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https://github.com/bkaradzic/bgfx.git
synced 2026-02-18 04:53:06 +01:00
Remove alpha-premultiplied postprocess (#2948)
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@@ -3442,50 +3442,6 @@ namespace bgfx { namespace d3d11
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}
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}
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void premultiplyBackBuffer(const ClearQuad& _clearQuad)
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{
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ID3D11DeviceContext* deviceCtx = m_deviceCtx;
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uint64_t state = 0;
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state |= BGFX_STATE_WRITE_RGB;
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state |= BGFX_STATE_DEPTH_TEST_ALWAYS;
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state |= BGFX_STATE_BLEND_FUNC_SEPARATE(BGFX_STATE_BLEND_DST_COLOR, BGFX_STATE_BLEND_DST_ALPHA, BGFX_STATE_BLEND_DST_ALPHA, BGFX_STATE_BLEND_ZERO);
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uint64_t stencil = 0;
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setBlendState(state);
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setDepthStencilState(state, stencil);
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setRasterizerState(state);
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uint32_t numMrt = 1;
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if (isValid(_clearQuad.m_program[numMrt-1]))
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{
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ProgramD3D11& program = m_program[_clearQuad.m_program[numMrt-1].idx];
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m_currentProgram = &program;
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const ShaderD3D11* vsh = program.m_vsh;
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deviceCtx->VSSetShader(vsh->m_vertexShader, NULL, 0);
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deviceCtx->VSSetConstantBuffers(0, 1, &vsh->m_buffer);
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const ShaderD3D11* fsh = program.m_fsh;
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deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
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VertexBufferD3D11& vb = m_vertexBuffers[_clearQuad.m_vb.idx];
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const VertexLayout& layout = _clearQuad.m_layout;
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const uint32_t stride = layout.m_stride;
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const uint32_t offset = 0;
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deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
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setInputLayout(layout, program, 0);
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m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
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deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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deviceCtx->Draw(4, 0);
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}
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}
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void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, const float _palette[][4])
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{
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uint32_t width;
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@@ -6738,11 +6694,6 @@ namespace bgfx { namespace d3d11
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BGFX_D3D11_PROFILER_END();
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}
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if (m_resolution.reset & BGFX_RESET_TRANSPARENT_BACKBUFFER)
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{
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premultiplyBackBuffer(_clearQuad);
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}
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m_deviceCtx->OMSetRenderTargets(1, s_zero.m_rtv, NULL);
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if (NULL != m_msaaRt)
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@@ -3631,7 +3631,6 @@ namespace bgfx { namespace gl
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void submitBlit(BlitState& _bs, uint16_t _view);
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void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) override;
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void premultiplyBackBuffer(const ClearQuad& _clearQuad);
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void blitSetup(TextVideoMemBlitter& _blitter) override
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{
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if (0 != m_vao)
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@@ -7449,39 +7448,6 @@ namespace bgfx { namespace gl
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}
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}
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void RendererContextGL::premultiplyBackBuffer(const ClearQuad& _clearQuad)
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{
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const uint32_t numMrt = 1;
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if (isValid(_clearQuad.m_program[numMrt - 1]))
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{
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GL_CHECK(glDisable(GL_SCISSOR_TEST));
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GL_CHECK(glDisable(GL_CULL_FACE));
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GL_CHECK(glEnable(GL_BLEND));
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GL_CHECK(glEnable(GL_BLEND));
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GL_CHECK(glBlendFuncSeparate(GL_DST_COLOR, GL_DST_ALPHA, GL_DST_ALPHA, GL_ZERO));
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GL_CHECK(glColorMask(true, true, true, false));
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GL_CHECK(glDisable(GL_DEPTH_TEST));
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GL_CHECK(glDisable(GL_STENCIL_TEST));
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const VertexBufferGL& vb = m_vertexBuffers[_clearQuad.m_vb.idx];
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const VertexLayout& layout = _clearQuad.m_layout;
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GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, vb.m_id));
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ProgramGL& program = m_program[_clearQuad.m_program[numMrt - 1].idx];
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setProgram(program.m_id);
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program.bindAttributesBegin();
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program.bindAttributes(layout, 0);
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program.bindAttributesEnd();
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GL_CHECK(glDrawArrays(GL_TRIANGLE_STRIP
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, 0
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, 4
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));
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}
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}
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void RendererContextGL::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
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{
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if (_render->m_capture)
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@@ -8614,11 +8580,6 @@ namespace bgfx { namespace gl
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}
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}
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if (m_resolution.reset & BGFX_RESET_TRANSPARENT_BACKBUFFER)
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{
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premultiplyBackBuffer(_clearQuad);
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}
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BGFX_GL_PROFILER_END();
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m_glctx.makeCurrent(NULL);
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