First pass at CreateBuffer, SetBufferData, QueueDestroyBuffer, CreateGraphicsPipeline, QueueDestroyGraphicsPipeline, DrawPrimitives, and setting default viewport/scissor rects on render passes
continuous-integration/drone/pr Build is failing Details

Caleb Cornett 2022-03-13 23:42:35 -04:00
parent 5529a4a9ae
commit 05d200c7fa
1 changed files with 562 additions and 24 deletions

View File

@ -158,7 +158,7 @@ static D3D11_PRIMITIVE_TOPOLOGY RefreshToD3D11_PrimitiveType[] =
D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP /* TRIANGLESTRIP */
};
static D3D11_FILL_MODE RefreshToD3D11_PolygonMode[] =
static D3D11_FILL_MODE RefreshToD3D11_FillMode[] =
{
D3D11_FILL_SOLID, /* FILL */
D3D11_FILL_WIREFRAME, /* LINE */
@ -289,6 +289,11 @@ typedef struct D3D11Texture
};
} D3D11Texture;
typedef struct D3D11Buffer
{
ID3D11Buffer *handle;
} D3D11Buffer;
typedef struct D3D11SwapchainData
{
IDXGISwapChain* swapchain;
@ -327,8 +332,32 @@ typedef struct D3D11ShaderModule
size_t numEntryPoints;
const spvc_entry_point *entryPoints;
ID3D11DeviceChild **shaders; /* ID3D11VertexShader, ID3D11PixelShader, ID3D11ComputeShader */
ID3D10Blob **blobs;
} D3D11ShaderModule;
typedef struct D3D11GraphicsPipeline
{
float blendConstants[4];
int32_t numColorAttachments;
int32_t colorAttachmentSampleCounts[MAX_COLOR_TARGET_BINDINGS];
DXGI_FORMAT colorAttachmentFormats[MAX_COLOR_TARGET_BINDINGS];
ID3D11BlendState *colorAttachmentBlendState;
uint8_t hasDepthStencilAttachment;
DXGI_FORMAT depthStencilAttachmentFormat;
D3D11_PRIMITIVE_TOPOLOGY primitiveTopology;
uint32_t stencilRef;
ID3D11DepthStencilState *depthStencilState;
ID3D11RasterizerState *rasterizerState;
ID3D11InputLayout *inputLayout;
Refresh_MultisampleState multisampleState;
ID3D11VertexShader *vertexShader;
ID3D11PixelShader *fragmentShader;
} D3D11GraphicsPipeline;
typedef struct D3D11Renderer
{
ID3D11Device *device;
@ -351,7 +380,6 @@ typedef struct D3D11Renderer
uint8_t debugMode;
D3D_FEATURE_LEVEL featureLevel;
PFN_D3DCOMPILE D3DCompileFunc;
} D3D11Renderer;
@ -693,7 +721,14 @@ static void D3D11_DrawPrimitives(
uint32_t vertexParamOffset,
uint32_t fragmentParamOffset
) {
NOT_IMPLEMENTED
D3D11CommandBuffer *cmdbuf = (D3D11CommandBuffer*) commandBuffer;
ID3D11DeviceContext_Draw(
cmdbuf->context,
primitiveCount * 3, /* FIXME: Needs to use a primitive lookup table! */
vertexStart
);
/* FIXME: vertex/fragment param offsets */
}
static void D3D11_DispatchCompute(
@ -709,6 +744,224 @@ static void D3D11_DispatchCompute(
/* State Creation */
static ID3D11BlendState* D3D11_INTERNAL_FetchBlendState(
D3D11Renderer *renderer,
uint32_t numColorAttachments,
Refresh_ColorAttachmentDescription *colorAttachments
) {
ID3D11BlendState *result;
D3D11_BLEND_DESC blendDesc;
uint32_t i;
HRESULT res;
/* Create a new blend state.
* The spec says the driver will not create duplicate states, so there's no need to cache.
*/
SDL_zero(blendDesc); /* needed for any unused RT entries */
blendDesc.AlphaToCoverageEnable = FALSE;
blendDesc.IndependentBlendEnable = TRUE;
for (i = 0; i < numColorAttachments; i += 1)
{
blendDesc.RenderTarget[i].BlendEnable = colorAttachments[i].blendState.blendEnable;
blendDesc.RenderTarget[i].BlendOp = RefreshToD3D11_BlendOp[
colorAttachments[i].blendState.colorBlendOp
];
blendDesc.RenderTarget[i].BlendOpAlpha = RefreshToD3D11_BlendOp[
colorAttachments[i].blendState.alphaBlendOp
];
blendDesc.RenderTarget[i].DestBlend = RefreshToD3D11_BlendFactor[
colorAttachments[i].blendState.dstColorBlendFactor
];
blendDesc.RenderTarget[i].DestBlendAlpha = RefreshToD3D11_BlendFactor[
colorAttachments[i].blendState.dstAlphaBlendFactor
];
blendDesc.RenderTarget[i].RenderTargetWriteMask = colorAttachments[i].blendState.colorWriteMask;
blendDesc.RenderTarget[i].SrcBlend = RefreshToD3D11_BlendFactor[
colorAttachments[i].blendState.srcColorBlendFactor
];
blendDesc.RenderTarget[i].SrcBlendAlpha = RefreshToD3D11_BlendFactor[
colorAttachments[i].blendState.srcAlphaBlendFactor
];
}
res = ID3D11Device_CreateBlendState(
renderer->device,
&blendDesc,
&result
);
ERROR_CHECK_RETURN("Could not create blend state", NULL);
return result;
}
static ID3D11DepthStencilState* D3D11_INTERNAL_FetchDepthStencilState(
D3D11Renderer *renderer,
Refresh_DepthStencilState depthStencilState
) {
ID3D11DepthStencilState *result;
D3D11_DEPTH_STENCIL_DESC dsDesc;
HRESULT res;
/* Create a new depth-stencil state.
* The spec says the driver will not create duplicate states, so there's no need to cache.
*/
dsDesc.DepthEnable = depthStencilState.depthTestEnable;
dsDesc.StencilEnable = depthStencilState.stencilTestEnable;
dsDesc.DepthFunc = depthStencilState.compareOp;
dsDesc.DepthWriteMask = (
depthStencilState.depthWriteEnable ?
D3D11_DEPTH_WRITE_MASK_ALL :
D3D11_DEPTH_WRITE_MASK_ZERO
);
dsDesc.BackFace.StencilFunc = depthStencilState.backStencilState.compareOp;
dsDesc.BackFace.StencilDepthFailOp = depthStencilState.backStencilState.depthFailOp;
dsDesc.BackFace.StencilFailOp = depthStencilState.backStencilState.failOp;
dsDesc.BackFace.StencilPassOp = depthStencilState.backStencilState.passOp;
dsDesc.FrontFace.StencilFunc = depthStencilState.frontStencilState.compareOp;
dsDesc.FrontFace.StencilDepthFailOp = depthStencilState.frontStencilState.depthFailOp;
dsDesc.FrontFace.StencilFailOp = depthStencilState.frontStencilState.failOp;
dsDesc.FrontFace.StencilPassOp = depthStencilState.frontStencilState.passOp;
/* FIXME: D3D11 doesn't have separate read/write masks for each stencil side. What should we do? */
dsDesc.StencilReadMask = depthStencilState.backStencilState.compareMask;
dsDesc.StencilWriteMask = depthStencilState.backStencilState.writeMask;
/* FIXME: What do we do with these?
* depthStencilState.depthBoundsTestEnable
* depthStencilState.maxDepthBounds
* depthStencilState.minDepthBounds
*/
res = ID3D11Device_CreateDepthStencilState(
renderer->device,
&dsDesc,
&result
);
ERROR_CHECK_RETURN("Could not create depth-stencil state", NULL);
return result;
}
static ID3D11RasterizerState* D3D11_INTERNAL_FetchRasterizerState(
D3D11Renderer *renderer,
Refresh_RasterizerState rasterizerState
) {
ID3D11RasterizerState *result;
D3D11_RASTERIZER_DESC rasterizerDesc;
HRESULT res;
/* Create a new rasterizer state.
* The spec says the driver will not create duplicate states, so there's no need to cache.
*/
rasterizerDesc.AntialiasedLineEnable = FALSE;
rasterizerDesc.CullMode = RefreshToD3D11_CullMode[rasterizerState.cullMode];
rasterizerDesc.DepthBias = (INT) rasterizerState.depthBiasConstantFactor; /* FIXME: Is this cast correct? */
rasterizerDesc.DepthBiasClamp = rasterizerState.depthBiasClamp;
rasterizerDesc.DepthClipEnable = TRUE; /* FIXME: Do we want this...? */
rasterizerDesc.FillMode = RefreshToD3D11_FillMode[rasterizerState.fillMode];
rasterizerDesc.FrontCounterClockwise = (rasterizerState.frontFace == REFRESH_FRONTFACE_COUNTER_CLOCKWISE);
rasterizerDesc.MultisampleEnable = TRUE; /* only applies to MSAA render targets */
rasterizerDesc.ScissorEnable = TRUE;
rasterizerDesc.SlopeScaledDepthBias = rasterizerState.depthBiasSlopeFactor;
res = ID3D11Device_CreateRasterizerState(
renderer->device,
&rasterizerDesc,
&result
);
ERROR_CHECK_RETURN("Could not create rasterizer state", NULL);
return result;
}
static uint32_t D3D11_INTERNAL_FindIndexOfVertexBinding(
uint32_t targetBinding,
const Refresh_VertexBinding *bindings,
uint32_t numBindings
) {
uint32_t i;
for (i = 0; i < numBindings; i += 1)
{
if (bindings[i].binding == targetBinding)
{
return i;
}
}
Refresh_LogError("Could not find vertex binding %d!", targetBinding);
return 0;
}
static ID3D11InputLayout* D3D11_INTERNAL_FetchInputLayout(
D3D11Renderer *renderer,
Refresh_VertexInputState inputState,
ID3D10Blob *shaderBlob
) {
ID3D11InputLayout *result = NULL;
D3D11_INPUT_ELEMENT_DESC *elementDescs;
uint32_t i, bindingIndex;
HRESULT res;
/* Allocate an array of vertex elements */
elementDescs = SDL_stack_alloc(
D3D11_INPUT_ELEMENT_DESC,
inputState.vertexAttributeCount
);
/* Create the array of input elements */
for (i = 0; i < inputState.vertexAttributeCount; i += 1)
{
elementDescs[i].AlignedByteOffset = inputState.vertexAttributes[i].offset;
elementDescs[i].Format = RefreshToD3D11_VertexFormat[
inputState.vertexAttributes[i].format
];
elementDescs[i].InputSlot = inputState.vertexAttributes[i].binding;
bindingIndex = D3D11_INTERNAL_FindIndexOfVertexBinding(
elementDescs[i].InputSlot,
inputState.vertexBindings,
inputState.vertexBindingCount
);
elementDescs[i].InputSlotClass = RefreshToD3D11_VertexInputRate[
inputState.vertexBindings[bindingIndex].inputRate
];
/* The spec requires this to be 0 for per-vertex data */
elementDescs[i].InstanceDataStepRate = (
elementDescs[i].InputSlotClass == D3D11_INPUT_PER_INSTANCE_DATA ? 1 : 0
);
elementDescs[i].SemanticIndex = inputState.vertexAttributes[i].location;
elementDescs[i].SemanticName = "TEXCOORD";
}
res = ID3D11Device_CreateInputLayout(
renderer->device,
elementDescs,
inputState.vertexAttributeCount,
(void*) ID3D10Blob_GetBufferPointer(shaderBlob),
ID3D10Blob_GetBufferSize(shaderBlob),
&result
);
if (FAILED(res))
{
Refresh_LogError("Could not create input layout! Error: %X", res);
SDL_stack_free(elementDescs);
return NULL;
}
/* FIXME:
* These are not cached by the driver! Should we cache them, or allow duplicates?
* If we have one input layout per graphics pipeline maybe that wouldn't be so bad...?
*/
SDL_stack_free(elementDescs);
return result;
}
static Refresh_ComputePipeline* D3D11_CreateComputePipeline(
Refresh_Renderer* driverData,
Refresh_ComputeShaderInfo* computeShaderInfo
@ -720,7 +973,109 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
Refresh_Renderer* driverData,
Refresh_GraphicsPipelineCreateInfo* pipelineCreateInfo
) {
NOT_IMPLEMENTED
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11GraphicsPipeline *pipeline = (D3D11GraphicsPipeline*) SDL_malloc(sizeof(D3D11GraphicsPipeline));
D3D11ShaderModule* vertShaderModule = (D3D11ShaderModule*) pipelineCreateInfo->vertexShaderInfo.shaderModule;
D3D11ShaderModule* fragShaderModule = (D3D11ShaderModule*) pipelineCreateInfo->fragmentShaderInfo.shaderModule;
int32_t vertexShaderIndex, fragmentShaderIndex;
int32_t i;
/* Color attachments */
pipeline->numColorAttachments = pipelineCreateInfo->attachmentInfo.colorAttachmentCount;
for (i = 0; i < pipeline->numColorAttachments; i += 1)
{
pipeline->colorAttachmentSampleCounts[i] = RefreshToD3D11_SampleCount[
pipelineCreateInfo->attachmentInfo.colorAttachmentDescriptions[i].sampleCount
];
pipeline->colorAttachmentFormats[i] = RefreshToD3D11_SurfaceFormat[
pipelineCreateInfo->attachmentInfo.colorAttachmentDescriptions[i].format
];
}
pipeline->blendConstants[0] = pipelineCreateInfo->blendConstants[0];
pipeline->blendConstants[1] = pipelineCreateInfo->blendConstants[1];
pipeline->blendConstants[2] = pipelineCreateInfo->blendConstants[2];
pipeline->blendConstants[3] = pipelineCreateInfo->blendConstants[3];
pipeline->multisampleState = pipelineCreateInfo->multisampleState;
pipeline->colorAttachmentBlendState = D3D11_INTERNAL_FetchBlendState(
renderer,
pipelineCreateInfo->attachmentInfo.colorAttachmentCount,
pipelineCreateInfo->attachmentInfo.colorAttachmentDescriptions
);
/* Depth stencil */
pipeline->hasDepthStencilAttachment = pipelineCreateInfo->attachmentInfo.hasDepthStencilAttachment;
pipeline->depthStencilAttachmentFormat = RefreshToD3D11_SurfaceFormat[
pipelineCreateInfo->attachmentInfo.depthStencilFormat
];
pipeline->stencilRef = pipelineCreateInfo->depthStencilState.backStencilState.reference; /* FIXME: Should we use front or back? */
pipeline->depthStencilState = D3D11_INTERNAL_FetchDepthStencilState(
renderer,
pipelineCreateInfo->depthStencilState
);
/* Rasterizer state */
pipeline->primitiveTopology = RefreshToD3D11_PrimitiveType[pipelineCreateInfo->primitiveType];
pipeline->rasterizerState = D3D11_INTERNAL_FetchRasterizerState(
renderer,
pipelineCreateInfo->rasterizerState
);
/* Vertex Shader + Input Layout */
vertexShaderIndex = -1;
for (i = 0; i < vertShaderModule->numEntryPoints; i += 1)
{
if ( vertShaderModule->entryPoints[i].execution_model == SpvExecutionModelVertex &&
SDL_strcmp(vertShaderModule->entryPoints[i].name, pipelineCreateInfo->vertexShaderInfo.entryPointName) == 0 )
{
vertexShaderIndex = i;
break;
}
}
if (vertexShaderIndex == -1)
{
Refresh_LogError(
"Graphics pipeline creation failed! No entry point '%s' exists for the vertex shader!",
pipelineCreateInfo->vertexShaderInfo.entryPointName
);
return NULL;
}
pipeline->inputLayout = D3D11_INTERNAL_FetchInputLayout(
renderer,
pipelineCreateInfo->vertexInputState,
vertShaderModule->blobs[vertexShaderIndex]
);
pipeline->vertexShader = (ID3D11VertexShader*) vertShaderModule->shaders[vertexShaderIndex];
/* Fragment Shader */
fragmentShaderIndex = -1;
for (i = 0; i < fragShaderModule->numEntryPoints; i += 1)
{
if ( fragShaderModule->entryPoints[i].execution_model == SpvExecutionModelFragment &&
SDL_strcmp(fragShaderModule->entryPoints[i].name, pipelineCreateInfo->fragmentShaderInfo.entryPointName) == 0 )
{
fragmentShaderIndex = i;
break;
}
}
if (fragmentShaderIndex == -1)
{
Refresh_LogError(
"Graphics pipeline creation failed! No entry point '%s' exists for the fragment shader!",
pipelineCreateInfo->vertexShaderInfo.entryPointName
);
return NULL;
}
pipeline->fragmentShader = (ID3D11PixelShader*) fragShaderModule->shaders[fragmentShaderIndex];
/* FIXME: Need to create uniform buffers for the shaders */
return (Refresh_GraphicsPipeline*) pipeline;
}
static Refresh_Sampler* D3D11_CreateSampler(
@ -744,7 +1099,7 @@ static Refresh_ShaderModule* D3D11_CreateShaderModule(
spvc_compiler_options compilerOptions;
char *hlslSource;
const char *shaderModel;
ID3DBlob *blob;
ID3DBlob **blobs;
ID3DBlob *errorBlob = NULL;
ID3D11DeviceChild **shaders;
D3D11ShaderModule *shaderModule;
@ -804,6 +1159,11 @@ static Refresh_ShaderModule* D3D11_CreateShaderModule(
SPVC_COMPILER_OPTION_HLSL_SHADER_MODEL,
50 /* shader model 5.0 */
);
spvc_compiler_options_set_bool(
compilerOptions,
SPVC_COMPILER_OPTION_FLIP_VERTEX_Y,
SPVC_TRUE
);
spvc_compiler_install_compiler_options(compiler, compilerOptions);
/* Cross compile to HLSL */
@ -817,6 +1177,7 @@ static Refresh_ShaderModule* D3D11_CreateShaderModule(
/* Allocate memory for the D3D11 shader list */
shaders = (ID3D11DeviceChild**) SDL_malloc(numEntryPoints * sizeof(ID3D11DeviceChild*));
blobs = (ID3D10Blob**) SDL_malloc(numEntryPoints * sizeof(ID3D10Blob*));
/* Compile each HLSL entry point into a D3D shader */
for (i = 0; i < numEntryPoints; i += 1)
@ -857,7 +1218,7 @@ static Refresh_ShaderModule* D3D11_CreateShaderModule(
shaderModel,
0,
0,
&blob,
&blobs[i],
&errorBlob
);
if (FAILED(res))
@ -879,8 +1240,8 @@ static Refresh_ShaderModule* D3D11_CreateShaderModule(
case SpvExecutionModelVertex:
res = ID3D11Device_CreateVertexShader(
renderer->device,
ID3D10Blob_GetBufferPointer(blob),
ID3D10Blob_GetBufferSize(blob),
ID3D10Blob_GetBufferPointer(blobs[i]),
ID3D10Blob_GetBufferSize(blobs[i]),
NULL,
(ID3D11VertexShader**) &shaders[i]
);
@ -889,8 +1250,8 @@ static Refresh_ShaderModule* D3D11_CreateShaderModule(
case SpvExecutionModelFragment:
res = ID3D11Device_CreatePixelShader(
renderer->device,
ID3D10Blob_GetBufferPointer(blob),
ID3D10Blob_GetBufferSize(blob),
ID3D10Blob_GetBufferPointer(blobs[i]),
ID3D10Blob_GetBufferSize(blobs[i]),
NULL,
(ID3D11PixelShader**) &shaders[i]
);
@ -899,8 +1260,8 @@ static Refresh_ShaderModule* D3D11_CreateShaderModule(
case SpvExecutionModelGLCompute:
res = ID3D11Device_CreateComputeShader(
renderer->device,
ID3D10Blob_GetBufferPointer(blob),
ID3D10Blob_GetBufferSize(blob),
ID3D10Blob_GetBufferPointer(blobs[i]),
ID3D10Blob_GetBufferSize(blobs[i]),
NULL,
(ID3D11ComputeShader**) &shaders[i]
);
@ -921,6 +1282,7 @@ static Refresh_ShaderModule* D3D11_CreateShaderModule(
shaderModule->entryPoints = entryPoints;
shaderModule->numEntryPoints = numEntryPoints;
shaderModule->shaders = shaders;
shaderModule->blobs = blobs;
return (Refresh_ShaderModule*) shaderModule;
}
@ -936,7 +1298,45 @@ static Refresh_Buffer* D3D11_CreateBuffer(
Refresh_BufferUsageFlags usageFlags,
uint32_t sizeInBytes
) {
NOT_IMPLEMENTED
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
ID3D11Buffer *bufferHandle;
D3D11_BUFFER_DESC bufferDesc;
uint32_t bindFlags = 0;
D3D11Buffer *result;
HRESULT res;
if (usageFlags & REFRESH_BUFFERUSAGE_INDEX_BIT)
{
bindFlags |= D3D11_BIND_INDEX_BUFFER;
}
if (usageFlags & REFRESH_BUFFERUSAGE_VERTEX_BIT)
{
bindFlags |= D3D11_BIND_VERTEX_BUFFER;
}
if (usageFlags & REFRESH_BUFFERUSAGE_COMPUTE_BIT)
{
bindFlags |= D3D11_BIND_UNORDERED_ACCESS;
bindFlags |= D3D11_BIND_SHADER_RESOURCE;
}
bufferDesc.BindFlags = bindFlags;
bufferDesc.ByteWidth = sizeInBytes;
bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bufferDesc.MiscFlags = 0;
bufferDesc.StructureByteStride = 0; /* FIXME: Is this right...? */
bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
res = ID3D11Device_CreateBuffer(
renderer->device,
&bufferDesc,
NULL,
&bufferHandle
);
ERROR_CHECK_RETURN("Could not create buffer", NULL);
result = (D3D11Buffer*) SDL_malloc(sizeof(D3D11Buffer));
result->handle = bufferHandle;
return (Refresh_Buffer*) result;
}
/* Setters */
@ -987,14 +1387,45 @@ static void D3D11_CopyTextureToBuffer(
}
static void D3D11_SetBufferData(
Refresh_Renderer* driverData,
Refresh_CommandBuffer* commandBuffer,
Refresh_Buffer* buffer,
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_Buffer *buffer,
uint32_t offsetInBytes,
void* data,
void *data,
uint32_t dataLength
) {
NOT_IMPLEMENTED
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11CommandBuffer *cmdbuf = (D3D11CommandBuffer*) commandBuffer;
D3D11Buffer *buf = (D3D11Buffer*) buffer;
D3D11_MAPPED_SUBRESOURCE mappedSubresource;
HRESULT res;
/* FIXME: How should we handle partial updates? */
/* Map the buffer */
res = ID3D11DeviceContext_Map(
cmdbuf->context,
(ID3D11Resource*) buf->handle,
0,
D3D11_MAP_WRITE_DISCARD,
0,
&mappedSubresource
);
ERROR_CHECK_RETURN("Could not map buffer",);
/* Copy in the data */
SDL_memcpy(
(uint8_t*) mappedSubresource.pData + offsetInBytes,
data,
dataLength
);
/* Unmap the buffer */
ID3D11DeviceContext_Unmap(
cmdbuf->context,
(ID3D11Resource*) buf->handle,
0
);
}
static uint32_t D3D11_PushVertexShaderUniforms(
@ -1073,7 +1504,9 @@ static void D3D11_QueueDestroyBuffer(
Refresh_Renderer* driverData,
Refresh_Buffer* buffer
) {
NOT_IMPLEMENTED
D3D11Buffer *d3dBuffer = (D3D11Buffer*) buffer;
ID3D11Buffer_Release(d3dBuffer->handle);
SDL_free(d3dBuffer);
}
static void D3D11_QueueDestroyShaderModule(
@ -1083,12 +1516,14 @@ static void D3D11_QueueDestroyShaderModule(
D3D11ShaderModule *d3dShaderModule = (D3D11ShaderModule*) shaderModule;
uint32_t i;
/* Release the D3D11 shader objects and free the array */
/* Release the D3D11 shader objects and free the arrays */
for (i = 0; i < d3dShaderModule->numEntryPoints; i += 1)
{
ID3D11DeviceChild_Release(d3dShaderModule->shaders[i]);
ID3D10Blob_Release(d3dShaderModule->blobs[i]);
}
SDL_free(d3dShaderModule->shaders);
SDL_free(d3dShaderModule->blobs);
/* Destroy the SPIRV-Cross context.
* This should destroy the entryPoints list as well.
@ -1107,7 +1542,17 @@ static void D3D11_QueueDestroyGraphicsPipeline(
Refresh_Renderer* driverData,
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 */
@ -1201,7 +1646,31 @@ static void D3D11_BeginRenderPass(
}
}
/* FIXME: Set viewport and scissor state */
/* Set default viewport and scissor state */
/* FIXME: Check how Vulkan sets these defaults */
viewports[0].TopLeftX = 0;
viewports[0].TopLeftY = 0;
viewports[0].Width = (float) ((D3D11Texture*) colorAttachmentInfos[0].texture)->twod.width;
viewports[0].Height = (float) ((D3D11Texture*) colorAttachmentInfos[0].texture)->twod.height;
viewports[0].MinDepth = 0; /* FIXME: Check what Vulkan does for these. */
viewports[0].MaxDepth = 1;
ID3D11DeviceContext_RSSetViewports(
cmdbuf->context,
1,
viewports
);
scissorRects[0].left = 0;
scissorRects[0].right = (LONG) viewports[0].Width;
scissorRects[0].top = 0;
scissorRects[0].bottom = (LONG) viewports[0].Height;
ID3D11DeviceContext_RSSetScissorRects(
cmdbuf->context,
1,
scissorRects
);
/* FIXME: What should we do with render area? */
}
@ -1218,7 +1687,51 @@ static void D3D11_BindGraphicsPipeline(
Refresh_CommandBuffer* commandBuffer,
Refresh_GraphicsPipeline* graphicsPipeline
) {
NOT_IMPLEMENTED
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11CommandBuffer *cmdbuf = (D3D11CommandBuffer*) commandBuffer;
D3D11GraphicsPipeline *pipeline = (D3D11GraphicsPipeline*) graphicsPipeline;
ID3D11DeviceContext_OMSetBlendState(
cmdbuf->context,
pipeline->colorAttachmentBlendState,
pipeline->blendConstants,
0xffffffff
);
ID3D11DeviceContext_OMSetDepthStencilState(
cmdbuf->context,
pipeline->depthStencilState,
pipeline->stencilRef
);
ID3D11DeviceContext_IASetPrimitiveTopology(
cmdbuf->context,
pipeline->primitiveTopology
);
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(
@ -1245,7 +1758,32 @@ static void D3D11_BindVertexBuffers(
Refresh_Buffer** pBuffers,
uint64_t* pOffsets
) {
NOT_IMPLEMENTED
D3D11CommandBuffer *cmdbuf = (D3D11CommandBuffer*) commandBuffer;
ID3D11Buffer **buffers;
uint32_t *strides;
uint32_t i;
buffers = SDL_stack_alloc(ID3D11Buffer*, bindingCount);
strides = SDL_stack_alloc(uint32_t, bindingCount);
for (i = 0; i < bindingCount; i += 1)
{
buffers[i] = ((D3D11Buffer*) pBuffers[i])->handle;
strides[i] = 20;
/* FIXME: Strides! Will probably need to get this from InputLayout somehow. */
}
/* FIXME: State shadowing? */
ID3D11DeviceContext_IASetVertexBuffers(
cmdbuf->context,
firstBinding,
bindingCount,
buffers,
strides,
(const UINT*) pOffsets
);
SDL_stack_free(buffers);
SDL_stack_free(strides);
}
static void D3D11_BindIndexBuffer(