Initial changes for depth stencil, some tests not passing

This commit is contained in:
Ben Constable 2017-07-28 14:43:06 -07:00 committed by Corentin Wallez
parent 4526368263
commit a015ad3399
8 changed files with 151 additions and 17 deletions

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@ -226,6 +226,8 @@ if (NXT_ENABLE_D3D12)
${D3D12_DIR}/CommandBufferD3D12.h
${D3D12_DIR}/ComputePipelineD3D12.cpp
${D3D12_DIR}/ComputePipelineD3D12.h
${D3D12_DIR}/DepthStencilStateD3D12.cpp
${D3D12_DIR}/DepthStencilStateD3D12.h
${D3D12_DIR}/DescriptorHeapAllocator.cpp
${D3D12_DIR}/DescriptorHeapAllocator.h
${D3D12_DIR}/D3D12Backend.cpp

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@ -23,6 +23,7 @@
#include "backend/d3d12/DescriptorHeapAllocator.h"
#include "backend/d3d12/FramebufferD3D12.h"
#include "backend/d3d12/InputStateD3D12.h"
#include "backend/d3d12/DepthStencilStateD3D12.h"
#include "backend/d3d12/PipelineLayoutD3D12.h"
#include "backend/d3d12/QueueD3D12.h"
#include "backend/d3d12/RenderPipelineD3D12.h"
@ -257,12 +258,6 @@ namespace d3d12 {
return new TextureView(builder);
}
// DepthStencilState
DepthStencilState::DepthStencilState(Device* device, DepthStencilStateBuilder* builder)
: DepthStencilStateBase(builder), device(device) {
}
// RenderPass
RenderPass::RenderPass(Device* device, RenderPassBuilder* builder)

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@ -146,14 +146,6 @@ namespace d3d12 {
} pendingCommands;
};
class DepthStencilState : public DepthStencilStateBase {
public:
DepthStencilState(Device* device, DepthStencilStateBuilder* builder);
private:
Device* device;
};
class RenderPass : public RenderPassBase {
public:
RenderPass(Device* device, RenderPassBuilder* builder);

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@ -0,0 +1,101 @@
// 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 "backend/d3d12/DepthStencilStateD3D12.h"
#include "common/BitSetIterator.h"
namespace backend {
namespace d3d12 {
static D3D12_STENCIL_OP StencilOp(nxt::StencilOperation op) {
switch (op) {
case nxt::StencilOperation::Keep:
return D3D12_STENCIL_OP_KEEP;
case nxt::StencilOperation::Zero:
return D3D12_STENCIL_OP_ZERO;
case nxt::StencilOperation::Replace:
return D3D12_STENCIL_OP_REPLACE;
case nxt::StencilOperation::IncrementClamp:
return D3D12_STENCIL_OP_INCR_SAT;
case nxt::StencilOperation::DecrementClamp:
return D3D12_STENCIL_OP_DECR_SAT;
case nxt::StencilOperation::Invert:
return D3D12_STENCIL_OP_INVERT;
case nxt::StencilOperation::IncrementWrap:
return D3D12_STENCIL_OP_INCR;
case nxt::StencilOperation::DecrementWrap:
return D3D12_STENCIL_OP_DECR;
default:
UNREACHABLE();
}
}
static D3D12_COMPARISON_FUNC ComparisonFunc(nxt::CompareFunction func) {
switch (func)
{
case nxt::CompareFunction::Always:
return D3D12_COMPARISON_FUNC_ALWAYS;
case nxt::CompareFunction::Equal:
return D3D12_COMPARISON_FUNC_EQUAL;
case nxt::CompareFunction::Greater:
return D3D12_COMPARISON_FUNC_GREATER;
case nxt::CompareFunction::GreaterEqual:
return D3D12_COMPARISON_FUNC_GREATER_EQUAL;
case nxt::CompareFunction::Less:
return D3D12_COMPARISON_FUNC_LESS;
case nxt::CompareFunction::LessEqual:
return D3D12_COMPARISON_FUNC_LESS_EQUAL;
case nxt::CompareFunction::Never:
return D3D12_COMPARISON_FUNC_NEVER;
case nxt::CompareFunction::NotEqual:
return D3D12_COMPARISON_FUNC_NOT_EQUAL;
default:
UNREACHABLE();
}
}
static D3D12_DEPTH_STENCILOP_DESC StencilOpDesc(backend::DepthStencilStateBase::StencilFaceInfo faceInfo) {
D3D12_DEPTH_STENCILOP_DESC desc;
desc.StencilFailOp = StencilOp(faceInfo.stencilFail);
desc.StencilDepthFailOp = StencilOp(faceInfo.depthFail);
desc.StencilPassOp = StencilOp(faceInfo.depthStencilPass);
desc.StencilFunc = ComparisonFunc(faceInfo.compareFunction);
return desc;
}
DepthStencilState::DepthStencilState(Device* device, DepthStencilStateBuilder* builder)
: DepthStencilStateBase(builder), device(device) {
// If you have anything other than Never, then enable depth testing
depthStencilDescriptor.DepthEnable = TRUE; // (GetDepth().compareFunction == nxt::CompareFunction::Never) ? FALSE : TRUE;
depthStencilDescriptor.DepthWriteMask = GetDepth().depthWriteEnabled ? D3D12_DEPTH_WRITE_MASK_ALL : D3D12_DEPTH_WRITE_MASK_ZERO;
depthStencilDescriptor.DepthFunc = ComparisonFunc(GetDepth().compareFunction);
depthStencilDescriptor.StencilEnable = StencilTestEnabled() ? TRUE : FALSE;
depthStencilDescriptor.StencilReadMask = (UINT8)GetStencil().readMask;
depthStencilDescriptor.StencilWriteMask = (UINT8)GetStencil().writeMask;
depthStencilDescriptor.FrontFace = StencilOpDesc(GetStencil().front);
depthStencilDescriptor.BackFace = StencilOpDesc(GetStencil().back);
}
const D3D12_DEPTH_STENCIL_DESC& DepthStencilState::GetD3D12DepthStencilDescriptor() const {
return depthStencilDescriptor;
}
}
}

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@ -0,0 +1,41 @@
// 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_D3D12_DEPTHSTENCILSTATED3D12_H_
#define BACKEND_D3D12_DEPTHSTENCILSTATED3D12_H_
#include "backend/DepthStencilState.h"
#include "backend/d3d12/d3d12_platform.h"
namespace backend {
namespace d3d12 {
class Device;
class DepthStencilState : public DepthStencilStateBase {
public:
DepthStencilState(Device* device, DepthStencilStateBuilder* builder);
const D3D12_DEPTH_STENCIL_DESC& GetD3D12DepthStencilDescriptor() const;
private:
Device* device;
D3D12_DEPTH_STENCIL_DESC depthStencilDescriptor;
};
}
}
#endif // BACKEND_D3D12_DEPTHSTENCILSTATED3D12_H_

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@ -20,6 +20,7 @@
#include "backend/d3d12/ComputePipelineD3D12.h"
#include "backend/d3d12/FramebufferD3D12.h"
#include "backend/d3d12/InputStateD3D12.h"
#include "backend/d3d12/DepthStencilStateD3D12.h"
#include "backend/d3d12/PipelineLayoutD3D12.h"
#include "backend/d3d12/QueueD3D12.h"
#include "backend/d3d12/RenderPipelineD3D12.h"

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@ -16,6 +16,7 @@
#include "backend/d3d12/D3D12Backend.h"
#include "backend/d3d12/InputStateD3D12.h"
#include "backend/d3d12/DepthStencilStateD3D12.h"
#include "backend/d3d12/ShaderModuleD3D12.h"
#include "backend/d3d12/PipelineLayoutD3D12.h"
#include "common/Assert.h"
@ -154,8 +155,9 @@ namespace d3d12 {
descriptor.BlendState.RenderTarget[0].LogicOp = D3D12_LOGIC_OP_NOOP;
descriptor.BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
descriptor.DepthStencilState.DepthEnable = false;
descriptor.DepthStencilState.StencilEnable = false;
DepthStencilState* depthStencilState = ToBackend(GetDepthStencilState());
descriptor.DepthStencilState = depthStencilState->GetD3D12DepthStencilDescriptor();
descriptor.SampleMask = UINT_MAX;
descriptor.PrimitiveTopologyType = D3D12PrimitiveTopologyType(GetPrimitiveTopology());
descriptor.NumRenderTargets = 1;

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@ -522,4 +522,4 @@ TEST_P(DepthStencilStateTest, StencilDepthPass) {
2); // Replace the stencil on stencil pass, depth pass, so it should be 2
}
NXT_INSTANTIATE_TEST(DepthStencilStateTest, MetalBackend, OpenGLBackend)
NXT_INSTANTIATE_TEST(DepthStencilStateTest, MetalBackend, OpenGLBackend, D3D12Backend)