Merge pull request #9289 from hrydgard/d3d11-work

D3D11 work
This commit is contained in:
Henrik Rydgård authored and GitHub committed 2017-02-07 20:03:16 +01:00
commit 4dd17c7b28
15 files changed
+865 -374

No files matched your search

+11 -10
View File
@@ -38,6 +38,13 @@
const int FB_WIDTH = 480;
const int FB_HEIGHT = 272;
struct Vertex {
float x, y, z;
float u, v;
uint32_t rgba;
};
FormatBuffer fb;
FormatBuffer depthbuf;
u32 clut[4096];
@@ -62,7 +69,7 @@ SoftGPU::SoftGPU(GraphicsContext *gfxCtx, Draw::DrawContext *draw)
InputLayoutDesc inputDesc = {
{
{ 24, false },
{ sizeof(Vertex), false },
},
{
{ 0, SEM_POSITION, DataFormat::R32G32B32_FLOAT, 0 },
@@ -73,7 +80,7 @@ SoftGPU::SoftGPU(GraphicsContext *gfxCtx, Draw::DrawContext *draw)
ShaderModule *vshader = draw_->GetVshaderPreset(VS_TEXTURE_COLOR_2D);
vdata = draw_->CreateBuffer(24 * 4, BufferUsageFlag::DYNAMIC | BufferUsageFlag::VERTEXDATA);
vdata = draw_->CreateBuffer(sizeof(Vertex) * 4, BufferUsageFlag::DYNAMIC | BufferUsageFlag::VERTEXDATA);
idata = draw_->CreateBuffer(sizeof(int) * 6, BufferUsageFlag::DYNAMIC | BufferUsageFlag::INDEXDATA);
InputLayout *inputLayout = draw_->CreateInputLayout(inputDesc);
@@ -213,12 +220,6 @@ void SoftGPU::CopyToCurrentFboFromDisplayRam(int srcwidth, int srcheight) {
x2 -= 1.0f;
y2 -= 1.0f;
struct Vertex {
float x, y, z;
float u, v;
uint32_t rgba;
};
if (hasImage) {
float v0 = 1.0f;
float v1 = 0.0f;
@@ -235,10 +236,10 @@ void SoftGPU::CopyToCurrentFboFromDisplayRam(int srcwidth, int srcheight) {
{ x2, y2, 0, u1, v1, 0xFFFFFFFF }, // BR
{ x2, y, 0, u1, v0, 0xFFFFFFFF }, // TR
};
vdata->SetData((const uint8_t *)verts, sizeof(verts));
draw_->UpdateBuffer(vdata, (const uint8_t *)verts, 0, sizeof(verts), Draw::UPDATE_DISCARD);
int indexes[] = { 0, 1, 2, 0, 2, 3 };
idata->SetData((const uint8_t *)indexes, sizeof(indexes));
draw_->UpdateBuffer(idata, (const uint8_t *)indexes, 0, sizeof(indexes), Draw::UPDATE_DISCARD);
draw_->BindTexture(0, fbTex);
+17 -140
View File
@@ -10,16 +10,18 @@
#include "Windows/GPU/D3D11Context.h"
#include "Windows/W32Util/Misc.h"
#include "thin3d/thin3d.h"
#include "thin3d/d3d11_loader.h"
void D3D11Context::SwapBuffers() {
swapChain_->Present(0, 0);
D3D11Context::D3D11Context() : draw_(nullptr), adapterId(-1), hDC(nullptr), hWnd_(nullptr), hD3D11(nullptr) {
LoadD3D11();
}
static void GetRes(HWND hWnd, int &xres, int &yres) {
RECT rc;
GetClientRect(hWnd, &rc);
xres = rc.right - rc.left;
yres = rc.bottom - rc.top;
D3D11Context::~D3D11Context() {
UnloadD3D11();
}
void D3D11Context::SwapBuffers() {
draw_->HandleEvent(Draw::Event::PRESENT_REQUESTED);
}
void D3D11Context::SwapInterval(int interval) {
@@ -31,25 +33,20 @@ bool D3D11Context::Init(HINSTANCE hInst, HWND wnd, std::string *error_message) {
hWnd_ = wnd;
HRESULT hr = S_OK;
RECT rc;
GetClientRect(hWnd_, &rc);
UINT width = rc.right - rc.left;
UINT height = rc.bottom - rc.top;
UINT createDeviceFlags = 0;
#ifdef _DEBUG
createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
D3D_DRIVER_TYPE driverTypes[] = {
static const D3D_DRIVER_TYPE driverTypes[] = {
D3D_DRIVER_TYPE_HARDWARE,
D3D_DRIVER_TYPE_WARP,
D3D_DRIVER_TYPE_REFERENCE,
};
UINT numDriverTypes = ARRAYSIZE(driverTypes);
const D3D_FEATURE_LEVEL featureLevels[] = {
// D3D_FEATURE_LEVEL_11_1,
static const D3D_FEATURE_LEVEL featureLevels[] = {
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
@@ -57,149 +54,28 @@ bool D3D11Context::Init(HINSTANCE hInst, HWND wnd, std::string *error_message) {
UINT numFeatureLevels = ARRAYSIZE(featureLevels);
// Temporarily commenting out until we can dynamically load D3D11CreateDevice.
/*
for (UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++) {
driverType_ = driverTypes[driverTypeIndex];
hr = D3D11CreateDevice(nullptr, driverType_, nullptr, createDeviceFlags, featureLevels, numFeatureLevels,
hr = ptr_D3D11CreateDevice(nullptr, driverType_, nullptr, createDeviceFlags, (D3D_FEATURE_LEVEL *)featureLevels, numFeatureLevels,
D3D11_SDK_VERSION, &device_, &featureLevel_, &context_);
if (hr == E_INVALIDARG) {
// DirectX 11.0 platforms will not recognize D3D_FEATURE_LEVEL_11_1 so we need to retry without it
hr = D3D11CreateDevice(nullptr, driverType_, nullptr, createDeviceFlags, &featureLevels[1], numFeatureLevels - 1,
hr = ptr_D3D11CreateDevice(nullptr, driverType_, nullptr, createDeviceFlags, (D3D_FEATURE_LEVEL *)&featureLevels[1], numFeatureLevels - 1,
D3D11_SDK_VERSION, &device_, &featureLevel_, &context_);
}
if (SUCCEEDED(hr))
break;
}
*/
if (FAILED(hr))
return false;
// Obtain DXGI factory from device (since we used nullptr for pAdapter above)
IDXGIFactory1* dxgiFactory = nullptr;
{
IDXGIDevice* dxgiDevice = nullptr;
hr = device_->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast<void**>(&dxgiDevice));
if (SUCCEEDED(hr)) {
IDXGIAdapter* adapter = nullptr;
hr = dxgiDevice->GetAdapter(&adapter);
if (SUCCEEDED(hr)) {
hr = adapter->GetParent(__uuidof(IDXGIFactory1), reinterpret_cast<void**>(&dxgiFactory));
adapter->Release();
}
dxgiDevice->Release();
}
}
if (FAILED(hr))
return false;
// Create swap chain
/*
IDXGIFactory2* dxgiFactory2 = nullptr;
hr = dxgiFactory->QueryInterface(__uuidof(IDXGIFactory2), reinterpret_cast<void**>(&dxgiFactory2));
if (dxgiFactory2)
{
// DirectX 11.1 or later
hr = device_->QueryInterface(__uuidof(ID3D11Device1), reinterpret_cast<void**>(&device_1));
if (SUCCEEDED(hr))
{
(void)context_->QueryInterface(__uuidof(ID3D11DeviceContext1), reinterpret_cast<void**>(&context_1));
}
DXGI_SWAP_CHAIN_DESC1 sd;
ZeroMemory(&sd, sizeof(sd));
sd.Width = width;
sd.Height = height;
sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.BufferCount = 1;
hr = dxgiFactory2->CreateSwapChainForHwnd(device_, g_hWnd, &sd, nullptr, nullptr, &g_pSwapChain1);
if (SUCCEEDED(hr))
{
hr = g_pSwapChain1->QueryInterface(__uuidof(IDXGISwapChain), reinterpret_cast<void**>(&g_pSwapChain));
}
dxgiFactory2->Release();
} else {
*/
// DirectX 11.0 systems
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory(&sd, sizeof(sd));
sd.BufferCount = 1;
sd.BufferDesc.Width = width;
sd.BufferDesc.Height = height;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.OutputWindow = hWnd_;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.Windowed = TRUE;
hr = dxgiFactory->CreateSwapChain(device_, &sd, &swapChain_);
// }
// Note this tutorial doesn't handle full-screen swapchains so we block the ALT+ENTER shortcut
dxgiFactory->MakeWindowAssociation(hWnd_, DXGI_MWA_NO_ALT_ENTER);
dxgiFactory->Release();
if (FAILED(hr))
return false;
// Create a render target view
ID3D11Texture2D* pBackBuffer = nullptr;
hr = swapChain_->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&pBackBuffer));
if (FAILED(hr))
return false;
hr = device_->CreateRenderTargetView(pBackBuffer, nullptr, &renderTargetView_);
pBackBuffer->Release();
if (FAILED(hr))
return false;
// Create depth stencil texture
D3D11_TEXTURE2D_DESC descDepth;
ZeroMemory(&descDepth, sizeof(descDepth));
descDepth.Width = width;
descDepth.Height = height;
descDepth.MipLevels = 1;
descDepth.ArraySize = 1;
descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
descDepth.SampleDesc.Count = 1;
descDepth.SampleDesc.Quality = 0;
descDepth.Usage = D3D11_USAGE_DEFAULT;
descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
descDepth.CPUAccessFlags = 0;
descDepth.MiscFlags = 0;
hr = device_->CreateTexture2D(&descDepth, nullptr, &depthStencilTex_);
if (FAILED(hr))
return false;
// Create the depth stencil view
D3D11_DEPTH_STENCIL_VIEW_DESC descDSV;
ZeroMemory(&descDSV, sizeof(descDSV));
descDSV.Format = descDepth.Format;
descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
descDSV.Texture2D.MipSlice = 0;
hr = device_->CreateDepthStencilView(depthStencilTex_, &descDSV, &depthStencilView_);
if (FAILED(hr))
return false;
context_->OMSetRenderTargets(1, &renderTargetView_, depthStencilView_);
int xres, yres;
GetRes(hWnd_, xres, yres);
draw_ = Draw::T3DCreateD3D11Context(device_, context_);
draw_ = Draw::T3DCreateD3D11Context(device_, context_, hWnd_);
return true;
}
void D3D11Context::Resize() {
draw_->HandleEvent(Draw::Event::LOST_BACKBUFFER);
// This should only be called from the emu thread.
/*
int xres, yres;
@@ -218,6 +94,7 @@ void D3D11Context::Resize() {
}
}
*/
draw_->HandleEvent(Draw::Event::GOT_BACKBUFFER);
}
void D3D11Context::Shutdown() {
+2 -7
View File
@@ -27,9 +27,8 @@ class DrawContext;
class D3D11Context : public WindowsGraphicsContext {
public:
D3D11Context() : draw_(nullptr), adapterId(-1), hDC(nullptr), hWnd_(nullptr), hD3D11(nullptr) {
}
D3D11Context();
~D3D11Context();
bool Init(HINSTANCE hInst, HWND window, std::string *error_message) override;
void Shutdown() override;
void SwapInterval(int interval) override;
@@ -43,10 +42,6 @@ private:
Draw::DrawContext *draw_;
ID3D11Device *device_;
ID3D11DeviceContext *context_;
IDXGISwapChain *swapChain_ = nullptr;
ID3D11RenderTargetView *renderTargetView_ = nullptr;
ID3D11Texture2D *depthStencilTex_ = nullptr;
ID3D11DepthStencilView *depthStencilView_ = nullptr;
D3D_DRIVER_TYPE driverType_;
D3D_FEATURE_LEVEL featureLevel_ = D3D_FEATURE_LEVEL_11_0;
+7 -7
View File
@@ -38,11 +38,11 @@ void DrawBuffer::Init(Draw::DrawContext *t3d, Draw::Pipeline *pipeline) {
if (inited_)
return;
t3d_ = t3d;
draw_ = t3d;
inited_ = true;
if (pipeline->RequiresBuffer()) {
vbuf_ = t3d_->CreateBuffer(MAX_VERTS * sizeof(Vertex), BufferUsageFlag::DYNAMIC | BufferUsageFlag::VERTEXDATA);
vbuf_ = draw_->CreateBuffer(MAX_VERTS * sizeof(Vertex), BufferUsageFlag::DYNAMIC | BufferUsageFlag::VERTEXDATA);
} else {
vbuf_ = nullptr;
}
@@ -91,14 +91,14 @@ void DrawBuffer::Flush(bool set_blend_state) {
return;
pipeline_->SetMatrix4x4("WorldViewProj", drawMatrix_.getReadPtr());
t3d_->BindPipeline(pipeline_);
draw_->BindPipeline(pipeline_);
if (vbuf_) {
vbuf_->SubData((const uint8_t *)verts_, 0, sizeof(Vertex) * count_);
t3d_->BindVertexBuffers(0, 1, &vbuf_, nullptr);
draw_->UpdateBuffer(vbuf_, (const uint8_t *)verts_, 0, sizeof(Vertex) * count_, Draw::UPDATE_DISCARD);
draw_->BindVertexBuffers(0, 1, &vbuf_, nullptr);
int offset = 0;
t3d_->Draw(count_, offset);
draw_->Draw(count_, offset);
} else {
t3d_->DrawUP((const void *)verts_, count_);
draw_->DrawUP((const void *)verts_, count_);
}
count_ = 0;
}
+1 -1
View File
@@ -160,7 +160,7 @@ private:
Matrix4x4 drawMatrix_;
Draw::DrawContext *t3d_;
Draw::DrawContext *draw_;
Draw::Buffer *vbuf_;
Draw::Pipeline *pipeline_;
+2
View File
@@ -236,6 +236,7 @@
<ClInclude Include="gfx\gl_debug_log.h" />
<ClInclude Include="gfx\gl_lost_manager.h" />
<ClInclude Include="gfx\texture_atlas.h" />
<ClInclude Include="thin3d\d3d11_loader.h" />
<ClInclude Include="util\text\wrap_text.h" />
<ClInclude Include="gfx_es2\draw_buffer.h" />
<ClInclude Include="gfx_es2\draw_text.h" />
@@ -689,6 +690,7 @@
<ClCompile Include="gfx\gl_debug_log.cpp" />
<ClCompile Include="gfx\gl_lost_manager.cpp" />
<ClCompile Include="gfx\texture_atlas.cpp" />
<ClCompile Include="thin3d\d3d11_loader.cpp" />
<ClCompile Include="thin3d\thin3d_d3d11.cpp" />
<ClCompile Include="util\text\wrap_text.cpp" />
<ClCompile Include="gfx_es2\draw_buffer.cpp" />
+5 -5
View File
@@ -320,8 +320,8 @@
<ClInclude Include="gfx\GLStateCache.h">
<Filter>gfx</Filter>
</ClInclude>
<ClInclude Include="gfx\dx_state.h">
<Filter>gfx</Filter>
<ClInclude Include="thin3d\d3d11_loader.h">
<Filter>thin3d</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
@@ -772,8 +772,8 @@
<ClCompile Include="gfx\GLStateCache.cpp">
<Filter>gfx</Filter>
</ClCompile>
<ClCompile Include="gfx\dx_state.cpp">
<Filter>gfx</Filter>
<ClCompile Include="thin3d\d3d11_loader.cpp">
<Filter>thin3d</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
@@ -847,4 +847,4 @@
<UniqueIdentifier>{06c6305a-a646-485b-85b9-645a24dd6553}</UniqueIdentifier>
</Filter>
</ItemGroup>
</Project>
</Project>
+47
View File
@@ -0,0 +1,47 @@
#include "thin3d/d3d11_loader.h"
static HMODULE g_DXGIModule;
static HMODULE g_D3D11Module;
static HMODULE g_D3DCompileModule;
LPCREATEDXGIFACTORY ptr_CreateDXGIFactory;
LPD3D11CREATEDEVICE ptr_D3D11CreateDevice;
LPD3D11CREATEDEVICEANDSWAPCHAIN ptr_D3D11CreateDeviceAndSwapChain;
pD3DCompile ptr_D3DCompile;
bool LoadD3D11() {
if (g_D3D11Module) {
return true;
}
g_D3D11Module = LoadLibrary(L"d3d11.dll");
if (g_D3D11Module) {
ptr_D3D11CreateDevice = (LPD3D11CREATEDEVICE)GetProcAddress(g_D3D11Module, "D3D11CreateDevice");
ptr_D3D11CreateDeviceAndSwapChain = (LPD3D11CREATEDEVICEANDSWAPCHAIN)GetProcAddress(g_D3D11Module, "D3D11CreateDeviceAndSwapChain");
}
if (!ptr_CreateDXGIFactory) {
g_DXGIModule = LoadLibrary(L"dxgi.dll");
if (g_DXGIModule) {
ptr_CreateDXGIFactory = (LPCREATEDXGIFACTORY)GetProcAddress(g_DXGIModule, "CreateDXGIFactory1");
}
}
g_D3DCompileModule = LoadLibrary(L"D3dcompiler_47.dll");
ptr_D3DCompile = (pD3DCompile)GetProcAddress(g_D3DCompileModule, "D3DCompile");
return g_DXGIModule != nullptr && g_D3D11Module != nullptr && g_D3DCompileModule != nullptr;
}
bool UnloadD3D11() {
if (g_DXGIModule) {
FreeLibrary(g_DXGIModule);
g_DXGIModule = nullptr;
}
if (g_D3D11Module) {
FreeLibrary(g_D3D11Module);
g_D3D11Module = nullptr;
}
if (g_D3DCompileModule) {
FreeLibrary(g_D3DCompileModule);
g_D3DCompileModule = nullptr;
}
return true;
}
+21
View File
@@ -0,0 +1,21 @@
#pragma once
// Standard Windows includes
#include <windows.h>
#include <initguid.h>
#include <dxgi.h>
#include <d3d11.h>
#include <D3Dcompiler.h>
typedef HRESULT(WINAPI *LPCREATEDXGIFACTORY)(REFIID, void **);
typedef HRESULT(WINAPI *LPD3D11CREATEDEVICEANDSWAPCHAIN)(__in_opt IDXGIAdapter *pAdapter, D3D_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, __in_ecount_opt(FeatureLevels) CONST D3D_FEATURE_LEVEL *pFeatureLevels, UINT FeatureLevels, UINT SDKVersion, __in_opt CONST DXGI_SWAP_CHAIN_DESC *pSwapChainDesc, __out_opt IDXGISwapChain **ppSwapChain, __out_opt ID3D11Device **ppDevice, __out_opt D3D_FEATURE_LEVEL *pFeatureLevel, __out_opt ID3D11DeviceContext **ppImmediateContext);
typedef HRESULT(WINAPI *LPD3D11CREATEDEVICE)(IDXGIAdapter *, D3D_DRIVER_TYPE, HMODULE, UINT32, D3D_FEATURE_LEVEL *, UINT, UINT32, ID3D11Device **, D3D_FEATURE_LEVEL *, ID3D11DeviceContext **);
// typedef HRESULT(WINAPI *LPD3DCOMPILE)(LPCVOID pSrcData, SIZE_T SrcDataSize, LPCSTR pSourceName, const D3D_SHADER_MACRO pDefines, ID3DInclude *pInclude, LPCSTR pEntrypoint, LPCSTR pTarget, UINT Flags1, UINT Flags2, ID3DBlob *ppCode, ID3DBlob *ppErrorMsgs);
extern LPCREATEDXGIFACTORY ptr_CreateDXGIFactory;
extern LPD3D11CREATEDEVICE ptr_D3D11CreateDevice;
extern LPD3D11CREATEDEVICEANDSWAPCHAIN ptr_D3D11CreateDeviceAndSwapChain;
extern pD3DCompile ptr_D3DCompile;
bool LoadD3D11();
bool UnloadD3D11();
+44 -3
View File
@@ -22,6 +22,8 @@ size_t DataFormatSizeInBytes(DataFormat fmt) {
case DataFormat::R8G8B8A8_UNORM:
case DataFormat::R8G8B8A8_UNORM_SRGB: return 4;
case DataFormat::B8G8R8A8_UNORM:
case DataFormat::B8G8R8A8_UNORM_SRGB: return 4;
case DataFormat::R8G8B8A8_SNORM: return 4;
case DataFormat::R8G8B8A8_UINT: return 4;
@@ -79,6 +81,14 @@ static const std::vector<ShaderSource> fsTexCol = {
" return input.color * tex2D(Sampler0, input.uv);\n"
"}\n"
},
{ShaderLanguage::HLSL_D3D11,
"struct PS_INPUT { float4 color : COLOR0; float2 uv : TEXCOORD0; };\n"
"SamplerState samp : register(s0);\n"
"Texture2D<float4> tex : register(t0);\n"
"float4 main(PS_INPUT input) : SV_Target {\n"
" return input.color * tex.Sample(samp, input.uv);\n"
"}\n"
},
{ShaderLanguage::GLSL_VULKAN,
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
@@ -105,6 +115,12 @@ static const std::vector<ShaderSource> fsCol = {
" return input.color;\n"
"}\n"
},
{ ShaderLanguage::HLSL_D3D11,
"struct PS_INPUT { float4 color : COLOR0; };\n"
"float4 main(PS_INPUT input) : SV_Target {\n"
" return input.color;\n"
"}\n"
},
{ ShaderLanguage::GLSL_VULKAN,
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
@@ -139,6 +155,17 @@ static const std::vector<ShaderSource> vsCol = {
" return output;\n"
"}\n"
},
{ ShaderLanguage::HLSL_D3D11,
"struct VS_INPUT { float3 Position : POSITION; float4 Color0 : COLOR0; };\n"
"struct VS_OUTPUT { float4 Color0 : COLOR0; float4 Position : SV_Position; };\n"
"float4x4 WorldViewProj : register(c0);\n"
"VS_OUTPUT main(VS_INPUT input) {\n"
" VS_OUTPUT output;\n"
" output.Position = mul(float4(input.Position, 1.0), WorldViewProj);\n"
" output.Color0 = input.Color0;\n"
" return output;\n"
"}\n"
},
{ ShaderLanguage::GLSL_VULKAN,
"#version 400\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
@@ -188,6 +215,18 @@ static const std::vector<ShaderSource> vsTexCol = {
" return output;\n"
"}\n"
},
{ ShaderLanguage::HLSL_D3D11,
"struct VS_INPUT { float3 Position : POSITION; float2 Texcoord0 : TEXCOORD0; float4 Color0 : COLOR0; };\n"
"struct VS_OUTPUT { float4 Color0 : COLOR0; float2 Texcoord0 : TEXCOORD0; float4 Position : SV_Position; };\n"
"float4x4 WorldViewProj : register(c0);\n"
"VS_OUTPUT main(VS_INPUT input) {\n"
" VS_OUTPUT output;\n"
" output.Position = mul(float4(input.Position, 1.0), WorldViewProj);\n"
" output.Texcoord0 = input.Texcoord0;\n"
" output.Color0 = input.Color0;\n"
" return output;\n"
"}\n"
},
{ ShaderLanguage::GLSL_VULKAN,
"#version 400\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
@@ -214,7 +253,7 @@ struct VsTexColUB {
float WorldViewProj[16];
};
inline ShaderModule *CreateShader(DrawContext *draw, ShaderStage stage, const std::vector<ShaderSource> &sources) {
static ShaderModule *CreateShader(DrawContext *draw, ShaderStage stage, const std::vector<ShaderSource> &sources) {
uint32_t supported = draw->GetSupportedShaderLanguages();
for (auto iter : sources) {
if ((uint32_t)iter.lang & supported) {
@@ -234,10 +273,12 @@ void DrawContext::CreatePresets() {
DrawContext::~DrawContext() {
for (int i = 0; i < VS_MAX_PRESET; i++) {
vsPresets_[i]->Release();
if (vsPresets_[i])
vsPresets_[i]->Release();
}
for (int i = 0; i < FS_MAX_PRESET; i++) {
fsPresets_[i]->Release();
if (fsPresets_[i])
fsPresets_[i]->Release();
}
}
+17 -3
View File
@@ -17,6 +17,10 @@ class Matrix4x4;
#ifdef _WIN32
#define NOMINMAX
#define WIN32_LEAN_AND_MEAN
#include <Windows.h>
struct IDirect3DDevice9;
struct IDirect3D9;
struct IDirect3DDevice9Ex;
@@ -113,6 +117,7 @@ enum BufferUsageFlag : int {
VERTEXDATA = 1,
INDEXDATA = 2,
GENERIC = 4,
UNIFORM = 8,
DYNAMIC = 16,
};
@@ -142,6 +147,8 @@ enum class Primitive {
LINE_STRIP_ADJ,
TRIANGLE_LIST_ADJ,
TRIANGLE_STRIP_ADJ,
UNDEFINED,
};
enum VertexShaderPreset : int {
@@ -182,6 +189,7 @@ enum class DataFormat : uint8_t {
R8G8B8A8_UNORM,
R8G8B8A8_UNORM_SRGB,
B8G8R8A8_UNORM, // D3D style
B8G8R8A8_UNORM_SRGB, // D3D style
R8G8B8A8_SNORM,
R8G8B8A8_UINT,
@@ -329,10 +337,15 @@ enum FBBlitFilter {
FB_BLIT_LINEAR = 1,
};
enum UpdateBufferFlags {
UPDATE_DISCARD = 1,
};
enum class Event {
// These happen on D3D resize
LOST_BACKBUFFER,
GOT_BACKBUFFER,
PRESENT_REQUESTED,
};
struct FramebufferDesc {
@@ -384,8 +397,6 @@ public:
class Buffer : public RefCountedObject {
public:
virtual void SetData(const uint8_t *data, size_t size) = 0;
virtual void SubData(const uint8_t *data, size_t offset, size_t size) = 0;
};
class Texture : public RefCountedObject {
@@ -564,6 +575,9 @@ public:
virtual ShaderModule *CreateShaderModule(ShaderStage stage, ShaderLanguage language, const uint8_t *data, size_t dataSize) = 0;
virtual Pipeline *CreateGraphicsPipeline(const PipelineDesc &desc) = 0;
// Copies data from the CPU over into the buffer, at a specific offset. This does not change the size of the buffer and cannot write outside it.
virtual void UpdateBuffer(Buffer *buffer, const uint8_t *data, size_t offset, size_t size, UpdateBufferFlags flags) = 0;
virtual void CopyFramebufferImage(Framebuffer *src, int level, int x, int y, int z, Framebuffer *dst, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth) = 0;
virtual bool BlitFramebuffer(Framebuffer *src, int srcX1, int srcY1, int srcX2, int srcY2, Framebuffer *dst, int dstX1, int dstY1, int dstX2, int dstY2, int channelBits, FBBlitFilter filter) = 0;
@@ -633,7 +647,7 @@ DrawContext *T3DCreateGLContext();
#ifdef _WIN32
DrawContext *T3DCreateDX9Context(IDirect3D9 *d3d, IDirect3D9Ex *d3dEx, int adapterId, IDirect3DDevice9 *device, IDirect3DDevice9Ex *deviceEx);
DrawContext *T3DCreateD3D11Context(ID3D11Device *device, ID3D11DeviceContext *context);
DrawContext *T3DCreateD3D11Context(ID3D11Device *device, ID3D11DeviceContext *context, HWND hWnd);
#endif
DrawContext *T3DCreateVulkanContext(VulkanContext *context);
+552 -39
View File
@@ -1,4 +1,6 @@
#include "thin3d/thin3d.h"
#include "thin3d/d3d11_loader.h"
#include "math/dataconv.h"
#include <d3d11.h>
#include <d3dcompiler.h>
@@ -18,7 +20,7 @@ class D3D11RasterState;
class D3D11DrawContext : public DrawContext {
public:
D3D11DrawContext(ID3D11Device *device, ID3D11DeviceContext *deviceContext);
D3D11DrawContext(ID3D11Device *device, ID3D11DeviceContext *deviceContext, HWND hWnd);
~D3D11DrawContext();
const DeviceCaps &GetDeviceCaps() const override {
@@ -40,6 +42,8 @@ public:
ShaderModule *CreateShaderModule(ShaderStage stage, ShaderLanguage language, const uint8_t *data, size_t dataSize) override;
Framebuffer *CreateFramebuffer(const FramebufferDesc &desc) override;
void UpdateBuffer(Buffer *buffer, const uint8_t *data, size_t offset, size_t size, UpdateBufferFlags flags) override;
void CopyFramebufferImage(Framebuffer *src, int level, int x, int y, int z, Framebuffer *dst, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth) override;
bool BlitFramebuffer(Framebuffer *src, int srcX1, int srcY1, int srcX2, int srcY2, Framebuffer *dst, int dstX1, int dstY1, int dstX2, int dstY2, int channelBits, FBBlitFilter filter) override;
@@ -64,7 +68,10 @@ public:
void SetScissorRect(int left, int top, int width, int height) override;
void SetViewports(int count, Viewport *viewports) override;
void SetBlendFactor(float color[4]) override {
memcpy(blendFactor_, color, sizeof(float) * 4);
if (memcmp(blendFactor_, color, sizeof(float) * 4)) {
memcpy(blendFactor_, color, sizeof(float) * 4);
blendFactorDirty_ = true;
}
}
void Draw(int vertexCount, int offset) override;
@@ -95,13 +102,27 @@ public:
}
}
void HandleEvent(Event ev) override {}
void HandleEvent(Event ev) override {
switch (ev) {
case Event::PRESENT_REQUESTED:
swapChain_->Present(0, 0);
break;
}
}
private:
void ApplyCurrentState();
HWND hWnd_;
ID3D11Device *device_;
ID3D11DeviceContext *context_;
IDXGISwapChain *swapChain_ = nullptr;
ID3D11RenderTargetView *bbRenderTargetView_ = nullptr;
// Strictly speaking we don't need a depth buffer for the backbuffer.
ID3D11Texture2D *bbDepthStencilTex_ = nullptr;
ID3D11DepthStencilView *bbDepthStencilView_ = nullptr;
D3D11Pipeline *curPipeline_;
DeviceCaps caps_;
@@ -109,6 +130,15 @@ private:
D3D11DepthStencilState *curDepth_ = nullptr;
D3D11RasterState *curRaster_ = nullptr;
ID3D11InputLayout *curInputLayout_ = nullptr;
ID3D11VertexShader *curVS_ = nullptr;
ID3D11PixelShader *curPS_ = nullptr;
ID3D11GeometryShader *curGS_ = nullptr;
D3D11_PRIMITIVE_TOPOLOGY curTopology_ = D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED;
ID3D11Buffer *nextVertexBuffers_[4]{};
int nextVertexBufferOffsets_[4]{};
ID3D11Buffer *nextIndexBuffer_ = nullptr;
int nextIndexBufferOffset_ = 0;
// Dynamic state
float blendFactor_[4];
@@ -117,9 +147,91 @@ private:
bool stencilRefDirty_;
};
static void GetRes(HWND hWnd, int &xres, int &yres) {
RECT rc;
GetClientRect(hWnd, &rc);
xres = rc.right - rc.left;
yres = rc.bottom - rc.top;
}
D3D11DrawContext::D3D11DrawContext(ID3D11Device *device, ID3D11DeviceContext *context) : device_(device), context_(context) {
D3D11DrawContext::D3D11DrawContext(ID3D11Device *device, ID3D11DeviceContext *context, HWND hWnd) : device_(device), context_(context), hWnd_(hWnd) {
HRESULT hr;
// Obtain DXGI factory from device (since we used nullptr for pAdapter above)
IDXGIFactory1* dxgiFactory = nullptr;
IDXGIDevice* dxgiDevice = nullptr;
IDXGIAdapter* adapter = nullptr;
hr = device_->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast<void**>(&dxgiDevice));
if (SUCCEEDED(hr)) {
hr = dxgiDevice->GetAdapter(&adapter);
if (SUCCEEDED(hr)) {
hr = adapter->GetParent(__uuidof(IDXGIFactory1), reinterpret_cast<void**>(&dxgiFactory));
adapter->Release();
}
dxgiDevice->Release();
}
int width;
int height;
GetRes(hWnd_, width, height);
// DirectX 11.0 systems
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory(&sd, sizeof(sd));
sd.BufferCount = 1;
sd.BufferDesc.Width = width;
sd.BufferDesc.Height = height;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.OutputWindow = hWnd_;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.Windowed = TRUE;
hr = dxgiFactory->CreateSwapChain(device_, &sd, &swapChain_);
dxgiFactory->MakeWindowAssociation(hWnd_, DXGI_MWA_NO_ALT_ENTER);
dxgiFactory->Release();
if (FAILED(hr))
return;
// Create a render target view
ID3D11Texture2D* pBackBuffer = nullptr;
hr = swapChain_->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&pBackBuffer));
if (FAILED(hr))
return;
hr = device_->CreateRenderTargetView(pBackBuffer, nullptr, &bbRenderTargetView_);
pBackBuffer->Release();
if (FAILED(hr))
return;
// Create depth stencil texture
D3D11_TEXTURE2D_DESC descDepth{};
descDepth.Width = width;
descDepth.Height = height;
descDepth.MipLevels = 1;
descDepth.ArraySize = 1;
descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
descDepth.SampleDesc.Count = 1;
descDepth.SampleDesc.Quality = 0;
descDepth.Usage = D3D11_USAGE_DEFAULT;
descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
descDepth.CPUAccessFlags = 0;
descDepth.MiscFlags = 0;
hr = device_->CreateTexture2D(&descDepth, nullptr, &bbDepthStencilTex_);
// Create the depth stencil view
D3D11_DEPTH_STENCIL_VIEW_DESC descDSV{};
descDSV.Format = descDepth.Format;
descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
descDSV.Texture2D.MipSlice = 0;
hr = device_->CreateDepthStencilView(bbDepthStencilTex_, &descDSV, &bbDepthStencilView_);
context_->OMSetRenderTargets(1, &bbRenderTargetView_, bbDepthStencilView_);
CreatePresets();
}
D3D11DrawContext::~D3D11DrawContext() {
@@ -132,7 +244,7 @@ void D3D11DrawContext::SetViewports(int count, Viewport *viewports) {
}
void D3D11DrawContext::SetScissorRect(int left, int top, int width, int height) {
D3D11_RECT rc;
D3D11_RECT rc{};
rc.left = left;
rc.top = top;
rc.right = left + width;
@@ -170,19 +282,45 @@ static const D3D11_STENCIL_OP stencilOpToD3D11[] = {
D3D11_STENCIL_OP_DECR,
};
DXGI_FORMAT dataFormatToD3D11(DataFormat format) {
static DXGI_FORMAT dataFormatToD3D11(DataFormat format) {
switch (format) {
case DataFormat::R32_FLOAT: return DXGI_FORMAT_R32_FLOAT;
case DataFormat::R32G32_FLOAT: return DXGI_FORMAT_R32G32_FLOAT;
case DataFormat::R32G32B32_FLOAT: return DXGI_FORMAT_R32G32B32_FLOAT;
case DataFormat::R32G32B32A32_FLOAT: return DXGI_FORMAT_R32G32B32A32_FLOAT;
case DataFormat::R8G8B8A8_UNORM: return DXGI_FORMAT_R8G8B8A8_UNORM;
case DataFormat::R8G8B8A8_UNORM_SRGB: return DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
case DataFormat::B8G8R8A8_UNORM: return DXGI_FORMAT_B8G8R8A8_UNORM;
case DataFormat::B8G8R8A8_UNORM_SRGB: return DXGI_FORMAT_B8G8R8A8_UNORM_SRGB;
case DataFormat::R16_FLOAT: return DXGI_FORMAT_R16_FLOAT;
case DataFormat::R16G16_FLOAT: return DXGI_FORMAT_R16G16_FLOAT;
case DataFormat::R16G16B16A16_FLOAT: return DXGI_FORMAT_R16G16B16A16_FLOAT;
case DataFormat::D24_S8: return DXGI_FORMAT_D24_UNORM_S8_UINT;
case DataFormat::D16: return DXGI_FORMAT_D16_UNORM;
case DataFormat::D32F: return DXGI_FORMAT_D32_FLOAT;
case DataFormat::D32F_S8: return DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
case DataFormat::ETC1:
default:
return DXGI_FORMAT_UNKNOWN;
}
}
static D3D11_PRIMITIVE_TOPOLOGY primToD3D11[] = {
D3D11_PRIMITIVE_TOPOLOGY_POINTLIST,
D3D11_PRIMITIVE_TOPOLOGY_LINELIST,
D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP,
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED,
// Tesselation shader only
D3D11_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST, // ???
// These are for geometry shaders only.
D3D11_PRIMITIVE_TOPOLOGY_LINELIST_ADJ,
D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ,
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ,
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ,
};
inline void CopyStencilSide(D3D11_DEPTH_STENCILOP_DESC &side, const StencilSide &input) {
side.StencilFunc = compareToD3D11[(int)input.compareOp];
side.StencilDepthFailOp = stencilOpToD3D11[(int)input.depthFailOp];
@@ -240,6 +378,7 @@ public:
bs->Release();
}
ID3D11BlendState *bs;
float blendFactor[4];
};
BlendState *D3D11DrawContext::CreateBlendState(const BlendStateDesc &desc) {
@@ -382,31 +521,181 @@ public:
D3D11BlendState *blend;
D3D11DepthStencilState *depth;
D3D11RasterState *raster;
ID3D11VertexShader *vs;
ID3D11PixelShader *ps;
ID3D11GeometryShader *gs;
D3D11_PRIMITIVE_TOPOLOGY topology;
};
class D3D11Texture : public Texture {
public:
D3D11Texture() {}
void SetImageData(int x, int y, int z, int width, int height, int depth, int level, int stride, const uint8_t *data) {}
D3D11Texture(const TextureDesc &desc) {
width_ = desc.width;
height_ = desc.height;
depth_ = desc.depth;
}
~D3D11Texture() {
if (tex)
tex->Release();
if (view)
view->Release();
}
void SetImageData(int x, int y, int z, int width, int height, int depth, int level, int stride, const uint8_t *data) {
ELOG("SetImageData not supported, create a new texture instead");
}
ID3D11Texture2D *tex = nullptr;
ID3D11ShaderResourceView *view = nullptr;
};
Texture *D3D11DrawContext::CreateTexture(const TextureDesc &desc) {
D3D11Texture *tex = new D3D11Texture();
D3D11Texture *tex = new D3D11Texture(desc);
// ....
if (!(GetDataFormatSupport(desc.format) & FMT_TEXTURE)) {
// D3D11 does not support this format as a texture format.
return false;
}
D3D11_TEXTURE2D_DESC descColor{};
descColor.Width = desc.width;
descColor.Height = desc.height;
descColor.MipLevels = desc.mipLevels;
descColor.ArraySize = 1;
descColor.Format = dataFormatToD3D11(desc.format);
descColor.SampleDesc.Count = 1;
descColor.SampleDesc.Quality = 0;
descColor.Usage = D3D11_USAGE_DEFAULT;
descColor.BindFlags = D3D11_BIND_SHADER_RESOURCE;
descColor.CPUAccessFlags = 0;
descColor.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA initData[12]{};
if (desc.initData.size()) {
int w = desc.width;
int h = desc.height;
for (int i = 0; i < desc.initData.size(); i++) {
initData[i].pSysMem = desc.initData[0];
initData[i].SysMemPitch = (UINT)(w * DataFormatSizeInBytes(desc.format));
initData[i].SysMemSlicePitch = (UINT)(w * h * DataFormatSizeInBytes(desc.format));
w /= 2;
h /= 2;
}
}
HRESULT hr = device_->CreateTexture2D(&descColor, desc.initData.size() ? initData : nullptr, &tex->tex);
if (!SUCCEEDED(hr)) {
delete tex;
return nullptr;
}
hr = device_->CreateShaderResourceView(tex->tex, nullptr, &tex->view);
if (!SUCCEEDED(hr)) {
delete tex;
return nullptr;
}
return tex;
}
class D3D11ShaderModule : public ShaderModule {
public:
~D3D11ShaderModule() {
if (vs)
vs->Release();
if (ps)
ps->Release();
if (gs)
gs->Release();
}
ShaderStage GetStage() const override { return stage; }
std::vector<uint8_t> byteCode_;
ShaderStage stage;
ID3D11VertexShader *vs = nullptr;
ID3D11PixelShader *ps = nullptr;
ID3D11GeometryShader *gs = nullptr;
};
ShaderModule *D3D11DrawContext::CreateShaderModule(ShaderStage stage, ShaderLanguage language, const uint8_t *data, size_t dataSize) {
// ...
switch (language) {
case ShaderLanguage::HLSL_D3D11:
case ShaderLanguage::HLSL_D3D11_BYTECODE:
break;
default:
ELOG("Unsupported shader language");
return nullptr;
}
std::string compiled;
std::string errors;
if (language == ShaderLanguage::HLSL_D3D11) {
const char *target = nullptr;
switch (stage) {
case ShaderStage::FRAGMENT: target = "ps_5_0"; break;
case ShaderStage::GEOMETRY: target = "gs_5_0"; break;
case ShaderStage::VERTEX: target = "vs_5_0"; break;
break;
case ShaderStage::COMPUTE:
case ShaderStage::CONTROL:
case ShaderStage::EVALUATION:
default:
break;
}
if (!target) {
return nullptr;
}
ID3DBlob *compiledCode = nullptr;
ID3DBlob *errorMsgs = nullptr;
HRESULT result = ptr_D3DCompile(data, dataSize, nullptr, nullptr, nullptr, "main", target, 0, 0, &compiledCode, &errorMsgs);
if (compiledCode) {
compiled = std::string((const char *)compiledCode->GetBufferPointer(), compiledCode->GetBufferSize());
compiledCode->Release();
}
if (errorMsgs) {
errors = std::string((const char *)errorMsgs->GetBufferPointer(), errorMsgs->GetBufferSize());
ELOG("Failed compiling:\n%s\n%s", data, errors.c_str());
errorMsgs->Release();
}
if (result != S_OK) {
return nullptr;
}
// OK, we can now proceed
language = ShaderLanguage::HLSL_D3D11_BYTECODE;
data = (const uint8_t *)compiled.c_str();
dataSize = compiled.size();
}
if (language == ShaderLanguage::HLSL_D3D11_BYTECODE) {
// Easy!
D3D11ShaderModule *module = new D3D11ShaderModule();
module->stage = stage;
module->byteCode_ = std::vector<uint8_t>(data, data + dataSize);
HRESULT result = S_OK;
switch (stage) {
case ShaderStage::VERTEX:
result = device_->CreateVertexShader(data, dataSize, nullptr, &module->vs);
break;
case ShaderStage::FRAGMENT:
result = device_->CreatePixelShader(data, dataSize, nullptr, &module->ps);
break;
case ShaderStage::GEOMETRY:
result = device_->CreateGeometryShader(data, dataSize, nullptr, &module->gs);
break;
default:
ELOG("Unsupported shader stage");
result = S_FALSE;
break;
}
if (result == S_OK) {
return module;
} else {
delete module;
return nullptr;
}
}
return nullptr;
}
@@ -420,13 +709,25 @@ Pipeline *D3D11DrawContext::CreateGraphicsPipeline(const PipelineDesc &desc) {
dPipeline->depth->AddRef();
dPipeline->input->AddRef();
dPipeline->raster->AddRef();
dPipeline->topology = primToD3D11[(int)desc.prim];
std::vector<D3D11ShaderModule *> shaders;
D3D11ShaderModule *vshader = nullptr;
for (auto iter : desc.shaders) {
shaders.push_back((D3D11ShaderModule *)iter);
if (iter->GetStage() == ShaderStage::VERTEX)
vshader = (D3D11ShaderModule *)iter;
D3D11ShaderModule *module = (D3D11ShaderModule *)iter;
shaders.push_back(module);
switch (module->GetStage()) {
case ShaderStage::VERTEX:
vshader = module;
dPipeline->vs = module->vs;
break;
case ShaderStage::FRAGMENT:
dPipeline->ps = module->ps;
break;
case ShaderStage::GEOMETRY:
dPipeline->gs = module->gs;
break;
}
}
if (!vshader) {
@@ -438,15 +739,21 @@ Pipeline *D3D11DrawContext::CreateGraphicsPipeline(const PipelineDesc &desc) {
// Can finally create the input layout
auto &inputDesc = dPipeline->input->desc;
const std::vector<D3D11_INPUT_ELEMENT_DESC> &elements = dPipeline->input->elements;
device_->CreateInputLayout(elements.data(), (UINT)elements.size(), vshader->byteCode_.data(), vshader->byteCode_.size(), &dPipeline->il);
HRESULT hr = device_->CreateInputLayout(elements.data(), (UINT)elements.size(), vshader->byteCode_.data(), vshader->byteCode_.size(), &dPipeline->il);
if (!SUCCEEDED(hr)) {
Crash();
}
return dPipeline;
}
void D3D11DrawContext::BindPipeline(Pipeline *pipeline) {
D3D11Pipeline *dPipeline = (D3D11Pipeline *)pipeline;
if (curPipeline_ == dPipeline)
return;
curPipeline_ = dPipeline;
}
// Gonna need dirtyflags soon..
void D3D11DrawContext::ApplyCurrentState() {
if (curBlend_ != curPipeline_->blend || blendFactorDirty_) {
context_->OMSetBlendState(curPipeline_->blend->bs, blendFactor_, 0);
@@ -466,44 +773,119 @@ void D3D11DrawContext::ApplyCurrentState() {
context_->IASetInputLayout(curPipeline_->il);
curInputLayout_ = curPipeline_->il;
}
if (curVS_ != curPipeline_->vs) {
context_->VSSetShader(curPipeline_->vs, nullptr, 0);
curVS_ = curPipeline_->vs;
}
if (curPS_ != curPipeline_->ps) {
context_->PSSetShader(curPipeline_->ps, nullptr, 0);
curPS_ = curPipeline_->ps;
}
if (curGS_ != curPipeline_->gs) {
context_->GSSetShader(curPipeline_->gs, nullptr, 0);
curGS_ = curPipeline_->gs;
}
if (curTopology_ != curPipeline_->topology) {
context_->IASetPrimitiveTopology(curPipeline_->topology);
curTopology_ = curPipeline_->topology;
}
int numVBs = (int)curPipeline_->input->strides.size();
context_->IASetVertexBuffers(0, 1, nextVertexBuffers_, (UINT *)curPipeline_->input->strides.data(), (UINT *)nextVertexBufferOffsets_);
if (nextIndexBuffer_) {
context_->IASetIndexBuffer(nextIndexBuffer_, DXGI_FORMAT_R32_UINT, nextIndexBufferOffset_);
}
}
class D3D11Buffer : public Buffer {
public:
ID3D11Buffer *buf;
virtual void SetData(const uint8_t *data, size_t size) override {
}
virtual void SubData(const uint8_t *data, size_t offset, size_t size) override {
~D3D11Buffer() {
if (buf)
buf->Release();
if (srView)
srView->Release();
}
ID3D11Buffer *buf = nullptr;
ID3D11ShaderResourceView *srView = nullptr;
size_t size;
};
Buffer *D3D11DrawContext::CreateBuffer(size_t size, uint32_t usageFlags) {
D3D11Buffer *b = new D3D11Buffer();
D3D11_BUFFER_DESC desc{};
desc.ByteWidth = (UINT)size;
desc.BindFlags = 0;
if (usageFlags & VERTEXDATA)
desc.BindFlags |= D3D11_BIND_VERTEX_BUFFER;
if (usageFlags & INDEXDATA)
desc.BindFlags |= D3D11_BIND_INDEX_BUFFER;
if (usageFlags & UNIFORM)
desc.BindFlags |= D3D11_BIND_CONSTANT_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.Usage = D3D11_USAGE_DYNAMIC;
b->size = size;
HRESULT hr = device_->CreateBuffer(&desc, nullptr, &b->buf);
if (FAILED(hr)) {
delete b;
return nullptr;
}
if (usageFlags & UNIFORM) {
// D3D11_SHADER_RESOURCE_VIEW_DESC resDesc{};
// device_->CreateShaderResourceView(b->buf, &resDesc, &b->srView);
}
return b;
}
void D3D11DrawContext::BindVertexBuffers(int start, int count, Buffer **buffers, int *offsets) {
void D3D11DrawContext::UpdateBuffer(Buffer *buffer, const uint8_t *data, size_t offset, size_t size, UpdateBufferFlags flags) {
D3D11Buffer *buf = (D3D11Buffer *)buffer;
if ((flags & UPDATE_DISCARD) || (offset == 0 && size == buf->size)) {
// Can just discard the old contents. This is only allowed for DYNAMIC buffers.
D3D11_MAPPED_SUBRESOURCE map;
context_->Map(buf->buf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, data, size);
context_->Unmap(buf->buf, 0);
return;
}
D3D11_BOX box{};
box.left = (UINT)offset;
box.right = (UINT)(offset + size);
context_->UpdateSubresource(buf->buf, 0, &box, data, 0, 0);
}
void D3D11DrawContext::BindVertexBuffers(int start, int count, Buffer **buffers, int *offsets) {
// Lazy application
for (int i = 0; i < count; i++) {
D3D11Buffer *buf = (D3D11Buffer *)buffers[i];
nextVertexBuffers_[start + i] = buf->buf;
nextVertexBufferOffsets_[start + i] = offsets ? offsets[i] : 0;
}
}
void D3D11DrawContext::BindIndexBuffer(Buffer *indexBuffer, int offset) {
D3D11Buffer *buf = (D3D11Buffer *)indexBuffer;
// Lazy application
nextIndexBuffer_ = buf->buf;
nextIndexBufferOffset_ = offset;
}
void D3D11DrawContext::Draw(int vertexCount, int offset) {
ApplyCurrentState();
context_->Draw(vertexCount, offset);
}
void D3D11DrawContext::DrawIndexed(int vertexCount, int offset) {
void D3D11DrawContext::DrawIndexed(int indexCount, int offset) {
ApplyCurrentState();
context_->DrawIndexed(indexCount, offset, 0);
}
void D3D11DrawContext::DrawUP(const void *vdata, int vertexCount) {
ApplyCurrentState();
// TODO: Upload the data then draw..
}
uint32_t D3D11DrawContext::GetDataFormatSupport(DataFormat fmt) const {
// TODO: Actually do proper checks
switch (fmt) {
@@ -539,41 +921,172 @@ uint32_t D3D11DrawContext::GetDataFormatSupport(DataFormat fmt) const {
// A D3D11Framebuffer is a D3D11Framebuffer plus all the textures it owns.
class D3D11Framebuffer : public Framebuffer {
public:
D3D11Framebuffer() {}
~D3D11Framebuffer() {
if (colorTex)
colorTex->Release();
if (colorRTView)
colorRTView->Release();
if (colorSRView)
colorSRView->Release();
if (depthStencilTex)
depthStencilTex->Release();
if (depthStencilRTView)
depthStencilRTView->Release();
}
int width;
int height;
ID3D11Texture2D *colorTex = nullptr;
ID3D11RenderTargetView *colorRTView = nullptr;
ID3D11ShaderResourceView *colorSRView = nullptr;
ID3D11Texture2D *depthStencilTex = nullptr;
ID3D11DepthStencilView *depthStencilRTView = nullptr;
};
Framebuffer *D3D11DrawContext::CreateFramebuffer(const FramebufferDesc &desc) {
HRESULT hr;
D3D11Framebuffer *fb = new D3D11Framebuffer();
fb->width = desc.width;
fb->height = desc.height;
if (desc.numColorAttachments) {
D3D11_TEXTURE2D_DESC descColor{};
descColor.Width = desc.width;
descColor.Height = desc.height;
descColor.MipLevels = 1;
descColor.ArraySize = 1;
descColor.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
descColor.SampleDesc.Count = 1;
descColor.SampleDesc.Quality = 0;
descColor.Usage = D3D11_USAGE_DEFAULT;
descColor.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
descColor.CPUAccessFlags = 0;
descColor.MiscFlags = 0;
hr = device_->CreateTexture2D(&descColor, nullptr, &fb->colorTex);
if (FAILED(hr)) {
delete fb;
return nullptr;
}
hr = device_->CreateRenderTargetView(fb->colorTex, nullptr, &fb->colorRTView);
if (FAILED(hr)) {
delete fb;
return nullptr;
}
hr = device_->CreateShaderResourceView(fb->colorTex, nullptr, &fb->colorSRView);
if (FAILED(hr)) {
delete fb;
return nullptr;
}
}
if (desc.z_stencil) {
D3D11_TEXTURE2D_DESC descDepth{};
descDepth.Width = desc.width;
descDepth.Height = desc.height;
descDepth.MipLevels = 1;
descDepth.ArraySize = 1;
descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
descDepth.SampleDesc.Count = 1;
descDepth.SampleDesc.Quality = 0;
descDepth.Usage = D3D11_USAGE_DEFAULT;
descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
descDepth.CPUAccessFlags = 0;
descDepth.MiscFlags = 0;
hr = device_->CreateTexture2D(&descDepth, nullptr, &fb->depthStencilTex);
if (FAILED(hr)) {
delete fb;
return nullptr;
}
D3D11_DEPTH_STENCIL_VIEW_DESC descDSV{};
descDSV.Format = descDepth.Format;
descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
descDSV.Texture2D.MipSlice = 0;
hr = device_->CreateDepthStencilView(fb->depthStencilTex, &descDSV, &fb->depthStencilRTView);
if (FAILED(hr)) {
delete fb;
return nullptr;
}
}
return fb;
}
void D3D11DrawContext::BindTextures(int start, int count, Texture **textures) {
// Collect the resource views from the textures.
ID3D11ShaderResourceView *views[8];
for (int i = 0; i < count; i++) {
D3D11Texture *tex = (D3D11Texture *)textures[i];
views[i] = tex->view;
}
context_->PSSetShaderResources(start, count, views);
}
void D3D11DrawContext::BindSamplerStates(int start, int count, SamplerState **states) {
ID3D11SamplerState *samplers[8];
for (int i = 0; i < count; i++) {
D3D11SamplerState *samp = (D3D11SamplerState *)states[i];
samplers[i] = samp->ss;
}
context_->PSSetSamplers(start, count, samplers);
}
void D3D11DrawContext::Clear(int mask, uint32_t colorval, float depthVal, int stencilVal) {
if (mask & ClearFlag::COLOR) {
float colorRGBA[4];
Uint8x1ToFloat4(colorRGBA, colorval);
context_->ClearRenderTargetView(bbRenderTargetView_, colorRGBA);
}
if (mask & (ClearFlag::DEPTH | ClearFlag::STENCIL)) {
UINT clearFlag = 0;
if (mask & ClearFlag::DEPTH)
clearFlag |= D3D11_CLEAR_DEPTH;
if (mask & ClearFlag::STENCIL)
clearFlag |= D3D11_CLEAR_STENCIL;
context_->ClearDepthStencilView(bbDepthStencilView_, clearFlag, depthVal, stencilVal);
}
}
void D3D11DrawContext::CopyFramebufferImage(Framebuffer *src, int level, int x, int y, int z, Framebuffer *dst, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth) {}
bool D3D11DrawContext::BlitFramebuffer(Framebuffer *src, int srcX1, int srcY1, int srcX2, int srcY2, Framebuffer *dst, int dstX1, int dstY1, int dstX2, int dstY2, int channelBits, FBBlitFilter filter) { return true; }
void D3D11DrawContext::CopyFramebufferImage(Framebuffer *srcfb, int level, int x, int y, int z, Framebuffer *dstfb, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth) {
D3D11Framebuffer *src = (D3D11Framebuffer *)srcfb;
D3D11Framebuffer *dst = (D3D11Framebuffer *)dstfb;
// CopySubResource ?
}
bool D3D11DrawContext::BlitFramebuffer(Framebuffer *srcfb, int srcX1, int srcY1, int srcX2, int srcY2, Framebuffer *dstfb, int dstX1, int dstY1, int dstX2, int dstY2, int channelBits, FBBlitFilter filter) {
D3D11Framebuffer *src = (D3D11Framebuffer *)srcfb;
D3D11Framebuffer *dst = (D3D11Framebuffer *)dstfb;
// Unfortunately D3D11 has no equivalent to this, gotta render a quad.
return true;
}
// These functions should be self explanatory.
void D3D11DrawContext::BindFramebufferAsRenderTarget(Framebuffer *fbo) {}
// color must be 0, for now.
void D3D11DrawContext::BindFramebufferAsTexture(Framebuffer *fbo, int binding, FBChannel channelBit, int attachment) {}
void D3D11DrawContext::BindFramebufferForRead(Framebuffer *fbo) {}
void D3D11DrawContext::BindFramebufferAsRenderTarget(Framebuffer *fbo) {
D3D11Framebuffer *fb = (D3D11Framebuffer *)fbo;
context_->OMSetRenderTargets(1, &fb->colorRTView, fb->depthStencilRTView);
}
void D3D11DrawContext::BindBackbufferAsRenderTarget() {}
uintptr_t D3D11DrawContext::GetFramebufferAPITexture(Framebuffer *fbo, int channelBit, int attachment) { return 0; }
// color must be 0, for now.
void D3D11DrawContext::BindFramebufferAsTexture(Framebuffer *fbo, int binding, FBChannel channelBit, int attachment) {
D3D11Framebuffer *fb = (D3D11Framebuffer *)fbo;
context_->PSSetShaderResources(binding, 1, &fb->colorSRView);
}
void D3D11DrawContext::BindFramebufferForRead(Framebuffer *fbo) {
// This is meaningless in D3D11
}
void D3D11DrawContext::BindBackbufferAsRenderTarget() {
context_->OMSetRenderTargets(1, &bbRenderTargetView_, bbDepthStencilView_);
}
uintptr_t D3D11DrawContext::GetFramebufferAPITexture(Framebuffer *fbo, int channelBit, int attachment) {
// D3D11Framebuffer *fb = (D3D11Framebuffer *)fbo;
return 0;
}
void D3D11DrawContext::GetFramebufferDimensions(Framebuffer *fbo, int *w, int *h) {
D3D11Framebuffer *fb = (D3D11Framebuffer *)fbo;
@@ -581,8 +1094,8 @@ void D3D11DrawContext::GetFramebufferDimensions(Framebuffer *fbo, int *w, int *h
*h = fb->height;
}
DrawContext *T3DCreateD3D11Context(ID3D11Device *device, ID3D11DeviceContext *context) {
return nullptr; // new D3D11DrawContext(device, context);
DrawContext *T3DCreateD3D11Context(ID3D11Device *device, ID3D11DeviceContext *context, HWND hWnd) {
return new D3D11DrawContext(device, context, hWnd);
}
} // namespace Draw
+56 -71
View File
@@ -142,6 +142,8 @@ static int FormatToD3DDeclType(DataFormat type) {
}
}
class D3D9Buffer;
class D3D9DepthStencilState : public DepthStencilState {
public:
BOOL depthTestEnabled;
@@ -219,77 +221,6 @@ public:
}
};
// Simulate a simple buffer type like the other backends have, use the usage flags to create the right internal type.
class D3D9Buffer : public Buffer {
public:
D3D9Buffer(LPDIRECT3DDEVICE9 device, size_t size, uint32_t flags) : vbuffer_(nullptr), ibuffer_(nullptr), maxSize_(size) {
if (flags & BufferUsageFlag::INDEXDATA) {
DWORD usage = D3DUSAGE_DYNAMIC;
device->CreateIndexBuffer((UINT)size, usage, D3DFMT_INDEX32, D3DPOOL_DEFAULT, &ibuffer_, NULL);
}
else {
DWORD usage = D3DUSAGE_DYNAMIC;
device->CreateVertexBuffer((UINT)size, usage, 0, D3DPOOL_DEFAULT, &vbuffer_, NULL);
}
}
virtual ~D3D9Buffer() override {
if (ibuffer_) {
ibuffer_->Release();
}
if (vbuffer_) {
vbuffer_->Release();
}
}
void SetData(const uint8_t *data, size_t size) override {
if (!size)
return;
if (size > maxSize_) {
ELOG("Can't SetData with bigger size than buffer was created with on D3D");
return;
}
if (vbuffer_) {
void *ptr;
vbuffer_->Lock(0, (UINT)size, &ptr, D3DLOCK_DISCARD);
memcpy(ptr, data, size);
vbuffer_->Unlock();
} else if (ibuffer_) {
void *ptr;
ibuffer_->Lock(0, (UINT)size, &ptr, D3DLOCK_DISCARD);
memcpy(ptr, data, size);
ibuffer_->Unlock();
}
}
void SubData(const uint8_t *data, size_t offset, size_t size) override {
if (!size)
return;
if (offset + size > maxSize_) {
ELOG("Can't SubData with bigger size than buffer was created with on D3D");
return;
}
if (vbuffer_) {
void *ptr;
HRESULT res = vbuffer_->Lock((UINT)offset, (UINT)size, &ptr, D3DLOCK_DISCARD);
if (!FAILED(res)) {
memcpy(ptr, data, size);
vbuffer_->Unlock();
}
} else if (ibuffer_) {
void *ptr;
HRESULT res = ibuffer_->Lock((UINT)offset, (UINT)size, &ptr, D3DLOCK_DISCARD);
if (!FAILED(res)) {
memcpy(ptr, data, size);
ibuffer_->Unlock();
}
}
}
public:
LPDIRECT3DVERTEXBUFFER9 vbuffer_;
LPDIRECT3DINDEXBUFFER9 ibuffer_;
size_t maxSize_;
};
class D3D9InputLayout : public InputLayout {
public:
D3D9InputLayout(LPDIRECT3DDEVICE9 device, const InputLayoutDesc &desc);
@@ -550,6 +481,9 @@ public:
Texture *CreateTexture(const TextureDesc &desc) override;
Framebuffer *CreateFramebuffer(const FramebufferDesc &desc) override;
void UpdateBuffer(Buffer *buffer, const uint8_t *data, size_t offset, size_t size, UpdateBufferFlags flags) override;
void CopyFramebufferImage(Framebuffer *src, int level, int x, int y, int z, Framebuffer *dst, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth) override {}
bool BlitFramebuffer(Framebuffer *src, int srcX1, int srcY1, int srcX2, int srcY2, Framebuffer *dst, int dstX1, int dstY1, int dstX2, int dstY2, int channelBits, FBBlitFilter filter) override;
@@ -847,10 +781,61 @@ D3D9InputLayout::D3D9InputLayout(LPDIRECT3DDEVICE9 device, const InputLayoutDesc
delete[] elements;
}
// Simulate a simple buffer type like the other backends have, use the usage flags to create the right internal type.
class D3D9Buffer : public Buffer {
public:
D3D9Buffer(LPDIRECT3DDEVICE9 device, size_t size, uint32_t flags) : vbuffer_(nullptr), ibuffer_(nullptr), maxSize_(size) {
if (flags & BufferUsageFlag::INDEXDATA) {
DWORD usage = D3DUSAGE_DYNAMIC;
device->CreateIndexBuffer((UINT)size, usage, D3DFMT_INDEX32, D3DPOOL_DEFAULT, &ibuffer_, NULL);
} else {
DWORD usage = D3DUSAGE_DYNAMIC;
device->CreateVertexBuffer((UINT)size, usage, 0, D3DPOOL_DEFAULT, &vbuffer_, NULL);
}
}
virtual ~D3D9Buffer() override {
if (ibuffer_) {
ibuffer_->Release();
}
if (vbuffer_) {
vbuffer_->Release();
}
}
LPDIRECT3DVERTEXBUFFER9 vbuffer_;
LPDIRECT3DINDEXBUFFER9 ibuffer_;
size_t maxSize_;
};
Buffer *D3D9Context::CreateBuffer(size_t size, uint32_t usageFlags) {
return new D3D9Buffer(device_, size, usageFlags);
}
void D3D9Context::UpdateBuffer(Buffer *buffer, const uint8_t *data, size_t offset, size_t size, UpdateBufferFlags flags) {
D3D9Buffer *buf = (D3D9Buffer *)buffer;
if (!size)
return;
if (offset + size > buf->maxSize_) {
ELOG("Can't SubData with bigger size than buffer was created with");
return;
}
if (buf->vbuffer_) {
void *ptr;
HRESULT res = buf->vbuffer_->Lock((UINT)offset, (UINT)size, &ptr, (flags & UPDATE_DISCARD) ? D3DLOCK_DISCARD : 0);
if (!FAILED(res)) {
memcpy(ptr, data, size);
buf->vbuffer_->Unlock();
}
} else if (buf->ibuffer_) {
void *ptr;
HRESULT res = buf->ibuffer_->Lock((UINT)offset, (UINT)size, &ptr, (flags & UPDATE_DISCARD) ? D3DLOCK_DISCARD : 0);
if (!FAILED(res)) {
memcpy(ptr, data, size);
buf->ibuffer_->Unlock();
}
}
}
void D3D9Pipeline::Apply(LPDIRECT3DDEVICE9 device) {
vshader->Apply(device);
pshader->Apply(device);
+57 -56
View File
@@ -153,6 +153,8 @@ static const unsigned short primToGL[] = {
#endif
};
class OpenGLBuffer;
static const char *glsl_fragment_prelude =
"#ifdef GL_ES\n"
"precision mediump float;\n"
@@ -270,62 +272,6 @@ public:
GLenum frontFace;
};
class OpenGLBuffer : public Buffer, GfxResourceHolder {
public:
OpenGLBuffer(size_t size, uint32_t flags) {
glGenBuffers(1, &buffer_);
target_ = (flags & BufferUsageFlag::INDEXDATA) ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER;
usage_ = 0;
if (flags & BufferUsageFlag::DYNAMIC)
usage_ = GL_STREAM_DRAW;
else
usage_ = GL_STATIC_DRAW;
knownSize_ = 0;
register_gl_resource_holder(this);
}
~OpenGLBuffer() override {
unregister_gl_resource_holder(this);
glDeleteBuffers(1, &buffer_);
}
void SetData(const uint8_t *data, size_t size) override {
Bind(0);
glBufferData(target_, size, data, usage_);
knownSize_ = size;
}
void SubData(const uint8_t *data, size_t offset, size_t size) override {
Bind(0);
if (size + offset > knownSize_) {
// Allocate the buffer.
glBufferData(target_, size + offset, NULL, usage_);
knownSize_ = size + offset;
}
glBufferSubData(target_, offset, size, data);
}
void Bind(int offset) {
// TODO: Can't support offset using ES 2.0
glBindBuffer(target_, buffer_);
}
void GLLost() override {
buffer_ = 0;
}
void GLRestore() override {
ILOG("Recreating vertex buffer after gl_restore");
knownSize_ = 0; // Will cause a new glBufferData call. Should genBuffers again though?
glGenBuffers(1, &buffer_);
}
private:
GLuint buffer_;
GLuint target_;
GLuint usage_;
size_t knownSize_;
};
GLuint ShaderStageToOpenGL(ShaderStage stage) {
switch (stage) {
case ShaderStage::VERTEX: return GL_VERTEX_SHADER;
@@ -524,6 +470,8 @@ public:
Buffer *CreateBuffer(size_t size, uint32_t usageFlags) override;
Framebuffer *CreateFramebuffer(const FramebufferDesc &desc) override;
void UpdateBuffer(Buffer *buffer, const uint8_t *data, size_t offset, size_t size, UpdateBufferFlags flags) override;
void CopyFramebufferImage(Framebuffer *src, int level, int x, int y, int z, Framebuffer *dst, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth) override;
bool BlitFramebuffer(Framebuffer *src, int srcX1, int srcY1, int srcX2, int srcY2, Framebuffer *dst, int dstX1, int dstY1, int dstX2, int dstY2, int channelBits, FBBlitFilter filter) override;
@@ -939,10 +887,63 @@ RasterState *OpenGLContext::CreateRasterState(const RasterStateDesc &desc) {
return rs;
}
class OpenGLBuffer : public Buffer, GfxResourceHolder {
public:
OpenGLBuffer(size_t size, uint32_t flags) {
glGenBuffers(1, &buffer_);
target_ = (flags & BufferUsageFlag::INDEXDATA) ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER;
usage_ = 0;
if (flags & BufferUsageFlag::DYNAMIC)
usage_ = GL_STREAM_DRAW;
else
usage_ = GL_STATIC_DRAW;
totalSize_ = size;
glBindBuffer(target_, buffer_);
glBufferData(target_, size, NULL, usage_);
register_gl_resource_holder(this);
}
~OpenGLBuffer() override {
unregister_gl_resource_holder(this);
glDeleteBuffers(1, &buffer_);
}
void Bind(int offset) {
// TODO: Can't support offset using ES 2.0
glBindBuffer(target_, buffer_);
}
void GLLost() override {
buffer_ = 0;
}
void GLRestore() override {
ILOG("Recreating vertex buffer after gl_restore");
totalSize_ = 0; // Will cause a new glBufferData call. Should genBuffers again though?
glGenBuffers(1, &buffer_);
}
GLuint buffer_;
GLuint target_;
GLuint usage_;
size_t totalSize_;
};
Buffer *OpenGLContext::CreateBuffer(size_t size, uint32_t usageFlags) {
return new OpenGLBuffer(size, usageFlags);
}
void OpenGLContext::UpdateBuffer(Buffer *buffer, const uint8_t *data, size_t offset, size_t size, UpdateBufferFlags flags) {
OpenGLBuffer *buf = (OpenGLBuffer *)buffer;
buf->Bind(0);
if (size + offset > buf->totalSize_) {
Crash();
}
// if (flags & UPDATE_DISCARD) we could try to orphan the buffer using glBufferData.
glBufferSubData(buf->target_, offset, size, data);
}
Pipeline *OpenGLContext::CreateGraphicsPipeline(const PipelineDesc &desc) {
if (!desc.shaders.size()) {
ELOG("Pipeline requires at least one shader");
+26 -32
View File
@@ -176,38 +176,6 @@ public:
}
};
// Very simplistic buffer that will simply copy its contents into our "pushbuffer" when it's time to draw,
// to avoid synchronization issues.
class VKBuffer : public Buffer {
public:
VKBuffer(size_t size, uint32_t flags) : dataSize_(size) {
data_ = new uint8_t[size];
}
~VKBuffer() override {
delete[] data_;
}
void SetData(const uint8_t *data, size_t size) override {
delete[] data_;
dataSize_ = size;
data_ = new uint8_t[size];
if (data) {
memcpy(data_, data, size);
}
}
void SubData(const uint8_t *data, size_t offset, size_t size) override {
memcpy(data_, data_ + offset, size);
}
size_t GetSize() const { return dataSize_; }
const uint8_t *GetData() const { return data_; }
private:
uint8_t *data_;
size_t dataSize_;
};
VkShaderStageFlagBits StageToVulkan(ShaderStage stage) {
switch (stage) {
case ShaderStage::VERTEX: return VK_SHADER_STAGE_VERTEX_BIT;
@@ -329,6 +297,7 @@ private:
};
class VKTexture;
class VKBuffer;
class VKSamplerState;
struct DescriptorSetKey {
@@ -369,6 +338,8 @@ public:
Buffer *CreateBuffer(size_t size, uint32_t usageFlags) override;
Framebuffer *CreateFramebuffer(const FramebufferDesc &desc) override;
void UpdateBuffer(Buffer *buffer, const uint8_t *data, size_t offset, size_t size, UpdateBufferFlags flags) override;
void CopyFramebufferImage(Framebuffer *src, int level, int x, int y, int z, Framebuffer *dst, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth) override;
bool BlitFramebuffer(Framebuffer *src, int srcX1, int srcY1, int srcX2, int srcY2, Framebuffer *dst, int dstX1, int dstY1, int dstX2, int dstY2, int channelBits, FBBlitFilter filter) override;
@@ -1057,10 +1028,33 @@ BlendState *VKContext::CreateBlendState(const BlendStateDesc &desc) {
return bs;
}
// Very simplistic buffer that will simply copy its contents into our "pushbuffer" when it's time to draw,
// to avoid synchronization issues.
class VKBuffer : public Buffer {
public:
VKBuffer(size_t size, uint32_t flags) : dataSize_(size) {
data_ = new uint8_t[size];
}
~VKBuffer() override {
delete[] data_;
}
size_t GetSize() const { return dataSize_; }
const uint8_t *GetData() const { return data_; }
uint8_t *data_;
size_t dataSize_;
};
Buffer *VKContext::CreateBuffer(size_t size, uint32_t usageFlags) {
return new VKBuffer(size, usageFlags);
}
void VKContext::UpdateBuffer(Buffer *buffer, const uint8_t *data, size_t offset, size_t size, UpdateBufferFlags flags) {
VKBuffer *buf = (VKBuffer *)buffer;
memcpy(buf->data_ + offset, data, size);
}
void VKContext::BindTextures(int start, int count, Texture **textures) {
for (int i = start; i < start + count; i++) {
boundTextures_[i] = static_cast<VKTexture *>(textures[i]);