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https://github.com/TorqueGameEngines/Torque3D.git
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working
working example, renders all gui controls. We still cant render a scene, something to do with the constant buffer at slot 0 of the vertex shader being too small..... gotta figure this one out..................
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dd4d48d654
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2 changed files with 44 additions and 21 deletions
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@ -160,7 +160,7 @@ 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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delete[] i->value.data;
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}
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mBufferMap.clear();
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@ -251,7 +251,7 @@ void GFXD3D11ShaderConstBuffer::internalSet(GFXShaderConstHandle* handle, const
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AssertFatal(mShader == _dxHandle->mShader, "GFXD3D11ShaderConstBuffer::internalSet - Should only set handles which are owned by our shader");
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const BufferKey bufDesc(_dxHandle->mBinding, (SHADER_STAGE)_dxHandle->mStage);
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U8* buf = mBufferMap[bufDesc] + _dxHandle->mOffset;
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U8* buf = mBufferMap[bufDesc].data + _dxHandle->mOffset;
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if (_dxHandle->mInstancingConstant)
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buf = mInstPtr + _dxHandle->mOffset;
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@ -310,7 +310,7 @@ void GFXD3D11ShaderConstBuffer::internalSet(GFXShaderConstHandle* handle, const
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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(!_dxHandle->mInstancingConstant, "GFXD3D11ShaderConstBuffer::internalSet - Instancing not supported for array");
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const BufferKey bufDesc(_dxHandle->mBinding, (SHADER_STAGE)_dxHandle->mStage);
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U8* buf = mBufferMap[bufDesc];
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U8* buf = mBufferMap[bufDesc].data;
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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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{
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@ -330,7 +330,7 @@ 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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const BufferKey bufDesc(_dxHandle->mBinding, (SHADER_STAGE)_dxHandle->mStage);
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U8* buf = mBufferMap[bufDesc] + _dxHandle->mOffset;
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U8* buf = mBufferMap[bufDesc].data;
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MatrixF transposed;
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if (matrixType == GFXSCT_Float4x3)
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@ -374,7 +374,7 @@ void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF&
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break;
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}
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dMemcpy(buf, transposed, csize);
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dMemcpy(buf, (const F32*)transposed, csize);
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}
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@ -390,7 +390,7 @@ void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF*
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const BufferKey bufDesc(_dxHandle->mBinding, (SHADER_STAGE)_dxHandle->mStage);
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U8* buf = mBufferMap[bufDesc] ;
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U8* buf = mBufferMap[bufDesc].data;
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static Vector<MatrixF> transposed;
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if (arraySize > transposed.size())
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@ -457,9 +457,11 @@ void GFXD3D11ShaderConstBuffer::addBuffer(U32 bufBindingPoint, SHADER_STAGE shad
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if (buffer != mBufferMap.end())
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return;
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U8* buf = new U8[size];
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// new buffer with our size.
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mBufferMap[bufKey] = buf;
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mBufferMap[bufKey].data = new U8[size];
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// always dirty on new.
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mBufferMap[bufKey].size = size;
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mBufferMap[bufKey].isDirty = true;
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D3D11_BUFFER_DESC cbDesc;
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cbDesc.ByteWidth = size;
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@ -492,22 +494,32 @@ void GFXD3D11ShaderConstBuffer::activate( GFXD3D11ShaderConstBuffer *prevShaderB
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for (BufferMap::Iterator i = mBufferMap.begin(); i != mBufferMap.end(); ++i)
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{
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const BufferKey oldBufferDesc = i->key;
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U8* oldBuff = i->value;
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const BufferKey thisBufferDesc = i->key;
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ConstantBuffer thisBuff = i->value;
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U8* newBuff = prevShaderBuffer->mBufferMap[i->key];
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U32 size = mShader->mBuffers[i->key].size();
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const ConstantBuffer prevBuffer = prevShaderBuffer->mBufferMap[i->key];
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if (dMemcmp(oldBuff, newBuff, size) != 0)
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if (prevBuffer.data && !prevBuffer.isDirty)
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{
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// else copy new over the buffer.
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dMemcpy(oldBuff, newBuff, size);
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// buffer has been changed and needs updating.
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D3D11DEVICECONTEXT->UpdateSubresource(mBoundConstantBuffers[oldBufferDesc.key1], 0, NULL, oldBuff, size, 0);
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if (prevBuffer.size != thisBuff.size)
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{
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thisBuff.isDirty = true;
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}
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else if (dMemcmp(prevBuffer.data, thisBuff.data, thisBuff.size) != 0)
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{
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thisBuff.isDirty = true;
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}
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}
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else
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{
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thisBuff.isDirty = true;
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}
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bufRanges[oldBufferDesc.key2].addSlot(oldBufferDesc.key1);
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if (thisBuff.data && thisBuff.isDirty)
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{
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D3D11DEVICECONTEXT->UpdateSubresource(mBoundConstantBuffers[thisBufferDesc.key1], 0, NULL, thisBuff.data, thisBuff.size, 0);
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bufRanges[thisBufferDesc.key2].addSlot(thisBufferDesc.key1);
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}
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}
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if (bufRanges[SHADER_STAGE::VERTEX_SHADER].isValid())
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@ -537,7 +549,7 @@ void GFXD3D11ShaderConstBuffer::onShaderReload( GFXD3D11Shader *shader )
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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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delete[] i->value.data;
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}
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// Set the lost state.
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@ -61,6 +61,13 @@ struct BufferRange
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inline bool isValid() const { return mBufMin <= mBufMax; }
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};
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struct ConstantBuffer
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{
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U8* data;
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U32 size;
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bool isDirty;
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};
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class GFXD3D11ShaderConstHandle : public GFXShaderConstHandle
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{
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friend class GFXD3D11Shader;
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@ -105,7 +112,7 @@ class GFXD3D11ShaderConstBuffer : public GFXShaderConstBuffer
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ID3D11DeviceContext* mDeviceContext;
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public:
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typedef Map<BufferKey, U8*> BufferMap;
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typedef Map<BufferKey, ConstantBuffer> BufferMap;
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GFXD3D11ShaderConstBuffer(GFXD3D11Shader* shader);
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@ -117,6 +124,9 @@ public:
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void addBuffer(U32 bufBindingPoint, SHADER_STAGE shaderStage, U32 size);
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bool isDirty() { return mDirty; }
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void setDirty(bool isDirty) { mDirty = isDirty; }
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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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void onShaderReload(GFXD3D11Shader *shader);
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@ -164,6 +174,7 @@ protected:
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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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bool mDirty;
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};
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class gfxD3D11Include;
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