fix(metal): clear only bound textures
`clearQuad()` can be operating on framebuffers that don't have all the color/depth/stencil buffers attached. For example, if there is no stencil buffer in the framebuffer, the Metal driver asserts with: ``` validateDepthStencilState: failed assertion `MTLDepthStencilDescriptor uses frontFaceStencil but MTLRenderPassDescriptor has a nil stencilAttachment texture' ``` Copy the logic from `setFrameBuffer()` to check which buffers we can clear. Using this info set the pipeline state that is valid for currently bound buffers.
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@ -1712,20 +1712,89 @@ BX_STATIC_ASSERT(BX_COUNTOF(s_accessNames) == Access::Count, "Invalid s_accessNa
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void clearQuad(ClearQuad& _clearQuad, const Rect& /*_rect*/, const Clear& _clear, const float _palette[][4])
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{
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bool clear_color;
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bool clear_depth;
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bool clear_stencil;
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if (!isValid(m_fbh) || m_frameBuffers[m_fbh.idx].m_swapChain)
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{
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SwapChainMtl* swapChain =
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!isValid(m_fbh) ?
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m_mainFrameBuffer.m_swapChain :
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m_frameBuffers[m_fbh.idx].m_swapChain;
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if (NULL != swapChain->m_backBufferColorMsaa)
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{
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clear_color = swapChain->m_backBufferColorMsaa != NULL;
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}
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else
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{
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clear_color = (NULL != m_screenshotTarget ? m_screenshotTarget.m_obj : swapChain->currentDrawableTexture()) != NULL;
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}
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clear_depth = swapChain->m_backBufferDepth != NULL;
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clear_stencil = swapChain->m_backBufferStencil != NULL;
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}
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else
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{
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FrameBufferMtl& frameBuffer = m_frameBuffers[m_fbh.idx];
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clear_color = false;
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for (uint32_t ii = 0; ii < frameBuffer.m_num; ++ii)
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{
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const TextureMtl& texture = m_textures[frameBuffer.m_colorHandle[ii].idx];
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clear_color = (texture.m_ptrMsaa ? texture.m_ptrMsaa : texture.m_ptr) != NULL;
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if (clear_color)
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{
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break;
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}
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}
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if (isValid(frameBuffer.m_depthHandle))
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{
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const TextureMtl& texture = m_textures[frameBuffer.m_depthHandle.idx];
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clear_depth = (texture.m_ptrMsaa ? texture.m_ptrMsaa : texture.m_ptr) != NULL;
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clear_stencil = texture.m_ptrStencil != NULL;
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if (texture.m_textureFormat == TextureFormat::D24S8)
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{
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if (texture.m_ptr.pixelFormat() == 255 /* Depth24Unorm_Stencil8 */
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|| texture.m_ptr.pixelFormat() == 260 /* Depth32Float_Stencil8 */)
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{
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clear_stencil = clear_depth;
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}
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else
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{
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clear_stencil = (texture.m_ptrMsaa ? texture.m_ptrMsaa : texture.m_ptrStencil) != NULL;
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}
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}
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}
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else
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{
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clear_depth = false;
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clear_stencil = false;
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}
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}
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uint64_t state = 0;
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state |= _clear.m_flags & BGFX_CLEAR_COLOR ? BGFX_STATE_WRITE_RGB|BGFX_STATE_WRITE_A : 0;
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state |= _clear.m_flags & BGFX_CLEAR_DEPTH ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_WRITE_Z : 0;
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if (clear_color) {
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state |= _clear.m_flags & BGFX_CLEAR_COLOR ? BGFX_STATE_WRITE_RGB|BGFX_STATE_WRITE_A : 0;
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}
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if (clear_depth) {
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state |= _clear.m_flags & BGFX_CLEAR_DEPTH ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_WRITE_Z : 0;
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}
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uint64_t stencil = 0;
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stencil |= _clear.m_flags & BGFX_CLEAR_STENCIL ? 0
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| BGFX_STENCIL_TEST_ALWAYS
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| BGFX_STENCIL_FUNC_REF(_clear.m_stencil)
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| BGFX_STENCIL_FUNC_RMASK(0xff)
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| BGFX_STENCIL_OP_FAIL_S_REPLACE
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| BGFX_STENCIL_OP_FAIL_Z_REPLACE
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| BGFX_STENCIL_OP_PASS_Z_REPLACE
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: 0
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;
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if (clear_stencil) {
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stencil |= _clear.m_flags & BGFX_CLEAR_STENCIL ? 0
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| BGFX_STENCIL_TEST_ALWAYS
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| BGFX_STENCIL_FUNC_REF(_clear.m_stencil)
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| BGFX_STENCIL_FUNC_RMASK(0xff)
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| BGFX_STENCIL_OP_FAIL_S_REPLACE
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| BGFX_STENCIL_OP_FAIL_Z_REPLACE
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| BGFX_STENCIL_OP_PASS_Z_REPLACE
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: 0
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;
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}
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setDepthStencilState(state, stencil);
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