mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-28 07:45:40 +00:00
DX and GL Geometry shaders added
Added the dx and gl geometry shader compile codes.
This commit is contained in:
parent
808e2f4200
commit
4a6fbd5811
6 changed files with 312 additions and 239 deletions
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@ -105,6 +105,7 @@ GFXD3D11Device::GFXD3D11Device(U32 index)
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mLastVertShader = NULL;
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mLastPixShader = NULL;
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mLastGeoShader = NULL;
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mCanCurrentlyRender = false;
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mTextureManager = NULL;
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@ -202,7 +203,7 @@ GFXFormat GFXD3D11Device::selectSupportedFormat(GFXTextureProfile *profile, cons
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features |= D3D11_FORMAT_SUPPORT_BLENDABLE;
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if(mustfilter)
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features |= D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
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for(U32 i = 0; i < formats.size(); i++)
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{
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if(GFXD3D11TextureFormat[formats[i]] == DXGI_FORMAT_UNKNOWN)
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@ -213,7 +214,7 @@ GFXFormat GFXD3D11Device::selectSupportedFormat(GFXTextureProfile *profile, cons
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if(supportFlag & features)
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return formats[i];
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}
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return GFXFormatR8G8B8A8;
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}
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@ -261,7 +262,7 @@ void GFXD3D11Device::enumerateAdapters(Vector<GFXAdapter*> &adapterList)
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CreateDXGIFactory1(__uuidof(IDXGIFactory1), reinterpret_cast<void**>(&DXGIFactory));
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for(U32 adapterIndex = 0; DXGIFactory->EnumAdapters1(adapterIndex, &EnumAdapter) != DXGI_ERROR_NOT_FOUND; ++adapterIndex)
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for(U32 adapterIndex = 0; DXGIFactory->EnumAdapters1(adapterIndex, &EnumAdapter) != DXGI_ERROR_NOT_FOUND; ++adapterIndex)
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{
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GFXAdapter *toAdd = new GFXAdapter;
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toAdd->mType = Direct3D11;
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@ -286,7 +287,7 @@ void GFXD3D11Device::enumerateAdapters(Vector<GFXAdapter*> &adapterList)
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dStrncpy(toAdd->mName, Description.c_str(), GFXAdapter::MaxAdapterNameLen);
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dStrncat(toAdd->mName, " (D3D11)", sizeof(toAdd->mName) - strlen(toAdd->mName) - 1);
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IDXGIOutput* pOutput = NULL;
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IDXGIOutput* pOutput = NULL;
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HRESULT hr;
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hr = EnumAdapter->EnumOutputs(adapterIndex, &pOutput);
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@ -310,7 +311,7 @@ void GFXD3D11Device::enumerateAdapters(Vector<GFXAdapter*> &adapterList)
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if(FAILED(hr))
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AssertFatal(false, "GFXD3D11Device::enumerateAdapters -> GetDisplayModeList call failure");
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displayModes = new DXGI_MODE_DESC[numModes];
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displayModes = new DXGI_MODE_DESC[numModes];
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// Get the list
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hr = pOutput->GetDisplayModeList(format, 0, &numModes, displayModes);
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@ -376,7 +377,7 @@ void GFXD3D11Device::enumerateAdapters(Vector<GFXAdapter*> &adapterList)
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SAFE_RELEASE(DXGIFactory);
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}
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void GFXD3D11Device::enumerateVideoModes()
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void GFXD3D11Device::enumerateVideoModes()
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{
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mVideoModes.clear();
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@ -389,9 +390,9 @@ void GFXD3D11Device::enumerateVideoModes()
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if (FAILED(hr))
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AssertFatal(false, "GFXD3D11Device::enumerateVideoModes -> CreateDXGIFactory1 call failure");
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for(U32 adapterIndex = 0; DXGIFactory->EnumAdapters1(adapterIndex, &EnumAdapter) != DXGI_ERROR_NOT_FOUND; ++adapterIndex)
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for(U32 adapterIndex = 0; DXGIFactory->EnumAdapters1(adapterIndex, &EnumAdapter) != DXGI_ERROR_NOT_FOUND; ++adapterIndex)
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{
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IDXGIOutput* pOutput = NULL;
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IDXGIOutput* pOutput = NULL;
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hr = EnumAdapter->EnumOutputs(adapterIndex, &pOutput);
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@ -414,7 +415,7 @@ void GFXD3D11Device::enumerateVideoModes()
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if(FAILED(hr))
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AssertFatal(false, "GFXD3D11Device::enumerateVideoModes -> GetDisplayModeList call failure");
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displayModes = new DXGI_MODE_DESC[numModes];
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displayModes = new DXGI_MODE_DESC[numModes];
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// Get the list
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hr = pOutput->GetDisplayModeList(format, 0, &numModes, displayModes);
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@ -519,14 +520,16 @@ void GFXD3D11Device::init(const GFXVideoMode &mode, PlatformWindow *window)
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{
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case D3D_FEATURE_LEVEL_11_1:
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case D3D_FEATURE_LEVEL_11_0:
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mVertexShaderTarget = "vs_5_0";
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mPixelShaderTarget = "ps_5_0";
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mVertexShaderTarget = "vs_5_0";
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mPixelShaderTarget = "ps_5_0";
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mGeometryShaderTarget = "gs_5_0";
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mPixVersion = 5.0f;
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mShaderModel = "50";
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break;
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case D3D_FEATURE_LEVEL_10_1:
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mVertexShaderTarget = "vs_4_1";
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mPixelShaderTarget = "ps_4_1";
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mVertexShaderTarget = "vs_4_1";
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mPixelShaderTarget = "ps_4_1";
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mGeometryShaderTarget = "gs_4_1";
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mPixVersion = 4.1f;
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mShaderModel = "41";
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break;
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@ -546,7 +549,7 @@ void GFXD3D11Device::init(const GFXVideoMode &mode, PlatformWindow *window)
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SAFE_RELEASE(testQuery);
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Con::printf("Hardware occlusion query detected: %s", mOcclusionQuerySupported ? "Yes" : "No");
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mCardProfiler = new GFXD3D11CardProfiler();
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mCardProfiler->init();
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@ -589,10 +592,10 @@ void GFXD3D11Device::_suppressDebugMessages()
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}
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}
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bool GFXD3D11Device::beginSceneInternal()
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bool GFXD3D11Device::beginSceneInternal()
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{
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mCanCurrentlyRender = true;
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return mCanCurrentlyRender;
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return mCanCurrentlyRender;
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}
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GFXWindowTarget * GFXD3D11Device::allocWindowTarget(PlatformWindow *window)
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@ -739,7 +742,7 @@ void GFXD3D11Device::setupGenericShaders(GenericShaderType type)
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_updateRenderTargets();
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}
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MatrixF tempMatrix = mProjectionMatrix * mViewMatrix * mWorldMatrix[mWorldStackSize];
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MatrixF tempMatrix = mProjectionMatrix * mViewMatrix * mWorldMatrix[mWorldStackSize];
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mGenericShaderBuffer[type]->setSafe(mModelViewProjSC[type], tempMatrix);
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setShader(mGenericShader[type]);
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@ -764,7 +767,7 @@ void GFXD3D11Device::setStateBlockInternal(GFXStateBlock* block, bool force)
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if (force)
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d3dCurrent = NULL;
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d3dBlock->activate(d3dCurrent);
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d3dBlock->activate(d3dCurrent);
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}
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/// Called by base GFXDevice to actually set a const buffer
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@ -863,7 +866,7 @@ void GFXD3D11Device::clearColorAttachment(const U32 attachment, const LinearColo
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mD3DDeviceContext->ClearRenderTargetView(rtView, clearColor);
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}
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void GFXD3D11Device::endSceneInternal()
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void GFXD3D11Device::endSceneInternal()
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{
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mCanCurrentlyRender = false;
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}
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@ -875,7 +878,7 @@ void GFXD3D11Device::_updateRenderTargets()
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if (mRTDeactivate)
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{
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mRTDeactivate->deactivate();
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mRTDeactivate = NULL;
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mRTDeactivate = NULL;
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}
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// NOTE: The render target changes are not really accurate
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@ -887,7 +890,7 @@ void GFXD3D11Device::_updateRenderTargets()
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mCurrentRT->activate();
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mRTDirty = false;
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}
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}
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if (mViewportDirty)
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{
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@ -906,7 +909,7 @@ void GFXD3D11Device::_updateRenderTargets()
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}
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}
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void GFXD3D11Device::releaseDefaultPoolResources()
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void GFXD3D11Device::releaseDefaultPoolResources()
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{
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// Release all the dynamic vertex buffer arrays
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// Forcibly clean up the pools
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@ -919,7 +922,7 @@ void GFXD3D11Device::releaseDefaultPoolResources()
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// We gotta clear the current const buffer else the next
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// activate may erroneously think the device is still holding
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// this state and fail to set it.
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// this state and fail to set it.
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mCurrentConstBuffer = NULL;
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// Set current VB to NULL and set state dirty
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@ -943,7 +946,7 @@ void GFXD3D11Device::releaseDefaultPoolResources()
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mPrimitiveBufferDirty = true;
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// Zombify texture manager (for D3D this only modifies default pool textures)
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if( mTextureManager )
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if( mTextureManager )
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mTextureManager->zombify();
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// Set global dirty state so the IB/PB and VB get reset
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@ -958,7 +961,7 @@ void GFXD3D11Device::releaseDefaultPoolResources()
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}
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}
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void GFXD3D11Device::reacquireDefaultPoolResources()
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void GFXD3D11Device::reacquireDefaultPoolResources()
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{
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// Now do the dynamic index buffers
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if( mDynamicPB == NULL )
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@ -974,7 +977,7 @@ void GFXD3D11Device::reacquireDefaultPoolResources()
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HRESULT hr = D3D11DEVICE->CreateBuffer(&desc, NULL, &mDynamicPB->ib);
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if(FAILED(hr))
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if(FAILED(hr))
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{
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AssertFatal(false, "Failed to allocate dynamic IB");
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}
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@ -1020,7 +1023,7 @@ GFXD3D11VertexBuffer * GFXD3D11Device::createVBPool( const GFXVertexFormat *vert
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newBuff->mDevice = this;
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// Requesting it will allocate it.
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vertexFormat->getDecl();
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vertexFormat->getDecl();
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D3D11_BUFFER_DESC desc;
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desc.ByteWidth = vertSize * GFX_MAX_DYNAMIC_VERTS;
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@ -1032,7 +1035,7 @@ GFXD3D11VertexBuffer * GFXD3D11Device::createVBPool( const GFXVertexFormat *vert
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HRESULT hr = D3D11DEVICE->CreateBuffer(&desc, NULL, &newBuff->vb);
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if(FAILED(hr))
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if(FAILED(hr))
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{
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AssertFatal(false, "Failed to allocate dynamic VB");
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}
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@ -1042,9 +1045,9 @@ GFXD3D11VertexBuffer * GFXD3D11Device::createVBPool( const GFXVertexFormat *vert
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//-----------------------------------------------------------------------------
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void GFXD3D11Device::setClipRect( const RectI &inRect )
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void GFXD3D11Device::setClipRect( const RectI &inRect )
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{
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// We transform the incoming rect by the view
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// We transform the incoming rect by the view
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// matrix first, so that it can be used to pan
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// and scale the clip rect.
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//
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@ -1052,7 +1055,7 @@ void GFXD3D11Device::setClipRect( const RectI &inRect )
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Point3F pos( inRect.point.x, inRect.point.y, 0.0f );
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Point3F extent( inRect.extent.x, inRect.extent.y, 0.0f );
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getViewMatrix().mulP( pos );
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getViewMatrix().mulV( extent );
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getViewMatrix().mulV( extent );
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RectI rect( pos.x, pos.y, extent.x, extent.y );
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// Clip the rect against the renderable size.
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@ -1068,8 +1071,8 @@ void GFXD3D11Device::setClipRect( const RectI &inRect )
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F32 b = F32( mClipRect.point.y + mClipRect.extent.y );
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F32 t = F32( mClipRect.point.y );
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// Set up projection matrix,
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static Point4F pt;
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// Set up projection matrix,
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static Point4F pt;
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pt.set(2.0f / (r - l), 0.0f, 0.0f, 0.0f);
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mTempMatrix.setColumn(0, pt);
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@ -1085,7 +1088,7 @@ void GFXD3D11Device::setClipRect( const RectI &inRect )
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setProjectionMatrix( mTempMatrix );
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// Set up world/view matrix
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mTempMatrix.identity();
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mTempMatrix.identity();
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setWorldMatrix( mTempMatrix );
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setViewport( mClipRect );
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@ -1097,7 +1100,7 @@ void GFXD3D11Device::setVertexStream( U32 stream, GFXVertexBuffer *buffer )
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if ( stream == 0 )
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{
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// Set the volatile buffer which is used to
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// Set the volatile buffer which is used to
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// offset the start index when doing draw calls.
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if ( d3dBuffer && d3dBuffer->mVolatileStart > 0 )
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mVolatileVB = d3dBuffer;
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@ -1106,7 +1109,7 @@ void GFXD3D11Device::setVertexStream( U32 stream, GFXVertexBuffer *buffer )
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}
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// NOTE: We do not use the stream offset here for stream 0
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// as that feature is *supposedly* not as well supported as
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// as that feature is *supposedly* not as well supported as
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// using the start index in drawPrimitive.
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//
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// If we can verify that this is not the case then we should
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@ -1125,7 +1128,7 @@ void GFXD3D11Device::setVertexStreamFrequency( U32 stream, U32 frequency )
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mDrawInstancesCount = frequency; // instances count
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}
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void GFXD3D11Device::_setPrimitiveBuffer( GFXPrimitiveBuffer *buffer )
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void GFXD3D11Device::_setPrimitiveBuffer( GFXPrimitiveBuffer *buffer )
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{
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mCurrentPB = static_cast<GFXD3D11PrimitiveBuffer *>( buffer );
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@ -1160,7 +1163,7 @@ U32 GFXD3D11Device::primCountToIndexCount(GFXPrimitiveType primType, U32 primiti
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}
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void GFXD3D11Device::drawPrimitive( GFXPrimitiveType primType, U32 vertexStart, U32 primitiveCount )
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void GFXD3D11Device::drawPrimitive( GFXPrimitiveType primType, U32 vertexStart, U32 primitiveCount )
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{
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// This is done to avoid the function call overhead if possible
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if( mStateDirty )
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@ -1172,12 +1175,12 @@ void GFXD3D11Device::drawPrimitive( GFXPrimitiveType primType, U32 vertexStart,
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vertexStart += mVolatileVB->mVolatileStart;
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mD3DDeviceContext->IASetPrimitiveTopology(GFXD3D11PrimType[primType]);
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if ( mDrawInstancesCount )
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mD3DDeviceContext->DrawInstanced(primCountToIndexCount(primType, primitiveCount), mDrawInstancesCount, vertexStart, 0);
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else
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mD3DDeviceContext->Draw(primCountToIndexCount(primType, primitiveCount), vertexStart);
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mDeviceStatistics.mDrawCalls++;
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if ( mVertexBufferFrequency[0] > 1 )
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mDeviceStatistics.mPolyCount += primitiveCount * mVertexBufferFrequency[0];
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@ -1185,12 +1188,12 @@ void GFXD3D11Device::drawPrimitive( GFXPrimitiveType primType, U32 vertexStart,
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mDeviceStatistics.mPolyCount += primitiveCount;
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}
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void GFXD3D11Device::drawIndexedPrimitive( GFXPrimitiveType primType,
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U32 startVertex,
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U32 minIndex,
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U32 numVerts,
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U32 startIndex,
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U32 primitiveCount )
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void GFXD3D11Device::drawIndexedPrimitive( GFXPrimitiveType primType,
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U32 startVertex,
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U32 minIndex,
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U32 numVerts,
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U32 startIndex,
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U32 primitiveCount )
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{
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// This is done to avoid the function call overhead if possible
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if( mStateDirty )
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@ -1204,11 +1207,11 @@ void GFXD3D11Device::drawIndexedPrimitive( GFXPrimitiveType primType,
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startVertex += mVolatileVB->mVolatileStart;
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mD3DDeviceContext->IASetPrimitiveTopology(GFXD3D11PrimType[primType]);
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if ( mDrawInstancesCount )
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mD3DDeviceContext->DrawIndexedInstanced(primCountToIndexCount(primType, primitiveCount), mDrawInstancesCount, mCurrentPB->mVolatileStart + startIndex, startVertex, 0);
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else
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mD3DDeviceContext->DrawIndexed(primCountToIndexCount(primType,primitiveCount), mCurrentPB->mVolatileStart + startIndex, startVertex);
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mD3DDeviceContext->DrawIndexed(primCountToIndexCount(primType,primitiveCount), mCurrentPB->mVolatileStart + startIndex, startVertex);
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mDeviceStatistics.mDrawCalls++;
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if ( mVertexBufferFrequency[0] > 1 )
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@ -1245,7 +1248,13 @@ void GFXD3D11Device::setShader(GFXShader *shader, bool force)
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{
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mD3DDeviceContext->VSSetShader( d3dShader->mVertShader, NULL, 0);
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mLastVertShader = d3dShader->mVertShader;
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}
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}
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if (d3dShader->mGeoShader != mLastGeoShader || force)
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{
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mD3DDeviceContext->GSSetShader(d3dShader->mGeoShader, NULL, 0);
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mLastGeoShader = d3dShader->mGeoShader;
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}
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}
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else
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{
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@ -1308,7 +1317,7 @@ GFXPrimitiveBuffer * GFXD3D11Device::allocPrimitiveBuffer(U32 numIndices, U32 nu
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HRESULT hr = D3D11DEVICE->CreateBuffer(&desc, NULL, &res->ib);
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if(FAILED(hr))
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if(FAILED(hr))
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{
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AssertFatal(false, "Failed to allocate an index buffer.");
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}
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@ -1329,12 +1338,12 @@ GFXVertexBuffer * GFXD3D11Device::allocVertexBuffer(U32 numVerts, const GFXVerte
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{
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PROFILE_SCOPE( GFXD3D11Device_allocVertexBuffer );
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GFXD3D11VertexBuffer *res = new GFXD3D11VertexBuffer( this,
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numVerts,
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vertexFormat,
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vertSize,
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GFXD3D11VertexBuffer *res = new GFXD3D11VertexBuffer( this,
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numVerts,
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vertexFormat,
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vertSize,
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bufferType );
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// Determine usage flags
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D3D11_USAGE usage = D3D11_USAGE_DEFAULT;
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|
|
@ -1387,7 +1396,7 @@ GFXVertexBuffer * GFXD3D11Device::allocVertexBuffer(U32 numVerts, const GFXVerte
|
|||
|
||||
HRESULT hr = D3D11DEVICE->CreateBuffer(&desc, NULL, &res->vb);
|
||||
|
||||
if(FAILED(hr))
|
||||
if(FAILED(hr))
|
||||
{
|
||||
AssertFatal(false, "Failed to allocate VB");
|
||||
}
|
||||
|
|
@ -1540,16 +1549,16 @@ GFXVertexDecl* GFXD3D11Device::allocVertexDecl( const GFXVertexFormat *vertexFor
|
|||
return decl;
|
||||
|
||||
U32 elemCount = vertexFormat->getElementCount();
|
||||
|
||||
|
||||
ID3DBlob* code = NULL;
|
||||
|
||||
|
||||
// We have to generate a temporary shader here for now since the input layout creation
|
||||
// expects a shader to be already compiled to verify the vertex layout structure. The problem
|
||||
// is that most of the time the regular shaders are compiled AFTER allocVertexDecl is called.
|
||||
if(!decl)
|
||||
{
|
||||
//TODO: Perhaps save/cache the ID3DBlob for later use on identical vertex formats,save creating/compiling the temp shader everytime
|
||||
String shaderData = _createTempShaderInternal(vertexFormat);
|
||||
String shaderData = _createTempShaderInternal(vertexFormat);
|
||||
|
||||
#ifdef TORQUE_DEBUG
|
||||
U32 flags = D3DCOMPILE_DEBUG | D3DCOMPILE_ENABLE_STRICTNESS | D3DCOMPILE_WARNINGS_ARE_ERRORS;
|
||||
|
|
@ -1569,11 +1578,11 @@ GFXVertexDecl* GFXD3D11Device::allocVertexDecl( const GFXVertexFormat *vertexFor
|
|||
|
||||
SAFE_RELEASE(errorBlob);
|
||||
}
|
||||
|
||||
|
||||
AssertFatal(code, "D3D11Device::allocVertexDecl - compiled vert shader code missing!");
|
||||
|
||||
// Setup the declaration struct.
|
||||
|
||||
|
||||
U32 stream;
|
||||
D3D11_INPUT_ELEMENT_DESC *vd = new D3D11_INPUT_ELEMENT_DESC[ elemCount];
|
||||
|
||||
|
|
@ -1599,7 +1608,7 @@ GFXVertexDecl* GFXD3D11Device::allocVertexDecl( const GFXVertexFormat *vertexFor
|
|||
vd[i].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
vd[i].InstanceDataStepRate = 0;
|
||||
}
|
||||
// We force the usage index of 0 for everything but
|
||||
// We force the usage index of 0 for everything but
|
||||
// texture coords for now... this may change later.
|
||||
vd[i].SemanticIndex = 0;
|
||||
|
||||
|
|
@ -1634,7 +1643,7 @@ GFXVertexDecl* GFXD3D11Device::allocVertexDecl( const GFXVertexFormat *vertexFor
|
|||
|
||||
decl = new D3D11VertexDecl();
|
||||
HRESULT hr = mD3DDevice->CreateInputLayout(vd, elemCount,code->GetBufferPointer(), code->GetBufferSize(), &decl->decl);
|
||||
|
||||
|
||||
if (FAILED(hr))
|
||||
{
|
||||
AssertFatal(false, "GFXD3D11Device::allocVertexDecl - Failed to create vertex input layout!");
|
||||
|
|
@ -1654,7 +1663,7 @@ void GFXD3D11Device::setVertexDecl( const GFXVertexDecl *decl )
|
|||
ID3D11InputLayout *dx11Decl = NULL;
|
||||
if (decl)
|
||||
dx11Decl = static_cast<const D3D11VertexDecl*>(decl)->decl;
|
||||
|
||||
|
||||
mD3DDeviceContext->IASetInputLayout(dx11Decl);
|
||||
}
|
||||
|
||||
|
|
@ -1709,7 +1718,7 @@ GFXFence *GFXD3D11Device::createFence()
|
|||
}
|
||||
|
||||
// CodeReview: At some point I would like a specialized implementation of
|
||||
// the method used by the general fence, only without the overhead incurred
|
||||
// the method used by the general fence, only without the overhead incurred
|
||||
// by using the GFX constructs. Primarily the lock() method on texture handles
|
||||
// will do a data copy, and this method doesn't require a copy, just a lock
|
||||
// [5/10/2007 Pat]
|
||||
|
|
@ -1719,12 +1728,12 @@ GFXFence *GFXD3D11Device::createFence()
|
|||
}
|
||||
|
||||
GFXOcclusionQuery* GFXD3D11Device::createOcclusionQuery()
|
||||
{
|
||||
{
|
||||
GFXOcclusionQuery *query;
|
||||
if (mOcclusionQuerySupported)
|
||||
query = new GFXD3D11OcclusionQuery( this );
|
||||
else
|
||||
return NULL;
|
||||
return NULL;
|
||||
|
||||
query->registerResourceWithDevice(this);
|
||||
return query;
|
||||
|
|
@ -1794,7 +1803,7 @@ const char* GFXD3D11Device::interpretDebugResult(long result)
|
|||
//generics
|
||||
case E_UNEXPECTED:
|
||||
error = "E_UNEXPECTED";
|
||||
break;
|
||||
break;
|
||||
case E_NOTIMPL:
|
||||
error = "E_NOTIMPL";
|
||||
break;
|
||||
|
|
|
|||
|
|
@ -121,6 +121,7 @@ protected:
|
|||
|
||||
ID3D11VertexShader *mLastVertShader;
|
||||
ID3D11PixelShader *mLastPixShader;
|
||||
ID3D11GeometryShader *mLastGeoShader;
|
||||
|
||||
S32 mCreateFenceType;
|
||||
|
||||
|
|
@ -140,6 +141,7 @@ protected:
|
|||
// Shader Model targers
|
||||
String mVertexShaderTarget;
|
||||
String mPixelShaderTarget;
|
||||
String mGeometryShaderTarget;
|
||||
// String for use with shader macros in the form of shader model version * 10
|
||||
String mShaderModel;
|
||||
bool mDebugLayers;
|
||||
|
|
@ -148,7 +150,7 @@ protected:
|
|||
|
||||
bool mOcclusionQuerySupported;
|
||||
|
||||
U32 mDrawInstancesCount;
|
||||
U32 mDrawInstancesCount;
|
||||
|
||||
/// To manage creating and re-creating of these when device is aquired
|
||||
void reacquireDefaultPoolResources();
|
||||
|
|
@ -181,11 +183,11 @@ protected:
|
|||
// Index buffer management
|
||||
// {
|
||||
virtual void _setPrimitiveBuffer( GFXPrimitiveBuffer *buffer );
|
||||
virtual void drawIndexedPrimitive( GFXPrimitiveType primType,
|
||||
U32 startVertex,
|
||||
U32 minIndex,
|
||||
U32 numVerts,
|
||||
U32 startIndex,
|
||||
virtual void drawIndexedPrimitive( GFXPrimitiveType primType,
|
||||
U32 startVertex,
|
||||
U32 minIndex,
|
||||
U32 numVerts,
|
||||
U32 startIndex,
|
||||
U32 primitiveCount );
|
||||
// }
|
||||
|
||||
|
|
@ -197,7 +199,7 @@ protected:
|
|||
String _createTempShaderInternal(const GFXVertexFormat *vertexFormat);
|
||||
// Supress any debug layer messages we don't want to see
|
||||
void _suppressDebugMessages();
|
||||
|
||||
|
||||
public:
|
||||
|
||||
static GFXDevice *createInstance( U32 adapterIndex );
|
||||
|
|
@ -229,7 +231,7 @@ public:
|
|||
virtual GFXTextureArray* createTextureArray();
|
||||
|
||||
virtual F32 getPixelShaderVersion() const { return mPixVersion; }
|
||||
virtual void setPixelShaderVersion( F32 version ){ mPixVersion = version;}
|
||||
virtual void setPixelShaderVersion( F32 version ){ mPixVersion = version;}
|
||||
|
||||
virtual void setShader(GFXShader *shader, bool force = false);
|
||||
virtual U32 getNumSamplers() const { return 16; }
|
||||
|
|
@ -252,10 +254,10 @@ public:
|
|||
virtual void setClipRect( const RectI &rect );
|
||||
virtual const RectI& getClipRect() const { return mClipRect; }
|
||||
|
||||
// }
|
||||
// }
|
||||
|
||||
|
||||
|
||||
|
||||
/// @name Render Targets
|
||||
/// @{
|
||||
virtual void _updateRenderTargets();
|
||||
|
|
@ -263,14 +265,14 @@ public:
|
|||
|
||||
// Vertex/Index buffer management
|
||||
// {
|
||||
virtual GFXVertexBuffer* allocVertexBuffer( U32 numVerts,
|
||||
virtual GFXVertexBuffer* allocVertexBuffer( U32 numVerts,
|
||||
const GFXVertexFormat *vertexFormat,
|
||||
U32 vertSize,
|
||||
GFXBufferType bufferType,
|
||||
void* data = NULL);
|
||||
|
||||
virtual GFXPrimitiveBuffer *allocPrimitiveBuffer( U32 numIndices,
|
||||
U32 numPrimitives,
|
||||
virtual GFXPrimitiveBuffer *allocPrimitiveBuffer( U32 numIndices,
|
||||
U32 numPrimitives,
|
||||
GFXBufferType bufferType,
|
||||
void* data = NULL);
|
||||
|
||||
|
|
@ -307,7 +309,7 @@ public:
|
|||
|
||||
GFXFence *createFence();
|
||||
|
||||
GFXOcclusionQuery* createOcclusionQuery();
|
||||
GFXOcclusionQuery* createOcclusionQuery();
|
||||
|
||||
// Default multisample parameters
|
||||
DXGI_SAMPLE_DESC getMultisampleType() const { return mMultisampleDesc; }
|
||||
|
|
@ -317,6 +319,7 @@ public:
|
|||
// Shader Model targers
|
||||
const String &getVertexShaderTarget() const { return mVertexShaderTarget; }
|
||||
const String &getPixelShaderTarget() const { return mPixelShaderTarget; }
|
||||
const String &getGeometryShaderTarget() const { return mGeometryShaderTarget; }
|
||||
const String &getShaderModel() const { return mShaderModel; }
|
||||
|
||||
// grab the sampler map
|
||||
|
|
|
|||
|
|
@ -215,7 +215,7 @@ void GFXD3D11ShaderConstBuffer::setMatrix(const GFXShaderConstDesc& constDesc, c
|
|||
break;
|
||||
}
|
||||
|
||||
// Loop through and copy
|
||||
// Loop through and copy
|
||||
bool ret = false;
|
||||
U8* currDestPointer = buf + constDesc.offset;
|
||||
const U8* currSourcePointer = static_cast<const U8*>(data);
|
||||
|
|
@ -418,7 +418,7 @@ void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF&
|
|||
if (matrixType == GFXSCT_Float4x4)
|
||||
dMemcpy(mInstPtr + constDesc.offset, mat, sizeof(mat));
|
||||
|
||||
// TODO: Support 3x3 and 2x2 matricies?
|
||||
// TODO: Support 3x3 and 2x2 matricies?
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
@ -569,6 +569,16 @@ void GFXD3D11ShaderConstBuffer::activate( GFXD3D11ShaderConstBuffer *prevShaderB
|
|||
D3D11DEVICECONTEXT->PSSetConstantBuffers(bufStartSlot, numBufs, psBuffers);
|
||||
}
|
||||
|
||||
if (mShader->mGeoShader && bufRanges[2].isValid())
|
||||
{
|
||||
const U32 bufStartSlot = bufRanges[2].mBufMin;
|
||||
const U32 numBufs = bufRanges[2].mBufMax - bufRanges[2].mBufMin + 1;
|
||||
ID3D11Buffer** psBuffers = mBoundBuffers[2] + bufStartSlot;
|
||||
|
||||
D3D11DEVICECONTEXT->GSSetConstantBuffers(bufStartSlot, numBufs, psBuffers);
|
||||
}
|
||||
|
||||
|
||||
mWasLost = false;
|
||||
}
|
||||
|
||||
|
|
@ -608,6 +618,7 @@ GFXD3D11Shader::GFXD3D11Shader()
|
|||
AssertFatal(D3D11DEVICE, "Invalid device for shader.");
|
||||
mVertShader = NULL;
|
||||
mPixShader = NULL;
|
||||
mGeoShader = NULL;
|
||||
|
||||
if( smD3DInclude == NULL )
|
||||
smD3DInclude = new gfxD3D11Include;
|
||||
|
|
@ -628,6 +639,7 @@ GFXD3D11Shader::~GFXD3D11Shader()
|
|||
// release shaders
|
||||
SAFE_RELEASE(mVertShader);
|
||||
SAFE_RELEASE(mPixShader);
|
||||
SAFE_RELEASE(mGeoShader);
|
||||
//maybe add SAFE_RELEASE(mVertexCode) ?
|
||||
}
|
||||
|
||||
|
|
@ -637,6 +649,7 @@ bool GFXD3D11Shader::_init()
|
|||
|
||||
SAFE_RELEASE(mVertShader);
|
||||
SAFE_RELEASE(mPixShader);
|
||||
SAFE_RELEASE(mGeoShader);
|
||||
|
||||
// Create the macro array including the system wide macros.
|
||||
const U32 macroCount = smGlobalMacros.size() + mMacros.size() + 2;
|
||||
|
|
@ -668,6 +681,12 @@ bool GFXD3D11Shader::_init()
|
|||
if (!mPixelFile.isEmpty() && !_compileShader( mPixelFile, GFXShaderStage::PIXEL_SHADER, d3dMacros))
|
||||
return false;
|
||||
|
||||
if (!mGeometryFile.isEmpty())
|
||||
{
|
||||
if (!_compileShader(mGeometryFile, GFXShaderStage::GEOMETRY_SHADER, d3dMacros))
|
||||
return false;
|
||||
}
|
||||
|
||||
// Mark all existing handles as invalid.
|
||||
// Those that are found when parsing the descriptions will then be marked valid again.
|
||||
for (auto& pair : mHandles) {
|
||||
|
|
@ -676,7 +695,7 @@ bool GFXD3D11Shader::_init()
|
|||
|
||||
_buildShaderConstantHandles();
|
||||
|
||||
// Notify any existing buffers that the buffer
|
||||
// Notify any existing buffers that the buffer
|
||||
// layouts have changed and they need to update.
|
||||
Vector<GFXShaderConstBuffer*>::iterator biter = mActiveBuffers.begin();
|
||||
for ( ; biter != mActiveBuffers.end(); biter++ )
|
||||
|
|
@ -685,7 +704,7 @@ bool GFXD3D11Shader::_init()
|
|||
return true;
|
||||
}
|
||||
|
||||
bool GFXD3D11Shader::_compileShader( const Torque::Path &filePath,
|
||||
bool GFXD3D11Shader::_compileShader( const Torque::Path &filePath,
|
||||
GFXShaderStage shaderStage,
|
||||
const D3D_SHADER_MACRO *defines)
|
||||
{
|
||||
|
|
@ -711,9 +730,9 @@ bool GFXD3D11Shader::_compileShader( const Torque::Path &filePath,
|
|||
#endif
|
||||
|
||||
// Is it an HLSL shader?
|
||||
if(filePath.getExtension().equal("hlsl", String::NoCase))
|
||||
if(filePath.getExtension().equal("hlsl", String::NoCase))
|
||||
{
|
||||
// Set this so that the D3DInclude::Open will have this
|
||||
// Set this so that the D3DInclude::Open will have this
|
||||
// information for relative paths.
|
||||
smD3DInclude->setPath(filePath.getRootAndPath());
|
||||
|
||||
|
|
@ -754,6 +773,7 @@ bool GFXD3D11Shader::_compileShader( const Torque::Path &filePath,
|
|||
target = D3D11->getPixelShaderTarget();
|
||||
break;
|
||||
case GEOMETRY_SHADER:
|
||||
target = D3D11->getGeometryShaderTarget();
|
||||
break;
|
||||
case DOMAIN_SHADER:
|
||||
break;
|
||||
|
|
@ -802,6 +822,7 @@ bool GFXD3D11Shader::_compileShader( const Torque::Path &filePath,
|
|||
res = D3D11DEVICE->CreatePixelShader(code->GetBufferPointer(), code->GetBufferSize(), NULL, &mPixShader);
|
||||
break;
|
||||
case GEOMETRY_SHADER:
|
||||
res = D3D11DEVICE->CreateGeometryShader(code->GetBufferPointer(), code->GetBufferSize(), NULL, &mGeoShader);
|
||||
break;
|
||||
case DOMAIN_SHADER:
|
||||
break;
|
||||
|
|
@ -812,7 +833,7 @@ bool GFXD3D11Shader::_compileShader( const Torque::Path &filePath,
|
|||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
if (FAILED(res))
|
||||
{
|
||||
AssertFatal(false, "D3D11Shader::_compilershader- failed to create shader");
|
||||
|
|
@ -848,6 +869,8 @@ bool GFXD3D11Shader::_compileShader( const Torque::Path &filePath,
|
|||
mPixShader->SetPrivateData(WKPDID_D3DDebugObjectName, shader.size(), shader.c_str());
|
||||
break;
|
||||
case GEOMETRY_SHADER:
|
||||
shader = mGeometryFile.getFileName();
|
||||
mGeoShader->SetPrivateData(WKPDID_D3DDebugObjectName, shader.size(), shader.c_str());
|
||||
break;
|
||||
case DOMAIN_SHADER:
|
||||
break;
|
||||
|
|
@ -859,8 +882,8 @@ bool GFXD3D11Shader::_compileShader( const Torque::Path &filePath,
|
|||
break;
|
||||
}
|
||||
#endif
|
||||
|
||||
SAFE_RELEASE(code);
|
||||
|
||||
SAFE_RELEASE(code);
|
||||
SAFE_RELEASE(reflectionTable);
|
||||
SAFE_RELEASE(errorBuff);
|
||||
|
||||
|
|
@ -885,7 +908,7 @@ void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection* refTable,
|
|||
GFXShaderConstDesc desc;
|
||||
ID3D11ShaderReflectionConstantBuffer* constantBuffer = refTable->GetConstantBufferByIndex(i);
|
||||
D3D11_SHADER_BUFFER_DESC constantBufferDesc;
|
||||
|
||||
|
||||
if (constantBuffer->GetDesc(&constantBufferDesc) == S_OK)
|
||||
{
|
||||
desc.name = String(constantBufferDesc.Name);
|
||||
|
|
@ -954,11 +977,11 @@ void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection* refTable,
|
|||
|
||||
#ifdef D3D11_DEBUG_SPEW
|
||||
Con::printf("Variable Name %s:, offset: %d, size: %d, constantDesc.Elements: %d", varDesc.name.c_str(), varDesc.StartOffset, varDesc.Size, varDesc.arraySize);
|
||||
#endif
|
||||
#endif
|
||||
mShaderConsts.push_back(varDesc);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
@ -1073,7 +1096,7 @@ GFXShaderConstType GFXD3D11Shader::convertConstType(const D3D11_SHADER_TYPE_DESC
|
|||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
void GFXD3D11Shader::_buildShaderConstantHandles()
|
||||
|
|
@ -1144,7 +1167,7 @@ void GFXD3D11Shader::_buildInstancingShaderConstantHandles()
|
|||
for ( U32 i=0; i < mInstancingFormat->getElementCount(); i++ )
|
||||
{
|
||||
const GFXVertexElement &element = mInstancingFormat->getElement( i );
|
||||
|
||||
|
||||
String constName = String::ToString( "$%s", element.getSemantic().c_str() );
|
||||
|
||||
GFXD3D11ShaderConstHandle *handle;
|
||||
|
|
@ -1169,15 +1192,15 @@ void GFXD3D11Shader::_buildInstancingShaderConstantHandles()
|
|||
desc.arraySize = 1;
|
||||
|
||||
if ( j != mHandles.end() )
|
||||
handle = j->value;
|
||||
handle = j->value;
|
||||
else
|
||||
{
|
||||
handle = new GFXD3D11ShaderConstHandle(this, desc);
|
||||
mHandles[ constName ] = handle;
|
||||
mHandles[ constName ] = handle;
|
||||
}
|
||||
|
||||
handle->mShader = this;
|
||||
handle->setValid( true );
|
||||
handle->setValid( true );
|
||||
handle->mInstancingConstant = true;
|
||||
|
||||
// If this is a matrix we will have 2 or 3 more of these
|
||||
|
|
@ -1213,19 +1236,19 @@ GFXShaderConstBufferRef GFXD3D11Shader::allocConstBuffer()
|
|||
/// Returns a shader constant handle for name, if the variable doesn't exist NULL is returned.
|
||||
GFXShaderConstHandle* GFXD3D11Shader::getShaderConstHandle(const String& name)
|
||||
{
|
||||
HandleMap::Iterator i = mHandles.find(name);
|
||||
HandleMap::Iterator i = mHandles.find(name);
|
||||
if ( i != mHandles.end() )
|
||||
{
|
||||
return i->value;
|
||||
}
|
||||
else
|
||||
{
|
||||
}
|
||||
else
|
||||
{
|
||||
GFXD3D11ShaderConstHandle *handle = new GFXD3D11ShaderConstHandle(this);
|
||||
handle->setValid( false );
|
||||
mHandles[name] = handle;
|
||||
|
||||
return handle;
|
||||
}
|
||||
return handle;
|
||||
}
|
||||
}
|
||||
|
||||
GFXShaderConstHandle* GFXD3D11Shader::findShaderConstHandle(const String& name)
|
||||
|
|
@ -1245,7 +1268,7 @@ const Vector<GFXShaderConstDesc>& GFXD3D11Shader::getShaderConstDesc() const
|
|||
}
|
||||
|
||||
U32 GFXD3D11Shader::getAlignmentValue(const GFXShaderConstType constType) const
|
||||
{
|
||||
{
|
||||
const U32 mRowSizeF = 16;
|
||||
const U32 mRowSizeI = 16;
|
||||
|
||||
|
|
@ -1253,7 +1276,7 @@ U32 GFXD3D11Shader::getAlignmentValue(const GFXShaderConstType constType) const
|
|||
{
|
||||
case GFXSCT_Float :
|
||||
case GFXSCT_Float2 :
|
||||
case GFXSCT_Float3 :
|
||||
case GFXSCT_Float3 :
|
||||
case GFXSCT_Float4 :
|
||||
return mRowSizeF;
|
||||
break;
|
||||
|
|
@ -1261,7 +1284,7 @@ U32 GFXD3D11Shader::getAlignmentValue(const GFXShaderConstType constType) const
|
|||
case GFXSCT_Float2x2 :
|
||||
return mRowSizeF * 2;
|
||||
break;
|
||||
case GFXSCT_Float3x3 :
|
||||
case GFXSCT_Float3x3 :
|
||||
return mRowSizeF * 3;
|
||||
break;
|
||||
case GFXSCT_Float4x3:
|
||||
|
|
@ -1269,11 +1292,11 @@ U32 GFXD3D11Shader::getAlignmentValue(const GFXShaderConstType constType) const
|
|||
break;
|
||||
case GFXSCT_Float4x4 :
|
||||
return mRowSizeF * 4;
|
||||
break;
|
||||
break;
|
||||
//// Scalar
|
||||
case GFXSCT_Int :
|
||||
case GFXSCT_Int2 :
|
||||
case GFXSCT_Int3 :
|
||||
case GFXSCT_Int3 :
|
||||
case GFXSCT_Int4 :
|
||||
return mRowSizeI;
|
||||
break;
|
||||
|
|
|
|||
|
|
@ -80,7 +80,7 @@ public:
|
|||
S32 getSamplerRegister() const { return (!isSampler() || !mValid) ? -1 : mSampler; }
|
||||
|
||||
// Returns true if this is a handle to a sampler register.
|
||||
bool isSampler() const
|
||||
bool isSampler() const
|
||||
{
|
||||
return (getType() >= GFXSCT_Sampler);
|
||||
}
|
||||
|
|
@ -157,7 +157,7 @@ public:
|
|||
|
||||
protected:
|
||||
friend class GFXD3D11Shader;
|
||||
/// We keep a weak reference to the shader
|
||||
/// We keep a weak reference to the shader
|
||||
/// because it will often be deleted.
|
||||
WeakRefPtr<GFXD3D11Shader> mShader;
|
||||
BufferMap mBufferMap;
|
||||
|
|
@ -183,12 +183,12 @@ public:
|
|||
typedef Map<String, GFXShaderConstDesc> BufferMap;
|
||||
|
||||
GFXD3D11Shader();
|
||||
virtual ~GFXD3D11Shader();
|
||||
virtual ~GFXD3D11Shader();
|
||||
|
||||
// GFXShader
|
||||
virtual GFXShaderConstBufferRef allocConstBuffer();
|
||||
virtual const Vector<GFXShaderConstDesc>& getShaderConstDesc() const;
|
||||
virtual GFXShaderConstHandle* getShaderConstHandle(const String& name);
|
||||
virtual GFXShaderConstHandle* getShaderConstHandle(const String& name);
|
||||
virtual GFXShaderConstHandle* findShaderConstHandle(const String& name);
|
||||
virtual U32 getAlignmentValue(const GFXShaderConstType constType) const;
|
||||
|
||||
|
|
@ -202,6 +202,7 @@ protected:
|
|||
|
||||
ID3D11VertexShader *mVertShader;
|
||||
ID3D11PixelShader *mPixShader;
|
||||
ID3D11GeometryShader *mGeoShader;
|
||||
|
||||
static gfxD3DIncludeRef smD3DInclude;
|
||||
|
||||
|
|
@ -213,13 +214,13 @@ protected:
|
|||
Vector<GFXShaderConstDesc> mSamplerDescriptions;
|
||||
|
||||
// These two functions are used when compiling shaders from hlsl
|
||||
virtual bool _compileShader( const Torque::Path &filePath,
|
||||
virtual bool _compileShader( const Torque::Path &filePath,
|
||||
GFXShaderStage shaderStage,
|
||||
const D3D_SHADER_MACRO *defines);
|
||||
|
||||
void _getShaderConstants( ID3D11ShaderReflection* refTable,
|
||||
GFXShaderStage shaderStage);
|
||||
|
||||
|
||||
// This is used in both cases
|
||||
virtual void _buildShaderConstantHandles();
|
||||
void _buildInstancingShaderConstantHandles();
|
||||
|
|
|
|||
|
|
@ -39,12 +39,12 @@ class GFXGLShaderConstHandle : public GFXShaderConstHandle
|
|||
{
|
||||
friend class GFXGLShader;
|
||||
|
||||
public:
|
||||
|
||||
public:
|
||||
|
||||
GFXGLShaderConstHandle( GFXGLShader *shader );
|
||||
GFXGLShaderConstHandle( GFXGLShader *shader, const GFXShaderConstDesc &desc, GLuint loc, S32 samplerNum );
|
||||
virtual ~GFXGLShaderConstHandle();
|
||||
|
||||
|
||||
void reinit( const GFXShaderConstDesc &desc, GLuint loc, S32 samplerNum );
|
||||
|
||||
const String& getName() const { return mDesc.name; }
|
||||
|
|
@ -52,7 +52,7 @@ public:
|
|||
U32 getArraySize() const { return mDesc.arraySize; }
|
||||
|
||||
U32 getSize() const;
|
||||
void setValid( bool valid ) { mValid = valid; }
|
||||
void setValid( bool valid ) { mValid = valid; }
|
||||
/// @warning This will always return the value assigned when the shader was
|
||||
/// initialized. If the value is later changed this method won't reflect that.
|
||||
S32 getSamplerRegister() const { return mSamplerNum; }
|
||||
|
|
@ -62,7 +62,7 @@ public:
|
|||
U32 mOffset;
|
||||
U32 mSize;
|
||||
GLuint mLocation;
|
||||
S32 mSamplerNum;
|
||||
S32 mSamplerNum;
|
||||
bool mInstancingConstant;
|
||||
};
|
||||
|
||||
|
|
@ -75,7 +75,7 @@ GFXGLShaderConstHandle::GFXGLShaderConstHandle( GFXGLShader *shader )
|
|||
|
||||
static U32 shaderConstTypeSize(GFXShaderConstType type)
|
||||
{
|
||||
switch(type)
|
||||
switch(type)
|
||||
{
|
||||
case GFXSCT_Float:
|
||||
case GFXSCT_Int:
|
||||
|
|
@ -107,7 +107,7 @@ static U32 shaderConstTypeSize(GFXShaderConstType type)
|
|||
}
|
||||
}
|
||||
|
||||
GFXGLShaderConstHandle::GFXGLShaderConstHandle( GFXGLShader *shader, const GFXShaderConstDesc &desc, GLuint loc, S32 samplerNum )
|
||||
GFXGLShaderConstHandle::GFXGLShaderConstHandle( GFXGLShader *shader, const GFXShaderConstDesc &desc, GLuint loc, S32 samplerNum )
|
||||
: mShader(shader), mInstancingConstant(false)
|
||||
{
|
||||
reinit(desc, loc, samplerNum);
|
||||
|
|
@ -120,7 +120,7 @@ void GFXGLShaderConstHandle::reinit( const GFXShaderConstDesc& desc, GLuint loc,
|
|||
mSamplerNum = samplerNum;
|
||||
mOffset = 0;
|
||||
mInstancingConstant = false;
|
||||
|
||||
|
||||
U32 elemSize = shaderConstTypeSize(mDesc.constType);
|
||||
AssertFatal(elemSize, "GFXGLShaderConst::GFXGLShaderConst - elemSize is 0");
|
||||
mSize = mDesc.arraySize * elemSize;
|
||||
|
|
@ -169,7 +169,7 @@ void GFXGLShaderConstBuffer::internalSet(GFXShaderConstHandle* handle, const Con
|
|||
AssertFatal(mShader == _glHandle->mShader, "GFXGLShaderConstBuffer::set - Should only set handles which are owned by our shader");
|
||||
U8 *buf = mBuffer + _glHandle->mOffset;
|
||||
|
||||
if(_glHandle->mInstancingConstant)
|
||||
if(_glHandle->mInstancingConstant)
|
||||
buf = mInstPtr + _glHandle->mOffset;
|
||||
|
||||
dMemcpy(buf, ¶m, sizeof(ConstType));
|
||||
|
|
@ -204,7 +204,7 @@ void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const LinearColor
|
|||
{
|
||||
internalSet(handle, fv);
|
||||
}
|
||||
|
||||
|
||||
void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const S32 fv)
|
||||
{
|
||||
internalSet(handle, fv);
|
||||
|
|
@ -258,7 +258,7 @@ void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArra
|
|||
internalSet(handle, fv);
|
||||
}
|
||||
|
||||
void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point4F>& fv)
|
||||
void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point4F>& fv)
|
||||
{
|
||||
internalSet(handle, fv);
|
||||
}
|
||||
|
|
@ -292,7 +292,7 @@ void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF& ma
|
|||
GFXGLShaderConstHandle* _glHandle = static_cast<GFXGLShaderConstHandle*>(handle);
|
||||
AssertFatal(mShader == _glHandle->mShader, "GFXGLShaderConstBuffer::set - Should only set handles which are owned by our shader");
|
||||
AssertFatal(!_glHandle->mInstancingConstant || matType == GFXSCT_Float4x4, "GFXGLShaderConstBuffer::set - Only support GFXSCT_Float4x4 for instancing");
|
||||
|
||||
|
||||
switch(matType)
|
||||
{
|
||||
case GFXSCT_Float2x2:
|
||||
|
|
@ -316,15 +316,15 @@ void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF& ma
|
|||
dMemcpy(mBuffer + _glHandle->mOffset, (const F32*)mat, (sizeof(F32) * 12));// matrix with end row chopped off
|
||||
break;
|
||||
case GFXSCT_Float4x4:
|
||||
{
|
||||
{
|
||||
if(_glHandle->mInstancingConstant)
|
||||
{
|
||||
MatrixF transposed;
|
||||
MatrixF transposed;
|
||||
mat.transposeTo(transposed);
|
||||
dMemcpy( mInstPtr + _glHandle->mOffset, (const F32*)transposed, sizeof(MatrixF) );
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
dMemcpy(mBuffer + _glHandle->mOffset, (const F32*)mat, sizeof(MatrixF));
|
||||
break;
|
||||
}
|
||||
|
|
@ -340,7 +340,7 @@ void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF* ma
|
|||
AssertFatal(handle->isValid(), "GFXGLShaderConstBuffer::set - Handle is not valid!" );
|
||||
|
||||
GFXGLShaderConstHandle* _glHandle = static_cast<GFXGLShaderConstHandle*>(handle);
|
||||
AssertFatal(mShader == _glHandle->mShader, "GFXGLShaderConstBuffer::set - Should only set handles which are owned by our shader");
|
||||
AssertFatal(mShader == _glHandle->mShader, "GFXGLShaderConstBuffer::set - Should only set handles which are owned by our shader");
|
||||
AssertFatal(!_glHandle->mInstancingConstant, "GFXGLShaderConstBuffer::set - Instancing not supported for matrix arrays");
|
||||
|
||||
switch (matrixType) {
|
||||
|
|
@ -385,6 +385,7 @@ void GFXGLShaderConstBuffer::onShaderReload( GFXGLShader *shader )
|
|||
GFXGLShader::GFXGLShader(GFXGLDevice* device) :
|
||||
mVertexShader(0),
|
||||
mPixelShader(0),
|
||||
mGeometryShader(0),
|
||||
mProgram(0),
|
||||
mDevice(device),
|
||||
mConstBufferSize(0),
|
||||
|
|
@ -397,7 +398,7 @@ GFXGLShader::~GFXGLShader()
|
|||
clearShaders();
|
||||
for(HandleMap::Iterator i = mHandles.begin(); i != mHandles.end(); i++)
|
||||
delete i->value;
|
||||
|
||||
|
||||
delete[] mConstBuffer;
|
||||
}
|
||||
|
||||
|
|
@ -406,10 +407,12 @@ void GFXGLShader::clearShaders()
|
|||
glDeleteProgram(mProgram);
|
||||
glDeleteShader(mVertexShader);
|
||||
glDeleteShader(mPixelShader);
|
||||
|
||||
glDeleteShader(mGeometryShader);
|
||||
|
||||
mProgram = 0;
|
||||
mVertexShader = 0;
|
||||
mPixelShader = 0;
|
||||
mGeometryShader = 0;
|
||||
}
|
||||
|
||||
bool GFXGLShader::_init()
|
||||
|
|
@ -422,44 +425,57 @@ bool GFXGLShader::_init()
|
|||
clearShaders();
|
||||
|
||||
mProgram = glCreateProgram();
|
||||
|
||||
|
||||
// Set the macros and add the global ones.
|
||||
Vector<GFXShaderMacro> macros;
|
||||
macros.merge( mMacros );
|
||||
macros.merge( smGlobalMacros );
|
||||
|
||||
|
||||
macros.increment();
|
||||
macros.last().name = "TORQUE_SM";
|
||||
macros.last().value = 40;
|
||||
macros.increment();
|
||||
macros.last().name = "TORQUE_VERTEX_SHADER";
|
||||
macros.last().value = "";
|
||||
|
||||
|
||||
// Default to true so we're "successful" if a vertex/pixel shader wasn't specified.
|
||||
bool compiledVertexShader = true;
|
||||
bool compiledPixelShader = true;
|
||||
|
||||
// Compile the vertex and pixel shaders if specified.
|
||||
if(!mVertexFile.isEmpty())
|
||||
compiledVertexShader = initShader(mVertexFile, true, macros);
|
||||
bool compiledGeometryShader = true;
|
||||
|
||||
// Compile the vertex and pixel shaders if specified.
|
||||
if (!mVertexFile.isEmpty())
|
||||
{
|
||||
compiledVertexShader = initShader(mVertexFile, GFXShaderStage::VERTEX_SHADER, macros);
|
||||
if (!compiledVertexShader)
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!mPixelFile.isEmpty())
|
||||
{
|
||||
macros.last().name = "TORQUE_PIXEL_SHADER";
|
||||
compiledPixelShader = initShader(mPixelFile, GFXShaderStage::PIXEL_SHADER, macros);
|
||||
if (!compiledPixelShader)
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!mGeometryFile.isEmpty())
|
||||
{
|
||||
macros.last().name = "TORQUE_GEOMETRY_SHADER";
|
||||
compiledGeometryShader = initShader(mPixelFile, GFXShaderStage::GEOMETRY_SHADER, macros);
|
||||
if (!compiledGeometryShader)
|
||||
return false;
|
||||
}
|
||||
|
||||
macros.last().name = "TORQUE_PIXEL_SHADER";
|
||||
if(!mPixelFile.isEmpty())
|
||||
compiledPixelShader = initShader(mPixelFile, false, macros);
|
||||
|
||||
// If either shader was present and failed to compile, bail.
|
||||
if(!compiledVertexShader || !compiledPixelShader)
|
||||
return false;
|
||||
|
||||
// Link it!
|
||||
glLinkProgram( mProgram );
|
||||
|
||||
|
||||
GLint activeAttribs = 0;
|
||||
glGetProgramiv(mProgram, GL_ACTIVE_ATTRIBUTES, &activeAttribs );
|
||||
|
||||
|
||||
GLint maxLength;
|
||||
glGetProgramiv(mProgram, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &maxLength);
|
||||
|
||||
|
||||
FrameTemp<GLchar> tempData(maxLength+1);
|
||||
*tempData.address() = '\0';
|
||||
// Check atributes
|
||||
|
|
@ -467,11 +483,11 @@ bool GFXGLShader::_init()
|
|||
{
|
||||
GLint size;
|
||||
GLenum type;
|
||||
|
||||
|
||||
glGetActiveAttrib(mProgram, i, maxLength + 1, NULL, &size, &type, tempData.address());
|
||||
|
||||
|
||||
StringTableEntry argName = StringTable->insert(tempData.address());
|
||||
|
||||
|
||||
CHECK_AARG(Torque::GL_VertexAttrib_Position, vPosition);
|
||||
CHECK_AARG(Torque::GL_VertexAttrib_Normal, vNormal);
|
||||
CHECK_AARG(Torque::GL_VertexAttrib_Color, vColor);
|
||||
|
|
@ -502,13 +518,13 @@ bool GFXGLShader::_init()
|
|||
glBindFragDataLocation(mProgram, i, buffer);
|
||||
|
||||
}
|
||||
|
||||
|
||||
// Link it again!
|
||||
glLinkProgram( mProgram );
|
||||
|
||||
|
||||
GLint linkStatus;
|
||||
glGetProgramiv( mProgram, GL_LINK_STATUS, &linkStatus );
|
||||
|
||||
|
||||
// Dump the info log to the console
|
||||
U32 logLength = 0;
|
||||
glGetProgramiv(mProgram, GL_INFO_LOG_LENGTH, (GLint*)&logLength);
|
||||
|
|
@ -517,7 +533,7 @@ bool GFXGLShader::_init()
|
|||
FrameAllocatorMarker fam;
|
||||
char* log = (char*)fam.alloc( logLength );
|
||||
glGetProgramInfoLog( mProgram, logLength, NULL, log );
|
||||
|
||||
|
||||
if ( linkStatus == GL_FALSE )
|
||||
{
|
||||
if ( smLogErrors )
|
||||
|
|
@ -539,16 +555,16 @@ bool GFXGLShader::_init()
|
|||
if ( linkStatus == GL_FALSE )
|
||||
return false;
|
||||
|
||||
initConstantDescs();
|
||||
initConstantDescs();
|
||||
initHandles();
|
||||
|
||||
// Notify Buffers we might have changed in size.
|
||||
// If this was our first init then we won't have any activeBuffers
|
||||
|
||||
// Notify Buffers we might have changed in size.
|
||||
// If this was our first init then we won't have any activeBuffers
|
||||
// to worry about unnecessarily calling.
|
||||
Vector<GFXShaderConstBuffer*>::iterator biter = mActiveBuffers.begin();
|
||||
for ( ; biter != mActiveBuffers.end(); biter++ )
|
||||
for ( ; biter != mActiveBuffers.end(); biter++ )
|
||||
((GFXGLShaderConstBuffer*)(*biter))->onShaderReload( this );
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
@ -565,23 +581,23 @@ void GFXGLShader::initConstantDescs()
|
|||
maxNameLength++;
|
||||
|
||||
FrameTemp<GLchar> uniformName(maxNameLength);
|
||||
|
||||
|
||||
for(U32 i = 0; i < numUniforms; i++)
|
||||
{
|
||||
GLint size;
|
||||
GLenum type;
|
||||
glGetActiveUniform(mProgram, i, maxNameLength, NULL, &size, &type, uniformName);
|
||||
GFXShaderConstDesc desc;
|
||||
|
||||
|
||||
desc.name = String((char*)uniformName);
|
||||
|
||||
|
||||
// Remove array brackets from the name
|
||||
desc.name = desc.name.substr(0, desc.name.find('['));
|
||||
|
||||
|
||||
// Insert $ to match D3D behavior of having a $ prepended to parameters to main.
|
||||
desc.name.insert(0, '$');
|
||||
desc.arraySize = size;
|
||||
|
||||
|
||||
switch(type)
|
||||
{
|
||||
case GL_FLOAT:
|
||||
|
|
@ -641,24 +657,24 @@ void GFXGLShader::initConstantDescs()
|
|||
// If we don't recognize the constant don't add its description.
|
||||
continue;
|
||||
}
|
||||
|
||||
|
||||
mConstants.push_back(desc);
|
||||
}
|
||||
}
|
||||
|
||||
void GFXGLShader::initHandles()
|
||||
{
|
||||
{
|
||||
// Mark all existing handles as invalid.
|
||||
// Those that are found when parsing the descriptions will then be marked valid again.
|
||||
for ( HandleMap::Iterator iter = mHandles.begin(); iter != mHandles.end(); ++iter )
|
||||
(iter->value)->setValid( false );
|
||||
for ( HandleMap::Iterator iter = mHandles.begin(); iter != mHandles.end(); ++iter )
|
||||
(iter->value)->setValid( false );
|
||||
mValidHandles.clear();
|
||||
|
||||
// Loop through all ConstantDescriptions,
|
||||
// Loop through all ConstantDescriptions,
|
||||
// if they aren't in the HandleMap add them, if they are reinitialize them.
|
||||
for ( U32 i = 0; i < mConstants.size(); i++ )
|
||||
{
|
||||
GFXShaderConstDesc &desc = mConstants[i];
|
||||
GFXShaderConstDesc &desc = mConstants[i];
|
||||
|
||||
// Index element 1 of the name to skip the '$' we inserted earier.
|
||||
GLint loc = glGetUniformLocation(mProgram, &desc.name.c_str()[1]);
|
||||
|
|
@ -678,11 +694,11 @@ void GFXGLShader::initHandles()
|
|||
}
|
||||
if ( handle != mHandles.end() )
|
||||
{
|
||||
handle->value->reinit( desc, loc, sampler );
|
||||
}
|
||||
else
|
||||
handle->value->reinit( desc, loc, sampler );
|
||||
}
|
||||
else
|
||||
{
|
||||
mHandles[desc.name] = new GFXGLShaderConstHandle( this, desc, loc, sampler );
|
||||
mHandles[desc.name] = new GFXGLShaderConstHandle( this, desc, loc, sampler );
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -703,10 +719,10 @@ void GFXGLShader::initHandles()
|
|||
mConstBufferSize += handle->getSize();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
mConstBuffer = new U8[mConstBufferSize];
|
||||
dMemset(mConstBuffer, 0, mConstBufferSize);
|
||||
|
||||
|
||||
// Set our program so uniforms are assigned properly.
|
||||
mDevice->setShader(this, false);
|
||||
|
||||
|
|
@ -736,15 +752,15 @@ void GFXGLShader::initHandles()
|
|||
for ( U32 i=0; i < mInstancingFormat->getElementCount(); i++ )
|
||||
{
|
||||
const GFXVertexElement &element = mInstancingFormat->getElement( i );
|
||||
|
||||
|
||||
String constName = String::ToString( "$%s", element.getSemantic().c_str() );
|
||||
|
||||
HandleMap::Iterator handle = mHandles.find(constName);
|
||||
HandleMap::Iterator handle = mHandles.find(constName);
|
||||
if ( handle != mHandles.end() )
|
||||
{
|
||||
{
|
||||
AssertFatal(0, "");
|
||||
}
|
||||
else
|
||||
}
|
||||
else
|
||||
{
|
||||
GFXShaderConstDesc desc;
|
||||
desc.name = constName;
|
||||
|
|
@ -759,7 +775,7 @@ void GFXGLShader::initHandles()
|
|||
desc.constType = GFXSCT_Float;
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
GFXGLShaderConstHandle *h = new GFXGLShaderConstHandle( this, desc, -1, -1 );
|
||||
h->mInstancingConstant = true;
|
||||
h->mOffset = offset;
|
||||
|
|
@ -801,7 +817,7 @@ GFXShaderConstHandle* GFXGLShader::getShaderConstHandle(const String& name)
|
|||
GFXGLShaderConstHandle* handle = new GFXGLShaderConstHandle( this );
|
||||
handle->setValid(false);
|
||||
mHandles[ name ] = handle;
|
||||
|
||||
|
||||
return handle;
|
||||
}
|
||||
}
|
||||
|
|
@ -826,11 +842,11 @@ void GFXGLShader::setConstantsFromBuffer(GFXGLShaderConstBuffer* buffer)
|
|||
|
||||
if(handle->mInstancingConstant)
|
||||
continue;
|
||||
|
||||
|
||||
// Don't set if the value has not be changed.
|
||||
if(dMemcmp(mConstBuffer + handle->mOffset, buffer->mBuffer + handle->mOffset, handle->getSize()) == 0)
|
||||
continue;
|
||||
|
||||
|
||||
// Copy new value into our const buffer and set in GL.
|
||||
dMemcpy(mConstBuffer + handle->mOffset, buffer->mBuffer + handle->mOffset, handle->getSize());
|
||||
|
||||
|
|
@ -872,7 +888,7 @@ void GFXGLShader::setConstantsFromBuffer(GFXGLShaderConstBuffer* buffer)
|
|||
break;
|
||||
case GFXSCT_Float4x3:
|
||||
// NOTE: To save a transpose here we could store the matrix transposed (i.e. column major) in the constant buffer.
|
||||
// See _mesa_uniform_matrix in the mesa source for the correct transpose algorithm for a 4x3 matrix.
|
||||
// See _mesa_uniform_matrix in the mesa source for the correct transpose algorithm for a 4x3 matrix.
|
||||
glUniformMatrix4x3fv(handle->mLocation, handle->mDesc.arraySize, true, (GLfloat*)(mConstBuffer + handle->mOffset));
|
||||
break;
|
||||
case GFXSCT_Float4x4:
|
||||
|
|
@ -919,7 +935,7 @@ char* GFXGLShader::_handleIncludes( const Torque::Path& path, FileStream *s )
|
|||
//dStrncpy( buffer, linePragma.c_str(), linePragmaLen );
|
||||
s->read(shaderLen, buffer);
|
||||
buffer[shaderLen] = 0;
|
||||
|
||||
|
||||
char* p = dStrstr(buffer, "#include");
|
||||
while(p)
|
||||
{
|
||||
|
|
@ -944,12 +960,12 @@ char* GFXGLShader::_handleIncludes( const Torque::Path& path, FileStream *s )
|
|||
// First try it as a local file.
|
||||
Torque::Path includePath = Torque::Path::Join(path.getPath(), '/', includeFile);
|
||||
includePath = Torque::Path::CompressPath(includePath);
|
||||
|
||||
|
||||
FileStream includeStream;
|
||||
|
||||
if ( !includeStream.open( includePath, Torque::FS::File::Read ) )
|
||||
{
|
||||
// Try again assuming the path is absolute
|
||||
// Try again assuming the path is absolute
|
||||
// and/or relative.
|
||||
includePath = String( includeFile );
|
||||
includePath = Torque::Path::CompressPath(includePath);
|
||||
|
|
@ -958,7 +974,7 @@ char* GFXGLShader::_handleIncludes( const Torque::Path& path, FileStream *s )
|
|||
AssertISV(false, avar("failed to open include '%s'.", includePath.getFullPath().c_str()));
|
||||
|
||||
if ( smLogErrors )
|
||||
Con::errorf( "GFXGLShader::_handleIncludes - Failed to open include '%s'.",
|
||||
Con::errorf( "GFXGLShader::_handleIncludes - Failed to open include '%s'.",
|
||||
includePath.getFullPath().c_str() );
|
||||
|
||||
// Fail... don't return the buffer.
|
||||
|
|
@ -968,17 +984,17 @@ char* GFXGLShader::_handleIncludes( const Torque::Path& path, FileStream *s )
|
|||
}
|
||||
|
||||
char* includedText = _handleIncludes(includePath, &includeStream);
|
||||
|
||||
|
||||
// If a sub-include fails... cleanup and return.
|
||||
if ( !includedText )
|
||||
{
|
||||
dFree(buffer);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
|
||||
// TODO: Disabled till this is fixed correctly.
|
||||
//
|
||||
// Count the number of lines in the file
|
||||
// Count the number of lines in the file
|
||||
// before the include.
|
||||
/*
|
||||
U32 includeLine = 0;
|
||||
|
|
@ -1002,7 +1018,7 @@ char* GFXGLShader::_handleIncludes( const Torque::Path& path, FileStream *s )
|
|||
// Add a new line pragma to restore the proper
|
||||
// file and line number after the include.
|
||||
//sItx += String::ToString( "\r\n#line %d \r\n", includeLine );
|
||||
|
||||
|
||||
dFree(includedText);
|
||||
manip.insert(q-buffer, sItx);
|
||||
char* manipBuf = dStrdup(manip.c_str());
|
||||
|
|
@ -1012,18 +1028,18 @@ char* GFXGLShader::_handleIncludes( const Torque::Path& path, FileStream *s )
|
|||
}
|
||||
p = dStrstr(p, "#include");
|
||||
}
|
||||
|
||||
|
||||
return buffer;
|
||||
}
|
||||
|
||||
bool GFXGLShader::_loadShaderFromStream( GLuint shader,
|
||||
const Torque::Path &path,
|
||||
FileStream *s,
|
||||
bool GFXGLShader::_loadShaderFromStream( GLuint shader,
|
||||
const Torque::Path &path,
|
||||
FileStream *s,
|
||||
const Vector<GFXShaderMacro> ¯os )
|
||||
{
|
||||
Vector<char*> buffers;
|
||||
Vector<U32> lengths;
|
||||
|
||||
|
||||
// The GLSL version declaration must go first!
|
||||
const char *versionDecl = "#version 330\n";
|
||||
buffers.push_back( dStrdup( versionDecl ) );
|
||||
|
|
@ -1052,16 +1068,16 @@ bool GFXGLShader::_loadShaderFromStream( GLuint shader,
|
|||
buffers.push_back( dStrdup( define.c_str() ) );
|
||||
lengths.push_back( define.length() );
|
||||
}
|
||||
|
||||
|
||||
// Now finally add the shader source.
|
||||
U32 shaderLen = s->getStreamSize();
|
||||
char *buffer = _handleIncludes(path, s);
|
||||
if ( !buffer )
|
||||
return false;
|
||||
|
||||
|
||||
buffers.push_back(buffer);
|
||||
lengths.push_back(shaderLen);
|
||||
|
||||
|
||||
glShaderSource(shader, buffers.size(), (const GLchar**)const_cast<const char**>(buffers.address()), NULL);
|
||||
|
||||
#if defined(TORQUE_DEBUG) && defined(TORQUE_DEBUG_GFX)
|
||||
|
|
@ -1084,19 +1100,40 @@ bool GFXGLShader::_loadShaderFromStream( GLuint shader,
|
|||
return true;
|
||||
}
|
||||
|
||||
bool GFXGLShader::initShader( const Torque::Path &file,
|
||||
bool isVertex,
|
||||
bool GFXGLShader::initShader( const Torque::Path &file,
|
||||
GFXShaderStage stage,
|
||||
const Vector<GFXShaderMacro> ¯os )
|
||||
{
|
||||
PROFILE_SCOPE(GFXGLShader_CompileShader);
|
||||
GLuint activeShader = glCreateShader(isVertex ? GL_VERTEX_SHADER : GL_FRAGMENT_SHADER);
|
||||
if(isVertex)
|
||||
|
||||
GLuint activeShader;
|
||||
|
||||
switch (stage)
|
||||
{
|
||||
case VERTEX_SHADER:
|
||||
activeShader = glCreateShader(GL_VERTEX_SHADER);
|
||||
mVertexShader = activeShader;
|
||||
else
|
||||
break;
|
||||
case PIXEL_SHADER:
|
||||
activeShader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
mPixelShader = activeShader;
|
||||
break;
|
||||
case GEOMETRY_SHADER:
|
||||
activeShader = glCreateShader(GL_GEOMETRY_SHADER);
|
||||
mGeometryShader = activeShader;
|
||||
break;
|
||||
case DOMAIN_SHADER:
|
||||
break;
|
||||
case HULL_SHADER:
|
||||
break;
|
||||
case COMPUTE_SHADER:
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
glAttachShader(mProgram, activeShader);
|
||||
|
||||
|
||||
|
||||
// Ok it's not in the shader gen manager, so ask Torque for it
|
||||
FileStream stream;
|
||||
if ( !stream.open( file, Torque::FS::File::Read ) )
|
||||
|
|
@ -1104,12 +1141,12 @@ bool GFXGLShader::initShader( const Torque::Path &file,
|
|||
AssertISV(false, avar("GFXGLShader::initShader - failed to open shader '%s'.", file.getFullPath().c_str()));
|
||||
|
||||
if ( smLogErrors )
|
||||
Con::errorf( "GFXGLShader::initShader - Failed to open shader file '%s'.",
|
||||
Con::errorf( "GFXGLShader::initShader - Failed to open shader file '%s'.",
|
||||
file.getFullPath().c_str() );
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
if (!_loadShaderFromStream(activeShader, file, &stream, macros))
|
||||
{
|
||||
if (smLogErrors)
|
||||
|
|
@ -1122,7 +1159,7 @@ bool GFXGLShader::initShader( const Torque::Path &file,
|
|||
// Dump the info log to the console
|
||||
U32 logLength = 0;
|
||||
glGetShaderiv(activeShader, GL_INFO_LOG_LENGTH, (GLint*)&logLength);
|
||||
|
||||
|
||||
if ( logLength )
|
||||
{
|
||||
FrameAllocatorMarker fam;
|
||||
|
|
@ -1164,6 +1201,6 @@ const String GFXGLShader::describeSelf() const
|
|||
ret = String::ToString(" Program: %i", mProgram);
|
||||
ret += String::ToString(" Vertex Path: %s", mVertexFile.getFullPath().c_str());
|
||||
ret += String::ToString(" Pixel Path: %s", mPixelFile.getFullPath().c_str());
|
||||
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -50,43 +50,43 @@ public:
|
|||
virtual const Vector<GFXShaderConstDesc>& getShaderConstDesc() const;
|
||||
|
||||
/// Returns the alignment value for constType
|
||||
virtual U32 getAlignmentValue(const GFXShaderConstType constType) const;
|
||||
virtual U32 getAlignmentValue(const GFXShaderConstType constType) const;
|
||||
|
||||
virtual GFXShaderConstBufferRef allocConstBuffer();
|
||||
|
||||
/// @}
|
||||
|
||||
|
||||
/// @name GFXResource interface
|
||||
/// @{
|
||||
virtual void zombify();
|
||||
virtual void resurrect() { reload(); }
|
||||
virtual const String describeSelf() const;
|
||||
/// @}
|
||||
/// @}
|
||||
|
||||
/// Activates this shader in the GL context.
|
||||
void useProgram();
|
||||
|
||||
|
||||
protected:
|
||||
|
||||
friend class GFXGLShaderConstBuffer;
|
||||
friend class GFXGLShaderConstHandle;
|
||||
|
||||
virtual bool _init();
|
||||
|
||||
bool initShader( const Torque::Path &file,
|
||||
bool isVertex,
|
||||
virtual bool _init();
|
||||
|
||||
bool initShader( const Torque::Path &file,
|
||||
GFXShaderStage stage,
|
||||
const Vector<GFXShaderMacro> ¯os );
|
||||
|
||||
void clearShaders();
|
||||
void initConstantDescs();
|
||||
void initHandles();
|
||||
void setConstantsFromBuffer(GFXGLShaderConstBuffer* buffer);
|
||||
|
||||
|
||||
static char* _handleIncludes( const Torque::Path &path, FileStream *s );
|
||||
|
||||
static bool _loadShaderFromStream( GLuint shader,
|
||||
const Torque::Path& path,
|
||||
FileStream* s,
|
||||
static bool _loadShaderFromStream( GLuint shader,
|
||||
const Torque::Path& path,
|
||||
FileStream* s,
|
||||
const Vector<GFXShaderMacro>& macros );
|
||||
|
||||
/// @name Internal GL handles
|
||||
|
|
@ -95,7 +95,7 @@ protected:
|
|||
GLuint mPixelShader;
|
||||
GLuint mProgram;
|
||||
/// @}
|
||||
|
||||
|
||||
Vector<GFXShaderConstDesc> mConstants;
|
||||
U32 mConstBufferSize;
|
||||
U8* mConstBuffer;
|
||||
|
|
@ -109,7 +109,7 @@ class GFXGLShaderConstBuffer : public GFXShaderConstBuffer
|
|||
public:
|
||||
GFXGLShaderConstBuffer(GFXGLShader* shader, U32 bufSize, U8* existingConstants);
|
||||
~GFXGLShaderConstBuffer();
|
||||
|
||||
|
||||
/// Called by GFXGLDevice to activate this buffer.
|
||||
void activate();
|
||||
|
||||
|
|
@ -123,7 +123,7 @@ public:
|
|||
virtual void set(GFXShaderConstHandle* handle, const Point3F& fv);
|
||||
virtual void set(GFXShaderConstHandle* handle, const Point4F& fv);
|
||||
virtual void set(GFXShaderConstHandle* handle, const PlaneF& fv);
|
||||
virtual void set(GFXShaderConstHandle* handle, const LinearColorF& fv);
|
||||
virtual void set(GFXShaderConstHandle* handle, const LinearColorF& fv);
|
||||
virtual void set(GFXShaderConstHandle* handle, const S32 f);
|
||||
virtual void set(GFXShaderConstHandle* handle, const Point2I& fv);
|
||||
virtual void set(GFXShaderConstHandle* handle, const Point3I& fv);
|
||||
|
|
@ -131,13 +131,13 @@ public:
|
|||
virtual void set(GFXShaderConstHandle* handle, const AlignedArray<F32>& fv);
|
||||
virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point2F>& fv);
|
||||
virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point3F>& fv);
|
||||
virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point4F>& fv);
|
||||
virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point4F>& fv);
|
||||
virtual void set(GFXShaderConstHandle* handle, const AlignedArray<S32>& fv);
|
||||
virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point2I>& fv);
|
||||
virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point3I>& fv);
|
||||
virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point4I>& fv);
|
||||
virtual void set(GFXShaderConstHandle* handle, const MatrixF& mat, const GFXShaderConstType matType = GFXSCT_Float4x4);
|
||||
virtual void set(GFXShaderConstHandle* handle, const MatrixF* mat, const U32 arraySize, const GFXShaderConstType matrixType = GFXSCT_Float4x4);
|
||||
virtual void set(GFXShaderConstHandle* handle, const MatrixF* mat, const U32 arraySize, const GFXShaderConstType matrixType = GFXSCT_Float4x4);
|
||||
|
||||
// GFXResource
|
||||
virtual const String describeSelf() const;
|
||||
|
|
@ -149,12 +149,12 @@ private:
|
|||
friend class GFXGLShader;
|
||||
U8* mBuffer;
|
||||
WeakRefPtr<GFXGLShader> mShader;
|
||||
|
||||
|
||||
template<typename ConstType>
|
||||
void internalSet(GFXShaderConstHandle* handle, const ConstType& param);
|
||||
|
||||
|
||||
template<typename ConstType>
|
||||
void internalSet(GFXShaderConstHandle* handle, const AlignedArray<ConstType>& fv);
|
||||
};
|
||||
|
||||
#endif // _GFXGLSHADER_H_
|
||||
#endif // _GFXGLSHADER_H_
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue