mirror of https://github.com/AxioDL/boo.git
1271 lines
43 KiB
C++
1271 lines
43 KiB
C++
#include "../win/Win32Common.hpp"
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#include <LogVisor/LogVisor.hpp>
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#include "boo/graphicsdev/D3D.hpp"
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#include "boo/IGraphicsContext.hpp"
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#include <vector>
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#include <thread>
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#include <mutex>
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#include <condition_variable>
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#include <d3dcompiler.h>
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#include <comdef.h>
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#include <algorithm>
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#include <atomic>
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#include <forward_list>
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#undef min
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#undef max
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extern pD3DCompile D3DCompilePROC;
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namespace boo
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{
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static LogVisor::LogModule Log("boo::D3D11");
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static inline void ThrowIfFailed(HRESULT hr)
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{
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if (FAILED(hr))
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{
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// Set a breakpoint on this line to catch Win32 API errors.
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_com_error err(hr);
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LPCTSTR errMsg = err.ErrorMessage();
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Log.report(LogVisor::FatalError, errMsg);
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}
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}
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struct D3D11Data : IGraphicsData
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{
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size_t m_deleteCountdown = 4;
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std::vector<std::unique_ptr<class D3D11ShaderPipeline>> m_SPs;
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std::vector<std::unique_ptr<struct D3D11ShaderDataBinding>> m_SBinds;
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std::vector<std::unique_ptr<class D3D11GraphicsBufferS>> m_SBufs;
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std::vector<std::unique_ptr<class D3D11GraphicsBufferD>> m_DBufs;
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std::vector<std::unique_ptr<class D3D11TextureS>> m_STexs;
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std::vector<std::unique_ptr<class D3D11TextureSA>> m_SATexs;
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std::vector<std::unique_ptr<class D3D11TextureD>> m_DTexs;
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std::vector<std::unique_ptr<class D3D11TextureR>> m_RTexs;
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std::vector<std::unique_ptr<struct D3D11VertexFormat>> m_VFmts;
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bool decref()
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{
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if (!m_deleteCountdown)
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Log.report(LogVisor::FatalError, "Can't decrement 0-data");
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--m_deleteCountdown;
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if (!m_deleteCountdown)
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{
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delete this;
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return true;
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}
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return false;
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}
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};
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static const D3D11_BIND_FLAG USE_TABLE[] =
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{
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D3D11_BIND_VERTEX_BUFFER,
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D3D11_BIND_VERTEX_BUFFER,
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D3D11_BIND_INDEX_BUFFER,
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D3D11_BIND_CONSTANT_BUFFER
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};
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class D3D11GraphicsBufferS : public IGraphicsBufferS
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{
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friend class D3D11DataFactory;
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friend struct D3D11CommandQueue;
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size_t m_sz;
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D3D11GraphicsBufferS(BufferUse use, D3D11Context* ctx, const void* data, size_t stride, size_t count)
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: m_stride(stride), m_count(count), m_sz(stride * count)
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{
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D3D11_SUBRESOURCE_DATA iData = {data};
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ThrowIfFailed(ctx->m_dev->CreateBuffer(&CD3D11_BUFFER_DESC(m_sz, USE_TABLE[int(use)], D3D11_USAGE_IMMUTABLE), &iData, &m_buf));
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}
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public:
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size_t m_stride;
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size_t m_count;
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ComPtr<ID3D11Buffer> m_buf;
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~D3D11GraphicsBufferS() = default;
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};
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class D3D11GraphicsBufferD : public IGraphicsBufferD
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{
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friend class D3D11DataFactory;
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friend struct D3D11CommandQueue;
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D3D11CommandQueue* m_q;
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std::unique_ptr<uint8_t[]> m_cpuBuf;
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size_t m_cpuSz;
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int m_validSlots = 0;
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D3D11GraphicsBufferD(D3D11CommandQueue* q, BufferUse use, D3D11Context* ctx, size_t stride, size_t count)
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: m_q(q), m_stride(stride), m_count(count)
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{
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m_cpuSz = stride * count;
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m_cpuBuf.reset(new uint8_t[m_cpuSz]);
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for (int i=0 ; i<3 ; ++i)
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ThrowIfFailed(ctx->m_dev->CreateBuffer(&CD3D11_BUFFER_DESC(m_cpuSz, USE_TABLE[int(use)],
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D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE), nullptr, &m_bufs[i]));
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}
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void update(ID3D11DeviceContext* ctx, int b);
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public:
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size_t m_stride;
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size_t m_count;
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ComPtr<ID3D11Buffer> m_bufs[3];
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~D3D11GraphicsBufferD() = default;
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void load(const void* data, size_t sz);
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void* map(size_t sz);
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void unmap();
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};
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class D3D11TextureS : public ITextureS
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{
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friend class D3D11DataFactory;
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size_t m_sz;
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D3D11TextureS(D3D11Context* ctx, size_t width, size_t height, size_t mips,
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TextureFormat fmt, const void* data, size_t sz)
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: m_sz(sz)
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{
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DXGI_FORMAT pfmt;
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int pxPitchNum = 1;
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int pxPitchDenom = 1;
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bool compressed = false;
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switch (fmt)
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{
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case TextureFormat::RGBA8:
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pfmt = DXGI_FORMAT_R8G8B8A8_UNORM;
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pxPitchNum = 4;
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break;
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case TextureFormat::I8:
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pfmt = DXGI_FORMAT_R8_UNORM;
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break;
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case TextureFormat::DXT1:
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pfmt = DXGI_FORMAT_BC1_UNORM;
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compressed = true;
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pxPitchNum = 1;
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pxPitchDenom = 2;
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break;
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default:
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Log.report(LogVisor::FatalError, "unsupported tex format");
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}
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CD3D11_TEXTURE2D_DESC desc(pfmt, width, height, 1, mips,
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D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_IMMUTABLE);
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const uint8_t* dataIt = static_cast<const uint8_t*>(data);
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D3D11_SUBRESOURCE_DATA upData[16] = {};
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for (size_t i=0 ; i<mips && i<16 ; ++i)
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{
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upData[i].pSysMem = dataIt;
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upData[i].SysMemPitch = width * pxPitchNum / pxPitchDenom;
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upData[i].SysMemSlicePitch = upData[i].SysMemPitch * height;
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dataIt += upData[i].SysMemSlicePitch;
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width /= 2;
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height /= 2;
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}
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ThrowIfFailed(ctx->m_dev->CreateTexture2D(&desc, upData, &m_tex));
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ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_tex.Get(),
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&CD3D11_SHADER_RESOURCE_VIEW_DESC(m_tex.Get(), D3D_SRV_DIMENSION_TEXTURE2D, pfmt, 0, mips), &m_srv));
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}
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public:
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ComPtr<ID3D11Texture2D> m_tex;
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ComPtr<ID3D11ShaderResourceView> m_srv;
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~D3D11TextureS() = default;
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};
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class D3D11TextureSA : public ITextureSA
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{
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friend class D3D11DataFactory;
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size_t m_sz;
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D3D11TextureSA(D3D11Context* ctx, size_t width, size_t height, size_t layers,
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TextureFormat fmt, const void* data, size_t sz)
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: m_sz(sz)
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{
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size_t pixelPitch;
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DXGI_FORMAT pixelFmt;
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if (fmt == TextureFormat::RGBA8)
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{
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pixelPitch = 4;
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pixelFmt = DXGI_FORMAT_R8G8B8A8_UNORM;
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}
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else if (fmt == TextureFormat::I8)
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{
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pixelPitch = 1;
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pixelFmt = DXGI_FORMAT_R8_UNORM;
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}
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CD3D11_TEXTURE2D_DESC desc(pixelFmt, width, height, layers, 1,
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D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_IMMUTABLE);
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const uint8_t* dataIt = static_cast<const uint8_t*>(data);
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if (layers > 16)
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{
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std::unique_ptr<D3D11_SUBRESOURCE_DATA[]> upData(new D3D11_SUBRESOURCE_DATA[layers]);
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for (size_t i=0 ; i<layers ; ++i)
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{
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upData[i].pSysMem = dataIt;
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upData[i].SysMemPitch = width * pixelPitch;
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upData[i].SysMemSlicePitch = upData[i].SysMemPitch * height;
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dataIt += upData[i].SysMemSlicePitch;
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}
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ThrowIfFailed(ctx->m_dev->CreateTexture2D(&desc, upData.get(), &m_tex));
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}
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else
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{
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D3D11_SUBRESOURCE_DATA upData[16] = {};
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for (size_t i=0 ; i<layers ; ++i)
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{
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upData[i].pSysMem = dataIt;
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upData[i].SysMemPitch = width * pixelPitch;
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upData[i].SysMemSlicePitch = upData[i].SysMemPitch * height;
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dataIt += upData[i].SysMemSlicePitch;
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}
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ThrowIfFailed(ctx->m_dev->CreateTexture2D(&desc, upData, &m_tex));
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}
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ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_tex.Get(),
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&CD3D11_SHADER_RESOURCE_VIEW_DESC(m_tex.Get(), D3D_SRV_DIMENSION_TEXTURE2DARRAY, pixelFmt), &m_srv));
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}
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public:
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ComPtr<ID3D11Texture2D> m_tex;
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ComPtr<ID3D11ShaderResourceView> m_srv;
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~D3D11TextureSA() = default;
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};
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class D3D11TextureD : public ITextureD
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{
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friend class D3D11DataFactory;
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friend struct D3D11CommandQueue;
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size_t m_width = 0;
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size_t m_height = 0;
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D3D11CommandQueue* m_q;
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std::unique_ptr<uint8_t[]> m_cpuBuf;
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size_t m_cpuSz;
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int m_validSlots = 0;
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D3D11TextureD(D3D11CommandQueue* q, D3D11Context* ctx, size_t width, size_t height, TextureFormat fmt)
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: m_q(q)
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{
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DXGI_FORMAT pixelFmt;
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size_t pxPitch;
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switch (fmt)
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{
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case TextureFormat::RGBA8:
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pixelFmt = DXGI_FORMAT_R8G8B8A8_UNORM;
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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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pxPitch = 1;
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break;
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default:
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Log.report(LogVisor::FatalError, "unsupported tex format");
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}
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m_cpuSz = width * height * pxPitch;
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m_cpuBuf.reset(new uint8_t[m_cpuSz]);
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CD3D11_TEXTURE2D_DESC desc(pixelFmt, width, height, 1, 1,
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D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, D3D11_CPU_ACCESS_WRITE);
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for (int i=0 ; i<3 ; ++i)
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{
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ThrowIfFailed(ctx->m_dev->CreateTexture2D(&desc, nullptr, &m_texs[i]));
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ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_texs[i].Get(),
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&CD3D11_SHADER_RESOURCE_VIEW_DESC(m_texs[i].Get(), D3D_SRV_DIMENSION_TEXTURE2D, pixelFmt), &m_srvs[i]));
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}
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}
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void update(ID3D11DeviceContext* ctx, int b);
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public:
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ComPtr<ID3D11Texture2D> m_texs[3];
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ComPtr<ID3D11ShaderResourceView> m_srvs[3];
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~D3D11TextureD() = default;
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void load(const void* data, size_t sz);
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void* map(size_t sz);
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void unmap();
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};
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class D3D11TextureR : public ITextureR
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{
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friend class D3D11DataFactory;
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friend struct D3D11CommandQueue;
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size_t m_width = 0;
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size_t m_height = 0;
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size_t m_samples = 0;
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bool m_enableShaderColorBind;
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bool m_enableShaderDepthBind;
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void Setup(D3D11Context* ctx, size_t width, size_t height, size_t samples,
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bool enableShaderColorBind, bool enableShaderDepthBind)
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{
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ThrowIfFailed(ctx->m_dev->CreateTexture2D(&CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, width, height,
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1, 1, D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT, 0, samples), nullptr, &m_colorTex));
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ThrowIfFailed(ctx->m_dev->CreateTexture2D(&CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_D24_UNORM_S8_UINT, width, height,
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1, 1, D3D11_BIND_DEPTH_STENCIL, D3D11_USAGE_DEFAULT, 0, samples), nullptr, &m_depthTex));
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D3D11_RTV_DIMENSION rtvDim;
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D3D11_DSV_DIMENSION dsvDim;
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D3D11_SRV_DIMENSION srvDim;
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if (samples > 1)
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{
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rtvDim = D3D11_RTV_DIMENSION_TEXTURE2DMS;
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dsvDim = D3D11_DSV_DIMENSION_TEXTURE2DMS;
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srvDim = D3D11_SRV_DIMENSION_TEXTURE2DMS;
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}
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else
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{
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rtvDim = D3D11_RTV_DIMENSION_TEXTURE2D;
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dsvDim = D3D11_DSV_DIMENSION_TEXTURE2D;
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srvDim = D3D11_SRV_DIMENSION_TEXTURE2D;
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}
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ThrowIfFailed(ctx->m_dev->CreateRenderTargetView(m_colorTex.Get(),
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&CD3D11_RENDER_TARGET_VIEW_DESC(m_colorTex.Get(), rtvDim), &m_rtv));
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ThrowIfFailed(ctx->m_dev->CreateDepthStencilView(m_depthTex.Get(),
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&CD3D11_DEPTH_STENCIL_VIEW_DESC(m_depthTex.Get(), dsvDim), &m_dsv));
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if (enableShaderColorBind)
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{
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ThrowIfFailed(ctx->m_dev->CreateTexture2D(&CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, width, height,
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1, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, samples), nullptr, &m_colorBindTex));
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ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_colorBindTex.Get(),
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&CD3D11_SHADER_RESOURCE_VIEW_DESC(m_colorBindTex.Get(), srvDim), &m_colorSrv));
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}
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if (enableShaderDepthBind)
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{
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ThrowIfFailed(ctx->m_dev->CreateTexture2D(&CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R24G8_TYPELESS, width, height,
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1, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, samples), nullptr, &m_depthBindTex));
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ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_depthBindTex.Get(),
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&CD3D11_SHADER_RESOURCE_VIEW_DESC(m_depthBindTex.Get(), srvDim, DXGI_FORMAT_R24G8_TYPELESS), &m_depthSrv));
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}
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}
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D3D11TextureR(D3D11Context* ctx, size_t width, size_t height, size_t samples,
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bool enableShaderColorBind, bool enableShaderDepthBind)
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: m_width(width), m_height(height), m_samples(samples),
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m_enableShaderColorBind(enableShaderColorBind), m_enableShaderDepthBind(enableShaderDepthBind)
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{
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if (samples == 0) m_samples = 1;
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Setup(ctx, width, height, samples, enableShaderColorBind, enableShaderDepthBind);
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}
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public:
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size_t samples() const {return m_samples;}
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ComPtr<ID3D11Texture2D> m_colorTex;
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ComPtr<ID3D11RenderTargetView> m_rtv;
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ComPtr<ID3D11Texture2D> m_depthTex;
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ComPtr<ID3D11DepthStencilView> m_dsv;
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ComPtr<ID3D11Texture2D> m_colorBindTex;
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ComPtr<ID3D11ShaderResourceView> m_colorSrv;
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ComPtr<ID3D11Texture2D> m_depthBindTex;
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ComPtr<ID3D11ShaderResourceView> m_depthSrv;
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~D3D11TextureR() = default;
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void resize(D3D11Context* ctx, size_t width, size_t height)
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{
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if (width < 1)
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width = 1;
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if (height < 1)
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height = 1;
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m_width = width;
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m_height = height;
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Setup(ctx, width, height, m_samples, m_enableShaderColorBind, m_enableShaderDepthBind);
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}
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};
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static const size_t SEMANTIC_SIZE_TABLE[] =
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{
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0,
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12,
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16,
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12,
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16,
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16,
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4,
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8,
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16,
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16,
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16
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};
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static const char* SEMANTIC_NAME_TABLE[] =
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{
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nullptr,
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"POSITION",
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"POSITION",
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"NORMAL",
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"NORMAL",
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"COLOR",
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"COLOR",
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"UV",
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"UV",
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"WEIGHT",
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"MODELVIEW"
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};
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static const DXGI_FORMAT SEMANTIC_TYPE_TABLE[] =
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{
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DXGI_FORMAT_UNKNOWN,
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DXGI_FORMAT_R32G32B32_FLOAT,
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DXGI_FORMAT_R32G32B32A32_FLOAT,
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DXGI_FORMAT_R32G32B32_FLOAT,
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DXGI_FORMAT_R32G32B32A32_FLOAT,
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DXGI_FORMAT_R32G32B32A32_FLOAT,
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DXGI_FORMAT_R8G8B8A8_UNORM,
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DXGI_FORMAT_R32G32_FLOAT,
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DXGI_FORMAT_R32G32B32A32_FLOAT,
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DXGI_FORMAT_R32G32B32A32_FLOAT,
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DXGI_FORMAT_R32G32B32A32_FLOAT
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};
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struct D3D11VertexFormat : IVertexFormat
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{
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size_t m_elementCount;
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std::unique_ptr<D3D11_INPUT_ELEMENT_DESC[]> m_elements;
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D3D11VertexFormat(size_t elementCount, const VertexElementDescriptor* elements)
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: m_elementCount(elementCount),
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m_elements(new D3D11_INPUT_ELEMENT_DESC[elementCount])
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{
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memset(m_elements.get(), 0, elementCount * sizeof(D3D11_INPUT_ELEMENT_DESC));
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size_t offset = 0;
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size_t instOffset = 0;
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for (size_t i=0 ; i<elementCount ; ++i)
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{
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const VertexElementDescriptor* elemin = &elements[i];
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D3D11_INPUT_ELEMENT_DESC& elem = m_elements[i];
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int semantic = int(elemin->semantic & boo::VertexSemantic::SemanticMask);
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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
|
|
{
|
|
SWindowRect intersectRect = rect.intersect(SWindowRect(0, 0, tex->m_width, tex->m_height));
|
|
int y = tlOrigin ? intersectRect.location[1] : (tex->m_height - intersectRect.size[1] - intersectRect.location[1]);
|
|
D3D11_BOX box = {UINT(intersectRect.location[0]), UINT(y), 0,
|
|
UINT(intersectRect.location[0] + intersectRect.size[0]), UINT(y + intersectRect.size[1]), 1};
|
|
m_deferredCtx->CopySubresourceRegion1(tex->m_colorBindTex.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);
|
|
}
|
|
|
|
}
|