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Ben Constable 2017-07-29 22:40:53 -07:00 committed by Corentin Wallez
parent d54a5239a6
commit ea507ddf77
6 changed files with 84 additions and 84 deletions

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@ -20,10 +20,10 @@
#include "backend/d3d12/CommandAllocatorManager.h"
#include "backend/d3d12/CommandBufferD3D12.h"
#include "backend/d3d12/ComputePipelineD3D12.h"
#include "backend/d3d12/DepthStencilStateD3D12.h"
#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"

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@ -19,83 +19,83 @@
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_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;
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 = static_cast<UINT8>(GetStencil().readMask);
depthStencilDescriptor.StencilWriteMask = static_cast<UINT8>(GetStencil().writeMask);
depthStencilDescriptor.FrontFace = StencilOpDesc(GetStencil().front);
depthStencilDescriptor.BackFace = StencilOpDesc(GetStencil().back);
}
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;
}
const D3D12_DEPTH_STENCIL_DESC& DepthStencilState::GetD3D12DepthStencilDescriptor() const {
return depthStencilDescriptor;
}
}
}

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@ -28,12 +28,12 @@ namespace d3d12 {
public:
DepthStencilState(Device* device, DepthStencilStateBuilder* builder);
const D3D12_DEPTH_STENCIL_DESC& GetD3D12DepthStencilDescriptor() const;
const D3D12_DEPTH_STENCIL_DESC& GetD3D12DepthStencilDescriptor() const;
private:
Device* device;
D3D12_DEPTH_STENCIL_DESC depthStencilDescriptor;
};
D3D12_DEPTH_STENCIL_DESC depthStencilDescriptor;
};
}
}

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@ -18,9 +18,9 @@
#include "backend/d3d12/BufferD3D12.h"
#include "backend/d3d12/CommandBufferD3D12.h"
#include "backend/d3d12/ComputePipelineD3D12.h"
#include "backend/d3d12/DepthStencilStateD3D12.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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@ -15,8 +15,8 @@
#include "backend/d3d12/RenderPipelineD3D12.h"
#include "backend/d3d12/D3D12Backend.h"
#include "backend/d3d12/InputStateD3D12.h"
#include "backend/d3d12/DepthStencilStateD3D12.h"
#include "backend/d3d12/InputStateD3D12.h"
#include "backend/d3d12/ShaderModuleD3D12.h"
#include "backend/d3d12/PipelineLayoutD3D12.h"
#include "common/Assert.h"
@ -155,8 +155,8 @@ namespace d3d12 {
descriptor.BlendState.RenderTarget[0].LogicOp = D3D12_LOGIC_OP_NOOP;
descriptor.BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
DepthStencilState* depthStencilState = ToBackend(GetDepthStencilState());
descriptor.DepthStencilState = depthStencilState->GetD3D12DepthStencilDescriptor();
DepthStencilState* depthStencilState = ToBackend(GetDepthStencilState());
descriptor.DepthStencilState = depthStencilState->GetD3D12DepthStencilDescriptor();
descriptor.SampleMask = UINT_MAX;
descriptor.PrimitiveTopologyType = D3D12PrimitiveTopologyType(GetPrimitiveTopology());

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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, D3D12Backend)
NXT_INSTANTIATE_TEST(DepthStencilStateTest, D3D12Backend, MetalBackend, OpenGLBackend)