mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-03 20:40:35 +00:00
stumped
buffers seem to be being added correctly, but for whatever reason render is not correct =/
This commit is contained in:
parent
af29a2af0a
commit
25bc9cf354
3 changed files with 70 additions and 49 deletions
|
|
@ -150,22 +150,28 @@ GFXD3D11ShaderConstBuffer::GFXD3D11ShaderConstBuffer( GFXD3D11Shader* shader)
|
|||
mShader = shader;
|
||||
mDeviceContext = D3D11DEVICECONTEXT;
|
||||
|
||||
for (U32 i = 0; i < 16; i++)
|
||||
for (U32 i = 0; i < 6; i++)
|
||||
{
|
||||
mBoundConstantBuffers[i] = NULL;
|
||||
for (U32 j = 0; j < 16; j++)
|
||||
{
|
||||
mBoundConstantBuffers[i][j] = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
GFXD3D11ShaderConstBuffer::~GFXD3D11ShaderConstBuffer()
|
||||
{
|
||||
mBufferMap.clear();
|
||||
|
||||
for (U32 i = 0; i < 16; i++)
|
||||
for (U32 i = 0; i < 6; i++)
|
||||
{
|
||||
SAFE_RELEASE(mBoundConstantBuffers[i]);
|
||||
for (U32 j = 0; j < 16; j++)
|
||||
{
|
||||
SAFE_RELEASE(mBoundConstantBuffers[i][j]);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (mShader)
|
||||
mShader->_unlinkBuffer(this);
|
||||
}
|
||||
|
|
@ -246,8 +252,14 @@ void GFXD3D11ShaderConstBuffer::internalSet(GFXShaderConstHandle* handle, const
|
|||
|
||||
GFXD3D11ShaderConstHandle* _dxHandle = static_cast<GFXD3D11ShaderConstHandle*>(handle);
|
||||
AssertFatal(mShader == _dxHandle->mShader, "GFXD3D11ShaderConstBuffer::internalSet - Should only set handles which are owned by our shader");
|
||||
|
||||
S32 size = inSize;
|
||||
|
||||
if (_dxHandle->mInstancingConstant)
|
||||
{
|
||||
dMemcpy(mInstPtr + _dxHandle->mOffset, data, size);
|
||||
return;
|
||||
}
|
||||
|
||||
switch (_dxHandle->mDesc.constType)
|
||||
{
|
||||
case GFXSCT_Float2x2:
|
||||
|
|
@ -268,7 +280,6 @@ void GFXD3D11ShaderConstBuffer::internalSet(GFXShaderConstHandle* handle, const
|
|||
const BufferKey bufDesc(_dxHandle->mBinding, (SHADER_STAGE)_dxHandle->mStage);
|
||||
U8* buf = mBufferMap[bufDesc].data;
|
||||
|
||||
|
||||
if (dMemcmp(buf + _dxHandle->mDesc.offset, data, size) != 0)
|
||||
{
|
||||
dMemcpy(buf + _dxHandle->mDesc.offset, data, size);
|
||||
|
|
@ -472,7 +483,7 @@ void GFXD3D11ShaderConstBuffer::addBuffer(U32 bufBindingPoint, SHADER_STAGE shad
|
|||
cbDesc.StructureByteStride = 0;
|
||||
|
||||
HRESULT hr;
|
||||
hr = D3D11DEVICE->CreateBuffer(&cbDesc, NULL, &mBoundConstantBuffers[(U32)shaderStage + bufBindingPoint]);
|
||||
hr = D3D11DEVICE->CreateBuffer(&cbDesc, NULL, &mBoundConstantBuffers[shaderStage][bufBindingPoint]);
|
||||
|
||||
if (FAILED(hr))
|
||||
{
|
||||
|
|
@ -523,7 +534,7 @@ void GFXD3D11ShaderConstBuffer::activate( GFXD3D11ShaderConstBuffer *prevShaderB
|
|||
|
||||
if (thisBuff.data && thisBuff.isDirty)
|
||||
{
|
||||
D3D11DEVICECONTEXT->UpdateSubresource(mBoundConstantBuffers[(U32)thisBufferDesc.key2 + thisBufferDesc.key1], 0, NULL, thisBuff.data, thisBuff.size, 0);
|
||||
D3D11DEVICECONTEXT->UpdateSubresource(mBoundConstantBuffers[thisBufferDesc.key2][thisBufferDesc.key1], 0, NULL, thisBuff.data, thisBuff.size, 0);
|
||||
bufRanges[thisBufferDesc.key2].addSlot(thisBufferDesc.key1);
|
||||
}
|
||||
}
|
||||
|
|
@ -532,7 +543,7 @@ void GFXD3D11ShaderConstBuffer::activate( GFXD3D11ShaderConstBuffer *prevShaderB
|
|||
{
|
||||
const U32 bufStartSlot = bufRanges[SHADER_STAGE::VERTEX_SHADER].mBufMin;
|
||||
const U32 numBufs = bufRanges[SHADER_STAGE::VERTEX_SHADER].mBufMax - bufRanges[SHADER_STAGE::VERTEX_SHADER].mBufMin + 1;
|
||||
ID3D11Buffer** vsBuffers = mBoundConstantBuffers + bufStartSlot;
|
||||
ID3D11Buffer** vsBuffers = mBoundConstantBuffers[SHADER_STAGE::VERTEX_SHADER] + bufStartSlot;
|
||||
|
||||
D3D11DEVICECONTEXT->VSSetConstantBuffers(bufStartSlot, numBufs, vsBuffers);
|
||||
}
|
||||
|
|
@ -541,7 +552,7 @@ void GFXD3D11ShaderConstBuffer::activate( GFXD3D11ShaderConstBuffer *prevShaderB
|
|||
{
|
||||
const U32 bufStartSlot = bufRanges[SHADER_STAGE::PIXEL_SHADER].mBufMin;
|
||||
const U32 numBufs = bufRanges[SHADER_STAGE::PIXEL_SHADER].mBufMax - bufRanges[SHADER_STAGE::PIXEL_SHADER].mBufMin + 1;
|
||||
ID3D11Buffer** psBuffers = mBoundConstantBuffers + bufStartSlot + (U32)SHADER_STAGE::PIXEL_SHADER;
|
||||
ID3D11Buffer** psBuffers = mBoundConstantBuffers[SHADER_STAGE::PIXEL_SHADER] + bufStartSlot;
|
||||
|
||||
D3D11DEVICECONTEXT->PSSetConstantBuffers(bufStartSlot, numBufs, psBuffers);
|
||||
}
|
||||
|
|
@ -553,9 +564,12 @@ void GFXD3D11ShaderConstBuffer::onShaderReload( GFXD3D11Shader *shader )
|
|||
{
|
||||
AssertFatal( shader == mShader, "GFXD3D11ShaderConstBuffer::onShaderReload is hosed!" );
|
||||
|
||||
for (U32 i = 0; i < 16; i++)
|
||||
for (U32 i = 0; i < 6; i++)
|
||||
{
|
||||
SAFE_RELEASE(mBoundConstantBuffers[i]);
|
||||
for (U32 j = 0; j < 16; j++)
|
||||
{
|
||||
SAFE_RELEASE(mBoundConstantBuffers[i][j]);
|
||||
}
|
||||
}
|
||||
|
||||
for (BufferMap::Iterator i = mBufferMap.begin(); i != mBufferMap.end(); i++)
|
||||
|
|
@ -831,8 +845,8 @@ bool GFXD3D11Shader::_compileShader( const Torque::Path &filePath,
|
|||
return result;
|
||||
}
|
||||
|
||||
void GFXD3D11Shader::_getShaderConstants(ID3D11ShaderReflection* refTable,
|
||||
SHADER_STAGE shaderStage)
|
||||
void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection* refTable,
|
||||
SHADER_STAGE shaderStage)
|
||||
{
|
||||
PROFILE_SCOPE(GFXD3D11Shader_GetShaderConstants);
|
||||
|
||||
|
|
@ -844,26 +858,17 @@ void GFXD3D11Shader::_getShaderConstants(ID3D11ShaderReflection* refTable,
|
|||
AssertFatal(false, "Shader Reflection table unable to be created");
|
||||
}
|
||||
// we loop through and account for the most common data types.
|
||||
|
||||
U32 bufferOffset = 0;
|
||||
bool foundGlobals = false;
|
||||
for (U32 i = 0; i < shaderDesc.ConstantBuffers; i++)
|
||||
{
|
||||
GFXShaderConstDesc desc;
|
||||
ID3D11ShaderReflectionConstantBuffer* constantBuffer = refTable->GetConstantBufferByIndex(i);
|
||||
D3D11_SHADER_BUFFER_DESC constantBufferDesc;
|
||||
|
||||
bool globalBuffer = false;
|
||||
|
||||
if (constantBuffer->GetDesc(&constantBufferDesc) == S_OK)
|
||||
{
|
||||
desc.name = String(constantBufferDesc.Name);
|
||||
desc.size = constantBufferDesc.Size;
|
||||
// we join global and params into 1 buffer.
|
||||
if (String::compare(desc.name, "$Globals") == 0 || String::compare(desc.name, "$Params") == 0)
|
||||
{
|
||||
desc.name = "$defaultTorqueBuffer_" + String::ToString((U32)shaderStage);
|
||||
globalBuffer = true;
|
||||
}
|
||||
|
||||
desc.constType = GFXSCT_ConstBuffer;
|
||||
desc.shaderStage = shaderStage;
|
||||
desc.samplerReg = -1;
|
||||
|
|
@ -871,6 +876,15 @@ void GFXD3D11Shader::_getShaderConstants(ID3D11ShaderReflection* refTable,
|
|||
D3D11_SHADER_INPUT_BIND_DESC shaderInputBind;
|
||||
refTable->GetResourceBindingDescByName(constantBufferDesc.Name, &shaderInputBind);
|
||||
desc.bindPoint = shaderInputBind.BindPoint;
|
||||
if (String::compare(desc.name, "$Globals") == 0 || String::compare(desc.name, "$Params") == 0)
|
||||
{
|
||||
desc.name = desc.name + String::ToString((U32)shaderStage);
|
||||
|
||||
if (foundGlobals)
|
||||
desc.bindPoint += 1;
|
||||
|
||||
foundGlobals = true;
|
||||
}
|
||||
|
||||
BufferMap::Iterator buffer = mBuffers.find(desc.name);
|
||||
// already added?
|
||||
|
|
@ -896,7 +910,7 @@ void GFXD3D11Shader::_getShaderConstants(ID3D11ShaderReflection* refTable,
|
|||
|
||||
// set the bind point to the same as the const buffer.
|
||||
varDesc.bindPoint = desc.bindPoint;
|
||||
varDesc.offset = globalBuffer ? bufferOffset + shaderVarDesc.StartOffset : shaderVarDesc.StartOffset;
|
||||
varDesc.offset = shaderVarDesc.StartOffset;
|
||||
varDesc.arraySize = mMax(shaderTypeDesc.Elements, 1);
|
||||
varDesc.size = shaderVarDesc.Size;
|
||||
varDesc.shaderStage = shaderStage;
|
||||
|
|
@ -959,14 +973,6 @@ void GFXD3D11Shader::_getShaderConstants(ID3D11ShaderReflection* refTable,
|
|||
AssertFatal(false, "Unable to get shader constant description! (may need more elements of constantDesc");
|
||||
}
|
||||
|
||||
if(globalBuffer)
|
||||
bufferOffset += desc.size;
|
||||
}
|
||||
|
||||
BufferMap::Iterator buf = mBuffers.find("$defaultTorqueBuffer_" + String::ToString((U32)shaderStage));
|
||||
if (buf != mBuffers.end())
|
||||
{
|
||||
buf->value.size += bufferOffset;
|
||||
}
|
||||
|
||||
for (U32 i = 0; i < shaderDesc.BoundResources; i++)
|
||||
|
|
@ -1073,23 +1079,26 @@ void GFXD3D11Shader::_buildShaderConstantHandles()
|
|||
// and add the const buffers to the buffer map.
|
||||
for (U32 i = 0; i < mShaderConsts.size(); i++)
|
||||
{
|
||||
GFXD3D11ShaderConstHandle* handle;
|
||||
GFXShaderConstDesc& desc = mShaderConsts[i];
|
||||
HandleMap::Iterator handle = mHandles.find(desc.name);
|
||||
HandleMap::Iterator j = mHandles.find(desc.name);
|
||||
// already added? reinit just in case..
|
||||
// not sure if we need to do anything different with samplers.
|
||||
if (handle != mHandles.end())
|
||||
if (j != mHandles.end())
|
||||
{
|
||||
handle->value->reinit(desc);
|
||||
handle = j->value;
|
||||
handle->reinit(desc);
|
||||
}
|
||||
else
|
||||
{
|
||||
mHandles[desc.name] = new GFXD3D11ShaderConstHandle(this, desc);
|
||||
handle = new GFXD3D11ShaderConstHandle(this, desc);
|
||||
mHandles[desc.name] = handle;
|
||||
}
|
||||
}
|
||||
|
||||
for (U32 i = 0; i < mSamplerDescriptions.size(); i++)
|
||||
for (U32 j = 0; j < mSamplerDescriptions.size(); j++)
|
||||
{
|
||||
GFXShaderConstDesc& desc = mSamplerDescriptions[i];
|
||||
const GFXShaderConstDesc& desc = mSamplerDescriptions[j];
|
||||
|
||||
AssertFatal(desc.constType == GFXSCT_Sampler ||
|
||||
desc.constType == GFXSCT_SamplerCube ||
|
||||
|
|
@ -1097,16 +1106,19 @@ void GFXD3D11Shader::_buildShaderConstantHandles()
|
|||
desc.constType == GFXSCT_SamplerTextureArray,
|
||||
"GFXD3D11Shader::_buildShaderConstantHandles - Invalid samplerDescription type!");
|
||||
|
||||
HandleMap::Iterator handle = mHandles.find(desc.name);
|
||||
GFXD3D11ShaderConstHandle* handle;
|
||||
HandleMap::Iterator k = mHandles.find(desc.name);
|
||||
// already added? reinit just in case..
|
||||
// not sure if we need to do anything different with samplers.
|
||||
if (handle != mHandles.end())
|
||||
if (k != mHandles.end())
|
||||
{
|
||||
handle->value->reinit(desc);
|
||||
handle = k->value;
|
||||
handle->reinit(desc);
|
||||
}
|
||||
else
|
||||
{
|
||||
mHandles[desc.name] = new GFXD3D11ShaderConstHandle(this, desc);
|
||||
handle = new GFXD3D11ShaderConstHandle(this, desc);
|
||||
mHandles[desc.name] = handle;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -1128,18 +1140,27 @@ void GFXD3D11Shader::_buildInstancingShaderConstantHandles()
|
|||
|
||||
GFXD3D11ShaderConstHandle *handle;
|
||||
HandleMap::Iterator j = mHandles.find( constName );
|
||||
GFXShaderConstDesc desc;
|
||||
|
||||
desc.name = constName;
|
||||
desc.offset = offset;
|
||||
desc.constType = GFXSCT_ConstBuffer;
|
||||
desc.shaderStage = SHADER_STAGE::PIXEL_SHADER;
|
||||
desc.samplerReg = -1;
|
||||
desc.size = 0;
|
||||
desc.arraySize = 1;
|
||||
|
||||
if ( j != mHandles.end() )
|
||||
handle = j->value;
|
||||
else
|
||||
{
|
||||
handle = new GFXD3D11ShaderConstHandle(this);
|
||||
handle = new GFXD3D11ShaderConstHandle(this, desc);
|
||||
mHandles[ constName ] = handle;
|
||||
}
|
||||
|
||||
handle->mShader = this;
|
||||
handle->setValid( true );
|
||||
handle->mInstancingConstant = true;
|
||||
handle->mOffset = offset;
|
||||
|
||||
// If this is a matrix we will have 2 or 3 more of these
|
||||
// semantics with the same name after it.
|
||||
|
|
|
|||
|
|
@ -168,7 +168,7 @@ protected:
|
|||
|
||||
|
||||
// we probably want this to be GFXDevice and not per shader.
|
||||
ID3D11Buffer* mBoundConstantBuffers[16];
|
||||
ID3D11Buffer* mBoundConstantBuffers[6][16];
|
||||
};
|
||||
|
||||
class gfxD3D11Include;
|
||||
|
|
|
|||
|
|
@ -70,7 +70,7 @@ struct GFXShaderConstDesc
|
|||
{
|
||||
public:
|
||||
String name;
|
||||
GFXShaderConstType constType;
|
||||
GFXShaderConstType constType;
|
||||
U32 arraySize; // > 1 means it is an array!
|
||||
S32 bindPoint; // bind point used for ubo/cb.
|
||||
S32 samplerReg; // sampler register.
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue