Finish object tracker for remaining platforms

This commit is contained in:
Jack Andersen 2017-11-05 20:53:54 -10:00
parent 3a7987bb21
commit 6c3a35f15d
6 changed files with 789 additions and 1000 deletions

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@ -27,9 +27,12 @@ public:
{ {
public: public:
bool bindingNeedsVertexFormat() const {return false;} bool bindingNeedsVertexFormat() const {return false;}
virtual IShaderPipeline* newShaderPipeline(const char* vertSource, const char* fragSource, virtual boo::ObjToken<IShaderPipeline>
ComPtr<ID3DBlob>* vertBlobOut, ComPtr<ID3DBlob>* fragBlobOut, newShaderPipeline(const char* vertSource, const char* fragSource,
ComPtr<ID3DBlob>* pipelineBlob, IVertexFormat* vtxFmt, ComPtr<ID3DBlob>* vertBlobOut,
ComPtr<ID3DBlob>* fragBlobOut,
ComPtr<ID3DBlob>* pipelineBlob,
const boo::ObjToken<IVertexFormat>& vtxFmt,
BlendFactor srcFac, BlendFactor dstFac, Primitive prim, BlendFactor srcFac, BlendFactor dstFac, Primitive prim,
ZTest depthTest, bool depthWrite, bool colorWrite, ZTest depthTest, bool depthWrite, bool colorWrite,
bool alphaWrite, CullMode culling)=0; bool alphaWrite, CullMode culling)=0;

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@ -15,6 +15,7 @@
namespace boo namespace boo
{ {
struct BaseGraphicsData;
struct VulkanContext struct VulkanContext
{ {
@ -108,34 +109,40 @@ public:
{ {
friend class VulkanDataFactoryImpl; friend class VulkanDataFactoryImpl;
VulkanDataFactory& m_parent; VulkanDataFactory& m_parent;
Context(VulkanDataFactory& parent) : m_parent(parent) {} boo::ObjToken<BaseGraphicsData> m_data;
Context(VulkanDataFactory& parent);
~Context();
public: public:
Platform platform() const {return Platform::Vulkan;} Platform platform() const {return Platform::Vulkan;}
const SystemChar* platformName() const {return _S("Vulkan");} const SystemChar* platformName() const {return _S("Vulkan");}
IGraphicsBufferS* newStaticBuffer(BufferUse use, const void* data, size_t stride, size_t count); boo::ObjToken<IGraphicsBufferS> newStaticBuffer(BufferUse use, const void* data, size_t stride, size_t count);
IGraphicsBufferD* newDynamicBuffer(BufferUse use, size_t stride, size_t count); boo::ObjToken<IGraphicsBufferD> newDynamicBuffer(BufferUse use, size_t stride, size_t count);
ITextureS* newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt, boo::ObjToken<ITextureS> newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt,
TextureClampMode clampMode, const void* data, size_t sz); TextureClampMode clampMode, const void* data, size_t sz);
ITextureSA* newStaticArrayTexture(size_t width, size_t height, size_t layers, size_t mips, boo::ObjToken<ITextureSA> newStaticArrayTexture(size_t width, size_t height, size_t layers, size_t mips,
TextureFormat fmt, TextureClampMode clampMode, const void* data, size_t sz); TextureFormat fmt, TextureClampMode clampMode,
ITextureD* newDynamicTexture(size_t width, size_t height, TextureFormat fmt, TextureClampMode clampMode); const void* data, size_t sz);
ITextureR* newRenderTexture(size_t width, size_t height, TextureClampMode clampMode, boo::ObjToken<ITextureD> newDynamicTexture(size_t width, size_t height, TextureFormat fmt, TextureClampMode clampMode);
boo::ObjToken<ITextureR> newRenderTexture(size_t width, size_t height, TextureClampMode clampMode,
size_t colorBindCount, size_t depthBindCount); size_t colorBindCount, size_t depthBindCount);
bool bindingNeedsVertexFormat() const {return false;} bool bindingNeedsVertexFormat() const {return false;}
IVertexFormat* newVertexFormat(size_t elementCount, const VertexElementDescriptor* elements, boo::ObjToken<IVertexFormat> newVertexFormat(size_t elementCount, const VertexElementDescriptor* elements,
size_t baseVert = 0, size_t baseInst = 0); size_t baseVert = 0, size_t baseInst = 0);
IShaderPipeline* newShaderPipeline(const char* vertSource, const char* fragSource, boo::ObjToken<IShaderPipeline> newShaderPipeline(const char* vertSource, const char* fragSource,
std::vector<unsigned int>* vertBlobOut, std::vector<unsigned int>* fragBlobOut, std::vector<unsigned int>* vertBlobOut,
std::vector<unsigned char>* pipelineBlob, IVertexFormat* vtxFmt, std::vector<unsigned int>* fragBlobOut,
std::vector<unsigned char>* pipelineBlob,
const boo::ObjToken<IVertexFormat>& vtxFmt,
BlendFactor srcFac, BlendFactor dstFac, Primitive prim, BlendFactor srcFac, BlendFactor dstFac, Primitive prim,
ZTest depthTest, bool depthWrite, bool colorWrite, ZTest depthTest, bool depthWrite, bool colorWrite,
bool alphaWrite, CullMode culling); bool alphaWrite, CullMode culling);
IShaderPipeline* newShaderPipeline(const char* vertSource, const char* fragSource, IVertexFormat* vtxFmt, boo::ObjToken<IShaderPipeline> newShaderPipeline(const char* vertSource, const char* fragSource,
const boo::ObjToken<IVertexFormat>& vtxFmt,
BlendFactor srcFac, BlendFactor dstFac, Primitive prim, BlendFactor srcFac, BlendFactor dstFac, Primitive prim,
ZTest depthTest, bool depthWrite, bool colorWrite, ZTest depthTest, bool depthWrite, bool colorWrite,
bool alphaWrite, CullMode culling) bool alphaWrite, CullMode culling)
@ -145,13 +152,15 @@ public:
colorWrite, alphaWrite, culling); colorWrite, alphaWrite, culling);
} }
IShaderDataBinding* boo::ObjToken<IShaderDataBinding>
newShaderDataBinding(IShaderPipeline* pipeline, newShaderDataBinding(const boo::ObjToken<IShaderPipeline>& pipeline,
IVertexFormat* vtxFormat, const boo::ObjToken<IVertexFormat>& vtxFormat,
IGraphicsBuffer* vbo, IGraphicsBuffer* instVbo, IGraphicsBuffer* ibo, const boo::ObjToken<IGraphicsBuffer>& vbo,
size_t ubufCount, IGraphicsBuffer** ubufs, const PipelineStage* ubufStages, const boo::ObjToken<IGraphicsBuffer>& instVbo,
const boo::ObjToken<IGraphicsBuffer>& ibo,
size_t ubufCount, const boo::ObjToken<IGraphicsBuffer>* ubufs, const PipelineStage* ubufStages,
const size_t* ubufOffs, const size_t* ubufSizes, const size_t* ubufOffs, const size_t* ubufSizes,
size_t texCount, ITexture** texs, size_t texCount, const boo::ObjToken<ITexture>* texs,
const int* bindIdxs, const bool* bindDepth, const int* bindIdxs, const bool* bindDepth,
size_t baseVert = 0, size_t baseInst = 0); size_t baseVert = 0, size_t baseInst = 0);
}; };

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@ -62,6 +62,8 @@ struct BaseGraphicsData : IObj
GraphicsDataNode<ITextureR, BaseGraphicsData>* m_RTexs = nullptr; GraphicsDataNode<ITextureR, BaseGraphicsData>* m_RTexs = nullptr;
GraphicsDataNode<IVertexFormat, BaseGraphicsData>* m_VFmts = nullptr; GraphicsDataNode<IVertexFormat, BaseGraphicsData>* m_VFmts = nullptr;
template<class T> GraphicsDataNode<T, BaseGraphicsData>*& getHead(); template<class T> GraphicsDataNode<T, BaseGraphicsData>*& getHead();
template<class T> size_t countForward()
{ auto* head = getHead<T>(); return head ? head->countForward() : 0; }
explicit BaseGraphicsData(GraphicsDataFactoryHead& head) explicit BaseGraphicsData(GraphicsDataFactoryHead& head)
: m_head(head) : m_head(head)
@ -123,6 +125,8 @@ struct BaseGraphicsPool : IObj
BaseGraphicsPool* m_prev = nullptr; BaseGraphicsPool* m_prev = nullptr;
GraphicsDataNode<IGraphicsBufferD, BaseGraphicsPool>* m_DBufs = nullptr; GraphicsDataNode<IGraphicsBufferD, BaseGraphicsPool>* m_DBufs = nullptr;
template<class T> GraphicsDataNode<T, BaseGraphicsPool>*& getHead(); template<class T> GraphicsDataNode<T, BaseGraphicsPool>*& getHead();
template<class T> size_t countForward()
{ auto* head = getHead<T>(); return head ? head->countForward() : 0; }
explicit BaseGraphicsPool(GraphicsDataFactoryHead& head) explicit BaseGraphicsPool(GraphicsDataFactoryHead& head)
: m_head(head) : m_head(head)
@ -213,6 +217,14 @@ struct GraphicsDataNode : NodeCls
iterator begin() { return iterator(this); } iterator begin() { return iterator(this); }
iterator end() { return iterator(nullptr); } iterator end() { return iterator(nullptr); }
size_t countForward()
{
size_t ret = 0;
for (auto& n : *this)
++ret;
return ret;
}
}; };
/** Hash table entry for owning sharable shader objects */ /** Hash table entry for owning sharable shader objects */

View File

@ -47,34 +47,6 @@ static inline void ThrowIfFailed(HRESULT hr)
} }
} }
struct D3D11Data : IGraphicsDataPriv
{
std::vector<std::unique_ptr<class D3D11ShaderPipeline>> m_SPs;
std::vector<std::unique_ptr<struct D3D11ShaderDataBinding>> m_SBinds;
std::vector<std::unique_ptr<class D3D11GraphicsBufferS>> m_SBufs;
std::vector<std::unique_ptr<class D3D11GraphicsBufferD>> m_DBufs;
std::vector<std::unique_ptr<class D3D11TextureS>> m_STexs;
std::vector<std::unique_ptr<class D3D11TextureSA>> m_SATexs;
std::vector<std::unique_ptr<class D3D11TextureD>> m_DTexs;
std::vector<std::unique_ptr<class D3D11TextureR>> m_RTexs;
std::vector<std::unique_ptr<struct D3D11VertexFormat>> m_VFmts;
};
struct D3D11PoolItem : IGraphicsDataPriv
{
std::unique_ptr<class D3D11GraphicsBufferD> m_buf;
};
struct D3D11Pool : IGraphicsBufferPool
{
std::unordered_set<D3D11PoolItem*> m_items;
~D3D11Pool()
{
for (auto& item : m_items)
item->decrement();
}
};
static const D3D11_BIND_FLAG USE_TABLE[] = static const D3D11_BIND_FLAG USE_TABLE[] =
{ {
D3D11_BIND_VERTEX_BUFFER, D3D11_BIND_VERTEX_BUFFER,
@ -83,15 +55,17 @@ static const D3D11_BIND_FLAG USE_TABLE[] =
D3D11_BIND_CONSTANT_BUFFER D3D11_BIND_CONSTANT_BUFFER
}; };
class D3D11GraphicsBufferS : public IGraphicsBufferS class D3D11GraphicsBufferS : public GraphicsDataNode<IGraphicsBufferS>
{ {
friend class D3D11DataFactory; friend class D3D11DataFactory;
friend struct D3D11CommandQueue; friend struct D3D11CommandQueue;
size_t m_sz; size_t m_sz;
D3D11GraphicsBufferS(IGraphicsData* parent, BufferUse use, D3D11Context* ctx, D3D11GraphicsBufferS(const boo::ObjToken<BaseGraphicsData>& parent,
BufferUse use, D3D11Context* ctx,
const void* data, size_t stride, size_t count) const void* data, size_t stride, size_t count)
: IGraphicsBufferS(parent), m_stride(stride), m_count(count), m_sz(stride * count) : GraphicsDataNode<IGraphicsBufferS>(parent),
m_stride(stride), m_count(count), m_sz(stride * count)
{ {
D3D11_SUBRESOURCE_DATA iData = {data}; D3D11_SUBRESOURCE_DATA iData = {data};
ThrowIfFailed(ctx->m_dev->CreateBuffer(&CD3D11_BUFFER_DESC(m_sz, USE_TABLE[int(use)], D3D11_USAGE_IMMUTABLE), &iData, &m_buf)); ThrowIfFailed(ctx->m_dev->CreateBuffer(&CD3D11_BUFFER_DESC(m_sz, USE_TABLE[int(use)], D3D11_USAGE_IMMUTABLE), &iData, &m_buf));
@ -103,7 +77,8 @@ public:
~D3D11GraphicsBufferS() = default; ~D3D11GraphicsBufferS() = default;
}; };
class D3D11GraphicsBufferD : public IGraphicsBufferD template <class DataCls>
class D3D11GraphicsBufferD : public GraphicsDataNode<IGraphicsBufferD, DataCls>
{ {
friend class D3D11DataFactory; friend class D3D11DataFactory;
friend struct D3D11CommandQueue; friend struct D3D11CommandQueue;
@ -112,9 +87,11 @@ class D3D11GraphicsBufferD : public IGraphicsBufferD
std::unique_ptr<uint8_t[]> m_cpuBuf; std::unique_ptr<uint8_t[]> m_cpuBuf;
size_t m_cpuSz; size_t m_cpuSz;
int m_validSlots = 0; int m_validSlots = 0;
D3D11GraphicsBufferD(IGraphicsData* parent, D3D11CommandQueue* q, BufferUse use, D3D11GraphicsBufferD(const boo::ObjToken<DataCls>& parent,
D3D11CommandQueue* q, BufferUse use,
D3D11Context* ctx, size_t stride, size_t count) D3D11Context* ctx, size_t stride, size_t count)
: IGraphicsBufferD(parent), m_q(q), m_stride(stride), m_count(count) : GraphicsDataNode<IGraphicsBufferD, DataCls>(parent),
m_q(q), m_stride(stride), m_count(count)
{ {
m_cpuSz = stride * count; m_cpuSz = stride * count;
m_cpuBuf.reset(new uint8_t[m_cpuSz]); m_cpuBuf.reset(new uint8_t[m_cpuSz]);
@ -134,14 +111,15 @@ public:
void unmap(); void unmap();
}; };
class D3D11TextureS : public ITextureS class D3D11TextureS : public GraphicsDataNode<ITextureS>
{ {
friend class D3D11DataFactory; friend class D3D11DataFactory;
size_t m_sz; size_t m_sz;
D3D11TextureS(IGraphicsData* parent, D3D11Context* ctx, size_t width, size_t height, size_t mips, D3D11TextureS(const boo::ObjToken<BaseGraphicsData>& parent,
D3D11Context* ctx, size_t width, size_t height, size_t mips,
TextureFormat fmt, const void* data, size_t sz) TextureFormat fmt, const void* data, size_t sz)
: ITextureS(parent), m_sz(sz) : GraphicsDataNode<ITextureS>(parent), m_sz(sz)
{ {
DXGI_FORMAT pfmt; DXGI_FORMAT pfmt;
int pxPitchNum = 1; int pxPitchNum = 1;
@ -193,14 +171,15 @@ public:
~D3D11TextureS() = default; ~D3D11TextureS() = default;
}; };
class D3D11TextureSA : public ITextureSA class D3D11TextureSA : public GraphicsDataNode<ITextureSA>
{ {
friend class D3D11DataFactory; friend class D3D11DataFactory;
size_t m_sz; size_t m_sz;
D3D11TextureSA(IGraphicsData* parent, D3D11Context* ctx, size_t width, size_t height, size_t layers, D3D11TextureSA(const boo::ObjToken<BaseGraphicsData>& parent,
D3D11Context* ctx, size_t width, size_t height, size_t layers,
size_t mips, TextureFormat fmt, const void* data, size_t sz) size_t mips, TextureFormat fmt, const void* data, size_t sz)
: ITextureSA(parent), m_sz(sz) : GraphicsDataNode<ITextureSA>(parent), m_sz(sz)
{ {
size_t pixelPitch; size_t pixelPitch;
DXGI_FORMAT pixelFmt; DXGI_FORMAT pixelFmt;
@ -247,7 +226,7 @@ public:
~D3D11TextureSA() = default; ~D3D11TextureSA() = default;
}; };
class D3D11TextureD : public ITextureD class D3D11TextureD : public GraphicsDataNode<ITextureD>
{ {
friend class D3D11DataFactory; friend class D3D11DataFactory;
friend struct D3D11CommandQueue; friend struct D3D11CommandQueue;
@ -259,9 +238,10 @@ class D3D11TextureD : public ITextureD
size_t m_cpuSz; size_t m_cpuSz;
size_t m_pxPitch; size_t m_pxPitch;
int m_validSlots = 0; int m_validSlots = 0;
D3D11TextureD(IGraphicsData* parent, D3D11CommandQueue* q, D3D11Context* ctx, D3D11TextureD(const boo::ObjToken<BaseGraphicsData>& parent,
D3D11CommandQueue* q, D3D11Context* ctx,
size_t width, size_t height, TextureFormat fmt) size_t width, size_t height, TextureFormat fmt)
: ITextureD(parent), m_width(width), m_height(height), m_q(q) : GraphicsDataNode<ITextureD>(parent), m_width(width), m_height(height), m_q(q)
{ {
DXGI_FORMAT pixelFmt; DXGI_FORMAT pixelFmt;
switch (fmt) switch (fmt)
@ -303,7 +283,7 @@ public:
#define MAX_BIND_TEXS 4 #define MAX_BIND_TEXS 4
class D3D11TextureR : public ITextureR class D3D11TextureR : public GraphicsDataNode<ITextureR>
{ {
friend class D3D11DataFactory; friend class D3D11DataFactory;
friend struct D3D11CommandQueue; friend struct D3D11CommandQueue;
@ -358,9 +338,10 @@ class D3D11TextureR : public ITextureR
} }
} }
D3D11TextureR(IGraphicsData* parent, D3D11Context* ctx, size_t width, size_t height, size_t samples, D3D11TextureR(const boo::ObjToken<BaseGraphicsData>& parent,
D3D11Context* ctx, size_t width, size_t height, size_t samples,
size_t colorBindCount, size_t depthBindCount) size_t colorBindCount, size_t depthBindCount)
: ITextureR(parent), m_width(width), m_height(height), m_samples(samples), : GraphicsDataNode<ITextureR>(parent), m_width(width), m_height(height), m_samples(samples),
m_colorBindCount(colorBindCount), m_depthBindCount(depthBindCount) m_colorBindCount(colorBindCount), m_depthBindCount(depthBindCount)
{ {
if (colorBindCount > MAX_BIND_TEXS) if (colorBindCount > MAX_BIND_TEXS)
@ -444,15 +425,16 @@ static const DXGI_FORMAT SEMANTIC_TYPE_TABLE[] =
DXGI_FORMAT_R32G32B32A32_FLOAT DXGI_FORMAT_R32G32B32A32_FLOAT
}; };
struct D3D11VertexFormat : IVertexFormat struct D3D11VertexFormat : GraphicsDataNode<IVertexFormat>
{ {
size_t m_elementCount; size_t m_elementCount;
std::unique_ptr<D3D11_INPUT_ELEMENT_DESC[]> m_elements; std::unique_ptr<D3D11_INPUT_ELEMENT_DESC[]> m_elements;
size_t m_stride = 0; size_t m_stride = 0;
size_t m_instStride = 0; size_t m_instStride = 0;
D3D11VertexFormat(IGraphicsData* parent, size_t elementCount, const VertexElementDescriptor* elements) D3D11VertexFormat(const boo::ObjToken<BaseGraphicsData>& parent,
: IVertexFormat(parent), m_elementCount(elementCount), size_t elementCount, const VertexElementDescriptor* elements)
: GraphicsDataNode<IVertexFormat>(parent), m_elementCount(elementCount),
m_elements(new D3D11_INPUT_ELEMENT_DESC[elementCount]) m_elements(new D3D11_INPUT_ELEMENT_DESC[elementCount])
{ {
memset(m_elements.get(), 0, elementCount * sizeof(D3D11_INPUT_ELEMENT_DESC)); memset(m_elements.get(), 0, elementCount * sizeof(D3D11_INPUT_ELEMENT_DESC));
@ -504,22 +486,23 @@ static const D3D11_BLEND BLEND_FACTOR_TABLE[] =
D3D11_BLEND_INV_SRC1_COLOR D3D11_BLEND_INV_SRC1_COLOR
}; };
class D3D11ShaderPipeline : public IShaderPipeline class D3D11ShaderPipeline : public GraphicsDataNode<IShaderPipeline>
{ {
friend class D3D11DataFactory; friend class D3D11DataFactory;
friend struct D3D11ShaderDataBinding; friend struct D3D11ShaderDataBinding;
const D3D11VertexFormat* m_vtxFmt; boo::ObjToken<IVertexFormat> m_vtxFmt;
D3D11ShareableShader::Token m_vert; D3D11ShareableShader::Token m_vert;
D3D11ShareableShader::Token m_pixel; D3D11ShareableShader::Token m_pixel;
D3D11ShaderPipeline(IGraphicsData* parent, D3D11Context* ctx, D3D11ShaderPipeline(const boo::ObjToken<BaseGraphicsData>& parent,
D3D11Context* ctx,
D3D11ShareableShader::Token&& vert, D3D11ShareableShader::Token&& vert,
D3D11ShareableShader::Token&& pixel, D3D11ShareableShader::Token&& pixel,
const D3D11VertexFormat* vtxFmt, const boo::ObjToken<IVertexFormat>& vtxFmt,
BlendFactor srcFac, BlendFactor dstFac, Primitive prim, BlendFactor srcFac, BlendFactor dstFac, Primitive prim,
ZTest depthTest, bool depthWrite, bool colorWrite, ZTest depthTest, bool depthWrite, bool colorWrite,
bool alphaWrite, CullMode culling) bool alphaWrite, CullMode culling)
: IShaderPipeline(parent), m_vtxFmt(vtxFmt), : GraphicsDataNode<IShaderPipeline>(parent), m_vtxFmt(vtxFmt),
m_vert(std::move(vert)), m_pixel(std::move(pixel)), m_vert(std::move(vert)), m_pixel(std::move(pixel)),
m_topology(PRIMITIVE_TABLE[int(prim)]) m_topology(PRIMITIVE_TABLE[int(prim)])
{ {
@ -594,7 +577,8 @@ class D3D11ShaderPipeline : public IShaderPipeline
ThrowIfFailed(ctx->m_dev->CreateBlendState(&blDesc, &m_blState)); ThrowIfFailed(ctx->m_dev->CreateBlendState(&blDesc, &m_blState));
const auto& vertBuf = m_vert.get().m_vtxBlob; const auto& vertBuf = m_vert.get().m_vtxBlob;
ThrowIfFailed(ctx->m_dev->CreateInputLayout(vtxFmt->m_elements.get(), vtxFmt->m_elementCount, D3D11VertexFormat* cvtxFmt = vtxFmt.cast<D3D11VertexFormat>();
ThrowIfFailed(ctx->m_dev->CreateInputLayout(cvtxFmt->m_elements.get(), cvtxFmt->m_elementCount,
vertBuf->GetBufferPointer(), vertBuf->GetBufferSize(), &m_inLayout)); vertBuf->GetBufferPointer(), vertBuf->GetBufferSize(), &m_inLayout));
} }
public: public:
@ -621,35 +605,38 @@ public:
} }
}; };
struct D3D11ShaderDataBinding : IShaderDataBindingPriv struct D3D11ShaderDataBinding : public GraphicsDataNode<IShaderDataBinding>
{ {
D3D11ShaderPipeline* m_pipeline; boo::ObjToken<IShaderPipeline> m_pipeline;
IGraphicsBuffer* m_vbuf; boo::ObjToken<IGraphicsBuffer> m_vbuf;
IGraphicsBuffer* m_instVbuf; boo::ObjToken<IGraphicsBuffer> m_instVbuf;
IGraphicsBuffer* m_ibuf; boo::ObjToken<IGraphicsBuffer> m_ibuf;
std::vector<IGraphicsBuffer*> m_ubufs; std::vector<boo::ObjToken<IGraphicsBuffer>> m_ubufs;
std::unique_ptr<UINT[]> m_ubufFirstConsts; std::unique_ptr<UINT[]> m_ubufFirstConsts;
std::unique_ptr<UINT[]> m_ubufNumConsts; std::unique_ptr<UINT[]> m_ubufNumConsts;
std::unique_ptr<bool[]> m_pubufs; std::unique_ptr<bool[]> m_pubufs;
struct BoundTex struct BoundTex
{ {
ITexture* tex; boo::ObjToken<ITexture> tex;
int idx; int idx;
bool depth; bool depth;
}; };
std::vector<BoundTex> m_texs; std::vector<BoundTex> m_texs;
UINT m_baseOffsets[2]; UINT m_baseOffsets[2];
D3D11ShaderDataBinding(D3D11Data* d, D3D11ShaderDataBinding(const boo::ObjToken<BaseGraphicsData>& d,
D3D11Context* ctx, D3D11Context* ctx,
IShaderPipeline* pipeline, const boo::ObjToken<IShaderPipeline>& pipeline,
IGraphicsBuffer* vbuf, IGraphicsBuffer* instVbuf, IGraphicsBuffer* ibuf, const boo::ObjToken<IGraphicsBuffer>& vbuf,
size_t ubufCount, IGraphicsBuffer** ubufs, const PipelineStage* ubufStages, const boo::ObjToken<IGraphicsBuffer>& instVbuf,
const boo::ObjToken<IGraphicsBuffer>& ibuf,
size_t ubufCount, const boo::ObjToken<IGraphicsBuffer>* ubufs, const PipelineStage* ubufStages,
const size_t* ubufOffs, const size_t* ubufSizes, const size_t* ubufOffs, const size_t* ubufSizes,
size_t texCount, ITexture** texs, const int* texBindIdx, const bool* depthBind, size_t texCount, const boo::ObjToken<ITexture>* texs,
const int* texBindIdx, const bool* depthBind,
size_t baseVert, size_t baseInst) size_t baseVert, size_t baseInst)
: IShaderDataBindingPriv(d), : GraphicsDataNode<IShaderDataBinding>(d),
m_pipeline(static_cast<D3D11ShaderPipeline*>(pipeline)), m_pipeline(pipeline),
m_vbuf(vbuf), m_vbuf(vbuf),
m_instVbuf(instVbuf), m_instVbuf(instVbuf),
m_ibuf(ibuf) m_ibuf(ibuf)
@ -657,8 +644,10 @@ struct D3D11ShaderDataBinding : IShaderDataBindingPriv
m_ubufs.reserve(ubufCount); m_ubufs.reserve(ubufCount);
m_texs.reserve(texCount); m_texs.reserve(texCount);
m_baseOffsets[0] = UINT(baseVert * m_pipeline->m_vtxFmt->m_stride); D3D11ShaderPipeline* cpipeline = m_pipeline.cast<D3D11ShaderPipeline>();
m_baseOffsets[1] = UINT(baseInst * m_pipeline->m_vtxFmt->m_instStride); D3D11VertexFormat* vtxFmt = cpipeline->m_vtxFmt.cast<D3D11VertexFormat>();
m_baseOffsets[0] = UINT(baseVert * vtxFmt->m_stride);
m_baseOffsets[1] = UINT(baseInst * vtxFmt->m_instStride);
if (ubufStages) if (ubufStages)
{ {
@ -696,7 +685,7 @@ struct D3D11ShaderDataBinding : IShaderDataBindingPriv
void bind(ID3D11DeviceContext1* ctx, int b) void bind(ID3D11DeviceContext1* ctx, int b)
{ {
m_pipeline->bind(ctx); m_pipeline.cast<D3D11ShaderPipeline>()->bind(ctx);
ID3D11Buffer* bufs[2] = {}; ID3D11Buffer* bufs[2] = {};
UINT strides[2] = {}; UINT strides[2] = {};
@ -705,13 +694,14 @@ struct D3D11ShaderDataBinding : IShaderDataBindingPriv
{ {
if (m_vbuf->dynamic()) if (m_vbuf->dynamic())
{ {
D3D11GraphicsBufferD* cbuf = static_cast<D3D11GraphicsBufferD*>(m_vbuf); D3D11GraphicsBufferD<BaseGraphicsData>* cbuf =
m_vbuf.cast<D3D11GraphicsBufferD<BaseGraphicsData>>();
bufs[0] = cbuf->m_bufs[b].Get(); bufs[0] = cbuf->m_bufs[b].Get();
strides[0] = UINT(cbuf->m_stride); strides[0] = UINT(cbuf->m_stride);
} }
else else
{ {
D3D11GraphicsBufferS* cbuf = static_cast<D3D11GraphicsBufferS*>(m_vbuf); D3D11GraphicsBufferS* cbuf = m_vbuf.cast<D3D11GraphicsBufferS>();
bufs[0] = cbuf->m_buf.Get(); bufs[0] = cbuf->m_buf.Get();
strides[0] = UINT(cbuf->m_stride); strides[0] = UINT(cbuf->m_stride);
} }
@ -721,13 +711,14 @@ struct D3D11ShaderDataBinding : IShaderDataBindingPriv
{ {
if (m_instVbuf->dynamic()) if (m_instVbuf->dynamic())
{ {
D3D11GraphicsBufferD* cbuf = static_cast<D3D11GraphicsBufferD*>(m_instVbuf); D3D11GraphicsBufferD<BaseGraphicsData>* cbuf =
m_instVbuf.cast<D3D11GraphicsBufferD<BaseGraphicsData>>();
bufs[1] = cbuf->m_bufs[b].Get(); bufs[1] = cbuf->m_bufs[b].Get();
strides[1] = UINT(cbuf->m_stride); strides[1] = UINT(cbuf->m_stride);
} }
else else
{ {
D3D11GraphicsBufferS* cbuf = static_cast<D3D11GraphicsBufferS*>(m_instVbuf); D3D11GraphicsBufferS* cbuf = m_instVbuf.cast<D3D11GraphicsBufferS>();
bufs[1] = cbuf->m_buf.Get(); bufs[1] = cbuf->m_buf.Get();
strides[1] = UINT(cbuf->m_stride); strides[1] = UINT(cbuf->m_stride);
} }
@ -739,12 +730,13 @@ struct D3D11ShaderDataBinding : IShaderDataBindingPriv
{ {
if (m_ibuf->dynamic()) if (m_ibuf->dynamic())
{ {
D3D11GraphicsBufferD* cbuf = static_cast<D3D11GraphicsBufferD*>(m_ibuf); D3D11GraphicsBufferD<BaseGraphicsData>* cbuf =
m_ibuf.cast<D3D11GraphicsBufferD<BaseGraphicsData>>();
ctx->IASetIndexBuffer(cbuf->m_bufs[b].Get(), DXGI_FORMAT_R32_UINT, 0); ctx->IASetIndexBuffer(cbuf->m_bufs[b].Get(), DXGI_FORMAT_R32_UINT, 0);
} }
else else
{ {
D3D11GraphicsBufferS* cbuf = static_cast<D3D11GraphicsBufferS*>(m_ibuf); D3D11GraphicsBufferS* cbuf = m_ibuf.cast<D3D11GraphicsBufferS>();
ctx->IASetIndexBuffer(cbuf->m_buf.Get(), DXGI_FORMAT_R32_UINT, 0); ctx->IASetIndexBuffer(cbuf->m_buf.Get(), DXGI_FORMAT_R32_UINT, 0);
} }
} }
@ -761,12 +753,13 @@ struct D3D11ShaderDataBinding : IShaderDataBindingPriv
continue; continue;
if (m_ubufs[i]->dynamic()) if (m_ubufs[i]->dynamic())
{ {
D3D11GraphicsBufferD* cbuf = static_cast<D3D11GraphicsBufferD*>(m_ubufs[i]); D3D11GraphicsBufferD<BaseGraphicsData>* cbuf =
m_ubufs[i].cast<D3D11GraphicsBufferD<BaseGraphicsData>>();
constBufs[i] = cbuf->m_bufs[b].Get(); constBufs[i] = cbuf->m_bufs[b].Get();
} }
else else
{ {
D3D11GraphicsBufferS* cbuf = static_cast<D3D11GraphicsBufferS*>(m_ubufs[i]); D3D11GraphicsBufferS* cbuf = m_ubufs[i].cast<D3D11GraphicsBufferS>();
constBufs[i] = cbuf->m_buf.Get(); constBufs[i] = cbuf->m_buf.Get();
} }
} }
@ -782,12 +775,13 @@ struct D3D11ShaderDataBinding : IShaderDataBindingPriv
continue; continue;
if (m_ubufs[i]->dynamic()) if (m_ubufs[i]->dynamic())
{ {
D3D11GraphicsBufferD* cbuf = static_cast<D3D11GraphicsBufferD*>(m_ubufs[i]); D3D11GraphicsBufferD<BaseGraphicsData>* cbuf =
m_ubufs[i].cast<D3D11GraphicsBufferD<BaseGraphicsData>>();
constBufs[i] = cbuf->m_bufs[b].Get(); constBufs[i] = cbuf->m_bufs[b].Get();
} }
else else
{ {
D3D11GraphicsBufferS* cbuf = static_cast<D3D11GraphicsBufferS*>(m_ubufs[i]); D3D11GraphicsBufferS* cbuf = m_ubufs[i].cast<D3D11GraphicsBufferS>();
constBufs[i] = cbuf->m_buf.Get(); constBufs[i] = cbuf->m_buf.Get();
} }
} }
@ -803,12 +797,13 @@ struct D3D11ShaderDataBinding : IShaderDataBindingPriv
continue; continue;
if (m_ubufs[i]->dynamic()) if (m_ubufs[i]->dynamic())
{ {
D3D11GraphicsBufferD* cbuf = static_cast<D3D11GraphicsBufferD*>(m_ubufs[i]); D3D11GraphicsBufferD<BaseGraphicsData>* cbuf =
m_ubufs[i].cast<D3D11GraphicsBufferD<BaseGraphicsData>>();
constBufs[i] = cbuf->m_bufs[b].Get(); constBufs[i] = cbuf->m_bufs[b].Get();
} }
else else
{ {
D3D11GraphicsBufferS* cbuf = static_cast<D3D11GraphicsBufferS*>(m_ubufs[i]); D3D11GraphicsBufferS* cbuf = m_ubufs[i].cast<D3D11GraphicsBufferS>();
constBufs[i] = cbuf->m_buf.Get(); constBufs[i] = cbuf->m_buf.Get();
} }
} }
@ -823,12 +818,13 @@ struct D3D11ShaderDataBinding : IShaderDataBindingPriv
continue; continue;
if (m_ubufs[i]->dynamic()) if (m_ubufs[i]->dynamic())
{ {
D3D11GraphicsBufferD* cbuf = static_cast<D3D11GraphicsBufferD*>(m_ubufs[i]); D3D11GraphicsBufferD<BaseGraphicsData>* cbuf =
m_ubufs[i].cast<D3D11GraphicsBufferD<BaseGraphicsData>>();
constBufs[i] = cbuf->m_bufs[b].Get(); constBufs[i] = cbuf->m_bufs[b].Get();
} }
else else
{ {
D3D11GraphicsBufferS* cbuf = static_cast<D3D11GraphicsBufferS*>(m_ubufs[i]); D3D11GraphicsBufferS* cbuf = m_ubufs[i].cast<D3D11GraphicsBufferS>();
constBufs[i] = cbuf->m_buf.Get(); constBufs[i] = cbuf->m_buf.Get();
} }
} }
@ -848,25 +844,25 @@ struct D3D11ShaderDataBinding : IShaderDataBindingPriv
{ {
case TextureType::Dynamic: case TextureType::Dynamic:
{ {
D3D11TextureD* ctex = static_cast<D3D11TextureD*>(m_texs[i].tex); D3D11TextureD* ctex = m_texs[i].tex.cast<D3D11TextureD>();
srvs[i] = ctex->m_srvs[b].Get(); srvs[i] = ctex->m_srvs[b].Get();
break; break;
} }
case TextureType::Static: case TextureType::Static:
{ {
D3D11TextureS* ctex = static_cast<D3D11TextureS*>(m_texs[i].tex); D3D11TextureS* ctex = m_texs[i].tex.cast<D3D11TextureS>();
srvs[i] = ctex->m_srv.Get(); srvs[i] = ctex->m_srv.Get();
break; break;
} }
case TextureType::StaticArray: case TextureType::StaticArray:
{ {
D3D11TextureSA* ctex = static_cast<D3D11TextureSA*>(m_texs[i].tex); D3D11TextureSA* ctex = m_texs[i].tex.cast<D3D11TextureSA>();
srvs[i] = ctex->m_srv.Get(); srvs[i] = ctex->m_srv.Get();
break; break;
} }
case TextureType::Render: case TextureType::Render:
{ {
D3D11TextureR* ctex = static_cast<D3D11TextureR*>(m_texs[i].tex); D3D11TextureR* ctex = m_texs[i].tex.cast<D3D11TextureR>();
srvs[i] = m_texs[i].depth ? ctex->m_depthSrv[m_texs[i].idx].Get() : srvs[i] = m_texs[i].depth ? ctex->m_depthSrv[m_texs[i].idx].Get() :
ctex->m_colorSrv[m_texs[i].idx].Get(); ctex->m_colorSrv[m_texs[i].idx].Get();
break; break;
@ -903,14 +899,14 @@ struct D3D11CommandQueue : IGraphicsCommandQueue
struct CommandList struct CommandList
{ {
ComPtr<ID3D11CommandList> list; ComPtr<ID3D11CommandList> list;
std::vector<IShaderDataBindingPriv::Token> resTokens; std::vector<boo::ObjToken<boo::IObj>> resTokens;
D3D11TextureR* workDoPresent = nullptr; boo::ObjToken<ITextureR> workDoPresent;
void reset() void reset()
{ {
list.Reset(); list.Reset();
resTokens.clear(); resTokens.clear();
workDoPresent = nullptr; workDoPresent.reset();
} }
}; };
CommandList m_cmdLists[3]; CommandList m_cmdLists[3];
@ -974,7 +970,7 @@ struct D3D11CommandQueue : IGraphicsCommandQueue
ID3D11CommandList* list = CmdList.list.Get(); ID3D11CommandList* list = CmdList.list.Get();
self->m_ctx->m_devCtx->ExecuteCommandList(list, false); self->m_ctx->m_devCtx->ExecuteCommandList(list, false);
D3D11TextureR* csource = CmdList.workDoPresent; D3D11TextureR* csource = CmdList.workDoPresent.cast<D3D11TextureR>();
if (csource) if (csource)
{ {
ComPtr<ID3D11Texture2D> dest; ComPtr<ID3D11Texture2D> dest;
@ -1015,30 +1011,31 @@ struct D3D11CommandQueue : IGraphicsCommandQueue
if (m_running) stopRenderer(); if (m_running) stopRenderer();
} }
void setShaderDataBinding(IShaderDataBinding* binding) void setShaderDataBinding(const boo::ObjToken<IShaderDataBinding>& binding)
{ {
D3D11ShaderDataBinding* cbind = static_cast<D3D11ShaderDataBinding*>(binding); D3D11ShaderDataBinding* cbind = binding.cast<D3D11ShaderDataBinding>();
cbind->bind(m_deferredCtx.Get(), m_fillBuf); cbind->bind(m_deferredCtx.Get(), m_fillBuf);
m_cmdLists[m_fillBuf].resTokens.push_back(cbind->lock()); m_cmdLists[m_fillBuf].resTokens.push_back(binding.get());
ID3D11SamplerState* samp[] = {m_ctx->m_ss[0].Get(), m_ctx->m_ss[1].Get()}; ID3D11SamplerState* samp[] = {m_ctx->m_ss[0].Get(), m_ctx->m_ss[1].Get()};
m_deferredCtx->PSSetSamplers(0, 2, samp); m_deferredCtx->PSSetSamplers(0, 2, samp);
} }
D3D11TextureR* m_boundTarget; boo::ObjToken<ITextureR> m_boundTarget;
void setRenderTarget(ITextureR* target) void setRenderTarget(const boo::ObjToken<ITextureR>& target)
{ {
D3D11TextureR* ctarget = static_cast<D3D11TextureR*>(target); D3D11TextureR* ctarget = target.cast<D3D11TextureR>();
ID3D11RenderTargetView* view[] = {ctarget->m_rtv.Get()}; ID3D11RenderTargetView* view[] = {ctarget->m_rtv.Get()};
m_deferredCtx->OMSetRenderTargets(1, view, ctarget->m_dsv.Get()); m_deferredCtx->OMSetRenderTargets(1, view, ctarget->m_dsv.Get());
m_boundTarget = ctarget; m_boundTarget = target;
} }
void setViewport(const SWindowRect& rect, float znear, float zfar) void setViewport(const SWindowRect& rect, float znear, float zfar)
{ {
if (m_boundTarget) if (m_boundTarget)
{ {
int boundHeight = m_boundTarget->m_height; D3D11TextureR* ctarget = m_boundTarget.cast<D3D11TextureR>();
int boundHeight = ctarget->m_height;
D3D11_VIEWPORT vp = {FLOAT(rect.location[0]), FLOAT(boundHeight - rect.location[1] - rect.size[1]), D3D11_VIEWPORT vp = {FLOAT(rect.location[0]), FLOAT(boundHeight - rect.location[1] - rect.size[1]),
FLOAT(rect.size[0]), FLOAT(rect.size[1]), znear, zfar}; FLOAT(rect.size[0]), FLOAT(rect.size[1]), znear, zfar};
m_deferredCtx->RSSetViewports(1, &vp); m_deferredCtx->RSSetViewports(1, &vp);
@ -1049,7 +1046,8 @@ struct D3D11CommandQueue : IGraphicsCommandQueue
{ {
if (m_boundTarget) if (m_boundTarget)
{ {
int boundHeight = m_boundTarget->m_height; D3D11TextureR* ctarget = m_boundTarget.cast<D3D11TextureR>();
int boundHeight = ctarget->m_height;
D3D11_RECT d3drect = {LONG(rect.location[0]), LONG(boundHeight - rect.location[1] - rect.size[1]), 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])}; LONG(rect.location[0] + rect.size[0]), LONG(boundHeight - rect.location[1])};
m_deferredCtx->RSSetScissorRects(1, &d3drect); m_deferredCtx->RSSetScissorRects(1, &d3drect);
@ -1057,9 +1055,9 @@ struct D3D11CommandQueue : IGraphicsCommandQueue
} }
std::unordered_map<D3D11TextureR*, std::pair<size_t, size_t>> m_texResizes; std::unordered_map<D3D11TextureR*, std::pair<size_t, size_t>> m_texResizes;
void resizeRenderTexture(ITextureR* tex, size_t width, size_t height) void resizeRenderTexture(const boo::ObjToken<ITextureR>& tex, size_t width, size_t height)
{ {
D3D11TextureR* ctex = static_cast<D3D11TextureR*>(tex); D3D11TextureR* ctex = tex.cast<D3D11TextureR>();
std::unique_lock<std::mutex> lk(m_mt); std::unique_lock<std::mutex> lk(m_mt);
m_texResizes[ctex] = std::make_pair(width, height); m_texResizes[ctex] = std::make_pair(width, height);
} }
@ -1082,10 +1080,11 @@ struct D3D11CommandQueue : IGraphicsCommandQueue
{ {
if (!m_boundTarget) if (!m_boundTarget)
return; return;
D3D11TextureR* ctarget = m_boundTarget.cast<D3D11TextureR>();
if (render) if (render)
m_deferredCtx->ClearRenderTargetView(m_boundTarget->m_rtv.Get(), m_clearColor); m_deferredCtx->ClearRenderTargetView(ctarget->m_rtv.Get(), m_clearColor);
if (depth) if (depth)
m_deferredCtx->ClearDepthStencilView(m_boundTarget->m_dsv.Get(), D3D11_CLEAR_DEPTH, 0.0f, 0); m_deferredCtx->ClearDepthStencilView(ctarget->m_dsv.Get(), D3D11_CLEAR_DEPTH, 0.0f, 0);
} }
void draw(size_t start, size_t count) void draw(size_t start, size_t count)
@ -1108,9 +1107,10 @@ struct D3D11CommandQueue : IGraphicsCommandQueue
m_deferredCtx->DrawIndexedInstanced(count, instCount, start, 0, 0); m_deferredCtx->DrawIndexedInstanced(count, instCount, start, 0, 0);
} }
void resolveBindTexture(ITextureR* texture, const SWindowRect& rect, bool tlOrigin, int bindIdx, bool color, bool depth) void resolveBindTexture(const boo::ObjToken<ITextureR>& texture, const SWindowRect& rect,
bool tlOrigin, int bindIdx, bool color, bool depth)
{ {
const D3D11TextureR* tex = static_cast<const D3D11TextureR*>(texture); const D3D11TextureR* tex = texture.cast<D3D11TextureR>();
if (color && tex->m_colorBindCount) if (color && tex->m_colorBindCount)
{ {
if (tex->m_samples > 1) if (tex->m_samples > 1)
@ -1133,16 +1133,17 @@ struct D3D11CommandQueue : IGraphicsCommandQueue
} }
} }
D3D11TextureR* m_doPresent; boo::ObjToken<ITextureR> m_doPresent;
void resolveDisplay(ITextureR* source) void resolveDisplay(const boo::ObjToken<ITextureR>& source)
{ {
m_doPresent = static_cast<D3D11TextureR*>(source); m_doPresent = source;
} }
void execute(); void execute();
}; };
void D3D11GraphicsBufferD::update(ID3D11DeviceContext* ctx, int b) template <class DataCls>
void D3D11GraphicsBufferD<DataCls>::update(ID3D11DeviceContext* ctx, int b)
{ {
int slot = 1 << b; int slot = 1 << b;
if ((slot & m_validSlots) == 0) if ((slot & m_validSlots) == 0)
@ -1157,21 +1158,24 @@ void D3D11GraphicsBufferD::update(ID3D11DeviceContext* ctx, int b)
m_validSlots |= slot; m_validSlots |= slot;
} }
} }
void D3D11GraphicsBufferD::load(const void* data, size_t sz) template <class DataCls>
void D3D11GraphicsBufferD<DataCls>::load(const void* data, size_t sz)
{ {
std::unique_lock<std::recursive_mutex> lk(m_q->m_dynamicLock); std::unique_lock<std::recursive_mutex> lk(m_q->m_dynamicLock);
size_t bufSz = std::min(sz, m_cpuSz); size_t bufSz = std::min(sz, m_cpuSz);
memcpy(m_cpuBuf.get(), data, bufSz); memcpy(m_cpuBuf.get(), data, bufSz);
m_validSlots = 0; m_validSlots = 0;
} }
void* D3D11GraphicsBufferD::map(size_t sz) template <class DataCls>
void* D3D11GraphicsBufferD<DataCls>::map(size_t sz)
{ {
if (sz > m_cpuSz) if (sz > m_cpuSz)
return nullptr; return nullptr;
m_q->m_dynamicLock.lock(); m_q->m_dynamicLock.lock();
return m_cpuBuf.get(); return m_cpuBuf.get();
} }
void D3D11GraphicsBufferD::unmap() template <class DataCls>
void D3D11GraphicsBufferD<DataCls>::unmap()
{ {
m_validSlots = 0; m_validSlots = 0;
m_q->m_dynamicLock.unlock(); m_q->m_dynamicLock.unlock();
@ -1212,74 +1216,19 @@ void D3D11TextureD::unmap()
m_q->m_dynamicLock.unlock(); m_q->m_dynamicLock.unlock();
} }
class D3D11DataFactory : public ID3DDataFactory class D3D11DataFactory : public ID3DDataFactory, public GraphicsDataFactoryHead
{ {
friend struct D3D11CommandQueue; friend struct D3D11CommandQueue;
IGraphicsContext* m_parent; IGraphicsContext* m_parent;
static thread_local D3D11Data* m_deferredData;
struct D3D11Context* m_ctx; struct D3D11Context* m_ctx;
std::unordered_set<D3D11Data*> m_committedData;
std::unordered_set<D3D11Pool*> m_committedPools;
std::mutex m_committedMutex;
std::unordered_map<uint64_t, std::unique_ptr<D3D11ShareableShader>> m_sharedShaders; std::unordered_map<uint64_t, std::unique_ptr<D3D11ShareableShader>> m_sharedShaders;
std::unordered_map<uint64_t, uint64_t> m_sourceToBinary; std::unordered_map<uint64_t, uint64_t> m_sourceToBinary;
uint32_t m_sampleCount; uint32_t m_sampleCount;
void destroyData(IGraphicsData* d)
{
std::unique_lock<std::mutex> lk(m_committedMutex);
D3D11Data* data = static_cast<D3D11Data*>(d);
m_committedData.erase(data);
data->decrement();
}
void destroyAllData()
{
std::unique_lock<std::mutex> lk(m_committedMutex);
for (D3D11Data* data : m_committedData)
data->decrement();
for (D3D11Pool* pool : m_committedPools)
delete pool;
m_committedData.clear();
m_committedPools.clear();
}
void destroyPool(IGraphicsBufferPool* p)
{
std::unique_lock<std::mutex> lk(m_committedMutex);
D3D11Pool* pool = static_cast<D3D11Pool*>(p);
m_committedPools.erase(pool);
delete pool;
}
IGraphicsBufferD* newPoolBuffer(IGraphicsBufferPool* p, BufferUse use,
size_t stride, size_t count)
{
D3D11CommandQueue* q = static_cast<D3D11CommandQueue*>(m_parent->getCommandQueue());
D3D11Pool* pool = static_cast<D3D11Pool*>(p);
D3D11PoolItem* item = new D3D11PoolItem;
D3D11GraphicsBufferD* retval = new D3D11GraphicsBufferD(item, q, use, m_ctx, stride, count);
item->m_buf.reset(retval);
pool->m_items.emplace(item);
return retval;
}
void deletePoolBuffer(IGraphicsBufferPool* p, IGraphicsBufferD* buf)
{
D3D11Pool* pool = static_cast<D3D11Pool*>(p);
auto search = pool->m_items.find(static_cast<D3D11PoolItem*>(buf->m_parentData));
if (search != pool->m_items.end())
{
(*search)->decrement();
pool->m_items.erase(search);
}
}
public: public:
D3D11DataFactory(IGraphicsContext* parent, D3D11Context* ctx, uint32_t sampleCount) D3D11DataFactory(IGraphicsContext* parent, D3D11Context* ctx, uint32_t sampleCount)
: m_parent(parent), m_ctx(ctx), m_sampleCount(sampleCount) : m_parent(parent), m_ctx(ctx), m_sampleCount(sampleCount)
{} {}
~D3D11DataFactory() {destroyAllData();}
Platform platform() const {return Platform::D3D11;} Platform platform() const {return Platform::D3D11;}
const SystemChar* platformName() const {return _S("D3D11");} const SystemChar* platformName() const {return _S("D3D11");}
@ -1288,72 +1237,53 @@ public:
{ {
friend class D3D11DataFactory; friend class D3D11DataFactory;
D3D11DataFactory& m_parent; D3D11DataFactory& m_parent;
Context(D3D11DataFactory& parent) : m_parent(parent) {} boo::ObjToken<BaseGraphicsData> m_data;
Context(D3D11DataFactory& parent)
: m_parent(parent), m_data(new BaseGraphicsData(parent)) {}
public: public:
Platform platform() const {return Platform::D3D11;} Platform platform() const {return Platform::D3D11;}
const SystemChar* platformName() const {return _S("D3D11");} const SystemChar* platformName() const {return _S("D3D11");}
IGraphicsBufferS* newStaticBuffer(BufferUse use, const void* data, size_t stride, size_t count) boo::ObjToken<IGraphicsBufferS> newStaticBuffer(BufferUse use, const void* data, size_t stride, size_t count)
{ {
D3D11Data* d = static_cast<D3D11Data*>(m_deferredData); return {new D3D11GraphicsBufferS(m_data, use, m_parent.m_ctx, data, stride, count)};
D3D11GraphicsBufferS* retval = new D3D11GraphicsBufferS(d, use, m_parent.m_ctx, data, stride, count);
d->m_SBufs.emplace_back(retval);
return retval;
} }
IGraphicsBufferD* newDynamicBuffer(BufferUse use, size_t stride, size_t count) boo::ObjToken<IGraphicsBufferD> newDynamicBuffer(BufferUse use, size_t stride, size_t count)
{ {
D3D11Data* d = static_cast<D3D11Data*>(m_deferredData);
D3D11CommandQueue* q = static_cast<D3D11CommandQueue*>(m_parent.m_parent->getCommandQueue()); D3D11CommandQueue* q = static_cast<D3D11CommandQueue*>(m_parent.m_parent->getCommandQueue());
D3D11GraphicsBufferD* retval = new D3D11GraphicsBufferD(d, q, use, m_parent.m_ctx, stride, count); return {new D3D11GraphicsBufferD<BaseGraphicsData>(m_data, q, use, m_parent.m_ctx, stride, count)};
d->m_DBufs.emplace_back(retval);
return retval;
} }
ITextureS* newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt, boo::ObjToken<ITextureS> newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt,
TextureClampMode clampMode, const void* data, size_t sz) TextureClampMode clampMode, const void* data, size_t sz)
{ {
D3D11Data* d = static_cast<D3D11Data*>(m_deferredData); return {new D3D11TextureS(m_data, m_parent.m_ctx, width, height, mips, fmt, data, sz)};
D3D11TextureS* retval = new D3D11TextureS(d, m_parent.m_ctx, width, height, mips, fmt, data, sz);
d->m_STexs.emplace_back(retval);
return retval;
} }
ITextureSA* newStaticArrayTexture(size_t width, size_t height, size_t layers, size_t mips, boo::ObjToken<ITextureSA> newStaticArrayTexture(size_t width, size_t height, size_t layers, size_t mips,
TextureFormat fmt, TextureClampMode clampMode, const void* data, size_t sz) TextureFormat fmt, TextureClampMode clampMode, const void* data, size_t sz)
{ {
D3D11Data* d = static_cast<D3D11Data*>(m_deferredData); return {new D3D11TextureSA(m_data, m_parent.m_ctx, width, height, layers, mips, fmt, data, sz)};
D3D11TextureSA* retval = new D3D11TextureSA(d, m_parent.m_ctx, width, height, layers, mips, fmt, data, sz);
d->m_SATexs.emplace_back(retval);
return retval;
} }
ITextureD* newDynamicTexture(size_t width, size_t height, TextureFormat fmt, TextureClampMode clampMode) boo::ObjToken<ITextureD> newDynamicTexture(size_t width, size_t height, TextureFormat fmt, TextureClampMode clampMode)
{ {
D3D11Data* d = static_cast<D3D11Data*>(m_deferredData);
D3D11CommandQueue* q = static_cast<D3D11CommandQueue*>(m_parent.m_parent->getCommandQueue()); D3D11CommandQueue* q = static_cast<D3D11CommandQueue*>(m_parent.m_parent->getCommandQueue());
D3D11TextureD* retval = new D3D11TextureD(d, q, m_parent.m_ctx, width, height, fmt); return {new D3D11TextureD(m_data, q, m_parent.m_ctx, width, height, fmt)};
d->m_DTexs.emplace_back(retval);
return retval;
} }
ITextureR* newRenderTexture(size_t width, size_t height, TextureClampMode clampMode, boo::ObjToken<ITextureR> newRenderTexture(size_t width, size_t height, TextureClampMode clampMode,
size_t colorBindCount, size_t depthBindCount) size_t colorBindCount, size_t depthBindCount)
{ {
D3D11Data* d = static_cast<D3D11Data*>(m_deferredData); return {new D3D11TextureR(m_data, m_parent.m_ctx, width, height, m_parent.m_sampleCount,
D3D11TextureR* retval = new D3D11TextureR(d, m_parent.m_ctx, width, height, m_parent.m_sampleCount, colorBindCount, depthBindCount)};
colorBindCount, depthBindCount);
d->m_RTexs.emplace_back(retval);
return retval;
} }
IVertexFormat* newVertexFormat(size_t elementCount, const VertexElementDescriptor* elements, boo::ObjToken<IVertexFormat> newVertexFormat(size_t elementCount, const VertexElementDescriptor* elements,
size_t baseVert, size_t baseInst) size_t baseVert, size_t baseInst)
{ {
D3D11Data* d = static_cast<D3D11Data*>(m_deferredData); return {new struct D3D11VertexFormat(m_data, elementCount, elements)};
D3D11VertexFormat* retval = new struct D3D11VertexFormat(d, elementCount, elements);
d->m_VFmts.emplace_back(retval);
return retval;
} }
#if _DEBUG #if _DEBUG
@ -1400,10 +1330,10 @@ public:
return binKey; return binKey;
} }
IShaderPipeline* newShaderPipeline boo::ObjToken<IShaderPipeline> newShaderPipeline
(const char* vertSource, const char* fragSource, (const char* vertSource, const char* fragSource,
ComPtr<ID3DBlob>* vertBlobOut, ComPtr<ID3DBlob>* fragBlobOut, ComPtr<ID3DBlob>* vertBlobOut, ComPtr<ID3DBlob>* fragBlobOut,
ComPtr<ID3DBlob>* pipelineBlob, IVertexFormat* vtxFmt, ComPtr<ID3DBlob>* pipelineBlob, const boo::ObjToken<IVertexFormat>& vtxFmt,
BlendFactor srcFac, BlendFactor dstFac, Primitive prim, BlendFactor srcFac, BlendFactor dstFac, Primitive prim,
ZTest depthTest, bool depthWrite, bool colorWrite, ZTest depthTest, bool depthWrite, bool colorWrite,
bool alphaWrite, CullMode culling) bool alphaWrite, CullMode culling)
@ -1505,62 +1435,40 @@ public:
fragShader = it->second->lock(); fragShader = it->second->lock();
} }
D3D11Data* d = static_cast<D3D11Data*>(m_deferredData); return {new D3D11ShaderPipeline(m_data, ctx,
D3D11ShaderPipeline* retval = new D3D11ShaderPipeline(d, ctx,
std::move(vertShader), std::move(fragShader), std::move(vertShader), std::move(fragShader),
static_cast<const D3D11VertexFormat*>(vtxFmt), vtxFmt, srcFac, dstFac, prim, depthTest, depthWrite, colorWrite, alphaWrite, culling)};
srcFac, dstFac, prim, depthTest, depthWrite, colorWrite, alphaWrite, culling);
d->m_SPs.emplace_back(retval);
return retval;
} }
IShaderDataBinding* newShaderDataBinding(IShaderPipeline* pipeline, boo::ObjToken<IShaderDataBinding> newShaderDataBinding(
IVertexFormat* vtxFormat, const boo::ObjToken<IShaderPipeline>& pipeline,
IGraphicsBuffer* vbuf, IGraphicsBuffer* instVbo, IGraphicsBuffer* ibuf, const boo::ObjToken<IVertexFormat>& vtxFormat,
size_t ubufCount, IGraphicsBuffer** ubufs, const PipelineStage* ubufStages, 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, const size_t* ubufOffs, const size_t* ubufSizes,
size_t texCount, ITexture** texs, size_t texCount, const boo::ObjToken<ITexture>* texs,
const int* texBindIdx, const bool* depthBind, const int* texBindIdx, const bool* depthBind,
size_t baseVert, size_t baseInst) size_t baseVert, size_t baseInst)
{ {
D3D11Data* d = static_cast<D3D11Data*>(m_deferredData); return {new D3D11ShaderDataBinding(m_data, m_parent.m_ctx, pipeline, vbuf, instVbo, ibuf,
D3D11ShaderDataBinding* retval =
new D3D11ShaderDataBinding(d, m_parent.m_ctx, pipeline, vbuf, instVbo, ibuf,
ubufCount, ubufs, ubufStages, ubufOffs, ubufSizes, texCount, texs, ubufCount, ubufs, ubufStages, ubufOffs, ubufSizes, texCount, texs,
texBindIdx, depthBind, baseVert, baseInst); texBindIdx, depthBind, baseVert, baseInst)};
d->m_SBinds.emplace_back(retval);
return retval;
} }
}; };
GraphicsDataToken commitTransaction(const FactoryCommitFunc& trans) boo::ObjToken<IGraphicsBufferD> newPoolBuffer(BufferUse use, size_t stride, size_t count)
{ {
if (m_deferredData) D3D11CommandQueue* q = static_cast<D3D11CommandQueue*>(m_parent->getCommandQueue());
Log.report(logvisor::Fatal, "nested commitTransaction usage detected"); boo::ObjToken<BaseGraphicsPool> pool(new BaseGraphicsPool(*this));
m_deferredData = new D3D11Data(); return {new D3D11GraphicsBufferD<BaseGraphicsPool>(pool, q, use, m_ctx, stride, count)};
}
void commitTransaction(const FactoryCommitFunc& trans)
{
D3D11DataFactory::Context ctx(*this); D3D11DataFactory::Context ctx(*this);
if (!trans(ctx)) trans(ctx);
{
delete m_deferredData;
m_deferredData = nullptr;
return GraphicsDataToken(this, nullptr);
}
std::unique_lock<std::mutex> lk(m_committedMutex);
D3D11Data* retval = m_deferredData;
m_deferredData = nullptr;
m_committedData.insert(retval);
lk.unlock();
return GraphicsDataToken(this, retval);
}
GraphicsBufferPoolToken newBufferPool()
{
std::unique_lock<std::mutex> lk(m_committedMutex);
D3D11Pool* retval = new D3D11Pool;
m_committedPools.insert(retval);
return GraphicsBufferPoolToken(this, retval);
} }
void _unregisterShareableShader(uint64_t srcKey, uint64_t binKey) void _unregisterShareableShader(uint64_t srcKey, uint64_t binKey)
@ -1571,8 +1479,6 @@ public:
} }
}; };
thread_local D3D11Data* D3D11DataFactory::m_deferredData;
void D3D11CommandQueue::execute() void D3D11CommandQueue::execute()
{ {
/* Finish command list */ /* Finish command list */
@ -1603,19 +1509,28 @@ void D3D11CommandQueue::ProcessDynamicLoads(ID3D11DeviceContext* ctx)
{ {
D3D11DataFactory* gfxF = static_cast<D3D11DataFactory*>(m_parent->getDataFactory()); D3D11DataFactory* gfxF = static_cast<D3D11DataFactory*>(m_parent->getDataFactory());
std::unique_lock<std::recursive_mutex> lk(m_dynamicLock); std::unique_lock<std::recursive_mutex> lk(m_dynamicLock);
std::unique_lock<std::mutex> datalk(gfxF->m_committedMutex); std::unique_lock<std::mutex> datalk(gfxF->m_dataMutex);
for (D3D11Data* d : gfxF->m_committedData) if (gfxF->m_dataHead)
{ {
for (std::unique_ptr<D3D11GraphicsBufferD>& b : d->m_DBufs) for (BaseGraphicsData& d : *gfxF->m_dataHead)
b->update(ctx, m_drawBuf); {
for (std::unique_ptr<D3D11TextureD>& t : d->m_DTexs) if (d.m_DBufs)
t->update(ctx, m_drawBuf); 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);
} }
for (D3D11Pool* p : gfxF->m_committedPools) }
if (gfxF->m_poolHead)
{ {
for (auto& b : p->m_items) for (BaseGraphicsPool& p : *gfxF->m_poolHead)
b->m_buf->update(ctx, m_drawBuf); {
if (p.m_DBufs)
for (IGraphicsBufferD& b : *p.m_DBufs)
static_cast<D3D11GraphicsBufferD<BaseGraphicsData>&>(b).update(ctx, m_drawBuf);
}
} }
} }

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