Moves GL depth comparison function to SamplerDesc.

This was SVN commit r26485.
This commit is contained in:
Vladislav Belov 2022-02-25 20:02:03 +00:00
parent 0d2faa1cab
commit a87cb6c94d
9 changed files with 134 additions and 57 deletions

View File

@ -161,10 +161,6 @@ void CPostprocManager::RecreateBuffers()
Renderer::Backend::Sampler::Filter::LINEAR,
Renderer::Backend::Sampler::AddressMode::CLAMP_TO_EDGE));
g_Renderer.GetDeviceCommandContext()->BindTexture(0, GL_TEXTURE_2D, m_DepthTex->GetHandle());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
g_Renderer.GetDeviceCommandContext()->BindTexture(0, GL_TEXTURE_2D, 0);
// Set up the framebuffers with some initial textures.
m_CaptureFramebuffer = backendDevice->CreateFramebuffer("PostprocCaptureFramebuffer",
m_ColorTex1.get(), m_DepthTex.get(),

View File

@ -537,8 +537,7 @@ void ShadowMapInternals::CreateTexture()
Renderer::Backend::Sampler::AddressMode::CLAMP_TO_EDGE));
}
Texture = backendDevice->CreateTexture2D("ShadowMapDepth",
backendFormat, Width, Height,
Renderer::Backend::Sampler::Desc samplerDesc =
Renderer::Backend::Sampler::MakeDefaultSampler(
#if CONFIG2_GLES
// GLES doesn't do depth comparisons, so treat it as a
@ -548,19 +547,13 @@ void ShadowMapInternals::CreateTexture()
// Use GL_LINEAR to trigger automatic PCF on some devices
Renderer::Backend::Sampler::Filter::LINEAR,
#endif
Renderer::Backend::Sampler::AddressMode::CLAMP_TO_EDGE));
#if !CONFIG2_GLES
g_Renderer.GetDeviceCommandContext()->BindTexture(0, GL_TEXTURE_2D, Texture->GetHandle());
Renderer::Backend::Sampler::AddressMode::CLAMP_TO_EDGE);
// Enable automatic depth comparisons
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
g_Renderer.GetDeviceCommandContext()->BindTexture(0, GL_TEXTURE_2D, 0);
#endif
samplerDesc.compareEnabled = true;
samplerDesc.compareOp = Renderer::Backend::CompareOp::LESS_OR_EQUAL;
ogl_WarnIfError();
Texture = backendDevice->CreateTexture2D("ShadowMapDepth",
backendFormat, Width, Height, samplerDesc);
Framebuffer = backendDevice->CreateFramebuffer("ShadowMapFramebuffer",
g_RenderingOptions.GetShadowAlphaFix() ? DummyTexture.get() : nullptr, Texture.get());

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@ -0,0 +1,47 @@
/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "CompareOp.h"
namespace Renderer
{
namespace Backend
{
CompareOp ParseCompareOp(const CStr& str)
{
// TODO: it might make sense to use upper case in XML for consistency.
#define CASE(NAME, VALUE) if (str == NAME) return CompareOp::VALUE
CASE("never", NEVER);
CASE("less", LESS);
CASE("equal", EQUAL);
CASE("lequal", LESS_OR_EQUAL);
CASE("greater", GREATER);
CASE("notequal", NOT_EQUAL);
CASE("gequal", GREATER_OR_EQUAL);
CASE("always", ALWAYS);
#undef CASE
debug_warn("Invalid compare op");
return CompareOp::NEVER;
}
} // namespace Backend
} // namespace Renderer

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@ -0,0 +1,57 @@
/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_RENDERER_BACKEND_COMPAREOP
#define INCLUDED_RENDERER_BACKEND_COMPAREOP
#include "graphics/Color.h"
class CStr;
namespace Renderer
{
namespace Backend
{
enum class CompareOp
{
// Never passes the comparison.
NEVER,
// Passes if the source value is less than the destination value.
LESS,
// Passes if the source depth value is equal to the destination value.
EQUAL,
// Passes if the source depth value is less than or equal to the destination value.
LESS_OR_EQUAL,
// Passes if the source depth value is greater than the destination value.
GREATER,
// Passes if the source depth value is not equal to the destination value.
NOT_EQUAL,
// Passes if the source depth value is greater than or equal to the destination value.
GREATER_OR_EQUAL,
// Always passes the comparison.
ALWAYS
};
CompareOp ParseCompareOp(const CStr& str);
} // namespace Backend
} // namespace Renderer
#endif // INCLUDED_RENDERER_BACKEND_COMPAREOP

View File

@ -59,23 +59,6 @@ GraphicsPipelineStateDesc MakeDefaultGraphicsPipelineStateDesc()
return desc;
}
CompareOp ParseCompareOp(const CStr& str)
{
// TODO: it might make sense to use upper case in XML for consistency.
#define CASE(NAME, VALUE) if (str == NAME) return CompareOp::VALUE
CASE("never", NEVER);
CASE("less", LESS);
CASE("equal", EQUAL);
CASE("lequal", LESS_OR_EQUAL);
CASE("greater", GREATER);
CASE("notequal", NOT_EQUAL);
CASE("gequal", GREATER_OR_EQUAL);
CASE("always", ALWAYS);
#undef CASE
debug_warn("Invalid compare op");
return CompareOp::NEVER;
}
StencilOp ParseStencilOp(const CStr& str)
{
#define CASE(NAME) if (str == #NAME) return StencilOp::NAME

View File

@ -19,6 +19,7 @@
#define INCLUDED_RENDERER_BACKEND_PIPELINESTATE
#include "graphics/Color.h"
#include "renderer/backend/CompareOp.h"
class CStr;
@ -28,26 +29,6 @@ namespace Renderer
namespace Backend
{
enum class CompareOp
{
// Never passes the comparison.
NEVER,
// Passes if the source value is less than the destination value.
LESS,
// Passes if the source depth value is equal to the destination value.
EQUAL,
// Passes if the source depth value is less than or equal to the destination value.
LESS_OR_EQUAL,
// Passes if the source depth value is greater than the destination value.
GREATER,
// Passes if the source depth value is not equal to the destination value.
NOT_EQUAL,
// Passes if the source depth value is greater than or equal to the destination value.
GREATER_OR_EQUAL,
// Always passes the comparison.
ALWAYS
};
enum class StencilOp
{
// Keeps the current value.
@ -180,8 +161,6 @@ struct GraphicsPipelineStateDesc
// should be described with a related shader and should be switched together.
GraphicsPipelineStateDesc MakeDefaultGraphicsPipelineStateDesc();
CompareOp ParseCompareOp(const CStr& str);
StencilOp ParseStencilOp(const CStr& str);
BlendFactor ParseBlendFactor(const CStr& str);

View File

@ -40,6 +40,7 @@ Desc MakeDefaultSampler(Filter filter, AddressMode addressMode)
desc.anisotropyEnabled = false;
desc.mipLODBias = 0.0f;
desc.borderColor = CColor(0.0f, 0.0f, 0.0f, 0.0f);
desc.compareEnabled = false;
return desc;
}

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@ -1,4 +1,4 @@
/* Copyright (C) 2021 Wildfire Games.
/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -19,6 +19,7 @@
#define INCLUDED_RENDERER_BACKEND_SAMPLER
#include "graphics/Color.h"
#include "renderer/backend/CompareOp.h"
#include <cstdint>
@ -58,6 +59,8 @@ struct Desc
float maxAnisotropy;
// When some filter is CLAMP_TO_BORDER.
CColor borderColor;
bool compareEnabled;
CompareOp compareOp;
};
Desc MakeDefaultSampler(Filter filter, AddressMode addressMode);

View File

@ -23,6 +23,7 @@
#include "lib/config2.h"
#include "renderer/backend/gl/Device.h"
#include "renderer/backend/gl/DeviceCommandContext.h"
#include "renderer/backend/gl/Mapping.h"
#include <algorithm>
@ -257,6 +258,23 @@ std::unique_ptr<CTexture> CTexture::Create(CDevice* device, const char* name,
}
}
#if !CONFIG2_GLES
if (format == Format::D16 || format == Format::D24 || format == Format::D32 ||
format == Format::D24_S8)
{
if (defaultSamplerDesc.compareEnabled)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
glTexParameteri(
GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC,
Mapping::FromCompareOp(defaultSamplerDesc.compareOp));
}
else
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
}
#endif
ogl_WarnIfError();
if (texture->m_Device->GetCapabilities().debugLabels)