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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-23 14:14:45 +00:00
Update gfxD3D11Shader.cpp
cleanups
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@ -164,8 +164,6 @@ GFXD3D11ShaderConstBuffer::GFXD3D11ShaderConstBuffer( GFXD3D11Shader* shader)
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GFXD3D11ShaderConstBuffer::~GFXD3D11ShaderConstBuffer()
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{
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mBufferMap.clear();
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for (U32 i = 0; i < 6; i++)
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{
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for (U32 j = 0; j < 16; j++)
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@ -469,17 +467,11 @@ const String GFXD3D11ShaderConstBuffer::describeSelf() const
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void GFXD3D11ShaderConstBuffer::addBuffer(U32 bufBindingPoint, GFXShaderStage shaderStage, U32 size)
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{
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const BufferKey bufKey(bufBindingPoint, shaderStage);
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BufferMap::Iterator buffer = mBufferMap.find(bufKey);
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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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// doesnt matter if its already added.
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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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@ -515,23 +507,31 @@ void GFXD3D11ShaderConstBuffer::activate( GFXD3D11ShaderConstBuffer *prevShaderB
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if (prevShaderBuffer != this)
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{
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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)
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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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const ConstantBuffer prevBuffer = prevShaderBuffer->mBufferMap[i->key];
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if (dMemcmp(prevBuffer.data, thisBuff.data, thisBuff.size) != 0)
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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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else
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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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}
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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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@ -580,12 +580,6 @@ void GFXD3D11ShaderConstBuffer::onShaderReload( GFXD3D11Shader *shader )
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}
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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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@ -614,9 +608,8 @@ GFXD3D11Shader::GFXD3D11Shader()
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GFXD3D11Shader::~GFXD3D11Shader()
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{
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mHandles.clear();
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mBuffers.clear();
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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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// release shaders
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SAFE_RELEASE(mVertShader);
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