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sokol_gfx.h: add explicit depth / stencil formats #1124

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@kcbanner kcbanner commented Oct 15, 2024

Closes #1122.

@kcbanner kcbanner marked this pull request as ready for review October 17, 2024 02:44
case SG_PIXELFORMAT_RGBA32F: return DXGI_FORMAT_R32G32B32A32_FLOAT;
case SG_PIXELFORMAT_DEPTH: return DXGI_FORMAT_R32_TYPELESS;
case SG_PIXELFORMAT_DEPTH_STENCIL: return DXGI_FORMAT_R24G8_TYPELESS;
case SG_PIXELFORMAT_DEPTH24PLUS: return DXGI_FORMAT_R24G8_TYPELESS;
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I couldn't find a DirectX format that mapped to a 24-bit depth buffer with no stencil - so SG_PIXELFORMAT_DEPTH24PLUS is equivalent to SG_PIXELFORMAT_DEPTH24PLUS_STENCIL8. Is this the correct approach, or should this format not be supported at all on DirectX?

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I don't know either but will also try to find more info on that (and also test on Windows).

@@ -11693,6 +11768,10 @@ _SOKOL_PRIVATE MTLPixelFormat _sg_mtl_pixel_format(sg_pixel_format fmt) {
case SG_PIXELFORMAT_RGBA32F: return MTLPixelFormatRGBA32Float;
case SG_PIXELFORMAT_DEPTH: return MTLPixelFormatDepth32Float;
case SG_PIXELFORMAT_DEPTH_STENCIL: return MTLPixelFormatDepth32Float_Stencil8;
case SG_PIXELFORMAT_DEPTH24PLUS: return MTLPixelFormatDepth24Unorm_Stencil8;
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This is similar to the problem on DirectX, there is no format that maps directly to just a 24-bit depth buffer.

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...I wonder if this is actually the reason why WebGPU calls it 'Depth24Plus'... as with D3D11, I'll check and test... if there's not pure Depth24 format I think it's ok to have the unused stencil buffer bits hanging around (it kinda makes sense because 24 bits are 3 bytes, so there would be 8 unused bits anyway).

@kcbanner kcbanner force-pushed the depth_stencil_formats branch from 5255953 to f24e71d Compare October 17, 2024 02:52
@kcbanner kcbanner changed the title sokol_gfx.h: add SG_PIXELFORMAT_DEPTH32F_STENCIL8 sokol_gfx.h: add explicit depth / stencil formats Oct 17, 2024
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Moving this into review now that the other formats have been added. See the comments above - I'm not sure how to handle SG_PIXELFORMAT_DEPTH24PLUS on Metal and DirectX.

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floooh commented Oct 18, 2024

Sorry, didn't get around yet to look into the PR. I'll try to make some time over the weekend :)

I'll most like need to do a little research first for the other 3D backends.

There's also always the option to split support for the different backends over multiple smaller PRs, might speed things up a bit :)

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Ok, I finally made time to look into this PR. Will do some tests in a local merge branch across D3D11, GL, Metal, WebGL and WebGPU and figure out what to do about those pure Depth24 formats.

case SG_PIXELFORMAT_RGBA32F: return DXGI_FORMAT_R32G32B32A32_FLOAT;
case SG_PIXELFORMAT_DEPTH: return DXGI_FORMAT_R32_TYPELESS;
case SG_PIXELFORMAT_DEPTH_STENCIL: return DXGI_FORMAT_R24G8_TYPELESS;
case SG_PIXELFORMAT_DEPTH24PLUS: return DXGI_FORMAT_R24G8_TYPELESS;
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I don't know either but will also try to find more info on that (and also test on Windows).

@@ -11693,6 +11768,10 @@ _SOKOL_PRIVATE MTLPixelFormat _sg_mtl_pixel_format(sg_pixel_format fmt) {
case SG_PIXELFORMAT_RGBA32F: return MTLPixelFormatRGBA32Float;
case SG_PIXELFORMAT_DEPTH: return MTLPixelFormatDepth32Float;
case SG_PIXELFORMAT_DEPTH_STENCIL: return MTLPixelFormatDepth32Float_Stencil8;
case SG_PIXELFORMAT_DEPTH24PLUS: return MTLPixelFormatDepth24Unorm_Stencil8;
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...I wonder if this is actually the reason why WebGPU calls it 'Depth24Plus'... as with D3D11, I'll check and test... if there's not pure Depth24 format I think it's ok to have the unused stencil buffer bits hanging around (it kinda makes sense because 24 bits are 3 bytes, so there would be 8 unused bits anyway).

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floooh commented Oct 27, 2024

PS: don't worry about the merge conflict in CHANGELOG.md, I'll take care of that in my merge branch.

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floooh commented Oct 27, 2024

Ok, some Metal info:

The Depth24Unorm formats are only supported on macOS, but not on iOS. That's why WebGPU maps those to the Float32 formats: https://github.com/google/dawn/blob/e1c1d1cdf81dd6af3c74caf7aac55295f0e26bc5/src/dawn/native/metal/UtilsMetal.mm#L252-L258 - I think we should do the same. It's interesting that the iOS Ci pipeline builds, but I guess things will start to fail at runtime when using the Depth24Unorm formats on iOS devices.

(I guess that's another reason why WebGPU calls those formats Depth24Plus.

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floooh commented Oct 27, 2024

...and on D3D it's a bit more complicated in Dawn:

  • Depth24Plus is always mapped to DXGI_FORMAT_D32_FLOAT, so Depth32Float and Depth24Plus is identical in Dawn's D3D backend...
  • Depth24PlusStencil8 depends on a runtime flag. It's either mapped to DXGI_FORMAT_D32_FLOAT_S8X24_UINT or DXGI_FORMAT_D24_UNORM_S8_UINT

https://github.com/google/dawn/blob/e1c1d1cdf81dd6af3c74caf7aac55295f0e26bc5/src/dawn/native/d3d/UtilsD3D.cpp#L329-L340

...same in the Vulkan backend, Depth24Plus is always mapped to Float32, and Depth24PlusStencil8 depends on a runtime toggle and is either mapped to VK_FORMAT_D32_SFLOAT_S8_UINT or VK_FORMAT_D24_UNORM_S8_UINT.

WebGPU's cross-platform features are very well researched, so when they do this there's must be a very good reason.

TBH, I wonder if it's worth the trouble adding explicit Depth24 formats when at least WebGPU maps them to Float32 anyway.

The only advantage seems to be that on some platforms depth + stencil can be packed into 4 bytes (e.g. Depth24Stencil8) instead of taking 8 bytes (Depth32FloatStencil8).

But for what is the stencil buffer actually useful these days? :)

I would suggest:

  • let's drop the Depth24Plus format, since there's Depth32Float anyway and both take 4 bytes
  • and the remaining question is: is Depth24PlusStencil8 still worth the trouble if we need to implement a similar runtime flag like WebGPU to map this to different underlying formats...

...I guess I was at that point before already a couple of years ago, and that's why there's only the generic DEPTH and DEPTH_STENCIL formats in sokol-gfx :D

...looking at the current sokol_gfx.h code, SG_PIXELFORMAT_DEPTH_STENCIL is mapped differently in different backends, which isn't great either:

  • GL: GL_UNSIGNED_INT_24_8
  • D3D11: DXGI_FORMAT_R24G8_TYPELESS / DXGI_FORMAT_D24_UNORM_S8_UINT / DXGI_FORMAT_R24_UNORM_X8_TYPELESS
  • Metal: MTLPixelFormatDepth32Float_Stencil8
  • WebGPU: WGPUTextureFormat_Depth32FloatStencil8

...this different mapping would be the only good reason to have explicit pixel formats for SG_PIXELFORMAT_DEPTH24PLUS_STENCIL8 and SG_PIXELFORMAT_DEPTH32F_STENCIL8...

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floooh commented Oct 27, 2024

@kcbanner ^^^ discuss :)

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gfx proposal: support for floating point depth buffer with a stencil component
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