mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-13 15:44:36 +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;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue