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..................
This commit is contained in:
marauder2k7 2024-02-24 14:42:30 +00:00
parent dd4d48d654
commit 8887e21f4b
2 changed files with 44 additions and 21 deletions

View file

@ -160,7 +160,7 @@ GFXD3D11ShaderConstBuffer::~GFXD3D11ShaderConstBuffer()
{
for (BufferMap::Iterator i = mBufferMap.begin(); i != mBufferMap.end(); i++)
{
delete[] i->value;
delete[] i->value.data;
}
mBufferMap.clear();
@ -251,7 +251,7 @@ void GFXD3D11ShaderConstBuffer::internalSet(GFXShaderConstHandle* handle, const
AssertFatal(mShader == _dxHandle->mShader, "GFXD3D11ShaderConstBuffer::internalSet - Should only set handles which are owned by our shader");
const BufferKey bufDesc(_dxHandle->mBinding, (SHADER_STAGE)_dxHandle->mStage);
U8* buf = mBufferMap[bufDesc] + _dxHandle->mOffset;
U8* buf = mBufferMap[bufDesc].data + _dxHandle->mOffset;
if (_dxHandle->mInstancingConstant)
buf = mInstPtr + _dxHandle->mOffset;
@ -310,7 +310,7 @@ void GFXD3D11ShaderConstBuffer::internalSet(GFXShaderConstHandle* handle, const
AssertFatal(mShader == _dxHandle->mShader, "GFXD3D11ShaderConstBuffer::internalSet - Should only set handles which are owned by our shader");
AssertFatal(!_dxHandle->mInstancingConstant, "GFXD3D11ShaderConstBuffer::internalSet - Instancing not supported for array");
const BufferKey bufDesc(_dxHandle->mBinding, (SHADER_STAGE)_dxHandle->mStage);
U8* buf = mBufferMap[bufDesc];
U8* buf = mBufferMap[bufDesc].data;
const U8* fvBuffer = static_cast<const U8*>(fv.getBuffer());
for (U32 i = 0; i < fv.size(); ++i)
{
@ -330,7 +330,7 @@ void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF&
AssertFatal(!_dxHandle->isSampler(), "Handle is sampler constant!" );
AssertFatal(_dxHandle->mShader == mShader, "Mismatched shaders!");
const BufferKey bufDesc(_dxHandle->mBinding, (SHADER_STAGE)_dxHandle->mStage);
U8* buf = mBufferMap[bufDesc] + _dxHandle->mOffset;
U8* buf = mBufferMap[bufDesc].data;
MatrixF transposed;
if (matrixType == GFXSCT_Float4x3)
@ -374,7 +374,7 @@ void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF&
break;
}
dMemcpy(buf, transposed, csize);
dMemcpy(buf, (const F32*)transposed, csize);
}
@ -390,7 +390,7 @@ void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF*
const BufferKey bufDesc(_dxHandle->mBinding, (SHADER_STAGE)_dxHandle->mStage);
U8* buf = mBufferMap[bufDesc] ;
U8* buf = mBufferMap[bufDesc].data;
static Vector<MatrixF> transposed;
if (arraySize > transposed.size())
@ -457,9 +457,11 @@ void GFXD3D11ShaderConstBuffer::addBuffer(U32 bufBindingPoint, SHADER_STAGE shad
if (buffer != mBufferMap.end())
return;
U8* buf = new U8[size];
// new buffer with our size.
mBufferMap[bufKey] = buf;
mBufferMap[bufKey].data = new U8[size];
// always dirty on new.
mBufferMap[bufKey].size = size;
mBufferMap[bufKey].isDirty = true;
D3D11_BUFFER_DESC cbDesc;
cbDesc.ByteWidth = size;
@ -492,22 +494,32 @@ void GFXD3D11ShaderConstBuffer::activate( GFXD3D11ShaderConstBuffer *prevShaderB
for (BufferMap::Iterator i = mBufferMap.begin(); i != mBufferMap.end(); ++i)
{
const BufferKey oldBufferDesc = i->key;
U8* oldBuff = i->value;
const BufferKey thisBufferDesc = i->key;
ConstantBuffer thisBuff = i->value;
U8* newBuff = prevShaderBuffer->mBufferMap[i->key];
U32 size = mShader->mBuffers[i->key].size();
const ConstantBuffer prevBuffer = prevShaderBuffer->mBufferMap[i->key];
if (dMemcmp(oldBuff, newBuff, size) != 0)
if (prevBuffer.data && !prevBuffer.isDirty)
{
// else copy new over the buffer.
dMemcpy(oldBuff, newBuff, size);
// buffer has been changed and needs updating.
D3D11DEVICECONTEXT->UpdateSubresource(mBoundConstantBuffers[oldBufferDesc.key1], 0, NULL, oldBuff, size, 0);
if (prevBuffer.size != thisBuff.size)
{
thisBuff.isDirty = true;
}
else if (dMemcmp(prevBuffer.data, thisBuff.data, thisBuff.size) != 0)
{
thisBuff.isDirty = true;
}
}
else
{
thisBuff.isDirty = true;
}
bufRanges[oldBufferDesc.key2].addSlot(oldBufferDesc.key1);
if (thisBuff.data && thisBuff.isDirty)
{
D3D11DEVICECONTEXT->UpdateSubresource(mBoundConstantBuffers[thisBufferDesc.key1], 0, NULL, thisBuff.data, thisBuff.size, 0);
bufRanges[thisBufferDesc.key2].addSlot(thisBufferDesc.key1);
}
}
if (bufRanges[SHADER_STAGE::VERTEX_SHADER].isValid())
@ -537,7 +549,7 @@ void GFXD3D11ShaderConstBuffer::onShaderReload( GFXD3D11Shader *shader )
for (BufferMap::Iterator i = mBufferMap.begin(); i != mBufferMap.end(); i++)
{
delete[] i->value;
delete[] i->value.data;
}
// Set the lost state.

View file

@ -61,6 +61,13 @@ struct BufferRange
inline bool isValid() const { return mBufMin <= mBufMax; }
};
struct ConstantBuffer
{
U8* data;
U32 size;
bool isDirty;
};
class GFXD3D11ShaderConstHandle : public GFXShaderConstHandle
{
friend class GFXD3D11Shader;
@ -105,7 +112,7 @@ class GFXD3D11ShaderConstBuffer : public GFXShaderConstBuffer
ID3D11DeviceContext* mDeviceContext;
public:
typedef Map<BufferKey, U8*> BufferMap;
typedef Map<BufferKey, ConstantBuffer> BufferMap;
GFXD3D11ShaderConstBuffer(GFXD3D11Shader* shader);
@ -117,6 +124,9 @@ public:
void addBuffer(U32 bufBindingPoint, SHADER_STAGE shaderStage, U32 size);
bool isDirty() { return mDirty; }
void setDirty(bool isDirty) { mDirty = isDirty; }
/// Called from GFXD3D11Shader when constants have changed and need
/// to be the shader this buffer references is reloaded.
void onShaderReload(GFXD3D11Shader *shader);
@ -164,6 +174,7 @@ protected:
// we probably want this to be GFXDevice and not per shader.
ID3D11Buffer* mBoundConstantBuffers[16];
bool mDirty;
};
class gfxD3D11Include;