mirror of https://github.com/AxioDL/boo.git
1670 lines
64 KiB
C++
1670 lines
64 KiB
C++
#include "../win/Win32Common.hpp"
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#include "boo/graphicsdev/D3D.hpp"
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#include "boo/graphicsdev/IGraphicsCommandQueue.hpp"
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#include "boo/IGraphicsContext.hpp"
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#include "lib/graphicsdev/Common.hpp"
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#include <algorithm>
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#include <array>
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#include <atomic>
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#include <condition_variable>
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#include <mutex>
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#include <thread>
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#include <vector>
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#include <d3dcompiler.h>
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#include <comdef.h>
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#include <logvisor/logvisor.hpp>
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#include <nowide/convert.hpp>
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#undef min
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#undef max
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extern pD3DCompile D3DCompilePROC;
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extern pD3DPERF_BeginEvent D3DPERF_BeginEventPROC;
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extern pD3DPERF_EndEvent D3DPERF_EndEventPROC;
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constexpr char GammaVS[] =
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"struct VertData\n"
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"{\n"
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" float4 posIn : POSITION;\n"
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" float4 uvIn : UV;\n"
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"};\n"
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"\n"
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"struct VertToFrag\n"
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"{\n"
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" float4 pos : SV_Position;\n"
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" float2 uv : UV;\n"
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"};\n"
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"\n"
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"VertToFrag main(in VertData v)\n"
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"{\n"
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" VertToFrag vtf;\n"
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" vtf.uv = v.uvIn.xy;\n"
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" vtf.pos = v.posIn;\n"
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" return vtf;\n"
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"}\n";
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constexpr char GammaFS[] =
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"struct VertToFrag\n"
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"{\n"
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" float4 pos : SV_Position;\n"
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" float2 uv : UV;\n"
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"};\n"
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"\n"
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"Texture2D screenTex : register(t0);\n"
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"Texture2D gammaLUT : register(t1);\n"
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"SamplerState samp : register(s3);\n"
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"float4 main(in VertToFrag vtf) : SV_Target0\n"
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"{\n"
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" int4 tex = int4(saturate(screenTex.Sample(samp, vtf.uv)) * float4(65535.0, 65535.0, 65535.0, 65535.0));\n"
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" float4 colorOut;\n"
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" for (int i=0 ; i<3 ; ++i)\n"
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" colorOut[i] = gammaLUT.Load(int3(tex[i] % 256, tex[i] / 256, 0)).r;\n"
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" return colorOut;\n"
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"}\n";
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namespace boo {
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static logvisor::Module Log("boo::D3D11");
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class D3D11DataFactory;
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static inline void ThrowIfFailed(HRESULT hr) {
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if (FAILED(hr)) {
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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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std::string errMsg = nowide::narrow(err.ErrorMessage());
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Log.report(logvisor::Fatal, FMT_STRING("{}"), errMsg);
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}
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}
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constexpr std::array<D3D11_BIND_FLAG, 4> USE_TABLE{
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D3D11_BIND_VERTEX_BUFFER,
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D3D11_BIND_VERTEX_BUFFER,
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D3D11_BIND_INDEX_BUFFER,
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D3D11_BIND_CONSTANT_BUFFER,
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};
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class D3D11GraphicsBufferS : public GraphicsDataNode<IGraphicsBufferS> {
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friend class D3D11DataFactory::Context;
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friend struct D3D11CommandQueue;
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size_t m_sz;
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D3D11GraphicsBufferS(const boo::ObjToken<BaseGraphicsData>& parent, BufferUse use, D3D11Context* ctx,
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const void* data, size_t stride, size_t count)
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: GraphicsDataNode<IGraphicsBufferS>(parent), m_sz(stride * count), m_stride(stride), m_count(count) {
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D3D11_SUBRESOURCE_DATA iData = {data};
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CD3D11_BUFFER_DESC desc(m_sz, USE_TABLE[int(use)], D3D11_USAGE_IMMUTABLE);
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ThrowIfFailed(ctx->m_dev->CreateBuffer(&desc, &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() override = 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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friend class D3D11DataFactory::Context;
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friend class D3D11DataFactoryImpl;
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friend struct D3D11CommandQueue;
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D3D11CommandQueue* m_q;
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std::unique_ptr<uint8_t[]> m_cpuBuf;
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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, D3D11CommandQueue* q, BufferUse use, D3D11Context* ctx,
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size_t stride, size_t count)
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: GraphicsDataNode<IGraphicsBufferD, DataCls>(parent), m_q(q), m_stride(stride), m_count(count) {
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m_cpuSz = stride * count;
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m_cpuBuf.reset(new uint8_t[m_cpuSz]);
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for (auto& buf : m_bufs) {
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const CD3D11_BUFFER_DESC desc(m_cpuSz, USE_TABLE[int(use)], D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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ThrowIfFailed(ctx->m_dev->CreateBuffer(&desc, nullptr, &buf));
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}
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}
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void update(ID3D11DeviceContext* ctx, int b);
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public:
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~D3D11GraphicsBufferD() override = default;
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void load(const void* data, size_t sz) override;
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void* map(size_t sz) override;
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void unmap() override;
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size_t m_stride;
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size_t m_count;
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std::array<ComPtr<ID3D11Buffer>, 3> m_bufs;
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};
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class D3D11TextureS : public GraphicsDataNode<ITextureS> {
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friend class D3D11DataFactory::Context;
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D3D11TextureS(const boo::ObjToken<BaseGraphicsData>& parent, D3D11Context* ctx, size_t width, size_t height,
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size_t mips, TextureFormat fmt, const void* data, size_t sz)
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: GraphicsDataNode<ITextureS>(parent) {
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DXGI_FORMAT pfmt = DXGI_FORMAT_UNKNOWN;
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int pxPitchNum = 1;
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int pxPitchDenom = 1;
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int pxTilePitch = 0;
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bool compressed = false;
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switch (fmt) {
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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::I16:
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pfmt = DXGI_FORMAT_R16_UNORM;
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pxPitchNum = 2;
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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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pxTilePitch = 2;
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break;
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case TextureFormat::DXT3:
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pfmt = DXGI_FORMAT_BC2_UNORM;
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compressed = true;
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pxPitchNum = 1;
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pxPitchDenom = 1;
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pxTilePitch = 4;
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break;
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case TextureFormat::DXT5:
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pfmt = DXGI_FORMAT_BC3_UNORM;
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compressed = true;
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pxPitchNum = 1;
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pxPitchDenom = 1;
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pxTilePitch = 4;
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break;
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case TextureFormat::BPTC:
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pfmt = DXGI_FORMAT_BC7_UNORM;
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compressed = true;
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pxPitchNum = 1;
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pxPitchDenom = 1;
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pxTilePitch = 4;
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break;
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default:
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Log.report(logvisor::Fatal, FMT_STRING("unsupported tex format"));
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}
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const CD3D11_TEXTURE2D_DESC desc(pfmt, width, height, 1, mips, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_IMMUTABLE);
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const uint8_t* dataIt = static_cast<const uint8_t*>(data);
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std::array<D3D11_SUBRESOURCE_DATA, 16> upData{};
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for (size_t i = 0; i < mips && i < upData.size(); ++i) {
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upData[i].pSysMem = dataIt;
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upData[i].SysMemPitch = width * pxPitchNum / pxPitchDenom;
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upData[i].SysMemSlicePitch = upData[i].SysMemPitch * height;
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if (compressed) {
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upData[i].SysMemPitch = width * pxTilePitch;
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}
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dataIt += upData[i].SysMemSlicePitch;
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if (width > 1) {
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width /= 2;
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}
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if (height > 1) {
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height /= 2;
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}
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}
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ThrowIfFailed(ctx->m_dev->CreateTexture2D(&desc, upData.data(), &m_tex));
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const CD3D11_SHADER_RESOURCE_VIEW_DESC srvDesc(D3D_SRV_DIMENSION_TEXTURE2D, pfmt, 0, mips);
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ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_tex.Get(), &srvDesc, &m_srv));
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}
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public:
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ComPtr<ID3D11Texture2D> m_tex;
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ComPtr<ID3D11ShaderResourceView> m_srv;
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~D3D11TextureS() override = default;
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};
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class D3D11TextureSA : public GraphicsDataNode<ITextureSA> {
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friend class D3D11DataFactory::Context;
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D3D11TextureSA(const boo::ObjToken<BaseGraphicsData>& parent, D3D11Context* ctx, size_t width, size_t height,
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size_t layers, size_t mips, TextureFormat fmt, const void* data, size_t sz)
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: GraphicsDataNode<ITextureSA>(parent) {
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size_t pixelPitch = 0;
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DXGI_FORMAT pixelFmt = DXGI_FORMAT_UNKNOWN;
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switch (fmt) {
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case TextureFormat::RGBA8:
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pixelPitch = 4;
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pixelFmt = DXGI_FORMAT_R8G8B8A8_UNORM;
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break;
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case TextureFormat::I8:
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pixelPitch = 1;
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pixelFmt = DXGI_FORMAT_R8_UNORM;
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break;
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case TextureFormat::I16:
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pixelPitch = 2;
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pixelFmt = DXGI_FORMAT_R16_UNORM;
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break;
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default:
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Log.report(logvisor::Fatal, FMT_STRING("unsupported tex format"));
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}
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CD3D11_TEXTURE2D_DESC desc(pixelFmt, width, height, layers, mips, D3D11_BIND_SHADER_RESOURCE,
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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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for (size_t j = 0; j < layers; ++j) {
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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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CD3D11_SHADER_RESOURCE_VIEW_DESC srvDesc(D3D_SRV_DIMENSION_TEXTURE2DARRAY, pixelFmt, 0, mips, 0, layers);
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ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_tex.Get(), &srvDesc, &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() override = default;
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};
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class D3D11TextureD : public GraphicsDataNode<ITextureD> {
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friend class D3D11DataFactory::Context;
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friend struct D3D11CommandQueue;
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size_t m_width = 0;
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D3D11CommandQueue* m_q;
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std::unique_ptr<uint8_t[]> m_cpuBuf;
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size_t m_cpuSz = 0;
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size_t m_pxPitch = 0;
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int m_validSlots = 0;
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D3D11TextureD(const boo::ObjToken<BaseGraphicsData>& parent, D3D11CommandQueue* q, D3D11Context* ctx, size_t width,
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size_t height, TextureFormat fmt)
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: GraphicsDataNode<ITextureD>(parent), m_width(width), m_q(q) {
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DXGI_FORMAT pixelFmt = DXGI_FORMAT_UNKNOWN;
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switch (fmt) {
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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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case TextureFormat::I16:
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pixelFmt = DXGI_FORMAT_R16_UNORM;
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m_pxPitch = 2;
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break;
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default:
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Log.report(logvisor::Fatal, FMT_STRING("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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const CD3D11_TEXTURE2D_DESC desc(pixelFmt, width, height, 1, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DYNAMIC,
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D3D11_CPU_ACCESS_WRITE);
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const CD3D11_SHADER_RESOURCE_VIEW_DESC srvDesc(D3D_SRV_DIMENSION_TEXTURE2D, pixelFmt, 0, 1);
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for (size_t i = 0; i < NumResources; ++i) {
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ThrowIfFailed(ctx->m_dev->CreateTexture2D(&desc, nullptr, &m_texs[i]));
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ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_texs[i].Get(), &srvDesc, &m_srvs[i]));
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}
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}
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void update(ID3D11DeviceContext* ctx, int b);
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public:
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~D3D11TextureD() override = default;
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void load(const void* data, size_t sz) override;
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void* map(size_t sz) override;
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void unmap() override;
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static constexpr size_t NumResources = 3;
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std::array<ComPtr<ID3D11Texture2D>, NumResources> m_texs;
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std::array<ComPtr<ID3D11ShaderResourceView>, NumResources> m_srvs;
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};
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class D3D11TextureR : public GraphicsDataNode<ITextureR> {
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friend class D3D11DataFactory::Context;
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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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const CD3D11_TEXTURE2D_DESC colorDesc(ctx->m_fbFormat, m_width, m_height, 1, 1, D3D11_BIND_RENDER_TARGET,
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D3D11_USAGE_DEFAULT, 0, m_samples);
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ThrowIfFailed(ctx->m_dev->CreateTexture2D(&colorDesc, nullptr, &m_colorTex));
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const CD3D11_TEXTURE2D_DESC depthDesc(DXGI_FORMAT_D32_FLOAT, m_width, m_height, 1, 1, D3D11_BIND_DEPTH_STENCIL,
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D3D11_USAGE_DEFAULT, 0, m_samples);
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ThrowIfFailed(ctx->m_dev->CreateTexture2D(&depthDesc, nullptr, &m_depthTex));
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D3D11_RTV_DIMENSION rtvDim;
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D3D11_DSV_DIMENSION dsvDim;
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if (m_samples > 1) {
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rtvDim = D3D11_RTV_DIMENSION_TEXTURE2DMS;
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dsvDim = D3D11_DSV_DIMENSION_TEXTURE2DMS;
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} else {
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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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const CD3D11_RENDER_TARGET_VIEW_DESC rtvDesc(rtvDim, ctx->m_fbFormat);
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ThrowIfFailed(ctx->m_dev->CreateRenderTargetView(m_colorTex.Get(), &rtvDesc, &m_rtv));
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const CD3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc(dsvDim, DXGI_FORMAT_D32_FLOAT);
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ThrowIfFailed(ctx->m_dev->CreateDepthStencilView(m_depthTex.Get(), &dsvDesc, &m_dsv));
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const CD3D11_TEXTURE2D_DESC colorBindDesc(ctx->m_fbFormat, m_width, m_height, 1, 1, D3D11_BIND_SHADER_RESOURCE,
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D3D11_USAGE_DEFAULT, 0, 1);
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const CD3D11_SHADER_RESOURCE_VIEW_DESC colorSrvDesc(D3D11_SRV_DIMENSION_TEXTURE2D, ctx->m_fbFormat, 0, 1);
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for (size_t i = 0; i < m_colorBindCount; ++i) {
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ThrowIfFailed(ctx->m_dev->CreateTexture2D(&colorBindDesc, nullptr, &m_colorBindTex[i]));
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ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_colorBindTex[i].Get(), &colorSrvDesc, &m_colorSrv[i]));
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}
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const CD3D11_TEXTURE2D_DESC depthBindDesc(DXGI_FORMAT_R32_FLOAT, m_width, m_height, 1, 1,
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D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, 1);
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const CD3D11_SHADER_RESOURCE_VIEW_DESC depthSrvDesc(D3D11_SRV_DIMENSION_TEXTURE2D, DXGI_FORMAT_R32_FLOAT, 0, 1);
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for (size_t i = 0; i < m_depthBindCount; ++i) {
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ThrowIfFailed(ctx->m_dev->CreateTexture2D(&depthBindDesc, nullptr, &m_depthBindTex[i]));
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ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_depthBindTex[i].Get(), &depthSrvDesc, &m_depthSrv[i]));
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}
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}
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D3D11TextureR(const boo::ObjToken<BaseGraphicsData>& parent, D3D11Context* ctx, size_t width, size_t height,
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size_t samples, size_t colorBindCount, size_t depthBindCount)
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: GraphicsDataNode<ITextureR>(parent)
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, m_width(width)
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, m_height(height)
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, m_samples(samples)
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, m_colorBindCount(colorBindCount)
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, m_depthBindCount(depthBindCount) {
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if (colorBindCount > m_colorBindTex.size()) {
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Log.report(logvisor::Fatal, FMT_STRING("too many color bindings for render texture"));
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}
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if (depthBindCount > m_depthBindTex.size()) {
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Log.report(logvisor::Fatal, FMT_STRING("too many depth bindings for render texture"));
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}
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if (samples == 0) {
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m_samples = 1;
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}
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Setup(ctx);
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}
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public:
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size_t samples() const { return m_samples; }
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static constexpr size_t MaxBindTexs = 4;
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ComPtr<ID3D11Texture2D> m_colorTex;
|
|
ComPtr<ID3D11RenderTargetView> m_rtv;
|
|
|
|
ComPtr<ID3D11Texture2D> m_depthTex;
|
|
ComPtr<ID3D11DepthStencilView> m_dsv;
|
|
|
|
std::array<ComPtr<ID3D11Texture2D>, MaxBindTexs> m_colorBindTex;
|
|
std::array<ComPtr<ID3D11ShaderResourceView>, MaxBindTexs> m_colorSrv;
|
|
|
|
std::array<ComPtr<ID3D11Texture2D>, MaxBindTexs> m_depthBindTex;
|
|
std::array<ComPtr<ID3D11ShaderResourceView>, MaxBindTexs> m_depthSrv;
|
|
|
|
~D3D11TextureR() override = default;
|
|
|
|
void resize(D3D11Context* ctx, size_t width, size_t height) {
|
|
if (width < 1)
|
|
width = 1;
|
|
if (height < 1)
|
|
height = 1;
|
|
m_width = width;
|
|
m_height = height;
|
|
Setup(ctx);
|
|
}
|
|
};
|
|
|
|
class D3D11TextureCubeR : public GraphicsDataNode<ITextureCubeR> {
|
|
friend class D3D11DataFactory::Context;
|
|
friend struct D3D11CommandQueue;
|
|
|
|
size_t m_width = 0;
|
|
size_t m_mipCount = 0;
|
|
|
|
void Setup(D3D11Context* ctx) {
|
|
const CD3D11_TEXTURE2D_DESC colorDesc(ctx->m_fbFormat, m_width, m_width, 6, m_mipCount,
|
|
D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0,
|
|
1, 0, D3D11_RESOURCE_MISC_TEXTURECUBE | D3D11_RESOURCE_MISC_GENERATE_MIPS);
|
|
ThrowIfFailed(ctx->m_dev->CreateTexture2D(&colorDesc, nullptr, &m_colorTex));
|
|
const CD3D11_TEXTURE2D_DESC depthDesc(DXGI_FORMAT_D32_FLOAT, m_width, m_width, 6, 1, D3D11_BIND_DEPTH_STENCIL,
|
|
D3D11_USAGE_DEFAULT, 0, 1, 0, D3D11_RESOURCE_MISC_TEXTURECUBE);
|
|
ThrowIfFailed(ctx->m_dev->CreateTexture2D(&depthDesc, nullptr, &m_depthTex));
|
|
|
|
CD3D11_RENDER_TARGET_VIEW_DESC rtvDesc(D3D11_RTV_DIMENSION_TEXTURE2DARRAY, ctx->m_fbFormat, 0, 0, 1);
|
|
CD3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc(D3D11_DSV_DIMENSION_TEXTURE2DARRAY, DXGI_FORMAT_D32_FLOAT, 0, 0, 1);
|
|
for (size_t i = 0; i < NumViews; ++i) {
|
|
rtvDesc.Texture2DArray.FirstArraySlice = UINT(i);
|
|
ThrowIfFailed(ctx->m_dev->CreateRenderTargetView(m_colorTex.Get(), &rtvDesc, &m_rtv[i]));
|
|
dsvDesc.Texture2DArray.FirstArraySlice = UINT(i);
|
|
ThrowIfFailed(ctx->m_dev->CreateDepthStencilView(m_depthTex.Get(), &dsvDesc, &m_dsv[i]));
|
|
}
|
|
|
|
const CD3D11_SHADER_RESOURCE_VIEW_DESC colorSrvDesc(D3D11_SRV_DIMENSION_TEXTURECUBE, ctx->m_fbFormat, 0,
|
|
m_mipCount);
|
|
ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_colorTex.Get(), &colorSrvDesc, &m_colorSrv));
|
|
}
|
|
|
|
D3D11TextureCubeR(const boo::ObjToken<BaseGraphicsData>& parent, D3D11Context* ctx, size_t width, size_t mips)
|
|
: GraphicsDataNode<ITextureCubeR>(parent), m_width(width), m_mipCount(mips) {
|
|
Setup(ctx);
|
|
}
|
|
|
|
public:
|
|
static constexpr size_t NumViews = 6;
|
|
|
|
ComPtr<ID3D11Texture2D> m_colorTex;
|
|
std::array<ComPtr<ID3D11RenderTargetView>, NumViews> m_rtv;
|
|
|
|
ComPtr<ID3D11Texture2D> m_depthTex;
|
|
std::array<ComPtr<ID3D11DepthStencilView>, NumViews> m_dsv;
|
|
|
|
ComPtr<ID3D11ShaderResourceView> m_colorSrv;
|
|
|
|
~D3D11TextureCubeR() override = default;
|
|
|
|
void resize(D3D11Context* ctx, size_t width, size_t mips) {
|
|
if (width < 1)
|
|
width = 1;
|
|
m_width = width;
|
|
m_mipCount = mips;
|
|
Setup(ctx);
|
|
}
|
|
};
|
|
|
|
constexpr std::array<size_t, 12> SEMANTIC_SIZE_TABLE{
|
|
0, 12, 16, 12, 16, 16, 4, 8, 16, 16, 16, 8,
|
|
};
|
|
|
|
constexpr std::array<const char*, 12> SEMANTIC_NAME_TABLE{
|
|
nullptr, "POSITION", "POSITION", "NORMAL", "NORMAL", "COLOR", "COLOR", "UV", "UV", "WEIGHT", "MODELVIEW", "POSITION",
|
|
};
|
|
|
|
constexpr std::array<DXGI_FORMAT, 11> SEMANTIC_TYPE_TABLE{
|
|
DXGI_FORMAT_UNKNOWN,
|
|
DXGI_FORMAT_R32G32B32_FLOAT,
|
|
DXGI_FORMAT_R32G32B32A32_FLOAT,
|
|
DXGI_FORMAT_R32G32B32_FLOAT,
|
|
DXGI_FORMAT_R32G32B32A32_FLOAT,
|
|
DXGI_FORMAT_R32G32B32A32_FLOAT,
|
|
DXGI_FORMAT_R8G8B8A8_UNORM,
|
|
DXGI_FORMAT_R32G32_FLOAT,
|
|
DXGI_FORMAT_R32G32B32A32_FLOAT,
|
|
DXGI_FORMAT_R32G32B32A32_FLOAT,
|
|
DXGI_FORMAT_R32G32B32A32_FLOAT,
|
|
};
|
|
|
|
constexpr std::array<D3D11_PRIMITIVE_TOPOLOGY, 3> PRIMITIVE_TABLE{
|
|
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
|
|
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
|
|
D3D11_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST,
|
|
};
|
|
|
|
constexpr std::array<D3D11_BLEND, 12> BLEND_FACTOR_TABLE{
|
|
D3D11_BLEND_ZERO, D3D11_BLEND_ONE, D3D11_BLEND_SRC_COLOR,
|
|
D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_DEST_COLOR, D3D11_BLEND_INV_DEST_COLOR,
|
|
D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_DEST_ALPHA,
|
|
D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_SRC1_COLOR, D3D11_BLEND_INV_SRC1_COLOR,
|
|
};
|
|
|
|
class D3D11ShaderStage : public GraphicsDataNode<IShaderStage> {
|
|
friend class D3D11DataFactory;
|
|
ComPtr<ID3D11DeviceChild> m_shader;
|
|
D3D11ShaderStage(const boo::ObjToken<BaseGraphicsData>& parent, D3D11Context* ctx, const uint8_t* data, size_t size,
|
|
PipelineStage stage)
|
|
: GraphicsDataNode<IShaderStage>(parent) {
|
|
switch (stage) {
|
|
case PipelineStage::Vertex: {
|
|
ThrowIfFailed(D3DCreateBlobPROC(size, &m_vtxBlob));
|
|
memcpy(m_vtxBlob->GetBufferPointer(), data, size);
|
|
ComPtr<ID3D11VertexShader> vShader;
|
|
ThrowIfFailed(ctx->m_dev->CreateVertexShader(data, size, nullptr, &vShader));
|
|
m_shader = vShader;
|
|
break;
|
|
}
|
|
case PipelineStage::Fragment: {
|
|
ComPtr<ID3D11PixelShader> pShader;
|
|
ThrowIfFailed(ctx->m_dev->CreatePixelShader(data, size, nullptr, &pShader));
|
|
m_shader = pShader;
|
|
break;
|
|
}
|
|
case PipelineStage::Geometry: {
|
|
ComPtr<ID3D11GeometryShader> gShader;
|
|
ThrowIfFailed(ctx->m_dev->CreateGeometryShader(data, size, nullptr, &gShader));
|
|
m_shader = gShader;
|
|
break;
|
|
}
|
|
case PipelineStage::Control: {
|
|
ComPtr<ID3D11HullShader> hShader;
|
|
ThrowIfFailed(ctx->m_dev->CreateHullShader(data, size, nullptr, &hShader));
|
|
m_shader = hShader;
|
|
break;
|
|
}
|
|
case PipelineStage::Evaluation: {
|
|
ComPtr<ID3D11DomainShader> dShader;
|
|
ThrowIfFailed(ctx->m_dev->CreateDomainShader(data, size, nullptr, &dShader));
|
|
m_shader = dShader;
|
|
break;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
public:
|
|
ComPtr<ID3DBlob> m_vtxBlob;
|
|
template <class T>
|
|
void shader(ComPtr<T>& ret) const {
|
|
m_shader.As<T>(&ret);
|
|
}
|
|
};
|
|
|
|
class D3D11ShaderPipeline : public GraphicsDataNode<IShaderPipeline> {
|
|
friend class D3D11DataFactory;
|
|
friend struct D3D11ShaderDataBinding;
|
|
|
|
D3D11ShaderPipeline(const boo::ObjToken<BaseGraphicsData>& parent, D3D11Context* ctx, ObjToken<IShaderStage> vertex,
|
|
ObjToken<IShaderStage> fragment, ObjToken<IShaderStage> geometry, ObjToken<IShaderStage> control,
|
|
ObjToken<IShaderStage> evaluation, const VertexFormatInfo& vtxFmt,
|
|
const AdditionalPipelineInfo& info)
|
|
: GraphicsDataNode<IShaderPipeline>(parent), m_topology(PRIMITIVE_TABLE[int(info.prim)]) {
|
|
if (auto* s = vertex.cast<D3D11ShaderStage>())
|
|
s->shader(m_vShader);
|
|
if (auto* s = fragment.cast<D3D11ShaderStage>())
|
|
s->shader(m_pShader);
|
|
if (auto* s = geometry.cast<D3D11ShaderStage>())
|
|
s->shader(m_gShader);
|
|
if (auto* s = control.cast<D3D11ShaderStage>())
|
|
s->shader(m_hShader);
|
|
if (auto* s = evaluation.cast<D3D11ShaderStage>())
|
|
s->shader(m_dShader);
|
|
|
|
if (control && evaluation)
|
|
m_topology = D3D11_PRIMITIVE_TOPOLOGY(D3D11_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST + info.patchSize - 1);
|
|
|
|
D3D11_CULL_MODE cullMode;
|
|
switch (info.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 = info.depthTest != ZTest::None;
|
|
dsDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK(info.depthWrite);
|
|
switch (info.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 = (info.dstFac != BlendFactor::Zero);
|
|
if (info.srcFac == BlendFactor::Subtract || info.dstFac == BlendFactor::Subtract) {
|
|
blDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
|
|
blDesc.RenderTarget[0].DestBlend = D3D11_BLEND_ONE;
|
|
blDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_REV_SUBTRACT;
|
|
if (info.overwriteAlpha) {
|
|
blDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
|
|
blDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
|
|
blDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
|
|
} else {
|
|
blDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
|
|
blDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ONE;
|
|
blDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_REV_SUBTRACT;
|
|
}
|
|
} else {
|
|
blDesc.RenderTarget[0].SrcBlend = BLEND_FACTOR_TABLE[int(info.srcFac)];
|
|
blDesc.RenderTarget[0].DestBlend = BLEND_FACTOR_TABLE[int(info.dstFac)];
|
|
blDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
|
|
if (info.overwriteAlpha) {
|
|
blDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
|
|
blDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
|
|
} else {
|
|
blDesc.RenderTarget[0].SrcBlendAlpha = BLEND_FACTOR_TABLE[int(info.srcFac)];
|
|
blDesc.RenderTarget[0].DestBlendAlpha = BLEND_FACTOR_TABLE[int(info.dstFac)];
|
|
}
|
|
blDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
|
|
}
|
|
blDesc.RenderTarget[0].RenderTargetWriteMask =
|
|
(info.colorWrite
|
|
? (D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN | D3D11_COLOR_WRITE_ENABLE_BLUE)
|
|
: 0) |
|
|
(info.alphaWrite ? D3D11_COLOR_WRITE_ENABLE_ALPHA : 0);
|
|
ThrowIfFailed(ctx->m_dev->CreateBlendState(&blDesc, &m_blState));
|
|
|
|
{
|
|
std::vector<D3D11_INPUT_ELEMENT_DESC> elements(vtxFmt.elementCount);
|
|
|
|
for (size_t i = 0; i < vtxFmt.elementCount; ++i) {
|
|
const VertexElementDescriptor* elemin = &vtxFmt.elements[i];
|
|
D3D11_INPUT_ELEMENT_DESC& elem = elements[i];
|
|
int semantic = int(elemin->semantic & boo::VertexSemantic::SemanticMask);
|
|
elem.SemanticName = SEMANTIC_NAME_TABLE[semantic];
|
|
elem.SemanticIndex = elemin->semanticIdx;
|
|
elem.Format = SEMANTIC_TYPE_TABLE[semantic];
|
|
if ((elemin->semantic & boo::VertexSemantic::Instanced) != boo::VertexSemantic::None) {
|
|
elem.InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA;
|
|
elem.InstanceDataStepRate = 1;
|
|
elem.InputSlot = 1;
|
|
elem.AlignedByteOffset = m_instStride;
|
|
m_instStride += SEMANTIC_SIZE_TABLE[semantic];
|
|
} else {
|
|
elem.InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
|
elem.AlignedByteOffset = m_stride;
|
|
m_stride += SEMANTIC_SIZE_TABLE[semantic];
|
|
}
|
|
}
|
|
|
|
const auto& vertBuf = vertex.cast<D3D11ShaderStage>()->m_vtxBlob;
|
|
ThrowIfFailed(ctx->m_dev->CreateInputLayout(elements.data(), vtxFmt.elementCount, vertBuf->GetBufferPointer(),
|
|
vertBuf->GetBufferSize(), &m_inLayout));
|
|
}
|
|
}
|
|
|
|
public:
|
|
ComPtr<ID3D11VertexShader> m_vShader;
|
|
ComPtr<ID3D11PixelShader> m_pShader;
|
|
ComPtr<ID3D11GeometryShader> m_gShader;
|
|
ComPtr<ID3D11HullShader> m_hShader;
|
|
ComPtr<ID3D11DomainShader> m_dShader;
|
|
ComPtr<ID3D11RasterizerState> m_rasState;
|
|
ComPtr<ID3D11DepthStencilState> m_dsState;
|
|
ComPtr<ID3D11BlendState> m_blState;
|
|
ComPtr<ID3D11InputLayout> m_inLayout;
|
|
D3D11_PRIMITIVE_TOPOLOGY m_topology;
|
|
size_t m_stride = 0;
|
|
size_t m_instStride = 0;
|
|
~D3D11ShaderPipeline() override = 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->GSSetShader(m_gShader.Get(), nullptr, 0);
|
|
ctx->HSSetShader(m_hShader.Get(), nullptr, 0);
|
|
ctx->DSSetShader(m_dShader.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);
|
|
}
|
|
bool isReady() const override { return true; }
|
|
};
|
|
|
|
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;
|
|
std::array<UINT, 2> m_baseOffsets;
|
|
|
|
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>();
|
|
m_baseOffsets[0] = UINT(baseVert * cpipeline->m_stride);
|
|
m_baseOffsets[1] = UINT(baseInst * cpipeline->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, FMT_STRING("non-256-byte-aligned uniform-offset {} provided to newShaderDataBinding"),
|
|
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, FMT_STRING("null uniform-buffer {} provided to newShaderDataBinding"), 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);
|
|
|
|
std::array<ID3D11Buffer*, 2> bufs{};
|
|
std::array<UINT, 2> strides{};
|
|
|
|
if (m_vbuf) {
|
|
if (m_vbuf->dynamic()) {
|
|
const auto* const cbuf = m_vbuf.cast<D3D11GraphicsBufferD<BaseGraphicsData>>();
|
|
bufs[0] = cbuf->m_bufs[b].Get();
|
|
strides[0] = UINT(cbuf->m_stride);
|
|
} else {
|
|
const auto* const cbuf = m_vbuf.cast<D3D11GraphicsBufferS>();
|
|
bufs[0] = cbuf->m_buf.Get();
|
|
strides[0] = UINT(cbuf->m_stride);
|
|
}
|
|
}
|
|
|
|
if (m_instVbuf) {
|
|
if (m_instVbuf->dynamic()) {
|
|
const auto* const cbuf = m_instVbuf.cast<D3D11GraphicsBufferD<BaseGraphicsData>>();
|
|
bufs[1] = cbuf->m_bufs[b].Get();
|
|
strides[1] = UINT(cbuf->m_stride);
|
|
} else {
|
|
const auto* const cbuf = m_instVbuf.cast<D3D11GraphicsBufferS>();
|
|
bufs[1] = cbuf->m_buf.Get();
|
|
strides[1] = UINT(cbuf->m_stride);
|
|
}
|
|
}
|
|
|
|
ctx->IASetVertexBuffers(0, UINT(bufs.size()), bufs.data(), strides.data(), m_baseOffsets.data());
|
|
|
|
if (m_ibuf) {
|
|
if (m_ibuf->dynamic()) {
|
|
const auto* const cbuf = m_ibuf.cast<D3D11GraphicsBufferD<BaseGraphicsData>>();
|
|
ctx->IASetIndexBuffer(cbuf->m_bufs[b].Get(), DXGI_FORMAT_R32_UINT, 0);
|
|
} else {
|
|
const auto* const cbuf = m_ibuf.cast<D3D11GraphicsBufferS>();
|
|
ctx->IASetIndexBuffer(cbuf->m_buf.Get(), DXGI_FORMAT_R32_UINT, 0);
|
|
}
|
|
}
|
|
|
|
if (m_ubufs.size()) {
|
|
if (m_ubufFirstConsts) {
|
|
std::array<ID3D11Buffer*, 8> constBufs{};
|
|
ctx->VSSetConstantBuffers(0, m_ubufs.size(), constBufs.data());
|
|
ctx->DSSetConstantBuffers(0, m_ubufs.size(), constBufs.data());
|
|
for (size_t i = 0; i < constBufs.size() && i < m_ubufs.size(); ++i) {
|
|
if (m_pubufs && m_pubufs[i]) {
|
|
continue;
|
|
}
|
|
|
|
if (m_ubufs[i]->dynamic()) {
|
|
const auto* const cbuf = m_ubufs[i].cast<D3D11GraphicsBufferD<BaseGraphicsData>>();
|
|
constBufs[i] = cbuf->m_bufs[b].Get();
|
|
} else {
|
|
const auto* const cbuf = m_ubufs[i].cast<D3D11GraphicsBufferS>();
|
|
constBufs[i] = cbuf->m_buf.Get();
|
|
}
|
|
}
|
|
ctx->VSSetConstantBuffers1(0, m_ubufs.size(), constBufs.data(), m_ubufFirstConsts.get(), m_ubufNumConsts.get());
|
|
ctx->DSSetConstantBuffers1(0, m_ubufs.size(), constBufs.data(), m_ubufFirstConsts.get(), m_ubufNumConsts.get());
|
|
|
|
if (m_pubufs) {
|
|
std::array<ID3D11Buffer*, 8> constBufs2{};
|
|
ctx->PSSetConstantBuffers(0, m_ubufs.size(), constBufs2.data());
|
|
for (size_t i = 0; i < constBufs2.size() && i < m_ubufs.size(); ++i) {
|
|
if (!m_pubufs[i]) {
|
|
continue;
|
|
}
|
|
|
|
if (m_ubufs[i]->dynamic()) {
|
|
const auto* const cbuf = m_ubufs[i].cast<D3D11GraphicsBufferD<BaseGraphicsData>>();
|
|
constBufs2[i] = cbuf->m_bufs[b].Get();
|
|
} else {
|
|
const auto* const cbuf = m_ubufs[i].cast<D3D11GraphicsBufferS>();
|
|
constBufs2[i] = cbuf->m_buf.Get();
|
|
}
|
|
}
|
|
ctx->PSSetConstantBuffers1(0, m_ubufs.size(), constBufs2.data(), m_ubufFirstConsts.get(),
|
|
m_ubufNumConsts.get());
|
|
}
|
|
} else {
|
|
std::array<ID3D11Buffer*, 8> constBufs{};
|
|
for (size_t i = 0; i < constBufs.size() && i < m_ubufs.size(); ++i) {
|
|
if (m_pubufs && m_pubufs[i]) {
|
|
continue;
|
|
}
|
|
|
|
if (m_ubufs[i]->dynamic()) {
|
|
const auto* const cbuf = m_ubufs[i].cast<D3D11GraphicsBufferD<BaseGraphicsData>>();
|
|
constBufs[i] = cbuf->m_bufs[b].Get();
|
|
} else {
|
|
const auto* const cbuf = m_ubufs[i].cast<D3D11GraphicsBufferS>();
|
|
constBufs[i] = cbuf->m_buf.Get();
|
|
}
|
|
}
|
|
ctx->VSSetConstantBuffers(0, m_ubufs.size(), constBufs.data());
|
|
ctx->DSSetConstantBuffers(0, m_ubufs.size(), constBufs.data());
|
|
|
|
if (m_pubufs) {
|
|
std::array<ID3D11Buffer*, 8> constBufs2{};
|
|
for (size_t i = 0; i < constBufs2.size() && i < m_ubufs.size(); ++i) {
|
|
if (!m_pubufs[i]) {
|
|
continue;
|
|
}
|
|
|
|
if (m_ubufs[i]->dynamic()) {
|
|
const auto* const cbuf = m_ubufs[i].cast<D3D11GraphicsBufferD<BaseGraphicsData>>();
|
|
constBufs2[i] = cbuf->m_bufs[b].Get();
|
|
} else {
|
|
const auto* const cbuf = m_ubufs[i].cast<D3D11GraphicsBufferS>();
|
|
constBufs2[i] = cbuf->m_buf.Get();
|
|
}
|
|
}
|
|
ctx->PSSetConstantBuffers(0, m_ubufs.size(), constBufs2.data());
|
|
}
|
|
}
|
|
}
|
|
|
|
if (m_texs.size()) {
|
|
std::array<ID3D11ShaderResourceView*, 12> srvs{};
|
|
for (size_t i = 0; i < srvs.size() && i < m_texs.size(); ++i) {
|
|
if (m_texs[i].tex) {
|
|
switch (m_texs[i].tex->type()) {
|
|
case TextureType::Dynamic: {
|
|
const auto* const ctex = m_texs[i].tex.cast<D3D11TextureD>();
|
|
srvs[i] = ctex->m_srvs[b].Get();
|
|
break;
|
|
}
|
|
case TextureType::Static: {
|
|
const auto* const ctex = m_texs[i].tex.cast<D3D11TextureS>();
|
|
srvs[i] = ctex->m_srv.Get();
|
|
break;
|
|
}
|
|
case TextureType::StaticArray: {
|
|
const auto* const ctex = m_texs[i].tex.cast<D3D11TextureSA>();
|
|
srvs[i] = ctex->m_srv.Get();
|
|
break;
|
|
}
|
|
case TextureType::Render: {
|
|
const auto* const ctex = m_texs[i].tex.cast<D3D11TextureR>();
|
|
srvs[i] = m_texs[i].depth ? ctex->m_depthSrv[m_texs[i].idx].Get() : ctex->m_colorSrv[m_texs[i].idx].Get();
|
|
break;
|
|
}
|
|
case TextureType::CubeRender: {
|
|
const auto* const ctex = m_texs[i].tex.cast<D3D11TextureCubeR>();
|
|
srvs[i] = ctex->m_colorSrv.Get();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
ctx->PSSetShaderResources(0, m_texs.size(), srvs.data());
|
|
ctx->DSSetShaderResources(0, m_texs.size(), srvs.data());
|
|
}
|
|
}
|
|
};
|
|
|
|
struct D3D11CommandQueue final : IGraphicsCommandQueue {
|
|
Platform platform() const override { return IGraphicsDataFactory::Platform::D3D11; }
|
|
const char* platformName() const override { return "D3D11"; }
|
|
D3D11Context* m_ctx;
|
|
D3D11Context::Window* m_windowCtx;
|
|
IGraphicsContext* m_parent;
|
|
ComPtr<ID3D11DeviceContext1> m_deferredCtx;
|
|
ComPtr<ID3DUserDefinedAnnotation> m_deferredAnnot;
|
|
|
|
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();
|
|
}
|
|
};
|
|
std::array<CommandList, 3> m_cmdLists;
|
|
|
|
std::recursive_mutex m_dynamicLock;
|
|
void ProcessDynamicLoads(ID3D11DeviceContext* ctx);
|
|
static void RenderingWorker(D3D11CommandQueue* self);
|
|
|
|
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));
|
|
m_deferredCtx.As(&m_deferredAnnot);
|
|
}
|
|
|
|
void startRenderer() override;
|
|
|
|
void stopRenderer() override {
|
|
m_running = false;
|
|
m_cv.notify_one();
|
|
m_thr.join();
|
|
}
|
|
|
|
~D3D11CommandQueue() override {
|
|
if (m_running)
|
|
stopRenderer();
|
|
}
|
|
|
|
void setShaderDataBinding(const boo::ObjToken<IShaderDataBinding>& binding) override {
|
|
auto* const cbind = binding.cast<D3D11ShaderDataBinding>();
|
|
cbind->bind(m_deferredCtx.Get(), m_fillBuf);
|
|
m_cmdLists[m_fillBuf].resTokens.push_back(binding.get());
|
|
|
|
const std::array<ID3D11SamplerState*, 5> samp{
|
|
m_ctx->m_ss[0].Get(), m_ctx->m_ss[1].Get(), m_ctx->m_ss[2].Get(), m_ctx->m_ss[3].Get(), m_ctx->m_ss[4].Get(),
|
|
};
|
|
m_deferredCtx->PSSetSamplers(0, UINT(samp.size()), samp.data());
|
|
m_deferredCtx->DSSetSamplers(0, UINT(samp.size()), samp.data());
|
|
}
|
|
|
|
boo::ObjToken<ITexture> m_boundTarget;
|
|
void setRenderTarget(const boo::ObjToken<ITextureR>& target) override {
|
|
auto* const ctarget = target.cast<D3D11TextureR>();
|
|
const std::array<ID3D11RenderTargetView*, 1> view{ctarget->m_rtv.Get()};
|
|
m_deferredCtx->OMSetRenderTargets(UINT(view.size()), view.data(), ctarget->m_dsv.Get());
|
|
m_boundTarget = target.get();
|
|
}
|
|
|
|
int m_boundFace = 0;
|
|
void setRenderTarget(const ObjToken<ITextureCubeR>& target, int face) override {
|
|
static constexpr std::array<int, 6> cubeFaceRemap{0, 1, 3, 2, 4, 5};
|
|
face = cubeFaceRemap[face];
|
|
auto* const ctarget = target.cast<D3D11TextureCubeR>();
|
|
const std::array<ID3D11RenderTargetView*, 1> view{ctarget->m_rtv[face].Get()};
|
|
m_deferredCtx->OMSetRenderTargets(UINT(view.size()), view.data(), ctarget->m_dsv[face].Get());
|
|
m_boundTarget = target.get();
|
|
m_boundFace = face;
|
|
}
|
|
|
|
void setViewport(const SWindowRect& rect, float znear, float zfar) override {
|
|
if (!m_boundTarget) {
|
|
return;
|
|
}
|
|
|
|
int boundHeight = 0;
|
|
switch (m_boundTarget->type()) {
|
|
case TextureType::Render: {
|
|
const auto* const ctarget = m_boundTarget.cast<D3D11TextureR>();
|
|
boundHeight = ctarget->m_height;
|
|
break;
|
|
}
|
|
case TextureType::CubeRender: {
|
|
const auto* const ctarget = m_boundTarget.cast<D3D11TextureCubeR>();
|
|
boundHeight = ctarget->m_width;
|
|
break;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
|
|
const 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) override {
|
|
if (!m_boundTarget) {
|
|
return;
|
|
}
|
|
|
|
int boundHeight = 0;
|
|
switch (m_boundTarget->type()) {
|
|
case TextureType::Render: {
|
|
const auto* const ctarget = m_boundTarget.cast<D3D11TextureR>();
|
|
boundHeight = ctarget->m_height;
|
|
break;
|
|
}
|
|
case TextureType::CubeRender: {
|
|
const auto* const ctarget = m_boundTarget.cast<D3D11TextureCubeR>();
|
|
boundHeight = ctarget->m_width;
|
|
break;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
|
|
const 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) override {
|
|
D3D11TextureR* ctex = tex.cast<D3D11TextureR>();
|
|
std::unique_lock<std::mutex> lk(m_mt);
|
|
m_texResizes[ctex] = std::make_pair(width, height);
|
|
}
|
|
|
|
std::unordered_map<D3D11TextureCubeR*, std::pair<size_t, size_t>> m_cubeTexResizes;
|
|
void resizeRenderTexture(const boo::ObjToken<ITextureCubeR>& tex, size_t width, size_t mips) override {
|
|
D3D11TextureCubeR* ctex = tex.cast<D3D11TextureCubeR>();
|
|
std::unique_lock<std::mutex> lk(m_mt);
|
|
m_cubeTexResizes[ctex] = std::make_pair(width, mips);
|
|
}
|
|
|
|
void generateMipmaps(const ObjToken<ITextureCubeR>& tex) override;
|
|
|
|
void schedulePostFrameHandler(std::function<void()>&& func) override { func(); }
|
|
|
|
std::array<float, 4> m_clearColor{0.0, 0.0, 0.0, 0.0};
|
|
void setClearColor(const float rgba[4]) override {
|
|
m_clearColor[0] = rgba[0];
|
|
m_clearColor[1] = rgba[1];
|
|
m_clearColor[2] = rgba[2];
|
|
m_clearColor[3] = rgba[3];
|
|
}
|
|
|
|
void clearTarget(bool render = true, bool depth = true) override {
|
|
if (!m_boundTarget) {
|
|
return;
|
|
}
|
|
|
|
switch (m_boundTarget->type()) {
|
|
case TextureType::Render: {
|
|
auto* const ctarget = m_boundTarget.cast<D3D11TextureR>();
|
|
if (render) {
|
|
m_deferredCtx->ClearRenderTargetView(ctarget->m_rtv.Get(), m_clearColor.data());
|
|
}
|
|
if (depth) {
|
|
m_deferredCtx->ClearDepthStencilView(ctarget->m_dsv.Get(), D3D11_CLEAR_DEPTH, 0.0f, 0);
|
|
}
|
|
break;
|
|
}
|
|
case TextureType::CubeRender: {
|
|
auto* const ctarget = m_boundTarget.cast<D3D11TextureCubeR>();
|
|
if (render) {
|
|
m_deferredCtx->ClearRenderTargetView(ctarget->m_rtv[m_boundFace].Get(), m_clearColor.data());
|
|
}
|
|
if (depth) {
|
|
m_deferredCtx->ClearDepthStencilView(ctarget->m_dsv[m_boundFace].Get(), D3D11_CLEAR_DEPTH, 0.0f, 0);
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
void draw(size_t start, size_t count) override { m_deferredCtx->Draw(count, start); }
|
|
|
|
void drawIndexed(size_t start, size_t count, size_t baseVertex) override {
|
|
m_deferredCtx->DrawIndexed(count, start, baseVertex);
|
|
}
|
|
|
|
void drawInstances(size_t start, size_t count, size_t instCount, size_t startInst) override {
|
|
m_deferredCtx->DrawInstanced(count, instCount, start, startInst);
|
|
}
|
|
|
|
void drawInstancesIndexed(size_t start, size_t count, size_t instCount, size_t startInst) override {
|
|
m_deferredCtx->DrawIndexedInstanced(count, instCount, start, 0, startInst);
|
|
}
|
|
|
|
void _resolveBindTexture(ID3D11DeviceContext1* ctx, const D3D11TextureR* tex, const SWindowRect& rect, bool tlOrigin,
|
|
int bindIdx, bool color, bool depth) {
|
|
if (color && tex->m_colorBindCount) {
|
|
if (tex->m_samples > 1) {
|
|
ctx->ResolveSubresource(tex->m_colorBindTex[bindIdx].Get(), 0, tex->m_colorTex.Get(), 0, m_ctx->m_fbFormat);
|
|
} else {
|
|
SWindowRect intersectRect = rect.intersect(SWindowRect(0, 0, tex->m_width, tex->m_height));
|
|
int y =
|
|
tlOrigin ? intersectRect.location[1] : (tex->m_height - intersectRect.size[1] - intersectRect.location[1]);
|
|
D3D11_BOX box = {
|
|
UINT(intersectRect.location[0]), UINT(y), 0, UINT(intersectRect.location[0] + intersectRect.size[0]),
|
|
UINT(y + intersectRect.size[1]), 1};
|
|
ctx->CopySubresourceRegion1(tex->m_colorBindTex[bindIdx].Get(), 0, box.left, box.top, 0, tex->m_colorTex.Get(),
|
|
0, &box, D3D11_COPY_DISCARD);
|
|
}
|
|
}
|
|
if (depth && tex->m_depthBindCount) {
|
|
if (tex->m_samples > 1) {
|
|
ctx->ResolveSubresource(tex->m_depthBindTex[bindIdx].Get(), 0, tex->m_depthTex.Get(), 0, DXGI_FORMAT_D32_FLOAT);
|
|
} else {
|
|
ctx->CopyResource(tex->m_depthBindTex[bindIdx].Get(), tex->m_depthTex.Get());
|
|
}
|
|
}
|
|
}
|
|
|
|
void resolveBindTexture(const boo::ObjToken<ITextureR>& texture, const SWindowRect& rect, bool tlOrigin, int bindIdx,
|
|
bool color, bool depth, bool clearDepth) override {
|
|
const D3D11TextureR* tex = texture.cast<D3D11TextureR>();
|
|
_resolveBindTexture(m_deferredCtx.Get(), tex, rect, tlOrigin, bindIdx, color, depth);
|
|
if (clearDepth)
|
|
m_deferredCtx->ClearDepthStencilView(tex->m_dsv.Get(), D3D11_CLEAR_DEPTH, 0.0f, 0);
|
|
}
|
|
|
|
boo::ObjToken<ITextureR> m_doPresent;
|
|
void resolveDisplay(const boo::ObjToken<ITextureR>& source) override { m_doPresent = source; }
|
|
|
|
void execute() override;
|
|
|
|
#ifdef BOO_GRAPHICS_DEBUG_GROUPS
|
|
void pushDebugGroup(const char* name, const std::array<float, 4>& color) override {
|
|
if (m_deferredAnnot)
|
|
m_deferredAnnot->BeginEvent(nowide::widen(name).c_str());
|
|
}
|
|
|
|
void popDebugGroup() override {
|
|
if (m_deferredAnnot)
|
|
m_deferredAnnot->EndEvent();
|
|
}
|
|
#endif
|
|
};
|
|
|
|
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 D3D11DataFactoryImpl : public D3D11DataFactory, public GraphicsDataFactoryHead {
|
|
friend struct D3D11CommandQueue;
|
|
friend class D3D11DataFactory::Context;
|
|
IGraphicsContext* m_parent;
|
|
struct D3D11Context* m_ctx;
|
|
|
|
float m_gamma = 1.f;
|
|
ObjToken<IShaderPipeline> m_gammaShader;
|
|
ObjToken<ITextureD> m_gammaLUT;
|
|
ObjToken<IGraphicsBufferS> m_gammaVBO;
|
|
ObjToken<IShaderDataBinding> m_gammaBinding;
|
|
|
|
void SetupGammaResources() {
|
|
commitTransaction([this](IGraphicsDataFactory::Context& ctx) {
|
|
auto vertexHlsl = D3D11DataFactory::CompileHLSL(GammaVS, PipelineStage::Vertex);
|
|
auto vertexShader = ctx.newShaderStage(vertexHlsl, PipelineStage::Vertex);
|
|
auto fragmentHlsl = D3D11DataFactory::CompileHLSL(GammaFS, PipelineStage::Fragment);
|
|
auto fragmentShader = ctx.newShaderStage(fragmentHlsl, PipelineStage::Fragment);
|
|
const std::array<VertexElementDescriptor, 2> vfmt{{{VertexSemantic::Position4}, {VertexSemantic::UV4}}};
|
|
AdditionalPipelineInfo info = {
|
|
BlendFactor::One, BlendFactor::Zero, Primitive::TriStrips, ZTest::None, false, true, false, CullMode::None};
|
|
m_gammaShader = ctx.newShaderPipeline(vertexShader, fragmentShader, VertexFormatInfo(vfmt.size(), vfmt.data()), info);
|
|
m_gammaLUT = ctx.newDynamicTexture(256, 256, TextureFormat::I16, TextureClampMode::ClampToEdge);
|
|
setDisplayGamma(1.f);
|
|
|
|
struct Vert {
|
|
std::array<float, 4> pos;
|
|
std::array<float, 4> uv;
|
|
};
|
|
constexpr std::array<Vert, 4> verts{{
|
|
{{-1.f, 1.f, 0.f, 1.f}, {0.f, 0.f, 0.f, 0.f}},
|
|
{{1.f, 1.f, 0.f, 1.f}, {1.f, 0.f, 0.f, 0.f}},
|
|
{{-1.f, -1.f, 0.f, 1.f}, {0.f, 1.f, 0.f, 0.f}},
|
|
{{1.f, -1.f, 0.f, 1.f}, {1.f, 1.f, 0.f, 0.f}},
|
|
}};
|
|
m_gammaVBO = ctx.newStaticBuffer(BufferUse::Vertex, verts.data(), sizeof(Vert), verts.size());
|
|
|
|
const std::array<ObjToken<ITexture>, 2> texs{{
|
|
{},
|
|
m_gammaLUT.get(),
|
|
}};
|
|
m_gammaBinding = ctx.newShaderDataBinding(m_gammaShader, m_gammaVBO.get(), {}, {}, 0, nullptr, nullptr,
|
|
texs.size(), texs.data(), nullptr, nullptr);
|
|
|
|
return true;
|
|
} BooTrace);
|
|
}
|
|
|
|
public:
|
|
D3D11DataFactoryImpl(IGraphicsContext* parent, D3D11Context* ctx) : m_parent(parent), m_ctx(ctx) {
|
|
UINT qLevels;
|
|
while (SUCCEEDED(ctx->m_dev->CheckMultisampleQualityLevels(m_ctx->m_fbFormat, m_ctx->m_sampleCount, &qLevels)) &&
|
|
!qLevels)
|
|
m_ctx->m_sampleCount = flp2(m_ctx->m_sampleCount - 1);
|
|
}
|
|
|
|
boo::ObjToken<IGraphicsBufferD> newPoolBuffer(BufferUse use, size_t stride, size_t count __BooTraceArgs) override {
|
|
D3D11CommandQueue* q = static_cast<D3D11CommandQueue*>(m_parent->getCommandQueue());
|
|
boo::ObjToken<BaseGraphicsPool> pool(new BaseGraphicsPool(*this __BooTraceArgsUse));
|
|
return {new D3D11GraphicsBufferD<BaseGraphicsPool>(pool, q, use, m_ctx, stride, count)};
|
|
}
|
|
|
|
void commitTransaction(const FactoryCommitFunc& trans __BooTraceArgs) override {
|
|
D3D11DataFactory::Context ctx(*this __BooTraceArgsUse);
|
|
trans(ctx);
|
|
}
|
|
|
|
void setDisplayGamma(float gamma) override {
|
|
if (m_ctx->m_fbFormat == DXGI_FORMAT_R16G16B16A16_FLOAT)
|
|
m_gamma = gamma * 2.2f;
|
|
else
|
|
m_gamma = gamma;
|
|
if (m_gamma != 1.f)
|
|
UpdateGammaLUT(m_gammaLUT.get(), m_gamma);
|
|
}
|
|
|
|
bool isTessellationSupported(uint32_t& maxPatchSizeOut) override {
|
|
maxPatchSizeOut = 32;
|
|
return true;
|
|
}
|
|
void waitUntilShadersReady() override {}
|
|
bool areShadersReady() override { return true; }
|
|
};
|
|
|
|
void D3D11CommandQueue::generateMipmaps(const ObjToken<ITextureCubeR>& tex) {
|
|
D3D11TextureCubeR* ctex = tex.cast<D3D11TextureCubeR>();
|
|
m_deferredCtx->GenerateMips(ctex->m_colorSrv.Get());
|
|
}
|
|
|
|
D3D11DataFactory::Context::Context(D3D11DataFactory& parent __BooTraceArgs)
|
|
: m_parent(parent), m_data(new BaseGraphicsData(static_cast<D3D11DataFactoryImpl&>(parent) __BooTraceArgsUse)) {}
|
|
|
|
D3D11DataFactory::Context::~Context() {}
|
|
|
|
boo::ObjToken<IGraphicsBufferS> D3D11DataFactory::Context::newStaticBuffer(BufferUse use, const void* data,
|
|
size_t stride, size_t count) {
|
|
D3D11DataFactoryImpl& factory = static_cast<D3D11DataFactoryImpl&>(m_parent);
|
|
return {new D3D11GraphicsBufferS(m_data, use, factory.m_ctx, data, stride, count)};
|
|
}
|
|
|
|
boo::ObjToken<IGraphicsBufferD> D3D11DataFactory::Context::newDynamicBuffer(BufferUse use, size_t stride,
|
|
size_t count) {
|
|
D3D11DataFactoryImpl& factory = static_cast<D3D11DataFactoryImpl&>(m_parent);
|
|
D3D11CommandQueue* q = static_cast<D3D11CommandQueue*>(factory.m_parent->getCommandQueue());
|
|
return {new D3D11GraphicsBufferD<BaseGraphicsData>(m_data, q, use, factory.m_ctx, stride, count)};
|
|
}
|
|
|
|
boo::ObjToken<ITextureS> D3D11DataFactory::Context::newStaticTexture(size_t width, size_t height, size_t mips,
|
|
TextureFormat fmt, TextureClampMode clampMode,
|
|
const void* data, size_t sz) {
|
|
D3D11DataFactoryImpl& factory = static_cast<D3D11DataFactoryImpl&>(m_parent);
|
|
return {new D3D11TextureS(m_data, factory.m_ctx, width, height, mips, fmt, data, sz)};
|
|
}
|
|
|
|
boo::ObjToken<ITextureSA> D3D11DataFactory::Context::newStaticArrayTexture(size_t width, size_t height, size_t layers,
|
|
size_t mips, TextureFormat fmt,
|
|
TextureClampMode clampMode, const void* data,
|
|
size_t sz) {
|
|
D3D11DataFactoryImpl& factory = static_cast<D3D11DataFactoryImpl&>(m_parent);
|
|
return {new D3D11TextureSA(m_data, factory.m_ctx, width, height, layers, mips, fmt, data, sz)};
|
|
}
|
|
|
|
boo::ObjToken<ITextureD> D3D11DataFactory::Context::newDynamicTexture(size_t width, size_t height, TextureFormat fmt,
|
|
TextureClampMode clampMode) {
|
|
D3D11DataFactoryImpl& factory = static_cast<D3D11DataFactoryImpl&>(m_parent);
|
|
D3D11CommandQueue* q = static_cast<D3D11CommandQueue*>(factory.m_parent->getCommandQueue());
|
|
return {new D3D11TextureD(m_data, q, factory.m_ctx, width, height, fmt)};
|
|
}
|
|
|
|
boo::ObjToken<ITextureR> D3D11DataFactory::Context::newRenderTexture(size_t width, size_t height,
|
|
TextureClampMode clampMode, size_t colorBindCount,
|
|
size_t depthBindCount) {
|
|
D3D11DataFactoryImpl& factory = static_cast<D3D11DataFactoryImpl&>(m_parent);
|
|
return {new D3D11TextureR(m_data, factory.m_ctx, width, height, factory.m_ctx->m_sampleCount, colorBindCount,
|
|
depthBindCount)};
|
|
}
|
|
|
|
ObjToken<ITextureCubeR> D3D11DataFactory::Context::newCubeRenderTexture(size_t width, size_t mips) {
|
|
D3D11DataFactoryImpl& factory = static_cast<D3D11DataFactoryImpl&>(m_parent);
|
|
return {new D3D11TextureCubeR(m_data, factory.m_ctx, width, mips)};
|
|
}
|
|
|
|
boo::ObjToken<IShaderStage> D3D11DataFactory::Context::newShaderStage(const uint8_t* data, size_t size,
|
|
PipelineStage stage) {
|
|
D3D11DataFactoryImpl& factory = static_cast<D3D11DataFactoryImpl&>(m_parent);
|
|
return {new D3D11ShaderStage(m_data, factory.m_ctx, data, size, stage)};
|
|
}
|
|
|
|
boo::ObjToken<IShaderPipeline>
|
|
D3D11DataFactory::Context::newShaderPipeline(ObjToken<IShaderStage> vertex, ObjToken<IShaderStage> fragment,
|
|
ObjToken<IShaderStage> geometry, ObjToken<IShaderStage> control,
|
|
ObjToken<IShaderStage> evaluation, const VertexFormatInfo& vtxFmt,
|
|
const AdditionalPipelineInfo& additionalInfo, bool asynchronous) {
|
|
D3D11DataFactoryImpl& factory = static_cast<D3D11DataFactoryImpl&>(m_parent);
|
|
struct D3D11Context* ctx = factory.m_ctx;
|
|
return {
|
|
new D3D11ShaderPipeline(m_data, ctx, vertex, fragment, geometry, control, evaluation, vtxFmt, additionalInfo)};
|
|
}
|
|
|
|
boo::ObjToken<IShaderDataBinding> D3D11DataFactory::Context::newShaderDataBinding(
|
|
const boo::ObjToken<IShaderPipeline>& pipeline, const boo::ObjToken<IGraphicsBuffer>& vbuf,
|
|
const boo::ObjToken<IGraphicsBuffer>& instVbo, const boo::ObjToken<IGraphicsBuffer>& ibuf, size_t ubufCount,
|
|
const boo::ObjToken<IGraphicsBuffer>* ubufs, const PipelineStage* ubufStages, const size_t* ubufOffs,
|
|
const size_t* ubufSizes, size_t texCount, const boo::ObjToken<ITexture>* texs, const int* texBindIdx,
|
|
const bool* depthBind, size_t baseVert, size_t baseInst) {
|
|
D3D11DataFactoryImpl& factory = static_cast<D3D11DataFactoryImpl&>(m_parent);
|
|
return {new D3D11ShaderDataBinding(m_data, factory.m_ctx, pipeline, vbuf, instVbo, ibuf, ubufCount, ubufs, ubufStages,
|
|
ubufOffs, ubufSizes, texCount, texs, texBindIdx, depthBind, baseVert, baseInst)};
|
|
}
|
|
|
|
void D3D11CommandQueue::RenderingWorker(D3D11CommandQueue* self) {
|
|
{ std::unique_lock<std::mutex> lk(self->m_initmt); }
|
|
self->m_initcv.notify_one();
|
|
D3D11DataFactoryImpl* dataFactory = static_cast<D3D11DataFactoryImpl*>(self->m_parent->getDataFactory());
|
|
while (self->m_running) {
|
|
{
|
|
std::unique_lock<std::mutex> lk(self->m_mt);
|
|
self->m_cv.wait(lk);
|
|
if (!self->m_running)
|
|
break;
|
|
self->m_drawBuf = self->m_completeBuf;
|
|
auto& CmdList = self->m_cmdLists[self->m_drawBuf];
|
|
|
|
self->ProcessDynamicLoads(self->m_ctx->m_devCtx.Get());
|
|
|
|
bool doReset = false;
|
|
|
|
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();
|
|
doReset = true;
|
|
}
|
|
|
|
if (self->m_cubeTexResizes.size()) {
|
|
for (const auto& resize : self->m_cubeTexResizes)
|
|
resize.first->resize(self->m_ctx, resize.second.first, resize.second.second);
|
|
self->m_cubeTexResizes.clear();
|
|
doReset = true;
|
|
}
|
|
|
|
if (doReset) {
|
|
CmdList.reset();
|
|
continue;
|
|
}
|
|
|
|
if (self->m_windowCtx->m_needsFSTransition) {
|
|
if (self->m_windowCtx->m_fs) {
|
|
self->m_windowCtx->m_swapChain->SetFullscreenState(true, nullptr);
|
|
self->m_windowCtx->m_swapChain->ResizeTarget(&self->m_windowCtx->m_fsdesc);
|
|
} else
|
|
self->m_windowCtx->m_swapChain->SetFullscreenState(false, nullptr);
|
|
|
|
self->m_windowCtx->m_needsFSTransition = false;
|
|
CmdList.reset();
|
|
continue;
|
|
}
|
|
|
|
if (self->m_windowCtx->m_needsResize) {
|
|
self->m_windowCtx->clearRTV();
|
|
self->m_windowCtx->m_swapChain->ResizeBuffers(2, self->m_windowCtx->width, self->m_windowCtx->height,
|
|
self->m_ctx->m_fbFormat, DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH);
|
|
self->m_windowCtx->setupRTV(self->m_windowCtx->m_swapChain, self->m_ctx->m_dev.Get());
|
|
self->m_windowCtx->m_needsResize = false;
|
|
CmdList.reset();
|
|
continue;
|
|
}
|
|
}
|
|
|
|
auto& CmdList = self->m_cmdLists[self->m_drawBuf];
|
|
ID3D11CommandList* list = CmdList.list.Get();
|
|
self->m_ctx->m_devCtx->ExecuteCommandList(list, false);
|
|
|
|
if (D3D11TextureR* csource = CmdList.workDoPresent.cast<D3D11TextureR>()) {
|
|
#ifndef NDEBUG
|
|
if (!csource->m_colorBindCount)
|
|
Log.report(logvisor::Fatal, FMT_STRING("texture provided to resolveDisplay() must have at least 1 color binding"));
|
|
#endif
|
|
|
|
if (dataFactory->m_gamma != 1.f) {
|
|
SWindowRect rect(0, 0, csource->m_width, csource->m_height);
|
|
self->_resolveBindTexture(self->m_ctx->m_devCtx.Get(), csource, rect, true, 0, true, false);
|
|
ID3D11RenderTargetView* rtv = self->m_windowCtx->m_swapChainRTV.Get();
|
|
self->m_ctx->m_devCtx->OMSetRenderTargets(1, &rtv, nullptr);
|
|
|
|
const D3D11_VIEWPORT vp = {0.f, 0.f, FLOAT(csource->m_width), FLOAT(csource->m_height), 0.f, 1.f};
|
|
self->m_ctx->m_devCtx->RSSetViewports(1, &vp);
|
|
const D3D11_RECT d3drect = {0, 0, LONG(csource->m_width), LONG(csource->m_height)};
|
|
self->m_ctx->m_devCtx->RSSetScissorRects(1, &d3drect);
|
|
const std::array<ID3D11SamplerState*, 5> samp{
|
|
self->m_ctx->m_ss[0].Get(), self->m_ctx->m_ss[1].Get(), self->m_ctx->m_ss[2].Get(),
|
|
self->m_ctx->m_ss[3].Get(), self->m_ctx->m_ss[4].Get(),
|
|
};
|
|
self->m_ctx->m_devCtx->PSSetSamplers(0, UINT(samp.size()), samp.data());
|
|
self->m_ctx->m_devCtx->DSSetSamplers(0, UINT(samp.size()), samp.data());
|
|
|
|
D3D11ShaderDataBinding* gammaBinding = dataFactory->m_gammaBinding.cast<D3D11ShaderDataBinding>();
|
|
gammaBinding->m_texs[0].tex = CmdList.workDoPresent.get();
|
|
gammaBinding->bind(self->m_ctx->m_devCtx.Get(), self->m_drawBuf);
|
|
self->m_ctx->m_devCtx->Draw(4, 0);
|
|
gammaBinding->m_texs[0].tex.reset();
|
|
} else {
|
|
ComPtr<ID3D11Texture2D> dest = self->m_windowCtx->m_swapChainTex;
|
|
ID3D11Texture2D* src = csource->m_colorTex.Get();
|
|
if (csource->m_samples > 1)
|
|
self->m_ctx->m_devCtx->ResolveSubresource(dest.Get(), 0, src, 0, self->m_ctx->m_fbFormat);
|
|
else
|
|
self->m_ctx->m_devCtx->CopyResource(dest.Get(), src);
|
|
}
|
|
|
|
self->m_windowCtx->m_swapChain->Present(1, 0);
|
|
}
|
|
|
|
CmdList.reset();
|
|
}
|
|
}
|
|
|
|
void D3D11CommandQueue::startRenderer() {
|
|
static_cast<D3D11DataFactoryImpl*>(m_parent->getDataFactory())->SetupGammaResources();
|
|
}
|
|
|
|
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 < m_cmdLists.size(); ++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) {
|
|
D3D11DataFactoryImpl* gfxF = static_cast<D3D11DataFactoryImpl*>(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);
|
|
}
|
|
}
|
|
}
|
|
|
|
std::unique_ptr<IGraphicsCommandQueue> _NewD3D11CommandQueue(D3D11Context* ctx, D3D11Context::Window* windowCtx,
|
|
IGraphicsContext* parent) {
|
|
return std::make_unique<D3D11CommandQueue>(ctx, windowCtx, parent);
|
|
}
|
|
|
|
std::unique_ptr<IGraphicsDataFactory> _NewD3D11DataFactory(D3D11Context* ctx, IGraphicsContext* parent) {
|
|
return std::make_unique<D3D11DataFactoryImpl>(parent, ctx);
|
|
}
|
|
|
|
constexpr std::array<const char*, 6> D3DShaderTypes{
|
|
nullptr, "vs_5_0", "ps_5_0", "gs_5_0", "hs_5_0", "ds_5_0",
|
|
};
|
|
|
|
#if _DEBUG && 0
|
|
#define BOO_D3DCOMPILE_FLAG D3DCOMPILE_DEBUG | D3DCOMPILE_OPTIMIZATION_LEVEL0
|
|
#else
|
|
#define BOO_D3DCOMPILE_FLAG D3DCOMPILE_OPTIMIZATION_LEVEL3
|
|
#endif
|
|
|
|
std::vector<uint8_t> D3D11DataFactory::CompileHLSL(const char* source, PipelineStage stage) {
|
|
ComPtr<ID3DBlob> errBlob;
|
|
ComPtr<ID3DBlob> blobOut;
|
|
if (FAILED(D3DCompilePROC(source, strlen(source), "Boo HLSL Source", nullptr, nullptr, "main",
|
|
D3DShaderTypes[int(stage)], BOO_D3DCOMPILE_FLAG, 0, &blobOut, &errBlob))) {
|
|
fmt::print(FMT_STRING("{}\n"), source);
|
|
Log.report(logvisor::Fatal, FMT_STRING("error compiling shader: {}"), errBlob->GetBufferPointer());
|
|
return {};
|
|
}
|
|
std::vector<uint8_t> ret(blobOut->GetBufferSize());
|
|
memcpy(ret.data(), blobOut->GetBufferPointer(), ret.size());
|
|
return ret;
|
|
}
|
|
|
|
} // namespace boo
|