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
This commit is contained in:
baldurk
2018-12-04 18:16:34 +00:00
parent 264b296b7d
commit d339874a06
61 changed files with 117 additions and 137 deletions
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+6 -1
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@@ -75,6 +75,11 @@ struct D3D11_Overlay_Test : D3D11GraphicsTest
{Vec3f(0.5f, -0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.5f, 0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// depth clipped (i.e. not clamped)
{Vec3f(0.6f, 0.0f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.7f, 0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.8f, 0.0f, 1.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// small triangles
// size=0.01
{Vec3f(0.0f, 0.4f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
@@ -153,7 +158,7 @@ struct D3D11_Overlay_Test : D3D11GraphicsTest
depth.StencilEnable = TRUE;
depth.FrontFace.StencilFunc = D3D11_COMPARISON_GREATER;
SetDepthState(depth);
ctx->Draw(21, 9);
ctx->Draw(24, 9);
Present();
}
+7 -1
View File
@@ -70,6 +70,11 @@ struct D3D12_Overlay_Test : D3D12GraphicsTest
{Vec3f(0.5f, -0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.5f, 0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// depth clipped (i.e. not clamped)
{Vec3f(0.6f, 0.0f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.7f, 0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.8f, 0.0f, 1.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// small triangles
// size=0.005
{Vec3f(0.0f, 0.4f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
@@ -100,6 +105,7 @@ struct D3D12_Overlay_Test : D3D12GraphicsTest
DXGI_FORMAT_D32_FLOAT_S8X24_UINT);
creator.GraphicsDesc.RasterizerState.CullMode = D3D12_CULL_MODE_BACK;
creator.GraphicsDesc.RasterizerState.DepthClipEnable = TRUE;
creator.GraphicsDesc.DepthStencilState.DepthEnable = TRUE;
creator.GraphicsDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
@@ -173,7 +179,7 @@ struct D3D12_Overlay_Test : D3D12GraphicsTest
cmd->SetMarker(1, "Test Begin", sizeof("Test Begin"));
cmd->SetPipelineState(pipe);
cmd->DrawInstanced(21, 1, 9, 0);
cmd->DrawInstanced(24, 1, 9, 0);
FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
+7 -1
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@@ -116,6 +116,11 @@ void main()
{Vec3f(0.5f, -0.2f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.5f, 0.2f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// depth clipped (i.e. not clamped)
{Vec3f(0.6f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.7f, 0.2f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.8f, 0.0f, 2.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// small triangles
// size=0.005
{Vec3f(0.0f, 0.4f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
@@ -180,6 +185,7 @@ void main()
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glDisable(GL_DEPTH_CLAMP);
glDisable(GL_STENCIL_TEST);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilFunc(GL_ALWAYS, 0x55, 0xff);
@@ -210,7 +216,7 @@ void main()
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_GREATER, 0x55, 0xff);
glDrawArrays(GL_TRIANGLES, 9, 21);
glDrawArrays(GL_TRIANGLES, 9, 24);
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+7 -1
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@@ -115,6 +115,11 @@ void main()
{Vec3f(0.5f, 0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.5f, -0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// depth clipped (i.e. not clamped)
{Vec3f(0.6f, 0.0f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.7f, -0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.8f, 0.0f, 1.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// small triangles
// size=0.005
{Vec3f(0.0f, -0.4f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
@@ -195,6 +200,7 @@ void main()
CompileShaderModule(common + pixel, ShaderLang::glsl, ShaderStage::frag, "main"),
};
pipeCreateInfo.rasterizationState.depthClampEnable = VK_FALSE;
pipeCreateInfo.rasterizationState.cullMode = VK_CULL_MODE_BACK_BIT;
pipeCreateInfo.depthStencilState.depthTestEnable = VK_TRUE;
@@ -263,7 +269,7 @@ void main()
setMarker(cmd, "Test Begin");
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipe);
vkCmdDraw(cmd, 21, 1, 9, 0);
vkCmdDraw(cmd, 24, 1, 9, 0);
vkCmdEndRenderPass(cmd);