Adding vertex textures WIP.
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@ -293,9 +293,10 @@ typedef struct bgfx_caps
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/**
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* Supported texture formats.
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* 0 - not supported
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* 1 - supported
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* 2 - emulated
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* `BGFX_CAPS_FORMAT_TEXTURE_NONE` - not supported
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* `BGFX_CAPS_FORMAT_TEXTURE_COLOR` - supported
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* `BGFX_CAPS_FORMAT_TEXTURE_EMULATED` - emulated
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* `BGFX_CAPS_FORMAT_TEXTURE_VERTEX` - supported vertex texture
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*/
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uint8_t formats[BGFX_TEXTURE_FORMAT_COUNT];
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@ -315,9 +315,10 @@ namespace bgfx
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uint8_t maxFBAttachments; ///< Maximum frame buffer attachments.
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/// Supported texture formats.
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/// - 0 - not supported
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/// - 1 - supported
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/// - 2 - emulated
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/// - `BGFX_CAPS_FORMAT_TEXTURE_NONE` - not supported
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/// - `BGFX_CAPS_FORMAT_TEXTURE_COLOR` - supported
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/// - `BGFX_CAPS_FORMAT_TEXTURE_EMULATED` - emulated
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/// - `BGFX_CAPS_FORMAT_TEXTURE_VERTEX` - supported vertex texture
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uint8_t formats[TextureFormat::Count];
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};
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@ -317,6 +317,12 @@
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#define BGFX_CAPS_SWAP_CHAIN UINT64_C(0x0000000000000400)
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#define BGFX_CAPS_HMD UINT64_C(0x0000000000000800)
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///
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#define BGFX_CAPS_FORMAT_TEXTURE_NONE UINT8_C(0x00)
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#define BGFX_CAPS_FORMAT_TEXTURE_COLOR UINT8_C(0x01)
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#define BGFX_CAPS_FORMAT_TEXTURE_EMULATED UINT8_C(0x02)
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#define BGFX_CAPS_FORMAT_TEXTURE_VERTEX UINT8_C(0x04)
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///
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#define BGFX_VIEW_NONE UINT8_C(0x00)
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#define BGFX_VIEW_STEREO UINT8_C(0x01)
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16
src/bgfx.cpp
16
src/bgfx.cpp
@ -902,14 +902,18 @@ namespace bgfx
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}
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BX_TRACE("Supported texture formats:");
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BX_TRACE("\t +------ x = supported / * = emulated");
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BX_TRACE("\t |+----- vertex format");
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BX_TRACE("\t || +-- name");
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for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
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{
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if (TextureFormat::Unknown != ii
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&& TextureFormat::UnknownDepth != ii)
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{
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uint8_t flags = g_caps.formats[ii];
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BX_TRACE("\t[%c] %s"
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, flags&1 ? 'x' : flags&2 ? '*' : ' '
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BX_TRACE("\t[%c%c] %s"
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, flags&BGFX_CAPS_FORMAT_TEXTURE_COLOR ? 'x' : flags&BGFX_CAPS_FORMAT_TEXTURE_EMULATED ? '*' : ' '
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, flags&BGFX_CAPS_FORMAT_TEXTURE_VERTEX ? 'v' : ' '
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, getName(TextureFormat::Enum(ii) )
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);
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BX_UNUSED(flags);
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@ -938,11 +942,11 @@ namespace bgfx
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{
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BX_CHECK(!m_rendererInitialized, "Already initialized?");
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m_exit = false;
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m_exit = false;
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m_frames = 0;
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m_render = &m_frame[0];
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m_submit = &m_frame[1];
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m_debug = BGFX_DEBUG_NONE;
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m_debug = BGFX_DEBUG_NONE;
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m_submit->create();
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m_render->create();
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@ -1002,9 +1006,9 @@ namespace bgfx
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for (uint32_t ii = 0; ii < BX_COUNTOF(s_emulatedFormats); ++ii)
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{
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if (0 == g_caps.formats[s_emulatedFormats[ii] ])
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if (0 == (g_caps.formats[s_emulatedFormats[ii] ] & BGFX_CAPS_FORMAT_TEXTURE_COLOR) )
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{
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g_caps.formats[s_emulatedFormats[ii] ] = 2;
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g_caps.formats[s_emulatedFormats[ii] ] |= BGFX_CAPS_FORMAT_TEXTURE_EMULATED;
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}
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}
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@ -1786,6 +1786,9 @@ namespace bgfx
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void commitTextureStage()
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{
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m_deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
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m_deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
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m_deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
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m_deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
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}
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@ -498,13 +498,23 @@ namespace bgfx
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for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
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{
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g_caps.formats[ii] = SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
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uint8_t support = SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
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, m_deviceType
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, adapterFormat
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, 0
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, D3DRTYPE_TEXTURE
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, s_textureFormat[ii].m_fmt
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) ) ? 1 : 0;
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) ) ? BGFX_CAPS_FORMAT_TEXTURE_COLOR : BGFX_CAPS_FORMAT_TEXTURE_NONE;
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support |= SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
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, m_deviceType
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, adapterFormat
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, D3DUSAGE_QUERY_VERTEXTEXTURE
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, D3DRTYPE_TEXTURE
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, s_textureFormat[ii].m_fmt
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) ) ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX : BGFX_CAPS_FORMAT_TEXTURE_NONE;
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g_caps.formats[ii] = support;
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}
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}
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@ -1236,16 +1246,18 @@ namespace bgfx
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{
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for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
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{
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m_samplerFlags[stage] = UINT32_MAX;
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m_samplerFlags[stage][0] = UINT32_MAX;
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m_samplerFlags[stage][1] = UINT32_MAX;
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}
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}
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void setSamplerState(uint8_t _stage, uint32_t _flags)
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void setSamplerState(uint8_t _stage, uint32_t _flags, bool _vertex = false)
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{
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const uint32_t flags = _flags&( (~BGFX_TEXTURE_RESERVED_MASK) | BGFX_TEXTURE_SAMPLER_BITS_MASK);
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if (m_samplerFlags[_stage] != flags)
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BX_CHECK(_stage < BX_COUNTOF(m_samplerFlags), "");
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if (m_samplerFlags[_stage][_vertex] != flags)
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{
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m_samplerFlags[_stage] = flags;
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m_samplerFlags[_stage][_vertex] = flags;
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IDirect3DDevice9* device = m_device;
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D3DTEXTUREADDRESS tau = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
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D3DTEXTUREADDRESS tav = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
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@ -1253,13 +1265,16 @@ namespace bgfx
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D3DTEXTUREFILTERTYPE minFilter = s_textureFilter[(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
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D3DTEXTUREFILTERTYPE magFilter = s_textureFilter[(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
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D3DTEXTUREFILTERTYPE mipFilter = s_textureFilter[(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
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DX_CHECK(device->SetSamplerState(_stage, D3DSAMP_ADDRESSU, tau) );
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DX_CHECK(device->SetSamplerState(_stage, D3DSAMP_ADDRESSV, tav) );
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DX_CHECK(device->SetSamplerState(_stage, D3DSAMP_ADDRESSW, taw) );
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DX_CHECK(device->SetSamplerState(_stage, D3DSAMP_MINFILTER, minFilter) );
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DX_CHECK(device->SetSamplerState(_stage, D3DSAMP_MAGFILTER, magFilter) );
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DX_CHECK(device->SetSamplerState(_stage, D3DSAMP_MIPFILTER, mipFilter) );
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DX_CHECK(device->SetSamplerState(_stage, D3DSAMP_MAXANISOTROPY, m_maxAnisotropy) );
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DWORD stage = (_vertex ? D3DVERTEXTEXTURESAMPLER0 : 0) + _stage;
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DX_CHECK(device->SetSamplerState(stage, D3DSAMP_ADDRESSU, tau) );
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DX_CHECK(device->SetSamplerState(stage, D3DSAMP_ADDRESSV, tav) );
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DX_CHECK(device->SetSamplerState(stage, D3DSAMP_ADDRESSW, taw) );
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DX_CHECK(device->SetSamplerState(stage, D3DSAMP_MINFILTER, minFilter) );
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DX_CHECK(device->SetSamplerState(stage, D3DSAMP_MAGFILTER, magFilter) );
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DX_CHECK(device->SetSamplerState(stage, D3DSAMP_MIPFILTER, mipFilter) );
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DX_CHECK(device->SetSamplerState(stage, D3DSAMP_MAXANISOTROPY, m_maxAnisotropy) );
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}
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}
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@ -1699,7 +1714,7 @@ namespace bgfx
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UniformRegistry m_uniformReg;
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void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
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uint32_t m_samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
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uint32_t m_samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS][1];
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TextureD3D9* m_updateTexture;
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uint8_t* m_updateTextureBits;
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@ -2514,6 +2529,9 @@ namespace bgfx
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{
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s_renderD3D9->setSamplerState(_stage, 0 == (BGFX_SAMPLER_DEFAULT_FLAGS & _flags) ? _flags : m_flags);
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DX_CHECK(s_renderD3D9->m_device->SetTexture(_stage, m_ptr) );
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// s_renderD3D9->setSamplerState(_stage, 0 == (BGFX_SAMPLER_DEFAULT_FLAGS & _flags) ? _flags : m_flags, true);
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// DX_CHECK(s_renderD3D9->m_device->SetTexture(D3DVERTEXTEXTURESAMPLER0 + _stage, m_ptr) );
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}
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void TextureD3D9::resolve() const
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