mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-24 08:38:32 -05:00
Added conservative raster support.
This commit is contained in:
parent
f568b998b8
commit
acbabdde3b
7 changed files with 119 additions and 64 deletions
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@ -6,7 +6,7 @@
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#ifndef BGFX_DEFINES_H_HEADER_GUARD
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#define BGFX_DEFINES_H_HEADER_GUARD
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#define BGFX_API_VERSION UINT32_C(12)
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#define BGFX_API_VERSION UINT32_C(13)
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///
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#define BGFX_STATE_RGB_WRITE UINT64_C(0x0000000000000001) //!< Enable RGB write.
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@ -74,6 +74,7 @@
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/// MSAA frame buffer.
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#define BGFX_STATE_MSAA UINT64_C(0x0100000000000000) //!< Enable MSAA rasterization.
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#define BGFX_STATE_LINEAA UINT64_C(0x0200000000000000) //!< Enable line AA rasterization.
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#define BGFX_STATE_CONSERVATIVE_RASTER UINT64_C(0x0400000000000000) //!< Enable conservative rasterization.
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/// Do not use!
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#define BGFX_STATE_RESERVED_SHIFT 61 //!< Internal bits shift.
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@ -383,6 +384,7 @@
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#define BGFX_CAPS_TEXTURE_READ_BACK UINT64_C(0x0000000000020000) //!< Read-back texture is supported.
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#define BGFX_CAPS_OCCLUSION_QUERY UINT64_C(0x0000000000040000) //!< Occlusion query is supported.
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#define BGFX_CAPS_ALPHA_TO_COVERAGE UINT64_C(0x0000000000080000) //!< Alpha to coverage is supported.
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#define BGFX_CAPS_CONSERVATIVE_RASTER UINT64_C(0x0000000000100000) //!< Conservative rasterization is supported.
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///
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#define BGFX_CAPS_FORMAT_TEXTURE_NONE UINT16_C(0x0000) //!< Texture format is not supported.
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@ -1085,6 +1085,7 @@ namespace bgfx
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CAPS_FLAGS(BGFX_CAPS_TEXTURE_READ_BACK),
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CAPS_FLAGS(BGFX_CAPS_OCCLUSION_QUERY),
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CAPS_FLAGS(BGFX_CAPS_ALPHA_TO_COVERAGE),
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CAPS_FLAGS(BGFX_CAPS_CONSERVATIVE_RASTER),
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#undef CAPS_FLAGS
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};
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@ -997,7 +997,8 @@ namespace bgfx { namespace d3d11
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for (uint32_t ii = 0; ii < BX_COUNTOF(s_deviceIIDs) && FAILED(hr); ++ii)
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{
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hr = m_device->QueryInterface(s_deviceIIDs[ii], (void**)&device);
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BX_TRACE("D3D device 11.%d, hr %x", BX_COUNTOF(s_deviceIIDs)-1-ii, hr);
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m_deviceInterfaceVersion = BX_COUNTOF(s_deviceIIDs)-1-ii;
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BX_TRACE("D3D device 11.%d, hr %x", m_deviceInterfaceVersion, hr);
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if (SUCCEEDED(hr) )
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{
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@ -1219,6 +1220,7 @@ BX_PRAGMA_DIAGNOSTIC_POP();
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| BGFX_CAPS_TEXTURE_READ_BACK
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| ( (m_featureLevel >= D3D_FEATURE_LEVEL_9_2) ? BGFX_CAPS_OCCLUSION_QUERY : 0)
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| BGFX_CAPS_ALPHA_TO_COVERAGE
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| ( (m_deviceInterfaceVersion >= 3) ? BGFX_CAPS_CONSERVATIVE_RASTER : 0)
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);
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m_timerQuerySupport = m_featureLevel >= D3D_FEATURE_LEVEL_10_0;
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@ -2757,7 +2759,12 @@ BX_PRAGMA_DIAGNOSTIC_POP();
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void setRasterizerState(uint64_t _state, bool _wireframe = false, bool _scissor = false)
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{
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_state &= BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA|BGFX_STATE_LINEAA;
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_state &= 0
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| BGFX_STATE_CULL_MASK
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| BGFX_STATE_MSAA
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| BGFX_STATE_LINEAA
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| BGFX_STATE_CONSERVATIVE_RASTER
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;
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_state |= _wireframe ? BGFX_STATE_PT_LINES : BGFX_STATE_NONE;
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_state |= _scissor ? BGFX_STATE_RESERVED_MASK : 0;
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@ -2766,19 +2773,44 @@ BX_PRAGMA_DIAGNOSTIC_POP();
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{
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uint32_t cull = (_state&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
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D3D11_RASTERIZER_DESC desc;
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desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
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desc.CullMode = s_cullMode[cull];
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desc.FrontCounterClockwise = false;
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desc.DepthBias = 0;
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desc.DepthBiasClamp = 0.0f;
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desc.SlopeScaledDepthBias = 0.0f;
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desc.DepthClipEnable = !m_depthClamp;
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desc.ScissorEnable = _scissor;
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desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
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desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
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if (m_deviceInterfaceVersion >= 3)
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{
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D3D11_RASTERIZER_DESC2 desc;
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desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
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desc.CullMode = s_cullMode[cull];
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desc.FrontCounterClockwise = false;
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desc.DepthBias = 0;
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desc.DepthBiasClamp = 0.0f;
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desc.SlopeScaledDepthBias = 0.0f;
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desc.DepthClipEnable = !m_depthClamp;
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desc.ScissorEnable = _scissor;
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desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
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desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
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desc.ForcedSampleCount = 0;
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desc.ConservativeRaster = !!(_state&BGFX_STATE_CONSERVATIVE_RASTER)
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? D3D11_CONSERVATIVE_RASTERIZATION_MODE_ON
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: D3D11_CONSERVATIVE_RASTERIZATION_MODE_OFF
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;
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DX_CHECK(m_device->CreateRasterizerState(&desc, &rs) );
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ID3D11Device3* device3 = reinterpret_cast<ID3D11Device3*>(m_device);
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DX_CHECK(device3->CreateRasterizerState2(&desc, reinterpret_cast<ID3D11RasterizerState2**>(&rs) ) );
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}
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else
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{
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D3D11_RASTERIZER_DESC desc;
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desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
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desc.CullMode = s_cullMode[cull];
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desc.FrontCounterClockwise = false;
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desc.DepthBias = 0;
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desc.DepthBiasClamp = 0.0f;
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desc.SlopeScaledDepthBias = 0.0f;
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desc.DepthClipEnable = !m_depthClamp;
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desc.ScissorEnable = _scissor;
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desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
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desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
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DX_CHECK(m_device->CreateRasterizerState(&desc, &rs) );
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}
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m_rasterizerStateCache.add(_state, rs);
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}
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@ -3444,6 +3476,8 @@ BX_PRAGMA_DIAGNOSTIC_POP();
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TimerQueryD3D11 m_gpuTimer;
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OcclusionQueryD3D11 m_occlusionQuery;
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uint32_t m_deviceInterfaceVersion;
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ID3D11RenderTargetView* m_backBufferColor;
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ID3D11DepthStencilView* m_backBufferDepthStencil;
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ID3D11RenderTargetView* m_currentColor;
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@ -5304,9 +5338,15 @@ BX_PRAGMA_DIAGNOSTIC_POP();
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| BGFX_STATE_POINT_SIZE_MASK
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| BGFX_STATE_MSAA
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| BGFX_STATE_LINEAA
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| BGFX_STATE_CONSERVATIVE_RASTER
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) & changedFlags)
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{
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if ( (BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA|BGFX_STATE_LINEAA) & changedFlags)
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if ( (0
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| BGFX_STATE_CULL_MASK
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| BGFX_STATE_MSAA
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| BGFX_STATE_LINEAA
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| BGFX_STATE_CONSERVATIVE_RASTER
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) & changedFlags)
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{
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setRasterizerState(newFlags, wireframe, scissorEnabled);
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}
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@ -5725,8 +5765,9 @@ BX_PRAGMA_DIAGNOSTIC_POP();
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tvm.clear();
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uint16_t pos = 0;
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tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f
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, " %s (FL %d.%d) / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
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, " %s.%d (FL %d.%d) / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
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, getRendererName()
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, m_deviceInterfaceVersion
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, (m_featureLevel >> 12) & 0xf
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, (m_featureLevel >> 8) & 0xf
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);
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@ -20,7 +20,7 @@ BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4005) // warning C4005: '' : macro redefinitio
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#include <sal.h>
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#define D3D11_NO_HELPERS
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#if BX_PLATFORM_WINDOWS
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# include <d3d11.h>
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# include <d3d11_3.h>
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# include <dxgi1_3.h>
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#elif BX_PLATFORM_WINRT
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# include <d3d11_3.h>
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@ -2059,14 +2059,17 @@ data.NumQualityLevels = 0;
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;
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_desc.CullMode = s_cullMode[cull];
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_desc.FrontCounterClockwise = false;
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_desc.DepthBias = 0;
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_desc.DepthBiasClamp = 0.0f;
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_desc.SlopeScaledDepthBias = 0.0f;
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_desc.DepthClipEnable = !m_depthClamp;
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_desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
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_desc.DepthBias = 0;
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_desc.DepthBiasClamp = 0.0f;
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_desc.SlopeScaledDepthBias = 0.0f;
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_desc.DepthClipEnable = !m_depthClamp;
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_desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
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_desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
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_desc.ForcedSampleCount = 0;
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_desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
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_desc.ForcedSampleCount = 0;
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_desc.ConservativeRaster = !!(_state&BGFX_STATE_CONSERVATIVE_RASTER)
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? D3D12_CONSERVATIVE_RASTERIZATION_MODE_ON
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: D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF
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;
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}
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void setDepthStencilState(D3D12_DEPTH_STENCIL_DESC& _desc, uint64_t _state, uint64_t _stencil = 0)
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| BGFX_STATE_CULL_MASK
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| BGFX_STATE_MSAA
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| BGFX_STATE_LINEAA
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| BGFX_STATE_CONSERVATIVE_RASTER
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| BGFX_STATE_PT_MASK
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;
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@ -585,6 +585,7 @@ namespace bgfx { namespace gl
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MOZ_WEBGL_compressed_texture_s3tc,
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MOZ_WEBGL_depth_texture,
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NV_conservative_raster,
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NV_copy_image,
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NV_draw_buffers,
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NV_occlusion_query,
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@ -792,6 +793,7 @@ namespace bgfx { namespace gl
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{ "MOZ_WEBGL_compressed_texture_s3tc", false, true },
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{ "MOZ_WEBGL_depth_texture", false, true },
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{ "NV_conservative_raster", false, true },
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{ "NV_copy_image", false, true },
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{ "NV_draw_buffers", false, true }, // GLES2 extension.
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{ "NV_occlusion_query", false, true },
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@ -1277,6 +1279,8 @@ namespace bgfx { namespace gl
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, m_depthTextureSupport(false)
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, m_timerQuerySupport(false)
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, m_occlusionQuerySupport(false)
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, m_atocSupport(false)
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, m_conservativeRasterSupport(false)
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, m_flip(false)
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, m_hash( (BX_PLATFORM_WINDOWS<<1) | BX_ARCH_64BIT)
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, m_backBufferFbo(0)
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@ -1744,11 +1748,6 @@ namespace bgfx { namespace gl
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: 0
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;
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g_caps.supported |= s_extension[Extension::ARB_multisample].m_supported
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? BGFX_CAPS_ALPHA_TO_COVERAGE
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: 0
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;
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const bool drawIndirectSupported = false
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|| s_extension[Extension::AMD_multi_draw_indirect].m_supported
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|| s_extension[Extension::ARB_draw_indirect ].m_supported
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@ -1875,19 +1874,15 @@ namespace bgfx { namespace gl
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&& NULL != glEndQuery
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;
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g_caps.supported |= m_occlusionQuerySupport
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? BGFX_CAPS_OCCLUSION_QUERY
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: 0
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;
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m_atocSupport = s_extension[Extension::ARB_multisample].m_supported;
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m_conservativeRasterSupport = s_extension[Extension::NV_conservative_raster].m_supported;
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g_caps.supported |= m_depthTextureSupport
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? BGFX_CAPS_TEXTURE_COMPARE_LEQUAL
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: 0
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;
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g_caps.supported |= computeSupport
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? BGFX_CAPS_COMPUTE
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: 0
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g_caps.supported |= 0
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| (m_atocSupport ? BGFX_CAPS_ALPHA_TO_COVERAGE : 0)
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| (m_conservativeRasterSupport ? BGFX_CAPS_CONSERVATIVE_RASTER : 0)
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| (m_occlusionQuerySupport ? BGFX_CAPS_OCCLUSION_QUERY : 0)
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| (m_depthTextureSupport ? BGFX_CAPS_TEXTURE_COMPARE_LEQUAL : 0)
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| (computeSupport ? BGFX_CAPS_COMPUTE : 0)
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;
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g_caps.supported |= m_glctx.getCaps();
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@ -3311,6 +3306,8 @@ namespace bgfx { namespace gl
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bool m_depthTextureSupport;
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bool m_timerQuerySupport;
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bool m_occlusionQuerySupport;
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bool m_atocSupport;
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bool m_conservativeRasterSupport;
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bool m_flip;
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uint64_t m_hash;
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@ -5872,6 +5869,8 @@ namespace bgfx { namespace gl
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| BGFX_STATE_PT_MASK
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| BGFX_STATE_POINT_SIZE_MASK
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| BGFX_STATE_MSAA
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| BGFX_STATE_LINEAA
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| BGFX_STATE_CONSERVATIVE_RASTER
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) & changedFlags)
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{
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if (BGFX_STATE_CULL_MASK & changedFlags)
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@ -5927,26 +5926,27 @@ namespace bgfx { namespace gl
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if (BGFX_STATE_MSAA & changedFlags)
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{
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if (BGFX_STATE_MSAA & newFlags)
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{
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GL_CHECK(glEnable(GL_MULTISAMPLE) );
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}
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else
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{
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GL_CHECK(glDisable(GL_MULTISAMPLE) );
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}
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GL_CHECK(BGFX_STATE_MSAA & newFlags
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? glEnable(GL_MULTISAMPLE)
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: glDisable(GL_MULTISAMPLE)
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);
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}
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if (BGFX_STATE_LINEAA & changedFlags)
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{
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if (BGFX_STATE_LINEAA & newFlags)
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{
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GL_CHECK(glEnable(GL_LINE_SMOOTH) );
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}
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else
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{
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GL_CHECK(glDisable(GL_LINE_SMOOTH) );
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}
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GL_CHECK(BGFX_STATE_LINEAA & newFlags
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? glEnable(GL_LINE_SMOOTH)
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: glDisable(GL_LINE_SMOOTH)
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);
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}
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if (m_conservativeRasterSupport
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&& BGFX_STATE_CONSERVATIVE_RASTER & changedFlags)
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{
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GL_CHECK(BGFX_STATE_CONSERVATIVE_RASTER & newFlags
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? glEnable(GL_CONSERVATIVE_RASTERIZATION_NV)
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: glDisable(GL_CONSERVATIVE_RASTERIZATION_NV)
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);
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}
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#endif // BGFX_CONFIG_RENDERER_OPENGL
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@ -5965,13 +5965,16 @@ namespace bgfx { namespace gl
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) & changedFlags)
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|| blendFactor != draw.m_rgba)
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{
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if (BGFX_STATE_BLEND_ALPHA_TO_COVERAGE & newFlags)
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if (m_atocSupport)
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{
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GL_CHECK(glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE) );
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}
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else
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{
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GL_CHECK(glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE) );
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if (BGFX_STATE_BLEND_ALPHA_TO_COVERAGE & newFlags)
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{
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GL_CHECK(glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE) );
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}
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else
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{
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GL_CHECK(glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE) );
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}
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}
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if ( ( (0
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@ -787,6 +787,10 @@ typedef uint64_t GLuint64;
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# define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E
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#endif // GL_SAMPLE_ALPHA_TO_COVERAGE
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#ifndef GL_CONSERVATIVE_RASTERIZATION_NV
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# define GL_CONSERVATIVE_RASTERIZATION_NV 0x9346
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#endif // GL_CONSERVATIVE_RASTERIZATION_NV
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// _KHR or _ARB...
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#define GL_DEBUG_OUTPUT_SYNCHRONOUS 0x8242
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#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH 0x8243
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