Exemple #1
0
void setup_depth_stencil_state(const GrVkGpu* gpu,
                               const GrStencilSettings& stencilSettings,
                               VkPipelineDepthStencilStateCreateInfo* stencilInfo) {
    memset(stencilInfo, 0, sizeof(VkPipelineDepthStencilStateCreateInfo));
    stencilInfo->sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
    stencilInfo->pNext = nullptr;
    stencilInfo->flags = 0;
    // set depth testing defaults
    stencilInfo->depthTestEnable = VK_FALSE;
    stencilInfo->depthWriteEnable = VK_FALSE;
    stencilInfo->depthCompareOp = VK_COMPARE_OP_ALWAYS;
    stencilInfo->depthBoundsTestEnable = VK_FALSE;
    stencilInfo->stencilTestEnable = !stencilSettings.isDisabled();
    if (!stencilSettings.isDisabled()) {
        // Set front face
        const GrStencilSettings::Face& front = stencilSettings.front();
        stencilInfo->front.failOp = stencil_op_to_vk_stencil_op(front.fFailOp);
        stencilInfo->front.passOp = stencil_op_to_vk_stencil_op(front.fPassOp);
        stencilInfo->front.depthFailOp = stencilInfo->front.failOp;
        stencilInfo->front.compareOp = stencil_func_to_vk_compare_op(front.fTest);
        stencilInfo->front.compareMask = front.fTestMask;
        stencilInfo->front.writeMask = front.fWriteMask;
        stencilInfo->front.reference = front.fRef;

        // Set back face
        if (!stencilSettings.isTwoSided()) {
            stencilInfo->back = stencilInfo->front;
        } else {
            const GrStencilSettings::Face& back = stencilSettings.back();
            stencilInfo->back.failOp = stencil_op_to_vk_stencil_op(back.fFailOp);
            stencilInfo->back.passOp = stencil_op_to_vk_stencil_op(back.fPassOp);
            stencilInfo->back.depthFailOp = stencilInfo->front.failOp;
            stencilInfo->back.compareOp = stencil_func_to_vk_compare_op(back.fTest);
            stencilInfo->back.compareMask = back.fTestMask;
            stencilInfo->back.writeMask = back.fWriteMask;
            stencilInfo->back.reference = back.fRef;
        }
    }
    stencilInfo->minDepthBounds = 0.0f;
    stencilInfo->maxDepthBounds = 1.0f;
}
void setup_depth_stencil_state(const GrVkGpu* gpu,
                               const GrStencilSettings& stencilSettings,
                               VkPipelineDepthStencilStateCreateInfo* stencilInfo) {
    memset(stencilInfo, 0, sizeof(VkPipelineDepthStencilStateCreateInfo));
    stencilInfo->sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
    stencilInfo->pNext = nullptr;
    stencilInfo->flags = 0;
    // set depth testing defaults
    stencilInfo->depthTestEnable = VK_FALSE;
    stencilInfo->depthWriteEnable = VK_FALSE;
    stencilInfo->depthCompareOp = VK_COMPARE_OP_ALWAYS;
    stencilInfo->depthBoundsTestEnable = VK_FALSE;
    stencilInfo->stencilTestEnable = !stencilSettings.isDisabled();
    if (!stencilSettings.isDisabled()) {
        // Set front face
        GrStencilSettings::Face face = GrStencilSettings::kFront_Face;
        stencilInfo->front.failOp = stencil_op_to_vk_stencil_op(stencilSettings.failOp(face));
        stencilInfo->front.passOp = stencil_op_to_vk_stencil_op(stencilSettings.passOp(face));
        stencilInfo->front.depthFailOp = stencilInfo->front.failOp;
        stencilInfo->front.compareOp = stencil_func_to_vk_compare_op(stencilSettings.func(face));
        stencilInfo->front.compareMask = stencilSettings.funcMask(face);
        stencilInfo->front.writeMask = stencilSettings.writeMask(face);
        stencilInfo->front.reference = stencilSettings.funcRef(face);

        // Set back face
        face = GrStencilSettings::kBack_Face;
        stencilInfo->back.failOp = stencil_op_to_vk_stencil_op(stencilSettings.failOp(face));
        stencilInfo->back.passOp = stencil_op_to_vk_stencil_op(stencilSettings.passOp(face));
        stencilInfo->back.depthFailOp = stencilInfo->front.failOp;
        stencilInfo->back.compareOp = stencil_func_to_vk_compare_op(stencilSettings.func(face));
        stencilInfo->back.compareMask = stencilSettings.funcMask(face);
        stencilInfo->back.writeMask = stencilSettings.writeMask(face);
        stencilInfo->back.reference = stencilSettings.funcRef(face);
    }
    stencilInfo->minDepthBounds = 0.0f;
    stencilInfo->maxDepthBounds = 1.0f;
}