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https://github.com/libsdl-org/SDL.git
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Add SDL_SetGPUBlendConstants, SDL_SetGPUStencilReference (#10704)
This commit is contained in:
parent
04a732881a
commit
2d4eb29c37
10 changed files with 383 additions and 189 deletions
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@ -1207,8 +1207,8 @@ typedef struct SDL_GPUDepthStencilState
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SDL_GPUStencilOpState frontStencilState;
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Uint8 compareMask;
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Uint8 writeMask;
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Uint8 reference;
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Uint8 padding2;
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Uint8 padding3;
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} SDL_GPUDepthStencilState;
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typedef struct SDL_GPUColorAttachmentDescription
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@ -1238,7 +1238,6 @@ typedef struct SDL_GPUGraphicsPipelineCreateInfo
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SDL_GPUMultisampleState multisampleState;
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SDL_GPUDepthStencilState depthStencilState;
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SDL_GPUGraphicsPipelineAttachmentInfo attachmentInfo;
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float blendConstants[4];
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SDL_PropertiesID props;
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} SDL_GPUGraphicsPipelineCreateInfo;
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@ -2140,6 +2139,33 @@ extern SDL_DECLSPEC void SDLCALL SDL_SetGPUScissor(
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SDL_GPURenderPass *renderPass,
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const SDL_Rect *scissor);
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/**
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* Sets the current blend constants on a command buffer.
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*
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* \param renderPass a render pass handle.
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* \param blendConstants the blend constant color.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_GPU_BLENDFACTOR_CONSTANT_COLOR
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* \sa SDL_GPU_BLENDFACTOR_ONE_MINUS_CONSTANT_COLOR
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*/
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extern SDL_DECLSPEC void SDLCALL SDL_SetGPUBlendConstants(
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SDL_GPURenderPass *renderPass,
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SDL_FColor blendConstants);
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/**
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* Sets the current stencil reference value on a command buffer.
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*
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* \param renderPass a render pass handle.
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* \param reference the stencil reference value to set.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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extern SDL_DECLSPEC void SDLCALL SDL_SetGPUStencilReference(
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SDL_GPURenderPass *renderPass,
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Uint8 reference);
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/**
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* Binds vertex buffers on a command buffer for use with subsequent draw
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* calls.
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@ -778,8 +778,10 @@ SDL3_0.0.0 {
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SDL_SetEventEnabled;
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SDL_SetEventFilter;
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SDL_SetFloatProperty;
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SDL_SetGPUBlendConstants;
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SDL_SetGPUBufferName;
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SDL_SetGPUScissor;
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SDL_SetGPUStencilReference;
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SDL_SetGPUSwapchainParameters;
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SDL_SetGPUTextureName;
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SDL_SetGPUViewport;
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@ -803,8 +803,10 @@
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#define SDL_SetEventEnabled SDL_SetEventEnabled_REAL
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#define SDL_SetEventFilter SDL_SetEventFilter_REAL
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#define SDL_SetFloatProperty SDL_SetFloatProperty_REAL
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#define SDL_SetGPUBlendConstants SDL_SetGPUBlendConstants_REAL
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#define SDL_SetGPUBufferName SDL_SetGPUBufferName_REAL
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#define SDL_SetGPUScissor SDL_SetGPUScissor_REAL
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#define SDL_SetGPUStencilReference SDL_SetGPUStencilReference_REAL
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#define SDL_SetGPUSwapchainParameters SDL_SetGPUSwapchainParameters_REAL
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#define SDL_SetGPUTextureName SDL_SetGPUTextureName_REAL
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#define SDL_SetGPUViewport SDL_SetGPUViewport_REAL
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@ -813,8 +813,10 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_SetCursor,(SDL_Cursor *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_SetEventEnabled,(Uint32 a, SDL_bool b),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_SetEventFilter,(SDL_EventFilter a, void *b),(a,b),)
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SDL_DYNAPI_PROC(SDL_bool,SDL_SetFloatProperty,(SDL_PropertiesID a, const char *b, float c),(a,b,c),return)
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SDL_DYNAPI_PROC(void,SDL_SetGPUBlendConstants,(SDL_GPURenderPass *a, SDL_FColor b),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_SetGPUBufferName,(SDL_GPUDevice *a, SDL_GPUBuffer *b, const char *c),(a,b,c),)
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SDL_DYNAPI_PROC(void,SDL_SetGPUScissor,(SDL_GPURenderPass *a, const SDL_Rect *b),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_SetGPUStencilReference,(SDL_GPURenderPass *a, Uint8 b),(a,b),)
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SDL_DYNAPI_PROC(SDL_bool,SDL_SetGPUSwapchainParameters,(SDL_GPUDevice *a, SDL_Window *b, SDL_GPUSwapchainComposition c, SDL_GPUPresentMode d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(void,SDL_SetGPUTextureName,(SDL_GPUDevice *a, SDL_GPUTexture *b, const char *c),(a,b,c),)
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SDL_DYNAPI_PROC(void,SDL_SetGPUViewport,(SDL_GPURenderPass *a, const SDL_GPUViewport *b),(a,b),)
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@ -194,11 +194,6 @@ SDL_GPUGraphicsPipeline *SDL_GPU_FetchBlitPipeline(
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blitPipelineCreateInfo.primitiveType = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
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blitPipelineCreateInfo.blendConstants[0] = 1.0f;
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blitPipelineCreateInfo.blendConstants[1] = 1.0f;
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blitPipelineCreateInfo.blendConstants[2] = 1.0f;
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blitPipelineCreateInfo.blendConstants[3] = 1.0f;
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pipeline = SDL_CreateGPUGraphicsPipeline(
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device,
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&blitPipelineCreateInfo);
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@ -1281,6 +1276,42 @@ void SDL_SetGPUScissor(
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scissor);
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}
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void SDL_SetGPUBlendConstants(
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SDL_GPURenderPass *renderPass,
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SDL_FColor blendConstants)
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{
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if (renderPass == NULL) {
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SDL_InvalidParamError("renderPass");
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return;
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}
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if (RENDERPASS_DEVICE->debugMode) {
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CHECK_RENDERPASS
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}
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RENDERPASS_DEVICE->SetBlendConstants(
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RENDERPASS_COMMAND_BUFFER,
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blendConstants);
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}
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void SDL_SetGPUStencilReference(
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SDL_GPURenderPass *renderPass,
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Uint8 reference)
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{
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if (renderPass == NULL) {
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SDL_InvalidParamError("renderPass");
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return;
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}
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if (RENDERPASS_DEVICE->debugMode) {
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CHECK_RENDERPASS
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}
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RENDERPASS_DEVICE->SetStencilReference(
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RENDERPASS_COMMAND_BUFFER,
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reference);
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}
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void SDL_BindGPUVertexBuffers(
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SDL_GPURenderPass *renderPass,
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Uint32 firstBinding,
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@ -398,6 +398,14 @@ struct SDL_GPUDevice
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SDL_GPUCommandBuffer *commandBuffer,
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const SDL_Rect *scissor);
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void (*SetBlendConstants)(
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SDL_GPUCommandBuffer *commandBuffer,
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SDL_FColor blendConstants);
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void (*SetStencilReference)(
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SDL_GPUCommandBuffer *commandBuffer,
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Uint8 reference);
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void (*BindVertexBuffers)(
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SDL_GPUCommandBuffer *commandBuffer,
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Uint32 firstBinding,
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@ -716,6 +724,8 @@ struct SDL_GPUDevice
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ASSIGN_DRIVER_FUNC(BindGraphicsPipeline, name) \
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ASSIGN_DRIVER_FUNC(SetViewport, name) \
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ASSIGN_DRIVER_FUNC(SetScissor, name) \
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ASSIGN_DRIVER_FUNC(SetBlendConstants, name) \
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ASSIGN_DRIVER_FUNC(SetStencilReference, name) \
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ASSIGN_DRIVER_FUNC(BindVertexBuffers, name) \
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ASSIGN_DRIVER_FUNC(BindIndexBuffer, name) \
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ASSIGN_DRIVER_FUNC(BindVertexSamplers, name) \
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@ -476,7 +476,6 @@ typedef struct D3D11Shader
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typedef struct D3D11GraphicsPipeline
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{
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float blendConstants[4];
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Sint32 numColorAttachments;
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DXGI_FORMAT colorAttachmentFormats[MAX_COLOR_TARGET_BINDINGS];
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ID3D11BlendState *colorAttachmentBlendState;
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@ -486,7 +485,6 @@ typedef struct D3D11GraphicsPipeline
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Uint8 hasDepthStencilAttachment;
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DXGI_FORMAT depthStencilAttachmentFormat;
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ID3D11DepthStencilState *depthStencilState;
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Uint8 stencilRef;
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SDL_GPUPrimitiveType primitiveType;
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ID3D11RasterizerState *rasterizerState;
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@ -615,6 +613,8 @@ typedef struct D3D11CommandBuffer
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// Render Pass
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D3D11GraphicsPipeline *graphicsPipeline;
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Uint8 stencilRef;
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SDL_FColor blendConstants;
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// Render Pass MSAA resolve
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D3D11Texture *colorTargetResolveTexture[MAX_COLOR_TARGET_BINDINGS];
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@ -1541,11 +1541,6 @@ static SDL_GPUGraphicsPipeline *D3D11_CreateGraphicsPipeline(
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pipeline->colorAttachmentFormats[i] = SDLToD3D11_TextureFormat[pipelineCreateInfo->attachmentInfo.colorAttachmentDescriptions[i].format];
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}
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pipeline->blendConstants[0] = pipelineCreateInfo->blendConstants[0];
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pipeline->blendConstants[1] = pipelineCreateInfo->blendConstants[1];
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pipeline->blendConstants[2] = pipelineCreateInfo->blendConstants[2];
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pipeline->blendConstants[3] = pipelineCreateInfo->blendConstants[3];
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// Multisample
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pipeline->multisampleState = pipelineCreateInfo->multisampleState;
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@ -1558,7 +1553,6 @@ static SDL_GPUGraphicsPipeline *D3D11_CreateGraphicsPipeline(
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pipeline->hasDepthStencilAttachment = pipelineCreateInfo->attachmentInfo.hasDepthStencilAttachment;
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pipeline->depthStencilAttachmentFormat = SDLToD3D11_TextureFormat[pipelineCreateInfo->attachmentInfo.depthStencilFormat];
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pipeline->stencilRef = pipelineCreateInfo->depthStencilState.reference;
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// Rasterizer
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@ -3204,6 +3198,8 @@ static SDL_GPUCommandBuffer *D3D11_AcquireCommandBuffer(
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commandBuffer = D3D11_INTERNAL_GetInactiveCommandBufferFromPool(renderer);
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commandBuffer->graphicsPipeline = NULL;
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commandBuffer->stencilRef = 0;
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commandBuffer->blendConstants = (SDL_FColor){ 1.0f, 1.0f, 1.0f, 1.0f };
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commandBuffer->computePipeline = NULL;
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for (i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1) {
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commandBuffer->colorTargetResolveTexture[i] = NULL;
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@ -3384,6 +3380,78 @@ static void D3D11_INTERNAL_PushUniformData(
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}
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}
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static void D3D11_SetViewport(
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SDL_GPUCommandBuffer *commandBuffer,
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const SDL_GPUViewport *viewport)
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{
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D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
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D3D11_VIEWPORT vp = {
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viewport->x,
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viewport->y,
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viewport->w,
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viewport->h,
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viewport->minDepth,
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viewport->maxDepth
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};
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ID3D11DeviceContext_RSSetViewports(
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d3d11CommandBuffer->context,
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1,
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&vp);
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}
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static void D3D11_SetScissor(
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SDL_GPUCommandBuffer *commandBuffer,
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const SDL_Rect *scissor)
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{
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D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
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D3D11_RECT rect = {
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scissor->x,
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scissor->y,
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scissor->x + scissor->w,
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scissor->y + scissor->h
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};
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ID3D11DeviceContext_RSSetScissorRects(
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d3d11CommandBuffer->context,
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1,
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&rect);
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}
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static void D3D11_SetBlendConstants(
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SDL_GPUCommandBuffer *commandBuffer,
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SDL_FColor blendConstants)
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{
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D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
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FLOAT blendFactor[4] = { blendConstants.r, blendConstants.g, blendConstants.b, blendConstants.a };
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d3d11CommandBuffer->blendConstants = blendConstants;
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if (d3d11CommandBuffer->graphicsPipeline != NULL) {
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ID3D11DeviceContext_OMSetBlendState(
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d3d11CommandBuffer->context,
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d3d11CommandBuffer->graphicsPipeline->colorAttachmentBlendState,
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blendFactor,
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d3d11CommandBuffer->graphicsPipeline->multisampleState.sampleMask);
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}
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}
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static void D3D11_SetStencilReference(
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SDL_GPUCommandBuffer *commandBuffer,
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Uint8 reference)
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{
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D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
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d3d11CommandBuffer->stencilRef = reference;
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if (d3d11CommandBuffer->graphicsPipeline != NULL) {
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ID3D11DeviceContext_OMSetDepthStencilState(
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d3d11CommandBuffer->context,
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d3d11CommandBuffer->graphicsPipeline->depthStencilState,
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reference);
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}
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}
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static void D3D11_BeginRenderPass(
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SDL_GPUCommandBuffer *commandBuffer,
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const SDL_GPUColorAttachmentInfo *colorAttachmentInfos,
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@ -3396,8 +3464,8 @@ static void D3D11_BeginRenderPass(
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ID3D11DepthStencilView *dsv = NULL;
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Uint32 vpWidth = SDL_MAX_UINT32;
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Uint32 vpHeight = SDL_MAX_UINT32;
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D3D11_VIEWPORT viewport;
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D3D11_RECT scissorRect;
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SDL_GPUViewport viewport;
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SDL_Rect scissorRect;
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d3d11CommandBuffer->needVertexSamplerBind = true;
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d3d11CommandBuffer->needVertexResourceBind = true;
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@ -3524,28 +3592,34 @@ static void D3D11_BeginRenderPass(
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}
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}
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// Set default viewport and scissor state
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viewport.TopLeftX = 0;
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viewport.TopLeftY = 0;
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viewport.Width = (FLOAT)vpWidth;
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viewport.Height = (FLOAT)vpHeight;
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viewport.MinDepth = 0;
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viewport.MaxDepth = 1;
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// Set sensible default states
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viewport.x = 0;
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viewport.y = 0;
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viewport.w = (float)vpWidth;
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viewport.h = (float)vpHeight;
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viewport.minDepth = 0;
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viewport.maxDepth = 1;
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ID3D11DeviceContext_RSSetViewports(
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d3d11CommandBuffer->context,
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1,
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D3D11_SetViewport(
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commandBuffer,
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&viewport);
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scissorRect.left = 0;
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scissorRect.right = (LONG)viewport.Width;
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scissorRect.top = 0;
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scissorRect.bottom = (LONG)viewport.Height;
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scissorRect.x = 0;
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scissorRect.y = 0;
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scissorRect.w = (int)vpWidth;
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scissorRect.h = (int)vpHeight;
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ID3D11DeviceContext_RSSetScissorRects(
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d3d11CommandBuffer->context,
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1,
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D3D11_SetScissor(
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commandBuffer,
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&scissorRect);
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D3D11_SetStencilReference(
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commandBuffer,
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0);
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D3D11_SetBlendConstants(
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commandBuffer,
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(SDL_FColor){ 1.0f, 1.0f, 1.0f, 1.0f });
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}
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static void D3D11_BindGraphicsPipeline(
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{
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D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
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D3D11GraphicsPipeline *pipeline = (D3D11GraphicsPipeline *)graphicsPipeline;
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FLOAT blendFactor[4] = {
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d3d11CommandBuffer->blendConstants.r,
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d3d11CommandBuffer->blendConstants.g,
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d3d11CommandBuffer->blendConstants.b,
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d3d11CommandBuffer->blendConstants.a
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};
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d3d11CommandBuffer->graphicsPipeline = pipeline;
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ID3D11DeviceContext_OMSetBlendState(
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d3d11CommandBuffer->context,
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pipeline->colorAttachmentBlendState,
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pipeline->blendConstants,
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blendFactor,
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pipeline->multisampleState.sampleMask);
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ID3D11DeviceContext_OMSetDepthStencilState(
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d3d11CommandBuffer->context,
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pipeline->depthStencilState,
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pipeline->stencilRef);
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d3d11CommandBuffer->stencilRef);
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ID3D11DeviceContext_IASetPrimitiveTopology(
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d3d11CommandBuffer->context,
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@ -3612,44 +3692,6 @@ static void D3D11_BindGraphicsPipeline(
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d3d11CommandBuffer->needFragmentUniformBufferBind = true;
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}
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static void D3D11_SetViewport(
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SDL_GPUCommandBuffer *commandBuffer,
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const SDL_GPUViewport *viewport)
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{
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D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
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D3D11_VIEWPORT vp = {
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viewport->x,
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viewport->y,
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viewport->w,
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viewport->h,
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viewport->minDepth,
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viewport->maxDepth
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};
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ID3D11DeviceContext_RSSetViewports(
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d3d11CommandBuffer->context,
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1,
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&vp);
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}
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static void D3D11_SetScissor(
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SDL_GPUCommandBuffer *commandBuffer,
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const SDL_Rect *scissor)
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{
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D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
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D3D11_RECT rect = {
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scissor->x,
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scissor->y,
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scissor->x + scissor->w,
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scissor->y + scissor->h
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};
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ID3D11DeviceContext_RSSetScissorRects(
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d3d11CommandBuffer->context,
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1,
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&rect);
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}
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static void D3D11_BindVertexBuffers(
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SDL_GPUCommandBuffer *commandBuffer,
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Uint32 firstBinding,
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||||
|
@ -5786,11 +5828,6 @@ static void D3D11_INTERNAL_InitBlitPipelines(
|
|||
|
||||
blitPipelineCreateInfo.primitiveType = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
|
||||
|
||||
blitPipelineCreateInfo.blendConstants[0] = 1.0f;
|
||||
blitPipelineCreateInfo.blendConstants[1] = 1.0f;
|
||||
blitPipelineCreateInfo.blendConstants[2] = 1.0f;
|
||||
blitPipelineCreateInfo.blendConstants[3] = 1.0f;
|
||||
|
||||
blitPipeline = D3D11_CreateGraphicsPipeline(
|
||||
(SDL_GPURenderer *)renderer,
|
||||
&blitPipelineCreateInfo);
|
||||
|
|
|
@ -775,9 +775,6 @@ struct D3D12GraphicsPipeline
|
|||
|
||||
Uint32 vertexStrides[MAX_BUFFER_BINDINGS];
|
||||
|
||||
float blendConstants[4];
|
||||
Uint8 stencilRef;
|
||||
|
||||
Uint32 vertexSamplerCount;
|
||||
Uint32 vertexUniformBufferCount;
|
||||
Uint32 vertexStorageBufferCount;
|
||||
|
@ -2603,11 +2600,6 @@ static SDL_GPUGraphicsPipeline *D3D12_CreateGraphicsPipeline(
|
|||
}
|
||||
|
||||
pipeline->primitiveType = pipelineCreateInfo->primitiveType;
|
||||
pipeline->blendConstants[0] = pipelineCreateInfo->blendConstants[0];
|
||||
pipeline->blendConstants[1] = pipelineCreateInfo->blendConstants[1];
|
||||
pipeline->blendConstants[2] = pipelineCreateInfo->blendConstants[2];
|
||||
pipeline->blendConstants[3] = pipelineCreateInfo->blendConstants[3];
|
||||
pipeline->stencilRef = pipelineCreateInfo->depthStencilState.reference;
|
||||
|
||||
pipeline->vertexSamplerCount = vertShader->samplerCount;
|
||||
pipeline->vertexStorageTextureCount = vertShader->storageTextureCount;
|
||||
|
@ -3611,6 +3603,23 @@ static void D3D12_SetScissor(
|
|||
ID3D12GraphicsCommandList_RSSetScissorRects(d3d12CommandBuffer->graphicsCommandList, 1, &scissorRect);
|
||||
}
|
||||
|
||||
static void D3D12_SetBlendConstants(
|
||||
SDL_GPUCommandBuffer *commandBuffer,
|
||||
SDL_FColor blendConstants)
|
||||
{
|
||||
D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
|
||||
FLOAT blendFactor[4] = { blendConstants.r, blendConstants.g, blendConstants.b, blendConstants.a };
|
||||
ID3D12GraphicsCommandList_OMSetBlendFactor(d3d12CommandBuffer->graphicsCommandList, blendFactor);
|
||||
}
|
||||
|
||||
static void D3D12_SetStencilReference(
|
||||
SDL_GPUCommandBuffer *commandBuffer,
|
||||
Uint8 reference
|
||||
) {
|
||||
D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
|
||||
ID3D12GraphicsCommandList_OMSetStencilRef(d3d12CommandBuffer->graphicsCommandList, reference);
|
||||
}
|
||||
|
||||
static D3D12TextureSubresource *D3D12_INTERNAL_FetchTextureSubresource(
|
||||
D3D12TextureContainer *container,
|
||||
Uint32 layer,
|
||||
|
@ -3783,7 +3792,6 @@ static void D3D12_BeginRenderPass(
|
|||
const SDL_GPUDepthStencilAttachmentInfo *depthStencilAttachmentInfo)
|
||||
{
|
||||
D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
|
||||
/* D3D12Renderer *renderer = d3d12CommandBuffer->renderer; */
|
||||
|
||||
Uint32 framebufferWidth = SDL_MAX_UINT32;
|
||||
Uint32 framebufferHeight = SDL_MAX_UINT32;
|
||||
|
@ -3915,7 +3923,7 @@ static void D3D12_BeginRenderPass(
|
|||
false,
|
||||
(depthStencilAttachmentInfo == NULL) ? NULL : &dsv);
|
||||
|
||||
// Set sensible default viewport state
|
||||
// Set sensible default states
|
||||
SDL_GPUViewport defaultViewport;
|
||||
defaultViewport.x = 0;
|
||||
defaultViewport.y = 0;
|
||||
|
@ -3937,6 +3945,14 @@ static void D3D12_BeginRenderPass(
|
|||
D3D12_SetScissor(
|
||||
commandBuffer,
|
||||
&defaultScissor);
|
||||
|
||||
D3D12_SetStencilReference(
|
||||
commandBuffer,
|
||||
0);
|
||||
|
||||
D3D12_SetBlendConstants(
|
||||
commandBuffer,
|
||||
(SDL_FColor){ 1.0f, 1.0f, 1.0f, 1.0f });
|
||||
}
|
||||
|
||||
static void D3D12_INTERNAL_TrackUniformBuffer(
|
||||
|
@ -4120,21 +4136,9 @@ static void D3D12_BindGraphicsPipeline(
|
|||
|
||||
// Set the pipeline state
|
||||
ID3D12GraphicsCommandList_SetPipelineState(d3d12CommandBuffer->graphicsCommandList, pipeline->pipelineState);
|
||||
|
||||
ID3D12GraphicsCommandList_SetGraphicsRootSignature(d3d12CommandBuffer->graphicsCommandList, pipeline->rootSignature->handle);
|
||||
|
||||
ID3D12GraphicsCommandList_IASetPrimitiveTopology(d3d12CommandBuffer->graphicsCommandList, SDLToD3D12_PrimitiveType[pipeline->primitiveType]);
|
||||
|
||||
float blendFactor[4] = {
|
||||
pipeline->blendConstants[0],
|
||||
pipeline->blendConstants[1],
|
||||
pipeline->blendConstants[2],
|
||||
pipeline->blendConstants[3]
|
||||
};
|
||||
ID3D12GraphicsCommandList_OMSetBlendFactor(d3d12CommandBuffer->graphicsCommandList, blendFactor);
|
||||
|
||||
ID3D12GraphicsCommandList_OMSetStencilRef(d3d12CommandBuffer->graphicsCommandList, pipeline->stencilRef);
|
||||
|
||||
// Mark that bindings are needed
|
||||
d3d12CommandBuffer->needVertexSamplerBind = true;
|
||||
d3d12CommandBuffer->needVertexStorageTextureBind = true;
|
||||
|
|
|
@ -402,14 +402,12 @@ typedef struct MetalGraphicsPipeline
|
|||
{
|
||||
id<MTLRenderPipelineState> handle;
|
||||
|
||||
float blendConstants[4];
|
||||
Uint32 sampleMask;
|
||||
|
||||
SDL_GPURasterizerState rasterizerState;
|
||||
SDL_GPUPrimitiveType primitiveType;
|
||||
|
||||
id<MTLDepthStencilState> depthStencilState;
|
||||
Uint8 stencilReference;
|
||||
|
||||
Uint32 vertexSamplerCount;
|
||||
Uint32 vertexUniformBufferCount;
|
||||
|
@ -1103,13 +1101,8 @@ static SDL_GPUGraphicsPipeline *METAL_CreateGraphicsPipeline(
|
|||
|
||||
result = SDL_malloc(sizeof(MetalGraphicsPipeline));
|
||||
result->handle = pipelineState;
|
||||
result->blendConstants[0] = pipelineCreateInfo->blendConstants[0];
|
||||
result->blendConstants[1] = pipelineCreateInfo->blendConstants[1];
|
||||
result->blendConstants[2] = pipelineCreateInfo->blendConstants[2];
|
||||
result->blendConstants[3] = pipelineCreateInfo->blendConstants[3];
|
||||
result->sampleMask = pipelineCreateInfo->multisampleState.sampleMask;
|
||||
result->depthStencilState = depthStencilState;
|
||||
result->stencilReference = pipelineCreateInfo->depthStencilState.reference;
|
||||
result->rasterizerState = pipelineCreateInfo->rasterizerState;
|
||||
result->primitiveType = pipelineCreateInfo->primitiveType;
|
||||
result->vertexSamplerCount = vertexShader->samplerCount;
|
||||
|
@ -2087,6 +2080,65 @@ static void METAL_INTERNAL_ReturnUniformBufferToPool(
|
|||
uniformBuffer->drawOffset = 0;
|
||||
}
|
||||
|
||||
static void METAL_SetViewport(
|
||||
SDL_GPUCommandBuffer *commandBuffer,
|
||||
const SDL_GPUViewport *viewport)
|
||||
{
|
||||
@autoreleasepool {
|
||||
MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
|
||||
MTLViewport metalViewport;
|
||||
|
||||
metalViewport.originX = viewport->x;
|
||||
metalViewport.originY = viewport->y;
|
||||
metalViewport.width = viewport->w;
|
||||
metalViewport.height = viewport->h;
|
||||
metalViewport.znear = viewport->minDepth;
|
||||
metalViewport.zfar = viewport->maxDepth;
|
||||
|
||||
[metalCommandBuffer->renderEncoder setViewport:metalViewport];
|
||||
}
|
||||
}
|
||||
|
||||
static void METAL_SetScissor(
|
||||
SDL_GPUCommandBuffer *commandBuffer,
|
||||
const SDL_Rect *scissor)
|
||||
{
|
||||
@autoreleasepool {
|
||||
MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
|
||||
MTLScissorRect metalScissor;
|
||||
|
||||
metalScissor.x = scissor->x;
|
||||
metalScissor.y = scissor->y;
|
||||
metalScissor.width = scissor->w;
|
||||
metalScissor.height = scissor->h;
|
||||
|
||||
[metalCommandBuffer->renderEncoder setScissorRect:metalScissor];
|
||||
}
|
||||
}
|
||||
|
||||
static void METAL_SetBlendConstants(
|
||||
SDL_GPUCommandBuffer *commandBuffer,
|
||||
SDL_FColor blendConstants)
|
||||
{
|
||||
@autoreleasepool {
|
||||
MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
|
||||
[metalCommandBuffer->renderEncoder setBlendColorRed:blendConstants.r
|
||||
green:blendConstants.g
|
||||
blue:blendConstants.b
|
||||
alpha:blendConstants.a];
|
||||
}
|
||||
}
|
||||
|
||||
static void METAL_SetStencilReference(
|
||||
SDL_GPUCommandBuffer *commandBuffer,
|
||||
Uint8 reference
|
||||
) {
|
||||
@autoreleasepool {
|
||||
MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
|
||||
[metalCommandBuffer->renderEncoder setStencilReferenceValue:reference];
|
||||
}
|
||||
}
|
||||
|
||||
static void METAL_BeginRenderPass(
|
||||
SDL_GPUCommandBuffer *commandBuffer,
|
||||
const SDL_GPUColorAttachmentInfo *colorAttachmentInfos,
|
||||
|
@ -2099,8 +2151,8 @@ static void METAL_BeginRenderPass(
|
|||
MTLRenderPassDescriptor *passDescriptor = [MTLRenderPassDescriptor renderPassDescriptor];
|
||||
Uint32 vpWidth = UINT_MAX;
|
||||
Uint32 vpHeight = UINT_MAX;
|
||||
MTLViewport viewport;
|
||||
MTLScissorRect scissorRect;
|
||||
SDL_GPUViewport viewport;
|
||||
SDL_Rect scissorRect;
|
||||
|
||||
for (Uint32 i = 0; i < colorAttachmentCount; i += 1) {
|
||||
MetalTextureContainer *container = (MetalTextureContainer *)colorAttachmentInfos[i].texture;
|
||||
|
@ -2201,20 +2253,28 @@ static void METAL_BeginRenderPass(
|
|||
}
|
||||
}
|
||||
|
||||
// Set default viewport and scissor state
|
||||
viewport.originX = 0;
|
||||
viewport.originY = 0;
|
||||
viewport.width = vpWidth;
|
||||
viewport.height = vpHeight;
|
||||
viewport.znear = 0;
|
||||
viewport.zfar = 1;
|
||||
[metalCommandBuffer->renderEncoder setViewport:viewport];
|
||||
// Set sensible default states
|
||||
viewport.x = 0;
|
||||
viewport.y = 0;
|
||||
viewport.w = vpWidth;
|
||||
viewport.h = vpHeight;
|
||||
viewport.minDepth = 0;
|
||||
viewport.maxDepth = 1;
|
||||
METAL_SetViewport(commandBuffer, &viewport);
|
||||
|
||||
scissorRect.x = 0;
|
||||
scissorRect.y = 0;
|
||||
scissorRect.width = vpWidth;
|
||||
scissorRect.height = vpHeight;
|
||||
[metalCommandBuffer->renderEncoder setScissorRect:scissorRect];
|
||||
scissorRect.w = vpWidth;
|
||||
scissorRect.h = vpHeight;
|
||||
METAL_SetScissor(commandBuffer, &scissorRect);
|
||||
|
||||
METAL_SetBlendConstants(
|
||||
commandBuffer,
|
||||
(SDL_FColor){ 1.0f, 1.0f, 1.0f, 1.0f });
|
||||
|
||||
METAL_SetStencilReference(
|
||||
commandBuffer,
|
||||
0);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2240,19 +2300,10 @@ static void METAL_BindGraphicsPipeline(
|
|||
slopeScale:((rast->depthBiasEnable) ? rast->depthBiasSlopeFactor : 0)
|
||||
clamp:((rast->depthBiasEnable) ? rast->depthBiasClamp : 0)];
|
||||
|
||||
// Apply blend constants
|
||||
[metalCommandBuffer->renderEncoder
|
||||
setBlendColorRed:metalGraphicsPipeline->blendConstants[0]
|
||||
green:metalGraphicsPipeline->blendConstants[1]
|
||||
blue:metalGraphicsPipeline->blendConstants[2]
|
||||
alpha:metalGraphicsPipeline->blendConstants[3]];
|
||||
|
||||
// Apply depth-stencil state
|
||||
if (metalGraphicsPipeline->depthStencilState != NULL) {
|
||||
[metalCommandBuffer->renderEncoder
|
||||
setDepthStencilState:metalGraphicsPipeline->depthStencilState];
|
||||
[metalCommandBuffer->renderEncoder
|
||||
setStencilReferenceValue:metalGraphicsPipeline->stencilReference];
|
||||
}
|
||||
|
||||
for (Uint32 i = 0; i < metalGraphicsPipeline->vertexUniformBufferCount; i += 1) {
|
||||
|
@ -2274,42 +2325,6 @@ static void METAL_BindGraphicsPipeline(
|
|||
}
|
||||
}
|
||||
|
||||
static void METAL_SetViewport(
|
||||
SDL_GPUCommandBuffer *commandBuffer,
|
||||
const SDL_GPUViewport *viewport)
|
||||
{
|
||||
@autoreleasepool {
|
||||
MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
|
||||
MTLViewport metalViewport;
|
||||
|
||||
metalViewport.originX = viewport->x;
|
||||
metalViewport.originY = viewport->y;
|
||||
metalViewport.width = viewport->w;
|
||||
metalViewport.height = viewport->h;
|
||||
metalViewport.znear = viewport->minDepth;
|
||||
metalViewport.zfar = viewport->maxDepth;
|
||||
|
||||
[metalCommandBuffer->renderEncoder setViewport:metalViewport];
|
||||
}
|
||||
}
|
||||
|
||||
static void METAL_SetScissor(
|
||||
SDL_GPUCommandBuffer *commandBuffer,
|
||||
const SDL_Rect *scissor)
|
||||
{
|
||||
@autoreleasepool {
|
||||
MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
|
||||
MTLScissorRect metalScissor;
|
||||
|
||||
metalScissor.x = scissor->x;
|
||||
metalScissor.y = scissor->y;
|
||||
metalScissor.width = scissor->w;
|
||||
metalScissor.height = scissor->h;
|
||||
|
||||
[metalCommandBuffer->renderEncoder setScissorRect:metalScissor];
|
||||
}
|
||||
}
|
||||
|
||||
static void METAL_BindVertexBuffers(
|
||||
SDL_GPUCommandBuffer *commandBuffer,
|
||||
Uint32 firstBinding,
|
||||
|
|
|
@ -996,10 +996,12 @@ typedef struct VulkanCommandBuffer
|
|||
|
||||
VulkanTextureSubresource *depthStencilAttachmentSubresource; // may be NULL
|
||||
|
||||
// Viewport/scissor state
|
||||
// Dynamic state
|
||||
|
||||
VkViewport currentViewport;
|
||||
VkRect2D currentScissor;
|
||||
float blendConstants[4];
|
||||
Uint8 stencilRef;
|
||||
|
||||
// Resource bind state
|
||||
|
||||
|
@ -6425,7 +6427,9 @@ static SDL_GPUGraphicsPipeline *VULKAN_CreateGraphicsPipeline(
|
|||
|
||||
static const VkDynamicState dynamicStates[] = {
|
||||
VK_DYNAMIC_STATE_VIEWPORT,
|
||||
VK_DYNAMIC_STATE_SCISSOR
|
||||
VK_DYNAMIC_STATE_SCISSOR,
|
||||
VK_DYNAMIC_STATE_BLEND_CONSTANTS,
|
||||
VK_DYNAMIC_STATE_STENCIL_REFERENCE
|
||||
};
|
||||
VkPipelineDynamicStateCreateInfo dynamicStateCreateInfo;
|
||||
|
||||
|
@ -6590,8 +6594,7 @@ static SDL_GPUGraphicsPipeline *VULKAN_CreateGraphicsPipeline(
|
|||
pipelineCreateInfo->depthStencilState.compareMask;
|
||||
frontStencilState.writeMask =
|
||||
pipelineCreateInfo->depthStencilState.writeMask;
|
||||
frontStencilState.reference =
|
||||
pipelineCreateInfo->depthStencilState.reference;
|
||||
frontStencilState.reference = 0;
|
||||
|
||||
backStencilState.failOp = SDLToVK_StencilOp[pipelineCreateInfo->depthStencilState.backStencilState.failOp];
|
||||
backStencilState.passOp = SDLToVK_StencilOp[pipelineCreateInfo->depthStencilState.backStencilState.passOp];
|
||||
|
@ -6601,8 +6604,7 @@ static SDL_GPUGraphicsPipeline *VULKAN_CreateGraphicsPipeline(
|
|||
pipelineCreateInfo->depthStencilState.compareMask;
|
||||
backStencilState.writeMask =
|
||||
pipelineCreateInfo->depthStencilState.writeMask;
|
||||
backStencilState.reference =
|
||||
pipelineCreateInfo->depthStencilState.reference;
|
||||
backStencilState.reference = 0;
|
||||
|
||||
depthStencilStateCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
|
||||
depthStencilStateCreateInfo.pNext = NULL;
|
||||
|
@ -6644,14 +6646,10 @@ static SDL_GPUGraphicsPipeline *VULKAN_CreateGraphicsPipeline(
|
|||
pipelineCreateInfo->attachmentInfo.colorAttachmentCount;
|
||||
colorBlendStateCreateInfo.pAttachments =
|
||||
colorBlendAttachmentStates;
|
||||
colorBlendStateCreateInfo.blendConstants[0] =
|
||||
pipelineCreateInfo->blendConstants[0];
|
||||
colorBlendStateCreateInfo.blendConstants[1] =
|
||||
pipelineCreateInfo->blendConstants[1];
|
||||
colorBlendStateCreateInfo.blendConstants[2] =
|
||||
pipelineCreateInfo->blendConstants[2];
|
||||
colorBlendStateCreateInfo.blendConstants[3] =
|
||||
pipelineCreateInfo->blendConstants[3];
|
||||
colorBlendStateCreateInfo.blendConstants[0] = 1.0f;
|
||||
colorBlendStateCreateInfo.blendConstants[1] = 1.0f;
|
||||
colorBlendStateCreateInfo.blendConstants[2] = 1.0f;
|
||||
colorBlendStateCreateInfo.blendConstants[3] = 1.0f;
|
||||
|
||||
// We don't support LogicOp, so this is easy.
|
||||
colorBlendStateCreateInfo.logicOpEnable = VK_FALSE;
|
||||
|
@ -7530,6 +7528,56 @@ static void VULKAN_SetScissor(
|
|||
&vulkanCommandBuffer->currentScissor);
|
||||
}
|
||||
|
||||
static void VULKAN_INTERNAL_SetCurrentBlendConstants(
|
||||
VulkanCommandBuffer *vulkanCommandBuffer,
|
||||
SDL_FColor blendConstants)
|
||||
{
|
||||
vulkanCommandBuffer->blendConstants[0] = blendConstants.r;
|
||||
vulkanCommandBuffer->blendConstants[1] = blendConstants.g;
|
||||
vulkanCommandBuffer->blendConstants[2] = blendConstants.b;
|
||||
vulkanCommandBuffer->blendConstants[3] = blendConstants.a;
|
||||
}
|
||||
|
||||
static void VULKAN_SetBlendConstants(
|
||||
SDL_GPUCommandBuffer *commandBuffer,
|
||||
SDL_FColor blendConstants)
|
||||
{
|
||||
VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
|
||||
VulkanRenderer *renderer = (VulkanRenderer *)vulkanCommandBuffer->renderer;
|
||||
|
||||
VULKAN_INTERNAL_SetCurrentBlendConstants(
|
||||
vulkanCommandBuffer,
|
||||
blendConstants);
|
||||
|
||||
renderer->vkCmdSetBlendConstants(
|
||||
vulkanCommandBuffer->commandBuffer,
|
||||
vulkanCommandBuffer->blendConstants);
|
||||
}
|
||||
|
||||
static void VULKAN_INTERNAL_SetCurrentStencilReference(
|
||||
VulkanCommandBuffer *vulkanCommandBuffer,
|
||||
Uint8 reference)
|
||||
{
|
||||
vulkanCommandBuffer->stencilRef = reference;
|
||||
}
|
||||
|
||||
static void VULKAN_SetStencilReference(
|
||||
SDL_GPUCommandBuffer *commandBuffer,
|
||||
Uint8 reference)
|
||||
{
|
||||
VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
|
||||
VulkanRenderer *renderer = (VulkanRenderer *)vulkanCommandBuffer->renderer;
|
||||
|
||||
VULKAN_INTERNAL_SetCurrentStencilReference(
|
||||
vulkanCommandBuffer,
|
||||
reference);
|
||||
|
||||
renderer->vkCmdSetStencilReference(
|
||||
vulkanCommandBuffer->commandBuffer,
|
||||
VK_STENCIL_FACE_FRONT_AND_BACK,
|
||||
reference);
|
||||
}
|
||||
|
||||
static void VULKAN_BindVertexSamplers(
|
||||
SDL_GPUCommandBuffer *commandBuffer,
|
||||
Uint32 firstSlot,
|
||||
|
@ -7986,7 +8034,7 @@ static void VULKAN_BeginRenderPass(
|
|||
|
||||
SDL_stack_free(clearValues);
|
||||
|
||||
// Set sensible default viewport state
|
||||
// Set sensible default states
|
||||
|
||||
defaultViewport.x = 0;
|
||||
defaultViewport.y = 0;
|
||||
|
@ -8007,6 +8055,14 @@ static void VULKAN_BeginRenderPass(
|
|||
VULKAN_INTERNAL_SetCurrentScissor(
|
||||
vulkanCommandBuffer,
|
||||
&defaultScissor);
|
||||
|
||||
VULKAN_INTERNAL_SetCurrentBlendConstants(
|
||||
vulkanCommandBuffer,
|
||||
(SDL_FColor){ 1.0f, 1.0f, 1.0f, 1.0f });
|
||||
|
||||
VULKAN_INTERNAL_SetCurrentStencilReference(
|
||||
vulkanCommandBuffer,
|
||||
0);
|
||||
}
|
||||
|
||||
static void VULKAN_BindGraphicsPipeline(
|
||||
|
@ -8038,6 +8094,15 @@ static void VULKAN_BindGraphicsPipeline(
|
|||
1,
|
||||
&vulkanCommandBuffer->currentScissor);
|
||||
|
||||
renderer->vkCmdSetBlendConstants(
|
||||
vulkanCommandBuffer->commandBuffer,
|
||||
vulkanCommandBuffer->blendConstants);
|
||||
|
||||
renderer->vkCmdSetStencilReference(
|
||||
vulkanCommandBuffer->commandBuffer,
|
||||
VK_STENCIL_FACE_FRONT_AND_BACK,
|
||||
vulkanCommandBuffer->stencilRef);
|
||||
|
||||
// Acquire uniform buffers if necessary
|
||||
for (Uint32 i = 0; i < pipeline->resourceLayout.vertexUniformBufferCount; i += 1) {
|
||||
if (vulkanCommandBuffer->vertexUniformBuffers[i] == NULL) {
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue