Renderer: Implement renderpass attachments clear for OpenGL
This commit is contained in:
parent
392a23eeb1
commit
299585a7de
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@ -24,6 +24,7 @@ namespace Nz
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{
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class OpenGLCommandPool;
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class OpenGLFramebuffer;
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class OpenGLRenderPass;
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class NAZARA_OPENGLRENDERER_API OpenGLCommandBuffer final : public CommandBuffer
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{
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@ -55,7 +56,7 @@ namespace Nz
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inline std::size_t GetPoolIndex() const;
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inline const OpenGLCommandPool& GetOwner() const;
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inline void SetFramebuffer(const OpenGLFramebuffer& framebuffer, const RenderPass& renderPass, const CommandBufferBuilder::ClearValues* clearValues, std::size_t clearValueCount);
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inline void SetFramebuffer(const OpenGLFramebuffer& framebuffer, const OpenGLRenderPass& renderPass, const CommandBufferBuilder::ClearValues* clearValues, std::size_t clearValueCount);
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inline void SetScissor(Nz::Recti scissorRegion);
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inline void SetViewport(Nz::Recti viewportRegion);
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@ -103,8 +104,8 @@ namespace Nz
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const OpenGLRenderPipeline* pipeline = nullptr;
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const OpenGLShaderBinding* shaderBindings = nullptr;
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UInt64 indexBufferOffset;
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std::optional<Nz::Recti> scissorRegion;
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std::optional<Nz::Recti> viewportRegion;
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std::optional<Recti> scissorRegion;
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std::optional<Recti> viewportRegion;
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std::vector<VertexBuffer> vertexBuffers;
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bool shouldFlipY = false;
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};
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@ -135,6 +136,7 @@ namespace Nz
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{
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std::array<CommandBufferBuilder::ClearValues, 16> clearValues; //< TODO: Remove hard limit?
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const OpenGLFramebuffer* framebuffer;
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const OpenGLRenderPass* renderpass;
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};
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using CommandData = std::variant<
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@ -135,12 +135,13 @@ namespace Nz
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return *m_owner;
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}
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inline void OpenGLCommandBuffer::SetFramebuffer(const OpenGLFramebuffer& framebuffer, const RenderPass& /*renderPass*/, const CommandBufferBuilder::ClearValues* clearValues, std::size_t clearValueCount)
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inline void OpenGLCommandBuffer::SetFramebuffer(const OpenGLFramebuffer& framebuffer, const OpenGLRenderPass& renderPass, const CommandBufferBuilder::ClearValues* clearValues, std::size_t clearValueCount)
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{
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m_maxColorBufferCount = std::max(m_maxColorBufferCount, framebuffer.GetColorBufferCount());
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SetFrameBufferData setFramebuffer;
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setFramebuffer.framebuffer = &framebuffer;
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setFramebuffer.renderpass = &renderPass;
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assert(clearValueCount < setFramebuffer.clearValues.size());
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std::copy(clearValues, clearValues + clearValueCount, setFramebuffer.clearValues.begin());
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@ -40,10 +40,10 @@ namespace Nz
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void Present();
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private:
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std::optional<OpenGLRenderPass> m_renderPass;
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std::size_t m_currentFrame;
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std::vector<std::unique_ptr<OpenGLRenderImage>> m_renderImage;
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std::unique_ptr<GL::Context> m_context;
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OpenGLRenderPass m_renderPass;
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OpenGLWindowFramebuffer m_framebuffer;
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RenderWindow& m_owner;
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Vector2ui m_size;
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@ -134,6 +134,10 @@ namespace Nz::GL
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bool ProcessErrorStack() const;
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inline void ResetColorWriteMasks() const;
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inline void ResetDepthWriteMasks() const;
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inline void ResetStencilWriteMasks() const;
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void SetCurrentTextureUnit(UInt32 textureUnit) const;
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void SetScissorBox(GLint x, GLint y, GLsizei width, GLsizei height) const;
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void SetViewport(GLint x, GLint y, GLsizei width, GLsizei height) const;
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@ -99,6 +99,35 @@ namespace Nz::GL
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if (m_state.boundVertexArray == vao)
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m_state.boundVertexArray = 0;
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}
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inline void Context::ResetColorWriteMasks() const
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{
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if (!m_state.renderStates.colorWrite)
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{
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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m_state.renderStates.colorWrite = true;
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}
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}
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inline void Context::ResetDepthWriteMasks() const
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{
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if (!m_state.renderStates.depthWrite)
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{
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glDepthMask(GL_TRUE);
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m_state.renderStates.depthWrite = true;
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}
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}
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inline void Context::ResetStencilWriteMasks() const
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{
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if (m_state.renderStates.stencilBack.writeMask != 0xFFFFFFFF || m_state.renderStates.stencilFront.writeMask != 0xFFFFFFFF)
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{
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glStencilMaskSeparate(GL_FRONT_AND_BACK, 0xFFFFFFFF);
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m_state.renderStates.stencilBack.writeMask = 0xFFFFFFFF;
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m_state.renderStates.stencilFront.writeMask = 0xFFFFFFFF;
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}
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}
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}
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#include <Nazara/OpenGLRenderer/DebugOff.hpp>
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@ -129,6 +129,7 @@ typedef void (GL_APIENTRYP PFNGLSPECIALIZESHADERARBPROC) (GLuint shader, const G
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cb(glStencilFuncSeparate, PFNGLSTENCILFUNCSEPARATEPROC) \
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cb(glStencilOp, PFNGLSTENCILOPPROC) \
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cb(glStencilOpSeparate, PFNGLSTENCILOPSEPARATEPROC) \
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cb(glStencilMaskSeparate, PFNGLSTENCILMASKSEPARATEPROC) \
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cb(glTexImage2D, PFNGLTEXIMAGE2DPROC) \
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cb(glTexImage3D, PFNGLTEXIMAGE3DPROC) \
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cb(glTexParameterf, PFNGLTEXPARAMETERFPROC) \
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@ -13,7 +13,9 @@
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#include <Nazara/Renderer/Config.hpp>
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#include <Nazara/Renderer/RenderDevice.hpp>
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#include <Nazara/Renderer/RenderFrame.hpp>
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#include <Nazara/Renderer/RenderPass.hpp>
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#include <Nazara/Renderer/RenderWindowParameters.hpp>
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#include <vector>
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namespace Nz
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{
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@ -21,7 +23,6 @@ namespace Nz
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class Framebuffer;
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class RendererImpl;
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class RenderDevice;
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class RenderPass;
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class RenderSurface;
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class NAZARA_RENDERER_API RenderWindowImpl
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@ -37,6 +38,9 @@ namespace Nz
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virtual const Framebuffer& GetFramebuffer() const = 0;
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virtual const RenderPass& GetRenderPass() const = 0;
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protected:
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static void BuildRenderPass(PixelFormat colorFormat, PixelFormat depthFormat, std::vector<RenderPass::Attachment>& attachments, std::vector<RenderPass::SubpassDescription>& subpassDescriptions, std::vector<RenderPass::SubpassDependency>& subpassDependencies);
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};
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}
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@ -15,7 +15,7 @@ namespace Nz
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{
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struct RenderWindowParameters
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{
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std::vector<PixelFormat> depthFormats = {Nz::PixelFormat::Depth32, Nz::PixelFormat::Depth24}; //< By order of preference
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std::vector<PixelFormat> depthFormats = {Nz::PixelFormat::Depth24Stencil8, Nz::PixelFormat::Depth32, Nz::PixelFormat::Depth24}; //< By order of preference
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bool verticalSync = false;
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};
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}
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@ -5,6 +5,7 @@
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#include <Nazara/OpenGLRenderer/OpenGLCommandBuffer.hpp>
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#include <Nazara/Core/StackArray.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLCommandPool.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLRenderPass.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLVaoCache.hpp>
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#include <Nazara/OpenGLRenderer/Wrapper/Context.hpp>
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#include <Nazara/OpenGLRenderer/Wrapper/VertexArray.hpp>
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@ -62,6 +63,8 @@ namespace Nz
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for (std::size_t i = 0; i < m_maxColorBufferCount; ++i)
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fboDrawBuffers[i] = GLenum(GL_COLOR_ATTACHMENT0 + i);
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StackArray<std::size_t> colorIndexes = NazaraStackArrayNoInit(std::size_t, m_maxColorBufferCount);
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for (const auto& commandVariant : m_commands)
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{
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std::visit([&](auto&& command)
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@ -105,33 +108,128 @@ namespace Nz
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context = GL::Context::GetCurrentContext();
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std::size_t colorBufferCount = command.framebuffer->GetColorBufferCount();
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assert(colorBufferCount <= fboDrawBuffers.size());
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colorIndexes.fill(0);
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std::size_t colorIndex = 0;
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GLbitfield clearFields = 0;
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std::optional<std::size_t> depthStencilIndex;
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std::size_t attachmentCount = command.renderpass->GetAttachmentCount();
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for (std::size_t i = 0; i < attachmentCount; ++i)
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{
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const auto& attachmentInfo = command.renderpass->GetAttachment(i);
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switch (PixelFormatInfo::GetContent(attachmentInfo.format))
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{
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case PixelFormatContent::ColorRGBA:
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colorIndexes[colorIndex++] = i;
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break;
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case PixelFormatContent::Depth:
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if (!depthStencilIndex)
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depthStencilIndex = i;
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break;
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case PixelFormatContent::DepthStencil:
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if (!depthStencilIndex)
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depthStencilIndex = i;
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break;
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}
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}
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if (command.framebuffer->GetType() == OpenGLFramebuffer::Type::FBO)
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{
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std::size_t colorBufferCount = command.framebuffer->GetColorBufferCount();
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assert(colorBufferCount <= fboDrawBuffers.size());
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context->glDrawBuffers(GLsizei(colorBufferCount), fboDrawBuffers.data());
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//FIXME: Don't clear when not needed
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for (std::size_t i = 0; i < colorBufferCount; ++i)
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{
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Nz::Color color = command.clearValues[i].color;
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std::size_t attachmentIndex = colorIndexes[i];
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Nz::Color color = command.clearValues[attachmentIndex].color;
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std::array<GLfloat, 4> clearColor = { color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f };
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context->glClearBufferfv(GL_COLOR, GLint(i), clearColor.data());
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const auto& attachmentInfo = command.renderpass->GetAttachment(attachmentIndex);
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if (attachmentInfo.loadOp == AttachmentLoadOp::Clear)
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{
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context->ResetColorWriteMasks();
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context->glClearBufferfv(GL_COLOR, GLint(i), clearColor.data());
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}
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}
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context->glClear(GL_DEPTH_BUFFER_BIT);
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if (depthStencilIndex)
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{
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std::size_t attachmentIndex = *depthStencilIndex;
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const auto& clearValues = command.clearValues[attachmentIndex];
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const auto& depthStencilAttachment = command.renderpass->GetAttachment(attachmentIndex);
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if (depthStencilAttachment.loadOp == AttachmentLoadOp::Clear && depthStencilAttachment.stencilLoadOp == AttachmentLoadOp::Clear)
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{
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context->ResetDepthWriteMasks();
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context->ResetStencilWriteMasks();
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context->glClearBufferfi(GL_DEPTH_STENCIL, 0, clearValues.depth, clearValues.stencil);
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}
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else if (depthStencilAttachment.loadOp == AttachmentLoadOp::Clear)
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{
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context->ResetDepthWriteMasks();
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context->glClearBufferfv(GL_DEPTH, 0, &clearValues.depth);
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}
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else if (depthStencilAttachment.stencilLoadOp == AttachmentLoadOp::Clear)
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{
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context->ResetStencilWriteMasks();
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context->glClearBufferuiv(GL_STENCIL, 0, &clearValues.stencil);
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}
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}
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}
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else
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{
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GLenum buffer = GL_BACK;
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context->glDrawBuffers(1, &buffer);
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//FIXME: Don't clear when not needed
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Nz::Color color = command.clearValues[0].color;
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context->glClearColor(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
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context->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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if (colorIndex > 0)
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{
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std::size_t colorBufferCount = command.framebuffer->GetColorBufferCount();
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assert(colorBufferCount <= 1);
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std::size_t colorAttachmentIndex = colorIndexes.front();
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const auto& colorAttachment = command.renderpass->GetAttachment(colorAttachmentIndex);
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if (colorAttachment.loadOp == AttachmentLoadOp::Clear)
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{
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context->ResetColorWriteMasks();
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Nz::Color color = command.clearValues[colorAttachmentIndex].color;
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context->glClearColor(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
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clearFields |= GL_COLOR_BUFFER_BIT;
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}
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}
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if (depthStencilIndex)
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{
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std::size_t attachmentIndex = *depthStencilIndex;
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const auto& clearValues = command.clearValues[attachmentIndex];
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const auto& depthStencilAttachment = command.renderpass->GetAttachment(attachmentIndex);
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if (depthStencilAttachment.loadOp == AttachmentLoadOp::Clear)
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{
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context->ResetDepthWriteMasks();
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context->glClearDepthf(clearValues.depth);
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clearFields |= GL_DEPTH_BUFFER_BIT;
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}
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if (depthStencilAttachment.stencilLoadOp == AttachmentLoadOp::Clear && PixelFormatInfo::GetContent(depthStencilAttachment.format) == PixelFormatContent::DepthStencil)
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{
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context->ResetStencilWriteMasks();
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context->glClearStencil(clearValues.stencil);
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clearFields |= GL_STENCIL_BUFFER_BIT;
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}
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}
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if (clearFields)
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context->glClear(clearFields);
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}
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}
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else
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@ -21,7 +21,7 @@ namespace Nz
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void OpenGLCommandBufferBuilder::BeginRenderPass(const Framebuffer& framebuffer, const RenderPass& renderPass, Nz::Recti /*renderRect*/, const ClearValues* clearValues, std::size_t clearValueCount)
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{
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m_commandBuffer.SetFramebuffer(static_cast<const OpenGLFramebuffer&>(framebuffer), renderPass, clearValues, clearValueCount);
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m_commandBuffer.SetFramebuffer(static_cast<const OpenGLFramebuffer&>(framebuffer), static_cast<const OpenGLRenderPass&>(renderPass), clearValues, clearValueCount);
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}
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void OpenGLCommandBufferBuilder::BindIndexBuffer(Nz::AbstractBuffer* indexBuffer, UInt64 offset)
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@ -14,7 +14,6 @@ namespace Nz
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{
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OpenGLRenderWindow::OpenGLRenderWindow(RenderWindow& owner) :
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m_currentFrame(0),
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m_renderPass({}, {}, {}),
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m_framebuffer(*this),
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m_owner(owner)
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{
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@ -51,6 +50,40 @@ namespace Nz
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m_size = m_owner.GetSize();
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// TODO: extract the exact window pixel format
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PixelFormat colorFormat;
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switch (contextParams.bitsPerPixel)
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{
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case 8: colorFormat = PixelFormat::R8; break;
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case 16: colorFormat = PixelFormat::RG8; break;
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case 24: colorFormat = PixelFormat::RGB8; break;
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case 32:
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default:
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colorFormat = PixelFormat::RGBA8;
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break;
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}
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// TODO: extract the exact depth-stencil format
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PixelFormat depthFormat;
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if (contextParams.stencilBits > 0)
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depthFormat = PixelFormat::Depth24Stencil8;
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else if (contextParams.depthBits > 24)
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depthFormat = PixelFormat::Depth32;
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else if (contextParams.depthBits > 16)
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depthFormat = PixelFormat::Depth24;
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else if (contextParams.depthBits > 0)
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depthFormat = PixelFormat::Depth16;
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else
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depthFormat = PixelFormat::Undefined;
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std::vector<RenderPass::Attachment> attachments;
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std::vector<RenderPass::SubpassDescription> subpassDescriptions;
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std::vector<RenderPass::SubpassDependency> subpassDependencies;
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BuildRenderPass(colorFormat, depthFormat, attachments, subpassDescriptions, subpassDependencies);
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m_renderPass.emplace(std::move(attachments), std::move(subpassDescriptions), std::move(subpassDependencies));
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constexpr std::size_t RenderImageCount = 2;
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m_renderImage.reserve(RenderImageCount);
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@ -72,7 +105,7 @@ namespace Nz
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const OpenGLRenderPass& OpenGLRenderWindow::GetRenderPass() const
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{
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return m_renderPass;
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return *m_renderPass;
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}
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void OpenGLRenderWindow::Present()
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@ -0,0 +1,74 @@
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// Copyright (C) 2020 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Renderer module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Renderer/RenderWindowImpl.hpp>
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#include <Nazara/Renderer/Debug.hpp>
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namespace Nz
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{
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RenderWindowImpl::~RenderWindowImpl() = default;
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void RenderWindowImpl::BuildRenderPass(PixelFormat colorFormat, PixelFormat depthFormat, std::vector<RenderPass::Attachment>& attachments, std::vector<RenderPass::SubpassDescription>& subpassDescriptions, std::vector<RenderPass::SubpassDependency>& subpassDependencies)
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{
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assert(colorFormat != PixelFormat::Undefined);
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attachments.push_back({
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colorFormat,
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AttachmentLoadOp::Clear,
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AttachmentLoadOp::Discard,
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AttachmentStoreOp::Store,
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AttachmentStoreOp::Discard,
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TextureLayout::Undefined,
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TextureLayout::Present
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});
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RenderPass::AttachmentReference colorReference = {
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0,
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TextureLayout::ColorOutput
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};
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subpassDescriptions.push_back(
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{
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{ colorReference },
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{},
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{},
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std::nullopt
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});
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subpassDependencies.push_back({
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RenderPass::ExternalSubpassIndex,
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PipelineStage::ColorOutput,
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{},
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0,
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PipelineStage::ColorOutput,
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MemoryAccess::ColorWrite,
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true //< tilable
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});
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if (depthFormat != PixelFormat::Undefined)
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{
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attachments.push_back({
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depthFormat,
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AttachmentLoadOp::Clear,
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||||
AttachmentLoadOp::Discard,
|
||||
AttachmentStoreOp::Discard,
|
||||
AttachmentStoreOp::Discard,
|
||||
TextureLayout::Undefined,
|
||||
TextureLayout::DepthStencilReadWrite
|
||||
});
|
||||
|
||||
subpassDescriptions.front().depthStencilAttachment = RenderPass::AttachmentReference{
|
||||
1,
|
||||
TextureLayout::DepthStencilReadWrite
|
||||
};
|
||||
|
||||
auto& subpassDependency = subpassDependencies.front();
|
||||
subpassDependency.fromStages |= PipelineStage::FragmentTestsEarly;
|
||||
subpassDependency.toStages |= PipelineStage::FragmentTestsEarly;
|
||||
subpassDependency.toAccessFlags |= MemoryAccess::DepthStencilWrite;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,11 +0,0 @@
|
|||
// Copyright (C) 2020 Jérôme Leclercq
|
||||
// This file is part of the "Nazara Engine - Renderer module"
|
||||
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||
|
||||
#include <Nazara/Renderer/RenderWindowImpl.hpp>
|
||||
#include <Nazara/Renderer/Debug.hpp>
|
||||
|
||||
namespace Nz
|
||||
{
|
||||
RenderWindowImpl::~RenderWindowImpl() = default;
|
||||
}
|
||||
|
|
@ -350,7 +350,7 @@ namespace Nz
|
|||
VK_COMPONENT_SWIZZLE_A // VkComponentSwizzle .a;
|
||||
},
|
||||
{ // VkImageSubresourceRange subresourceRange;
|
||||
VK_IMAGE_ASPECT_DEPTH_BIT, // VkImageAspectFlags .aspectMask;
|
||||
VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT, // VkImageAspectFlags .aspectMask;
|
||||
0, // uint32_t .baseMipLevel;
|
||||
1, // uint32_t .levelCount;
|
||||
0, // uint32_t .baseArrayLayer;
|
||||
|
|
@ -408,78 +408,23 @@ namespace Nz
|
|||
return false;
|
||||
}
|
||||
|
||||
std::vector<RenderPass::Attachment> attachments;
|
||||
attachments.push_back({
|
||||
*colorFormat,
|
||||
AttachmentLoadOp::Clear,
|
||||
AttachmentLoadOp::Discard,
|
||||
AttachmentStoreOp::Store,
|
||||
AttachmentStoreOp::Discard,
|
||||
TextureLayout::Undefined,
|
||||
TextureLayout::Present
|
||||
});
|
||||
|
||||
RenderPass::AttachmentReference colorReference = {
|
||||
0,
|
||||
TextureLayout::ColorOutput
|
||||
};
|
||||
|
||||
std::vector<RenderPass::SubpassDescription> subpasses = {
|
||||
{
|
||||
{
|
||||
{ colorReference },
|
||||
{},
|
||||
{},
|
||||
std::nullopt
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
std::vector<RenderPass::SubpassDependency> subpassDependencies = {
|
||||
{
|
||||
RenderPass::ExternalSubpassIndex,
|
||||
PipelineStage::ColorOutput,
|
||||
{},
|
||||
|
||||
0,
|
||||
PipelineStage::ColorOutput,
|
||||
MemoryAccess::ColorWrite,
|
||||
|
||||
true //< tilable
|
||||
}
|
||||
};
|
||||
|
||||
std::optional<PixelFormat> depthStencilFormat;
|
||||
if (m_depthStencilFormat != VK_FORMAT_MAX_ENUM)
|
||||
{
|
||||
std::optional<PixelFormat> depthStencilFormat = FromVulkan(m_depthStencilFormat);
|
||||
depthStencilFormat = FromVulkan(m_depthStencilFormat);
|
||||
if (!depthStencilFormat)
|
||||
{
|
||||
NazaraError("unhandled vulkan pixel format (0x" + NumberToString(m_depthStencilFormat, 16) + ")");
|
||||
return false;
|
||||
}
|
||||
|
||||
attachments.push_back({
|
||||
*depthStencilFormat,
|
||||
AttachmentLoadOp::Clear,
|
||||
AttachmentLoadOp::Discard,
|
||||
AttachmentStoreOp::Discard,
|
||||
AttachmentStoreOp::Discard,
|
||||
TextureLayout::Undefined,
|
||||
TextureLayout::DepthStencilReadWrite
|
||||
});
|
||||
|
||||
subpasses.front().depthStencilAttachment = RenderPass::AttachmentReference{
|
||||
1,
|
||||
TextureLayout::DepthStencilReadWrite
|
||||
};
|
||||
|
||||
auto& subpassDependency = subpassDependencies.front();
|
||||
subpassDependency.fromStages |= PipelineStage::FragmentTestsEarly;
|
||||
subpassDependency.toStages |= PipelineStage::FragmentTestsEarly;
|
||||
subpassDependency.toAccessFlags |= MemoryAccess::DepthStencilWrite;
|
||||
}
|
||||
|
||||
m_renderPass.emplace(*m_device, std::move(attachments), std::move(subpasses), std::move(subpassDependencies));
|
||||
std::vector<RenderPass::Attachment> attachments;
|
||||
std::vector<RenderPass::SubpassDescription> subpassDescriptions;
|
||||
std::vector<RenderPass::SubpassDependency> subpassDependencies;
|
||||
|
||||
BuildRenderPass(*colorFormat, depthStencilFormat.value_or(PixelFormat::Undefined), attachments, subpassDescriptions, subpassDependencies);
|
||||
m_renderPass.emplace(*m_device, std::move(attachments), std::move(subpassDescriptions), std::move(subpassDependencies));
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Reference in New Issue