gpu: make cull mode and front face dynamic state

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Senaxx authored and nmzik committed 2026-10-27 07:04:38 +01:00
1 parent 2463e3aaf0
commit 1ec69f8e7d
7 files changed
+72 -24

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@@ -18826,6 +18826,10 @@ public:
cmd.setViewportWithCount(1, &viewport);
cmd.setScissorWithCount(1, &scissor);
cmd.setLineWidth(1);
cmd.setCullMode(vk::CullModeFlagBits::eNone);
cmd.setFrontFace(registers.GetModeControl().face
? vk::FrontFace::eClockwise
: vk::FrontFace::eCounterClockwise);
cmd.setDepthTestEnable(depth.depth_test_enable);
cmd.setDepthWriteEnable(depth.depth_write_enable);
cmd.setDepthCompareOp(depth.depth_compare_op);
@@ -19023,6 +19027,9 @@ public:
const std::array stencil_pipelines{
pipeline(true, 2, 2, false, true).pipeline,
pipeline(true, 2, 2, false, false).pipeline};
Require(name, "dynamic winding pipeline reuse",
stencil_pipelines[0] == stencil_pipelines[1],
"the winding changed the graphics pipeline");
const auto check_stencil = [&](const char *label, bool back_face,
uint8_t initial, uint8_t written) {
vk::ClearValue clear{};
@@ -19655,6 +19662,22 @@ public:
"native vertex or instance offset was applied twice");
}
}
// With back faces culled, the triangle draws for exactly one winding.
const auto draws_with_back_cull = [&](bool clockwise) {
registers.SetModeControl({.cull_back = true, .face = clockwise});
TextureCacheTestAccess::ClearImage(cache, scheduler.Current(), sparse_color.image_id,
{vk::ImageAspectFlagBits::eColor, 0, 1, 0, 1}, {});
RenderExecutorTestAccess::DrawAuto(executor, scheduler.Current(),
{.vertex_count = 3, .instance_count = 1, .first_vertex = 7, .first_instance = 5,
.offset_source = DrawOffsetSource::IndirectArgs});
const auto pixels = ReadCachedTexel(name, context, sparse_color.image_id,
{}, {extent, extent, 1});
return std::ranges::any_of(pixels, [](u32 word) { return word != 0; });
};
Require("DynamicCullMode", "back faces culled by winding",
draws_with_back_cull(false) != draws_with_back_cull(true),
"the draw's cull mode or front face did not reach the host GPU");
registers.SetModeControl({});
// Indirect records come from the GPU copy; the CPU backing holds zeros. In each pair the
// first record draws nothing and the second covers the target, through vertex offset 7
@@ -19800,9 +19823,10 @@ public:
registers.SetPsInputEna(2);
registers.SetPsInputAddr(2);
registers.SetPsInputSettings(0, 0);
// Rect lists are drawn without culling.
const auto check_rect = [&](Prospero::PrimitiveType primitive, const char *rect_name) {
user_config.SetPrimitiveType(primitive);
registers.SetModeControl({});
registers.SetModeControl({.cull_front = true, .cull_back = true});
TextureCacheTestAccess::ClearImage(cache, scheduler.Current(), sparse_color.image_id,
{vk::ImageAspectFlagBits::eColor, 0, 1, 0, 1}, {});
RenderExecutorTestAccess::DrawAuto(