mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-15 16:44:36 +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
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@ -150,22 +150,28 @@ GFXD3D11ShaderConstBuffer::GFXD3D11ShaderConstBuffer( GFXD3D11Shader* shader)
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mShader = shader;
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mShader = shader;
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mDeviceContext = D3D11DEVICECONTEXT;
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mDeviceContext = D3D11DEVICECONTEXT;
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for (U32 i = 0; i < 16; i++)
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for (U32 i = 0; i < 6; i++)
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{
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{
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mBoundConstantBuffers[i] = NULL;
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for (U32 j = 0; j < 16; j++)
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{
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mBoundConstantBuffers[i][j] = NULL;
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}
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}
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}
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}
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}
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GFXD3D11ShaderConstBuffer::~GFXD3D11ShaderConstBuffer()
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GFXD3D11ShaderConstBuffer::~GFXD3D11ShaderConstBuffer()
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{
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{
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mBufferMap.clear();
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mBufferMap.clear();
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for (U32 i = 0; i < 16; i++)
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for (U32 i = 0; i < 6; i++)
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{
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{
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SAFE_RELEASE(mBoundConstantBuffers[i]);
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for (U32 j = 0; j < 16; j++)
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{
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SAFE_RELEASE(mBoundConstantBuffers[i][j]);
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}
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}
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}
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if (mShader)
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if (mShader)
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mShader->_unlinkBuffer(this);
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mShader->_unlinkBuffer(this);
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}
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}
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@ -246,8 +252,14 @@ void GFXD3D11ShaderConstBuffer::internalSet(GFXShaderConstHandle* handle, const
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GFXD3D11ShaderConstHandle* _dxHandle = static_cast<GFXD3D11ShaderConstHandle*>(handle);
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GFXD3D11ShaderConstHandle* _dxHandle = static_cast<GFXD3D11ShaderConstHandle*>(handle);
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AssertFatal(mShader == _dxHandle->mShader, "GFXD3D11ShaderConstBuffer::internalSet - Should only set handles which are owned by our shader");
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AssertFatal(mShader == _dxHandle->mShader, "GFXD3D11ShaderConstBuffer::internalSet - Should only set handles which are owned by our shader");
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S32 size = inSize;
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S32 size = inSize;
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if (_dxHandle->mInstancingConstant)
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{
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dMemcpy(mInstPtr + _dxHandle->mOffset, data, size);
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return;
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}
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switch (_dxHandle->mDesc.constType)
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switch (_dxHandle->mDesc.constType)
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{
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{
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case GFXSCT_Float2x2:
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case GFXSCT_Float2x2:
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@ -268,7 +280,6 @@ void GFXD3D11ShaderConstBuffer::internalSet(GFXShaderConstHandle* handle, const
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const BufferKey bufDesc(_dxHandle->mBinding, (SHADER_STAGE)_dxHandle->mStage);
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const BufferKey bufDesc(_dxHandle->mBinding, (SHADER_STAGE)_dxHandle->mStage);
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U8* buf = mBufferMap[bufDesc].data;
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U8* buf = mBufferMap[bufDesc].data;
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if (dMemcmp(buf + _dxHandle->mDesc.offset, data, size) != 0)
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if (dMemcmp(buf + _dxHandle->mDesc.offset, data, size) != 0)
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{
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{
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dMemcpy(buf + _dxHandle->mDesc.offset, data, size);
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dMemcpy(buf + _dxHandle->mDesc.offset, data, size);
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@ -472,7 +483,7 @@ void GFXD3D11ShaderConstBuffer::addBuffer(U32 bufBindingPoint, SHADER_STAGE shad
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cbDesc.StructureByteStride = 0;
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cbDesc.StructureByteStride = 0;
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HRESULT hr;
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HRESULT hr;
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hr = D3D11DEVICE->CreateBuffer(&cbDesc, NULL, &mBoundConstantBuffers[(U32)shaderStage + bufBindingPoint]);
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hr = D3D11DEVICE->CreateBuffer(&cbDesc, NULL, &mBoundConstantBuffers[shaderStage][bufBindingPoint]);
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if (FAILED(hr))
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if (FAILED(hr))
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{
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{
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@ -523,7 +534,7 @@ void GFXD3D11ShaderConstBuffer::activate( GFXD3D11ShaderConstBuffer *prevShaderB
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if (thisBuff.data && thisBuff.isDirty)
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if (thisBuff.data && thisBuff.isDirty)
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{
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{
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D3D11DEVICECONTEXT->UpdateSubresource(mBoundConstantBuffers[(U32)thisBufferDesc.key2 + thisBufferDesc.key1], 0, NULL, thisBuff.data, thisBuff.size, 0);
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D3D11DEVICECONTEXT->UpdateSubresource(mBoundConstantBuffers[thisBufferDesc.key2][thisBufferDesc.key1], 0, NULL, thisBuff.data, thisBuff.size, 0);
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bufRanges[thisBufferDesc.key2].addSlot(thisBufferDesc.key1);
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bufRanges[thisBufferDesc.key2].addSlot(thisBufferDesc.key1);
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}
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}
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}
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}
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@ -532,7 +543,7 @@ void GFXD3D11ShaderConstBuffer::activate( GFXD3D11ShaderConstBuffer *prevShaderB
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{
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{
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const U32 bufStartSlot = bufRanges[SHADER_STAGE::VERTEX_SHADER].mBufMin;
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const U32 bufStartSlot = bufRanges[SHADER_STAGE::VERTEX_SHADER].mBufMin;
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const U32 numBufs = bufRanges[SHADER_STAGE::VERTEX_SHADER].mBufMax - bufRanges[SHADER_STAGE::VERTEX_SHADER].mBufMin + 1;
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const U32 numBufs = bufRanges[SHADER_STAGE::VERTEX_SHADER].mBufMax - bufRanges[SHADER_STAGE::VERTEX_SHADER].mBufMin + 1;
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ID3D11Buffer** vsBuffers = mBoundConstantBuffers + bufStartSlot;
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ID3D11Buffer** vsBuffers = mBoundConstantBuffers[SHADER_STAGE::VERTEX_SHADER] + bufStartSlot;
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D3D11DEVICECONTEXT->VSSetConstantBuffers(bufStartSlot, numBufs, vsBuffers);
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D3D11DEVICECONTEXT->VSSetConstantBuffers(bufStartSlot, numBufs, vsBuffers);
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}
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}
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@ -541,7 +552,7 @@ void GFXD3D11ShaderConstBuffer::activate( GFXD3D11ShaderConstBuffer *prevShaderB
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{
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{
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const U32 bufStartSlot = bufRanges[SHADER_STAGE::PIXEL_SHADER].mBufMin;
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const U32 bufStartSlot = bufRanges[SHADER_STAGE::PIXEL_SHADER].mBufMin;
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const U32 numBufs = bufRanges[SHADER_STAGE::PIXEL_SHADER].mBufMax - bufRanges[SHADER_STAGE::PIXEL_SHADER].mBufMin + 1;
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const U32 numBufs = bufRanges[SHADER_STAGE::PIXEL_SHADER].mBufMax - bufRanges[SHADER_STAGE::PIXEL_SHADER].mBufMin + 1;
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ID3D11Buffer** psBuffers = mBoundConstantBuffers + bufStartSlot + (U32)SHADER_STAGE::PIXEL_SHADER;
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ID3D11Buffer** psBuffers = mBoundConstantBuffers[SHADER_STAGE::PIXEL_SHADER] + bufStartSlot;
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D3D11DEVICECONTEXT->PSSetConstantBuffers(bufStartSlot, numBufs, psBuffers);
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D3D11DEVICECONTEXT->PSSetConstantBuffers(bufStartSlot, numBufs, psBuffers);
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}
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}
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@ -553,9 +564,12 @@ void GFXD3D11ShaderConstBuffer::onShaderReload( GFXD3D11Shader *shader )
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{
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{
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AssertFatal( shader == mShader, "GFXD3D11ShaderConstBuffer::onShaderReload is hosed!" );
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AssertFatal( shader == mShader, "GFXD3D11ShaderConstBuffer::onShaderReload is hosed!" );
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for (U32 i = 0; i < 16; i++)
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for (U32 i = 0; i < 6; i++)
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{
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{
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SAFE_RELEASE(mBoundConstantBuffers[i]);
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for (U32 j = 0; j < 16; j++)
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{
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SAFE_RELEASE(mBoundConstantBuffers[i][j]);
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}
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}
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}
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for (BufferMap::Iterator i = mBufferMap.begin(); i != mBufferMap.end(); i++)
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for (BufferMap::Iterator i = mBufferMap.begin(); i != mBufferMap.end(); i++)
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@ -831,8 +845,8 @@ bool GFXD3D11Shader::_compileShader( const Torque::Path &filePath,
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return result;
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return result;
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}
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}
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void GFXD3D11Shader::_getShaderConstants(ID3D11ShaderReflection* refTable,
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void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection* refTable,
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SHADER_STAGE shaderStage)
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SHADER_STAGE shaderStage)
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{
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{
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PROFILE_SCOPE(GFXD3D11Shader_GetShaderConstants);
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PROFILE_SCOPE(GFXD3D11Shader_GetShaderConstants);
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@ -844,26 +858,17 @@ void GFXD3D11Shader::_getShaderConstants(ID3D11ShaderReflection* refTable,
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AssertFatal(false, "Shader Reflection table unable to be created");
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AssertFatal(false, "Shader Reflection table unable to be created");
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}
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}
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// we loop through and account for the most common data types.
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// we loop through and account for the most common data types.
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bool foundGlobals = false;
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U32 bufferOffset = 0;
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for (U32 i = 0; i < shaderDesc.ConstantBuffers; i++)
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for (U32 i = 0; i < shaderDesc.ConstantBuffers; i++)
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{
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{
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GFXShaderConstDesc desc;
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GFXShaderConstDesc desc;
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ID3D11ShaderReflectionConstantBuffer* constantBuffer = refTable->GetConstantBufferByIndex(i);
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ID3D11ShaderReflectionConstantBuffer* constantBuffer = refTable->GetConstantBufferByIndex(i);
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D3D11_SHADER_BUFFER_DESC constantBufferDesc;
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D3D11_SHADER_BUFFER_DESC constantBufferDesc;
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bool globalBuffer = false;
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if (constantBuffer->GetDesc(&constantBufferDesc) == S_OK)
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if (constantBuffer->GetDesc(&constantBufferDesc) == S_OK)
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{
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{
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desc.name = String(constantBufferDesc.Name);
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desc.name = String(constantBufferDesc.Name);
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desc.size = constantBufferDesc.Size;
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desc.size = constantBufferDesc.Size;
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// we join global and params into 1 buffer.
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if (String::compare(desc.name, "$Globals") == 0 || String::compare(desc.name, "$Params") == 0)
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{
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desc.name = "$defaultTorqueBuffer_" + String::ToString((U32)shaderStage);
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globalBuffer = true;
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}
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desc.constType = GFXSCT_ConstBuffer;
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desc.constType = GFXSCT_ConstBuffer;
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desc.shaderStage = shaderStage;
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desc.shaderStage = shaderStage;
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desc.samplerReg = -1;
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desc.samplerReg = -1;
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@ -871,6 +876,15 @@ void GFXD3D11Shader::_getShaderConstants(ID3D11ShaderReflection* refTable,
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D3D11_SHADER_INPUT_BIND_DESC shaderInputBind;
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D3D11_SHADER_INPUT_BIND_DESC shaderInputBind;
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refTable->GetResourceBindingDescByName(constantBufferDesc.Name, &shaderInputBind);
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refTable->GetResourceBindingDescByName(constantBufferDesc.Name, &shaderInputBind);
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desc.bindPoint = shaderInputBind.BindPoint;
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desc.bindPoint = shaderInputBind.BindPoint;
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if (String::compare(desc.name, "$Globals") == 0 || String::compare(desc.name, "$Params") == 0)
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{
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desc.name = desc.name + String::ToString((U32)shaderStage);
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if (foundGlobals)
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desc.bindPoint += 1;
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foundGlobals = true;
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}
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BufferMap::Iterator buffer = mBuffers.find(desc.name);
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BufferMap::Iterator buffer = mBuffers.find(desc.name);
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// already added?
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// already added?
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@ -896,7 +910,7 @@ void GFXD3D11Shader::_getShaderConstants(ID3D11ShaderReflection* refTable,
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// set the bind point to the same as the const buffer.
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// set the bind point to the same as the const buffer.
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varDesc.bindPoint = desc.bindPoint;
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varDesc.bindPoint = desc.bindPoint;
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varDesc.offset = globalBuffer ? bufferOffset + shaderVarDesc.StartOffset : shaderVarDesc.StartOffset;
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varDesc.offset = shaderVarDesc.StartOffset;
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varDesc.arraySize = mMax(shaderTypeDesc.Elements, 1);
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varDesc.arraySize = mMax(shaderTypeDesc.Elements, 1);
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varDesc.size = shaderVarDesc.Size;
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varDesc.size = shaderVarDesc.Size;
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varDesc.shaderStage = shaderStage;
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varDesc.shaderStage = shaderStage;
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@ -959,14 +973,6 @@ void GFXD3D11Shader::_getShaderConstants(ID3D11ShaderReflection* refTable,
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AssertFatal(false, "Unable to get shader constant description! (may need more elements of constantDesc");
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AssertFatal(false, "Unable to get shader constant description! (may need more elements of constantDesc");
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}
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}
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if(globalBuffer)
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bufferOffset += desc.size;
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}
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BufferMap::Iterator buf = mBuffers.find("$defaultTorqueBuffer_" + String::ToString((U32)shaderStage));
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if (buf != mBuffers.end())
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{
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buf->value.size += bufferOffset;
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}
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}
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for (U32 i = 0; i < shaderDesc.BoundResources; i++)
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for (U32 i = 0; i < shaderDesc.BoundResources; i++)
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@ -1073,23 +1079,26 @@ void GFXD3D11Shader::_buildShaderConstantHandles()
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// and add the const buffers to the buffer map.
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// and add the const buffers to the buffer map.
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for (U32 i = 0; i < mShaderConsts.size(); i++)
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for (U32 i = 0; i < mShaderConsts.size(); i++)
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{
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{
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GFXD3D11ShaderConstHandle* handle;
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GFXShaderConstDesc& desc = mShaderConsts[i];
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GFXShaderConstDesc& desc = mShaderConsts[i];
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HandleMap::Iterator handle = mHandles.find(desc.name);
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HandleMap::Iterator j = mHandles.find(desc.name);
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// already added? reinit just in case..
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// already added? reinit just in case..
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// not sure if we need to do anything different with samplers.
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// not sure if we need to do anything different with samplers.
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if (handle != mHandles.end())
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if (j != mHandles.end())
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{
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{
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handle->value->reinit(desc);
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handle = j->value;
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handle->reinit(desc);
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}
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}
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else
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else
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{
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{
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mHandles[desc.name] = new GFXD3D11ShaderConstHandle(this, desc);
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handle = new GFXD3D11ShaderConstHandle(this, desc);
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mHandles[desc.name] = handle;
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}
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}
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}
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}
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for (U32 i = 0; i < mSamplerDescriptions.size(); i++)
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for (U32 j = 0; j < mSamplerDescriptions.size(); j++)
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{
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{
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GFXShaderConstDesc& desc = mSamplerDescriptions[i];
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const GFXShaderConstDesc& desc = mSamplerDescriptions[j];
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AssertFatal(desc.constType == GFXSCT_Sampler ||
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AssertFatal(desc.constType == GFXSCT_Sampler ||
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desc.constType == GFXSCT_SamplerCube ||
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desc.constType == GFXSCT_SamplerCube ||
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@ -1097,16 +1106,19 @@ void GFXD3D11Shader::_buildShaderConstantHandles()
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desc.constType == GFXSCT_SamplerTextureArray,
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desc.constType == GFXSCT_SamplerTextureArray,
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"GFXD3D11Shader::_buildShaderConstantHandles - Invalid samplerDescription type!");
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"GFXD3D11Shader::_buildShaderConstantHandles - Invalid samplerDescription type!");
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HandleMap::Iterator handle = mHandles.find(desc.name);
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GFXD3D11ShaderConstHandle* handle;
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HandleMap::Iterator k = mHandles.find(desc.name);
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// already added? reinit just in case..
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// already added? reinit just in case..
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// not sure if we need to do anything different with samplers.
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// not sure if we need to do anything different with samplers.
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if (handle != mHandles.end())
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if (k != mHandles.end())
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{
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{
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handle->value->reinit(desc);
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handle = k->value;
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handle->reinit(desc);
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}
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}
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else
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else
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{
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{
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mHandles[desc.name] = new GFXD3D11ShaderConstHandle(this, desc);
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handle = new GFXD3D11ShaderConstHandle(this, desc);
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mHandles[desc.name] = handle;
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}
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}
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}
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}
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@ -1128,18 +1140,27 @@ void GFXD3D11Shader::_buildInstancingShaderConstantHandles()
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GFXD3D11ShaderConstHandle *handle;
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GFXD3D11ShaderConstHandle *handle;
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HandleMap::Iterator j = mHandles.find( constName );
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HandleMap::Iterator j = mHandles.find( constName );
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GFXShaderConstDesc desc;
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desc.name = constName;
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desc.offset = offset;
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desc.constType = GFXSCT_ConstBuffer;
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desc.shaderStage = SHADER_STAGE::PIXEL_SHADER;
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desc.samplerReg = -1;
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desc.size = 0;
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desc.arraySize = 1;
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if ( j != mHandles.end() )
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if ( j != mHandles.end() )
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handle = j->value;
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handle = j->value;
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else
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else
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{
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{
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handle = new GFXD3D11ShaderConstHandle(this);
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handle = new GFXD3D11ShaderConstHandle(this, desc);
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mHandles[ constName ] = handle;
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mHandles[ constName ] = handle;
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}
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}
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handle->mShader = this;
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handle->setValid( true );
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handle->setValid( true );
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handle->mInstancingConstant = true;
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handle->mInstancingConstant = true;
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handle->mOffset = offset;
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// If this is a matrix we will have 2 or 3 more of these
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// If this is a matrix we will have 2 or 3 more of these
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// semantics with the same name after it.
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// semantics with the same name after it.
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@ -168,7 +168,7 @@ protected:
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// we probably want this to be GFXDevice and not per shader.
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// we probably want this to be GFXDevice and not per shader.
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ID3D11Buffer* mBoundConstantBuffers[16];
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ID3D11Buffer* mBoundConstantBuffers[6][16];
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};
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};
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class gfxD3D11Include;
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class gfxD3D11Include;
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|
|
|
||||||
|
|
@ -70,7 +70,7 @@ struct GFXShaderConstDesc
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
String name;
|
String name;
|
||||||
GFXShaderConstType constType;
|
GFXShaderConstType constType;
|
||||||
U32 arraySize; // > 1 means it is an array!
|
U32 arraySize; // > 1 means it is an array!
|
||||||
S32 bindPoint; // bind point used for ubo/cb.
|
S32 bindPoint; // bind point used for ubo/cb.
|
||||||
S32 samplerReg; // sampler register.
|
S32 samplerReg; // sampler register.
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue