Initial changes for depth stencil, some tests not passing
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@ -226,6 +226,8 @@ if (NXT_ENABLE_D3D12)
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${D3D12_DIR}/CommandBufferD3D12.h
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${D3D12_DIR}/ComputePipelineD3D12.cpp
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${D3D12_DIR}/ComputePipelineD3D12.h
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${D3D12_DIR}/DepthStencilStateD3D12.cpp
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${D3D12_DIR}/DepthStencilStateD3D12.h
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${D3D12_DIR}/DescriptorHeapAllocator.cpp
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${D3D12_DIR}/DescriptorHeapAllocator.h
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${D3D12_DIR}/D3D12Backend.cpp
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@ -23,6 +23,7 @@
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#include "backend/d3d12/DescriptorHeapAllocator.h"
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#include "backend/d3d12/FramebufferD3D12.h"
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#include "backend/d3d12/InputStateD3D12.h"
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#include "backend/d3d12/DepthStencilStateD3D12.h"
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#include "backend/d3d12/PipelineLayoutD3D12.h"
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#include "backend/d3d12/QueueD3D12.h"
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#include "backend/d3d12/RenderPipelineD3D12.h"
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@ -257,12 +258,6 @@ namespace d3d12 {
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return new TextureView(builder);
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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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// RenderPass
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RenderPass::RenderPass(Device* device, RenderPassBuilder* builder)
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@ -146,14 +146,6 @@ namespace d3d12 {
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} pendingCommands;
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};
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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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private:
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Device* device;
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};
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class RenderPass : public RenderPassBase {
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public:
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RenderPass(Device* device, RenderPassBuilder* builder);
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@ -0,0 +1,101 @@
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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 "backend/d3d12/DepthStencilStateD3D12.h"
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#include "common/BitSetIterator.h"
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namespace backend {
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namespace d3d12 {
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static D3D12_STENCIL_OP StencilOp(nxt::StencilOperation op) {
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switch (op) {
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case nxt::StencilOperation::Keep:
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return D3D12_STENCIL_OP_KEEP;
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case nxt::StencilOperation::Zero:
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return D3D12_STENCIL_OP_ZERO;
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case nxt::StencilOperation::Replace:
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return D3D12_STENCIL_OP_REPLACE;
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case nxt::StencilOperation::IncrementClamp:
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return D3D12_STENCIL_OP_INCR_SAT;
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case nxt::StencilOperation::DecrementClamp:
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return D3D12_STENCIL_OP_DECR_SAT;
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case nxt::StencilOperation::Invert:
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return D3D12_STENCIL_OP_INVERT;
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case nxt::StencilOperation::IncrementWrap:
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return D3D12_STENCIL_OP_INCR;
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case nxt::StencilOperation::DecrementWrap:
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return D3D12_STENCIL_OP_DECR;
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default:
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UNREACHABLE();
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}
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}
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static D3D12_COMPARISON_FUNC ComparisonFunc(nxt::CompareFunction func) {
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switch (func)
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{
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case nxt::CompareFunction::Always:
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return D3D12_COMPARISON_FUNC_ALWAYS;
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case nxt::CompareFunction::Equal:
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return D3D12_COMPARISON_FUNC_EQUAL;
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case nxt::CompareFunction::Greater:
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return D3D12_COMPARISON_FUNC_GREATER;
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case nxt::CompareFunction::GreaterEqual:
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return D3D12_COMPARISON_FUNC_GREATER_EQUAL;
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case nxt::CompareFunction::Less:
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return D3D12_COMPARISON_FUNC_LESS;
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case nxt::CompareFunction::LessEqual:
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return D3D12_COMPARISON_FUNC_LESS_EQUAL;
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case nxt::CompareFunction::Never:
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return D3D12_COMPARISON_FUNC_NEVER;
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case nxt::CompareFunction::NotEqual:
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return D3D12_COMPARISON_FUNC_NOT_EQUAL;
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default:
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UNREACHABLE();
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}
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}
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static D3D12_DEPTH_STENCILOP_DESC StencilOpDesc(backend::DepthStencilStateBase::StencilFaceInfo faceInfo) {
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D3D12_DEPTH_STENCILOP_DESC desc;
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desc.StencilFailOp = StencilOp(faceInfo.stencilFail);
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desc.StencilDepthFailOp = StencilOp(faceInfo.depthFail);
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desc.StencilPassOp = StencilOp(faceInfo.depthStencilPass);
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desc.StencilFunc = ComparisonFunc(faceInfo.compareFunction);
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return desc;
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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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// If you have anything other than Never, then enable depth testing
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depthStencilDescriptor.DepthEnable = TRUE; // (GetDepth().compareFunction == nxt::CompareFunction::Never) ? FALSE : TRUE;
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depthStencilDescriptor.DepthWriteMask = GetDepth().depthWriteEnabled ? D3D12_DEPTH_WRITE_MASK_ALL : D3D12_DEPTH_WRITE_MASK_ZERO;
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depthStencilDescriptor.DepthFunc = ComparisonFunc(GetDepth().compareFunction);
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depthStencilDescriptor.StencilEnable = StencilTestEnabled() ? TRUE : FALSE;
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depthStencilDescriptor.StencilReadMask = (UINT8)GetStencil().readMask;
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depthStencilDescriptor.StencilWriteMask = (UINT8)GetStencil().writeMask;
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depthStencilDescriptor.FrontFace = StencilOpDesc(GetStencil().front);
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depthStencilDescriptor.BackFace = StencilOpDesc(GetStencil().back);
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}
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const D3D12_DEPTH_STENCIL_DESC& DepthStencilState::GetD3D12DepthStencilDescriptor() const {
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return depthStencilDescriptor;
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}
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}
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}
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@ -0,0 +1,41 @@
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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_D3D12_DEPTHSTENCILSTATED3D12_H_
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#define BACKEND_D3D12_DEPTHSTENCILSTATED3D12_H_
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#include "backend/DepthStencilState.h"
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#include "backend/d3d12/d3d12_platform.h"
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namespace backend {
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namespace d3d12 {
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class Device;
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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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const D3D12_DEPTH_STENCIL_DESC& GetD3D12DepthStencilDescriptor() const;
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private:
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Device* device;
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D3D12_DEPTH_STENCIL_DESC depthStencilDescriptor;
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};
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}
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}
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#endif // BACKEND_D3D12_DEPTHSTENCILSTATED3D12_H_
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@ -20,6 +20,7 @@
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#include "backend/d3d12/ComputePipelineD3D12.h"
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#include "backend/d3d12/FramebufferD3D12.h"
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#include "backend/d3d12/InputStateD3D12.h"
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#include "backend/d3d12/DepthStencilStateD3D12.h"
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#include "backend/d3d12/PipelineLayoutD3D12.h"
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#include "backend/d3d12/QueueD3D12.h"
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#include "backend/d3d12/RenderPipelineD3D12.h"
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@ -16,6 +16,7 @@
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#include "backend/d3d12/D3D12Backend.h"
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#include "backend/d3d12/InputStateD3D12.h"
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#include "backend/d3d12/DepthStencilStateD3D12.h"
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#include "backend/d3d12/ShaderModuleD3D12.h"
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#include "backend/d3d12/PipelineLayoutD3D12.h"
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#include "common/Assert.h"
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@ -154,8 +155,9 @@ namespace d3d12 {
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descriptor.BlendState.RenderTarget[0].LogicOp = D3D12_LOGIC_OP_NOOP;
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descriptor.BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
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descriptor.DepthStencilState.DepthEnable = false;
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descriptor.DepthStencilState.StencilEnable = false;
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DepthStencilState* depthStencilState = ToBackend(GetDepthStencilState());
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descriptor.DepthStencilState = depthStencilState->GetD3D12DepthStencilDescriptor();
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descriptor.SampleMask = UINT_MAX;
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descriptor.PrimitiveTopologyType = D3D12PrimitiveTopologyType(GetPrimitiveTopology());
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descriptor.NumRenderTargets = 1;
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@ -522,4 +522,4 @@ TEST_P(DepthStencilStateTest, StencilDepthPass) {
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2); // Replace the stencil on stencil pass, depth pass, so it should be 2
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}
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NXT_INSTANTIATE_TEST(DepthStencilStateTest, MetalBackend, OpenGLBackend)
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NXT_INSTANTIATE_TEST(DepthStencilStateTest, MetalBackend, OpenGLBackend, D3D12Backend)
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