Added conservative raster support.

This commit is contained in:
Branimir Karadžić 2016-03-16 20:04:06 -07:00
parent f568b998b8
commit acbabdde3b
7 changed files with 119 additions and 64 deletions

View file

@ -6,7 +6,7 @@
#ifndef BGFX_DEFINES_H_HEADER_GUARD
#define BGFX_DEFINES_H_HEADER_GUARD
#define BGFX_API_VERSION UINT32_C(12)
#define BGFX_API_VERSION UINT32_C(13)
///
#define BGFX_STATE_RGB_WRITE UINT64_C(0x0000000000000001) //!< Enable RGB write.
@ -74,6 +74,7 @@
/// MSAA frame buffer.
#define BGFX_STATE_MSAA UINT64_C(0x0100000000000000) //!< Enable MSAA rasterization.
#define BGFX_STATE_LINEAA UINT64_C(0x0200000000000000) //!< Enable line AA rasterization.
#define BGFX_STATE_CONSERVATIVE_RASTER UINT64_C(0x0400000000000000) //!< Enable conservative rasterization.
/// Do not use!
#define BGFX_STATE_RESERVED_SHIFT 61 //!< Internal bits shift.
@ -383,6 +384,7 @@
#define BGFX_CAPS_TEXTURE_READ_BACK UINT64_C(0x0000000000020000) //!< Read-back texture is supported.
#define BGFX_CAPS_OCCLUSION_QUERY UINT64_C(0x0000000000040000) //!< Occlusion query is supported.
#define BGFX_CAPS_ALPHA_TO_COVERAGE UINT64_C(0x0000000000080000) //!< Alpha to coverage is supported.
#define BGFX_CAPS_CONSERVATIVE_RASTER UINT64_C(0x0000000000100000) //!< Conservative rasterization is supported.
///
#define BGFX_CAPS_FORMAT_TEXTURE_NONE UINT16_C(0x0000) //!< Texture format is not supported.

View file

@ -1085,6 +1085,7 @@ namespace bgfx
CAPS_FLAGS(BGFX_CAPS_TEXTURE_READ_BACK),
CAPS_FLAGS(BGFX_CAPS_OCCLUSION_QUERY),
CAPS_FLAGS(BGFX_CAPS_ALPHA_TO_COVERAGE),
CAPS_FLAGS(BGFX_CAPS_CONSERVATIVE_RASTER),
#undef CAPS_FLAGS
};

View file

@ -997,7 +997,8 @@ namespace bgfx { namespace d3d11
for (uint32_t ii = 0; ii < BX_COUNTOF(s_deviceIIDs) && FAILED(hr); ++ii)
{
hr = m_device->QueryInterface(s_deviceIIDs[ii], (void**)&device);
BX_TRACE("D3D device 11.%d, hr %x", BX_COUNTOF(s_deviceIIDs)-1-ii, hr);
m_deviceInterfaceVersion = BX_COUNTOF(s_deviceIIDs)-1-ii;
BX_TRACE("D3D device 11.%d, hr %x", m_deviceInterfaceVersion, hr);
if (SUCCEEDED(hr) )
{
@ -1219,6 +1220,7 @@ BX_PRAGMA_DIAGNOSTIC_POP();
| BGFX_CAPS_TEXTURE_READ_BACK
| ( (m_featureLevel >= D3D_FEATURE_LEVEL_9_2) ? BGFX_CAPS_OCCLUSION_QUERY : 0)
| BGFX_CAPS_ALPHA_TO_COVERAGE
| ( (m_deviceInterfaceVersion >= 3) ? BGFX_CAPS_CONSERVATIVE_RASTER : 0)
);
m_timerQuerySupport = m_featureLevel >= D3D_FEATURE_LEVEL_10_0;
@ -2757,7 +2759,12 @@ BX_PRAGMA_DIAGNOSTIC_POP();
void setRasterizerState(uint64_t _state, bool _wireframe = false, bool _scissor = false)
{
_state &= BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA|BGFX_STATE_LINEAA;
_state &= 0
| BGFX_STATE_CULL_MASK
| BGFX_STATE_MSAA
| BGFX_STATE_LINEAA
| BGFX_STATE_CONSERVATIVE_RASTER
;
_state |= _wireframe ? BGFX_STATE_PT_LINES : BGFX_STATE_NONE;
_state |= _scissor ? BGFX_STATE_RESERVED_MASK : 0;
@ -2766,19 +2773,44 @@ BX_PRAGMA_DIAGNOSTIC_POP();
{
uint32_t cull = (_state&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
D3D11_RASTERIZER_DESC desc;
desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
desc.CullMode = s_cullMode[cull];
desc.FrontCounterClockwise = false;
desc.DepthBias = 0;
desc.DepthBiasClamp = 0.0f;
desc.SlopeScaledDepthBias = 0.0f;
desc.DepthClipEnable = !m_depthClamp;
desc.ScissorEnable = _scissor;
desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
if (m_deviceInterfaceVersion >= 3)
{
D3D11_RASTERIZER_DESC2 desc;
desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
desc.CullMode = s_cullMode[cull];
desc.FrontCounterClockwise = false;
desc.DepthBias = 0;
desc.DepthBiasClamp = 0.0f;
desc.SlopeScaledDepthBias = 0.0f;
desc.DepthClipEnable = !m_depthClamp;
desc.ScissorEnable = _scissor;
desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
desc.ForcedSampleCount = 0;
desc.ConservativeRaster = !!(_state&BGFX_STATE_CONSERVATIVE_RASTER)
? D3D11_CONSERVATIVE_RASTERIZATION_MODE_ON
: D3D11_CONSERVATIVE_RASTERIZATION_MODE_OFF
;
DX_CHECK(m_device->CreateRasterizerState(&desc, &rs) );
ID3D11Device3* device3 = reinterpret_cast<ID3D11Device3*>(m_device);
DX_CHECK(device3->CreateRasterizerState2(&desc, reinterpret_cast<ID3D11RasterizerState2**>(&rs) ) );
}
else
{
D3D11_RASTERIZER_DESC desc;
desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
desc.CullMode = s_cullMode[cull];
desc.FrontCounterClockwise = false;
desc.DepthBias = 0;
desc.DepthBiasClamp = 0.0f;
desc.SlopeScaledDepthBias = 0.0f;
desc.DepthClipEnable = !m_depthClamp;
desc.ScissorEnable = _scissor;
desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
DX_CHECK(m_device->CreateRasterizerState(&desc, &rs) );
}
m_rasterizerStateCache.add(_state, rs);
}
@ -3444,6 +3476,8 @@ BX_PRAGMA_DIAGNOSTIC_POP();
TimerQueryD3D11 m_gpuTimer;
OcclusionQueryD3D11 m_occlusionQuery;
uint32_t m_deviceInterfaceVersion;
ID3D11RenderTargetView* m_backBufferColor;
ID3D11DepthStencilView* m_backBufferDepthStencil;
ID3D11RenderTargetView* m_currentColor;
@ -5304,9 +5338,15 @@ BX_PRAGMA_DIAGNOSTIC_POP();
| BGFX_STATE_POINT_SIZE_MASK
| BGFX_STATE_MSAA
| BGFX_STATE_LINEAA
| BGFX_STATE_CONSERVATIVE_RASTER
) & changedFlags)
{
if ( (BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA|BGFX_STATE_LINEAA) & changedFlags)
if ( (0
| BGFX_STATE_CULL_MASK
| BGFX_STATE_MSAA
| BGFX_STATE_LINEAA
| BGFX_STATE_CONSERVATIVE_RASTER
) & changedFlags)
{
setRasterizerState(newFlags, wireframe, scissorEnabled);
}
@ -5725,8 +5765,9 @@ BX_PRAGMA_DIAGNOSTIC_POP();
tvm.clear();
uint16_t pos = 0;
tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f
, " %s (FL %d.%d) / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
, " %s.%d (FL %d.%d) / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
, getRendererName()
, m_deviceInterfaceVersion
, (m_featureLevel >> 12) & 0xf
, (m_featureLevel >> 8) & 0xf
);

View file

@ -20,7 +20,7 @@ BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4005) // warning C4005: '' : macro redefinitio
#include <sal.h>
#define D3D11_NO_HELPERS
#if BX_PLATFORM_WINDOWS
# include <d3d11.h>
# include <d3d11_3.h>
# include <dxgi1_3.h>
#elif BX_PLATFORM_WINRT
# include <d3d11_3.h>

View file

@ -2059,14 +2059,17 @@ data.NumQualityLevels = 0;
;
_desc.CullMode = s_cullMode[cull];
_desc.FrontCounterClockwise = false;
_desc.DepthBias = 0;
_desc.DepthBiasClamp = 0.0f;
_desc.SlopeScaledDepthBias = 0.0f;
_desc.DepthClipEnable = !m_depthClamp;
_desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
_desc.DepthBias = 0;
_desc.DepthBiasClamp = 0.0f;
_desc.SlopeScaledDepthBias = 0.0f;
_desc.DepthClipEnable = !m_depthClamp;
_desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
_desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
_desc.ForcedSampleCount = 0;
_desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
_desc.ForcedSampleCount = 0;
_desc.ConservativeRaster = !!(_state&BGFX_STATE_CONSERVATIVE_RASTER)
? D3D12_CONSERVATIVE_RASTERIZATION_MODE_ON
: D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF
;
}
void setDepthStencilState(D3D12_DEPTH_STENCIL_DESC& _desc, uint64_t _state, uint64_t _stencil = 0)
@ -2215,6 +2218,7 @@ data.NumQualityLevels = 0;
| BGFX_STATE_CULL_MASK
| BGFX_STATE_MSAA
| BGFX_STATE_LINEAA
| BGFX_STATE_CONSERVATIVE_RASTER
| BGFX_STATE_PT_MASK
;

View file

@ -585,6 +585,7 @@ namespace bgfx { namespace gl
MOZ_WEBGL_compressed_texture_s3tc,
MOZ_WEBGL_depth_texture,
NV_conservative_raster,
NV_copy_image,
NV_draw_buffers,
NV_occlusion_query,
@ -792,6 +793,7 @@ namespace bgfx { namespace gl
{ "MOZ_WEBGL_compressed_texture_s3tc", false, true },
{ "MOZ_WEBGL_depth_texture", false, true },
{ "NV_conservative_raster", false, true },
{ "NV_copy_image", false, true },
{ "NV_draw_buffers", false, true }, // GLES2 extension.
{ "NV_occlusion_query", false, true },
@ -1277,6 +1279,8 @@ namespace bgfx { namespace gl
, m_depthTextureSupport(false)
, m_timerQuerySupport(false)
, m_occlusionQuerySupport(false)
, m_atocSupport(false)
, m_conservativeRasterSupport(false)
, m_flip(false)
, m_hash( (BX_PLATFORM_WINDOWS<<1) | BX_ARCH_64BIT)
, m_backBufferFbo(0)
@ -1744,11 +1748,6 @@ namespace bgfx { namespace gl
: 0
;
g_caps.supported |= s_extension[Extension::ARB_multisample].m_supported
? BGFX_CAPS_ALPHA_TO_COVERAGE
: 0
;
const bool drawIndirectSupported = false
|| s_extension[Extension::AMD_multi_draw_indirect].m_supported
|| s_extension[Extension::ARB_draw_indirect ].m_supported
@ -1875,19 +1874,15 @@ namespace bgfx { namespace gl
&& NULL != glEndQuery
;
g_caps.supported |= m_occlusionQuerySupport
? BGFX_CAPS_OCCLUSION_QUERY
: 0
;
m_atocSupport = s_extension[Extension::ARB_multisample].m_supported;
m_conservativeRasterSupport = s_extension[Extension::NV_conservative_raster].m_supported;
g_caps.supported |= m_depthTextureSupport
? BGFX_CAPS_TEXTURE_COMPARE_LEQUAL
: 0
;
g_caps.supported |= computeSupport
? BGFX_CAPS_COMPUTE
: 0
g_caps.supported |= 0
| (m_atocSupport ? BGFX_CAPS_ALPHA_TO_COVERAGE : 0)
| (m_conservativeRasterSupport ? BGFX_CAPS_CONSERVATIVE_RASTER : 0)
| (m_occlusionQuerySupport ? BGFX_CAPS_OCCLUSION_QUERY : 0)
| (m_depthTextureSupport ? BGFX_CAPS_TEXTURE_COMPARE_LEQUAL : 0)
| (computeSupport ? BGFX_CAPS_COMPUTE : 0)
;
g_caps.supported |= m_glctx.getCaps();
@ -3311,6 +3306,8 @@ namespace bgfx { namespace gl
bool m_depthTextureSupport;
bool m_timerQuerySupport;
bool m_occlusionQuerySupport;
bool m_atocSupport;
bool m_conservativeRasterSupport;
bool m_flip;
uint64_t m_hash;
@ -5872,6 +5869,8 @@ namespace bgfx { namespace gl
| BGFX_STATE_PT_MASK
| BGFX_STATE_POINT_SIZE_MASK
| BGFX_STATE_MSAA
| BGFX_STATE_LINEAA
| BGFX_STATE_CONSERVATIVE_RASTER
) & changedFlags)
{
if (BGFX_STATE_CULL_MASK & changedFlags)
@ -5927,26 +5926,27 @@ namespace bgfx { namespace gl
if (BGFX_STATE_MSAA & changedFlags)
{
if (BGFX_STATE_MSAA & newFlags)
{
GL_CHECK(glEnable(GL_MULTISAMPLE) );
}
else
{
GL_CHECK(glDisable(GL_MULTISAMPLE) );
}
GL_CHECK(BGFX_STATE_MSAA & newFlags
? glEnable(GL_MULTISAMPLE)
: glDisable(GL_MULTISAMPLE)
);
}
if (BGFX_STATE_LINEAA & changedFlags)
{
if (BGFX_STATE_LINEAA & newFlags)
{
GL_CHECK(glEnable(GL_LINE_SMOOTH) );
}
else
{
GL_CHECK(glDisable(GL_LINE_SMOOTH) );
}
GL_CHECK(BGFX_STATE_LINEAA & newFlags
? glEnable(GL_LINE_SMOOTH)
: glDisable(GL_LINE_SMOOTH)
);
}
if (m_conservativeRasterSupport
&& BGFX_STATE_CONSERVATIVE_RASTER & changedFlags)
{
GL_CHECK(BGFX_STATE_CONSERVATIVE_RASTER & newFlags
? glEnable(GL_CONSERVATIVE_RASTERIZATION_NV)
: glDisable(GL_CONSERVATIVE_RASTERIZATION_NV)
);
}
#endif // BGFX_CONFIG_RENDERER_OPENGL
@ -5965,13 +5965,16 @@ namespace bgfx { namespace gl
) & changedFlags)
|| blendFactor != draw.m_rgba)
{
if (BGFX_STATE_BLEND_ALPHA_TO_COVERAGE & newFlags)
if (m_atocSupport)
{
GL_CHECK(glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE) );
}
else
{
GL_CHECK(glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE) );
if (BGFX_STATE_BLEND_ALPHA_TO_COVERAGE & newFlags)
{
GL_CHECK(glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE) );
}
else
{
GL_CHECK(glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE) );
}
}
if ( ( (0

View file

@ -787,6 +787,10 @@ typedef uint64_t GLuint64;
# define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E
#endif // GL_SAMPLE_ALPHA_TO_COVERAGE
#ifndef GL_CONSERVATIVE_RASTERIZATION_NV
# define GL_CONSERVATIVE_RASTERIZATION_NV 0x9346
#endif // GL_CONSERVATIVE_RASTERIZATION_NV
// _KHR or _ARB...
#define GL_DEBUG_OUTPUT_SYNCHRONOUS 0x8242
#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH 0x8243