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:
Austin Eng
2017-06-02 14:31:53 -04:00
committed by Corentin Wallez
parent 5a67d196be
commit 58c76b3fe4
18 changed files with 318 additions and 374 deletions

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@@ -83,6 +83,8 @@ SetPIC(opengl_autogen)
list(APPEND BACKEND_SOURCES
${OPENGL_DIR}/CommandBufferGL.cpp
${OPENGL_DIR}/CommandBufferGL.h
${OPENGL_DIR}/DepthStencilStateGL.cpp
${OPENGL_DIR}/DepthStencilStateGL.h
${OPENGL_DIR}/OpenGLBackend.cpp
${OPENGL_DIR}/OpenGLBackend.h
${OPENGL_DIR}/PersistentPipelineStateGL.cpp

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@@ -573,10 +573,6 @@ namespace backend {
case Command::SetStencilReference:
{
SetStencilReferenceCmd* cmd = iterator.NextCommand<SetStencilReferenceCmd>();
if (lastPipeline->IsCompute()) {
HandleError("Can't set stencil reference in a compute pipeline");
return false;
}
if (currentRenderPass == nullptr) {
HandleError("Can't set stencil reference without an active render pass");
return false;

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@@ -29,14 +29,16 @@ namespace backend {
}
bool DepthStencilStateBase::StencilTestEnabled() const {
return (stencilInfo.back.compareFunction != nxt::CompareFunction::Always ||
stencilInfo.back.stencilFail != nxt::StencilOperation::Keep ||
stencilInfo.back.depthFail != nxt::StencilOperation::Keep ||
stencilInfo.back.depthStencilPass != nxt::StencilOperation::Keep ||
stencilInfo.front.compareFunction != nxt::CompareFunction::Always ||
stencilInfo.front.stencilFail != nxt::StencilOperation::Keep ||
stencilInfo.front.depthFail != nxt::StencilOperation::Keep ||
stencilInfo.front.depthStencilPass != nxt::StencilOperation::Keep);
return (
stencilInfo.back.compareFunction != nxt::CompareFunction::Always ||
stencilInfo.back.stencilFail != nxt::StencilOperation::Keep ||
stencilInfo.back.depthFail != nxt::StencilOperation::Keep ||
stencilInfo.back.depthStencilPass != nxt::StencilOperation::Keep ||
stencilInfo.front.compareFunction != nxt::CompareFunction::Always ||
stencilInfo.front.stencilFail != nxt::StencilOperation::Keep ||
stencilInfo.front.depthFail != nxt::StencilOperation::Keep ||
stencilInfo.front.depthStencilPass != nxt::StencilOperation::Keep
);
}
const DepthStencilStateBase::DepthInfo& DepthStencilStateBase::GetDepth() const {
@@ -53,9 +55,8 @@ namespace backend {
DEPTH_STENCIL_STATE_PROPERTY_DEPTH_COMPARE_FUNCTION = 0x1,
DEPTH_STENCIL_STATE_PROPERTY_DEPTH_WRITE_ENABLED = 0x2,
DEPTH_STENCIL_STATE_PROPERTY_STENCIL_BACK_FUNCTION = 0x4,
DEPTH_STENCIL_STATE_PROPERTY_STENCIL_BACK_MASK = 0x8,
DEPTH_STENCIL_STATE_PROPERTY_STENCIL_FRONT_FUNCTION = 0x10,
DEPTH_STENCIL_STATE_PROPERTY_STENCIL_FRONT_MASK = 0x20,
DEPTH_STENCIL_STATE_PROPERTY_STENCIL_FRONT_FUNCTION = 0x08,
DEPTH_STENCIL_STATE_PROPERTY_STENCIL_MASK = 0x10,
};
DepthStencilStateBuilder::DepthStencilStateBuilder(DeviceBase* device) : Builder(device) {
@@ -122,32 +123,15 @@ namespace backend {
}
}
void DepthStencilStateBuilder::SetStencilMask(nxt::Face face, uint32_t mask) {
if (face == nxt::Face::None) {
HandleError("Can't set stencil mask of None face");
void DepthStencilStateBuilder::SetStencilMask(uint32_t readMask, uint32_t writeMask) {
if ((propertiesSet & DEPTH_STENCIL_STATE_PROPERTY_STENCIL_MASK) != 0) {
HandleError("Stencilmask property set multiple times");
return;
}
if (face & nxt::Face::Back) {
if ((propertiesSet & DEPTH_STENCIL_STATE_PROPERTY_STENCIL_BACK_MASK) != 0) {
HandleError("Stencil back mask property set multiple times");
return;
}
propertiesSet |= DEPTH_STENCIL_STATE_PROPERTY_STENCIL_BACK_MASK;
stencilInfo.back.mask = mask;
}
if (face & nxt::Face::Front) {
if ((propertiesSet & DEPTH_STENCIL_STATE_PROPERTY_STENCIL_FRONT_MASK) != 0) {
HandleError("Stencil front mask property set multiple times");
return;
}
propertiesSet |= DEPTH_STENCIL_STATE_PROPERTY_STENCIL_FRONT_MASK;
stencilInfo.front.mask = mask;
}
propertiesSet |= DEPTH_STENCIL_STATE_PROPERTY_STENCIL_MASK;
stencilInfo.readMask = readMask;
stencilInfo.writeMask = writeMask;
}
}

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@@ -38,13 +38,13 @@ namespace backend {
nxt::StencilOperation stencilFail = nxt::StencilOperation::Keep;
nxt::StencilOperation depthFail = nxt::StencilOperation::Keep;
nxt::StencilOperation depthStencilPass = nxt::StencilOperation::Keep;
uint32_t mask = 0xff;
};
struct StencilInfo {
bool stencilTestEnabled;
StencilFaceInfo back;
StencilFaceInfo front;
uint32_t readMask = 0xff;
uint32_t writeMask = 0xff;
};
bool DepthTestEnabled() const;
@@ -66,7 +66,7 @@ namespace backend {
void SetDepthWriteEnabled(bool enabled);
void SetStencilFunction(nxt::Face face, nxt::CompareFunction stencilCompareFunction,
nxt::StencilOperation stencilFail, nxt::StencilOperation depthFail, nxt::StencilOperation depthStencilPass);
void SetStencilMask(nxt::Face face, uint32_t mask);
void SetStencilMask(uint32_t readMask, uint32_t writeMask);
private:
friend class DepthStencilStateBase;

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@@ -125,7 +125,7 @@ namespace backend {
if (!layout) {
layout = device->CreatePipelineLayoutBuilder()->GetResult();
}
if (!inputState) {
if (!inputState && !IsCompute()) {
inputState = device->CreateInputStateBuilder()->GetResult();
}
if (!depthStencilState && !IsCompute()) {

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@@ -727,15 +727,15 @@ namespace metal {
backFaceStencil.stencilFailureOperation = MetalStencilOperation(stencil.back.stencilFail);
backFaceStencil.depthFailureOperation = MetalStencilOperation(stencil.back.depthFail);
backFaceStencil.depthStencilPassOperation = MetalStencilOperation(stencil.back.depthStencilPass);
backFaceStencil.readMask = stencil.back.mask;
backFaceStencil.writeMask = stencil.back.mask;
backFaceStencil.readMask = stencil.readMask;
backFaceStencil.writeMask = stencil.writeMask;
frontFaceStencil.stencilCompareFunction = MetalDepthStencilCompareFunction(stencil.front.compareFunction);
frontFaceStencil.stencilFailureOperation = MetalStencilOperation(stencil.front.stencilFail);
frontFaceStencil.depthFailureOperation = MetalStencilOperation(stencil.front.depthFail);
frontFaceStencil.depthStencilPassOperation = MetalStencilOperation(stencil.front.depthStencilPass);
frontFaceStencil.readMask = stencil.front.mask;
frontFaceStencil.writeMask = stencil.front.mask;
frontFaceStencil.readMask = stencil.readMask;
frontFaceStencil.writeMask = stencil.writeMask;
mtlDepthStencilDescriptor.backFaceStencil = backFaceStencil;
mtlDepthStencilDescriptor.frontFaceStencil = frontFaceStencil;

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@@ -27,8 +27,6 @@
namespace backend {
namespace opengl {
PersistentPipelineState persistentPipelineState;
CommandBuffer::CommandBuffer(Device* device, CommandBufferBuilder* builder)
: CommandBufferBase(builder), device(device), commands(builder->AcquireCommands()) {
}
@@ -61,6 +59,9 @@ namespace opengl {
uint32_t indexBufferOffset = 0;
nxt::IndexFormat indexBufferFormat = nxt::IndexFormat::Uint16;
PersistentPipelineState persistentPipelineState;
persistentPipelineState.SetDefaultState();
while(commands.NextCommandId(&type)) {
switch (type) {
case Command::AdvanceSubpass:
@@ -184,9 +185,8 @@ namespace opengl {
case Command::SetStencilReference:
{
SetStencilReferenceCmd* cmd = commands.NextCommand<SetStencilReferenceCmd>();
DepthStencilState* depthStencilState = ToBackend(lastPipeline->GetDepthStencilState());
persistentPipelineState.UpdateStencilReference(cmd->reference);
persistentPipelineState.ApplyStencilNow();
// DepthStencilState* depthStencilState = ToBackend(lastPipeline->GetDepthStencilState());
persistentPipelineState.SetStencilReference(cmd->reference);
}
break;

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@@ -0,0 +1,128 @@
// 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 "DepthStencilStateGL.h"
#include "OpenGLBackend.h"
#include "PersistentPipelineStateGL.h"
namespace backend {
namespace opengl {
namespace {
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;
}
}
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;
}
}
}
DepthStencilState::DepthStencilState(Device* device, DepthStencilStateBuilder* builder)
: DepthStencilStateBase(builder), device(device) {
}
void DepthStencilState::ApplyNow(PersistentPipelineState &persistentPipelineState) const {
if (DepthTestEnabled()) {
glEnable(GL_DEPTH_TEST);
} else {
glDisable(GL_DEPTH_TEST);
}
auto& depthInfo = GetDepth();
if (depthInfo.depthWriteEnabled) {
glDepthMask(GL_TRUE);
} else {
glDepthMask(GL_FALSE);
}
glDepthFunc(OpenGLCompareFunction(depthInfo.compareFunction));
if (StencilTestEnabled()) {
glEnable(GL_STENCIL_TEST);
} else {
glDisable(GL_STENCIL_TEST);
}
auto& stencilInfo = GetStencil();
GLenum backCompareFunction = OpenGLCompareFunction(stencilInfo.back.compareFunction);
GLenum frontCompareFunction = OpenGLCompareFunction(stencilInfo.front.compareFunction);
persistentPipelineState.CacheStencilFuncsAndMask(backCompareFunction, frontCompareFunction, stencilInfo.readMask);
glStencilOpSeparate(GL_BACK,
OpenGLStencilOperation(stencilInfo.back.stencilFail),
OpenGLStencilOperation(stencilInfo.back.depthFail),
OpenGLStencilOperation(stencilInfo.back.depthStencilPass)
);
glStencilFuncSeparate(GL_BACK,
backCompareFunction,
persistentPipelineState.GetCachedStencilReference(),
stencilInfo.readMask
);
glStencilMaskSeparate(GL_BACK, stencilInfo.writeMask);
glStencilOpSeparate(GL_FRONT,
OpenGLStencilOperation(stencilInfo.front.stencilFail),
OpenGLStencilOperation(stencilInfo.front.depthFail),
OpenGLStencilOperation(stencilInfo.front.depthStencilPass)
);
glStencilFuncSeparate(GL_FRONT,
frontCompareFunction,
persistentPipelineState.GetCachedStencilReference(),
stencilInfo.readMask
);
glStencilMaskSeparate(GL_FRONT, stencilInfo.writeMask);
}
}
}

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@@ -0,0 +1,39 @@
// 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_OPENGL_DEPTHSTENCILSTATEGL_H_
#define BACKEND_OPENGL_DEPTHSTENCILSTATEGL_H_
#include "common/DepthStencilState.h"
namespace backend {
namespace opengl {
class Device;
class PersistentPipelineState;
class DepthStencilState : public DepthStencilStateBase {
public:
DepthStencilState(Device* device, DepthStencilStateBuilder* builder);
void ApplyNow(PersistentPipelineState &persistentPipelineState) const;
private:
Device* device;
};
}
}
#endif // BACKEND_OPENGL_DEPTHSTENCILSTATEGL_H_

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@@ -14,6 +14,7 @@
#include "OpenGLBackend.h"
#include "CommandBufferGL.h"
#include "DepthStencilStateGL.h"
#include "PersistentPipelineStateGL.h"
#include "PipelineGL.h"
#include "PipelineLayoutGL.h"

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@@ -15,6 +15,7 @@
#include "OpenGLBackend.h"
#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)

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@@ -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);

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@@ -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;
}
}
}
}

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@@ -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_

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@@ -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);
}
}