mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-12 23:24:41 +00:00
gfxD3D handles and buffermap
init handles coded. bufferMap added.
This commit is contained in:
parent
630bee97c7
commit
97ed522667
3 changed files with 213 additions and 77 deletions
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@ -107,31 +107,45 @@ GFXD3D11ShaderConstHandle::GFXD3D11ShaderConstHandle(GFXD3D11Shader* shader)
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}
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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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const GFXShaderConstDesc& desc)
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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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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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mBinding(desc.bindPoint),
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mSampler(desc.samplerReg),
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mInstancingConstant(false)
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{
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mValid = false;
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if (desc.constType == GFXSCT_ConstBuffer)
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mValid = false;
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else
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mValid = true;
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}
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GFXD3D11ShaderConstHandle::~GFXD3D11ShaderConstHandle()
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{
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}
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void GFXD3D11ShaderConstHandle::reinit(const GFXShaderConstDesc& desc)
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{
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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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mBinding = desc.bindPoint;
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mSampler = desc.samplerReg;
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mInstancingConstant = false;
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if (desc.constType == GFXSCT_ConstBuffer)
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mValid = false;
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else
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mValid = true;
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}
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//------------------------------------------------------------------------------
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GFXD3D11ShaderConstBuffer::GFXD3D11ShaderConstBuffer( GFXD3D11Shader* shader, U32 bufSize, U8* existingConstants)
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GFXD3D11ShaderConstBuffer::GFXD3D11ShaderConstBuffer( GFXD3D11Shader* shader)
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{
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mDeviceContext = D3D11DEVICECONTEXT;
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}
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@ -148,29 +162,35 @@ GFXShader* GFXD3D11ShaderConstBuffer::getShader()
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const F32 fv)
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{
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internalSet(handle, fv);
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point2F& fv)
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{
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{
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internalSet(handle, fv);
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point3F& fv)
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{
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{
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internalSet(handle, fv);
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point4F& fv)
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{
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{
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internalSet(handle, fv);
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const PlaneF& fv)
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{
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{
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internalSet(handle, fv);
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const LinearColorF& fv)
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{
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{
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internalSet(handle, fv);
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const S32 f)
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const S32 fv)
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{
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// This is the only type that is allowed to be used
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// with a sampler shader constant type, but it is only
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@ -181,52 +201,104 @@ void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const S32 f)
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if ( ((GFXD3D11ShaderConstHandle*)handle)->isSampler() )
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return;
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internalSet(handle, fv);
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point2I& fv)
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{
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{
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internalSet(handle, fv);
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point3I& fv)
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{
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{
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internalSet(handle, fv);
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point4I& fv)
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{
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{
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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 ConstType& param)
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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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BufferDesc bufDesc(_dxHandle->mBinding, (SHADER_STAGE)_dxHandle->mStage);
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U8* buf = mBufferMap[bufDesc] + _dxHandle->mOffset;
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if (_dxHandle->mInstancingConstant)
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buf = mInstPtr + _dxHandle->mOffset;
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dMemcpy(buf, ¶m, sizeof(ConstType));
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<F32>& fv)
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{
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{
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internalSet(handle, fv);
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point2F>& fv)
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{
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{
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internalSet(handle, fv);
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point3F>& fv)
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{
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{
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internalSet(handle, fv);
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point4F>& fv)
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{
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{
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internalSet(handle, fv);
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<S32>& fv)
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{
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{
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internalSet(handle, fv);
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point2I>& fv)
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{
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{
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internalSet(handle, fv);
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point3I>& fv)
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{
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{
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internalSet(handle, fv);
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point4I>& fv)
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{
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{
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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(!_glHandle->mInstancingConstant, "GFXD3D11ShaderConstBuffer::internalSet - Instancing not supported for array");
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BufferDesc bufDesc(_dxHandle->mBinding, (SHADER_STAGE)_dxHandle->mStage);
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U8* buf = mBufferMap[bufDesc];
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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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dMemcpy(buf + _dxHandle->mOffset + i * sizeof(ConstType), fvBuffer, sizeof(ConstType));
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fvBuffer += fv.getElementSize();
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}
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}
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#undef SET_CONSTANT
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF& mat, const GFXShaderConstType matrixType)
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{
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@ -234,11 +306,32 @@ void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF&
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AssertFatal(handle->isValid(), "Handle is not valid!" );
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AssertFatal(static_cast<const GFXD3D11ShaderConstHandle*>(handle), "Incorrect const buffer type!");
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const GFXD3D11ShaderConstHandle* h = static_cast<const GFXD3D11ShaderConstHandle*>(handle);
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AssertFatal(!h->isSampler(), "Handle is sampler constant!" );
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AssertFatal(h->mShader == mShader, "Mismatched shaders!");
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const GFXD3D11ShaderConstHandle* _dxHandle = static_cast<const GFXD3D11ShaderConstHandle*>(handle);
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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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BufferDesc bufDesc(_dxHandle->mBinding, (SHADER_STAGE)_dxHandle->mStage);
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U8* buf = mBufferMap[bufDesc] + _dxHandle->mOffset;
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MatrixF transposed;
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if (matrixType == GFXSCT_Float4x3)
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{
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transposed = mat;
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}
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else
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{
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mat.transposeTo(transposed);
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}
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if (_dxHandle->mInstancingConstant)
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{
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if (matrixType == GFXSCT_Float4x4)
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dMemcpy(mInstPtr + _dxHandle->mOffset, mat, sizeof(mat));
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// TODO: Support 3x3 and 2x2 matricies?
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return;
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}
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}
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void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF* mat, const U32 arraySize, const GFXShaderConstType matrixType)
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@ -287,10 +380,6 @@ void GFXD3D11ShaderConstBuffer::resurrect()
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{
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}
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void GFXD3D11ShaderConstBuffer::_createBuffers()
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{
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}
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bool GFXD3D11ShaderConstBuffer::isDirty()
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{
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return true;
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@ -299,16 +388,14 @@ bool GFXD3D11ShaderConstBuffer::isDirty()
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void GFXD3D11ShaderConstBuffer::activate( GFXD3D11ShaderConstBuffer *prevShaderBuffer )
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{
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PROFILE_SCOPE(GFXD3D11ShaderConstBuffer_activate);
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mShader->setConstantsFromBuffer(this);
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mWasLost = false;
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}
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void GFXD3D11ShaderConstBuffer::onShaderReload( GFXD3D11Shader *shader )
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{
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AssertFatal( shader == mShader, "GFXD3D11ShaderConstBuffer::onShaderReload is hosed!" );
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_createBuffers();
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// Set the lost state.
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mWasLost = true;
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}
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@ -316,8 +403,6 @@ void GFXD3D11ShaderConstBuffer::onShaderReload( GFXD3D11Shader *shader )
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//------------------------------------------------------------------------------
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GFXD3D11Shader::GFXD3D11Shader()
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:mConstBufferSize(0),
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mConstBuffer(NULL)
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{
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VECTOR_SET_ASSOCIATION( mShaderConsts );
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@ -336,7 +421,8 @@ GFXD3D11Shader::~GFXD3D11Shader()
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for (HandleMap::Iterator i = mHandles.begin(); i != mHandles.end(); i++)
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delete i->value;
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delete[] mConstBuffer;
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for (BufferMap::Iterator i = mBuffers.begin(); i != mBuffers.end(); i++)
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delete[] i->value;
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// release shaders
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SAFE_RELEASE(mVertShader);
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@ -374,10 +460,6 @@ bool GFXD3D11Shader::_init()
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mShaderConsts.clear();
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for (HandleMap::Iterator iter = mHandles.begin(); iter != mHandles.end(); ++iter)
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(iter->value)->setValid(false);
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mValidHandles.clear();
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if (!mVertexFile.isEmpty() && !_compileShader( mVertexFile, SHADER_STAGE::VERTEX_SHADER, d3dMacros) )
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return false;
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@ -696,7 +778,7 @@ 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 =/ ad support in future. for now continue so it skips.
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// we gotta loop through its variables =/ add support in future. for now continue so it skips.
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continue;
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}
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@ -740,7 +822,7 @@ void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection *refTable,
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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_Sampler;
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desc.bindPoint = shaderInputBind.BindPoint;
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desc.samplerReg = shaderInputBind.BindPoint;
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desc.shaderStage = shaderStage;
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mShaderConsts.push_back(desc);
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}
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@ -790,7 +872,43 @@ void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection *refTable,
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void GFXD3D11Shader::_buildShaderConstantHandles()
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{
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// Mark all existing handles as invalid.
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// Those that are found when parsing the descriptions will then be marked valid again.
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for (HandleMap::Iterator iter = mHandles.begin(); iter != mHandles.end(); ++iter)
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(iter->value)->setValid(false);
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mValidHandles.clear();
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// loop through all constants, add them to the handle map
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// and add the const buffers to the buffer map.
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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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BufferDesc bufDesc(desc.bindPoint, (SHADER_STAGE)desc.shaderStage);
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BufferMap::Iterator buffer = mBuffers.find(bufDesc);
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// already added? pass...
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if (buffer != mBuffers.end())
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continue;
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// new buffer with our size.
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mBuffers[bufDesc] = new U8[desc.size];
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}
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HandleMap::Iterator handle = mHandles.find(desc.name);
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// already added? reinit just in case..
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if (handle != mHandles.end())
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{
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handle->value->reinit(desc);
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}
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else
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{
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mHandles[desc.name] = new GFXD3D11ShaderConstHandle(this, desc);
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}
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}
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_buildInstancingShaderConstantHandles();
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}
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void GFXD3D11Shader::_buildInstancingShaderConstantHandles()
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@ -819,7 +937,7 @@ void GFXD3D11Shader::_buildInstancingShaderConstantHandles()
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handle->setValid( true );
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handle->mInstancingConstant = true;
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handle->mOffset = offset;
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// If this is a matrix we will have 2 or 3 more of these
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// semantics with the same name after it.
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@ -838,7 +956,7 @@ void GFXD3D11Shader::_buildInstancingShaderConstantHandles()
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GFXShaderConstBufferRef GFXD3D11Shader::allocConstBuffer()
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{
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GFXD3D11ShaderConstBuffer* buffer = new GFXD3D11ShaderConstBuffer(this, mConstBufferSize, mConstBuffer);
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GFXD3D11ShaderConstBuffer* buffer = new GFXD3D11ShaderConstBuffer(this);
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mActiveBuffers.push_back( buffer );
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buffer->registerResourceWithDevice(getOwningDevice());
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return buffer;
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