mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-06 14:00:39 +00:00
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
229 lines
8.2 KiB
C++
229 lines
8.2 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2015 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 _GFXD3D11SHADER_H_
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#define _GFXD3D11SHADER_H_
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#include <d3dcompiler.h>
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#include "core/util/path.h"
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#include "core/util/tDictionary.h"
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#include "gfx/gfxShader.h"
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#include "gfx/gfxResource.h"
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#include "gfx/D3D11/gfxD3D11Device.h"
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class GFXD3D11Shader;
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typedef CompoundKey<U32, U32> BufferKey;
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struct BufferRange
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{
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U32 mBufMin = U32_MAX;
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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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inline bool isValid() const { return mBufMin <= mBufMax; }
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};
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struct ConstantBuffer
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{
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U8* data;
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U32 size;
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bool isDirty;
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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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public:
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typedef Map<GFXShaderStage, GFXShaderConstDesc> DescMap;
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GFXD3D11ShaderConstHandle(GFXD3D11Shader* shader);
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GFXD3D11ShaderConstHandle(GFXD3D11Shader* shader,
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const GFXShaderConstDesc& desc);
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virtual ~GFXD3D11ShaderConstHandle();
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void addDesc(GFXShaderStage stage, const GFXShaderConstDesc& desc);
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const GFXShaderConstDesc getDesc(GFXShaderStage stage);
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const String& getName() const override { return mDesc.name; }
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GFXShaderConstType getType() const override { return mDesc.constType; }
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U32 getArraySize() const override { return mDesc.arraySize; }
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U32 getSize() const { return mDesc.size; }
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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 override { return (!isSampler() || !mValid) ? -1 : mDesc.samplerReg; }
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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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{
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return (getType() >= GFXSCT_Sampler);
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}
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/// Restore to uninitialized state.
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void clear()
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{
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mShader = NULL;
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mInstancingConstant = false;
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mValid = false;
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}
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GFXShaderConstDesc mDesc;
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GFXD3D11Shader* mShader;
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DescMap mDescMap;
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U32 mStageFlags;
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bool mInstancingConstant;
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};
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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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// Cache device context
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ID3D11DeviceContext* mDeviceContext;
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public:
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typedef Map<BufferKey, ConstantBuffer> BufferMap;
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GFXD3D11ShaderConstBuffer(GFXD3D11Shader* shader);
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virtual ~GFXD3D11ShaderConstBuffer();
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/// Called by GFXD3D11Device to activate this buffer.
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/// @param mPrevShaderBuffer The previously active buffer
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void activate(GFXD3D11ShaderConstBuffer *prevShaderBuffer);
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void addBuffer(const GFXShaderConstDesc desc);
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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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// GFXShaderConstBuffer
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GFXShader* getShader() override;
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void set(GFXShaderConstHandle* handle, const F32 fv) override;
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void set(GFXShaderConstHandle* handle, const Point2F& fv) override;
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void set(GFXShaderConstHandle* handle, const Point3F& fv) override;
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void set(GFXShaderConstHandle* handle, const Point4F& fv) override;
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void set(GFXShaderConstHandle* handle, const PlaneF& fv) override;
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void set(GFXShaderConstHandle* handle, const LinearColorF& fv) override;
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void set(GFXShaderConstHandle* handle, const S32 f) override;
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void set(GFXShaderConstHandle* handle, const Point2I& fv) override;
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void set(GFXShaderConstHandle* handle, const Point3I& fv) override;
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void set(GFXShaderConstHandle* handle, const Point4I& fv) override;
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void set(GFXShaderConstHandle* handle, const AlignedArray<F32>& fv) override;
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void set(GFXShaderConstHandle* handle, const AlignedArray<Point2F>& fv) override;
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void set(GFXShaderConstHandle* handle, const AlignedArray<Point3F>& fv) override;
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void set(GFXShaderConstHandle* handle, const AlignedArray<Point4F>& fv) override;
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void set(GFXShaderConstHandle* handle, const AlignedArray<S32>& fv) override;
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void set(GFXShaderConstHandle* handle, const AlignedArray<Point2I>& fv) override;
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void set(GFXShaderConstHandle* handle, const AlignedArray<Point3I>& fv) override;
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void set(GFXShaderConstHandle* handle, const AlignedArray<Point4I>& fv) override;
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void set(GFXShaderConstHandle* handle, const MatrixF& mat, const GFXShaderConstType matType = GFXSCT_Float4x4) override;
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void set(GFXShaderConstHandle* handle, const MatrixF* mat, const U32 arraySize, const GFXShaderConstType matrixType = GFXSCT_Float4x4) override;
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// GFXResource
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const String describeSelf() const override;
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void zombify() override {}
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void resurrect() override {}
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protected:
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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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BufferMap mBufferMap;
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void setMatrix(const GFXShaderConstDesc& handle, const U32 inSize, const void* data, U8* basePointer);
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void internalSet(GFXShaderConstHandle* handle, const U32 inSize, const void* data);
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ID3D11Buffer* mBoundBuffers[6][16];
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};
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class gfxD3D11Include;
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typedef StrongRefPtr<gfxD3D11Include> gfxD3DIncludeRef;
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/////////////////// GFXShader implementation /////////////////////////////
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class GFXD3D11Shader : public GFXShader
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{
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friend class GFXD3D11Device;
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friend class GFXD3D11ShaderConstBuffer;
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public:
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typedef Map<String, GFXD3D11ShaderConstHandle*> HandleMap;
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typedef Map<String, GFXShaderConstDesc> BufferMap;
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GFXD3D11Shader();
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virtual ~GFXD3D11Shader();
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// GFXShader
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GFXShaderConstBufferRef allocConstBuffer() override;
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const Vector<GFXShaderConstDesc>& getShaderConstDesc() const override;
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GFXShaderConstHandle* getShaderConstHandle(const String& name) override;
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GFXShaderConstHandle* findShaderConstHandle(const String& name) override;
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U32 getAlignmentValue(const GFXShaderConstType constType) const override;
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// GFXResource
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void zombify() override;
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void resurrect() override;
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protected:
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bool _init() override;
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ID3D11VertexShader *mVertShader;
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ID3D11PixelShader *mPixShader;
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ID3D11GeometryShader *mGeoShader;
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static gfxD3DIncludeRef smD3DInclude;
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HandleMap mHandles;
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BufferMap mBuffers;
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/// Vector of descriptions (consolidated for the getShaderConstDesc call)
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Vector<GFXShaderConstDesc> mShaderConsts;
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Vector<GFXShaderConstDesc> mSamplerDescriptions;
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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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GFXShaderStage shaderStage,
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const D3D_SHADER_MACRO *defines);
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void _getShaderConstants( ID3D11ShaderReflection* refTable,
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GFXShaderStage shaderStage);
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// This is used in both cases
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virtual void _buildShaderConstantHandles();
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void _buildInstancingShaderConstantHandles();
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GFXShaderConstType convertConstType(D3D11_SHADER_TYPE_DESC typeDesc);
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};
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#endif
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