Load operations (#105)
* load ops: design + implementation (all backends) * Animometer/glTFViewer: use just one subpass per frame
This commit is contained in:
parent
3d1154786f
commit
b985431c82
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@ -138,17 +138,15 @@ void frame() {
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size_t i = 0;
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std::vector<nxt::CommandBuffer> commands(50);
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for (size_t j = 0; j < 50; j++) {
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nxt::CommandBuffer commands;
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{
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nxt::CommandBufferBuilder builder = device.CreateCommandBufferBuilder()
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.BeginRenderPass(renderpass, framebuffer)
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.BeginRenderSubpass()
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.SetRenderPipeline(pipeline)
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.Clone();
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for (int k = 0; k < 200; k++) {
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for (int k = 0; k < 10000; k++) {
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shaderData[i].time = f / 60.0f;
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builder.SetPushConstants(nxt::ShaderStageBit::Vertex, 0, 6, reinterpret_cast<uint32_t*>(&shaderData[i]))
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.DrawArrays(3, 1, 0, 0);
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@ -157,10 +155,10 @@ void frame() {
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builder.EndRenderSubpass();
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builder.EndRenderPass();
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commands[j] = builder.GetResult();
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commands = builder.GetResult();
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}
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queue.Submit(50, commands.data());
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queue.Submit(1, &commands);
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backbuffer.TransitionUsage(nxt::TextureUsageBit::Present);
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swapchain.Present(backbuffer);
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DoFlush();
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@ -126,7 +126,9 @@ nxt::RenderPass CreateDefaultRenderPass(const nxt::Device& device) {
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return device.CreateRenderPassBuilder()
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.SetAttachmentCount(2)
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.AttachmentSetFormat(0, nxt::TextureFormat::R8G8B8A8Unorm)
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.AttachmentSetColorLoadOp(0, nxt::LoadOp::Clear)
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.AttachmentSetFormat(1, nxt::TextureFormat::D32FloatS8Uint)
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.AttachmentSetDepthStencilLoadOps(1, nxt::LoadOp::Clear, nxt::LoadOp::Clear)
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.SetSubpassCount(1)
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.SubpassSetColorAttachment(0, 0, 0)
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.SubpassSetDepthStencilAttachment(0, 1)
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@ -80,7 +80,6 @@ nxt::Queue queue;
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nxt::SwapChain swapchain;
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nxt::TextureView depthStencilView;
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nxt::RenderPass renderpass;
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nxt::Framebuffer lastFramebuffer;
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nxt::Buffer defaultBuffer;
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std::map<std::string, nxt::Buffer> buffers;
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@ -478,8 +477,7 @@ namespace {
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// Drawing
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namespace {
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void drawMesh(const tinygltf::Mesh& iMesh, const glm::mat4& model) {
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nxt::CommandBufferBuilder cmd = device.CreateCommandBufferBuilder();
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void drawMesh(nxt::CommandBufferBuilder& cmd, const tinygltf::Mesh& iMesh, const glm::mat4& model) {
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for (const auto& iPrim : iMesh.primitives) {
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if (iPrim.mode != gl::Triangles) {
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fprintf(stderr, "unsupported primitive mode %d\n", iPrim.mode);
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@ -507,8 +505,6 @@ namespace {
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material.uniformBuffer.SetSubData(0,
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sizeof(u_transform_block) / sizeof(uint32_t),
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reinterpret_cast<const uint32_t*>(&transforms));
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cmd.BeginRenderPass(renderpass, lastFramebuffer);
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cmd.BeginRenderSubpass();
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cmd.SetRenderPipeline(material.pipeline);
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cmd.TransitionBufferUsage(material.uniformBuffer, nxt::BufferUsageBit::Uniform);
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cmd.SetBindGroup(0, material.bindGroup0);
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@ -551,14 +547,10 @@ namespace {
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// DrawArrays
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cmd.DrawArrays(vertexCount, 1, 0, 0);
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}
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cmd.EndRenderSubpass();
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cmd.EndRenderPass();
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}
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auto commands = cmd.GetResult();
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queue.Submit(1, &commands);
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}
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void drawNode(const tinygltf::Node& node, const glm::mat4& parent = glm::mat4()) {
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void drawNode(nxt::CommandBufferBuilder& cmd, const tinygltf::Node& node, const glm::mat4& parent = glm::mat4()) {
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glm::mat4 model;
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if (node.matrix.size() == 16) {
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model = glm::make_mat4(node.matrix.data());
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@ -579,22 +571,33 @@ namespace {
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model = parent * model;
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for (const auto& meshID : node.meshes) {
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drawMesh(scene.meshes[meshID], model);
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drawMesh(cmd, scene.meshes[meshID], model);
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}
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for (const auto& child : node.children) {
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drawNode(scene.nodes.at(child), model);
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drawNode(cmd, scene.nodes.at(child), model);
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}
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}
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void frame() {
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nxt::Texture backbuffer;
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GetNextFramebuffer(device, renderpass, swapchain, depthStencilView, &backbuffer, &lastFramebuffer);
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nxt::Framebuffer framebuffer;
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GetNextFramebuffer(device, renderpass, swapchain, depthStencilView, &backbuffer, &framebuffer);
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framebuffer.AttachmentSetClearColor(0, 0.3f, 0.4f, 0.5f, 1);
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const auto& defaultSceneNodes = scene.scenes.at(scene.defaultScene);
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nxt::CommandBufferBuilder cmd = device.CreateCommandBufferBuilder()
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.BeginRenderPass(renderpass, framebuffer)
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.BeginRenderSubpass()
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.Clone();
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for (const auto& n : defaultSceneNodes) {
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const auto& node = scene.nodes.at(n);
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drawNode(node);
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drawNode(cmd, node);
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}
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auto commands = cmd.EndRenderSubpass()
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.EndRenderPass()
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.GetResult();
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queue.Submit(1, &commands);
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backbuffer.TransitionUsage(nxt::TextureUsageBit::Present);
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swapchain.Present(backbuffer);
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DoFlush();
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46
next.json
46
next.json
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@ -697,7 +697,29 @@
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"category": "native"
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},
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"framebuffer": {
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"category": "object"
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"category": "object",
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"methods": [
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{
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"name": "attachment set clear color",
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"TODO": "determine where to put these methods (probably BeginRenderPass?)",
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"args": [
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{"name": "attachment slot", "type": "uint32_t"},
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{"name": "clear r", "type": "float"},
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{"name": "clear g", "type": "float"},
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{"name": "clear b", "type": "float"},
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{"name": "clear a", "type": "float"}
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]
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},
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{
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"name": "attachment set clear depth stencil",
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"TODO": "determine where to put these methods (probably BeginRenderPass?)",
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"args": [
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{"name": "attachment slot", "type": "uint32_t"},
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{"name": "clear depth", "type": "float"},
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{"name": "clear stencil", "type": "uint32_t"}
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]
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}
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]
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},
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"framebuffer builder": {
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"category": "object",
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@ -771,6 +793,13 @@
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{"value": 1, "name": "instance"}
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]
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},
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"load op": {
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"category": "enum",
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"values": [
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{"value": 0, "name": "clear"},
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{"value": 1, "name": "load"}
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]
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},
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"pipeline layout": {
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"category": "object"
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},
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@ -846,6 +875,21 @@
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{"name": "format", "type": "texture format"}
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]
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},
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{
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"name": "attachment set color load op",
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"args": [
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{"name": "attachment slot", "type": "uint32_t"},
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{"name": "op", "type": "load op"}
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]
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},
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{
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"name": "attachment set depth stencil load ops",
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"args": [
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{"name": "attachment slot", "type": "uint32_t"},
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{"name": "depth op", "type": "load op"},
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{"name": "stencil op", "type": "load op"}
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]
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},
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{
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"name": "set subpass count",
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"args": [
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@ -25,16 +25,32 @@ namespace backend {
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// Framebuffer
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FramebufferBase::FramebufferBase(FramebufferBuilder* builder)
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: renderPass(std::move(builder->renderPass)), width(builder->width), height(builder->height), textureViews(std::move(builder->textureViews)) {
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: device(builder->device), renderPass(std::move(builder->renderPass)),
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width(builder->width), height(builder->height), textureViews(std::move(builder->textureViews)),
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clearColors(textureViews.size()), clearDepthStencils(textureViews.size()) {
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}
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DeviceBase* FramebufferBase::GetDevice() {
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return device;
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}
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RenderPassBase* FramebufferBase::GetRenderPass() {
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return renderPass.Get();
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}
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TextureViewBase* FramebufferBase::GetTextureView(uint32_t index) {
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ASSERT(index < textureViews.size());
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return textureViews[index].Get();
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TextureViewBase* FramebufferBase::GetTextureView(uint32_t attachmentSlot) {
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ASSERT(attachmentSlot < textureViews.size());
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return textureViews[attachmentSlot].Get();
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}
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FramebufferBase::ClearColor FramebufferBase::GetClearColor(uint32_t attachmentSlot) {
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ASSERT(attachmentSlot < clearColors.size());
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return clearColors[attachmentSlot];
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}
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FramebufferBase::ClearDepthStencil FramebufferBase::GetClearDepthStencil(uint32_t attachmentSlot) {
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ASSERT(attachmentSlot < clearDepthStencils.size());
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return clearDepthStencils[attachmentSlot];
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}
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uint32_t FramebufferBase::GetWidth() const {
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return height;
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}
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void FramebufferBase::AttachmentSetClearColor(uint32_t attachmentSlot, float clearR, float clearG, float clearB, float clearA) {
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if (attachmentSlot >= renderPass->GetAttachmentCount()) {
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device->HandleError("Framebuffer attachment out of bounds");
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return;
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}
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ASSERT(attachmentSlot < clearColors.size());
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auto& c = clearColors[attachmentSlot];
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c.color[0] = clearR;
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c.color[1] = clearG;
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c.color[2] = clearB;
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c.color[3] = clearA;
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}
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void FramebufferBase::AttachmentSetClearDepthStencil(uint32_t attachmentSlot, float clearDepth, uint32_t clearStencil) {
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if (attachmentSlot >= renderPass->GetAttachmentCount()) {
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device->HandleError("Framebuffer attachment out of bounds");
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return;
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}
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ASSERT(attachmentSlot < clearDepthStencils.size());
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auto& c = clearDepthStencils[attachmentSlot];
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c.depth = clearDepth;
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c.stencil = clearStencil;
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}
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// FramebufferBuilder
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enum FramebufferSetProperties {
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@ -28,18 +28,37 @@ namespace backend {
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class FramebufferBase : public RefCounted {
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public:
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struct ClearColor {
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float color[4] = {};
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};
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struct ClearDepthStencil {
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float depth = 1.0f;
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uint32_t stencil = 0;
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};
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FramebufferBase(FramebufferBuilder* builder);
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DeviceBase* GetDevice();
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RenderPassBase* GetRenderPass();
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TextureViewBase* GetTextureView(uint32_t index);
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TextureViewBase* GetTextureView(uint32_t attachmentSlot);
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ClearColor GetClearColor(uint32_t attachmentSlot);
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ClearDepthStencil GetClearDepthStencil(uint32_t attachmentSlot);
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uint32_t GetWidth() const;
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uint32_t GetHeight() const;
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// NXT API
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void AttachmentSetClearColor(uint32_t attachmentSlot, float clearR, float clearG, float clearB, float clearA);
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void AttachmentSetClearDepthStencil(uint32_t attachmentSlot, float clearDepth, uint32_t clearStencil);
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private:
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DeviceBase* device;
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Ref<RenderPassBase> renderPass;
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uint32_t width = 0;
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uint32_t height = 0;
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std::vector<Ref<TextureViewBase>> textureViews;
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std::vector<ClearColor> clearColors;
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std::vector<ClearDepthStencil> clearDepthStencils;
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};
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class FramebufferBuilder : public Builder<FramebufferBase> {
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#include "backend/Device.h"
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#include "backend/Texture.h"
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#include "common/Assert.h"
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#include "common/BitSetIterator.h"
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namespace backend {
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@ -25,6 +26,23 @@ namespace backend {
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RenderPassBase::RenderPassBase(RenderPassBuilder* builder)
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: attachments(std::move(builder->attachments)), subpasses(std::move(builder->subpasses)) {
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for (uint32_t s = 0; s < GetSubpassCount(); ++s) {
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const auto& subpass = GetSubpassInfo(s);
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for (auto location : IterateBitSet(subpass.colorAttachmentsSet)) {
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auto attachmentSlot = subpass.colorAttachments[location];
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auto& firstSubpass = attachments[attachmentSlot].firstSubpass;
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if (firstSubpass == UINT32_MAX) {
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firstSubpass = s;
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}
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}
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if (subpass.depthStencilAttachmentSet) {
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auto attachmentSlot = subpass.depthStencilAttachment;
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auto& firstSubpass = attachments[attachmentSlot].firstSubpass;
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if (firstSubpass == UINT32_MAX) {
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firstSubpass = s;
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}
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}
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}
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}
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uint32_t RenderPassBase::GetAttachmentCount() const {
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@ -95,8 +113,8 @@ namespace backend {
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HandleError("Render pass attachment count not set yet");
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return;
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}
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if (attachmentSlot > attachments.size()) {
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HandleError("Render pass attachment index out of bounds");
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if (attachmentSlot >= attachments.size()) {
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HandleError("Render pass attachment slot out of bounds");
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return;
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}
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if (attachmentProperties[attachmentSlot][ATTACHMENT_PROPERTY_FORMAT]) {
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@ -108,6 +126,34 @@ namespace backend {
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attachmentProperties[attachmentSlot].set(ATTACHMENT_PROPERTY_FORMAT);
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}
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void RenderPassBuilder::AttachmentSetColorLoadOp(uint32_t attachmentSlot, nxt::LoadOp op) {
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if ((propertiesSet & RENDERPASS_PROPERTY_ATTACHMENT_COUNT) == 0) {
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HandleError("Render pass attachment count not set yet");
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return;
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}
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if (attachmentSlot >= attachments.size()) {
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HandleError("Render pass attachment slot out of bounds");
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return;
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}
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attachments[attachmentSlot].colorLoadOp = op;
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}
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void RenderPassBuilder::AttachmentSetDepthStencilLoadOps(uint32_t attachmentSlot, nxt::LoadOp depthOp, nxt::LoadOp stencilOp) {
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if ((propertiesSet & RENDERPASS_PROPERTY_ATTACHMENT_COUNT) == 0) {
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HandleError("Render pass attachment count not set yet");
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return;
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}
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if (attachmentSlot >= attachments.size()) {
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HandleError("Render pass attachment slot out of bounds");
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return;
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}
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attachments[attachmentSlot].depthLoadOp = depthOp;
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attachments[attachmentSlot].stencilLoadOp = stencilOp;
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}
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void RenderPassBuilder::SetSubpassCount(uint32_t subpassCount) {
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if ((propertiesSet & RENDERPASS_PROPERTY_SUBPASS_COUNT) != 0) {
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HandleError("Render pass subpass count property set multiple times");
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@ -34,10 +34,19 @@ namespace backend {
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struct AttachmentInfo {
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nxt::TextureFormat format;
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nxt::LoadOp colorLoadOp = nxt::LoadOp::Load;
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nxt::LoadOp depthLoadOp = nxt::LoadOp::Load;
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nxt::LoadOp stencilLoadOp = nxt::LoadOp::Load;
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// The first subpass that this attachment is used in.
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// This is used to determine, for each subpass, whether each
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// of its attachments is being used for the first time.
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uint32_t firstSubpass = UINT32_MAX;
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};
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struct SubpassInfo {
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// Set of locations which are set
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std::bitset<kMaxColorAttachments> colorAttachmentsSet;
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// Mapping from location to attachment slot
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std::array<uint32_t, kMaxColorAttachments> colorAttachments;
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bool depthStencilAttachmentSet = false;
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uint32_t depthStencilAttachment = 0;
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@ -58,12 +67,12 @@ namespace backend {
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public:
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RenderPassBuilder(DeviceBase* device);
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bool WasConsumed() const;
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// NXT API
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RenderPassBase* GetResultImpl() override;
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void SetAttachmentCount(uint32_t attachmentCount);
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void AttachmentSetFormat(uint32_t attachmentSlot, nxt::TextureFormat format);
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void AttachmentSetColorLoadOp(uint32_t attachmentSlot, nxt::LoadOp op);
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void AttachmentSetDepthStencilLoadOps(uint32_t attachmentSlot, nxt::LoadOp depthOp, nxt::LoadOp stencilOp);
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void SetSubpassCount(uint32_t subpassCount);
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void SubpassSetColorAttachment(uint32_t subpass, uint32_t outputAttachmentLocation, uint32_t attachmentSlot);
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void SubpassSetDepthStencilAttachment(uint32_t subpass, uint32_t attachmentSlot);
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@ -52,6 +52,17 @@ namespace backend {
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}
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}
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bool TextureFormatHasDepthOrStencil(nxt::TextureFormat format) {
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switch (format) {
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case nxt::TextureFormat::R8G8B8A8Unorm:
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return false;
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case nxt::TextureFormat::D32FloatS8Uint:
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return true;
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default:
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UNREACHABLE();
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}
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}
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// TextureBase
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@ -26,6 +26,7 @@ namespace backend {
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uint32_t TextureFormatPixelSize(nxt::TextureFormat format);
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bool TextureFormatHasDepth(nxt::TextureFormat format);
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bool TextureFormatHasStencil(nxt::TextureFormat format);
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bool TextureFormatHasDepthOrStencil(nxt::TextureFormat format);
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class TextureBase : public RefCounted {
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public:
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@ -262,21 +262,59 @@ namespace d3d12 {
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case Command::BeginRenderSubpass:
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{
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commands.NextCommand<BeginRenderSubpassCmd>();
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Framebuffer::OMSetRenderTargetArgs args = currentFramebuffer->GetSubpassOMSetRenderTargetArgs(currentSubpass);
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const auto& subpass = currentRenderPass->GetSubpassInfo(currentSubpass);
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// HACK(enga@google.com): Remove when clearing is implemented
|
||||
for (uint32_t index = 0; index < args.numRTVs; ++index) {
|
||||
static const float clearColor[] = { 0.0f, 0.0f, 0.0f, 0.0f };
|
||||
commandList->ClearRenderTargetView(args.RTVs[index], clearColor, 0, nullptr);
|
||||
Framebuffer::OMSetRenderTargetArgs args = currentFramebuffer->GetSubpassOMSetRenderTargetArgs(currentSubpass);
|
||||
if (args.dsv.ptr) {
|
||||
commandList->OMSetRenderTargets(args.numRTVs, args.RTVs.data(), FALSE, &args.dsv);
|
||||
} else {
|
||||
commandList->OMSetRenderTargets(args.numRTVs, args.RTVs.data(), FALSE, nullptr);
|
||||
}
|
||||
|
||||
if (args.dsv.ptr) {
|
||||
// HACK(enga@google.com): Remove when clearing is implemented
|
||||
commandList->ClearDepthStencilView(args.dsv, D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL, 1.0, 0, 0, nullptr);
|
||||
// Clear framebuffer attachments as needed
|
||||
|
||||
commandList->OMSetRenderTargets(args.numRTVs, args.RTVs, FALSE, &args.dsv);
|
||||
} else {
|
||||
commandList->OMSetRenderTargets(args.numRTVs, args.RTVs, FALSE, nullptr);
|
||||
for (unsigned int location : IterateBitSet(subpass.colorAttachmentsSet)) {
|
||||
uint32_t attachmentSlot = subpass.colorAttachments[location];
|
||||
const auto& attachmentInfo = currentRenderPass->GetAttachmentInfo(attachmentSlot);
|
||||
|
||||
// Only perform load op on first use
|
||||
if (attachmentInfo.firstSubpass == currentSubpass) {
|
||||
// Load op - color
|
||||
if (attachmentInfo.colorLoadOp == nxt::LoadOp::Clear) {
|
||||
auto handle = currentFramebuffer->GetDSVDescriptor(attachmentSlot);
|
||||
const auto& clear = currentFramebuffer->GetClearColor(attachmentSlot);
|
||||
commandList->ClearRenderTargetView(handle, clear.color, 0, nullptr);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (subpass.depthStencilAttachmentSet) {
|
||||
uint32_t attachmentSlot = subpass.depthStencilAttachment;
|
||||
const auto& attachmentInfo = currentRenderPass->GetAttachmentInfo(attachmentSlot);
|
||||
|
||||
// Only perform load op on first use
|
||||
if (attachmentInfo.firstSubpass == currentSubpass) {
|
||||
// Load op - depth/stencil
|
||||
bool doDepthClear = TextureFormatHasDepth(attachmentInfo.format) &&
|
||||
(attachmentInfo.depthLoadOp == nxt::LoadOp::Clear);
|
||||
bool doStencilClear = TextureFormatHasStencil(attachmentInfo.format) &&
|
||||
(attachmentInfo.stencilLoadOp == nxt::LoadOp::Clear);
|
||||
|
||||
D3D12_CLEAR_FLAGS clearFlags = {};
|
||||
if (doDepthClear) {
|
||||
clearFlags |= D3D12_CLEAR_FLAG_DEPTH;
|
||||
}
|
||||
if (doStencilClear) {
|
||||
clearFlags |= D3D12_CLEAR_FLAG_STENCIL;
|
||||
}
|
||||
if (clearFlags) {
|
||||
auto handle = currentFramebuffer->GetRTVDescriptor(attachmentSlot);
|
||||
const auto& clear = currentFramebuffer->GetClearDepthStencil(attachmentSlot);
|
||||
// TODO(kainino@chromium.org): investigate: should the NXT clear stencil type be uint8_t?
|
||||
uint8_t clearStencil = static_cast<uint8_t>(clear.stencil);
|
||||
commandList->ClearDepthStencilView(handle, clearFlags, clear.depth, clearStencil, 0, nullptr);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static constexpr std::array<float, 4> defaultBlendFactor = { 0, 0, 0, 0 };
|
||||
|
|
|
@ -68,17 +68,26 @@ namespace d3d12 {
|
|||
const auto& subpassInfo = GetRenderPass()->GetSubpassInfo(subpassIndex);
|
||||
OMSetRenderTargetArgs args = {};
|
||||
|
||||
for (uint32_t index : IterateBitSet(subpassInfo.colorAttachmentsSet)) {
|
||||
uint32_t heapIndex = attachmentHeapIndices[subpassInfo.colorAttachments[index]];
|
||||
args.RTVs[args.numRTVs++] = rtvHeap.GetCPUHandle(heapIndex);
|
||||
for (uint32_t location : IterateBitSet(subpassInfo.colorAttachmentsSet)) {
|
||||
uint32_t slot = subpassInfo.colorAttachments[location];
|
||||
args.RTVs[args.numRTVs] = GetRTVDescriptor(slot);
|
||||
args.numRTVs++;
|
||||
}
|
||||
if (subpassInfo.depthStencilAttachmentSet) {
|
||||
uint32_t heapIndex = attachmentHeapIndices[subpassInfo.depthStencilAttachment];
|
||||
args.dsv = dsvHeap.GetCPUHandle(heapIndex);
|
||||
uint32_t slot = subpassInfo.depthStencilAttachment;
|
||||
args.dsv = GetDSVDescriptor(slot);
|
||||
}
|
||||
|
||||
return args;
|
||||
}
|
||||
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE Framebuffer::GetRTVDescriptor(uint32_t attachmentSlot) {
|
||||
return rtvHeap.GetCPUHandle(attachmentHeapIndices[attachmentSlot]);
|
||||
}
|
||||
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE Framebuffer::GetDSVDescriptor(uint32_t attachmentSlot) {
|
||||
return dsvHeap.GetCPUHandle(attachmentHeapIndices[attachmentSlot]);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
@ -21,6 +21,7 @@
|
|||
#include "backend/d3d12/d3d12_platform.h"
|
||||
#include "backend/d3d12/DescriptorHeapAllocator.h"
|
||||
|
||||
#include <array>
|
||||
#include <vector>
|
||||
|
||||
namespace backend {
|
||||
|
@ -32,12 +33,14 @@ namespace d3d12 {
|
|||
public:
|
||||
struct OMSetRenderTargetArgs {
|
||||
unsigned int numRTVs = 0;
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE RTVs[kMaxColorAttachments] = {};
|
||||
std::array<D3D12_CPU_DESCRIPTOR_HANDLE, kMaxColorAttachments> RTVs = {};
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE dsv = {};
|
||||
};
|
||||
|
||||
Framebuffer(Device* device, FramebufferBuilder* builder);
|
||||
OMSetRenderTargetArgs GetSubpassOMSetRenderTargetArgs(uint32_t subpassIndex);
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE GetRTVDescriptor(uint32_t attachmentSlot);
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE GetDSVDescriptor(uint32_t attachmentSlot);
|
||||
|
||||
private:
|
||||
Device* device = nullptr;
|
||||
|
|
|
@ -87,33 +87,61 @@ namespace metal {
|
|||
const auto& info = currentRenderPass->GetSubpassInfo(subpass);
|
||||
|
||||
MTLRenderPassDescriptor* descriptor = [MTLRenderPassDescriptor renderPassDescriptor];
|
||||
for (uint32_t index = 0; index < info.colorAttachments.size(); ++index) {
|
||||
uint32_t attachment = info.colorAttachments[index];
|
||||
for (unsigned int location : IterateBitSet(info.colorAttachmentsSet)) {
|
||||
uint32_t attachment = info.colorAttachments[location];
|
||||
const auto& attachmentInfo = currentRenderPass->GetAttachmentInfo(attachment);
|
||||
|
||||
auto textureView = currentFramebuffer->GetTextureView(attachment);
|
||||
auto texture = ToBackend(textureView->GetTexture())->GetMTLTexture();
|
||||
descriptor.colorAttachments[index].texture = texture;
|
||||
descriptor.colorAttachments[index].loadAction = MTLLoadActionLoad;
|
||||
descriptor.colorAttachments[index].clearColor = MTLClearColorMake(0.0, 0.0, 0.0, 0.0);
|
||||
descriptor.colorAttachments[index].storeAction = MTLStoreActionStore;
|
||||
|
||||
bool isFirstUse = attachmentInfo.firstSubpass == subpass;
|
||||
bool shouldClearOnFirstUse = attachmentInfo.colorLoadOp == nxt::LoadOp::Clear;
|
||||
if (isFirstUse && shouldClearOnFirstUse) {
|
||||
auto clearValue = currentFramebuffer->GetClearColor(location);
|
||||
descriptor.colorAttachments[location].loadAction = MTLLoadActionClear;
|
||||
descriptor.colorAttachments[location].clearColor = MTLClearColorMake(clearValue.color[0], clearValue.color[1], clearValue.color[2], clearValue.color[3]);
|
||||
} else {
|
||||
descriptor.colorAttachments[location].loadAction = MTLLoadActionLoad;
|
||||
}
|
||||
|
||||
descriptor.colorAttachments[location].texture = texture;
|
||||
descriptor.colorAttachments[location].storeAction = MTLStoreActionStore;
|
||||
}
|
||||
if (info.depthStencilAttachmentSet) {
|
||||
uint32_t attachment = info.depthStencilAttachment;
|
||||
const auto& attachmentInfo = currentRenderPass->GetAttachmentInfo(attachment);
|
||||
|
||||
auto textureView = currentFramebuffer->GetTextureView(attachment);
|
||||
id<MTLTexture> texture = ToBackend(textureView->GetTexture())->GetMTLTexture();
|
||||
nxt::TextureFormat format = textureView->GetTexture()->GetFormat();
|
||||
|
||||
bool isFirstUse = attachmentInfo.firstSubpass == subpass;
|
||||
const auto& clearValues = currentFramebuffer->GetClearDepthStencil(attachment);
|
||||
|
||||
if (TextureFormatHasDepth(format)) {
|
||||
descriptor.depthAttachment.texture = texture;
|
||||
descriptor.depthAttachment.loadAction = MTLLoadActionClear;
|
||||
descriptor.depthAttachment.clearDepth = 1.0;
|
||||
descriptor.depthAttachment.storeAction = MTLStoreActionStore;
|
||||
|
||||
bool shouldClearDepthOnFirstUse = attachmentInfo.depthLoadOp == nxt::LoadOp::Clear;
|
||||
if (isFirstUse && shouldClearDepthOnFirstUse) {
|
||||
descriptor.depthAttachment.loadAction = MTLLoadActionClear;
|
||||
descriptor.depthAttachment.clearDepth = clearValues.depth;
|
||||
} else {
|
||||
descriptor.depthAttachment.loadAction = MTLLoadActionLoad;
|
||||
}
|
||||
}
|
||||
|
||||
if (TextureFormatHasStencil(format)) {
|
||||
descriptor.stencilAttachment.texture = texture;
|
||||
descriptor.stencilAttachment.loadAction = MTLLoadActionClear;
|
||||
descriptor.stencilAttachment.clearStencil = 0;
|
||||
descriptor.stencilAttachment.storeAction = MTLStoreActionStore;
|
||||
|
||||
bool shouldClearStencilOnFirstUse = attachmentInfo.stencilLoadOp == nxt::LoadOp::Clear;
|
||||
if (isFirstUse && shouldClearStencilOnFirstUse) {
|
||||
descriptor.stencilAttachment.loadAction = MTLLoadActionClear;
|
||||
descriptor.stencilAttachment.clearStencil = clearValues.stencil;
|
||||
} else {
|
||||
descriptor.stencilAttachment.loadAction = MTLLoadActionLoad;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -96,6 +96,8 @@ namespace opengl {
|
|||
case Command::BeginRenderSubpass:
|
||||
{
|
||||
commands.NextCommand<BeginRenderSubpassCmd>();
|
||||
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
||||
// TODO(kainino@chromium.org): possible future
|
||||
// optimization: create these framebuffers at
|
||||
// Framebuffer build time (or maybe CommandBuffer build
|
||||
|
@ -104,31 +106,42 @@ namespace opengl {
|
|||
glGenFramebuffers(1, ¤tFBO);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, currentFBO);
|
||||
|
||||
const auto& info = currentRenderPass->GetSubpassInfo(currentSubpass);
|
||||
const auto& subpass = currentRenderPass->GetSubpassInfo(currentSubpass);
|
||||
|
||||
// Mapping from attachmentSlot to GL framebuffer
|
||||
// attachment points. Defaults to zero (GL_NONE).
|
||||
std::array<GLenum, kMaxColorAttachments> drawBuffers = {};
|
||||
|
||||
// Construct GL framebuffer
|
||||
|
||||
std::array<GLenum, kMaxColorAttachments> drawBuffers;
|
||||
drawBuffers.fill(GL_NONE);
|
||||
unsigned int attachmentCount = 0;
|
||||
for (unsigned int attachmentSlot : IterateBitSet(info.colorAttachmentsSet)) {
|
||||
uint32_t attachment = info.colorAttachments[attachmentSlot];
|
||||
for (unsigned int location : IterateBitSet(subpass.colorAttachmentsSet)) {
|
||||
uint32_t attachment = subpass.colorAttachments[location];
|
||||
|
||||
auto textureView = currentFramebuffer->GetTextureView(attachment);
|
||||
GLuint texture = ToBackend(textureView->GetTexture())->GetHandle();
|
||||
|
||||
// Attach color buffers.
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER,
|
||||
GL_COLOR_ATTACHMENT0 + attachmentSlot,
|
||||
GL_COLOR_ATTACHMENT0 + location,
|
||||
GL_TEXTURE_2D, texture, 0);
|
||||
drawBuffers[attachmentSlot] = GL_COLOR_ATTACHMENT0 + attachmentSlot;
|
||||
attachmentCount = attachmentSlot + 1;
|
||||
drawBuffers[location] = GL_COLOR_ATTACHMENT0 + location;
|
||||
attachmentCount = location + 1;
|
||||
|
||||
// TODO(kainino@chromium.org): the color clears (later in
|
||||
// this function) may be undefined for other texture formats.
|
||||
ASSERT(textureView->GetTexture()->GetFormat() == nxt::TextureFormat::R8G8B8A8Unorm);
|
||||
}
|
||||
glDrawBuffers(attachmentCount, &drawBuffers[0]);
|
||||
glDrawBuffers(attachmentCount, drawBuffers.data());
|
||||
|
||||
if (info.depthStencilAttachmentSet) {
|
||||
uint32_t attachment = info.depthStencilAttachment;
|
||||
if (subpass.depthStencilAttachmentSet) {
|
||||
uint32_t attachmentSlot = subpass.depthStencilAttachment;
|
||||
|
||||
auto textureView = currentFramebuffer->GetTextureView(attachment);
|
||||
auto textureView = currentFramebuffer->GetTextureView(attachmentSlot);
|
||||
GLuint texture = ToBackend(textureView->GetTexture())->GetHandle();
|
||||
nxt::TextureFormat format = textureView->GetTexture()->GetFormat();
|
||||
|
||||
// Attach depth/stencil buffer.
|
||||
GLenum glAttachment = 0;
|
||||
// TODO(kainino@chromium.org): it may be valid to just always use GL_DEPTH_STENCIL_ATTACHMENT here.
|
||||
if (TextureFormatHasDepth(format)) {
|
||||
|
@ -141,12 +154,50 @@ namespace opengl {
|
|||
glAttachment = GL_STENCIL_ATTACHMENT;
|
||||
}
|
||||
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER,
|
||||
glAttachment, GL_TEXTURE_2D, texture, 0);
|
||||
// Load action
|
||||
glClearStencil(0);
|
||||
glClearDepth(1.0);
|
||||
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, glAttachment, GL_TEXTURE_2D, texture, 0);
|
||||
|
||||
// TODO(kainino@chromium.org): the depth/stencil clears (later in
|
||||
// this function) may be undefined for other texture formats.
|
||||
ASSERT(format == nxt::TextureFormat::D32FloatS8Uint);
|
||||
}
|
||||
|
||||
// Clear framebuffer attachments as needed
|
||||
|
||||
for (unsigned int location : IterateBitSet(subpass.colorAttachmentsSet)) {
|
||||
uint32_t attachmentSlot = subpass.colorAttachments[location];
|
||||
const auto& attachmentInfo = currentRenderPass->GetAttachmentInfo(attachmentSlot);
|
||||
|
||||
// Only perform load op on first use
|
||||
if (attachmentInfo.firstSubpass == currentSubpass) {
|
||||
// Load op - color
|
||||
if (attachmentInfo.colorLoadOp == nxt::LoadOp::Clear) {
|
||||
const auto& clear = currentFramebuffer->GetClearColor(location);
|
||||
glClearBufferfv(GL_COLOR, location, clear.color);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (subpass.depthStencilAttachmentSet) {
|
||||
uint32_t attachmentSlot = subpass.depthStencilAttachment;
|
||||
const auto& attachmentInfo = currentRenderPass->GetAttachmentInfo(attachmentSlot);
|
||||
|
||||
// Only perform load op on first use
|
||||
if (attachmentInfo.firstSubpass == currentSubpass) {
|
||||
// Load op - depth/stencil
|
||||
const auto& clear = currentFramebuffer->GetClearDepthStencil(subpass.depthStencilAttachment);
|
||||
bool doDepthClear = TextureFormatHasDepth(attachmentInfo.format) &&
|
||||
(attachmentInfo.depthLoadOp == nxt::LoadOp::Clear);
|
||||
bool doStencilClear = TextureFormatHasStencil(attachmentInfo.format) &&
|
||||
(attachmentInfo.stencilLoadOp == nxt::LoadOp::Clear);
|
||||
if (doDepthClear && doStencilClear) {
|
||||
glClearBufferfi(GL_DEPTH_STENCIL, 0, clear.depth, clear.stencil);
|
||||
} else if (doDepthClear) {
|
||||
glClearBufferfv(GL_DEPTH, 0, &clear.depth);
|
||||
} else if (doStencilClear) {
|
||||
const GLint clearStencil = clear.stencil;
|
||||
glClearBufferiv(GL_STENCIL, 0, &clearStencil);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
glBlendColor(0, 0, 0, 0);
|
||||
|
|
|
@ -16,8 +16,8 @@
|
|||
|
||||
#include "backend/opengl/BlendStateGL.h"
|
||||
#include "backend/opengl/DepthStencilStateGL.h"
|
||||
#include "backend/opengl/PersistentPipelineStateGL.h"
|
||||
#include "backend/opengl/OpenGLBackend.h"
|
||||
#include "backend/opengl/PersistentPipelineStateGL.h"
|
||||
|
||||
namespace backend {
|
||||
namespace opengl {
|
||||
|
|
|
@ -103,21 +103,6 @@ namespace utils {
|
|||
currentTexture = currentDrawable.texture;
|
||||
[currentTexture retain];
|
||||
|
||||
// Clear initial contents of the texture
|
||||
{
|
||||
MTLRenderPassDescriptor* passDescriptor = [MTLRenderPassDescriptor renderPassDescriptor];
|
||||
passDescriptor.colorAttachments[0].texture = currentTexture;
|
||||
passDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
|
||||
passDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
|
||||
passDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(0.0, 0.0, 0.0, 1.0);
|
||||
|
||||
id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer];
|
||||
id<MTLRenderCommandEncoder> commandEncoder = [commandBuffer
|
||||
renderCommandEncoderWithDescriptor:passDescriptor];
|
||||
[commandEncoder endEncoding];
|
||||
[commandBuffer commit];
|
||||
}
|
||||
|
||||
nextTexture->texture = reinterpret_cast<void*>(currentTexture);
|
||||
|
||||
return NXT_SWAP_CHAIN_NO_ERROR;
|
||||
|
|
|
@ -54,12 +54,6 @@ namespace utils {
|
|||
glDeleteFramebuffers(1, &backFBO);
|
||||
}
|
||||
|
||||
void HACKCLEAR() {
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, backFBO);
|
||||
glClearColor(0, 0, 0, 1);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
}
|
||||
|
||||
// For GenerateSwapChainImplementation
|
||||
friend class SwapChainImpl;
|
||||
|
||||
|
@ -89,8 +83,6 @@ namespace utils {
|
|||
// Reallocate the texture
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0,
|
||||
GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
|
||||
// Clear the newly (re-)allocated texture
|
||||
HACKCLEAR();
|
||||
|
||||
return NXT_SWAP_CHAIN_NO_ERROR;
|
||||
}
|
||||
|
@ -106,7 +98,6 @@ namespace utils {
|
|||
glBlitFramebuffer(0, 0, cfgWidth, cfgHeight, 0, 0, cfgWidth, cfgHeight,
|
||||
GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||
glfwSwapBuffers(window);
|
||||
HACKCLEAR();
|
||||
|
||||
return NXT_SWAP_CHAIN_NO_ERROR;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue