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https://github.com/TorqueGameEngines/Torque3D.git
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55519aac57
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630bee97c7
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@ -94,29 +94,46 @@ HRESULT gfxD3D11Include::Close( THIS_ LPCVOID pData )
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}
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GFXD3D11ShaderConstHandle::GFXD3D11ShaderConstHandle(GFXD3D11Shader* shader)
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: mShader(shader),
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mOffset(0),
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mSize(0),
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mBinding(-1),
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mSampler(-1),
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mInstancingConstant(false)
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{
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dMemset(&mDesc, 0, sizeof(mDesc));
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mValid = false;
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mStage = SHADER_STAGE::UNKNOWN_STAGE;
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}
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GFXD3D11ShaderConstHandle::GFXD3D11ShaderConstHandle(GFXD3D11Shader* shader, const GFXShaderConstDesc& desc, S32 samplerNum)
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GFXD3D11ShaderConstHandle::GFXD3D11ShaderConstHandle(GFXD3D11Shader* shader,
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const SHADER_STAGE shaderStage,
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const U32 offset,
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const U32 size,
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const GFXShaderConstDesc& desc,
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S32 bindingPoint,
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S32 samplerNum)
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: mShader(shader),
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mStage(shaderStage),
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mOffset(offset),
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mSize(size),
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mDesc(desc),
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mBinding(bindingPoint),
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mSampler(bindingPoint),
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mInstancingConstant(false)
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{
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mValid = false;
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}
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GFXD3D11ShaderConstHandle::~GFXD3D11ShaderConstHandle()
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{
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}
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U32 GFXD3D11ShaderConstHandle::getSize() const
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{
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return U32();
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}
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GFXD3D11ShaderConstHandle::GFXD3D11ShaderConstHandle()
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{
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}
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//------------------------------------------------------------------------------
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GFXD3D11ShaderConstBuffer::GFXD3D11ShaderConstBuffer( GFXD3D11Shader* shader, U32 bufSize, U8* existingConstants)
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{
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mDeviceContext = D3D11DEVICECONTEXT;
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}
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GFXD3D11ShaderConstBuffer::~GFXD3D11ShaderConstBuffer()
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@ -367,7 +384,7 @@ bool GFXD3D11Shader::_init()
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if (!mPixelFile.isEmpty() && !_compileShader( mPixelFile, SHADER_STAGE::PIXEL_SHADER, d3dMacros))
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return false;
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_buildInstancingShaderConstantHandles();
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_buildShaderConstantHandles();
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// Notify any existing buffers that the buffer
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// layouts have changed and they need to update.
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@ -459,35 +476,8 @@ bool GFXD3D11Shader::_compileShader( const Torque::Path &filePath,
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}
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res = D3DCompile(buffer, bufSize, realPath.getFullPath().c_str(), defines, smD3DInclude, "main", target, flags, 0, &code, &errorBuff);
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}
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// Is it a precompiled obj shader?
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else if(filePath.getExtension().equal("obj", String::NoCase))
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{
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FileStream s;
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if(!s.open(filePath, Torque::FS::File::Read))
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{
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AssertISV(false, avar("GFXD3D11Shader::initShader - failed to open shader '%s'.", filePath.getFullPath().c_str()));
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if ( smLogErrors )
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Con::errorf( "GFXD3D11Shader::_compileShader - Failed to open shader file '%s'.", filePath.getFullPath().c_str() );
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return false;
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}
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res = D3DCreateBlob(s.getStreamSize(), &code);
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AssertISV(SUCCEEDED(res), "Unable to create buffer!");
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s.read(s.getStreamSize(), code->GetBufferPointer());
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}
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else
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{
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if (smLogErrors)
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Con::errorf("GFXD3D11Shader::_compileShader - Unsupported shader file type '%s'.", filePath.getFullPath().c_str());
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return false;
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}
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if(errorBuff)
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{
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// remove \n at end of buffer
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@ -608,6 +598,7 @@ bool GFXD3D11Shader::_compileShader( const Torque::Path &filePath,
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return result;
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}
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void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection *refTable,
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SHADER_STAGE shaderStage)
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{
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@ -618,6 +609,7 @@ void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection *refTable,
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D3D11_SHADER_DESC shaderDesc;
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refTable->GetDesc(&shaderDesc);
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// we loop through and account for the most common data types.
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for (U32 i = 0; i < shaderDesc.BoundResources; i++)
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{
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GFXShaderConstDesc desc;
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@ -629,6 +621,7 @@ void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection *refTable,
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desc.name = String(shaderInputBind.Name);
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if (desc.name.find("$") != 0)
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desc.name = String::ToString("$%s", desc.name.c_str());
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desc.constType = GFXSCT_ConstBuffer;
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desc.bindPoint = shaderInputBind.BindPoint;
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desc.shaderStage = shaderStage;
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@ -660,6 +653,7 @@ void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection *refTable,
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varDesc.bindPoint = desc.bindPoint;
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varDesc.offset = shaderVarDesc.StartOffset;
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varDesc.arraySize = mMax(shaderTypeDesc.Elements, 1);
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varDesc.size = shaderVarDesc.Size;
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varDesc.shaderStage = shaderStage;
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if (shaderTypeDesc.Class == D3D_SVC_SCALAR || shaderTypeDesc.Class == D3D_SVC_VECTOR)
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@ -668,14 +662,18 @@ void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection *refTable,
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{
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case D3D_SVT_BOOL:
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varDesc.constType = (GFXShaderConstType)((U32)GFXSCT_Bool + shaderTypeDesc.Columns - 1);
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case D3D_SVT_FLOAT:
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varDesc.constType = (GFXShaderConstType)((U32)GFXSCT_Float + shaderTypeDesc.Columns - 1);
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break;
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case D3D_SVT_INT:
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varDesc.constType = (GFXShaderConstType)((U32)GFXSCT_Int + shaderTypeDesc.Columns - 1);
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break;
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case D3D_SVT_FLOAT:
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varDesc.constType = (GFXShaderConstType)((U32)GFXSCT_Float + shaderTypeDesc.Columns - 1);
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break;
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case D3D_SVT_UINT:
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varDesc.constType = (GFXShaderConstType)((U32)GFXSCT_UInt + shaderTypeDesc.Columns - 1);
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break;
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default:
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AssertFatal(false, "Unknown shader constant class enum");
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AssertFatal(false, "Unknown shader constant class enum, maybe you could add it?");
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break;
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}
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}
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@ -683,7 +681,7 @@ void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection *refTable,
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{
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if (shaderTypeDesc.Type != D3D_SVT_FLOAT)
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{
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AssertFatal(false, "Only Float matrices are supported for now.");
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AssertFatal(false, "Only Float matrices are supported for now. Support for other types needs to be added.");
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}
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switch (shaderTypeDesc.Rows)
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@ -698,7 +696,7 @@ void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection *refTable,
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}
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else if (shaderTypeDesc.Class == D3D_SVC_STRUCT)
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{
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// we gotta loop through its variables =/
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// we gotta loop through its variables =/ ad support in future. for now continue so it skips.
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continue;
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}
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@ -707,7 +705,7 @@ void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection *refTable,
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}
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else if (shaderInputBind.Type == D3D_SIT_TEXTURE)
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{
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switch (shaderInputBind.Dimension)
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/*switch (shaderInputBind.Dimension)
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{
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case D3D_SRV_DIMENSION::D3D_SRV_DIMENSION_TEXTURE1D:
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break;
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@ -733,7 +731,7 @@ void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection *refTable,
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break;
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default:
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break;
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}
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}*/
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}
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else if (shaderInputBind.Type == D3D_SIT_SAMPLER)
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{
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@ -746,9 +744,15 @@ void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection *refTable,
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desc.shaderStage = shaderStage;
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mShaderConsts.push_back(desc);
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}
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else if (shaderInputBind.Type == D3D_SIT_UAV_RWTYPED)
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else if (shaderInputBind.Type == D3D_SIT_UAV_RWTYPED ||
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shaderInputBind.Type == D3D_SIT_UAV_RWSTRUCTURED ||
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shaderInputBind.Type == D3D_SIT_UAV_RWBYTEADDRESS ||
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shaderInputBind.Type == D3D_SIT_UAV_APPEND_STRUCTURED ||
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shaderInputBind.Type == D3D_SIT_UAV_CONSUME_STRUCTURED ||
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shaderInputBind.Type == D3D_SIT_UAV_RWSTRUCTURED_WITH_COUNTER)
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{
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switch (shaderInputBind.Dimension)
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// these should return an unorderedAccessViews and add them to shaderResources.
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/*switch (shaderInputBind.Dimension)
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{
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case D3D_SRV_DIMENSION::D3D_SRV_DIMENSION_TEXTURE1D:
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break;
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@ -774,28 +778,12 @@ void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection *refTable,
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break;
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default:
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break;
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}
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}*/
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}
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else if (shaderInputBind.Type == D3D_SIT_STRUCTURED)
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{
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}
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else if (shaderInputBind.Type == D3D_SIT_UAV_RWSTRUCTURED)
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{
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}
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else if (shaderInputBind.Type == D3D_SIT_BYTEADDRESS)
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{
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}
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else if (shaderInputBind.Type == D3D_SIT_UAV_RWBYTEADDRESS)
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{
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}
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else if (shaderInputBind.Type == D3D_SIT_UAV_APPEND_STRUCTURED)
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{
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}
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else if (shaderInputBind.Type == D3D_SIT_UAV_CONSUME_STRUCTURED)
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{
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}
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else if (shaderInputBind.Type == D3D_SIT_UAV_RWSTRUCTURED_WITH_COUNTER)
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else if (shaderInputBind.Type == D3D_SIT_STRUCTURED ||
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shaderInputBind.Type == D3D_SIT_BYTEADDRESS)
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{
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// these should return shaderResourceViews and add them to shaderResources.
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}
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}
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}
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@ -825,11 +813,10 @@ void GFXD3D11Shader::_buildInstancingShaderConstantHandles()
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handle = j->value;
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else
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{
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handle = new GFXD3D11ShaderConstHandle();
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handle = new GFXD3D11ShaderConstHandle(this);
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mHandles[ constName ] = handle;
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}
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handle->mShader = this;
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handle->setValid( true );
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handle->mInstancingConstant = true;
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@ -867,9 +854,8 @@ GFXShaderConstHandle* GFXD3D11Shader::getShaderConstHandle(const String& name)
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}
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else
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{
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GFXD3D11ShaderConstHandle *handle = new GFXD3D11ShaderConstHandle();
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GFXD3D11ShaderConstHandle *handle = new GFXD3D11ShaderConstHandle(this);
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handle->setValid( false );
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handle->mShader = this;
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mHandles[name] = handle;
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return handle;
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@ -36,6 +36,7 @@ class GFXD3D11Shader;
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enum SHADER_STAGE
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{
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UNKNOWN_STAGE,
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VERTEX_SHADER,
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PIXEL_SHADER,
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GEOMETRY_SHADER,
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@ -47,21 +48,28 @@ enum SHADER_STAGE
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class GFXD3D11ShaderConstHandle : public GFXShaderConstHandle
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{
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friend class GFXD3D11Shader;
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public:
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public:
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GFXD3D11ShaderConstHandle(GFXD3D11Shader* shader);
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GFXD3D11ShaderConstHandle(GFXD3D11Shader* shader, const GFXShaderConstDesc& desc, S32 samplerNum);
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GFXD3D11ShaderConstHandle(GFXD3D11Shader* shader,
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const SHADER_STAGE shaderStage,
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const U32 offset,
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const U32 size,
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const GFXShaderConstDesc& desc,
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S32 bindingPoint,
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S32 samplerNum);
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virtual ~GFXD3D11ShaderConstHandle();
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const String& getName() const { return mDesc.name; }
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GFXShaderConstType getType() const { return mDesc.constType; }
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U32 getArraySize() const { return mDesc.arraySize; }
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U32 getSize() const;
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U32 getSize() const { return mSize; }
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void setValid(bool valid) { mValid = valid; }
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/// @warning This will always return the value assigned when the shader was
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/// initialized. If the value is later changed this method won't reflect that.
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S32 getSamplerRegister() const { return mSamplerNum; }
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S32 getSamplerRegister() const { return mSampler; }
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// Returns true if this is a handle to a sampler register.
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bool isSampler() const
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@ -69,13 +77,13 @@ public:
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return (getType() >= GFXSCT_Sampler);
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}
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GFXD3D11ShaderConstHandle();
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GFXShaderConstDesc mDesc;
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GFXD3D11Shader* mShader;
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U32 mOffset;
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U32 mSize;
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S32 mSamplerNum;
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SHADER_STAGE stage;
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S32 mBinding; // buffer binding point used to map handles to buffers.
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S32 mSampler; // sampler.
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SHADER_STAGE mStage;
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bool mInstancingConstant;
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};
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@ -59,9 +59,9 @@ public:
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GFXShaderConstDesc mDesc;
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GFXGLShader* mShader;
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GLuint mLocation;
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U32 mOffset;
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U32 mSize;
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U32 mSize;
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GLuint mLocation;
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S32 mSamplerNum;
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bool mInstancingConstant;
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};
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@ -799,6 +799,7 @@ GFXShaderConstHandle* GFXGLShader::getShaderConstHandle(const String& name)
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else
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{
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GFXGLShaderConstHandle* handle = new GFXGLShaderConstHandle( this );
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handle->setValid(false);
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mHandles[ name ] = handle;
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return handle;
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