Do some type shenanigans to allow depth textures to be sampled + fix viewport sizing logic

d3d11
Caleb Cornett 2024-02-09 16:37:08 -06:00 committed by cosmonaut
parent 9f78f83322
commit e3d112a971
1 changed files with 82 additions and 4 deletions

View File

@ -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;