mirror of https://github.com/AxioDL/boo.git
D3D11: Make use of std::array where applicable
Makes the arrays strongly-typed and enforces explicit array->pointer decay. It also allows querying the array size, which can allow us to easily dehardcode magic values within code.
This commit is contained in:
parent
b0c246abc7
commit
4521acd30f
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@ -5,6 +5,7 @@
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#include "lib/graphicsdev/Common.hpp"
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#include <algorithm>
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#include <array>
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#include <atomic>
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#include <condition_variable>
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#include <mutex>
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@ -80,8 +81,12 @@ static inline void ThrowIfFailed(HRESULT hr) {
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}
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}
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static const D3D11_BIND_FLAG USE_TABLE[] = {D3D11_BIND_VERTEX_BUFFER, D3D11_BIND_VERTEX_BUFFER, D3D11_BIND_INDEX_BUFFER,
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D3D11_BIND_CONSTANT_BUFFER};
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constexpr std::array<D3D11_BIND_FLAG, 4> USE_TABLE{
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D3D11_BIND_VERTEX_BUFFER,
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D3D11_BIND_VERTEX_BUFFER,
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D3D11_BIND_INDEX_BUFFER,
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D3D11_BIND_CONSTANT_BUFFER,
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};
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class D3D11GraphicsBufferS : public GraphicsDataNode<IGraphicsBufferS> {
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friend class D3D11DataFactory::Context;
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@ -118,22 +123,23 @@ class D3D11GraphicsBufferD : public GraphicsDataNode<IGraphicsBufferD, DataCls>
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: GraphicsDataNode<IGraphicsBufferD, DataCls>(parent), m_q(q), m_stride(stride), m_count(count) {
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m_cpuSz = stride * count;
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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);
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ThrowIfFailed(ctx->m_dev->CreateBuffer(&desc, nullptr, &m_bufs[i]));
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for (auto& buf : m_bufs) {
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const CD3D11_BUFFER_DESC desc(m_cpuSz, USE_TABLE[int(use)], D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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ThrowIfFailed(ctx->m_dev->CreateBuffer(&desc, nullptr, &buf));
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}
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}
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void update(ID3D11DeviceContext* ctx, int b);
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public:
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size_t m_stride;
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size_t m_count;
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ComPtr<ID3D11Buffer> m_bufs[3];
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~D3D11GraphicsBufferD() override = default;
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void load(const void* data, size_t sz) override;
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void* map(size_t sz) override;
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void unmap() override;
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size_t m_stride;
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size_t m_count;
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std::array<ComPtr<ID3D11Buffer>, 3> m_bufs;
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};
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class D3D11TextureS : public GraphicsDataNode<ITextureS> {
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@ -177,25 +183,28 @@ class D3D11TextureS : public GraphicsDataNode<ITextureS> {
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Log.report(logvisor::Fatal, fmt("unsupported tex format"));
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}
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CD3D11_TEXTURE2D_DESC desc(pfmt, width, height, 1, mips, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_IMMUTABLE);
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const CD3D11_TEXTURE2D_DESC desc(pfmt, width, height, 1, mips, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_IMMUTABLE);
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const uint8_t* dataIt = static_cast<const uint8_t*>(data);
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D3D11_SUBRESOURCE_DATA upData[16] = {};
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for (size_t i = 0; i < mips && i < 16; ++i) {
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std::array<D3D11_SUBRESOURCE_DATA, 16> upData{};
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for (size_t i = 0; i < mips && i < upData.size(); ++i) {
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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;
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if (compressed)
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if (compressed) {
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upData[i].SysMemPitch = width * pxTilePitch;
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}
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dataIt += upData[i].SysMemSlicePitch;
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if (width > 1)
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if (width > 1) {
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width /= 2;
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if (height > 1)
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}
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if (height > 1) {
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height /= 2;
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}
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}
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ThrowIfFailed(ctx->m_dev->CreateTexture2D(&desc, upData, &m_tex));
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CD3D11_SHADER_RESOURCE_VIEW_DESC srvDesc(D3D_SRV_DIMENSION_TEXTURE2D, pfmt, 0, mips);
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ThrowIfFailed(ctx->m_dev->CreateTexture2D(&desc, upData.data(), &m_tex));
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const CD3D11_SHADER_RESOURCE_VIEW_DESC srvDesc(D3D_SRV_DIMENSION_TEXTURE2D, pfmt, 0, mips);
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ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_tex.Get(), &srvDesc, &m_srv));
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}
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@ -268,8 +277,8 @@ class D3D11TextureD : public GraphicsDataNode<ITextureD> {
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size_t m_width = 0;
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D3D11CommandQueue* m_q;
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std::unique_ptr<uint8_t[]> m_cpuBuf;
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size_t m_cpuSz;
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size_t m_pxPitch;
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size_t m_cpuSz = 0;
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size_t m_pxPitch = 0;
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int m_validSlots = 0;
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D3D11TextureD(const boo::ObjToken<BaseGraphicsData>& parent, D3D11CommandQueue* q, D3D11Context* ctx, size_t width,
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size_t height, TextureFormat fmt)
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@ -295,10 +304,10 @@ class D3D11TextureD : public GraphicsDataNode<ITextureD> {
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m_cpuSz = width * height * m_pxPitch;
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m_cpuBuf.reset(new uint8_t[m_cpuSz]);
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CD3D11_TEXTURE2D_DESC desc(pixelFmt, width, height, 1, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DYNAMIC,
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const CD3D11_TEXTURE2D_DESC desc(pixelFmt, width, height, 1, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DYNAMIC,
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D3D11_CPU_ACCESS_WRITE);
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CD3D11_SHADER_RESOURCE_VIEW_DESC srvDesc(D3D_SRV_DIMENSION_TEXTURE2D, pixelFmt, 0, 1);
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for (int i = 0; i < 3; ++i) {
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const CD3D11_SHADER_RESOURCE_VIEW_DESC srvDesc(D3D_SRV_DIMENSION_TEXTURE2D, pixelFmt, 0, 1);
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for (size_t i = 0; i < NumResources; ++i) {
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ThrowIfFailed(ctx->m_dev->CreateTexture2D(&desc, nullptr, &m_texs[i]));
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ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_texs[i].Get(), &srvDesc, &m_srvs[i]));
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}
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@ -306,16 +315,16 @@ class D3D11TextureD : public GraphicsDataNode<ITextureD> {
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void update(ID3D11DeviceContext* ctx, int b);
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public:
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ComPtr<ID3D11Texture2D> m_texs[3];
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ComPtr<ID3D11ShaderResourceView> m_srvs[3];
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~D3D11TextureD() override = default;
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void load(const void* data, size_t sz) override;
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void* map(size_t sz) override;
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void unmap() override;
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};
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#define MAX_BIND_TEXS 4
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static constexpr size_t NumResources = 3;
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std::array<ComPtr<ID3D11Texture2D>, NumResources> m_texs;
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std::array<ComPtr<ID3D11ShaderResourceView>, NumResources> m_srvs;
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};
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class D3D11TextureR : public GraphicsDataNode<ITextureR> {
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friend class D3D11DataFactory::Context;
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@ -328,10 +337,10 @@ class D3D11TextureR : public GraphicsDataNode<ITextureR> {
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size_t m_depthBindCount;
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void Setup(D3D11Context* ctx) {
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CD3D11_TEXTURE2D_DESC colorDesc(ctx->m_fbFormat, m_width, m_height, 1, 1, D3D11_BIND_RENDER_TARGET,
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const CD3D11_TEXTURE2D_DESC colorDesc(ctx->m_fbFormat, m_width, m_height, 1, 1, D3D11_BIND_RENDER_TARGET,
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D3D11_USAGE_DEFAULT, 0, m_samples);
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ThrowIfFailed(ctx->m_dev->CreateTexture2D(&colorDesc, nullptr, &m_colorTex));
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CD3D11_TEXTURE2D_DESC depthDesc(DXGI_FORMAT_D32_FLOAT, m_width, m_height, 1, 1, D3D11_BIND_DEPTH_STENCIL,
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const CD3D11_TEXTURE2D_DESC depthDesc(DXGI_FORMAT_D32_FLOAT, m_width, m_height, 1, 1, D3D11_BIND_DEPTH_STENCIL,
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D3D11_USAGE_DEFAULT, 0, m_samples);
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ThrowIfFailed(ctx->m_dev->CreateTexture2D(&depthDesc, nullptr, &m_depthTex));
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@ -346,22 +355,22 @@ class D3D11TextureR : public GraphicsDataNode<ITextureR> {
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dsvDim = D3D11_DSV_DIMENSION_TEXTURE2D;
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}
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CD3D11_RENDER_TARGET_VIEW_DESC rtvDesc(rtvDim, ctx->m_fbFormat);
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const CD3D11_RENDER_TARGET_VIEW_DESC rtvDesc(rtvDim, ctx->m_fbFormat);
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ThrowIfFailed(ctx->m_dev->CreateRenderTargetView(m_colorTex.Get(), &rtvDesc, &m_rtv));
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CD3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc(dsvDim, DXGI_FORMAT_D32_FLOAT);
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const CD3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc(dsvDim, DXGI_FORMAT_D32_FLOAT);
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ThrowIfFailed(ctx->m_dev->CreateDepthStencilView(m_depthTex.Get(), &dsvDesc, &m_dsv));
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CD3D11_TEXTURE2D_DESC colorBindDesc(ctx->m_fbFormat, m_width, m_height, 1, 1, D3D11_BIND_SHADER_RESOURCE,
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const CD3D11_TEXTURE2D_DESC colorBindDesc(ctx->m_fbFormat, m_width, m_height, 1, 1, D3D11_BIND_SHADER_RESOURCE,
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D3D11_USAGE_DEFAULT, 0, 1);
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CD3D11_SHADER_RESOURCE_VIEW_DESC colorSrvDesc(D3D11_SRV_DIMENSION_TEXTURE2D, ctx->m_fbFormat, 0, 1);
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const CD3D11_SHADER_RESOURCE_VIEW_DESC colorSrvDesc(D3D11_SRV_DIMENSION_TEXTURE2D, ctx->m_fbFormat, 0, 1);
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for (size_t i = 0; i < m_colorBindCount; ++i) {
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ThrowIfFailed(ctx->m_dev->CreateTexture2D(&colorBindDesc, nullptr, &m_colorBindTex[i]));
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ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_colorBindTex[i].Get(), &colorSrvDesc, &m_colorSrv[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,
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D3D11_USAGE_DEFAULT, 0, 1);
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CD3D11_SHADER_RESOURCE_VIEW_DESC depthSrvDesc(D3D11_SRV_DIMENSION_TEXTURE2D, DXGI_FORMAT_R32_FLOAT, 0, 1);
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const CD3D11_TEXTURE2D_DESC depthBindDesc(DXGI_FORMAT_R32_FLOAT, m_width, m_height, 1, 1,
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D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, 1);
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const CD3D11_SHADER_RESOURCE_VIEW_DESC depthSrvDesc(D3D11_SRV_DIMENSION_TEXTURE2D, DXGI_FORMAT_R32_FLOAT, 0, 1);
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for (size_t i = 0; i < m_depthBindCount; ++i) {
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ThrowIfFailed(ctx->m_dev->CreateTexture2D(&depthBindDesc, nullptr, &m_depthBindTex[i]));
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ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_depthBindTex[i].Get(), &depthSrvDesc, &m_depthSrv[i]));
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@ -376,29 +385,35 @@ class D3D11TextureR : public GraphicsDataNode<ITextureR> {
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, m_samples(samples)
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, m_colorBindCount(colorBindCount)
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, m_depthBindCount(depthBindCount) {
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if (colorBindCount > MAX_BIND_TEXS)
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if (colorBindCount > m_colorBindTex.size()) {
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Log.report(logvisor::Fatal, fmt("too many color bindings for render texture"));
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if (depthBindCount > MAX_BIND_TEXS)
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}
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if (depthBindCount > m_depthBindTex.size()) {
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Log.report(logvisor::Fatal, fmt("too many depth bindings for render texture"));
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}
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if (samples == 0)
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if (samples == 0) {
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m_samples = 1;
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}
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Setup(ctx);
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}
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public:
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size_t samples() const { return m_samples; }
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static constexpr size_t MaxBindTexs = 4;
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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];
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ComPtr<ID3D11ShaderResourceView> m_colorSrv[MAX_BIND_TEXS];
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std::array<ComPtr<ID3D11Texture2D>, MaxBindTexs> m_colorBindTex;
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std::array<ComPtr<ID3D11ShaderResourceView>, MaxBindTexs> m_colorSrv;
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ComPtr<ID3D11Texture2D> m_depthBindTex[MAX_BIND_TEXS];
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ComPtr<ID3D11ShaderResourceView> m_depthSrv[MAX_BIND_TEXS];
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std::array<ComPtr<ID3D11Texture2D>, MaxBindTexs> m_depthBindTex;
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std::array<ComPtr<ID3D11ShaderResourceView>, MaxBindTexs> m_depthSrv;
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~D3D11TextureR() override = default;
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@ -421,25 +436,25 @@ class D3D11TextureCubeR : public GraphicsDataNode<ITextureCubeR> {
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size_t m_mipCount = 0;
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void Setup(D3D11Context* ctx) {
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CD3D11_TEXTURE2D_DESC colorDesc(ctx->m_fbFormat, m_width, m_width, 6, m_mipCount,
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D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, 1, 0,
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D3D11_RESOURCE_MISC_TEXTURECUBE | D3D11_RESOURCE_MISC_GENERATE_MIPS);
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const CD3D11_TEXTURE2D_DESC colorDesc(ctx->m_fbFormat, m_width, m_width, 6, m_mipCount,
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D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0,
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1, 0, D3D11_RESOURCE_MISC_TEXTURECUBE | D3D11_RESOURCE_MISC_GENERATE_MIPS);
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ThrowIfFailed(ctx->m_dev->CreateTexture2D(&colorDesc, nullptr, &m_colorTex));
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CD3D11_TEXTURE2D_DESC depthDesc(DXGI_FORMAT_D32_FLOAT, m_width, m_width, 6, 1, D3D11_BIND_DEPTH_STENCIL,
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const CD3D11_TEXTURE2D_DESC depthDesc(DXGI_FORMAT_D32_FLOAT, m_width, m_width, 6, 1, D3D11_BIND_DEPTH_STENCIL,
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D3D11_USAGE_DEFAULT, 0, 1, 0, D3D11_RESOURCE_MISC_TEXTURECUBE);
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ThrowIfFailed(ctx->m_dev->CreateTexture2D(&depthDesc, nullptr, &m_depthTex));
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CD3D11_RENDER_TARGET_VIEW_DESC rtvDesc(D3D11_RTV_DIMENSION_TEXTURE2DARRAY, ctx->m_fbFormat, 0, 0, 1);
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CD3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc(D3D11_DSV_DIMENSION_TEXTURE2DARRAY, DXGI_FORMAT_D32_FLOAT, 0, 0, 1);
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for (int i = 0; i < 6; ++i) {
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rtvDesc.Texture2DArray.FirstArraySlice = i;
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for (size_t i = 0; i < NumViews; ++i) {
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rtvDesc.Texture2DArray.FirstArraySlice = UINT(i);
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ThrowIfFailed(ctx->m_dev->CreateRenderTargetView(m_colorTex.Get(), &rtvDesc, &m_rtv[i]));
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dsvDesc.Texture2DArray.FirstArraySlice = i;
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dsvDesc.Texture2DArray.FirstArraySlice = UINT(i);
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ThrowIfFailed(ctx->m_dev->CreateDepthStencilView(m_depthTex.Get(), &dsvDesc, &m_dsv[i]));
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}
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CD3D11_SHADER_RESOURCE_VIEW_DESC colorSrvDesc(D3D11_SRV_DIMENSION_TEXTURECUBE,
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ctx->m_fbFormat, 0, m_mipCount);
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const CD3D11_SHADER_RESOURCE_VIEW_DESC colorSrvDesc(D3D11_SRV_DIMENSION_TEXTURECUBE, ctx->m_fbFormat, 0,
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m_mipCount);
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ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_colorTex.Get(), &colorSrvDesc, &m_colorSrv));
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}
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}
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public:
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static constexpr size_t NumViews = 6;
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ComPtr<ID3D11Texture2D> m_colorTex;
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ComPtr<ID3D11RenderTargetView> m_rtv[6];
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std::array<ComPtr<ID3D11RenderTargetView>, NumViews> m_rtv;
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ComPtr<ID3D11Texture2D> m_depthTex;
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ComPtr<ID3D11DepthStencilView> m_dsv[6];
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std::array<ComPtr<ID3D11DepthStencilView>, NumViews> m_dsv;
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ComPtr<ID3D11ShaderResourceView> m_colorSrv;
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}
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};
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static const size_t SEMANTIC_SIZE_TABLE[] = {0, 12, 16, 12, 16, 16, 4, 8, 16, 16, 16};
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constexpr std::array<size_t, 11> SEMANTIC_SIZE_TABLE{
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0, 12, 16, 12, 16, 16, 4, 8, 16, 16, 16,
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};
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static const char* SEMANTIC_NAME_TABLE[] = {nullptr, "POSITION", "POSITION", "NORMAL", "NORMAL", "COLOR",
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"COLOR", "UV", "UV", "WEIGHT", "MODELVIEW"};
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constexpr std::array<const char*, 11> SEMANTIC_NAME_TABLE{
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nullptr, "POSITION", "POSITION", "NORMAL", "NORMAL", "COLOR", "COLOR", "UV", "UV", "WEIGHT", "MODELVIEW",
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};
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static const DXGI_FORMAT SEMANTIC_TYPE_TABLE[] = {DXGI_FORMAT_UNKNOWN,
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constexpr std::array<DXGI_FORMAT, 11> SEMANTIC_TYPE_TABLE{
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DXGI_FORMAT_UNKNOWN,
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DXGI_FORMAT_R32G32B32_FLOAT,
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DXGI_FORMAT_R32G32B32A32_FLOAT,
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DXGI_FORMAT_R32G32B32_FLOAT,
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@ -483,17 +504,21 @@ static const DXGI_FORMAT SEMANTIC_TYPE_TABLE[] = {DXGI_FORMAT_UNKNOWN,
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DXGI_FORMAT_R32G32_FLOAT,
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DXGI_FORMAT_R32G32B32A32_FLOAT,
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DXGI_FORMAT_R32G32B32A32_FLOAT,
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DXGI_FORMAT_R32G32B32A32_FLOAT};
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DXGI_FORMAT_R32G32B32A32_FLOAT,
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};
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static const D3D11_PRIMITIVE_TOPOLOGY PRIMITIVE_TABLE[] = {D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
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constexpr std::array<D3D11_PRIMITIVE_TOPOLOGY, 3> PRIMITIVE_TABLE{
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D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
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D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
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D3D11_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST};
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D3D11_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST,
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};
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static const D3D11_BLEND BLEND_FACTOR_TABLE[] = {
|
||||
constexpr std::array<D3D11_BLEND, 12> 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};
|
||||
D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_SRC1_COLOR, D3D11_BLEND_INV_SRC1_COLOR,
|
||||
};
|
||||
|
||||
class D3D11ShaderStage : public GraphicsDataNode<IShaderStage> {
|
||||
friend class D3D11DataFactory;
|
||||
|
@ -723,7 +748,7 @@ struct D3D11ShaderDataBinding : public GraphicsDataNode<IShaderDataBinding> {
|
|||
bool depth;
|
||||
};
|
||||
std::vector<BoundTex> m_texs;
|
||||
UINT m_baseOffsets[2];
|
||||
std::array<UINT, 2> m_baseOffsets;
|
||||
|
||||
D3D11ShaderDataBinding(const boo::ObjToken<BaseGraphicsData>& d, D3D11Context* ctx,
|
||||
const boo::ObjToken<IShaderPipeline>& pipeline, const boo::ObjToken<IGraphicsBuffer>& vbuf,
|
||||
|
@ -773,16 +798,16 @@ struct D3D11ShaderDataBinding : public GraphicsDataNode<IShaderDataBinding> {
|
|||
void bind(ID3D11DeviceContext1* ctx, int b) {
|
||||
m_pipeline.cast<D3D11ShaderPipeline>()->bind(ctx);
|
||||
|
||||
ID3D11Buffer* bufs[2] = {};
|
||||
UINT strides[2] = {};
|
||||
std::array<ID3D11Buffer*, 2> bufs{};
|
||||
std::array<UINT, 2> strides{};
|
||||
|
||||
if (m_vbuf) {
|
||||
if (m_vbuf->dynamic()) {
|
||||
D3D11GraphicsBufferD<BaseGraphicsData>* cbuf = m_vbuf.cast<D3D11GraphicsBufferD<BaseGraphicsData>>();
|
||||
const auto* const 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>();
|
||||
const auto* const cbuf = m_vbuf.cast<D3D11GraphicsBufferS>();
|
||||
bufs[0] = cbuf->m_buf.Get();
|
||||
strides[0] = UINT(cbuf->m_stride);
|
||||
}
|
||||
|
@ -790,132 +815,141 @@ struct D3D11ShaderDataBinding : public GraphicsDataNode<IShaderDataBinding> {
|
|||
|
||||
if (m_instVbuf) {
|
||||
if (m_instVbuf->dynamic()) {
|
||||
D3D11GraphicsBufferD<BaseGraphicsData>* cbuf = m_instVbuf.cast<D3D11GraphicsBufferD<BaseGraphicsData>>();
|
||||
const auto* const 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>();
|
||||
const auto* const cbuf = m_instVbuf.cast<D3D11GraphicsBufferS>();
|
||||
bufs[1] = cbuf->m_buf.Get();
|
||||
strides[1] = UINT(cbuf->m_stride);
|
||||
}
|
||||
}
|
||||
|
||||
ctx->IASetVertexBuffers(0, 2, bufs, strides, m_baseOffsets);
|
||||
ctx->IASetVertexBuffers(0, UINT(bufs.size()), bufs.data(), strides.data(), m_baseOffsets.data());
|
||||
|
||||
if (m_ibuf) {
|
||||
if (m_ibuf->dynamic()) {
|
||||
D3D11GraphicsBufferD<BaseGraphicsData>* cbuf = m_ibuf.cast<D3D11GraphicsBufferD<BaseGraphicsData>>();
|
||||
const auto* const cbuf = m_ibuf.cast<D3D11GraphicsBufferD<BaseGraphicsData>>();
|
||||
ctx->IASetIndexBuffer(cbuf->m_bufs[b].Get(), DXGI_FORMAT_R32_UINT, 0);
|
||||
} else {
|
||||
D3D11GraphicsBufferS* cbuf = m_ibuf.cast<D3D11GraphicsBufferS>();
|
||||
const auto* const cbuf = m_ibuf.cast<D3D11GraphicsBufferS>();
|
||||
ctx->IASetIndexBuffer(cbuf->m_buf.Get(), DXGI_FORMAT_R32_UINT, 0);
|
||||
}
|
||||
}
|
||||
|
||||
if (m_ubufs.size()) {
|
||||
if (m_ubufFirstConsts) {
|
||||
ID3D11Buffer* constBufs[8] = {};
|
||||
ctx->VSSetConstantBuffers(0, m_ubufs.size(), constBufs);
|
||||
ctx->DSSetConstantBuffers(0, m_ubufs.size(), constBufs);
|
||||
for (int i = 0; i < 8 && i < m_ubufs.size(); ++i) {
|
||||
if (m_pubufs && m_pubufs[i])
|
||||
std::array<ID3D11Buffer*, 8> constBufs{};
|
||||
ctx->VSSetConstantBuffers(0, m_ubufs.size(), constBufs.data());
|
||||
ctx->DSSetConstantBuffers(0, m_ubufs.size(), constBufs.data());
|
||||
for (size_t i = 0; i < constBufs.size() && i < m_ubufs.size(); ++i) {
|
||||
if (m_pubufs && m_pubufs[i]) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (m_ubufs[i]->dynamic()) {
|
||||
D3D11GraphicsBufferD<BaseGraphicsData>* cbuf = m_ubufs[i].cast<D3D11GraphicsBufferD<BaseGraphicsData>>();
|
||||
const auto* const cbuf = m_ubufs[i].cast<D3D11GraphicsBufferD<BaseGraphicsData>>();
|
||||
constBufs[i] = cbuf->m_bufs[b].Get();
|
||||
} else {
|
||||
D3D11GraphicsBufferS* cbuf = m_ubufs[i].cast<D3D11GraphicsBufferS>();
|
||||
const auto* const cbuf = m_ubufs[i].cast<D3D11GraphicsBufferS>();
|
||||
constBufs[i] = cbuf->m_buf.Get();
|
||||
}
|
||||
}
|
||||
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());
|
||||
ctx->VSSetConstantBuffers1(0, m_ubufs.size(), constBufs.data(), m_ubufFirstConsts.get(), m_ubufNumConsts.get());
|
||||
ctx->DSSetConstantBuffers1(0, m_ubufs.size(), constBufs.data(), m_ubufFirstConsts.get(), m_ubufNumConsts.get());
|
||||
|
||||
if (m_pubufs) {
|
||||
ID3D11Buffer* constBufs[8] = {};
|
||||
ctx->PSSetConstantBuffers(0, m_ubufs.size(), constBufs);
|
||||
for (int i = 0; i < 8 && i < m_ubufs.size(); ++i) {
|
||||
if (!m_pubufs[i])
|
||||
std::array<ID3D11Buffer*, 8> constBufs2{};
|
||||
ctx->PSSetConstantBuffers(0, m_ubufs.size(), constBufs2.data());
|
||||
for (size_t i = 0; i < constBufs2.size() && i < m_ubufs.size(); ++i) {
|
||||
if (!m_pubufs[i]) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (m_ubufs[i]->dynamic()) {
|
||||
D3D11GraphicsBufferD<BaseGraphicsData>* cbuf = m_ubufs[i].cast<D3D11GraphicsBufferD<BaseGraphicsData>>();
|
||||
const auto* const cbuf = m_ubufs[i].cast<D3D11GraphicsBufferD<BaseGraphicsData>>();
|
||||
constBufs2[i] = cbuf->m_bufs[b].Get();
|
||||
} else {
|
||||
const auto* const cbuf = m_ubufs[i].cast<D3D11GraphicsBufferS>();
|
||||
constBufs2[i] = cbuf->m_buf.Get();
|
||||
}
|
||||
}
|
||||
ctx->PSSetConstantBuffers1(0, m_ubufs.size(), constBufs2.data(), m_ubufFirstConsts.get(),
|
||||
m_ubufNumConsts.get());
|
||||
}
|
||||
} else {
|
||||
std::array<ID3D11Buffer*, 8> constBufs{};
|
||||
for (size_t i = 0; i < constBufs.size() && i < m_ubufs.size(); ++i) {
|
||||
if (m_pubufs && m_pubufs[i]) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (m_ubufs[i]->dynamic()) {
|
||||
const auto* const cbuf = m_ubufs[i].cast<D3D11GraphicsBufferD<BaseGraphicsData>>();
|
||||
constBufs[i] = cbuf->m_bufs[b].Get();
|
||||
} else {
|
||||
D3D11GraphicsBufferS* cbuf = m_ubufs[i].cast<D3D11GraphicsBufferS>();
|
||||
const auto* const cbuf = m_ubufs[i].cast<D3D11GraphicsBufferS>();
|
||||
constBufs[i] = cbuf->m_buf.Get();
|
||||
}
|
||||
}
|
||||
ctx->PSSetConstantBuffers1(0, m_ubufs.size(), constBufs, m_ubufFirstConsts.get(), m_ubufNumConsts.get());
|
||||
}
|
||||
} else {
|
||||
ID3D11Buffer* constBufs[8] = {};
|
||||
for (int i = 0; i < 8 && i < m_ubufs.size(); ++i) {
|
||||
if (m_pubufs && m_pubufs[i])
|
||||
continue;
|
||||
if (m_ubufs[i]->dynamic()) {
|
||||
D3D11GraphicsBufferD<BaseGraphicsData>* cbuf = m_ubufs[i].cast<D3D11GraphicsBufferD<BaseGraphicsData>>();
|
||||
constBufs[i] = cbuf->m_bufs[b].Get();
|
||||
} else {
|
||||
D3D11GraphicsBufferS* cbuf = m_ubufs[i].cast<D3D11GraphicsBufferS>();
|
||||
constBufs[i] = cbuf->m_buf.Get();
|
||||
}
|
||||
}
|
||||
ctx->VSSetConstantBuffers(0, m_ubufs.size(), constBufs);
|
||||
ctx->DSSetConstantBuffers(0, m_ubufs.size(), constBufs);
|
||||
ctx->VSSetConstantBuffers(0, m_ubufs.size(), constBufs.data());
|
||||
ctx->DSSetConstantBuffers(0, m_ubufs.size(), constBufs.data());
|
||||
|
||||
if (m_pubufs) {
|
||||
ID3D11Buffer* constBufs[8] = {};
|
||||
for (int i = 0; i < 8 && i < m_ubufs.size(); ++i) {
|
||||
if (!m_pubufs[i])
|
||||
std::array<ID3D11Buffer*, 8> constBufs2{};
|
||||
for (size_t i = 0; i < constBufs2.size() && i < m_ubufs.size(); ++i) {
|
||||
if (!m_pubufs[i]) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (m_ubufs[i]->dynamic()) {
|
||||
D3D11GraphicsBufferD<BaseGraphicsData>* cbuf = m_ubufs[i].cast<D3D11GraphicsBufferD<BaseGraphicsData>>();
|
||||
constBufs[i] = cbuf->m_bufs[b].Get();
|
||||
const auto* const cbuf = m_ubufs[i].cast<D3D11GraphicsBufferD<BaseGraphicsData>>();
|
||||
constBufs2[i] = cbuf->m_bufs[b].Get();
|
||||
} else {
|
||||
D3D11GraphicsBufferS* cbuf = m_ubufs[i].cast<D3D11GraphicsBufferS>();
|
||||
constBufs[i] = cbuf->m_buf.Get();
|
||||
const auto* const cbuf = m_ubufs[i].cast<D3D11GraphicsBufferS>();
|
||||
constBufs2[i] = cbuf->m_buf.Get();
|
||||
}
|
||||
}
|
||||
ctx->PSSetConstantBuffers(0, m_ubufs.size(), constBufs);
|
||||
ctx->PSSetConstantBuffers(0, m_ubufs.size(), constBufs2.data());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (m_texs.size()) {
|
||||
ID3D11ShaderResourceView* srvs[12] = {};
|
||||
for (int i = 0; i < 12 && i < m_texs.size(); ++i) {
|
||||
std::array<ID3D11ShaderResourceView*, 12> srvs{};
|
||||
for (size_t i = 0; i < srvs.size() && i < m_texs.size(); ++i) {
|
||||
if (m_texs[i].tex) {
|
||||
switch (m_texs[i].tex->type()) {
|
||||
case TextureType::Dynamic: {
|
||||
D3D11TextureD* ctex = m_texs[i].tex.cast<D3D11TextureD>();
|
||||
const auto* const ctex = m_texs[i].tex.cast<D3D11TextureD>();
|
||||
srvs[i] = ctex->m_srvs[b].Get();
|
||||
break;
|
||||
}
|
||||
case TextureType::Static: {
|
||||
D3D11TextureS* ctex = m_texs[i].tex.cast<D3D11TextureS>();
|
||||
const auto* const ctex = m_texs[i].tex.cast<D3D11TextureS>();
|
||||
srvs[i] = ctex->m_srv.Get();
|
||||
break;
|
||||
}
|
||||
case TextureType::StaticArray: {
|
||||
D3D11TextureSA* ctex = m_texs[i].tex.cast<D3D11TextureSA>();
|
||||
const auto* const ctex = m_texs[i].tex.cast<D3D11TextureSA>();
|
||||
srvs[i] = ctex->m_srv.Get();
|
||||
break;
|
||||
}
|
||||
case TextureType::Render: {
|
||||
D3D11TextureR* ctex = m_texs[i].tex.cast<D3D11TextureR>();
|
||||
const auto* const ctex = m_texs[i].tex.cast<D3D11TextureR>();
|
||||
srvs[i] = m_texs[i].depth ? ctex->m_depthSrv[m_texs[i].idx].Get() : ctex->m_colorSrv[m_texs[i].idx].Get();
|
||||
break;
|
||||
}
|
||||
case TextureType::CubeRender: {
|
||||
D3D11TextureCubeR* ctex = m_texs[i].tex.cast<D3D11TextureCubeR>();
|
||||
const auto* const ctex = m_texs[i].tex.cast<D3D11TextureCubeR>();
|
||||
srvs[i] = ctex->m_colorSrv.Get();
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
ctx->PSSetShaderResources(0, m_texs.size(), srvs);
|
||||
ctx->DSSetShaderResources(0, m_texs.size(), srvs);
|
||||
ctx->PSSetShaderResources(0, m_texs.size(), srvs.data());
|
||||
ctx->DSSetShaderResources(0, m_texs.size(), srvs.data());
|
||||
}
|
||||
}
|
||||
};
|
||||
|
@ -952,7 +986,7 @@ struct D3D11CommandQueue final : IGraphicsCommandQueue {
|
|||
workDoPresent.reset();
|
||||
}
|
||||
};
|
||||
CommandList m_cmdLists[3];
|
||||
std::array<CommandList, 3> m_cmdLists;
|
||||
|
||||
std::recursive_mutex m_dynamicLock;
|
||||
void ProcessDynamicLoads(ID3D11DeviceContext* ctx);
|
||||
|
@ -980,31 +1014,32 @@ struct D3D11CommandQueue final : IGraphicsCommandQueue {
|
|||
}
|
||||
|
||||
void setShaderDataBinding(const boo::ObjToken<IShaderDataBinding>& binding) override {
|
||||
D3D11ShaderDataBinding* cbind = binding.cast<D3D11ShaderDataBinding>();
|
||||
auto* const cbind = binding.cast<D3D11ShaderDataBinding>();
|
||||
cbind->bind(m_deferredCtx.Get(), m_fillBuf);
|
||||
m_cmdLists[m_fillBuf].resTokens.push_back(binding.get());
|
||||
|
||||
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);
|
||||
const std::array<ID3D11SamplerState*, 5> 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, UINT(samp.size()), samp.data());
|
||||
m_deferredCtx->DSSetSamplers(0, UINT(samp.size()), samp.data());
|
||||
}
|
||||
|
||||
boo::ObjToken<ITexture> m_boundTarget;
|
||||
void setRenderTarget(const boo::ObjToken<ITextureR>& target) override {
|
||||
D3D11TextureR* ctarget = target.cast<D3D11TextureR>();
|
||||
ID3D11RenderTargetView* view[] = {ctarget->m_rtv.Get()};
|
||||
m_deferredCtx->OMSetRenderTargets(1, view, ctarget->m_dsv.Get());
|
||||
auto* const ctarget = target.cast<D3D11TextureR>();
|
||||
const std::array<ID3D11RenderTargetView*, 1> view{ctarget->m_rtv.Get()};
|
||||
m_deferredCtx->OMSetRenderTargets(UINT(view.size()), view.data(), ctarget->m_dsv.Get());
|
||||
m_boundTarget = target.get();
|
||||
}
|
||||
|
||||
static constexpr int CubeFaceRemap[] = {0, 1, 3, 2, 4, 5};
|
||||
int m_boundFace = 0;
|
||||
void setRenderTarget(const ObjToken<ITextureCubeR>& target, int face) override {
|
||||
face = CubeFaceRemap[face];
|
||||
D3D11TextureCubeR* ctarget = target.cast<D3D11TextureCubeR>();
|
||||
ID3D11RenderTargetView* view[] = {ctarget->m_rtv[face].Get()};
|
||||
m_deferredCtx->OMSetRenderTargets(1, view, ctarget->m_dsv[face].Get());
|
||||
static constexpr std::array<int, 6> cubeFaceRemap{0, 1, 3, 2, 4, 5};
|
||||
face = cubeFaceRemap[face];
|
||||
auto* const ctarget = target.cast<D3D11TextureCubeR>();
|
||||
const std::array<ID3D11RenderTargetView*, 1> view{ctarget->m_rtv[face].Get()};
|
||||
m_deferredCtx->OMSetRenderTargets(UINT(view.size()), view.data(), ctarget->m_dsv[face].Get());
|
||||
m_boundTarget = target.get();
|
||||
m_boundFace = face;
|
||||
}
|
||||
|
@ -1078,7 +1113,7 @@ struct D3D11CommandQueue final : IGraphicsCommandQueue {
|
|||
|
||||
void schedulePostFrameHandler(std::function<void()>&& func) override { func(); }
|
||||
|
||||
float m_clearColor[4] = {0.0, 0.0, 0.0, 0.0};
|
||||
std::array<float, 4> m_clearColor{0.0, 0.0, 0.0, 0.0};
|
||||
void setClearColor(const float rgba[4]) override {
|
||||
m_clearColor[0] = rgba[0];
|
||||
m_clearColor[1] = rgba[1];
|
||||
|
@ -1087,23 +1122,29 @@ struct D3D11CommandQueue final : IGraphicsCommandQueue {
|
|||
}
|
||||
|
||||
void clearTarget(bool render = true, bool depth = true) override {
|
||||
if (!m_boundTarget)
|
||||
if (!m_boundTarget) {
|
||||
return;
|
||||
}
|
||||
|
||||
switch (m_boundTarget->type()) {
|
||||
case TextureType::Render: {
|
||||
D3D11TextureR* ctarget = m_boundTarget.cast<D3D11TextureR>();
|
||||
if (render)
|
||||
m_deferredCtx->ClearRenderTargetView(ctarget->m_rtv.Get(), m_clearColor);
|
||||
if (depth)
|
||||
auto* const ctarget = m_boundTarget.cast<D3D11TextureR>();
|
||||
if (render) {
|
||||
m_deferredCtx->ClearRenderTargetView(ctarget->m_rtv.Get(), m_clearColor.data());
|
||||
}
|
||||
if (depth) {
|
||||
m_deferredCtx->ClearDepthStencilView(ctarget->m_dsv.Get(), D3D11_CLEAR_DEPTH, 0.0f, 0);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case TextureType::CubeRender: {
|
||||
D3D11TextureCubeR* ctarget = m_boundTarget.cast<D3D11TextureCubeR>();
|
||||
if (render)
|
||||
m_deferredCtx->ClearRenderTargetView(ctarget->m_rtv[m_boundFace].Get(), m_clearColor);
|
||||
if (depth)
|
||||
auto* const ctarget = m_boundTarget.cast<D3D11TextureCubeR>();
|
||||
if (render) {
|
||||
m_deferredCtx->ClearRenderTargetView(ctarget->m_rtv[m_boundFace].Get(), m_clearColor.data());
|
||||
}
|
||||
if (depth) {
|
||||
m_deferredCtx->ClearDepthStencilView(ctarget->m_dsv[m_boundFace].Get(), D3D11_CLEAR_DEPTH, 0.0f, 0);
|
||||
}
|
||||
break;
|
||||
}
|
||||
default:
|
||||
|
@ -1248,29 +1289,38 @@ class D3D11DataFactoryImpl : public D3D11DataFactory, public GraphicsDataFactory
|
|||
ObjToken<ITextureD> m_gammaLUT;
|
||||
ObjToken<IGraphicsBufferS> m_gammaVBO;
|
||||
ObjToken<IShaderDataBinding> m_gammaBinding;
|
||||
|
||||
void SetupGammaResources() {
|
||||
commitTransaction([this](IGraphicsDataFactory::Context& ctx) {
|
||||
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[] = {{VertexSemantic::Position4}, {VertexSemantic::UV4}};
|
||||
const std::array<VertexElementDescriptor, 2> vfmt{{{VertexSemantic::Position4}, {VertexSemantic::UV4}}};
|
||||
AdditionalPipelineInfo info = {
|
||||
BlendFactor::One, BlendFactor::Zero, Primitive::TriStrips, ZTest::None, false, true, false, CullMode::None};
|
||||
m_gammaShader = ctx.newShaderPipeline(vertexShader, fragmentShader, vfmt, info);
|
||||
m_gammaShader = ctx.newShaderPipeline(vertexShader, fragmentShader, vfmt.data(), 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}},
|
||||
|
||||
struct Vert {
|
||||
std::array<float, 4> pos;
|
||||
std::array<float, 4> uv;
|
||||
};
|
||||
constexpr std::array<Vert, 4> verts{{
|
||||
{{-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()};
|
||||
m_gammaBinding = ctx.newShaderDataBinding(m_gammaShader, m_gammaVBO.get(), {}, {}, 0, nullptr, nullptr, 2, texs,
|
||||
nullptr, nullptr);
|
||||
{{1.f, -1.f, 0.f, 1.f}, {1.f, 1.f, 0.f, 0.f}},
|
||||
}};
|
||||
m_gammaVBO = ctx.newStaticBuffer(BufferUse::Vertex, verts.data(), sizeof(Vert), verts.size());
|
||||
|
||||
const std::array<ObjToken<ITexture>, 2> texs{{
|
||||
{},
|
||||
m_gammaLUT.get(),
|
||||
}};
|
||||
m_gammaBinding = ctx.newShaderDataBinding(m_gammaShader, m_gammaVBO.get(), {}, {}, 0, nullptr, nullptr,
|
||||
texs.size(), texs.data(), nullptr, nullptr);
|
||||
|
||||
return true;
|
||||
} BooTrace);
|
||||
|
@ -1473,15 +1523,16 @@ void D3D11CommandQueue::RenderingWorker(D3D11CommandQueue* self) {
|
|||
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};
|
||||
const 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)};
|
||||
const 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);
|
||||
const std::array<ID3D11SamplerState*, 5> 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, UINT(samp.size()), samp.data());
|
||||
self->m_ctx->m_devCtx->DSSetSamplers(0, UINT(samp.size()), samp.data());
|
||||
|
||||
D3D11ShaderDataBinding* gammaBinding = dataFactory->m_gammaBinding.cast<D3D11ShaderDataBinding>();
|
||||
gammaBinding->m_texs[0].tex = CmdList.workDoPresent.get();
|
||||
|
@ -1520,9 +1571,11 @@ void D3D11CommandQueue::execute() {
|
|||
|
||||
/* Ready for next frame */
|
||||
m_completeBuf = m_fillBuf;
|
||||
for (size_t i = 0; i < 3; ++i) {
|
||||
if (i == m_completeBuf || i == m_drawBuf)
|
||||
for (size_t i = 0; i < m_cmdLists.size(); ++i) {
|
||||
if (i == m_completeBuf || i == m_drawBuf) {
|
||||
continue;
|
||||
}
|
||||
|
||||
m_fillBuf = i;
|
||||
break;
|
||||
}
|
||||
|
@ -1565,7 +1618,9 @@ std::unique_ptr<IGraphicsDataFactory> _NewD3D11DataFactory(D3D11Context* ctx, IG
|
|||
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"};
|
||||
constexpr std::array<const char*, 6> 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
|
||||
|
|
Loading…
Reference in New Issue