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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-06 05:50:31 +00:00
Set constant buffers
added logic to set constant buffers dx side
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parent
97ed522667
commit
a1e2f781a8
2 changed files with 180 additions and 18 deletions
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@ -331,6 +331,30 @@ void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF&
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return;
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}
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if (matrixType == GFXSCT_Float4x4)
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{
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dMemcpy(buf, transposed, sizeof(MatrixF));
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return;
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}
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U32 csize;
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switch (matrixType)
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{
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case GFXSCT_Float2x2:
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csize = 24; //this takes up 16+8
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break;
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case GFXSCT_Float3x3:
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csize = 44; //This takes up 16+16+12
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break;
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case GFXSCT_Float4x3:
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csize = 48;
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break;
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default:
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return;
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break;
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}
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dMemcpy(buf, transposed, csize);
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}
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@ -340,9 +364,13 @@ 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] ;
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static Vector<MatrixF> transposed;
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if (arraySize > transposed.size())
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@ -359,8 +387,37 @@ void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF*
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}
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// TODO: Maybe support this in the future?
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if (h->mInstancingConstant)
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if (_dxHandle->mInstancingConstant)
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return;
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if (matrixType == GFXSCT_Float4x4)
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{
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dMemcpy(buf + _dxHandle->mOffset, transposed.address(), _dxHandle->getSize());
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return;
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}
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U32 csize;
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switch (matrixType)
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{
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case GFXSCT_Float2x2:
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csize = 24; //this takes up 16+8
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break;
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case GFXSCT_Float3x3:
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csize = 44; //This takes up 16+16+12
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break;
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case GFXSCT_Float4x3:
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csize = 48;
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break;
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default:
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return;
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break;
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}
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for (int i = 0; i < arraySize; i++)
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{
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dMemcpy(buf + _dxHandle->mOffset + (i * csize), transposed[i], csize);
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}
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}
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const String GFXD3D11ShaderConstBuffer::describeSelf() const
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@ -372,19 +429,22 @@ const String GFXD3D11ShaderConstBuffer::describeSelf() const
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return ret;
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}
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void GFXD3D11ShaderConstBuffer::zombify()
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{
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}
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void GFXD3D11ShaderConstBuffer::resurrect()
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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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}
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void GFXD3D11ShaderConstBuffer::addBuffer(BufferDesc bufDesc, U32 size)
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{
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BufferMap::Iterator buffer = mBufferMap.find(bufDesc);
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// already added? pass...
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if (buffer != mBufferMap.end())
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return;
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// new buffer with our size.
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mBufferMap[bufDesc] = new U8[size];
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}
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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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@ -422,7 +482,14 @@ GFXD3D11Shader::~GFXD3D11Shader()
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delete i->value;
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for (BufferMap::Iterator i = mBuffers.begin(); i != mBuffers.end(); i++)
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{
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delete[] i->value;
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}
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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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// release shaders
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SAFE_RELEASE(mVertShader);
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@ -707,6 +774,7 @@ void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection *refTable,
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desc.constType = GFXSCT_ConstBuffer;
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desc.bindPoint = shaderInputBind.BindPoint;
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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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@ -737,6 +805,7 @@ void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection *refTable,
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varDesc.arraySize = mMax(shaderTypeDesc.Elements, 1);
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varDesc.size = shaderVarDesc.Size;
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varDesc.shaderStage = shaderStage;
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varDesc.samplerReg = -1;
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if (shaderTypeDesc.Class == D3D_SVC_SCALAR || shaderTypeDesc.Class == D3D_SVC_VECTOR)
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{
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@ -823,6 +892,7 @@ void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection *refTable,
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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.samplerReg = shaderInputBind.BindPoint;
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desc.bindPoint = shaderInputBind.BindPoint; // not really needed but hey..
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desc.shaderStage = shaderStage;
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mShaderConsts.push_back(desc);
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}
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@ -892,12 +962,35 @@ void GFXD3D11Shader::_buildShaderConstantHandles()
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if (buffer != mBuffers.end())
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continue;
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ID3D11Buffer* constBuffer = nullptr;
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D3D11_BUFFER_DESC cbDesc;
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cbDesc.ByteWidth = desc.size;
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cbDesc.Usage = D3D11_USAGE_DEFAULT;
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cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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cbDesc.CPUAccessFlags = 0;
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cbDesc.MiscFlags = 0;
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cbDesc.StructureByteStride = 0;
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HRESULT hr;
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hr = D3D11DEVICE->CreateBuffer(&cbDesc, NULL, &constBuffer);
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if (FAILED(hr))
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{
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AssertFatal(false, "can't create constant buffer: %s", desc.name.c_str());
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}
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mBoundConstantBuffers[desc.bindPoint] = constBuffer;
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// new buffer with our size.
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mBuffers[bufDesc] = new U8[desc.size];
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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);
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// already added? reinit just in case..
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// not sure if we need to do anything different with samplers.
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if (handle != mHandles.end())
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{
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handle->value->reinit(desc);
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@ -954,9 +1047,59 @@ void GFXD3D11Shader::_buildInstancingShaderConstantHandles()
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}
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}
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void GFXD3D11Shader::setConstantsFromBuffer(GFXD3D11ShaderConstBuffer* buffer)
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{
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BufferRange bufRanges[6] = {};
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for (BufferMap::Iterator i = mBuffers.begin(); i != mBuffers.end(); ++i)
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{
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BufferDesc oldBufferDesc = i->key;
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U8* oldBuff = i->value;
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U8* newBuff = buffer->mBufferMap[i->key];
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if (dMemcmp(oldBuff, newBuff, sizeof(oldBuff)) != 0)
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{
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// else copy new over the buffer.
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dMemcpy(oldBuff, newBuff, sizeof(oldBuff));
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// buffer has been changed and needs updating.
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D3D11DEVICECONTEXT->UpdateSubresource(mBoundConstantBuffers[oldBufferDesc.bindingPoint], 0, NULL, oldBuff, sizeof(oldBuff), 0);
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}
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bufRanges[oldBufferDesc.stage].addSlot(oldBufferDesc.bindingPoint);
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}
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if (mVertShader != nullptr)
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{
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const U32 bufStartSlot = bufRanges[SHADER_STAGE::VERTEX_SHADER].mBufMin;
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const U32 numBufs = bufRanges[SHADER_STAGE::VERTEX_SHADER].mBufMax - bufRanges[SHADER_STAGE::VERTEX_SHADER].mBufMin + 1;
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ID3D11Buffer** vsBuffers = mBoundConstantBuffers + bufStartSlot;
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D3D11DEVICECONTEXT->VSSetConstantBuffers(bufStartSlot, numBufs, vsBuffers);
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}
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if (mPixShader != nullptr)
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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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D3D11DEVICECONTEXT->PSSetConstantBuffers(bufStartSlot, numBufs, psBuffers);
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}
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}
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GFXShaderConstBufferRef GFXD3D11Shader::allocConstBuffer()
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{
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GFXD3D11ShaderConstBuffer* buffer = new GFXD3D11ShaderConstBuffer(this);
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for (BufferMap::Iterator i = mBuffers.begin(); i != mBuffers.end(); ++i)
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{
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// add our buffer descriptions to the full const buffer.
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buffer->addBuffer(i->key, sizeof(i->value));
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}
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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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@ -36,13 +36,13 @@ class GFXD3D11Shader;
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enum SHADER_STAGE
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{
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UNKNOWN_STAGE,
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VERTEX_SHADER,
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PIXEL_SHADER,
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GEOMETRY_SHADER,
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DOMAIN_SHADER,
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HULL_SHADER,
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COMPUTE_SHADER
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COMPUTE_SHADER,
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UNKNOWN_STAGE
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};
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// simple class to hold everything required for a buffer map.
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@ -62,6 +62,18 @@ struct BufferDesc
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};
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struct BufferRange
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{
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U32 mBufMin = 0xFFFFFFFF;
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U32 mBufMax = 0;
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inline void addSlot(U32 slot)
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{
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mBufMin = getMin(mBufMin, slot);
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mBufMax = getMax(mBufMax, slot);
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}
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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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@ -81,7 +93,7 @@ public:
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void setValid(bool valid) { mValid = valid; }
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/// @warning This will always return the value assigned when the shader was
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/// initialized. If the value is later changed this method won't reflect that.
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S32 getSamplerRegister() const { return mSampler; }
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S32 getSamplerRegister() const { return (!isSampler() || !mValid) ? -1 : mSampler; }
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// Returns true if this is a handle to a sampler register.
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bool isSampler() const
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@ -94,7 +106,7 @@ public:
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U32 mOffset;
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U32 mSize;
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S32 mBinding; // buffer binding point used to map handles to buffers.
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S32 mSampler; // sampler.
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S32 mSampler; // sampler number, will be -1 if not a sampler.
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SHADER_STAGE mStage;
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bool mInstancingConstant;
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};
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@ -102,7 +114,6 @@ public:
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/// The D3D11 implementation of a shader constant buffer.
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class GFXD3D11ShaderConstBuffer : public GFXShaderConstBuffer
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{
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friend class GFXD3D11Shader;
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// Cache device context
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ID3D11DeviceContext* mDeviceContext;
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@ -120,6 +131,8 @@ public:
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/// Used internally by GXD3D11ShaderConstBuffer to determine if it's dirty.
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bool isDirty();
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void addBuffer(BufferDesc bufDesc, U32 size);
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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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@ -153,6 +166,7 @@ public:
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virtual void resurrect() {}
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private:
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friend class GFXD3D11Shader;
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/// We keep a weak reference to the shader
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/// because it will often be deleted.
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WeakRefPtr<GFXD3D11Shader> mShader;
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@ -203,6 +217,9 @@ protected:
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ID3D11VertexShader *mVertShader;
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ID3D11PixelShader *mPixShader;
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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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static gfxD3DIncludeRef smD3DInclude;
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HandleMap mHandles;
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@ -215,7 +232,9 @@ protected:
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/// Vector of descriptions (consolidated for the getShaderConstDesc call)
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Vector<GFXShaderConstDesc> mShaderConsts;
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//Vector<ID3D11Buffer*> mDeviceBuffers;
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// These two functions are used when compiling shaders from hlsl
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virtual bool _compileShader( const Torque::Path &filePath,
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SHADER_STAGE shaderStage,
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