Add stencil support in PSO on DX11

This commit is contained in:
Wojtek Figat
2024-11-20 09:46:10 +01:00
parent 9bf680cc1a
commit 471d5c2a9b
5 changed files with 147 additions and 59 deletions

View File

@@ -559,15 +559,12 @@ void GPUContextDX11::SetState(GPUPipelineState* state)
#endif
GPUShaderProgramPSDX11* ps = nullptr;
D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED;
if (state)
{
ASSERT(_currentState->IsValid());
blendState = _currentState->BlendState;
rasterizerState = _device->RasterizerStates[_currentState->RasterizerStateIndex];
depthStencilState = _device->DepthStencilStates[_currentState->DepthStencilStateIndex];
depthStencilState = _currentState->DepthStencilState;
ASSERT(_currentState->VS != nullptr);
vs = _currentState->VS;
#if GPU_ALLOW_TESSELLATION_SHADERS
@@ -578,7 +575,6 @@ void GPUContextDX11::SetState(GPUPipelineState* state)
gs = _currentState->GS;
#endif
ps = _currentState->PS;
primitiveTopology = _currentState->PrimitiveTopology;
}

View File

@@ -24,6 +24,56 @@
#define DX11_FORCE_USE_DX10 0
#define DX11_FORCE_USE_DX10_1 0
static D3D11_COMPARISON_FUNC ToDX11(ComparisonFunc value)
{
switch (value)
{
case ComparisonFunc::Never:
return D3D11_COMPARISON_NEVER;
case ComparisonFunc::Less:
return D3D11_COMPARISON_LESS;
case ComparisonFunc::Equal:
return D3D11_COMPARISON_EQUAL;
case ComparisonFunc::LessEqual:
return D3D11_COMPARISON_LESS_EQUAL;
case ComparisonFunc::Greater:
return D3D11_COMPARISON_GREATER;
case ComparisonFunc::NotEqual:
return D3D11_COMPARISON_NOT_EQUAL;
case ComparisonFunc::GreaterEqual:
return D3D11_COMPARISON_GREATER_EQUAL;
case ComparisonFunc::Always:
return D3D11_COMPARISON_ALWAYS;
default:
return (D3D11_COMPARISON_FUNC)-1;
}
}
static D3D11_STENCIL_OP ToDX11(StencilOperation value)
{
switch (value)
{
case StencilOperation::Keep:
return D3D11_STENCIL_OP_KEEP;
case StencilOperation::Zero:
return D3D11_STENCIL_OP_ZERO;
case StencilOperation::Replace:
return D3D11_STENCIL_OP_REPLACE;
case StencilOperation::IncrementSaturated:
return D3D11_STENCIL_OP_INCR_SAT;
case StencilOperation::DecrementSaturated:
return D3D11_STENCIL_OP_DECR_SAT;
case StencilOperation::Invert:
return D3D11_STENCIL_OP_INVERT;
case StencilOperation::Increment:
return D3D11_STENCIL_OP_INCR;
case StencilOperation::Decrement:
return D3D11_STENCIL_OP_DECR;
default:
return (D3D11_STENCIL_OP)-1;
}
}
static bool TryCreateDevice(IDXGIAdapter* adapter, D3D_FEATURE_LEVEL maxFeatureLevel, D3D_FEATURE_LEVEL* featureLevel)
{
ID3D11Device* device = nullptr;
@@ -251,22 +301,66 @@ GPUDeviceDX11::GPUDeviceDX11(IDXGIFactory* dxgiFactory, GPUAdapterDX* adapter)
, _factoryDXGI(dxgiFactory)
{
Platform::MemoryClear(RasterizerStates, sizeof(RasterizerStates));
Platform::MemoryClear(DepthStencilStates, sizeof(DepthStencilStates));
}
ID3D11DepthStencilState* GPUDeviceDX11::GetDepthStencilState(const void* descriptionPtr)
{
const GPUPipelineState::Description& description = *(const GPUPipelineState::Description*)descriptionPtr;
DepthStencilMode key;
Platform::MemoryClear(&key, sizeof(key)); // Ensure to clear any padding bytes for raw memory compare/hashing
key.DepthEnable = description.DepthEnable ? 1 : 0;
key.DepthWriteEnable = description.DepthWriteEnable ? 1 : 0;
key.DepthClipEnable = description.DepthClipEnable ? 1 : 0;
key.StencilEnable = description.StencilEnable ? 1 : 0;
key.StencilReadMask = description.StencilReadMask;
key.StencilWriteMask = description.StencilWriteMask;
key.DepthFunc = description.DepthFunc;
key.StencilFunc = description.StencilFunc;
key.StencilFailOp = description.StencilFailOp;
key.StencilDepthFailOp = description.StencilDepthFailOp;
key.StencilPassOp = description.StencilPassOp;
// Use lookup
ID3D11DepthStencilState* state = nullptr;
if (DepthStencilStates.TryGet(key, state))
return state;
// Try again but with lock to prevent race condition with double-adding the same thing
ScopeLock lock(StatesWriteLocker);
if (DepthStencilStates.TryGet(key, state))
return state;
// Prepare description
D3D11_DEPTH_STENCIL_DESC desc;
desc.DepthEnable = !!description.DepthEnable;
desc.DepthWriteMask = description.DepthWriteEnable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
desc.DepthFunc = ToDX11(description.DepthFunc);
desc.StencilEnable = !!description.StencilEnable;
desc.StencilReadMask = description.StencilReadMask;
desc.StencilWriteMask = description.StencilWriteMask;
desc.FrontFace.StencilFailOp = ToDX11(description.StencilFailOp);
desc.FrontFace.StencilDepthFailOp = ToDX11(description.StencilDepthFailOp);
desc.FrontFace.StencilPassOp = ToDX11(description.StencilPassOp);
desc.FrontFace.StencilFunc = ToDX11(description.StencilFunc);
desc.BackFace = desc.FrontFace;
// Create object and cache it
VALIDATE_DIRECTX_CALL(_device->CreateDepthStencilState(&desc, &state));
DepthStencilStates.Add(key, state);
return state;
}
ID3D11BlendState* GPUDeviceDX11::GetBlendState(const BlendingMode& blending)
{
// Use lookup
ID3D11BlendState* blendState = nullptr;
if (BlendStates.TryGet(blending, blendState))
return blendState;
// Make it safe
ScopeLock lock(BlendStatesWriteLocker);
// Try again to prevent race condition with double-adding the same thing
if (BlendStates.TryGet(blending, blendState))
return blendState;
ID3D11BlendState* state = nullptr;
if (BlendStates.TryGet(blending, state))
return state;
// Try again but with lock to prevent race condition with double-adding the same thing
ScopeLock lock(StatesWriteLocker);
if (BlendStates.TryGet(blending, state))
return state;
// Prepare description
D3D11_BLEND_DESC desc;
@@ -285,13 +379,10 @@ ID3D11BlendState* GPUDeviceDX11::GetBlendState(const BlendingMode& blending)
desc.RenderTarget[i] = desc.RenderTarget[0];
#endif
// Create object
VALIDATE_DIRECTX_CALL(_device->CreateBlendState(&desc, &blendState));
// Cache blend state
BlendStates.Add(blending, blendState);
return blendState;
// Create object and cache it
VALIDATE_DIRECTX_CALL(_device->CreateBlendState(&desc, &state));
BlendStates.Add(blending, state);
return state;
}
bool GPUDeviceDX11::Init()
@@ -560,31 +651,6 @@ bool GPUDeviceDX11::Init()
#undef CREATE_RASTERIZER_STATE
}
// Depth Stencil States
{
D3D11_DEPTH_STENCIL_DESC dsDesc;
dsDesc.StencilEnable = FALSE;
dsDesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
dsDesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
const D3D11_DEPTH_STENCILOP_DESC defaultStencilOp = { D3D11_STENCIL_OP_KEEP, D3D11_STENCIL_OP_KEEP, D3D11_STENCIL_OP_KEEP, D3D11_COMPARISON_ALWAYS };
dsDesc.FrontFace = defaultStencilOp;
dsDesc.BackFace = defaultStencilOp;
int32 index;
#define CREATE_DEPTH_STENCIL_STATE(depthEnable, depthWrite) \
dsDesc.DepthEnable = depthEnable; \
dsDesc.DepthWriteMask = depthWrite ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO; \
for(int32 depthFunc = 1; depthFunc <= 8; depthFunc++) { \
dsDesc.DepthFunc = (D3D11_COMPARISON_FUNC)depthFunc; \
index = (int32)depthFunc + (depthEnable ? 0 : 9) + (depthWrite ? 0 : 18); \
HRESULT result = _device->CreateDepthStencilState(&dsDesc, &DepthStencilStates[index]); \
LOG_DIRECTX_RESULT_WITH_RETURN(result, true); }
CREATE_DEPTH_STENCIL_STATE(false, false);
CREATE_DEPTH_STENCIL_STATE(false, true);
CREATE_DEPTH_STENCIL_STATE(true, true);
CREATE_DEPTH_STENCIL_STATE(true, false);
#undef CREATE_DEPTH_STENCIL_STATE
}
_state = DeviceState::Ready;
return GPUDeviceDX::Init();
}
@@ -624,20 +690,15 @@ void GPUDeviceDX11::Dispose()
SAFE_RELEASE(_samplerPointWrap);
SAFE_RELEASE(_samplerShadow);
SAFE_RELEASE(_samplerShadowLinear);
//
for (auto i = BlendStates.Begin(); i.IsNotEnd(); ++i)
{
i->Value->Release();
}
for (auto i = DepthStencilStates.Begin(); i.IsNotEnd(); ++i)
i->Value->Release();
BlendStates.Clear();
for (uint32 i = 0; i < ARRAY_COUNT(RasterizerStates); i++)
{
SAFE_RELEASE(RasterizerStates[i]);
}
for (uint32 i = 0; i < ARRAY_COUNT(DepthStencilStates); i++)
{
SAFE_RELEASE(DepthStencilStates[i]);
}
// Clear DirectX stuff
SAFE_DELETE(_mainContext);

View File

@@ -11,6 +11,7 @@
#if GRAPHICS_API_DIRECTX11
class Engine;
enum class StencilOperation : byte;
class GPUContextDX11;
class GPUSwapChainDX11;
@@ -23,6 +24,34 @@ class GPUDeviceDX11 : public GPUDeviceDX
friend GPUSwapChainDX11;
private:
struct DepthStencilMode
{
int8 DepthEnable : 1;
int8 DepthWriteEnable : 1;
int8 DepthClipEnable : 1;
int8 StencilEnable : 1;
uint8 StencilReadMask;
uint8 StencilWriteMask;
ComparisonFunc DepthFunc;
ComparisonFunc StencilFunc;
StencilOperation StencilFailOp;
StencilOperation StencilDepthFailOp;
StencilOperation StencilPassOp;
bool operator==(const DepthStencilMode& other) const
{
return Platform::MemoryCompare(this, &other, sizeof(DepthStencilMode));
}
friend uint32 GetHash(const DepthStencilMode& key)
{
uint32 hash = 0;
for (int32 i = 0; i < sizeof(DepthStencilMode) / 4; i++)
CombineHash(hash, ((uint32*)&key)[i]);
return hash;
}
};
// Private Stuff
ID3D11Device* _device = nullptr;
ID3D11DeviceContext* _imContext = nullptr;
@@ -40,10 +69,10 @@ private:
ID3D11SamplerState* _samplerShadowLinear = nullptr;
// Shared data for pipeline states
CriticalSection BlendStatesWriteLocker;
CriticalSection StatesWriteLocker;
Dictionary<BlendingMode, ID3D11BlendState*> BlendStates;
Dictionary<DepthStencilMode, ID3D11DepthStencilState*> DepthStencilStates;
ID3D11RasterizerState* RasterizerStates[3 * 2 * 2]; // Index = CullMode[0-2] + Wireframe[0?3] + DepthClipEnable[0?6]
ID3D11DepthStencilState* DepthStencilStates[9 * 2 * 2]; // Index = ComparisonFunc[0-8] + DepthTestEnable[0?9] + DepthWriteEnable[0?18]
public:
static GPUDevice* Create();
@@ -75,6 +104,7 @@ public:
return _mainContext;
}
ID3D11DepthStencilState* GetDepthStencilState(const void* descriptionPtr);
ID3D11BlendState* GetBlendState(const BlendingMode& blending);
public:

View File

@@ -6,6 +6,7 @@
void GPUPipelineStateDX11::OnReleaseGPU()
{
DepthStencilState = nullptr;
BlendState = nullptr;
VS = nullptr;
#if GPU_ALLOW_TESSELLATION_SHADERS
@@ -58,8 +59,8 @@ bool GPUPipelineStateDX11::Init(const Description& desc)
#endif
// States
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);
DepthStencilState = _device->GetDepthStencilState(&desc);
BlendState = _device->GetBlendState(desc.BlendMode);
// Calculate approx. memory usage (just to set sth)

View File

@@ -15,8 +15,8 @@ class GPUPipelineStateDX11 : public GPUResourceDX11<GPUPipelineState>
{
public:
int32 DepthStencilStateIndex;
int32 RasterizerStateIndex;
ID3D11DepthStencilState* DepthStencilState = nullptr;
ID3D11BlendState* BlendState = nullptr;
GPUShaderProgramVSDX11* VS = nullptr;
#if GPU_ALLOW_TESSELLATION_SHADERS