FrameBuffer Read/Write access WIP

This commit is contained in:
Hugo Amnov 2019-02-17 16:50:26 +01:00
parent 50409d2999
commit 58563b0b1b
15 changed files with 258 additions and 147 deletions

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@ -0,0 +1,62 @@
/*
* Copyright 2011-2018 Branimir Karadzic. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include "../common/common.sh"
vec2 blinn(vec3 _lightDir, vec3 _normal, vec3 _viewDir)
{
float ndotl = dot(_normal, _lightDir);
vec3 reflected = _lightDir - 2.0*ndotl*_normal; // reflect(_lightDir, _normal);
float rdotv = dot(reflected, _viewDir);
return vec2(ndotl, rdotv);
}
float fresnel(float _ndotl, float _bias, float _pow)
{
float facing = (1.0 - _ndotl);
return max(_bias + (1.0 - _bias) * pow(facing, _pow), 0.0);
}
vec4 lit(float _ndotl, float _rdotv, float _m)
{
float diff = max(0.0, _ndotl);
float spec = step(0.0, _ndotl) * max(0.0, _rdotv * _m);
return vec4(1.0, diff, spec, 1.0);
}
vec4 powRgba(vec4 _rgba, float _pow)
{
vec4 result;
result.xyz = pow(_rgba.xyz, vec3_splat(_pow) );
result.w = _rgba.w;
return result;
}
vec3 calcLight(vec3 _wpos, vec3 _normal, vec3 _view, vec3 _lightPos, float _lightRadius, vec3 _lightRgb, float _lightInner)
{
vec3 lp = _lightPos - _wpos;
float attn = 1.0 - smoothstep(_lightInner, 1.0, length(lp) / _lightRadius);
vec3 lightDir = normalize(lp);
vec2 bln = blinn(lightDir, _normal, _view);
vec4 lc = lit(bln.x, bln.y, 1.0);
vec3 rgb = _lightRgb * saturate(lc.y) * attn;
return rgb;
}
float toClipSpaceDepth(float _depthTextureZ)
{
#if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_METAL
return _depthTextureZ;
#else
return _depthTextureZ * 2.0 - 1.0;
#endif // BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_METAL
}
vec3 clipToWorld(mat4 _invViewProj, vec3 _clipPos)
{
vec4 wpos = mul(_invViewProj, vec4(_clipPos, 1.0) );
return wpos.xyz / wpos.w;
}

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@ -282,6 +282,7 @@ public:
m_lineProgram = loadProgram("vs_deferred_debug_line", "fs_deferred_debug_line");
m_useTArray = false;
m_useUav = false;
if (0 != (BGFX_CAPS_TEXTURE_2D_ARRAY & bgfx::getCaps()->supported) )
{
@ -292,6 +293,17 @@ public:
m_lightTaProgram = BGFX_INVALID_HANDLE;
}
if(0 != (BGFX_CAPS_READ_WRITE_ATTACH & bgfx::getCaps()->supported))
{
m_lightUavProgram = loadProgram("vs_deferred_light", "fs_deferred_light_uav");
m_clearUavProgram = loadProgram("vs_deferred_light", "fs_deferred_clear_uav");
}
else
{
m_lightUavProgram = BGFX_INVALID_HANDLE;
m_clearUavProgram = BGFX_INVALID_HANDLE;
}
// Load diffuse texture.
m_textureColor = loadTexture("textures/fieldstone-rgba.dds");
@ -423,6 +435,7 @@ public:
|| m_oldHeight != m_height
|| m_oldReset != m_reset
|| m_oldUseTArray != m_useTArray
|| m_oldUseUav != m_useUav
|| !bgfx::isValid(m_gbuffer) )
{
// Recreate variable size render targets when resolution changes.
@ -430,6 +443,7 @@ public:
m_oldHeight = m_height;
m_oldReset = m_reset;
m_oldUseTArray = m_useTArray;
m_oldUseUav = m_useUav;
if (bgfx::isValid(m_gbuffer) )
{
@ -440,7 +454,6 @@ public:
}
const uint64_t tsFlags = 0
| BGFX_TEXTURE_RT
| BGFX_SAMPLER_MIN_POINT
| BGFX_SAMPLER_MAG_POINT
| BGFX_SAMPLER_MIP_POINT
@ -448,33 +461,48 @@ public:
| BGFX_SAMPLER_V_CLAMP
;
bgfx::Attachment at[3];
bgfx::Attachment gbufferAt[3];
if (m_useTArray)
if(m_useTArray)
{
m_gbufferTex[0] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 2, bgfx::TextureFormat::BGRA8, tsFlags);
at[0].init(m_gbufferTex[0], bgfx::Access::Write, 0);
at[1].init(m_gbufferTex[0], bgfx::Access::Write, 1);
m_gbufferTex[0] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 2, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT | tsFlags);
gbufferAt[0].init(m_gbufferTex[0], bgfx::Access::Write, 0);
gbufferAt[1].init(m_gbufferTex[0], bgfx::Access::Write, 1);
}
else
{
m_gbufferTex[0] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::BGRA8, tsFlags);
m_gbufferTex[1] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::BGRA8, tsFlags);
at[0].init(m_gbufferTex[0]);
at[1].init(m_gbufferTex[1]);
m_gbufferTex[0] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT | tsFlags);
m_gbufferTex[1] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT | tsFlags);
gbufferAt[0].init(m_gbufferTex[0]);
gbufferAt[1].init(m_gbufferTex[1]);
}
m_gbufferTex[2] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::D24S8, tsFlags);
at[2].init(m_gbufferTex[2]);
m_gbufferTex[2] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::D24S8, BGFX_TEXTURE_RT | tsFlags);
gbufferAt[2].init(m_gbufferTex[2]);
m_gbuffer = bgfx::createFrameBuffer(BX_COUNTOF(at), at, true);
m_gbuffer = bgfx::createFrameBuffer(BX_COUNTOF(gbufferAt), gbufferAt, true);
if (bgfx::isValid(m_lightBuffer) )
if(bgfx::isValid(m_lightBuffer))
{
bgfx::destroy(m_lightBuffer);
}
m_lightBuffer = bgfx::createFrameBuffer(uint16_t(m_width), uint16_t(m_height), bgfx::TextureFormat::BGRA8, tsFlags);
if(m_useUav)
{
bgfx::Attachment lightAt[2];
bgfx::TextureHandle target = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT | tsFlags);
m_lightBufferTex = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_COMPUTE_WRITE | tsFlags);
lightAt[0].init(target);
lightAt[1].init(m_lightBufferTex, bgfx::Access::ReadWrite);
m_lightBuffer = bgfx::createFrameBuffer(BX_COUNTOF(lightAt), lightAt, true);
}
else
{
m_lightBufferTex = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT | tsFlags);
m_lightBuffer = bgfx::createFrameBuffer(1, &m_lightBufferTex, true);
}
}
ImGui::SetNextWindowPos(
@ -503,6 +531,15 @@ public:
ImGui::Text("Texture array frame buffer is not supported.");
}
if(bgfx::isValid(m_lightUavProgram))
{
ImGui::Checkbox("Use UAV frame buffer attachment.", &m_useUav);
}
else
{
ImGui::Text("UAV frame buffer attachment is not supported.");
}
ImGui::Checkbox("Animate mesh.", &m_animateMesh);
ImGui::SliderFloat("Anim.speed", &m_lightAnimationSpeed, 0.0f, 0.4f);
@ -596,6 +633,17 @@ public:
}
}
// Clear UAV texture
if(m_useUav)
{
screenSpaceQuad((float)m_width, (float)m_height, s_texelHalf, m_caps->originBottomLeft);
bgfx::setState(0
| BGFX_STATE_WRITE_RGB
| BGFX_STATE_WRITE_A
);
bgfx::submit(RENDER_PASS_LIGHT_ID, m_clearUavProgram);
}
// Draw lights into light buffer.
for (int32_t light = 0; light < m_numLights; ++light)
{
@ -717,17 +765,18 @@ public:
| BGFX_STATE_BLEND_ADD
);
screenSpaceQuad( (float)m_width, (float)m_height, s_texelHalf, m_caps->originBottomLeft);
bgfx::submit(RENDER_PASS_LIGHT_ID
, bgfx::isValid(m_lightTaProgram) && m_useTArray
? m_lightTaProgram
: m_lightProgram
);
if(bgfx::isValid(m_lightTaProgram) && m_useTArray)
bgfx::submit(RENDER_PASS_LIGHT_ID, m_lightTaProgram);
else if(bgfx::isValid(m_lightUavProgram) && m_useUav)
bgfx::submit(RENDER_PASS_LIGHT_ID, m_lightUavProgram);
else
bgfx::submit(RENDER_PASS_LIGHT_ID, m_lightProgram);
}
}
// Combine color and light buffers.
bgfx::setTexture(0, s_albedo, bgfx::getTexture(m_gbuffer, 0) );
bgfx::setTexture(1, s_light, bgfx::getTexture(m_lightBuffer, 0) );
bgfx::setTexture(0, s_albedo, m_gbufferTex[0]);
bgfx::setTexture(1, s_light, m_lightBufferTex);
bgfx::setState(0
| BGFX_STATE_WRITE_RGB
| BGFX_STATE_WRITE_A
@ -788,6 +837,8 @@ public:
bgfx::ProgramHandle m_geomProgram;
bgfx::ProgramHandle m_lightProgram;
bgfx::ProgramHandle m_lightTaProgram;
bgfx::ProgramHandle m_lightUavProgram;
bgfx::ProgramHandle m_clearUavProgram;
bgfx::ProgramHandle m_combineProgram;
bgfx::ProgramHandle m_debugProgram;
bgfx::ProgramHandle m_lineProgram;
@ -795,6 +846,7 @@ public:
bgfx::TextureHandle m_textureNormal;
bgfx::TextureHandle m_gbufferTex[3];
bgfx::TextureHandle m_lightBufferTex;
bgfx::FrameBufferHandle m_gbuffer;
bgfx::FrameBufferHandle m_lightBuffer;
@ -810,6 +862,9 @@ public:
bool m_useTArray;
bool m_oldUseTArray;
bool m_useUav;
bool m_oldUseUav;
int32_t m_scrollArea;
int32_t m_numLights;
float m_lightAnimationSpeed;

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@ -0,0 +1,17 @@
$input v_texcoord0
/*
* Copyright 2011-2018 Branimir Karadzic. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include "common.sh"
#include <bgfx_compute.sh>
IMAGE2D_RW(s_lights, rgba8, 1);
void main()
{
ivec2 coord = ivec2(gl_FragCoord.xy);
imageStore(s_lights, coord, vec4(0.0, 0.0, 0.0, 0.0));
}

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@ -5,7 +5,7 @@ $input v_texcoord0
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include "../common/common.sh"
#include "common.sh"
SAMPLER2D(s_normal, 0);
SAMPLER2D(s_depth, 1);
@ -14,61 +14,6 @@ uniform vec4 u_lightPosRadius[1];
uniform vec4 u_lightRgbInnerR[1];
uniform mat4 u_mtx;
vec2 blinn(vec3 _lightDir, vec3 _normal, vec3 _viewDir)
{
float ndotl = dot(_normal, _lightDir);
vec3 reflected = _lightDir - 2.0*ndotl*_normal; // reflect(_lightDir, _normal);
float rdotv = dot(reflected, _viewDir);
return vec2(ndotl, rdotv);
}
float fresnel(float _ndotl, float _bias, float _pow)
{
float facing = (1.0 - _ndotl);
return max(_bias + (1.0 - _bias) * pow(facing, _pow), 0.0);
}
vec4 lit(float _ndotl, float _rdotv, float _m)
{
float diff = max(0.0, _ndotl);
float spec = step(0.0, _ndotl) * max(0.0, _rdotv * _m);
return vec4(1.0, diff, spec, 1.0);
}
vec4 powRgba(vec4 _rgba, float _pow)
{
vec4 result;
result.xyz = pow(_rgba.xyz, vec3_splat(_pow) );
result.w = _rgba.w;
return result;
}
vec3 calcLight(int _idx, vec3 _wpos, vec3 _normal, vec3 _view)
{
vec3 lp = u_lightPosRadius[_idx].xyz - _wpos;
float attn = 1.0 - smoothstep(u_lightRgbInnerR[_idx].w, 1.0, length(lp) / u_lightPosRadius[_idx].w);
vec3 lightDir = normalize(lp);
vec2 bln = blinn(lightDir, _normal, _view);
vec4 lc = lit(bln.x, bln.y, 1.0);
vec3 rgb = u_lightRgbInnerR[_idx].xyz * saturate(lc.y) * attn;
return rgb;
}
float toClipSpaceDepth(float _depthTextureZ)
{
#if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_METAL
return _depthTextureZ;
#else
return _depthTextureZ * 2.0 - 1.0;
#endif // BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_METAL
}
vec3 clipToWorld(mat4 _invViewProj, vec3 _clipPos)
{
vec4 wpos = mul(_invViewProj, vec4(_clipPos, 1.0) );
return wpos.xyz / wpos.w;
}
void main()
{
vec3 normal = decodeNormalUint(texture2D(s_normal, v_texcoord0).xyz);
@ -84,8 +29,7 @@ void main()
vec3 view = mul(u_view, vec4(wpos, 0.0) ).xyz;
view = -normalize(view);
vec3 lightColor;
lightColor = calcLight(0, wpos, normal, view);
vec3 lightColor = calcLight(wpos, normal, view, u_lightPosRadius[0].xyz, u_lightPosRadius[0].w, u_lightRgbInnerR[0].xyz, u_lightRgbInnerR[0].w);
gl_FragColor.xyz = toGamma(lightColor.xyz);
gl_FragColor.w = 1.0;
}

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@ -5,7 +5,7 @@ $input v_texcoord0
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include "../common/common.sh"
#include "common.sh"
SAMPLER2DARRAY(s_normal, 0);
SAMPLER2D(s_depth, 1);
@ -14,61 +14,6 @@ uniform vec4 u_lightPosRadius[1];
uniform vec4 u_lightRgbInnerR[1];
uniform mat4 u_mtx;
vec2 blinn(vec3 _lightDir, vec3 _normal, vec3 _viewDir)
{
float ndotl = dot(_normal, _lightDir);
vec3 reflected = _lightDir - 2.0*ndotl*_normal; // reflect(_lightDir, _normal);
float rdotv = dot(reflected, _viewDir);
return vec2(ndotl, rdotv);
}
float fresnel(float _ndotl, float _bias, float _pow)
{
float facing = (1.0 - _ndotl);
return max(_bias + (1.0 - _bias) * pow(facing, _pow), 0.0);
}
vec4 lit(float _ndotl, float _rdotv, float _m)
{
float diff = max(0.0, _ndotl);
float spec = step(0.0, _ndotl) * max(0.0, _rdotv * _m);
return vec4(1.0, diff, spec, 1.0);
}
vec4 powRgba(vec4 _rgba, float _pow)
{
vec4 result;
result.xyz = pow(_rgba.xyz, vec3_splat(_pow) );
result.w = _rgba.w;
return result;
}
vec3 calcLight(int _idx, vec3 _wpos, vec3 _normal, vec3 _view)
{
vec3 lp = u_lightPosRadius[_idx].xyz - _wpos;
float attn = 1.0 - smoothstep(u_lightRgbInnerR[_idx].w, 1.0, length(lp) / u_lightPosRadius[_idx].w);
vec3 lightDir = normalize(lp);
vec2 bln = blinn(lightDir, _normal, _view);
vec4 lc = lit(bln.x, bln.y, 1.0);
vec3 rgb = u_lightRgbInnerR[_idx].xyz * saturate(lc.y) * attn;
return rgb;
}
float toClipSpaceDepth(float _depthTextureZ)
{
#if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_METAL
return _depthTextureZ;
#else
return _depthTextureZ * 2.0 - 1.0;
#endif // BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_METAL
}
vec3 clipToWorld(mat4 _invViewProj, vec3 _clipPos)
{
vec4 wpos = mul(_invViewProj, vec4(_clipPos, 1.0) );
return wpos.xyz / wpos.w;
}
void main()
{
vec3 normal = decodeNormalUint(texture2DArray(s_normal, vec3(v_texcoord0, 1.0) ).xyz);
@ -84,8 +29,7 @@ void main()
vec3 view = mul(u_view, vec4(wpos, 0.0) ).xyz;
view = -normalize(view);
vec3 lightColor;
lightColor = calcLight(0, wpos, normal, view);
vec3 lightColor = calcLight(wpos, normal, view, u_lightPosRadius[0].xyz, u_lightPosRadius[0].w, u_lightRgbInnerR[0].xyz, u_lightRgbInnerR[0].w);
gl_FragColor.xyz = toGamma(lightColor.xyz);
gl_FragColor.w = 1.0;
}

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@ -0,0 +1,40 @@
$input v_texcoord0
/*
* Copyright 2011-2018 Branimir Karadzic. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include "common.sh"
#include <bgfx_compute.sh>
SAMPLER2D(s_normal, 0);
SAMPLER2D(s_depth, 1);
IMAGE2D_RW(s_lights, rgba8, 1);
uniform vec4 u_lightPosRadius[1];
uniform vec4 u_lightRgbInnerR[1];
uniform mat4 u_mtx;
void main()
{
vec3 normal = decodeNormalUint(texture2D(s_normal, v_texcoord0).xyz);
float deviceDepth = texture2D(s_depth, v_texcoord0).x;
float depth = toClipSpaceDepth(deviceDepth);
vec3 clip = vec3(v_texcoord0 * 2.0 - 1.0, depth);
#if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_METAL
clip.y = -clip.y;
#endif // BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_METAL
vec3 wpos = clipToWorld(u_mtx, clip);
vec3 view = mul(u_view, vec4(wpos, 0.0) ).xyz;
view = -normalize(view);
ivec2 coord = ivec2(gl_FragCoord.xy);
vec3 lightColor = calcLight(wpos, normal, view, u_lightPosRadius[0].xyz, u_lightPosRadius[0].w, u_lightRgbInnerR[0].xyz, u_lightRgbInnerR[0].w);
vec4 color = imageLoad(s_lights, coord);
imageStore(s_lights, coord, color + vec4(toGamma(lightColor.xyz), 1.0));
}

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@ -502,6 +502,7 @@
#define BGFX_CAPS_VERTEX_ATTRIB_HALF UINT64_C(0x0000000001000000) //!< Vertex attribute half-float is supported.
#define BGFX_CAPS_VERTEX_ATTRIB_UINT10 UINT64_C(0x0000000002000000) //!< Vertex attribute 10_10_10_2 is supported.
#define BGFX_CAPS_VERTEX_ID UINT64_C(0x0000000004000000) //!< Rendering with VertexID only is supported.
#define BGFX_CAPS_READ_WRITE_ATTACH UINT64_C(0x0000000008000000) //!< Read/Write frame buffer attachments are supported.
///
#define BGFX_CAPS_FORMAT_TEXTURE_NONE UINT16_C(0x0000) //!< Texture format is not supported.

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@ -391,10 +391,12 @@ namespace bgfx { namespace d3d11
void clear()
{
bx::memSet(m_uav, 0, sizeof(m_uav));
bx::memSet(m_srv, 0, sizeof(m_srv) );
bx::memSet(m_sampler, 0, sizeof(m_sampler) );
}
ID3D11UnorderedAccessView* m_uav[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
ID3D11ShaderResourceView* m_srv[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
ID3D11SamplerState* m_sampler[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
};
@ -1178,6 +1180,9 @@ namespace bgfx { namespace d3d11
: 0)
| BGFX_CAPS_TEXTURE_2D_ARRAY
| BGFX_CAPS_TEXTURE_CUBE_ARRAY
| ((m_featureLevel >= D3D_FEATURE_LEVEL_11_1)
? BGFX_CAPS_READ_WRITE_ATTACH
: 0)
);
m_timerQuerySupport = m_featureLevel >= D3D_FEATURE_LEVEL_10_0;
@ -2503,7 +2508,7 @@ namespace bgfx { namespace d3d11
m_currentColor = m_backBufferColor;
m_currentDepthStencil = m_backBufferDepthStencil;
m_deviceCtx->OMSetRenderTargets(1, &m_currentColor, m_currentDepthStencil);
m_deviceCtx->OMSetRenderTargetsAndUnorderedAccessViews(1, &m_currentColor, m_currentDepthStencil, 1, 0, NULL, NULL);
m_needPresent |= _needPresent;
}
else
@ -4579,6 +4584,10 @@ namespace bgfx { namespace d3d11
{
m_rtv[ii] = NULL;
}
for(uint32_t ii = 0; ii < BX_COUNTOF(m_uav); ++ii)
{
m_uav[ii] = NULL;
}
m_dsv = NULL;
m_swapChain = NULL;
@ -4690,6 +4699,8 @@ namespace bgfx { namespace d3d11
if (0 < m_numTh)
{
m_num = 0;
m_numUav = 0;
for (uint32_t ii = 0; ii < m_numTh; ++ii)
{
const Attachment& at = m_attachment[ii];
@ -4851,7 +4862,8 @@ namespace bgfx { namespace d3d11
}
else
{
BX_CHECK(false, "");
m_uav[m_num + m_numUav] = texture.m_uav;
m_numUav++;
}
}
}
@ -4924,7 +4936,7 @@ namespace bgfx { namespace d3d11
void FrameBufferD3D11::set()
{
s_renderD3D11->m_deviceCtx->OMSetRenderTargets(m_num, m_rtv, m_dsv);
s_renderD3D11->m_deviceCtx->OMSetRenderTargetsAndUnorderedAccessViews(m_num, m_rtv, m_dsv, m_num, m_numUav, m_uav + m_num, NULL);
m_needPresent = UINT16_MAX != m_denseIdx;
s_renderD3D11->m_currentColor = m_rtv[0];
s_renderD3D11->m_currentDepthStencil = m_dsv;

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@ -330,6 +330,7 @@ namespace bgfx { namespace d3d11
, m_denseIdx(UINT16_MAX)
, m_num(0)
, m_numTh(0)
, m_numUav(0)
, m_needPresent(false)
{
}
@ -345,6 +346,7 @@ namespace bgfx { namespace d3d11
HRESULT present(uint32_t _syncInterval);
ID3D11RenderTargetView* m_rtv[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS-1];
ID3D11UnorderedAccessView* m_uav[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS-1];
ID3D11ShaderResourceView* m_srv[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS-1];
ID3D11DepthStencilView* m_dsv;
Dxgi::SwapChainI* m_swapChain;
@ -356,6 +358,7 @@ namespace bgfx { namespace d3d11
uint16_t m_denseIdx;
uint8_t m_num;
uint8_t m_numTh;
uint8_t m_numUav;
bool m_needPresent;
};

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@ -2434,12 +2434,18 @@ BX_TRACE("%d, %d, %d, %s", _array, _srgb, _mipAutogen, getName(_format) );
m_atocSupport = s_extension[Extension::ARB_multisample].m_supported;
m_conservativeRasterSupport = s_extension[Extension::NV_conservative_raster].m_supported;
m_imageLoadStoreSupport = false
|| s_extension[Extension::ARB_shader_image_load_store].m_supported
|| s_extension[Extension::EXT_shader_image_load_store].m_supported
;
g_caps.supported |= 0
| (m_atocSupport ? BGFX_CAPS_ALPHA_TO_COVERAGE : 0)
| (m_conservativeRasterSupport ? BGFX_CAPS_CONSERVATIVE_RASTER : 0)
| (m_occlusionQuerySupport ? BGFX_CAPS_OCCLUSION_QUERY : 0)
| (m_depthTextureSupport ? BGFX_CAPS_TEXTURE_COMPARE_LEQUAL : 0)
| (computeSupport ? BGFX_CAPS_COMPUTE : 0)
| (m_imageLoadStoreSupport ? BGFX_CAPS_READ_WRITE_ATTACH : 0)
;
g_caps.supported |= m_glctx.getCaps();
@ -3244,6 +3250,8 @@ BX_TRACE("%d, %d, %d, %s", _array, _srgb, _mipAutogen, getName(_format) );
m_glctx.makeCurrent(NULL);
m_currentFbo = frameBuffer.m_fbo[0];
}
frameBuffer.set();
}
GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_currentFbo) );
@ -3888,6 +3896,7 @@ BX_TRACE("%d, %d, %d, %s", _array, _srgb, _mipAutogen, getName(_format) );
bool m_occlusionQuerySupport;
bool m_atocSupport;
bool m_conservativeRasterSupport;
bool m_imageLoadStoreSupport;
bool m_flip;
uint64_t m_hash;
@ -5936,7 +5945,7 @@ BX_TRACE("%d, %d, %d, %s", _array, _srgb, _mipAutogen, getName(_format) );
attachment = GL_DEPTH_ATTACHMENT;
}
}
else
else if (Access::Write == at.access)
{
buffers[colorIdx] = attachment;
++colorIdx;
@ -5968,7 +5977,7 @@ BX_TRACE("%d, %d, %d, %s", _array, _srgb, _mipAutogen, getName(_format) );
) );
}
}
else if (Access::Write == at.access)
else
{
if (1 < texture.m_numLayers
&& !texture.isCubeMap())
@ -5995,10 +6004,6 @@ BX_TRACE("%d, %d, %d, %s", _array, _srgb, _mipAutogen, getName(_format) );
) );
}
}
else
{
BX_CHECK(false, "");
}
needResolve |= (0 != texture.m_rbo) && (0 != texture.m_id);
}
@ -6196,6 +6201,33 @@ BX_TRACE("%d, %d, %d, %s", _array, _srgb, _mipAutogen, getName(_format) );
GL_CHECK(glInvalidateFramebuffer(GL_FRAMEBUFFER, idx, buffers) );
}
void FrameBufferGL::set()
{
for(uint32_t ii = 0; ii < m_numTh; ++ii)
{
if(m_attachment[ii].access == Access::Write)
continue;
TextureHandle handle = m_attachment[ii].handle;
if(isValid(handle))
{
const TextureGL& texture = s_renderGL->m_textures[handle.idx];
if(0 != (texture.m_flags&BGFX_TEXTURE_COMPUTE_WRITE))
{
GL_CHECK(glBindImageTexture(ii
, texture.m_id
, m_attachment[ii].mip
, GL_FALSE //texture.isLayered() ? GL_TRUE : GL_FALSE
, m_attachment[ii].layer
, s_access[Access::ReadWrite]
, s_imageFormat[texture.m_textureFormat])
);
}
}
}
}
void OcclusionQueryGL::create()
{
for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)

View File

@ -1331,6 +1331,7 @@ namespace bgfx { namespace gl
uint16_t destroy();
void resolve();
void discard(uint16_t _flags);
void set();
SwapChainGL* m_swapChain;
GLuint m_fbo[2];