boo/lib/graphicsdev/D3D11.cpp

1270 lines
43 KiB
C++

#include "../win/Win32Common.hpp"
#include <LogVisor/LogVisor.hpp>
#include "boo/graphicsdev/D3D.hpp"
#include "boo/IGraphicsContext.hpp"
#include <vector>
#include <thread>
#include <mutex>
#include <condition_variable>
#include <d3dcompiler.h>
#include <comdef.h>
#include <algorithm>
#include <atomic>
#include <forward_list>
#undef min
#undef max
extern pD3DCompile D3DCompilePROC;
namespace boo
{
static LogVisor::LogModule Log("boo::D3D11");
static inline void ThrowIfFailed(HRESULT hr)
{
if (FAILED(hr))
{
// Set a breakpoint on this line to catch Win32 API errors.
_com_error err(hr);
LPCTSTR errMsg = err.ErrorMessage();
Log.report(LogVisor::FatalError, errMsg);
}
}
struct D3D11Data : IGraphicsData
{
size_t m_deleteCountdown = 4;
std::vector<std::unique_ptr<class D3D11ShaderPipeline>> m_SPs;
std::vector<std::unique_ptr<struct D3D11ShaderDataBinding>> m_SBinds;
std::vector<std::unique_ptr<class D3D11GraphicsBufferS>> m_SBufs;
std::vector<std::unique_ptr<class D3D11GraphicsBufferD>> m_DBufs;
std::vector<std::unique_ptr<class D3D11TextureS>> m_STexs;
std::vector<std::unique_ptr<class D3D11TextureSA>> m_SATexs;
std::vector<std::unique_ptr<class D3D11TextureD>> m_DTexs;
std::vector<std::unique_ptr<class D3D11TextureR>> m_RTexs;
std::vector<std::unique_ptr<struct D3D11VertexFormat>> m_VFmts;
bool decref()
{
if (!m_deleteCountdown)
Log.report(LogVisor::FatalError, "Can't decrement 0-data");
--m_deleteCountdown;
if (!m_deleteCountdown)
{
delete this;
return true;
}
return false;
}
};
static const D3D11_BIND_FLAG USE_TABLE[] =
{
D3D11_BIND_VERTEX_BUFFER,
D3D11_BIND_VERTEX_BUFFER,
D3D11_BIND_INDEX_BUFFER,
D3D11_BIND_CONSTANT_BUFFER
};
class D3D11GraphicsBufferS : public IGraphicsBufferS
{
friend class D3D11DataFactory;
friend struct D3D11CommandQueue;
size_t m_sz;
D3D11GraphicsBufferS(BufferUse use, D3D11Context* ctx, const void* data, size_t stride, size_t count)
: m_stride(stride), m_count(count), m_sz(stride * count)
{
D3D11_SUBRESOURCE_DATA iData = {data};
ThrowIfFailed(ctx->m_dev->CreateBuffer(&CD3D11_BUFFER_DESC(m_sz, USE_TABLE[int(use)], D3D11_USAGE_IMMUTABLE), &iData, &m_buf));
}
public:
size_t m_stride;
size_t m_count;
ComPtr<ID3D11Buffer> m_buf;
~D3D11GraphicsBufferS() = default;
};
class D3D11GraphicsBufferD : public IGraphicsBufferD
{
friend class D3D11DataFactory;
friend struct D3D11CommandQueue;
D3D11CommandQueue* m_q;
std::unique_ptr<uint8_t[]> m_cpuBuf;
size_t m_cpuSz;
int m_validSlots = 0;
D3D11GraphicsBufferD(D3D11CommandQueue* q, BufferUse use, D3D11Context* ctx, size_t stride, size_t count)
: m_q(q), m_stride(stride), m_count(count)
{
m_cpuSz = stride * count;
m_cpuBuf.reset(new uint8_t[m_cpuSz]);
for (int i=0 ; i<3 ; ++i)
ThrowIfFailed(ctx->m_dev->CreateBuffer(&CD3D11_BUFFER_DESC(m_cpuSz, USE_TABLE[int(use)],
D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE), nullptr, &m_bufs[i]));
}
void update(ID3D11DeviceContext* ctx, int b);
public:
size_t m_stride;
size_t m_count;
ComPtr<ID3D11Buffer> m_bufs[3];
~D3D11GraphicsBufferD() = default;
void load(const void* data, size_t sz);
void* map(size_t sz);
void unmap();
};
class D3D11TextureS : public ITextureS
{
friend class D3D11DataFactory;
size_t m_sz;
D3D11TextureS(D3D11Context* ctx, size_t width, size_t height, size_t mips,
TextureFormat fmt, const void* data, size_t sz)
: m_sz(sz)
{
DXGI_FORMAT pfmt;
int pxPitchNum = 1;
int pxPitchDenom = 1;
bool compressed = false;
switch (fmt)
{
case TextureFormat::RGBA8:
pfmt = DXGI_FORMAT_R8G8B8A8_UNORM;
pxPitchNum = 4;
break;
case TextureFormat::I8:
pfmt = DXGI_FORMAT_R8_UNORM;
break;
case TextureFormat::DXT1:
pfmt = DXGI_FORMAT_BC1_UNORM;
compressed = true;
pxPitchNum = 1;
pxPitchDenom = 2;
break;
default:
Log.report(LogVisor::FatalError, "unsupported tex format");
}
CD3D11_TEXTURE2D_DESC desc(pfmt, width, height, 1, mips,
D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_IMMUTABLE);
const uint8_t* dataIt = static_cast<const uint8_t*>(data);
D3D11_SUBRESOURCE_DATA upData[16] = {};
for (size_t i=0 ; i<mips && i<16 ; ++i)
{
upData[i].pSysMem = dataIt;
upData[i].SysMemPitch = width * pxPitchNum / pxPitchDenom;
upData[i].SysMemSlicePitch = upData[i].SysMemPitch * height;
dataIt += upData[i].SysMemSlicePitch;
width /= 2;
height /= 2;
}
ThrowIfFailed(ctx->m_dev->CreateTexture2D(&desc, upData, &m_tex));
ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_tex.Get(),
&CD3D11_SHADER_RESOURCE_VIEW_DESC(m_tex.Get(), D3D_SRV_DIMENSION_TEXTURE2D, pfmt, 0, mips), &m_srv));
}
public:
ComPtr<ID3D11Texture2D> m_tex;
ComPtr<ID3D11ShaderResourceView> m_srv;
~D3D11TextureS() = default;
};
class D3D11TextureSA : public ITextureSA
{
friend class D3D11DataFactory;
size_t m_sz;
D3D11TextureSA(D3D11Context* ctx, size_t width, size_t height, size_t layers,
TextureFormat fmt, const void* data, size_t sz)
: m_sz(sz)
{
size_t pixelPitch;
DXGI_FORMAT pixelFmt;
if (fmt == TextureFormat::RGBA8)
{
pixelPitch = 4;
pixelFmt = DXGI_FORMAT_R8G8B8A8_UNORM;
}
else if (fmt == TextureFormat::I8)
{
pixelPitch = 1;
pixelFmt = DXGI_FORMAT_R8_UNORM;
}
CD3D11_TEXTURE2D_DESC desc(pixelFmt, width, height, layers, 1,
D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_IMMUTABLE);
const uint8_t* dataIt = static_cast<const uint8_t*>(data);
if (layers > 16)
{
std::unique_ptr<D3D11_SUBRESOURCE_DATA[]> upData(new D3D11_SUBRESOURCE_DATA[layers]);
for (size_t i=0 ; i<layers ; ++i)
{
upData[i].pSysMem = dataIt;
upData[i].SysMemPitch = width * pixelPitch;
upData[i].SysMemSlicePitch = upData[i].SysMemPitch * height;
dataIt += upData[i].SysMemSlicePitch;
}
ThrowIfFailed(ctx->m_dev->CreateTexture2D(&desc, upData.get(), &m_tex));
}
else
{
D3D11_SUBRESOURCE_DATA upData[16] = {};
for (size_t i=0 ; i<layers ; ++i)
{
upData[i].pSysMem = dataIt;
upData[i].SysMemPitch = width * pixelPitch;
upData[i].SysMemSlicePitch = upData[i].SysMemPitch * height;
dataIt += upData[i].SysMemSlicePitch;
}
ThrowIfFailed(ctx->m_dev->CreateTexture2D(&desc, upData, &m_tex));
}
ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_tex.Get(),
&CD3D11_SHADER_RESOURCE_VIEW_DESC(m_tex.Get(), D3D_SRV_DIMENSION_TEXTURE2DARRAY, pixelFmt), &m_srv));
}
public:
ComPtr<ID3D11Texture2D> m_tex;
ComPtr<ID3D11ShaderResourceView> m_srv;
~D3D11TextureSA() = default;
};
class D3D11TextureD : public ITextureD
{
friend class D3D11DataFactory;
friend struct D3D11CommandQueue;
size_t m_width = 0;
size_t m_height = 0;
D3D11CommandQueue* m_q;
std::unique_ptr<uint8_t[]> m_cpuBuf;
size_t m_cpuSz;
int m_validSlots = 0;
D3D11TextureD(D3D11CommandQueue* q, D3D11Context* ctx, size_t width, size_t height, TextureFormat fmt)
: m_q(q)
{
DXGI_FORMAT pixelFmt;
size_t pxPitch;
switch (fmt)
{
case TextureFormat::RGBA8:
pixelFmt = DXGI_FORMAT_R8G8B8A8_UNORM;
pxPitch = 4;
break;
case TextureFormat::I8:
pixelFmt = DXGI_FORMAT_R8_UNORM;
pxPitch = 1;
break;
default:
Log.report(LogVisor::FatalError, "unsupported tex format");
}
m_cpuSz = width * height * pxPitch;
m_cpuBuf.reset(new uint8_t[m_cpuSz]);
CD3D11_TEXTURE2D_DESC desc(pixelFmt, width, height, 1, 1,
D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, D3D11_CPU_ACCESS_WRITE);
for (int i=0 ; i<3 ; ++i)
{
ThrowIfFailed(ctx->m_dev->CreateTexture2D(&desc, nullptr, &m_texs[i]));
ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_texs[i].Get(),
&CD3D11_SHADER_RESOURCE_VIEW_DESC(m_texs[i].Get(), D3D_SRV_DIMENSION_TEXTURE2D, pixelFmt), &m_srvs[i]));
}
}
void update(ID3D11DeviceContext* ctx, int b);
public:
ComPtr<ID3D11Texture2D> m_texs[3];
ComPtr<ID3D11ShaderResourceView> m_srvs[3];
~D3D11TextureD() = default;
void load(const void* data, size_t sz);
void* map(size_t sz);
void unmap();
};
class D3D11TextureR : public ITextureR
{
friend class D3D11DataFactory;
friend struct D3D11CommandQueue;
size_t m_width = 0;
size_t m_height = 0;
size_t m_samples = 0;
bool m_enableShaderColorBind;
bool m_enableShaderDepthBind;
void Setup(D3D11Context* ctx, size_t width, size_t height, size_t samples,
bool enableShaderColorBind, bool enableShaderDepthBind)
{
ThrowIfFailed(ctx->m_dev->CreateTexture2D(&CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, width, height,
1, 1, D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT, 0, samples), nullptr, &m_colorTex));
ThrowIfFailed(ctx->m_dev->CreateTexture2D(&CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_D24_UNORM_S8_UINT, width, height,
1, 1, D3D11_BIND_DEPTH_STENCIL, D3D11_USAGE_DEFAULT, 0, samples), nullptr, &m_depthTex));
D3D11_RTV_DIMENSION rtvDim;
D3D11_DSV_DIMENSION dsvDim;
D3D11_SRV_DIMENSION srvDim;
if (samples > 1)
{
rtvDim = D3D11_RTV_DIMENSION_TEXTURE2DMS;
dsvDim = D3D11_DSV_DIMENSION_TEXTURE2DMS;
srvDim = D3D11_SRV_DIMENSION_TEXTURE2DMS;
}
else
{
rtvDim = D3D11_RTV_DIMENSION_TEXTURE2D;
dsvDim = D3D11_DSV_DIMENSION_TEXTURE2D;
srvDim = D3D11_SRV_DIMENSION_TEXTURE2D;
}
ThrowIfFailed(ctx->m_dev->CreateRenderTargetView(m_colorTex.Get(),
&CD3D11_RENDER_TARGET_VIEW_DESC(m_colorTex.Get(), rtvDim), &m_rtv));
ThrowIfFailed(ctx->m_dev->CreateDepthStencilView(m_depthTex.Get(),
&CD3D11_DEPTH_STENCIL_VIEW_DESC(m_depthTex.Get(), dsvDim), &m_dsv));
if (enableShaderColorBind)
{
ThrowIfFailed(ctx->m_dev->CreateTexture2D(&CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, width, height,
1, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, samples), nullptr, &m_colorBindTex));
ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_colorBindTex.Get(),
&CD3D11_SHADER_RESOURCE_VIEW_DESC(m_colorBindTex.Get(), srvDim), &m_colorSrv));
}
if (enableShaderDepthBind)
{
ThrowIfFailed(ctx->m_dev->CreateTexture2D(&CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R24G8_TYPELESS, width, height,
1, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, samples), nullptr, &m_depthBindTex));
ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_depthBindTex.Get(),
&CD3D11_SHADER_RESOURCE_VIEW_DESC(m_depthBindTex.Get(), srvDim, DXGI_FORMAT_R24G8_TYPELESS), &m_depthSrv));
}
}
D3D11TextureR(D3D11Context* ctx, size_t width, size_t height, size_t samples,
bool enableShaderColorBind, bool enableShaderDepthBind)
: m_width(width), m_height(height), m_samples(samples),
m_enableShaderColorBind(enableShaderColorBind), m_enableShaderDepthBind(enableShaderDepthBind)
{
if (samples == 0) m_samples = 1;
Setup(ctx, width, height, samples, enableShaderColorBind, enableShaderDepthBind);
}
public:
size_t samples() const {return m_samples;}
ComPtr<ID3D11Texture2D> m_colorTex;
ComPtr<ID3D11RenderTargetView> m_rtv;
ComPtr<ID3D11Texture2D> m_depthTex;
ComPtr<ID3D11DepthStencilView> m_dsv;
ComPtr<ID3D11Texture2D> m_colorBindTex;
ComPtr<ID3D11ShaderResourceView> m_colorSrv;
ComPtr<ID3D11Texture2D> m_depthBindTex;
ComPtr<ID3D11ShaderResourceView> m_depthSrv;
~D3D11TextureR() = 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, width, height, m_samples, m_enableShaderColorBind, m_enableShaderDepthBind);
}
};
static const size_t SEMANTIC_SIZE_TABLE[] =
{
0,
12,
16,
12,
16,
16,
4,
8,
16,
16,
16
};
static const char* SEMANTIC_NAME_TABLE[] =
{
nullptr,
"POSITION",
"POSITION",
"NORMAL",
"NORMAL",
"COLOR",
"COLOR",
"UV",
"UV",
"WEIGHT",
"MODELVIEW"
};
static const DXGI_FORMAT 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
};
struct D3D11VertexFormat : IVertexFormat
{
size_t m_elementCount;
std::unique_ptr<D3D11_INPUT_ELEMENT_DESC[]> m_elements;
D3D11VertexFormat(size_t elementCount, const VertexElementDescriptor* elements)
: m_elementCount(elementCount),
m_elements(new D3D11_INPUT_ELEMENT_DESC[elementCount])
{
memset(m_elements.get(), 0, elementCount * sizeof(D3D11_INPUT_ELEMENT_DESC));
size_t offset = 0;
size_t instOffset = 0;
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 = instOffset;
instOffset += SEMANTIC_SIZE_TABLE[semantic];
}
else
{
elem.InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
elem.AlignedByteOffset = offset;
offset += SEMANTIC_SIZE_TABLE[semantic];
}
}
}
};
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 IShaderPipeline
{
friend class D3D11DataFactory;
D3D11ShaderPipeline(D3D11Context* ctx, ID3DBlob* vert, ID3DBlob* pixel,
const D3D11VertexFormat* vtxFmt,
BlendFactor srcFac, BlendFactor dstFac,
bool depthTest, bool depthWrite, bool backfaceCulling)
{
ThrowIfFailed(ctx->m_dev->CreateVertexShader(vert->GetBufferPointer(), vert->GetBufferSize(), nullptr, &m_vShader));
ThrowIfFailed(ctx->m_dev->CreatePixelShader(pixel->GetBufferPointer(), pixel->GetBufferSize(), nullptr, &m_pShader));
CD3D11_RASTERIZER_DESC rasDesc(D3D11_FILL_SOLID, backfaceCulling ? D3D11_CULL_BACK : D3D11_CULL_NONE, 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;
dsDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK(depthWrite);
dsDesc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
ThrowIfFailed(ctx->m_dev->CreateDepthStencilState(&dsDesc, &m_dsState));
CD3D11_BLEND_DESC blDesc(D3D11_DEFAULT);
blDesc.RenderTarget[0].BlendEnable = (dstFac != BlendFactor::Zero);
blDesc.RenderTarget[0].SrcBlend = BLEND_FACTOR_TABLE[int(srcFac)];
blDesc.RenderTarget[0].DestBlend = BLEND_FACTOR_TABLE[int(dstFac)];
ThrowIfFailed(ctx->m_dev->CreateBlendState(&blDesc, &m_blState));
ThrowIfFailed(ctx->m_dev->CreateInputLayout(vtxFmt->m_elements.get(), vtxFmt->m_elementCount,
vert->GetBufferPointer(), vert->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;
~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());
}
};
struct D3D11ShaderDataBinding : IShaderDataBinding
{
D3D11ShaderPipeline* m_pipeline;
IGraphicsBuffer* m_vbuf;
IGraphicsBuffer* m_instVbuf;
IGraphicsBuffer* m_ibuf;
size_t m_ubufCount;
std::unique_ptr<IGraphicsBuffer*[]> m_ubufs;
size_t m_texCount;
std::unique_ptr<ITexture*[]> m_texs;
#ifndef NDEBUG
/* Debugging aids */
bool m_committed = false;
#endif
D3D11ShaderDataBinding(D3D11Context* ctx,
IShaderPipeline* pipeline,
IGraphicsBuffer* vbuf, IGraphicsBuffer* instVbuf, IGraphicsBuffer* ibuf,
size_t ubufCount, IGraphicsBuffer** ubufs,
size_t texCount, ITexture** texs)
: m_pipeline(static_cast<D3D11ShaderPipeline*>(pipeline)),
m_vbuf(vbuf),
m_instVbuf(instVbuf),
m_ibuf(ibuf),
m_ubufCount(ubufCount),
m_ubufs(new IGraphicsBuffer*[ubufCount]),
m_texCount(texCount),
m_texs(new ITexture*[texCount])
{
for (size_t i=0 ; i<ubufCount ; ++i)
m_ubufs[i] = ubufs[i];
for (size_t i=0 ; i<texCount ; ++i)
m_texs[i] = texs[i];
}
void bind(ID3D11DeviceContext* ctx, int b)
{
#ifndef NDEBUG
if (!m_committed)
Log.report(LogVisor::FatalError,
"attempted to use uncommitted D3D11ShaderDataBinding");
#endif
m_pipeline->bind(ctx);
ID3D11Buffer* bufs[2] = {};
UINT strides[2] = {};
UINT offsets[2] = {0,0};
if (m_vbuf)
{
if (m_vbuf->dynamic())
{
D3D11GraphicsBufferD* cbuf = static_cast<D3D11GraphicsBufferD*>(m_vbuf);
bufs[0] = cbuf->m_bufs[b].Get();
strides[0] = UINT(cbuf->m_stride);
}
else
{
D3D11GraphicsBufferS* cbuf = static_cast<D3D11GraphicsBufferS*>(m_vbuf);
bufs[0] = cbuf->m_buf.Get();
strides[0] = UINT(cbuf->m_stride);
}
}
if (m_instVbuf)
{
if (m_instVbuf->dynamic())
{
D3D11GraphicsBufferD* cbuf = static_cast<D3D11GraphicsBufferD*>(m_instVbuf);
bufs[1] = cbuf->m_bufs[b].Get();
strides[1] = UINT(cbuf->m_stride);
}
else
{
D3D11GraphicsBufferS* cbuf = static_cast<D3D11GraphicsBufferS*>(m_instVbuf);
bufs[1] = cbuf->m_buf.Get();
strides[1] = UINT(cbuf->m_stride);
}
}
ctx->IASetVertexBuffers(0, 2, bufs, strides, offsets);
if (m_ibuf)
{
if (m_ibuf->dynamic())
{
D3D11GraphicsBufferD* cbuf = static_cast<D3D11GraphicsBufferD*>(m_ibuf);
ctx->IASetIndexBuffer(cbuf->m_bufs[b].Get(), DXGI_FORMAT_R32_UINT, 0);
}
else
{
D3D11GraphicsBufferS* cbuf = static_cast<D3D11GraphicsBufferS*>(m_ibuf);
ctx->IASetIndexBuffer(cbuf->m_buf.Get(), DXGI_FORMAT_R32_UINT, 0);
}
}
if (m_ubufCount)
{
ID3D11Buffer* constBufs[8];
for (int i=0 ; i<8 && i<m_ubufCount ; ++i)
{
if (m_ubufs[i]->dynamic())
{
D3D11GraphicsBufferD* cbuf = static_cast<D3D11GraphicsBufferD*>(m_ubufs[i]);
constBufs[i] = cbuf->m_bufs[b].Get();
}
else
{
D3D11GraphicsBufferS* cbuf = static_cast<D3D11GraphicsBufferS*>(m_ubufs[i]);
constBufs[i] = cbuf->m_buf.Get();
}
}
ctx->VSSetConstantBuffers(0, m_ubufCount, constBufs);
}
if (m_texCount)
{
ID3D11ShaderResourceView* srvs[8];
for (int i=0 ; i<8 && i<m_texCount ; ++i)
{
switch (m_texs[i]->type())
{
case TextureType::Dynamic:
{
D3D11TextureD* ctex = static_cast<D3D11TextureD*>(m_texs[i]);
srvs[i] = ctex->m_srvs[b].Get();
break;
}
case TextureType::Static:
{
D3D11TextureS* ctex = static_cast<D3D11TextureS*>(m_texs[i]);
srvs[i] = ctex->m_srv.Get();
break;
}
case TextureType::StaticArray:
{
D3D11TextureSA* ctex = static_cast<D3D11TextureSA*>(m_texs[i]);
srvs[i] = ctex->m_srv.Get();
break;
}
case TextureType::Render:
{
D3D11TextureR* ctex = static_cast<D3D11TextureR*>(m_texs[i]);
srvs[i] = ctex->m_colorSrv.Get();
break;
}
}
}
ctx->PSSetShaderResources(0, m_texCount, 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;
ComPtr<ID3D11CommandList> m_cmdLists[3];
D3D11TextureR* m_workDoPresent[3];
std::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;
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();
self->m_cmdLists[self->m_drawBuf].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;
self->m_cmdLists[self->m_drawBuf].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;
self->m_cmdLists[self->m_drawBuf].Reset();
continue;
}
}
ID3D11CommandList* list = self->m_cmdLists[self->m_drawBuf].Get();
self->m_ctx->m_devCtx->ExecuteCommandList(list, false);
self->m_cmdLists[self->m_drawBuf].Reset();
D3D11TextureR* csource = self->m_workDoPresent[self->m_drawBuf];
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);
}
}
}
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->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
}
void stopRenderer()
{
m_running = false;
m_cv.notify_one();
m_thr.join();
}
~D3D11CommandQueue()
{
if (m_running) stopRenderer();
}
void setShaderDataBinding(IShaderDataBinding* binding)
{
D3D11ShaderDataBinding* cbind = static_cast<D3D11ShaderDataBinding*>(binding);
cbind->bind(m_deferredCtx.Get(), m_fillBuf);
ID3D11SamplerState* samp[] = {m_ctx->m_ss.Get()};
m_deferredCtx->PSSetSamplers(0, 1, samp);
}
D3D11TextureR* m_boundTarget = nullptr;
void setRenderTarget(ITextureR* target)
{
D3D11TextureR* ctarget = static_cast<D3D11TextureR*>(target);
ID3D11RenderTargetView* view[] = {ctarget->m_rtv.Get()};
m_deferredCtx->OMSetRenderTargets(1, view, ctarget->m_dsv.Get());
m_boundTarget = ctarget;
}
void setViewport(const SWindowRect& rect)
{
D3D11_VIEWPORT vp = {FLOAT(rect.location[0]), FLOAT(rect.location[1]), FLOAT(rect.size[0]), FLOAT(rect.size[1]), 0.0, 1.0};
m_deferredCtx->RSSetViewports(1, &vp);
}
void setScissor(const SWindowRect& rect)
{
if (m_boundTarget)
{
D3D11_RECT d3drect = {LONG(rect.location[0]), LONG(m_boundTarget->m_height - rect.location[1] - rect.size[1]),
LONG(rect.location[0] + rect.size[0]), LONG(m_boundTarget->m_height - rect.location[1])};
m_deferredCtx->RSSetScissorRects(1, &d3drect);
}
}
std::unordered_map<D3D11TextureR*, std::pair<size_t, size_t>> m_texResizes;
void resizeRenderTexture(ITextureR* tex, size_t width, size_t height)
{
D3D11TextureR* ctex = static_cast<D3D11TextureR*>(tex);
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] = {0.0,0.0,0.0,1.0};
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;
if (render)
m_deferredCtx->ClearRenderTargetView(m_boundTarget->m_rtv.Get(), m_clearColor);
if (depth)
m_deferredCtx->ClearDepthStencilView(m_boundTarget->m_dsv.Get(), D3D11_CLEAR_DEPTH, 1.0, 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(ITextureR* texture, const SWindowRect& rect, bool tlOrigin, bool color, bool depth)
{
const D3D11TextureR* tex = static_cast<const D3D11TextureR*>(texture);
if (color && tex->m_enableShaderColorBind)
{
if (tex->m_samples > 1)
{
m_deferredCtx->CopyResource(tex->m_colorBindTex.Get(), tex->m_colorTex.Get());
}
else
{
int y = tlOrigin ? rect.location[1] : (tex->m_height - rect.size[1] - rect.location[1]);
D3D11_BOX box = {UINT(std::max(0, rect.location[0])), UINT(std::max(0, y)), 0,
UINT(std::max(0, rect.location[0] + rect.size[0])), UINT(std::max(0, y + rect.size[1])), 1};
m_deferredCtx->CopySubresourceRegion1(tex->m_colorBindTex.Get(), 0, box.left, box.top, 0,
tex->m_colorTex.Get(), 0, &box, D3D11_COPY_DISCARD);
}
}
if (depth && tex->m_enableShaderDepthBind)
{
m_deferredCtx->CopyResource(tex->m_depthBindTex.Get(), tex->m_depthTex.Get());
}
}
D3D11TextureR* m_doPresent = nullptr;
void resolveDisplay(ITextureR* source)
{
m_doPresent = static_cast<D3D11TextureR*>(source);
}
void execute();
};
void D3D11GraphicsBufferD::update(ID3D11DeviceContext* ctx, int b)
{
int slot = 1 << b;
if ((slot & m_validSlots) == 0)
{
ID3D11Buffer* res = m_bufs[b].Get();
D3D11_MAPPED_SUBRESOURCE d;
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;
}
}
void D3D11GraphicsBufferD::load(const void* data, size_t sz)
{
std::unique_lock<std::mutex> lk(m_q->m_dynamicLock);
size_t bufSz = std::min(sz, m_cpuSz);
memcpy(m_cpuBuf.get(), data, bufSz);
m_validSlots = 0;
}
void* D3D11GraphicsBufferD::map(size_t sz)
{
if (sz > m_cpuSz)
return nullptr;
m_q->m_dynamicLock.lock();
return m_cpuBuf.get();
}
void D3D11GraphicsBufferD::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);
memcpy(d.pData, m_cpuBuf.get(), m_cpuSz);
ctx->Unmap(res, 0);
m_validSlots |= slot;
}
}
void D3D11TextureD::load(const void* data, size_t sz)
{
std::unique_lock<std::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
{
friend struct D3D11CommandQueue;
IGraphicsContext* m_parent;
static thread_local D3D11Data* m_deferredData;
struct D3D11Context* m_ctx;
std::unordered_set<D3D11Data*> m_committedData;
std::mutex m_committedMutex;
std::unordered_set<D3D11Data*> m_deletedData;
uint32_t m_sampleCount;
void destroyData(IGraphicsData* d)
{
std::unique_lock<std::mutex> lk(m_committedMutex);
D3D11Data* data = static_cast<D3D11Data*>(d);
m_committedData.erase(data);
m_deletedData.insert(data);
}
void destroyAllData()
{
std::unique_lock<std::mutex> lk(m_committedMutex);
for (IGraphicsData* data : m_committedData)
m_deletedData.insert(static_cast<D3D11Data*>(data));
m_committedData.clear();
}
std::vector<D3D11Data*> m_toDelete;
void procDeletes()
{
if (m_deletedData.size())
{
for (IGraphicsData* data : m_deletedData)
{
D3D11Data* cdata = static_cast<D3D11Data*>(data);
if (cdata->decref())
m_toDelete.push_back(cdata);
}
if (m_toDelete.size())
{
for (D3D11Data* data : m_toDelete)
m_deletedData.erase(data);
m_toDelete.clear();
}
}
}
public:
D3D11DataFactory(IGraphicsContext* parent, D3D11Context* ctx, uint32_t sampleCount)
: m_parent(parent), m_ctx(ctx), m_sampleCount(sampleCount)
{}
~D3D11DataFactory() {destroyAllData();}
Platform platform() const {return Platform::D3D11;}
const SystemChar* platformName() const {return _S("D3D11");}
IGraphicsBufferS* newStaticBuffer(BufferUse use, const void* data, size_t stride, size_t count)
{
D3D11GraphicsBufferS* retval = new D3D11GraphicsBufferS(use, m_ctx, data, stride, count);
if (!m_deferredData)
m_deferredData = new struct D3D11Data();
static_cast<D3D11Data*>(m_deferredData)->m_SBufs.emplace_back(retval);
return retval;
}
IGraphicsBufferD* newDynamicBuffer(BufferUse use, size_t stride, size_t count)
{
D3D11CommandQueue* q = static_cast<D3D11CommandQueue*>(m_parent->getCommandQueue());
D3D11GraphicsBufferD* retval = new D3D11GraphicsBufferD(q, use, m_ctx, stride, count);
if (!m_deferredData)
m_deferredData = new struct D3D11Data();
static_cast<D3D11Data*>(m_deferredData)->m_DBufs.emplace_back(retval);
return retval;
}
ITextureS* newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt,
const void* data, size_t sz)
{
D3D11TextureS* retval = new D3D11TextureS(m_ctx, width, height, mips, fmt, data, sz);
if (!m_deferredData)
m_deferredData = new struct D3D11Data();
static_cast<D3D11Data*>(m_deferredData)->m_STexs.emplace_back(retval);
return retval;
}
GraphicsDataToken
newStaticTextureNoContext(size_t width, size_t height, size_t mips, TextureFormat fmt,
const void* data, size_t sz, ITextureS*& texOut)
{
D3D11TextureS* retval = new D3D11TextureS(m_ctx, width, height, mips, fmt, data, sz);
D3D11Data* tokData = new struct D3D11Data();
tokData->m_STexs.emplace_back(retval);
texOut = retval;
std::unique_lock<std::mutex> lk(m_committedMutex);
m_committedData.insert(tokData);
return GraphicsDataToken(this, tokData);
}
ITextureSA* newStaticArrayTexture(size_t width, size_t height, size_t layers, TextureFormat fmt,
const void* data, size_t sz)
{
D3D11TextureSA* retval = new D3D11TextureSA(m_ctx, width, height, layers, fmt, data, sz);
if (!m_deferredData)
m_deferredData = new struct D3D11Data();
static_cast<D3D11Data*>(m_deferredData)->m_SATexs.emplace_back(retval);
return retval;
}
ITextureD* newDynamicTexture(size_t width, size_t height, TextureFormat fmt)
{
D3D11CommandQueue* q = static_cast<D3D11CommandQueue*>(m_parent->getCommandQueue());
D3D11TextureD* retval = new D3D11TextureD(q, m_ctx, width, height, fmt);
if (!m_deferredData)
m_deferredData = new struct D3D11Data();
static_cast<D3D11Data*>(m_deferredData)->m_DTexs.emplace_back(retval);
return retval;
}
ITextureR* newRenderTexture(size_t width, size_t height,
bool enableShaderColorBind, bool enableShaderDepthBind)
{
D3D11CommandQueue* q = static_cast<D3D11CommandQueue*>(m_parent->getCommandQueue());
D3D11TextureR* retval = new D3D11TextureR(m_ctx, width, height, m_sampleCount,
enableShaderColorBind, enableShaderDepthBind);
if (!m_deferredData)
m_deferredData = new struct D3D11Data();
static_cast<D3D11Data*>(m_deferredData)->m_RTexs.emplace_back(retval);
return retval;
}
IVertexFormat* newVertexFormat(size_t elementCount, const VertexElementDescriptor* elements)
{
D3D11CommandQueue* q = static_cast<D3D11CommandQueue*>(m_parent->getCommandQueue());
D3D11VertexFormat* retval = new struct D3D11VertexFormat(elementCount, elements);
if (!m_deferredData)
m_deferredData = new struct D3D11Data();
static_cast<D3D11Data*>(m_deferredData)->m_VFmts.emplace_back(retval);
return retval;
}
#if _DEBUG
#define BOO_D3DCOMPILE_FLAG D3DCOMPILE_DEBUG | D3DCOMPILE_OPTIMIZATION_LEVEL0
#else
#define BOO_D3DCOMPILE_FLAG D3DCOMPILE_OPTIMIZATION_LEVEL3
#endif
IShaderPipeline* newShaderPipeline
(const char* vertSource, const char* fragSource,
ComPtr<ID3DBlob>& vertBlobOut, ComPtr<ID3DBlob>& fragBlobOut,
ComPtr<ID3DBlob>& pipelineBlob, IVertexFormat* vtxFmt,
BlendFactor srcFac, BlendFactor dstFac,
bool depthTest, bool depthWrite, bool backfaceCulling)
{
ComPtr<ID3DBlob> errBlob;
if (!vertBlobOut)
{
if (FAILED(D3DCompilePROC(vertSource, strlen(vertSource), "HECL Vert Source", nullptr, nullptr, "main",
"vs_5_0", BOO_D3DCOMPILE_FLAG, 0, &vertBlobOut, &errBlob)))
{
Log.report(LogVisor::FatalError, "error compiling vert shader: %s", errBlob->GetBufferPointer());
return nullptr;
}
}
if (!fragBlobOut)
{
if (FAILED(D3DCompilePROC(fragSource, strlen(fragSource), "HECL Pixel Source", nullptr, nullptr, "main",
"ps_5_0", BOO_D3DCOMPILE_FLAG, 0, &fragBlobOut, &errBlob)))
{
Log.report(LogVisor::FatalError, "error compiling pixel shader: %s", errBlob->GetBufferPointer());
return nullptr;
}
}
D3D11ShaderPipeline* retval = new D3D11ShaderPipeline(m_ctx, vertBlobOut.Get(), fragBlobOut.Get(),
static_cast<const D3D11VertexFormat*>(vtxFmt),
srcFac, dstFac, depthTest, depthWrite, backfaceCulling);
if (!m_deferredData)
m_deferredData = new struct D3D11Data();
static_cast<D3D11Data*>(m_deferredData)->m_SPs.emplace_back(retval);
return retval;
}
IShaderDataBinding* newShaderDataBinding(IShaderPipeline* pipeline,
IVertexFormat* vtxFormat,
IGraphicsBuffer* vbuf, IGraphicsBuffer* instVbo, IGraphicsBuffer* ibuf,
size_t ubufCount, IGraphicsBuffer** ubufs,
size_t texCount, ITexture** texs)
{
D3D11ShaderDataBinding* retval =
new D3D11ShaderDataBinding(m_ctx, pipeline, vbuf, instVbo, ibuf, ubufCount, ubufs, texCount, texs);
if (!m_deferredData)
m_deferredData = new struct D3D11Data();
static_cast<D3D11Data*>(m_deferredData)->m_SBinds.emplace_back(retval);
return retval;
}
void reset()
{
delete static_cast<D3D11Data*>(m_deferredData);
m_deferredData = nullptr;
}
GraphicsDataToken commit()
{
if (!m_deferredData)
return GraphicsDataToken(this, nullptr);
D3D11Data* retval = m_deferredData;
#ifndef NDEBUG
for (std::unique_ptr<D3D11ShaderDataBinding>& b : retval->m_SBinds)
b->m_committed = true;
#endif
m_deferredData = nullptr;
m_committedData.insert(retval);
return GraphicsDataToken(this, retval);
}
};
thread_local D3D11Data* D3D11DataFactory::m_deferredData;
void D3D11CommandQueue::execute()
{
/* Stage dynamic uploads */
D3D11DataFactory* gfxF = static_cast<D3D11DataFactory*>(m_parent->getDataFactory());
gfxF->procDeletes();
ThrowIfFailed(m_deferredCtx->FinishCommandList(false, &m_cmdLists[m_fillBuf]));
m_deferredCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
m_workDoPresent[m_fillBuf] = m_doPresent;
m_doPresent = nullptr;
/* 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::mutex> lk(m_dynamicLock);
std::unique_lock<std::mutex> datalk(gfxF->m_committedMutex);
for (D3D11Data* d : gfxF->m_committedData)
{
for (std::unique_ptr<D3D11GraphicsBufferD>& b : d->m_DBufs)
b->update(ctx, m_drawBuf);
for (std::unique_ptr<D3D11TextureD>& t : d->m_DTexs)
t->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);
}
}