DrawPrimitives, BindGraphicsPipeline, misc cleanup

d3d11
Caleb Cornett 2023-10-10 21:45:32 -05:00 committed by cosmonaut
parent dda7db1d92
commit 01cd001b07
1 changed files with 89 additions and 24 deletions

View File

@ -290,9 +290,9 @@ typedef struct D3D11CommandBuffer
D3D11SwapchainData *swapchainData; D3D11SwapchainData *swapchainData;
/* Render Pass */ /* Render Pass */
uint8_t numBoundColorAttachments;
ID3D11RenderTargetView *rtViews[MAX_COLOR_TARGET_BINDINGS]; ID3D11RenderTargetView *rtViews[MAX_COLOR_TARGET_BINDINGS];
ID3D11DepthStencilView* dsView; ID3D11DepthStencilView *dsView;
struct D3D11GraphicsPipeline *graphicsPipeline;
/* State */ /* State */
SDL_threadID threadID; SDL_threadID threadID;
@ -325,7 +325,7 @@ typedef struct D3D11GraphicsPipeline
uint8_t hasDepthStencilAttachment; uint8_t hasDepthStencilAttachment;
DXGI_FORMAT depthStencilAttachmentFormat; DXGI_FORMAT depthStencilAttachmentFormat;
D3D11_PRIMITIVE_TOPOLOGY primitiveTopology; Refresh_PrimitiveType primitiveType;
uint32_t stencilRef; uint32_t stencilRef;
ID3D11DepthStencilState *depthStencilState; ID3D11DepthStencilState *depthStencilState;
ID3D11RasterizerState *rasterizerState; ID3D11RasterizerState *rasterizerState;
@ -465,7 +465,15 @@ static void D3D11_DrawPrimitives(
uint32_t vertexParamOffset, uint32_t vertexParamOffset,
uint32_t fragmentParamOffset uint32_t fragmentParamOffset
) { ) {
NOT_IMPLEMENTED D3D11CommandBuffer *cmdbuf = (D3D11CommandBuffer*) commandBuffer;
ID3D11DeviceContext_Draw(
cmdbuf->context,
PrimitiveVerts(cmdbuf->graphicsPipeline->primitiveType, primitiveCount),
vertexStart
);
/* FIXME: vertex/fragment param offsets */
} }
static void D3D11_DrawPrimitivesIndirect( static void D3D11_DrawPrimitivesIndirect(
@ -735,6 +743,12 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
/* Color */ /* Color */
pipeline->colorAttachmentBlendState = D3D11_INTERNAL_FetchBlendState(
renderer,
pipelineCreateInfo->attachmentInfo.colorAttachmentCount,
pipelineCreateInfo->attachmentInfo.colorAttachmentDescriptions
);
pipeline->numColorAttachments = pipelineCreateInfo->attachmentInfo.colorAttachmentCount; pipeline->numColorAttachments = pipelineCreateInfo->attachmentInfo.colorAttachmentCount;
for (i = 0; i < pipeline->numColorAttachments; i += 1) for (i = 0; i < pipeline->numColorAttachments; i += 1)
{ {
@ -750,31 +764,22 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
pipeline->multisampleState = pipelineCreateInfo->multisampleState; pipeline->multisampleState = pipelineCreateInfo->multisampleState;
pipeline->colorAttachmentBlendState = D3D11_INTERNAL_FetchBlendState(
renderer,
pipelineCreateInfo->attachmentInfo.colorAttachmentCount,
pipelineCreateInfo->attachmentInfo.colorAttachmentDescriptions
);
/* Depth stencil */ /* Depth stencil */
pipeline->hasDepthStencilAttachment = pipelineCreateInfo->attachmentInfo.hasDepthStencilAttachment;
pipeline->depthStencilAttachmentFormat = RefreshToD3D11_TextureFormat[
pipelineCreateInfo->attachmentInfo.depthStencilFormat
];
pipeline->stencilRef = pipelineCreateInfo->depthStencilState.backStencilState.reference; /* FIXME: Should we use front or back? */
pipeline->depthStencilState = D3D11_INTERNAL_FetchDepthStencilState( pipeline->depthStencilState = D3D11_INTERNAL_FetchDepthStencilState(
renderer, renderer,
pipelineCreateInfo->depthStencilState pipelineCreateInfo->depthStencilState
); );
pipeline->hasDepthStencilAttachment = pipelineCreateInfo->attachmentInfo.hasDepthStencilAttachment;
pipeline->depthStencilAttachmentFormat = RefreshToD3D11_TextureFormat[
pipelineCreateInfo->attachmentInfo.depthStencilFormat
];
pipeline->stencilRef = pipelineCreateInfo->depthStencilState.backStencilState.reference; /* FIXME: Should we use front or back? */
/* Rasterizer */ /* Rasterizer */
pipeline->primitiveTopology = RefreshToD3D11_PrimitiveType[pipelineCreateInfo->primitiveType]; pipeline->primitiveType = pipelineCreateInfo->primitiveType;
pipeline->rasterizerState = D3D11_INTERNAL_FetchRasterizerState( pipeline->rasterizerState = D3D11_INTERNAL_FetchRasterizerState(
renderer, renderer,
pipelineCreateInfo->rasterizerState pipelineCreateInfo->rasterizerState
@ -1056,7 +1061,11 @@ static void D3D11_QueueDestroyShaderModule(
Refresh_Renderer *driverData, Refresh_Renderer *driverData,
Refresh_ShaderModule *shaderModule Refresh_ShaderModule *shaderModule
) { ) {
NOT_IMPLEMENTED D3D11ShaderModule *d3dShaderModule = (D3D11ShaderModule*) shaderModule;
ID3D11DeviceChild_Release(d3dShaderModule->shader);
ID3D10Blob_Release(d3dShaderModule->blob);
SDL_free(d3dShaderModule->shaderSource);
SDL_free(d3dShaderModule);
} }
static void D3D11_QueueDestroyComputePipeline( static void D3D11_QueueDestroyComputePipeline(
@ -1070,7 +1079,17 @@ static void D3D11_QueueDestroyGraphicsPipeline(
Refresh_Renderer *driverData, Refresh_Renderer *driverData,
Refresh_GraphicsPipeline *graphicsPipeline Refresh_GraphicsPipeline *graphicsPipeline
) { ) {
NOT_IMPLEMENTED D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11GraphicsPipeline *d3dGraphicsPipeline = (D3D11GraphicsPipeline*) graphicsPipeline;
ID3D11BlendState_Release(d3dGraphicsPipeline->colorAttachmentBlendState);
ID3D11DepthStencilState_Release(d3dGraphicsPipeline->depthStencilState);
ID3D11RasterizerState_Release(d3dGraphicsPipeline->rasterizerState);
ID3D11InputLayout_Release(d3dGraphicsPipeline->inputLayout);
/* FIXME: Release uniform buffers, once that's written in */
SDL_free(d3dGraphicsPipeline);
} }
/* Graphics State */ /* Graphics State */
@ -1152,7 +1171,7 @@ static Refresh_CommandBuffer* D3D11_AcquireCommandBuffer(
commandBuffer->threadID = SDL_ThreadID(); commandBuffer->threadID = SDL_ThreadID();
commandBuffer->swapchainData = NULL; commandBuffer->swapchainData = NULL;
commandBuffer->dsView = NULL; commandBuffer->dsView = NULL;
commandBuffer->numBoundColorAttachments = 0; commandBuffer->graphicsPipeline = NULL;
for (i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1) for (i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1)
{ {
commandBuffer->rtViews[i] = NULL; commandBuffer->rtViews[i] = NULL;
@ -1292,7 +1311,53 @@ static void D3D11_BindGraphicsPipeline(
Refresh_CommandBuffer *commandBuffer, Refresh_CommandBuffer *commandBuffer,
Refresh_GraphicsPipeline *graphicsPipeline Refresh_GraphicsPipeline *graphicsPipeline
) { ) {
NOT_IMPLEMENTED D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11CommandBuffer *cmdbuf = (D3D11CommandBuffer*) commandBuffer;
D3D11GraphicsPipeline *pipeline = (D3D11GraphicsPipeline*) graphicsPipeline;
cmdbuf->graphicsPipeline = pipeline;
ID3D11DeviceContext_OMSetBlendState(
cmdbuf->context,
pipeline->colorAttachmentBlendState,
pipeline->blendConstants,
pipeline->multisampleState.sampleMask
);
ID3D11DeviceContext_OMSetDepthStencilState(
cmdbuf->context,
pipeline->depthStencilState,
pipeline->stencilRef
);
ID3D11DeviceContext_IASetPrimitiveTopology(
cmdbuf->context,
RefreshToD3D11_PrimitiveType[pipeline->primitiveType]
);
ID3D11DeviceContext_IASetInputLayout(
cmdbuf->context,
pipeline->inputLayout
);
ID3D11DeviceContext_RSSetState(
cmdbuf->context,
pipeline->rasterizerState
);
ID3D11DeviceContext_VSSetShader(
cmdbuf->context,
pipeline->vertexShader,
NULL,
0
);
ID3D11DeviceContext_PSSetShader(
cmdbuf->context,
pipeline->fragmentShader,
NULL,
0
);
} }
static void D3D11_SetViewport( static void D3D11_SetViewport(