78 Commits

Author SHA1 Message Date
Stephen White
a9e3d7fd00 Implement sampler address modes (API, D3D, MTL, GL). 2018-04-09 13:42:24 -04:00
Stephen White
cd4f8a2e2f Add 1- and 2-component texture formats.
Implemented {uint8, unorm8} x {r, rg} texture formats.
Backend support added for Metal, D3D12 and OpenGL.
2018-04-09 11:26:17 -04:00
Stephen White
8d742d1375 Implement unorm_rgba8 and unorm_rg8 vertex formats.
Backend support implemented in GL, Metal and D3D12.
Support for unorm values in the GL backend requires a
utility function to indicate if the format's components
are normalized.

Note that unorm_r8 is only supported on more recent MacOS SDKs (10.13),
so it's omitted for now.
2018-04-09 11:25:31 -04:00
Corentin Wallez
cc0a54dbdb Implement MapWrite except in the wire.
Also this MapWrite doesn't zero out memory yet.
2018-04-06 16:03:57 -04:00
Corentin Wallez
8565e0056a Rename "buffer map read status" to "buffer map async status"
This is in preparation of MapWriteAsync that will use the same status
enum.
2018-04-06 16:03:57 -04:00
Stephen White
c25d376ac3 Use GL_RGBA8 as the internal format for GL_BGRA. 2018-04-06 15:05:05 -04:00
Corentin Wallez
a3c89cc27a Add and Implement CommandBuffer::SetScissorRect 2018-03-02 14:22:50 -05:00
Corentin Wallez
9e59b4ddf1 Fixup some include guards to match the filename 2018-02-05 13:27:47 -05:00
Corentin Wallez
0887236c81 nxtSwapChainNextTexture: make texture a union of ptr, u32, u64
Making all textures represented by pointers is a problem for Vulkan
where VkImage is a 64bit type and wouldn't fit in a pointer on 32bit
builds. Make texture contain on of each useful type so that each backend
can choose which one it wants to receive.
2018-01-18 16:17:28 -05:00
Corentin Wallez
47155a3555 Make gl_Position(-1, -1) map to texel (0, 0) of the render target
There was a lot of missing around with viewports and flip the Y
coordinate in vertex shaders before. Turns out things are simpler than
we thought: *all* APIs have gl_Position(-1, -1) map to texel (0, 0). It
is just the present coordinate system that changes.

Remove some of the hacks we had to work around non-existent viewport
issues and fix tests.
2018-01-15 19:13:01 -05:00
Corentin Wallez
c7807abf04 Format: src/backend/opengl 2017-11-28 16:18:39 -05:00
Corentin Wallez
7ee1610f38 Member rename: src/backend/opengl 2017-11-23 17:04:10 -05:00
Corentin Wallez
33f7bfe322 OpenGL: Apply vertex/index buffers just before draw.
Previously we would modify the GL state as soon as we saw
SetIndex/VertexBuffers. This GL state is owned by the VAOs in the
InputState and was disappearing on a Pipeline change. Fix this by
applying the index / vertex buffers lazily.
2017-11-21 17:34:16 -05:00
Corentin Wallez
e862a33dac Add TextureFormat::B8G8R8A8Unorm 2017-11-20 09:59:03 -05:00
Corentin Wallez
405dcd636a Make the index format part of the pipeline state. 2017-11-20 09:59:03 -05:00
Corentin Wallez
ff57ccbcf1 OpenGL: Fix rendered textures being flipped.
This was because the clip space of OpenGL has an inverted Y compared to
other APIs. This commit:
 - Updates SPIRV-Cross to the latest version
 - Uses the new vertex.flip_vert_y option in ShaderModuleGL
 - Enables tests that are now passing in GL.
2017-11-16 11:42:38 -05:00
Kai Ninomiya
169809c458 use TransitionUsageImpl 2017-09-15 14:02:02 -07:00
Kai Ninomiya
ee7b6b1b62 Update SwapChain to configure texture usage
Explicitly configure swap chain usage in bindings and examples

Fix missing case in switch

Make swap chain Present usage implicit

Author: Austin Eng <enga@google.com>
2017-09-15 14:02:02 -07:00
Corentin Wallez
7218ed19a1 end2end: Add push constant tests 2017-08-23 09:49:35 -04:00
Corentin Wallez
91b475f369 OpenGL: Allow separate VS and FS push constants 2017-08-23 09:49:35 -04:00
Corentin Wallez
1b6f7535aa OpenGL: Reset viewport to FB size at each subpass 2017-08-23 09:49:35 -04:00
Corentin Wallez
a214b7f12d OpenGL: Fix push constants disappearing on pipeline change 2017-08-23 09:49:35 -04:00
Kai Ninomiya
afa45a9176 Add tests for clears, render passes, framebuffers (#107)
* Add tests for clears, render passes, framebuffers

* Test load with a draw in it
2017-08-14 16:32:26 -07:00
Kai Ninomiya
b985431c82 Load operations (#105)
* load ops: design + implementation (all backends)

* Animometer/glTFViewer: use just one subpass per frame
2017-08-11 14:36:20 -07:00
Austin Eng
12a00ba3d1 Reset blend color to (0,0,0,0) at the start of render subpass 2017-08-07 18:51:48 -04:00
Austin Eng
cce6b01b6d Remove dual source blending
It is not supported on many mobile GPUS on Vulkan
http://vulkan.gpuinfo.org/listreports.php?feature=dualSrcBlend&option=not
and is optional on Metal
2017-08-07 18:51:48 -04:00
Austin Eng
3a8f48504d opengl: Fix multiple render target setup with glDrawBuffers 2017-08-07 18:51:48 -04:00
Austin Eng
8dc3bd1808 opengl: Implement blend state 2017-08-07 18:51:48 -04:00
Austin Eng
fb4265387c Add SetBlendColor command 2017-08-07 18:51:48 -04:00
Austin Eng
94bebe517d Add BlendState to NXT API 2017-08-07 18:51:48 -04:00
Kai Ninomiya
4526368263 Remove outdated backbuffer hack + reduce GL version to 4.4 (#100) 2017-07-31 11:25:06 -07:00
Kai Ninomiya
c16a67ae52 Swap chains, part 2 (#94) 2017-07-27 18:30:57 -07:00
Austin Eng
439d963ccd Point,Line,Triangle -> PointList,LineList,TriangleList 2017-07-27 10:19:30 -04:00
Austin Eng
d81fd82bde Implement primitive topology in OpenGL, Metal, and D3D12 backends 2017-07-27 10:19:30 -04:00
Austin Eng
ccf1fa2330 Remove DepthTestEnabled() and fix depth writes for depth function Always 2017-07-25 10:16:08 -04:00
Kai Ninomiya
78c8b837ea clang/gcc: enable a bunch more warnings (#91)
* clang/gcc: enable -pedantic warnings

* suppress a GCC-specific warning in stb_image

* And some clang-specific warnings

* -Wconversion (clang) -Wold-style-cast (clang+gcc)

and fix a few warnings that show up with these (and a few more with
-Wconversion on gcc, even though that's not enabled by default)

* bunch more warnings

* fixes

* remove merge error
2017-07-21 17:00:22 -07:00
Corentin Wallez
c8377da79b Validate SetPushConstants is done inside subpass and compute passes 2017-07-20 16:33:02 -04:00
Kai Ninomiya
35bf424035 Swap chains, part 1 (#87)
Adds the swap chain interfaces to the API without changing the behavior
of anything else. This includes the C APIs for applications to provide
swap chain implementations. Also adds stub implementations on every
backend.
2017-07-19 15:41:17 -07:00
Austin Eng
33560ef015 Implement backend texture->buffer and buffer->texture copies with row pitch 2017-07-17 17:16:45 -04:00
Corentin Wallez
b085eecb31 Split Pipeline in Render and Compute, OpenGL part 2017-07-17 15:25:16 -04:00
Corentin Wallez
23620b0dc7 OpenGL: Implement T->B copies
Also enable the basic end2end tests that are now passing.
InputStateTests isn't passing yet, for some reason the ReadPixels
returns pure black.
2017-07-17 13:48:17 -04:00
Corentin Wallez
0f9f747c8a OpenGL: implement a synchronous MapReadAsync
Mapping OpenGL buffers persistently and unsynchronized isn't supported
on OSX's OpenGL version where we want to run tests.
2017-07-17 13:48:17 -04:00
Corentin Wallez
dab0638177 Fix using NXT_PLATFORM without including Platform.h 2017-07-17 13:48:17 -04:00
Corentin Wallez
9d4b9ab313 OpenGL: move buffer to its own file 2017-07-17 13:48:17 -04:00
Kai Ninomiya
fec8c58a97 Add depth-stencil textures and attachments (#77)
Related: #29
2017-07-17 12:03:16 -04:00
Corentin Wallez
0b186b1fda Use feature detection macros everywhere 2017-07-13 14:55:23 -04:00
Kai Ninomiya
e66fcd8b0e OpenGL backend: implement render passes (#73)
Probably not the most efficient implementation, but works.

Issues:

* Doesn't seem to render until the second frame. No clue why, yet.
* Hardcoded 640x480 in more places.
* Creates new FBOs for every subpass every frame. Should be done at Framebuffer build or CommandBuffer build time.
2017-07-11 17:49:20 -07:00
Corentin Wallez
83e779d8f2 Fix all Windows warnings 2017-07-11 13:59:15 -04:00
Corentin Wallez
8fca4a21b7 Use UNREACHABLE in more places 2017-07-11 13:59:15 -04:00
Corentin Wallez
96acaef95e Fix MSVC warnings on enum class switches 2017-07-11 13:59:15 -04:00