コード例 #1
0
ファイル: TextureDx11.cpp プロジェクト: jayryness/Eigen
    TextureTargetPtr TextureSystem::CreateTarget(const TextureTarget::Params& params)
    {
        ComPtr<ID3D11Resource> d3dResource;

        if (params.depth > 0)
        {
            D3D11_TEXTURE3D_DESC desc;
            desc.Width = params.width;
            desc.Height = params.height;
            desc.Depth = params.depth;
            desc.MipLevels = params.lastMip+1;
            desc.Format = TranslateFormat((TextureTarget::Format)params.format);
            desc.Usage = D3D11_USAGE_DEFAULT;
            desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
            desc.BindFlags |= IsDepthFormat((TextureTarget::Format)params.format) ? D3D11_BIND_DEPTH_STENCIL : 0;
            desc.CPUAccessFlags = (params.flags & TextureTarget::cFlag_CpuReadAccess) ? D3D11_CPU_ACCESS_READ : 0;
            desc.MiscFlags = 0;

            HRESULT hr = EngineCore::s_instance.device->CreateTexture3D(&desc, nullptr, (ID3D11Texture3D**) d3dResource.GetAddressOf());
            if (FAILED(hr))
                return nullptr;
        }
        else
        {
            D3D11_TEXTURE2D_DESC desc;
            desc.Width = params.width;
            desc.Height = params.height;
            desc.MipLevels = params.lastMip+1;
            desc.ArraySize = params.arrayLength > 0 ? params.arrayLength : 1;
            desc.Format = TranslateFormat((TextureTarget::Format)params.format);
            desc.SampleDesc.Count = 1 << params.multisampling;
            desc.SampleDesc.Quality = 0;
            desc.Usage = D3D11_USAGE_DEFAULT;
            desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
            desc.BindFlags |= IsDepthFormat((TextureTarget::Format)params.format) ? D3D11_BIND_DEPTH_STENCIL : 0;
            desc.CPUAccessFlags = (params.flags & TextureTarget::cFlag_CpuReadAccess) ? D3D11_CPU_ACCESS_READ : 0;
            desc.MiscFlags = 0;

            HRESULT hr = EngineCore::s_instance.device->CreateTexture2D(&desc, nullptr, (ID3D11Texture2D**) d3dResource.GetAddressOf());
            if (FAILED(hr))
                return nullptr;
        }

        Texture::Details* details = new(g_texturePool.Allocate()) Texture::Details((Texture::Params&)params);
        assert(details != nullptr);
        details->m_d3dResource.Swap(d3dResource);
        return (TextureTarget*)details;
    }
コード例 #2
0
	void OGLESTextureCubeDepthStencilRenderView::OnAttached(FrameBuffer& fb, uint32_t att)
	{
		UNREF_PARAM(att);

		BOOST_ASSERT(FrameBuffer::ATT_DepthStencil == att);

		index_ = 0;

		fbo_ = checked_cast<OGLESFrameBuffer*>(&fb)->OGLFbo();
		GLenum face = GL_TEXTURE_CUBE_MAP_POSITIVE_X + face_ - Texture::CF_Positive_X;
		OGLESRenderEngine& re = *checked_cast<OGLESRenderEngine*>(&Context::Instance().RenderFactoryInstance().RenderEngineInstance());
		re.BindFramebuffer(fbo_);

		if (IsDepthFormat(pf_))
		{
			glFramebufferTexture2D(GL_FRAMEBUFFER,
				GL_DEPTH_ATTACHMENT, face, tex_, level_);
		}
		if (IsStencilFormat(pf_))
		{
			glFramebufferTexture2D(GL_FRAMEBUFFER,
				GL_STENCIL_ATTACHMENT, face, tex_, level_);
		}

		re.BindFramebuffer(0);
	}
コード例 #3
0
	OGLESDepthStencilRenderView::OGLESDepthStencilRenderView(uint32_t width, uint32_t height,
									ElementFormat pf, uint32_t sample_count, uint32_t sample_quality)
		: target_type_(0), array_index_(0), level_(-1),
			sample_count_(sample_count), sample_quality_(sample_quality)
	{
		BOOST_ASSERT(IsDepthFormat(pf));

		width_ = width;
		height_ = height;
		pf_ = pf;

		GLint internalFormat;
		GLenum glformat;
		GLenum gltype;
		OGLESMapping::MappingFormat(internalFormat, glformat, gltype, pf_);

		switch (internalFormat)
		{
		case GL_DEPTH_COMPONENT:
			internalFormat = GL_DEPTH_COMPONENT16;
			break;

		case GL_DEPTH_STENCIL_OES:
			internalFormat = GL_DEPTH24_STENCIL8_OES;
			break;

		default:
			break;
		}

		glGenRenderbuffers(1, &rbo_);
		glBindRenderbuffer(GL_RENDERBUFFER, rbo_);
		glRenderbufferStorage(GL_RENDERBUFFER,
								internalFormat, width_, height_);
	}
コード例 #4
0
ファイル: DXTexture.cpp プロジェクト: AdmiralCurtiss/dolphin
std::unique_ptr<DXTexture> DXTexture::Create(const TextureConfig& config)
{
  // Use typeless to create the texture when it's a render target, so we can alias it with an
  // integer format (for EFB).
  const DXGI_FORMAT tex_format =
      D3DCommon::GetDXGIFormatForAbstractFormat(config.format, config.IsRenderTarget());
  UINT bindflags = D3D11_BIND_SHADER_RESOURCE;
  if (config.IsRenderTarget())
    bindflags |= IsDepthFormat(config.format) ? D3D11_BIND_DEPTH_STENCIL : D3D11_BIND_RENDER_TARGET;
  if (config.IsComputeImage())
    bindflags |= D3D11_BIND_UNORDERED_ACCESS;

  CD3D11_TEXTURE2D_DESC desc(tex_format, config.width, config.height, config.layers, config.levels,
                             bindflags, D3D11_USAGE_DEFAULT, 0, config.samples, 0, 0);
  ComPtr<ID3D11Texture2D> d3d_texture;
  HRESULT hr = D3D::device->CreateTexture2D(&desc, nullptr, &d3d_texture);
  if (FAILED(hr))
  {
    PanicAlert("Failed to create %ux%ux%u D3D backing texture", config.width, config.height,
               config.layers);
    return nullptr;
  }

  std::unique_ptr<DXTexture> tex(new DXTexture(config, d3d_texture.Get()));
  if (!tex->CreateSRV() || (config.IsComputeImage() && !tex->CreateUAV()))
    return nullptr;

  return tex;
}
コード例 #5
0
	OGLESScreenDepthStencilRenderView::OGLESScreenDepthStencilRenderView(uint32_t width, uint32_t height,
									ElementFormat pf)
	{
		BOOST_ASSERT(IsDepthFormat(pf));

		width_ = width;
		height_ = height;
		pf_ = pf;
	}
コード例 #6
0
ファイル: d3d12_serialise.cpp プロジェクト: cgmb/renderdoc
void DoSerialise(SerialiserType &ser, D3D12_CLEAR_VALUE &el)
{
  SERIALISE_MEMBER(Format);

  if(IsDepthFormat(el.Format))
    SERIALISE_MEMBER(DepthStencil);
  else
    SERIALISE_MEMBER(Color);
}
コード例 #7
0
ファイル: DXTexture.cpp プロジェクト: Sintendo/dolphin
std::unique_ptr<DXTexture> DXTexture::Create(const TextureConfig& config)
{
  // Use typeless to create the texture when it's a render target, so we can alias it with an
  // integer format (for EFB).
  const DXGI_FORMAT tex_format = GetDXGIFormatForHostFormat(config.format, config.IsRenderTarget());
  const DXGI_FORMAT srv_format = GetSRVFormatForHostFormat(config.format);
  UINT bindflags = D3D11_BIND_SHADER_RESOURCE;
  if (config.IsRenderTarget())
    bindflags |= IsDepthFormat(config.format) ? D3D11_BIND_DEPTH_STENCIL : D3D11_BIND_RENDER_TARGET;
  if (config.IsComputeImage())
    bindflags |= D3D11_BIND_UNORDERED_ACCESS;

  CD3D11_TEXTURE2D_DESC desc(tex_format, config.width, config.height, config.layers, config.levels,
                             bindflags, D3D11_USAGE_DEFAULT, 0, config.samples, 0, 0);
  ID3D11Texture2D* d3d_texture;
  HRESULT hr = D3D::device->CreateTexture2D(&desc, nullptr, &d3d_texture);
  if (FAILED(hr))
  {
    PanicAlert("Failed to create %ux%ux%u D3D backing texture", config.width, config.height,
               config.layers);
    return nullptr;
  }

  ID3D11ShaderResourceView* d3d_srv;
  const CD3D11_SHADER_RESOURCE_VIEW_DESC srv_desc(d3d_texture,
                                                  config.IsMultisampled() ?
                                                      D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY :
                                                      D3D11_SRV_DIMENSION_TEXTURE2DARRAY,
                                                  srv_format, 0, config.levels, 0, config.layers);
  hr = D3D::device->CreateShaderResourceView(d3d_texture, &srv_desc, &d3d_srv);
  if (FAILED(hr))
  {
    PanicAlert("Failed to create %ux%ux%u D3D SRV", config.width, config.height, config.layers);
    d3d_texture->Release();
    return nullptr;
  }

  ID3D11UnorderedAccessView* d3d_uav = nullptr;
  if (config.IsComputeImage())
  {
    const CD3D11_UNORDERED_ACCESS_VIEW_DESC uav_desc(
        d3d_texture, D3D11_UAV_DIMENSION_TEXTURE2DARRAY, srv_format, 0, 0, config.layers);
    hr = D3D::device->CreateUnorderedAccessView(d3d_texture, &uav_desc, &d3d_uav);
    if (FAILED(hr))
    {
      PanicAlert("Failed to create %ux%ux%u D3D UAV", config.width, config.height, config.layers);
      d3d_uav->Release();
      d3d_texture->Release();
      return nullptr;
    }
  }

  return std::make_unique<DXTexture>(config, d3d_texture, d3d_srv, d3d_uav);
}
コード例 #8
0
ファイル: TextureDx11.cpp プロジェクト: jayryness/eigen2
    inline UINT TranslateBindFlags(Texture::Usage usage, Format format)
    {
        UINT bind = D3D11_BIND_SHADER_RESOURCE;

        if (usage == Texture::Usage::RenderTarget)
        {
            bind |= D3D11_BIND_RENDER_TARGET;
            bind |= IsDepthFormat(format) ? D3D11_BIND_DEPTH_STENCIL : 0;
        }

        return bind;
    }
コード例 #9
0
	void OGLESRenderView::ClearDepthStencil(float depth, int32_t stencil)
	{
		uint32_t flags = 0;
		if (IsDepthFormat(pf_))
		{
			flags |= GL_DEPTH_BUFFER_BIT;
		}
		if (IsStencilFormat(pf_))
		{
			flags |= GL_STENCIL_BUFFER_BIT;
		}

		this->DoClear(flags, Color(), depth, stencil);
	}
コード例 #10
0
	void OGLESDepthStencilRenderView::OnAttached(FrameBuffer& fb, uint32_t att)
	{
		UNREF_PARAM(att);

		BOOST_ASSERT(FrameBuffer::ATT_DepthStencil == att);

		index_ = 0;

		fbo_ = checked_cast<OGLESFrameBuffer*>(&fb)->OGLFbo();
		if (level_ < 0)
		{
			OGLESRenderEngine& re = *checked_cast<OGLESRenderEngine*>(&Context::Instance().RenderFactoryInstance().RenderEngineInstance());
			re.BindFramebuffer(fbo_);

			glFramebufferRenderbuffer(GL_FRAMEBUFFER,
									GL_DEPTH_ATTACHMENT,
									GL_RENDERBUFFER, rbo_);
			if (IsStencilFormat(pf_))
			{
				glFramebufferRenderbuffer(GL_FRAMEBUFFER,
									GL_STENCIL_ATTACHMENT,
									GL_RENDERBUFFER, rbo_);
			}

			re.BindFramebuffer(0);
		}
		else
		{
			OGLESRenderEngine& re = *checked_cast<OGLESRenderEngine*>(&Context::Instance().RenderFactoryInstance().RenderEngineInstance());
			BOOST_ASSERT(GL_TEXTURE_2D == target_type_);

			re.BindFramebuffer(fbo_);

			if (IsDepthFormat(pf_))
			{
				glFramebufferTexture2D(GL_FRAMEBUFFER,
					GL_DEPTH_ATTACHMENT, target_type_, tex_, level_);
			}
			if (IsStencilFormat(pf_))
			{
				glFramebufferTexture2D(GL_FRAMEBUFFER,
					GL_STENCIL_ATTACHMENT, target_type_, tex_, level_);
			}

			re.BindFramebuffer(0);
		}
	}
コード例 #11
0
	OGLESDepthStencilRenderView::OGLESDepthStencilRenderView(Texture& texture, int array_index, int level)
		: target_type_(checked_cast<OGLESTexture2D*>(&texture)->GLType()), array_index_(array_index), level_(level)
	{
		BOOST_ASSERT(Texture::TT_2D == texture.Type());
		BOOST_ASSERT(IsDepthFormat(texture.Format()));

		if (array_index > 0)
		{
			THR(errc::function_not_supported);
		}

		width_ = texture.Width(level);
		height_ = texture.Height(level);
		pf_ = texture.Format();

		tex_ = checked_cast<OGLESTexture2D*>(&texture)->GLTexture();
	}
コード例 #12
0
	OGLESTextureCubeDepthStencilRenderView::OGLESTextureCubeDepthStencilRenderView(Texture& texture_cube, int array_index, Texture::CubeFaces face, int level)
		: texture_cube_(*checked_cast<OGLESTextureCube*>(&texture_cube)),
			face_(face), level_(level)
	{
		BOOST_ASSERT(Texture::TT_Cube == texture_cube.Type());
		BOOST_ASSERT(IsDepthFormat(texture_cube.Format()));

		if (array_index > 0)
		{
			THR(errc::function_not_supported);
		}

		width_ = texture_cube.Width(level);
		height_ = texture_cube.Height(level);
		pf_ = texture_cube.Format();

		tex_ = checked_cast<OGLESTextureCube*>(&texture_cube)->GLTexture();
	}
コード例 #13
0
	void D3D12TextureCube::BuildMipSubLevels()
	{
		// TODO
		// Depth stencil formats
		// Compression formats
		if (IsDepthFormat(format_) || IsCompressedFormat(format_))
		{
			for (uint32_t index = 0; index < this->ArraySize(); ++ index)
			{
				for (int f = 0; f < 6; ++ f)
				{
					CubeFaces const face = static_cast<CubeFaces>(f);
					for (uint32_t level = 1; level < this->NumMipMaps(); ++ level)
					{
						this->ResizeTextureCube(*this, index, face, level, 0, 0, this->Width(level), this->Height(level),
							index, face, level - 1, 0, 0, this->Width(level - 1), this->Height(level - 1), true);
					}
				}
			}
		}
		else
		{
			D3D12RenderEngine& re = *checked_cast<D3D12RenderEngine*>(&Context::Instance().RenderFactoryInstance().RenderEngineInstance());
			ID3D12Device*device = re.D3DDevice();
			ID3D12GraphicsCommandList* cmd_list = re.D3DRenderCmdList();

			auto const & effect = *re.BlitEffect();
			auto const & tech = *re.BilinearBlitTech();
			auto& pass = tech.Pass(0);
			pass.Bind(effect);
			D3D12ShaderObject& d3d12_so = *checked_cast<D3D12ShaderObject*>(pass.GetShaderObject(effect).get());

			D3D12RenderLayout& d3d12_rl = *checked_cast<D3D12RenderLayout*>(re.PostProcessRenderLayout().get());

			D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc;
			d3d12_so.UpdatePsoDesc(pso_desc);

			pso_desc.StreamOutput.pSODeclaration = nullptr;
			pso_desc.StreamOutput.NumEntries = 0;
			pso_desc.StreamOutput.pBufferStrides = nullptr;
			pso_desc.StreamOutput.NumStrides = 0;
			pso_desc.StreamOutput.RasterizedStream = 0;

			pso_desc.BlendState = checked_pointer_cast<D3D12RenderStateObject>(pass.GetRenderStateObject())->D3DBlendDesc();
			pso_desc.SampleMask = 0xFFFFFFFF;
			pso_desc.RasterizerState = checked_pointer_cast<D3D12RenderStateObject>(pass.GetRenderStateObject())->D3DRasterizerDesc();
			pso_desc.DepthStencilState = checked_pointer_cast<D3D12RenderStateObject>(pass.GetRenderStateObject())->D3DDepthStencilDesc();
			pso_desc.InputLayout.pInputElementDescs = &d3d12_rl.InputElementDesc()[0];
			pso_desc.InputLayout.NumElements = static_cast<UINT>(d3d12_rl.InputElementDesc().size());
			pso_desc.IBStripCutValue = (EF_R16UI == d3d12_rl.IndexStreamFormat())
				? D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFF : D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFFFFFF;

			RenderLayout::topology_type tt = d3d12_rl.TopologyType();
			pso_desc.PrimitiveTopologyType = D3D12Mapping::MappingPriTopoType(tt);

			pso_desc.NumRenderTargets = 1;
			pso_desc.RTVFormats[0] = dxgi_fmt_;
			for (uint32_t i = pso_desc.NumRenderTargets; i < std::size(pso_desc.RTVFormats); ++ i)
			{
				pso_desc.RTVFormats[i] = DXGI_FORMAT_UNKNOWN;
			}
			pso_desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
			pso_desc.SampleDesc.Count = 1;
			pso_desc.SampleDesc.Quality = 0;
			pso_desc.NodeMask = 0;
			pso_desc.CachedPSO.pCachedBlob = nullptr;
			pso_desc.CachedPSO.CachedBlobSizeInBytes = 0;
			pso_desc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;

			ID3D12PipelineStatePtr const & pso = re.CreateRenderPSO(pso_desc);

			re.SetPipelineState(pso.get());
			re.SetGraphicsRootSignature(d3d12_so.RootSignature());

			ID3D12DescriptorHeapPtr cbv_srv_uav_heap = re.CreateDynamicCBVSRVUAVDescriptorHeap(array_size_ * 6 * (num_mip_maps_ - 1));
			auto sampler_heap = d3d12_so.SamplerHeap();

			std::array<ID3D12DescriptorHeap*, 2> heaps;
			uint32_t num_heaps = 0;
			{
				heaps[num_heaps] = cbv_srv_uav_heap.get();
				++ num_heaps;
			}
			if (sampler_heap)
			{
				heaps[num_heaps] = sampler_heap;
				++ num_heaps;
			}
			re.SetDescriptorHeaps(ArrayRef<ID3D12DescriptorHeap*>(heaps.data(), num_heaps));

			if (sampler_heap)
			{
				D3D12_GPU_DESCRIPTOR_HANDLE gpu_sampler_handle = sampler_heap->GetGPUDescriptorHandleForHeapStart();
				cmd_list->SetGraphicsRootDescriptorTable(1, gpu_sampler_handle);
			}

			D3D12GraphicsBuffer& vb = *checked_cast<D3D12GraphicsBuffer*>(d3d12_rl.GetVertexStream(0).get());

			D3D12_VERTEX_BUFFER_VIEW vbv;
			vbv.BufferLocation = vb.GPUVirtualAddress();
			vbv.SizeInBytes = vb.Size();
			vbv.StrideInBytes = d3d12_rl.VertexSize(0);

			re.IASetVertexBuffers(0, vbv);

			re.IASetPrimitiveTopology(tt);

			D3D12_VIEWPORT vp;
			vp.TopLeftX = 0;
			vp.TopLeftY = 0;
			vp.MinDepth = 0;
			vp.MaxDepth = 1;

			D3D12_RECT scissor_rc;
			scissor_rc.left = 0;
			scissor_rc.top = 0;

			D3D12_RESOURCE_BARRIER barrier;
			barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
			barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;

			D3D12_CPU_DESCRIPTOR_HANDLE cpu_cbv_srv_uav_handle = cbv_srv_uav_heap->GetCPUDescriptorHandleForHeapStart();
			D3D12_GPU_DESCRIPTOR_HANDLE gpu_cbv_srv_uav_handle = cbv_srv_uav_heap->GetGPUDescriptorHandleForHeapStart();
			uint32_t const srv_desc_size = re.CBVSRVUAVDescSize();
			for (uint32_t index = 0; index < array_size_; ++ index)
			{
				for (int f = 0; f < 6; ++ f)
				{
					for (uint32_t level = 1; level < num_mip_maps_; ++ level)
					{
						cmd_list->SetGraphicsRootDescriptorTable(0, gpu_cbv_srv_uav_handle);

						UINT n = 0;
						D3D12_RESOURCE_BARRIER barriers[2];
						if (this->UpdateResourceBarrier(CalcSubresource(level - 1, index * 6 + f, 0, num_mip_maps_, array_size_),
							barrier, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE))
						{
							barriers[n] = barrier;
							++ n;
						}
						if (this->UpdateResourceBarrier(CalcSubresource(level, index * 6 + f, 0, num_mip_maps_, array_size_),
							barrier, D3D12_RESOURCE_STATE_RENDER_TARGET))
						{
							barriers[n] = barrier;
							++ n;
						}
						if (n > 0)
						{
							cmd_list->ResourceBarrier(n, barriers);
						}

						D3D12_CPU_DESCRIPTOR_HANDLE const & rt_handle = this->RetriveD3DRenderTargetView(index * 6 + f, 1, level)->Handle();

						D3D12_CPU_DESCRIPTOR_HANDLE const & sr_handle = this->RetriveD3DShaderResourceView(index * 6 + f, 1, level - 1, 1)->Handle();
						device->CopyDescriptorsSimple(1, cpu_cbv_srv_uav_handle, sr_handle, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);

						cmd_list->OMSetRenderTargets(1, &rt_handle, false, nullptr);

						vp.Width = static_cast<float>(this->Width(level));
						vp.Height = static_cast<float>(this->Height(level));
						re.RSSetViewports(1, &vp);

						scissor_rc.right = this->Width(level);
						scissor_rc.bottom = this->Height(level);
						re.RSSetScissorRects(scissor_rc);

						cmd_list->DrawInstanced(4, 1, 0, 0);

						cpu_cbv_srv_uav_handle.ptr += srv_desc_size;
						gpu_cbv_srv_uav_handle.ptr += srv_desc_size;
					}
				}
			}

			pass.Unbind(effect);

			auto& fb = *checked_cast<D3D12FrameBuffer*>(re.CurFrameBuffer().get());
			fb.SetRenderTargets();
		}
	}
コード例 #14
0
	void D3D11Texture::GetD3DFlags(D3D11_USAGE& usage, UINT& bind_flags, UINT& cpu_access_flags, UINT& misc_flags)
	{
		if (access_hint_ & EAH_Immutable)
		{
			usage = D3D11_USAGE_IMMUTABLE;
		}
		else
		{
			if ((EAH_CPU_Write | EAH_GPU_Read) == access_hint_)
			{
				usage = D3D11_USAGE_DYNAMIC;
			}
			else
			{
				if (EAH_CPU_Write == access_hint_)
				{
					if ((num_mip_maps_ != 1) || (TT_Cube == type_))
					{
						usage = D3D11_USAGE_STAGING;
					}
					else
					{
						usage = D3D11_USAGE_DYNAMIC;
					}
				}
				else
				{
					if (!(access_hint_ & EAH_CPU_Read) && !(access_hint_ & EAH_CPU_Write))
					{
						usage = D3D11_USAGE_DEFAULT;
					}
					else
					{
						usage = D3D11_USAGE_STAGING;
					}
				}
			}
		}

		bind_flags = 0;
		if ((access_hint_ & EAH_GPU_Read) || (D3D11_USAGE_DYNAMIC == usage))
		{
			bind_flags |= D3D11_BIND_SHADER_RESOURCE;
		}
		if (access_hint_ & EAH_GPU_Write)
		{
			if (IsDepthFormat(format_))
			{
				bind_flags |= D3D11_BIND_DEPTH_STENCIL;
			}
			else
			{
				bind_flags |= D3D11_BIND_RENDER_TARGET;
			}
		}
		D3D11RenderEngine const & re = *checked_cast<D3D11RenderEngine const *>(&Context::Instance().RenderFactoryInstance().RenderEngineInstance());
		if (re.DeviceFeatureLevel() >= D3D_FEATURE_LEVEL_11_0)
		{
			if (access_hint_ & EAH_GPU_Unordered)
			{
				bind_flags |= D3D11_BIND_UNORDERED_ACCESS;
			}
		}

		cpu_access_flags = 0;
		if (access_hint_ & EAH_CPU_Read)
		{
			cpu_access_flags |= D3D11_CPU_ACCESS_READ;
		}
		if (access_hint_ & EAH_CPU_Write)
		{
			cpu_access_flags |= D3D11_CPU_ACCESS_WRITE;
		}

		misc_flags = 0;
		if (access_hint_ & EAH_Generate_Mips)
		{
			misc_flags |= D3D11_RESOURCE_MISC_GENERATE_MIPS;
		}
	}
コード例 #15
0
ファイル: OGLESFrameBuffer.cpp プロジェクト: BitYorkie/KlayGE
	void OGLESFrameBuffer::Clear(uint32_t flags, Color const & clr, float depth, int32_t stencil)
	{
		OGLESRenderEngine& re = *checked_cast<OGLESRenderEngine*>(&Context::Instance().RenderFactoryInstance().RenderEngineInstance());

		GLuint old_fbo = re.BindFramebuffer();
		re.BindFramebuffer(fbo_);

		bool has_color = (flags & CBM_Color) && !!this->Attached(ATT_Color0);
		bool has_depth = false;
		bool has_stencil = false;
		RenderViewPtr const & ds_view = this->Attached(ATT_DepthStencil);
		if (ds_view)
		{
			has_depth = (flags & CBM_Depth) && IsDepthFormat(ds_view->Format());
			has_stencil = (flags & CBM_Stencil) && IsStencilFormat(ds_view->Format());
		}

		DepthStencilStateDesc const & ds_desc = re.CurDSSObj()->GetDesc();
		BlendStateDesc const & blend_desc = re.CurBSObj()->GetDesc();

		if (has_color)
		{
			if (blend_desc.color_write_mask[0] != CMASK_All)
			{
				glColorMask(true, true, true, true);
			}
		}
		if (has_depth)
		{
			if (!ds_desc.depth_write_mask)
			{
				glDepthMask(GL_TRUE);
			}
		}
		if (has_stencil)
		{
			if (ds_desc.front_stencil_write_mask != 0xFF)
			{
				glStencilMaskSeparate(GL_FRONT, 0xFF);
			}
			if (ds_desc.back_stencil_write_mask != 0xFF)
			{
				glStencilMaskSeparate(GL_BACK, 0xFF);
			}
		}

		if (glloader_GLES_VERSION_3_0())
		{
			if (flags & CBM_Color)
			{
				if (fbo_ != 0)
				{
					for (size_t i = 0; i < clr_views_.size(); ++ i)
					{
						if (clr_views_[i])
						{
							glClearBufferfv(GL_COLOR, static_cast<GLint>(i), &clr[0]);
						}
					}
				}
				else
				{
					glClearBufferfv(GL_COLOR, 0, &clr[0]);
				}
			}

			if (has_depth && has_stencil)
			{
				glClearBufferfi(GL_DEPTH_STENCIL, 0, depth, stencil);
			}
			else
			{
				if (has_depth)
				{
					glClearBufferfv(GL_DEPTH, 0, &depth);
				}
				else if (has_stencil)
				{
					GLint s = stencil;
					glClearBufferiv(GL_STENCIL, 0, &s);
				}
			}
		}
		else
		{
			GLbitfield ogl_flags = 0;
			if (has_color)
			{
				ogl_flags |= GL_COLOR_BUFFER_BIT;
				re.ClearColor(clr.r(), clr.g(), clr.b(), clr.a());
			}
			if (has_depth)
			{
				ogl_flags |= GL_DEPTH_BUFFER_BIT;
				re.ClearDepth(depth);
			}
			if (has_stencil)
			{
				ogl_flags |= GL_STENCIL_BUFFER_BIT;
				re.ClearStencil(stencil);
			}

			glClear(ogl_flags);
		}

		if (flags & CBM_Color)
		{
			if (blend_desc.color_write_mask[0] != CMASK_All)
			{
				glColorMask((blend_desc.color_write_mask[0] & CMASK_Red) != 0,
						(blend_desc.color_write_mask[0] & CMASK_Green) != 0,
						(blend_desc.color_write_mask[0] & CMASK_Blue) != 0,
						(blend_desc.color_write_mask[0] & CMASK_Alpha) != 0);
			}
		}
		if (has_depth)
		{
			if (!ds_desc.depth_write_mask)
			{
				glDepthMask(GL_FALSE);
			}
		}
		if (has_stencil)
		{
			if (ds_desc.front_stencil_write_mask != 0xFF)
			{
				glStencilMaskSeparate(GL_FRONT, ds_desc.front_stencil_write_mask);
			}
			if (ds_desc.back_stencil_write_mask != 0xFF)
			{
				glStencilMaskSeparate(GL_BACK, ds_desc.back_stencil_write_mask);
			}
		}

		re.BindFramebuffer(old_fbo);
	}
コード例 #16
0
ファイル: DataFormat.cpp プロジェクト: lambertjamesd/Krono
bool DataFormat::IsDepthFormat() const
{
	return IsDepthFormat(type);
}