working example

now its working.. still not perfect but its getting there
This commit is contained in:
marauder2k7 2024-02-24 12:40:12 +00:00
parent 42b8748f5b
commit dd4d48d654
2 changed files with 85 additions and 88 deletions

View file

@ -149,6 +149,11 @@ GFXD3D11ShaderConstBuffer::GFXD3D11ShaderConstBuffer( GFXD3D11Shader* shader)
{
mShader = shader;
mDeviceContext = D3D11DEVICECONTEXT;
for (U32 i = 0; i < 16; i++)
{
mBoundConstantBuffers[i] = NULL;
}
}
GFXD3D11ShaderConstBuffer::~GFXD3D11ShaderConstBuffer()
@ -160,6 +165,12 @@ GFXD3D11ShaderConstBuffer::~GFXD3D11ShaderConstBuffer()
mBufferMap.clear();
for (U32 i = 0; i < 16; i++)
{
SAFE_RELEASE(mBoundConstantBuffers[i]);
}
if (mShader)
mShader->_unlinkBuffer(this);
}
@ -342,7 +353,7 @@ void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF&
if (matrixType == GFXSCT_Float4x4)
{
dMemcpy(buf, transposed, sizeof(MatrixF));
dMemcpy(buf, &transposed, sizeof(MatrixF));
return;
}
@ -447,15 +458,76 @@ void GFXD3D11ShaderConstBuffer::addBuffer(U32 bufBindingPoint, SHADER_STAGE shad
return;
U8* buf = new U8[size];
dMemset(buf, 0, size);
// new buffer with our size.
mBufferMap[bufKey] = buf;
D3D11_BUFFER_DESC cbDesc;
cbDesc.ByteWidth = size;
cbDesc.Usage = D3D11_USAGE_DEFAULT;
cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
cbDesc.CPUAccessFlags = 0;
cbDesc.MiscFlags = 0;
cbDesc.StructureByteStride = 0;
HRESULT hr;
hr = D3D11DEVICE->CreateBuffer(&cbDesc, NULL, &mBoundConstantBuffers[bufBindingPoint]);
if (FAILED(hr))
{
AssertFatal(false, "can't create constant buffer");
}
}
void GFXD3D11ShaderConstBuffer::activate( GFXD3D11ShaderConstBuffer *prevShaderBuffer )
{
PROFILE_SCOPE(GFXD3D11ShaderConstBuffer_activate);
mShader->setConstantsFromBuffer(this);
if (prevShaderBuffer == NULL)
return;
BufferRange bufRanges[6] = {};
D3D11_MAPPED_SUBRESOURCE pConstData;
ZeroMemory(&pConstData, sizeof(D3D11_MAPPED_SUBRESOURCE));
for (BufferMap::Iterator i = mBufferMap.begin(); i != mBufferMap.end(); ++i)
{
const BufferKey oldBufferDesc = i->key;
U8* oldBuff = i->value;
U8* newBuff = prevShaderBuffer->mBufferMap[i->key];
U32 size = mShader->mBuffers[i->key].size();
if (dMemcmp(oldBuff, newBuff, size) != 0)
{
// else copy new over the buffer.
dMemcpy(oldBuff, newBuff, size);
// buffer has been changed and needs updating.
D3D11DEVICECONTEXT->UpdateSubresource(mBoundConstantBuffers[oldBufferDesc.key1], 0, NULL, oldBuff, size, 0);
}
bufRanges[oldBufferDesc.key2].addSlot(oldBufferDesc.key1);
}
if (bufRanges[SHADER_STAGE::VERTEX_SHADER].isValid())
{
const U32 bufStartSlot = bufRanges[SHADER_STAGE::VERTEX_SHADER].mBufMin;
const U32 numBufs = bufRanges[SHADER_STAGE::VERTEX_SHADER].mBufMax - bufRanges[SHADER_STAGE::VERTEX_SHADER].mBufMin + 1;
ID3D11Buffer** vsBuffers = mBoundConstantBuffers + bufStartSlot;
D3D11DEVICECONTEXT->VSSetConstantBuffers(bufStartSlot, numBufs, vsBuffers);
}
if (bufRanges[SHADER_STAGE::PIXEL_SHADER].isValid())
{
const U32 bufStartSlot = bufRanges[SHADER_STAGE::PIXEL_SHADER].mBufMin;
const U32 numBufs = bufRanges[SHADER_STAGE::PIXEL_SHADER].mBufMax - bufRanges[SHADER_STAGE::PIXEL_SHADER].mBufMin + 1;
ID3D11Buffer** psBuffers = mBoundConstantBuffers + bufStartSlot;
D3D11DEVICECONTEXT->PSSetConstantBuffers(bufStartSlot, numBufs, psBuffers);
}
mWasLost = false;
}
@ -485,10 +557,7 @@ GFXD3D11Shader::GFXD3D11Shader()
if( smD3DInclude == NULL )
smD3DInclude = new gfxD3D11Include;
for (U32 i = 0; i < 16; i++)
{
mBoundConstantBuffers[i] = NULL;
}
}
//------------------------------------------------------------------------------
@ -500,18 +569,13 @@ GFXD3D11Shader::~GFXD3D11Shader()
for (BufferMap::Iterator i = mBuffers.begin(); i != mBuffers.end(); i++)
{
delete[] i->value;
i->value.clear();
}
mHandles.clear();
mBuffers.clear();
for (U32 i = 0; i < 16; i++)
{
SAFE_RELEASE(mBoundConstantBuffers[i]);
}
// release shaders
SAFE_RELEASE(mVertShader);
SAFE_RELEASE(mPixShader);
@ -973,27 +1037,8 @@ void GFXD3D11Shader::_buildShaderConstantHandles()
if (buffer != mBuffers.end())
continue;
ID3D11Buffer* constBuffer = nullptr;
D3D11_BUFFER_DESC cbDesc;
cbDesc.ByteWidth = desc.size;
cbDesc.Usage = D3D11_USAGE_DEFAULT;
cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
cbDesc.CPUAccessFlags = 0;
cbDesc.MiscFlags = 0;
cbDesc.StructureByteStride = 0;
HRESULT hr;
hr = D3D11DEVICE->CreateBuffer(&cbDesc, NULL, &constBuffer);
if (FAILED(hr))
{
AssertFatal(false, "can't create constant buffer");
}
mBoundConstantBuffers[desc.bindPoint] = constBuffer;
U8* buf = new U8[desc.size];
dMemset(buf, 0, desc.size);
Vector<U8> buf;
buf.setSize(desc.size);
// new buffer with our size.
mBuffers[bufKey] = buf;
@ -1083,52 +1128,6 @@ void GFXD3D11Shader::_buildInstancingShaderConstantHandles()
}
}
void GFXD3D11Shader::setConstantsFromBuffer(GFXD3D11ShaderConstBuffer* buffer)
{
BufferRange bufRanges[6] = {};
D3D11_MAPPED_SUBRESOURCE pConstData;
ZeroMemory(&pConstData, sizeof(D3D11_MAPPED_SUBRESOURCE));
for (BufferMap::Iterator i = mBuffers.begin(); i != mBuffers.end(); ++i)
{
const BufferKey oldBufferDesc = i->key;
U8* oldBuff = i->value;
U8* newBuff = buffer->mBufferMap[i->key];
if (dMemcmp(oldBuff, newBuff, sizeof(oldBuff)) != 0)
{
// else copy new over the buffer.
dMemcpy(oldBuff, newBuff, sizeof(oldBuff));
// buffer has been changed and needs updating.
D3D11DEVICECONTEXT->UpdateSubresource(mBoundConstantBuffers[oldBufferDesc.key1], 0, NULL, oldBuff, sizeof(oldBuff), 0);
}
bufRanges[oldBufferDesc.key2].addSlot(oldBufferDesc.key1);
}
if (mVertShader != nullptr && bufRanges[SHADER_STAGE::VERTEX_SHADER].isValid())
{
const U32 bufStartSlot = bufRanges[SHADER_STAGE::VERTEX_SHADER].mBufMin;
const U32 numBufs = bufRanges[SHADER_STAGE::VERTEX_SHADER].mBufMax - bufRanges[SHADER_STAGE::VERTEX_SHADER].mBufMin + 1;
ID3D11Buffer** vsBuffers = mBoundConstantBuffers + bufStartSlot;
D3D11DEVICECONTEXT->VSSetConstantBuffers(bufStartSlot, numBufs, vsBuffers);
}
if (mPixShader != nullptr && bufRanges[SHADER_STAGE::PIXEL_SHADER].isValid())
{
const U32 bufStartSlot = bufRanges[SHADER_STAGE::PIXEL_SHADER].mBufMin;
const U32 numBufs = bufRanges[SHADER_STAGE::PIXEL_SHADER].mBufMax - bufRanges[SHADER_STAGE::PIXEL_SHADER].mBufMin + 1;
ID3D11Buffer** psBuffers = mBoundConstantBuffers + bufStartSlot;
D3D11DEVICECONTEXT->PSSetConstantBuffers(bufStartSlot, numBufs, psBuffers);
}
}
GFXShaderConstBufferRef GFXD3D11Shader::allocConstBuffer()
{
GFXD3D11ShaderConstBuffer* buffer = new GFXD3D11ShaderConstBuffer(this);
@ -1136,7 +1135,7 @@ 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, sizeof(i->value));
buffer->addBuffer(i->key.key1,i->key.key2, i->value.size());
}
mActiveBuffers.push_back( buffer );

View file

@ -149,7 +149,7 @@ public:
virtual void zombify() {}
virtual void resurrect() {}
private:
protected:
friend class GFXD3D11Shader;
/// We keep a weak reference to the shader
/// because it will often be deleted.
@ -161,6 +161,9 @@ private:
template<typename ConstType>
void internalSet(GFXShaderConstHandle* handle, const AlignedArray<ConstType>& fv);
// we probably want this to be GFXDevice and not per shader.
ID3D11Buffer* mBoundConstantBuffers[16];
};
class gfxD3D11Include;
@ -175,8 +178,7 @@ class GFXD3D11Shader : public GFXShader
public:
typedef Map<String, GFXD3D11ShaderConstHandle*> HandleMap;
typedef Map<BufferKey, U8*> BufferMap;
typedef Map<BufferKey, Vector<U8>> BufferMap;
GFXD3D11Shader();
virtual ~GFXD3D11Shader();
@ -199,9 +201,6 @@ protected:
ID3D11VertexShader *mVertShader;
ID3D11PixelShader *mPixShader;
// we probably want this to be GFXDevice and not per shader.
ID3D11Buffer* mBoundConstantBuffers[16];
static gfxD3DIncludeRef smD3DInclude;
HandleMap mHandles;
@ -223,7 +222,6 @@ protected:
virtual void _buildShaderConstantHandles();
void _buildInstancingShaderConstantHandles();
void setConstantsFromBuffer(GFXD3D11ShaderConstBuffer* buffer);
};