Do some type shenanigans to allow depth textures to be sampled + fix viewport sizing logic
continuous-integration/drone/pr Build is failing
Details
continuous-integration/drone/pr Build is failing
Details
parent
1a87a284c4
commit
ac5aa0d40c
|
@ -612,6 +612,43 @@ static inline uint32_t D3D11_INTERNAL_NextHighestAlignment(
|
|||
return align * ((n + align - 1) / align);
|
||||
}
|
||||
|
||||
static DXGI_FORMAT D3D11_INTERNAL_GetTypelessFormat(
|
||||
DXGI_FORMAT typedFormat
|
||||
) {
|
||||
switch (typedFormat)
|
||||
{
|
||||
case DXGI_FORMAT_D16_UNORM:
|
||||
return DXGI_FORMAT_R16_TYPELESS;
|
||||
case DXGI_FORMAT_D32_FLOAT:
|
||||
return DXGI_FORMAT_R32_TYPELESS;
|
||||
case DXGI_FORMAT_D24_UNORM_S8_UINT:
|
||||
return DXGI_FORMAT_R24G8_TYPELESS;
|
||||
case DXGI_FORMAT_D32_FLOAT_S8X24_UINT:
|
||||
return DXGI_FORMAT_R32G8X24_TYPELESS;
|
||||
default:
|
||||
Refresh_LogError("Cannot get typeless DXGI format of format %d", typedFormat);
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
static DXGI_FORMAT D3D11_INTERNAL_GetSampleableFormat(
|
||||
DXGI_FORMAT format
|
||||
) {
|
||||
switch (format)
|
||||
{
|
||||
case DXGI_FORMAT_R16_TYPELESS:
|
||||
return DXGI_FORMAT_R16_UNORM;
|
||||
case DXGI_FORMAT_R32_TYPELESS:
|
||||
return DXGI_FORMAT_R32_FLOAT;
|
||||
case DXGI_FORMAT_R24_UNORM_X8_TYPELESS:
|
||||
return DXGI_FORMAT_R24_UNORM_X8_TYPELESS;
|
||||
case DXGI_FORMAT_R32G8X24_TYPELESS:
|
||||
return DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS;
|
||||
default:
|
||||
return format;
|
||||
}
|
||||
}
|
||||
|
||||
/* Quit */
|
||||
|
||||
static void D3D11_DestroyDevice(
|
||||
|
@ -1442,6 +1479,10 @@ static Refresh_Texture* D3D11_CreateTexture(
|
|||
isCompute = textureCreateInfo->usageFlags & REFRESH_TEXTUREUSAGE_COMPUTE_BIT;
|
||||
|
||||
format = RefreshToD3D11_TextureFormat[textureCreateInfo->format];
|
||||
if (isDepthStencil)
|
||||
{
|
||||
format = D3D11_INTERNAL_GetTypelessFormat(format);
|
||||
}
|
||||
|
||||
if (textureCreateInfo->depth <= 1)
|
||||
{
|
||||
|
@ -1489,7 +1530,7 @@ static Refresh_Texture* D3D11_CreateTexture(
|
|||
if (isSampler)
|
||||
{
|
||||
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
|
||||
srvDesc.Format = format;
|
||||
srvDesc.Format = D3D11_INTERNAL_GetSampleableFormat(format);
|
||||
|
||||
if (textureCreateInfo->isCube)
|
||||
{
|
||||
|
@ -2573,7 +2614,7 @@ static ID3D11DepthStencilView* D3D11_INTERNAL_FetchDSV(
|
|||
D3D11Renderer* renderer,
|
||||
Refresh_DepthStencilAttachmentInfo* info
|
||||
) {
|
||||
D3D11Texture *texture = (D3D11Texture*)info->texture;
|
||||
D3D11Texture *texture = (D3D11Texture*) info->texture;
|
||||
D3D11TargetView *targetView;
|
||||
D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
|
||||
ID3D11DepthStencilView *dsv;
|
||||
|
@ -2648,6 +2689,8 @@ static void D3D11_BeginRenderPass(
|
|||
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
|
||||
float clearColors[4];
|
||||
D3D11_CLEAR_FLAG dsClearFlags;
|
||||
uint32_t vpWidth = UINT_MAX;
|
||||
uint32_t vpHeight = UINT_MAX;
|
||||
D3D11_VIEWPORT viewport;
|
||||
D3D11_RECT scissorRect;
|
||||
|
||||
|
@ -2726,11 +2769,46 @@ static void D3D11_BeginRenderPass(
|
|||
}
|
||||
}
|
||||
|
||||
/* The viewport cannot be larger than the smallest attachment. */
|
||||
for (uint32_t i = 0; i < colorAttachmentCount; i += 1)
|
||||
{
|
||||
D3D11Texture *texture = (D3D11Texture*) colorAttachmentInfos[i].texture;
|
||||
uint32_t w = texture->width >> colorAttachmentInfos[i].level;
|
||||
uint32_t h = texture->height >> colorAttachmentInfos[i].level;
|
||||
|
||||
if (w < vpWidth)
|
||||
{
|
||||
vpWidth = w;
|
||||
}
|
||||
|
||||
if (h < vpHeight)
|
||||
{
|
||||
vpHeight = h;
|
||||
}
|
||||
}
|
||||
|
||||
if (depthStencilAttachmentInfo != NULL)
|
||||
{
|
||||
D3D11Texture *texture = (D3D11Texture*) depthStencilAttachmentInfo->texture;
|
||||
uint32_t w = texture->width >> depthStencilAttachmentInfo->level;
|
||||
uint32_t h = texture->height >> depthStencilAttachmentInfo->level;
|
||||
|
||||
if (w < vpWidth)
|
||||
{
|
||||
vpWidth = w;
|
||||
}
|
||||
|
||||
if (h < vpHeight)
|
||||
{
|
||||
vpHeight = h;
|
||||
}
|
||||
}
|
||||
|
||||
/* Set default viewport and scissor state */
|
||||
viewport.TopLeftX = 0;
|
||||
viewport.TopLeftY = 0;
|
||||
viewport.Width = (float) ((D3D11Texture*) colorAttachmentInfos[0].texture)->width;
|
||||
viewport.Height = (float) ((D3D11Texture*) colorAttachmentInfos[0].texture)->height;
|
||||
viewport.Width = (FLOAT) vpWidth;
|
||||
viewport.Height = (FLOAT) vpHeight;
|
||||
viewport.MinDepth = 0;
|
||||
viewport.MaxDepth = 1;
|
||||
|
||||
|
|
Loading…
Reference in New Issue