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Implement depth bounds testing. #35
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DX12 ❎The issue involves the DX12 backend.The issue involves the DX12 backend.FeatureNew feature or request.New feature or request.Nice to have ☕An implementation or fix would nice to have, but is not required.An implementation or fix would nice to have, but is not required.Priority: LowA low priority issue.A low priority issue.Vulkan 🌋The issue involves the Vulkan backend.The issue involves the Vulkan backend.
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This is a follow up to issue #17.
We should add support for depth bounds. The static pipeline state controls whether to use depth bounds or not, whilst the bounds themselves are part of the dynamic state. Support for this feature is optional and must be checked. In Vulkan the VkPhysicalDeviceFeatures::depthBounds property is used for this, in DirectX 12 CheckFeatureSupport must be called. If the feature is not available, the static state must be disabled.
To implement this...
... in DX12:
- Set the
DepthClipEnableproperty of theD3D12_RASTERIZER_DESC. - Call
OMSetDepthBoundson the pipeline.
In Vulkan:
- Set
depthBoundsTestEnableon the pipeline static state. - Use
VK_DYNAMIC_STATE_DEPTH_BOUNDS/vkCmdSetDepthBoundsto set dynamic state.
We could extent the DepthStencilState to cover this.
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DX12 ❎The issue involves the DX12 backend.The issue involves the DX12 backend.FeatureNew feature or request.New feature or request.Nice to have ☕An implementation or fix would nice to have, but is not required.An implementation or fix would nice to have, but is not required.Priority: LowA low priority issue.A low priority issue.Vulkan 🌋The issue involves the Vulkan backend.The issue involves the Vulkan backend.
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v0.5.1