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3 changed files with 1 additions and 663 deletions
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@ -273,6 +273,7 @@ void GFXD3D11ShaderConstBuffer::internalSet(GFXShaderConstHandle* handle, const
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case GFXSCT_Float2:
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if (size > sizeof(Point2F))
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size = _dxHandle->mDesc.size;
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break;
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default:
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break;
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}
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@ -1,289 +0,0 @@
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "gfx/genericConstBuffer.h"
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#include "platform/profiler.h"
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#include "core/stream/stream.h"
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GenericConstBufferLayout::GenericConstBufferLayout()
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{
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VECTOR_SET_ASSOCIATION( mParams );
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mBufferSize = 0;
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mCurrentIndex = 0;
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mTimesCleared = 0;
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}
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void GenericConstBufferLayout::addParameter(const String& name, const GFXShaderConstType constType, const U32 offset, const U32 size, const U32 arraySize, const U32 alignValue)
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{
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#ifdef TORQUE_DEBUG
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// Make sure we don't have overlapping parameters
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S32 start = offset;
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S32 end = offset + size;
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for (Params::iterator i = mParams.begin(); i != mParams.end(); i++)
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{
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const ParamDesc& dp = *i;
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S32 pstart = dp.offset;
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S32 pend = pstart + dp.size;
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pstart -= start;
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pend -= end;
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// This is like a minkowski sum for two line segments, if the newly formed line contains
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// the origin, then they intersect
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bool intersect = ((pstart >= 0 && 0 >= pend) || ((pend >= 0 && 0 >= pstart)));
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AssertFatal(!intersect, "Overlapping shader parameter!");
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}
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#endif
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ParamDesc desc;
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desc.name = name;
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desc.constType = constType;
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desc.offset = offset;
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desc.size = size;
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desc.arraySize = arraySize;
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desc.alignValue = alignValue;
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desc.index = mCurrentIndex++;
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mParams.push_back(desc);
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mBufferSize = getMax(desc.offset + desc.size, mBufferSize);
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AssertFatal(mBufferSize, "Empty constant buffer!");
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}
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bool GenericConstBufferLayout::set(const ParamDesc& pd, const GFXShaderConstType constType, const U32 size, const void* data, U8* basePointer)
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{
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PROFILE_SCOPE(GenericConstBufferLayout_set);
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// Shader compilers like to optimize float4x4 uniforms into float3x3s.
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// So long as the real paramater is a matrix of-some-type and the data
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// passed in is a MatrixF ( which is will be ), we DO NOT have a
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// mismatched const type.
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AssertFatal( pd.constType == constType ||
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(
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( pd.constType == GFXSCT_Float2x2 ||
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pd.constType == GFXSCT_Float3x3 ||
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pd.constType == GFXSCT_Float3x4 ||
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pd.constType == GFXSCT_Float4x3 ||
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pd.constType == GFXSCT_Float4x4 ) &&
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( constType == GFXSCT_Float2x2 ||
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constType == GFXSCT_Float3x3 ||
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constType == GFXSCT_Float3x4 ||
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constType == GFXSCT_Float4x3 ||
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constType == GFXSCT_Float4x4 )
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), "Mismatched const type!" );
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// This "cute" bit of code allows us to support 2x3 and 3x3 matrices in shader constants but use our MatrixF class. Yes, a hack. -BTR
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switch (pd.constType)
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{
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case GFXSCT_Float2x2 :
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case GFXSCT_Float3x3 :
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case GFXSCT_Float4x3 :
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case GFXSCT_Float4x4 :
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return setMatrix(pd, constType, size, data, basePointer);
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break;
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default :
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break;
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}
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AssertFatal(pd.size >= size, "Not enough room in the buffer for this data!");
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// Ok, we only set data if it's different than the data we already have, this maybe more expensive than just setting the data, but
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// we'll have to do some timings to see. For example, the lighting shader constants rarely change, but we can't assume that at the
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// renderInstMgr level, but we can check down here. -BTR
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if (dMemcmp(basePointer+pd.offset, data, size) != 0)
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{
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dMemcpy(basePointer+pd.offset, data, size);
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return true;
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}
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return false;
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}
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bool GenericConstBufferLayout::setMatrix(const ParamDesc& pd, const GFXShaderConstType constType, const U32 size, const void* data, U8* basePointer)
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{
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PROFILE_SCOPE(GenericConstBufferLayout_setMatrix);
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// We're generic, so just copy the full MatrixF in
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AssertFatal(pd.size >= size, "Not enough room in the buffer for this data!");
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// Matrices are an annoying case because of the alignment issues. There are alignment issues in the matrix itself, and then potential inter matrices alignment issues.
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// So GL and DX will need to derive their own GenericConstBufferLayout classes and override this method to deal with that stuff. For GenericConstBuffer, copy the whole
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// 4x4 matrix regardless of the target case.
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if (dMemcmp(basePointer+pd.offset, data, size) != 0)
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{
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dMemcpy(basePointer+pd.offset, data, size);
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return true;
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}
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return false;
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}
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bool GenericConstBufferLayout::getDesc(const String& name, ParamDesc& param) const
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{
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for (U32 i = 0; i < mParams.size(); i++)
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{
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if (mParams[i].name.equal(name))
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{
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param = mParams[i];
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return true;
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}
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}
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return false;
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}
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bool GenericConstBufferLayout::getDesc(const U32 index, ParamDesc& param) const
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{
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if ( index < mParams.size() )
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{
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param = mParams[index];
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return true;
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}
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return false;
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}
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bool GenericConstBufferLayout::write(Stream* s)
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{
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// Write out the size of the ParamDesc structure as a sanity check.
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if (!s->write((U32) sizeof(ParamDesc)))
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return false;
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// Next, write out the number of elements we've got.
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if (!s->write(mParams.size()))
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return false;
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for (U32 i = 0; i < mParams.size(); i++)
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{
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s->write(mParams[i].name);
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if (!s->write(mParams[i].offset))
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return false;
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if (!s->write(mParams[i].size))
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return false;
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U32 t = (U32) mParams[i].constType;
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if (!s->write(t))
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return false;
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if (!s->write(mParams[i].arraySize))
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return false;
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if (!s->write(mParams[i].alignValue))
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return false;
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if (!s->write(mParams[i].index))
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return false;
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}
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return true;
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}
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/// Load this layout from a stream
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bool GenericConstBufferLayout::read(Stream* s)
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{
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U32 structSize;
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if (!s->read(&structSize))
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return false;
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if (structSize != sizeof(ParamDesc))
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{
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AssertFatal(false, "Invalid shader layout structure size!");
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return false;
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}
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U32 numParams;
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if (!s->read(&numParams))
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return false;
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mParams.setSize(numParams);
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mBufferSize = 0;
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mCurrentIndex = 0;
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for (U32 i = 0; i < mParams.size(); i++)
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{
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s->read(&mParams[i].name);
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if (!s->read(&mParams[i].offset))
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return false;
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if (!s->read(&mParams[i].size))
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return false;
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U32 t;
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if (!s->read(&t))
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return false;
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mParams[i].constType = (GFXShaderConstType) t;
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if (!s->read(&mParams[i].arraySize))
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return false;
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if (!s->read(&mParams[i].alignValue))
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return false;
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if (!s->read(&mParams[i].index))
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return false;
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mBufferSize = getMax(mParams[i].offset + mParams[i].size, mBufferSize);
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mCurrentIndex = getMax(mParams[i].index, mCurrentIndex);
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}
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mCurrentIndex++;
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return true;
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}
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void GenericConstBufferLayout::clear()
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{
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mParams.clear();
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mBufferSize = 0;
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mCurrentIndex = 0;
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mTimesCleared++;
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}
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GenericConstBuffer::GenericConstBuffer(GenericConstBufferLayout* layout)
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: mLayout( layout ),
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mBuffer( NULL ),
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mDirtyStart( U32_MAX ),
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mDirtyEnd( 0 )
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{
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if ( layout && layout->getBufferSize() > 0 )
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{
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mBuffer = new U8[mLayout->getBufferSize()];
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// Always set a default value, that way our isEqual checks
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// will work in release as well.
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dMemset( mBuffer, 0xFFFF, mLayout->getBufferSize() );
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#ifdef TORQUE_DEBUG
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// Clear the debug assignment tracking.
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mWasAssigned.setSize( layout->getParameterCount() );
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dMemset( mWasAssigned.address(), 0, mWasAssigned.memSize() );
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#endif
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}
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}
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GenericConstBuffer::~GenericConstBuffer()
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{
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delete [] mBuffer;
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}
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#ifdef TORQUE_DEBUG
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void GenericConstBuffer::assertUnassignedConstants( const char *shaderName )
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{
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for ( U32 i=0; i < mWasAssigned.size(); i++ )
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{
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if ( mWasAssigned[i] )
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continue;
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GenericConstBufferLayout::ParamDesc pd;
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mLayout->getDesc( i, pd );
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// Assert on the unassigned constant.
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//AssertFatal( false, avar( "The '%s' shader constant in shader '%s' was unassigned!",
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// pd.name.c_str(), shaderName ) );
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}
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}
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#endif
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@ -1,374 +0,0 @@
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _GENERICCONSTBUFFER_H_
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#define _GENERICCONSTBUFFER_H_
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#ifndef _TORQUE_STRING_H_
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#include "core/util/str.h"
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#endif
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#ifndef _TDICTIONARY_H_
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#include "core/util/tDictionary.h"
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#endif
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#ifndef _TVECTOR_H_
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#include "core/util/tVector.h"
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#endif
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#ifndef _ALIGNEDARRAY_H_
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#include "core/util/tAlignedArray.h"
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#endif
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#ifndef _COLOR_H_
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#include "core/color.h"
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#endif
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#ifndef _MMATRIX_H_
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#include "math/mMatrix.h"
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#endif
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#ifndef _MPOINT2_H_
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#include "math/mPoint2.h"
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#endif
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#ifndef _GFXENUMS_H_
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#include "gfx/gfxEnums.h"
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#endif
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class Stream;
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/// This class defines the memory layout for a GenericConstBuffer.
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class GenericConstBufferLayout
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{
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public:
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/// Describes the parameters we contain
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struct ParamDesc
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{
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ParamDesc()
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: name(),
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offset( 0 ),
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size( 0 ),
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constType( GFXSCT_Float ),
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arraySize( 0 ),
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alignValue( 0 ),
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index( 0 )
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{
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}
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void clear()
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{
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name = String::EmptyString;
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offset = 0;
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size = 0;
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constType = GFXSCT_Float;
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arraySize = 0;
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alignValue = 0;
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index = 0;
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}
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/// Parameter name
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String name;
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/// Offset into the memory block
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U32 offset;
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/// Size of the block
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U32 size;
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/// Type of data
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GFXShaderConstType constType;
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// For arrays, how many elements
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U32 arraySize;
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// Array element alignment value
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U32 alignValue;
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/// 0 based index of this param, in order of addParameter calls.
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U32 index;
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};
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GenericConstBufferLayout();
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virtual ~GenericConstBufferLayout() {}
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/// Add a parameter to the buffer
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virtual void addParameter(const String& name, const GFXShaderConstType constType, const U32 offset, const U32 size, const U32 arraySize, const U32 alignValue);
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/// Get the size of the buffer
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inline U32 getBufferSize() const { return mBufferSize; }
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/// Get the number of parameters
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inline U32 getParameterCount() const { return mParams.size(); }
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/// Returns the ParamDesc of a parameter
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bool getDesc(const String& name, ParamDesc& param) const;
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/// Returns the ParamDesc of a parameter
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bool getDesc(const U32 index, ParamDesc& param) const;
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/// Set a parameter, given a base pointer
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virtual bool set(const ParamDesc& pd, const GFXShaderConstType constType, const U32 size, const void* data, U8* basePointer);
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/// Save this layout to a stream
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bool write(Stream* s);
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/// Load this layout from a stream
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bool read(Stream* s);
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/// Restore to initial state.
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void clear();
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protected:
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/// Set a matrix, given a base pointer.
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virtual bool setMatrix(const ParamDesc& pd, const GFXShaderConstType constType, const U32 size, const void* data, U8* basePointer);
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/// Vector of parameter descriptions.
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typedef Vector<ParamDesc> Params;
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/// Vector of parameter descriptions.
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Params mParams;
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U32 mBufferSize;
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U32 mCurrentIndex;
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// This if for debugging shader reloading and can be removed later.
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U32 mTimesCleared;
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};
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/// This class manages shader constant data in a system memory buffer. It is
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/// used by device specific classes for batching together many constant changes
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/// which are then copied to the device thru a single API call.
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///
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/// @see GenericConstBufferLayout
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///
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class GenericConstBuffer
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{
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public:
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GenericConstBuffer(GenericConstBufferLayout* layout);
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~GenericConstBuffer();
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/// @name Set shader constant values
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/// @{
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/// Actually set shader constant values
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/// @param name Name of the constant, this should be a name contained in the array returned in getShaderConstDesc,
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/// if an invalid name is used, its ignored, but it's not an error.
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inline void set(const GenericConstBufferLayout::ParamDesc& pd, const F32 f) { internalSet(pd, GFXSCT_Float, sizeof(F32), &f); }
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inline void set(const GenericConstBufferLayout::ParamDesc& pd, const Point2F& fv) { internalSet(pd, GFXSCT_Float2, sizeof(Point2F), &fv); }
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inline void set(const GenericConstBufferLayout::ParamDesc& pd, const Point3F& fv) { internalSet(pd, GFXSCT_Float3, sizeof(Point3F), &fv); }
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inline void set(const GenericConstBufferLayout::ParamDesc& pd, const Point4F& fv) { internalSet(pd, GFXSCT_Float4, sizeof(Point4F), &fv); }
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inline void set(const GenericConstBufferLayout::ParamDesc& pd, const PlaneF& fv) { internalSet(pd, GFXSCT_Float4, sizeof(PlaneF), &fv); }
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inline void set(const GenericConstBufferLayout::ParamDesc& pd, const LinearColorF& fv) { internalSet(pd, GFXSCT_Float4, sizeof(Point4F), &fv); }
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inline void set(const GenericConstBufferLayout::ParamDesc& pd, const S32 f) { internalSet(pd, GFXSCT_Int, sizeof(S32), &f); }
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inline void set(const GenericConstBufferLayout::ParamDesc& pd, const Point2I& fv) { internalSet(pd, GFXSCT_Int2, sizeof(Point2I), &fv); }
|
||||
inline void set(const GenericConstBufferLayout::ParamDesc& pd, const Point3I& fv) { internalSet(pd, GFXSCT_Int3, sizeof(Point3I), &fv); }
|
||||
inline void set(const GenericConstBufferLayout::ParamDesc& pd, const Point4I& fv) { internalSet(pd, GFXSCT_Int4, sizeof(Point4I), &fv); }
|
||||
inline void set(const GenericConstBufferLayout::ParamDesc& pd, const AlignedArray<F32>& fv) { internalSet(pd, GFXSCT_Float, fv.getElementSize() * fv.size(), fv.getBuffer()); }
|
||||
inline void set(const GenericConstBufferLayout::ParamDesc& pd, const AlignedArray<Point2F>& fv) { internalSet(pd, GFXSCT_Float2, fv.getElementSize() * fv.size(), fv.getBuffer()); }
|
||||
inline void set(const GenericConstBufferLayout::ParamDesc& pd, const AlignedArray<Point3F>& fv) { internalSet(pd, GFXSCT_Float3, fv.getElementSize() * fv.size(), fv.getBuffer()); }
|
||||
inline void set(const GenericConstBufferLayout::ParamDesc& pd, const AlignedArray<Point4F>& fv) { internalSet(pd, GFXSCT_Float4, fv.getElementSize() * fv.size(), fv.getBuffer()); }
|
||||
inline void set(const GenericConstBufferLayout::ParamDesc& pd, const AlignedArray<S32>& fv) { internalSet(pd, GFXSCT_Int, fv.getElementSize() * fv.size(), fv.getBuffer()); }
|
||||
inline void set(const GenericConstBufferLayout::ParamDesc& pd, const AlignedArray<Point2I>& fv) { internalSet(pd, GFXSCT_Int2, fv.getElementSize() * fv.size(), fv.getBuffer()); }
|
||||
inline void set(const GenericConstBufferLayout::ParamDesc& pd, const AlignedArray<Point3I>& fv) { internalSet(pd, GFXSCT_Int3, fv.getElementSize() * fv.size(), fv.getBuffer()); }
|
||||
inline void set(const GenericConstBufferLayout::ParamDesc& pd, const AlignedArray<Point4I>& fv) { internalSet(pd, GFXSCT_Int4, fv.getElementSize() * fv.size(), fv.getBuffer()); }
|
||||
|
||||
inline void set( const GenericConstBufferLayout::ParamDesc& pd, const MatrixF& mat, const GFXShaderConstType matrixType )
|
||||
{
|
||||
AssertFatal( matrixType == GFXSCT_Float2x2 ||
|
||||
matrixType == GFXSCT_Float3x3 ||
|
||||
matrixType == GFXSCT_Float3x4 ||
|
||||
matrixType == GFXSCT_Float4x3 ||
|
||||
matrixType == GFXSCT_Float4x4,
|
||||
"GenericConstBuffer::set() - Invalid matrix type!" );
|
||||
|
||||
internalSet( pd, matrixType, sizeof(MatrixF), &mat );
|
||||
}
|
||||
|
||||
inline void set( const GenericConstBufferLayout::ParamDesc& pd, const MatrixF* mat, const U32 arraySize, const GFXShaderConstType matrixType )
|
||||
{
|
||||
AssertFatal( matrixType == GFXSCT_Float2x2 ||
|
||||
matrixType == GFXSCT_Float3x3 ||
|
||||
matrixType == GFXSCT_Float3x4 ||
|
||||
matrixType == GFXSCT_Float4x3 ||
|
||||
matrixType == GFXSCT_Float4x4,
|
||||
"GenericConstBuffer::set() - Invalid matrix type!" );
|
||||
|
||||
internalSet( pd, matrixType, sizeof(MatrixF)*arraySize, mat );
|
||||
}
|
||||
|
||||
/// Gets the dirty buffer range and clears the dirty
|
||||
/// state at the same time.
|
||||
inline const U8* getDirtyBuffer( U32 *start, U32 *size );
|
||||
|
||||
/// Gets the entire buffer ignoring dirty range
|
||||
inline const U8* getEntireBuffer();
|
||||
|
||||
/// Sets the entire buffer as dirty or clears the dirty state.
|
||||
inline void setDirty( bool dirty );
|
||||
|
||||
/// Returns true if the buffer has been modified since the
|
||||
/// last call to getDirtyBuffer or setDirty. The buffer is
|
||||
/// not dirty on initial creation.
|
||||
///
|
||||
/// @see getDirtyBuffer
|
||||
/// @see setDirty
|
||||
inline bool isDirty() const { return mDirtyEnd != 0; }
|
||||
|
||||
/// Returns true if have the same layout and hold the same
|
||||
/// data as the input buffer.
|
||||
inline bool isEqual( const GenericConstBuffer *buffer ) const;
|
||||
|
||||
/// Returns our layout object.
|
||||
inline GenericConstBufferLayout* getLayout() const { return mLayout; }
|
||||
|
||||
#ifdef TORQUE_DEBUG
|
||||
|
||||
/// Helper function used to assert on unset constants.
|
||||
void assertUnassignedConstants( const char *shaderName );
|
||||
|
||||
#endif
|
||||
|
||||
protected:
|
||||
|
||||
/// Returns a pointer to the raw buffer
|
||||
inline const U8* getBuffer() const { return mBuffer; }
|
||||
|
||||
/// Called by the inlined set functions above to do the
|
||||
/// real dirty work of copying the data to the right location
|
||||
/// within the buffer.
|
||||
inline void internalSet( const GenericConstBufferLayout::ParamDesc &pd,
|
||||
const GFXShaderConstType constType,
|
||||
const U32 size,
|
||||
const void *data );
|
||||
|
||||
/// The buffer layout.
|
||||
GenericConstBufferLayout *mLayout;
|
||||
|
||||
/// The pointer to the contant store or
|
||||
/// NULL if the layout is empty.
|
||||
U8 *mBuffer;
|
||||
|
||||
/// The byte offset to the start of the dirty
|
||||
/// range within the buffer or U32_MAX if the
|
||||
/// buffer is not dirty.
|
||||
U32 mDirtyStart;
|
||||
|
||||
/// The btye offset to the end of the dirty
|
||||
/// range within the buffer or 0 if the buffer
|
||||
/// is not dirty.
|
||||
U32 mDirtyEnd;
|
||||
|
||||
|
||||
#ifdef TORQUE_DEBUG
|
||||
|
||||
/// A vector used to keep track if a constant
|
||||
/// has beed assigned a value or not.
|
||||
///
|
||||
/// @see assertUnassignedConstants
|
||||
Vector<bool> mWasAssigned;
|
||||
|
||||
#endif
|
||||
};
|
||||
|
||||
|
||||
// NOTE: These inlines below are here to get the very best possible
|
||||
// performance when setting the device shader constants and can be
|
||||
// called 4000-8000 times per frame or more.
|
||||
//
|
||||
// You need a very good reason to consider changing them.
|
||||
|
||||
inline void GenericConstBuffer::internalSet( const GenericConstBufferLayout::ParamDesc &pd,
|
||||
const GFXShaderConstType constType,
|
||||
const U32 size,
|
||||
const void *data )
|
||||
{
|
||||
// NOTE: We should have never gotten here if the buffer
|
||||
// was null as no valid shader constant could have been
|
||||
// assigned.
|
||||
//
|
||||
// If this happens its a bug in another part of the code.
|
||||
//
|
||||
AssertFatal( mBuffer, "GenericConstBuffer::internalSet - The buffer is NULL!" );
|
||||
|
||||
if ( mLayout->set( pd, constType, size, data, mBuffer ) )
|
||||
{
|
||||
#ifdef TORQUE_DEBUG
|
||||
|
||||
// Update the debug assignment tracking.
|
||||
mWasAssigned[ pd.index ] = true;
|
||||
|
||||
#endif
|
||||
|
||||
// Keep track of the dirty range so it can be queried
|
||||
// later in GenericConstBuffer::getDirtyBuffer.
|
||||
mDirtyStart = getMin( pd.offset, mDirtyStart );
|
||||
mDirtyEnd = getMax( pd.offset + pd.size, mDirtyEnd );
|
||||
}
|
||||
}
|
||||
|
||||
inline void GenericConstBuffer::setDirty( bool dirty )
|
||||
{
|
||||
if ( !mBuffer )
|
||||
return;
|
||||
|
||||
if ( dirty )
|
||||
{
|
||||
mDirtyStart = 0;
|
||||
mDirtyEnd = mLayout->getBufferSize();
|
||||
}
|
||||
else if ( !dirty )
|
||||
{
|
||||
mDirtyStart = U32_MAX;
|
||||
mDirtyEnd = 0;
|
||||
}
|
||||
}
|
||||
|
||||
inline const U8* GenericConstBuffer::getDirtyBuffer( U32 *start, U32 *size )
|
||||
{
|
||||
AssertFatal( isDirty(), "GenericConstBuffer::getDirtyBuffer() - Buffer is not dirty!" );
|
||||
AssertFatal( mDirtyEnd > mDirtyStart, "GenericConstBuffer::getDirtyBuffer() - Dirty range is invalid!" );
|
||||
AssertFatal( mBuffer, "GenericConstBuffer::getDirtyBuffer() - Buffer is empty!" );
|
||||
|
||||
// Use the area we calculated during internalSet.
|
||||
*size = mDirtyEnd - mDirtyStart;
|
||||
*start = mDirtyStart;
|
||||
const U8 *buffer = mBuffer + mDirtyStart;
|
||||
|
||||
// Clear the dirty state while we're here.
|
||||
mDirtyStart = U32_MAX;
|
||||
mDirtyEnd = 0;
|
||||
|
||||
return buffer;
|
||||
}
|
||||
|
||||
inline const U8* GenericConstBuffer::getEntireBuffer()
|
||||
{
|
||||
AssertFatal(mBuffer, "GenericConstBuffer::getDirtyBuffer() - Buffer is empty!");
|
||||
|
||||
return mBuffer;
|
||||
}
|
||||
|
||||
inline bool GenericConstBuffer::isEqual( const GenericConstBuffer *buffer ) const
|
||||
{
|
||||
U32 bsize = mLayout->getBufferSize();
|
||||
if ( bsize != buffer->mLayout->getBufferSize() )
|
||||
return false;
|
||||
|
||||
return dMemcmp( mBuffer, buffer->getBuffer(), bsize ) == 0;
|
||||
}
|
||||
|
||||
#endif // _GENERICCONSTBUFFER_H_
|
||||
Loading…
Add table
Add a link
Reference in a new issue