mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2025-10-30 08:01:28 +00:00
rhi: Repurpose Renderbuffer for depth-stencil
This commit is contained in:
parent
28f5afac40
commit
c31df8a0bb
10 changed files with 281 additions and 161 deletions
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@ -111,10 +111,15 @@ void BlitRectPass::prepass(Rhi& rhi)
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if (!render_pass_)
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{
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render_pass_ = rhi.create_render_pass(
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{std::nullopt,
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PixelFormat::kRGBA8,
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output_clear_ ? AttachmentLoadOp::kClear : AttachmentLoadOp::kLoad,
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AttachmentStoreOp::kStore}
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{
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false,
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output_clear_ ? AttachmentLoadOp::kClear : AttachmentLoadOp::kLoad,
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AttachmentStoreOp::kStore,
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AttachmentLoadOp::kDontCare,
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AttachmentStoreOp::kDontCare,
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AttachmentLoadOp::kDontCare,
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AttachmentStoreOp::kDontCare
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}
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);
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}
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}
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@ -25,7 +25,7 @@ static const PipelineDesc kPipelineDesc = {
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{VertexAttributeName::kColor, 0, 24}}},
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{{{{UniformName::kProjection}}, {{UniformName::kModelView, UniformName::kTexCoord0Transform}}}},
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{{SamplerName::kSampler0}},
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PipelineDepthAttachmentDesc {PixelFormat::kDepth16, CompareFunc::kAlways, true},
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PipelineDepthStencilStateDesc {true, true, CompareFunc::kAlways, false, {}, {}},
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{PixelFormat::kRGBA8,
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BlendDesc {
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BlendFactor::kSourceAlpha,
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@ -67,7 +67,15 @@ void PostprocessWipePass::prepass(Rhi& rhi)
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if (!render_pass_)
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{
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render_pass_ = rhi.create_render_pass(
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{std::nullopt, PixelFormat::kRGBA8, AttachmentLoadOp::kLoad, AttachmentStoreOp::kStore}
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{
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false,
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AttachmentLoadOp::kLoad,
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AttachmentStoreOp::kStore,
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AttachmentLoadOp::kDontCare,
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AttachmentStoreOp::kDontCare,
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AttachmentLoadOp::kDontCare,
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AttachmentStoreOp::kDontCare
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}
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);
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}
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@ -75,7 +75,7 @@ void FramebufferManager::prepass(Rhi& rhi)
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}
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if (main_depth_ == kNullHandle)
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{
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main_depth_ = rhi.create_renderbuffer({PixelFormat::kDepth16, current_width, current_height});
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main_depth_ = rhi.create_renderbuffer({current_width, current_height});
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}
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if (post_colors_[0] == kNullHandle)
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@ -26,10 +26,13 @@ void ScreenshotPass::prepass(Rhi& rhi)
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{
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render_pass_ = rhi.create_render_pass(
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{
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std::nullopt,
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PixelFormat::kRGBA8,
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false,
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AttachmentLoadOp::kLoad,
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AttachmentStoreOp::kStore
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AttachmentStoreOp::kStore,
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AttachmentLoadOp::kDontCare,
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AttachmentStoreOp::kDontCare,
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AttachmentLoadOp::kDontCare,
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AttachmentStoreOp::kDontCare
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}
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);
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}
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@ -512,7 +512,15 @@ void TwodeePass::prepass(Rhi& rhi)
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if (!render_pass_)
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{
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render_pass_ = rhi.create_render_pass(
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{std::nullopt, PixelFormat::kRGBA8, AttachmentLoadOp::kLoad, AttachmentStoreOp::kStore}
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{
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false,
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AttachmentLoadOp::kLoad,
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AttachmentStoreOp::kStore,
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AttachmentLoadOp::kDontCare,
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AttachmentStoreOp::kDontCare,
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AttachmentLoadOp::kDontCare,
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AttachmentStoreOp::kDontCare
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}
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);
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}
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@ -524,15 +524,15 @@ rhi::Handle<rhi::Texture> GlCoreRhi::create_texture(const rhi::TextureDesc& desc
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gl_->BindTexture(GL_TEXTURE_2D, name);
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gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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GL_ASSERT
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GL_ASSERT;
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gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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GL_ASSERT
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GL_ASSERT;
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gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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GL_ASSERT
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GL_ASSERT;
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gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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GL_ASSERT
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GL_ASSERT;
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gl_->TexImage2D(GL_TEXTURE_2D, 0, internal_format, desc.width, desc.height, 0, format, GL_UNSIGNED_BYTE, nullptr);
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GL_ASSERT
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GL_ASSERT;
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GlCoreTexture texture;
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texture.texture = name;
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@ -586,9 +586,9 @@ void GlCoreRhi::update_texture(
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SRB2_ASSERT(region.x + region.w <= t.desc.width && region.y + region.h <= t.desc.height);
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gl_->ActiveTexture(GL_TEXTURE0);
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GL_ASSERT
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GL_ASSERT;
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gl_->BindTexture(GL_TEXTURE_2D, t.texture);
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GL_ASSERT
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GL_ASSERT;
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gl_->TexSubImage2D(
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GL_TEXTURE_2D,
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0,
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@ -600,7 +600,7 @@ void GlCoreRhi::update_texture(
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type,
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reinterpret_cast<const void*>(data.data())
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);
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GL_ASSERT
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GL_ASSERT;
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}
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rhi::Handle<rhi::Buffer> GlCoreRhi::create_buffer(const rhi::BufferDesc& desc)
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@ -615,13 +615,13 @@ rhi::Handle<rhi::Buffer> GlCoreRhi::create_buffer(const rhi::BufferDesc& desc)
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GLuint name = 0;
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gl_->GenBuffers(1, &name);
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GL_ASSERT
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GL_ASSERT;
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gl_->BindBuffer(target, name);
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GL_ASSERT
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GL_ASSERT;
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gl_->BufferData(target, desc.size, nullptr, usage);
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GL_ASSERT
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GL_ASSERT;
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GlCoreBuffer buffer;
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buffer.buffer = name;
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@ -674,9 +674,9 @@ void GlCoreRhi::update_buffer(
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}
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gl_->BindBuffer(target, b.buffer);
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GL_ASSERT
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GL_ASSERT;
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gl_->BufferSubData(target, offset, data.size(), data.data());
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GL_ASSERT
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GL_ASSERT;
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}
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rhi::Handle<rhi::UniformSet>
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@ -715,9 +715,9 @@ rhi::Handle<rhi::BindingSet> GlCoreRhi::create_binding_set(
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GLuint vao = 0;
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gl_->GenVertexArrays(1, &vao);
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GL_ASSERT
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GL_ASSERT;
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gl_->BindVertexArray(vao);
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GL_ASSERT
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GL_ASSERT;
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for (auto& attr_layout : pl.desc.vertex_input.attr_layouts)
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{
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@ -728,7 +728,7 @@ rhi::Handle<rhi::BindingSet> GlCoreRhi::create_binding_set(
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auto& buffer_layout = pl.desc.vertex_input.buffer_layouts[attr_layout.buffer_index];
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gl_->BindBuffer(GL_ARRAY_BUFFER, buf.buffer);
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GL_ASSERT
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GL_ASSERT;
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GLuint attrib_location = pl.attrib_locations[attr_layout.name];
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VertexAttributeFormat vert_attr_format = rhi::vertex_attribute_format(attr_layout.name);
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@ -738,7 +738,7 @@ rhi::Handle<rhi::BindingSet> GlCoreRhi::create_binding_set(
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SRB2_ASSERT(vertex_attr_size != 0);
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uint32_t vertex_buffer_offset = 0; // TODO allow binding set to specify
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gl_->EnableVertexAttribArray(pl.attrib_locations[attr_layout.name]);
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GL_ASSERT
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GL_ASSERT;
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gl_->VertexAttribPointer(
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attrib_location,
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vertex_attr_size,
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@ -747,7 +747,7 @@ rhi::Handle<rhi::BindingSet> GlCoreRhi::create_binding_set(
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buffer_layout.stride,
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reinterpret_cast<const void*>(vertex_buffer_offset + attr_layout.offset)
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);
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GL_ASSERT
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GL_ASSERT;
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}
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binding_set.vao = vao;
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@ -776,9 +776,24 @@ rhi::Handle<rhi::Renderbuffer> GlCoreRhi::create_renderbuffer(const rhi::Renderb
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// Obtain storage up-front.
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gl_->BindRenderbuffer(GL_RENDERBUFFER, name);
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GL_ASSERT
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gl_->RenderbufferStorage(GL_RENDERBUFFER, map_pixel_format(desc.format), desc.width, desc.height);
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GL_ASSERT
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GL_ASSERT;
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// For consistency, while RHI does not specify the bit size of the depth or stencil components,
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// nor if they are packed or separate, each backend should be expected to create a packed depth-stencil
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// D24S8 format image.
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// This is despite modern AMD apparently not supporting this format in hardware. It ensures the
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// depth behavior between backends is the same. We should not brush up against performance issues in practice.
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// - GL Core requires both D24S8 and D32FS8 format support.
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// - GL 2 via ARB_framebuffer_object requires D24S8. Backend must require this extension.
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// - GLES 2 via OES_packed_depth_stencil requires D24S8. Backend must require this extension.
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// - Vulkan requires **one of** D24S8 or D32FS8. The backend must decide which format to use based on caps.
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// (Even if D32FS8 is available, D24S8 should be preferred)
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// For reference, D32FS8 at 4k requires 64 MiB of linear memory. D24S8 is 32 MiB.
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gl_->RenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, desc.width, desc.height);
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GL_ASSERT;
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GlCoreRenderbuffer rb;
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rb.renderbuffer = name;
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@ -994,9 +1009,9 @@ rhi::Handle<rhi::Pipeline> GlCoreRhi::create_pipeline(const PipelineDesc& desc)
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GLenum type = GL_ZERO;
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char name[256];
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gl_->GetActiveAttrib(program, i, 255, &name_len, &size, &type, name);
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GL_ASSERT
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GL_ASSERT;
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GLint location = gl_->GetAttribLocation(program, name);
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GL_ASSERT
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GL_ASSERT;
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active_attributes.insert({std::string(name), GlCoreActiveUniform {type, static_cast<GLuint>(location)}});
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}
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@ -1036,9 +1051,9 @@ rhi::Handle<rhi::Pipeline> GlCoreRhi::create_pipeline(const PipelineDesc& desc)
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GLenum type = GL_ZERO;
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char name[256];
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gl_->GetActiveUniform(program, i, 255, &name_len, &size, &type, name);
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GL_ASSERT
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GL_ASSERT;
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GLint location = gl_->GetUniformLocation(program, name);
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GL_ASSERT
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GL_ASSERT;
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active_uniforms.insert({std::string(name), GlCoreActiveUniform {type, static_cast<GLuint>(location)}});
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}
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@ -1161,7 +1176,7 @@ void GlCoreRhi::end_graphics(rhi::Handle<rhi::GraphicsContext> handle)
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graphics_context_generation_ += 1;
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graphics_context_active_ = false;
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gl_->Flush();
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GL_ASSERT
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GL_ASSERT;
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}
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rhi::Handle<rhi::TransferContext> GlCoreRhi::begin_transfer()
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@ -1200,11 +1215,11 @@ void GlCoreRhi::begin_default_render_pass(Handle<GraphicsContext> ctx, bool clea
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const Rect fb_rect = platform_->get_default_framebuffer_dimensions();
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gl_->BindFramebuffer(GL_FRAMEBUFFER, 0);
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GL_ASSERT
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GL_ASSERT;
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gl_->Disable(GL_SCISSOR_TEST);
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GL_ASSERT
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GL_ASSERT;
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gl_->Viewport(0, 0, fb_rect.w, fb_rect.h);
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GL_ASSERT
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GL_ASSERT;
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if (clear)
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{
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@ -1212,7 +1227,7 @@ void GlCoreRhi::begin_default_render_pass(Handle<GraphicsContext> ctx, bool clea
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gl_->ClearDepth(1.0f);
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gl_->ClearStencil(0);
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gl_->Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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GL_ASSERT
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GL_ASSERT;
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}
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current_render_pass_ = GlCoreRhi::DefaultRenderPassState {};
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@ -1225,65 +1240,73 @@ void GlCoreRhi::begin_render_pass(Handle<GraphicsContext> ctx, const RenderPassB
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SRB2_ASSERT(render_pass_slab_.is_valid(info.render_pass) == true);
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auto& rp = render_pass_slab_[info.render_pass];
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SRB2_ASSERT(rp.desc.depth_format.has_value() == info.depth_attachment.has_value());
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SRB2_ASSERT(rp.desc.use_depth_stencil == info.depth_stencil_attachment.has_value());
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auto fb_itr = framebuffers_.find(GlCoreFramebufferKey {info.color_attachment, info.depth_attachment});
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auto fb_itr = framebuffers_.find(GlCoreFramebufferKey {info.color_attachment, info.depth_stencil_attachment});
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if (fb_itr == framebuffers_.end())
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{
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// Create a new framebuffer for this color-depth pair
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GLuint fb_name;
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gl_->GenFramebuffers(1, &fb_name);
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GL_ASSERT
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GL_ASSERT;
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gl_->BindFramebuffer(GL_FRAMEBUFFER, fb_name);
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GL_ASSERT
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GL_ASSERT;
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fb_itr = framebuffers_
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.insert(
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{GlCoreFramebufferKey {info.color_attachment, info.depth_attachment},
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{GlCoreFramebufferKey {info.color_attachment, info.depth_stencil_attachment},
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static_cast<uint32_t>(fb_name)}
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)
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.first;
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GLuint attachment = GL_COLOR_ATTACHMENT0;
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auto visitor = srb2::Overload {
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[&, this](const Handle<Texture>& handle)
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{
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SRB2_ASSERT(texture_slab_.is_valid(handle));
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auto& texture = texture_slab_[handle];
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gl_->FramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, texture.texture, 0);
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GL_ASSERT
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},
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[&, this](const Handle<Renderbuffer>& handle)
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{
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SRB2_ASSERT(renderbuffer_slab_.is_valid(handle));
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auto& renderbuffer = renderbuffer_slab_[handle];
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gl_->FramebufferRenderbuffer(
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GL_FRAMEBUFFER,
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attachment,
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GL_RENDERBUFFER,
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renderbuffer.renderbuffer
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);
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GL_ASSERT
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}};
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std::visit(visitor, info.color_attachment);
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if (info.depth_attachment)
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SRB2_ASSERT(texture_slab_.is_valid(info.color_attachment));
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auto& texture = texture_slab_[info.color_attachment];
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gl_->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.texture, 0);
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GL_ASSERT;
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if (rp.desc.use_depth_stencil && info.depth_stencil_attachment.has_value())
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{
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attachment = GL_DEPTH_ATTACHMENT;
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std::visit(visitor, *info.depth_attachment);
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SRB2_ASSERT(renderbuffer_slab_.is_valid(*info.depth_stencil_attachment));
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auto& renderbuffer = renderbuffer_slab_[*info.depth_stencil_attachment];
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gl_->FramebufferRenderbuffer(
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GL_FRAMEBUFFER,
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GL_DEPTH_ATTACHMENT,
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GL_RENDERBUFFER,
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renderbuffer.renderbuffer
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);
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GL_ASSERT;
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}
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}
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auto& fb = *fb_itr;
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gl_->BindFramebuffer(GL_FRAMEBUFFER, fb.second);
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GL_ASSERT
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GL_ASSERT;
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gl_->Disable(GL_SCISSOR_TEST);
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GL_ASSERT
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GL_ASSERT;
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if (rp.desc.load_op == rhi::AttachmentLoadOp::kClear)
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GLint clear_bits = 0;
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if (rp.desc.color_load_op == rhi::AttachmentLoadOp::kClear)
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{
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gl_->ClearColor(info.clear_color.r, info.clear_color.g, info.clear_color.b, info.clear_color.a);
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gl_->ClearDepth(1.f);
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gl_->ClearStencil(0);
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gl_->Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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GL_ASSERT
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clear_bits |= GL_COLOR_BUFFER_BIT;
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}
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if (rp.desc.use_depth_stencil)
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{
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if (rp.desc.depth_load_op == rhi::AttachmentLoadOp::kClear)
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{
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gl_->ClearDepth(1.f);
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clear_bits |= GL_DEPTH_BUFFER_BIT;
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}
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if (rp.desc.stencil_load_op == rhi::AttachmentLoadOp::kClear)
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{
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gl_->ClearStencil(0);
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clear_bits |= GL_STENCIL_BUFFER_BIT;
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}
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}
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if (clear_bits != 0)
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{
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gl_->Clear(clear_bits);
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GL_ASSERT;
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}
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current_render_pass_ = info;
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@ -1308,44 +1331,98 @@ void GlCoreRhi::bind_pipeline(Handle<GraphicsContext> ctx, Handle<Pipeline> pipe
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auto& desc = pl.desc;
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gl_->UseProgram(pl.program);
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GL_ASSERT
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GL_ASSERT;
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gl_->Disable(GL_SCISSOR_TEST);
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GL_ASSERT
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GL_ASSERT;
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if (desc.depth_attachment)
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if (desc.depth_stencil_state)
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{
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gl_->Enable(GL_DEPTH_TEST);
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GL_ASSERT
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GLenum depth_func = map_compare_func(desc.depth_attachment->func);
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SRB2_ASSERT(depth_func != GL_ZERO);
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gl_->DepthFunc(depth_func);
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GL_ASSERT
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gl_->DepthMask(desc.depth_attachment->write ? GL_TRUE : GL_FALSE);
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GL_ASSERT
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if (desc.depth_stencil_state->depth_test)
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{
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gl_->Enable(GL_DEPTH_TEST);
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GL_ASSERT;
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GLenum depth_func = map_compare_func(desc.depth_stencil_state->depth_func);
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||||
SRB2_ASSERT(depth_func != GL_ZERO);
|
||||
gl_->DepthFunc(depth_func);
|
||||
GL_ASSERT;
|
||||
gl_->DepthMask(desc.depth_stencil_state->depth_write ? GL_TRUE : GL_FALSE);
|
||||
GL_ASSERT;
|
||||
}
|
||||
else
|
||||
{
|
||||
gl_->Disable(GL_DEPTH_TEST);
|
||||
GL_ASSERT;
|
||||
}
|
||||
|
||||
if (desc.depth_stencil_state->depth_write)
|
||||
{
|
||||
gl_->DepthMask(GL_TRUE);
|
||||
GL_ASSERT;
|
||||
}
|
||||
else
|
||||
{
|
||||
gl_->DepthMask(GL_FALSE);
|
||||
GL_ASSERT;
|
||||
}
|
||||
|
||||
if (desc.depth_stencil_state->stencil_test)
|
||||
{
|
||||
gl_->Enable(GL_STENCIL_TEST);
|
||||
GL_ASSERT;
|
||||
|
||||
gl_->StencilFuncSeparate(
|
||||
GL_FRONT,
|
||||
map_compare_func(desc.depth_stencil_state->front.stencil_compare),
|
||||
desc.depth_stencil_state->front.reference,
|
||||
desc.depth_stencil_state->front.compare_mask
|
||||
);
|
||||
GL_ASSERT;
|
||||
gl_->StencilFuncSeparate(
|
||||
GL_BACK,
|
||||
map_compare_func(desc.depth_stencil_state->back.stencil_compare),
|
||||
desc.depth_stencil_state->back.reference,
|
||||
desc.depth_stencil_state->back.compare_mask
|
||||
);
|
||||
GL_ASSERT;
|
||||
|
||||
gl_->StencilMaskSeparate(GL_FRONT, desc.depth_stencil_state->front.write_mask);
|
||||
GL_ASSERT;
|
||||
gl_->StencilMaskSeparate(GL_BACK, desc.depth_stencil_state->back.write_mask);
|
||||
GL_ASSERT;
|
||||
}
|
||||
else
|
||||
{
|
||||
gl_->Disable(GL_STENCIL_TEST);
|
||||
GL_ASSERT;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
gl_->Disable(GL_DEPTH_TEST);
|
||||
GL_ASSERT
|
||||
GL_ASSERT;
|
||||
gl_->Disable(GL_STENCIL_TEST);
|
||||
GL_ASSERT;
|
||||
gl_->StencilMask(0);
|
||||
GL_ASSERT;
|
||||
}
|
||||
|
||||
if (desc.color_attachment.blend)
|
||||
if (desc.color_state.blend)
|
||||
{
|
||||
rhi::BlendDesc& bl = *desc.color_attachment.blend;
|
||||
rhi::BlendDesc& bl = *desc.color_state.blend;
|
||||
gl_->Enable(GL_BLEND);
|
||||
GL_ASSERT
|
||||
GL_ASSERT;
|
||||
gl_->BlendFuncSeparate(
|
||||
map_blend_factor(bl.source_factor_color),
|
||||
map_blend_factor(bl.dest_factor_color),
|
||||
map_blend_factor(bl.source_factor_alpha),
|
||||
map_blend_factor(bl.dest_factor_alpha)
|
||||
);
|
||||
GL_ASSERT
|
||||
GL_ASSERT;
|
||||
gl_->BlendEquationSeparate(map_blend_function(bl.color_function), map_blend_function(bl.alpha_function));
|
||||
GL_ASSERT
|
||||
GL_ASSERT;
|
||||
gl_->BlendColor(desc.blend_color.r, desc.blend_color.g, desc.blend_color.b, desc.blend_color.a);
|
||||
GL_ASSERT
|
||||
GL_ASSERT;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
@ -1353,28 +1430,28 @@ void GlCoreRhi::bind_pipeline(Handle<GraphicsContext> ctx, Handle<Pipeline> pipe
|
|||
}
|
||||
|
||||
gl_->ColorMask(
|
||||
desc.color_attachment.color_mask.r ? GL_TRUE : GL_FALSE,
|
||||
desc.color_attachment.color_mask.g ? GL_TRUE : GL_FALSE,
|
||||
desc.color_attachment.color_mask.b ? GL_TRUE : GL_FALSE,
|
||||
desc.color_attachment.color_mask.a ? GL_TRUE : GL_FALSE
|
||||
desc.color_state.color_mask.r ? GL_TRUE : GL_FALSE,
|
||||
desc.color_state.color_mask.g ? GL_TRUE : GL_FALSE,
|
||||
desc.color_state.color_mask.b ? GL_TRUE : GL_FALSE,
|
||||
desc.color_state.color_mask.a ? GL_TRUE : GL_FALSE
|
||||
);
|
||||
GL_ASSERT
|
||||
GL_ASSERT;
|
||||
|
||||
GLenum cull_face = map_cull_mode(desc.cull);
|
||||
if (cull_face == GL_NONE)
|
||||
{
|
||||
gl_->Disable(GL_CULL_FACE);
|
||||
GL_ASSERT
|
||||
GL_ASSERT;
|
||||
}
|
||||
else
|
||||
{
|
||||
gl_->Enable(GL_CULL_FACE);
|
||||
GL_ASSERT
|
||||
GL_ASSERT;
|
||||
gl_->CullFace(cull_face);
|
||||
GL_ASSERT
|
||||
GL_ASSERT;
|
||||
}
|
||||
gl_->FrontFace(map_winding(desc.winding));
|
||||
GL_ASSERT
|
||||
GL_ASSERT;
|
||||
|
||||
current_pipeline_ = pipeline;
|
||||
current_primitive_type_ = desc.primitive;
|
||||
|
|
@ -1419,57 +1496,57 @@ void GlCoreRhi::bind_uniform_set(Handle<GraphicsContext> ctx, uint32_t slot, Han
|
|||
[&](const float& value)
|
||||
{
|
||||
gl_->Uniform1f(pipeline_uniform, value);
|
||||
GL_ASSERT
|
||||
GL_ASSERT;
|
||||
},
|
||||
[&](const glm::vec2& value)
|
||||
{
|
||||
gl_->Uniform2f(pipeline_uniform, value.x, value.y);
|
||||
GL_ASSERT
|
||||
GL_ASSERT;
|
||||
},
|
||||
[&](const glm::vec3& value)
|
||||
{
|
||||
gl_->Uniform3f(pipeline_uniform, value.x, value.y, value.z);
|
||||
GL_ASSERT
|
||||
GL_ASSERT;
|
||||
},
|
||||
[&](const glm::vec4& value)
|
||||
{
|
||||
gl_->Uniform4f(pipeline_uniform, value.x, value.y, value.z, value.w);
|
||||
GL_ASSERT
|
||||
GL_ASSERT;
|
||||
},
|
||||
[&](const int32_t& value)
|
||||
{
|
||||
gl_->Uniform1i(pipeline_uniform, value);
|
||||
GL_ASSERT
|
||||
GL_ASSERT;
|
||||
},
|
||||
[&](const glm::ivec2& value)
|
||||
{
|
||||
gl_->Uniform2i(pipeline_uniform, value.x, value.y);
|
||||
GL_ASSERT
|
||||
GL_ASSERT;
|
||||
},
|
||||
[&](const glm::ivec3& value)
|
||||
{
|
||||
gl_->Uniform3i(pipeline_uniform, value.x, value.y, value.z);
|
||||
GL_ASSERT
|
||||
GL_ASSERT;
|
||||
},
|
||||
[&](const glm::ivec4& value)
|
||||
{
|
||||
gl_->Uniform4i(pipeline_uniform, value.x, value.y, value.z, value.w);
|
||||
GL_ASSERT
|
||||
GL_ASSERT;
|
||||
},
|
||||
[&](const glm::mat2& value)
|
||||
{
|
||||
gl_->UniformMatrix2fv(pipeline_uniform, 1, false, glm::value_ptr(value));
|
||||
GL_ASSERT
|
||||
GL_ASSERT;
|
||||
},
|
||||
[&](const glm::mat3& value)
|
||||
{
|
||||
gl_->UniformMatrix3fv(pipeline_uniform, 1, false, glm::value_ptr(value));
|
||||
GL_ASSERT
|
||||
GL_ASSERT;
|
||||
},
|
||||
[&](const glm::mat4& value)
|
||||
{
|
||||
gl_->UniformMatrix4fv(pipeline_uniform, 1, false, glm::value_ptr(value));
|
||||
GL_ASSERT
|
||||
GL_ASSERT;
|
||||
},
|
||||
};
|
||||
std::visit(visitor, update_data);
|
||||
|
|
@ -1524,11 +1601,11 @@ void GlCoreRhi::bind_binding_set(Handle<GraphicsContext> ctx, Handle<BindingSet>
|
|||
break;
|
||||
}
|
||||
gl_->ActiveTexture(active_texture);
|
||||
GL_ASSERT
|
||||
GL_ASSERT;
|
||||
gl_->BindTexture(GL_TEXTURE_2D, texture_gl_name);
|
||||
GL_ASSERT
|
||||
GL_ASSERT;
|
||||
gl_->Uniform1i(sampler_uniform_loc, uniform_value);
|
||||
GL_ASSERT
|
||||
GL_ASSERT;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -1571,7 +1648,7 @@ void GlCoreRhi::draw(Handle<GraphicsContext> ctx, uint32_t vertex_count, uint32_
|
|||
SRB2_ASSERT(current_render_pass_.has_value() == true && current_pipeline_.has_value() == true);
|
||||
|
||||
gl_->DrawArrays(map_primitive_mode(current_primitive_type_), first_vertex, vertex_count);
|
||||
GL_ASSERT
|
||||
GL_ASSERT;
|
||||
}
|
||||
|
||||
void GlCoreRhi::draw_indexed(Handle<GraphicsContext> ctx, uint32_t index_count, uint32_t first_index)
|
||||
|
|
@ -1592,7 +1669,7 @@ void GlCoreRhi::draw_indexed(Handle<GraphicsContext> ctx, uint32_t index_count,
|
|||
GL_UNSIGNED_SHORT,
|
||||
(const void*)((size_t)first_index * 2 + index_buffer_offset_)
|
||||
);
|
||||
GL_ASSERT
|
||||
GL_ASSERT;
|
||||
}
|
||||
|
||||
void GlCoreRhi::read_pixels(Handle<GraphicsContext> ctx, const Rect& rect, PixelFormat format, tcb::span<std::byte> out)
|
||||
|
|
@ -1617,10 +1694,10 @@ void GlCoreRhi::finish()
|
|||
for (auto it = binding_set_slab_.cbegin(); it != binding_set_slab_.cend(); it++)
|
||||
{
|
||||
gl_->BindVertexArray(0);
|
||||
GL_ASSERT
|
||||
GL_ASSERT;
|
||||
GLuint vao = reinterpret_cast<const GlCoreBindingSet&>(*it).vao;
|
||||
gl_->DeleteVertexArrays(1, &vao);
|
||||
GL_ASSERT
|
||||
GL_ASSERT;
|
||||
}
|
||||
binding_set_slab_.clear();
|
||||
uniform_set_slab_.clear();
|
||||
|
|
@ -1638,5 +1715,5 @@ void GlCoreRhi::finish()
|
|||
}
|
||||
|
||||
disposal_.clear();
|
||||
GL_ASSERT
|
||||
GL_ASSERT;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -25,10 +25,13 @@ namespace srb2::rhi
|
|||
|
||||
struct GlCoreFramebufferKey
|
||||
{
|
||||
TextureOrRenderbuffer color;
|
||||
std::optional<TextureOrRenderbuffer> depth;
|
||||
Handle<Texture> color;
|
||||
std::optional<Handle<Renderbuffer>> depth_stencil;
|
||||
|
||||
bool operator==(const GlCoreFramebufferKey& rhs) const noexcept { return color == rhs.color && depth == rhs.depth; }
|
||||
bool operator==(const GlCoreFramebufferKey& rhs) const noexcept
|
||||
{
|
||||
return color == rhs.color && depth_stencil == rhs.depth_stencil;
|
||||
}
|
||||
|
||||
bool operator!=(const GlCoreFramebufferKey& rhs) const noexcept { return !(*this == rhs); }
|
||||
};
|
||||
|
|
@ -43,24 +46,13 @@ struct std::hash<srb2::rhi::GlCoreFramebufferKey>
|
|||
{
|
||||
std::size_t operator()(const srb2::rhi::GlCoreFramebufferKey& key) const
|
||||
{
|
||||
struct GetHandleHashVisitor
|
||||
std::size_t color_hash = std::hash<const srb2::rhi::Handle<srb2::rhi::Texture>>()(key.color);
|
||||
std::size_t depth_stencil_hash = 0;
|
||||
if (key.depth_stencil)
|
||||
{
|
||||
uint32_t operator()(const srb2::rhi::Handle<srb2::rhi::Texture>& handle) const noexcept
|
||||
{
|
||||
return std::hash<srb2::rhi::Handle<srb2::rhi::Texture>>()(handle);
|
||||
}
|
||||
uint32_t operator()(const srb2::rhi::Handle<srb2::rhi::Renderbuffer>& handle) const noexcept
|
||||
{
|
||||
return std::hash<srb2::rhi::Handle<srb2::rhi::Renderbuffer>>()(handle);
|
||||
}
|
||||
};
|
||||
std::size_t color_hash = std::visit(GetHandleHashVisitor {}, key.color);
|
||||
std::size_t depth_hash = 0;
|
||||
if (key.depth)
|
||||
{
|
||||
depth_hash = std::visit(GetHandleHashVisitor {}, *key.depth);
|
||||
depth_stencil_hash = std::hash<const srb2::rhi::Handle<srb2::rhi::Renderbuffer>>()(*key.depth_stencil);
|
||||
}
|
||||
return color_hash ^ (depth_hash << 1);
|
||||
return color_hash ^ (depth_stencil_hash << 1);
|
||||
}
|
||||
};
|
||||
|
||||
|
|
|
|||
|
|
@ -314,7 +314,7 @@ namespace std
|
|||
{
|
||||
|
||||
template <typename T>
|
||||
struct hash<srb2::rhi::Handle<T>>
|
||||
struct hash<const srb2::rhi::Handle<T>>
|
||||
{
|
||||
std::size_t operator()(const srb2::rhi::Handle<T>& e) const
|
||||
{
|
||||
|
|
|
|||
|
|
@ -34,6 +34,7 @@ struct Buffer
|
|||
{
|
||||
};
|
||||
|
||||
/// @brief Sampler image source or color image attachment.
|
||||
struct Texture
|
||||
{
|
||||
};
|
||||
|
|
@ -46,12 +47,11 @@ struct RenderPass
|
|||
{
|
||||
};
|
||||
|
||||
/// @brief Depth-stencil image attachment.
|
||||
struct Renderbuffer
|
||||
{
|
||||
};
|
||||
|
||||
using TextureOrRenderbuffer = std::variant<Handle<Texture>, Handle<Renderbuffer>>;
|
||||
|
||||
enum class VertexAttributeFormat
|
||||
{
|
||||
kFloat,
|
||||
|
|
@ -362,14 +362,40 @@ struct BlendDesc
|
|||
BlendFunction alpha_function;
|
||||
};
|
||||
|
||||
struct PipelineDepthAttachmentDesc
|
||||
enum class StencilOp
|
||||
{
|
||||
PixelFormat format;
|
||||
CompareFunc func;
|
||||
bool write;
|
||||
kKeep,
|
||||
kZero,
|
||||
kReplace,
|
||||
kIncrementClamp,
|
||||
kDecrementClamp,
|
||||
kInvert,
|
||||
kIncrementWrap,
|
||||
kDecrementWrap
|
||||
};
|
||||
|
||||
struct PipelineColorAttachmentDesc
|
||||
struct PipelineStencilOpStateDesc
|
||||
{
|
||||
StencilOp fail;
|
||||
StencilOp pass;
|
||||
StencilOp depth_fail;
|
||||
CompareFunc stencil_compare;
|
||||
uint32_t compare_mask;
|
||||
uint32_t write_mask;
|
||||
uint32_t reference;
|
||||
};
|
||||
|
||||
struct PipelineDepthStencilStateDesc
|
||||
{
|
||||
bool depth_test;
|
||||
bool depth_write;
|
||||
CompareFunc depth_func;
|
||||
bool stencil_test;
|
||||
PipelineStencilOpStateDesc front;
|
||||
PipelineStencilOpStateDesc back;
|
||||
};
|
||||
|
||||
struct PipelineColorStateDesc
|
||||
{
|
||||
PixelFormat format;
|
||||
std::optional<BlendDesc> blend;
|
||||
|
|
@ -382,9 +408,8 @@ struct PipelineDesc
|
|||
VertexInputDesc vertex_input;
|
||||
UniformInputDesc uniform_input;
|
||||
SamplerInputDesc sampler_input;
|
||||
std::optional<PipelineDepthAttachmentDesc> depth_attachment;
|
||||
// std::optional<StencilAttachmentDesc> stencil_attachment;
|
||||
PipelineColorAttachmentDesc color_attachment;
|
||||
std::optional<PipelineDepthStencilStateDesc> depth_stencil_state;
|
||||
PipelineColorStateDesc color_state;
|
||||
PrimitiveType primitive;
|
||||
CullMode cull;
|
||||
FaceWinding winding;
|
||||
|
|
@ -393,15 +418,17 @@ struct PipelineDesc
|
|||
|
||||
struct RenderPassDesc
|
||||
{
|
||||
std::optional<PixelFormat> depth_format;
|
||||
PixelFormat color_format;
|
||||
AttachmentLoadOp load_op;
|
||||
AttachmentStoreOp store_op;
|
||||
bool use_depth_stencil;
|
||||
AttachmentLoadOp color_load_op;
|
||||
AttachmentStoreOp color_store_op;
|
||||
AttachmentLoadOp depth_load_op;
|
||||
AttachmentStoreOp depth_store_op;
|
||||
AttachmentLoadOp stencil_load_op;
|
||||
AttachmentStoreOp stencil_store_op;
|
||||
};
|
||||
|
||||
struct RenderbufferDesc
|
||||
{
|
||||
PixelFormat format;
|
||||
uint32_t width;
|
||||
uint32_t height;
|
||||
};
|
||||
|
|
@ -423,8 +450,8 @@ struct BufferDesc
|
|||
struct RenderPassBeginInfo
|
||||
{
|
||||
Handle<RenderPass> render_pass;
|
||||
TextureOrRenderbuffer color_attachment;
|
||||
std::optional<TextureOrRenderbuffer> depth_attachment;
|
||||
Handle<Texture> color_attachment;
|
||||
std::optional<Handle<Renderbuffer>> depth_stencil_attachment;
|
||||
glm::vec4 clear_color;
|
||||
};
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue