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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-06 05:50:31 +00:00
working example
everything is working apart from samplers......
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a1e2f781a8
commit
4caa54ad7e
2 changed files with 40 additions and 72 deletions
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@ -147,12 +147,16 @@ void GFXD3D11ShaderConstHandle::reinit(const GFXShaderConstDesc& desc)
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GFXD3D11ShaderConstBuffer::GFXD3D11ShaderConstBuffer( GFXD3D11Shader* shader)
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{
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mShader = shader;
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mDeviceContext = D3D11DEVICECONTEXT;
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}
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GFXD3D11ShaderConstBuffer::~GFXD3D11ShaderConstBuffer()
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{
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for (BufferMap::Iterator i = mBufferMap.begin(); i != mBufferMap.end(); i++)
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{
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delete[] i->value;
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}
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}
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GFXShader* GFXD3D11ShaderConstBuffer::getShader()
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@ -230,7 +234,7 @@ void GFXD3D11ShaderConstBuffer::internalSet(GFXShaderConstHandle* handle, const
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GFXD3D11ShaderConstHandle* _dxHandle = static_cast<GFXD3D11ShaderConstHandle*>(handle);
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AssertFatal(mShader == _dxHandle->mShader, "GFXD3D11ShaderConstBuffer::internalSet - Should only set handles which are owned by our shader");
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BufferDesc bufDesc(_dxHandle->mBinding, (SHADER_STAGE)_dxHandle->mStage);
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BufferKey bufDesc(_dxHandle->mBinding, (SHADER_STAGE)_dxHandle->mStage);
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U8* buf = mBufferMap[bufDesc] + _dxHandle->mOffset;
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if (_dxHandle->mInstancingConstant)
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@ -288,8 +292,8 @@ void GFXD3D11ShaderConstBuffer::internalSet(GFXShaderConstHandle* handle, const
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GFXD3D11ShaderConstHandle* _dxHandle = static_cast<GFXD3D11ShaderConstHandle*>(handle);
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AssertFatal(mShader == _dxHandle->mShader, "GFXD3D11ShaderConstBuffer::internalSet - Should only set handles which are owned by our shader");
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AssertFatal(!_glHandle->mInstancingConstant, "GFXD3D11ShaderConstBuffer::internalSet - Instancing not supported for array");
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BufferDesc bufDesc(_dxHandle->mBinding, (SHADER_STAGE)_dxHandle->mStage);
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AssertFatal(!_dxHandle->mInstancingConstant, "GFXD3D11ShaderConstBuffer::internalSet - Instancing not supported for array");
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BufferKey bufDesc(_dxHandle->mBinding, (SHADER_STAGE)_dxHandle->mStage);
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U8* buf = mBufferMap[bufDesc];
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const U8* fvBuffer = static_cast<const U8*>(fv.getBuffer());
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for (U32 i = 0; i < fv.size(); ++i)
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@ -309,7 +313,7 @@ void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF&
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const GFXD3D11ShaderConstHandle* _dxHandle = static_cast<const GFXD3D11ShaderConstHandle*>(handle);
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AssertFatal(!_dxHandle->isSampler(), "Handle is sampler constant!" );
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AssertFatal(_dxHandle->mShader == mShader, "Mismatched shaders!");
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BufferDesc bufDesc(_dxHandle->mBinding, (SHADER_STAGE)_dxHandle->mStage);
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BufferKey bufDesc(_dxHandle->mBinding, (SHADER_STAGE)_dxHandle->mStage);
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U8* buf = mBufferMap[bufDesc] + _dxHandle->mOffset;
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MatrixF transposed;
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@ -368,7 +372,7 @@ void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF*
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AssertFatal(!_dxHandle->isSampler(), "Handle is sampler constant!");
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AssertFatal(_dxHandle->mShader == mShader, "Mismatched shaders!");
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BufferDesc bufDesc(_dxHandle->mBinding, (SHADER_STAGE)_dxHandle->mStage);
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BufferKey bufDesc(_dxHandle->mBinding, (SHADER_STAGE)_dxHandle->mStage);
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U8* buf = mBufferMap[bufDesc] ;
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@ -434,15 +438,16 @@ bool GFXD3D11ShaderConstBuffer::isDirty()
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return true;
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}
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void GFXD3D11ShaderConstBuffer::addBuffer(BufferDesc bufDesc, U32 size)
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void GFXD3D11ShaderConstBuffer::addBuffer(U32 bufBindingPoint, SHADER_STAGE shaderStage, U32 size)
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{
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BufferMap::Iterator buffer = mBufferMap.find(bufDesc);
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BufferKey bufKey(bufBindingPoint, shaderStage);
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BufferMap::Iterator buffer = mBufferMap.find(bufKey);
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// already added? pass...
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if (buffer != mBufferMap.end())
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return;
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// new buffer with our size.
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mBufferMap[bufDesc] = new U8[size];
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mBufferMap[bufKey] = new U8[size];
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}
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void GFXD3D11ShaderConstBuffer::activate( GFXD3D11ShaderConstBuffer *prevShaderBuffer )
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@ -472,6 +477,11 @@ GFXD3D11Shader::GFXD3D11Shader()
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if( smD3DInclude == NULL )
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smD3DInclude = new gfxD3D11Include;
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for (U32 i = 0; i < 16; i++)
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{
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mBoundConstantBuffers[i] = NULL;
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}
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}
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//------------------------------------------------------------------------------
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@ -652,28 +662,6 @@ bool GFXD3D11Shader::_compileShader( const Torque::Path &filePath,
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if(code != NULL)
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{
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#ifndef TORQUE_SHIPPING
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if(gDisassembleAllShaders)
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{
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ID3DBlob* disassem = NULL;
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D3DDisassemble(code->GetBufferPointer(), code->GetBufferSize(), 0, NULL, &disassem);
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mDissasembly = (const char*)disassem->GetBufferPointer();
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String filename = filePath.getFullPath();
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filename.replace( ".hlsl", "_dis.txt" );
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FileStream *fstream = FileStream::createAndOpen( filename, Torque::FS::File::Write );
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if ( fstream )
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{
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fstream->write( mDissasembly );
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fstream->close();
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delete fstream;
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}
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SAFE_RELEASE(disassem);
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}
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#endif
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switch (shaderStage)
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{
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case VERTEX_SHADER:
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@ -892,7 +880,7 @@ void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection *refTable,
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desc.name = String::ToString("$%s", desc.name.c_str());
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desc.constType = GFXSCT_Sampler;
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desc.samplerReg = shaderInputBind.BindPoint;
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desc.bindPoint = shaderInputBind.BindPoint; // not really needed but hey..
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desc.bindPoint = -1;
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desc.shaderStage = shaderStage;
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mShaderConsts.push_back(desc);
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}
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@ -946,7 +934,6 @@ void GFXD3D11Shader::_buildShaderConstantHandles()
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// Those that are found when parsing the descriptions will then be marked valid again.
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for (HandleMap::Iterator iter = mHandles.begin(); iter != mHandles.end(); ++iter)
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(iter->value)->setValid(false);
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mValidHandles.clear();
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// loop through all constants, add them to the handle map
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// and add the const buffers to the buffer map.
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@ -956,8 +943,10 @@ void GFXD3D11Shader::_buildShaderConstantHandles()
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if (desc.constType == GFXSCT_ConstBuffer)
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{
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BufferDesc bufDesc(desc.bindPoint, (SHADER_STAGE)desc.shaderStage);
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BufferMap::Iterator buffer = mBuffers.find(bufDesc);
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BufferKey bufKey(desc.bindPoint, (SHADER_STAGE)desc.shaderStage);
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BufferMap::Iterator buffer = mBuffers.find(bufKey);
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// already added? pass...
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if (buffer != mBuffers.end())
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continue;
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@ -976,13 +965,13 @@ void GFXD3D11Shader::_buildShaderConstantHandles()
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if (FAILED(hr))
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{
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AssertFatal(false, "can't create constant buffer: %s", desc.name.c_str());
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AssertFatal(false, "can't create constant buffer");
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}
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mBoundConstantBuffers[desc.bindPoint] = constBuffer;
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// new buffer with our size.
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mBuffers[bufDesc] = new U8[desc.size];
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mBuffers[bufKey] = new U8[desc.size];
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// do not add to handles..
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continue;
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@ -1053,7 +1042,7 @@ void GFXD3D11Shader::setConstantsFromBuffer(GFXD3D11ShaderConstBuffer* buffer)
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for (BufferMap::Iterator i = mBuffers.begin(); i != mBuffers.end(); ++i)
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{
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BufferDesc oldBufferDesc = i->key;
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BufferKey oldBufferDesc = i->key;
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U8* oldBuff = i->value;
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U8* newBuff = buffer->mBufferMap[i->key];
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@ -1064,13 +1053,13 @@ void GFXD3D11Shader::setConstantsFromBuffer(GFXD3D11ShaderConstBuffer* buffer)
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dMemcpy(oldBuff, newBuff, sizeof(oldBuff));
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// buffer has been changed and needs updating.
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D3D11DEVICECONTEXT->UpdateSubresource(mBoundConstantBuffers[oldBufferDesc.bindingPoint], 0, NULL, oldBuff, sizeof(oldBuff), 0);
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D3D11DEVICECONTEXT->UpdateSubresource(mBoundConstantBuffers[oldBufferDesc.key1], 0, NULL, oldBuff, sizeof(oldBuff), 0);
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}
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bufRanges[oldBufferDesc.stage].addSlot(oldBufferDesc.bindingPoint);
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bufRanges[oldBufferDesc.key2].addSlot(oldBufferDesc.key1);
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}
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if (mVertShader != nullptr)
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if (mVertShader != nullptr && bufRanges[SHADER_STAGE::VERTEX_SHADER].isValid())
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{
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const U32 bufStartSlot = bufRanges[SHADER_STAGE::VERTEX_SHADER].mBufMin;
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const U32 numBufs = bufRanges[SHADER_STAGE::VERTEX_SHADER].mBufMax - bufRanges[SHADER_STAGE::VERTEX_SHADER].mBufMin + 1;
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@ -1079,7 +1068,7 @@ void GFXD3D11Shader::setConstantsFromBuffer(GFXD3D11ShaderConstBuffer* buffer)
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D3D11DEVICECONTEXT->VSSetConstantBuffers(bufStartSlot, numBufs, vsBuffers);
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}
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if (mPixShader != nullptr)
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if (mPixShader != nullptr && bufRanges[SHADER_STAGE::PIXEL_SHADER].isValid())
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{
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const U32 bufStartSlot = bufRanges[SHADER_STAGE::PIXEL_SHADER].mBufMin;
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const U32 numBufs = bufRanges[SHADER_STAGE::PIXEL_SHADER].mBufMax - bufRanges[SHADER_STAGE::PIXEL_SHADER].mBufMin + 1;
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@ -1097,7 +1086,7 @@ GFXShaderConstBufferRef GFXD3D11Shader::allocConstBuffer()
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for (BufferMap::Iterator i = mBuffers.begin(); i != mBuffers.end(); ++i)
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{
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// add our buffer descriptions to the full const buffer.
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buffer->addBuffer(i->key, sizeof(i->value));
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buffer->addBuffer(i->key.key1,i->key.key2, sizeof(i->value));
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}
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mActiveBuffers.push_back( buffer );
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@ -45,22 +45,8 @@ enum SHADER_STAGE
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UNKNOWN_STAGE
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};
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// simple class to hold everything required for a buffer map.
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struct BufferDesc
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{
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// for the moment we dont really need to care about the buffer name.
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S32 bindingPoint;
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SHADER_STAGE stage;
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BufferDesc()
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: bindingPoint(-1), stage(SHADER_STAGE::UNKNOWN_STAGE)
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{}
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BufferDesc( U32 inBindingPoint, SHADER_STAGE inputStage)
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: bindingPoint(inBindingPoint), stage(inputStage)
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{}
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};
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typedef CompoundKey<U32, SHADER_STAGE> BufferKey;
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struct BufferRange
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{
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@ -72,6 +58,8 @@ struct BufferRange
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mBufMin = getMin(mBufMin, slot);
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mBufMax = getMax(mBufMax, slot);
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}
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inline bool isValid() const { return mBufMin <= mBufMax; }
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};
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class GFXD3D11ShaderConstHandle : public GFXShaderConstHandle
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@ -118,7 +106,7 @@ class GFXD3D11ShaderConstBuffer : public GFXShaderConstBuffer
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ID3D11DeviceContext* mDeviceContext;
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public:
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typedef Map<BufferDesc, U8*> BufferMap;
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typedef Map<BufferKey, U8*> BufferMap;
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GFXD3D11ShaderConstBuffer(GFXD3D11Shader* shader);
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@ -131,7 +119,7 @@ public:
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/// Used internally by GXD3D11ShaderConstBuffer to determine if it's dirty.
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bool isDirty();
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void addBuffer(BufferDesc bufDesc, U32 size);
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void addBuffer(U32 bufBindingPoint, SHADER_STAGE shaderStage, U32 size);
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/// Called from GFXD3D11Shader when constants have changed and need
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/// to be the shader this buffer references is reloaded.
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@ -191,7 +179,8 @@ class GFXD3D11Shader : public GFXShader
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public:
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typedef Map<String, GFXD3D11ShaderConstHandle*> HandleMap;
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typedef Map<BufferDesc, U8*> BufferMap;
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typedef Map<BufferKey, U8*> BufferMap;
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GFXD3D11Shader();
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virtual ~GFXD3D11Shader();
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@ -218,18 +207,13 @@ protected:
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ID3D11PixelShader *mPixShader;
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// we probably want this to be GFXDevice and not per shader.
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ID3D11Buffer* mBoundConstantBuffers[16] = {};
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ID3D11Buffer* mBoundConstantBuffers[16];
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static gfxD3DIncludeRef smD3DInclude;
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HandleMap mHandles;
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BufferMap mBuffers;
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Vector<GFXD3D11ShaderConstHandle*> mValidHandles;
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/// The shader disassembly from DX when this shader is compiled.
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/// We only store this data in non-release builds.
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String mDissasembly;
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/// Vector of descriptions (consolidated for the getShaderConstDesc call)
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Vector<GFXShaderConstDesc> mShaderConsts;
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@ -250,10 +234,5 @@ protected:
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void setConstantsFromBuffer(GFXD3D11ShaderConstBuffer* buffer);
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};
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inline bool GFXD3D11Shader::getDisassembly(String &outStr) const
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{
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outStr = mDissasembly;
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return (outStr.isNotEmpty());
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}
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#endif
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