boo/lib/graphicsdev/D3D11.cpp

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#include "../win/Win32Common.hpp"
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#include "logvisor/logvisor.hpp"
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#include "boo/graphicsdev/D3D.hpp"
#include "boo/IGraphicsContext.hpp"
#include "Common.hpp"
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#include <vector>
#include <thread>
#include <mutex>
#include <condition_variable>
#include <d3dcompiler.h>
#include <comdef.h>
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#include <algorithm>
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#include <atomic>
#include <forward_list>
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#include "xxhash/xxhash.h"
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#undef min
#undef max
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extern pD3DCompile D3DCompilePROC;
static const char* GammaVS =
"struct VertData\n"
"{\n"
" float4 posIn : POSITION;\n"
" float4 uvIn : UV;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" float4 pos : SV_Position;\n"
" float2 uv : UV;\n"
"};\n"
"\n"
"VertToFrag main(in VertData v)\n"
"{\n"
" VertToFrag vtf;\n"
" vtf.uv = v.uvIn.xy;\n"
" vtf.pos = v.posIn;\n"
" return vtf;\n"
"}\n";
static const char* GammaFS =
"struct VertToFrag\n"
"{\n"
" float4 pos : SV_Position;\n"
" float2 uv : UV;\n"
"};\n"
"\n"
"Texture2D screenTex : register(t0);\n"
"Texture2D gammaLUT : register(t1);\n"
"SamplerState samp : register(s3);\n"
"float4 main(in VertToFrag vtf) : SV_Target0\n"
"{\n"
" int4 tex = int4(saturate(screenTex.Sample(samp, vtf.uv)) * float4(65535.0, 65535.0, 65535.0, 65535.0));\n"
" float4 colorOut;\n"
" for (int i=0 ; i<3 ; ++i)\n"
" colorOut[i] = gammaLUT.Load(int3(tex[i] % 256, tex[i] / 256, 0)).r;\n"
" return colorOut;\n"
"}\n";
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namespace boo
{
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static logvisor::Module Log("boo::D3D11");
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class D3D11DataFactory;
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static inline void ThrowIfFailed(HRESULT hr)
{
if (FAILED(hr))
{
// Set a breakpoint on this line to catch Win32 API errors.
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#if !WINDOWS_STORE
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_com_error err(hr);
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#else
_com_error err(hr, L"D3D11 fail");
#endif
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LPCTSTR errMsg = err.ErrorMessage();
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Log.report(logvisor::Fatal, errMsg);
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}
}
static const D3D11_BIND_FLAG USE_TABLE[] =
{
D3D11_BIND_VERTEX_BUFFER,
D3D11_BIND_VERTEX_BUFFER,
D3D11_BIND_INDEX_BUFFER,
D3D11_BIND_CONSTANT_BUFFER
};
class D3D11GraphicsBufferS : public GraphicsDataNode<IGraphicsBufferS>
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{
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friend class D3D11DataFactory::Context;
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friend struct D3D11CommandQueue;
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size_t m_sz;
D3D11GraphicsBufferS(const boo::ObjToken<BaseGraphicsData>& parent,
BufferUse use, D3D11Context* ctx,
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const void* data, size_t stride, size_t count)
: GraphicsDataNode<IGraphicsBufferS>(parent),
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m_sz(stride * count), m_stride(stride), m_count(count)
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{
D3D11_SUBRESOURCE_DATA iData = {data};
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CD3D11_BUFFER_DESC desc(m_sz, USE_TABLE[int(use)], D3D11_USAGE_IMMUTABLE);
ThrowIfFailed(ctx->m_dev->CreateBuffer(&desc, &iData, &m_buf));
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}
public:
size_t m_stride;
size_t m_count;
ComPtr<ID3D11Buffer> m_buf;
~D3D11GraphicsBufferS() = default;
};
template <class DataCls>
class D3D11GraphicsBufferD : public GraphicsDataNode<IGraphicsBufferD, DataCls>
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{
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friend class D3D11DataFactory::Context;
friend class D3D11DataFactoryImpl;
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friend struct D3D11CommandQueue;
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D3D11CommandQueue* m_q;
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std::unique_ptr<uint8_t[]> m_cpuBuf;
size_t m_cpuSz;
int m_validSlots = 0;
D3D11GraphicsBufferD(const boo::ObjToken<DataCls>& parent,
D3D11CommandQueue* q, BufferUse use,
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D3D11Context* ctx, size_t stride, size_t count)
: GraphicsDataNode<IGraphicsBufferD, DataCls>(parent),
m_q(q), m_stride(stride), m_count(count)
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{
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m_cpuSz = stride * count;
m_cpuBuf.reset(new uint8_t[m_cpuSz]);
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for (int i=0 ; i<3 ; ++i)
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{
CD3D11_BUFFER_DESC desc(m_cpuSz, USE_TABLE[int(use)],
D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
ThrowIfFailed(ctx->m_dev->CreateBuffer(&desc, nullptr, &m_bufs[i]));
}
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}
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void update(ID3D11DeviceContext* ctx, int b);
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public:
size_t m_stride;
size_t m_count;
ComPtr<ID3D11Buffer> m_bufs[3];
~D3D11GraphicsBufferD() = default;
void load(const void* data, size_t sz);
void* map(size_t sz);
void unmap();
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};
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class D3D11TextureS : public GraphicsDataNode<ITextureS>
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{
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friend class D3D11DataFactory::Context;
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D3D11TextureS(const boo::ObjToken<BaseGraphicsData>& parent,
D3D11Context* ctx, size_t width, size_t height, size_t mips,
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TextureFormat fmt, const void* data, size_t sz)
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: GraphicsDataNode<ITextureS>(parent)
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{
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DXGI_FORMAT pfmt = DXGI_FORMAT_UNKNOWN;
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int pxPitchNum = 1;
int pxPitchDenom = 1;
bool compressed = false;
switch (fmt)
{
case TextureFormat::RGBA8:
pfmt = DXGI_FORMAT_R8G8B8A8_UNORM;
pxPitchNum = 4;
break;
case TextureFormat::I8:
pfmt = DXGI_FORMAT_R8_UNORM;
break;
case TextureFormat::I16:
pfmt = DXGI_FORMAT_R16_UNORM;
pxPitchNum = 2;
break;
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case TextureFormat::DXT1:
pfmt = DXGI_FORMAT_BC1_UNORM;
compressed = true;
pxPitchNum = 1;
pxPitchDenom = 2;
break;
default:
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Log.report(logvisor::Fatal, "unsupported tex format");
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}
CD3D11_TEXTURE2D_DESC desc(pfmt, width, height, 1, mips,
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D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_IMMUTABLE);
const uint8_t* dataIt = static_cast<const uint8_t*>(data);
D3D11_SUBRESOURCE_DATA upData[16] = {};
for (size_t i=0 ; i<mips && i<16 ; ++i)
{
upData[i].pSysMem = dataIt;
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upData[i].SysMemPitch = width * pxPitchNum / pxPitchDenom;
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upData[i].SysMemSlicePitch = upData[i].SysMemPitch * height;
if (compressed)
upData[i].SysMemPitch = width * 2;
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dataIt += upData[i].SysMemSlicePitch;
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if (width > 1)
width /= 2;
if (height > 1)
height /= 2;
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}
ThrowIfFailed(ctx->m_dev->CreateTexture2D(&desc, upData, &m_tex));
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CD3D11_SHADER_RESOURCE_VIEW_DESC srvDesc(m_tex.Get(), D3D_SRV_DIMENSION_TEXTURE2D, pfmt, 0, mips);
ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_tex.Get(), &srvDesc, &m_srv));
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}
public:
ComPtr<ID3D11Texture2D> m_tex;
ComPtr<ID3D11ShaderResourceView> m_srv;
~D3D11TextureS() = default;
};
class D3D11TextureSA : public GraphicsDataNode<ITextureSA>
{
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friend class D3D11DataFactory::Context;
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D3D11TextureSA(const boo::ObjToken<BaseGraphicsData>& parent,
D3D11Context* ctx, size_t width, size_t height, size_t layers,
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size_t mips, TextureFormat fmt, const void* data, size_t sz)
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: GraphicsDataNode<ITextureSA>(parent)
{
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size_t pixelPitch = 0;
DXGI_FORMAT pixelFmt = DXGI_FORMAT_UNKNOWN;
switch (fmt)
{
case TextureFormat::RGBA8:
pixelPitch = 4;
pixelFmt = DXGI_FORMAT_R8G8B8A8_UNORM;
break;
case TextureFormat::I8:
pixelPitch = 1;
pixelFmt = DXGI_FORMAT_R8_UNORM;
break;
case TextureFormat::I16:
pixelPitch = 2;
pixelFmt = DXGI_FORMAT_R16_UNORM;
break;
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default:
Log.report(logvisor::Fatal, "unsupported tex format");
}
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CD3D11_TEXTURE2D_DESC desc(pixelFmt, width, height, layers, mips,
D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_IMMUTABLE);
const uint8_t* dataIt = static_cast<const uint8_t*>(data);
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std::unique_ptr<D3D11_SUBRESOURCE_DATA[]> upData(new D3D11_SUBRESOURCE_DATA[layers * mips]);
D3D11_SUBRESOURCE_DATA* outIt = upData.get();
for (size_t i=0 ; i<mips ; ++i)
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{
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for (size_t j=0 ; j<layers ; ++j)
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{
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outIt->pSysMem = dataIt;
outIt->SysMemPitch = width * pixelPitch;
outIt->SysMemSlicePitch = outIt->SysMemPitch * height;
dataIt += outIt->SysMemSlicePitch;
++outIt;
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}
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if (width > 1)
width /= 2;
if (height > 1)
height /= 2;
}
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ThrowIfFailed(ctx->m_dev->CreateTexture2D(&desc, upData.get(), &m_tex));
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CD3D11_SHADER_RESOURCE_VIEW_DESC srvDesc(m_tex.Get(), D3D_SRV_DIMENSION_TEXTURE2DARRAY, pixelFmt);
ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_tex.Get(), &srvDesc, &m_srv));
}
public:
ComPtr<ID3D11Texture2D> m_tex;
ComPtr<ID3D11ShaderResourceView> m_srv;
~D3D11TextureSA() = default;
};
class D3D11TextureD : public GraphicsDataNode<ITextureD>
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{
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friend class D3D11DataFactory::Context;
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friend struct D3D11CommandQueue;
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size_t m_width = 0;
D3D11CommandQueue* m_q;
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std::unique_ptr<uint8_t[]> m_cpuBuf;
size_t m_cpuSz;
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size_t m_pxPitch;
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int m_validSlots = 0;
D3D11TextureD(const boo::ObjToken<BaseGraphicsData>& parent,
D3D11CommandQueue* q, D3D11Context* ctx,
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size_t width, size_t height, TextureFormat fmt)
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: GraphicsDataNode<ITextureD>(parent), m_width(width), m_q(q)
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{
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DXGI_FORMAT pixelFmt = DXGI_FORMAT_UNKNOWN;
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switch (fmt)
{
case TextureFormat::RGBA8:
pixelFmt = DXGI_FORMAT_R8G8B8A8_UNORM;
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m_pxPitch = 4;
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break;
case TextureFormat::I8:
pixelFmt = DXGI_FORMAT_R8_UNORM;
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m_pxPitch = 1;
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break;
case TextureFormat::I16:
pixelFmt = DXGI_FORMAT_R16_UNORM;
m_pxPitch = 2;
break;
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default:
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Log.report(logvisor::Fatal, "unsupported tex format");
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}
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m_cpuSz = width * height * m_pxPitch;
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m_cpuBuf.reset(new uint8_t[m_cpuSz]);
CD3D11_TEXTURE2D_DESC desc(pixelFmt, width, height, 1, 1,
D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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for (int i=0 ; i<3 ; ++i)
{
ThrowIfFailed(ctx->m_dev->CreateTexture2D(&desc, nullptr, &m_texs[i]));
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CD3D11_SHADER_RESOURCE_VIEW_DESC srvDesc(m_texs[i].Get(), D3D_SRV_DIMENSION_TEXTURE2D, pixelFmt);
ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_texs[i].Get(), &srvDesc, &m_srvs[i]));
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}
}
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void update(ID3D11DeviceContext* ctx, int b);
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public:
ComPtr<ID3D11Texture2D> m_texs[3];
ComPtr<ID3D11ShaderResourceView> m_srvs[3];
~D3D11TextureD() = default;
void load(const void* data, size_t sz);
void* map(size_t sz);
void unmap();
};
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#define MAX_BIND_TEXS 4
class D3D11TextureR : public GraphicsDataNode<ITextureR>
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{
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friend class D3D11DataFactory::Context;
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friend struct D3D11CommandQueue;
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size_t m_width = 0;
size_t m_height = 0;
size_t m_samples = 0;
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size_t m_colorBindCount;
size_t m_depthBindCount;
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void Setup(D3D11Context* ctx)
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{
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CD3D11_TEXTURE2D_DESC colorDesc(ctx->m_fbFormat, m_width, m_height,
1, 1, D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT, 0, m_samples);
ThrowIfFailed(ctx->m_dev->CreateTexture2D(&colorDesc, nullptr, &m_colorTex));
CD3D11_TEXTURE2D_DESC depthDesc(DXGI_FORMAT_D32_FLOAT, m_width, m_height,
1, 1, D3D11_BIND_DEPTH_STENCIL, D3D11_USAGE_DEFAULT, 0, m_samples);
ThrowIfFailed(ctx->m_dev->CreateTexture2D(&depthDesc, nullptr, &m_depthTex));
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D3D11_RTV_DIMENSION rtvDim;
D3D11_DSV_DIMENSION dsvDim;
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if (m_samples > 1)
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{
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rtvDim = D3D11_RTV_DIMENSION_TEXTURE2DMS;
dsvDim = D3D11_DSV_DIMENSION_TEXTURE2DMS;
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}
else
{
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rtvDim = D3D11_RTV_DIMENSION_TEXTURE2D;
dsvDim = D3D11_DSV_DIMENSION_TEXTURE2D;
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}
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CD3D11_RENDER_TARGET_VIEW_DESC rtvDesc(m_colorTex.Get(), rtvDim);
ThrowIfFailed(ctx->m_dev->CreateRenderTargetView(m_colorTex.Get(), &rtvDesc, &m_rtv));
CD3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc(m_depthTex.Get(), dsvDim);
ThrowIfFailed(ctx->m_dev->CreateDepthStencilView(m_depthTex.Get(), &dsvDesc, &m_dsv));
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for (size_t i=0 ; i<m_colorBindCount ; ++i)
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{
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CD3D11_TEXTURE2D_DESC colorBindDesc(ctx->m_fbFormat, m_width, m_height,
1, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, 1);
ThrowIfFailed(ctx->m_dev->CreateTexture2D(&colorBindDesc, nullptr, &m_colorBindTex[i]));
CD3D11_SHADER_RESOURCE_VIEW_DESC colorSrvDesc(m_colorBindTex[i].Get(), D3D11_SRV_DIMENSION_TEXTURE2D);
ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_colorBindTex[i].Get(), &colorSrvDesc, &m_colorSrv[i]));
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}
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for (size_t i=0 ; i<m_depthBindCount ; ++i)
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{
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CD3D11_TEXTURE2D_DESC depthBindDesc(DXGI_FORMAT_R32_FLOAT, m_width, m_height,
1, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, 1);
ThrowIfFailed(ctx->m_dev->CreateTexture2D(&depthBindDesc, nullptr, &m_depthBindTex[i]));
CD3D11_SHADER_RESOURCE_VIEW_DESC depthSrvDesc(m_depthBindTex[i].Get(), D3D11_SRV_DIMENSION_TEXTURE2D,
DXGI_FORMAT_R32_FLOAT);
ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_depthBindTex[i].Get(), &depthSrvDesc, &m_depthSrv[i]));
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}
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}
D3D11TextureR(const boo::ObjToken<BaseGraphicsData>& parent,
D3D11Context* ctx, size_t width, size_t height, size_t samples,
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size_t colorBindCount, size_t depthBindCount)
: GraphicsDataNode<ITextureR>(parent), m_width(width), m_height(height), m_samples(samples),
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m_colorBindCount(colorBindCount), m_depthBindCount(depthBindCount)
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{
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if (colorBindCount > MAX_BIND_TEXS)
Log.report(logvisor::Fatal, "too many color bindings for render texture");
if (depthBindCount > MAX_BIND_TEXS)
Log.report(logvisor::Fatal, "too many depth bindings for render texture");
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if (samples == 0) m_samples = 1;
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Setup(ctx);
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}
public:
size_t samples() const {return m_samples;}
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ComPtr<ID3D11Texture2D> m_colorTex;
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ComPtr<ID3D11RenderTargetView> m_rtv;
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ComPtr<ID3D11Texture2D> m_depthTex;
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ComPtr<ID3D11DepthStencilView> m_dsv;
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ComPtr<ID3D11Texture2D> m_colorBindTex[MAX_BIND_TEXS];
ComPtr<ID3D11ShaderResourceView> m_colorSrv[MAX_BIND_TEXS];
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ComPtr<ID3D11Texture2D> m_depthBindTex[MAX_BIND_TEXS];
ComPtr<ID3D11ShaderResourceView> m_depthSrv[MAX_BIND_TEXS];
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~D3D11TextureR() = default;
void resize(D3D11Context* ctx, size_t width, size_t height)
{
if (width < 1)
width = 1;
if (height < 1)
height = 1;
m_width = width;
m_height = height;
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Setup(ctx);
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}
};
static const size_t SEMANTIC_SIZE_TABLE[] =
{
0,
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12,
16,
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12,
16,
16,
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4,
8,
16,
16,
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16
};
static const char* SEMANTIC_NAME_TABLE[] =
{
nullptr,
"POSITION",
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"POSITION",
"NORMAL",
"NORMAL",
"COLOR",
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"COLOR",
"UV",
"UV",
"WEIGHT",
"MODELVIEW"
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};
static const DXGI_FORMAT SEMANTIC_TYPE_TABLE[] =
{
DXGI_FORMAT_UNKNOWN,
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DXGI_FORMAT_R32G32B32_FLOAT,
DXGI_FORMAT_R32G32B32A32_FLOAT,
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DXGI_FORMAT_R32G32B32_FLOAT,
DXGI_FORMAT_R32G32B32A32_FLOAT,
DXGI_FORMAT_R32G32B32A32_FLOAT,
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DXGI_FORMAT_R8G8B8A8_UNORM,
DXGI_FORMAT_R32G32_FLOAT,
DXGI_FORMAT_R32G32B32A32_FLOAT,
DXGI_FORMAT_R32G32B32A32_FLOAT,
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DXGI_FORMAT_R32G32B32A32_FLOAT
};
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static const D3D11_PRIMITIVE_TOPOLOGY PRIMITIVE_TABLE[] =
{
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
D3D11_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST
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};
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static const D3D11_BLEND BLEND_FACTOR_TABLE[] =
{
D3D11_BLEND_ZERO,
D3D11_BLEND_ONE,
D3D11_BLEND_SRC_COLOR,
D3D11_BLEND_INV_SRC_COLOR,
D3D11_BLEND_DEST_COLOR,
D3D11_BLEND_INV_DEST_COLOR,
D3D11_BLEND_SRC_ALPHA,
D3D11_BLEND_INV_SRC_ALPHA,
D3D11_BLEND_DEST_ALPHA,
D3D11_BLEND_INV_DEST_ALPHA,
D3D11_BLEND_SRC1_COLOR,
D3D11_BLEND_INV_SRC1_COLOR
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};
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class D3D11ShaderStage : public GraphicsDataNode<IShaderStage>
{
friend class D3D11DataFactory;
ComPtr<ID3D11DeviceChild> m_shader;
D3D11ShaderStage(const boo::ObjToken<BaseGraphicsData>& parent, D3D11Context* ctx,
const uint8_t* data, size_t size, PipelineStage stage)
: GraphicsDataNode<IShaderStage>(parent)
{
switch (stage)
{
case PipelineStage::Vertex:
{
ThrowIfFailed(D3DCreateBlobPROC(size, &m_vtxBlob));
memcpy(m_vtxBlob->GetBufferPointer(), data, size);
ComPtr<ID3D11VertexShader> vShader;
ThrowIfFailed(ctx->m_dev->CreateVertexShader(data, size, nullptr, &vShader));
m_shader = vShader;
break;
}
case PipelineStage::Fragment:
{
ComPtr<ID3D11PixelShader> pShader;
ThrowIfFailed(ctx->m_dev->CreatePixelShader(data, size, nullptr, &pShader));
m_shader = pShader;
break;
}
case PipelineStage::Geometry:
{
ComPtr<ID3D11GeometryShader> gShader;
ThrowIfFailed(ctx->m_dev->CreateGeometryShader(data, size, nullptr, &gShader));
m_shader = gShader;
break;
}
case PipelineStage::Control:
{
ComPtr<ID3D11HullShader> hShader;
ThrowIfFailed(ctx->m_dev->CreateHullShader(data, size, nullptr, &hShader));
m_shader = hShader;
break;
}
case PipelineStage::Evaluation:
{
ComPtr<ID3D11DomainShader> dShader;
ThrowIfFailed(ctx->m_dev->CreateDomainShader(data, size, nullptr, &dShader));
m_shader = dShader;
break;
}
default:
break;
}
}
public:
ComPtr<ID3DBlob> m_vtxBlob;
template <class T>
void shader(ComPtr<T>& ret) const { m_shader.As<T>(&ret); }
};
class D3D11ShaderPipeline : public GraphicsDataNode<IShaderPipeline>
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{
friend class D3D11DataFactory;
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friend struct D3D11ShaderDataBinding;
D3D11ShaderPipeline(const boo::ObjToken<BaseGraphicsData>& parent,
D3D11Context* ctx,
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ObjToken<IShaderStage> vertex,
ObjToken<IShaderStage> fragment,
ObjToken<IShaderStage> geometry,
ObjToken<IShaderStage> control,
ObjToken<IShaderStage> evaluation,
const VertexFormatInfo& vtxFmt,
const AdditionalPipelineInfo& info)
: GraphicsDataNode<IShaderPipeline>(parent),
m_topology(PRIMITIVE_TABLE[int(info.prim)])
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{
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if (auto* s = vertex.cast<D3D11ShaderStage>())
s->shader(m_vShader);
if (auto* s = fragment.cast<D3D11ShaderStage>())
s->shader(m_pShader);
if (auto* s = geometry.cast<D3D11ShaderStage>())
s->shader(m_gShader);
if (auto* s = control.cast<D3D11ShaderStage>())
s->shader(m_hShader);
if (auto* s = evaluation.cast<D3D11ShaderStage>())
s->shader(m_dShader);
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if (control && evaluation)
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m_topology = D3D11_PRIMITIVE_TOPOLOGY(D3D11_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST + info.patchSize - 1);
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D3D11_CULL_MODE cullMode;
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switch (info.culling)
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{
case CullMode::None:
default:
cullMode = D3D11_CULL_NONE;
break;
case CullMode::Backface:
cullMode = D3D11_CULL_BACK;
break;
case CullMode::Frontface:
cullMode = D3D11_CULL_FRONT;
break;
}
CD3D11_RASTERIZER_DESC rasDesc(D3D11_FILL_SOLID, cullMode, true,
D3D11_DEFAULT_DEPTH_BIAS, D3D11_DEFAULT_DEPTH_BIAS_CLAMP,
D3D11_DEFAULT_SLOPE_SCALED_DEPTH_BIAS, true, true, false, false);
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ThrowIfFailed(ctx->m_dev->CreateRasterizerState(&rasDesc, &m_rasState));
CD3D11_DEPTH_STENCIL_DESC dsDesc(D3D11_DEFAULT);
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dsDesc.DepthEnable = info.depthTest != ZTest::None;
dsDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK(info.depthWrite);
switch (info.depthTest)
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{
case ZTest::None:
default:
dsDesc.DepthFunc = D3D11_COMPARISON_ALWAYS;
break;
case ZTest::LEqual:
dsDesc.DepthFunc = D3D11_COMPARISON_GREATER_EQUAL;
break;
case ZTest::Greater:
dsDesc.DepthFunc = D3D11_COMPARISON_LESS;
break;
case ZTest::GEqual:
dsDesc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
break;
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case ZTest::Equal:
dsDesc.DepthFunc = D3D11_COMPARISON_EQUAL;
break;
}
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ThrowIfFailed(ctx->m_dev->CreateDepthStencilState(&dsDesc, &m_dsState));
CD3D11_BLEND_DESC blDesc(D3D11_DEFAULT);
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blDesc.RenderTarget[0].BlendEnable = (info.dstFac != BlendFactor::Zero);
if (info.srcFac == BlendFactor::Subtract || info.dstFac == BlendFactor::Subtract)
{
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blDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
blDesc.RenderTarget[0].DestBlend = D3D11_BLEND_ONE;
blDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_REV_SUBTRACT;
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if (info.overwriteAlpha)
{
blDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
blDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
blDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
}
else
{
blDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
blDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ONE;
blDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_REV_SUBTRACT;
}
}
else
{
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blDesc.RenderTarget[0].SrcBlend = BLEND_FACTOR_TABLE[int(info.srcFac)];
blDesc.RenderTarget[0].DestBlend = BLEND_FACTOR_TABLE[int(info.dstFac)];
blDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
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if (info.overwriteAlpha)
{
blDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
blDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
}
else
{
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blDesc.RenderTarget[0].SrcBlendAlpha = BLEND_FACTOR_TABLE[int(info.srcFac)];
blDesc.RenderTarget[0].DestBlendAlpha = BLEND_FACTOR_TABLE[int(info.dstFac)];
}
blDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
}
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blDesc.RenderTarget[0].RenderTargetWriteMask =
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(info.colorWrite ? (D3D11_COLOR_WRITE_ENABLE_RED |
D3D11_COLOR_WRITE_ENABLE_GREEN |
D3D11_COLOR_WRITE_ENABLE_BLUE) : 0) |
(info.alphaWrite ? D3D11_COLOR_WRITE_ENABLE_ALPHA : 0);
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ThrowIfFailed(ctx->m_dev->CreateBlendState(&blDesc, &m_blState));
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{
std::vector<D3D11_INPUT_ELEMENT_DESC> elements(vtxFmt.elementCount);
for (size_t i=0 ; i<vtxFmt.elementCount ; ++i)
{
const VertexElementDescriptor* elemin = &vtxFmt.elements[i];
D3D11_INPUT_ELEMENT_DESC& elem = elements[i];
int semantic = int(elemin->semantic & boo::VertexSemantic::SemanticMask);
elem.SemanticName = SEMANTIC_NAME_TABLE[semantic];
elem.SemanticIndex = elemin->semanticIdx;
elem.Format = SEMANTIC_TYPE_TABLE[semantic];
if ((elemin->semantic & boo::VertexSemantic::Instanced) != boo::VertexSemantic::None)
{
elem.InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA;
elem.InstanceDataStepRate = 1;
elem.InputSlot = 1;
elem.AlignedByteOffset = m_instStride;
m_instStride += SEMANTIC_SIZE_TABLE[semantic];
}
else
{
elem.InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
elem.AlignedByteOffset = m_stride;
m_stride += SEMANTIC_SIZE_TABLE[semantic];
}
}
const auto& vertBuf = vertex.cast<D3D11ShaderStage>()->m_vtxBlob;
ThrowIfFailed(ctx->m_dev->CreateInputLayout(elements.data(), vtxFmt.elementCount,
vertBuf->GetBufferPointer(), vertBuf->GetBufferSize(), &m_inLayout));
}
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}
public:
ComPtr<ID3D11VertexShader> m_vShader;
ComPtr<ID3D11PixelShader> m_pShader;
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ComPtr<ID3D11GeometryShader> m_gShader;
ComPtr<ID3D11HullShader> m_hShader;
ComPtr<ID3D11DomainShader> m_dShader;
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ComPtr<ID3D11RasterizerState> m_rasState;
ComPtr<ID3D11DepthStencilState> m_dsState;
ComPtr<ID3D11BlendState> m_blState;
ComPtr<ID3D11InputLayout> m_inLayout;
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D3D11_PRIMITIVE_TOPOLOGY m_topology;
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size_t m_stride = 0;
size_t m_instStride = 0;
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~D3D11ShaderPipeline() = default;
D3D11ShaderPipeline& operator=(const D3D11ShaderPipeline&) = delete;
D3D11ShaderPipeline(const D3D11ShaderPipeline&) = delete;
void bind(ID3D11DeviceContext* ctx)
{
ctx->VSSetShader(m_vShader.Get(), nullptr, 0);
ctx->PSSetShader(m_pShader.Get(), nullptr, 0);
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ctx->GSSetShader(m_gShader.Get(), nullptr, 0);
ctx->HSSetShader(m_hShader.Get(), nullptr, 0);
ctx->DSSetShader(m_dShader.Get(), nullptr, 0);
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ctx->RSSetState(m_rasState.Get());
ctx->OMSetDepthStencilState(m_dsState.Get(), 0);
ctx->OMSetBlendState(m_blState.Get(), nullptr, 0xffffffff);
ctx->IASetInputLayout(m_inLayout.Get());
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ctx->IASetPrimitiveTopology(m_topology);
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}
};
struct D3D11ShaderDataBinding : public GraphicsDataNode<IShaderDataBinding>
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{
boo::ObjToken<IShaderPipeline> m_pipeline;
boo::ObjToken<IGraphicsBuffer> m_vbuf;
boo::ObjToken<IGraphicsBuffer> m_instVbuf;
boo::ObjToken<IGraphicsBuffer> m_ibuf;
std::vector<boo::ObjToken<IGraphicsBuffer>> m_ubufs;
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std::unique_ptr<UINT[]> m_ubufFirstConsts;
std::unique_ptr<UINT[]> m_ubufNumConsts;
std::unique_ptr<bool[]> m_pubufs;
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struct BoundTex
{
boo::ObjToken<ITexture> tex;
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int idx;
bool depth;
};
std::vector<BoundTex> m_texs;
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UINT m_baseOffsets[2];
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D3D11ShaderDataBinding(const boo::ObjToken<BaseGraphicsData>& d,
D3D11Context* ctx,
const boo::ObjToken<IShaderPipeline>& pipeline,
const boo::ObjToken<IGraphicsBuffer>& vbuf,
const boo::ObjToken<IGraphicsBuffer>& instVbuf,
const boo::ObjToken<IGraphicsBuffer>& ibuf,
size_t ubufCount, const boo::ObjToken<IGraphicsBuffer>* ubufs, const PipelineStage* ubufStages,
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const size_t* ubufOffs, const size_t* ubufSizes,
size_t texCount, const boo::ObjToken<ITexture>* texs,
const int* texBindIdx, const bool* depthBind,
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size_t baseVert, size_t baseInst)
: GraphicsDataNode<IShaderDataBinding>(d),
m_pipeline(pipeline),
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m_vbuf(vbuf),
m_instVbuf(instVbuf),
m_ibuf(ibuf)
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{
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m_ubufs.reserve(ubufCount);
m_texs.reserve(texCount);
D3D11ShaderPipeline* cpipeline = m_pipeline.cast<D3D11ShaderPipeline>();
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m_baseOffsets[0] = UINT(baseVert * cpipeline->m_stride);
m_baseOffsets[1] = UINT(baseInst * cpipeline->m_instStride);
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if (ubufStages)
{
m_pubufs.reset(new bool[ubufCount]);
for (size_t i=0 ; i<ubufCount ; ++i)
m_pubufs[i] = ubufStages[i] == PipelineStage::Fragment;
}
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if (ubufOffs && ubufSizes)
{
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m_ubufFirstConsts.reset(new UINT[ubufCount]);
m_ubufNumConsts.reset(new UINT[ubufCount]);
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for (size_t i=0 ; i<ubufCount ; ++i)
{
#ifndef NDEBUG
if (ubufOffs[i] % 256)
Log.report(logvisor::Fatal, "non-256-byte-aligned uniform-offset %d provided to newShaderDataBinding", int(i));
#endif
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m_ubufFirstConsts[i] = ubufOffs[i] / 16;
m_ubufNumConsts[i] = ((ubufSizes[i] + 255) & ~255) / 16;
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}
}
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for (size_t i=0 ; i<ubufCount ; ++i)
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{
#ifndef NDEBUG
if (!ubufs[i])
Log.report(logvisor::Fatal, "null uniform-buffer %d provided to newShaderDataBinding", int(i));
#endif
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m_ubufs.push_back(ubufs[i]);
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}
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for (size_t i=0 ; i<texCount ; ++i)
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{
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m_texs.push_back({texs[i], texBindIdx ? texBindIdx[i] : 0, depthBind ? depthBind[i] : false});
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}
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}
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void bind(ID3D11DeviceContext1* ctx, int b)
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{
m_pipeline.cast<D3D11ShaderPipeline>()->bind(ctx);
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ID3D11Buffer* bufs[2] = {};
UINT strides[2] = {};
if (m_vbuf)
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{
if (m_vbuf->dynamic())
{
D3D11GraphicsBufferD<BaseGraphicsData>* cbuf =
m_vbuf.cast<D3D11GraphicsBufferD<BaseGraphicsData>>();
bufs[0] = cbuf->m_bufs[b].Get();
strides[0] = UINT(cbuf->m_stride);
}
else
{
D3D11GraphicsBufferS* cbuf = m_vbuf.cast<D3D11GraphicsBufferS>();
bufs[0] = cbuf->m_buf.Get();
strides[0] = UINT(cbuf->m_stride);
}
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}
if (m_instVbuf)
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{
if (m_instVbuf->dynamic())
{
D3D11GraphicsBufferD<BaseGraphicsData>* cbuf =
m_instVbuf.cast<D3D11GraphicsBufferD<BaseGraphicsData>>();
bufs[1] = cbuf->m_bufs[b].Get();
strides[1] = UINT(cbuf->m_stride);
}
else
{
D3D11GraphicsBufferS* cbuf = m_instVbuf.cast<D3D11GraphicsBufferS>();
bufs[1] = cbuf->m_buf.Get();
strides[1] = UINT(cbuf->m_stride);
}
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}
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ctx->IASetVertexBuffers(0, 2, bufs, strides, m_baseOffsets);
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if (m_ibuf)
{
if (m_ibuf->dynamic())
{
D3D11GraphicsBufferD<BaseGraphicsData>* cbuf =
m_ibuf.cast<D3D11GraphicsBufferD<BaseGraphicsData>>();
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ctx->IASetIndexBuffer(cbuf->m_bufs[b].Get(), DXGI_FORMAT_R32_UINT, 0);
}
else
{
D3D11GraphicsBufferS* cbuf = m_ibuf.cast<D3D11GraphicsBufferS>();
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ctx->IASetIndexBuffer(cbuf->m_buf.Get(), DXGI_FORMAT_R32_UINT, 0);
}
}
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if (m_ubufs.size())
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{
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if (m_ubufFirstConsts)
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{
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ID3D11Buffer* constBufs[8] = {};
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ctx->VSSetConstantBuffers(0, m_ubufs.size(), constBufs);
ctx->DSSetConstantBuffers(0, m_ubufs.size(), constBufs);
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for (int i=0 ; i<8 && i<m_ubufs.size() ; ++i)
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{
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if (m_pubufs && m_pubufs[i])
continue;
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if (m_ubufs[i]->dynamic())
{
D3D11GraphicsBufferD<BaseGraphicsData>* cbuf =
m_ubufs[i].cast<D3D11GraphicsBufferD<BaseGraphicsData>>();
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constBufs[i] = cbuf->m_bufs[b].Get();
}
else
{
D3D11GraphicsBufferS* cbuf = m_ubufs[i].cast<D3D11GraphicsBufferS>();
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constBufs[i] = cbuf->m_buf.Get();
}
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}
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ctx->VSSetConstantBuffers1(0, m_ubufs.size(), constBufs, m_ubufFirstConsts.get(), m_ubufNumConsts.get());
ctx->DSSetConstantBuffers1(0, m_ubufs.size(), constBufs, m_ubufFirstConsts.get(), m_ubufNumConsts.get());
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if (m_pubufs)
{
ID3D11Buffer* constBufs[8] = {};
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ctx->PSSetConstantBuffers(0, m_ubufs.size(), constBufs);
for (int i=0 ; i<8 && i<m_ubufs.size() ; ++i)
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{
if (!m_pubufs[i])
continue;
if (m_ubufs[i]->dynamic())
{
D3D11GraphicsBufferD<BaseGraphicsData>* cbuf =
m_ubufs[i].cast<D3D11GraphicsBufferD<BaseGraphicsData>>();
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constBufs[i] = cbuf->m_bufs[b].Get();
}
else
{
D3D11GraphicsBufferS* cbuf = m_ubufs[i].cast<D3D11GraphicsBufferS>();
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constBufs[i] = cbuf->m_buf.Get();
}
}
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ctx->PSSetConstantBuffers1(0, m_ubufs.size(), constBufs, m_ubufFirstConsts.get(), m_ubufNumConsts.get());
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}
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}
else
{
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ID3D11Buffer* constBufs[8] = {};
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for (int i=0 ; i<8 && i<m_ubufs.size() ; ++i)
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{
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if (m_pubufs && m_pubufs[i])
continue;
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if (m_ubufs[i]->dynamic())
{
D3D11GraphicsBufferD<BaseGraphicsData>* cbuf =
m_ubufs[i].cast<D3D11GraphicsBufferD<BaseGraphicsData>>();
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constBufs[i] = cbuf->m_bufs[b].Get();
}
else
{
D3D11GraphicsBufferS* cbuf = m_ubufs[i].cast<D3D11GraphicsBufferS>();
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constBufs[i] = cbuf->m_buf.Get();
}
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}
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ctx->VSSetConstantBuffers(0, m_ubufs.size(), constBufs);
ctx->DSSetConstantBuffers(0, m_ubufs.size(), constBufs);
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if (m_pubufs)
{
ID3D11Buffer* constBufs[8] = {};
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for (int i=0 ; i<8 && i<m_ubufs.size() ; ++i)
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{
if (!m_pubufs[i])
continue;
if (m_ubufs[i]->dynamic())
{
D3D11GraphicsBufferD<BaseGraphicsData>* cbuf =
m_ubufs[i].cast<D3D11GraphicsBufferD<BaseGraphicsData>>();
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constBufs[i] = cbuf->m_bufs[b].Get();
}
else
{
D3D11GraphicsBufferS* cbuf = m_ubufs[i].cast<D3D11GraphicsBufferS>();
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constBufs[i] = cbuf->m_buf.Get();
}
}
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ctx->PSSetConstantBuffers(0, m_ubufs.size(), constBufs);
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}
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}
}
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if (m_texs.size())
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{
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ID3D11ShaderResourceView* srvs[8] = {};
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for (int i=0 ; i<8 && i<m_texs.size() ; ++i)
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{
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if (m_texs[i].tex)
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{
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switch (m_texs[i].tex->type())
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{
case TextureType::Dynamic:
{
D3D11TextureD* ctex = m_texs[i].tex.cast<D3D11TextureD>();
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srvs[i] = ctex->m_srvs[b].Get();
break;
}
case TextureType::Static:
{
D3D11TextureS* ctex = m_texs[i].tex.cast<D3D11TextureS>();
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srvs[i] = ctex->m_srv.Get();
break;
}
case TextureType::StaticArray:
{
D3D11TextureSA* ctex = m_texs[i].tex.cast<D3D11TextureSA>();
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srvs[i] = ctex->m_srv.Get();
break;
}
case TextureType::Render:
{
D3D11TextureR* ctex = m_texs[i].tex.cast<D3D11TextureR>();
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srvs[i] = m_texs[i].depth ? ctex->m_depthSrv[m_texs[i].idx].Get() :
ctex->m_colorSrv[m_texs[i].idx].Get();
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break;
}
}
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}
}
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ctx->PSSetShaderResources(0, m_texs.size(), srvs);
ctx->DSSetShaderResources(0, m_texs.size(), srvs);
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}
}
};
struct D3D11CommandQueue : IGraphicsCommandQueue
{
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Platform platform() const {return IGraphicsDataFactory::Platform::D3D11;}
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const SystemChar* platformName() const {return _SYS_STR("D3D11");}
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D3D11Context* m_ctx;
D3D11Context::Window* m_windowCtx;
IGraphicsContext* m_parent;
ComPtr<ID3D11DeviceContext1> m_deferredCtx;
size_t m_fillBuf = 0;
size_t m_completeBuf = 0;
size_t m_drawBuf = 0;
bool m_running = true;
std::mutex m_mt;
std::condition_variable m_cv;
std::mutex m_initmt;
std::condition_variable m_initcv;
std::unique_lock<std::mutex> m_initlk;
std::thread m_thr;
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struct CommandList
{
ComPtr<ID3D11CommandList> list;
std::vector<boo::ObjToken<boo::IObj>> resTokens;
boo::ObjToken<ITextureR> workDoPresent;
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void reset()
{
list.Reset();
resTokens.clear();
workDoPresent.reset();
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}
};
CommandList m_cmdLists[3];
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std::recursive_mutex m_dynamicLock;
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void ProcessDynamicLoads(ID3D11DeviceContext* ctx);
static void RenderingWorker(D3D11CommandQueue* self);
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D3D11CommandQueue(D3D11Context* ctx, D3D11Context::Window* windowCtx, IGraphicsContext* parent)
: m_ctx(ctx), m_windowCtx(windowCtx), m_parent(parent),
m_initlk(m_initmt),
m_thr(RenderingWorker, this)
{
m_initcv.wait(m_initlk);
m_initlk.unlock();
ThrowIfFailed(ctx->m_dev->CreateDeferredContext1(0, &m_deferredCtx));
}
void startRenderer();
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void stopRenderer()
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{
m_running = false;
m_cv.notify_one();
m_thr.join();
}
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~D3D11CommandQueue()
{
if (m_running) stopRenderer();
}
void setShaderDataBinding(const boo::ObjToken<IShaderDataBinding>& binding)
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{
D3D11ShaderDataBinding* cbind = binding.cast<D3D11ShaderDataBinding>();
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cbind->bind(m_deferredCtx.Get(), m_fillBuf);
m_cmdLists[m_fillBuf].resTokens.push_back(binding.get());
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ID3D11SamplerState* samp[] = {m_ctx->m_ss[0].Get(),
m_ctx->m_ss[1].Get(),
m_ctx->m_ss[2].Get(),
m_ctx->m_ss[3].Get(),
m_ctx->m_ss[4].Get()};
m_deferredCtx->PSSetSamplers(0, 5, samp);
m_deferredCtx->DSSetSamplers(0, 5, samp);
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}
boo::ObjToken<ITextureR> m_boundTarget;
void setRenderTarget(const boo::ObjToken<ITextureR>& target)
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{
D3D11TextureR* ctarget = target.cast<D3D11TextureR>();
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ID3D11RenderTargetView* view[] = {ctarget->m_rtv.Get()};
m_deferredCtx->OMSetRenderTargets(1, view, ctarget->m_dsv.Get());
m_boundTarget = target;
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}
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void setViewport(const SWindowRect& rect, float znear, float zfar)
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{
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if (m_boundTarget)
{
D3D11TextureR* ctarget = m_boundTarget.cast<D3D11TextureR>();
int boundHeight = ctarget->m_height;
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D3D11_VIEWPORT vp = {FLOAT(rect.location[0]), FLOAT(boundHeight - rect.location[1] - rect.size[1]),
FLOAT(rect.size[0]), FLOAT(rect.size[1]), 1.f - zfar, 1.f - znear};
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m_deferredCtx->RSSetViewports(1, &vp);
}
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}
void setScissor(const SWindowRect& rect)
{
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if (m_boundTarget)
{
D3D11TextureR* ctarget = m_boundTarget.cast<D3D11TextureR>();
int boundHeight = ctarget->m_height;
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D3D11_RECT d3drect = {LONG(rect.location[0]), LONG(boundHeight - rect.location[1] - rect.size[1]),
LONG(rect.location[0] + rect.size[0]), LONG(boundHeight - rect.location[1])};
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m_deferredCtx->RSSetScissorRects(1, &d3drect);
}
}
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std::unordered_map<D3D11TextureR*, std::pair<size_t, size_t>> m_texResizes;
void resizeRenderTexture(const boo::ObjToken<ITextureR>& tex, size_t width, size_t height)
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{
D3D11TextureR* ctex = tex.cast<D3D11TextureR>();
std::unique_lock<std::mutex> lk(m_mt);
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m_texResizes[ctex] = std::make_pair(width, height);
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}
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void schedulePostFrameHandler(std::function<void(void)>&& func)
{
func();
}
float m_clearColor[4] = {0.0,0.0,0.0,0.0};
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void setClearColor(const float rgba[4])
{
m_clearColor[0] = rgba[0];
m_clearColor[1] = rgba[1];
m_clearColor[2] = rgba[2];
m_clearColor[3] = rgba[3];
}
void clearTarget(bool render=true, bool depth=true)
{
if (!m_boundTarget)
return;
D3D11TextureR* ctarget = m_boundTarget.cast<D3D11TextureR>();
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if (render)
m_deferredCtx->ClearRenderTargetView(ctarget->m_rtv.Get(), m_clearColor);
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if (depth)
m_deferredCtx->ClearDepthStencilView(ctarget->m_dsv.Get(), D3D11_CLEAR_DEPTH, 0.0f, 0);
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}
void draw(size_t start, size_t count)
{
m_deferredCtx->Draw(count, start);
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}
void drawIndexed(size_t start, size_t count)
{
m_deferredCtx->DrawIndexed(count, start, 0);
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}
void drawInstances(size_t start, size_t count, size_t instCount, size_t startInst)
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{
m_deferredCtx->DrawInstanced(count, instCount, start, startInst);
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}
void drawInstancesIndexed(size_t start, size_t count, size_t instCount, size_t startInst)
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{
m_deferredCtx->DrawIndexedInstanced(count, instCount, start, 0, startInst);
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}
void _resolveBindTexture(ID3D11DeviceContext1* ctx, const D3D11TextureR* tex, const SWindowRect& rect,
bool tlOrigin, int bindIdx, bool color, bool depth)
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{
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if (color && tex->m_colorBindCount)
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{
if (tex->m_samples > 1)
{
ctx->ResolveSubresource(tex->m_colorBindTex[bindIdx].Get(), 0, tex->m_colorTex.Get(), 0,
m_ctx->m_fbFormat);
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}
else
{
SWindowRect intersectRect = rect.intersect(SWindowRect(0, 0, tex->m_width, tex->m_height));
int y = tlOrigin ? intersectRect.location[1] : (tex->m_height - intersectRect.size[1] - intersectRect.location[1]);
D3D11_BOX box = {UINT(intersectRect.location[0]), UINT(y), 0,
UINT(intersectRect.location[0] + intersectRect.size[0]), UINT(y + intersectRect.size[1]), 1};
ctx->CopySubresourceRegion1(tex->m_colorBindTex[bindIdx].Get(), 0, box.left, box.top, 0,
tex->m_colorTex.Get(), 0, &box, D3D11_COPY_DISCARD);
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}
}
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if (depth && tex->m_depthBindCount)
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{
if (tex->m_samples > 1)
{
ctx->ResolveSubresource(tex->m_depthBindTex[bindIdx].Get(), 0, tex->m_depthTex.Get(), 0,
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DXGI_FORMAT_D32_FLOAT);
}
else
{
ctx->CopyResource(tex->m_depthBindTex[bindIdx].Get(), tex->m_depthTex.Get());
}
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}
}
void resolveBindTexture(const boo::ObjToken<ITextureR>& texture, const SWindowRect& rect,
bool tlOrigin, int bindIdx, bool color, bool depth, bool clearDepth)
{
const D3D11TextureR* tex = texture.cast<D3D11TextureR>();
_resolveBindTexture(m_deferredCtx.Get(), tex, rect, tlOrigin, bindIdx, color, depth);
if (clearDepth)
m_deferredCtx->ClearDepthStencilView(tex->m_dsv.Get(), D3D11_CLEAR_DEPTH, 0.0f, 0);
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}
boo::ObjToken<ITextureR> m_doPresent;
void resolveDisplay(const boo::ObjToken<ITextureR>& source)
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{
m_doPresent = source;
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}
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void execute();
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};
template <class DataCls>
void D3D11GraphicsBufferD<DataCls>::update(ID3D11DeviceContext* ctx, int b)
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{
int slot = 1 << b;
if ((slot & m_validSlots) == 0)
{
ID3D11Buffer* res = m_bufs[b].Get();
D3D11_MAPPED_SUBRESOURCE d;
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if (SUCCEEDED(ctx->Map(res, 0, D3D11_MAP_WRITE_DISCARD, 0, &d)))
{
memcpy(d.pData, m_cpuBuf.get(), m_cpuSz);
ctx->Unmap(res, 0);
}
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m_validSlots |= slot;
}
}
template <class DataCls>
void D3D11GraphicsBufferD<DataCls>::load(const void* data, size_t sz)
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{
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std::unique_lock<std::recursive_mutex> lk(m_q->m_dynamicLock);
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size_t bufSz = std::min(sz, m_cpuSz);
memcpy(m_cpuBuf.get(), data, bufSz);
m_validSlots = 0;
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}
template <class DataCls>
void* D3D11GraphicsBufferD<DataCls>::map(size_t sz)
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{
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if (sz > m_cpuSz)
return nullptr;
m_q->m_dynamicLock.lock();
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return m_cpuBuf.get();
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}
template <class DataCls>
void D3D11GraphicsBufferD<DataCls>::unmap()
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{
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m_validSlots = 0;
m_q->m_dynamicLock.unlock();
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}
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void D3D11TextureD::update(ID3D11DeviceContext* ctx, int b)
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{
int slot = 1 << b;
if ((slot & m_validSlots) == 0)
{
ID3D11Texture2D* res = m_texs[b].Get();
D3D11_MAPPED_SUBRESOURCE d;
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ctx->Map(res, 0, D3D11_MAP_WRITE_DISCARD, 0, &d);
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size_t rowSz = m_pxPitch * m_width;
for (size_t i=0 ; i<m_cpuSz ; i+=rowSz, reinterpret_cast<uint8_t*&>(d.pData)+=d.RowPitch)
memmove(d.pData, m_cpuBuf.get() + i, rowSz);
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ctx->Unmap(res, 0);
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m_validSlots |= slot;
}
}
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void D3D11TextureD::load(const void* data, size_t sz)
{
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std::unique_lock<std::recursive_mutex> lk(m_q->m_dynamicLock);
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size_t bufSz = std::min(sz, m_cpuSz);
memcpy(m_cpuBuf.get(), data, bufSz);
m_validSlots = 0;
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}
void* D3D11TextureD::map(size_t sz)
{
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if (sz > m_cpuSz)
return nullptr;
m_q->m_dynamicLock.lock();
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return m_cpuBuf.get();
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}
void D3D11TextureD::unmap()
{
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m_validSlots = 0;
m_q->m_dynamicLock.unlock();
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}
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class D3D11DataFactoryImpl : public D3D11DataFactory, public GraphicsDataFactoryHead
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{
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friend struct D3D11CommandQueue;
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friend class D3D11DataFactory::Context;
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IGraphicsContext* m_parent;
struct D3D11Context* m_ctx;
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float m_gamma = 1.f;
ObjToken<IShaderPipeline> m_gammaShader;
ObjToken<ITextureD> m_gammaLUT;
ObjToken<IGraphicsBufferS> m_gammaVBO;
ObjToken<IShaderDataBinding> m_gammaBinding;
void SetupGammaResources()
{
commitTransaction([this](IGraphicsDataFactory::Context& ctx)
{
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auto vertexHlsl = D3D11DataFactory::CompileHLSL(GammaVS, PipelineStage::Vertex);
auto vertexShader = ctx.newShaderStage(vertexHlsl, PipelineStage::Vertex);
auto fragmentHlsl = D3D11DataFactory::CompileHLSL(GammaFS, PipelineStage::Fragment);
auto fragmentShader = ctx.newShaderStage(fragmentHlsl, PipelineStage::Fragment);
const VertexElementDescriptor vfmt[] = {
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{VertexSemantic::Position4},
{VertexSemantic::UV4}
};
AdditionalPipelineInfo info =
{
BlendFactor::One, BlendFactor::Zero,
Primitive::TriStrips, ZTest::None, false, true, false, CullMode::None
};
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m_gammaShader = ctx.newShaderPipeline(vertexShader, fragmentShader, vfmt, info);
m_gammaLUT = ctx.newDynamicTexture(256, 256, TextureFormat::I16, TextureClampMode::ClampToEdge);
setDisplayGamma(1.f);
const struct Vert {
float pos[4];
float uv[4];
} verts[4] = {
{{-1.f, 1.f, 0.f, 1.f}, {0.f, 0.f, 0.f, 0.f}},
{{ 1.f, 1.f, 0.f, 1.f}, {1.f, 0.f, 0.f, 0.f}},
{{-1.f, -1.f, 0.f, 1.f}, {0.f, 1.f, 0.f, 0.f}},
{{ 1.f, -1.f, 0.f, 1.f}, {1.f, 1.f, 0.f, 0.f}}
};
m_gammaVBO = ctx.newStaticBuffer(BufferUse::Vertex, verts, 32, 4);
ObjToken<ITexture> texs[] = {{}, m_gammaLUT.get()};
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m_gammaBinding = ctx.newShaderDataBinding(m_gammaShader, m_gammaVBO.get(), {}, {},
0, nullptr, nullptr, 2, texs, nullptr, nullptr);
return true;
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} BooTrace);
}
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public:
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D3D11DataFactoryImpl(IGraphicsContext* parent, D3D11Context* ctx)
: m_parent(parent), m_ctx(ctx)
{
UINT qLevels;
while (SUCCEEDED(ctx->m_dev->CheckMultisampleQualityLevels
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(m_ctx->m_fbFormat, m_ctx->m_sampleCount, &qLevels)) && !qLevels)
m_ctx->m_sampleCount = flp2(m_ctx->m_sampleCount - 1);
}
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boo::ObjToken<IGraphicsBufferD> newPoolBuffer(BufferUse use, size_t stride, size_t count __BooTraceArgs)
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{
D3D11CommandQueue* q = static_cast<D3D11CommandQueue*>(m_parent->getCommandQueue());
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boo::ObjToken<BaseGraphicsPool> pool(new BaseGraphicsPool(*this __BooTraceArgsUse));
return {new D3D11GraphicsBufferD<BaseGraphicsPool>(pool, q, use, m_ctx, stride, count)};
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}
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void commitTransaction(const FactoryCommitFunc& trans __BooTraceArgs)
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{
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D3D11DataFactory::Context ctx(*this __BooTraceArgsUse);
trans(ctx);
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}
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void setDisplayGamma(float gamma)
{
if (m_ctx->m_fbFormat == DXGI_FORMAT_R16G16B16A16_FLOAT)
m_gamma = gamma * 2.2f;
else
m_gamma = gamma;
if (m_gamma != 1.f)
UpdateGammaLUT(m_gammaLUT.get(), m_gamma);
}
bool isTessellationSupported(uint32_t& maxPatchSizeOut)
{
maxPatchSizeOut = 32;
return true;
}
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};
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D3D11DataFactory::Context::Context(D3D11DataFactory& parent __BooTraceArgs)
: m_parent(parent), m_data(new BaseGraphicsData(static_cast<D3D11DataFactoryImpl&>(parent) __BooTraceArgsUse)) {}
D3D11DataFactory::Context::~Context() {}
boo::ObjToken<IGraphicsBufferS> D3D11DataFactory::Context::newStaticBuffer(
BufferUse use, const void* data, size_t stride, size_t count)
{
D3D11DataFactoryImpl& factory = static_cast<D3D11DataFactoryImpl&>(m_parent);
return {new D3D11GraphicsBufferS(m_data, use, factory.m_ctx, data, stride, count)};
}
boo::ObjToken<IGraphicsBufferD> D3D11DataFactory::Context::newDynamicBuffer(
BufferUse use, size_t stride, size_t count)
{
D3D11DataFactoryImpl& factory = static_cast<D3D11DataFactoryImpl&>(m_parent);
D3D11CommandQueue* q = static_cast<D3D11CommandQueue*>(factory.m_parent->getCommandQueue());
return {new D3D11GraphicsBufferD<BaseGraphicsData>(m_data, q, use, factory.m_ctx, stride, count)};
}
boo::ObjToken<ITextureS> D3D11DataFactory::Context::newStaticTexture(
size_t width, size_t height, size_t mips, TextureFormat fmt,
TextureClampMode clampMode, const void* data, size_t sz)
{
D3D11DataFactoryImpl& factory = static_cast<D3D11DataFactoryImpl&>(m_parent);
return {new D3D11TextureS(m_data, factory.m_ctx, width, height, mips, fmt, data, sz)};
}
boo::ObjToken<ITextureSA> D3D11DataFactory::Context::newStaticArrayTexture(
size_t width, size_t height, size_t layers, size_t mips,
TextureFormat fmt, TextureClampMode clampMode, const void* data, size_t sz)
{
D3D11DataFactoryImpl& factory = static_cast<D3D11DataFactoryImpl&>(m_parent);
return {new D3D11TextureSA(m_data, factory.m_ctx, width, height, layers, mips, fmt, data, sz)};
}
boo::ObjToken<ITextureD> D3D11DataFactory::Context::newDynamicTexture(
size_t width, size_t height, TextureFormat fmt, TextureClampMode clampMode)
{
D3D11DataFactoryImpl& factory = static_cast<D3D11DataFactoryImpl&>(m_parent);
D3D11CommandQueue* q = static_cast<D3D11CommandQueue*>(factory.m_parent->getCommandQueue());
return {new D3D11TextureD(m_data, q, factory.m_ctx, width, height, fmt)};
}
boo::ObjToken<ITextureR> D3D11DataFactory::Context::newRenderTexture(
size_t width, size_t height, TextureClampMode clampMode,
size_t colorBindCount, size_t depthBindCount)
{
D3D11DataFactoryImpl& factory = static_cast<D3D11DataFactoryImpl&>(m_parent);
return {new D3D11TextureR(m_data, factory.m_ctx, width, height, factory.m_ctx->m_sampleCount,
colorBindCount, depthBindCount)};
}
boo::ObjToken<IShaderStage> D3D11DataFactory::Context::newShaderStage(
const uint8_t* data, size_t size, PipelineStage stage)
{
D3D11DataFactoryImpl& factory = static_cast<D3D11DataFactoryImpl&>(m_parent);
return {new D3D11ShaderStage(m_data, factory.m_ctx, data, size, stage)};
}
boo::ObjToken<IShaderPipeline> D3D11DataFactory::Context::newShaderPipeline
(ObjToken<IShaderStage> vertex, ObjToken<IShaderStage> fragment,
ObjToken<IShaderStage> geometry, ObjToken<IShaderStage> control,
ObjToken<IShaderStage> evaluation, const VertexFormatInfo& vtxFmt,
const AdditionalPipelineInfo& additionalInfo)
{
D3D11DataFactoryImpl& factory = static_cast<D3D11DataFactoryImpl&>(m_parent);
struct D3D11Context* ctx = factory.m_ctx;
return {new D3D11ShaderPipeline(m_data, ctx, vertex, fragment, geometry, control, evaluation, vtxFmt, additionalInfo)};
}
boo::ObjToken<IShaderDataBinding> D3D11DataFactory::Context::newShaderDataBinding(
const boo::ObjToken<IShaderPipeline>& pipeline,
const boo::ObjToken<IGraphicsBuffer>& vbuf,
const boo::ObjToken<IGraphicsBuffer>& instVbo,
const boo::ObjToken<IGraphicsBuffer>& ibuf,
size_t ubufCount, const boo::ObjToken<IGraphicsBuffer>* ubufs, const PipelineStage* ubufStages,
const size_t* ubufOffs, const size_t* ubufSizes,
size_t texCount, const boo::ObjToken<ITexture>* texs,
const int* texBindIdx, const bool* depthBind,
size_t baseVert, size_t baseInst)
{
D3D11DataFactoryImpl& factory = static_cast<D3D11DataFactoryImpl&>(m_parent);
return {new D3D11ShaderDataBinding(m_data, factory.m_ctx, pipeline, vbuf, instVbo, ibuf,
ubufCount, ubufs, ubufStages, ubufOffs, ubufSizes, texCount, texs,
texBindIdx, depthBind, baseVert, baseInst)};
}
void D3D11CommandQueue::RenderingWorker(D3D11CommandQueue* self)
{
{
std::unique_lock<std::mutex> lk(self->m_initmt);
}
self->m_initcv.notify_one();
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D3D11DataFactoryImpl* dataFactory = static_cast<D3D11DataFactoryImpl*>(self->m_parent->getDataFactory());
while (self->m_running)
{
{
std::unique_lock<std::mutex> lk(self->m_mt);
self->m_cv.wait(lk);
if (!self->m_running)
break;
self->m_drawBuf = self->m_completeBuf;
auto& CmdList = self->m_cmdLists[self->m_drawBuf];
self->ProcessDynamicLoads(self->m_ctx->m_devCtx.Get());
if (self->m_texResizes.size())
{
for (const auto& resize : self->m_texResizes)
resize.first->resize(self->m_ctx, resize.second.first, resize.second.second);
self->m_texResizes.clear();
CmdList.reset();
continue;
}
if (self->m_windowCtx->m_needsFSTransition)
{
if (self->m_windowCtx->m_fs)
{
self->m_windowCtx->m_swapChain->SetFullscreenState(true, nullptr);
self->m_windowCtx->m_swapChain->ResizeTarget(&self->m_windowCtx->m_fsdesc);
}
else
self->m_windowCtx->m_swapChain->SetFullscreenState(false, nullptr);
self->m_windowCtx->m_needsFSTransition = false;
CmdList.reset();
continue;
}
if (self->m_windowCtx->m_needsResize)
{
self->m_windowCtx->clearRTV();
self->m_windowCtx->m_swapChain->ResizeBuffers(2,
self->m_windowCtx->width, self->m_windowCtx->height,
self->m_ctx->m_fbFormat, DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH);
self->m_windowCtx->setupRTV(self->m_windowCtx->m_swapChain, self->m_ctx->m_dev.Get());
self->m_windowCtx->m_needsResize = false;
CmdList.reset();
continue;
}
}
auto& CmdList = self->m_cmdLists[self->m_drawBuf];
ID3D11CommandList* list = CmdList.list.Get();
self->m_ctx->m_devCtx->ExecuteCommandList(list, false);
if (D3D11TextureR* csource = CmdList.workDoPresent.cast<D3D11TextureR>())
{
#ifndef NDEBUG
if (!csource->m_colorBindCount)
Log.report(logvisor::Fatal,
"texture provided to resolveDisplay() must have at least 1 color binding");
#endif
if (dataFactory->m_gamma != 1.f)
{
SWindowRect rect(0, 0, csource->m_width, csource->m_height);
self->_resolveBindTexture(self->m_ctx->m_devCtx.Get(), csource, rect, true, 0, true, false);
ID3D11RenderTargetView* rtv = self->m_windowCtx->m_swapChainRTV.Get();
self->m_ctx->m_devCtx->OMSetRenderTargets(1, &rtv, nullptr);
D3D11_VIEWPORT vp = {0.f, 0.f, FLOAT(csource->m_width), FLOAT(csource->m_height), 0.f, 1.f};
self->m_ctx->m_devCtx->RSSetViewports(1, &vp);
D3D11_RECT d3drect = {0, 0, LONG(csource->m_width), LONG(csource->m_height)};
self->m_ctx->m_devCtx->RSSetScissorRects(1, &d3drect);
ID3D11SamplerState* samp[] = {self->m_ctx->m_ss[0].Get(),
self->m_ctx->m_ss[1].Get(),
self->m_ctx->m_ss[2].Get(),
self->m_ctx->m_ss[3].Get(),
self->m_ctx->m_ss[4].Get()};
self->m_ctx->m_devCtx->PSSetSamplers(0, 5, samp);
self->m_ctx->m_devCtx->DSSetSamplers(0, 5, samp);
D3D11ShaderDataBinding* gammaBinding = dataFactory->m_gammaBinding.cast<D3D11ShaderDataBinding>();
gammaBinding->m_texs[0].tex = CmdList.workDoPresent.get();
gammaBinding->bind(self->m_ctx->m_devCtx.Get(), self->m_drawBuf);
self->m_ctx->m_devCtx->Draw(4, 0);
gammaBinding->m_texs[0].tex.reset();
}
else
{
ComPtr<ID3D11Texture2D> dest = self->m_windowCtx->m_swapChainTex;
ID3D11Texture2D* src = csource->m_colorTex.Get();
if (csource->m_samples > 1)
self->m_ctx->m_devCtx->ResolveSubresource(dest.Get(), 0, src, 0, self->m_ctx->m_fbFormat);
else
self->m_ctx->m_devCtx->CopyResource(dest.Get(), src);
}
self->m_windowCtx->m_swapChain->Present(1, 0);
}
CmdList.reset();
}
}
void D3D11CommandQueue::startRenderer()
{
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static_cast<D3D11DataFactoryImpl*>(m_parent->getDataFactory())->SetupGammaResources();
}
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void D3D11CommandQueue::execute()
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{
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/* Finish command list */
auto& CmdList = m_cmdLists[m_fillBuf];
ThrowIfFailed(m_deferredCtx->FinishCommandList(false, &CmdList.list));
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CmdList.workDoPresent = m_doPresent;
m_doPresent = nullptr;
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/* Wait for worker thread to become ready */
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std::unique_lock<std::mutex> lk(m_mt);
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/* Ready for next frame */
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m_completeBuf = m_fillBuf;
for (size_t i=0 ; i<3 ; ++i)
{
if (i == m_completeBuf || i == m_drawBuf)
continue;
m_fillBuf = i;
break;
}
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/* Return control to worker thread */
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lk.unlock();
m_cv.notify_one();
}
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void D3D11CommandQueue::ProcessDynamicLoads(ID3D11DeviceContext* ctx)
{
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D3D11DataFactoryImpl* gfxF = static_cast<D3D11DataFactoryImpl*>(m_parent->getDataFactory());
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std::unique_lock<std::recursive_mutex> lk(m_dynamicLock);
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std::unique_lock<std::recursive_mutex> datalk(gfxF->m_dataMutex);
if (gfxF->m_dataHead)
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{
for (BaseGraphicsData& d : *gfxF->m_dataHead)
{
if (d.m_DBufs)
for (IGraphicsBufferD& b : *d.m_DBufs)
static_cast<D3D11GraphicsBufferD<BaseGraphicsData>&>(b).update(ctx, m_drawBuf);
if (d.m_DTexs)
for (ITextureD& t : *d.m_DTexs)
static_cast<D3D11TextureD&>(t).update(ctx, m_drawBuf);
}
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}
if (gfxF->m_poolHead)
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{
for (BaseGraphicsPool& p : *gfxF->m_poolHead)
{
if (p.m_DBufs)
for (IGraphicsBufferD& b : *p.m_DBufs)
static_cast<D3D11GraphicsBufferD<BaseGraphicsData>&>(b).update(ctx, m_drawBuf);
}
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}
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}
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std::unique_ptr<IGraphicsCommandQueue>
_NewD3D11CommandQueue(D3D11Context* ctx, D3D11Context::Window* windowCtx, IGraphicsContext* parent)
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{
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return std::make_unique<D3D11CommandQueue>(ctx, windowCtx, parent);
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}
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std::unique_ptr<IGraphicsDataFactory>
_NewD3D11DataFactory(D3D11Context* ctx, IGraphicsContext* parent)
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{
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return std::make_unique<D3D11DataFactoryImpl>(parent, ctx);
}
static const char* D3DShaderTypes[] =
{
nullptr,
"vs_5_0",
"ps_5_0",
"gs_5_0",
"hs_5_0",
"ds_5_0"
};
#if _DEBUG && 0
#define BOO_D3DCOMPILE_FLAG D3DCOMPILE_DEBUG | D3DCOMPILE_OPTIMIZATION_LEVEL0
#else
#define BOO_D3DCOMPILE_FLAG D3DCOMPILE_OPTIMIZATION_LEVEL3
#endif
std::vector<uint8_t> D3D11DataFactory::CompileHLSL(const char* source, PipelineStage stage)
{
ComPtr<ID3DBlob> errBlob;
ComPtr<ID3DBlob> blobOut;
if (FAILED(D3DCompilePROC(source, strlen(source), "Boo HLSL Source", nullptr, nullptr, "main",
D3DShaderTypes[int(stage)], BOO_D3DCOMPILE_FLAG, 0, &blobOut, &errBlob)))
{
printf("%s\n", source);
Log.report(logvisor::Fatal, "error compiling shader: %s", errBlob->GetBufferPointer());
return {};
}
std::vector<uint8_t> ret(blobOut->GetBufferSize());
memcpy(ret.data(), blobOut->GetBufferPointer(), ret.size());
return ret;
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}
}