premultiplied backbuffer for UWP/SwapchainPanel (#2837)
* premultiplied backbuffer for UWP/SwapchainPanel * init flag * caps and feedback/opengl premul * reduced #ifdef form * removed ifdef
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@ -997,6 +997,11 @@ public static class bgfx
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/// Suspend rendering.
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/// </summary>
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Suspend = 0x00080000,
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/// <summary>
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/// Transparent backbuffer. Availability depends on: `BGFX_CAPS_TRANSPARENT_BACKBUFFER`.
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/// </summary>
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TransparentBackbuffer = 0x00100000,
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FullscreenShift = 0,
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FullscreenMask = 0x00000001,
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ReservedShift = 31,
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@ -1100,52 +1105,57 @@ public static class bgfx
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/// Texture blit is supported.
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/// </summary>
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TextureBlit = 0x0000000000040000,
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TextureCompareReserved = 0x0000000000080000,
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/// <summary>
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/// Transparent back buffer supported.
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/// </summary>
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TransparentBackbuffer = 0x0000000000080000,
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TextureCompareReserved = 0x0000000000100000,
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/// <summary>
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/// Texture compare less equal mode is supported.
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/// </summary>
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TextureCompareLequal = 0x0000000000100000,
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TextureCompareLequal = 0x0000000000200000,
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/// <summary>
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/// Cubemap texture array is supported.
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/// </summary>
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TextureCubeArray = 0x0000000000200000,
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TextureCubeArray = 0x0000000000400000,
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/// <summary>
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/// CPU direct access to GPU texture memory.
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/// </summary>
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TextureDirectAccess = 0x0000000000400000,
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TextureDirectAccess = 0x0000000000800000,
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/// <summary>
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/// Read-back texture is supported.
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/// </summary>
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TextureReadBack = 0x0000000000800000,
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TextureReadBack = 0x0000000001000000,
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/// <summary>
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/// Vertex attribute half-float is supported.
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/// </summary>
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VertexAttribHalf = 0x0000000001000000,
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VertexAttribHalf = 0x0000000002000000,
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/// <summary>
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/// Vertex attribute 10_10_10_2 is supported.
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/// </summary>
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VertexAttribUint10 = 0x0000000002000000,
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VertexAttribUint10 = 0x0000000004000000,
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/// <summary>
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/// Rendering with VertexID only is supported.
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/// </summary>
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VertexId = 0x0000000004000000,
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VertexId = 0x0000000008000000,
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/// <summary>
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/// Viewport layer is available in vertex shader.
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/// </summary>
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ViewportLayerArray = 0x0000000008000000,
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ViewportLayerArray = 0x0000000010000000,
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/// <summary>
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/// All texture compare modes are supported.
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/// </summary>
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TextureCompareAll = 0x0000000000180000,
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TextureCompareAll = 0x0000000000300000,
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}
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[AllowDuplicates]
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@ -996,6 +996,11 @@ public static partial class bgfx
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/// Suspend rendering.
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/// </summary>
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Suspend = 0x00080000,
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/// <summary>
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/// Transparent backbuffer. Availability depends on: `BGFX_CAPS_TRANSPARENT_BACKBUFFER`.
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/// </summary>
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TransparentBackbuffer = 0x00100000,
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FullscreenShift = 0,
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FullscreenMask = 0x00000001,
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ReservedShift = 31,
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@ -1099,52 +1104,57 @@ public static partial class bgfx
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/// Texture blit is supported.
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/// </summary>
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TextureBlit = 0x0000000000040000,
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TextureCompareReserved = 0x0000000000080000,
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/// <summary>
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/// Transparent back buffer supported.
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/// </summary>
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TransparentBackbuffer = 0x0000000000080000,
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TextureCompareReserved = 0x0000000000100000,
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/// <summary>
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/// Texture compare less equal mode is supported.
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/// </summary>
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TextureCompareLequal = 0x0000000000100000,
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TextureCompareLequal = 0x0000000000200000,
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/// <summary>
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/// Cubemap texture array is supported.
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/// </summary>
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TextureCubeArray = 0x0000000000200000,
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TextureCubeArray = 0x0000000000400000,
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/// <summary>
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/// CPU direct access to GPU texture memory.
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/// </summary>
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TextureDirectAccess = 0x0000000000400000,
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TextureDirectAccess = 0x0000000000800000,
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/// <summary>
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/// Read-back texture is supported.
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/// </summary>
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TextureReadBack = 0x0000000000800000,
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TextureReadBack = 0x0000000001000000,
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/// <summary>
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/// Vertex attribute half-float is supported.
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/// </summary>
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VertexAttribHalf = 0x0000000001000000,
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VertexAttribHalf = 0x0000000002000000,
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/// <summary>
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/// Vertex attribute 10_10_10_2 is supported.
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/// </summary>
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VertexAttribUint10 = 0x0000000002000000,
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VertexAttribUint10 = 0x0000000004000000,
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/// <summary>
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/// Rendering with VertexID only is supported.
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/// </summary>
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VertexId = 0x0000000004000000,
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VertexId = 0x0000000008000000,
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/// <summary>
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/// Viewport layer is available in vertex shader.
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/// </summary>
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ViewportLayerArray = 0x0000000008000000,
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ViewportLayerArray = 0x0000000010000000,
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/// <summary>
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/// All texture compare modes are supported.
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/// </summary>
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TextureCompareAll = 0x0000000000180000,
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TextureCompareAll = 0x0000000000300000,
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}
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[Flags]
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@ -373,6 +373,7 @@ enum uint BGFX_RESET_HDR10 = 0x00010000; /// Enable HDR10 rendering.
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enum uint BGFX_RESET_HIDPI = 0x00020000; /// Enable HiDPI rendering.
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enum uint BGFX_RESET_DEPTH_CLAMP = 0x00040000; /// Enable depth clamp.
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enum uint BGFX_RESET_SUSPEND = 0x00080000; /// Suspend rendering.
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enum uint BGFX_RESET_TRANSPARENT_BACKBUFFER = 0x00100000; /// Transparent backbuffer. Availability depends on: `BGFX_CAPS_TRANSPARENT_BACKBUFFER`.
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enum uint BGFX_RESET_FULLSCREEN_SHIFT = 0;
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enum uint BGFX_RESET_FULLSCREEN_MASK = 0x00000001;
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@ -399,16 +400,17 @@ enum ulong BGFX_CAPS_SWAP_CHAIN = 0x0000000000008000; /// Multiple windows are s
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enum ulong BGFX_CAPS_TEXTURE_2D_ARRAY = 0x0000000000010000; /// 2D texture array is supported.
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enum ulong BGFX_CAPS_TEXTURE_3D = 0x0000000000020000; /// 3D textures are supported.
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enum ulong BGFX_CAPS_TEXTURE_BLIT = 0x0000000000040000; /// Texture blit is supported.
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enum ulong BGFX_CAPS_TEXTURE_COMPARE_RESERVED = 0x0000000000080000;
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enum ulong BGFX_CAPS_TEXTURE_COMPARE_LEQUAL = 0x0000000000100000; /// Texture compare less equal mode is supported.
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enum ulong BGFX_CAPS_TEXTURE_CUBE_ARRAY = 0x0000000000200000; /// Cubemap texture array is supported.
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enum ulong BGFX_CAPS_TEXTURE_DIRECT_ACCESS = 0x0000000000400000; /// CPU direct access to GPU texture memory.
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enum ulong BGFX_CAPS_TEXTURE_READ_BACK = 0x0000000000800000; /// Read-back texture is supported.
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enum ulong BGFX_CAPS_VERTEX_ATTRIB_HALF = 0x0000000001000000; /// Vertex attribute half-float is supported.
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enum ulong BGFX_CAPS_VERTEX_ATTRIB_UINT10 = 0x0000000002000000; /// Vertex attribute 10_10_10_2 is supported.
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enum ulong BGFX_CAPS_VERTEX_ID = 0x0000000004000000; /// Rendering with VertexID only is supported.
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enum ulong BGFX_CAPS_VIEWPORT_LAYER_ARRAY = 0x0000000008000000; /// Viewport layer is available in vertex shader.
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enum ulong BGFX_CAPS_TEXTURE_COMPARE_ALL = 0x0000000000180000; /// All texture compare modes are supported.
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enum ulong BGFX_CAPS_TRANSPARENT_BACKBUFFER = 0x0000000000080000; /// Transparent back buffer supported.
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enum ulong BGFX_CAPS_TEXTURE_COMPARE_RESERVED = 0x0000000000100000;
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enum ulong BGFX_CAPS_TEXTURE_COMPARE_LEQUAL = 0x0000000000200000; /// Texture compare less equal mode is supported.
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enum ulong BGFX_CAPS_TEXTURE_CUBE_ARRAY = 0x0000000000400000; /// Cubemap texture array is supported.
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enum ulong BGFX_CAPS_TEXTURE_DIRECT_ACCESS = 0x0000000000800000; /// CPU direct access to GPU texture memory.
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enum ulong BGFX_CAPS_TEXTURE_READ_BACK = 0x0000000001000000; /// Read-back texture is supported.
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enum ulong BGFX_CAPS_VERTEX_ATTRIB_HALF = 0x0000000002000000; /// Vertex attribute half-float is supported.
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enum ulong BGFX_CAPS_VERTEX_ATTRIB_UINT10 = 0x0000000004000000; /// Vertex attribute 10_10_10_2 is supported.
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enum ulong BGFX_CAPS_VERTEX_ID = 0x0000000008000000; /// Rendering with VertexID only is supported.
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enum ulong BGFX_CAPS_VIEWPORT_LAYER_ARRAY = 0x0000000010000000; /// Viewport layer is available in vertex shader.
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enum ulong BGFX_CAPS_TEXTURE_COMPARE_ALL = 0x0000000000300000; /// All texture compare modes are supported.
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enum uint BGFX_CAPS_FORMAT_TEXTURE_NONE = 0x00000000; /// Texture format is not supported.
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enum uint BGFX_CAPS_FORMAT_TEXTURE_2D = 0x00000001; /// Texture format is supported.
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@ -617,6 +617,9 @@ pub const ResetFlags_DepthClamp: ResetFlags = 0x00040000;
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/// Suspend rendering.
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pub const ResetFlags_Suspend: ResetFlags = 0x00080000;
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/// Transparent backbuffer. Availability depends on: `BGFX_CAPS_TRANSPARENT_BACKBUFFER`.
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pub const ResetFlags_TransparentBackbuffer: ResetFlags = 0x00100000;
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pub const ResetFlags_FullscreenShift: ResetFlags = 0;
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pub const ResetFlags_FullscreenMask: ResetFlags = 0x00000001;
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pub const ResetFlags_ReservedShift: ResetFlags = 31;
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@ -679,34 +682,37 @@ pub const CapsFlags_Texture3D: CapsFlags = 0x0000000000020000;
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/// Texture blit is supported.
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pub const CapsFlags_TextureBlit: CapsFlags = 0x0000000000040000;
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pub const CapsFlags_TextureCompareReserved: CapsFlags = 0x0000000000080000;
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/// Transparent back buffer supported.
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pub const CapsFlags_TransparentBackbuffer: CapsFlags = 0x0000000000080000;
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pub const CapsFlags_TextureCompareReserved: CapsFlags = 0x0000000000100000;
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/// Texture compare less equal mode is supported.
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pub const CapsFlags_TextureCompareLequal: CapsFlags = 0x0000000000100000;
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pub const CapsFlags_TextureCompareLequal: CapsFlags = 0x0000000000200000;
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/// Cubemap texture array is supported.
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pub const CapsFlags_TextureCubeArray: CapsFlags = 0x0000000000200000;
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pub const CapsFlags_TextureCubeArray: CapsFlags = 0x0000000000400000;
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/// CPU direct access to GPU texture memory.
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pub const CapsFlags_TextureDirectAccess: CapsFlags = 0x0000000000400000;
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pub const CapsFlags_TextureDirectAccess: CapsFlags = 0x0000000000800000;
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/// Read-back texture is supported.
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pub const CapsFlags_TextureReadBack: CapsFlags = 0x0000000000800000;
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pub const CapsFlags_TextureReadBack: CapsFlags = 0x0000000001000000;
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/// Vertex attribute half-float is supported.
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pub const CapsFlags_VertexAttribHalf: CapsFlags = 0x0000000001000000;
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pub const CapsFlags_VertexAttribHalf: CapsFlags = 0x0000000002000000;
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/// Vertex attribute 10_10_10_2 is supported.
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pub const CapsFlags_VertexAttribUint10: CapsFlags = 0x0000000002000000;
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pub const CapsFlags_VertexAttribUint10: CapsFlags = 0x0000000004000000;
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/// Rendering with VertexID only is supported.
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pub const CapsFlags_VertexId: CapsFlags = 0x0000000004000000;
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pub const CapsFlags_VertexId: CapsFlags = 0x0000000008000000;
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/// Viewport layer is available in vertex shader.
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pub const CapsFlags_ViewportLayerArray: CapsFlags = 0x0000000008000000;
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pub const CapsFlags_ViewportLayerArray: CapsFlags = 0x0000000010000000;
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/// All texture compare modes are supported.
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pub const CapsFlags_TextureCompareAll: CapsFlags = 0x0000000000180000;
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pub const CapsFlags_TextureCompareAll: CapsFlags = 0x0000000000300000;
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pub const CapsFormatFlags = u32;
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/// Texture format is not supported.
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@ -453,6 +453,7 @@
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#define BGFX_RESET_HIDPI UINT32_C(0x00020000) //!< Enable HiDPI rendering.
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#define BGFX_RESET_DEPTH_CLAMP UINT32_C(0x00040000) //!< Enable depth clamp.
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#define BGFX_RESET_SUSPEND UINT32_C(0x00080000) //!< Suspend rendering.
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#define BGFX_RESET_TRANSPARENT_BACKBUFFER UINT32_C(0x00100000) //!< Transparent backbuffer. Availability depends on: `BGFX_CAPS_TRANSPARENT_BACKBUFFER`.
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#define BGFX_RESET_FULLSCREEN_SHIFT 0
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@ -480,15 +481,16 @@
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#define BGFX_CAPS_TEXTURE_2D_ARRAY UINT64_C(0x0000000000010000) //!< 2D texture array is supported.
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#define BGFX_CAPS_TEXTURE_3D UINT64_C(0x0000000000020000) //!< 3D textures are supported.
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#define BGFX_CAPS_TEXTURE_BLIT UINT64_C(0x0000000000040000) //!< Texture blit is supported.
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#define BGFX_CAPS_TEXTURE_COMPARE_RESERVED UINT64_C(0x0000000000080000)
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#define BGFX_CAPS_TEXTURE_COMPARE_LEQUAL UINT64_C(0x0000000000100000) //!< Texture compare less equal mode is supported.
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#define BGFX_CAPS_TEXTURE_CUBE_ARRAY UINT64_C(0x0000000000200000) //!< Cubemap texture array is supported.
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#define BGFX_CAPS_TEXTURE_DIRECT_ACCESS UINT64_C(0x0000000000400000) //!< CPU direct access to GPU texture memory.
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#define BGFX_CAPS_TEXTURE_READ_BACK UINT64_C(0x0000000000800000) //!< Read-back texture is supported.
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#define BGFX_CAPS_VERTEX_ATTRIB_HALF UINT64_C(0x0000000001000000) //!< Vertex attribute half-float is supported.
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#define BGFX_CAPS_VERTEX_ATTRIB_UINT10 UINT64_C(0x0000000002000000) //!< Vertex attribute 10_10_10_2 is supported.
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#define BGFX_CAPS_VERTEX_ID UINT64_C(0x0000000004000000) //!< Rendering with VertexID only is supported.
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#define BGFX_CAPS_VIEWPORT_LAYER_ARRAY UINT64_C(0x0000000008000000) //!< Viewport layer is available in vertex shader.
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#define BGFX_CAPS_TRANSPARENT_BACKBUFFER UINT64_C(0x0000000000080000) //!< Transparent back buffer supported.
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#define BGFX_CAPS_TEXTURE_COMPARE_RESERVED UINT64_C(0x0000000000100000)
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#define BGFX_CAPS_TEXTURE_COMPARE_LEQUAL UINT64_C(0x0000000000200000) //!< Texture compare less equal mode is supported.
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#define BGFX_CAPS_TEXTURE_CUBE_ARRAY UINT64_C(0x0000000000400000) //!< Cubemap texture array is supported.
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#define BGFX_CAPS_TEXTURE_DIRECT_ACCESS UINT64_C(0x0000000000800000) //!< CPU direct access to GPU texture memory.
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#define BGFX_CAPS_TEXTURE_READ_BACK UINT64_C(0x0000000001000000) //!< Read-back texture is supported.
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#define BGFX_CAPS_VERTEX_ATTRIB_HALF UINT64_C(0x0000000002000000) //!< Vertex attribute half-float is supported.
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#define BGFX_CAPS_VERTEX_ATTRIB_UINT10 UINT64_C(0x0000000004000000) //!< Vertex attribute 10_10_10_2 is supported.
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#define BGFX_CAPS_VERTEX_ID UINT64_C(0x0000000008000000) //!< Rendering with VertexID only is supported.
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#define BGFX_CAPS_VIEWPORT_LAYER_ARRAY UINT64_C(0x0000000010000000) //!< Viewport layer is available in vertex shader.
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/// All texture compare modes are supported.
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#define BGFX_CAPS_TEXTURE_COMPARE_ALL (0 \
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| BGFX_CAPS_TEXTURE_COMPARE_RESERVED \
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@ -343,19 +343,20 @@ flag.ResetMsaa { bits = 32, shift = 4, range = 3, base = 1 }
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()
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flag.Reset { bits = 32 }
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.None ( 0) --- No reset flags.
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.Fullscreen ( 1) --- Not supported yet.
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.Vsync ( 8) --- Enable V-Sync.
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.Maxanisotropy ( 9) --- Turn on/off max anisotropy.
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.Capture (10) --- Begin screen capture.
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.FlushAfterRender (14) --- Flush rendering after submitting to GPU.
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.FlipAfterRender (15) --- This flag specifies where flip occurs. Default behaviour is that flip occurs
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--- before rendering new frame. This flag only has effect when `BGFX_CONFIG_MULTITHREADED=0`.
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.SrgbBackbuffer (16) --- Enable sRGB backbuffer.
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.Hdr10 (17) --- Enable HDR10 rendering.
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.Hidpi (18) --- Enable HiDPI rendering.
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.DepthClamp (19) --- Enable depth clamp.
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.Suspend (20) --- Suspend rendering.
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.None ( 0) --- No reset flags.
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.Fullscreen ( 1) --- Not supported yet.
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.Vsync ( 8) --- Enable V-Sync.
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.Maxanisotropy ( 9) --- Turn on/off max anisotropy.
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.Capture (10) --- Begin screen capture.
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.FlushAfterRender (14) --- Flush rendering after submitting to GPU.
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.FlipAfterRender (15) --- This flag specifies where flip occurs. Default behaviour is that flip occurs
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--- before rendering new frame. This flag only has effect when `BGFX_CONFIG_MULTITHREADED=0`.
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.SrgbBackbuffer (16) --- Enable sRGB backbuffer.
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.Hdr10 (17) --- Enable HDR10 rendering.
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.Hidpi (18) --- Enable HiDPI rendering.
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.DepthClamp (19) --- Enable depth clamp.
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.Suspend (20) --- Suspend rendering.
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.TransparentBackbuffer (21) --- Transparent backbuffer. Availability depends on: `BGFX_CAPS_TRANSPARENT_BACKBUFFER`.
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()
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flag.ResetFullscreen { bits = 32, shift = 0, range = 1, base = 1 }
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@ -383,6 +384,7 @@ flag.Caps { bits = 64, base = 1, name = "Caps" }
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.Texture_2dArray --- 2D texture array is supported.
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.Texture_3d --- 3D textures are supported.
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.TextureBlit --- Texture blit is supported.
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.TransparentBackbuffer --- Transparent back buffer supported.
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.TextureCompareReserved
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.TextureCompareLequal --- Texture compare less equal mode is supported.
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.TextureCubeArray --- Cubemap texture array is supported.
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@ -308,6 +308,7 @@ namespace bgfx
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}
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_caps.supported |= hdr10 ? BGFX_CAPS_HDR10 : 0;
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_caps.supported |= BX_ENABLED(BX_PLATFORM_WINRT) ? BGFX_CAPS_TRANSPARENT_BACKBUFFER : 0;
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DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
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}
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@ -1035,7 +1035,9 @@ namespace bgfx { namespace d3d11
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: DXGI_SCALING_STRETCH
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;
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m_scd.swapEffect = m_swapEffect;
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m_scd.alphaMode = DXGI_ALPHA_MODE_IGNORE;
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m_scd.alphaMode = (_init.resolution.reset & BGFX_RESET_TRANSPARENT_BACKBUFFER) ? DXGI_ALPHA_MODE_PREMULTIPLIED : DXGI_ALPHA_MODE_IGNORE;
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m_scd.flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
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m_scd.maxFrameLatency = bx::min<uint8_t>(_init.resolution.maxFrameLatency, BGFX_CONFIG_MAX_FRAME_LATENCY);
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@ -3425,6 +3427,50 @@ namespace bgfx { namespace d3d11
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}
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}
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void premultiplyBackBuffer(const ClearQuad& _clearQuad)
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{
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ID3D11DeviceContext* deviceCtx = m_deviceCtx;
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uint64_t state = 0;
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state |= BGFX_STATE_WRITE_RGB;
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state |= BGFX_STATE_DEPTH_TEST_ALWAYS;
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state |= BGFX_STATE_BLEND_FUNC_SEPARATE(BGFX_STATE_BLEND_DST_COLOR, BGFX_STATE_BLEND_DST_ALPHA, BGFX_STATE_BLEND_DST_ALPHA, BGFX_STATE_BLEND_ZERO);
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||||
uint64_t stencil = 0;
|
||||
|
||||
setBlendState(state);
|
||||
setDepthStencilState(state, stencil);
|
||||
setRasterizerState(state);
|
||||
|
||||
uint32_t numMrt = 1;
|
||||
if (isValid(_clearQuad.m_program[numMrt-1]))
|
||||
{
|
||||
ProgramD3D11& program = m_program[_clearQuad.m_program[numMrt-1].idx];
|
||||
m_currentProgram = &program;
|
||||
|
||||
const ShaderD3D11* vsh = program.m_vsh;
|
||||
deviceCtx->VSSetShader(vsh->m_vertexShader, NULL, 0);
|
||||
deviceCtx->VSSetConstantBuffers(0, 1, &vsh->m_buffer);
|
||||
|
||||
const ShaderD3D11* fsh = program.m_fsh;
|
||||
deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
|
||||
|
||||
VertexBufferD3D11& vb = m_vertexBuffers[_clearQuad.m_vb.idx];
|
||||
const VertexLayout& layout = _clearQuad.m_layout;
|
||||
|
||||
const uint32_t stride = layout.m_stride;
|
||||
const uint32_t offset = 0;
|
||||
|
||||
deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
|
||||
setInputLayout(layout, program, 0);
|
||||
|
||||
m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
|
||||
|
||||
deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
||||
deviceCtx->Draw(4, 0);
|
||||
}
|
||||
}
|
||||
|
||||
void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, const float _palette[][4])
|
||||
{
|
||||
uint32_t width;
|
||||
@ -6626,6 +6672,11 @@ namespace bgfx { namespace d3d11
|
||||
BGFX_D3D11_PROFILER_END();
|
||||
}
|
||||
|
||||
if (m_resolution.reset & BGFX_RESET_TRANSPARENT_BACKBUFFER)
|
||||
{
|
||||
premultiplyBackBuffer(_clearQuad);
|
||||
}
|
||||
|
||||
m_deviceCtx->OMSetRenderTargets(1, s_zero.m_rtv, NULL);
|
||||
|
||||
if (NULL != m_msaaRt)
|
||||
|
@ -3028,6 +3028,8 @@ namespace bgfx { namespace gl
|
||||
: 0
|
||||
;
|
||||
|
||||
g_caps.supported |= BX_ENABLED(BX_PLATFORM_WINRT) ? BGFX_CAPS_TRANSPARENT_BACKBUFFER : 0;
|
||||
|
||||
if (s_extension[Extension::ARB_debug_output].m_supported
|
||||
|| s_extension[Extension::KHR_debug].m_supported)
|
||||
{
|
||||
@ -3577,7 +3579,7 @@ namespace bgfx { namespace gl
|
||||
void submitBlit(BlitState& _bs, uint16_t _view);
|
||||
|
||||
void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) override;
|
||||
|
||||
void premultiplyBackBuffer(const ClearQuad& _clearQuad);
|
||||
void blitSetup(TextVideoMemBlitter& _blitter) override
|
||||
{
|
||||
if (0 != m_vao)
|
||||
@ -7374,6 +7376,39 @@ namespace bgfx { namespace gl
|
||||
}
|
||||
}
|
||||
|
||||
void RendererContextGL::premultiplyBackBuffer(const ClearQuad& _clearQuad)
|
||||
{
|
||||
const uint32_t numMrt = 1;
|
||||
if (isValid(_clearQuad.m_program[numMrt - 1]))
|
||||
{
|
||||
GL_CHECK(glDisable(GL_SCISSOR_TEST));
|
||||
GL_CHECK(glDisable(GL_CULL_FACE));
|
||||
GL_CHECK(glEnable(GL_BLEND));
|
||||
GL_CHECK(glEnable(GL_BLEND));
|
||||
GL_CHECK(glBlendFuncSeparate(GL_DST_COLOR, GL_DST_ALPHA, GL_DST_ALPHA, GL_ZERO));
|
||||
|
||||
GL_CHECK(glColorMask(true, true, true, false));
|
||||
GL_CHECK(glDisable(GL_DEPTH_TEST));
|
||||
GL_CHECK(glDisable(GL_STENCIL_TEST));
|
||||
|
||||
const VertexBufferGL& vb = m_vertexBuffers[_clearQuad.m_vb.idx];
|
||||
const VertexLayout& layout = _clearQuad.m_layout;
|
||||
|
||||
GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, vb.m_id));
|
||||
|
||||
ProgramGL& program = m_program[_clearQuad.m_program[numMrt - 1].idx];
|
||||
setProgram(program.m_id);
|
||||
program.bindAttributesBegin();
|
||||
program.bindAttributes(layout, 0);
|
||||
program.bindAttributesEnd();
|
||||
|
||||
GL_CHECK(glDrawArrays(GL_TRIANGLE_STRIP
|
||||
, 0
|
||||
, 4
|
||||
));
|
||||
}
|
||||
}
|
||||
|
||||
void RendererContextGL::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
|
||||
{
|
||||
if (_render->m_capture)
|
||||
@ -8461,6 +8496,11 @@ namespace bgfx { namespace gl
|
||||
}
|
||||
}
|
||||
|
||||
if (m_resolution.reset & BGFX_RESET_TRANSPARENT_BACKBUFFER)
|
||||
{
|
||||
premultiplyBackBuffer(_clearQuad);
|
||||
}
|
||||
|
||||
BGFX_GL_PROFILER_END();
|
||||
|
||||
m_glctx.makeCurrent(NULL);
|
||||
|
Loading…
Reference in New Issue
Block a user