|
@@ -331,6 +331,30 @@ void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF&
|
|
|
return;
|
|
|
}
|
|
|
|
|
|
+ if (matrixType == GFXSCT_Float4x4)
|
|
|
+ {
|
|
|
+ dMemcpy(buf, transposed, sizeof(MatrixF));
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ U32 csize;
|
|
|
+ switch (matrixType)
|
|
|
+ {
|
|
|
+ case GFXSCT_Float2x2:
|
|
|
+ csize = 24; //this takes up 16+8
|
|
|
+ break;
|
|
|
+ case GFXSCT_Float3x3:
|
|
|
+ csize = 44; //This takes up 16+16+12
|
|
|
+ break;
|
|
|
+ case GFXSCT_Float4x3:
|
|
|
+ csize = 48;
|
|
|
+ break;
|
|
|
+ default:
|
|
|
+ return;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+
|
|
|
+ dMemcpy(buf, transposed, csize);
|
|
|
|
|
|
}
|
|
|
|
|
@@ -340,9 +364,13 @@ void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF*
|
|
|
AssertFatal(handle->isValid(), "Handle is not valid!");
|
|
|
|
|
|
AssertFatal(static_cast<const GFXD3D11ShaderConstHandle*>(handle), "Incorrect const buffer type!");
|
|
|
- const GFXD3D11ShaderConstHandle* h = static_cast<const GFXD3D11ShaderConstHandle*>(handle);
|
|
|
- AssertFatal(!h->isSampler(), "Handle is sampler constant!");
|
|
|
- AssertFatal(h->mShader == mShader, "Mismatched shaders!");
|
|
|
+ const GFXD3D11ShaderConstHandle* _dxHandle = static_cast<const GFXD3D11ShaderConstHandle*>(handle);
|
|
|
+ AssertFatal(!_dxHandle->isSampler(), "Handle is sampler constant!");
|
|
|
+ AssertFatal(_dxHandle->mShader == mShader, "Mismatched shaders!");
|
|
|
+
|
|
|
+ BufferDesc bufDesc(_dxHandle->mBinding, (SHADER_STAGE)_dxHandle->mStage);
|
|
|
+
|
|
|
+ U8* buf = mBufferMap[bufDesc] ;
|
|
|
|
|
|
static Vector<MatrixF> transposed;
|
|
|
if (arraySize > transposed.size())
|
|
@@ -359,8 +387,37 @@ void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF*
|
|
|
}
|
|
|
|
|
|
// TODO: Maybe support this in the future?
|
|
|
- if (h->mInstancingConstant)
|
|
|
+ if (_dxHandle->mInstancingConstant)
|
|
|
+ return;
|
|
|
+
|
|
|
+ if (matrixType == GFXSCT_Float4x4)
|
|
|
+ {
|
|
|
+ dMemcpy(buf + _dxHandle->mOffset, transposed.address(), _dxHandle->getSize());
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ U32 csize;
|
|
|
+ switch (matrixType)
|
|
|
+ {
|
|
|
+ case GFXSCT_Float2x2:
|
|
|
+ csize = 24; //this takes up 16+8
|
|
|
+ break;
|
|
|
+ case GFXSCT_Float3x3:
|
|
|
+ csize = 44; //This takes up 16+16+12
|
|
|
+ break;
|
|
|
+ case GFXSCT_Float4x3:
|
|
|
+ csize = 48;
|
|
|
+ break;
|
|
|
+ default:
|
|
|
return;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+
|
|
|
+ for (int i = 0; i < arraySize; i++)
|
|
|
+ {
|
|
|
+ dMemcpy(buf + _dxHandle->mOffset + (i * csize), transposed[i], csize);
|
|
|
+ }
|
|
|
+
|
|
|
}
|
|
|
|
|
|
const String GFXD3D11ShaderConstBuffer::describeSelf() const
|
|
@@ -372,17 +429,20 @@ const String GFXD3D11ShaderConstBuffer::describeSelf() const
|
|
|
return ret;
|
|
|
}
|
|
|
|
|
|
-void GFXD3D11ShaderConstBuffer::zombify()
|
|
|
+bool GFXD3D11ShaderConstBuffer::isDirty()
|
|
|
{
|
|
|
+ return true;
|
|
|
}
|
|
|
|
|
|
-void GFXD3D11ShaderConstBuffer::resurrect()
|
|
|
+void GFXD3D11ShaderConstBuffer::addBuffer(BufferDesc bufDesc, U32 size)
|
|
|
{
|
|
|
-}
|
|
|
+ BufferMap::Iterator buffer = mBufferMap.find(bufDesc);
|
|
|
+ // already added? pass...
|
|
|
+ if (buffer != mBufferMap.end())
|
|
|
+ return;
|
|
|
|
|
|
-bool GFXD3D11ShaderConstBuffer::isDirty()
|
|
|
-{
|
|
|
- return true;
|
|
|
+ // new buffer with our size.
|
|
|
+ mBufferMap[bufDesc] = new U8[size];
|
|
|
}
|
|
|
|
|
|
void GFXD3D11ShaderConstBuffer::activate( GFXD3D11ShaderConstBuffer *prevShaderBuffer )
|
|
@@ -422,7 +482,14 @@ GFXD3D11Shader::~GFXD3D11Shader()
|
|
|
delete i->value;
|
|
|
|
|
|
for (BufferMap::Iterator i = mBuffers.begin(); i != mBuffers.end(); i++)
|
|
|
+ {
|
|
|
delete[] i->value;
|
|
|
+ }
|
|
|
+
|
|
|
+ for (U32 i = 0; i < 16; i++)
|
|
|
+ {
|
|
|
+ SAFE_RELEASE(mBoundConstantBuffers[i]);
|
|
|
+ }
|
|
|
|
|
|
// release shaders
|
|
|
SAFE_RELEASE(mVertShader);
|
|
@@ -707,6 +774,7 @@ void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection *refTable,
|
|
|
desc.constType = GFXSCT_ConstBuffer;
|
|
|
desc.bindPoint = shaderInputBind.BindPoint;
|
|
|
desc.shaderStage = shaderStage;
|
|
|
+ desc.samplerReg = -1;
|
|
|
ID3D11ShaderReflectionConstantBuffer* constantBuffer = refTable->GetConstantBufferByName(shaderInputBind.Name);
|
|
|
D3D11_SHADER_BUFFER_DESC constantBufferDesc;
|
|
|
|
|
@@ -737,6 +805,7 @@ void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection *refTable,
|
|
|
varDesc.arraySize = mMax(shaderTypeDesc.Elements, 1);
|
|
|
varDesc.size = shaderVarDesc.Size;
|
|
|
varDesc.shaderStage = shaderStage;
|
|
|
+ varDesc.samplerReg = -1;
|
|
|
|
|
|
if (shaderTypeDesc.Class == D3D_SVC_SCALAR || shaderTypeDesc.Class == D3D_SVC_VECTOR)
|
|
|
{
|
|
@@ -823,6 +892,7 @@ void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection *refTable,
|
|
|
desc.name = String::ToString("$%s", desc.name.c_str());
|
|
|
desc.constType = GFXSCT_Sampler;
|
|
|
desc.samplerReg = shaderInputBind.BindPoint;
|
|
|
+ desc.bindPoint = shaderInputBind.BindPoint; // not really needed but hey..
|
|
|
desc.shaderStage = shaderStage;
|
|
|
mShaderConsts.push_back(desc);
|
|
|
}
|
|
@@ -892,12 +962,35 @@ void GFXD3D11Shader::_buildShaderConstantHandles()
|
|
|
if (buffer != mBuffers.end())
|
|
|
continue;
|
|
|
|
|
|
+ ID3D11Buffer* constBuffer = nullptr;
|
|
|
+ D3D11_BUFFER_DESC cbDesc;
|
|
|
+ cbDesc.ByteWidth = desc.size;
|
|
|
+ cbDesc.Usage = D3D11_USAGE_DEFAULT;
|
|
|
+ cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
|
|
+ cbDesc.CPUAccessFlags = 0;
|
|
|
+ cbDesc.MiscFlags = 0;
|
|
|
+ cbDesc.StructureByteStride = 0;
|
|
|
+
|
|
|
+ HRESULT hr;
|
|
|
+ hr = D3D11DEVICE->CreateBuffer(&cbDesc, NULL, &constBuffer);
|
|
|
+
|
|
|
+ if (FAILED(hr))
|
|
|
+ {
|
|
|
+ AssertFatal(false, "can't create constant buffer: %s", desc.name.c_str());
|
|
|
+ }
|
|
|
+
|
|
|
+ mBoundConstantBuffers[desc.bindPoint] = constBuffer;
|
|
|
+
|
|
|
// new buffer with our size.
|
|
|
mBuffers[bufDesc] = new U8[desc.size];
|
|
|
+
|
|
|
+ // do not add to handles..
|
|
|
+ continue;
|
|
|
}
|
|
|
|
|
|
HandleMap::Iterator handle = mHandles.find(desc.name);
|
|
|
// already added? reinit just in case..
|
|
|
+ // not sure if we need to do anything different with samplers.
|
|
|
if (handle != mHandles.end())
|
|
|
{
|
|
|
handle->value->reinit(desc);
|
|
@@ -954,9 +1047,59 @@ void GFXD3D11Shader::_buildInstancingShaderConstantHandles()
|
|
|
}
|
|
|
}
|
|
|
|
|
|
+void GFXD3D11Shader::setConstantsFromBuffer(GFXD3D11ShaderConstBuffer* buffer)
|
|
|
+{
|
|
|
+ BufferRange bufRanges[6] = {};
|
|
|
+
|
|
|
+ for (BufferMap::Iterator i = mBuffers.begin(); i != mBuffers.end(); ++i)
|
|
|
+ {
|
|
|
+ BufferDesc oldBufferDesc = i->key;
|
|
|
+ U8* oldBuff = i->value;
|
|
|
+
|
|
|
+ U8* newBuff = buffer->mBufferMap[i->key];
|
|
|
+
|
|
|
+ if (dMemcmp(oldBuff, newBuff, sizeof(oldBuff)) != 0)
|
|
|
+ {
|
|
|
+ // else copy new over the buffer.
|
|
|
+ dMemcpy(oldBuff, newBuff, sizeof(oldBuff));
|
|
|
+
|
|
|
+ // buffer has been changed and needs updating.
|
|
|
+ D3D11DEVICECONTEXT->UpdateSubresource(mBoundConstantBuffers[oldBufferDesc.bindingPoint], 0, NULL, oldBuff, sizeof(oldBuff), 0);
|
|
|
+ }
|
|
|
+
|
|
|
+ bufRanges[oldBufferDesc.stage].addSlot(oldBufferDesc.bindingPoint);
|
|
|
+ }
|
|
|
+
|
|
|
+ if (mVertShader != nullptr)
|
|
|
+ {
|
|
|
+ const U32 bufStartSlot = bufRanges[SHADER_STAGE::VERTEX_SHADER].mBufMin;
|
|
|
+ const U32 numBufs = bufRanges[SHADER_STAGE::VERTEX_SHADER].mBufMax - bufRanges[SHADER_STAGE::VERTEX_SHADER].mBufMin + 1;
|
|
|
+ ID3D11Buffer** vsBuffers = mBoundConstantBuffers + bufStartSlot;
|
|
|
+
|
|
|
+ D3D11DEVICECONTEXT->VSSetConstantBuffers(bufStartSlot, numBufs, vsBuffers);
|
|
|
+ }
|
|
|
+
|
|
|
+ if (mPixShader != nullptr)
|
|
|
+ {
|
|
|
+ const U32 bufStartSlot = bufRanges[SHADER_STAGE::PIXEL_SHADER].mBufMin;
|
|
|
+ const U32 numBufs = bufRanges[SHADER_STAGE::PIXEL_SHADER].mBufMax - bufRanges[SHADER_STAGE::PIXEL_SHADER].mBufMin + 1;
|
|
|
+ ID3D11Buffer** psBuffers = mBoundConstantBuffers + bufStartSlot;
|
|
|
+
|
|
|
+ D3D11DEVICECONTEXT->PSSetConstantBuffers(bufStartSlot, numBufs, psBuffers);
|
|
|
+ }
|
|
|
+
|
|
|
+}
|
|
|
+
|
|
|
GFXShaderConstBufferRef GFXD3D11Shader::allocConstBuffer()
|
|
|
{
|
|
|
GFXD3D11ShaderConstBuffer* buffer = new GFXD3D11ShaderConstBuffer(this);
|
|
|
+
|
|
|
+ for (BufferMap::Iterator i = mBuffers.begin(); i != mBuffers.end(); ++i)
|
|
|
+ {
|
|
|
+ // add our buffer descriptions to the full const buffer.
|
|
|
+ buffer->addBuffer(i->key, sizeof(i->value));
|
|
|
+ }
|
|
|
+
|
|
|
mActiveBuffers.push_back( buffer );
|
|
|
buffer->registerResourceWithDevice(getOwningDevice());
|
|
|
return buffer;
|