Revert behaviour with cull mode not affecting texture overlays
* This is kind of a "damned if you do, damned if you don't" situation. If the cullmode is wrong, having it show up as failures in depth/stencil overlays is misleading. However if the cullmode is deliberate setting it to no-cull may ruin the results of those overlays. * The original behaviour of leaving cullmode as is ends up being a better tradeoff, since at least when it is misleading you can use the culling overlay to show the failure there. If culling is disabled it makes depth/stencil overlays useless in situations with no recourse. * Also add a test of a depth-clipped triangle to overlay tests
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@@ -75,6 +75,11 @@ struct D3D11_Overlay_Test : D3D11GraphicsTest
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{Vec3f(0.5f, -0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.5f, 0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// depth clipped (i.e. not clamped)
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{Vec3f(0.6f, 0.0f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.7f, 0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.8f, 0.0f, 1.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// small triangles
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// size=0.01
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{Vec3f(0.0f, 0.4f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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@@ -153,7 +158,7 @@ struct D3D11_Overlay_Test : D3D11GraphicsTest
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depth.StencilEnable = TRUE;
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depth.FrontFace.StencilFunc = D3D11_COMPARISON_GREATER;
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SetDepthState(depth);
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ctx->Draw(21, 9);
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ctx->Draw(24, 9);
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Present();
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}
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@@ -70,6 +70,11 @@ struct D3D12_Overlay_Test : D3D12GraphicsTest
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{Vec3f(0.5f, -0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.5f, 0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// depth clipped (i.e. not clamped)
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{Vec3f(0.6f, 0.0f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.7f, 0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.8f, 0.0f, 1.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// small triangles
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// size=0.005
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{Vec3f(0.0f, 0.4f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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@@ -100,6 +105,7 @@ struct D3D12_Overlay_Test : D3D12GraphicsTest
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DXGI_FORMAT_D32_FLOAT_S8X24_UINT);
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creator.GraphicsDesc.RasterizerState.CullMode = D3D12_CULL_MODE_BACK;
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creator.GraphicsDesc.RasterizerState.DepthClipEnable = TRUE;
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creator.GraphicsDesc.DepthStencilState.DepthEnable = TRUE;
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creator.GraphicsDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
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@@ -173,7 +179,7 @@ struct D3D12_Overlay_Test : D3D12GraphicsTest
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cmd->SetMarker(1, "Test Begin", sizeof("Test Begin"));
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cmd->SetPipelineState(pipe);
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cmd->DrawInstanced(21, 1, 9, 0);
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cmd->DrawInstanced(24, 1, 9, 0);
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FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
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@@ -116,6 +116,11 @@ void main()
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{Vec3f(0.5f, -0.2f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.5f, 0.2f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// depth clipped (i.e. not clamped)
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{Vec3f(0.6f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.7f, 0.2f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.8f, 0.0f, 2.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// small triangles
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// size=0.005
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{Vec3f(0.0f, 0.4f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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@@ -180,6 +185,7 @@ void main()
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glDepthMask(GL_TRUE);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_DEPTH_CLAMP);
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glDisable(GL_STENCIL_TEST);
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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glStencilFunc(GL_ALWAYS, 0x55, 0xff);
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@@ -210,7 +216,7 @@ void main()
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glEnable(GL_STENCIL_TEST);
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glStencilFunc(GL_GREATER, 0x55, 0xff);
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glDrawArrays(GL_TRIANGLES, 9, 21);
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glDrawArrays(GL_TRIANGLES, 9, 24);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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@@ -115,6 +115,11 @@ void main()
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{Vec3f(0.5f, 0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.5f, -0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// depth clipped (i.e. not clamped)
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{Vec3f(0.6f, 0.0f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.7f, -0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.8f, 0.0f, 1.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// small triangles
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// size=0.005
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{Vec3f(0.0f, -0.4f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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@@ -195,6 +200,7 @@ void main()
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CompileShaderModule(common + pixel, ShaderLang::glsl, ShaderStage::frag, "main"),
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};
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pipeCreateInfo.rasterizationState.depthClampEnable = VK_FALSE;
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pipeCreateInfo.rasterizationState.cullMode = VK_CULL_MODE_BACK_BIT;
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pipeCreateInfo.depthStencilState.depthTestEnable = VK_TRUE;
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@@ -263,7 +269,7 @@ void main()
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setMarker(cmd, "Test Begin");
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vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipe);
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vkCmdDraw(cmd, 21, 1, 9, 0);
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vkCmdDraw(cmd, 24, 1, 9, 0);
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vkCmdEndRenderPass(cmd);
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