Merge branch 'master' of https://github.com/c4games/engine-x into master

This commit is contained in:
halx99 2020-11-08 13:12:06 +08:00
commit c9408aadad
14 changed files with 134 additions and 54 deletions

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@ -34,7 +34,7 @@ jobs:
# Note the current convention is to use the -S and -B options here to specify source
# and build directories, but this is only available with CMake 3.13 and higher.
# The CMake binaries on the Github Actions machines are (as of this writing) 3.12
run: cmake -S %GITHUB_WORKSPACE% -B %GITHUB_WORKSPACE%/build_x86 -DCMAKE_BUILD_TYPE=%BUILD_TYPE% -A Win32 -DBUILD_EXTENSION_IMGUIEXT=ON
run: cmake -S %GITHUB_WORKSPACE% -B %GITHUB_WORKSPACE%/build_x86 -DCMAKE_BUILD_TYPE=%BUILD_TYPE% -A Win32 -DBUILD_EXTENSION_IMGUIEXT=ON -DLUA_ENGINE=luajit
- name: Build
shell: cmd

83
.lgtm.yml Normal file
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@ -0,0 +1,83 @@
##########################################################################################
# The engine-x Customize file classifications. #
# Results from files under any classifier will be excluded from LGTM #
# statistics. #
##########################################################################################
##########################################################################################
# Use the `path_classifiers` block to define changes to the default classification of #
# files. #
##########################################################################################
path_classifiers:
test:
- tests
library:
- external
#########################################################################################
# Use the `queries` block to change the default display of query results. #
#########################################################################################
queries:
# Start by hiding the results of all queries.
- exclude: "external"
#########################################################################################
# Define changes to the default code extraction process. #
# Each block configures the extraction of a single language, and modifies actions in a #
# named step. Every named step includes automatic default actions, #
# except for the 'prepare' step. The steps are performed in the following sequence: #
# prepare #
# after_prepare #
# configure (C/C++ only) #
# before_index #
# index #
##########################################################################################
#########################################################################################
# Environment variables available to the steps: #
#########################################################################################
# LGTM_SRC
# The root of the source tree.
# LGTM_WORKSPACE
# An existing (initially empty) folder outside the source tree.
# Used for temporary download and setup commands.
#########################################################################################
# Use the extraction block to define changes to the default code extraction process #
# for one or more languages. The settings for each language are defined in a child #
# block, with one or more steps. #
#########################################################################################
extraction:
# Define settings for C/C++ analysis
#####################################
cpp:
# Add an `after-prepare` step if you need to run commands after the prepare step.
# Each command should be listed on a separate line.
# This step is useful for C/C++ analysis where you want to prepare the environment
# for the `configure` step without changing the default behavior for that step.
after_prepare:
- mkdir -p $LGTM_WORKSPACE/latest-gcc-symlinks
- ln -s /usr/bin/g++-6 $LGTM_WORKSPACE/latest-gcc-symlinks/g++
- ln -s /usr/bin/gcc-6 $LGTM_WORKSPACE/latest-gcc-symlinks/gcc
- export PATH=$LGTM_WORKSPACE/latest-gcc-symlinks:$PATH
- export GNU_MAKE=make
- export GIT=true
- export BUILD_TARGET=linux
- export TRAVIS_OS_NAME=linux
- export TRAVIS_PULL_REQUEST=true
# The `configure` step generates build configuration files which the `index` step
# then uses to build the codebase.
configure:
command:
- cd $LGTM_SRC
- tools/travis-scripts/before-install.sh
# The `index` step builds the code and extracts information during the build
# process.
index:
# Override the autobuild process by specifying a list of custom build commands
# to use instead.
build_command:
- cd $LGTM_SRC
- tools/travis-scripts/run-script.sh

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@ -87,7 +87,7 @@
# cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=cmake/ios.mini.cmake "-DCMAKE_OSX_ARCHITECTURES=armv7;arm64"
# for simulator x86_64
# cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=cmake/ios.mini.cmake -DCMAKE_OSX_SYSROOT=iphonesimulator
# cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=cmake/ios.mini.cmake -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
```
4. After cmake generate finish, you can open xcode project at ```build``` folder and run cpp-tests or other test targets.

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@ -86,7 +86,7 @@
# cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=cmake/ios.mini.cmake "-DCMAKE_OSX_ARCHITECTURES=armv7;arm64"
# for simulator x86_64
# cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=cmake/ios.mini.cmake -DCMAKE_OSX_SYSROOT=iphonesimulator
# cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=cmake/ios.mini.cmake -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
```
4. 之后就可以用xcode打开, 选择cpp-tests编译运行
@ -103,3 +103,4 @@
### 参考链接
* engine-x-3rd: https://github.com/c4games/engine-x-3rd
* official v4: https://gitee.com/mirrors/cocos2d-x
* Git快速手册: https://github.com/c4games/engine-x/wiki/Git-Guides

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@ -69,9 +69,6 @@ if (NOT DEFINED CC_FORCE_USE_GLES)
set(CC_FORCE_USE_GLES FALSE CACHE INTERNAL "Force use GLES" )
endif()
set(LUA_ENGINE "plainlua" CACHE INTERNAL "The lua core lib, luajit or plainlua")
set(LUA_VERSION "5.3.6" CACHE INTERNAL "The plainlua version")
project(cocos2d_libs)
include(2d/CMakeLists.txt)

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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)
{
// choose 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;
}
// choose 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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@ -96,25 +96,31 @@ void RenderTargetMTL::applyRenderPassAttachments(const RenderPassParams& params,
#endif
}
auto depthAttachment = getDepthAttachment();
if(depthAttachment){
descriptor.depthAttachment.texture = depthAttachment.texture;
descriptor.depthAttachment.level = depthAttachment.level;
// descriptor.depthAttachment.slice = depthAttachment.layer;
descriptor.depthAttachment.loadAction = getLoadAction(params, TargetBufferFlags::DEPTH);
descriptor.depthAttachment.storeAction = getStoreAction(params, TargetBufferFlags::DEPTH);
descriptor.depthAttachment.clearDepth = params.clearDepthValue;
// 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;
descriptor.depthAttachment.level = depthAttachment.level;
// descriptor.depthAttachment.slice = depthAttachment.layer;
descriptor.depthAttachment.loadAction = getLoadAction(params, TargetBufferFlags::DEPTH);
descriptor.depthAttachment.storeAction = getStoreAction(params, TargetBufferFlags::DEPTH);
descriptor.depthAttachment.clearDepth = params.clearDepthValue;
}
}
auto stencilAttachment = getStencilAttachment();
if(stencilAttachment) {
descriptor.stencilAttachment.texture = stencilAttachment.texture;
descriptor.stencilAttachment.level = depthAttachment.level;
// descriptor.stencilAttachment.slice = depthAttachment.layer;
descriptor.stencilAttachment.loadAction = getLoadAction(params, TargetBufferFlags::STENCIL);
descriptor.stencilAttachment.storeAction = getStoreAction(params, TargetBufferFlags::STENCIL);
descriptor.stencilAttachment.clearStencil= params.clearStencilValue;
if(bitmask::any(this->_flags, RenderTargetFlag::STENCIL)) {
auto stencilAttachment = getStencilAttachment();
if(stencilAttachment) {
descriptor.stencilAttachment.texture = stencilAttachment.texture;
descriptor.stencilAttachment.level = stencilAttachment.level;
// descriptor.stencilAttachment.slice = depthAttachment.layer;
descriptor.stencilAttachment.loadAction = getLoadAction(params, TargetBufferFlags::STENCIL);
descriptor.stencilAttachment.storeAction = getStoreAction(params, TargetBufferFlags::STENCIL);
descriptor.stencilAttachment.clearStencil = params.clearStencilValue;
}
}
#if 0
if (multisampledDepth) {
// We're rendering into our temporary MSAA texture and doing an automatic resolve.
@ -171,7 +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();
@ -181,7 +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();

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@ -1,5 +1,5 @@
{
"version": "v86",
"version": "v88",
"zip_file_size": "107642814",
"repo_name": "engine-x-3rd",
"repo_parent": "https://github.com/c4games/",