This commit is contained in:
Jack Andersen 2016-03-23 22:34:03 -10:00
parent 4d33cec75c
commit 9ff168df2d
3 changed files with 26 additions and 11 deletions

View File

@ -458,6 +458,12 @@ struct D3D11VertexFormat : IVertexFormat
}
};
static const D3D11_PRIMITIVE_TOPOLOGY PRIMITIVE_TABLE[] =
{
D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP
};
static const D3D11_BLEND BLEND_FACTOR_TABLE[] =
{
D3D11_BLEND_ZERO,
@ -479,8 +485,9 @@ class D3D11ShaderPipeline : public IShaderPipeline
friend class D3D11DataFactory;
D3D11ShaderPipeline(D3D11Context* ctx, ID3DBlob* vert, ID3DBlob* pixel,
const D3D11VertexFormat* vtxFmt,
BlendFactor srcFac, BlendFactor dstFac,
BlendFactor srcFac, BlendFactor dstFac, Primitive prim,
bool depthTest, bool depthWrite, bool backfaceCulling)
: m_topology(PRIMITIVE_TABLE[int(prim)])
{
ThrowIfFailed(ctx->m_dev->CreateVertexShader(vert->GetBufferPointer(), vert->GetBufferSize(), nullptr, &m_vShader));
ThrowIfFailed(ctx->m_dev->CreatePixelShader(pixel->GetBufferPointer(), pixel->GetBufferSize(), nullptr, &m_pShader));
@ -512,6 +519,7 @@ public:
ComPtr<ID3D11DepthStencilState> m_dsState;
ComPtr<ID3D11BlendState> m_blState;
ComPtr<ID3D11InputLayout> m_inLayout;
D3D11_PRIMITIVE_TOPOLOGY m_topology;
~D3D11ShaderPipeline() = default;
D3D11ShaderPipeline& operator=(const D3D11ShaderPipeline&) = delete;
D3D11ShaderPipeline(const D3D11ShaderPipeline&) = delete;
@ -524,6 +532,7 @@ public:
ctx->OMSetDepthStencilState(m_dsState.Get(), 0);
ctx->OMSetBlendState(m_blState.Get(), nullptr, 0xffffffff);
ctx->IASetInputLayout(m_inLayout.Get());
ctx->IASetPrimitiveTopology(m_topology);
}
};
@ -790,7 +799,6 @@ struct D3D11CommandQueue : IGraphicsCommandQueue
m_initcv.wait(m_initlk);
m_initlk.unlock();
ThrowIfFailed(ctx->m_dev->CreateDeferredContext1(0, &m_deferredCtx));
m_deferredCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
}
void stopRenderer()
@ -1142,7 +1150,7 @@ public:
(const char* vertSource, const char* fragSource,
ComPtr<ID3DBlob>& vertBlobOut, ComPtr<ID3DBlob>& fragBlobOut,
ComPtr<ID3DBlob>& pipelineBlob, IVertexFormat* vtxFmt,
BlendFactor srcFac, BlendFactor dstFac,
BlendFactor srcFac, BlendFactor dstFac, Primitive prim,
bool depthTest, bool depthWrite, bool backfaceCulling)
{
ComPtr<ID3DBlob> errBlob;
@ -1169,7 +1177,7 @@ public:
D3D11ShaderPipeline* retval = new D3D11ShaderPipeline(m_ctx, vertBlobOut.Get(), fragBlobOut.Get(),
static_cast<const D3D11VertexFormat*>(vtxFmt),
srcFac, dstFac, depthTest, depthWrite, backfaceCulling);
srcFac, dstFac, prim, depthTest, depthWrite, backfaceCulling);
if (!m_deferredData)
m_deferredData = new struct D3D11Data();
static_cast<D3D11Data*>(m_deferredData)->m_SPs.emplace_back(retval);
@ -1220,7 +1228,6 @@ void D3D11CommandQueue::execute()
gfxF->procDeletes();
ThrowIfFailed(m_deferredCtx->FinishCommandList(false, &m_cmdLists[m_fillBuf]));
m_deferredCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
m_workDoPresent[m_fillBuf] = m_doPresent;
m_doPresent = nullptr;

View File

@ -601,6 +601,12 @@ struct D3D12VertexFormat : IVertexFormat
}
};
static const D3D12_PRIMITIVE_TOPOLOGY PRIMITIVE_TABLE[] =
{
D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP
};
static const D3D12_BLEND BLEND_FACTOR_TABLE[] =
{
D3D12_BLEND_ZERO,
@ -622,8 +628,9 @@ class D3D12ShaderPipeline : public IShaderPipeline
friend class D3D12DataFactory;
D3D12ShaderPipeline(D3D12Context* ctx, ID3DBlob* vert, ID3DBlob* pixel, ID3DBlob* pipeline,
const D3D12VertexFormat* vtxFmt,
BlendFactor srcFac, BlendFactor dstFac,
BlendFactor srcFac, BlendFactor dstFac, Primitive prim,
bool depthTest, bool depthWrite, bool backfaceCulling)
: m_topology(PRIMITIVE_TABLE[int(prim)])
{
D3D12_GRAPHICS_PIPELINE_STATE_DESC desc = {};
desc.pRootSignature = ctx->m_rs.Get();
@ -662,6 +669,7 @@ class D3D12ShaderPipeline : public IShaderPipeline
}
public:
ComPtr<ID3D12PipelineState> m_state;
D3D12_PRIMITIVE_TOPOLOGY m_topology;
~D3D12ShaderPipeline() = default;
D3D12ShaderPipeline& operator=(const D3D12ShaderPipeline&) = delete;
D3D12ShaderPipeline(const D3D12ShaderPipeline&) = delete;
@ -977,6 +985,7 @@ struct D3D12ShaderDataBinding : IShaderDataBinding
list->IASetVertexBuffers(0, 2, m_vboView[b]);
if (m_ibuf)
list->IASetIndexBuffer(&m_iboView[b]);
list->IASetPrimitiveTopology(m_pipeline->m_topology);
}
};
@ -1020,7 +1029,6 @@ struct D3D12CommandQueue : IGraphicsCommandQueue
ThrowIfFailed(m_ctx->m_qalloc[m_fillBuf]->Reset());
ThrowIfFailed(m_cmdList->Reset(m_ctx->m_qalloc[m_fillBuf].Get(), nullptr));
m_cmdList->SetGraphicsRootSignature(m_ctx->m_rs.Get());
m_cmdList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
}
void resetDynamicCommandList()
@ -1067,7 +1075,6 @@ struct D3D12CommandQueue : IGraphicsCommandQueue
nullptr, __uuidof(ID3D12GraphicsCommandList), &m_cmdList));
m_renderFenceHandle = CreateEvent(nullptr, FALSE, FALSE, nullptr);
m_cmdList->SetGraphicsRootSignature(m_ctx->m_rs.Get());
m_cmdList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
ThrowIfFailed(ctx->m_dev->CreateFence(0, D3D12_FENCE_FLAG_NONE, __uuidof(ID3D12Fence), &m_dynamicBufFence));
m_dynamicBufFenceHandle = CreateEvent(nullptr, FALSE, FALSE, nullptr);
@ -1606,7 +1613,7 @@ public:
(const char* vertSource, const char* fragSource,
ComPtr<ID3DBlob>& vertBlobOut, ComPtr<ID3DBlob>& fragBlobOut,
ComPtr<ID3DBlob>& pipelineBlob, IVertexFormat* vtxFmt,
BlendFactor srcFac, BlendFactor dstFac,
BlendFactor srcFac, BlendFactor dstFac, Primitive prim,
bool depthTest, bool depthWrite, bool backfaceCulling)
{
ComPtr<ID3DBlob> errBlob;
@ -1633,7 +1640,7 @@ public:
D3D12ShaderPipeline* retval = new D3D12ShaderPipeline(m_ctx, vertBlobOut.Get(), fragBlobOut.Get(), pipelineBlob.Get(),
static_cast<const D3D12VertexFormat*>(vtxFmt),
srcFac, dstFac, depthTest, depthWrite, backfaceCulling);
srcFac, dstFac, prim, depthTest, depthWrite, backfaceCulling);
if (!pipelineBlob)
retval->m_state->GetCachedBlob(&pipelineBlob);
if (!m_deferredData)

View File

@ -338,7 +338,8 @@ struct TestApplicationCallback : IApplicationCallback
ComPtr<ID3DBlob> psCompile;
ComPtr<ID3DBlob> cachedPipeline;
pipeline = d3dF->newShaderPipeline(VS, PS, vsCompile, psCompile, cachedPipeline, vfmt,
BlendFactor::One, BlendFactor::Zero, true, true, false);
BlendFactor::One, BlendFactor::Zero, Primitive::TriStrips,
true, true, false);
}
#elif BOO_HAS_METAL
else if (factory->platform() == IGraphicsDataFactory::Platform::Metal)