refactor(RHI): complete PipelineState Unity SRP style refactoring
- Fix Chinese character encoding issues causing MSVC C4819 warnings - Add m_rootSignature member to D3D12PipelineState for PSO creation - All integration tests pass: OpenGL 4/4, D3D12 4/4 - All RHI unit tests pass: 158/158
This commit is contained in:
@@ -60,6 +60,7 @@ target_link_libraries(${PROJECT_NAME} PRIVATE
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d3d12.lib
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dxgi.lib
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d3dcompiler.lib
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XCEngine
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)
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set_target_properties(${PROJECT_NAME} PROPERTIES
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@@ -68,7 +68,7 @@ public:
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RHICommandList* CreateCommandList(const CommandListDesc& desc) override;
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RHICommandQueue* CreateCommandQueue(const CommandQueueDesc& desc) override;
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RHIShader* CompileShader(const ShaderCompileDesc& desc) override;
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RHIPipelineState* CreatePipelineState(const PipelineStateDesc& desc) override;
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RHIPipelineState* CreatePipelineState(const GraphicsPipelineDesc& desc) override;
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RHIFence* CreateFence(const FenceDesc& desc) override;
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RHISampler* CreateSampler(const SamplerDesc& desc) override;
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@@ -3,8 +3,10 @@
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#include <d3d12.h>
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#include <dxgi1_4.h>
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#include <wrl/client.h>
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#include <vector>
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#include "../RHIPipelineState.h"
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#include "../RHITypes.h"
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#include "../RHIEnums.h"
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#include "D3D12Enums.h"
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@@ -15,28 +17,45 @@ namespace RHI {
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class D3D12PipelineState : public RHIPipelineState {
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public:
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D3D12PipelineState();
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D3D12PipelineState() = default;
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D3D12PipelineState(ID3D12Device* device);
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~D3D12PipelineState() override;
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bool Initialize(ID3D12Device* device, const D3D12_GRAPHICS_PIPELINE_STATE_DESC& desc);
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// State configuration (Unity SRP style)
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void SetInputLayout(const InputLayoutDesc& layout) override;
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void SetRasterizerState(const RasterizerDesc& state) override;
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void SetBlendState(const BlendDesc& state) override;
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void SetDepthStencilState(const DepthStencilStateDesc& state) override;
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void SetTopology(uint32_t topologyType) override;
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void SetRenderTargetFormats(uint32_t count, const uint32_t* formats, uint32_t depthFormat) override;
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void SetSampleCount(uint32_t count) override;
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// State query
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const RasterizerDesc& GetRasterizerState() const override { return m_rasterizerDesc; }
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const BlendDesc& GetBlendState() const override { return m_blendDesc; }
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const DepthStencilStateDesc& GetDepthStencilState() const override { return m_depthStencilDesc; }
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const InputLayoutDesc& GetInputLayout() const override { return m_inputLayoutDesc; }
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PipelineStateHash GetHash() const override;
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// Finalization
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bool IsFinalized() const override { return m_finalized; }
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bool Finalize() override;
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// Shader Bytecode (set by CommandList when binding)
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void SetShaderBytecodes(const D3D12_SHADER_BYTECODE& vs, const D3D12_SHADER_BYTECODE& ps, const D3D12_SHADER_BYTECODE& gs = {});
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// Lifecycle
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void Shutdown() override;
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ID3D12PipelineState* GetPipelineState() const { return m_pipelineState.Get(); }
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void* GetNativeHandle() override { return m_pipelineState.Get(); }
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PipelineType GetType() const override { return PipelineType::Graphics; }
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void Bind() override;
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void Unbind() override;
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static D3D12_GRAPHICS_PIPELINE_STATE_DESC CreateDesc(
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ID3D12RootSignature* rootSignature,
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const D3D12_SHADER_BYTECODE& vs,
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const D3D12_SHADER_BYTECODE& ps,
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const D3D12_SHADER_BYTECODE& gs,
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uint32_t inputElementCount,
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const D3D12_INPUT_ELEMENT_DESC* inputElements);
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// Helper functions
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static D3D12_INPUT_ELEMENT_DESC CreateInputElement(
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const char* semanticName,
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uint32_t semanticIndex,
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@@ -51,7 +70,32 @@ public:
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uint32_t inputSlot);
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private:
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bool CreateD3D12PSO();
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ID3D12Device* m_device;
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bool m_finalized = false;
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// Stored configuration (Unity SRP style)
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GraphicsPipelineDesc m_desc;
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InputLayoutDesc m_inputLayoutDesc;
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RasterizerDesc m_rasterizerDesc;
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BlendDesc m_blendDesc;
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DepthStencilStateDesc m_depthStencilDesc;
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uint32_t m_topologyType = 0;
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uint32_t m_renderTargetCount = 1;
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uint32_t m_renderTargetFormats[8] = { 0 };
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uint32_t m_depthStencilFormat = 0;
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uint32_t m_sampleCount = 1;
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// Shader bytecodes (set externally)
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D3D12_SHADER_BYTECODE m_vsBytecode = {};
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D3D12_SHADER_BYTECODE m_psBytecode = {};
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D3D12_SHADER_BYTECODE m_gsBytecode = {};
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ID3D12RootSignature* m_rootSignature = nullptr;
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// D3D12 resources
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ComPtr<ID3D12PipelineState> m_pipelineState;
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std::vector<D3D12_INPUT_ELEMENT_DESC> m_inputElements;
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};
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} // namespace RHI
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@@ -56,7 +56,7 @@ public:
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void SetVertexBuffers(uint32_t startSlot, uint32_t count, RHIResourceView** buffers, const uint64_t* offsets, const uint32_t* strides) override;
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void SetIndexBuffer(RHIResourceView* buffer, uint64_t offset) override;
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// OpenGL 特有版本(底层逃逸)
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// OpenGL specific version (low-level escape hatch)
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void SetVertexBuffer(unsigned int buffer, size_t offset, size_t stride);
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void SetVertexBuffers(unsigned int startSlot, unsigned int count, const unsigned int* buffers, const size_t* offsets, const size_t* strides);
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void SetIndexBuffer(unsigned int buffer, unsigned int type);
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@@ -49,7 +49,7 @@ public:
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RHICommandList* CreateCommandList(const CommandListDesc& desc) override;
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RHICommandQueue* CreateCommandQueue(const CommandQueueDesc& desc) override;
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RHIShader* CompileShader(const ShaderCompileDesc& desc) override;
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RHIPipelineState* CreatePipelineState(const PipelineStateDesc& desc) override;
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RHIPipelineState* CreatePipelineState(const GraphicsPipelineDesc& desc) override;
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RHIFence* CreateFence(const FenceDesc& desc) override;
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RHISampler* CreateSampler(const SamplerDesc& desc) override;
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@@ -4,44 +4,12 @@
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#include <string>
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#include "../RHIPipelineState.h"
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#include "../RHITypes.h"
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#include "../RHIEnums.h"
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namespace XCEngine {
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namespace RHI {
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enum class OpenGLPrimitiveTopology {
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Points,
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Lines,
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LineStrip,
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Triangles,
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TriangleStrip
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};
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enum class OpenGLBlendOp {
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Add,
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Subtract,
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ReverseSubtract,
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Min,
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Max
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};
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enum class CullFace {
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Front,
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Back,
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FrontAndBack
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};
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enum class FrontFace {
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Clockwise,
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CounterClockwise
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};
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enum class PolygonMode {
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Point,
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Line,
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Fill
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};
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struct OpenGLDepthStencilState {
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bool depthTestEnable = true;
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bool depthWriteEnable = true;
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@@ -70,9 +38,9 @@ struct OpenGLBlendState {
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struct OpenGLRasterizerState {
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bool cullFaceEnable = true;
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CullFace cullFace = CullFace::Back;
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CullMode cullFace = CullMode::Back;
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FrontFace frontFace = FrontFace::CounterClockwise;
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PolygonMode polygonMode = PolygonMode::Fill;
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FillMode polygonMode = FillMode::Solid;
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float polygonOffsetFactor = 0.0f;
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float polygonOffsetUnits = 0.0f;
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bool depthClipEnable = true;
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@@ -98,58 +66,79 @@ struct ScissorState {
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int height = 0;
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};
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struct LogicalOperation {
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bool enable = false;
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uint32_t operation = 0;
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};
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class OpenGLPipelineState : public RHIPipelineState {
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public:
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OpenGLPipelineState();
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~OpenGLPipelineState() override;
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// State configuration (Unity SRP style)
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void SetInputLayout(const InputLayoutDesc& layout) override;
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void SetRasterizerState(const RasterizerDesc& state) override;
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void SetBlendState(const BlendDesc& state) override;
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void SetDepthStencilState(const DepthStencilStateDesc& state) override;
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void SetTopology(uint32_t topologyType) override;
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void SetRenderTargetFormats(uint32_t count, const uint32_t* formats, uint32_t depthFormat) override;
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void SetSampleCount(uint32_t count) override;
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// State query
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const RasterizerDesc& GetRasterizerState() const override { return m_rasterizerDesc; }
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const BlendDesc& GetBlendState() const override { return m_blendDesc; }
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const DepthStencilStateDesc& GetDepthStencilState() const override { return m_depthStencilDesc; }
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const InputLayoutDesc& GetInputLayout() const override { return m_inputLayoutDesc; }
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PipelineStateHash GetHash() const override;
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// Finalization (OpenGL doesn't need it)
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bool IsFinalized() const override { return true; }
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bool Finalize() override { return true; }
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// Lifecycle
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void Shutdown() override;
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void* GetNativeHandle() override { return reinterpret_cast<void*>(static_cast<uintptr_t>(m_program)); }
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PipelineType GetType() const override { return PipelineType::Graphics; }
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void Bind() override;
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void Unbind() override;
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void* GetNativeHandle() override;
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PipelineType GetType() const override { return PipelineType::Graphics; }
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void SetDepthStencilState(const OpenGLDepthStencilState& state);
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void SetBlendState(const OpenGLBlendState& state);
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void SetRasterizerState(const OpenGLRasterizerState& state);
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void SetViewport(const ViewportState& state);
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void SetScissor(const ScissorState& state);
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void SetLogicalOperation(const LogicalOperation& state);
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// OpenGL specific
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void Apply();
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void ApplyDepthStencil();
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void ApplyBlend();
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void ApplyRasterizer();
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void ApplyViewport();
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void ApplyScissor();
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void SetProgram(unsigned int program);
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unsigned int GetProgram() const { return m_program; }
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void SetDepthStencilState(const OpenGLDepthStencilState& state);
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void SetBlendState(const OpenGLBlendState& state);
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void SetRasterizerState(const OpenGLRasterizerState& state);
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void SetViewport(const ViewportState& state);
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void SetScissor(const ScissorState& state);
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void SetClearColor(float r, float g, float b, float a);
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void Clear(unsigned int buffers);
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void AttachShader(unsigned int program);
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void DetachShader();
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const OpenGLDepthStencilState& GetDepthStencilState() const { return m_depthStencilState; }
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const OpenGLBlendState& GetBlendState() const { return m_blendState; }
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const OpenGLRasterizerState& GetRasterizerState() const { return m_rasterizerState; }
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const OpenGLDepthStencilState& GetOpenGLDepthStencilState() const;
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const OpenGLBlendState& GetOpenGLBlendState() const;
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const OpenGLRasterizerState& GetOpenGLRasterizerState() const;
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private:
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OpenGLDepthStencilState m_depthStencilState;
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OpenGLBlendState m_blendState;
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OpenGLRasterizerState m_rasterizerState;
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InputLayoutDesc m_inputLayoutDesc;
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RasterizerDesc m_rasterizerDesc;
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BlendDesc m_blendDesc;
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DepthStencilStateDesc m_depthStencilDesc;
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uint32_t m_topologyType = 0;
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unsigned int m_program = 0;
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bool m_programAttached = false;
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// OpenGL specific state
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OpenGLDepthStencilState m_glDepthStencilState;
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OpenGLBlendState m_glBlendState;
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OpenGLRasterizerState m_glRasterizerState;
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ViewportState m_viewportState;
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ScissorState m_scissorState;
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LogicalOperation m_logicalOperation;
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float m_clearColor[4];
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unsigned int m_program;
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bool m_programAttached;
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float m_clearColor[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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};
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} // namespace RHI
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@@ -31,7 +31,7 @@ public:
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virtual RHICommandList* CreateCommandList(const CommandListDesc& desc) = 0;
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virtual RHICommandQueue* CreateCommandQueue(const CommandQueueDesc& desc) = 0;
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virtual RHIShader* CompileShader(const ShaderCompileDesc& desc) = 0;
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virtual RHIPipelineState* CreatePipelineState(const PipelineStateDesc& desc) = 0;
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virtual RHIPipelineState* CreatePipelineState(const GraphicsPipelineDesc& desc) = 0;
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virtual RHIFence* CreateFence(const FenceDesc& desc) = 0;
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virtual RHISampler* CreateSampler(const SamplerDesc& desc) = 0;
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@@ -30,6 +30,11 @@ enum class FillMode : uint8_t {
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Solid
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};
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enum class FrontFace : uint8_t {
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Clockwise,
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CounterClockwise
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};
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enum class BlendOp : uint8_t {
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Add,
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Subtract,
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@@ -155,6 +160,14 @@ enum class PrimitiveTopology : uint8_t {
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PatchList
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};
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enum class PrimitiveTopologyType : uint8_t {
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Undefined,
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Point,
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Line,
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Triangle,
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Patch
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};
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enum class FilterMode : uint8_t {
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Point,
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Linear,
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@@ -10,11 +10,30 @@ class RHIPipelineState {
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public:
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virtual ~RHIPipelineState() = default;
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virtual void Shutdown() = 0;
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// State configuration (Unity SRP style - Shader independent of PSO)
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virtual void SetInputLayout(const InputLayoutDesc& layout) = 0;
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virtual void SetRasterizerState(const RasterizerDesc& state) = 0;
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virtual void SetBlendState(const BlendDesc& state) = 0;
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virtual void SetDepthStencilState(const DepthStencilStateDesc& state) = 0;
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virtual void SetTopology(uint32_t topologyType) = 0; // PrimitiveTopologyType
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virtual void SetRenderTargetFormats(uint32_t count, const uint32_t* formats, uint32_t depthFormat) = 0;
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virtual void SetSampleCount(uint32_t count) = 0;
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// State query
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virtual const RasterizerDesc& GetRasterizerState() const = 0;
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virtual const BlendDesc& GetBlendState() const = 0;
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virtual const DepthStencilStateDesc& GetDepthStencilState() const = 0;
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virtual const InputLayoutDesc& GetInputLayout() const = 0;
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virtual PipelineStateHash GetHash() const = 0;
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// Finalization (D3D12/Vulkan creates real PSO)
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virtual bool IsFinalized() const = 0;
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virtual bool Finalize() = 0;
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// Lifecycle
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virtual void Shutdown() = 0;
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virtual void Bind() = 0;
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virtual void Unbind() = 0;
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virtual void* GetNativeHandle() = 0;
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virtual PipelineType GetType() const = 0;
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};
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@@ -236,9 +236,81 @@ struct RootSignatureDesc {
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uint32_t size;
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};
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struct PipelineStateDesc {
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const void* pBlob;
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uint32_t size;
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// ========== Pipeline State Structures (Unity SRP style) ==========
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struct StencilOpDesc {
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uint32_t failOp = 0; // StencilOp
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uint32_t passOp = 0; // StencilOp
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uint32_t depthFailOp = 0; // StencilOp
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uint32_t func = 0; // ComparisonFunc
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};
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struct DepthStencilStateDesc {
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bool depthTestEnable = true;
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bool depthWriteEnable = true;
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bool depthBoundsEnable = false;
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uint32_t depthFunc = 0; // ComparisonFunc
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bool stencilEnable = false;
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uint8_t stencilReadMask = 0xFF;
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uint8_t stencilWriteMask = 0xFF;
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StencilOpDesc front;
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StencilOpDesc back;
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};
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struct BlendDesc {
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bool blendEnable = false;
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uint32_t srcBlend = 0; // BlendFactor
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uint32_t dstBlend = 0; // BlendFactor
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uint32_t srcBlendAlpha = 0; // BlendFactor
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uint32_t dstBlendAlpha = 0; // BlendFactor
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uint32_t blendOp = 0; // BlendOp
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uint32_t blendOpAlpha = 0; // BlendOp
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uint8_t colorWriteMask = 0xF;
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float blendFactor[4] = {1.0f, 1.0f, 1.0f, 1.0f};
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};
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struct RasterizerDesc {
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uint32_t fillMode = 0; // FillMode (default: Solid)
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uint32_t cullMode = 0; // CullMode (default: Back)
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uint32_t frontFace = 0; // FrontFace (default: CounterClockwise)
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bool depthClipEnable = true;
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bool scissorTestEnable = false;
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bool multisampleEnable = false;
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bool antialiasedLineEnable = false;
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int depthBias = 0;
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float depthBiasClamp = 0.0f;
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float slopeScaledDepthBias = 0.0f;
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};
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struct PipelineStateHash {
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uint64_t blendStateHash = 0;
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uint64_t depthStateHash = 0;
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uint64_t rasterizerStateHash = 0;
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uint64_t inputLayoutHash = 0;
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uint64_t topologyHash = 0;
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uint64_t renderTargetHash = 0;
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bool operator==(const PipelineStateHash& other) const {
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return blendStateHash == other.blendStateHash &&
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depthStateHash == other.depthStateHash &&
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rasterizerStateHash == other.rasterizerStateHash &&
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inputLayoutHash == other.inputLayoutHash &&
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topologyHash == other.topologyHash &&
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renderTargetHash == other.renderTargetHash;
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}
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};
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struct GraphicsPipelineDesc {
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InputLayoutDesc inputLayout;
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RasterizerDesc rasterizerState;
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BlendDesc blendState;
|
||||
DepthStencilStateDesc depthStencilState;
|
||||
|
||||
uint32_t topologyType = 0; // PrimitiveTopologyType
|
||||
uint32_t renderTargetCount = 1;
|
||||
uint32_t renderTargetFormats[8] = { 0 }; // Format
|
||||
uint32_t depthStencilFormat = 0; // Format
|
||||
uint32_t sampleCount = 1;
|
||||
};
|
||||
|
||||
struct RHIDeviceDesc {
|
||||
|
||||
@@ -368,8 +368,16 @@ RHICommandQueue* D3D12Device::CreateCommandQueue(const CommandQueueDesc& desc) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
RHIPipelineState* D3D12Device::CreatePipelineState(const PipelineStateDesc& desc) {
|
||||
return nullptr;
|
||||
RHIPipelineState* D3D12Device::CreatePipelineState(const GraphicsPipelineDesc& desc) {
|
||||
auto* pso = new D3D12PipelineState(m_device.Get());
|
||||
pso->SetInputLayout(desc.inputLayout);
|
||||
pso->SetRasterizerState(desc.rasterizerState);
|
||||
pso->SetBlendState(desc.blendState);
|
||||
pso->SetDepthStencilState(desc.depthStencilState);
|
||||
pso->SetTopology(desc.topologyType);
|
||||
pso->SetRenderTargetFormats(desc.renderTargetCount, desc.renderTargetFormats, desc.depthStencilFormat);
|
||||
pso->SetSampleCount(desc.sampleCount);
|
||||
return pso;
|
||||
}
|
||||
|
||||
RHIResourceView* D3D12Device::CreateRenderTargetView(RHITexture* texture, const ResourceViewDesc& desc) {
|
||||
|
||||
@@ -1,63 +1,204 @@
|
||||
#include "XCEngine/RHI/D3D12/D3D12PipelineState.h"
|
||||
#include <cstring>
|
||||
|
||||
namespace XCEngine {
|
||||
namespace RHI {
|
||||
|
||||
D3D12PipelineState::D3D12PipelineState() {
|
||||
D3D12PipelineState::D3D12PipelineState(ID3D12Device* device)
|
||||
: m_device(device), m_finalized(false) {
|
||||
m_renderTargetFormats[0] = static_cast<uint32_t>(Format::R8G8B8A8_UNorm);
|
||||
m_depthStencilFormat = static_cast<uint32_t>(Format::D24_UNorm_S8_UInt);
|
||||
}
|
||||
|
||||
bool D3D12PipelineState::Initialize(ID3D12Device* device, const D3D12_GRAPHICS_PIPELINE_STATE_DESC& desc) {
|
||||
m_device = device;
|
||||
m_rootSignature = desc.pRootSignature;
|
||||
|
||||
m_rasterizerDesc.fillMode = static_cast<uint32_t>(desc.RasterizerState.FillMode);
|
||||
m_rasterizerDesc.cullMode = static_cast<uint32_t>(desc.RasterizerState.CullMode);
|
||||
m_rasterizerDesc.frontFace = desc.RasterizerState.FrontCounterClockwise ? 1 : 0; // 1 = CounterClockwise
|
||||
m_rasterizerDesc.depthClipEnable = desc.RasterizerState.DepthClipEnable != 0;
|
||||
|
||||
m_blendDesc.blendEnable = desc.BlendState.RenderTarget[0].BlendEnable != 0;
|
||||
m_blendDesc.srcBlend = static_cast<uint32_t>(desc.BlendState.RenderTarget[0].SrcBlend);
|
||||
m_blendDesc.dstBlend = static_cast<uint32_t>(desc.BlendState.RenderTarget[0].DestBlend);
|
||||
m_blendDesc.blendOp = static_cast<uint32_t>(desc.BlendState.RenderTarget[0].BlendOp);
|
||||
m_blendDesc.srcBlendAlpha = static_cast<uint32_t>(desc.BlendState.RenderTarget[0].SrcBlendAlpha);
|
||||
m_blendDesc.dstBlendAlpha = static_cast<uint32_t>(desc.BlendState.RenderTarget[0].DestBlendAlpha);
|
||||
m_blendDesc.blendOpAlpha = static_cast<uint32_t>(desc.BlendState.RenderTarget[0].BlendOpAlpha);
|
||||
m_blendDesc.colorWriteMask = desc.BlendState.RenderTarget[0].RenderTargetWriteMask;
|
||||
|
||||
m_depthStencilDesc.depthTestEnable = desc.DepthStencilState.DepthEnable != 0;
|
||||
m_depthStencilDesc.depthWriteEnable = (desc.DepthStencilState.DepthWriteMask == D3D12_DEPTH_WRITE_MASK_ALL);
|
||||
m_depthStencilDesc.depthFunc = static_cast<uint32_t>(desc.DepthStencilState.DepthFunc);
|
||||
m_depthStencilDesc.stencilEnable = desc.DepthStencilState.StencilEnable != 0;
|
||||
m_depthStencilDesc.stencilReadMask = desc.DepthStencilState.StencilReadMask;
|
||||
m_depthStencilDesc.stencilWriteMask = desc.DepthStencilState.StencilWriteMask;
|
||||
|
||||
m_topologyType = static_cast<uint32_t>(desc.PrimitiveTopologyType);
|
||||
m_renderTargetCount = desc.NumRenderTargets;
|
||||
for (UINT i = 0; i < desc.NumRenderTargets; ++i) {
|
||||
m_renderTargetFormats[i] = static_cast<uint32_t>(desc.RTVFormats[i]);
|
||||
}
|
||||
m_depthStencilFormat = static_cast<uint32_t>(desc.DSVFormat);
|
||||
m_sampleCount = desc.SampleDesc.Count;
|
||||
|
||||
// Set shader bytecodes
|
||||
m_vsBytecode = desc.VS;
|
||||
m_psBytecode = desc.PS;
|
||||
m_gsBytecode = desc.GS;
|
||||
|
||||
// Set input layout
|
||||
m_inputElements.clear();
|
||||
for (UINT i = 0; i < desc.InputLayout.NumElements; ++i) {
|
||||
m_inputElements.push_back(desc.InputLayout.pInputElementDescs[i]);
|
||||
}
|
||||
|
||||
return Finalize();
|
||||
}
|
||||
|
||||
D3D12PipelineState::~D3D12PipelineState() {
|
||||
Shutdown();
|
||||
}
|
||||
|
||||
bool D3D12PipelineState::Initialize(ID3D12Device* device, const D3D12_GRAPHICS_PIPELINE_STATE_DESC& desc) {
|
||||
HRESULT hResult = device->CreateGraphicsPipelineState(&desc, IID_PPV_ARGS(&m_pipelineState));
|
||||
if (FAILED(hResult)) {
|
||||
void D3D12PipelineState::SetInputLayout(const InputLayoutDesc& layout) {
|
||||
m_inputLayoutDesc = layout;
|
||||
m_inputElements.clear();
|
||||
for (const auto& elem : layout.elements) {
|
||||
D3D12_INPUT_ELEMENT_DESC desc = {};
|
||||
desc.SemanticName = elem.semanticName.c_str();
|
||||
desc.SemanticIndex = elem.semanticIndex;
|
||||
desc.Format = ToD3D12(static_cast<Format>(elem.format));
|
||||
desc.InputSlot = elem.inputSlot;
|
||||
desc.AlignedByteOffset = elem.alignedByteOffset;
|
||||
desc.InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
|
||||
desc.InstanceDataStepRate = 0;
|
||||
m_inputElements.push_back(desc);
|
||||
}
|
||||
}
|
||||
|
||||
void D3D12PipelineState::SetRasterizerState(const RasterizerDesc& state) {
|
||||
m_rasterizerDesc = state;
|
||||
}
|
||||
|
||||
void D3D12PipelineState::SetBlendState(const BlendDesc& state) {
|
||||
m_blendDesc = state;
|
||||
}
|
||||
|
||||
void D3D12PipelineState::SetDepthStencilState(const DepthStencilStateDesc& state) {
|
||||
m_depthStencilDesc = state;
|
||||
}
|
||||
|
||||
void D3D12PipelineState::SetTopology(uint32_t topologyType) {
|
||||
m_topologyType = topologyType;
|
||||
}
|
||||
|
||||
void D3D12PipelineState::SetRenderTargetFormats(uint32_t count, const uint32_t* formats, uint32_t depthFormat) {
|
||||
m_renderTargetCount = count;
|
||||
for (uint32_t i = 0; i < count && i < 8; ++i) {
|
||||
m_renderTargetFormats[i] = formats[i];
|
||||
}
|
||||
m_depthStencilFormat = depthFormat;
|
||||
}
|
||||
|
||||
void D3D12PipelineState::SetSampleCount(uint32_t count) {
|
||||
m_sampleCount = count;
|
||||
}
|
||||
|
||||
PipelineStateHash D3D12PipelineState::GetHash() const {
|
||||
PipelineStateHash hash = {};
|
||||
hash.blendStateHash = std::hash<uint64_t>{}(*reinterpret_cast<const uint64_t*>(&m_blendDesc));
|
||||
hash.depthStateHash = std::hash<uint64_t>{}(*reinterpret_cast<const uint64_t*>(&m_depthStencilDesc));
|
||||
hash.rasterizerStateHash = std::hash<uint64_t>{}(*reinterpret_cast<const uint64_t*>(&m_rasterizerDesc));
|
||||
hash.topologyHash = m_topologyType;
|
||||
hash.renderTargetHash = m_renderTargetCount | (m_depthStencilFormat << 8);
|
||||
return hash;
|
||||
}
|
||||
|
||||
void D3D12PipelineState::SetShaderBytecodes(const D3D12_SHADER_BYTECODE& vs, const D3D12_SHADER_BYTECODE& ps, const D3D12_SHADER_BYTECODE& gs) {
|
||||
m_vsBytecode = vs;
|
||||
m_psBytecode = ps;
|
||||
m_gsBytecode = gs;
|
||||
}
|
||||
|
||||
bool D3D12PipelineState::Finalize() {
|
||||
if (m_finalized) return true;
|
||||
return CreateD3D12PSO();
|
||||
}
|
||||
|
||||
bool D3D12PipelineState::CreateD3D12PSO() {
|
||||
if (!m_vsBytecode.pShaderBytecode || !m_psBytecode.pShaderBytecode) {
|
||||
return false;
|
||||
}
|
||||
|
||||
D3D12_GRAPHICS_PIPELINE_STATE_DESC desc = {};
|
||||
desc.pRootSignature = m_rootSignature;
|
||||
desc.VS = m_vsBytecode;
|
||||
desc.PS = m_psBytecode;
|
||||
desc.GS = m_gsBytecode;
|
||||
|
||||
desc.InputLayout.NumElements = static_cast<UINT>(m_inputElements.size());
|
||||
desc.InputLayout.pInputElementDescs = m_inputElements.data();
|
||||
|
||||
desc.RasterizerState.FillMode = static_cast<D3D12_FILL_MODE>(m_rasterizerDesc.fillMode);
|
||||
desc.RasterizerState.CullMode = static_cast<D3D12_CULL_MODE>(m_rasterizerDesc.cullMode);
|
||||
desc.RasterizerState.FrontCounterClockwise = (m_rasterizerDesc.frontFace != 0);
|
||||
desc.RasterizerState.DepthClipEnable = m_rasterizerDesc.depthClipEnable;
|
||||
desc.RasterizerState.MultisampleEnable = m_rasterizerDesc.multisampleEnable;
|
||||
desc.RasterizerState.AntialiasedLineEnable = m_rasterizerDesc.antialiasedLineEnable;
|
||||
|
||||
desc.BlendState.RenderTarget[0].BlendEnable = m_blendDesc.blendEnable;
|
||||
desc.BlendState.RenderTarget[0].SrcBlend = static_cast<D3D12_BLEND>(m_blendDesc.srcBlend);
|
||||
desc.BlendState.RenderTarget[0].DestBlend = static_cast<D3D12_BLEND>(m_blendDesc.dstBlend);
|
||||
desc.BlendState.RenderTarget[0].BlendOp = static_cast<D3D12_BLEND_OP>(m_blendDesc.blendOp);
|
||||
desc.BlendState.RenderTarget[0].SrcBlendAlpha = static_cast<D3D12_BLEND>(m_blendDesc.srcBlendAlpha);
|
||||
desc.BlendState.RenderTarget[0].DestBlendAlpha = static_cast<D3D12_BLEND>(m_blendDesc.dstBlendAlpha);
|
||||
desc.BlendState.RenderTarget[0].BlendOpAlpha = static_cast<D3D12_BLEND_OP>(m_blendDesc.blendOpAlpha);
|
||||
desc.BlendState.RenderTarget[0].RenderTargetWriteMask = m_blendDesc.colorWriteMask;
|
||||
|
||||
desc.DepthStencilState.DepthEnable = m_depthStencilDesc.depthTestEnable;
|
||||
desc.DepthStencilState.DepthWriteMask = m_depthStencilDesc.depthWriteEnable ? D3D12_DEPTH_WRITE_MASK_ALL : D3D12_DEPTH_WRITE_MASK_ZERO;
|
||||
desc.DepthStencilState.DepthFunc = static_cast<D3D12_COMPARISON_FUNC>(m_depthStencilDesc.depthFunc);
|
||||
desc.DepthStencilState.StencilEnable = m_depthStencilDesc.stencilEnable;
|
||||
desc.DepthStencilState.StencilReadMask = m_depthStencilDesc.stencilReadMask;
|
||||
desc.DepthStencilState.StencilWriteMask = m_depthStencilDesc.stencilWriteMask;
|
||||
desc.DepthStencilState.FrontFace.StencilFailOp = static_cast<D3D12_STENCIL_OP>(m_depthStencilDesc.front.failOp);
|
||||
desc.DepthStencilState.FrontFace.StencilPassOp = static_cast<D3D12_STENCIL_OP>(m_depthStencilDesc.front.passOp);
|
||||
desc.DepthStencilState.FrontFace.StencilDepthFailOp = static_cast<D3D12_STENCIL_OP>(m_depthStencilDesc.front.depthFailOp);
|
||||
desc.DepthStencilState.FrontFace.StencilFunc = static_cast<D3D12_COMPARISON_FUNC>(m_depthStencilDesc.front.func);
|
||||
desc.DepthStencilState.BackFace.StencilFailOp = static_cast<D3D12_STENCIL_OP>(m_depthStencilDesc.back.failOp);
|
||||
desc.DepthStencilState.BackFace.StencilPassOp = static_cast<D3D12_STENCIL_OP>(m_depthStencilDesc.back.passOp);
|
||||
desc.DepthStencilState.BackFace.StencilDepthFailOp = static_cast<D3D12_STENCIL_OP>(m_depthStencilDesc.back.depthFailOp);
|
||||
desc.DepthStencilState.BackFace.StencilFunc = static_cast<D3D12_COMPARISON_FUNC>(m_depthStencilDesc.back.func);
|
||||
|
||||
desc.NumRenderTargets = m_renderTargetCount;
|
||||
for (uint32_t i = 0; i < m_renderTargetCount && i < 8; ++i) {
|
||||
desc.RTVFormats[i] = static_cast<DXGI_FORMAT>(m_renderTargetFormats[i]);
|
||||
}
|
||||
desc.DSVFormat = static_cast<DXGI_FORMAT>(m_depthStencilFormat);
|
||||
desc.SampleDesc.Count = m_sampleCount;
|
||||
desc.SampleDesc.Quality = 0;
|
||||
desc.SampleMask = 0xffffffff;
|
||||
desc.PrimitiveTopologyType = static_cast<D3D12_PRIMITIVE_TOPOLOGY_TYPE>(m_topologyType);
|
||||
|
||||
HRESULT hr = m_device->CreateGraphicsPipelineState(&desc, IID_PPV_ARGS(&m_pipelineState));
|
||||
if (FAILED(hr)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
m_finalized = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
void D3D12PipelineState::Shutdown() {
|
||||
m_pipelineState.Reset();
|
||||
m_finalized = false;
|
||||
}
|
||||
|
||||
D3D12_GRAPHICS_PIPELINE_STATE_DESC D3D12PipelineState::CreateDesc(
|
||||
ID3D12RootSignature* rootSignature,
|
||||
const D3D12_SHADER_BYTECODE& vs,
|
||||
const D3D12_SHADER_BYTECODE& ps,
|
||||
const D3D12_SHADER_BYTECODE& gs,
|
||||
uint32_t inputElementCount,
|
||||
const D3D12_INPUT_ELEMENT_DESC* inputElements) {
|
||||
D3D12_GRAPHICS_PIPELINE_STATE_DESC desc = {};
|
||||
desc.pRootSignature = rootSignature;
|
||||
desc.VS = vs;
|
||||
desc.PS = ps;
|
||||
desc.GS = gs;
|
||||
desc.InputLayout.NumElements = inputElementCount;
|
||||
desc.InputLayout.pInputElementDescs = inputElements;
|
||||
desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
desc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
|
||||
desc.SampleDesc.Count = 1;
|
||||
desc.SampleDesc.Quality = 0;
|
||||
desc.SampleMask = 0xffffffff;
|
||||
desc.NumRenderTargets = 1;
|
||||
desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
|
||||
desc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
|
||||
desc.RasterizerState.CullMode = D3D12_CULL_MODE_BACK;
|
||||
desc.RasterizerState.DepthClipEnable = TRUE;
|
||||
desc.DepthStencilState.DepthEnable = TRUE;
|
||||
desc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
|
||||
desc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL;
|
||||
desc.BlendState.RenderTarget[0].BlendEnable = FALSE;
|
||||
desc.BlendState.RenderTarget[0].SrcBlend = D3D12_BLEND_ONE;
|
||||
desc.BlendState.RenderTarget[0].DestBlend = D3D12_BLEND_ZERO;
|
||||
desc.BlendState.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
|
||||
desc.BlendState.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE;
|
||||
desc.BlendState.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;
|
||||
desc.BlendState.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
|
||||
desc.BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
|
||||
return desc;
|
||||
void D3D12PipelineState::Bind() {
|
||||
}
|
||||
|
||||
void D3D12PipelineState::Unbind() {
|
||||
}
|
||||
|
||||
D3D12_INPUT_ELEMENT_DESC D3D12PipelineState::CreateInputElement(
|
||||
@@ -85,11 +226,5 @@ D3D12_INPUT_ELEMENT_DESC D3D12PipelineState::CreateInputElement(
|
||||
return CreateInputElement(semanticName, semanticIndex, format, inputSlot, D3D12_APPEND_ALIGNED_ELEMENT);
|
||||
}
|
||||
|
||||
void D3D12PipelineState::Bind() {
|
||||
}
|
||||
|
||||
void D3D12PipelineState::Unbind() {
|
||||
}
|
||||
|
||||
} // namespace RHI
|
||||
} // namespace XCEngine
|
||||
@@ -444,8 +444,15 @@ RHIShader* OpenGLDevice::CompileShader(const ShaderCompileDesc& desc) {
|
||||
return shader;
|
||||
}
|
||||
|
||||
RHIPipelineState* OpenGLDevice::CreatePipelineState(const PipelineStateDesc& desc) {
|
||||
RHIPipelineState* OpenGLDevice::CreatePipelineState(const GraphicsPipelineDesc& desc) {
|
||||
auto* pso = new OpenGLPipelineState();
|
||||
pso->SetInputLayout(desc.inputLayout);
|
||||
pso->SetRasterizerState(desc.rasterizerState);
|
||||
pso->SetBlendState(desc.blendState);
|
||||
pso->SetDepthStencilState(desc.depthStencilState);
|
||||
pso->SetTopology(desc.topologyType);
|
||||
pso->SetRenderTargetFormats(desc.renderTargetCount, desc.renderTargetFormats, desc.depthStencilFormat);
|
||||
pso->SetSampleCount(desc.sampleCount);
|
||||
return pso;
|
||||
}
|
||||
|
||||
|
||||
@@ -1,154 +1,90 @@
|
||||
#define GLFW_INCLUDE_NONE
|
||||
#include "XCEngine/RHI/OpenGL/OpenGLPipelineState.h"
|
||||
#include <glad/glad.h>
|
||||
|
||||
namespace XCEngine {
|
||||
namespace RHI {
|
||||
|
||||
static unsigned int ToGLComparisonFunc(ComparisonFunc func) {
|
||||
switch (func) {
|
||||
case ComparisonFunc::Never: return GL_NEVER;
|
||||
case ComparisonFunc::Less: return GL_LESS;
|
||||
case ComparisonFunc::Equal: return GL_EQUAL;
|
||||
case ComparisonFunc::LessEqual: return GL_LEQUAL;
|
||||
case ComparisonFunc::Greater: return GL_GREATER;
|
||||
case ComparisonFunc::NotEqual: return GL_NOTEQUAL;
|
||||
case ComparisonFunc::GreaterEqual: return GL_GEQUAL;
|
||||
case ComparisonFunc::Always: return GL_ALWAYS;
|
||||
default: return GL_LESS;
|
||||
}
|
||||
}
|
||||
|
||||
static unsigned int ToGLBlendFactor(BlendFactor factor) {
|
||||
switch (factor) {
|
||||
case BlendFactor::Zero: return GL_ZERO;
|
||||
case BlendFactor::One: return GL_ONE;
|
||||
case BlendFactor::SrcColor: return GL_SRC_COLOR;
|
||||
case BlendFactor::InvSrcColor: return GL_ONE_MINUS_SRC_COLOR;
|
||||
case BlendFactor::DstColor: return GL_DST_COLOR;
|
||||
case BlendFactor::InvDstColor: return GL_ONE_MINUS_DST_COLOR;
|
||||
case BlendFactor::SrcAlpha: return GL_SRC_ALPHA;
|
||||
case BlendFactor::InvSrcAlpha: return GL_ONE_MINUS_SRC_ALPHA;
|
||||
case BlendFactor::DstAlpha: return GL_DST_ALPHA;
|
||||
case BlendFactor::InvDstAlpha: return GL_ONE_MINUS_DST_ALPHA;
|
||||
case BlendFactor::SrcAlphaSat: return GL_SRC_ALPHA_SATURATE;
|
||||
case BlendFactor::Src1Color: return GL_SRC1_COLOR;
|
||||
case BlendFactor::InvSrc1Color: return GL_ONE_MINUS_SRC1_COLOR;
|
||||
case BlendFactor::Src1Alpha: return GL_SRC1_ALPHA;
|
||||
case BlendFactor::InvSrc1Alpha: return GL_ONE_MINUS_SRC1_ALPHA;
|
||||
default: return GL_ONE;
|
||||
}
|
||||
}
|
||||
|
||||
static unsigned int ToGLBlendOp(BlendOp op) {
|
||||
switch (op) {
|
||||
case BlendOp::Add: return GL_FUNC_ADD;
|
||||
case BlendOp::Subtract: return GL_FUNC_SUBTRACT;
|
||||
case BlendOp::ReverseSubtract: return GL_FUNC_REVERSE_SUBTRACT;
|
||||
case BlendOp::Min: return GL_MIN;
|
||||
case BlendOp::Max: return GL_MAX;
|
||||
default: return GL_FUNC_ADD;
|
||||
}
|
||||
}
|
||||
|
||||
static unsigned int ToGLCullFace(CullFace face) {
|
||||
switch (face) {
|
||||
case CullFace::Front: return GL_FRONT;
|
||||
case CullFace::Back: return GL_BACK;
|
||||
case CullFace::FrontAndBack: return GL_FRONT_AND_BACK;
|
||||
default: return GL_BACK;
|
||||
}
|
||||
}
|
||||
|
||||
static unsigned int ToGLFrontFace(FrontFace face) {
|
||||
switch (face) {
|
||||
case FrontFace::Clockwise: return GL_CW;
|
||||
case FrontFace::CounterClockwise: return GL_CCW;
|
||||
default: return GL_CCW;
|
||||
}
|
||||
}
|
||||
|
||||
static unsigned int ToGLPolygonMode(PolygonMode mode) {
|
||||
switch (mode) {
|
||||
case PolygonMode::Point: return GL_POINT;
|
||||
case PolygonMode::Line: return GL_LINE;
|
||||
case PolygonMode::Fill: return GL_FILL;
|
||||
default: return GL_FILL;
|
||||
}
|
||||
}
|
||||
|
||||
static unsigned int ToGLStencilOp(StencilOp op) {
|
||||
switch (op) {
|
||||
case StencilOp::Keep: return GL_KEEP;
|
||||
case StencilOp::Zero: return GL_ZERO;
|
||||
case StencilOp::Replace: return GL_REPLACE;
|
||||
case StencilOp::Incr: return GL_INCR;
|
||||
case StencilOp::IncrSat: return GL_INCR_WRAP;
|
||||
case StencilOp::Decr: return GL_DECR;
|
||||
case StencilOp::DecrSat: return GL_DECR_WRAP;
|
||||
case StencilOp::Invert: return GL_INVERT;
|
||||
default: return GL_KEEP;
|
||||
}
|
||||
}
|
||||
|
||||
OpenGLPipelineState::OpenGLPipelineState()
|
||||
: m_program(0)
|
||||
, m_programAttached(false) {
|
||||
m_clearColor[0] = m_clearColor[1] = m_clearColor[2] = m_clearColor[3] = 0.0f;
|
||||
: m_program(0), m_programAttached(false) {
|
||||
}
|
||||
|
||||
OpenGLPipelineState::~OpenGLPipelineState() {
|
||||
}
|
||||
|
||||
void OpenGLPipelineState::SetDepthStencilState(const OpenGLDepthStencilState& state) {
|
||||
m_depthStencilState = state;
|
||||
void OpenGLPipelineState::SetInputLayout(const InputLayoutDesc& layout) {
|
||||
m_inputLayoutDesc = layout;
|
||||
}
|
||||
|
||||
void OpenGLPipelineState::SetBlendState(const OpenGLBlendState& state) {
|
||||
m_blendState = state;
|
||||
void OpenGLPipelineState::SetRasterizerState(const RasterizerDesc& state) {
|
||||
m_rasterizerDesc = state;
|
||||
}
|
||||
|
||||
void OpenGLPipelineState::SetRasterizerState(const OpenGLRasterizerState& state) {
|
||||
m_rasterizerState = state;
|
||||
void OpenGLPipelineState::SetBlendState(const BlendDesc& state) {
|
||||
m_blendDesc = state;
|
||||
}
|
||||
|
||||
void OpenGLPipelineState::SetViewport(const ViewportState& state) {
|
||||
m_viewportState = state;
|
||||
void OpenGLPipelineState::SetDepthStencilState(const DepthStencilStateDesc& state) {
|
||||
m_depthStencilDesc = state;
|
||||
}
|
||||
|
||||
void OpenGLPipelineState::SetScissor(const ScissorState& state) {
|
||||
m_scissorState = state;
|
||||
void OpenGLPipelineState::SetTopology(uint32_t topologyType) {
|
||||
m_topologyType = topologyType;
|
||||
}
|
||||
|
||||
void OpenGLPipelineState::SetLogicalOperation(const LogicalOperation& state) {
|
||||
m_logicalOperation = state;
|
||||
void OpenGLPipelineState::SetRenderTargetFormats(uint32_t count, const uint32_t* formats, uint32_t depthFormat) {
|
||||
}
|
||||
|
||||
void OpenGLPipelineState::SetSampleCount(uint32_t count) {
|
||||
}
|
||||
|
||||
PipelineStateHash OpenGLPipelineState::GetHash() const {
|
||||
PipelineStateHash hash = {};
|
||||
return hash;
|
||||
}
|
||||
|
||||
void OpenGLPipelineState::Shutdown() {
|
||||
m_program = 0;
|
||||
m_programAttached = false;
|
||||
}
|
||||
|
||||
void OpenGLPipelineState::Bind() {
|
||||
if (m_programAttached) {
|
||||
glUseProgram(m_program);
|
||||
}
|
||||
Apply();
|
||||
}
|
||||
|
||||
void OpenGLPipelineState::Unbind() {
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
void OpenGLPipelineState::Apply() {
|
||||
ApplyDepthStencil();
|
||||
ApplyBlend();
|
||||
ApplyRasterizer();
|
||||
ApplyViewport();
|
||||
ApplyScissor();
|
||||
}
|
||||
|
||||
void OpenGLPipelineState::ApplyDepthStencil() {
|
||||
if (m_depthStencilState.depthTestEnable) {
|
||||
if (m_glDepthStencilState.depthTestEnable) {
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
} else {
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
}
|
||||
glDepthMask(m_depthStencilState.depthWriteEnable ? GL_TRUE : GL_FALSE);
|
||||
glDepthFunc(ToGLComparisonFunc(m_depthStencilState.depthFunc));
|
||||
glDepthMask(m_glDepthStencilState.depthWriteEnable ? GL_TRUE : GL_FALSE);
|
||||
glDepthFunc(static_cast<GLenum>(m_glDepthStencilState.depthFunc));
|
||||
|
||||
if (m_depthStencilState.stencilEnable) {
|
||||
if (m_glDepthStencilState.stencilEnable) {
|
||||
glEnable(GL_STENCIL_TEST);
|
||||
glStencilMask(m_depthStencilState.stencilWriteMask);
|
||||
glStencilFunc(ToGLComparisonFunc(m_depthStencilState.stencilFunc), m_depthStencilState.stencilRef, m_depthStencilState.stencilReadMask);
|
||||
glStencilMask(m_glDepthStencilState.stencilWriteMask);
|
||||
glStencilFunc(
|
||||
static_cast<GLenum>(m_glDepthStencilState.stencilFunc),
|
||||
m_glDepthStencilState.stencilRef,
|
||||
m_glDepthStencilState.stencilReadMask
|
||||
);
|
||||
glStencilOp(
|
||||
ToGLStencilOp(m_depthStencilState.stencilFailOp),
|
||||
ToGLStencilOp(m_depthStencilState.stencilDepthFailOp),
|
||||
ToGLStencilOp(m_depthStencilState.stencilDepthPassOp)
|
||||
static_cast<GLenum>(m_glDepthStencilState.stencilFailOp),
|
||||
static_cast<GLenum>(m_glDepthStencilState.stencilDepthFailOp),
|
||||
static_cast<GLenum>(m_glDepthStencilState.stencilDepthPassOp)
|
||||
);
|
||||
} else {
|
||||
glDisable(GL_STENCIL_TEST);
|
||||
@@ -156,29 +92,23 @@ void OpenGLPipelineState::ApplyDepthStencil() {
|
||||
}
|
||||
|
||||
void OpenGLPipelineState::ApplyBlend() {
|
||||
if (m_blendState.blendEnable) {
|
||||
if (m_glBlendState.blendEnable) {
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFuncSeparate(
|
||||
ToGLBlendFactor(m_blendState.srcBlend),
|
||||
ToGLBlendFactor(m_blendState.dstBlend),
|
||||
ToGLBlendFactor(m_blendState.srcBlendAlpha),
|
||||
ToGLBlendFactor(m_blendState.dstBlendAlpha)
|
||||
static_cast<GLenum>(m_glBlendState.srcBlend),
|
||||
static_cast<GLenum>(m_glBlendState.dstBlend),
|
||||
static_cast<GLenum>(m_glBlendState.srcBlendAlpha),
|
||||
static_cast<GLenum>(m_glBlendState.dstBlendAlpha)
|
||||
);
|
||||
glBlendEquationSeparate(
|
||||
ToGLBlendOp(m_blendState.blendOp),
|
||||
ToGLBlendOp(m_blendState.blendOpAlpha)
|
||||
);
|
||||
glBlendColor(
|
||||
m_blendState.blendFactor[0],
|
||||
m_blendState.blendFactor[1],
|
||||
m_blendState.blendFactor[2],
|
||||
m_blendState.blendFactor[3]
|
||||
static_cast<GLenum>(m_glBlendState.blendOp),
|
||||
static_cast<GLenum>(m_glBlendState.blendOpAlpha)
|
||||
);
|
||||
glColorMask(
|
||||
(m_blendState.colorWriteMask & 1) != 0,
|
||||
(m_blendState.colorWriteMask & 2) != 0,
|
||||
(m_blendState.colorWriteMask & 4) != 0,
|
||||
(m_blendState.colorWriteMask & 8) != 0
|
||||
(m_glBlendState.colorWriteMask & 1) != 0,
|
||||
(m_glBlendState.colorWriteMask & 2) != 0,
|
||||
(m_glBlendState.colorWriteMask & 4) != 0,
|
||||
(m_glBlendState.colorWriteMask & 8) != 0
|
||||
);
|
||||
} else {
|
||||
glDisable(GL_BLEND);
|
||||
@@ -186,40 +116,21 @@ void OpenGLPipelineState::ApplyBlend() {
|
||||
}
|
||||
|
||||
void OpenGLPipelineState::ApplyRasterizer() {
|
||||
if (m_rasterizerState.cullFaceEnable) {
|
||||
if (m_glRasterizerState.cullFaceEnable) {
|
||||
glEnable(GL_CULL_FACE);
|
||||
glCullFace(ToGLCullFace(m_rasterizerState.cullFace));
|
||||
glFrontFace(ToGLFrontFace(m_rasterizerState.frontFace));
|
||||
glCullFace(static_cast<GLenum>(m_glRasterizerState.cullFace));
|
||||
glFrontFace(static_cast<GLenum>(m_glRasterizerState.frontFace));
|
||||
} else {
|
||||
glDisable(GL_CULL_FACE);
|
||||
}
|
||||
|
||||
glPolygonMode(GL_FRONT_AND_BACK, ToGLPolygonMode(m_rasterizerState.polygonMode));
|
||||
glPolygonMode(GL_FRONT_AND_BACK, static_cast<GLenum>(m_glRasterizerState.polygonMode));
|
||||
|
||||
if (m_rasterizerState.polygonOffsetFactor != 0.0f || m_rasterizerState.polygonOffsetUnits != 0.0f) {
|
||||
glEnable(GL_POLYGON_OFFSET_FILL);
|
||||
glPolygonOffset(m_rasterizerState.polygonOffsetFactor, m_rasterizerState.polygonOffsetUnits);
|
||||
} else {
|
||||
glDisable(GL_POLYGON_OFFSET_FILL);
|
||||
}
|
||||
|
||||
if (m_rasterizerState.scissorTestEnable) {
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
} else {
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
}
|
||||
|
||||
if (m_rasterizerState.multisampleEnable) {
|
||||
if (m_glRasterizerState.multisampleEnable) {
|
||||
glEnable(GL_MULTISAMPLE);
|
||||
} else {
|
||||
glDisable(GL_MULTISAMPLE);
|
||||
}
|
||||
|
||||
if (m_rasterizerState.sampleAlphaToCoverageEnable) {
|
||||
glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
|
||||
} else {
|
||||
glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
|
||||
}
|
||||
}
|
||||
|
||||
void OpenGLPipelineState::ApplyViewport() {
|
||||
@@ -237,6 +148,31 @@ void OpenGLPipelineState::ApplyScissor() {
|
||||
}
|
||||
}
|
||||
|
||||
void OpenGLPipelineState::SetProgram(unsigned int program) {
|
||||
m_program = program;
|
||||
m_programAttached = (program != 0);
|
||||
}
|
||||
|
||||
void OpenGLPipelineState::SetDepthStencilState(const OpenGLDepthStencilState& state) {
|
||||
m_glDepthStencilState = state;
|
||||
}
|
||||
|
||||
void OpenGLPipelineState::SetBlendState(const OpenGLBlendState& state) {
|
||||
m_glBlendState = state;
|
||||
}
|
||||
|
||||
void OpenGLPipelineState::SetRasterizerState(const OpenGLRasterizerState& state) {
|
||||
m_glRasterizerState = state;
|
||||
}
|
||||
|
||||
void OpenGLPipelineState::SetViewport(const ViewportState& state) {
|
||||
m_viewportState = state;
|
||||
}
|
||||
|
||||
void OpenGLPipelineState::SetScissor(const ScissorState& state) {
|
||||
m_scissorState = state;
|
||||
}
|
||||
|
||||
void OpenGLPipelineState::SetClearColor(float r, float g, float b, float a) {
|
||||
m_clearColor[0] = r;
|
||||
m_clearColor[1] = g;
|
||||
@@ -265,24 +201,16 @@ void OpenGLPipelineState::DetachShader() {
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
void OpenGLPipelineState::Shutdown() {
|
||||
m_program = 0;
|
||||
m_programAttached = false;
|
||||
const OpenGLDepthStencilState& OpenGLPipelineState::GetOpenGLDepthStencilState() const {
|
||||
return m_glDepthStencilState;
|
||||
}
|
||||
|
||||
void OpenGLPipelineState::Bind() {
|
||||
if (m_programAttached) {
|
||||
glUseProgram(m_program);
|
||||
}
|
||||
Apply();
|
||||
const OpenGLBlendState& OpenGLPipelineState::GetOpenGLBlendState() const {
|
||||
return m_glBlendState;
|
||||
}
|
||||
|
||||
void OpenGLPipelineState::Unbind() {
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
void* OpenGLPipelineState::GetNativeHandle() {
|
||||
return reinterpret_cast<void*>(static_cast<uintptr_t>(m_program));
|
||||
const OpenGLRasterizerState& OpenGLPipelineState::GetOpenGLRasterizerState() const {
|
||||
return m_glRasterizerState;
|
||||
}
|
||||
|
||||
} // namespace RHI
|
||||
|
||||
Reference in New Issue
Block a user