Merge remote-tracking branch 'origin/master' into dotnet7

This commit is contained in:
Wojtek Figat
2023-02-06 10:02:13 +01:00
158 changed files with 1077 additions and 905 deletions

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@@ -103,6 +103,7 @@ void GPUContextDX11::FrameBegin()
CurrentPS = nullptr;
CurrentCS = nullptr;
CurrentPrimitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED;
CurrentBlendFactor = Float4::One;
// Bind static samplers
ID3D11SamplerState* samplers[] =
@@ -267,6 +268,13 @@ void GPUContextDX11::SetRenderTarget(GPUTextureView* depthBuffer, const Span<GPU
}
}
void GPUContextDX11::SetBlendFactor(const Float4& value)
{
CurrentBlendFactor = value;
if (CurrentBlendState)
_context->OMSetBlendState(CurrentBlendState, CurrentBlendFactor.Raw, D3D11_DEFAULT_SAMPLE_MASK);
}
void GPUContextDX11::ResetSR()
{
_srDirtyFlag = false;
@@ -420,6 +428,7 @@ void GPUContextDX11::Dispatch(GPUShaderProgramCS* shader, uint32 threadGroupCoun
void GPUContextDX11::DispatchIndirect(GPUShaderProgramCS* shader, GPUBuffer* bufferForArgs, uint32 offsetForArgs)
{
ASSERT(bufferForArgs && EnumHasAnyFlags(bufferForArgs->GetFlags(), GPUBufferFlags::Argument));
CurrentCS = (GPUShaderProgramCSDX11*)shader;
auto bufferForArgsDX11 = (GPUBufferDX11*)bufferForArgs;
@@ -560,8 +569,7 @@ void GPUContextDX11::SetState(GPUPipelineState* state)
if (CurrentBlendState != blendState)
{
CurrentBlendState = blendState;
FLOAT blendFactor[4] = { 1, 1, 1, 1 };
_context->OMSetBlendState(blendState, blendFactor, D3D11_DEFAULT_SAMPLE_MASK);
_context->OMSetBlendState(blendState, CurrentBlendFactor.Raw, D3D11_DEFAULT_SAMPLE_MASK);
}
if (CurrentVS != vs)
{

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@@ -61,6 +61,7 @@ private:
GPUShaderProgramPSDX11* CurrentPS;
GPUShaderProgramCSDX11* CurrentCS;
D3D11_PRIMITIVE_TOPOLOGY CurrentPrimitiveTopology;
Float4 CurrentBlendFactor;
public:
@@ -115,6 +116,7 @@ public:
void SetRenderTarget(GPUTextureView* rt) override;
void SetRenderTarget(GPUTextureView* depthBuffer, GPUTextureView* rt) override;
void SetRenderTarget(GPUTextureView* depthBuffer, const Span<GPUTextureView*>& rts) override;
void SetBlendFactor(const Float4& value) override;
void ResetSR() override;
void ResetUA() override;
void ResetCB() override;

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@@ -48,7 +48,7 @@ bool GPUPipelineStateDX11::Init(const Description& desc)
PrimitiveTopology = (D3D11_PRIMITIVE_TOPOLOGY)((int32)D3D11_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST + (HS->GetControlPointsCount() - 1));
// States
DepthStencilStateIndex = static_cast<int32>(desc.DepthFunc) + (desc.DepthTestEnable ? 0 : 9) + (desc.DepthWriteEnable ? 0 : 18);
DepthStencilStateIndex = static_cast<int32>(desc.DepthFunc) + (desc.DepthEnable ? 0 : 9) + (desc.DepthWriteEnable ? 0 : 18);
RasterizerStateIndex = static_cast<int32>(desc.CullMode) + (desc.Wireframe ? 0 : 3) + (desc.DepthClipEnable ? 0 : 6);
BlendState = _device->GetBlendState(desc.BlendMode);

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@@ -111,7 +111,7 @@ bool GPUBufferDX12::OnInit()
if (useUAV)
resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
#if PLATFORM_XBOX_SCARLETT || PLATFORM_XBOX_ONE
if (_desc.Flags & GPUBufferFlags::Argument)
if (EnumHasAnyFlags(_desc.Flags, GPUBufferFlags::Argument))
resourceDesc.Flags |= D3D12XBOX_RESOURCE_FLAG_ALLOW_INDIRECT_BUFFER;
#endif

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@@ -845,6 +845,11 @@ void GPUContextDX12::SetRenderTarget(GPUTextureView* depthBuffer, const Span<GPU
}
}
void GPUContextDX12::SetBlendFactor(const Float4& value)
{
_commandList->OMSetBlendFactor(value.Raw);
}
void GPUContextDX12::ResetSR()
{
for (int32 slot = 0; slot < GPU_MAX_SR_BINDED; slot++)

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@@ -166,6 +166,7 @@ public:
void SetRenderTarget(GPUTextureView* rt) override;
void SetRenderTarget(GPUTextureView* depthBuffer, GPUTextureView* rt) override;
void SetRenderTarget(GPUTextureView* depthBuffer, const Span<GPUTextureView*>& rts) override;
void SetBlendFactor(const Float4& value) override;
void ResetSR() override;
void ResetUA() override;
void ResetCB() override;

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@@ -172,7 +172,7 @@ bool GPUPipelineStateDX12::Init(const Description& desc)
}
// Depth State
psDesc.DepthStencilState.DepthEnable = !!desc.DepthTestEnable;
psDesc.DepthStencilState.DepthEnable = !!desc.DepthEnable;
psDesc.DepthStencilState.DepthWriteMask = desc.DepthWriteEnable ? D3D12_DEPTH_WRITE_MASK_ALL : D3D12_DEPTH_WRITE_MASK_ZERO;
psDesc.DepthStencilState.DepthFunc = static_cast<D3D12_COMPARISON_FUNC>(desc.DepthFunc);
psDesc.DepthStencilState.StencilEnable = FALSE;

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@@ -84,6 +84,10 @@ public:
{
}
void SetBlendFactor(const Float4& value) override
{
}
void ResetSR() override
{
}

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@@ -966,6 +966,12 @@ void GPUContextVulkan::SetRenderTarget(GPUTextureView* depthBuffer, const Span<G
}
}
void GPUContextVulkan::SetBlendFactor(const Float4& value)
{
const auto cmdBuffer = _cmdBufferManager->GetCmdBuffer();
vkCmdSetBlendConstants(cmdBuffer->GetHandle(), value.Raw);
}
void GPUContextVulkan::ResetSR()
{
Platform::MemoryClear(_srHandles, sizeof(_srHandles));

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@@ -184,6 +184,7 @@ public:
void SetRenderTarget(GPUTextureView* rt) override;
void SetRenderTarget(GPUTextureView* depthBuffer, GPUTextureView* rt) override;
void SetRenderTarget(GPUTextureView* depthBuffer, const Span<GPUTextureView*>& rts) override;
void SetBlendFactor(const Float4& value) override;
void ResetSR() override;
void ResetUA() override;
void ResetCB() override;

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@@ -286,7 +286,7 @@ bool GPUPipelineStateVulkan::Init(const Description& desc)
// Depth Stencil
RenderToolsVulkan::ZeroStruct(_descDepthStencil, VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO);
_descDepthStencil.depthTestEnable = desc.DepthTestEnable;
_descDepthStencil.depthTestEnable = desc.DepthEnable;
_descDepthStencil.depthWriteEnable = desc.DepthWriteEnable;
_descDepthStencil.depthCompareOp = RenderToolsVulkan::ToVulkanCompareOp(desc.DepthFunc);
_desc.pDepthStencilState = &_descDepthStencil;