceStencil.writeMask = stencil.back.mask;
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backFaceStencil.readMask = stencil.readMask;
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backFaceStencil.writeMask = stencil.writeMask;
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frontFaceStencil.stencilCompareFunction = MetalDepthStencilCompareFunction(stencil.front.compareFunction);
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frontFaceStencil.stencilFailureOperation = MetalStencilOperation(stencil.front.stencilFail);
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frontFaceStencil.depthFailureOperation = MetalStencilOperation(stencil.front.depthFail);
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frontFaceStencil.depthStencilPassOperation = MetalStencilOperation(stencil.front.depthStencilPass);
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frontFaceStencil.readMask = stencil.front.mask;
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frontFaceStencil.writeMask = stencil.front.mask;
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frontFaceStencil.readMask = stencil.readMask;
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frontFaceStencil.writeMask = stencil.writeMask;
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mtlDepthStencilDescriptor.backFaceStencil = backFaceStencil;
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mtlDepthStencilDescriptor.frontFaceStencil = frontFaceStencil;
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@ -27,8 +27,6 @@
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namespace backend {
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namespace opengl {
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PersistentPipelineState persistentPipelineState;
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CommandBuffer::CommandBuffer(Device* device, CommandBufferBuilder* builder)
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: CommandBufferBase(builder), device(device), commands(builder->AcquireCommands()) {
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}
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@ -61,6 +59,9 @@ namespace opengl {
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uint32_t indexBufferOffset = 0;
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nxt::IndexFormat indexBufferFormat = nxt::IndexFormat::Uint16;
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PersistentPipelineState persistentPipelineState;
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persistentPipelineState.SetDefaultState();
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while(commands.NextCommandId(&type)) {
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switch (type) {
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case Command::AdvanceSubpass:
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@ -184,9 +185,8 @@ namespace opengl {
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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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persistentPipelineState.UpdateStencilReference(cmd->reference);
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persistentPipelineState.ApplyStencilNow();
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// DepthStencilState* depthStencilState = ToBackend(lastPipeline->GetDepthStencilState());
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persistentPipelineState.SetStencilReference(cmd->reference);
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}
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break;
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@ -0,0 +1,128 @@
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// Copyright 2017 The NXT Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "DepthStencilStateGL.h"
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#include "OpenGLBackend.h"
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#include "PersistentPipelineStateGL.h"
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namespace backend {
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namespace opengl {
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namespace {
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GLuint OpenGLCompareFunction(nxt::CompareFunction compareFunction) {
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switch (compareFunction) {
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case nxt::CompareFunction::Never:
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return GL_NEVER;
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case nxt::CompareFunction::Less:
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return GL_LESS;
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case nxt::CompareFunction::LessEqual:
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return GL_LEQUAL;
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case nxt::CompareFunction::Greater:
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return GL_GREATER;
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case nxt::CompareFunction::GreaterEqual:
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return GL_GEQUAL;
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case nxt::CompareFunction::NotEqual:
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return GL_NOTEQUAL;
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case nxt::CompareFunction::Equal:
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return GL_EQUAL;
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case nxt::CompareFunction::Always:
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return GL_ALWAYS;
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}
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}
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GLuint OpenGLStencilOperation(nxt::StencilOperation stencilOperation) {
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switch (stencilOperation) {
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case nxt::StencilOperation::Keep:
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return GL_KEEP;
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case nxt::StencilOperation::Zero:
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return GL_ZERO;
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case nxt::StencilOperation::Replace:
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return GL_REPLACE;
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case nxt::StencilOperation::Invert:
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return GL_INVERT;
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case nxt::StencilOperation::IncrementClamp:
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return GL_INCR;
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case nxt::StencilOperation::DecrementClamp:
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return GL_DECR;
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case nxt::StencilOperation::IncrementWrap:
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return GL_INCR_WRAP;
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case nxt::StencilOperation::DecrementWrap:
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return GL_DECR_WRAP;
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}
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}
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}
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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::ApplyNow(PersistentPipelineState &persistentPipelineState) const {
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if (DepthTestEnabled()) {
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glEnable(GL_DEPTH_TEST);
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} else {
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glDisable(GL_DEPTH_TEST);
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}
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auto& depthInfo = GetDepth();
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if (depthInfo.depthWriteEnabled) {
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glDepthMask(GL_TRUE);
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} else {
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glDepthMask(GL_FALSE);
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}
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glDepthFunc(OpenGLCompareFunction(depthInfo.compareFunction));
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if (StencilTestEnabled()) {
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glEnable(GL_STENCIL_TEST);
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} else {
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glDisable(GL_STENCIL_TEST);
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}
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auto& stencilInfo = GetStencil();
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GLenum backCompareFunction = OpenGLCompareFunction(stencilInfo.back.compareFunction);
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GLenum frontCompareFunction = OpenGLCompareFunction(stencilInfo.front.compareFunction);
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persistentPipelineState.CacheStencilFuncsAndMask(backCompareFunction, frontCompareFunction, stencilInfo.readMask);
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glStencilOpSeparate(GL_BACK,
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OpenGLStencilOperation(stencilInfo.back.stencilFail),
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OpenGLStencilOperation(stencilInfo.back.depthFail),
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OpenGLStencilOperation(stencilInfo.back.depthStencilPass)
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);
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glStencilFuncSeparate(GL_BACK,
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backCompareFunction,
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persistentPipelineState.GetCachedStencilReference(),
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stencilInfo.readMask
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);
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glStencilMaskSeparate(GL_BACK, stencilInfo.writeMask);
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glStencilOpSeparate(GL_FRONT,
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OpenGLStencilOperation(stencilInfo.front.stencilFail),
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OpenGLStencilOperation(stencilInfo.front.depthFail),
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OpenGLStencilOperation(stencilInfo.front.depthStencilPass)
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);
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glStencilFuncSeparate(GL_FRONT,
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frontCompareFunction,
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persistentPipelineState.GetCachedStencilReference(),
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stencilInfo.readMask
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);
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glStencilMaskSeparate(GL_FRONT, stencilInfo.writeMask);
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}
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}
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}
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@ -0,0 +1,39 @@
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// Copyright 2017 The NXT Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#ifndef BACKEND_OPENGL_DEPTHSTENCILSTATEGL_H_
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#define BACKEND_OPENGL_DEPTHSTENCILSTATEGL_H_
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#include "common/DepthStencilState.h"
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namespace backend {
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namespace opengl {
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class Device;
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class PersistentPipelineState;
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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 ApplyNow(PersistentPipelineState &persistentPipelineState) const;
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private:
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Device* device;
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};
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}
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}
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#endif // BACKEND_OPENGL_DEPTHSTENCILSTATEGL_H_
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@ -14,6 +14,7 @@
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#include "OpenGLBackend.h"
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#include "CommandBufferGL.h"
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#include "DepthStencilStateGL.h"
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#include "PersistentPipelineStateGL.h"
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#include "PipelineGL.h"
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#include "PipelineLayoutGL.h"
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@ -15,6 +15,7 @@
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#include "OpenGLBackend.h"
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#include "CommandBufferGL.h"
|
||||
#include "DepthStencilStateGL.h"
|
||||
#include "PipelineGL.h"
|
||||
#include "PipelineLayoutGL.h"
|
||||
#include "ShaderModuleGL.h"
|
||||
|
@ -45,52 +46,6 @@ namespace opengl {
|
|||
*device = reinterpret_cast<nxtDevice>(new Device);
|
||||
}
|
||||
|
||||
GLuint OpenGLCompareFunction(nxt::CompareFunction compareFunction) {
|
||||
switch (compareFunction) {
|
||||
case nxt::CompareFunction::Never:
|
||||
return GL_NEVER;
|
||||
case nxt::CompareFunction::Less:
|
||||
return GL_LESS;
|
||||
case nxt::CompareFunction::LessEqual:
|
||||
return GL_LEQUAL;
|
||||
case nxt::CompareFunction::Greater:
|
||||
return GL_GREATER;
|
||||
case nxt::CompareFunction::GreaterEqual:
|
||||
return GL_GEQUAL;
|
||||
case nxt::CompareFunction::NotEqual:
|
||||
return GL_NOTEQUAL;
|
||||
case nxt::CompareFunction::Equal:
|
||||
return GL_EQUAL;
|
||||
case nxt::CompareFunction::Always:
|
||||
return GL_ALWAYS;
|
||||
default:
|
||||
ASSERT(false);
|
||||
}
|
||||
}
|
||||
|
||||
GLuint OpenGLStencilOperation(nxt::StencilOperation stencilOperation) {
|
||||
switch (stencilOperation) {
|
||||
case nxt::StencilOperation::Keep:
|
||||
return GL_KEEP;
|
||||
case nxt::StencilOperation::Zero:
|
||||
return GL_ZERO;
|
||||
case nxt::StencilOperation::Replace:
|
||||
return GL_REPLACE;
|
||||
case nxt::StencilOperation::Invert:
|
||||
return GL_INVERT;
|
||||
case nxt::StencilOperation::IncrementClamp:
|
||||
return GL_INCR;
|
||||
case nxt::StencilOperation::DecrementClamp:
|
||||
return GL_DECR;
|
||||
case nxt::StencilOperation::IncrementWrap:
|
||||
return GL_INCR_WRAP;
|
||||
case nxt::StencilOperation::DecrementWrap:
|
||||
return GL_DECR_WRAP;
|
||||
default:
|
||||
ASSERT(false);
|
||||
}
|
||||
}
|
||||
|
||||
// Device
|
||||
|
||||
BindGroupBase* Device::CreateBindGroup(BindGroupBuilder* builder) {
|
||||
|
@ -184,12 +139,6 @@ namespace opengl {
|
|||
: BufferViewBase(builder), device(device) {
|
||||
}
|
||||
|
||||
// DepthStencilState
|
||||
|
||||
DepthStencilState::DepthStencilState(Device* device, DepthStencilStateBuilder* builder)
|
||||
: DepthStencilStateBase(builder), device(device) {
|
||||
}
|
||||
|
||||
// InputState
|
||||
|
||||
InputState::InputState(Device* device, InputStateBuilder* builder)
|
||||
|
|
|
@ -75,9 +75,6 @@ namespace opengl {
|
|||
return ToBackendBase<OpenGLBackendTraits>(common);
|
||||
}
|
||||
|
||||
GLuint OpenGLCompareFunction(nxt::CompareFunction compareFunction);
|
||||
GLuint OpenGLStencilOperation(nxt::StencilOperation stencilOperation);
|
||||
|
||||
// Definition of backend types
|
||||
class Device : public DeviceBase {
|
||||
public:
|
||||
|
@ -140,14 +137,6 @@ namespace opengl {
|
|||
Device* device;
|
||||
};
|
||||
|
||||
class DepthStencilState : public DepthStencilStateBase {
|
||||
public:
|
||||
DepthStencilState(Device* device, DepthStencilStateBuilder* builder);
|
||||
|
||||
private:
|
||||
Device* device;
|
||||
};
|
||||
|
||||
class Framebuffer : public FramebufferBase {
|
||||
public:
|
||||
Framebuffer(Device* device, FramebufferBuilder* builder);
|
||||
|
|
|
@ -19,151 +19,38 @@
|
|||
namespace backend {
|
||||
namespace opengl {
|
||||
|
||||
PersistentPipelineState::PersistentPipelineState() {
|
||||
dirtyFields.set(); // initialize all fields as dirty
|
||||
void PersistentPipelineState::SetDefaultState() {
|
||||
stencilBackCompareFunction = GL_ALWAYS;
|
||||
stencilFrontCompareFunction = GL_ALWAYS;
|
||||
stencilReadMask = 0xff;
|
||||
SetStencilReference(0);
|
||||
}
|
||||
|
||||
// when a field on PersistentPipelineState::State changes, mark its starting location as dirty
|
||||
#define SET_FIELD(field, destination, value) { \
|
||||
if (state.destination != value) { \
|
||||
dirtyFields.set(field); \
|
||||
state.destination = value; \
|
||||
} \
|
||||
void PersistentPipelineState::CacheStencilFuncsAndMask(GLenum stencilBackCompareFunction, GLenum stencilFrontCompareFunction, uint32_t stencilReadMask) {
|
||||
this->stencilBackCompareFunction = stencilBackCompareFunction;
|
||||
this->stencilFrontCompareFunction = stencilFrontCompareFunction;
|
||||
this->stencilReadMask = stencilReadMask;
|
||||
}
|
||||
|
||||
void PersistentPipelineState::UpdateDepthStencilInfo(const DepthStencilStateBase* const depthStencilState) {
|
||||
auto& depth = depthStencilState->GetDepth();
|
||||
SET_FIELD(DEPTH_COMPARE_FUNCTION, depthInfo.compareFunction, depth.compareFunction)
|
||||
SET_FIELD(DEPTH_WRITE_ENABLED, depthInfo.depthWriteEnabled, depth.depthWriteEnabled)
|
||||
SET_FIELD(DEPTH_ENABLED, depthEnabled, depthStencilState->DepthTestEnabled())
|
||||
|
||||
auto& stencil = depthStencilState->GetStencil();
|
||||
SET_FIELD(STENCIL_ENABLED, stencilEnabled, depthStencilState->StencilTestEnabled())
|
||||
|
||||
SET_FIELD(STENCIL_BACK_COMPARE_FUNCTION, stencilInfo.back.compareFunction, stencil.back.compareFunction)
|
||||
SET_FIELD(STENCIL_BACK_STENCIL_FAIL, stencilInfo.back.stencilFail, stencil.back.stencilFail)
|
||||
SET_FIELD(STENCIL_BACK_DEPTH_FAIL, stencilInfo.back.depthFail, stencil.back.depthFail)
|
||||
SET_FIELD(STENCIL_BACK_DEPTH_STENCIL_PASS, stencilInfo.back.depthStencilPass, stencil.back.depthStencilPass)
|
||||
SET_FIELD(STENCIL_BACK_MASK, stencilInfo.back.mask, stencil.back.mask)
|
||||
|
||||
SET_FIELD(STENCIL_FRONT_COMPARE_FUNCTION, stencilInfo.front.compareFunction, stencil.front.compareFunction)
|
||||
SET_FIELD(STENCIL_FRONT_STENCIL_FAIL, stencilInfo.front.stencilFail, stencil.front.stencilFail)
|
||||
SET_FIELD(STENCIL_FRONT_DEPTH_FAIL, stencilInfo.front.depthFail, stencil.front.depthFail)
|
||||
SET_FIELD(STENCIL_FRONT_DEPTH_STENCIL_PASS, stencilInfo.front.depthStencilPass, stencil.front.depthStencilPass)
|
||||
SET_FIELD(STENCIL_FRONT_MASK, stencilInfo.front.mask, stencil.front.mask)
|
||||
}
|
||||
|
||||
void PersistentPipelineState::UpdateStencilReference(uint32_t stencilReference) {
|
||||
SET_FIELD(STENCIL_REFERENCE, stencilReference, stencilReference)
|
||||
}
|
||||
|
||||
#undef SET_FIELD
|
||||
|
||||
bool PersistentPipelineState::IsDirty(Field field) const {
|
||||
return dirtyFields.test(field);
|
||||
}
|
||||
|
||||
void PersistentPipelineState::CleanField(Field field) {
|
||||
dirtyFields.reset(field);
|
||||
}
|
||||
|
||||
void PersistentPipelineState::ApplyDepthNow() {
|
||||
if (IsDirty(DEPTH_ENABLED)) {
|
||||
if (state.depthEnabled) {
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
} else {
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
}
|
||||
CleanField(DEPTH_ENABLED);
|
||||
}
|
||||
if (IsDirty(DEPTH_WRITE_ENABLED)) {
|
||||
if (state.depthInfo.depthWriteEnabled) {
|
||||
glDepthMask(GL_TRUE);
|
||||
} else {
|
||||
glDepthMask(GL_FALSE);
|
||||
}
|
||||
CleanField(DEPTH_WRITE_ENABLED);
|
||||
}
|
||||
if (IsDirty(DEPTH_COMPARE_FUNCTION)) {
|
||||
glDepthFunc(OpenGLCompareFunction(state.depthInfo.compareFunction));
|
||||
CleanField(DEPTH_COMPARE_FUNCTION);
|
||||
}
|
||||
}
|
||||
|
||||
void PersistentPipelineState::ApplyStencilNow() {
|
||||
if (IsDirty(STENCIL_ENABLED)) {
|
||||
if (state.stencilEnabled) {
|
||||
glEnable(GL_STENCIL_TEST);
|
||||
} else {
|
||||
glDisable(GL_STENCIL_TEST);
|
||||
}
|
||||
CleanField(STENCIL_ENABLED);
|
||||
}
|
||||
|
||||
if (IsDirty(STENCIL_BACK_STENCIL_FAIL) ||
|
||||
IsDirty(STENCIL_BACK_DEPTH_FAIL) ||
|
||||
IsDirty(STENCIL_BACK_DEPTH_STENCIL_PASS)) {
|
||||
|
||||
glStencilOpSeparate(GL_BACK,
|
||||
OpenGLStencilOperation(state.stencilInfo.back.stencilFail),
|
||||
OpenGLStencilOperation(state.stencilInfo.back.depthFail),
|
||||
OpenGLStencilOperation(state.stencilInfo.back.depthStencilPass)
|
||||
);
|
||||
|
||||
CleanField(STENCIL_BACK_STENCIL_FAIL);
|
||||
CleanField(STENCIL_BACK_DEPTH_FAIL);
|
||||
CleanField(STENCIL_BACK_DEPTH_STENCIL_PASS);
|
||||
}
|
||||
if (IsDirty(STENCIL_BACK_COMPARE_FUNCTION) ||
|
||||
IsDirty(STENCIL_REFERENCE) ||
|
||||
IsDirty(STENCIL_BACK_MASK)) {
|
||||
|
||||
void PersistentPipelineState::SetStencilReference(uint32_t stencilReference) {
|
||||
if (this->stencilReference != stencilReference) {
|
||||
this->stencilReference = stencilReference;
|
||||
glStencilFuncSeparate(GL_BACK,
|
||||
OpenGLCompareFunction(state.stencilInfo.back.compareFunction),
|
||||
state.stencilReference,
|
||||
state.stencilInfo.back.mask
|
||||
stencilBackCompareFunction,
|
||||
stencilReference,
|
||||
stencilReadMask
|
||||
);
|
||||
if (IsDirty(STENCIL_BACK_MASK)) {
|
||||
glStencilMaskSeparate(GL_BACK, state.stencilInfo.back.mask);
|
||||
}
|
||||
|
||||
CleanField(STENCIL_BACK_COMPARE_FUNCTION);
|
||||
CleanField(STENCIL_BACK_MASK);
|
||||
}
|
||||
|
||||
if (IsDirty(STENCIL_FRONT_STENCIL_FAIL) ||
|
||||
IsDirty(STENCIL_FRONT_DEPTH_FAIL) ||
|
||||
IsDirty(STENCIL_FRONT_DEPTH_STENCIL_PASS)) {
|
||||
|
||||
glStencilOpSeparate(GL_FRONT,
|
||||
OpenGLStencilOperation(state.stencilInfo.front.stencilFail),
|
||||
OpenGLStencilOperation(state.stencilInfo.front.depthFail),
|
||||
OpenGLStencilOperation(state.stencilInfo.front.depthStencilPass)
|
||||
);
|
||||
|
||||
CleanField(STENCIL_FRONT_STENCIL_FAIL);
|
||||
CleanField(STENCIL_FRONT_DEPTH_FAIL);
|
||||
CleanField(STENCIL_FRONT_DEPTH_STENCIL_PASS);
|
||||
}
|
||||
if (IsDirty(STENCIL_FRONT_COMPARE_FUNCTION) ||
|
||||
IsDirty(STENCIL_REFERENCE) ||
|
||||
IsDirty(STENCIL_FRONT_MASK)) {
|
||||
|
||||
glStencilFuncSeparate(GL_FRONT,
|
||||
OpenGLCompareFunction(state.stencilInfo.front.compareFunction),
|
||||
state.stencilReference,
|
||||
state.stencilInfo.front.mask
|
||||
stencilFrontCompareFunction,
|
||||
stencilReference,
|
||||
stencilReadMask
|
||||
);
|
||||
if (IsDirty(STENCIL_FRONT_MASK)) {
|
||||
glStencilMaskSeparate(GL_FRONT, state.stencilInfo.front.mask);
|
||||
}
|
||||
|
||||
CleanField(STENCIL_FRONT_COMPARE_FUNCTION);
|
||||
CleanField(STENCIL_FRONT_MASK);
|
||||
}
|
||||
}
|
||||
|
||||
CleanField(STENCIL_REFERENCE); // clean this last because its used for both the back and front functions
|
||||
GLuint PersistentPipelineState::GetCachedStencilReference() const {
|
||||
return stencilReference;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -15,58 +15,28 @@
|
|||
#ifndef BACKEND_OPENGL_PERSISTENTPIPELINESTATE_H_
|
||||
#define BACKEND_OPENGL_PERSISTENTPIPELINESTATE_H_
|
||||
|
||||
#include "common/DepthStencilState.h"
|
||||
#include "nxt/nxtcpp.h"
|
||||
|
||||
#include <bitset>
|
||||
#include "glad/glad.h"
|
||||
|
||||
namespace backend {
|
||||
namespace opengl {
|
||||
|
||||
class PersistentPipelineState {
|
||||
public:
|
||||
PersistentPipelineState();
|
||||
void UpdateDepthStencilInfo(const DepthStencilStateBase* const depthStencilState);
|
||||
void UpdateStencilReference(uint32_t stencilReference);
|
||||
|
||||
void ApplyDepthNow();
|
||||
void ApplyStencilNow();
|
||||
|
||||
enum Field {
|
||||
DEPTH_COMPARE_FUNCTION,
|
||||
DEPTH_WRITE_ENABLED,
|
||||
DEPTH_ENABLED,
|
||||
STENCIL_ENABLED,
|
||||
STENCIL_BACK_COMPARE_FUNCTION,
|
||||
STENCIL_BACK_STENCIL_FAIL,
|
||||
STENCIL_BACK_DEPTH_FAIL,
|
||||
STENCIL_BACK_DEPTH_STENCIL_PASS,
|
||||
STENCIL_BACK_MASK,
|
||||
STENCIL_FRONT_COMPARE_FUNCTION,
|
||||
STENCIL_FRONT_STENCIL_FAIL,
|
||||
STENCIL_FRONT_DEPTH_FAIL,
|
||||
STENCIL_FRONT_DEPTH_STENCIL_PASS,
|
||||
STENCIL_FRONT_MASK,
|
||||
STENCIL_REFERENCE,
|
||||
Count
|
||||
};
|
||||
|
||||
struct State {
|
||||
bool depthEnabled;
|
||||
bool stencilEnabled;
|
||||
DepthStencilStateBase::DepthInfo depthInfo;
|
||||
DepthStencilStateBase::StencilInfo stencilInfo;
|
||||
uint32_t stencilReference;
|
||||
};
|
||||
void SetDefaultState();
|
||||
void CacheStencilFuncsAndMask(GLenum stencilBackCompareFunction, GLenum stencilFrontCompareFunction, uint32_t stencilReadMask);
|
||||
void SetStencilReference(uint32_t stencilReference);
|
||||
GLuint GetCachedStencilReference() const;
|
||||
|
||||
private:
|
||||
State state;
|
||||
std::bitset<Field::Count> dirtyFields;
|
||||
|
||||
inline bool IsDirty(Field field) const;
|
||||
inline void CleanField(Field field);
|
||||
GLenum stencilBackCompareFunction;
|
||||
GLenum stencilFrontCompareFunction;
|
||||
GLuint stencilReadMask;
|
||||
GLuint stencilReference;
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
#endif // BACKEND_OPENGL_PERSISTENTPIPELINESTATE_H_
|
||||
#endif // BACKEND_OPENGL_PERSISTENTPIPELINESTATE_H_
|
||||
|
|
|
@ -14,6 +14,7 @@
|
|||
|
||||
#include "PipelineGL.h"
|
||||
|
||||
#include "DepthStencilStateGL.h"
|
||||
#include "OpenGLBackend.h"
|
||||
#include "PersistentPipelineStateGL.h"
|
||||
#include "PipelineLayoutGL.h"
|
||||
|
@ -209,9 +210,8 @@ namespace opengl {
|
|||
auto inputState = ToBackend(GetInputState());
|
||||
glBindVertexArray(inputState->GetVAO());
|
||||
|
||||
persistentPipelineState.UpdateDepthStencilInfo(GetDepthStencilState());
|
||||
persistentPipelineState.ApplyDepthNow();
|
||||
persistentPipelineState.ApplyStencilNow();
|
||||
auto depthStencilState = ToBackend(GetDepthStencilState());
|
||||
depthStencilState->ApplyNow(persistentPipelineState);
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -17,66 +17,79 @@
|
|||
class DepthStencilStateValidationTest : public ValidationTest {
|
||||
};
|
||||
|
||||
TEST_F(DepthStencilStateValidationTest, Creation) {
|
||||
// Success
|
||||
nxt::DepthStencilState buf0 = AssertWillBeSuccess(device.CreateDepthStencilStateBuilder())
|
||||
.SetDepthCompareFunction(nxt::CompareFunction::Less)
|
||||
.SetDepthWriteEnabled(true)
|
||||
.SetStencilFunction(nxt::Face::Both, nxt::CompareFunction::Greater,
|
||||
nxt::StencilOperation::Keep, nxt::StencilOperation::Keep, nxt::StencilOperation::Replace)
|
||||
.SetStencilMask(nxt::Face::Both, 0x1)
|
||||
.GetResult();
|
||||
TEST_F(DepthStencilStateValidationTest, CreationSuccess) {
|
||||
// Success for setting all properties
|
||||
{
|
||||
nxt::DepthStencilState ds = AssertWillBeSuccess(device.CreateDepthStencilStateBuilder())
|
||||
.SetDepthCompareFunction(nxt::CompareFunction::Less)
|
||||
.SetDepthWriteEnabled(true)
|
||||
.SetStencilFunction(nxt::Face::Both, nxt::CompareFunction::Greater,
|
||||
nxt::StencilOperation::Keep, nxt::StencilOperation::Keep, nxt::StencilOperation::Replace)
|
||||
.SetStencilMask(0x0, 0x1)
|
||||
.GetResult();
|
||||
}
|
||||
|
||||
// Success for empty builder
|
||||
nxt::DepthStencilState buf1 = AssertWillBeSuccess(device.CreateDepthStencilStateBuilder())
|
||||
.GetResult();
|
||||
{
|
||||
nxt::DepthStencilState ds = AssertWillBeSuccess(device.CreateDepthStencilStateBuilder())
|
||||
.GetResult();
|
||||
}
|
||||
|
||||
// Test failure when specifying properties multiple times
|
||||
nxt::DepthStencilState buf2 = AssertWillBeError(device.CreateDepthStencilStateBuilder())
|
||||
.SetDepthWriteEnabled(true)
|
||||
.SetDepthWriteEnabled(false)
|
||||
.GetResult();
|
||||
|
||||
nxt::DepthStencilState buf3 = AssertWillBeError(device.CreateDepthStencilStateBuilder())
|
||||
.SetDepthCompareFunction(nxt::CompareFunction::Less)
|
||||
.SetDepthCompareFunction(nxt::CompareFunction::Greater)
|
||||
.GetResult();
|
||||
|
||||
// Test success when setting properties on separate faces
|
||||
nxt::DepthStencilState buf4 = AssertWillBeSuccess(device.CreateDepthStencilStateBuilder())
|
||||
.SetStencilMask(nxt::Face::Front, 0x00)
|
||||
.SetStencilMask(nxt::Face::Back, 0xff)
|
||||
.GetResult();
|
||||
|
||||
nxt::DepthStencilState buf5 = AssertWillBeSuccess(device.CreateDepthStencilStateBuilder())
|
||||
.SetStencilFunction(nxt::Face::Front, nxt::CompareFunction::Less,
|
||||
nxt::StencilOperation::Replace, nxt::StencilOperation::Replace, nxt::StencilOperation::Replace)
|
||||
.SetStencilFunction(nxt::Face::Back, nxt::CompareFunction::Greater,
|
||||
nxt::StencilOperation::Replace, nxt::StencilOperation::Replace, nxt::StencilOperation::Replace)
|
||||
.GetResult();
|
||||
|
||||
// Test failure when setting properties on a face multiple times
|
||||
nxt::DepthStencilState buf6 = AssertWillBeError(device.CreateDepthStencilStateBuilder())
|
||||
.SetStencilMask(nxt::Face::Back, 0x00)
|
||||
.SetStencilMask(nxt::Face::Back, 0xff)
|
||||
.GetResult();
|
||||
|
||||
nxt::DepthStencilState buf7 = AssertWillBeError(device.CreateDepthStencilStateBuilder())
|
||||
.SetStencilFunction(nxt::Face::Back, nxt::CompareFunction::Less,
|
||||
nxt::StencilOperation::Replace, nxt::StencilOperation::Replace, nxt::StencilOperation::Replace)
|
||||
.SetStencilFunction(nxt::Face::Back, nxt::CompareFunction::Greater,
|
||||
nxt::StencilOperation::Replace, nxt::StencilOperation::Replace, nxt::StencilOperation::Replace)
|
||||
.GetResult();
|
||||
|
||||
nxt::DepthStencilState buf8 = AssertWillBeError(device.CreateDepthStencilStateBuilder())
|
||||
.SetStencilMask(nxt::Face::Both, 0x00)
|
||||
.SetStencilMask(nxt::Face::Back, 0xff)
|
||||
.GetResult();
|
||||
|
||||
nxt::DepthStencilState buf9 = AssertWillBeError(device.CreateDepthStencilStateBuilder())
|
||||
.SetStencilFunction(nxt::Face::Both, nxt::CompareFunction::Less,
|
||||
nxt::StencilOperation::Replace, nxt::StencilOperation::Replace, nxt::StencilOperation::Replace)
|
||||
.SetStencilFunction(nxt::Face::Back, nxt::CompareFunction::Greater,
|
||||
nxt::StencilOperation::Replace, nxt::StencilOperation::Replace, nxt::StencilOperation::Replace)
|
||||
.GetResult();
|
||||
// Test success when setting stencil function on separate faces
|
||||
{
|
||||
nxt::DepthStencilState ds = AssertWillBeSuccess(device.CreateDepthStencilStateBuilder())
|
||||
.SetStencilFunction(nxt::Face::Front, nxt::CompareFunction::Less,
|
||||
nxt::StencilOperation::Replace, nxt::StencilOperation::Replace, nxt::StencilOperation::Replace)
|
||||
.SetStencilFunction(nxt::Face::Back, nxt::CompareFunction::Greater,
|
||||
nxt::StencilOperation::Replace, nxt::StencilOperation::Replace, nxt::StencilOperation::Replace)
|
||||
.GetResult();
|
||||
}
|
||||
}
|
||||
|
||||
TEST_F(DepthStencilStateValidationTest, CreationDuplicates) {
|
||||
// Test failure when specifying depth write enabled multiple times
|
||||
{
|
||||
nxt::DepthStencilState ds = AssertWillBeError(device.CreateDepthStencilStateBuilder())
|
||||
.SetDepthWriteEnabled(true)
|
||||
.SetDepthWriteEnabled(false)
|
||||
.GetResult();
|
||||
}
|
||||
|
||||
// Test failure when specifying depth compare function multiple times
|
||||
{
|
||||
nxt::DepthStencilState ds = AssertWillBeError(device.CreateDepthStencilStateBuilder())
|
||||
.SetDepthCompareFunction(nxt::CompareFunction::Less)
|
||||
.SetDepthCompareFunction(nxt::CompareFunction::Greater)
|
||||
.GetResult();
|
||||
}
|
||||
|
||||
// Test failure when setting stencil mask multiple times
|
||||
{
|
||||
nxt::DepthStencilState ds = AssertWillBeError(device.CreateDepthStencilStateBuilder())
|
||||
.SetStencilMask(0x00, 0x00)
|
||||
.SetStencilMask(0xff, 0xff)
|
||||
.GetResult();
|
||||
}
|
||||
|
||||
// Test failure when directly setting stencil function on a face multiple times
|
||||
{
|
||||
nxt::DepthStencilState ds = AssertWillBeError(device.CreateDepthStencilStateBuilder())
|
||||
.SetStencilFunction(nxt::Face::Back, nxt::CompareFunction::Less,
|
||||
nxt::StencilOperation::Replace, nxt::StencilOperation::Replace, nxt::StencilOperation::Replace)
|
||||
.SetStencilFunction(nxt::Face::Back, nxt::CompareFunction::Greater,
|
||||
nxt::StencilOperation::Replace, nxt::StencilOperation::Replace, nxt::StencilOperation::Replace)
|
||||
.GetResult();
|
||||
}
|
||||
|
||||
// Test failure when indirectly setting stencil function on a face multiple times
|
||||
{
|
||||
nxt::DepthStencilState ds = AssertWillBeError(device.CreateDepthStencilStateBuilder())
|
||||
.SetStencilFunction(nxt::Face::Both, nxt::CompareFunction::Less,
|
||||
nxt::StencilOperation::Replace, nxt::StencilOperation::Replace, nxt::StencilOperation::Replace)
|
||||
.SetStencilFunction(nxt::Face::Back, nxt::CompareFunction::Greater,
|
||||
nxt::StencilOperation::Replace, nxt::StencilOperation::Replace, nxt::StencilOperation::Replace)
|
||||
.GetResult();
|
||||
}
|
||||
}
|
||||
|
||||
// TODO(enga@google.com) Test failure when set in a compute pipeline
|
||||
|
|
Loading…
Reference in New Issue