Fix regressions in the unit tests related to setting gl_PointSize, and using other draw modes.
This had two regressions, using gl_PointSize and drawing triangles, and drawing points and triangles
with the same binary program.
TRAC #22526
Signed-off-by: Nicolas Capens
Signed-off-by: Shannon Woods
Author: Jamie Madill
git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1853 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/Context.cpp b/src/libGLESv2/Context.cpp
index cbd827a..8e4b703 100644
--- a/src/libGLESv2/Context.cpp
+++ b/src/libGLESv2/Context.cpp
@@ -59,6 +59,7 @@
mState.rasterizer.polygonOffsetFill = false;
mState.rasterizer.polygonOffsetFactor = 0.0f;
mState.rasterizer.polygonOffsetUnits = 0.0f;
+ mState.rasterizer.pointDrawMode = false;
mState.scissorTest = false;
mState.scissor.x = 0;
mState.scissor.y = 0;
@@ -1712,17 +1713,8 @@
// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) to the Direct3D 9 device
void Context::applyState(GLenum drawMode)
{
- // disable face culling for point sprite emulation (done as geometry shader quads)
- if (getCurrentProgramBinary()->usesPointSpriteEmulation())
- {
- RasterizerState rasterizerStateCopy = mState.rasterizer;
- rasterizerStateCopy.cullFace = false;
- mRenderer->setRasterizerState(rasterizerStateCopy);
- }
- else
- {
- mRenderer->setRasterizerState(mState.rasterizer);
- }
+ mState.rasterizer.pointDrawMode = (drawMode == GL_POINTS);
+ mRenderer->setRasterizerState(mState.rasterizer);
unsigned int mask = 0;
if (mState.sampleCoverage)
diff --git a/src/libGLESv2/angletypes.h b/src/libGLESv2/angletypes.h
index 3b73037..8a29e9b 100644
--- a/src/libGLESv2/angletypes.h
+++ b/src/libGLESv2/angletypes.h
@@ -55,6 +55,8 @@
bool polygonOffsetFill;
GLfloat polygonOffsetFactor;
GLfloat polygonOffsetUnits;
+
+ bool pointDrawMode;
};
struct BlendState
diff --git a/src/libGLESv2/renderer/RenderStateCache.cpp b/src/libGLESv2/renderer/RenderStateCache.cpp
index 620fce6..79b2a90 100644
--- a/src/libGLESv2/renderer/RenderStateCache.cpp
+++ b/src/libGLESv2/renderer/RenderStateCache.cpp
@@ -213,9 +213,17 @@
mRasterizerStateCache.erase(leastRecentlyUsed);
}
+ D3D11_CULL_MODE cullMode = gl_d3d11::ConvertCullMode(rasterState.cullFace, rasterState.cullMode);
+
+ // Disable culling if drawing points
+ if (rasterState.pointDrawMode)
+ {
+ cullMode = D3D11_CULL_NONE;
+ }
+
D3D11_RASTERIZER_DESC rasterDesc;
rasterDesc.FillMode = D3D11_FILL_SOLID;
- rasterDesc.CullMode = gl_d3d11::ConvertCullMode(rasterState.cullFace, rasterState.cullMode);
+ rasterDesc.CullMode = cullMode;
rasterDesc.FrontCounterClockwise = (rasterState.frontFace == GL_CCW) ? FALSE: TRUE;
rasterDesc.DepthBias = ldexp(rasterState.polygonOffsetUnits, -static_cast<int>(depthSize));
rasterDesc.DepthBiasClamp = 0.0f; // MSDN documentation of DepthBiasClamp implies a value of zero will preform no clamping, must be tested though.
diff --git a/src/libGLESv2/renderer/Renderer11.cpp b/src/libGLESv2/renderer/Renderer11.cpp
index d43a7be..2088ac2 100644
--- a/src/libGLESv2/renderer/Renderer11.cpp
+++ b/src/libGLESv2/renderer/Renderer11.cpp
@@ -101,6 +101,8 @@
mDriverConstantBufferPS = NULL;
mBGRATextureSupport = false;
+
+ mIsGeometryShaderActive = false;
}
Renderer11::~Renderer11()
@@ -1096,7 +1098,6 @@
{
ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
- ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
ID3D11VertexShader *vertexShader = NULL;
if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
@@ -1104,14 +1105,23 @@
ID3D11PixelShader *pixelShader = NULL;
if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
- ID3D11GeometryShader *geometryShader = NULL;
- if (geometryExe) geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
-
mDeviceContext->PSSetShader(pixelShader, NULL, 0);
mDeviceContext->VSSetShader(vertexShader, NULL, 0);
- if (geometryShader)
+ programBinary->dirtyAllUniforms();
+
+ mAppliedProgramBinarySerial = programBinarySerial;
+ }
+
+ // Only use the geometry shader currently for point sprite drawing
+ const bool usesGeometryShader = programBinary->usesGeometryShader() && mCurRasterState.pointDrawMode;
+
+ if (programBinarySerial != mAppliedProgramBinarySerial || usesGeometryShader != mIsGeometryShaderActive)
+ {
+ if (usesGeometryShader)
{
+ ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
+ ID3D11GeometryShader *geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
mDeviceContext->GSSetShader(geometryShader, NULL, 0);
}
else
@@ -1119,9 +1129,7 @@
mDeviceContext->GSSetShader(NULL, NULL, 0);
}
- programBinary->dirtyAllUniforms();
-
- mAppliedProgramBinarySerial = programBinarySerial;
+ mIsGeometryShaderActive = usesGeometryShader;
}
}
diff --git a/src/libGLESv2/renderer/Renderer11.h b/src/libGLESv2/renderer/Renderer11.h
index 6a50bbd..373f118 100644
--- a/src/libGLESv2/renderer/Renderer11.h
+++ b/src/libGLESv2/renderer/Renderer11.h
@@ -251,6 +251,7 @@
unsigned int mAppliedIBOffset;
unsigned int mAppliedProgramBinarySerial;
+ bool mIsGeometryShaderActive;
dx_VertexConstants mVertexConstants;
dx_VertexConstants mAppliedVertexConstants;