Added support for different RT depth stencil formats.

This commit is contained in:
bkaradzic 2013-12-29 11:43:44 -08:00
parent 6005ebda2b
commit d1117f34b5
7 changed files with 117 additions and 37 deletions

View file

@ -476,7 +476,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
Mesh mesh;
mesh.load("meshes/bunny.bin");
bgfx::RenderTargetHandle rt = bgfx::createRenderTarget(width, height, BGFX_RENDER_TARGET_COLOR_RGBA8|BGFX_RENDER_TARGET_DEPTH);
bgfx::RenderTargetHandle rt = bgfx::createRenderTarget(width, height, BGFX_RENDER_TARGET_COLOR_RGBA8|BGFX_RENDER_TARGET_DEPTH_D16);
bgfx::RenderTargetHandle lum[5];
lum[0] = bgfx::createRenderTarget(128, 128, BGFX_RENDER_TARGET_COLOR_RGBA8);
@ -528,7 +528,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
bgfx::destroyRenderTarget(bright);
bgfx::destroyRenderTarget(blur);
rt = bgfx::createRenderTarget(width, height, BGFX_RENDER_TARGET_COLOR_RGBA8|BGFX_RENDER_TARGET_DEPTH);
rt = bgfx::createRenderTarget(width, height, BGFX_RENDER_TARGET_COLOR_RGBA8|BGFX_RENDER_TARGET_DEPTH_D16);
bright = bgfx::createRenderTarget(width/2, height/2, BGFX_RENDER_TARGET_COLOR_RGBA8);
blur = bgfx::createRenderTarget(width/8, height/8, BGFX_RENDER_TARGET_COLOR_RGBA8);
}

View file

@ -1993,7 +1993,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
mem = loadTexture("fieldstone-rgba.dds");
bgfx::TextureHandle fieldstoneTex = bgfx::createTexture(mem);
s_stencilRt = bgfx::createRenderTarget(viewState.m_width, viewState.m_height, BGFX_RENDER_TARGET_COLOR_RGBA8 | BGFX_RENDER_TARGET_DEPTH);
s_stencilRt = bgfx::createRenderTarget(viewState.m_width, viewState.m_height, BGFX_RENDER_TARGET_COLOR_RGBA8 | BGFX_RENDER_TARGET_DEPTH_D16);
u_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1iv);
u_texStencil = bgfx::createUniform("u_texStencil", bgfx::UniformType::Uniform1iv);
@ -2172,7 +2172,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
bgfx::destroyRenderTarget(s_stencilRt);
s_stencilRt = bgfx::createRenderTarget(viewState.m_width, viewState.m_height, BGFX_RENDER_TARGET_COLOR_RGBA8 | BGFX_RENDER_TARGET_DEPTH);
s_stencilRt = bgfx::createRenderTarget(viewState.m_width, viewState.m_height, BGFX_RENDER_TARGET_COLOR_RGBA8 | BGFX_RENDER_TARGET_DEPTH_D16);
}
//set view and projection matrices

View file

@ -203,9 +203,18 @@
#define BGFX_RENDER_TARGET_COLOR_R32F UINT32_C(0x00000006)
#define BGFX_RENDER_TARGET_COLOR_SHIFT 0
#define BGFX_RENDER_TARGET_COLOR_MASK UINT32_C(0x000000ff)
#define BGFX_RENDER_TARGET_DEPTH UINT32_C(0x00000100)
#define BGFX_RENDER_TARGET_DEPTH_D16 UINT32_C(0x00000100)
#define BGFX_RENDER_TARGET_DEPTH_D24 UINT32_C(0x00000200)
#define BGFX_RENDER_TARGET_DEPTH_D24S8 UINT32_C(0x00000300)
#define BGFX_RENDER_TARGET_DEPTH_D32 UINT32_C(0x00000400)
#define BGFX_RENDER_TARGET_DEPTH_D16F UINT32_C(0x00000500)
#define BGFX_RENDER_TARGET_DEPTH_D24F UINT32_C(0x00000600)
#define BGFX_RENDER_TARGET_DEPTH_D32F UINT32_C(0x00000700)
#define BGFX_RENDER_TARGET_DEPTH_D0S8 UINT32_C(0x00000800)
#define BGFX_RENDER_TARGET_DEPTH_SHIFT 8
#define BGFX_RENDER_TARGET_DEPTH_MASK UINT32_C(0x0000ff00)
#define BGFX_RENDER_TARGET_MSAA_X2 UINT32_C(0x00010000)
#define BGFX_RENDER_TARGET_MSAA_X4 UINT32_C(0x00020000)
#define BGFX_RENDER_TARGET_MSAA_X8 UINT32_C(0x00030000)

View file

@ -122,8 +122,15 @@ namespace bgfx
static const DXGI_FORMAT s_depthFormat[] =
{
DXGI_FORMAT_UNKNOWN, // ignored
DXGI_FORMAT_D24_UNORM_S8_UINT,
DXGI_FORMAT_UNKNOWN, // ignored
DXGI_FORMAT_D16_UNORM, // D16
DXGI_FORMAT_D24_UNORM_S8_UINT, // D24
DXGI_FORMAT_D24_UNORM_S8_UINT, // D24S8
DXGI_FORMAT_D24_UNORM_S8_UINT, // D32
DXGI_FORMAT_D32_FLOAT, // D16F
DXGI_FORMAT_D32_FLOAT, // D24F
DXGI_FORMAT_D32_FLOAT, // D32F
DXGI_FORMAT_D24_UNORM_S8_UINT, // D0S8
};
static const D3D11_TEXTURE_ADDRESS_MODE s_textureAddress[] =
@ -2740,7 +2747,7 @@ namespace bgfx
tvm.clear();
uint16_t pos = 0;
tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f, " " BGFX_RENDERER_NAME " ");
tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f, " " BGFX_RENDERER_NAME " / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " ");
const DXGI_ADAPTER_DESC& desc = s_renderCtx->m_adapterDesc;
char description[BX_COUNTOF(desc.Description)];

View file

@ -162,8 +162,19 @@ namespace bgfx
static const D3DFORMAT s_depthFormat[] =
{
D3DFMT_UNKNOWN, // ignored
D3DFMT_D24S8,
D3DFMT_UNKNOWN, // ignored
D3DFMT_D16, // D16
D3DFMT_D24X8, // D24
D3DFMT_D24S8, // D24S8
D3DFMT_D32, // D32
D3DFMT_DF16, // D16F
D3DFMT_DF24, // D24F
D3DFMT_D32F_LOCKABLE, // D32F
#if defined(D3D_DISABLE_9EX)
D3DFMT_UNKNOWN, // D0S8
#else
D3DFMT_S8_LOCKABLE, // D0S8
#endif // defined(D3D_DISABLE_9EX)
};
static const D3DTEXTUREADDRESS s_textureAddress[] =
@ -1727,8 +1738,8 @@ namespace bgfx
if (0 != m_flags)
{
m_msaa = s_msaa[(m_flags&BGFX_RENDER_TARGET_MSAA_MASK)>>BGFX_RENDER_TARGET_MSAA_SHIFT];
uint32_t colorFormat = (m_flags&BGFX_RENDER_TARGET_COLOR_MASK)>>BGFX_RENDER_TARGET_COLOR_SHIFT;
uint32_t depthFormat = (m_flags&BGFX_RENDER_TARGET_DEPTH_MASK)>>BGFX_RENDER_TARGET_DEPTH_SHIFT;
const uint32_t colorFormat = (m_flags&BGFX_RENDER_TARGET_COLOR_MASK)>>BGFX_RENDER_TARGET_COLOR_SHIFT;
const uint32_t depthFormat = (m_flags&BGFX_RENDER_TARGET_DEPTH_MASK)>>BGFX_RENDER_TARGET_DEPTH_SHIFT;
m_depthOnly = (0 == colorFormat && 0 < depthFormat);
// CheckDeviceFormat D3DUSAGE_SRGBWRITE
@ -1751,7 +1762,7 @@ namespace bgfx
, m_height
, 1
, D3DUSAGE_DEPTHSTENCIL
, D3DFMT_DF24 //s_depthFormat[depthFormat]
, s_depthFormat[depthFormat]
, D3DPOOL_DEFAULT
, &m_depthTexture
, NULL
@ -1799,7 +1810,7 @@ namespace bgfx
{
DX_CHECK(s_renderCtx->m_device->CreateDepthStencilSurface(m_width
, m_height
, s_depthFormat[depthFormat] // s_renderCtx->m_fmtDepth
, s_depthFormat[depthFormat]
, m_msaa.m_type
, m_msaa.m_quality
, FALSE
@ -2883,7 +2894,7 @@ namespace bgfx
tvm.clear();
uint16_t pos = 0;
tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f, " " BGFX_RENDERER_NAME " ");
tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f, " " BGFX_RENDERER_NAME " / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " ");
const D3DADAPTER_IDENTIFIER9& identifier = s_renderCtx->m_identifier;
tvm.printf(0, pos++, 0x0f, " Device: %s (%s)", identifier.Description, identifier.Driver);

View file

@ -157,10 +157,23 @@ namespace bgfx
{ GL_R32F, GL_FLOAT, 32 },
};
static const GLenum s_depthFormat[] =
struct RenderTargetDepthFormat
{
0, // ignored
0,
GLenum m_internalFmt;
GLenum m_attachment;
};
static const RenderTargetDepthFormat s_depthFormat[] =
{
{ 0, 0 }, // ignored
{ GL_DEPTH_COMPONENT16, GL_DEPTH_ATTACHMENT }, // D16
{ GL_DEPTH_COMPONENT24, GL_DEPTH_ATTACHMENT }, // D24
{ GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL_ATTACHMENT }, // D24S8
{ GL_DEPTH_COMPONENT32, GL_DEPTH_ATTACHMENT }, // D32
{ GL_DEPTH_COMPONENT32F, GL_DEPTH_ATTACHMENT }, // D16F
{ GL_DEPTH_COMPONENT32F, GL_DEPTH_ATTACHMENT }, // D24F
{ GL_DEPTH_COMPONENT32F, GL_DEPTH_ATTACHMENT }, // D32F
{ GL_STENCIL_INDEX8, GL_STENCIL_ATTACHMENT }, // D0S8
};
static const GLenum s_textureAddress[] =
@ -278,9 +291,12 @@ namespace bgfx
NVX_gpu_memory_info,
OES_compressed_ETC1_RGB8_texture,
OES_depth24,
OES_depth32,
OES_depth_texture,
OES_fragment_precision_high,
OES_get_program_binary,
OES_required_internalformat,
OES_packed_depth_stencil,
OES_read_format,
OES_rgb8_rgba8,
OES_standard_derivatives,
@ -358,9 +374,12 @@ namespace bgfx
{ "GL_NVX_gpu_memory_info", false, true },
{ "GL_OES_compressed_ETC1_RGB8_texture", false, true },
{ "GL_OES_depth24", false, true },
{ "GL_OES_depth32", false, true },
{ "GL_OES_depth_texture", false, true },
{ "GL_OES_fragment_precision_high", false, true },
{ "GL_OES_get_program_binary", false, true },
{ "GL_OES_required_internalformat", false, true },
{ "GL_OES_packed_depth_stencil", false, true },
{ "GL_OES_read_format", false, true },
{ "GL_OES_rgb8_rgba8", false, true },
{ "GL_OES_standard_derivatives", false, true },
@ -1846,7 +1865,7 @@ namespace bgfx
|| findMatch(code, "fwidth")
);
bool usesFragDepth = findMatch(code, "gl_FragDepth");
bool usesFragDepth = !!findMatch(code, "gl_FragDepth");
bool usesTexture3D = s_extension[Extension::OES_texture_3D].m_supported &&
( findMatch(code, "texture3D")
@ -1983,10 +2002,10 @@ namespace bgfx
uint32_t msaa = (_flags&BGFX_RENDER_TARGET_MSAA_MASK)>>BGFX_RENDER_TARGET_MSAA_SHIFT;
m_msaa = bx::uint32_min(s_renderCtx->m_maxMsaa, msaa == 0 ? 0 : 1<<msaa);
uint32_t colorFormat = (_flags&BGFX_RENDER_TARGET_COLOR_MASK)>>BGFX_RENDER_TARGET_COLOR_SHIFT;
uint32_t depthFormat = (_flags&BGFX_RENDER_TARGET_DEPTH_MASK)>>BGFX_RENDER_TARGET_DEPTH_SHIFT;
GLenum minFilter = s_textureFilterMin[(_textureFlags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT][0];
GLenum magFilter = s_textureFilterMag[(_textureFlags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
const uint32_t colorFormat = (_flags&BGFX_RENDER_TARGET_COLOR_MASK)>>BGFX_RENDER_TARGET_COLOR_SHIFT;
const uint32_t depthFormat = (_flags&BGFX_RENDER_TARGET_DEPTH_MASK)>>BGFX_RENDER_TARGET_DEPTH_SHIFT;
const GLenum minFilter = s_textureFilterMin[(_textureFlags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT][0];
const GLenum magFilter = s_textureFilterMag[(_textureFlags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
if (0 < colorFormat)
{
@ -2049,16 +2068,13 @@ namespace bgfx
if (0 < colorFormat)
{
#if BGFX_CONFIG_RENDERER_OPENGL
GLenum depthComponent = GL_DEPTH_COMPONENT32;
#else
GLenum depthComponent = GL_DEPTH_COMPONENT16;
#endif // BGFX_CONFIG_RENDERER_OPENGL
GL_CHECK(glGenRenderbuffers(1, &m_depthRbo) );
BX_CHECK(0 != m_depthRbo, "Failed to generate renderbuffer id.");
GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, m_depthRbo) );
const GLenum depthComponent = s_depthFormat[depthFormat].m_internalFmt;
const GLenum attachment = s_depthFormat[depthFormat].m_attachment;
#if BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
if (0 != m_msaa)
{
@ -2071,11 +2087,32 @@ namespace bgfx
}
GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, 0) );
#if BGFX_CONFIG_RENDERER_OPENGLES2
if (GL_STENCIL_ATTACHMENT != attachment)
{
GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER
, GL_DEPTH_ATTACHMENT
, GL_RENDERBUFFER
, m_depthRbo
) );
}
if (GL_DEPTH_STENCIL_ATTACHMENT == attachment
|| GL_STENCIL_ATTACHMENT == attachment)
{
GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER
, GL_STENCIL_ATTACHMENT
, GL_RENDERBUFFER
, m_depthRbo
) );
}
#else
GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER
, GL_DEPTH_ATTACHMENT
, attachment
, GL_RENDERBUFFER
, m_depthRbo
) );
#endif // BGFX_CONFIG_RENDERER_OPENGLES2
}
else
{
@ -3743,7 +3780,7 @@ namespace bgfx
tvm.clear();
uint16_t pos = 0;
tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f, " " BGFX_RENDERER_NAME " ");
tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f, " " BGFX_RENDERER_NAME " / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " ");
tvm.printf(0, pos++, 0x0f, " Vendor: %s", s_renderCtx->m_vendor);
tvm.printf(0, pos++, 0x0f, " Renderer: %s", s_renderCtx->m_renderer);
tvm.printf(0, pos++, 0x0f, " Version: %s", s_renderCtx->m_version);

View file

@ -96,6 +96,10 @@ typedef void (GL_APIENTRYP PFLGLVERTEXATTRIBDIVISORANGLEPROC) (GLuint index, GLu
# define GL_TEXTURE_WRAP_R GL_TEXTURE_WRAP_R_OES
# define GL_MIN GL_MIN_EXT
# define GL_MAX GL_MAX_EXT
# define GL_DEPTH_COMPONENT24 GL_DEPTH_COMPONENT24_OES
# define GL_DEPTH24_STENCIL8 GL_DEPTH24_STENCIL8_OES
# define GL_DEPTH_COMPONENT32 GL_DEPTH_COMPONENT32_OES
# define GL_UNSIGNED_INT_24_8 GL_UNSIGNED_INT_24_8_OES
# elif BGFX_CONFIG_RENDERER_OPENGLES3
# include <GLES3/gl3platform.h>
# include <GLES3/gl3.h>
@ -136,6 +140,14 @@ typedef void (*PFNGLGETTRANSLATEDSHADERSOURCEANGLEPROC)(GLuint shader, GLsizei b
# define GL_RGB10_A2_EXT 0x8059
#endif // GL_RGB10_A2_EXT
#ifndef GL_RGBA16
# define GL_RGBA16 0x805B
#endif // GL_RGBA16
#ifndef GL_RGBA16F
# define GL_RGBA16F 0x881A
#endif // GL_RGBA16F
#ifndef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
# define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
#endif // GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
@ -253,13 +265,17 @@ typedef void (*PFNGLGETTRANSLATEDSHADERSOURCEANGLEPROC)(GLuint shader, GLsizei b
# define GL_UNPACK_ROW_LENGTH 0x0CF2
#endif // GL_UNPACK_ROW_LENGTH
#ifndef GL_RGBA16
# define GL_RGBA16 0x805B
#endif // GL_RGBA16
#ifndef GL_DEPTH_COMPONENT32
# define GL_DEPTH_COMPONENT32 0x81A7
#endif // GL_DEPTH_COMPONENT32
#ifndef GL_RGBA16F
# define GL_RGBA16F 0x881A
#endif // GL_RGBA16F
#ifndef GL_DEPTH_COMPONENT32F
# define GL_DEPTH_COMPONENT32F 0x8CAC
#endif // GL_DEPTH_COMPONENT32F
#ifndef GL_DEPTH_STENCIL_ATTACHMENT
# define GL_DEPTH_STENCIL_ATTACHMENT 0x821A
#endif // GL_DEPTH_STENCIL_ATTACHMENT
#if BX_PLATFORM_NACL
# include "glcontext_ppapi.h"