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Remove SDL_GPUDepthStencilValue struct
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6 changed files with 11 additions and 28 deletions
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@ -943,23 +943,6 @@ typedef enum SDL_GPUDriver
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/* Structures */
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/* Structures */
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/**
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* A structure specifying a depth-stencil clear value.
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*
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* \since This struct is available since SDL 3.0.0
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*
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* \sa SDL_GPUDepthStencilTargetInfo
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* \sa SDL_BeginGPURenderPass
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*/
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typedef struct SDL_GPUDepthStencilValue
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{
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float depth; /**< The clear value for the depth aspect of the depth-stencil target. */
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Uint8 stencil; /**< The clear value for the stencil aspect of the depth-stencil target. */
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Uint8 padding1;
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Uint8 padding2;
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Uint8 padding3;
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} SDL_GPUDepthStencilValue;
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/**
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/**
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* A structure specifying a viewport.
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* A structure specifying a viewport.
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*
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*
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@ -1592,15 +1575,15 @@ typedef struct SDL_GPUColorTargetInfo
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typedef struct SDL_GPUDepthStencilTargetInfo
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typedef struct SDL_GPUDepthStencilTargetInfo
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{
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{
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SDL_GPUTexture *texture; /**< The texture that will be used as the depth stencil target by the render pass. */
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SDL_GPUTexture *texture; /**< The texture that will be used as the depth stencil target by the render pass. */
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SDL_GPUDepthStencilValue clear_value; /**< The depth-stencil clear values. Can be ignored by the render pass if SDL_GPU_LOADOP_CLEAR is not used. */
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float clear_depth; /**< The value to clear the depth component to at the beginning of the render pass. Ignored if SDL_GPU_LOADOP_CLEAR is not used. */
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SDL_GPULoadOp load_op; /**< What is done with the depth contents at the beginning of the render pass. */
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SDL_GPULoadOp load_op; /**< What is done with the depth contents at the beginning of the render pass. */
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SDL_GPUStoreOp store_op; /**< What is done with the depth results of the render pass. */
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SDL_GPUStoreOp store_op; /**< What is done with the depth results of the render pass. */
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SDL_GPULoadOp stencil_load_op; /**< What is done with the stencil contents at the beginning of the render pass. */
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SDL_GPULoadOp stencil_load_op; /**< What is done with the stencil contents at the beginning of the render pass. */
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SDL_GPUStoreOp stencil_store_op; /**< What is done with the stencil results of the render pass. */
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SDL_GPUStoreOp stencil_store_op; /**< What is done with the stencil results of the render pass. */
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SDL_bool cycle; /**< SDL_TRUE cycles the texture if the texture is bound and any load ops are not LOAD */
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SDL_bool cycle; /**< SDL_TRUE cycles the texture if the texture is bound and any load ops are not LOAD */
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Uint8 clear_stencil; /**< The value to clear the stencil component to at the beginning of the render pass. Ignored if SDL_GPU_LOADOP_CLEAR is not used. */
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Uint8 padding1;
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Uint8 padding1;
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Uint8 padding2;
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Uint8 padding2;
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Uint8 padding3;
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} SDL_GPUDepthStencilTargetInfo;
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} SDL_GPUDepthStencilTargetInfo;
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/**
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/**
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@ -3561,8 +3561,8 @@ static void D3D11_BeginRenderPass(
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d3d11CommandBuffer->context,
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d3d11CommandBuffer->context,
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dsv,
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dsv,
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dsClearFlags,
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dsClearFlags,
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depthStencilTargetInfo->clear_value.depth,
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depthStencilTargetInfo->clear_depth,
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depthStencilTargetInfo->clear_value.stencil);
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depthStencilTargetInfo->clear_stencil);
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}
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}
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}
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}
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@ -3905,8 +3905,8 @@ static void D3D12_BeginRenderPass(
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d3d12CommandBuffer->graphicsCommandList,
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d3d12CommandBuffer->graphicsCommandList,
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subresource->dsvHandle.cpuHandle,
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subresource->dsvHandle.cpuHandle,
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clearFlags,
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clearFlags,
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depthStencilTargetInfo->clear_value.depth,
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depthStencilTargetInfo->clear_depth,
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depthStencilTargetInfo->clear_value.stencil,
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depthStencilTargetInfo->clear_stencil,
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0,
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0,
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NULL);
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NULL);
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}
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}
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@ -2204,7 +2204,7 @@ static void METAL_BeginRenderPass(
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passDescriptor.depthAttachment.storeAction = SDLToMetal_StoreOp(
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passDescriptor.depthAttachment.storeAction = SDLToMetal_StoreOp(
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depthStencilTargetInfo->store_op,
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depthStencilTargetInfo->store_op,
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texture->msaaHandle ? 1 : 0);
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texture->msaaHandle ? 1 : 0);
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passDescriptor.depthAttachment.clearDepth = depthStencilTargetInfo->clear_value.depth;
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passDescriptor.depthAttachment.clearDepth = depthStencilTargetInfo->clear_depth;
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if (IsStencilFormat(container->header.info.format)) {
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if (IsStencilFormat(container->header.info.format)) {
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if (texture->msaaHandle) {
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if (texture->msaaHandle) {
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@ -2217,7 +2217,7 @@ static void METAL_BeginRenderPass(
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passDescriptor.stencilAttachment.storeAction = SDLToMetal_StoreOp(
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passDescriptor.stencilAttachment.storeAction = SDLToMetal_StoreOp(
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depthStencilTargetInfo->store_op,
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depthStencilTargetInfo->store_op,
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texture->msaaHandle ? 1 : 0);
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texture->msaaHandle ? 1 : 0);
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passDescriptor.stencilAttachment.clearStencil = depthStencilTargetInfo->clear_value.stencil;
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passDescriptor.stencilAttachment.clearStencil = depthStencilTargetInfo->clear_stencil;
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}
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}
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METAL_INTERNAL_TrackTexture(metalCommandBuffer, texture);
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METAL_INTERNAL_TrackTexture(metalCommandBuffer, texture);
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@ -8011,9 +8011,9 @@ static void VULKAN_BeginRenderPass(
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if (depthStencilTargetInfo != NULL) {
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if (depthStencilTargetInfo != NULL) {
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clearValues[totalColorAttachmentCount].depthStencil.depth =
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clearValues[totalColorAttachmentCount].depthStencil.depth =
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depthStencilTargetInfo->clear_value.depth;
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depthStencilTargetInfo->clear_depth;
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clearValues[totalColorAttachmentCount].depthStencil.stencil =
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clearValues[totalColorAttachmentCount].depthStencil.stencil =
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depthStencilTargetInfo->clear_value.stencil;
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depthStencilTargetInfo->clear_stencil;
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}
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}
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VkRenderPassBeginInfo renderPassBeginInfo;
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VkRenderPassBeginInfo renderPassBeginInfo;
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@ -369,7 +369,7 @@ Render(SDL_Window *window, const int windownum)
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color_target.texture = winstate->tex_msaa ? winstate->tex_msaa : swapchain;
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color_target.texture = winstate->tex_msaa ? winstate->tex_msaa : swapchain;
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SDL_zero(depth_target);
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SDL_zero(depth_target);
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depth_target.clear_value.depth = 1.0f;
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depth_target.clear_depth = 1.0f;
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depth_target.load_op = SDL_GPU_LOADOP_CLEAR;
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depth_target.load_op = SDL_GPU_LOADOP_CLEAR;
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depth_target.store_op = SDL_GPU_STOREOP_DONT_CARE;
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depth_target.store_op = SDL_GPU_STOREOP_DONT_CARE;
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depth_target.texture = winstate->tex_depth;
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depth_target.texture = winstate->tex_depth;
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