Added support for blend separate and blend MRT independent.

This commit is contained in:
Branimir Karadžić 2014-03-25 23:07:51 -07:00
parent 03dc9225ed
commit d3753d69bf
20 changed files with 726 additions and 182 deletions

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@ -393,7 +393,6 @@ Converts Wavefront .obj mesh file to format optimal for using with bgfx.
Todo
----
- BlendFuncSeparate and BlendEquationSeparate.
- Blit between textures.
- Occlusion queries.
- Fullscreen mode.

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@ -10,10 +10,9 @@
#include <stdlib.h> // size_t
///
#define BGFX_STATE_DEPTH_WRITE UINT64_C(0x0000000000000001)
#define BGFX_STATE_ALPHA_WRITE UINT64_C(0x0000000000000008)
#define BGFX_STATE_ALPHA_MASK UINT64_C(0x000000000000000c)
#define BGFX_STATE_RGB_WRITE UINT64_C(0x0000000000000001)
#define BGFX_STATE_ALPHA_WRITE UINT64_C(0x0000000000000002)
#define BGFX_STATE_DEPTH_WRITE UINT64_C(0x0000000000000004)
#define BGFX_STATE_DEPTH_TEST_LESS UINT64_C(0x0000000000000010)
#define BGFX_STATE_DEPTH_TEST_LEQUAL UINT64_C(0x0000000000000020)
@ -40,36 +39,36 @@
#define BGFX_STATE_BLEND_FACTOR UINT64_C(0x000000000000c000)
#define BGFX_STATE_BLEND_INV_FACTOR UINT64_C(0x000000000000d000)
#define BGFX_STATE_BLEND_SHIFT 12
#define BGFX_STATE_BLEND_MASK UINT64_C(0x00000000000ff000)
#define BGFX_STATE_BLEND_MASK UINT64_C(0x000000000ffff000)
#define BGFX_STATE_BLEND_EQUATION_SUB UINT64_C(0x0000000000100000)
#define BGFX_STATE_BLEND_EQUATION_REVSUB UINT64_C(0x0000000000200000)
#define BGFX_STATE_BLEND_EQUATION_MIN UINT64_C(0x0000000000300000)
#define BGFX_STATE_BLEND_EQUATION_MAX UINT64_C(0x0000000000400000)
#define BGFX_STATE_BLEND_EQUATION_SHIFT 20
#define BGFX_STATE_BLEND_EQUATION_MASK UINT64_C(0x0000000000700000)
#define BGFX_STATE_BLEND_EQUATION_SUB UINT64_C(0x0000000010000000)
#define BGFX_STATE_BLEND_EQUATION_REVSUB UINT64_C(0x0000000020000000)
#define BGFX_STATE_BLEND_EQUATION_MIN UINT64_C(0x0000000030000000)
#define BGFX_STATE_BLEND_EQUATION_MAX UINT64_C(0x0000000040000000)
#define BGFX_STATE_BLEND_EQUATION_SHIFT 28
#define BGFX_STATE_BLEND_EQUATION_MASK UINT64_C(0x00000003f0000000)
#define BGFX_STATE_CULL_CW UINT64_C(0x0000000010000000)
#define BGFX_STATE_CULL_CCW UINT64_C(0x0000000020000000)
#define BGFX_STATE_CULL_SHIFT 28
#define BGFX_STATE_CULL_MASK UINT64_C(0x0000000030000000)
#define BGFX_STATE_BLEND_INDEPENDENT UINT64_C(0x0000000400000000)
#define BGFX_STATE_RGB_WRITE UINT64_C(0x0000000040000000)
#define BGFX_STATE_CULL_CW UINT64_C(0x0000001000000000)
#define BGFX_STATE_CULL_CCW UINT64_C(0x0000002000000000)
#define BGFX_STATE_CULL_SHIFT 36
#define BGFX_STATE_CULL_MASK UINT64_C(0x0000003000000000)
#define BGFX_STATE_ALPHA_REF_SHIFT 32
#define BGFX_STATE_ALPHA_REF_MASK UINT64_C(0x000000ff00000000)
#define BGFX_STATE_ALPHA_REF_SHIFT 40
#define BGFX_STATE_ALPHA_REF_MASK UINT64_C(0x0000ff0000000000)
#define BGFX_STATE_PT_LINES UINT64_C(0x0000010000000000)
#define BGFX_STATE_PT_POINTS UINT64_C(0x0000020000000000)
#define BGFX_STATE_PT_SHIFT 40
#define BGFX_STATE_PT_MASK UINT64_C(0x0000030000000000)
#define BGFX_STATE_PT_LINES UINT64_C(0x0001000000000000)
#define BGFX_STATE_PT_POINTS UINT64_C(0x0002000000000000)
#define BGFX_STATE_PT_SHIFT 48
#define BGFX_STATE_PT_MASK UINT64_C(0x0003000000000000)
#define BGFX_STATE_POINT_SIZE_SHIFT 44
#define BGFX_STATE_POINT_SIZE_MASK UINT64_C(0x000ff00000000000)
#define BGFX_STATE_POINT_SIZE_SHIFT 52
#define BGFX_STATE_POINT_SIZE_MASK UINT64_C(0x0ff0000000000000)
#define BGFX_STATE_MSAA UINT64_C(0x0020000000000000)
#define BGFX_STATE_MSAA UINT64_C(0x1000000000000000)
#define BGFX_STATE_RESERVED_MASK UINT64_C(0xff00000000000000)
#define BGFX_STATE_RESERVED_MASK UINT64_C(0xe000000000000000)
#define BGFX_STATE_NONE UINT64_C(0x0000000000000000)
#define BGFX_STATE_MASK UINT64_C(0xffffffffffffffff)
@ -84,16 +83,46 @@
#define BGFX_STATE_ALPHA_REF(_ref) ( (uint64_t(_ref)<<BGFX_STATE_ALPHA_REF_SHIFT)&BGFX_STATE_ALPHA_REF_MASK)
#define BGFX_STATE_POINT_SIZE(_size) ( (uint64_t(_size)<<BGFX_STATE_POINT_SIZE_SHIFT)&BGFX_STATE_POINT_SIZE_MASK)
#define BGFX_STATE_BLEND_FUNC(_src, _dst) ( uint64_t(_src)|( uint64_t(_dst)<<4) )
///
#define BGFX_STATE_BLEND_FUNC_SEPARATE(_srcRGB, _dstRGB, _srcA, _dstA) (0 \
| ( (uint64_t(_srcRGB)|(uint64_t(_dstRGB)<<4) ) ) \
| ( (uint64_t(_srcA )|(uint64_t(_dstA )<<4) )<<8) \
)
#define BGFX_STATE_BLEND_EQUATION_SEPARATE(_rgb, _a) (uint64_t(_rgb)|(uint64_t(_a)<<3) )
///
#define BGFX_STATE_BLEND_FUNC(_src, _dst) BGFX_STATE_BLEND_FUNC_SEPARATE(_src, _dst, _src, _dst)
#define BGFX_STATE_BLEND_EQUATION(_equation) BGFX_STATE_BLEND_EQUATION_SEPARATE(_equation, _equation)
#define BGFX_STATE_BLEND_ADD (BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE ) )
#define BGFX_STATE_BLEND_ALPHA (BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_SRC_ALPHA, BGFX_STATE_BLEND_INV_SRC_COLOR) )
#define BGFX_STATE_BLEND_DARKEN (BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE ) | BGFX_STATE_BLEND_EQUATION_MIN)
#define BGFX_STATE_BLEND_LIGHTEN (BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE ) | BGFX_STATE_BLEND_EQUATION_MAX)
#define BGFX_STATE_BLEND_ALPHA (BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_SRC_ALPHA, BGFX_STATE_BLEND_INV_SRC_ALPHA) )
#define BGFX_STATE_BLEND_DARKEN (BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE ) | BGFX_STATE_BLEND_EQUATION(BGFX_STATE_BLEND_EQUATION_MIN) )
#define BGFX_STATE_BLEND_LIGHTEN (BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE ) | BGFX_STATE_BLEND_EQUATION(BGFX_STATE_BLEND_EQUATION_MAX) )
#define BGFX_STATE_BLEND_MULTIPLY (BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_DST_COLOR, BGFX_STATE_BLEND_ZERO ) )
#define BGFX_STATE_BLEND_NORMAL (BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_INV_SRC_ALPHA) )
#define BGFX_STATE_BLEND_SCREEN (BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_INV_SRC_COLOR) )
#define BGFX_STATE_BLEND_LINEAR_BURN (BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_DST_COLOR, BGFX_STATE_BLEND_INV_DST_COLOR) | BGFX_STATE_BLEND_EQUATION_SUB)
#define BGFX_STATE_BLEND_LINEAR_BURN (BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_DST_COLOR, BGFX_STATE_BLEND_INV_DST_COLOR) | BGFX_STATE_BLEND_EQUATION(BGFX_STATE_BLEND_EQUATION_SUB) )
///
#define BGFX_STATE_BLEND_FUNC_RT_x(_src, _dst) (0 \
| ( uint32_t( (_src)>>BGFX_STATE_BLEND_SHIFT) \
| ( uint32_t( (_dst)>>BGFX_STATE_BLEND_SHIFT)<<4) ) \
)
#define BGFX_STATE_BLEND_FUNC_RT_xE(_src, _dst, _equation) (0 \
| BGFX_STATE_BLEND_FUNC_RT_x(_src, _dst) \
| ( uint32_t( (_equation)>>BGFX_STATE_BLEND_EQUATION_SHIFT)<<8) \
)
#define BGFX_STATE_BLEND_FUNC_RT_1(_src, _dst) (BGFX_STATE_BLEND_FUNC_RT_x(_src, _dst)<< 0)
#define BGFX_STATE_BLEND_FUNC_RT_2(_src, _dst) (BGFX_STATE_BLEND_FUNC_RT_x(_src, _dst)<<11)
#define BGFX_STATE_BLEND_FUNC_RT_3(_src, _dst) (BGFX_STATE_BLEND_FUNC_RT_x(_src, _dst)<<22)
#define BGFX_STATE_BLEND_FUNC_RT_1E(_src, _dst, _equation) (BGFX_STATE_BLEND_FUNC_RT_xE(_src, _dst, _equation)<< 0)
#define BGFX_STATE_BLEND_FUNC_RT_2E(_src, _dst, _equation) (BGFX_STATE_BLEND_FUNC_RT_xE(_src, _dst, _equation)<<11)
#define BGFX_STATE_BLEND_FUNC_RT_3E(_src, _dst, _equation) (BGFX_STATE_BLEND_FUNC_RT_xE(_src, _dst, _equation)<<22)
///
#define BGFX_STENCIL_FUNC_REF_SHIFT 0
@ -257,6 +286,7 @@
#define BGFX_CAPS_INSTANCING UINT64_C(0x0000000010000000)
#define BGFX_CAPS_RENDERER_MULTITHREADED UINT64_C(0x0000000020000000)
#define BGFX_CAPS_FRAGMENT_DEPTH UINT64_C(0x0000000040000000)
#define BGFX_CAPS_BLEND_INDEPENDENT UINT64_C(0x0000000080000000)
#define BGFX_CAPS_TEXTURE_DEPTH_MASK (0 \
| BGFX_CAPS_TEXTURE_FORMAT_D16 \
@ -368,7 +398,9 @@ namespace bgfx
Unknown, // compressed formats above
L8,
R8,
R16,
R16F,
BGRA8,
RGBA16,
RGBA16F,
@ -1154,7 +1186,7 @@ namespace bgfx
/// 2. BGFX_STATE_BLEND_EQUATION_ADD is set when no other blend
/// equation is specified.
///
void setState(uint64_t _state, uint32_t _rgba = UINT32_MAX);
void setState(uint64_t _state, uint32_t _rgba = 0);
/// Set stencil test state.
///

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@ -307,7 +307,7 @@ namespace bgfx
uint8_t* rgba = mem->data;
charsetFillTexture(vga8x8, rgba, 8, pitch, bpp);
charsetFillTexture(vga8x16, &rgba[8*pitch], 16, pitch, bpp);
m_texture = createTexture2D(width, height, 1, TextureFormat::L8
m_texture = createTexture2D(width, height, 1, TextureFormat::R8
, BGFX_TEXTURE_MIN_POINT
| BGFX_TEXTURE_MAG_POINT
| BGFX_TEXTURE_MIP_POINT
@ -472,29 +472,39 @@ namespace bgfx
m_decl.add(Attrib::Color0, 4, AttribType::Uint8, true);
m_decl.end();
const Memory* mem;
VertexShaderHandle vsh = createVertexShader(
# if BGFX_CONFIG_RENDERER_DIRECT3D11
mem = makeRef(vs_clear_dx11, sizeof(vs_clear_dx11) );
makeRef(vs_clear_dx11, sizeof(vs_clear_dx11) )
# elif BGFX_CONFIG_RENDERER_OPENGL
mem = makeRef(vs_clear_glsl, sizeof(vs_clear_glsl) );
makeRef(vs_clear_glsl, sizeof(vs_clear_glsl) )
# endif // BGFX_CONFIG_RENDERER_*
VertexShaderHandle vsh = createVertexShader(mem);
);
const Memory* fragMem[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS];
# if BGFX_CONFIG_RENDERER_DIRECT3D11
mem = makeRef(fs_clear_dx11, sizeof(fs_clear_dx11) );
fragMem[0] = makeRef(fs_clear0_dx11, sizeof(fs_clear0_dx11) );
fragMem[1] = makeRef(fs_clear1_dx11, sizeof(fs_clear1_dx11) );
fragMem[2] = makeRef(fs_clear2_dx11, sizeof(fs_clear2_dx11) );
fragMem[3] = makeRef(fs_clear3_dx11, sizeof(fs_clear3_dx11) );
# elif BGFX_CONFIG_RENDERER_OPENGL
mem = makeRef(fs_clear_glsl, sizeof(fs_clear_glsl) );
fragMem[0] = makeRef(fs_clear0_glsl, sizeof(fs_clear0_glsl) );
fragMem[1] = makeRef(fs_clear1_glsl, sizeof(fs_clear1_glsl) );
fragMem[2] = makeRef(fs_clear2_glsl, sizeof(fs_clear2_glsl) );
fragMem[3] = makeRef(fs_clear3_glsl, sizeof(fs_clear3_glsl) );
# endif // BGFX_CONFIG_RENDERER_*
FragmentShaderHandle fsh = createFragmentShader(mem);
m_program = createProgram(vsh, fsh);
for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
{
FragmentShaderHandle fsh = createFragmentShader(fragMem[ii]);
m_program[ii] = createProgram(vsh, fsh);
destroyFragmentShader(fsh);
}
destroyVertexShader(vsh);
destroyFragmentShader(fsh);
m_vb = s_ctx->createTransientVertexBuffer(4*m_decl.m_stride, &m_decl);
mem = alloc(6*sizeof(uint16_t) );
const Memory* mem = alloc(6*sizeof(uint16_t) );
uint16_t* indices = (uint16_t*)mem->data;
indices[0] = 0;
indices[1] = 1;
@ -511,7 +521,10 @@ namespace bgfx
BGFX_CHECK_MAIN_THREAD();
#if BGFX_CONFIG_CLEAR_QUAD
destroyProgram(m_program);
for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
{
destroyProgram(m_program[ii]);
}
destroyIndexBuffer(m_ib);
s_ctx->destroyTransientVertexBuffer(m_vb);
#endif // BGFX_CONFIG_CLEAR_QUAD

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@ -457,7 +457,7 @@ namespace bgfx
TransientVertexBuffer* m_vb;
IndexBufferHandle m_ib;
VertexDecl m_decl;
ProgramHandle m_program;
ProgramHandle m_program[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS];
};
struct PredefinedUniform
@ -926,7 +926,7 @@ namespace bgfx
m_constBegin = m_constEnd;
m_flags = BGFX_STATE_DEFAULT;
m_stencil = packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT);
m_rgba = UINT32_MAX;
m_rgba = 0;
m_matrix = 0;
m_startIndex = 0;
m_numIndices = UINT32_MAX;

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@ -527,4 +527,7 @@ static const uint8_t vga8x16[256*16] =
#include "fs_debugfont.bin.h"
#include "vs_clear.bin.h"
#include "fs_clear.bin.h"
#include "fs_clear0.bin.h"
#include "fs_clear1.bin.h"
#include "fs_clear2.bin.h"
#include "fs_clear3.bin.h"

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@ -1,4 +1,4 @@
static const uint8_t fs_clear_glsl[77] =
static const uint8_t fs_clear0_glsl[77] =
{
0x46, 0x53, 0x48, 0x01, 0xa4, 0x8b, 0xef, 0x49, 0x76, 0x61, 0x72, 0x79, 0x69, 0x6e, 0x67, 0x20, // FSH....Ivarying
0x76, 0x65, 0x63, 0x34, 0x20, 0x76, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x3b, 0x0a, 0x76, // vec4 v_color0;.v
@ -6,7 +6,7 @@ static const uint8_t fs_clear_glsl[77] =
0x67, 0x6c, 0x5f, 0x46, 0x72, 0x61, 0x67, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x20, 0x3d, 0x20, 0x76, // gl_FragColor = v
0x5f, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x3b, 0x0a, 0x7d, 0x0a, 0x0a, 0x00, // _color0;.}...
};
static const uint8_t fs_clear_dx9[137] =
static const uint8_t fs_clear0_dx9[137] =
{
0x46, 0x53, 0x48, 0x01, 0xa4, 0x8b, 0xef, 0x49, 0x00, 0x00, 0x7c, 0x00, 0x00, 0x03, 0xff, 0xff, // FSH....I..|.....
0xfe, 0xff, 0x16, 0x00, 0x43, 0x54, 0x41, 0x42, 0x1c, 0x00, 0x00, 0x00, 0x23, 0x00, 0x00, 0x00, // ....CTAB....#...
@ -18,7 +18,7 @@ static const uint8_t fs_clear_dx9[137] =
0x0a, 0x00, 0x00, 0x80, 0x00, 0x00, 0x0f, 0x90, 0x01, 0x00, 0x00, 0x02, 0x00, 0x08, 0x0f, 0x80, // ................
0x00, 0x00, 0xe4, 0x90, 0xff, 0xff, 0x00, 0x00, 0x00, // .........
};
static const uint8_t fs_clear_dx11[494] =
static const uint8_t fs_clear0_dx11[494] =
{
0x46, 0x53, 0x48, 0x01, 0xa4, 0x8b, 0xef, 0x49, 0x00, 0x00, 0x00, 0xff, 0x00, 0x00, 0x00, 0x00, // FSH....I........
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xd0, 0x01, 0x44, 0x58, 0x42, // .............DXB

61
src/fs_clear1.bin.h Normal file
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@ -0,0 +1,61 @@
static const uint8_t fs_clear1_glsl[108] =
{
0x46, 0x53, 0x48, 0x01, 0xa4, 0x8b, 0xef, 0x49, 0x76, 0x61, 0x72, 0x79, 0x69, 0x6e, 0x67, 0x20, // FSH....Ivarying
0x76, 0x65, 0x63, 0x34, 0x20, 0x76, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x3b, 0x0a, 0x76, // vec4 v_color0;.v
0x6f, 0x69, 0x64, 0x20, 0x6d, 0x61, 0x69, 0x6e, 0x20, 0x28, 0x29, 0x0a, 0x7b, 0x0a, 0x20, 0x20, // oid main ().{.
0x67, 0x6c, 0x5f, 0x46, 0x72, 0x61, 0x67, 0x44, 0x61, 0x74, 0x61, 0x5b, 0x30, 0x5d, 0x20, 0x3d, // gl_FragData[0] =
0x20, 0x76, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x3b, 0x0a, 0x20, 0x20, 0x67, 0x6c, 0x5f, // v_color0;. gl_
0x46, 0x72, 0x61, 0x67, 0x44, 0x61, 0x74, 0x61, 0x5b, 0x31, 0x5d, 0x20, 0x3d, 0x20, 0x76, 0x5f, // FragData[1] = v_
0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x3b, 0x0a, 0x7d, 0x0a, 0x0a, 0x00, // color0;.}...
};
static const uint8_t fs_clear1_dx9[149] =
{
0x46, 0x53, 0x48, 0x01, 0xa4, 0x8b, 0xef, 0x49, 0x00, 0x00, 0x88, 0x00, 0x00, 0x03, 0xff, 0xff, // FSH....I........
0xfe, 0xff, 0x16, 0x00, 0x43, 0x54, 0x41, 0x42, 0x1c, 0x00, 0x00, 0x00, 0x23, 0x00, 0x00, 0x00, // ....CTAB....#...
0x00, 0x03, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x81, 0x00, 0x00, // ................
0x1c, 0x00, 0x00, 0x00, 0x70, 0x73, 0x5f, 0x33, 0x5f, 0x30, 0x00, 0x4d, 0x69, 0x63, 0x72, 0x6f, // ....ps_3_0.Micro
0x73, 0x6f, 0x66, 0x74, 0x20, 0x28, 0x52, 0x29, 0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68, // soft (R) HLSL Sh
0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65, 0x72, 0x20, 0x39, 0x2e, // ader Compiler 9.
0x32, 0x39, 0x2e, 0x39, 0x35, 0x32, 0x2e, 0x33, 0x31, 0x31, 0x31, 0x00, 0x1f, 0x00, 0x00, 0x02, // 29.952.3111.....
0x0a, 0x00, 0x00, 0x80, 0x00, 0x00, 0x0f, 0x90, 0x01, 0x00, 0x00, 0x02, 0x00, 0x08, 0x0f, 0x80, // ................
0x00, 0x00, 0xe4, 0x90, 0x01, 0x00, 0x00, 0x02, 0x01, 0x08, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x90, // ................
0xff, 0xff, 0x00, 0x00, 0x00, // .....
};
static const uint8_t fs_clear1_dx11[550] =
{
0x46, 0x53, 0x48, 0x01, 0xa4, 0x8b, 0xef, 0x49, 0x00, 0x00, 0x00, 0xff, 0x00, 0x00, 0x00, 0x00, // FSH....I........
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x08, 0x02, 0x44, 0x58, 0x42, // .............DXB
0x43, 0x07, 0x29, 0x65, 0xce, 0x1c, 0xcc, 0xcb, 0x0a, 0x31, 0xfd, 0xe4, 0xfc, 0xc8, 0x95, 0x4a, // C.)e.....1.....J
0x88, 0x01, 0x00, 0x00, 0x00, 0x08, 0x02, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, // .............4..
0x00, 0x8c, 0x00, 0x00, 0x00, 0xe0, 0x00, 0x00, 0x00, 0x2c, 0x01, 0x00, 0x00, 0x8c, 0x01, 0x00, // .........,......
0x00, 0x52, 0x44, 0x45, 0x46, 0x50, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // .RDEFP..........
0x00, 0x00, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x04, 0xff, 0xff, 0x00, 0x91, 0x00, // ................
0x00, 0x1c, 0x00, 0x00, 0x00, 0x4d, 0x69, 0x63, 0x72, 0x6f, 0x73, 0x6f, 0x66, 0x74, 0x20, 0x28, // .....Microsoft (
0x52, 0x29, 0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x20, 0x43, // R) HLSL Shader C
0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65, 0x72, 0x20, 0x39, 0x2e, 0x32, 0x39, 0x2e, 0x39, 0x35, 0x32, // ompiler 9.29.952
0x2e, 0x33, 0x31, 0x31, 0x31, 0x00, 0xab, 0xab, 0xab, 0x49, 0x53, 0x47, 0x4e, 0x4c, 0x00, 0x00, // .3111....ISGNL..
0x00, 0x02, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x38, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // .........8......
0x00, 0x01, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, // ................
0x00, 0x44, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, // .D..............
0x00, 0x01, 0x00, 0x00, 0x00, 0x0f, 0x0f, 0x00, 0x00, 0x53, 0x56, 0x5f, 0x50, 0x4f, 0x53, 0x49, // .........SV_POSI
0x54, 0x49, 0x4f, 0x4e, 0x00, 0x43, 0x4f, 0x4c, 0x4f, 0x52, 0x00, 0xab, 0xab, 0x4f, 0x53, 0x47, // TION.COLOR...OSG
0x4e, 0x44, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x38, 0x00, 0x00, // ND...........8..
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x0f, 0x00, 0x00, 0x00, 0x38, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // .....8..........
0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x53, 0x56, 0x5f, // .............SV_
0x54, 0x41, 0x52, 0x47, 0x45, 0x54, 0x00, 0xab, 0xab, 0x53, 0x48, 0x44, 0x52, 0x58, 0x00, 0x00, // TARGET...SHDRX..
0x00, 0x40, 0x00, 0x00, 0x00, 0x16, 0x00, 0x00, 0x00, 0x62, 0x10, 0x00, 0x03, 0xf2, 0x10, 0x10, // .@.......b......
0x00, 0x01, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x03, 0xf2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, // .....e.... .....
0x00, 0x65, 0x00, 0x00, 0x03, 0xf2, 0x20, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, // .e.... ......6..
0x05, 0xf2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x1e, 0x10, 0x00, 0x01, 0x00, 0x00, // .. ......F......
0x00, 0x36, 0x00, 0x00, 0x05, 0xf2, 0x20, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x46, 0x1e, 0x10, // .6.... ......F..
0x00, 0x01, 0x00, 0x00, 0x00, 0x3e, 0x00, 0x00, 0x01, 0x53, 0x54, 0x41, 0x54, 0x74, 0x00, 0x00, // .....>...STATt..
0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ......
};

14
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$input v_color0
/*
* Copyright 2011-2014 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "bgfx_shader.sh"
void main()
{
gl_FragData[0] = v_color0;
gl_FragData[1] = v_color0;
}

67
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static const uint8_t fs_clear2_glsl[137] =
{
0x46, 0x53, 0x48, 0x01, 0xa4, 0x8b, 0xef, 0x49, 0x76, 0x61, 0x72, 0x79, 0x69, 0x6e, 0x67, 0x20, // FSH....Ivarying
0x76, 0x65, 0x63, 0x34, 0x20, 0x76, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x3b, 0x0a, 0x76, // vec4 v_color0;.v
0x6f, 0x69, 0x64, 0x20, 0x6d, 0x61, 0x69, 0x6e, 0x20, 0x28, 0x29, 0x0a, 0x7b, 0x0a, 0x20, 0x20, // oid main ().{.
0x67, 0x6c, 0x5f, 0x46, 0x72, 0x61, 0x67, 0x44, 0x61, 0x74, 0x61, 0x5b, 0x30, 0x5d, 0x20, 0x3d, // gl_FragData[0] =
0x20, 0x76, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x3b, 0x0a, 0x20, 0x20, 0x67, 0x6c, 0x5f, // v_color0;. gl_
0x46, 0x72, 0x61, 0x67, 0x44, 0x61, 0x74, 0x61, 0x5b, 0x31, 0x5d, 0x20, 0x3d, 0x20, 0x76, 0x5f, // FragData[1] = v_
0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x3b, 0x0a, 0x20, 0x20, 0x67, 0x6c, 0x5f, 0x46, 0x72, 0x61, // color0;. gl_Fra
0x67, 0x44, 0x61, 0x74, 0x61, 0x5b, 0x32, 0x5d, 0x20, 0x3d, 0x20, 0x76, 0x5f, 0x63, 0x6f, 0x6c, // gData[2] = v_col
0x6f, 0x72, 0x30, 0x3b, 0x0a, 0x7d, 0x0a, 0x0a, 0x00, // or0;.}...
};
static const uint8_t fs_clear2_dx9[161] =
{
0x46, 0x53, 0x48, 0x01, 0xa4, 0x8b, 0xef, 0x49, 0x00, 0x00, 0x94, 0x00, 0x00, 0x03, 0xff, 0xff, // FSH....I........
0xfe, 0xff, 0x16, 0x00, 0x43, 0x54, 0x41, 0x42, 0x1c, 0x00, 0x00, 0x00, 0x23, 0x00, 0x00, 0x00, // ....CTAB....#...
0x00, 0x03, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x81, 0x00, 0x00, // ................
0x1c, 0x00, 0x00, 0x00, 0x70, 0x73, 0x5f, 0x33, 0x5f, 0x30, 0x00, 0x4d, 0x69, 0x63, 0x72, 0x6f, // ....ps_3_0.Micro
0x73, 0x6f, 0x66, 0x74, 0x20, 0x28, 0x52, 0x29, 0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68, // soft (R) HLSL Sh
0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65, 0x72, 0x20, 0x39, 0x2e, // ader Compiler 9.
0x32, 0x39, 0x2e, 0x39, 0x35, 0x32, 0x2e, 0x33, 0x31, 0x31, 0x31, 0x00, 0x1f, 0x00, 0x00, 0x02, // 29.952.3111.....
0x0a, 0x00, 0x00, 0x80, 0x00, 0x00, 0x0f, 0x90, 0x01, 0x00, 0x00, 0x02, 0x00, 0x08, 0x0f, 0x80, // ................
0x00, 0x00, 0xe4, 0x90, 0x01, 0x00, 0x00, 0x02, 0x01, 0x08, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x90, // ................
0x01, 0x00, 0x00, 0x02, 0x02, 0x08, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x90, 0xff, 0xff, 0x00, 0x00, // ................
0x00, // .
};
static const uint8_t fs_clear2_dx11[606] =
{
0x46, 0x53, 0x48, 0x01, 0xa4, 0x8b, 0xef, 0x49, 0x00, 0x00, 0x00, 0xff, 0x00, 0x00, 0x00, 0x00, // FSH....I........
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x40, 0x02, 0x44, 0x58, 0x42, // ...........@.DXB
0x43, 0xdf, 0xef, 0x73, 0x33, 0x5f, 0x1a, 0xe9, 0x7a, 0xc5, 0xf8, 0x6b, 0x15, 0x61, 0x87, 0xb5, // C..s3_..z..k.a..
0x29, 0x01, 0x00, 0x00, 0x00, 0x40, 0x02, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, // )....@.......4..
0x00, 0x8c, 0x00, 0x00, 0x00, 0xe0, 0x00, 0x00, 0x00, 0x44, 0x01, 0x00, 0x00, 0xc4, 0x01, 0x00, // .........D......
0x00, 0x52, 0x44, 0x45, 0x46, 0x50, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // .RDEFP..........
0x00, 0x00, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x04, 0xff, 0xff, 0x00, 0x91, 0x00, // ................
0x00, 0x1c, 0x00, 0x00, 0x00, 0x4d, 0x69, 0x63, 0x72, 0x6f, 0x73, 0x6f, 0x66, 0x74, 0x20, 0x28, // .....Microsoft (
0x52, 0x29, 0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x20, 0x43, // R) HLSL Shader C
0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65, 0x72, 0x20, 0x39, 0x2e, 0x32, 0x39, 0x2e, 0x39, 0x35, 0x32, // ompiler 9.29.952
0x2e, 0x33, 0x31, 0x31, 0x31, 0x00, 0xab, 0xab, 0xab, 0x49, 0x53, 0x47, 0x4e, 0x4c, 0x00, 0x00, // .3111....ISGNL..
0x00, 0x02, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x38, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // .........8......
0x00, 0x01, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, // ................
0x00, 0x44, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, // .D..............
0x00, 0x01, 0x00, 0x00, 0x00, 0x0f, 0x0f, 0x00, 0x00, 0x53, 0x56, 0x5f, 0x50, 0x4f, 0x53, 0x49, // .........SV_POSI
0x54, 0x49, 0x4f, 0x4e, 0x00, 0x43, 0x4f, 0x4c, 0x4f, 0x52, 0x00, 0xab, 0xab, 0x4f, 0x53, 0x47, // TION.COLOR...OSG
0x4e, 0x5c, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x50, 0x00, 0x00, // N............P..
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x0f, 0x00, 0x00, 0x00, 0x50, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // .....P..........
0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x50, 0x00, 0x00, // .............P..
0x00, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, // ................
0x00, 0x0f, 0x00, 0x00, 0x00, 0x53, 0x56, 0x5f, 0x54, 0x41, 0x52, 0x47, 0x45, 0x54, 0x00, 0xab, // .....SV_TARGET..
0xab, 0x53, 0x48, 0x44, 0x52, 0x78, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, 0x1e, 0x00, 0x00, // .SHDRx...@......
0x00, 0x62, 0x10, 0x00, 0x03, 0xf2, 0x10, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, // .b...........e..
0x03, 0xf2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x03, 0xf2, 0x20, 0x10, // .. ......e.... .
0x00, 0x01, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x03, 0xf2, 0x20, 0x10, 0x00, 0x02, 0x00, 0x00, // .....e.... .....
0x00, 0x36, 0x00, 0x00, 0x05, 0xf2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x1e, 0x10, // .6.... ......F..
0x00, 0x01, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x05, 0xf2, 0x20, 0x10, 0x00, 0x01, 0x00, 0x00, // .....6.... .....
0x00, 0x46, 0x1e, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x05, 0xf2, 0x20, 0x10, // .F.......6.... .
0x00, 0x02, 0x00, 0x00, 0x00, 0x46, 0x1e, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x3e, 0x00, 0x00, // .....F.......>..
0x01, 0x53, 0x54, 0x41, 0x54, 0x74, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // .STATt..........
0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ..............
};

15
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$input v_color0
/*
* Copyright 2011-2014 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "bgfx_shader.sh"
void main()
{
gl_FragData[0] = v_color0;
gl_FragData[1] = v_color0;
gl_FragData[2] = v_color0;
}

73
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static const uint8_t fs_clear3_glsl[166] =
{
0x46, 0x53, 0x48, 0x01, 0xa4, 0x8b, 0xef, 0x49, 0x76, 0x61, 0x72, 0x79, 0x69, 0x6e, 0x67, 0x20, // FSH....Ivarying
0x76, 0x65, 0x63, 0x34, 0x20, 0x76, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x3b, 0x0a, 0x76, // vec4 v_color0;.v
0x6f, 0x69, 0x64, 0x20, 0x6d, 0x61, 0x69, 0x6e, 0x20, 0x28, 0x29, 0x0a, 0x7b, 0x0a, 0x20, 0x20, // oid main ().{.
0x67, 0x6c, 0x5f, 0x46, 0x72, 0x61, 0x67, 0x44, 0x61, 0x74, 0x61, 0x5b, 0x30, 0x5d, 0x20, 0x3d, // gl_FragData[0] =
0x20, 0x76, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x3b, 0x0a, 0x20, 0x20, 0x67, 0x6c, 0x5f, // v_color0;. gl_
0x46, 0x72, 0x61, 0x67, 0x44, 0x61, 0x74, 0x61, 0x5b, 0x31, 0x5d, 0x20, 0x3d, 0x20, 0x76, 0x5f, // FragData[1] = v_
0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x3b, 0x0a, 0x20, 0x20, 0x67, 0x6c, 0x5f, 0x46, 0x72, 0x61, // color0;. gl_Fra
0x67, 0x44, 0x61, 0x74, 0x61, 0x5b, 0x32, 0x5d, 0x20, 0x3d, 0x20, 0x76, 0x5f, 0x63, 0x6f, 0x6c, // gData[2] = v_col
0x6f, 0x72, 0x30, 0x3b, 0x0a, 0x20, 0x20, 0x67, 0x6c, 0x5f, 0x46, 0x72, 0x61, 0x67, 0x44, 0x61, // or0;. gl_FragDa
0x74, 0x61, 0x5b, 0x33, 0x5d, 0x20, 0x3d, 0x20, 0x76, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, // ta[3] = v_color0
0x3b, 0x0a, 0x7d, 0x0a, 0x0a, 0x00, // ;.}...
};
static const uint8_t fs_clear3_dx9[173] =
{
0x46, 0x53, 0x48, 0x01, 0xa4, 0x8b, 0xef, 0x49, 0x00, 0x00, 0xa0, 0x00, 0x00, 0x03, 0xff, 0xff, // FSH....I........
0xfe, 0xff, 0x16, 0x00, 0x43, 0x54, 0x41, 0x42, 0x1c, 0x00, 0x00, 0x00, 0x23, 0x00, 0x00, 0x00, // ....CTAB....#...
0x00, 0x03, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x81, 0x00, 0x00, // ................
0x1c, 0x00, 0x00, 0x00, 0x70, 0x73, 0x5f, 0x33, 0x5f, 0x30, 0x00, 0x4d, 0x69, 0x63, 0x72, 0x6f, // ....ps_3_0.Micro
0x73, 0x6f, 0x66, 0x74, 0x20, 0x28, 0x52, 0x29, 0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68, // soft (R) HLSL Sh
0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65, 0x72, 0x20, 0x39, 0x2e, // ader Compiler 9.
0x32, 0x39, 0x2e, 0x39, 0x35, 0x32, 0x2e, 0x33, 0x31, 0x31, 0x31, 0x00, 0x1f, 0x00, 0x00, 0x02, // 29.952.3111.....
0x0a, 0x00, 0x00, 0x80, 0x00, 0x00, 0x0f, 0x90, 0x01, 0x00, 0x00, 0x02, 0x00, 0x08, 0x0f, 0x80, // ................
0x00, 0x00, 0xe4, 0x90, 0x01, 0x00, 0x00, 0x02, 0x01, 0x08, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x90, // ................
0x01, 0x00, 0x00, 0x02, 0x02, 0x08, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x90, 0x01, 0x00, 0x00, 0x02, // ................
0x03, 0x08, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x90, 0xff, 0xff, 0x00, 0x00, 0x00, // .............
};
static const uint8_t fs_clear3_dx11[662] =
{
0x46, 0x53, 0x48, 0x01, 0xa4, 0x8b, 0xef, 0x49, 0x00, 0x00, 0x00, 0xff, 0x00, 0x00, 0x00, 0x00, // FSH....I........
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x78, 0x02, 0x44, 0x58, 0x42, // ...........x.DXB
0x43, 0xec, 0x65, 0x4d, 0xe1, 0x28, 0x13, 0xaf, 0x45, 0xea, 0x5d, 0x5d, 0xcc, 0x29, 0xb7, 0xa4, // C.eM.(..E.]].)..
0x45, 0x01, 0x00, 0x00, 0x00, 0x78, 0x02, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, // E....x.......4..
0x00, 0x8c, 0x00, 0x00, 0x00, 0xe0, 0x00, 0x00, 0x00, 0x5c, 0x01, 0x00, 0x00, 0xfc, 0x01, 0x00, // ................
0x00, 0x52, 0x44, 0x45, 0x46, 0x50, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // .RDEFP..........
0x00, 0x00, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x04, 0xff, 0xff, 0x00, 0x91, 0x00, // ................
0x00, 0x1c, 0x00, 0x00, 0x00, 0x4d, 0x69, 0x63, 0x72, 0x6f, 0x73, 0x6f, 0x66, 0x74, 0x20, 0x28, // .....Microsoft (
0x52, 0x29, 0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x20, 0x43, // R) HLSL Shader C
0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65, 0x72, 0x20, 0x39, 0x2e, 0x32, 0x39, 0x2e, 0x39, 0x35, 0x32, // ompiler 9.29.952
0x2e, 0x33, 0x31, 0x31, 0x31, 0x00, 0xab, 0xab, 0xab, 0x49, 0x53, 0x47, 0x4e, 0x4c, 0x00, 0x00, // .3111....ISGNL..
0x00, 0x02, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x38, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // .........8......
0x00, 0x01, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, // ................
0x00, 0x44, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, // .D..............
0x00, 0x01, 0x00, 0x00, 0x00, 0x0f, 0x0f, 0x00, 0x00, 0x53, 0x56, 0x5f, 0x50, 0x4f, 0x53, 0x49, // .........SV_POSI
0x54, 0x49, 0x4f, 0x4e, 0x00, 0x43, 0x4f, 0x4c, 0x4f, 0x52, 0x00, 0xab, 0xab, 0x4f, 0x53, 0x47, // TION.COLOR...OSG
0x4e, 0x74, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, // Nt...........h..
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x0f, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // .....h..........
0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, // .............h..
0x00, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, // ................
0x00, 0x0f, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // .....h..........
0x00, 0x03, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x53, 0x56, 0x5f, // .............SV_
0x54, 0x41, 0x52, 0x47, 0x45, 0x54, 0x00, 0xab, 0xab, 0x53, 0x48, 0x44, 0x52, 0x98, 0x00, 0x00, // TARGET...SHDR...
0x00, 0x40, 0x00, 0x00, 0x00, 0x26, 0x00, 0x00, 0x00, 0x62, 0x10, 0x00, 0x03, 0xf2, 0x10, 0x10, // .@...&...b......
0x00, 0x01, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x03, 0xf2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, // .....e.... .....
0x00, 0x65, 0x00, 0x00, 0x03, 0xf2, 0x20, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, // .e.... ......e..
0x03, 0xf2, 0x20, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x03, 0xf2, 0x20, 0x10, // .. ......e.... .
0x00, 0x03, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x05, 0xf2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, // .....6.... .....
0x00, 0x46, 0x1e, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x05, 0xf2, 0x20, 0x10, // .F.......6.... .
0x00, 0x01, 0x00, 0x00, 0x00, 0x46, 0x1e, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, // .....F.......6..
0x05, 0xf2, 0x20, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x46, 0x1e, 0x10, 0x00, 0x01, 0x00, 0x00, // .. ......F......
0x00, 0x36, 0x00, 0x00, 0x05, 0xf2, 0x20, 0x10, 0x00, 0x03, 0x00, 0x00, 0x00, 0x46, 0x1e, 0x10, // .6.... ......F..
0x00, 0x01, 0x00, 0x00, 0x00, 0x3e, 0x00, 0x00, 0x01, 0x53, 0x54, 0x41, 0x54, 0x74, 0x00, 0x00, // .....>...STATt..
0x00, 0x05, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x05, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ................
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ......
};

16
src/fs_clear3.sc Normal file
View File

@ -0,0 +1,16 @@
$input v_color0
/*
* Copyright 2011-2014 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "bgfx_shader.sh"
void main()
{
gl_FragData[0] = v_color0;
gl_FragData[1] = v_color0;
gl_FragData[2] = v_color0;
gl_FragData[3] = v_color0;
}

View File

@ -86,6 +86,7 @@ typedef void (GL_APIENTRYP PFNGLDEPTHFUNCPROC) (GLenum func);
typedef void (GL_APIENTRYP PFNGLDEPTHMASKPROC) (GLboolean flag);
typedef void (GL_APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader);
typedef void (GL_APIENTRYP PFNGLDISABLEPROC) (GLenum cap);
typedef void (GL_APIENTRYP PFNGLDISABLEIPROC) (GLenum cap, GLuint index);
typedef void (GL_APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index);
typedef void (GL_APIENTRYP PFNGLDRAWARRAYSPROC) (GLenum mode, GLint first, GLsizei count);
typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDPROC) (GLenum mode, GLint first, GLsizei count, GLsizei instancecount);
@ -93,6 +94,7 @@ typedef void (GL_APIENTRYP PFNGLDRAWBUFFERPROC) (GLenum mode);
typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices);
typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount);
typedef void (GL_APIENTRYP PFNGLENABLEPROC) (GLenum cap);
typedef void (GL_APIENTRYP PFNGLENABLEIPROC) (GLenum cap, GLuint index);
typedef void (GL_APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
typedef void (GL_APIENTRYP PFNGLENDQUERYPROC) (GLenum target);
typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERRENDERBUFFERPROC) (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
@ -238,6 +240,7 @@ GL_IMPORT______(false, PFNGLDEPTHFUNCPROC, glDepthFunc);
GL_IMPORT______(false, PFNGLDEPTHMASKPROC, glDepthMask);
GL_IMPORT______(false, PFNGLDETACHSHADERPROC, glDetachShader);
GL_IMPORT______(false, PFNGLDISABLEPROC, glDisable);
GL_IMPORT______(true, PFNGLDISABLEIPROC, glDisablei);
GL_IMPORT______(false, PFNGLDISABLEVERTEXATTRIBARRAYPROC, glDisableVertexAttribArray);
GL_IMPORT______(false, PFNGLDRAWARRAYSPROC, glDrawArrays);
GL_IMPORT______(true, PFNGLDRAWARRAYSINSTANCEDPROC, glDrawArraysInstanced);
@ -245,6 +248,7 @@ GL_IMPORT______(true, PFNGLDRAWBUFFERPROC, glDrawBuffer)
GL_IMPORT______(false, PFNGLDRAWELEMENTSPROC, glDrawElements);
GL_IMPORT______(true, PFNGLDRAWELEMENTSINSTANCEDPROC, glDrawElementsInstanced);
GL_IMPORT______(false, PFNGLENABLEPROC, glEnable);
GL_IMPORT______(true, PFNGLENABLEIPROC, glEnablei);
GL_IMPORT______(false, PFNGLENABLEVERTEXATTRIBARRAYPROC, glEnableVertexAttribArray);
GL_IMPORT______(true, PFNGLENDQUERYPROC, glEndQuery);
GL_IMPORT______(true, PFNGLFRAMEBUFFERRENDERBUFFERPROC, glFramebufferRenderbuffer);
@ -407,6 +411,13 @@ GL_IMPORT_OES__(true, PFNGLBINDVERTEXARRAYPROC, glBindVertexA
GL_IMPORT_OES__(true, PFNGLDELETEVERTEXARRAYSPROC, glDeleteVertexArrays);
GL_IMPORT_OES__(true, PFNGLGENVERTEXARRAYSPROC, glGenVertexArrays);
GL_IMPORT_____x(true, PFNGLENABLEIPROC, glEnablei);
GL_IMPORT_____x(true, PFNGLDISABLEIPROC, glDisablei);
GL_IMPORT_____x(true, PFNGLBLENDEQUATIONIPROC, glBlendEquationi);
GL_IMPORT_____x(true, PFNGLBLENDEQUATIONSEPARATEIPROC, glBlendEquationSeparatei);
GL_IMPORT_____x(true, PFNGLBLENDFUNCIPROC, glBlendFunci);
GL_IMPORT_____x(true, PFNGLBLENDFUNCSEPARATEIPROC, glBlendFuncSeparatei);
GL_IMPORT_____x(true, PFNGLDRAWBUFFERPROC, glDrawBuffer);
GL_IMPORT_____x(true, PFNGLREADBUFFERPROC, glReadBuffer);
GL_IMPORT_____x(true, PFNGLGENSAMPLERSPROC, glGenSamplers);

View File

@ -28,7 +28,9 @@ namespace bgfx
{ 2, 8, 4, 8 }, // PTC22
{ 4, 4, 4, 8 }, // PTC24
{ 0, 0, 0, 0 }, // Unknown
{ 8, 1, 1, 1 }, // L8
{ 8, 1, 1, 1 }, // R8
{ 16, 1, 1, 2 }, // R16
{ 16, 1, 1, 2 }, // R16F
{ 32, 1, 1, 4 }, // BGRA8
{ 64, 1, 1, 8 }, // RGBA16
{ 64, 1, 1, 8 }, // RGBA16F
@ -65,7 +67,9 @@ namespace bgfx
"PTC22", // PTC22
"PTC24", // PTC24
"<unknown>", // Unknown
"L8", // L8
"R8", // R8
"R16", // R16
"R16F" // R16F
"BGRA8", // BGRA8
"RGBA16", // RGBA16
"RGBA16F", // RGBA16F
@ -981,9 +985,9 @@ namespace bgfx
{ D3DFMT_A16B16G16R16, TextureFormat::RGBA16 },
{ D3DFMT_A16B16G16R16F, TextureFormat::RGBA16F },
{ DDPF_RGB|DDPF_ALPHAPIXELS, TextureFormat::BGRA8 },
{ DDPF_INDEXED, TextureFormat::L8 },
{ DDPF_LUMINANCE, TextureFormat::L8 },
{ DDPF_ALPHA, TextureFormat::L8 },
{ DDPF_INDEXED, TextureFormat::R8 },
{ DDPF_LUMINANCE, TextureFormat::R8 },
{ DDPF_ALPHA, TextureFormat::R8 },
};
bool imageParseDds(ImageContainer& _imageContainer, bx::ReaderSeekerI* _reader)

View File

@ -40,19 +40,19 @@ namespace bgfx
static const D3D11_BLEND s_blendFactor[][2] =
{
{ (D3D11_BLEND)0, (D3D11_BLEND)0 }, // ignored
{ D3D11_BLEND_ZERO, D3D11_BLEND_ZERO },
{ D3D11_BLEND_ONE, D3D11_BLEND_ONE },
{ D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_ALPHA },
{ D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_ALPHA },
{ D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA },
{ D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA },
{ D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA },
{ D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA },
{ D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_ALPHA },
{ D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_ALPHA },
{ D3D11_BLEND_SRC_ALPHA_SAT, D3D11_BLEND_ONE },
{ D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_BLEND_FACTOR },
{ D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_INV_BLEND_FACTOR },
{ D3D11_BLEND_ZERO, D3D11_BLEND_ZERO }, // ZERO
{ D3D11_BLEND_ONE, D3D11_BLEND_ONE }, // ONE
{ D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_ALPHA }, // SRC_COLOR
{ D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
{ D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA }, // SRC_ALPHA
{ D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
{ D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA }, // DST_ALPHA
{ D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
{ D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_ALPHA }, // DST_COLOR
{ D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
{ D3D11_BLEND_SRC_ALPHA_SAT, D3D11_BLEND_ONE }, // SRC_ALPHA_SAT
{ D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_BLEND_FACTOR }, // FACTOR
{ D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
};
static const D3D11_BLEND_OP s_blendEquation[] =
@ -206,7 +206,9 @@ namespace bgfx
{ DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
{ DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
{ DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
{ DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN }, // L8
{ DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN }, // R8
{ DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN }, // R16
{ DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN }, // R16F
{ DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN }, // BGRA8
{ DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN }, // RGBA16
{ DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN }, // RGBA16F
@ -512,6 +514,7 @@ namespace bgfx
| BGFX_CAPS_INSTANCING
| BGFX_CAPS_VERTEX_ATTRIB_HALF
| BGFX_CAPS_FRAGMENT_DEPTH
| BGFX_CAPS_BLEND_INDEPENDENT
);
g_caps.maxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
g_caps.maxFBAttachments = bx::uint32_min(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS);
@ -772,21 +775,29 @@ namespace bgfx
void clear(const Clear& _clear)
{
if (NULL != m_currentColor
&& BGFX_CLEAR_COLOR_BIT & _clear.m_flags)
if (isValid(m_fbh) )
{
uint32_t rgba = _clear.m_rgba;
float frgba[4] = { (rgba>>24)/255.0f, ( (rgba>>16)&0xff)/255.0f, ( (rgba>>8)&0xff)/255.0f, (rgba&0xff)/255.0f };
m_deviceCtx->ClearRenderTargetView(m_currentColor, frgba);
FrameBuffer& frameBuffer = m_frameBuffers[m_fbh.idx];
frameBuffer.clear(_clear);
}
if (NULL != m_currentDepthStencil
&& (BGFX_CLEAR_DEPTH_BIT|BGFX_CLEAR_STENCIL_BIT) & _clear.m_flags)
else
{
DWORD flags = 0;
flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH_BIT) ? D3D11_CLEAR_DEPTH : 0;
flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL_BIT) ? D3D11_CLEAR_STENCIL : 0;
m_deviceCtx->ClearDepthStencilView(m_currentDepthStencil, flags, _clear.m_depth, _clear.m_stencil);
if (NULL != m_currentColor
&& BGFX_CLEAR_COLOR_BIT & _clear.m_flags)
{
uint32_t rgba = _clear.m_rgba;
float frgba[4] = { (rgba>>24)/255.0f, ( (rgba>>16)&0xff)/255.0f, ( (rgba>>8)&0xff)/255.0f, (rgba&0xff)/255.0f };
m_deviceCtx->ClearRenderTargetView(m_currentColor, frgba);
}
if (NULL != m_currentDepthStencil
&& (BGFX_CLEAR_DEPTH_BIT|BGFX_CLEAR_STENCIL_BIT) & _clear.m_flags)
{
DWORD flags = 0;
flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH_BIT) ? D3D11_CLEAR_DEPTH : 0;
flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL_BIT) ? D3D11_CLEAR_STENCIL : 0;
m_deviceCtx->ClearDepthStencilView(m_currentDepthStencil, flags, _clear.m_depth, _clear.m_stencil);
}
}
}
@ -856,46 +867,110 @@ namespace bgfx
m_deviceCtx->IASetInputLayout(layout);
}
void setBlendState(uint64_t _state, uint32_t _rgba = UINT32_MAX)
void setBlendState(uint64_t _state, uint32_t _rgba = 0)
{
_state &= BGFX_STATE_BLEND_MASK|BGFX_STATE_BLEND_EQUATION_MASK|BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE;
_state &= 0
| BGFX_STATE_BLEND_MASK
| BGFX_STATE_BLEND_EQUATION_MASK
| BGFX_STATE_BLEND_INDEPENDENT
| BGFX_STATE_ALPHA_WRITE
| BGFX_STATE_RGB_WRITE
;
ID3D11BlendState* bs = m_blendStateCache.find(_state);
bx::HashMurmur2A murmur;
murmur.begin();
murmur.add(_state);
const uint64_t f0 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_FACTOR, BGFX_STATE_BLEND_FACTOR);
const uint64_t f1 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_INV_FACTOR, BGFX_STATE_BLEND_INV_FACTOR);
bool hasFactor = f0 == (_state & f0)
|| f1 == (_state & f1)
;
float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
if (hasFactor)
{
blendFactor[0] = ( (_rgba>>24) )/255.0f;
blendFactor[1] = ( (_rgba>>16)&0xff)/255.0f;
blendFactor[2] = ( (_rgba>> 8)&0xff)/255.0f;
blendFactor[3] = ( (_rgba )&0xff)/255.0f;
}
else
{
murmur.add(_rgba);
}
uint32_t hash = murmur.end();
ID3D11BlendState* bs = m_blendStateCache.find(hash);
if (NULL == bs)
{
D3D11_BLEND_DESC desc;
memset(&desc, 0, sizeof(desc) );
D3D11_RENDER_TARGET_BLEND_DESC& drt = desc.RenderTarget[0];
drt.BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
D3D11_RENDER_TARGET_BLEND_DESC* drt = &desc.RenderTarget[0];
drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
const uint32_t blend = uint32_t( (_state&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT);
const uint32_t equation = uint32_t( (_state&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
const uint32_t srcRGB = (blend )&0xf;
const uint32_t dstRGB = (blend>> 4)&0xf;
const uint32_t srcA = (blend>> 8)&0xf;
const uint32_t dstA = (blend>>12)&0xf;
const uint32_t equRGB = (equation )&0x7;
const uint32_t equA = (equation>>3)&0x7;
drt->SrcBlend = s_blendFactor[srcRGB][0];
drt->DestBlend = s_blendFactor[dstRGB][0];
drt->BlendOp = s_blendEquation[equRGB];
drt->SrcBlendAlpha = s_blendFactor[srcA][1];
drt->DestBlendAlpha = s_blendFactor[dstA][1];
drt->BlendOpAlpha = s_blendEquation[equA];
uint32_t blend = (_state&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT;
uint32_t equation = (_state&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT;
uint32_t src = blend&0xf;
uint32_t dst = (blend>>4)&0xf;
uint32_t writeMask = (_state&BGFX_STATE_ALPHA_WRITE) ? D3D11_COLOR_WRITE_ENABLE_ALPHA : 0;
writeMask |= (_state&BGFX_STATE_RGB_WRITE) ? D3D11_COLOR_WRITE_ENABLE_RED|D3D11_COLOR_WRITE_ENABLE_GREEN|D3D11_COLOR_WRITE_ENABLE_BLUE : 0;
drt.SrcBlend = s_blendFactor[src][0];
drt.DestBlend = s_blendFactor[dst][0];
drt.BlendOp = s_blendEquation[equation];
drt->RenderTargetWriteMask = writeMask;
drt.SrcBlendAlpha = s_blendFactor[src][1];
drt.DestBlendAlpha = s_blendFactor[dst][1];
drt.BlendOpAlpha = s_blendEquation[equation];
if (desc.IndependentBlendEnable)
{
for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
{
drt = &desc.RenderTarget[ii];
drt->BlendEnable = 0 != (rgba&0x7ff);
drt.RenderTargetWriteMask = writeMask;
const uint32_t src = (rgba )&0xf;
const uint32_t dst = (rgba>>4)&0xf;
const uint32_t equation = (rgba>>8)&0x7;
drt->SrcBlend = s_blendFactor[src][0];
drt->DestBlend = s_blendFactor[dst][0];
drt->BlendOp = s_blendEquation[equation];
drt->SrcBlendAlpha = s_blendFactor[src][1];
drt->DestBlendAlpha = s_blendFactor[dst][1];
drt->BlendOpAlpha = s_blendEquation[equation];
drt->RenderTargetWriteMask = writeMask;
}
}
else
{
for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
{
memcpy(&desc.RenderTarget[ii], drt, sizeof(D3D11_RENDER_TARGET_BLEND_DESC) );
}
}
DX_CHECK(m_device->CreateBlendState(&desc, &bs) );
m_blendStateCache.add(_state, bs);
m_blendStateCache.add(hash, bs);
}
float blendFactor[4];
blendFactor[0] = (_rgba>>24)/255.0f;
blendFactor[1] = ( (_rgba>>16)&0xff)/255.0f;
blendFactor[2] = ( (_rgba>>8)&0xff)/255.0f;
blendFactor[3] = (_rgba&0xff)/255.0f;
m_deviceCtx->OMSetBlendState(bs, blendFactor, 0xffffffff);
}
@ -1505,7 +1580,15 @@ namespace bgfx
s_renderCtx->setDepthStencilState(state, stencil);
s_renderCtx->setRasterizerState(state);
Program& program = s_renderCtx->m_program[m_program.idx];
uint32_t numMrt = 0;
FrameBufferHandle fbh = s_renderCtx->m_fbh;
if (isValid(fbh) )
{
const FrameBuffer& fb = s_renderCtx->m_frameBuffers[fbh.idx];
numMrt = bx::uint32_max(1, fb.m_num)-1;
}
Program& program = s_renderCtx->m_program[m_program[numMrt].idx];
s_renderCtx->m_currentProgram = &program;
deviceCtx->VSSetShader( (ID3D11VertexShader*)program.m_vsh->m_ptr, NULL, 0);
deviceCtx->VSSetConstantBuffers(0, 0, NULL);
@ -2000,6 +2083,33 @@ namespace bgfx
{
}
void FrameBuffer::clear(const Clear& _clear)
{
ID3D11DeviceContext* deviceCtx = s_renderCtx->m_deviceCtx;
if (BGFX_CLEAR_COLOR_BIT & _clear.m_flags)
{
uint32_t rgba = _clear.m_rgba;
float frgba[4] = { (rgba>>24)/255.0f, ( (rgba>>16)&0xff)/255.0f, ( (rgba>>8)&0xff)/255.0f, (rgba&0xff)/255.0f };
for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
{
if (NULL != m_rtv[ii])
{
deviceCtx->ClearRenderTargetView(m_rtv[ii], frgba);
}
}
}
if (NULL != m_dsv
&& (BGFX_CLEAR_DEPTH_BIT|BGFX_CLEAR_STENCIL_BIT) & _clear.m_flags)
{
DWORD flags = 0;
flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH_BIT) ? D3D11_CLEAR_DEPTH : 0;
flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL_BIT) ? D3D11_CLEAR_STENCIL : 0;
deviceCtx->ClearDepthStencilView(m_dsv, flags, _clear.m_depth, _clear.m_stencil);
}
}
void UniformBuffer::create(UniformType::Enum _type, uint16_t _num, bool _alloc)
{
uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type]*_num);
@ -2380,8 +2490,8 @@ namespace bgfx
if ( (0
| BGFX_STATE_CULL_MASK
| BGFX_STATE_ALPHA_MASK
| BGFX_STATE_RGB_WRITE
| BGFX_STATE_ALPHA_WRITE
| BGFX_STATE_BLEND_MASK
| BGFX_STATE_BLEND_EQUATION_MASK
| BGFX_STATE_ALPHA_REF_MASK

View File

@ -288,6 +288,7 @@ namespace bgfx
void create(uint8_t _num, const TextureHandle* _handles);
void destroy();
void resolve();
void clear(const Clear& _clear);
ID3D11RenderTargetView* m_rtv[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS-1];
ID3D11ShaderResourceView* m_srv[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS-1];

View File

@ -47,19 +47,19 @@ namespace bgfx
static const Blend s_blendFactor[] =
{
{ (D3DBLEND)0, (D3DBLEND)0, false }, // ignored
{ D3DBLEND_ZERO, D3DBLEND_ZERO, false },
{ D3DBLEND_ONE, D3DBLEND_ONE, false },
{ D3DBLEND_SRCCOLOR, D3DBLEND_SRCCOLOR, false },
{ D3DBLEND_INVSRCCOLOR, D3DBLEND_INVSRCCOLOR, false },
{ D3DBLEND_SRCALPHA, D3DBLEND_SRCALPHA, false },
{ D3DBLEND_INVSRCALPHA, D3DBLEND_INVSRCALPHA, false },
{ D3DBLEND_DESTALPHA, D3DBLEND_DESTALPHA, false },
{ D3DBLEND_INVDESTALPHA, D3DBLEND_INVDESTALPHA, false },
{ D3DBLEND_DESTCOLOR, D3DBLEND_DESTCOLOR, false },
{ D3DBLEND_INVDESTCOLOR, D3DBLEND_INVDESTCOLOR, false },
{ D3DBLEND_SRCALPHASAT, D3DBLEND_ONE, false },
{ D3DBLEND_BLENDFACTOR, D3DBLEND_BLENDFACTOR, true },
{ D3DBLEND_INVBLENDFACTOR, D3DBLEND_INVBLENDFACTOR, true },
{ D3DBLEND_ZERO, D3DBLEND_ZERO, false }, // ZERO
{ D3DBLEND_ONE, D3DBLEND_ONE, false }, // ONE
{ D3DBLEND_SRCCOLOR, D3DBLEND_SRCCOLOR, false }, // SRC_COLOR
{ D3DBLEND_INVSRCCOLOR, D3DBLEND_INVSRCCOLOR, false }, // INV_SRC_COLOR
{ D3DBLEND_SRCALPHA, D3DBLEND_SRCALPHA, false }, // SRC_ALPHA
{ D3DBLEND_INVSRCALPHA, D3DBLEND_INVSRCALPHA, false }, // INV_SRC_ALPHA
{ D3DBLEND_DESTALPHA, D3DBLEND_DESTALPHA, false }, // DST_ALPHA
{ D3DBLEND_INVDESTALPHA, D3DBLEND_INVDESTALPHA, false }, // INV_DST_ALPHA
{ D3DBLEND_DESTCOLOR, D3DBLEND_DESTCOLOR, false }, // DST_COLOR
{ D3DBLEND_INVDESTCOLOR, D3DBLEND_INVDESTCOLOR, false }, // INV_DST_COLOR
{ D3DBLEND_SRCALPHASAT, D3DBLEND_ONE, false }, // SRC_ALPHA_SAT
{ D3DBLEND_BLENDFACTOR, D3DBLEND_BLENDFACTOR, true }, // FACTOR
{ D3DBLEND_INVBLENDFACTOR, D3DBLEND_INVBLENDFACTOR, true }, // INV_FACTOR
};
static const D3DBLENDOP s_blendEquation[] =
@ -184,7 +184,9 @@ namespace bgfx
{ D3DFMT_UNKNOWN }, // PTC22
{ D3DFMT_UNKNOWN }, // PTC24
{ D3DFMT_UNKNOWN }, // Unknown
{ D3DFMT_L8 }, // L8
{ D3DFMT_L8 }, // R8
{ D3DFMT_G16R16 }, // R16
{ D3DFMT_R16F }, // R16F
{ D3DFMT_A8R8G8B8 }, // BGRA8
{ D3DFMT_A16B16G16R16 }, // RGBA16
{ D3DFMT_A16B16G16R16F }, // RGBA16F
@ -2593,8 +2595,8 @@ namespace bgfx
| BGFX_STATE_CULL_MASK
| BGFX_STATE_DEPTH_WRITE
| BGFX_STATE_DEPTH_TEST_MASK
| BGFX_STATE_ALPHA_MASK
| BGFX_STATE_RGB_WRITE
| BGFX_STATE_ALPHA_WRITE
| BGFX_STATE_BLEND_MASK
| BGFX_STATE_BLEND_EQUATION_MASK
| BGFX_STATE_ALPHA_REF_MASK
@ -2648,33 +2650,53 @@ namespace bgfx
DX_CHECK(device->SetRenderState(D3DRS_COLORWRITEENABLE, writeEnable) );
}
if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_BLEND_EQUATION_MASK) & changedFlags)
if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_BLEND_EQUATION_MASK) & changedFlags
|| blendFactor != state.m_rgba)
{
bool alphaBlendEnabled = !!(BGFX_STATE_BLEND_MASK & newFlags);
DX_CHECK(device->SetRenderState(D3DRS_ALPHABLENDENABLE, alphaBlendEnabled) );
// DX_CHECK(device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, alphaBlendEnabled) );
bool enabled = !!(BGFX_STATE_BLEND_MASK & newFlags);
DX_CHECK(device->SetRenderState(D3DRS_ALPHABLENDENABLE, enabled) );
if (alphaBlendEnabled)
if (enabled)
{
uint32_t blend = (newFlags&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT;
uint32_t equation = (newFlags&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT;
uint32_t src = blend&0xf;
uint32_t dst = (blend>>4)&0xf;
const uint32_t blend = uint32_t( (newFlags&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT);
const uint32_t equation = uint32_t( (newFlags&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
DX_CHECK(device->SetRenderState(D3DRS_SRCBLEND, s_blendFactor[src].m_src) );
DX_CHECK(device->SetRenderState(D3DRS_DESTBLEND, s_blendFactor[dst].m_dst) );
DX_CHECK(device->SetRenderState(D3DRS_BLENDOP, s_blendEquation[equation]) );
// DX_CHECK(device->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_SRCALPHA) );
// DX_CHECK(device->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA) );
const uint32_t srcRGB = (blend )&0xf;
const uint32_t dstRGB = (blend>> 4)&0xf;
const uint32_t srcA = (blend>> 8)&0xf;
const uint32_t dstA = (blend>>12)&0xf;
if ( (s_blendFactor[src].m_factor || s_blendFactor[dst].m_factor)
const uint32_t equRGB = (equation )&0x7;
const uint32_t equA = (equation>>3)&0x7;
DX_CHECK(device->SetRenderState(D3DRS_SRCBLEND, s_blendFactor[srcRGB].m_src) );
DX_CHECK(device->SetRenderState(D3DRS_DESTBLEND, s_blendFactor[dstRGB].m_dst) );
DX_CHECK(device->SetRenderState(D3DRS_BLENDOP, s_blendEquation[equRGB]) );
const bool separate = srcRGB != srcA || dstRGB != dstA || equRGB != equA;
DX_CHECK(device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, separate) );
if (separate)
{
DX_CHECK(device->SetRenderState(D3DRS_SRCBLENDALPHA, s_blendFactor[srcA].m_src) );
DX_CHECK(device->SetRenderState(D3DRS_DESTBLENDALPHA, s_blendFactor[dstA].m_dst) );
DX_CHECK(device->SetRenderState(D3DRS_BLENDOPALPHA, s_blendEquation[equA]) );
}
if ( (s_blendFactor[srcRGB].m_factor || s_blendFactor[dstRGB].m_factor)
&& blendFactor != state.m_rgba)
{
blendFactor = state.m_rgba;
D3DCOLOR color = D3DCOLOR_RGBA(blendFactor>>24, (blendFactor>>16)&0xff, (blendFactor>>8)&0xff, blendFactor&0xff);
const uint32_t rgba = state.m_rgba;
D3DCOLOR color = D3DCOLOR_RGBA(rgba>>24
, (rgba>>16)&0xff
, (rgba>> 8)&0xff
, (rgba )&0xff
);
DX_CHECK(device->SetRenderState(D3DRS_BLENDFACTOR, color) );
}
}
blendFactor = state.m_rgba;
}
uint8_t primIndex = uint8_t( (newFlags&BGFX_STATE_PT_MASK)>>BGFX_STATE_PT_SHIFT);

View File

@ -67,19 +67,19 @@ namespace bgfx
static const Blend s_blendFactor[] =
{
{ 0, 0, false }, // ignored
{ GL_ZERO, GL_ZERO, false },
{ GL_ONE, GL_ONE, false },
{ GL_SRC_COLOR, GL_SRC_COLOR, false },
{ GL_ONE_MINUS_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, false },
{ GL_SRC_ALPHA, GL_SRC_ALPHA, false },
{ GL_ONE_MINUS_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, false },
{ GL_DST_ALPHA, GL_DST_ALPHA, false },
{ GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA, false },
{ GL_DST_COLOR, GL_DST_COLOR, false },
{ GL_ONE_MINUS_DST_COLOR, GL_ONE_MINUS_DST_COLOR, false },
{ GL_SRC_ALPHA_SATURATE, GL_ONE, false },
{ GL_CONSTANT_COLOR, GL_CONSTANT_COLOR, true },
{ GL_ONE_MINUS_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR, true },
{ GL_ZERO, GL_ZERO, false }, // ZERO
{ GL_ONE, GL_ONE, false }, // ONE
{ GL_SRC_COLOR, GL_SRC_COLOR, false }, // SRC_COLOR
{ GL_ONE_MINUS_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, false }, // INV_SRC_COLOR
{ GL_SRC_ALPHA, GL_SRC_ALPHA, false }, // SRC_ALPHA
{ GL_ONE_MINUS_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, false }, // INV_SRC_ALPHA
{ GL_DST_ALPHA, GL_DST_ALPHA, false }, // DST_ALPHA
{ GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA, false }, // INV_DST_ALPHA
{ GL_DST_COLOR, GL_DST_COLOR, false }, // DST_COLOR
{ GL_ONE_MINUS_DST_COLOR, GL_ONE_MINUS_DST_COLOR, false }, // INV_DST_COLOR
{ GL_SRC_ALPHA_SATURATE, GL_ONE, false }, // SRC_ALPHA_SAT
{ GL_CONSTANT_COLOR, GL_CONSTANT_COLOR, true }, // FACTOR
{ GL_ONE_MINUS_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR, true }, // INV_FACTOR
};
static const GLenum s_blendEquation[] =
@ -170,7 +170,9 @@ namespace bgfx
{ GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG, GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG, GL_ZERO, false }, // PTC22
{ GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG, GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG, GL_ZERO, false }, // PTC24
{ GL_ZERO, GL_ZERO, GL_ZERO, true }, // Unknown
{ GL_LUMINANCE, GL_LUMINANCE, GL_UNSIGNED_BYTE, true }, // L8
{ GL_LUMINANCE, GL_LUMINANCE, GL_UNSIGNED_BYTE, true }, // R8
{ GL_R16, GL_RED, GL_UNSIGNED_SHORT, true }, // R16
{ GL_R16F, GL_RED, GL_HALF_FLOAT, true }, // R16F
{ GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, true }, // BGRA8
{ GL_RGBA16, GL_RGBA, GL_UNSIGNED_BYTE, true }, // RGBA16
{ GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT, true }, // RGBA16F
@ -725,6 +727,17 @@ namespace bgfx
return _height;
}
uint32_t getNumRt() const
{
if (isValid(m_fbh) )
{
const FrameBuffer& frameBuffer = m_frameBuffers[m_fbh.idx];
return frameBuffer.m_num;
}
return 1;
}
void createMsaaFbo(uint32_t _width, uint32_t _height, uint32_t _msaa)
{
if (1 < _msaa)
@ -1213,6 +1226,10 @@ namespace bgfx
? BGFX_CAPS_FRAGMENT_DEPTH
: 0
;
g_caps.supported |= s_extension[Extension::ARB_draw_buffers_blend].m_supported
? BGFX_CAPS_BLEND_INDEPENDENT
: 0
;
g_caps.maxTextureSize = glGet(GL_MAX_TEXTURE_SIZE);
if (BX_ENABLED(!BGFX_CONFIG_RENDERER_OPENGLES2) )
@ -1359,8 +1376,8 @@ namespace bgfx
#if BGFX_CONFIG_RENDERER_OPENGL
if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL >= 31) )
{
s_textureFormat[TextureFormat::L8].m_internalFmt = GL_R8;
s_textureFormat[TextureFormat::L8].m_fmt = GL_RED;
s_textureFormat[TextureFormat::R8].m_internalFmt = GL_R8;
s_textureFormat[TextureFormat::R8].m_fmt = GL_RED;
}
if (s_extension[Extension::ARB_debug_output].m_supported
@ -1962,7 +1979,8 @@ namespace bgfx
}
#if BGFX_CONFIG_RENDERER_OPENGL
if (GL_RGBA == m_fmt
if (TextureFormat::BGRA8 == m_textureFormat
&& GL_RGBA == m_fmt
&& s_renderCtx->m_textureSwizzleSupport)
{
GLint swizzleMask[] = { GL_BLUE, GL_GREEN, GL_RED, GL_ALPHA };
@ -2712,6 +2730,8 @@ namespace bgfx
}
}
m_num = colorIdx;
if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL) )
{
if (0 == colorIdx)
@ -2745,11 +2765,7 @@ namespace bgfx
if (0 != texture.m_id)
{
GLenum attachment = GL_COLOR_ATTACHMENT0 + colorIdx;
if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
{
attachment = GL_DEPTH_ATTACHMENT;
}
else
if (!isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
{
++colorIdx;
GL_CHECK(glFramebufferTexture2D(GL_FRAMEBUFFER
@ -2776,6 +2792,7 @@ namespace bgfx
{
GL_CHECK(glDeleteFramebuffers(0 == m_fbo[1] ? 1 : 2, m_fbo) );
memset(m_fbo, 0, sizeof(m_fbo) );
m_num = 0;
}
void FrameBuffer::resolve()
@ -3027,7 +3044,15 @@ namespace bgfx
IndexBuffer& ib = s_renderCtx->m_indexBuffers[m_ib.idx];
GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib.m_id) );
Program& program = s_renderCtx->m_program[m_program.idx];
uint32_t numMrt = 0;
FrameBufferHandle fbh = s_renderCtx->m_fbh;
if (isValid(fbh) )
{
const FrameBuffer& fb = s_renderCtx->m_frameBuffers[fbh.idx];
numMrt = bx::uint32_max(1, fb.m_num)-1;
}
Program& program = s_renderCtx->m_program[m_program[numMrt].idx];
GL_CHECK(glUseProgram(program.m_id) );
program.bindAttributes(vertexDecl, 0);
@ -3463,8 +3488,8 @@ namespace bgfx
| BGFX_STATE_CULL_MASK
| BGFX_STATE_DEPTH_WRITE
| BGFX_STATE_DEPTH_TEST_MASK
| BGFX_STATE_ALPHA_MASK
| BGFX_STATE_RGB_WRITE
| BGFX_STATE_ALPHA_WRITE
| BGFX_STATE_BLEND_MASK
| BGFX_STATE_BLEND_EQUATION_MASK
| BGFX_STATE_ALPHA_REF_MASK
@ -3544,35 +3569,104 @@ namespace bgfx
GL_CHECK(glColorMask(rgb, rgb, rgb, alpha) );
}
if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_BLEND_EQUATION_MASK) & changedFlags)
if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_BLEND_EQUATION_MASK|BGFX_STATE_BLEND_INDEPENDENT) & changedFlags
|| blendFactor != state.m_rgba)
{
if (BGFX_STATE_BLEND_MASK & newFlags)
if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_BLEND_EQUATION_MASK|BGFX_STATE_BLEND_INDEPENDENT) & newFlags
|| blendFactor != state.m_rgba)
{
uint32_t blend = (newFlags&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT;
uint32_t equation = (newFlags&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT;
uint32_t src = blend&0xf;
uint32_t dst = (blend>>4)&0xf;
GL_CHECK(glEnable(GL_BLEND) );
GL_CHECK(glBlendFunc(s_blendFactor[src].m_src, s_blendFactor[dst].m_dst) );
GL_CHECK(glBlendEquation(s_blendEquation[equation]) );
const bool enabled = !!(BGFX_STATE_BLEND_MASK & newFlags);
const bool independent = !!(BGFX_STATE_BLEND_INDEPENDENT & newFlags);
if ( (s_blendFactor[src].m_factor || s_blendFactor[dst].m_factor)
&& blendFactor != state.m_rgba)
const uint32_t blend = uint32_t( (newFlags&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT);
const uint32_t equation = uint32_t( (newFlags&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
const uint32_t srcRGB = (blend )&0xf;
const uint32_t dstRGB = (blend>> 4)&0xf;
const uint32_t srcA = (blend>> 8)&0xf;
const uint32_t dstA = (blend>>12)&0xf;
const uint32_t equRGB = (equation )&0x7;
const uint32_t equA = (equation>>3)&0x7;
const uint32_t numRt = s_renderCtx->getNumRt();
if (!BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL)
|| 1 >= numRt
|| !independent)
{
blendFactor = state.m_rgba;
if (enabled)
{
GL_CHECK(glEnable(GL_BLEND) );
GL_CHECK(glBlendFuncSeparate(s_blendFactor[srcRGB].m_src
, s_blendFactor[dstRGB].m_dst
, s_blendFactor[srcA].m_src
, s_blendFactor[dstA].m_dst)
);
GL_CHECK(glBlendEquationSeparate(s_blendEquation[equRGB], s_blendEquation[equA]) );
GLclampf rr = (blendFactor>>24)/255.0f;
GLclampf gg = ( (blendFactor>>16)&0xff)/255.0f;
GLclampf bb = ( (blendFactor>>8)&0xff)/255.0f;
GLclampf aa = (blendFactor&0xff)/255.0f;
if ( (s_blendFactor[srcRGB].m_factor || s_blendFactor[dstRGB].m_factor)
&& blendFactor != state.m_rgba)
{
const uint32_t rgba = state.m_rgba;
GLclampf rr = ( (rgba>>24) )/255.0f;
GLclampf gg = ( (rgba>>16)&0xff)/255.0f;
GLclampf bb = ( (rgba>> 8)&0xff)/255.0f;
GLclampf aa = ( (rgba )&0xff)/255.0f;
GL_CHECK(glBlendColor(rr, gg, bb, aa) );
GL_CHECK(glBlendColor(rr, gg, bb, aa) );
}
}
else
{
GL_CHECK(glDisable(GL_BLEND) );
}
}
else
{
if (enabled)
{
GL_CHECK(glEnablei(GL_BLEND, 0) );
GL_CHECK(glBlendFuncSeparatei(0
, s_blendFactor[srcRGB].m_src
, s_blendFactor[dstRGB].m_dst
, s_blendFactor[srcA].m_src
, s_blendFactor[dstA].m_dst)
);
GL_CHECK(glBlendEquationSeparatei(0
, s_blendEquation[equRGB]
, s_blendEquation[equA])
);
}
else
{
GL_CHECK(glDisablei(GL_BLEND, 0) );
}
for (uint32_t ii = 1, rgba = state.m_rgba; ii < numRt; ++ii, rgba >>= 11)
{
if (0 != (rgba&0x7ff) )
{
const uint32_t src = (rgba )&0xf;
const uint32_t dst = (rgba>>4)&0xf;
const uint32_t equation = (rgba>>8)&0x7;
GL_CHECK(glEnablei(GL_BLEND, ii) );
GL_CHECK(glBlendFunci(ii, s_blendFactor[src].m_src, s_blendFactor[dst].m_dst) );
GL_CHECK(glBlendEquationi(ii, s_blendEquation[equation]) );
}
else
{
GL_CHECK(glDisablei(GL_BLEND, ii) );
}
}
}
}
else
{
GL_CHECK(glDisable(GL_BLEND) );
}
blendFactor = state.m_rgba;
}
uint8_t primIndex = uint8_t( (newFlags&BGFX_STATE_PT_MASK)>>BGFX_STATE_PT_SHIFT);

View File

@ -64,6 +64,7 @@ typedef uint64_t GLuint64;
# define GL_RGB10_A2 GL_RGB10_A2_EXT
# define GL_R16F GL_R16F_EXT
# define GL_R32F GL_R32F_EXT
# define GL_RED GL_RED_EXT
# define GL_UNSIGNED_INT_2_10_10_10_REV GL_UNSIGNED_INT_2_10_10_10_REV_EXT
# define GL_TEXTURE_3D GL_TEXTURE_3D_OES
# define GL_SAMPLER_3D GL_SAMPLER_3D_OES
@ -98,6 +99,10 @@ typedef uint64_t GLuint64;
# define GL_BGRA_EXT 0x80E1
#endif // GL_BGRA_EXT
#ifndef GL_R16
# define GL_R16 0x822A
#endif // GL_R16
#ifndef GL_R16F_EXT
# define GL_R16F_EXT 0x822D
#endif // GL_R16F_EXT
@ -106,6 +111,10 @@ typedef uint64_t GLuint64;
# define GL_R32F_EXT 0x822E
#endif // GL_R32F_EXT
#ifndef GL_RED_EXT
# define GL_RED_EXT 0x1903
#endif // GL_RED_EXT
#ifndef GL_RGB10_A2_EXT
# define GL_RGB10_A2_EXT 0x8059
#endif // GL_RGB10_A2_EXT