driver:implement changes for Dynamic State
diff --git a/tests/xglrenderframework.cpp b/tests/xglrenderframework.cpp
index c144ac4..ef1a949 100644
--- a/tests/xglrenderframework.cpp
+++ b/tests/xglrenderframework.cpp
@@ -33,7 +33,6 @@
m_colorBlend( XGL_NULL_HANDLE ),
m_stateViewport( XGL_NULL_HANDLE ),
m_stateDepthStencil( XGL_NULL_HANDLE ),
- m_stateMsaa( XGL_NULL_HANDLE ),
m_width( 256.0 ), // default window width
m_height( 256.0 ) // default window height
{
@@ -42,7 +41,6 @@
m_render_target_fmt.channelFormat = XGL_CH_FMT_R8G8B8A8;
m_render_target_fmt.numericFormat = XGL_NUM_FMT_UNORM;
- m_colorBindings[0].view = XGL_NULL_HANDLE;
m_depthStencilBinding.view = XGL_NULL_HANDLE;
}
@@ -67,7 +65,6 @@
void XglRenderFramework::ShutdownFramework()
{
if (m_colorBlend) xglDestroyObject(m_colorBlend);
- if (m_stateMsaa) xglDestroyObject(m_stateMsaa);
if (m_stateDepthStencil) xglDestroyObject(m_stateDepthStencil);
if (m_stateRaster) xglDestroyObject(m_stateRaster);
if (m_cmdBuffer) xglDestroyObject(m_cmdBuffer);
@@ -76,14 +73,6 @@
xglDestroyObject(m_stateViewport);
}
- for (XGL_UINT i = 0; i < m_renderTargetCount; i++) {
- if (m_renderTargets[i]) {
- // TODO: XglImage should be able to destroy itself
-// m_renderTarget->
-// xglDestroyObject(*m_renderTarget);
- }
- }
-
// reset the driver
delete m_device;
xglInitAndEnumerateGpus(&this->app_info, XGL_NULL_HANDLE, 0, &gpu_count, XGL_NULL_HANDLE);
@@ -97,43 +86,26 @@
m_render_target_fmt.numericFormat = XGL_NUM_FMT_UNORM;
// create a raster state (solid, back-face culling)
- XGL_RASTER_STATE_CREATE_INFO raster = {};
- raster.sType = XGL_STRUCTURE_TYPE_RASTER_STATE_CREATE_INFO;
- raster.fillMode = XGL_FILL_SOLID;
- raster.cullMode = XGL_CULL_NONE;
- raster.frontFace = XGL_FRONT_FACE_CCW;
- err = xglCreateRasterState( device(), &raster, &m_stateRaster );
+ XGL_DYNAMIC_RS_STATE_CREATE_INFO raster = {};
+ raster.sType = XGL_STRUCTURE_TYPE_DYNAMIC_RS_STATE_CREATE_INFO;
+ raster.pointSize = 1.0;
+
+ err = xglCreateDynamicRasterState( device(), &raster, &m_stateRaster );
ASSERT_XGL_SUCCESS(err);
- XGL_COLOR_BLEND_STATE_CREATE_INFO blend = {};
- blend.sType = XGL_STRUCTURE_TYPE_COLOR_BLEND_STATE_CREATE_INFO;
- err = xglCreateColorBlendState(device(), &blend, &m_colorBlend);
+ XGL_DYNAMIC_CB_STATE_CREATE_INFO blend = {};
+ blend.sType = XGL_STRUCTURE_TYPE_DYNAMIC_CB_STATE_CREATE_INFO;
+ err = xglCreateDynamicColorBlendState(device(), &blend, &m_colorBlend);
ASSERT_XGL_SUCCESS( err );
- XGL_DEPTH_STENCIL_STATE_CREATE_INFO depthStencil = {};
- depthStencil.sType = XGL_STRUCTURE_TYPE_DEPTH_STENCIL_STATE_CREATE_INFO;
- depthStencil.depthTestEnable = XGL_FALSE;
- depthStencil.depthWriteEnable = XGL_FALSE;
- depthStencil.depthFunc = XGL_COMPARE_LESS_EQUAL;
- depthStencil.depthBoundsEnable = XGL_FALSE;
+ XGL_DYNAMIC_DS_STATE_CREATE_INFO depthStencil = {};
+ depthStencil.sType = XGL_STRUCTURE_TYPE_DYNAMIC_DS_STATE_CREATE_INFO;
depthStencil.minDepth = 0.f;
depthStencil.maxDepth = 1.f;
- depthStencil.back.stencilDepthFailOp = XGL_STENCIL_OP_KEEP;
- depthStencil.back.stencilFailOp = XGL_STENCIL_OP_KEEP;
- depthStencil.back.stencilPassOp = XGL_STENCIL_OP_KEEP;
- depthStencil.back.stencilRef = 0x00;
- depthStencil.back.stencilFunc = XGL_COMPARE_ALWAYS;
- depthStencil.front = depthStencil.back;
+ depthStencil.stencilFrontRef = 0;
+ depthStencil.stencilBackRef = 0;
- err = xglCreateDepthStencilState( device(), &depthStencil, &m_stateDepthStencil );
- ASSERT_XGL_SUCCESS( err );
-
- XGL_MSAA_STATE_CREATE_INFO msaa = {};
- msaa.sType = XGL_STRUCTURE_TYPE_MSAA_STATE_CREATE_INFO;
- msaa.sampleMask = 1;
- msaa.samples = 1;
-
- err = xglCreateMsaaState( device(), &msaa, &m_stateMsaa );
+ err = xglCreateDynamicDepthStencilState( device(), &depthStencil, &m_stateDepthStencil );
ASSERT_XGL_SUCCESS( err );
XGL_CMD_BUFFER_CREATE_INFO cmdInfo = {};
@@ -148,17 +120,21 @@
{
XGL_RESULT err;
- XGL_VIEWPORT_STATE_CREATE_INFO viewport = {};
- viewport.viewportCount = 1;
- viewport.scissorEnable = XGL_FALSE;
- viewport.viewports[0].originX = 0;
- viewport.viewports[0].originY = 0;
- viewport.viewports[0].width = 1.f * width;
- viewport.viewports[0].height = 1.f * height;
- viewport.viewports[0].minDepth = 0.f;
- viewport.viewports[0].maxDepth = 1.f;
+ XGL_VIEWPORT viewport;
- err = xglCreateViewportState( device(), &viewport, &m_stateViewport );
+ XGL_DYNAMIC_VP_STATE_CREATE_INFO viewportCreate = {};
+ viewportCreate.sType = XGL_STRUCTURE_TYPE_DYNAMIC_VP_STATE_CREATE_INFO;
+ viewportCreate.viewportCount = 1;
+ viewportCreate.scissorCount = 0;
+ viewport.originX = 0;
+ viewport.originY = 0;
+ viewport.width = 1.f * width;
+ viewport.height = 1.f * height;
+ viewport.minDepth = 0.f;
+ viewport.maxDepth = 1.f;
+ viewportCreate.pViewports = &viewport;
+
+ err = xglCreateDynamicViewportState( device(), &viewportCreate, &m_stateViewport );
ASSERT_XGL_SUCCESS( err );
m_width = width;
m_height = height;
@@ -178,9 +154,9 @@
img->init(m_width, m_height, m_render_target_fmt,
XGL_IMAGE_USAGE_SHADER_ACCESS_WRITE_BIT |
XGL_IMAGE_USAGE_COLOR_ATTACHMENT_BIT);
- m_renderTargets[i] = img;
- m_colorBindings[i].view = m_renderTargets[i]->targetView();
+ m_colorBindings[i].view = img->targetView();
m_colorBindings[i].colorAttachmentState = XGL_IMAGE_STATE_TARGET_RENDER_ACCESS_OPTIMAL;
+ m_renderTargets.push_back(img);
}
// Create Framebuffer and RenderPass with color attachments and any depth/stencil attachment
XGL_ATTACHMENT_LOAD_OP load_op = XGL_ATTACHMENT_LOAD_OP_LOAD;
@@ -722,14 +698,16 @@
stageInfo->sType = XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
stageInfo->shader.stage = m_stage;
stageInfo->shader.shader = obj();
- stageInfo->shader.descriptorSetMapping[0].descriptorCount = 0;
+ stageInfo->shader.descriptorSetMappingCount = 1;
+ stageInfo->shader.pDescriptorSetMapping = (XGL_DESCRIPTOR_SET_MAPPING *)malloc(sizeof(XGL_DESCRIPTOR_SET_MAPPING));
+ stageInfo->shader.pDescriptorSetMapping->descriptorCount = 0;
stageInfo->shader.linkConstBufferCount = 0;
stageInfo->shader.pLinkConstBufferInfo = XGL_NULL_HANDLE;
stageInfo->shader.dynamicBufferViewMapping.slotObjectType = XGL_SLOT_UNUSED;
stageInfo->shader.dynamicBufferViewMapping.shaderEntityIndex = 0;
- stageInfo->shader.descriptorSetMapping[0].descriptorCount = descriptorSet->GetTotalSlots();
- if (stageInfo->shader.descriptorSetMapping[0].descriptorCount)
+ stageInfo->shader.pDescriptorSetMapping->descriptorCount = descriptorSet->GetTotalSlots();
+ if (stageInfo->shader.pDescriptorSetMapping->descriptorCount)
{
vector<int> allSlots;
vector<XGL_DESCRIPTOR_SET_SLOT_TYPE> allTypes;
@@ -759,7 +737,7 @@
}
slotInfo = descriptorSet->GetSlotInfo(allSlots, allTypes, allObjs);
- stageInfo->shader.descriptorSetMapping[0].pDescriptorInfo = (const XGL_DESCRIPTOR_SLOT_INFO*) slotInfo;
+ stageInfo->shader.pDescriptorSetMapping[0].pDescriptorInfo = (const XGL_DESCRIPTOR_SLOT_INFO*) slotInfo;
}
return stageInfo;
}
@@ -841,7 +819,6 @@
m_ia_state.pNext = XGL_NULL_HANDLE;
m_ia_state.topology = XGL_TOPOLOGY_TRIANGLE_LIST;
m_ia_state.disableVertexReuse = XGL_FALSE;
- m_ia_state.provokingVertex = XGL_PROVOKING_VERTEX_LAST;
m_ia_state.primitiveRestartEnable = XGL_FALSE;
m_ia_state.primitiveRestartIndex = 0;
@@ -849,7 +826,10 @@
m_rs_state.pNext = &m_ia_state;
m_rs_state.depthClipEnable = XGL_FALSE;
m_rs_state.rasterizerDiscardEnable = XGL_FALSE;
- m_rs_state.pointSize = 1.0;
+ m_rs_state.provokingVertex = XGL_PROVOKING_VERTEX_LAST;
+ m_rs_state.fillMode = XGL_FILL_SOLID;
+ m_rs_state.cullMode = XGL_CULL_NONE;
+ m_rs_state.frontFace = XGL_FRONT_FACE_CCW;
memset(&m_cb_state,0,sizeof(m_cb_state));
m_cb_state.sType = XGL_STRUCTURE_TYPE_PIPELINE_CB_STATE_CREATE_INFO;
@@ -858,16 +838,35 @@
m_cb_state.dualSourceBlendEnable = XGL_FALSE;
m_cb_state.logicOp = XGL_LOGIC_OP_COPY;
- m_cb_state.attachment[0].blendEnable = XGL_FALSE;
- m_cb_state.attachment[0].format.channelFormat = XGL_CH_FMT_R8G8B8A8;
- m_cb_state.attachment[0].format.numericFormat = XGL_NUM_FMT_UNORM;
- m_cb_state.attachment[0].channelWriteMask = 0xF;
+ m_ms_state.pNext = &m_cb_state;
+ m_ms_state.sType = XGL_STRUCTURE_TYPE_PIPELINE_MS_STATE_CREATE_INFO;
+ m_ms_state.multisampleEnable = XGL_FALSE;
+ m_ms_state.sampleMask = 1; // Do we have to specify MSAA even just to disable it?
+ m_ms_state.samples = 1;
+ m_ms_state.minSampleShading = 0;
+ m_ms_state.sampleShadingEnable = 0;
- m_db_state.sType = XGL_STRUCTURE_TYPE_PIPELINE_DB_STATE_CREATE_INFO,
- m_db_state.pNext = &m_cb_state,
- m_db_state.format.channelFormat = XGL_CH_FMT_R32;
- m_db_state.format.numericFormat = XGL_NUM_FMT_DS;
+ m_ds_state.sType = XGL_STRUCTURE_TYPE_PIPELINE_DS_STATE_CREATE_INFO;
+ m_ds_state.pNext = &m_ms_state,
+ m_ds_state.format.channelFormat = XGL_CH_FMT_R32;
+ m_ds_state.format.numericFormat = XGL_NUM_FMT_DS;
+ m_ds_state.depthTestEnable = XGL_FALSE;
+ m_ds_state.depthWriteEnable = XGL_FALSE;
+ m_ds_state.depthBoundsEnable = XGL_FALSE;
+ m_ds_state.depthFunc = XGL_COMPARE_LESS_EQUAL;
+ m_ds_state.back.stencilDepthFailOp = XGL_STENCIL_OP_KEEP;
+ m_ds_state.back.stencilFailOp = XGL_STENCIL_OP_KEEP;
+ m_ds_state.back.stencilPassOp = XGL_STENCIL_OP_KEEP;
+ m_ds_state.back.stencilFunc = XGL_COMPARE_ALWAYS;
+ m_ds_state.stencilTestEnable = XGL_FALSE;
+ m_ds_state.front = m_ds_state.back;
+ XGL_PIPELINE_CB_ATTACHMENT_STATE att = {};
+ att.blendEnable = XGL_FALSE;
+ att.format.channelFormat = XGL_CH_FMT_R8G8B8A8;
+ att.format.numericFormat = XGL_NUM_FMT_UNORM;
+ att.channelWriteMask = 0xf;
+ AddColorAttachment(0, &att);
};
@@ -895,14 +894,30 @@
m_vertexBufferCount++;
}
-void XglPipelineObj::SetColorAttachment(XGL_UINT binding, const XGL_PIPELINE_CB_ATTACHMENT_STATE *att)
+void XglPipelineObj::AddColorAttachment(XGL_UINT binding, const XGL_PIPELINE_CB_ATTACHMENT_STATE *att)
{
- m_cb_state.attachment[binding] = *att;
+ if (binding+1 > m_colorAttachments.size())
+ {
+ m_colorAttachments.resize(binding+1);
+ }
+ m_colorAttachments[binding] = *att;
+}
+
+void XglPipelineObj::SetDepthStencil(XGL_PIPELINE_DS_STATE_CREATE_INFO *ds_state)
+{
+ m_ds_state.format = ds_state->format;
+ m_ds_state.depthTestEnable = ds_state->depthTestEnable;
+ m_ds_state.depthWriteEnable = ds_state->depthWriteEnable;
+ m_ds_state.depthBoundsEnable = ds_state->depthBoundsEnable;
+ m_ds_state.depthFunc = ds_state->depthFunc;
+ m_ds_state.stencilTestEnable = ds_state->stencilTestEnable;
+ m_ds_state.back = ds_state->back;
+ m_ds_state.front = ds_state->front;
}
void XglPipelineObj::CreateXGLPipeline(XglDescriptorSetObj *descriptorSet)
{
- XGL_VOID* head_ptr = &m_db_state;
+ XGL_VOID* head_ptr = &m_ds_state;
XGL_GRAPHICS_PIPELINE_CREATE_INFO info = {};
XGL_PIPELINE_SHADER_STAGE_CREATE_INFO* shaderCreateInfo;
@@ -925,6 +940,9 @@
info.pNext = head_ptr;
info.flags = 0;
+ m_cb_state.attachmentCount = m_colorAttachments.size();
+ m_cb_state.pAttachments = &m_colorAttachments[0];
+
init(*m_device, info);
}
@@ -935,7 +953,7 @@
void XglPipelineObj::BindPipelineCommandBuffer(XGL_CMD_BUFFER m_cmdBuffer, XglDescriptorSetObj *descriptorSet)
{
- XGL_VOID* head_ptr = &m_db_state;
+ XGL_VOID* head_ptr = &m_ds_state;
XGL_GRAPHICS_PIPELINE_CREATE_INFO info = {};
XGL_PIPELINE_SHADER_STAGE_CREATE_INFO* shaderCreateInfo;
@@ -1125,9 +1143,9 @@
}
}
-void XglCommandBufferObj::BindStateObject(XGL_STATE_BIND_POINT stateBindPoint, XGL_STATE_OBJECT stateObject)
+void XglCommandBufferObj::BindStateObject(XGL_STATE_BIND_POINT stateBindPoint, XGL_DYNAMIC_STATE_OBJECT stateObject)
{
- xglCmdBindStateObject( obj(), stateBindPoint, stateObject);
+ xglCmdBindDynamicStateObject( obj(), stateBindPoint, stateObject);
}
void XglCommandBufferObj::AddRenderTarget(XglImage *renderTarget)