mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-12 23:24:41 +00:00
working example
everything is working apart from samplers......
This commit is contained in:
parent
a1e2f781a8
commit
4caa54ad7e
2 changed files with 40 additions and 72 deletions
|
|
@ -147,12 +147,16 @@ void GFXD3D11ShaderConstHandle::reinit(const GFXShaderConstDesc& desc)
|
|||
|
||||
GFXD3D11ShaderConstBuffer::GFXD3D11ShaderConstBuffer( GFXD3D11Shader* shader)
|
||||
{
|
||||
mShader = shader;
|
||||
mDeviceContext = D3D11DEVICECONTEXT;
|
||||
}
|
||||
|
||||
GFXD3D11ShaderConstBuffer::~GFXD3D11ShaderConstBuffer()
|
||||
{
|
||||
|
||||
for (BufferMap::Iterator i = mBufferMap.begin(); i != mBufferMap.end(); i++)
|
||||
{
|
||||
delete[] i->value;
|
||||
}
|
||||
}
|
||||
|
||||
GFXShader* GFXD3D11ShaderConstBuffer::getShader()
|
||||
|
|
@ -230,7 +234,7 @@ void GFXD3D11ShaderConstBuffer::internalSet(GFXShaderConstHandle* handle, const
|
|||
GFXD3D11ShaderConstHandle* _dxHandle = static_cast<GFXD3D11ShaderConstHandle*>(handle);
|
||||
AssertFatal(mShader == _dxHandle->mShader, "GFXD3D11ShaderConstBuffer::internalSet - Should only set handles which are owned by our shader");
|
||||
|
||||
BufferDesc bufDesc(_dxHandle->mBinding, (SHADER_STAGE)_dxHandle->mStage);
|
||||
BufferKey bufDesc(_dxHandle->mBinding, (SHADER_STAGE)_dxHandle->mStage);
|
||||
U8* buf = mBufferMap[bufDesc] + _dxHandle->mOffset;
|
||||
|
||||
if (_dxHandle->mInstancingConstant)
|
||||
|
|
@ -288,8 +292,8 @@ void GFXD3D11ShaderConstBuffer::internalSet(GFXShaderConstHandle* handle, const
|
|||
|
||||
GFXD3D11ShaderConstHandle* _dxHandle = static_cast<GFXD3D11ShaderConstHandle*>(handle);
|
||||
AssertFatal(mShader == _dxHandle->mShader, "GFXD3D11ShaderConstBuffer::internalSet - Should only set handles which are owned by our shader");
|
||||
AssertFatal(!_glHandle->mInstancingConstant, "GFXD3D11ShaderConstBuffer::internalSet - Instancing not supported for array");
|
||||
BufferDesc bufDesc(_dxHandle->mBinding, (SHADER_STAGE)_dxHandle->mStage);
|
||||
AssertFatal(!_dxHandle->mInstancingConstant, "GFXD3D11ShaderConstBuffer::internalSet - Instancing not supported for array");
|
||||
BufferKey bufDesc(_dxHandle->mBinding, (SHADER_STAGE)_dxHandle->mStage);
|
||||
U8* buf = mBufferMap[bufDesc];
|
||||
const U8* fvBuffer = static_cast<const U8*>(fv.getBuffer());
|
||||
for (U32 i = 0; i < fv.size(); ++i)
|
||||
|
|
@ -309,7 +313,7 @@ void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF&
|
|||
const GFXD3D11ShaderConstHandle* _dxHandle = static_cast<const GFXD3D11ShaderConstHandle*>(handle);
|
||||
AssertFatal(!_dxHandle->isSampler(), "Handle is sampler constant!" );
|
||||
AssertFatal(_dxHandle->mShader == mShader, "Mismatched shaders!");
|
||||
BufferDesc bufDesc(_dxHandle->mBinding, (SHADER_STAGE)_dxHandle->mStage);
|
||||
BufferKey bufDesc(_dxHandle->mBinding, (SHADER_STAGE)_dxHandle->mStage);
|
||||
U8* buf = mBufferMap[bufDesc] + _dxHandle->mOffset;
|
||||
|
||||
MatrixF transposed;
|
||||
|
|
@ -368,7 +372,7 @@ void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF*
|
|||
AssertFatal(!_dxHandle->isSampler(), "Handle is sampler constant!");
|
||||
AssertFatal(_dxHandle->mShader == mShader, "Mismatched shaders!");
|
||||
|
||||
BufferDesc bufDesc(_dxHandle->mBinding, (SHADER_STAGE)_dxHandle->mStage);
|
||||
BufferKey bufDesc(_dxHandle->mBinding, (SHADER_STAGE)_dxHandle->mStage);
|
||||
|
||||
U8* buf = mBufferMap[bufDesc] ;
|
||||
|
||||
|
|
@ -434,15 +438,16 @@ bool GFXD3D11ShaderConstBuffer::isDirty()
|
|||
return true;
|
||||
}
|
||||
|
||||
void GFXD3D11ShaderConstBuffer::addBuffer(BufferDesc bufDesc, U32 size)
|
||||
void GFXD3D11ShaderConstBuffer::addBuffer(U32 bufBindingPoint, SHADER_STAGE shaderStage, U32 size)
|
||||
{
|
||||
BufferMap::Iterator buffer = mBufferMap.find(bufDesc);
|
||||
BufferKey bufKey(bufBindingPoint, shaderStage);
|
||||
BufferMap::Iterator buffer = mBufferMap.find(bufKey);
|
||||
// already added? pass...
|
||||
if (buffer != mBufferMap.end())
|
||||
return;
|
||||
|
||||
// new buffer with our size.
|
||||
mBufferMap[bufDesc] = new U8[size];
|
||||
mBufferMap[bufKey] = new U8[size];
|
||||
}
|
||||
|
||||
void GFXD3D11ShaderConstBuffer::activate( GFXD3D11ShaderConstBuffer *prevShaderBuffer )
|
||||
|
|
@ -472,6 +477,11 @@ GFXD3D11Shader::GFXD3D11Shader()
|
|||
|
||||
if( smD3DInclude == NULL )
|
||||
smD3DInclude = new gfxD3D11Include;
|
||||
|
||||
for (U32 i = 0; i < 16; i++)
|
||||
{
|
||||
mBoundConstantBuffers[i] = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
|
|
@ -652,28 +662,6 @@ bool GFXD3D11Shader::_compileShader( const Torque::Path &filePath,
|
|||
|
||||
if(code != NULL)
|
||||
{
|
||||
#ifndef TORQUE_SHIPPING
|
||||
|
||||
if(gDisassembleAllShaders)
|
||||
{
|
||||
ID3DBlob* disassem = NULL;
|
||||
D3DDisassemble(code->GetBufferPointer(), code->GetBufferSize(), 0, NULL, &disassem);
|
||||
mDissasembly = (const char*)disassem->GetBufferPointer();
|
||||
|
||||
String filename = filePath.getFullPath();
|
||||
filename.replace( ".hlsl", "_dis.txt" );
|
||||
|
||||
FileStream *fstream = FileStream::createAndOpen( filename, Torque::FS::File::Write );
|
||||
if ( fstream )
|
||||
{
|
||||
fstream->write( mDissasembly );
|
||||
fstream->close();
|
||||
delete fstream;
|
||||
}
|
||||
|
||||
SAFE_RELEASE(disassem);
|
||||
}
|
||||
#endif
|
||||
switch (shaderStage)
|
||||
{
|
||||
case VERTEX_SHADER:
|
||||
|
|
@ -892,7 +880,7 @@ void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection *refTable,
|
|||
desc.name = String::ToString("$%s", desc.name.c_str());
|
||||
desc.constType = GFXSCT_Sampler;
|
||||
desc.samplerReg = shaderInputBind.BindPoint;
|
||||
desc.bindPoint = shaderInputBind.BindPoint; // not really needed but hey..
|
||||
desc.bindPoint = -1;
|
||||
desc.shaderStage = shaderStage;
|
||||
mShaderConsts.push_back(desc);
|
||||
}
|
||||
|
|
@ -946,7 +934,6 @@ void GFXD3D11Shader::_buildShaderConstantHandles()
|
|||
// 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);
|
||||
mValidHandles.clear();
|
||||
|
||||
// loop through all constants, add them to the handle map
|
||||
// and add the const buffers to the buffer map.
|
||||
|
|
@ -956,8 +943,10 @@ void GFXD3D11Shader::_buildShaderConstantHandles()
|
|||
|
||||
if (desc.constType == GFXSCT_ConstBuffer)
|
||||
{
|
||||
BufferDesc bufDesc(desc.bindPoint, (SHADER_STAGE)desc.shaderStage);
|
||||
BufferMap::Iterator buffer = mBuffers.find(bufDesc);
|
||||
BufferKey bufKey(desc.bindPoint, (SHADER_STAGE)desc.shaderStage);
|
||||
|
||||
|
||||
BufferMap::Iterator buffer = mBuffers.find(bufKey);
|
||||
// already added? pass...
|
||||
if (buffer != mBuffers.end())
|
||||
continue;
|
||||
|
|
@ -976,13 +965,13 @@ void GFXD3D11Shader::_buildShaderConstantHandles()
|
|||
|
||||
if (FAILED(hr))
|
||||
{
|
||||
AssertFatal(false, "can't create constant buffer: %s", desc.name.c_str());
|
||||
AssertFatal(false, "can't create constant buffer");
|
||||
}
|
||||
|
||||
mBoundConstantBuffers[desc.bindPoint] = constBuffer;
|
||||
|
||||
// new buffer with our size.
|
||||
mBuffers[bufDesc] = new U8[desc.size];
|
||||
mBuffers[bufKey] = new U8[desc.size];
|
||||
|
||||
// do not add to handles..
|
||||
continue;
|
||||
|
|
@ -1053,7 +1042,7 @@ void GFXD3D11Shader::setConstantsFromBuffer(GFXD3D11ShaderConstBuffer* buffer)
|
|||
|
||||
for (BufferMap::Iterator i = mBuffers.begin(); i != mBuffers.end(); ++i)
|
||||
{
|
||||
BufferDesc oldBufferDesc = i->key;
|
||||
BufferKey oldBufferDesc = i->key;
|
||||
U8* oldBuff = i->value;
|
||||
|
||||
U8* newBuff = buffer->mBufferMap[i->key];
|
||||
|
|
@ -1064,13 +1053,13 @@ void GFXD3D11Shader::setConstantsFromBuffer(GFXD3D11ShaderConstBuffer* buffer)
|
|||
dMemcpy(oldBuff, newBuff, sizeof(oldBuff));
|
||||
|
||||
// buffer has been changed and needs updating.
|
||||
D3D11DEVICECONTEXT->UpdateSubresource(mBoundConstantBuffers[oldBufferDesc.bindingPoint], 0, NULL, oldBuff, sizeof(oldBuff), 0);
|
||||
D3D11DEVICECONTEXT->UpdateSubresource(mBoundConstantBuffers[oldBufferDesc.key1], 0, NULL, oldBuff, sizeof(oldBuff), 0);
|
||||
}
|
||||
|
||||
bufRanges[oldBufferDesc.stage].addSlot(oldBufferDesc.bindingPoint);
|
||||
bufRanges[oldBufferDesc.key2].addSlot(oldBufferDesc.key1);
|
||||
}
|
||||
|
||||
if (mVertShader != nullptr)
|
||||
if (mVertShader != nullptr && bufRanges[SHADER_STAGE::VERTEX_SHADER].isValid())
|
||||
{
|
||||
const U32 bufStartSlot = bufRanges[SHADER_STAGE::VERTEX_SHADER].mBufMin;
|
||||
const U32 numBufs = bufRanges[SHADER_STAGE::VERTEX_SHADER].mBufMax - bufRanges[SHADER_STAGE::VERTEX_SHADER].mBufMin + 1;
|
||||
|
|
@ -1079,7 +1068,7 @@ void GFXD3D11Shader::setConstantsFromBuffer(GFXD3D11ShaderConstBuffer* buffer)
|
|||
D3D11DEVICECONTEXT->VSSetConstantBuffers(bufStartSlot, numBufs, vsBuffers);
|
||||
}
|
||||
|
||||
if (mPixShader != nullptr)
|
||||
if (mPixShader != nullptr && bufRanges[SHADER_STAGE::PIXEL_SHADER].isValid())
|
||||
{
|
||||
const U32 bufStartSlot = bufRanges[SHADER_STAGE::PIXEL_SHADER].mBufMin;
|
||||
const U32 numBufs = bufRanges[SHADER_STAGE::PIXEL_SHADER].mBufMax - bufRanges[SHADER_STAGE::PIXEL_SHADER].mBufMin + 1;
|
||||
|
|
@ -1097,7 +1086,7 @@ GFXShaderConstBufferRef GFXD3D11Shader::allocConstBuffer()
|
|||
for (BufferMap::Iterator i = mBuffers.begin(); i != mBuffers.end(); ++i)
|
||||
{
|
||||
// add our buffer descriptions to the full const buffer.
|
||||
buffer->addBuffer(i->key, sizeof(i->value));
|
||||
buffer->addBuffer(i->key.key1,i->key.key2, sizeof(i->value));
|
||||
}
|
||||
|
||||
mActiveBuffers.push_back( buffer );
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue