mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
Working
This commit has everything rendering kind of correctly, but the colours seem off from lighting.
This commit is contained in:
parent
6355e122d2
commit
8c01a1a85b
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@ -112,7 +112,7 @@ GFXD3D11ShaderConstHandle::GFXD3D11ShaderConstHandle(GFXD3D11Shader* shader,
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mDesc(desc),
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mStage((SHADER_STAGE)desc.shaderStage),
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mOffset(desc.offset),
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mSize(desc.size * desc.arraySize),
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mSize(desc.size),
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mBinding(desc.bindPoint),
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mSampler(desc.samplerReg),
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mInstancingConstant(false)
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@ -246,14 +246,32 @@ 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].data + _dxHandle->mOffset;
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U8* buf = mBufferMap[bufDesc].data;
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if (_dxHandle->mInstancingConstant)
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buf = mInstPtr + _dxHandle->mOffset;
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if (dMemcmp(buf, ¶m, sizeof(ConstType)) != 0)
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dMemcpy(buf + _dxHandle->mOffset, ¶m, sizeof(ConstType));
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}
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template<typename ConstType>
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void GFXD3D11ShaderConstBuffer::internalSet(GFXShaderConstHandle* handle, const AlignedArray<ConstType>& fv)
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{
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AssertFatal(handle, "GFXD3D11ShaderConstBuffer::internalSet - Handle is NULL!");
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AssertFatal(handle->isValid(), "GFXD3D11ShaderConstBuffer::internalSet - Handle is not valid!");
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AssertFatal(dynamic_cast<GFXD3D11ShaderConstHandle*>(handle), "GFXD3D11ShaderConstBuffer::internalSet - Incorrect const buffer type");
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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(!_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].data;
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const U8* fvBuffer = static_cast<const U8*>(fv.getBuffer());
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U32 size = fv.getElementSize() * fv.size();
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if (dMemcmp(buf + _dxHandle->mOffset, fvBuffer, _dxHandle->mSize) != 0)
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{
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dMemcpy(buf, ¶m, sizeof(ConstType));
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dMemcpy(buf + _dxHandle->mOffset, fvBuffer, _dxHandle->mSize);
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}
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}
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@ -297,27 +315,6 @@ void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedA
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internalSet(handle, fv);
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}
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template<typename ConstType>
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void GFXD3D11ShaderConstBuffer::internalSet(GFXShaderConstHandle* handle, const AlignedArray<ConstType>& fv)
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{
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AssertFatal(handle, "GFXD3D11ShaderConstBuffer::internalSet - Handle is NULL!");
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AssertFatal(handle->isValid(), "GFXD3D11ShaderConstBuffer::internalSet - Handle is not valid!");
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AssertFatal(dynamic_cast<GFXD3D11ShaderConstHandle*>(handle), "GFXD3D11ShaderConstBuffer::internalSet - Incorrect const buffer type");
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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(!_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].data;
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const U8* fvBuffer = static_cast<const U8*>(fv.getBuffer());
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U32 size = fv.getElementSize() * fv.size();
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if (dMemcmp(buf + _dxHandle->mOffset, fvBuffer, size) != 0)
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{
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dMemcpy(buf + _dxHandle->mOffset, fvBuffer, size);
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}
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF& mat, const GFXShaderConstType matrixType)
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{
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AssertFatal(handle, "Handle is NULL!" );
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@ -416,9 +413,9 @@ void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF*
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if (matrixType == GFXSCT_Float4x4)
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{
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if (dMemcmp(buf + _dxHandle->mOffset, transposed.address(), sizeof(MatrixF) * arraySize) != 0)
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if (dMemcmp(buf + _dxHandle->mOffset, transposed.begin(), sizeof(MatrixF) * arraySize) != 0)
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{
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dMemcpy(buf + _dxHandle->mOffset, transposed.address(), sizeof(MatrixF) * arraySize);
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dMemcpy(buf + _dxHandle->mOffset, transposed.begin(), sizeof(MatrixF) * arraySize);
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}
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return;
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}
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@ -468,10 +465,11 @@ void GFXD3D11ShaderConstBuffer::addBuffer(U32 bufBindingPoint, SHADER_STAGE shad
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return;
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// new buffer with our size.
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mBufferMap[bufKey].data = new U8[size];
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dMemset(mBufferMap[bufKey].data, 0, size);
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// always dirty on new.
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U8* buf = new U8[size];
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dMemset(buf, 0, size);
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mBufferMap[bufKey].data = buf;
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mBufferMap[bufKey].size = size;
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// always dirty on new.
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mBufferMap[bufKey].isDirty = true;
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D3D11_BUFFER_DESC cbDesc;
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@ -483,7 +481,7 @@ void GFXD3D11ShaderConstBuffer::addBuffer(U32 bufBindingPoint, SHADER_STAGE shad
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cbDesc.StructureByteStride = 0;
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HRESULT hr;
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hr = D3D11DEVICE->CreateBuffer(&cbDesc, NULL, &mBoundConstantBuffers[bufBindingPoint]);
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hr = D3D11DEVICE->CreateBuffer(&cbDesc, NULL, &mBoundConstantBuffers[(U32)shaderStage + bufBindingPoint]);
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if (FAILED(hr))
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{
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@ -505,48 +503,40 @@ void GFXD3D11ShaderConstBuffer::activate( GFXD3D11ShaderConstBuffer *prevShaderB
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const BufferKey thisBufferDesc = i->key;
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ConstantBuffer thisBuff = i->value;
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const ConstantBuffer prevBuffer = prevShaderBuffer->mBufferMap[i->key];
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if (prevBuffer.data && !prevBuffer.isDirty)
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if (prevShaderBuffer != this)
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{
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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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if (dMemcmp(prevBuffer.data, thisBuff.data, thisBuff.size) != 0)
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const ConstantBuffer prevBuffer = prevShaderBuffer->mBufferMap[i->key];
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if (prevBuffer.data && !prevBuffer.isDirty)
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{
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thisBuff.isDirty = true;
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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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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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else
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{
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thisBuff.isDirty = false;
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}
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}
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else
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{
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thisBuff.isDirty = false;
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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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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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D3D11DEVICECONTEXT->UpdateSubresource(mBoundConstantBuffers[(U32)thisBufferDesc.key2 + 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::ALL_SHADERS].isValid())
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{
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const U32 bufStartSlot = bufRanges[SHADER_STAGE::ALL_SHADERS].mBufMin;
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const U32 numBufs = bufRanges[SHADER_STAGE::ALL_SHADERS].mBufMax - bufRanges[SHADER_STAGE::ALL_SHADERS].mBufMin + 1;
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ID3D11Buffer** globalBuffer = mBoundConstantBuffers + bufStartSlot;
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if(mShader->mVertShader)
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D3D11DEVICECONTEXT->VSSetConstantBuffers(bufStartSlot, numBufs, globalBuffer);
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if(mShader->mPixShader)
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D3D11DEVICECONTEXT->PSSetConstantBuffers(bufStartSlot, numBufs, globalBuffer);
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}
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if (mShader->mVertShader && 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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@ -560,7 +550,7 @@ void GFXD3D11ShaderConstBuffer::activate( GFXD3D11ShaderConstBuffer *prevShaderB
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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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ID3D11Buffer** psBuffers = mBoundConstantBuffers + bufStartSlot;
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ID3D11Buffer** psBuffers = mBoundConstantBuffers + bufStartSlot + (U32)SHADER_STAGE::PIXEL_SHADER;
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D3D11DEVICECONTEXT->PSSetConstantBuffers(bufStartSlot, numBufs, psBuffers);
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}
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@ -572,10 +562,22 @@ void GFXD3D11ShaderConstBuffer::onShaderReload( GFXD3D11Shader *shader )
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{
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AssertFatal( shader == mShader, "GFXD3D11ShaderConstBuffer::onShaderReload is hosed!" );
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for (U32 i = 0; i < 16; i++)
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{
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SAFE_RELEASE(mBoundConstantBuffers[i]);
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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.data;
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}
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mBufferMap.clear();
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for (GFXD3D11Shader::BufferMap::Iterator i = shader->mBuffers.begin(); i != shader->mBuffers.end(); ++i)
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{
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// add our buffer descriptions to the full const buffer.
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this->addBuffer(i->value.bindPoint, (SHADER_STAGE)i->value.shaderStage, i->value.size);
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}
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// Set the lost state.
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mWasLost = true;
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@ -593,9 +595,6 @@ GFXD3D11Shader::GFXD3D11Shader()
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if( smD3DInclude == NULL )
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smD3DInclude = new gfxD3D11Include;
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globalAdded = false;
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globalSize = 0;
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}
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//------------------------------------------------------------------------------
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@ -841,56 +840,53 @@ 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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void GFXD3D11Shader::_getShaderConstants(ID3D11ShaderReflection* refTable,
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SHADER_STAGE shaderStage)
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{
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PROFILE_SCOPE( GFXD3D11Shader_GetShaderConstants );
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PROFILE_SCOPE(GFXD3D11Shader_GetShaderConstants);
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AssertFatal(refTable, "NULL constant table not allowed, is this an assembly shader?");
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D3D11_SHADER_DESC shaderDesc;
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refTable->GetDesc(&shaderDesc);
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if (refTable->GetDesc(&shaderDesc) != S_OK)
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{
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AssertFatal(false, "Shader Reflection table unable to be created");
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}
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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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U32 bufferOffset = 0;
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for (U32 i = 0; i < shaderDesc.ConstantBuffers; i++)
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{
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GFXShaderConstDesc desc;
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D3D11_SHADER_INPUT_BIND_DESC shaderInputBind;
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refTable->GetResourceBindingDesc(i, &shaderInputBind);
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ID3D11ShaderReflectionConstantBuffer* constantBuffer = refTable->GetConstantBufferByIndex(i);
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D3D11_SHADER_BUFFER_DESC constantBufferDesc;
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bool globalBuffer = false;
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if (shaderInputBind.Type == D3D_SIT_CBUFFER)
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if (constantBuffer->GetDesc(&constantBufferDesc) == S_OK)
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{
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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.name = String(constantBufferDesc.Name);
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desc.size = constantBufferDesc.Size;
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// we join global and params into 1 buffer.
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if (String::compare(desc.name, "$Globals") == 0 || String::compare(desc.name, "$Params") == 0)
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{
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desc.name = "$defaultTorqueBuffer_" + String::ToString((U32)shaderStage);
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globalBuffer = true;
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}
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desc.constType = GFXSCT_ConstBuffer;
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desc.bindPoint = shaderInputBind.BindPoint;
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desc.shaderStage = globalBuffer ? SHADER_STAGE::ALL_SHADERS : shaderStage;
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desc.shaderStage = shaderStage;
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desc.samplerReg = -1;
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ID3D11ShaderReflectionConstantBuffer* constantBuffer = refTable->GetConstantBufferByName(shaderInputBind.Name);
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D3D11_SHADER_BUFFER_DESC constantBufferDesc;
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// get our binding point.
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D3D11_SHADER_INPUT_BIND_DESC shaderInputBind;
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refTable->GetResourceBindingDescByName(constantBufferDesc.Name, &shaderInputBind);
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desc.bindPoint = shaderInputBind.BindPoint;
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constantBuffer->GetDesc(&constantBufferDesc);
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#ifdef D3D11_DEBUG_SPEW
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Con::printf("Constant Buffer Name: %s", constantBufferDesc.Name);
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#endif
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// push back our const buffer as a descriptor, this also marks the start of a buffer.
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desc.size = constantBufferDesc.Size;
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if (globalBuffer && !globalAdded)
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BufferMap::Iterator buffer = mBuffers.find(desc.name);
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// already added?
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if (buffer == mBuffers.end())
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{
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mShaderConsts.push_back(desc);
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globalAdded = true;
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mBuffers[desc.name] = desc;
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}
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else if (!globalBuffer)
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mShaderConsts.push_back(desc);
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// now loop vars and add them to mShaderConsts.
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for (U32 j = 0; j < constantBufferDesc.Variables; j++)
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@ -909,10 +905,10 @@ void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection *refTable,
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// set the bind point to the same as the const buffer.
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varDesc.bindPoint = desc.bindPoint;
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varDesc.offset = (globalBuffer && shaderStage != SHADER_STAGE::VERTEX_SHADER) ? globalSize + shaderVarDesc.StartOffset : shaderVarDesc.StartOffset;
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varDesc.offset = globalBuffer ? bufferOffset + shaderVarDesc.StartOffset : 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 = globalBuffer ? SHADER_STAGE::ALL_SHADERS : shaderStage;
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varDesc.shaderStage = shaderStage;
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varDesc.samplerReg = -1;
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#ifdef D3D11_DEBUG_SPEW
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@ -949,12 +945,12 @@ void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection *refTable,
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switch (shaderTypeDesc.Rows)
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{
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case 3:
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varDesc.constType = shaderTypeDesc.Columns == 4 ? GFXSCT_Float3x4 : GFXSCT_Float3x3;
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break;
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case 4:
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varDesc.constType = shaderTypeDesc.Columns == 3 ? GFXSCT_Float3x3 : GFXSCT_Float4x4;
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break;
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case 3:
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varDesc.constType = shaderTypeDesc.Columns == 4 ? GFXSCT_Float3x4 : GFXSCT_Float3x3;
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break;
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case 4:
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varDesc.constType = shaderTypeDesc.Columns == 3 ? GFXSCT_Float3x3 : GFXSCT_Float4x4;
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break;
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}
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}
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else if (shaderTypeDesc.Class == D3D_SVC_STRUCT)
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@ -965,10 +961,30 @@ void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection *refTable,
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mShaderConsts.push_back(varDesc);
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}
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globalSize += desc.size;
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}
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else if (shaderInputBind.Type == D3D_SIT_TEXTURE)
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else
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{
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AssertFatal(false, "Unable to get shader constant description! (may need more elements of constantDesc");
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}
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if(globalBuffer)
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bufferOffset += desc.size;
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}
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BufferMap::Iterator buf = mBuffers.find("$defaultTorqueBuffer_" + String::ToString((U32)shaderStage));
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if (buf != mBuffers.end())
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{
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buf->value.size += bufferOffset;
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}
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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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D3D11_SHADER_INPUT_BIND_DESC shaderInputBind;
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refTable->GetResourceBindingDesc(i, &shaderInputBind);
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if (shaderInputBind.Type == D3D_SIT_TEXTURE)
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{
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/*switch (shaderInputBind.Dimension)
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{
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@ -1067,29 +1083,6 @@ void GFXD3D11Shader::_buildShaderConstantHandles()
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for (U32 i = 0; i < mShaderConsts.size(); i++)
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{
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GFXShaderConstDesc& desc = mShaderConsts[i];
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if (desc.constType == GFXSCT_ConstBuffer)
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{
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const 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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Vector<U8> buf;
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buf.setSize(desc.size);
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if (desc.shaderStage == SHADER_STAGE::ALL_SHADERS)
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buf.setSize(globalSize);
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// new buffer with our size.
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mBuffers[bufKey] = buf;
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// do not add to handles..
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continue;
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}
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|
||||
HandleMap::Iterator handle = mHandles.find(desc.name);
|
||||
// already added? reinit just in case..
|
||||
// not sure if we need to do anything different with samplers.
|
||||
|
|
@ -1179,7 +1172,7 @@ 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.key1,i->key.key2, i->value.size());
|
||||
buffer->addBuffer(i->value.bindPoint, (SHADER_STAGE)i->value.shaderStage, i->value.size);
|
||||
}
|
||||
|
||||
mActiveBuffers.push_back( buffer );
|
||||
|
|
|
|||
|
|
@ -35,7 +35,6 @@ class GFXD3D11Shader;
|
|||
|
||||
enum SHADER_STAGE
|
||||
{
|
||||
ALL_SHADERS,
|
||||
VERTEX_SHADER,
|
||||
PIXEL_SHADER,
|
||||
GEOMETRY_SHADER,
|
||||
|
|
@ -186,7 +185,7 @@ class GFXD3D11Shader : public GFXShader
|
|||
|
||||
public:
|
||||
typedef Map<String, GFXD3D11ShaderConstHandle*> HandleMap;
|
||||
typedef Map<BufferKey, Vector<U8>> BufferMap;
|
||||
typedef Map<String, GFXShaderConstDesc> BufferMap;
|
||||
|
||||
GFXD3D11Shader();
|
||||
virtual ~GFXD3D11Shader();
|
||||
|
|
@ -229,10 +228,6 @@ protected:
|
|||
// This is used in both cases
|
||||
virtual void _buildShaderConstantHandles();
|
||||
void _buildInstancingShaderConstantHandles();
|
||||
|
||||
|
||||
bool globalAdded;
|
||||
U32 globalSize;
|
||||
};
|
||||
|
||||
|
||||
|
|
|
|||
Loading…
Reference in a new issue