DX12: stencil shadows.

This commit is contained in:
Artem Kharytoniuk 2017-12-16 20:58:19 +01:00
parent 5853e1e3d3
commit 062ad9974d
3 changed files with 80 additions and 22 deletions

View File

@ -372,6 +372,41 @@ void dx_initialize() {
// Standard pipelines.
//
// Q3 stencil shadows
{
{
Vk_Pipeline_Def def;
def.polygon_offset = false;
def.state_bits = 0;
def.shader_type = Vk_Shader_Type::single_texture;
def.clipping_plane = false;
def.shadow_phase = Vk_Shadow_Phase::shadow_edges_rendering;
cullType_t cull_types[2] = {CT_FRONT_SIDED, CT_BACK_SIDED};
bool mirror_flags[2] = {false, true};
for (int i = 0; i < 2; i++) {
def.face_culling = cull_types[i];
for (int j = 0; j < 2; j++) {
def.mirror = mirror_flags[j];
dx.shadow_volume_pipeline_states[i][j] = create_pipeline(def);
}
}
}
{
Vk_Pipeline_Def def;
def.face_culling = CT_FRONT_SIDED;
def.polygon_offset = false;
def.state_bits = GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO;
def.shader_type = Vk_Shader_Type::single_texture;
def.clipping_plane = false;
def.mirror = false;
def.shadow_phase = Vk_Shadow_Phase::fullscreen_quad_rendering;
dx.shadow_finish_pipeline_state = create_pipeline(def);
}
}
// fog and dlights
{
Vk_Pipeline_Def def;
@ -413,12 +448,21 @@ void dx_initialize() {
}
void dx_shutdown() {
for (int i = 0; i < 2; i++)
dx.shadow_finish_pipeline_state->Release();
for (int i = 0; i < 2; i++) {
for (int j = 0; j < 2; j++) {
dx.shadow_volume_pipeline_states[i][j]->Release();
}
}
for (int i = 0; i < 2; i++) {
for (int j = 0; j < 3; j++)
for (int k = 0; k < 2; k++) {
dx.fog_pipeline_states[i][j][k]->Release();
dx.dlight_pipeline_states[i][j][k]->Release();
}
}
dx.swapchain.Reset();
@ -467,6 +511,8 @@ void dx_shutdown() {
dx.device->Release();
dx.device = nullptr;
Com_Memset(&dx, 0, sizeof(dx));
}
void dx_release_resources() {
@ -821,7 +867,7 @@ static ID3D12PipelineState* create_pipeline(const Vk_Pipeline_Def& def) {
depth_stencil_state.FrontFace.StencilFailOp = D3D12_STENCIL_OP_KEEP;
depth_stencil_state.FrontFace.StencilDepthFailOp = D3D12_STENCIL_OP_KEEP;
depth_stencil_state.FrontFace.StencilPassOp = (def.face_culling == CT_FRONT_SIDED) ? D3D12_STENCIL_OP_INCR_SAT : D3D12_STENCIL_OP_DECR_SAT;
depth_stencil_state.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_NOT_EQUAL;
depth_stencil_state.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
depth_stencil_state.BackFace = depth_stencil_state.FrontFace;
} else if (def.shadow_phase == Vk_Shadow_Phase::fullscreen_quad_rendering) {
@ -1259,12 +1305,6 @@ void dx_begin_frame() {
// Set necessary state.
dx.command_list->SetGraphicsRootSignature(dx.root_signature);
/*CD3DX12_VIEWPORT viewport(0.0f, 0.0f, static_cast<float>(glConfig.vidWidth), static_cast<float>(glConfig.vidHeight));
dx.command_list->RSSetViewports(1, &viewport);
CD3DX12_RECT scissorRect(0, 0, static_cast<LONG>(glConfig.vidWidth), static_cast<LONG>(glConfig.vidHeight));
dx.command_list->RSSetScissorRects(1, &scissorRect);*/
ID3D12DescriptorHeap* heaps[] = { dx.srv_heap, dx.sampler_heap };
dx.command_list->SetDescriptorHeaps(_countof(heaps), heaps);
@ -1281,8 +1321,10 @@ void dx_begin_frame() {
dx.command_list->ClearRenderTargetView(rtv_handle, clearColor, 0, nullptr);
dx.command_list->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
dx.command_list->ClearDepthStencilView(dx.dsv_heap->GetCPUDescriptorHandleForHeapStart(),
D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, nullptr);
D3D12_CLEAR_FLAGS flags = D3D12_CLEAR_FLAG_DEPTH;
if (r_shadows->integer == 2)
flags |= D3D12_CLEAR_FLAG_STENCIL;
dx.command_list->ClearDepthStencilView(dsv_handle, flags, 1.0f, 0, 0, nullptr);
dx.xyz_elements = 0;
dx.color_st_elements = 0;

View File

@ -125,7 +125,7 @@ struct Dx_Instance {
ID3D12PipelineState* normals_debug_pipeline_state = nullptr;
ID3D12PipelineState* surface_debug_pipeline_state_solid = nullptr;
ID3D12PipelineState* surface_debug_pipeline_state_outline = nullptr;
ID3D12PipelineState* images_debug_pipeline_state;
ID3D12PipelineState* images_debug_pipeline_state = nullptr;
};
struct Dx_World {

View File

@ -114,8 +114,9 @@ static void R_GL_RenderShadowEdges() {
}
// VULKAN
static void R_Vk_RenderShadowEdges(VkPipeline pipeline) {
if (!vk.active)
// DX12
static void R_Vk_Dx_RenderShadowEdges(VkPipeline vk_pipeline, ID3D12PipelineState* dx_pipeline_state) {
if (!vk.active && !dx.active)
return;
int i = 0;
@ -143,8 +144,14 @@ static void R_Vk_RenderShadowEdges(VkPipeline pipeline) {
tess.svars.colors[k][3] = 255;
}
vk_bind_geometry();
vk_shade_geometry(pipeline, false, Vk_Depth_Range::normal);
if (vk.active) {
vk_bind_geometry();
vk_shade_geometry(vk_pipeline, false, Vk_Depth_Range::normal);
}
if (dx.active) {
dx_bind_geometry();
dx_shade_geometry(dx_pipeline_state, false, Vk_Depth_Range::normal);
}
i += count;
}
@ -244,8 +251,9 @@ void RB_ShadowTessEnd( void ) {
R_GL_RenderShadowEdges();
// VULKAN
R_Vk_RenderShadowEdges(vk.shadow_volume_pipelines[0][1]);
R_Vk_RenderShadowEdges(vk.shadow_volume_pipelines[1][1]);
// DX12
R_Vk_Dx_RenderShadowEdges(vk.shadow_volume_pipelines[0][1], dx.shadow_volume_pipeline_states[0][1]);
R_Vk_Dx_RenderShadowEdges(vk.shadow_volume_pipelines[1][1], dx.shadow_volume_pipeline_states[1][1]);
} else {
qglCullFace( GL_BACK );
qglStencilOp( GL_KEEP, GL_KEEP, GL_INCR );
@ -256,8 +264,9 @@ void RB_ShadowTessEnd( void ) {
R_GL_RenderShadowEdges();
// VULKAN
R_Vk_RenderShadowEdges(vk.shadow_volume_pipelines[0][0]);
R_Vk_RenderShadowEdges(vk.shadow_volume_pipelines[1][0]);
// DX12
R_Vk_Dx_RenderShadowEdges(vk.shadow_volume_pipelines[0][0], dx.shadow_volume_pipeline_states[0][0]);
R_Vk_Dx_RenderShadowEdges(vk.shadow_volume_pipelines[1][0], dx.shadow_volume_pipeline_states[1][0]);
}
qglDisable(GL_STENCIL_TEST);
@ -310,7 +319,8 @@ void RB_ShadowFinish( void ) {
qglPopMatrix();
// VULKAN
if (vk.active) {
// DX12
if (vk.active || dx.active) {
tess.indexes[0] = 0;
tess.indexes[1] = 1;
tess.indexes[2] = 2;
@ -338,8 +348,14 @@ void RB_ShadowFinish( void ) {
vk_world.modelview_transform[10] = 1.0f;
vk_world.modelview_transform[15] = 1.0f;
vk_bind_geometry();
vk_shade_geometry(vk.shadow_finish_pipeline, false, Vk_Depth_Range::normal);
if (vk.active) {
vk_bind_geometry();
vk_shade_geometry(vk.shadow_finish_pipeline, false, Vk_Depth_Range::normal);
}
if (dx.active) {
dx_bind_geometry();
dx_shade_geometry(dx.shadow_finish_pipeline_state, false, Vk_Depth_Range::normal);
}
Com_Memcpy(vk_world.modelview_transform, tmp, 64);
tess.numIndexes = 0;