graphics: bind internal depth-compare textures to unbound sampler2DShadow vars.

This commit is contained in:
Sasha Szpakowski
2024-05-03 20:56:13 -03:00
parent a894c2f6a4
commit 03f364e131
6 changed files with 34 additions and 14 deletions
+28 -8
View File
@@ -538,9 +538,10 @@ bool Graphics::validateShader(bool gles, const std::vector<std::string> &stagess
return Shader::validate(stages, err);
}
Texture *Graphics::getDefaultTexture(TextureType type, DataBaseType dataType)
Texture *Graphics::getDefaultTexture(TextureType type, DataBaseType dataType, bool depthSample)
{
Texture *tex = defaultTextures[type][dataType];
uint32 depthsampleindex = depthSample ? 1 : 0;
Texture *tex = defaultTextures[type][dataType][depthsampleindex];
if (tex != nullptr)
return tex;
@@ -561,6 +562,18 @@ Texture *Graphics::getDefaultTexture(TextureType type, DataBaseType dataType)
break;
}
if (depthSample)
{
if (isPixelFormatSupported(PIXELFORMAT_DEPTH16_UNORM, PIXELFORMATUSAGE_SAMPLE))
settings.format = PIXELFORMAT_DEPTH16_UNORM;
else if (isPixelFormatSupported(PIXELFORMAT_DEPTH24_UNORM, PIXELFORMATUSAGE_SAMPLE))
settings.format = PIXELFORMAT_DEPTH24_UNORM;
else if (isPixelFormatSupported(PIXELFORMAT_DEPTH32_FLOAT, PIXELFORMATUSAGE_SAMPLE))
settings.format = PIXELFORMAT_DEPTH32_FLOAT;
else // TODO?
settings.format = PIXELFORMAT_DEPTH24_UNORM;
}
std::string name = "default_";
const char *tname = "unknown";
@@ -578,6 +591,10 @@ Texture *Graphics::getDefaultTexture(TextureType type, DataBaseType dataType)
SamplerState s;
s.minFilter = s.magFilter = SamplerState::FILTER_NEAREST;
s.wrapU = s.wrapV = s.wrapW = SamplerState::WRAP_CLAMP;
if (depthSample)
s.depthSampleMode.set(COMPARE_ALWAYS);
tex->setSamplerState(s);
uint8 pixel[] = {255, 255, 255, 255};
@@ -587,7 +604,7 @@ Texture *Graphics::getDefaultTexture(TextureType type, DataBaseType dataType)
for (int slice = 0; slice < (type == TEXTURE_CUBE ? 6 : 1); slice++)
tex->replacePixels(pixel, sizeof(pixel), slice, 0, {0, 0, 1, 1}, false);
defaultTextures[type][dataType] = tex;
defaultTextures[type][dataType][depthsampleindex] = tex;
return tex;
}
@@ -647,9 +664,12 @@ void Graphics::releaseDefaultResources()
{
for (int dataType = 0; dataType < DATA_BASETYPE_MAX_ENUM; dataType++)
{
if (defaultTextures[type][dataType])
defaultTextures[type][dataType]->release();
defaultTextures[type][dataType] = nullptr;
for (int depthsample = 0; depthsample < 2; depthsample++)
{
if (defaultTextures[type][dataType][depthsample])
defaultTextures[type][dataType][depthsample]->release();
defaultTextures[type][dataType][depthsample] = nullptr;
}
}
}
@@ -676,10 +696,10 @@ Texture *Graphics::getTextureOrDefaultForActiveShader(Texture *tex)
{
auto texinfo = shader->getMainTextureInfo();
if (texinfo != nullptr && texinfo->textureType != TEXTURE_MAX_ENUM)
return getDefaultTexture(texinfo->textureType, texinfo->dataBaseType);
return getDefaultTexture(texinfo->textureType, texinfo->dataBaseType, texinfo->isDepthSampler);
}
return getDefaultTexture(TEXTURE_2D, DATA_BASETYPE_FLOAT);
return getDefaultTexture(TEXTURE_2D, DATA_BASETYPE_FLOAT, false);
}
void Graphics::validateStencilState(const StencilState &s) const
+2 -2
View File
@@ -485,7 +485,7 @@ public:
bool validateShader(bool gles, const std::vector<std::string> &stages, const Shader::CompileOptions &options, std::string &err);
Texture *getDefaultTexture(TextureType type, DataBaseType dataType);
Texture *getDefaultTexture(TextureType type, DataBaseType dataType, bool depthSample);
Buffer *getDefaultTexelBuffer(DataBaseType dataType);
Buffer *getDefaultStorageBuffer();
Texture *getTextureOrDefaultForActiveShader(Texture *tex);
@@ -1100,7 +1100,7 @@ private:
void checkSetDefaultFont();
int calculateEllipsePoints(float rx, float ry) const;
Texture *defaultTextures[TEXTURE_MAX_ENUM][DATA_BASETYPE_MAX_ENUM];
Texture *defaultTextures[TEXTURE_MAX_ENUM][DATA_BASETYPE_MAX_ENUM][2];
Buffer *defaultTexelBuffers[DATA_BASETYPE_MAX_ENUM];
Buffer *defaultStorageBuffer;
+1 -1
View File
@@ -725,7 +725,7 @@ Shader::Shader(StrongRef<ShaderStage> _stages[], const CompileOptions &options)
if (u.baseType == UNIFORM_SAMPLER || u.baseType == UNIFORM_STORAGETEXTURE)
{
auto tex = gfx->getDefaultTexture(u.textureType, u.dataBaseType);
auto tex = gfx->getDefaultTexture(u.textureType, u.dataBaseType, u.isDepthSampler);
for (int i = 0; i < u.count; i++)
{
tex->retain();
+1 -1
View File
@@ -743,7 +743,7 @@ void Shader::sendTextures(const UniformInfo *info, love::graphics::Texture **tex
else
{
auto gfx = Graphics::getInstance();
tex = gfx->getDefaultTexture(info->textureType, info->dataBaseType);
tex = gfx->getDefaultTexture(info->textureType, info->dataBaseType, info->isDepthSampler);
}
tex->retain();
+1 -1
View File
@@ -1720,7 +1720,7 @@ uint32 Graphics::computePixelFormatUsage(PixelFormat format, bool readable)
// this is required on ES2 but I'm not positive.
if (isPixelFormatDepthStencil(format))
{
love::graphics::Texture *tex = getDefaultTexture(TEXTURE_2D, DATA_BASETYPE_FLOAT);
love::graphics::Texture *tex = getDefaultTexture(TEXTURE_2D, DATA_BASETYPE_FLOAT, false);
gl.framebufferTexture(GL_COLOR_ATTACHMENT0, TEXTURE_2D, (GLuint) tex->getHandle(), 0, 0, 0);
}
+1 -1
View File
@@ -593,7 +593,7 @@ void Shader::sendTextures(const UniformInfo *info, love::graphics::Texture **tex
else
{
auto gfx = Module::getInstance<love::graphics::Graphics>(Module::M_GRAPHICS);
tex = gfx->getDefaultTexture(info->textureType, info->dataBaseType);
tex = gfx->getDefaultTexture(info->textureType, info->dataBaseType, info->isDepthSampler);
}
tex->retain();