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https://github.com/TorqueGameEngines/Torque3D.git
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opengl ubo setup
opengl can now compile with ubo buffer objects similar to cbuffers on dx side. cleaned double up of data from both sides, gfxhandles only need to use the desc info instead of holding onto its own.
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7 changed files with 941 additions and 605 deletions
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@ -95,12 +95,9 @@ HRESULT gfxD3D11Include::Close( THIS_ LPCVOID pData )
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GFXD3D11ShaderConstHandle::GFXD3D11ShaderConstHandle(GFXD3D11Shader* shader)
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: mShader(shader),
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mSize(0),
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mSampler(-1),
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mArraySize(1),
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mInstancingConstant(false)
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{
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mType = GFXSCT_ConstBuffer;
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dMemset(&mDesc, 0, sizeof(mDesc));
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mValid = false;
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mStageFlags = 0;
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}
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@ -108,18 +105,15 @@ GFXD3D11ShaderConstHandle::GFXD3D11ShaderConstHandle(GFXD3D11Shader* shader)
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GFXD3D11ShaderConstHandle::GFXD3D11ShaderConstHandle(GFXD3D11Shader* shader,
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const GFXShaderConstDesc& desc)
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: mShader(shader),
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mSize(desc.size),
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mSampler(desc.samplerReg),
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mType(desc.constType),
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mArraySize(desc.arraySize),
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mDesc(desc),
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mInstancingConstant(false)
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{
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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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addDesc(desc.shaderStage, desc);
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addDesc(desc.shaderStage, desc);
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mStageFlags = desc.shaderStage;
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}
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@ -976,7 +970,7 @@ void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection* refTable,
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varDesc.constType = convertConstType(shaderTypeDesc);
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#ifdef D3D11_DEBUG_SPEW
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Con::printf("Variable Name %s:, offset: %d, size: %d, constantDesc.Elements: %d", varDesc.name.c_str(), varDesc.StartOffset, varDesc.Size, varDesc.arraySize);
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Con::printf("Variable Name %s:, offset: %d, size: %d, constantDesc.Elements: %d", varDesc.name.c_str(), varDesc.offset, varDesc.size, varDesc.arraySize);
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#endif
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mShaderConsts.push_back(varDesc);
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}
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