buffers seem to be being added correctly, but for whatever reason render is not correct =/
This commit is contained in:
marauder2k7 2024-02-25 22:51:37 +00:00
parent af29a2af0a
commit 25bc9cf354
3 changed files with 70 additions and 49 deletions

View file

@ -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.

View file

@ -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;

View file

@ -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.