[Metal] matching depth stencil state

This commit is contained in:
halx99 2020-11-06 08:56:25 +08:00
parent 8e35201726
commit a2a7166808
8 changed files with 30 additions and 34 deletions

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@ -199,7 +199,6 @@ void Renderer::init()
auto device = backend::Device::getInstance();
_commandBuffer = device->newCommandBuffer();
// @MTL: the depth stencil flags must same render target and _depthStencilDescriptor
// TODO: can use one?
_depthStencilDescriptor.depthStencilFlags = TargetBufferFlags::DEPTH_AND_STENCIL;
_defaultRT = device->newDefaultRenderTarget(TargetBufferFlags::COLOR | _depthStencilDescriptor.depthStencilFlags);
@ -352,7 +351,6 @@ void Renderer::visitRenderQueue(RenderQueue& queue)
//Process Global-Z > 0 Queue
//
doVisitRenderQueue(queue.getSubQueue(RenderQueue::QUEUE_GROUP::GLOBALZ_POS));
}
void Renderer::doVisitRenderQueue(const std::vector<RenderCommand*>& renderCommands)

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@ -40,6 +40,10 @@ bool StencilDescriptor::operator==(const StencilDescriptor &rhs) const
DepthStencilState::~DepthStencilState()
{}
bool DepthStencilState::isEnabled() const {
return bitmask::any(_depthStencilInfo.depthStencilFlags, TargetBufferFlags::DEPTH_AND_STENCIL);
}
void DepthStencilState::update(const DepthStencilDescriptor& descriptor) {
_depthStencilInfo = descriptor;
_isBackFrontStencilEqual = descriptor.backFaceStencil == descriptor.frontFaceStencil;

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@ -74,7 +74,7 @@ class DepthStencilState : public cocos2d::Ref
public:
virtual void update(const DepthStencilDescriptor& descriptor);
const DepthStencilDescriptor& getDepthStencilInfo()const { return _depthStencilInfo; }
bool isEnabled() const { return bitmask::any(_depthStencilInfo.depthStencilFlags, TargetBufferFlags::DEPTH_AND_STENCIL); }
bool isEnabled() const;
protected:
/**
* @param descriptor Specifies depth and stencil descriptor.

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@ -226,6 +226,7 @@ private:
dispatch_semaphore_t _frameBoundarySemaphore;
const RenderTarget* _currentRenderTarget = nil; // weak ref
RenderPassParams _currentRenderPassParams;
TargetBufferFlags _currentRenderTargetFlags = TargetBufferFlags::NONE;
NSAutoreleasePool* _autoReleasePool = nil;
std::vector<std::pair<TextureBackend*,std::function<void(const PixelBufferDescriptor&)>>> _captureCallbacks;

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@ -200,15 +200,17 @@ void CommandBufferMTL::beginFrame()
id<MTLRenderCommandEncoder> CommandBufferMTL::getRenderCommandEncoder(const RenderTarget* renderTarget, const RenderPassParams& renderPassParams)
{
if(_mtlRenderEncoder != nil && _currentRenderPassParams == renderPassParams && _currentRenderTarget == renderTarget)
if(_mtlRenderEncoder != nil &&
_currentRenderPassParams == renderPassParams &&
_currentRenderTarget == renderTarget &&
_currentRenderTargetFlags == renderTarget->getTargetFlags())
{
return _mtlRenderEncoder;
}
else
{
_currentRenderTarget = renderTarget;
_currentRenderPassParams = renderPassParams;
}
_currentRenderTarget = renderTarget;
_currentRenderPassParams = renderPassParams;
_currentRenderTargetFlags = renderTarget->getTargetFlags();
if(_mtlRenderEncoder != nil)
{

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@ -62,7 +62,7 @@ private:
void setBlendState(MTLRenderPipelineColorAttachmentDescriptor*, const BlendDescriptor&);
void setShaderModules(const PipelineDescriptor&);
void setBlendStateAndFormat(const BlendDescriptor&);
void getAttachmentFormat(const RenderTarget* renderTarget, PixelFormat colorAttachmentsFormat[MAX_COLOR_ATTCHMENT], PixelFormat&, PixelFormat&);
void chooseAttachmentFormat(const RenderTarget* renderTarget, PixelFormat colorAttachmentsFormat[MAX_COLOR_ATTCHMENT], PixelFormat&, PixelFormat&);
id<MTLRenderPipelineState> _mtlRenderPipelineState = nil;
id<MTLDevice> _mtlDevice = nil;

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@ -183,7 +183,7 @@ void RenderPipelineMTL::update(const RenderTarget* renderTarget, const PipelineD
memset(&hashMe, 0, sizeof(hashMe));
const auto& blendDescriptor = pipelineDescirptor.blendDescriptor;
getAttachmentFormat(renderTarget, _colorAttachmentsFormat, _depthAttachmentFormat, _stencilAttachmentFormat);
chooseAttachmentFormat(renderTarget, _colorAttachmentsFormat, _depthAttachmentFormat, _stencilAttachmentFormat);
auto program = static_cast<ProgramMTL*>(pipelineDescirptor.programState->getProgram());
hashMe.vertexShaderHash = program->getVertexShader()->getHashValue();
hashMe.fragmentShaderHash = program->getFragmentShader()->getHashValue();
@ -292,33 +292,21 @@ void RenderPipelineMTL::setShaderModules(const PipelineDescriptor& descriptor)
_mtlRenderPipelineDescriptor.fragmentFunction = fragShaderModule->getMTLFunction();
}
void RenderPipelineMTL::getAttachmentFormat(const RenderTarget* renderTarget,
void RenderPipelineMTL::chooseAttachmentFormat(const RenderTarget* renderTarget,
PixelFormat colorAttachmentsFormat[MAX_COLOR_ATTCHMENT],
PixelFormat& depthFormat,
PixelFormat& stencilFormat)
{
// Sets color attachment format
auto rtMTL = static_cast<const RenderTargetMTL*>(renderTarget);
auto rtflags = rtMTL->getTargetFlags();
for(auto i = 0; i < MAX_COLOR_ATTCHMENT; ++i) {
if (bitmask::any(rtflags, getMRTColorFlag(i)))
{
colorAttachmentsFormat[i] = rtMTL->getColorAttachmentPixelFormat(i);
}
else
{
colorAttachmentsFormat[i] = PixelFormat::NONE;
}
colorAttachmentsFormat[i] = bitmask::any(rtflags, getMRTColorFlag(i)) ? rtMTL->getColorAttachmentPixelFormat(i) : PixelFormat::NONE;
}
if (bitmask::any(rtflags, RenderTargetFlag::DEPTH_AND_STENCIL))
{
depthFormat = rtMTL->getDepthAttachmentPixelFormat();
stencilFormat =rtMTL->getStencilAttachmentPixelFormat();
}
else
{
depthFormat = stencilFormat = PixelFormat::NONE;
}
// Sets depth and stencil attachment format, match RenderTargetMTL::applyRenderPassAttachments
depthFormat = bitmask::any(rtflags, RenderTargetFlag::DEPTH) ? rtMTL->getDepthAttachmentPixelFormat() : PixelFormat::NONE;
stencilFormat = bitmask::any(rtflags, RenderTargetFlag::STENCIL) ? rtMTL->getStencilAttachmentPixelFormat() : PixelFormat::NONE;
}
void RenderPipelineMTL::setBlendStateAndFormat(const BlendDescriptor& blendDescriptor)

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@ -96,7 +96,8 @@ void RenderTargetMTL::applyRenderPassAttachments(const RenderPassParams& params,
#endif
}
if(bitmask::any(this->_flags, RenderTargetFlag::DEPTH_AND_STENCIL)) {
// Sets descriptor depth and stencil params, should match RenderTargetMTL::chooseAttachmentFormat
if(bitmask::any(this->_flags, RenderTargetFlag::DEPTH)) {
auto depthAttachment = getDepthAttachment();
if(depthAttachment){
descriptor.depthAttachment.texture = depthAttachment.texture;
@ -106,7 +107,9 @@ void RenderTargetMTL::applyRenderPassAttachments(const RenderPassParams& params,
descriptor.depthAttachment.storeAction = getStoreAction(params, TargetBufferFlags::DEPTH);
descriptor.depthAttachment.clearDepth = params.clearDepthValue;
}
}
if(bitmask::any(this->_flags, RenderTargetFlag::STENCIL)) {
auto stencilAttachment = getStencilAttachment();
if(stencilAttachment) {
descriptor.stencilAttachment.texture = stencilAttachment.texture;
@ -117,7 +120,7 @@ void RenderTargetMTL::applyRenderPassAttachments(const RenderPassParams& params,
descriptor.stencilAttachment.clearStencil = params.clearStencilValue;
}
}
#if 0
if (multisampledDepth) {
// We're rendering into our temporary MSAA texture and doing an automatic resolve.
@ -174,7 +177,7 @@ PixelFormat RenderTargetMTL::getColorAttachmentPixelFormat(int index) const
PixelFormat RenderTargetMTL::getDepthAttachmentPixelFormat() const
{ // FIXME: engine-x only support D24S8
if(bitmask::any(_flags, TargetBufferFlags::DEPTH_AND_STENCIL)) {
if(bitmask::any(_flags, TargetBufferFlags::DEPTH)) {
if(isDefaultRenderTarget() || !_depth)
return PixelFormat::D24S8;
return _depth.texture->getTextureFormat();
@ -184,7 +187,7 @@ PixelFormat RenderTargetMTL::getDepthAttachmentPixelFormat() const
PixelFormat RenderTargetMTL::getStencilAttachmentPixelFormat() const
{ // FIXME: engine-x only support D24S8
if(bitmask::any(_flags, TargetBufferFlags::DEPTH_AND_STENCIL)) {
if(bitmask::any(_flags, TargetBufferFlags::STENCIL)) {
if(isDefaultRenderTarget() || !_stencil)
return PixelFormat::D24S8;
return _stencil.texture->getTextureFormat();