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@ -20,10 +20,10 @@
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#include "backend/d3d12/CommandAllocatorManager.h"
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#include "backend/d3d12/CommandAllocatorManager.h"
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#include "backend/d3d12/CommandBufferD3D12.h"
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#include "backend/d3d12/CommandBufferD3D12.h"
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#include "backend/d3d12/ComputePipelineD3D12.h"
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#include "backend/d3d12/ComputePipelineD3D12.h"
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#include "backend/d3d12/DepthStencilStateD3D12.h"
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#include "backend/d3d12/DescriptorHeapAllocator.h"
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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/FramebufferD3D12.h"
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#include "backend/d3d12/InputStateD3D12.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/PipelineLayoutD3D12.h"
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#include "backend/d3d12/QueueD3D12.h"
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#include "backend/d3d12/QueueD3D12.h"
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#include "backend/d3d12/RenderPipelineD3D12.h"
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#include "backend/d3d12/RenderPipelineD3D12.h"
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@ -81,13 +81,13 @@ namespace d3d12 {
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: DepthStencilStateBase(builder), device(device) {
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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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// 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.DepthEnable = TRUE;
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depthStencilDescriptor.DepthWriteMask = GetDepth().depthWriteEnabled ? D3D12_DEPTH_WRITE_MASK_ALL : D3D12_DEPTH_WRITE_MASK_ZERO;
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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.DepthFunc = ComparisonFunc(GetDepth().compareFunction);
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depthStencilDescriptor.StencilEnable = StencilTestEnabled() ? TRUE : FALSE;
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depthStencilDescriptor.StencilEnable = StencilTestEnabled() ? TRUE : FALSE;
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depthStencilDescriptor.StencilReadMask = (UINT8)GetStencil().readMask;
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depthStencilDescriptor.StencilReadMask = static_cast<UINT8>(GetStencil().readMask);
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depthStencilDescriptor.StencilWriteMask = (UINT8)GetStencil().writeMask;
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depthStencilDescriptor.StencilWriteMask = static_cast<UINT8>(GetStencil().writeMask);
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depthStencilDescriptor.FrontFace = StencilOpDesc(GetStencil().front);
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depthStencilDescriptor.FrontFace = StencilOpDesc(GetStencil().front);
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depthStencilDescriptor.BackFace = StencilOpDesc(GetStencil().back);
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depthStencilDescriptor.BackFace = StencilOpDesc(GetStencil().back);
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@ -18,9 +18,9 @@
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#include "backend/d3d12/BufferD3D12.h"
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#include "backend/d3d12/BufferD3D12.h"
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#include "backend/d3d12/CommandBufferD3D12.h"
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#include "backend/d3d12/CommandBufferD3D12.h"
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#include "backend/d3d12/ComputePipelineD3D12.h"
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#include "backend/d3d12/ComputePipelineD3D12.h"
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#include "backend/d3d12/DepthStencilStateD3D12.h"
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#include "backend/d3d12/FramebufferD3D12.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/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/PipelineLayoutD3D12.h"
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#include "backend/d3d12/QueueD3D12.h"
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#include "backend/d3d12/QueueD3D12.h"
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#include "backend/d3d12/RenderPipelineD3D12.h"
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#include "backend/d3d12/RenderPipelineD3D12.h"
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@ -15,8 +15,8 @@
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#include "backend/d3d12/RenderPipelineD3D12.h"
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#include "backend/d3d12/RenderPipelineD3D12.h"
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#include "backend/d3d12/D3D12Backend.h"
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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/DepthStencilStateD3D12.h"
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#include "backend/d3d12/InputStateD3D12.h"
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#include "backend/d3d12/ShaderModuleD3D12.h"
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#include "backend/d3d12/ShaderModuleD3D12.h"
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#include "backend/d3d12/PipelineLayoutD3D12.h"
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#include "backend/d3d12/PipelineLayoutD3D12.h"
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#include "common/Assert.h"
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#include "common/Assert.h"
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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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2); // Replace the stencil on stencil pass, depth pass, so it should be 2
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}
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}
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NXT_INSTANTIATE_TEST(DepthStencilStateTest, MetalBackend, OpenGLBackend, D3D12Backend)
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NXT_INSTANTIATE_TEST(DepthStencilStateTest, D3D12Backend, MetalBackend, OpenGLBackend)
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