mirror of https://github.com/AxioDL/boo.git
1552 lines
57 KiB
C++
1552 lines
57 KiB
C++
#include "../win/Win32Common.hpp"
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#include "logvisor/logvisor.hpp"
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#include "boo/graphicsdev/D3D.hpp"
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#include "boo/IGraphicsContext.hpp"
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#include "Common.hpp"
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#include <vector>
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#include <thread>
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#include <mutex>
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#include <condition_variable>
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#include <d3dcompiler.h>
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#include <comdef.h>
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#include <algorithm>
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#include <atomic>
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#include <forward_list>
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#include "xxhash.h"
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#undef min
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#undef max
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extern pD3DCompile D3DCompilePROC;
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namespace boo
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{
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static logvisor::Module Log("boo::D3D11");
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class D3D11DataFactory;
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struct D3D11ShareableShader : IShareableShader<D3D11DataFactory, D3D11ShareableShader>
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{
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ComPtr<ID3D11DeviceChild> m_shader;
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ComPtr<ID3DBlob> m_vtxBlob;
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D3D11ShareableShader(D3D11DataFactory& fac, uint64_t srcKey, uint64_t binKey,
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ComPtr<ID3D11DeviceChild>&& s, ComPtr<ID3DBlob>&& vb)
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: IShareableShader(fac, srcKey, binKey), m_shader(std::move(s)), m_vtxBlob(std::move(vb)) {}
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D3D11ShareableShader(D3D11DataFactory& fac, uint64_t srcKey, uint64_t binKey,
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ComPtr<ID3D11DeviceChild>&& s)
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: IShareableShader(fac, srcKey, binKey), m_shader(std::move(s)) {}
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};
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static inline void ThrowIfFailed(HRESULT hr)
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{
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if (FAILED(hr))
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{
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// Set a breakpoint on this line to catch Win32 API errors.
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#if !WINDOWS_STORE
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_com_error err(hr);
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#else
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_com_error err(hr, L"D3D11 fail");
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#endif
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LPCTSTR errMsg = err.ErrorMessage();
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Log.report(logvisor::Fatal, errMsg);
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}
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}
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static const D3D11_BIND_FLAG USE_TABLE[] =
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{
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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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{
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friend class D3D11DataFactory;
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friend struct D3D11CommandQueue;
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size_t m_sz;
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D3D11GraphicsBufferS(const boo::ObjToken<BaseGraphicsData>& parent,
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BufferUse use, D3D11Context* ctx,
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const void* data, size_t stride, size_t count)
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: GraphicsDataNode<IGraphicsBufferS>(parent),
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m_stride(stride), m_count(count), m_sz(stride * count)
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{
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D3D11_SUBRESOURCE_DATA iData = {data};
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ThrowIfFailed(ctx->m_dev->CreateBuffer(&CD3D11_BUFFER_DESC(m_sz, USE_TABLE[int(use)], D3D11_USAGE_IMMUTABLE), &iData, &m_buf));
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}
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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_buf;
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~D3D11GraphicsBufferS() = default;
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};
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template <class DataCls>
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class D3D11GraphicsBufferD : public GraphicsDataNode<IGraphicsBufferD, DataCls>
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{
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friend class D3D11DataFactory;
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friend struct D3D11CommandQueue;
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D3D11CommandQueue* m_q;
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std::unique_ptr<uint8_t[]> m_cpuBuf;
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size_t m_cpuSz;
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int m_validSlots = 0;
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D3D11GraphicsBufferD(const boo::ObjToken<DataCls>& parent,
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D3D11CommandQueue* q, BufferUse use,
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D3D11Context* ctx, size_t stride, size_t count)
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: GraphicsDataNode<IGraphicsBufferD, DataCls>(parent),
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m_q(q), m_stride(stride), m_count(count)
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{
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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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ThrowIfFailed(ctx->m_dev->CreateBuffer(&CD3D11_BUFFER_DESC(m_cpuSz, USE_TABLE[int(use)],
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D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE), nullptr, &m_bufs[i]));
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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() = default;
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void load(const void* data, size_t sz);
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void* map(size_t sz);
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void unmap();
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};
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class D3D11TextureS : public GraphicsDataNode<ITextureS>
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{
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friend class D3D11DataFactory;
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size_t m_sz;
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D3D11TextureS(const boo::ObjToken<BaseGraphicsData>& parent,
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D3D11Context* ctx, size_t width, size_t height, size_t mips,
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TextureFormat fmt, const void* data, size_t sz)
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: GraphicsDataNode<ITextureS>(parent), m_sz(sz)
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{
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DXGI_FORMAT pfmt;
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int pxPitchNum = 1;
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int pxPitchDenom = 1;
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bool compressed = false;
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switch (fmt)
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{
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case TextureFormat::RGBA8:
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pfmt = DXGI_FORMAT_R8G8B8A8_UNORM;
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pxPitchNum = 4;
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break;
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case TextureFormat::I8:
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pfmt = DXGI_FORMAT_R8_UNORM;
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break;
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case TextureFormat::DXT1:
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pfmt = DXGI_FORMAT_BC1_UNORM;
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compressed = true;
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pxPitchNum = 1;
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pxPitchDenom = 2;
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break;
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default:
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Log.report(logvisor::Fatal, "unsupported tex format");
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}
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CD3D11_TEXTURE2D_DESC desc(pfmt, width, height, 1, mips,
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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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{
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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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dataIt += upData[i].SysMemSlicePitch;
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if (width > 1)
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width /= 2;
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if (height > 1)
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height /= 2;
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}
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ThrowIfFailed(ctx->m_dev->CreateTexture2D(&desc, upData, &m_tex));
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ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_tex.Get(),
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&CD3D11_SHADER_RESOURCE_VIEW_DESC(m_tex.Get(), D3D_SRV_DIMENSION_TEXTURE2D, pfmt, 0, mips), &m_srv));
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}
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public:
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ComPtr<ID3D11Texture2D> m_tex;
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ComPtr<ID3D11ShaderResourceView> m_srv;
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~D3D11TextureS() = default;
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};
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class D3D11TextureSA : public GraphicsDataNode<ITextureSA>
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{
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friend class D3D11DataFactory;
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size_t m_sz;
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D3D11TextureSA(const boo::ObjToken<BaseGraphicsData>& parent,
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D3D11Context* ctx, size_t width, size_t height, size_t layers,
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size_t mips, TextureFormat fmt, const void* data, size_t sz)
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: GraphicsDataNode<ITextureSA>(parent), m_sz(sz)
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{
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size_t pixelPitch;
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DXGI_FORMAT pixelFmt;
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if (fmt == TextureFormat::RGBA8)
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{
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pixelPitch = 4;
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pixelFmt = DXGI_FORMAT_R8G8B8A8_UNORM;
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}
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else if (fmt == TextureFormat::I8)
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{
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pixelPitch = 1;
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pixelFmt = DXGI_FORMAT_R8_UNORM;
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}
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CD3D11_TEXTURE2D_DESC desc(pixelFmt, width, height, layers, mips,
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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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std::unique_ptr<D3D11_SUBRESOURCE_DATA[]> upData(new D3D11_SUBRESOURCE_DATA[layers * mips]);
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D3D11_SUBRESOURCE_DATA* outIt = upData.get();
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for (size_t i=0 ; i<mips ; ++i)
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{
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for (size_t j=0 ; j<layers ; ++j)
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{
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outIt->pSysMem = dataIt;
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outIt->SysMemPitch = width * pixelPitch;
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outIt->SysMemSlicePitch = outIt->SysMemPitch * height;
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dataIt += outIt->SysMemSlicePitch;
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++outIt;
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}
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if (width > 1)
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width /= 2;
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if (height > 1)
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height /= 2;
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}
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ThrowIfFailed(ctx->m_dev->CreateTexture2D(&desc, upData.get(), &m_tex));
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ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_tex.Get(),
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&CD3D11_SHADER_RESOURCE_VIEW_DESC(m_tex.Get(), D3D_SRV_DIMENSION_TEXTURE2DARRAY, pixelFmt), &m_srv));
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}
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public:
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ComPtr<ID3D11Texture2D> m_tex;
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ComPtr<ID3D11ShaderResourceView> m_srv;
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~D3D11TextureSA() = default;
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};
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class D3D11TextureD : public GraphicsDataNode<ITextureD>
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{
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friend class D3D11DataFactory;
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friend struct D3D11CommandQueue;
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size_t m_width = 0;
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size_t m_height = 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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int m_validSlots = 0;
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D3D11TextureD(const boo::ObjToken<BaseGraphicsData>& parent,
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D3D11CommandQueue* q, D3D11Context* ctx,
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size_t width, size_t height, TextureFormat fmt)
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: GraphicsDataNode<ITextureD>(parent), m_width(width), m_height(height), m_q(q)
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{
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DXGI_FORMAT pixelFmt;
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switch (fmt)
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{
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case TextureFormat::RGBA8:
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pixelFmt = DXGI_FORMAT_R8G8B8A8_UNORM;
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m_pxPitch = 4;
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break;
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case TextureFormat::I8:
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pixelFmt = DXGI_FORMAT_R8_UNORM;
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m_pxPitch = 1;
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break;
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default:
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Log.report(logvisor::Fatal, "unsupported tex format");
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}
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m_cpuSz = width * height * m_pxPitch;
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m_cpuBuf.reset(new uint8_t[m_cpuSz]);
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CD3D11_TEXTURE2D_DESC desc(pixelFmt, width, height, 1, 1,
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D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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for (int i=0 ; i<3 ; ++i)
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{
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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(),
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&CD3D11_SHADER_RESOURCE_VIEW_DESC(m_texs[i].Get(), D3D_SRV_DIMENSION_TEXTURE2D, pixelFmt), &m_srvs[i]));
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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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ComPtr<ID3D11Texture2D> m_texs[3];
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ComPtr<ID3D11ShaderResourceView> m_srvs[3];
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~D3D11TextureD() = default;
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void load(const void* data, size_t sz);
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void* map(size_t sz);
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void unmap();
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};
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#define MAX_BIND_TEXS 4
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class D3D11TextureR : public GraphicsDataNode<ITextureR>
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{
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friend class D3D11DataFactory;
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friend struct D3D11CommandQueue;
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size_t m_width = 0;
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size_t m_height = 0;
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size_t m_samples = 0;
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size_t m_colorBindCount;
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size_t m_depthBindCount;
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void Setup(D3D11Context* ctx)
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{
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ThrowIfFailed(ctx->m_dev->CreateTexture2D(&CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, m_width, m_height,
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1, 1, D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT, 0, m_samples), nullptr, &m_colorTex));
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ThrowIfFailed(ctx->m_dev->CreateTexture2D(&CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_D24_UNORM_S8_UINT, m_width, m_height,
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1, 1, D3D11_BIND_DEPTH_STENCIL, D3D11_USAGE_DEFAULT, 0, m_samples), nullptr, &m_depthTex));
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D3D11_RTV_DIMENSION rtvDim;
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D3D11_DSV_DIMENSION dsvDim;
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if (m_samples > 1)
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{
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rtvDim = D3D11_RTV_DIMENSION_TEXTURE2DMS;
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dsvDim = D3D11_DSV_DIMENSION_TEXTURE2DMS;
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}
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else
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{
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rtvDim = D3D11_RTV_DIMENSION_TEXTURE2D;
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dsvDim = D3D11_DSV_DIMENSION_TEXTURE2D;
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}
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ThrowIfFailed(ctx->m_dev->CreateRenderTargetView(m_colorTex.Get(),
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&CD3D11_RENDER_TARGET_VIEW_DESC(m_colorTex.Get(), rtvDim), &m_rtv));
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ThrowIfFailed(ctx->m_dev->CreateDepthStencilView(m_depthTex.Get(),
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&CD3D11_DEPTH_STENCIL_VIEW_DESC(m_depthTex.Get(), dsvDim), &m_dsv));
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for (size_t i=0 ; i<m_colorBindCount ; ++i)
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{
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ThrowIfFailed(ctx->m_dev->CreateTexture2D(&CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, m_width, m_height,
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1, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, 1), nullptr, &m_colorBindTex[i]));
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ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_colorBindTex[i].Get(),
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&CD3D11_SHADER_RESOURCE_VIEW_DESC(m_colorBindTex[i].Get(), D3D11_SRV_DIMENSION_TEXTURE2D), &m_colorSrv[i]));
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}
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for (size_t i=0 ; i<m_depthBindCount ; ++i)
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{
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ThrowIfFailed(ctx->m_dev->CreateTexture2D(&CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R24G8_TYPELESS, m_width, m_height,
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1, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, 1), nullptr, &m_depthBindTex[i]));
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ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_depthBindTex[i].Get(),
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&CD3D11_SHADER_RESOURCE_VIEW_DESC(m_depthBindTex[i].Get(), D3D11_SRV_DIMENSION_TEXTURE2D,
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DXGI_FORMAT_R24_UNORM_X8_TYPELESS), &m_depthSrv[i]));
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}
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}
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D3D11TextureR(const boo::ObjToken<BaseGraphicsData>& parent,
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D3D11Context* ctx, size_t width, size_t height, size_t samples,
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size_t colorBindCount, size_t depthBindCount)
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: GraphicsDataNode<ITextureR>(parent), m_width(width), m_height(height), m_samples(samples),
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m_colorBindCount(colorBindCount), m_depthBindCount(depthBindCount)
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{
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if (colorBindCount > MAX_BIND_TEXS)
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Log.report(logvisor::Fatal, "too many color bindings for render texture");
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if (depthBindCount > MAX_BIND_TEXS)
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Log.report(logvisor::Fatal, "too many depth bindings for render texture");
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if (samples == 0) m_samples = 1;
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Setup(ctx);
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}
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public:
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size_t samples() const {return m_samples;}
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ComPtr<ID3D11Texture2D> m_colorTex;
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ComPtr<ID3D11RenderTargetView> m_rtv;
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ComPtr<ID3D11Texture2D> m_depthTex;
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ComPtr<ID3D11DepthStencilView> m_dsv;
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ComPtr<ID3D11Texture2D> m_colorBindTex[MAX_BIND_TEXS];
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ComPtr<ID3D11ShaderResourceView> m_colorSrv[MAX_BIND_TEXS];
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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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~D3D11TextureR() = default;
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void resize(D3D11Context* ctx, size_t width, size_t height)
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{
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if (width < 1)
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width = 1;
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if (height < 1)
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height = 1;
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m_width = width;
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m_height = height;
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Setup(ctx);
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}
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};
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static const size_t SEMANTIC_SIZE_TABLE[] =
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{
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0,
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12,
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16,
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12,
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16,
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16,
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4,
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8,
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16,
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16,
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16
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};
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static const char* SEMANTIC_NAME_TABLE[] =
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{
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nullptr,
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"POSITION",
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"POSITION",
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"NORMAL",
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"NORMAL",
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"COLOR",
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"COLOR",
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"UV",
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"UV",
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"WEIGHT",
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"MODELVIEW"
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};
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static const DXGI_FORMAT SEMANTIC_TYPE_TABLE[] =
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{
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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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DXGI_FORMAT_R32G32B32A32_FLOAT,
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DXGI_FORMAT_R32G32B32A32_FLOAT,
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DXGI_FORMAT_R8G8B8A8_UNORM,
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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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};
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|
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struct D3D11VertexFormat : GraphicsDataNode<IVertexFormat>
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{
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size_t m_elementCount;
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std::unique_ptr<D3D11_INPUT_ELEMENT_DESC[]> m_elements;
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size_t m_stride = 0;
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size_t m_instStride = 0;
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|
|
D3D11VertexFormat(const boo::ObjToken<BaseGraphicsData>& parent,
|
|
size_t elementCount, const VertexElementDescriptor* elements)
|
|
: GraphicsDataNode<IVertexFormat>(parent), m_elementCount(elementCount),
|
|
m_elements(new D3D11_INPUT_ELEMENT_DESC[elementCount])
|
|
{
|
|
memset(m_elements.get(), 0, elementCount * sizeof(D3D11_INPUT_ELEMENT_DESC));
|
|
for (size_t i=0 ; i<elementCount ; ++i)
|
|
{
|
|
const VertexElementDescriptor* elemin = &elements[i];
|
|
D3D11_INPUT_ELEMENT_DESC& elem = m_elements[i];
|
|
int semantic = int(elemin->semantic & boo::VertexSemantic::SemanticMask);
|
|
elem.SemanticName = SEMANTIC_NAME_TABLE[semantic];
|
|
elem.SemanticIndex = elemin->semanticIdx;
|
|
elem.Format = SEMANTIC_TYPE_TABLE[semantic];
|
|
if ((elemin->semantic & boo::VertexSemantic::Instanced) != boo::VertexSemantic::None)
|
|
{
|
|
elem.InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA;
|
|
elem.InstanceDataStepRate = 1;
|
|
elem.InputSlot = 1;
|
|
elem.AlignedByteOffset = m_instStride;
|
|
m_instStride += SEMANTIC_SIZE_TABLE[semantic];
|
|
}
|
|
else
|
|
{
|
|
elem.InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
|
elem.AlignedByteOffset = m_stride;
|
|
m_stride += SEMANTIC_SIZE_TABLE[semantic];
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
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,
|
|
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
|
|
};
|
|
|
|
class D3D11ShaderPipeline : public GraphicsDataNode<IShaderPipeline>
|
|
{
|
|
friend class D3D11DataFactory;
|
|
friend struct D3D11ShaderDataBinding;
|
|
boo::ObjToken<IVertexFormat> m_vtxFmt;
|
|
D3D11ShareableShader::Token m_vert;
|
|
D3D11ShareableShader::Token m_pixel;
|
|
|
|
D3D11ShaderPipeline(const boo::ObjToken<BaseGraphicsData>& parent,
|
|
D3D11Context* ctx,
|
|
D3D11ShareableShader::Token&& vert,
|
|
D3D11ShareableShader::Token&& pixel,
|
|
const boo::ObjToken<IVertexFormat>& vtxFmt,
|
|
BlendFactor srcFac, BlendFactor dstFac, Primitive prim,
|
|
ZTest depthTest, bool depthWrite, bool colorWrite,
|
|
bool alphaWrite, CullMode culling)
|
|
: GraphicsDataNode<IShaderPipeline>(parent), m_vtxFmt(vtxFmt),
|
|
m_vert(std::move(vert)), m_pixel(std::move(pixel)),
|
|
m_topology(PRIMITIVE_TABLE[int(prim)])
|
|
{
|
|
m_vert.get().m_shader.As<ID3D11VertexShader>(&m_vShader);
|
|
m_pixel.get().m_shader.As<ID3D11PixelShader>(&m_pShader);
|
|
|
|
D3D11_CULL_MODE cullMode;
|
|
switch (culling)
|
|
{
|
|
case CullMode::None:
|
|
default:
|
|
cullMode = D3D11_CULL_NONE;
|
|
break;
|
|
case CullMode::Backface:
|
|
cullMode = D3D11_CULL_BACK;
|
|
break;
|
|
case CullMode::Frontface:
|
|
cullMode = D3D11_CULL_FRONT;
|
|
break;
|
|
}
|
|
|
|
CD3D11_RASTERIZER_DESC rasDesc(D3D11_FILL_SOLID, cullMode, true,
|
|
D3D11_DEFAULT_DEPTH_BIAS, D3D11_DEFAULT_DEPTH_BIAS_CLAMP, D3D11_DEFAULT_SLOPE_SCALED_DEPTH_BIAS,
|
|
true, true, false, false);
|
|
ThrowIfFailed(ctx->m_dev->CreateRasterizerState(&rasDesc, &m_rasState));
|
|
|
|
CD3D11_DEPTH_STENCIL_DESC dsDesc(D3D11_DEFAULT);
|
|
dsDesc.DepthEnable = depthTest != ZTest::None;
|
|
dsDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK(depthWrite);
|
|
switch (depthTest)
|
|
{
|
|
case ZTest::None:
|
|
default:
|
|
dsDesc.DepthFunc = D3D11_COMPARISON_ALWAYS;
|
|
break;
|
|
case ZTest::LEqual:
|
|
dsDesc.DepthFunc = D3D11_COMPARISON_GREATER_EQUAL;
|
|
break;
|
|
case ZTest::Greater:
|
|
dsDesc.DepthFunc = D3D11_COMPARISON_LESS;
|
|
break;
|
|
case ZTest::GEqual:
|
|
dsDesc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
|
|
break;
|
|
case ZTest::Equal:
|
|
dsDesc.DepthFunc = D3D11_COMPARISON_EQUAL;
|
|
break;
|
|
}
|
|
ThrowIfFailed(ctx->m_dev->CreateDepthStencilState(&dsDesc, &m_dsState));
|
|
|
|
CD3D11_BLEND_DESC blDesc(D3D11_DEFAULT);
|
|
blDesc.RenderTarget[0].BlendEnable = (dstFac != BlendFactor::Zero);
|
|
if (srcFac == BlendFactor::Subtract || dstFac == BlendFactor::Subtract)
|
|
{
|
|
blDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_DEST_COLOR;
|
|
blDesc.RenderTarget[0].DestBlend = D3D11_BLEND_SRC_COLOR;
|
|
blDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_SUBTRACT;
|
|
}
|
|
else
|
|
{
|
|
blDesc.RenderTarget[0].SrcBlend = BLEND_FACTOR_TABLE[int(srcFac)];
|
|
blDesc.RenderTarget[0].DestBlend = BLEND_FACTOR_TABLE[int(dstFac)];
|
|
blDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
|
|
}
|
|
blDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
|
|
blDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
|
|
blDesc.RenderTarget[0].RenderTargetWriteMask =
|
|
(colorWrite ? (D3D11_COLOR_WRITE_ENABLE_RED |
|
|
D3D11_COLOR_WRITE_ENABLE_GREEN |
|
|
D3D11_COLOR_WRITE_ENABLE_BLUE) : 0) |
|
|
(alphaWrite ? D3D11_COLOR_WRITE_ENABLE_ALPHA : 0);
|
|
ThrowIfFailed(ctx->m_dev->CreateBlendState(&blDesc, &m_blState));
|
|
|
|
const auto& vertBuf = m_vert.get().m_vtxBlob;
|
|
D3D11VertexFormat* cvtxFmt = vtxFmt.cast<D3D11VertexFormat>();
|
|
ThrowIfFailed(ctx->m_dev->CreateInputLayout(cvtxFmt->m_elements.get(), cvtxFmt->m_elementCount,
|
|
vertBuf->GetBufferPointer(), vertBuf->GetBufferSize(), &m_inLayout));
|
|
}
|
|
public:
|
|
ComPtr<ID3D11VertexShader> m_vShader;
|
|
ComPtr<ID3D11PixelShader> m_pShader;
|
|
ComPtr<ID3D11RasterizerState> m_rasState;
|
|
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;
|
|
|
|
void bind(ID3D11DeviceContext* ctx)
|
|
{
|
|
ctx->VSSetShader(m_vShader.Get(), nullptr, 0);
|
|
ctx->PSSetShader(m_pShader.Get(), nullptr, 0);
|
|
ctx->RSSetState(m_rasState.Get());
|
|
ctx->OMSetDepthStencilState(m_dsState.Get(), 0);
|
|
ctx->OMSetBlendState(m_blState.Get(), nullptr, 0xffffffff);
|
|
ctx->IASetInputLayout(m_inLayout.Get());
|
|
ctx->IASetPrimitiveTopology(m_topology);
|
|
}
|
|
};
|
|
|
|
struct D3D11ShaderDataBinding : public GraphicsDataNode<IShaderDataBinding>
|
|
{
|
|
boo::ObjToken<IShaderPipeline> m_pipeline;
|
|
boo::ObjToken<IGraphicsBuffer> m_vbuf;
|
|
boo::ObjToken<IGraphicsBuffer> m_instVbuf;
|
|
boo::ObjToken<IGraphicsBuffer> m_ibuf;
|
|
std::vector<boo::ObjToken<IGraphicsBuffer>> m_ubufs;
|
|
std::unique_ptr<UINT[]> m_ubufFirstConsts;
|
|
std::unique_ptr<UINT[]> m_ubufNumConsts;
|
|
std::unique_ptr<bool[]> m_pubufs;
|
|
struct BoundTex
|
|
{
|
|
boo::ObjToken<ITexture> tex;
|
|
int idx;
|
|
bool depth;
|
|
};
|
|
std::vector<BoundTex> m_texs;
|
|
UINT m_baseOffsets[2];
|
|
|
|
D3D11ShaderDataBinding(const boo::ObjToken<BaseGraphicsData>& d,
|
|
D3D11Context* ctx,
|
|
const boo::ObjToken<IShaderPipeline>& pipeline,
|
|
const boo::ObjToken<IGraphicsBuffer>& vbuf,
|
|
const boo::ObjToken<IGraphicsBuffer>& instVbuf,
|
|
const boo::ObjToken<IGraphicsBuffer>& ibuf,
|
|
size_t ubufCount, const boo::ObjToken<IGraphicsBuffer>* ubufs, const PipelineStage* ubufStages,
|
|
const size_t* ubufOffs, const size_t* ubufSizes,
|
|
size_t texCount, const boo::ObjToken<ITexture>* texs,
|
|
const int* texBindIdx, const bool* depthBind,
|
|
size_t baseVert, size_t baseInst)
|
|
: GraphicsDataNode<IShaderDataBinding>(d),
|
|
m_pipeline(pipeline),
|
|
m_vbuf(vbuf),
|
|
m_instVbuf(instVbuf),
|
|
m_ibuf(ibuf)
|
|
{
|
|
m_ubufs.reserve(ubufCount);
|
|
m_texs.reserve(texCount);
|
|
|
|
D3D11ShaderPipeline* cpipeline = m_pipeline.cast<D3D11ShaderPipeline>();
|
|
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)
|
|
{
|
|
m_pubufs.reset(new bool[ubufCount]);
|
|
for (size_t i=0 ; i<ubufCount ; ++i)
|
|
m_pubufs[i] = ubufStages[i] == PipelineStage::Fragment;
|
|
}
|
|
if (ubufOffs && ubufSizes)
|
|
{
|
|
m_ubufFirstConsts.reset(new UINT[ubufCount]);
|
|
m_ubufNumConsts.reset(new UINT[ubufCount]);
|
|
for (size_t i=0 ; i<ubufCount ; ++i)
|
|
{
|
|
#ifndef NDEBUG
|
|
if (ubufOffs[i] % 256)
|
|
Log.report(logvisor::Fatal, "non-256-byte-aligned uniform-offset %d provided to newShaderDataBinding", int(i));
|
|
#endif
|
|
m_ubufFirstConsts[i] = ubufOffs[i] / 16;
|
|
m_ubufNumConsts[i] = ((ubufSizes[i] + 255) & ~255) / 16;
|
|
}
|
|
}
|
|
for (size_t i=0 ; i<ubufCount ; ++i)
|
|
{
|
|
#ifndef NDEBUG
|
|
if (!ubufs[i])
|
|
Log.report(logvisor::Fatal, "null uniform-buffer %d provided to newShaderDataBinding", int(i));
|
|
#endif
|
|
m_ubufs.push_back(ubufs[i]);
|
|
}
|
|
for (size_t i=0 ; i<texCount ; ++i)
|
|
{
|
|
m_texs.push_back({texs[i], texBindIdx ? texBindIdx[i] : 0, depthBind ? depthBind[i] : false});
|
|
}
|
|
}
|
|
|
|
void bind(ID3D11DeviceContext1* ctx, int b)
|
|
{
|
|
m_pipeline.cast<D3D11ShaderPipeline>()->bind(ctx);
|
|
|
|
ID3D11Buffer* bufs[2] = {};
|
|
UINT strides[2] = {};
|
|
|
|
if (m_vbuf)
|
|
{
|
|
if (m_vbuf->dynamic())
|
|
{
|
|
D3D11GraphicsBufferD<BaseGraphicsData>* cbuf =
|
|
m_vbuf.cast<D3D11GraphicsBufferD<BaseGraphicsData>>();
|
|
bufs[0] = cbuf->m_bufs[b].Get();
|
|
strides[0] = UINT(cbuf->m_stride);
|
|
}
|
|
else
|
|
{
|
|
D3D11GraphicsBufferS* cbuf = m_vbuf.cast<D3D11GraphicsBufferS>();
|
|
bufs[0] = cbuf->m_buf.Get();
|
|
strides[0] = UINT(cbuf->m_stride);
|
|
}
|
|
}
|
|
|
|
if (m_instVbuf)
|
|
{
|
|
if (m_instVbuf->dynamic())
|
|
{
|
|
D3D11GraphicsBufferD<BaseGraphicsData>* cbuf =
|
|
m_instVbuf.cast<D3D11GraphicsBufferD<BaseGraphicsData>>();
|
|
bufs[1] = cbuf->m_bufs[b].Get();
|
|
strides[1] = UINT(cbuf->m_stride);
|
|
}
|
|
else
|
|
{
|
|
D3D11GraphicsBufferS* cbuf = m_instVbuf.cast<D3D11GraphicsBufferS>();
|
|
bufs[1] = cbuf->m_buf.Get();
|
|
strides[1] = UINT(cbuf->m_stride);
|
|
}
|
|
}
|
|
|
|
ctx->IASetVertexBuffers(0, 2, bufs, strides, m_baseOffsets);
|
|
|
|
if (m_ibuf)
|
|
{
|
|
if (m_ibuf->dynamic())
|
|
{
|
|
D3D11GraphicsBufferD<BaseGraphicsData>* 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>();
|
|
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);
|
|
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->VSSetConstantBuffers1(0, m_ubufs.size(), constBufs, 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])
|
|
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->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);
|
|
|
|
if (m_pubufs)
|
|
{
|
|
ID3D11Buffer* constBufs[8] = {};
|
|
for (int i=0 ; i<8 && 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();
|
|
}
|
|
else
|
|
{
|
|
D3D11GraphicsBufferS* cbuf = m_ubufs[i].cast<D3D11GraphicsBufferS>();
|
|
constBufs[i] = cbuf->m_buf.Get();
|
|
}
|
|
}
|
|
ctx->PSSetConstantBuffers(0, m_ubufs.size(), constBufs);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (m_texs.size())
|
|
{
|
|
ID3D11ShaderResourceView* srvs[8] = {};
|
|
for (int i=0 ; i<8 && 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>();
|
|
srvs[i] = ctex->m_srvs[b].Get();
|
|
break;
|
|
}
|
|
case TextureType::Static:
|
|
{
|
|
D3D11TextureS* 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>();
|
|
srvs[i] = ctex->m_srv.Get();
|
|
break;
|
|
}
|
|
case TextureType::Render:
|
|
{
|
|
D3D11TextureR* 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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
ctx->PSSetShaderResources(0, m_texs.size(), srvs);
|
|
}
|
|
}
|
|
};
|
|
|
|
struct D3D11CommandQueue : IGraphicsCommandQueue
|
|
{
|
|
Platform platform() const {return IGraphicsDataFactory::Platform::D3D11;}
|
|
const SystemChar* platformName() const {return _S("D3D11");}
|
|
D3D11Context* m_ctx;
|
|
D3D11Context::Window* m_windowCtx;
|
|
IGraphicsContext* m_parent;
|
|
ComPtr<ID3D11DeviceContext1> m_deferredCtx;
|
|
|
|
size_t m_fillBuf = 0;
|
|
size_t m_completeBuf = 0;
|
|
size_t m_drawBuf = 0;
|
|
bool m_running = true;
|
|
|
|
std::mutex m_mt;
|
|
std::condition_variable m_cv;
|
|
std::mutex m_initmt;
|
|
std::condition_variable m_initcv;
|
|
std::unique_lock<std::mutex> m_initlk;
|
|
std::thread m_thr;
|
|
|
|
struct CommandList
|
|
{
|
|
ComPtr<ID3D11CommandList> list;
|
|
std::vector<boo::ObjToken<boo::IObj>> resTokens;
|
|
boo::ObjToken<ITextureR> workDoPresent;
|
|
|
|
void reset()
|
|
{
|
|
list.Reset();
|
|
resTokens.clear();
|
|
workDoPresent.reset();
|
|
}
|
|
};
|
|
CommandList m_cmdLists[3];
|
|
|
|
std::recursive_mutex m_dynamicLock;
|
|
void ProcessDynamicLoads(ID3D11DeviceContext* ctx);
|
|
static void RenderingWorker(D3D11CommandQueue* self)
|
|
{
|
|
{
|
|
std::unique_lock<std::mutex> lk(self->m_initmt);
|
|
}
|
|
self->m_initcv.notify_one();
|
|
while (self->m_running)
|
|
{
|
|
{
|
|
std::unique_lock<std::mutex> lk(self->m_mt);
|
|
self->m_cv.wait(lk);
|
|
if (!self->m_running)
|
|
break;
|
|
self->m_drawBuf = self->m_completeBuf;
|
|
auto& CmdList = self->m_cmdLists[self->m_drawBuf];
|
|
|
|
self->ProcessDynamicLoads(self->m_ctx->m_devCtx.Get());
|
|
|
|
if (self->m_texResizes.size())
|
|
{
|
|
for (const auto& resize : self->m_texResizes)
|
|
resize.first->resize(self->m_ctx, resize.second.first, resize.second.second);
|
|
self->m_texResizes.clear();
|
|
CmdList.reset();
|
|
continue;
|
|
}
|
|
|
|
if (self->m_windowCtx->m_needsFSTransition)
|
|
{
|
|
if (self->m_windowCtx->m_fs)
|
|
{
|
|
self->m_windowCtx->m_swapChain->SetFullscreenState(true, nullptr);
|
|
self->m_windowCtx->m_swapChain->ResizeTarget(&self->m_windowCtx->m_fsdesc);
|
|
}
|
|
else
|
|
self->m_windowCtx->m_swapChain->SetFullscreenState(false, nullptr);
|
|
|
|
self->m_windowCtx->m_needsFSTransition = false;
|
|
CmdList.reset();
|
|
continue;
|
|
}
|
|
|
|
if (self->m_windowCtx->m_needsResize)
|
|
{
|
|
self->m_windowCtx->m_swapChain->ResizeBuffers(2,
|
|
self->m_windowCtx->width, self->m_windowCtx->height,
|
|
DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH);
|
|
self->m_windowCtx->m_needsResize = false;
|
|
CmdList.reset();
|
|
continue;
|
|
}
|
|
}
|
|
|
|
auto& CmdList = self->m_cmdLists[self->m_drawBuf];
|
|
ID3D11CommandList* list = CmdList.list.Get();
|
|
self->m_ctx->m_devCtx->ExecuteCommandList(list, false);
|
|
|
|
D3D11TextureR* csource = CmdList.workDoPresent.cast<D3D11TextureR>();
|
|
if (csource)
|
|
{
|
|
ComPtr<ID3D11Texture2D> dest;
|
|
ThrowIfFailed(self->m_windowCtx->m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), &dest));
|
|
|
|
ID3D11Texture2D* src = csource->m_colorTex.Get();
|
|
if (csource->m_samples > 1)
|
|
self->m_ctx->m_devCtx->ResolveSubresource(dest.Get(), 0, src, 0, DXGI_FORMAT_R8G8B8A8_UNORM);
|
|
else
|
|
self->m_ctx->m_devCtx->CopyResource(dest.Get(), src);
|
|
|
|
self->m_windowCtx->m_swapChain->Present(1, 0);
|
|
}
|
|
|
|
CmdList.reset();
|
|
}
|
|
}
|
|
|
|
D3D11CommandQueue(D3D11Context* ctx, D3D11Context::Window* windowCtx, IGraphicsContext* parent)
|
|
: m_ctx(ctx), m_windowCtx(windowCtx), m_parent(parent),
|
|
m_initlk(m_initmt),
|
|
m_thr(RenderingWorker, this)
|
|
{
|
|
m_initcv.wait(m_initlk);
|
|
m_initlk.unlock();
|
|
ThrowIfFailed(ctx->m_dev->CreateDeferredContext1(0, &m_deferredCtx));
|
|
}
|
|
|
|
void stopRenderer()
|
|
{
|
|
m_running = false;
|
|
m_cv.notify_one();
|
|
m_thr.join();
|
|
}
|
|
|
|
~D3D11CommandQueue()
|
|
{
|
|
if (m_running) stopRenderer();
|
|
}
|
|
|
|
void setShaderDataBinding(const boo::ObjToken<IShaderDataBinding>& binding)
|
|
{
|
|
D3D11ShaderDataBinding* 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_deferredCtx->PSSetSamplers(0, 3, samp);
|
|
}
|
|
|
|
boo::ObjToken<ITextureR> m_boundTarget;
|
|
void setRenderTarget(const boo::ObjToken<ITextureR>& target)
|
|
{
|
|
D3D11TextureR* ctarget = target.cast<D3D11TextureR>();
|
|
ID3D11RenderTargetView* view[] = {ctarget->m_rtv.Get()};
|
|
m_deferredCtx->OMSetRenderTargets(1, view, ctarget->m_dsv.Get());
|
|
m_boundTarget = target;
|
|
}
|
|
|
|
void setViewport(const SWindowRect& rect, float znear, float zfar)
|
|
{
|
|
if (m_boundTarget)
|
|
{
|
|
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]),
|
|
FLOAT(rect.size[0]), FLOAT(rect.size[1]), 1.f - zfar, 1.f - znear};
|
|
m_deferredCtx->RSSetViewports(1, &vp);
|
|
}
|
|
}
|
|
|
|
void setScissor(const SWindowRect& rect)
|
|
{
|
|
if (m_boundTarget)
|
|
{
|
|
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]),
|
|
LONG(rect.location[0] + rect.size[0]), LONG(boundHeight - rect.location[1])};
|
|
m_deferredCtx->RSSetScissorRects(1, &d3drect);
|
|
}
|
|
}
|
|
|
|
std::unordered_map<D3D11TextureR*, std::pair<size_t, size_t>> m_texResizes;
|
|
void resizeRenderTexture(const boo::ObjToken<ITextureR>& tex, size_t width, size_t height)
|
|
{
|
|
D3D11TextureR* ctex = tex.cast<D3D11TextureR>();
|
|
std::unique_lock<std::mutex> lk(m_mt);
|
|
m_texResizes[ctex] = std::make_pair(width, height);
|
|
}
|
|
|
|
void schedulePostFrameHandler(std::function<void(void)>&& func)
|
|
{
|
|
func();
|
|
}
|
|
|
|
float m_clearColor[4] = {0.0,0.0,0.0,0.0};
|
|
void setClearColor(const float rgba[4])
|
|
{
|
|
m_clearColor[0] = rgba[0];
|
|
m_clearColor[1] = rgba[1];
|
|
m_clearColor[2] = rgba[2];
|
|
m_clearColor[3] = rgba[3];
|
|
}
|
|
|
|
void clearTarget(bool render=true, bool depth=true)
|
|
{
|
|
if (!m_boundTarget)
|
|
return;
|
|
D3D11TextureR* ctarget = m_boundTarget.cast<D3D11TextureR>();
|
|
if (render)
|
|
m_deferredCtx->ClearRenderTargetView(ctarget->m_rtv.Get(), m_clearColor);
|
|
if (depth)
|
|
m_deferredCtx->ClearDepthStencilView(ctarget->m_dsv.Get(), D3D11_CLEAR_DEPTH, 0.0f, 0);
|
|
}
|
|
|
|
void draw(size_t start, size_t count)
|
|
{
|
|
m_deferredCtx->Draw(count, start);
|
|
}
|
|
|
|
void drawIndexed(size_t start, size_t count)
|
|
{
|
|
m_deferredCtx->DrawIndexed(count, start, 0);
|
|
}
|
|
|
|
void drawInstances(size_t start, size_t count, size_t instCount)
|
|
{
|
|
m_deferredCtx->DrawInstanced(count, instCount, start, 0);
|
|
}
|
|
|
|
void drawInstancesIndexed(size_t start, size_t count, size_t instCount)
|
|
{
|
|
m_deferredCtx->DrawIndexedInstanced(count, instCount, start, 0, 0);
|
|
}
|
|
|
|
void resolveBindTexture(const boo::ObjToken<ITextureR>& texture, const SWindowRect& rect,
|
|
bool tlOrigin, int bindIdx, bool color, bool depth)
|
|
{
|
|
const D3D11TextureR* tex = texture.cast<D3D11TextureR>();
|
|
if (color && tex->m_colorBindCount)
|
|
{
|
|
if (tex->m_samples > 1)
|
|
{
|
|
m_deferredCtx->CopyResource(tex->m_colorBindTex[bindIdx].Get(), tex->m_colorTex.Get());
|
|
}
|
|
else
|
|
{
|
|
SWindowRect intersectRect = rect.intersect(SWindowRect(0, 0, tex->m_width, tex->m_height));
|
|
int y = tlOrigin ? intersectRect.location[1] : (tex->m_height - intersectRect.size[1] - intersectRect.location[1]);
|
|
D3D11_BOX box = {UINT(intersectRect.location[0]), UINT(y), 0,
|
|
UINT(intersectRect.location[0] + intersectRect.size[0]), UINT(y + intersectRect.size[1]), 1};
|
|
m_deferredCtx->CopySubresourceRegion1(tex->m_colorBindTex[bindIdx].Get(), 0, box.left, box.top, 0,
|
|
tex->m_colorTex.Get(), 0, &box, D3D11_COPY_DISCARD);
|
|
}
|
|
}
|
|
if (depth && tex->m_depthBindCount)
|
|
{
|
|
m_deferredCtx->CopyResource(tex->m_depthBindTex[bindIdx].Get(), tex->m_depthTex.Get());
|
|
}
|
|
}
|
|
|
|
boo::ObjToken<ITextureR> m_doPresent;
|
|
void resolveDisplay(const boo::ObjToken<ITextureR>& source)
|
|
{
|
|
m_doPresent = source;
|
|
}
|
|
|
|
void execute();
|
|
};
|
|
|
|
template <class DataCls>
|
|
void D3D11GraphicsBufferD<DataCls>::update(ID3D11DeviceContext* ctx, int b)
|
|
{
|
|
int slot = 1 << b;
|
|
if ((slot & m_validSlots) == 0)
|
|
{
|
|
ID3D11Buffer* res = m_bufs[b].Get();
|
|
D3D11_MAPPED_SUBRESOURCE d;
|
|
if (SUCCEEDED(ctx->Map(res, 0, D3D11_MAP_WRITE_DISCARD, 0, &d)))
|
|
{
|
|
memcpy(d.pData, m_cpuBuf.get(), m_cpuSz);
|
|
ctx->Unmap(res, 0);
|
|
}
|
|
m_validSlots |= slot;
|
|
}
|
|
}
|
|
template <class DataCls>
|
|
void D3D11GraphicsBufferD<DataCls>::load(const void* data, size_t sz)
|
|
{
|
|
std::unique_lock<std::recursive_mutex> lk(m_q->m_dynamicLock);
|
|
size_t bufSz = std::min(sz, m_cpuSz);
|
|
memcpy(m_cpuBuf.get(), data, bufSz);
|
|
m_validSlots = 0;
|
|
}
|
|
template <class DataCls>
|
|
void* D3D11GraphicsBufferD<DataCls>::map(size_t sz)
|
|
{
|
|
if (sz > m_cpuSz)
|
|
return nullptr;
|
|
m_q->m_dynamicLock.lock();
|
|
return m_cpuBuf.get();
|
|
}
|
|
template <class DataCls>
|
|
void D3D11GraphicsBufferD<DataCls>::unmap()
|
|
{
|
|
m_validSlots = 0;
|
|
m_q->m_dynamicLock.unlock();
|
|
}
|
|
|
|
void D3D11TextureD::update(ID3D11DeviceContext* ctx, int b)
|
|
{
|
|
int slot = 1 << b;
|
|
if ((slot & m_validSlots) == 0)
|
|
{
|
|
ID3D11Texture2D* res = m_texs[b].Get();
|
|
D3D11_MAPPED_SUBRESOURCE d;
|
|
ctx->Map(res, 0, D3D11_MAP_WRITE_DISCARD, 0, &d);
|
|
size_t rowSz = m_pxPitch * m_width;
|
|
for (size_t i=0 ; i<m_cpuSz ; i+=rowSz, reinterpret_cast<uint8_t*&>(d.pData)+=d.RowPitch)
|
|
memmove(d.pData, m_cpuBuf.get() + i, rowSz);
|
|
ctx->Unmap(res, 0);
|
|
m_validSlots |= slot;
|
|
}
|
|
}
|
|
void D3D11TextureD::load(const void* data, size_t sz)
|
|
{
|
|
std::unique_lock<std::recursive_mutex> lk(m_q->m_dynamicLock);
|
|
size_t bufSz = std::min(sz, m_cpuSz);
|
|
memcpy(m_cpuBuf.get(), data, bufSz);
|
|
m_validSlots = 0;
|
|
}
|
|
void* D3D11TextureD::map(size_t sz)
|
|
{
|
|
if (sz > m_cpuSz)
|
|
return nullptr;
|
|
m_q->m_dynamicLock.lock();
|
|
return m_cpuBuf.get();
|
|
}
|
|
void D3D11TextureD::unmap()
|
|
{
|
|
m_validSlots = 0;
|
|
m_q->m_dynamicLock.unlock();
|
|
}
|
|
|
|
class D3D11DataFactory : public ID3DDataFactory, public GraphicsDataFactoryHead
|
|
{
|
|
friend struct D3D11CommandQueue;
|
|
IGraphicsContext* m_parent;
|
|
struct D3D11Context* m_ctx;
|
|
std::unordered_map<uint64_t, std::unique_ptr<D3D11ShareableShader>> m_sharedShaders;
|
|
std::unordered_map<uint64_t, uint64_t> m_sourceToBinary;
|
|
uint32_t m_sampleCount;
|
|
|
|
public:
|
|
D3D11DataFactory(IGraphicsContext* parent, D3D11Context* ctx, uint32_t sampleCount)
|
|
: m_parent(parent), m_ctx(ctx), m_sampleCount(sampleCount)
|
|
{}
|
|
|
|
Platform platform() const {return Platform::D3D11;}
|
|
const SystemChar* platformName() const {return _S("D3D11");}
|
|
|
|
class Context : public ID3DDataFactory::Context
|
|
{
|
|
friend class D3D11DataFactory;
|
|
D3D11DataFactory& m_parent;
|
|
boo::ObjToken<BaseGraphicsData> m_data;
|
|
Context(D3D11DataFactory& parent)
|
|
: m_parent(parent), m_data(new BaseGraphicsData(parent)) {}
|
|
public:
|
|
Platform platform() const {return Platform::D3D11;}
|
|
const SystemChar* platformName() const {return _S("D3D11");}
|
|
|
|
boo::ObjToken<IGraphicsBufferS> newStaticBuffer(BufferUse use, const void* data, size_t stride, size_t count)
|
|
{
|
|
return {new D3D11GraphicsBufferS(m_data, use, m_parent.m_ctx, data, stride, count)};
|
|
}
|
|
|
|
boo::ObjToken<IGraphicsBufferD> newDynamicBuffer(BufferUse use, size_t stride, size_t count)
|
|
{
|
|
D3D11CommandQueue* q = static_cast<D3D11CommandQueue*>(m_parent.m_parent->getCommandQueue());
|
|
return {new D3D11GraphicsBufferD<BaseGraphicsData>(m_data, q, use, m_parent.m_ctx, stride, count)};
|
|
}
|
|
|
|
boo::ObjToken<ITextureS> newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt,
|
|
TextureClampMode clampMode, const void* data, size_t sz)
|
|
{
|
|
return {new D3D11TextureS(m_data, m_parent.m_ctx, width, height, mips, fmt, data, sz)};
|
|
}
|
|
|
|
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)
|
|
{
|
|
return {new D3D11TextureSA(m_data, m_parent.m_ctx, width, height, layers, mips, fmt, data, sz)};
|
|
}
|
|
|
|
boo::ObjToken<ITextureD> newDynamicTexture(size_t width, size_t height, TextureFormat fmt, TextureClampMode clampMode)
|
|
{
|
|
D3D11CommandQueue* q = static_cast<D3D11CommandQueue*>(m_parent.m_parent->getCommandQueue());
|
|
return {new D3D11TextureD(m_data, q, m_parent.m_ctx, width, height, fmt)};
|
|
}
|
|
|
|
boo::ObjToken<ITextureR> newRenderTexture(size_t width, size_t height, TextureClampMode clampMode,
|
|
size_t colorBindCount, size_t depthBindCount)
|
|
{
|
|
return {new D3D11TextureR(m_data, m_parent.m_ctx, width, height, m_parent.m_sampleCount,
|
|
colorBindCount, depthBindCount)};
|
|
}
|
|
|
|
boo::ObjToken<IVertexFormat> newVertexFormat(size_t elementCount, const VertexElementDescriptor* elements,
|
|
size_t baseVert, size_t baseInst)
|
|
{
|
|
return {new struct D3D11VertexFormat(m_data, elementCount, elements)};
|
|
}
|
|
|
|
#if _DEBUG
|
|
#define BOO_D3DCOMPILE_FLAG D3DCOMPILE_DEBUG | D3DCOMPILE_OPTIMIZATION_LEVEL0
|
|
#else
|
|
#define BOO_D3DCOMPILE_FLAG D3DCOMPILE_OPTIMIZATION_LEVEL3
|
|
#endif
|
|
|
|
static uint64_t CompileVert(ComPtr<ID3DBlob>& vertBlobOut, const char* vertSource, uint64_t srcKey,
|
|
D3D11DataFactory& factory)
|
|
{
|
|
ComPtr<ID3DBlob> errBlob;
|
|
if (FAILED(D3DCompilePROC(vertSource, strlen(vertSource), "HECL Vert Source", nullptr, nullptr, "main",
|
|
"vs_5_0", BOO_D3DCOMPILE_FLAG, 0, &vertBlobOut, &errBlob)))
|
|
{
|
|
printf("%s\n", vertSource);
|
|
Log.report(logvisor::Fatal, "error compiling vert shader: %s", errBlob->GetBufferPointer());
|
|
}
|
|
|
|
XXH64_state_t hashState;
|
|
XXH64_reset(&hashState, 0);
|
|
XXH64_update(&hashState, vertBlobOut->GetBufferPointer(), vertBlobOut->GetBufferSize());
|
|
uint64_t binKey = XXH64_digest(&hashState);
|
|
factory.m_sourceToBinary[srcKey] = binKey;
|
|
return binKey;
|
|
}
|
|
|
|
static uint64_t CompileFrag(ComPtr<ID3DBlob>& fragBlobOut, const char* fragSource, uint64_t srcKey,
|
|
D3D11DataFactory& factory)
|
|
{
|
|
ComPtr<ID3DBlob> errBlob;
|
|
if (FAILED(D3DCompilePROC(fragSource, strlen(fragSource), "HECL Pixel Source", nullptr, nullptr, "main",
|
|
"ps_5_0", BOO_D3DCOMPILE_FLAG, 0, &fragBlobOut, &errBlob)))
|
|
{
|
|
printf("%s\n", fragSource);
|
|
Log.report(logvisor::Fatal, "error compiling pixel shader: %s", errBlob->GetBufferPointer());
|
|
}
|
|
|
|
XXH64_state_t hashState;
|
|
XXH64_reset(&hashState, 0);
|
|
XXH64_update(&hashState, fragBlobOut->GetBufferPointer(), fragBlobOut->GetBufferSize());
|
|
uint64_t binKey = XXH64_digest(&hashState);
|
|
factory.m_sourceToBinary[srcKey] = binKey;
|
|
return binKey;
|
|
}
|
|
|
|
boo::ObjToken<IShaderPipeline> newShaderPipeline
|
|
(const char* vertSource, const char* fragSource,
|
|
ComPtr<ID3DBlob>* vertBlobOut, ComPtr<ID3DBlob>* fragBlobOut,
|
|
ComPtr<ID3DBlob>* pipelineBlob, const boo::ObjToken<IVertexFormat>& vtxFmt,
|
|
BlendFactor srcFac, BlendFactor dstFac, Primitive prim,
|
|
ZTest depthTest, bool depthWrite, bool colorWrite,
|
|
bool alphaWrite, CullMode culling)
|
|
{
|
|
XXH64_state_t hashState;
|
|
uint64_t srcHashes[2] = {};
|
|
uint64_t binHashes[2] = {};
|
|
XXH64_reset(&hashState, 0);
|
|
if (vertSource)
|
|
{
|
|
XXH64_update(&hashState, vertSource, strlen(vertSource));
|
|
srcHashes[0] = XXH64_digest(&hashState);
|
|
auto binSearch = m_parent.m_sourceToBinary.find(srcHashes[0]);
|
|
if (binSearch != m_parent.m_sourceToBinary.cend())
|
|
binHashes[0] = binSearch->second;
|
|
}
|
|
else if (vertBlobOut && *vertBlobOut)
|
|
{
|
|
XXH64_update(&hashState, (*vertBlobOut)->GetBufferPointer(), (*vertBlobOut)->GetBufferSize());
|
|
binHashes[0] = XXH64_digest(&hashState);
|
|
}
|
|
XXH64_reset(&hashState, 0);
|
|
if (fragSource)
|
|
{
|
|
XXH64_update(&hashState, fragSource, strlen(fragSource));
|
|
srcHashes[1] = XXH64_digest(&hashState);
|
|
auto binSearch = m_parent.m_sourceToBinary.find(srcHashes[1]);
|
|
if (binSearch != m_parent.m_sourceToBinary.cend())
|
|
binHashes[1] = binSearch->second;
|
|
}
|
|
else if (fragBlobOut && *fragBlobOut)
|
|
{
|
|
XXH64_update(&hashState, (*fragBlobOut)->GetBufferPointer(), (*fragBlobOut)->GetBufferSize());
|
|
binHashes[1] = XXH64_digest(&hashState);
|
|
}
|
|
|
|
if (vertBlobOut && !*vertBlobOut)
|
|
binHashes[0] = CompileVert(*vertBlobOut, vertSource, srcHashes[0], m_parent);
|
|
|
|
if (fragBlobOut && !*fragBlobOut)
|
|
binHashes[1] = CompileFrag(*fragBlobOut, fragSource, srcHashes[1], m_parent);
|
|
|
|
|
|
struct D3D11Context* ctx = m_parent.m_ctx;
|
|
D3D11ShareableShader::Token vertShader;
|
|
D3D11ShareableShader::Token fragShader;
|
|
auto vertFind = binHashes[0] ? m_parent.m_sharedShaders.find(binHashes[0]) :
|
|
m_parent.m_sharedShaders.end();
|
|
if (vertFind != m_parent.m_sharedShaders.end())
|
|
{
|
|
vertShader = vertFind->second->lock();
|
|
}
|
|
else
|
|
{
|
|
ComPtr<ID3DBlob> vertBlob;
|
|
if (vertBlobOut)
|
|
vertBlob = *vertBlobOut;
|
|
else
|
|
binHashes[0] = CompileVert(vertBlob, vertSource, srcHashes[0], m_parent);
|
|
|
|
ComPtr<ID3D11VertexShader> vShader;
|
|
ThrowIfFailed(ctx->m_dev->CreateVertexShader(vertBlob->GetBufferPointer(),
|
|
vertBlob->GetBufferSize(), nullptr, &vShader));
|
|
|
|
auto it =
|
|
m_parent.m_sharedShaders.emplace(std::make_pair(binHashes[0],
|
|
std::make_unique<D3D11ShareableShader>(m_parent, srcHashes[0], binHashes[0],
|
|
std::move(vShader), std::move(vertBlob)))).first;
|
|
vertShader = it->second->lock();
|
|
}
|
|
auto fragFind = binHashes[1] ? m_parent.m_sharedShaders.find(binHashes[1]) :
|
|
m_parent.m_sharedShaders.end();
|
|
if (fragFind != m_parent.m_sharedShaders.end())
|
|
{
|
|
fragShader = fragFind->second->lock();
|
|
}
|
|
else
|
|
{
|
|
ComPtr<ID3DBlob> fragBlob;
|
|
ComPtr<ID3DBlob>* useFragBlob;
|
|
if (fragBlobOut)
|
|
{
|
|
useFragBlob = fragBlobOut;
|
|
}
|
|
else
|
|
{
|
|
useFragBlob = &fragBlob;
|
|
binHashes[1] = CompileFrag(fragBlob, fragSource, srcHashes[1], m_parent);
|
|
}
|
|
|
|
ComPtr<ID3D11PixelShader> pShader;
|
|
ThrowIfFailed(ctx->m_dev->CreatePixelShader((*useFragBlob)->GetBufferPointer(),
|
|
(*useFragBlob)->GetBufferSize(), nullptr, &pShader));
|
|
|
|
auto it =
|
|
m_parent.m_sharedShaders.emplace(std::make_pair(binHashes[1],
|
|
std::make_unique<D3D11ShareableShader>(m_parent, srcHashes[1], binHashes[1],
|
|
std::move(pShader)))).first;
|
|
fragShader = it->second->lock();
|
|
}
|
|
|
|
return {new D3D11ShaderPipeline(m_data, ctx,
|
|
std::move(vertShader), std::move(fragShader),
|
|
vtxFmt, srcFac, dstFac, prim, depthTest, depthWrite, colorWrite, alphaWrite, culling)};
|
|
}
|
|
|
|
boo::ObjToken<IShaderDataBinding> newShaderDataBinding(
|
|
const boo::ObjToken<IShaderPipeline>& pipeline,
|
|
const boo::ObjToken<IVertexFormat>& vtxFormat,
|
|
const boo::ObjToken<IGraphicsBuffer>& vbuf,
|
|
const boo::ObjToken<IGraphicsBuffer>& instVbo,
|
|
const boo::ObjToken<IGraphicsBuffer>& ibuf,
|
|
size_t ubufCount, const boo::ObjToken<IGraphicsBuffer>* ubufs, const PipelineStage* ubufStages,
|
|
const size_t* ubufOffs, const size_t* ubufSizes,
|
|
size_t texCount, const boo::ObjToken<ITexture>* texs,
|
|
const int* texBindIdx, const bool* depthBind,
|
|
size_t baseVert, size_t baseInst)
|
|
{
|
|
return {new D3D11ShaderDataBinding(m_data, m_parent.m_ctx, pipeline, vbuf, instVbo, ibuf,
|
|
ubufCount, ubufs, ubufStages, ubufOffs, ubufSizes, texCount, texs,
|
|
texBindIdx, depthBind, baseVert, baseInst)};
|
|
}
|
|
};
|
|
|
|
boo::ObjToken<IGraphicsBufferD> newPoolBuffer(BufferUse use, size_t stride, size_t count)
|
|
{
|
|
D3D11CommandQueue* q = static_cast<D3D11CommandQueue*>(m_parent->getCommandQueue());
|
|
boo::ObjToken<BaseGraphicsPool> pool(new BaseGraphicsPool(*this));
|
|
return {new D3D11GraphicsBufferD<BaseGraphicsPool>(pool, q, use, m_ctx, stride, count)};
|
|
}
|
|
|
|
void commitTransaction(const FactoryCommitFunc& trans)
|
|
{
|
|
D3D11DataFactory::Context ctx(*this);
|
|
trans(ctx);
|
|
}
|
|
|
|
void _unregisterShareableShader(uint64_t srcKey, uint64_t binKey)
|
|
{
|
|
if (srcKey)
|
|
m_sourceToBinary.erase(srcKey);
|
|
m_sharedShaders.erase(binKey);
|
|
}
|
|
};
|
|
|
|
void D3D11CommandQueue::execute()
|
|
{
|
|
/* Finish command list */
|
|
auto& CmdList = m_cmdLists[m_fillBuf];
|
|
ThrowIfFailed(m_deferredCtx->FinishCommandList(false, &CmdList.list));
|
|
CmdList.workDoPresent = m_doPresent;
|
|
m_doPresent = nullptr;
|
|
|
|
/* Wait for worker thread to become ready */
|
|
std::unique_lock<std::mutex> lk(m_mt);
|
|
|
|
/* Ready for next frame */
|
|
m_completeBuf = m_fillBuf;
|
|
for (size_t i=0 ; i<3 ; ++i)
|
|
{
|
|
if (i == m_completeBuf || i == m_drawBuf)
|
|
continue;
|
|
m_fillBuf = i;
|
|
break;
|
|
}
|
|
|
|
/* Return control to worker thread */
|
|
lk.unlock();
|
|
m_cv.notify_one();
|
|
}
|
|
|
|
void D3D11CommandQueue::ProcessDynamicLoads(ID3D11DeviceContext* ctx)
|
|
{
|
|
D3D11DataFactory* gfxF = static_cast<D3D11DataFactory*>(m_parent->getDataFactory());
|
|
std::unique_lock<std::recursive_mutex> lk(m_dynamicLock);
|
|
std::unique_lock<std::recursive_mutex> datalk(gfxF->m_dataMutex);
|
|
|
|
if (gfxF->m_dataHead)
|
|
{
|
|
for (BaseGraphicsData& d : *gfxF->m_dataHead)
|
|
{
|
|
if (d.m_DBufs)
|
|
for (IGraphicsBufferD& b : *d.m_DBufs)
|
|
static_cast<D3D11GraphicsBufferD<BaseGraphicsData>&>(b).update(ctx, m_drawBuf);
|
|
if (d.m_DTexs)
|
|
for (ITextureD& t : *d.m_DTexs)
|
|
static_cast<D3D11TextureD&>(t).update(ctx, m_drawBuf);
|
|
}
|
|
}
|
|
if (gfxF->m_poolHead)
|
|
{
|
|
for (BaseGraphicsPool& p : *gfxF->m_poolHead)
|
|
{
|
|
if (p.m_DBufs)
|
|
for (IGraphicsBufferD& b : *p.m_DBufs)
|
|
static_cast<D3D11GraphicsBufferD<BaseGraphicsData>&>(b).update(ctx, m_drawBuf);
|
|
}
|
|
}
|
|
}
|
|
|
|
IGraphicsCommandQueue* _NewD3D11CommandQueue(D3D11Context* ctx, D3D11Context::Window* windowCtx, IGraphicsContext* parent)
|
|
{
|
|
return new D3D11CommandQueue(ctx, windowCtx, parent);
|
|
}
|
|
|
|
IGraphicsDataFactory* _NewD3D11DataFactory(D3D11Context* ctx, IGraphicsContext* parent, uint32_t sampleCount)
|
|
{
|
|
return new D3D11DataFactory(parent, ctx, sampleCount);
|
|
}
|
|
|
|
}
|