boo/lib/graphicsdev/D3D11.cpp

1589 lines
62 KiB
C++

#include "../win/Win32Common.hpp"
#include "logvisor/logvisor.hpp"
#include "boo/graphicsdev/D3D.hpp"
#include "boo/IGraphicsContext.hpp"
#include "Common.hpp"
#include <vector>
#include <thread>
#include <mutex>
#include <condition_variable>
#include <d3dcompiler.h>
#include <comdef.h>
#include <algorithm>
#include <atomic>
#include <forward_list>
#include "xxhash/xxhash.h"
#undef min
#undef max
extern pD3DCompile D3DCompilePROC;
extern pD3DPERF_BeginEvent D3DPERF_BeginEventPROC;
extern pD3DPERF_EndEvent D3DPERF_EndEventPROC;
static const char* GammaVS =
"struct VertData\n"
"{\n"
" float4 posIn : POSITION;\n"
" float4 uvIn : UV;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" float4 pos : SV_Position;\n"
" float2 uv : UV;\n"
"};\n"
"\n"
"VertToFrag main(in VertData v)\n"
"{\n"
" VertToFrag vtf;\n"
" vtf.uv = v.uvIn.xy;\n"
" vtf.pos = v.posIn;\n"
" return vtf;\n"
"}\n";
static const char* GammaFS =
"struct VertToFrag\n"
"{\n"
" float4 pos : SV_Position;\n"
" float2 uv : UV;\n"
"};\n"
"\n"
"Texture2D screenTex : register(t0);\n"
"Texture2D gammaLUT : register(t1);\n"
"SamplerState samp : register(s3);\n"
"float4 main(in VertToFrag vtf) : SV_Target0\n"
"{\n"
" int4 tex = int4(saturate(screenTex.Sample(samp, vtf.uv)) * float4(65535.0, 65535.0, 65535.0, 65535.0));\n"
" float4 colorOut;\n"
" for (int i=0 ; i<3 ; ++i)\n"
" colorOut[i] = gammaLUT.Load(int3(tex[i] % 256, tex[i] / 256, 0)).r;\n"
" return colorOut;\n"
"}\n";
namespace boo {
static logvisor::Module Log("boo::D3D11");
class D3D11DataFactory;
static inline void ThrowIfFailed(HRESULT hr) {
if (FAILED(hr)) {
// Set a breakpoint on this line to catch Win32 API errors.
#if !WINDOWS_STORE
_com_error err(hr);
#else
_com_error err(hr, L"D3D11 fail");
#endif
LPCTSTR errMsg = err.ErrorMessage();
Log.report(logvisor::Fatal, fmt(_SYS_STR("{}")), errMsg);
}
}
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 GraphicsDataNode<IGraphicsBufferS> {
friend class D3D11DataFactory::Context;
friend struct D3D11CommandQueue;
size_t m_sz;
D3D11GraphicsBufferS(const boo::ObjToken<BaseGraphicsData>& parent, BufferUse use, D3D11Context* ctx,
const void* data, size_t stride, size_t count)
: GraphicsDataNode<IGraphicsBufferS>(parent), m_sz(stride * count), m_stride(stride), m_count(count) {
D3D11_SUBRESOURCE_DATA iData = {data};
CD3D11_BUFFER_DESC desc(m_sz, USE_TABLE[int(use)], D3D11_USAGE_IMMUTABLE);
ThrowIfFailed(ctx->m_dev->CreateBuffer(&desc, &iData, &m_buf));
}
public:
size_t m_stride;
size_t m_count;
ComPtr<ID3D11Buffer> m_buf;
~D3D11GraphicsBufferS() = default;
};
template <class DataCls>
class D3D11GraphicsBufferD : public GraphicsDataNode<IGraphicsBufferD, DataCls> {
friend class D3D11DataFactory::Context;
friend class D3D11DataFactoryImpl;
friend struct D3D11CommandQueue;
D3D11CommandQueue* m_q;
std::unique_ptr<uint8_t[]> m_cpuBuf;
size_t m_cpuSz;
int m_validSlots = 0;
D3D11GraphicsBufferD(const boo::ObjToken<DataCls>& parent, D3D11CommandQueue* q, BufferUse use, D3D11Context* ctx,
size_t stride, size_t count)
: GraphicsDataNode<IGraphicsBufferD, DataCls>(parent), 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) {
CD3D11_BUFFER_DESC desc(m_cpuSz, USE_TABLE[int(use)], D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
ThrowIfFailed(ctx->m_dev->CreateBuffer(&desc, 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 GraphicsDataNode<ITextureS> {
friend class D3D11DataFactory::Context;
D3D11TextureS(const boo::ObjToken<BaseGraphicsData>& parent, D3D11Context* ctx, size_t width, size_t height,
size_t mips, TextureFormat fmt, const void* data, size_t sz)
: GraphicsDataNode<ITextureS>(parent) {
DXGI_FORMAT pfmt = DXGI_FORMAT_UNKNOWN;
int pxPitchNum = 1;
int pxPitchDenom = 1;
int pxTilePitch = 0;
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::I16:
pfmt = DXGI_FORMAT_R16_UNORM;
pxPitchNum = 2;
break;
case TextureFormat::DXT1:
pfmt = DXGI_FORMAT_BC1_UNORM;
compressed = true;
pxPitchNum = 1;
pxPitchDenom = 2;
pxTilePitch = 2;
break;
case TextureFormat::DXT3:
pfmt = DXGI_FORMAT_BC2_UNORM;
compressed = true;
pxPitchNum = 1;
pxPitchDenom = 1;
pxTilePitch = 4;
break;
default:
Log.report(logvisor::Fatal, fmt("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;
if (compressed)
upData[i].SysMemPitch = width * pxTilePitch;
dataIt += upData[i].SysMemSlicePitch;
if (width > 1)
width /= 2;
if (height > 1)
height /= 2;
}
ThrowIfFailed(ctx->m_dev->CreateTexture2D(&desc, upData, &m_tex));
CD3D11_SHADER_RESOURCE_VIEW_DESC srvDesc(D3D_SRV_DIMENSION_TEXTURE2D, pfmt, 0, mips);
ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_tex.Get(), &srvDesc, &m_srv));
}
public:
ComPtr<ID3D11Texture2D> m_tex;
ComPtr<ID3D11ShaderResourceView> m_srv;
~D3D11TextureS() = default;
};
class D3D11TextureSA : public GraphicsDataNode<ITextureSA> {
friend class D3D11DataFactory::Context;
D3D11TextureSA(const boo::ObjToken<BaseGraphicsData>& parent, D3D11Context* ctx, size_t width, size_t height,
size_t layers, size_t mips, TextureFormat fmt, const void* data, size_t sz)
: GraphicsDataNode<ITextureSA>(parent) {
size_t pixelPitch = 0;
DXGI_FORMAT pixelFmt = DXGI_FORMAT_UNKNOWN;
switch (fmt) {
case TextureFormat::RGBA8:
pixelPitch = 4;
pixelFmt = DXGI_FORMAT_R8G8B8A8_UNORM;
break;
case TextureFormat::I8:
pixelPitch = 1;
pixelFmt = DXGI_FORMAT_R8_UNORM;
break;
case TextureFormat::I16:
pixelPitch = 2;
pixelFmt = DXGI_FORMAT_R16_UNORM;
break;
default:
Log.report(logvisor::Fatal, fmt("unsupported tex format"));
}
CD3D11_TEXTURE2D_DESC desc(pixelFmt, width, height, layers, mips, D3D11_BIND_SHADER_RESOURCE,
D3D11_USAGE_IMMUTABLE);
const uint8_t* dataIt = static_cast<const uint8_t*>(data);
std::unique_ptr<D3D11_SUBRESOURCE_DATA[]> upData(new D3D11_SUBRESOURCE_DATA[layers * mips]);
D3D11_SUBRESOURCE_DATA* outIt = upData.get();
for (size_t i = 0; i < mips; ++i) {
for (size_t j = 0; j < layers; ++j) {
outIt->pSysMem = dataIt;
outIt->SysMemPitch = width * pixelPitch;
outIt->SysMemSlicePitch = outIt->SysMemPitch * height;
dataIt += outIt->SysMemSlicePitch;
++outIt;
}
if (width > 1)
width /= 2;
if (height > 1)
height /= 2;
}
ThrowIfFailed(ctx->m_dev->CreateTexture2D(&desc, upData.get(), &m_tex));
CD3D11_SHADER_RESOURCE_VIEW_DESC srvDesc(D3D_SRV_DIMENSION_TEXTURE2DARRAY, pixelFmt, 0, mips, 0, layers);
ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_tex.Get(), &srvDesc, &m_srv));
}
public:
ComPtr<ID3D11Texture2D> m_tex;
ComPtr<ID3D11ShaderResourceView> m_srv;
~D3D11TextureSA() = default;
};
class D3D11TextureD : public GraphicsDataNode<ITextureD> {
friend class D3D11DataFactory::Context;
friend struct D3D11CommandQueue;
size_t m_width = 0;
D3D11CommandQueue* m_q;
std::unique_ptr<uint8_t[]> m_cpuBuf;
size_t m_cpuSz;
size_t m_pxPitch;
int m_validSlots = 0;
D3D11TextureD(const boo::ObjToken<BaseGraphicsData>& parent, D3D11CommandQueue* q, D3D11Context* ctx, size_t width,
size_t height, TextureFormat fmt)
: GraphicsDataNode<ITextureD>(parent), m_width(width), m_q(q) {
DXGI_FORMAT pixelFmt = DXGI_FORMAT_UNKNOWN;
switch (fmt) {
case TextureFormat::RGBA8:
pixelFmt = DXGI_FORMAT_R8G8B8A8_UNORM;
m_pxPitch = 4;
break;
case TextureFormat::I8:
pixelFmt = DXGI_FORMAT_R8_UNORM;
m_pxPitch = 1;
break;
case TextureFormat::I16:
pixelFmt = DXGI_FORMAT_R16_UNORM;
m_pxPitch = 2;
break;
default:
Log.report(logvisor::Fatal, fmt("unsupported tex format"));
}
m_cpuSz = width * height * m_pxPitch;
m_cpuBuf.reset(new uint8_t[m_cpuSz]);
CD3D11_TEXTURE2D_DESC desc(pixelFmt, width, height, 1, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DYNAMIC,
D3D11_CPU_ACCESS_WRITE);
CD3D11_SHADER_RESOURCE_VIEW_DESC srvDesc(D3D_SRV_DIMENSION_TEXTURE2D, pixelFmt, 0, 1);
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(), &srvDesc, &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();
};
#define MAX_BIND_TEXS 4
class D3D11TextureR : public GraphicsDataNode<ITextureR> {
friend class D3D11DataFactory::Context;
friend struct D3D11CommandQueue;
size_t m_width = 0;
size_t m_height = 0;
size_t m_samples = 0;
size_t m_colorBindCount;
size_t m_depthBindCount;
void Setup(D3D11Context* ctx) {
CD3D11_TEXTURE2D_DESC colorDesc(ctx->m_fbFormat, m_width, m_height, 1, 1, D3D11_BIND_RENDER_TARGET,
D3D11_USAGE_DEFAULT, 0, m_samples);
ThrowIfFailed(ctx->m_dev->CreateTexture2D(&colorDesc, nullptr, &m_colorTex));
CD3D11_TEXTURE2D_DESC depthDesc(DXGI_FORMAT_D32_FLOAT, m_width, m_height, 1, 1, D3D11_BIND_DEPTH_STENCIL,
D3D11_USAGE_DEFAULT, 0, m_samples);
ThrowIfFailed(ctx->m_dev->CreateTexture2D(&depthDesc, nullptr, &m_depthTex));
D3D11_RTV_DIMENSION rtvDim;
D3D11_DSV_DIMENSION dsvDim;
if (m_samples > 1) {
rtvDim = D3D11_RTV_DIMENSION_TEXTURE2DMS;
dsvDim = D3D11_DSV_DIMENSION_TEXTURE2DMS;
} else {
rtvDim = D3D11_RTV_DIMENSION_TEXTURE2D;
dsvDim = D3D11_DSV_DIMENSION_TEXTURE2D;
}
CD3D11_RENDER_TARGET_VIEW_DESC rtvDesc(rtvDim, ctx->m_fbFormat);
ThrowIfFailed(ctx->m_dev->CreateRenderTargetView(m_colorTex.Get(), &rtvDesc, &m_rtv));
CD3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc(dsvDim, DXGI_FORMAT_D32_FLOAT);
ThrowIfFailed(ctx->m_dev->CreateDepthStencilView(m_depthTex.Get(), &dsvDesc, &m_dsv));
CD3D11_TEXTURE2D_DESC colorBindDesc(ctx->m_fbFormat, m_width, m_height, 1, 1, D3D11_BIND_SHADER_RESOURCE,
D3D11_USAGE_DEFAULT, 0, 1);
CD3D11_SHADER_RESOURCE_VIEW_DESC colorSrvDesc(D3D11_SRV_DIMENSION_TEXTURE2D, ctx->m_fbFormat, 0, 1);
for (size_t i = 0; i < m_colorBindCount; ++i) {
ThrowIfFailed(ctx->m_dev->CreateTexture2D(&colorBindDesc, nullptr, &m_colorBindTex[i]));
ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_colorBindTex[i].Get(), &colorSrvDesc, &m_colorSrv[i]));
}
CD3D11_TEXTURE2D_DESC depthBindDesc(DXGI_FORMAT_R32_FLOAT, m_width, m_height, 1, 1, D3D11_BIND_SHADER_RESOURCE,
D3D11_USAGE_DEFAULT, 0, 1);
CD3D11_SHADER_RESOURCE_VIEW_DESC depthSrvDesc(D3D11_SRV_DIMENSION_TEXTURE2D, DXGI_FORMAT_R32_FLOAT, 0, 1);
for (size_t i = 0; i < m_depthBindCount; ++i) {
ThrowIfFailed(ctx->m_dev->CreateTexture2D(&depthBindDesc, nullptr, &m_depthBindTex[i]));
ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_depthBindTex[i].Get(), &depthSrvDesc, &m_depthSrv[i]));
}
}
D3D11TextureR(const boo::ObjToken<BaseGraphicsData>& parent, D3D11Context* ctx, size_t width, size_t height,
size_t samples, size_t colorBindCount, size_t depthBindCount)
: GraphicsDataNode<ITextureR>(parent)
, m_width(width)
, m_height(height)
, m_samples(samples)
, m_colorBindCount(colorBindCount)
, m_depthBindCount(depthBindCount) {
if (colorBindCount > MAX_BIND_TEXS)
Log.report(logvisor::Fatal, fmt("too many color bindings for render texture"));
if (depthBindCount > MAX_BIND_TEXS)
Log.report(logvisor::Fatal, fmt("too many depth bindings for render texture"));
if (samples == 0)
m_samples = 1;
Setup(ctx);
}
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[MAX_BIND_TEXS];
ComPtr<ID3D11ShaderResourceView> m_colorSrv[MAX_BIND_TEXS];
ComPtr<ID3D11Texture2D> m_depthBindTex[MAX_BIND_TEXS];
ComPtr<ID3D11ShaderResourceView> m_depthSrv[MAX_BIND_TEXS];
~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);
}
};
class D3D11TextureCubeR : public GraphicsDataNode<ITextureCubeR> {
friend class D3D11DataFactory::Context;
friend struct D3D11CommandQueue;
size_t m_width = 0;
size_t m_mipCount = 0;
void Setup(D3D11Context* ctx) {
CD3D11_TEXTURE2D_DESC colorDesc(ctx->m_fbFormat, m_width, m_width, 6, m_mipCount,
D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, 1, 0,
D3D11_RESOURCE_MISC_TEXTURECUBE | D3D11_RESOURCE_MISC_GENERATE_MIPS);
ThrowIfFailed(ctx->m_dev->CreateTexture2D(&colorDesc, nullptr, &m_colorTex));
CD3D11_TEXTURE2D_DESC depthDesc(DXGI_FORMAT_D32_FLOAT, m_width, m_width, 6, 1, D3D11_BIND_DEPTH_STENCIL,
D3D11_USAGE_DEFAULT, 0, 1, 0, D3D11_RESOURCE_MISC_TEXTURECUBE);
ThrowIfFailed(ctx->m_dev->CreateTexture2D(&depthDesc, nullptr, &m_depthTex));
CD3D11_RENDER_TARGET_VIEW_DESC rtvDesc(D3D11_RTV_DIMENSION_TEXTURE2DARRAY, ctx->m_fbFormat, 0, 0, 1);
CD3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc(D3D11_DSV_DIMENSION_TEXTURE2DARRAY, DXGI_FORMAT_D32_FLOAT, 0, 0, 1);
for (int i = 0; i < 6; ++i) {
rtvDesc.Texture2DArray.FirstArraySlice = i;
ThrowIfFailed(ctx->m_dev->CreateRenderTargetView(m_colorTex.Get(), &rtvDesc, &m_rtv[i]));
dsvDesc.Texture2DArray.FirstArraySlice = i;
ThrowIfFailed(ctx->m_dev->CreateDepthStencilView(m_depthTex.Get(), &dsvDesc, &m_dsv[i]));
}
CD3D11_SHADER_RESOURCE_VIEW_DESC colorSrvDesc(D3D11_SRV_DIMENSION_TEXTURECUBE,
ctx->m_fbFormat, 0, m_mipCount);
ThrowIfFailed(ctx->m_dev->CreateShaderResourceView(m_colorTex.Get(), &colorSrvDesc, &m_colorSrv));
}
D3D11TextureCubeR(const boo::ObjToken<BaseGraphicsData>& parent, D3D11Context* ctx, size_t width, size_t mips)
: GraphicsDataNode<ITextureCubeR>(parent), m_width(width), m_mipCount(mips) {
Setup(ctx);
}
public:
ComPtr<ID3D11Texture2D> m_colorTex;
ComPtr<ID3D11RenderTargetView> m_rtv[6];
ComPtr<ID3D11Texture2D> m_depthTex;
ComPtr<ID3D11DepthStencilView> m_dsv[6];
ComPtr<ID3D11ShaderResourceView> m_colorSrv;
~D3D11TextureCubeR() = default;
void resize(D3D11Context* ctx, size_t width, size_t mips) {
if (width < 1)
width = 1;
m_width = width;
m_mipCount = mips;
Setup(ctx);
}
};
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};
static const D3D11_PRIMITIVE_TOPOLOGY PRIMITIVE_TABLE[] = {D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
D3D11_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST};
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 D3D11ShaderStage : public GraphicsDataNode<IShaderStage> {
friend class D3D11DataFactory;
ComPtr<ID3D11DeviceChild> m_shader;
D3D11ShaderStage(const boo::ObjToken<BaseGraphicsData>& parent, D3D11Context* ctx, const uint8_t* data, size_t size,
PipelineStage stage)
: GraphicsDataNode<IShaderStage>(parent) {
switch (stage) {
case PipelineStage::Vertex: {
ThrowIfFailed(D3DCreateBlobPROC(size, &m_vtxBlob));
memcpy(m_vtxBlob->GetBufferPointer(), data, size);
ComPtr<ID3D11VertexShader> vShader;
ThrowIfFailed(ctx->m_dev->CreateVertexShader(data, size, nullptr, &vShader));
m_shader = vShader;
break;
}
case PipelineStage::Fragment: {
ComPtr<ID3D11PixelShader> pShader;
ThrowIfFailed(ctx->m_dev->CreatePixelShader(data, size, nullptr, &pShader));
m_shader = pShader;
break;
}
case PipelineStage::Geometry: {
ComPtr<ID3D11GeometryShader> gShader;
ThrowIfFailed(ctx->m_dev->CreateGeometryShader(data, size, nullptr, &gShader));
m_shader = gShader;
break;
}
case PipelineStage::Control: {
ComPtr<ID3D11HullShader> hShader;
ThrowIfFailed(ctx->m_dev->CreateHullShader(data, size, nullptr, &hShader));
m_shader = hShader;
break;
}
case PipelineStage::Evaluation: {
ComPtr<ID3D11DomainShader> dShader;
ThrowIfFailed(ctx->m_dev->CreateDomainShader(data, size, nullptr, &dShader));
m_shader = dShader;
break;
}
default:
break;
}
}
public:
ComPtr<ID3DBlob> m_vtxBlob;
template <class T>
void shader(ComPtr<T>& ret) const {
m_shader.As<T>(&ret);
}
};
class D3D11ShaderPipeline : public GraphicsDataNode<IShaderPipeline> {
friend class D3D11DataFactory;
friend struct D3D11ShaderDataBinding;
D3D11ShaderPipeline(const boo::ObjToken<BaseGraphicsData>& parent, D3D11Context* ctx, ObjToken<IShaderStage> vertex,
ObjToken<IShaderStage> fragment, ObjToken<IShaderStage> geometry, ObjToken<IShaderStage> control,
ObjToken<IShaderStage> evaluation, const VertexFormatInfo& vtxFmt,
const AdditionalPipelineInfo& info)
: GraphicsDataNode<IShaderPipeline>(parent), m_topology(PRIMITIVE_TABLE[int(info.prim)]) {
if (auto* s = vertex.cast<D3D11ShaderStage>())
s->shader(m_vShader);
if (auto* s = fragment.cast<D3D11ShaderStage>())
s->shader(m_pShader);
if (auto* s = geometry.cast<D3D11ShaderStage>())
s->shader(m_gShader);
if (auto* s = control.cast<D3D11ShaderStage>())
s->shader(m_hShader);
if (auto* s = evaluation.cast<D3D11ShaderStage>())
s->shader(m_dShader);
if (control && evaluation)
m_topology = D3D11_PRIMITIVE_TOPOLOGY(D3D11_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST + info.patchSize - 1);
D3D11_CULL_MODE cullMode;
switch (info.culling) {
case CullMode::None:
default:
cullMode = D3D11_CULL_NONE;
break;
case CullMode::Backface:
cullMode = D3D11_CULL_BACK;
break;
case CullMode::Frontface:
cullMode = D3D11_CULL_FRONT;
break;
}
CD3D11_RASTERIZER_DESC rasDesc(D3D11_FILL_SOLID, cullMode, true, D3D11_DEFAULT_DEPTH_BIAS,
D3D11_DEFAULT_DEPTH_BIAS_CLAMP, D3D11_DEFAULT_SLOPE_SCALED_DEPTH_BIAS, true, true,
false, false);
ThrowIfFailed(ctx->m_dev->CreateRasterizerState(&rasDesc, &m_rasState));
CD3D11_DEPTH_STENCIL_DESC dsDesc(D3D11_DEFAULT);
dsDesc.DepthEnable = info.depthTest != ZTest::None;
dsDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK(info.depthWrite);
switch (info.depthTest) {
case ZTest::None:
default:
dsDesc.DepthFunc = D3D11_COMPARISON_ALWAYS;
break;
case ZTest::LEqual:
dsDesc.DepthFunc = D3D11_COMPARISON_GREATER_EQUAL;
break;
case ZTest::Greater:
dsDesc.DepthFunc = D3D11_COMPARISON_LESS;
break;
case ZTest::GEqual:
dsDesc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
break;
case ZTest::Equal:
dsDesc.DepthFunc = D3D11_COMPARISON_EQUAL;
break;
}
ThrowIfFailed(ctx->m_dev->CreateDepthStencilState(&dsDesc, &m_dsState));
CD3D11_BLEND_DESC blDesc(D3D11_DEFAULT);
blDesc.RenderTarget[0].BlendEnable = (info.dstFac != BlendFactor::Zero);
if (info.srcFac == BlendFactor::Subtract || info.dstFac == BlendFactor::Subtract) {
blDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
blDesc.RenderTarget[0].DestBlend = D3D11_BLEND_ONE;
blDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_REV_SUBTRACT;
if (info.overwriteAlpha) {
blDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
blDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
blDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
} else {
blDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
blDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ONE;
blDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_REV_SUBTRACT;
}
} else {
blDesc.RenderTarget[0].SrcBlend = BLEND_FACTOR_TABLE[int(info.srcFac)];
blDesc.RenderTarget[0].DestBlend = BLEND_FACTOR_TABLE[int(info.dstFac)];
blDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
if (info.overwriteAlpha) {
blDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
blDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
} else {
blDesc.RenderTarget[0].SrcBlendAlpha = BLEND_FACTOR_TABLE[int(info.srcFac)];
blDesc.RenderTarget[0].DestBlendAlpha = BLEND_FACTOR_TABLE[int(info.dstFac)];
}
blDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
}
blDesc.RenderTarget[0].RenderTargetWriteMask =
(info.colorWrite
? (D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN | D3D11_COLOR_WRITE_ENABLE_BLUE)
: 0) |
(info.alphaWrite ? D3D11_COLOR_WRITE_ENABLE_ALPHA : 0);
ThrowIfFailed(ctx->m_dev->CreateBlendState(&blDesc, &m_blState));
{
std::vector<D3D11_INPUT_ELEMENT_DESC> elements(vtxFmt.elementCount);
for (size_t i = 0; i < vtxFmt.elementCount; ++i) {
const VertexElementDescriptor* elemin = &vtxFmt.elements[i];
D3D11_INPUT_ELEMENT_DESC& elem = elements[i];
int semantic = int(elemin->semantic & boo::VertexSemantic::SemanticMask);
elem.SemanticName = SEMANTIC_NAME_TABLE[semantic];
elem.SemanticIndex = elemin->semanticIdx;
elem.Format = SEMANTIC_TYPE_TABLE[semantic];
if ((elemin->semantic & boo::VertexSemantic::Instanced) != boo::VertexSemantic::None) {
elem.InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA;
elem.InstanceDataStepRate = 1;
elem.InputSlot = 1;
elem.AlignedByteOffset = m_instStride;
m_instStride += SEMANTIC_SIZE_TABLE[semantic];
} else {
elem.InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
elem.AlignedByteOffset = m_stride;
m_stride += SEMANTIC_SIZE_TABLE[semantic];
}
}
const auto& vertBuf = vertex.cast<D3D11ShaderStage>()->m_vtxBlob;
ThrowIfFailed(ctx->m_dev->CreateInputLayout(elements.data(), vtxFmt.elementCount, vertBuf->GetBufferPointer(),
vertBuf->GetBufferSize(), &m_inLayout));
}
}
public:
ComPtr<ID3D11VertexShader> m_vShader;
ComPtr<ID3D11PixelShader> m_pShader;
ComPtr<ID3D11GeometryShader> m_gShader;
ComPtr<ID3D11HullShader> m_hShader;
ComPtr<ID3D11DomainShader> m_dShader;
ComPtr<ID3D11RasterizerState> m_rasState;
ComPtr<ID3D11DepthStencilState> m_dsState;
ComPtr<ID3D11BlendState> m_blState;
ComPtr<ID3D11InputLayout> m_inLayout;
D3D11_PRIMITIVE_TOPOLOGY m_topology;
size_t m_stride = 0;
size_t m_instStride = 0;
~D3D11ShaderPipeline() = default;
D3D11ShaderPipeline& operator=(const D3D11ShaderPipeline&) = delete;
D3D11ShaderPipeline(const D3D11ShaderPipeline&) = delete;
void bind(ID3D11DeviceContext* ctx) {
ctx->VSSetShader(m_vShader.Get(), nullptr, 0);
ctx->PSSetShader(m_pShader.Get(), nullptr, 0);
ctx->GSSetShader(m_gShader.Get(), nullptr, 0);
ctx->HSSetShader(m_hShader.Get(), nullptr, 0);
ctx->DSSetShader(m_dShader.Get(), nullptr, 0);
ctx->RSSetState(m_rasState.Get());
ctx->OMSetDepthStencilState(m_dsState.Get(), 0);
ctx->OMSetBlendState(m_blState.Get(), nullptr, 0xffffffff);
ctx->IASetInputLayout(m_inLayout.Get());
ctx->IASetPrimitiveTopology(m_topology);
}
bool isReady() const { return true; }
};
struct D3D11ShaderDataBinding : public GraphicsDataNode<IShaderDataBinding> {
boo::ObjToken<IShaderPipeline> m_pipeline;
boo::ObjToken<IGraphicsBuffer> m_vbuf;
boo::ObjToken<IGraphicsBuffer> m_instVbuf;
boo::ObjToken<IGraphicsBuffer> m_ibuf;
std::vector<boo::ObjToken<IGraphicsBuffer>> m_ubufs;
std::unique_ptr<UINT[]> m_ubufFirstConsts;
std::unique_ptr<UINT[]> m_ubufNumConsts;
std::unique_ptr<bool[]> m_pubufs;
struct BoundTex {
boo::ObjToken<ITexture> tex;
int idx;
bool depth;
};
std::vector<BoundTex> m_texs;
UINT m_baseOffsets[2];
D3D11ShaderDataBinding(const boo::ObjToken<BaseGraphicsData>& d, D3D11Context* ctx,
const boo::ObjToken<IShaderPipeline>& pipeline, const boo::ObjToken<IGraphicsBuffer>& vbuf,
const boo::ObjToken<IGraphicsBuffer>& instVbuf, const boo::ObjToken<IGraphicsBuffer>& ibuf,
size_t ubufCount, const boo::ObjToken<IGraphicsBuffer>* ubufs, const PipelineStage* ubufStages,
const size_t* ubufOffs, const size_t* ubufSizes, size_t texCount,
const boo::ObjToken<ITexture>* texs, const int* texBindIdx, const bool* depthBind,
size_t baseVert, size_t baseInst)
: GraphicsDataNode<IShaderDataBinding>(d), m_pipeline(pipeline), m_vbuf(vbuf), m_instVbuf(instVbuf), m_ibuf(ibuf) {
m_ubufs.reserve(ubufCount);
m_texs.reserve(texCount);
D3D11ShaderPipeline* cpipeline = m_pipeline.cast<D3D11ShaderPipeline>();
m_baseOffsets[0] = UINT(baseVert * cpipeline->m_stride);
m_baseOffsets[1] = UINT(baseInst * cpipeline->m_instStride);
if (ubufStages) {
m_pubufs.reset(new bool[ubufCount]);
for (size_t i = 0; i < ubufCount; ++i)
m_pubufs[i] = ubufStages[i] == PipelineStage::Fragment;
}
if (ubufOffs && ubufSizes) {
m_ubufFirstConsts.reset(new UINT[ubufCount]);
m_ubufNumConsts.reset(new UINT[ubufCount]);
for (size_t i = 0; i < ubufCount; ++i) {
#ifndef NDEBUG
if (ubufOffs[i] % 256)
Log.report(logvisor::Fatal, fmt("non-256-byte-aligned uniform-offset %d provided to newShaderDataBinding"),
int(i));
#endif
m_ubufFirstConsts[i] = ubufOffs[i] / 16;
m_ubufNumConsts[i] = ((ubufSizes[i] + 255) & ~255) / 16;
}
}
for (size_t i = 0; i < ubufCount; ++i) {
#ifndef NDEBUG
if (!ubufs[i])
Log.report(logvisor::Fatal, fmt("null uniform-buffer %d provided to newShaderDataBinding"), int(i));
#endif
m_ubufs.push_back(ubufs[i]);
}
for (size_t i = 0; i < texCount; ++i) {
m_texs.push_back({texs[i], texBindIdx ? texBindIdx[i] : 0, depthBind ? depthBind[i] : false});
}
}
void bind(ID3D11DeviceContext1* ctx, int b) {
m_pipeline.cast<D3D11ShaderPipeline>()->bind(ctx);
ID3D11Buffer* bufs[2] = {};
UINT strides[2] = {};
if (m_vbuf) {
if (m_vbuf->dynamic()) {
D3D11GraphicsBufferD<BaseGraphicsData>* cbuf = m_vbuf.cast<D3D11GraphicsBufferD<BaseGraphicsData>>();
bufs[0] = cbuf->m_bufs[b].Get();
strides[0] = UINT(cbuf->m_stride);
} else {
D3D11GraphicsBufferS* cbuf = m_vbuf.cast<D3D11GraphicsBufferS>();
bufs[0] = cbuf->m_buf.Get();
strides[0] = UINT(cbuf->m_stride);
}
}
if (m_instVbuf) {
if (m_instVbuf->dynamic()) {
D3D11GraphicsBufferD<BaseGraphicsData>* cbuf = m_instVbuf.cast<D3D11GraphicsBufferD<BaseGraphicsData>>();
bufs[1] = cbuf->m_bufs[b].Get();
strides[1] = UINT(cbuf->m_stride);
} else {
D3D11GraphicsBufferS* cbuf = m_instVbuf.cast<D3D11GraphicsBufferS>();
bufs[1] = cbuf->m_buf.Get();
strides[1] = UINT(cbuf->m_stride);
}
}
ctx->IASetVertexBuffers(0, 2, bufs, strides, m_baseOffsets);
if (m_ibuf) {
if (m_ibuf->dynamic()) {
D3D11GraphicsBufferD<BaseGraphicsData>* cbuf = m_ibuf.cast<D3D11GraphicsBufferD<BaseGraphicsData>>();
ctx->IASetIndexBuffer(cbuf->m_bufs[b].Get(), DXGI_FORMAT_R32_UINT, 0);
} else {
D3D11GraphicsBufferS* cbuf = m_ibuf.cast<D3D11GraphicsBufferS>();
ctx->IASetIndexBuffer(cbuf->m_buf.Get(), DXGI_FORMAT_R32_UINT, 0);
}
}
if (m_ubufs.size()) {
if (m_ubufFirstConsts) {
ID3D11Buffer* constBufs[8] = {};
ctx->VSSetConstantBuffers(0, m_ubufs.size(), constBufs);
ctx->DSSetConstantBuffers(0, m_ubufs.size(), constBufs);
for (int i = 0; i < 8 && i < m_ubufs.size(); ++i) {
if (m_pubufs && m_pubufs[i])
continue;
if (m_ubufs[i]->dynamic()) {
D3D11GraphicsBufferD<BaseGraphicsData>* cbuf = m_ubufs[i].cast<D3D11GraphicsBufferD<BaseGraphicsData>>();
constBufs[i] = cbuf->m_bufs[b].Get();
} else {
D3D11GraphicsBufferS* cbuf = m_ubufs[i].cast<D3D11GraphicsBufferS>();
constBufs[i] = cbuf->m_buf.Get();
}
}
ctx->VSSetConstantBuffers1(0, m_ubufs.size(), constBufs, m_ubufFirstConsts.get(), m_ubufNumConsts.get());
ctx->DSSetConstantBuffers1(0, m_ubufs.size(), constBufs, m_ubufFirstConsts.get(), m_ubufNumConsts.get());
if (m_pubufs) {
ID3D11Buffer* constBufs[8] = {};
ctx->PSSetConstantBuffers(0, m_ubufs.size(), constBufs);
for (int i = 0; i < 8 && i < m_ubufs.size(); ++i) {
if (!m_pubufs[i])
continue;
if (m_ubufs[i]->dynamic()) {
D3D11GraphicsBufferD<BaseGraphicsData>* cbuf = m_ubufs[i].cast<D3D11GraphicsBufferD<BaseGraphicsData>>();
constBufs[i] = cbuf->m_bufs[b].Get();
} else {
D3D11GraphicsBufferS* cbuf = m_ubufs[i].cast<D3D11GraphicsBufferS>();
constBufs[i] = cbuf->m_buf.Get();
}
}
ctx->PSSetConstantBuffers1(0, m_ubufs.size(), constBufs, m_ubufFirstConsts.get(), m_ubufNumConsts.get());
}
} else {
ID3D11Buffer* constBufs[8] = {};
for (int i = 0; i < 8 && i < m_ubufs.size(); ++i) {
if (m_pubufs && m_pubufs[i])
continue;
if (m_ubufs[i]->dynamic()) {
D3D11GraphicsBufferD<BaseGraphicsData>* cbuf = m_ubufs[i].cast<D3D11GraphicsBufferD<BaseGraphicsData>>();
constBufs[i] = cbuf->m_bufs[b].Get();
} else {
D3D11GraphicsBufferS* cbuf = m_ubufs[i].cast<D3D11GraphicsBufferS>();
constBufs[i] = cbuf->m_buf.Get();
}
}
ctx->VSSetConstantBuffers(0, m_ubufs.size(), constBufs);
ctx->DSSetConstantBuffers(0, m_ubufs.size(), constBufs);
if (m_pubufs) {
ID3D11Buffer* constBufs[8] = {};
for (int i = 0; i < 8 && i < m_ubufs.size(); ++i) {
if (!m_pubufs[i])
continue;
if (m_ubufs[i]->dynamic()) {
D3D11GraphicsBufferD<BaseGraphicsData>* cbuf = m_ubufs[i].cast<D3D11GraphicsBufferD<BaseGraphicsData>>();
constBufs[i] = cbuf->m_bufs[b].Get();
} else {
D3D11GraphicsBufferS* cbuf = m_ubufs[i].cast<D3D11GraphicsBufferS>();
constBufs[i] = cbuf->m_buf.Get();
}
}
ctx->PSSetConstantBuffers(0, m_ubufs.size(), constBufs);
}
}
}
if (m_texs.size()) {
ID3D11ShaderResourceView* srvs[12] = {};
for (int i = 0; i < 12 && i < m_texs.size(); ++i) {
if (m_texs[i].tex) {
switch (m_texs[i].tex->type()) {
case TextureType::Dynamic: {
D3D11TextureD* ctex = m_texs[i].tex.cast<D3D11TextureD>();
srvs[i] = ctex->m_srvs[b].Get();
break;
}
case TextureType::Static: {
D3D11TextureS* ctex = m_texs[i].tex.cast<D3D11TextureS>();
srvs[i] = ctex->m_srv.Get();
break;
}
case TextureType::StaticArray: {
D3D11TextureSA* ctex = m_texs[i].tex.cast<D3D11TextureSA>();
srvs[i] = ctex->m_srv.Get();
break;
}
case TextureType::Render: {
D3D11TextureR* ctex = m_texs[i].tex.cast<D3D11TextureR>();
srvs[i] = m_texs[i].depth ? ctex->m_depthSrv[m_texs[i].idx].Get() : ctex->m_colorSrv[m_texs[i].idx].Get();
break;
}
case TextureType::CubeRender: {
D3D11TextureCubeR* ctex = m_texs[i].tex.cast<D3D11TextureCubeR>();
srvs[i] = ctex->m_colorSrv.Get();
break;
}
}
}
}
ctx->PSSetShaderResources(0, m_texs.size(), srvs);
ctx->DSSetShaderResources(0, m_texs.size(), srvs);
}
}
};
struct D3D11CommandQueue final : IGraphicsCommandQueue {
Platform platform() const { return IGraphicsDataFactory::Platform::D3D11; }
const SystemChar* platformName() const { return _SYS_STR("D3D11"); }
D3D11Context* m_ctx;
D3D11Context::Window* m_windowCtx;
IGraphicsContext* m_parent;
ComPtr<ID3D11DeviceContext1> m_deferredCtx;
ComPtr<ID3DUserDefinedAnnotation> m_deferredAnnot;
size_t m_fillBuf = 0;
size_t m_completeBuf = 0;
size_t m_drawBuf = 0;
bool m_running = true;
std::mutex m_mt;
std::condition_variable m_cv;
std::mutex m_initmt;
std::condition_variable m_initcv;
std::unique_lock<std::mutex> m_initlk;
std::thread m_thr;
struct CommandList {
ComPtr<ID3D11CommandList> list;
std::vector<boo::ObjToken<boo::IObj>> resTokens;
boo::ObjToken<ITextureR> workDoPresent;
void reset() {
list.Reset();
resTokens.clear();
workDoPresent.reset();
}
};
CommandList m_cmdLists[3];
std::recursive_mutex m_dynamicLock;
void ProcessDynamicLoads(ID3D11DeviceContext* ctx);
static void RenderingWorker(D3D11CommandQueue* self);
D3D11CommandQueue(D3D11Context* ctx, D3D11Context::Window* windowCtx, IGraphicsContext* parent)
: m_ctx(ctx), m_windowCtx(windowCtx), m_parent(parent), m_initlk(m_initmt), m_thr(RenderingWorker, this) {
m_initcv.wait(m_initlk);
m_initlk.unlock();
ThrowIfFailed(ctx->m_dev->CreateDeferredContext1(0, &m_deferredCtx));
m_deferredCtx.As(&m_deferredAnnot);
}
void startRenderer();
void stopRenderer() {
m_running = false;
m_cv.notify_one();
m_thr.join();
}
~D3D11CommandQueue() {
if (m_running)
stopRenderer();
}
void setShaderDataBinding(const boo::ObjToken<IShaderDataBinding>& binding) {
D3D11ShaderDataBinding* cbind = binding.cast<D3D11ShaderDataBinding>();
cbind->bind(m_deferredCtx.Get(), m_fillBuf);
m_cmdLists[m_fillBuf].resTokens.push_back(binding.get());
ID3D11SamplerState* samp[] = {m_ctx->m_ss[0].Get(), m_ctx->m_ss[1].Get(), m_ctx->m_ss[2].Get(),
m_ctx->m_ss[3].Get(), m_ctx->m_ss[4].Get()};
m_deferredCtx->PSSetSamplers(0, 5, samp);
m_deferredCtx->DSSetSamplers(0, 5, samp);
}
boo::ObjToken<ITexture> m_boundTarget;
void setRenderTarget(const boo::ObjToken<ITextureR>& target) {
D3D11TextureR* ctarget = target.cast<D3D11TextureR>();
ID3D11RenderTargetView* view[] = {ctarget->m_rtv.Get()};
m_deferredCtx->OMSetRenderTargets(1, view, ctarget->m_dsv.Get());
m_boundTarget = target.get();
}
static constexpr int CubeFaceRemap[] = {0, 1, 3, 2, 4, 5};
int m_boundFace = 0;
void setRenderTarget(const ObjToken<ITextureCubeR>& target, int face) {
face = CubeFaceRemap[face];
D3D11TextureCubeR* ctarget = target.cast<D3D11TextureCubeR>();
ID3D11RenderTargetView* view[] = {ctarget->m_rtv[face].Get()};
m_deferredCtx->OMSetRenderTargets(1, view, ctarget->m_dsv[face].Get());
m_boundTarget = target.get();
m_boundFace = face;
}
void setViewport(const SWindowRect& rect, float znear, float zfar) {
if (m_boundTarget) {
int boundHeight = 0;
switch (m_boundTarget->type()) {
case TextureType::Render: {
D3D11TextureR* ctarget = m_boundTarget.cast<D3D11TextureR>();
boundHeight = ctarget->m_height;
break;
}
case TextureType::CubeRender: {
D3D11TextureCubeR* ctarget = m_boundTarget.cast<D3D11TextureCubeR>();
boundHeight = ctarget->m_width;
break;
}
default:
break;
}
D3D11_VIEWPORT vp = {FLOAT(rect.location[0]),
FLOAT(boundHeight - rect.location[1] - rect.size[1]),
FLOAT(rect.size[0]),
FLOAT(rect.size[1]),
1.f - zfar,
1.f - znear};
m_deferredCtx->RSSetViewports(1, &vp);
}
}
void setScissor(const SWindowRect& rect) {
if (m_boundTarget) {
D3D11TextureR* ctarget = m_boundTarget.cast<D3D11TextureR>();
int boundHeight = 0;
switch (m_boundTarget->type()) {
case TextureType::Render: {
D3D11TextureR* ctarget = m_boundTarget.cast<D3D11TextureR>();
boundHeight = ctarget->m_height;
break;
}
case TextureType::CubeRender: {
D3D11TextureCubeR* ctarget = m_boundTarget.cast<D3D11TextureCubeR>();
boundHeight = ctarget->m_width;
break;
}
default:
break;
}
D3D11_RECT d3drect = {LONG(rect.location[0]), LONG(boundHeight - rect.location[1] - rect.size[1]),
LONG(rect.location[0] + rect.size[0]), LONG(boundHeight - rect.location[1])};
m_deferredCtx->RSSetScissorRects(1, &d3drect);
}
}
std::unordered_map<D3D11TextureR*, std::pair<size_t, size_t>> m_texResizes;
void resizeRenderTexture(const boo::ObjToken<ITextureR>& tex, size_t width, size_t height) {
D3D11TextureR* ctex = tex.cast<D3D11TextureR>();
std::unique_lock<std::mutex> lk(m_mt);
m_texResizes[ctex] = std::make_pair(width, height);
}
std::unordered_map<D3D11TextureCubeR*, std::pair<size_t, size_t>> m_cubeTexResizes;
void resizeRenderTexture(const boo::ObjToken<ITextureCubeR>& tex, size_t width, size_t mips) {
D3D11TextureCubeR* ctex = tex.cast<D3D11TextureCubeR>();
std::unique_lock<std::mutex> lk(m_mt);
m_cubeTexResizes[ctex] = std::make_pair(width, mips);
}
void generateMipmaps(const ObjToken<ITextureCubeR>& tex);
void schedulePostFrameHandler(std::function<void(void)>&& func) { func(); }
float m_clearColor[4] = {0.0, 0.0, 0.0, 0.0};
void setClearColor(const float rgba[4]) {
m_clearColor[0] = rgba[0];
m_clearColor[1] = rgba[1];
m_clearColor[2] = rgba[2];
m_clearColor[3] = rgba[3];
}
void clearTarget(bool render = true, bool depth = true) {
if (!m_boundTarget)
return;
switch (m_boundTarget->type()) {
case TextureType::Render: {
D3D11TextureR* ctarget = m_boundTarget.cast<D3D11TextureR>();
if (render)
m_deferredCtx->ClearRenderTargetView(ctarget->m_rtv.Get(), m_clearColor);
if (depth)
m_deferredCtx->ClearDepthStencilView(ctarget->m_dsv.Get(), D3D11_CLEAR_DEPTH, 0.0f, 0);
break;
}
case TextureType::CubeRender: {
D3D11TextureCubeR* ctarget = m_boundTarget.cast<D3D11TextureCubeR>();
if (render)
m_deferredCtx->ClearRenderTargetView(ctarget->m_rtv[m_boundFace].Get(), m_clearColor);
if (depth)
m_deferredCtx->ClearDepthStencilView(ctarget->m_dsv[m_boundFace].Get(), D3D11_CLEAR_DEPTH, 0.0f, 0);
break;
}
default:
break;
}
}
void draw(size_t start, size_t count) { 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, size_t startInst) {
m_deferredCtx->DrawInstanced(count, instCount, start, startInst);
}
void drawInstancesIndexed(size_t start, size_t count, size_t instCount, size_t startInst) {
m_deferredCtx->DrawIndexedInstanced(count, instCount, start, 0, startInst);
}
void _resolveBindTexture(ID3D11DeviceContext1* ctx, const D3D11TextureR* tex, const SWindowRect& rect, bool tlOrigin,
int bindIdx, bool color, bool depth) {
if (color && tex->m_colorBindCount) {
if (tex->m_samples > 1) {
ctx->ResolveSubresource(tex->m_colorBindTex[bindIdx].Get(), 0, tex->m_colorTex.Get(), 0, m_ctx->m_fbFormat);
} else {
SWindowRect intersectRect = rect.intersect(SWindowRect(0, 0, tex->m_width, tex->m_height));
int y =
tlOrigin ? intersectRect.location[1] : (tex->m_height - intersectRect.size[1] - intersectRect.location[1]);
D3D11_BOX box = {
UINT(intersectRect.location[0]), UINT(y), 0, UINT(intersectRect.location[0] + intersectRect.size[0]),
UINT(y + intersectRect.size[1]), 1};
ctx->CopySubresourceRegion1(tex->m_colorBindTex[bindIdx].Get(), 0, box.left, box.top, 0, tex->m_colorTex.Get(),
0, &box, D3D11_COPY_DISCARD);
}
}
if (depth && tex->m_depthBindCount) {
if (tex->m_samples > 1) {
ctx->ResolveSubresource(tex->m_depthBindTex[bindIdx].Get(), 0, tex->m_depthTex.Get(), 0, DXGI_FORMAT_D32_FLOAT);
} else {
ctx->CopyResource(tex->m_depthBindTex[bindIdx].Get(), tex->m_depthTex.Get());
}
}
}
void resolveBindTexture(const boo::ObjToken<ITextureR>& texture, const SWindowRect& rect, bool tlOrigin, int bindIdx,
bool color, bool depth, bool clearDepth) {
const D3D11TextureR* tex = texture.cast<D3D11TextureR>();
_resolveBindTexture(m_deferredCtx.Get(), tex, rect, tlOrigin, bindIdx, color, depth);
if (clearDepth)
m_deferredCtx->ClearDepthStencilView(tex->m_dsv.Get(), D3D11_CLEAR_DEPTH, 0.0f, 0);
}
boo::ObjToken<ITextureR> m_doPresent;
void resolveDisplay(const boo::ObjToken<ITextureR>& source) { m_doPresent = source; }
void execute();
#ifdef BOO_GRAPHICS_DEBUG_GROUPS
void pushDebugGroup(const char* name, const std::array<float, 4>& color) {
if (m_deferredAnnot)
m_deferredAnnot->BeginEvent(MBSTWCS(name).c_str());
}
void popDebugGroup() {
if (m_deferredAnnot)
m_deferredAnnot->EndEvent();
}
#endif
};
template <class DataCls>
void D3D11GraphicsBufferD<DataCls>::update(ID3D11DeviceContext* ctx, int b) {
int slot = 1 << b;
if ((slot & m_validSlots) == 0) {
ID3D11Buffer* res = m_bufs[b].Get();
D3D11_MAPPED_SUBRESOURCE d;
if (SUCCEEDED(ctx->Map(res, 0, D3D11_MAP_WRITE_DISCARD, 0, &d))) {
memcpy(d.pData, m_cpuBuf.get(), m_cpuSz);
ctx->Unmap(res, 0);
}
m_validSlots |= slot;
}
}
template <class DataCls>
void D3D11GraphicsBufferD<DataCls>::load(const void* data, size_t sz) {
std::unique_lock<std::recursive_mutex> lk(m_q->m_dynamicLock);
size_t bufSz = std::min(sz, m_cpuSz);
memcpy(m_cpuBuf.get(), data, bufSz);
m_validSlots = 0;
}
template <class DataCls>
void* D3D11GraphicsBufferD<DataCls>::map(size_t sz) {
if (sz > m_cpuSz)
return nullptr;
m_q->m_dynamicLock.lock();
return m_cpuBuf.get();
}
template <class DataCls>
void D3D11GraphicsBufferD<DataCls>::unmap() {
m_validSlots = 0;
m_q->m_dynamicLock.unlock();
}
void D3D11TextureD::update(ID3D11DeviceContext* ctx, int b) {
int slot = 1 << b;
if ((slot & m_validSlots) == 0) {
ID3D11Texture2D* res = m_texs[b].Get();
D3D11_MAPPED_SUBRESOURCE d;
ctx->Map(res, 0, D3D11_MAP_WRITE_DISCARD, 0, &d);
size_t rowSz = m_pxPitch * m_width;
for (size_t i = 0; i < m_cpuSz; i += rowSz, reinterpret_cast<uint8_t*&>(d.pData) += d.RowPitch)
memmove(d.pData, m_cpuBuf.get() + i, rowSz);
ctx->Unmap(res, 0);
m_validSlots |= slot;
}
}
void D3D11TextureD::load(const void* data, size_t sz) {
std::unique_lock<std::recursive_mutex> lk(m_q->m_dynamicLock);
size_t bufSz = std::min(sz, m_cpuSz);
memcpy(m_cpuBuf.get(), data, bufSz);
m_validSlots = 0;
}
void* D3D11TextureD::map(size_t sz) {
if (sz > m_cpuSz)
return nullptr;
m_q->m_dynamicLock.lock();
return m_cpuBuf.get();
}
void D3D11TextureD::unmap() {
m_validSlots = 0;
m_q->m_dynamicLock.unlock();
}
class D3D11DataFactoryImpl : public D3D11DataFactory, public GraphicsDataFactoryHead {
friend struct D3D11CommandQueue;
friend class D3D11DataFactory::Context;
IGraphicsContext* m_parent;
struct D3D11Context* m_ctx;
float m_gamma = 1.f;
ObjToken<IShaderPipeline> m_gammaShader;
ObjToken<ITextureD> m_gammaLUT;
ObjToken<IGraphicsBufferS> m_gammaVBO;
ObjToken<IShaderDataBinding> m_gammaBinding;
void SetupGammaResources() {
commitTransaction([this](IGraphicsDataFactory::Context& ctx) {
auto vertexHlsl = D3D11DataFactory::CompileHLSL(GammaVS, PipelineStage::Vertex);
auto vertexShader = ctx.newShaderStage(vertexHlsl, PipelineStage::Vertex);
auto fragmentHlsl = D3D11DataFactory::CompileHLSL(GammaFS, PipelineStage::Fragment);
auto fragmentShader = ctx.newShaderStage(fragmentHlsl, PipelineStage::Fragment);
const VertexElementDescriptor vfmt[] = {{VertexSemantic::Position4}, {VertexSemantic::UV4}};
AdditionalPipelineInfo info = {
BlendFactor::One, BlendFactor::Zero, Primitive::TriStrips, ZTest::None, false, true, false, CullMode::None};
m_gammaShader = ctx.newShaderPipeline(vertexShader, fragmentShader, vfmt, info);
m_gammaLUT = ctx.newDynamicTexture(256, 256, TextureFormat::I16, TextureClampMode::ClampToEdge);
setDisplayGamma(1.f);
const struct Vert {
float pos[4];
float uv[4];
} verts[4] = {{{-1.f, 1.f, 0.f, 1.f}, {0.f, 0.f, 0.f, 0.f}},
{{1.f, 1.f, 0.f, 1.f}, {1.f, 0.f, 0.f, 0.f}},
{{-1.f, -1.f, 0.f, 1.f}, {0.f, 1.f, 0.f, 0.f}},
{{1.f, -1.f, 0.f, 1.f}, {1.f, 1.f, 0.f, 0.f}}};
m_gammaVBO = ctx.newStaticBuffer(BufferUse::Vertex, verts, 32, 4);
ObjToken<ITexture> texs[] = {{}, m_gammaLUT.get()};
m_gammaBinding = ctx.newShaderDataBinding(m_gammaShader, m_gammaVBO.get(), {}, {}, 0, nullptr, nullptr, 2, texs,
nullptr, nullptr);
return true;
} BooTrace);
}
public:
D3D11DataFactoryImpl(IGraphicsContext* parent, D3D11Context* ctx) : m_parent(parent), m_ctx(ctx) {
UINT qLevels;
while (SUCCEEDED(ctx->m_dev->CheckMultisampleQualityLevels(m_ctx->m_fbFormat, m_ctx->m_sampleCount, &qLevels)) &&
!qLevels)
m_ctx->m_sampleCount = flp2(m_ctx->m_sampleCount - 1);
}
boo::ObjToken<IGraphicsBufferD> newPoolBuffer(BufferUse use, size_t stride, size_t count __BooTraceArgs) {
D3D11CommandQueue* q = static_cast<D3D11CommandQueue*>(m_parent->getCommandQueue());
boo::ObjToken<BaseGraphicsPool> pool(new BaseGraphicsPool(*this __BooTraceArgsUse));
return {new D3D11GraphicsBufferD<BaseGraphicsPool>(pool, q, use, m_ctx, stride, count)};
}
void commitTransaction(const FactoryCommitFunc& trans __BooTraceArgs) {
D3D11DataFactory::Context ctx(*this __BooTraceArgsUse);
trans(ctx);
}
void setDisplayGamma(float gamma) {
if (m_ctx->m_fbFormat == DXGI_FORMAT_R16G16B16A16_FLOAT)
m_gamma = gamma * 2.2f;
else
m_gamma = gamma;
if (m_gamma != 1.f)
UpdateGammaLUT(m_gammaLUT.get(), m_gamma);
}
bool isTessellationSupported(uint32_t& maxPatchSizeOut) {
maxPatchSizeOut = 32;
return true;
}
void waitUntilShadersReady() {}
bool areShadersReady() { return true; }
};
void D3D11CommandQueue::generateMipmaps(const ObjToken<ITextureCubeR>& tex) {
D3D11TextureCubeR* ctex = tex.cast<D3D11TextureCubeR>();
m_deferredCtx->GenerateMips(ctex->m_colorSrv.Get());
}
D3D11DataFactory::Context::Context(D3D11DataFactory& parent __BooTraceArgs)
: m_parent(parent), m_data(new BaseGraphicsData(static_cast<D3D11DataFactoryImpl&>(parent) __BooTraceArgsUse)) {}
D3D11DataFactory::Context::~Context() {}
boo::ObjToken<IGraphicsBufferS> D3D11DataFactory::Context::newStaticBuffer(BufferUse use, const void* data,
size_t stride, size_t count) {
D3D11DataFactoryImpl& factory = static_cast<D3D11DataFactoryImpl&>(m_parent);
return {new D3D11GraphicsBufferS(m_data, use, factory.m_ctx, data, stride, count)};
}
boo::ObjToken<IGraphicsBufferD> D3D11DataFactory::Context::newDynamicBuffer(BufferUse use, size_t stride,
size_t count) {
D3D11DataFactoryImpl& factory = static_cast<D3D11DataFactoryImpl&>(m_parent);
D3D11CommandQueue* q = static_cast<D3D11CommandQueue*>(factory.m_parent->getCommandQueue());
return {new D3D11GraphicsBufferD<BaseGraphicsData>(m_data, q, use, factory.m_ctx, stride, count)};
}
boo::ObjToken<ITextureS> D3D11DataFactory::Context::newStaticTexture(size_t width, size_t height, size_t mips,
TextureFormat fmt, TextureClampMode clampMode,
const void* data, size_t sz) {
D3D11DataFactoryImpl& factory = static_cast<D3D11DataFactoryImpl&>(m_parent);
return {new D3D11TextureS(m_data, factory.m_ctx, width, height, mips, fmt, data, sz)};
}
boo::ObjToken<ITextureSA> D3D11DataFactory::Context::newStaticArrayTexture(size_t width, size_t height, size_t layers,
size_t mips, TextureFormat fmt,
TextureClampMode clampMode, const void* data,
size_t sz) {
D3D11DataFactoryImpl& factory = static_cast<D3D11DataFactoryImpl&>(m_parent);
return {new D3D11TextureSA(m_data, factory.m_ctx, width, height, layers, mips, fmt, data, sz)};
}
boo::ObjToken<ITextureD> D3D11DataFactory::Context::newDynamicTexture(size_t width, size_t height, TextureFormat fmt,
TextureClampMode clampMode) {
D3D11DataFactoryImpl& factory = static_cast<D3D11DataFactoryImpl&>(m_parent);
D3D11CommandQueue* q = static_cast<D3D11CommandQueue*>(factory.m_parent->getCommandQueue());
return {new D3D11TextureD(m_data, q, factory.m_ctx, width, height, fmt)};
}
boo::ObjToken<ITextureR> D3D11DataFactory::Context::newRenderTexture(size_t width, size_t height,
TextureClampMode clampMode, size_t colorBindCount,
size_t depthBindCount) {
D3D11DataFactoryImpl& factory = static_cast<D3D11DataFactoryImpl&>(m_parent);
return {new D3D11TextureR(m_data, factory.m_ctx, width, height, factory.m_ctx->m_sampleCount, colorBindCount,
depthBindCount)};
}
ObjToken<ITextureCubeR> D3D11DataFactory::Context::newCubeRenderTexture(size_t width, size_t mips) {
D3D11DataFactoryImpl& factory = static_cast<D3D11DataFactoryImpl&>(m_parent);
return {new D3D11TextureCubeR(m_data, factory.m_ctx, width, mips)};
}
boo::ObjToken<IShaderStage> D3D11DataFactory::Context::newShaderStage(const uint8_t* data, size_t size,
PipelineStage stage) {
D3D11DataFactoryImpl& factory = static_cast<D3D11DataFactoryImpl&>(m_parent);
return {new D3D11ShaderStage(m_data, factory.m_ctx, data, size, stage)};
}
boo::ObjToken<IShaderPipeline>
D3D11DataFactory::Context::newShaderPipeline(ObjToken<IShaderStage> vertex, ObjToken<IShaderStage> fragment,
ObjToken<IShaderStage> geometry, ObjToken<IShaderStage> control,
ObjToken<IShaderStage> evaluation, const VertexFormatInfo& vtxFmt,
const AdditionalPipelineInfo& additionalInfo, bool asynchronous) {
D3D11DataFactoryImpl& factory = static_cast<D3D11DataFactoryImpl&>(m_parent);
struct D3D11Context* ctx = factory.m_ctx;
return {
new D3D11ShaderPipeline(m_data, ctx, vertex, fragment, geometry, control, evaluation, vtxFmt, additionalInfo)};
}
boo::ObjToken<IShaderDataBinding> D3D11DataFactory::Context::newShaderDataBinding(
const boo::ObjToken<IShaderPipeline>& pipeline, const boo::ObjToken<IGraphicsBuffer>& vbuf,
const boo::ObjToken<IGraphicsBuffer>& instVbo, const boo::ObjToken<IGraphicsBuffer>& ibuf, size_t ubufCount,
const boo::ObjToken<IGraphicsBuffer>* ubufs, const PipelineStage* ubufStages, const size_t* ubufOffs,
const size_t* ubufSizes, size_t texCount, const boo::ObjToken<ITexture>* texs, const int* texBindIdx,
const bool* depthBind, size_t baseVert, size_t baseInst) {
D3D11DataFactoryImpl& factory = static_cast<D3D11DataFactoryImpl&>(m_parent);
return {new D3D11ShaderDataBinding(m_data, factory.m_ctx, pipeline, vbuf, instVbo, ibuf, ubufCount, ubufs, ubufStages,
ubufOffs, ubufSizes, texCount, texs, texBindIdx, depthBind, baseVert, baseInst)};
}
void D3D11CommandQueue::RenderingWorker(D3D11CommandQueue* self) {
{ std::unique_lock<std::mutex> lk(self->m_initmt); }
self->m_initcv.notify_one();
D3D11DataFactoryImpl* dataFactory = static_cast<D3D11DataFactoryImpl*>(self->m_parent->getDataFactory());
while (self->m_running) {
{
std::unique_lock<std::mutex> lk(self->m_mt);
self->m_cv.wait(lk);
if (!self->m_running)
break;
self->m_drawBuf = self->m_completeBuf;
auto& CmdList = self->m_cmdLists[self->m_drawBuf];
self->ProcessDynamicLoads(self->m_ctx->m_devCtx.Get());
bool doReset = false;
if (self->m_texResizes.size()) {
for (const auto& resize : self->m_texResizes)
resize.first->resize(self->m_ctx, resize.second.first, resize.second.second);
self->m_texResizes.clear();
doReset = true;
}
if (self->m_cubeTexResizes.size()) {
for (const auto& resize : self->m_cubeTexResizes)
resize.first->resize(self->m_ctx, resize.second.first, resize.second.second);
self->m_cubeTexResizes.clear();
doReset = true;
}
if (doReset) {
CmdList.reset();
continue;
}
if (self->m_windowCtx->m_needsFSTransition) {
if (self->m_windowCtx->m_fs) {
self->m_windowCtx->m_swapChain->SetFullscreenState(true, nullptr);
self->m_windowCtx->m_swapChain->ResizeTarget(&self->m_windowCtx->m_fsdesc);
} else
self->m_windowCtx->m_swapChain->SetFullscreenState(false, nullptr);
self->m_windowCtx->m_needsFSTransition = false;
CmdList.reset();
continue;
}
if (self->m_windowCtx->m_needsResize) {
self->m_windowCtx->clearRTV();
self->m_windowCtx->m_swapChain->ResizeBuffers(2, self->m_windowCtx->width, self->m_windowCtx->height,
self->m_ctx->m_fbFormat, DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH);
self->m_windowCtx->setupRTV(self->m_windowCtx->m_swapChain, self->m_ctx->m_dev.Get());
self->m_windowCtx->m_needsResize = false;
CmdList.reset();
continue;
}
}
auto& CmdList = self->m_cmdLists[self->m_drawBuf];
ID3D11CommandList* list = CmdList.list.Get();
self->m_ctx->m_devCtx->ExecuteCommandList(list, false);
if (D3D11TextureR* csource = CmdList.workDoPresent.cast<D3D11TextureR>()) {
#ifndef NDEBUG
if (!csource->m_colorBindCount)
Log.report(logvisor::Fatal, fmt("texture provided to resolveDisplay() must have at least 1 color binding"));
#endif
if (dataFactory->m_gamma != 1.f) {
SWindowRect rect(0, 0, csource->m_width, csource->m_height);
self->_resolveBindTexture(self->m_ctx->m_devCtx.Get(), csource, rect, true, 0, true, false);
ID3D11RenderTargetView* rtv = self->m_windowCtx->m_swapChainRTV.Get();
self->m_ctx->m_devCtx->OMSetRenderTargets(1, &rtv, nullptr);
D3D11_VIEWPORT vp = {0.f, 0.f, FLOAT(csource->m_width), FLOAT(csource->m_height), 0.f, 1.f};
self->m_ctx->m_devCtx->RSSetViewports(1, &vp);
D3D11_RECT d3drect = {0, 0, LONG(csource->m_width), LONG(csource->m_height)};
self->m_ctx->m_devCtx->RSSetScissorRects(1, &d3drect);
ID3D11SamplerState* samp[] = {self->m_ctx->m_ss[0].Get(), self->m_ctx->m_ss[1].Get(),
self->m_ctx->m_ss[2].Get(), self->m_ctx->m_ss[3].Get(),
self->m_ctx->m_ss[4].Get()};
self->m_ctx->m_devCtx->PSSetSamplers(0, 5, samp);
self->m_ctx->m_devCtx->DSSetSamplers(0, 5, samp);
D3D11ShaderDataBinding* gammaBinding = dataFactory->m_gammaBinding.cast<D3D11ShaderDataBinding>();
gammaBinding->m_texs[0].tex = CmdList.workDoPresent.get();
gammaBinding->bind(self->m_ctx->m_devCtx.Get(), self->m_drawBuf);
self->m_ctx->m_devCtx->Draw(4, 0);
gammaBinding->m_texs[0].tex.reset();
} else {
ComPtr<ID3D11Texture2D> dest = self->m_windowCtx->m_swapChainTex;
ID3D11Texture2D* src = csource->m_colorTex.Get();
if (csource->m_samples > 1)
self->m_ctx->m_devCtx->ResolveSubresource(dest.Get(), 0, src, 0, self->m_ctx->m_fbFormat);
else
self->m_ctx->m_devCtx->CopyResource(dest.Get(), src);
}
self->m_windowCtx->m_swapChain->Present(1, 0);
}
CmdList.reset();
}
}
void D3D11CommandQueue::startRenderer() {
static_cast<D3D11DataFactoryImpl*>(m_parent->getDataFactory())->SetupGammaResources();
}
void D3D11CommandQueue::execute() {
/* Finish command list */
auto& CmdList = m_cmdLists[m_fillBuf];
ThrowIfFailed(m_deferredCtx->FinishCommandList(false, &CmdList.list));
CmdList.workDoPresent = m_doPresent;
m_doPresent = nullptr;
/* Wait for worker thread to become ready */
std::unique_lock<std::mutex> lk(m_mt);
/* Ready for next frame */
m_completeBuf = m_fillBuf;
for (size_t i = 0; i < 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) {
D3D11DataFactoryImpl* gfxF = static_cast<D3D11DataFactoryImpl*>(m_parent->getDataFactory());
std::unique_lock<std::recursive_mutex> lk(m_dynamicLock);
std::unique_lock<std::recursive_mutex> datalk(gfxF->m_dataMutex);
if (gfxF->m_dataHead) {
for (BaseGraphicsData& d : *gfxF->m_dataHead) {
if (d.m_DBufs)
for (IGraphicsBufferD& b : *d.m_DBufs)
static_cast<D3D11GraphicsBufferD<BaseGraphicsData>&>(b).update(ctx, m_drawBuf);
if (d.m_DTexs)
for (ITextureD& t : *d.m_DTexs)
static_cast<D3D11TextureD&>(t).update(ctx, m_drawBuf);
}
}
if (gfxF->m_poolHead) {
for (BaseGraphicsPool& p : *gfxF->m_poolHead) {
if (p.m_DBufs)
for (IGraphicsBufferD& b : *p.m_DBufs)
static_cast<D3D11GraphicsBufferD<BaseGraphicsData>&>(b).update(ctx, m_drawBuf);
}
}
}
std::unique_ptr<IGraphicsCommandQueue> _NewD3D11CommandQueue(D3D11Context* ctx, D3D11Context::Window* windowCtx,
IGraphicsContext* parent) {
return std::make_unique<D3D11CommandQueue>(ctx, windowCtx, parent);
}
std::unique_ptr<IGraphicsDataFactory> _NewD3D11DataFactory(D3D11Context* ctx, IGraphicsContext* parent) {
return std::make_unique<D3D11DataFactoryImpl>(parent, ctx);
}
static const char* D3DShaderTypes[] = {nullptr, "vs_5_0", "ps_5_0", "gs_5_0", "hs_5_0", "ds_5_0"};
#if _DEBUG && 0
#define BOO_D3DCOMPILE_FLAG D3DCOMPILE_DEBUG | D3DCOMPILE_OPTIMIZATION_LEVEL0
#else
#define BOO_D3DCOMPILE_FLAG D3DCOMPILE_OPTIMIZATION_LEVEL3
#endif
std::vector<uint8_t> D3D11DataFactory::CompileHLSL(const char* source, PipelineStage stage) {
ComPtr<ID3DBlob> errBlob;
ComPtr<ID3DBlob> blobOut;
if (FAILED(D3DCompilePROC(source, strlen(source), "Boo HLSL Source", nullptr, nullptr, "main",
D3DShaderTypes[int(stage)], BOO_D3DCOMPILE_FLAG, 0, &blobOut, &errBlob))) {
fmt::print(fmt("{}\n"), source);
Log.report(logvisor::Fatal, fmt("error compiling shader: %s"), errBlob->GetBufferPointer());
return {};
}
std::vector<uint8_t> ret(blobOut->GetBufferSize());
memcpy(ret.data(), blobOut->GetBufferPointer(), ret.size());
return ret;
}
} // namespace boo