diff --git a/examples/09-hdr/hdr.cpp b/examples/09-hdr/hdr.cpp index b8033242..21ed32e0 100644 --- a/examples/09-hdr/hdr.cpp +++ b/examples/09-hdr/hdr.cpp @@ -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); } diff --git a/examples/14-shadowvolumes/shadowvolumes.cpp b/examples/14-shadowvolumes/shadowvolumes.cpp index 37662b1e..8f2e2ecf 100644 --- a/examples/14-shadowvolumes/shadowvolumes.cpp +++ b/examples/14-shadowvolumes/shadowvolumes.cpp @@ -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 diff --git a/include/bgfx.h b/include/bgfx.h index 6ae2d7d1..09f7750a 100644 --- a/include/bgfx.h +++ b/include/bgfx.h @@ -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) diff --git a/src/renderer_d3d11.cpp b/src/renderer_d3d11.cpp index 3a49b5e8..d8aa9cd4 100644 --- a/src/renderer_d3d11.cpp +++ b/src/renderer_d3d11.cpp @@ -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)]; diff --git a/src/renderer_d3d9.cpp b/src/renderer_d3d9.cpp index 7ec420a2..c8d663f6 100644 --- a/src/renderer_d3d9.cpp +++ b/src/renderer_d3d9.cpp @@ -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); diff --git a/src/renderer_gl.cpp b/src/renderer_gl.cpp index c5d7f3a3..73f96a1d 100644 --- a/src/renderer_gl.cpp +++ b/src/renderer_gl.cpp @@ -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<>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); diff --git a/src/renderer_gl.h b/src/renderer_gl.h index cc66a56d..a099fe0f 100644 --- a/src/renderer_gl.h +++ b/src/renderer_gl.h @@ -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 # include @@ -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"