mirror of https://github.com/axmolengine/axmol.git
[Metal] matching depth stencil state
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parent
8e35201726
commit
a2a7166808
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@ -199,7 +199,6 @@ void Renderer::init()
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auto device = backend::Device::getInstance();
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_commandBuffer = device->newCommandBuffer();
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// @MTL: the depth stencil flags must same render target and _depthStencilDescriptor
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// TODO: can use one?
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_depthStencilDescriptor.depthStencilFlags = TargetBufferFlags::DEPTH_AND_STENCIL;
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_defaultRT = device->newDefaultRenderTarget(TargetBufferFlags::COLOR | _depthStencilDescriptor.depthStencilFlags);
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@ -352,7 +351,6 @@ void Renderer::visitRenderQueue(RenderQueue& queue)
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//Process Global-Z > 0 Queue
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//
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doVisitRenderQueue(queue.getSubQueue(RenderQueue::QUEUE_GROUP::GLOBALZ_POS));
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}
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void Renderer::doVisitRenderQueue(const std::vector<RenderCommand*>& renderCommands)
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@ -40,6 +40,10 @@ bool StencilDescriptor::operator==(const StencilDescriptor &rhs) const
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DepthStencilState::~DepthStencilState()
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{}
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bool DepthStencilState::isEnabled() const {
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return bitmask::any(_depthStencilInfo.depthStencilFlags, TargetBufferFlags::DEPTH_AND_STENCIL);
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}
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void DepthStencilState::update(const DepthStencilDescriptor& descriptor) {
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_depthStencilInfo = descriptor;
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_isBackFrontStencilEqual = descriptor.backFaceStencil == descriptor.frontFaceStencil;
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@ -74,7 +74,7 @@ class DepthStencilState : public cocos2d::Ref
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public:
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virtual void update(const DepthStencilDescriptor& descriptor);
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const DepthStencilDescriptor& getDepthStencilInfo()const { return _depthStencilInfo; }
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bool isEnabled() const { return bitmask::any(_depthStencilInfo.depthStencilFlags, TargetBufferFlags::DEPTH_AND_STENCIL); }
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bool isEnabled() const;
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protected:
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/**
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* @param descriptor Specifies depth and stencil descriptor.
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@ -226,6 +226,7 @@ private:
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dispatch_semaphore_t _frameBoundarySemaphore;
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const RenderTarget* _currentRenderTarget = nil; // weak ref
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RenderPassParams _currentRenderPassParams;
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TargetBufferFlags _currentRenderTargetFlags = TargetBufferFlags::NONE;
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NSAutoreleasePool* _autoReleasePool = nil;
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std::vector<std::pair<TextureBackend*,std::function<void(const PixelBufferDescriptor&)>>> _captureCallbacks;
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@ -200,15 +200,17 @@ void CommandBufferMTL::beginFrame()
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id<MTLRenderCommandEncoder> CommandBufferMTL::getRenderCommandEncoder(const RenderTarget* renderTarget, const RenderPassParams& renderPassParams)
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{
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if(_mtlRenderEncoder != nil && _currentRenderPassParams == renderPassParams && _currentRenderTarget == renderTarget)
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if(_mtlRenderEncoder != nil &&
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_currentRenderPassParams == renderPassParams &&
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_currentRenderTarget == renderTarget &&
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_currentRenderTargetFlags == renderTarget->getTargetFlags())
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{
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return _mtlRenderEncoder;
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}
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else
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{
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_currentRenderTarget = renderTarget;
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_currentRenderPassParams = renderPassParams;
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}
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_currentRenderTargetFlags = renderTarget->getTargetFlags();
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if(_mtlRenderEncoder != nil)
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{
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@ -62,7 +62,7 @@ private:
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void setBlendState(MTLRenderPipelineColorAttachmentDescriptor*, const BlendDescriptor&);
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void setShaderModules(const PipelineDescriptor&);
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void setBlendStateAndFormat(const BlendDescriptor&);
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void getAttachmentFormat(const RenderTarget* renderTarget, PixelFormat colorAttachmentsFormat[MAX_COLOR_ATTCHMENT], PixelFormat&, PixelFormat&);
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void chooseAttachmentFormat(const RenderTarget* renderTarget, PixelFormat colorAttachmentsFormat[MAX_COLOR_ATTCHMENT], PixelFormat&, PixelFormat&);
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id<MTLRenderPipelineState> _mtlRenderPipelineState = nil;
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id<MTLDevice> _mtlDevice = nil;
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@ -183,7 +183,7 @@ void RenderPipelineMTL::update(const RenderTarget* renderTarget, const PipelineD
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memset(&hashMe, 0, sizeof(hashMe));
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const auto& blendDescriptor = pipelineDescirptor.blendDescriptor;
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getAttachmentFormat(renderTarget, _colorAttachmentsFormat, _depthAttachmentFormat, _stencilAttachmentFormat);
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chooseAttachmentFormat(renderTarget, _colorAttachmentsFormat, _depthAttachmentFormat, _stencilAttachmentFormat);
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auto program = static_cast<ProgramMTL*>(pipelineDescirptor.programState->getProgram());
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hashMe.vertexShaderHash = program->getVertexShader()->getHashValue();
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hashMe.fragmentShaderHash = program->getFragmentShader()->getHashValue();
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@ -292,33 +292,21 @@ void RenderPipelineMTL::setShaderModules(const PipelineDescriptor& descriptor)
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_mtlRenderPipelineDescriptor.fragmentFunction = fragShaderModule->getMTLFunction();
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}
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void RenderPipelineMTL::getAttachmentFormat(const RenderTarget* renderTarget,
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void RenderPipelineMTL::chooseAttachmentFormat(const RenderTarget* renderTarget,
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PixelFormat colorAttachmentsFormat[MAX_COLOR_ATTCHMENT],
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PixelFormat& depthFormat,
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PixelFormat& stencilFormat)
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{
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// Sets color attachment format
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auto rtMTL = static_cast<const RenderTargetMTL*>(renderTarget);
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auto rtflags = rtMTL->getTargetFlags();
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for(auto i = 0; i < MAX_COLOR_ATTCHMENT; ++i) {
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if (bitmask::any(rtflags, getMRTColorFlag(i)))
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{
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colorAttachmentsFormat[i] = rtMTL->getColorAttachmentPixelFormat(i);
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}
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else
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{
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colorAttachmentsFormat[i] = PixelFormat::NONE;
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}
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colorAttachmentsFormat[i] = bitmask::any(rtflags, getMRTColorFlag(i)) ? rtMTL->getColorAttachmentPixelFormat(i) : PixelFormat::NONE;
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}
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if (bitmask::any(rtflags, RenderTargetFlag::DEPTH_AND_STENCIL))
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{
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depthFormat = rtMTL->getDepthAttachmentPixelFormat();
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stencilFormat =rtMTL->getStencilAttachmentPixelFormat();
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}
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else
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{
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depthFormat = stencilFormat = PixelFormat::NONE;
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}
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// Sets depth and stencil attachment format, match RenderTargetMTL::applyRenderPassAttachments
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depthFormat = bitmask::any(rtflags, RenderTargetFlag::DEPTH) ? rtMTL->getDepthAttachmentPixelFormat() : PixelFormat::NONE;
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stencilFormat = bitmask::any(rtflags, RenderTargetFlag::STENCIL) ? rtMTL->getStencilAttachmentPixelFormat() : PixelFormat::NONE;
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}
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void RenderPipelineMTL::setBlendStateAndFormat(const BlendDescriptor& blendDescriptor)
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@ -96,7 +96,8 @@ void RenderTargetMTL::applyRenderPassAttachments(const RenderPassParams& params,
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#endif
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}
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if(bitmask::any(this->_flags, RenderTargetFlag::DEPTH_AND_STENCIL)) {
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// Sets descriptor depth and stencil params, should match RenderTargetMTL::chooseAttachmentFormat
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if(bitmask::any(this->_flags, RenderTargetFlag::DEPTH)) {
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auto depthAttachment = getDepthAttachment();
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if(depthAttachment){
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descriptor.depthAttachment.texture = depthAttachment.texture;
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@ -106,7 +107,9 @@ void RenderTargetMTL::applyRenderPassAttachments(const RenderPassParams& params,
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descriptor.depthAttachment.storeAction = getStoreAction(params, TargetBufferFlags::DEPTH);
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descriptor.depthAttachment.clearDepth = params.clearDepthValue;
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}
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}
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if(bitmask::any(this->_flags, RenderTargetFlag::STENCIL)) {
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auto stencilAttachment = getStencilAttachment();
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if(stencilAttachment) {
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descriptor.stencilAttachment.texture = stencilAttachment.texture;
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@ -174,7 +177,7 @@ PixelFormat RenderTargetMTL::getColorAttachmentPixelFormat(int index) const
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PixelFormat RenderTargetMTL::getDepthAttachmentPixelFormat() const
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{ // FIXME: engine-x only support D24S8
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if(bitmask::any(_flags, TargetBufferFlags::DEPTH_AND_STENCIL)) {
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if(bitmask::any(_flags, TargetBufferFlags::DEPTH)) {
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if(isDefaultRenderTarget() || !_depth)
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return PixelFormat::D24S8;
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return _depth.texture->getTextureFormat();
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@ -184,7 +187,7 @@ PixelFormat RenderTargetMTL::getDepthAttachmentPixelFormat() const
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PixelFormat RenderTargetMTL::getStencilAttachmentPixelFormat() const
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{ // FIXME: engine-x only support D24S8
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if(bitmask::any(_flags, TargetBufferFlags::DEPTH_AND_STENCIL)) {
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if(bitmask::any(_flags, TargetBufferFlags::STENCIL)) {
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if(isDefaultRenderTarget() || !_stencil)
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return PixelFormat::D24S8;
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return _stencil.texture->getTextureFormat();
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