Add stencil support in PSO on DX11
This commit is contained in:
@@ -559,15 +559,12 @@ void GPUContextDX11::SetState(GPUPipelineState* state)
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#endif
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GPUShaderProgramPSDX11* ps = nullptr;
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D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED;
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if (state)
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{
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ASSERT(_currentState->IsValid());
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blendState = _currentState->BlendState;
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rasterizerState = _device->RasterizerStates[_currentState->RasterizerStateIndex];
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depthStencilState = _device->DepthStencilStates[_currentState->DepthStencilStateIndex];
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depthStencilState = _currentState->DepthStencilState;
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ASSERT(_currentState->VS != nullptr);
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vs = _currentState->VS;
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#if GPU_ALLOW_TESSELLATION_SHADERS
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@@ -578,7 +575,6 @@ void GPUContextDX11::SetState(GPUPipelineState* state)
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gs = _currentState->GS;
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#endif
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ps = _currentState->PS;
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primitiveTopology = _currentState->PrimitiveTopology;
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}
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@@ -24,6 +24,56 @@
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#define DX11_FORCE_USE_DX10 0
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#define DX11_FORCE_USE_DX10_1 0
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static D3D11_COMPARISON_FUNC ToDX11(ComparisonFunc value)
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{
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switch (value)
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{
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case ComparisonFunc::Never:
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return D3D11_COMPARISON_NEVER;
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case ComparisonFunc::Less:
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return D3D11_COMPARISON_LESS;
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case ComparisonFunc::Equal:
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return D3D11_COMPARISON_EQUAL;
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case ComparisonFunc::LessEqual:
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return D3D11_COMPARISON_LESS_EQUAL;
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case ComparisonFunc::Greater:
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return D3D11_COMPARISON_GREATER;
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case ComparisonFunc::NotEqual:
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return D3D11_COMPARISON_NOT_EQUAL;
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case ComparisonFunc::GreaterEqual:
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return D3D11_COMPARISON_GREATER_EQUAL;
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case ComparisonFunc::Always:
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return D3D11_COMPARISON_ALWAYS;
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default:
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return (D3D11_COMPARISON_FUNC)-1;
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}
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}
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static D3D11_STENCIL_OP ToDX11(StencilOperation value)
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{
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switch (value)
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{
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case StencilOperation::Keep:
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return D3D11_STENCIL_OP_KEEP;
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case StencilOperation::Zero:
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return D3D11_STENCIL_OP_ZERO;
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case StencilOperation::Replace:
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return D3D11_STENCIL_OP_REPLACE;
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case StencilOperation::IncrementSaturated:
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return D3D11_STENCIL_OP_INCR_SAT;
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case StencilOperation::DecrementSaturated:
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return D3D11_STENCIL_OP_DECR_SAT;
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case StencilOperation::Invert:
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return D3D11_STENCIL_OP_INVERT;
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case StencilOperation::Increment:
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return D3D11_STENCIL_OP_INCR;
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case StencilOperation::Decrement:
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return D3D11_STENCIL_OP_DECR;
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default:
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return (D3D11_STENCIL_OP)-1;
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}
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}
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static bool TryCreateDevice(IDXGIAdapter* adapter, D3D_FEATURE_LEVEL maxFeatureLevel, D3D_FEATURE_LEVEL* featureLevel)
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{
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ID3D11Device* device = nullptr;
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@@ -251,22 +301,66 @@ GPUDeviceDX11::GPUDeviceDX11(IDXGIFactory* dxgiFactory, GPUAdapterDX* adapter)
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, _factoryDXGI(dxgiFactory)
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{
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Platform::MemoryClear(RasterizerStates, sizeof(RasterizerStates));
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Platform::MemoryClear(DepthStencilStates, sizeof(DepthStencilStates));
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}
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ID3D11DepthStencilState* GPUDeviceDX11::GetDepthStencilState(const void* descriptionPtr)
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{
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const GPUPipelineState::Description& description = *(const GPUPipelineState::Description*)descriptionPtr;
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DepthStencilMode key;
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Platform::MemoryClear(&key, sizeof(key)); // Ensure to clear any padding bytes for raw memory compare/hashing
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key.DepthEnable = description.DepthEnable ? 1 : 0;
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key.DepthWriteEnable = description.DepthWriteEnable ? 1 : 0;
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key.DepthClipEnable = description.DepthClipEnable ? 1 : 0;
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key.StencilEnable = description.StencilEnable ? 1 : 0;
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key.StencilReadMask = description.StencilReadMask;
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key.StencilWriteMask = description.StencilWriteMask;
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key.DepthFunc = description.DepthFunc;
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key.StencilFunc = description.StencilFunc;
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key.StencilFailOp = description.StencilFailOp;
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key.StencilDepthFailOp = description.StencilDepthFailOp;
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key.StencilPassOp = description.StencilPassOp;
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// Use lookup
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ID3D11DepthStencilState* state = nullptr;
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if (DepthStencilStates.TryGet(key, state))
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return state;
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// Try again but with lock to prevent race condition with double-adding the same thing
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ScopeLock lock(StatesWriteLocker);
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if (DepthStencilStates.TryGet(key, state))
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return state;
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// Prepare description
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D3D11_DEPTH_STENCIL_DESC desc;
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desc.DepthEnable = !!description.DepthEnable;
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desc.DepthWriteMask = description.DepthWriteEnable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
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desc.DepthFunc = ToDX11(description.DepthFunc);
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desc.StencilEnable = !!description.StencilEnable;
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desc.StencilReadMask = description.StencilReadMask;
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desc.StencilWriteMask = description.StencilWriteMask;
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desc.FrontFace.StencilFailOp = ToDX11(description.StencilFailOp);
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desc.FrontFace.StencilDepthFailOp = ToDX11(description.StencilDepthFailOp);
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desc.FrontFace.StencilPassOp = ToDX11(description.StencilPassOp);
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desc.FrontFace.StencilFunc = ToDX11(description.StencilFunc);
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desc.BackFace = desc.FrontFace;
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// Create object and cache it
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VALIDATE_DIRECTX_CALL(_device->CreateDepthStencilState(&desc, &state));
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DepthStencilStates.Add(key, state);
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return state;
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}
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ID3D11BlendState* GPUDeviceDX11::GetBlendState(const BlendingMode& blending)
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{
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// Use lookup
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ID3D11BlendState* blendState = nullptr;
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if (BlendStates.TryGet(blending, blendState))
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return blendState;
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// Make it safe
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ScopeLock lock(BlendStatesWriteLocker);
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// Try again to prevent race condition with double-adding the same thing
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if (BlendStates.TryGet(blending, blendState))
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return blendState;
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ID3D11BlendState* state = nullptr;
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if (BlendStates.TryGet(blending, state))
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return state;
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// Try again but with lock to prevent race condition with double-adding the same thing
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ScopeLock lock(StatesWriteLocker);
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if (BlendStates.TryGet(blending, state))
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return state;
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// Prepare description
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D3D11_BLEND_DESC desc;
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@@ -285,13 +379,10 @@ ID3D11BlendState* GPUDeviceDX11::GetBlendState(const BlendingMode& blending)
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desc.RenderTarget[i] = desc.RenderTarget[0];
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#endif
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// Create object
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VALIDATE_DIRECTX_CALL(_device->CreateBlendState(&desc, &blendState));
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// Cache blend state
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BlendStates.Add(blending, blendState);
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return blendState;
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// Create object and cache it
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VALIDATE_DIRECTX_CALL(_device->CreateBlendState(&desc, &state));
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BlendStates.Add(blending, state);
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return state;
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}
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bool GPUDeviceDX11::Init()
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@@ -560,31 +651,6 @@ bool GPUDeviceDX11::Init()
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#undef CREATE_RASTERIZER_STATE
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}
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// Depth Stencil States
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{
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D3D11_DEPTH_STENCIL_DESC dsDesc;
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dsDesc.StencilEnable = FALSE;
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dsDesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
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dsDesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
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const D3D11_DEPTH_STENCILOP_DESC defaultStencilOp = { D3D11_STENCIL_OP_KEEP, D3D11_STENCIL_OP_KEEP, D3D11_STENCIL_OP_KEEP, D3D11_COMPARISON_ALWAYS };
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dsDesc.FrontFace = defaultStencilOp;
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dsDesc.BackFace = defaultStencilOp;
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int32 index;
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#define CREATE_DEPTH_STENCIL_STATE(depthEnable, depthWrite) \
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dsDesc.DepthEnable = depthEnable; \
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dsDesc.DepthWriteMask = depthWrite ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO; \
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for(int32 depthFunc = 1; depthFunc <= 8; depthFunc++) { \
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dsDesc.DepthFunc = (D3D11_COMPARISON_FUNC)depthFunc; \
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index = (int32)depthFunc + (depthEnable ? 0 : 9) + (depthWrite ? 0 : 18); \
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HRESULT result = _device->CreateDepthStencilState(&dsDesc, &DepthStencilStates[index]); \
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LOG_DIRECTX_RESULT_WITH_RETURN(result, true); }
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CREATE_DEPTH_STENCIL_STATE(false, false);
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CREATE_DEPTH_STENCIL_STATE(false, true);
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CREATE_DEPTH_STENCIL_STATE(true, true);
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CREATE_DEPTH_STENCIL_STATE(true, false);
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#undef CREATE_DEPTH_STENCIL_STATE
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}
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_state = DeviceState::Ready;
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return GPUDeviceDX::Init();
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}
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@@ -624,20 +690,15 @@ void GPUDeviceDX11::Dispose()
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SAFE_RELEASE(_samplerPointWrap);
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SAFE_RELEASE(_samplerShadow);
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SAFE_RELEASE(_samplerShadowLinear);
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//
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for (auto i = BlendStates.Begin(); i.IsNotEnd(); ++i)
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{
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i->Value->Release();
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}
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for (auto i = DepthStencilStates.Begin(); i.IsNotEnd(); ++i)
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i->Value->Release();
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BlendStates.Clear();
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for (uint32 i = 0; i < ARRAY_COUNT(RasterizerStates); i++)
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{
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SAFE_RELEASE(RasterizerStates[i]);
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}
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for (uint32 i = 0; i < ARRAY_COUNT(DepthStencilStates); i++)
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{
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SAFE_RELEASE(DepthStencilStates[i]);
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}
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// Clear DirectX stuff
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SAFE_DELETE(_mainContext);
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@@ -11,6 +11,7 @@
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#if GRAPHICS_API_DIRECTX11
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class Engine;
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enum class StencilOperation : byte;
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class GPUContextDX11;
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class GPUSwapChainDX11;
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@@ -23,6 +24,34 @@ class GPUDeviceDX11 : public GPUDeviceDX
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friend GPUSwapChainDX11;
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private:
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struct DepthStencilMode
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{
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int8 DepthEnable : 1;
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int8 DepthWriteEnable : 1;
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int8 DepthClipEnable : 1;
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int8 StencilEnable : 1;
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uint8 StencilReadMask;
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uint8 StencilWriteMask;
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ComparisonFunc DepthFunc;
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ComparisonFunc StencilFunc;
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StencilOperation StencilFailOp;
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StencilOperation StencilDepthFailOp;
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StencilOperation StencilPassOp;
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bool operator==(const DepthStencilMode& other) const
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{
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return Platform::MemoryCompare(this, &other, sizeof(DepthStencilMode));
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}
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friend uint32 GetHash(const DepthStencilMode& key)
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{
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uint32 hash = 0;
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for (int32 i = 0; i < sizeof(DepthStencilMode) / 4; i++)
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CombineHash(hash, ((uint32*)&key)[i]);
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return hash;
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}
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};
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// Private Stuff
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ID3D11Device* _device = nullptr;
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ID3D11DeviceContext* _imContext = nullptr;
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@@ -40,10 +69,10 @@ private:
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ID3D11SamplerState* _samplerShadowLinear = nullptr;
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// Shared data for pipeline states
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CriticalSection BlendStatesWriteLocker;
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CriticalSection StatesWriteLocker;
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Dictionary<BlendingMode, ID3D11BlendState*> BlendStates;
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Dictionary<DepthStencilMode, ID3D11DepthStencilState*> DepthStencilStates;
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ID3D11RasterizerState* RasterizerStates[3 * 2 * 2]; // Index = CullMode[0-2] + Wireframe[0?3] + DepthClipEnable[0?6]
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ID3D11DepthStencilState* DepthStencilStates[9 * 2 * 2]; // Index = ComparisonFunc[0-8] + DepthTestEnable[0?9] + DepthWriteEnable[0?18]
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public:
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static GPUDevice* Create();
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@@ -75,6 +104,7 @@ public:
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return _mainContext;
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}
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ID3D11DepthStencilState* GetDepthStencilState(const void* descriptionPtr);
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ID3D11BlendState* GetBlendState(const BlendingMode& blending);
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public:
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@@ -6,6 +6,7 @@
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void GPUPipelineStateDX11::OnReleaseGPU()
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{
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DepthStencilState = nullptr;
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BlendState = nullptr;
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VS = nullptr;
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#if GPU_ALLOW_TESSELLATION_SHADERS
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@@ -58,8 +59,8 @@ bool GPUPipelineStateDX11::Init(const Description& desc)
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#endif
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// States
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DepthStencilStateIndex = static_cast<int32>(desc.DepthFunc) + (desc.DepthEnable ? 0 : 9) + (desc.DepthWriteEnable ? 0 : 18);
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RasterizerStateIndex = static_cast<int32>(desc.CullMode) + (desc.Wireframe ? 0 : 3) + (desc.DepthClipEnable ? 0 : 6);
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DepthStencilState = _device->GetDepthStencilState(&desc);
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BlendState = _device->GetBlendState(desc.BlendMode);
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// Calculate approx. memory usage (just to set sth)
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@@ -15,8 +15,8 @@ class GPUPipelineStateDX11 : public GPUResourceDX11<GPUPipelineState>
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{
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public:
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int32 DepthStencilStateIndex;
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int32 RasterizerStateIndex;
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ID3D11DepthStencilState* DepthStencilState = nullptr;
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ID3D11BlendState* BlendState = nullptr;
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GPUShaderProgramVSDX11* VS = nullptr;
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#if GPU_ALLOW_TESSELLATION_SHADERS
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