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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-15 09:01:24 +00:00
- implement the depth and stencil states
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parent
d516b2ff7b
commit
923fb5c127
6 changed files with 112 additions and 23 deletions
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@ -250,7 +250,7 @@ void VkRenderPassSetup::CreatePipeline(const VkRenderPassKey &key)
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// builder.addDynamicState(VK_DYNAMIC_STATE_DEPTH_BOUNDS);
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// builder.addDynamicState(VK_DYNAMIC_STATE_STENCIL_COMPARE_MASK);
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// builder.addDynamicState(VK_DYNAMIC_STATE_STENCIL_WRITE_MASK);
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// builder.addDynamicState(VK_DYNAMIC_STATE_STENCIL_REFERENCE);
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builder.addDynamicState(VK_DYNAMIC_STATE_STENCIL_REFERENCE);
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builder.setViewport(0.0f, 0.0f, (float)SCREENWIDTH, (float)SCREENHEIGHT);
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builder.setScissor(0, 0, SCREENWIDTH, SCREENHEIGHT);
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@ -263,8 +263,6 @@ void VkRenderPassSetup::CreatePipeline(const VkRenderPassKey &key)
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VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP
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};
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builder.setTopology(vktopology[key.DrawType]);
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static const int blendstyles[] = {
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VK_BLEND_FACTOR_ZERO,
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VK_BLEND_FACTOR_ONE,
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@ -291,8 +289,15 @@ void VkRenderPassSetup::CreatePipeline(const VkRenderPassKey &key)
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blendequation = VK_BLEND_OP_ADD;
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}
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builder.setDepthEnable(key.DepthTest, key.DepthWrite);
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static const VkStencilOp op2vk[] = { VK_STENCIL_OP_KEEP, VK_STENCIL_OP_INCREMENT_AND_CLAMP, VK_STENCIL_OP_DECREMENT_AND_CLAMP };
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static const VkCompareOp depthfunc2vk[] = { VK_COMPARE_OP_LESS, VK_COMPARE_OP_LESS_OR_EQUAL, VK_COMPARE_OP_ALWAYS };
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builder.setTopology(vktopology[key.DrawType]);
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builder.setDepthStencilEnable(key.DepthTest, key.DepthWrite, key.StencilTest);
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builder.setDepthFunc(depthfunc2vk[key.DepthFunc]);
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builder.setCull(key.CullMode == Cull_None ? VK_CULL_MODE_NONE : VK_CULL_MODE_FRONT_AND_BACK, key.CullMode == Cull_CW ? VK_FRONT_FACE_CLOCKWISE : VK_FRONT_FACE_COUNTER_CLOCKWISE);
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builder.setColorWriteMask((VkColorComponentFlagBits)key.ColorMask);
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builder.setStencil(VK_STENCIL_OP_KEEP, op2vk[key.StencilPassOp], VK_STENCIL_OP_KEEP, VK_COMPARE_OP_EQUAL, 0xffffffff, 0xffffffff, 0);
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builder.setBlendMode((VkBlendOp)blendequation, (VkBlendFactor)srcblend, (VkBlendFactor)dstblend);
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builder.setLayout(fb->GetRenderPassManager()->PipelineLayout.get());
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@ -17,6 +17,11 @@ public:
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int AlphaTest;
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int DepthWrite;
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int DepthTest;
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int DepthFunc;
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int StencilTest;
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int StencilPassOp;
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int ColorMask;
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int CullMode;
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int VertexFormat;
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int DrawType;
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@ -32,10 +32,8 @@ void VkRenderState::ClearScreen()
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void VkRenderState::Draw(int dt, int index, int count, bool apply)
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{
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if (apply)
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if (apply || mNeedApply)
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Apply(dt);
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else if (mDynamicSetChanged)
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ApplyDynamicSet();
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drawcalls.Clock();
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mCommandBuffer->draw(count, 1, index, 0);
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@ -44,10 +42,8 @@ void VkRenderState::Draw(int dt, int index, int count, bool apply)
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void VkRenderState::DrawIndexed(int dt, int index, int count, bool apply)
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{
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if (apply)
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if (apply || mNeedApply)
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Apply(dt);
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else if (mDynamicSetChanged)
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ApplyDynamicSet();
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drawcalls.Clock();
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mCommandBuffer->drawIndexed(count, 1, index, 0, 0);
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@ -58,16 +54,20 @@ bool VkRenderState::SetDepthClamp(bool on)
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{
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bool lastValue = mLastDepthClamp;
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mLastDepthClamp = on;
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mNeedApply = true;
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return lastValue;
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}
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void VkRenderState::SetDepthMask(bool on)
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{
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mDepthWrite = on;
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mNeedApply = true;
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}
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void VkRenderState::SetDepthFunc(int func)
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{
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mDepthFunc = func;
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mNeedApply = true;
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}
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void VkRenderState::SetDepthRange(float min, float max)
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@ -75,10 +75,14 @@ void VkRenderState::SetDepthRange(float min, float max)
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mViewportDepthMin = min;
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mViewportDepthMax = max;
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mViewportChanged = true;
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mNeedApply = true;
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}
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void VkRenderState::SetColorMask(bool r, bool g, bool b, bool a)
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{
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int rr = r, gg = g, bb = b, aa = a;
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mColorMask = (aa < 3) | (bb << 2) | (gg << 1) | rr;
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mNeedApply = true;
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}
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void VkRenderState::EnableDrawBufferAttachments(bool on)
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@ -87,10 +91,24 @@ void VkRenderState::EnableDrawBufferAttachments(bool on)
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void VkRenderState::SetStencil(int offs, int op, int flags)
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{
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mStencilRef = screen->stencilValue + offs;
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mStencilRefChanged = true;
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mStencilOp = op;
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if (flags != -1)
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{
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bool cmon = !(flags & SF_ColorMaskOff);
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SetColorMask(cmon, cmon, cmon, cmon); // don't write to the graphics buffer
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mDepthWrite = cmon;
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}
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mNeedApply = true;
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}
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void VkRenderState::SetCulling(int mode)
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{
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mCullMode = mode;
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mNeedApply = true;
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}
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void VkRenderState::EnableClipDistance(int num, bool state)
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@ -160,6 +178,8 @@ void VkRenderState::Clear(int targets)
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void VkRenderState::EnableStencil(bool on)
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{
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mStencilTest = on;
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mNeedApply = true;
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}
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void VkRenderState::SetScissor(int x, int y, int w, int h)
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@ -169,6 +189,7 @@ void VkRenderState::SetScissor(int x, int y, int w, int h)
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mScissorWidth = w;
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mScissorHeight = h;
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mScissorChanged = true;
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mNeedApply = true;
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}
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void VkRenderState::SetViewport(int x, int y, int w, int h)
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@ -178,11 +199,13 @@ void VkRenderState::SetViewport(int x, int y, int w, int h)
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mViewportWidth = w;
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mViewportHeight = h;
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mViewportChanged = true;
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mNeedApply = true;
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}
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void VkRenderState::EnableDepthTest(bool on)
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{
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mDepthTest = on;
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mNeedApply = true;
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}
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void VkRenderState::EnableMultisampling(bool on)
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@ -198,12 +221,14 @@ void VkRenderState::Apply(int dt)
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ApplyRenderPass(dt);
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ApplyScissor();
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ApplyViewport();
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ApplyStencilRef();
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ApplyStreamData();
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ApplyMatrices();
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ApplyPushConstants();
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ApplyVertexBuffers();
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ApplyDynamicSet();
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ApplyMaterial();
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mNeedApply = false;
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}
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void VkRenderState::ApplyRenderPass(int dt)
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@ -218,6 +243,11 @@ void VkRenderState::ApplyRenderPass(int dt)
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passKey.RenderStyle = mRenderStyle;
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passKey.DepthTest = mDepthTest;
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passKey.DepthWrite = mDepthTest && mDepthWrite;
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passKey.DepthFunc = mDepthFunc;
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passKey.StencilTest = mStencilTest;
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passKey.StencilPassOp = mStencilOp;
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passKey.ColorMask = mColorMask;
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passKey.CullMode = mCullMode;
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if (mSpecialEffect > EFF_NONE)
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{
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passKey.SpecialEffect = mSpecialEffect;
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@ -241,6 +271,7 @@ void VkRenderState::ApplyRenderPass(int dt)
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changingRenderPass = true;
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mScissorChanged = true;
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mViewportChanged = true;
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mStencilRefChanged = true;
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}
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else if (changingRenderPass)
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{
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@ -262,6 +293,15 @@ void VkRenderState::ApplyRenderPass(int dt)
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}
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}
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void VkRenderState::ApplyStencilRef()
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{
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if (mStencilRefChanged)
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{
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mCommandBuffer->setStencilReference(VK_STENCIL_FRONT_AND_BACK, mStencilRef);
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mStencilRefChanged = false;
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}
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}
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void VkRenderState::ApplyScissor()
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{
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if (mScissorChanged)
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@ -530,7 +570,6 @@ void VkRenderState::ApplyDynamicSet()
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mLastViewpointOffset = mViewpointOffset;
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mLastLightBufferOffset = mLightBufferOffset;
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}
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mDynamicSetChanged = false;
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}
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void VkRenderState::Bind(int bindingpoint, uint32_t offset)
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@ -538,13 +577,13 @@ void VkRenderState::Bind(int bindingpoint, uint32_t offset)
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if (bindingpoint == VIEWPOINT_BINDINGPOINT)
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{
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mViewpointOffset = offset;
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mNeedApply = true;
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}
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else if (bindingpoint == LIGHTBUF_BINDINGPOINT)
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{
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mLightBufferOffset = offset;
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mNeedApply = true;
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}
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mDynamicSetChanged = true;
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}
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void VkRenderState::EndRenderPass()
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@ -555,7 +594,6 @@ void VkRenderState::EndRenderPass()
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mCommandBuffer = nullptr;
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mRenderPassKey = {};
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// To do: move this elsewhere or rename this function to make it clear this can only happen at the end of a frame
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mMatricesOffset = 0;
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mStreamDataOffset = 0;
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mDataIndex = -1;
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@ -47,6 +47,7 @@ public:
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private:
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void Apply(int dt);
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void ApplyRenderPass(int dt);
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void ApplyStencilRef();
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void ApplyScissor();
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void ApplyViewport();
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void ApplyStreamData();
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@ -59,7 +60,7 @@ private:
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bool mLastDepthClamp = true;
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VulkanCommandBuffer *mCommandBuffer = nullptr;
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VkRenderPassKey mRenderPassKey = {};
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bool mDynamicSetChanged = true;
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bool mNeedApply = true;
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int mScissorX = 0, mScissorY = 0, mScissorWidth = -1, mScissorHeight = -1;
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int mViewportX = 0, mViewportY = 0, mViewportWidth = -1, mViewportHeight = -1;
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@ -69,6 +70,14 @@ private:
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bool mDepthTest = false;
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bool mDepthWrite = false;
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bool mStencilTest = false;
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bool mStencilRefChanged = false;
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int mStencilRef = 0;
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int mStencilOp = 0;
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int mDepthFunc = 0;
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int mColorMask = 15;
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int mCullMode = 0;
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MatricesUBO mMatrices = {};
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StreamData mStreamData = {};
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@ -186,7 +186,10 @@ public:
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void setScissor(int x, int y, int width, int height);
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void setCull(VkCullModeFlags cullMode, VkFrontFace frontFace);
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void setDepthEnable(bool test, bool write);
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void setDepthStencilEnable(bool test, bool write, bool stencil);
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void setDepthFunc(VkCompareOp func);
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void setColorWriteMask(VkColorComponentFlags mask);
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void setStencil(VkStencilOp failOp, VkStencilOp passOp, VkStencilOp depthFailOp, VkCompareOp compareOp, uint32_t compareMask, uint32_t writeMask, uint32_t reference);
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void setAdditiveBlendMode();
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void setAlphaBlendMode();
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@ -764,12 +767,42 @@ inline void GraphicsPipelineBuilder::setCull(VkCullModeFlags cullMode, VkFrontFa
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rasterizer.frontFace = frontFace;
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}
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inline void GraphicsPipelineBuilder::setDepthEnable(bool test, bool write)
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inline void GraphicsPipelineBuilder::setDepthStencilEnable(bool test, bool write, bool stencil)
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{
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depthStencil.depthTestEnable = test ? VK_TRUE : VK_FALSE;
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depthStencil.depthWriteEnable = write ? VK_TRUE : VK_FALSE;
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depthStencil.stencilTestEnable = stencil ? VK_TRUE : VK_FALSE;
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pipelineInfo.pDepthStencilState = (test || write) ? &depthStencil : nullptr;
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pipelineInfo.pDepthStencilState = (test || write || stencil) ? &depthStencil : nullptr;
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}
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inline void GraphicsPipelineBuilder::setStencil(VkStencilOp failOp, VkStencilOp passOp, VkStencilOp depthFailOp, VkCompareOp compareOp, uint32_t compareMask, uint32_t writeMask, uint32_t reference)
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{
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depthStencil.front.failOp = failOp;
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depthStencil.front.passOp = passOp;
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depthStencil.front.depthFailOp = depthFailOp;
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depthStencil.front.compareOp = compareOp;
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depthStencil.front.compareMask = compareMask;
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depthStencil.front.writeMask = writeMask;
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depthStencil.front.reference = reference;
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depthStencil.back.failOp = failOp;
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depthStencil.back.passOp = passOp;
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depthStencil.back.depthFailOp = depthFailOp;
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depthStencil.back.compareOp = compareOp;
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depthStencil.back.compareMask = compareMask;
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depthStencil.back.writeMask = writeMask;
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depthStencil.back.reference = reference;
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}
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inline void GraphicsPipelineBuilder::setDepthFunc(VkCompareOp func)
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{
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depthStencil.depthCompareOp = func;
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}
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inline void GraphicsPipelineBuilder::setColorWriteMask(VkColorComponentFlags mask)
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{
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colorBlendAttachment.colorWriteMask = mask;
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}
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inline void GraphicsPipelineBuilder::setAdditiveBlendMode()
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@ -49,11 +49,10 @@ extern HWND Window;
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EXTERN_CVAR(Bool, vid_vsync);
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#ifdef NDEBUG
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CVAR(Bool, vk_debug, false, 0); // this should be false, once the oversized model can be removed.
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#else
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CVAR(Bool, vk_debug, true, 0);
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#endif
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CUSTOM_CVAR(Bool, vk_debug, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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Printf("This won't take effect until " GAMENAME " is restarted.\n");
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}
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VulkanDevice::VulkanDevice()
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{
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