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- add depth bias
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parent
cf49e1ec21
commit
eaf367e876
5 changed files with 25 additions and 1 deletions
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@ -245,7 +245,7 @@ void VkRenderPassSetup::CreatePipeline(const VkRenderPassKey &key)
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builder.addDynamicState(VK_DYNAMIC_STATE_VIEWPORT);
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builder.addDynamicState(VK_DYNAMIC_STATE_SCISSOR);
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// builder.addDynamicState(VK_DYNAMIC_STATE_LINE_WIDTH);
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// builder.addDynamicState(VK_DYNAMIC_STATE_DEPTH_BIAS);
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builder.addDynamicState(VK_DYNAMIC_STATE_DEPTH_BIAS);
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// builder.addDynamicState(VK_DYNAMIC_STATE_BLEND_CONSTANTS);
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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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@ -296,6 +296,7 @@ void VkRenderPassSetup::CreatePipeline(const VkRenderPassKey &key)
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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.setDepthClampEnable(key.DepthClamp);
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builder.setDepthBias(key.DepthBias, 0.0f, 0.0f, 0.0f);
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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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@ -19,6 +19,7 @@ public:
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int DepthTest;
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int DepthFunc;
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int DepthClamp;
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int DepthBias;
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int StencilTest;
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int StencilPassOp;
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int ColorMask;
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@ -222,6 +222,7 @@ void VkRenderState::Apply(int dt)
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ApplyScissor();
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ApplyViewport();
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ApplyStencilRef();
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ApplyDepthBias();
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ApplyStreamData();
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ApplyMatrices();
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ApplyPushConstants();
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@ -231,6 +232,15 @@ void VkRenderState::Apply(int dt)
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mNeedApply = false;
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}
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void VkRenderState::ApplyDepthBias()
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{
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if (mBias.mChanged)
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{
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mCommandBuffer->setDepthBias(mBias.mUnits, 0.0f, mBias.mFactor);
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mBias.mChanged = false;
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}
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}
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void VkRenderState::ApplyRenderPass(int dt)
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{
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auto fb = GetVulkanFrameBuffer();
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@ -245,6 +255,7 @@ void VkRenderState::ApplyRenderPass(int dt)
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passKey.DepthWrite = mDepthTest && mDepthWrite;
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passKey.DepthFunc = mDepthFunc;
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passKey.DepthClamp = mDepthClamp;
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passKey.DepthBias = !(mBias.mFactor == 0 && mBias.mUnits == 0);
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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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@ -273,6 +284,7 @@ void VkRenderState::ApplyRenderPass(int dt)
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mScissorChanged = true;
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mViewportChanged = true;
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mStencilRefChanged = true;
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mBias.mChanged = true;
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}
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else if (changingRenderPass)
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{
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@ -48,6 +48,7 @@ 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 ApplyDepthBias();
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void ApplyScissor();
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void ApplyViewport();
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void ApplyStreamData();
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@ -189,6 +189,7 @@ public:
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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 setDepthClampEnable(bool value);
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void setDepthBias(bool enable, float biasConstantFactor, float biasClamp, float biasSlopeFactor);
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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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@ -806,6 +807,14 @@ inline void GraphicsPipelineBuilder::setDepthClampEnable(bool value)
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rasterizer.depthClampEnable = value ? VK_TRUE : VK_FALSE;
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}
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inline void GraphicsPipelineBuilder::setDepthBias(bool enable, float biasConstantFactor, float biasClamp, float biasSlopeFactor)
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{
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rasterizer.depthBiasEnable = enable ? VK_TRUE : VK_FALSE;
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rasterizer.depthBiasConstantFactor = biasConstantFactor;
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rasterizer.depthBiasClamp = biasClamp;
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rasterizer.depthBiasSlopeFactor = biasSlopeFactor;
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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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