Uniform buffer binding rework for clarity + minor cleanup
parent
06f00c77a0
commit
155d01ed92
|
@ -582,7 +582,7 @@ static void D3D11_INTERNAL_LogError(
|
||||||
Refresh_LogError("%s! Error Code: %s (0x%08X)", msg, wszMsgBuff, res);
|
Refresh_LogError("%s! Error Code: %s (0x%08X)", msg, wszMsgBuff, res);
|
||||||
}
|
}
|
||||||
|
|
||||||
/* Subresources */
|
/* Helper Functions */
|
||||||
|
|
||||||
static inline uint32_t D3D11_INTERNAL_CalcSubresource(
|
static inline uint32_t D3D11_INTERNAL_CalcSubresource(
|
||||||
uint32_t mipLevel,
|
uint32_t mipLevel,
|
||||||
|
@ -592,6 +592,13 @@ static inline uint32_t D3D11_INTERNAL_CalcSubresource(
|
||||||
return mipLevel + (arraySlice * numLevels);
|
return mipLevel + (arraySlice * numLevels);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static inline uint32_t D3D11_INTERNAL_NextHighestAlignment(
|
||||||
|
uint32_t n,
|
||||||
|
uint32_t align
|
||||||
|
) {
|
||||||
|
return align * ((n + align - 1) / align);
|
||||||
|
}
|
||||||
|
|
||||||
/* Quit */
|
/* Quit */
|
||||||
|
|
||||||
static void D3D11_DestroyDevice(
|
static void D3D11_DestroyDevice(
|
||||||
|
@ -896,7 +903,6 @@ static ID3D11BlendState* D3D11_INTERNAL_FetchBlendState(
|
||||||
) {
|
) {
|
||||||
ID3D11BlendState *result;
|
ID3D11BlendState *result;
|
||||||
D3D11_BLEND_DESC blendDesc;
|
D3D11_BLEND_DESC blendDesc;
|
||||||
uint32_t i;
|
|
||||||
HRESULT res;
|
HRESULT res;
|
||||||
|
|
||||||
/* Create a new blend state.
|
/* Create a new blend state.
|
||||||
|
@ -907,7 +913,7 @@ static ID3D11BlendState* D3D11_INTERNAL_FetchBlendState(
|
||||||
blendDesc.AlphaToCoverageEnable = FALSE;
|
blendDesc.AlphaToCoverageEnable = FALSE;
|
||||||
blendDesc.IndependentBlendEnable = TRUE;
|
blendDesc.IndependentBlendEnable = TRUE;
|
||||||
|
|
||||||
for (i = 0; i < numColorAttachments; i += 1)
|
for (uint32_t i = 0; i < numColorAttachments; i += 1)
|
||||||
{
|
{
|
||||||
blendDesc.RenderTarget[i].BlendEnable = colorAttachments[i].blendState.blendEnable;
|
blendDesc.RenderTarget[i].BlendEnable = colorAttachments[i].blendState.blendEnable;
|
||||||
blendDesc.RenderTarget[i].BlendOp = RefreshToD3D11_BlendOp[
|
blendDesc.RenderTarget[i].BlendOp = RefreshToD3D11_BlendOp[
|
||||||
|
@ -1028,8 +1034,7 @@ static uint32_t D3D11_INTERNAL_FindIndexOfVertexBinding(
|
||||||
const Refresh_VertexBinding *bindings,
|
const Refresh_VertexBinding *bindings,
|
||||||
uint32_t numBindings
|
uint32_t numBindings
|
||||||
) {
|
) {
|
||||||
uint32_t i;
|
for (uint32_t i = 0; i < numBindings; i += 1)
|
||||||
for (i = 0; i < numBindings; i += 1)
|
|
||||||
{
|
{
|
||||||
if (bindings[i].binding == targetBinding)
|
if (bindings[i].binding == targetBinding)
|
||||||
{
|
{
|
||||||
|
@ -1049,7 +1054,7 @@ static ID3D11InputLayout* D3D11_INTERNAL_FetchInputLayout(
|
||||||
) {
|
) {
|
||||||
ID3D11InputLayout *result = NULL;
|
ID3D11InputLayout *result = NULL;
|
||||||
D3D11_INPUT_ELEMENT_DESC *elementDescs;
|
D3D11_INPUT_ELEMENT_DESC *elementDescs;
|
||||||
uint32_t i, bindingIndex;
|
uint32_t bindingIndex;
|
||||||
HRESULT res;
|
HRESULT res;
|
||||||
|
|
||||||
/* Don't bother creating/fetching an input layout if there are no attributes. */
|
/* Don't bother creating/fetching an input layout if there are no attributes. */
|
||||||
|
@ -1065,7 +1070,7 @@ static ID3D11InputLayout* D3D11_INTERNAL_FetchInputLayout(
|
||||||
);
|
);
|
||||||
|
|
||||||
/* Create the array of input elements */
|
/* Create the array of input elements */
|
||||||
for (i = 0; i < inputState.vertexAttributeCount; i += 1)
|
for (uint32_t i = 0; i < inputState.vertexAttributeCount; i += 1)
|
||||||
{
|
{
|
||||||
elementDescs[i].AlignedByteOffset = inputState.vertexAttributes[i].offset;
|
elementDescs[i].AlignedByteOffset = inputState.vertexAttributes[i].offset;
|
||||||
elementDescs[i].Format = RefreshToD3D11_VertexFormat[
|
elementDescs[i].Format = RefreshToD3D11_VertexFormat[
|
||||||
|
@ -1118,7 +1123,6 @@ static Refresh_ComputePipeline* D3D11_CreateComputePipeline(
|
||||||
Refresh_Renderer *driverData,
|
Refresh_Renderer *driverData,
|
||||||
Refresh_ComputeShaderInfo *computeShaderInfo
|
Refresh_ComputeShaderInfo *computeShaderInfo
|
||||||
) {
|
) {
|
||||||
D3D11Renderer* renderer = (D3D11Renderer*) driverData;
|
|
||||||
D3D11ComputePipeline* pipeline = (D3D11ComputePipeline*) SDL_malloc(sizeof(D3D11ComputePipeline));
|
D3D11ComputePipeline* pipeline = (D3D11ComputePipeline*) SDL_malloc(sizeof(D3D11ComputePipeline));
|
||||||
D3D11ShaderModule* shaderModule = (D3D11ShaderModule*) computeShaderInfo->shaderModule;
|
D3D11ShaderModule* shaderModule = (D3D11ShaderModule*) computeShaderInfo->shaderModule;
|
||||||
|
|
||||||
|
@ -1130,13 +1134,6 @@ static Refresh_ComputePipeline* D3D11_CreateComputePipeline(
|
||||||
return (Refresh_ComputePipeline*) pipeline;
|
return (Refresh_ComputePipeline*) pipeline;
|
||||||
}
|
}
|
||||||
|
|
||||||
static inline uint32_t D3D11_INTERNAL_NextHighestAlignment(
|
|
||||||
uint32_t n,
|
|
||||||
uint32_t align
|
|
||||||
) {
|
|
||||||
return align * ((n + align - 1) / align);
|
|
||||||
}
|
|
||||||
|
|
||||||
static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
|
static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
|
||||||
Refresh_Renderer *driverData,
|
Refresh_Renderer *driverData,
|
||||||
Refresh_GraphicsPipelineCreateInfo *pipelineCreateInfo
|
Refresh_GraphicsPipelineCreateInfo *pipelineCreateInfo
|
||||||
|
@ -1148,7 +1145,7 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
|
||||||
ID3D10Blob *errorBlob;
|
ID3D10Blob *errorBlob;
|
||||||
HRESULT res;
|
HRESULT res;
|
||||||
|
|
||||||
/* Color */
|
/* Blend */
|
||||||
|
|
||||||
pipeline->colorAttachmentBlendState = D3D11_INTERNAL_FetchBlendState(
|
pipeline->colorAttachmentBlendState = D3D11_INTERNAL_FetchBlendState(
|
||||||
renderer,
|
renderer,
|
||||||
|
@ -1169,9 +1166,11 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
|
||||||
pipeline->blendConstants[2] = pipelineCreateInfo->blendConstants[2];
|
pipeline->blendConstants[2] = pipelineCreateInfo->blendConstants[2];
|
||||||
pipeline->blendConstants[3] = pipelineCreateInfo->blendConstants[3];
|
pipeline->blendConstants[3] = pipelineCreateInfo->blendConstants[3];
|
||||||
|
|
||||||
|
/* Multisample */
|
||||||
|
|
||||||
pipeline->multisampleState = pipelineCreateInfo->multisampleState;
|
pipeline->multisampleState = pipelineCreateInfo->multisampleState;
|
||||||
|
|
||||||
/* Depth stencil */
|
/* Depth-Stencil */
|
||||||
|
|
||||||
pipeline->depthStencilState = D3D11_INTERNAL_FetchDepthStencilState(
|
pipeline->depthStencilState = D3D11_INTERNAL_FetchDepthStencilState(
|
||||||
renderer,
|
renderer,
|
||||||
|
@ -1192,7 +1191,7 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
|
||||||
pipelineCreateInfo->rasterizerState
|
pipelineCreateInfo->rasterizerState
|
||||||
);
|
);
|
||||||
|
|
||||||
/* Vertex shader */
|
/* Vertex Shader */
|
||||||
|
|
||||||
if (vertShaderModule->shader == NULL)
|
if (vertShaderModule->shader == NULL)
|
||||||
{
|
{
|
||||||
|
@ -1344,6 +1343,7 @@ static Refresh_Sampler* D3D11_CreateSampler(
|
||||||
);
|
);
|
||||||
ERROR_CHECK_RETURN("Could not create sampler state", NULL);
|
ERROR_CHECK_RETURN("Could not create sampler state", NULL);
|
||||||
|
|
||||||
|
/* FIXME: Is there even a point to having a D3D11Sampler struct if it's just a wrapper? */
|
||||||
d3d11Sampler = (D3D11Sampler*) SDL_malloc(sizeof(D3D11Sampler));
|
d3d11Sampler = (D3D11Sampler*) SDL_malloc(sizeof(D3D11Sampler));
|
||||||
d3d11Sampler->handle = samplerStateHandle;
|
d3d11Sampler->handle = samplerStateHandle;
|
||||||
|
|
||||||
|
@ -1678,7 +1678,7 @@ static Refresh_Buffer* D3D11_CreateBuffer(
|
||||||
return (Refresh_Buffer*) d3d11Buffer;
|
return (Refresh_Buffer*) d3d11Buffer;
|
||||||
}
|
}
|
||||||
|
|
||||||
/* Setters */
|
/* Texture Data */
|
||||||
|
|
||||||
static void D3D11_SetTextureData(
|
static void D3D11_SetTextureData(
|
||||||
Refresh_Renderer *driverData,
|
Refresh_Renderer *driverData,
|
||||||
|
@ -1765,6 +1765,8 @@ static void D3D11_CopyTextureToBuffer(
|
||||||
NOT_IMPLEMENTED
|
NOT_IMPLEMENTED
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/* Buffer Data */
|
||||||
|
|
||||||
static void D3D11_INTERNAL_SetBufferData(
|
static void D3D11_INTERNAL_SetBufferData(
|
||||||
D3D11Renderer *renderer,
|
D3D11Renderer *renderer,
|
||||||
D3D11CommandBuffer *commandBuffer,
|
D3D11CommandBuffer *commandBuffer,
|
||||||
|
@ -1843,22 +1845,16 @@ static void D3D11_SetBufferData(
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void D3D11_INTERNAL_BindUniformBuffer(
|
static void D3D11_GetBufferData(
|
||||||
D3D11CommandBuffer *commandBuffer,
|
Refresh_Renderer *driverData,
|
||||||
D3D11UniformBuffer *uniformBuffer
|
Refresh_Buffer *buffer,
|
||||||
|
void* data,
|
||||||
|
uint32_t dataLengthInBytes
|
||||||
) {
|
) {
|
||||||
if (commandBuffer->boundUniformBufferCount >= commandBuffer->boundUniformBufferCapacity)
|
NOT_IMPLEMENTED
|
||||||
{
|
|
||||||
commandBuffer->boundUniformBufferCapacity *= 2;
|
|
||||||
commandBuffer->boundUniformBuffers = SDL_realloc(
|
|
||||||
commandBuffer->boundUniformBuffers,
|
|
||||||
sizeof(D3D11UniformBuffer*) * commandBuffer->boundUniformBufferCapacity
|
|
||||||
);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
commandBuffer->boundUniformBuffers[commandBuffer->boundUniformBufferCount] = uniformBuffer;
|
/* Uniforms */
|
||||||
commandBuffer->boundUniformBufferCount += 1;
|
|
||||||
}
|
|
||||||
|
|
||||||
static uint8_t D3D11_INTERNAL_CreateUniformBuffer(
|
static uint8_t D3D11_INTERNAL_CreateUniformBuffer(
|
||||||
D3D11Renderer *renderer
|
D3D11Renderer *renderer
|
||||||
|
@ -1888,6 +1884,8 @@ static uint8_t D3D11_INTERNAL_CreateUniformBuffer(
|
||||||
uniformBuffer->d3d11Buffer = SDL_malloc(sizeof(D3D11Buffer));
|
uniformBuffer->d3d11Buffer = SDL_malloc(sizeof(D3D11Buffer));
|
||||||
uniformBuffer->d3d11Buffer->handle = bufferHandle;
|
uniformBuffer->d3d11Buffer->handle = bufferHandle;
|
||||||
uniformBuffer->d3d11Buffer->size = UBO_BUFFER_SIZE;
|
uniformBuffer->d3d11Buffer->size = UBO_BUFFER_SIZE;
|
||||||
|
uniformBuffer->d3d11Buffer->isDynamic = 1;
|
||||||
|
uniformBuffer->d3d11Buffer->uav = NULL;
|
||||||
|
|
||||||
/* Add it to the available pool */
|
/* Add it to the available pool */
|
||||||
if (renderer->availableUniformBufferCount >= renderer->availableUniformBufferCapacity)
|
if (renderer->availableUniformBufferCount >= renderer->availableUniformBufferCapacity)
|
||||||
|
@ -1906,12 +1904,15 @@ static uint8_t D3D11_INTERNAL_CreateUniformBuffer(
|
||||||
return 1;
|
return 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
static D3D11UniformBuffer* D3D11_INTERNAL_AcquireUniformBufferFromPool(
|
static uint8_t D3D11_INTERNAL_AcquireUniformBuffer(
|
||||||
D3D11Renderer *renderer,
|
D3D11Renderer *renderer,
|
||||||
|
D3D11CommandBuffer *commandBuffer,
|
||||||
|
D3D11UniformBuffer **uniformBufferToBind,
|
||||||
uint64_t blockSize
|
uint64_t blockSize
|
||||||
) {
|
) {
|
||||||
D3D11UniformBuffer *uniformBuffer;
|
D3D11UniformBuffer *uniformBuffer;
|
||||||
|
|
||||||
|
/* Acquire a uniform buffer from the pool */
|
||||||
SDL_LockMutex(renderer->uniformBufferLock);
|
SDL_LockMutex(renderer->uniformBufferLock);
|
||||||
|
|
||||||
if (renderer->availableUniformBufferCount == 0)
|
if (renderer->availableUniformBufferCount == 0)
|
||||||
|
@ -1920,7 +1921,7 @@ static D3D11UniformBuffer* D3D11_INTERNAL_AcquireUniformBufferFromPool(
|
||||||
{
|
{
|
||||||
SDL_UnlockMutex(renderer->uniformBufferLock);
|
SDL_UnlockMutex(renderer->uniformBufferLock);
|
||||||
Refresh_LogError("Failed to create uniform buffer!");
|
Refresh_LogError("Failed to create uniform buffer!");
|
||||||
return NULL;
|
return 0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1929,9 +1930,24 @@ static D3D11UniformBuffer* D3D11_INTERNAL_AcquireUniformBufferFromPool(
|
||||||
|
|
||||||
SDL_UnlockMutex(renderer->uniformBufferLock);
|
SDL_UnlockMutex(renderer->uniformBufferLock);
|
||||||
|
|
||||||
|
/* Reset the uniform buffer */
|
||||||
uniformBuffer->offset = 0;
|
uniformBuffer->offset = 0;
|
||||||
|
|
||||||
return uniformBuffer;
|
/* Bind the uniform buffer to the command buffer */
|
||||||
|
if (commandBuffer->boundUniformBufferCount >= commandBuffer->boundUniformBufferCapacity)
|
||||||
|
{
|
||||||
|
commandBuffer->boundUniformBufferCapacity *= 2;
|
||||||
|
commandBuffer->boundUniformBuffers = SDL_realloc(
|
||||||
|
commandBuffer->boundUniformBuffers,
|
||||||
|
sizeof(D3D11UniformBuffer*) * commandBuffer->boundUniformBufferCapacity
|
||||||
|
);
|
||||||
|
}
|
||||||
|
commandBuffer->boundUniformBuffers[commandBuffer->boundUniformBufferCount] = uniformBuffer;
|
||||||
|
commandBuffer->boundUniformBufferCount += 1;
|
||||||
|
|
||||||
|
*uniformBufferToBind = uniformBuffer;
|
||||||
|
|
||||||
|
return 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
static uint32_t D3D11_PushVertexShaderUniforms(
|
static uint32_t D3D11_PushVertexShaderUniforms(
|
||||||
|
@ -1947,13 +1963,11 @@ static uint32_t D3D11_PushVertexShaderUniforms(
|
||||||
|
|
||||||
if (d3d11CommandBuffer->vertexUniformBuffer->offset + graphicsPipeline->vertexUniformBlockSize >= UBO_BUFFER_SIZE)
|
if (d3d11CommandBuffer->vertexUniformBuffer->offset + graphicsPipeline->vertexUniformBlockSize >= UBO_BUFFER_SIZE)
|
||||||
{
|
{
|
||||||
/* We're out of space in this buffer, bind the old one and acquire a new one */
|
/* Out of space! Get a new uniform buffer. */
|
||||||
D3D11_INTERNAL_BindUniformBuffer(
|
D3D11_INTERNAL_AcquireUniformBuffer(
|
||||||
d3d11CommandBuffer,
|
|
||||||
d3d11CommandBuffer->vertexUniformBuffer
|
|
||||||
);
|
|
||||||
d3d11CommandBuffer->vertexUniformBuffer = D3D11_INTERNAL_AcquireUniformBufferFromPool(
|
|
||||||
renderer,
|
renderer,
|
||||||
|
d3d11CommandBuffer,
|
||||||
|
&d3d11CommandBuffer->vertexUniformBuffer,
|
||||||
graphicsPipeline->vertexUniformBlockSize
|
graphicsPipeline->vertexUniformBlockSize
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
@ -1988,13 +2002,11 @@ static uint32_t D3D11_PushFragmentShaderUniforms(
|
||||||
|
|
||||||
if (d3d11CommandBuffer->fragmentUniformBuffer->offset + graphicsPipeline->fragmentUniformBlockSize >= UBO_BUFFER_SIZE)
|
if (d3d11CommandBuffer->fragmentUniformBuffer->offset + graphicsPipeline->fragmentUniformBlockSize >= UBO_BUFFER_SIZE)
|
||||||
{
|
{
|
||||||
/* We're out of space in this buffer, bind the old one and acquire a new one */
|
/* Out of space! Get a new uniform buffer. */
|
||||||
D3D11_INTERNAL_BindUniformBuffer(
|
D3D11_INTERNAL_AcquireUniformBuffer(
|
||||||
d3d11CommandBuffer,
|
|
||||||
d3d11CommandBuffer->fragmentUniformBuffer
|
|
||||||
);
|
|
||||||
d3d11CommandBuffer->fragmentUniformBuffer = D3D11_INTERNAL_AcquireUniformBufferFromPool(
|
|
||||||
renderer,
|
renderer,
|
||||||
|
d3d11CommandBuffer,
|
||||||
|
&d3d11CommandBuffer->fragmentUniformBuffer,
|
||||||
graphicsPipeline->fragmentUniformBlockSize
|
graphicsPipeline->fragmentUniformBlockSize
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
@ -2026,6 +2038,8 @@ static uint32_t D3D11_PushComputeShaderUniforms(
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/* Samplers */
|
||||||
|
|
||||||
static void D3D11_BindVertexSamplers(
|
static void D3D11_BindVertexSamplers(
|
||||||
Refresh_Renderer *driverData,
|
Refresh_Renderer *driverData,
|
||||||
Refresh_CommandBuffer *commandBuffer,
|
Refresh_CommandBuffer *commandBuffer,
|
||||||
|
@ -2094,17 +2108,6 @@ static void D3D11_BindFragmentSamplers(
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
/* Getters */
|
|
||||||
|
|
||||||
static void D3D11_GetBufferData(
|
|
||||||
Refresh_Renderer *driverData,
|
|
||||||
Refresh_Buffer *buffer,
|
|
||||||
void *data,
|
|
||||||
uint32_t dataLengthInBytes
|
|
||||||
) {
|
|
||||||
NOT_IMPLEMENTED
|
|
||||||
}
|
|
||||||
|
|
||||||
/* Disposal */
|
/* Disposal */
|
||||||
|
|
||||||
static void D3D11_QueueDestroyTexture(
|
static void D3D11_QueueDestroyTexture(
|
||||||
|
@ -2322,7 +2325,6 @@ static Refresh_CommandBuffer* D3D11_AcquireCommandBuffer(
|
||||||
) {
|
) {
|
||||||
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
|
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
|
||||||
D3D11CommandBuffer *commandBuffer;
|
D3D11CommandBuffer *commandBuffer;
|
||||||
uint32_t i;
|
|
||||||
|
|
||||||
SDL_LockMutex(renderer->acquireCommandBufferLock);
|
SDL_LockMutex(renderer->acquireCommandBufferLock);
|
||||||
|
|
||||||
|
@ -2337,7 +2339,7 @@ static Refresh_CommandBuffer* D3D11_AcquireCommandBuffer(
|
||||||
commandBuffer->computeUniformBuffer = NULL;
|
commandBuffer->computeUniformBuffer = NULL;
|
||||||
commandBuffer->dsView = NULL;
|
commandBuffer->dsView = NULL;
|
||||||
|
|
||||||
for (i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1)
|
for (uint32_t i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1)
|
||||||
{
|
{
|
||||||
commandBuffer->rtViews[i] = NULL;
|
commandBuffer->rtViews[i] = NULL;
|
||||||
}
|
}
|
||||||
|
@ -2364,7 +2366,6 @@ static void D3D11_BeginRenderPass(
|
||||||
D3D11_CLEAR_FLAG dsClearFlags;
|
D3D11_CLEAR_FLAG dsClearFlags;
|
||||||
D3D11_VIEWPORT viewport;
|
D3D11_VIEWPORT viewport;
|
||||||
D3D11_RECT scissorRect;
|
D3D11_RECT scissorRect;
|
||||||
uint32_t i;
|
|
||||||
|
|
||||||
/* FIXME:
|
/* FIXME:
|
||||||
* We need to unbind the RT textures on the Refresh side
|
* We need to unbind the RT textures on the Refresh side
|
||||||
|
@ -2372,14 +2373,14 @@ static void D3D11_BeginRenderPass(
|
||||||
*/
|
*/
|
||||||
|
|
||||||
/* Clear the bound RTs for the current command buffer */
|
/* Clear the bound RTs for the current command buffer */
|
||||||
for (i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1)
|
for (uint32_t i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1)
|
||||||
{
|
{
|
||||||
d3d11CommandBuffer->rtViews[i] = NULL;
|
d3d11CommandBuffer->rtViews[i] = NULL;
|
||||||
}
|
}
|
||||||
d3d11CommandBuffer->dsView = NULL;
|
d3d11CommandBuffer->dsView = NULL;
|
||||||
|
|
||||||
/* Get RTVs for the color attachments */
|
/* Get RTVs for the color attachments */
|
||||||
for (i = 0; i < colorAttachmentCount; i += 1)
|
for (uint32_t i = 0; i < colorAttachmentCount; i += 1)
|
||||||
{
|
{
|
||||||
/* FIXME: Cube RTs */
|
/* FIXME: Cube RTs */
|
||||||
|
|
||||||
|
@ -2401,7 +2402,7 @@ static void D3D11_BeginRenderPass(
|
||||||
);
|
);
|
||||||
|
|
||||||
/* Perform load ops on the RTs */
|
/* Perform load ops on the RTs */
|
||||||
for (i = 0; i < colorAttachmentCount; i += 1)
|
for (uint32_t i = 0; i < colorAttachmentCount; i += 1)
|
||||||
{
|
{
|
||||||
if (colorAttachmentInfos[i].loadOp == REFRESH_LOADOP_CLEAR)
|
if (colorAttachmentInfos[i].loadOp == REFRESH_LOADOP_CLEAR)
|
||||||
{
|
{
|
||||||
|
@ -2474,23 +2475,9 @@ static void D3D11_EndRenderPass(
|
||||||
) {
|
) {
|
||||||
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
|
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
|
||||||
|
|
||||||
if (d3d11CommandBuffer->vertexUniformBuffer != NULL)
|
|
||||||
{
|
|
||||||
D3D11_INTERNAL_BindUniformBuffer(
|
|
||||||
d3d11CommandBuffer,
|
|
||||||
d3d11CommandBuffer->vertexUniformBuffer
|
|
||||||
);
|
|
||||||
}
|
|
||||||
d3d11CommandBuffer->vertexUniformBuffer = NULL;
|
d3d11CommandBuffer->vertexUniformBuffer = NULL;
|
||||||
|
|
||||||
if (d3d11CommandBuffer->fragmentUniformBuffer != NULL)
|
|
||||||
{
|
|
||||||
D3D11_INTERNAL_BindUniformBuffer(
|
|
||||||
d3d11CommandBuffer,
|
|
||||||
d3d11CommandBuffer->fragmentUniformBuffer
|
|
||||||
);
|
|
||||||
}
|
|
||||||
d3d11CommandBuffer->fragmentUniformBuffer = NULL;
|
d3d11CommandBuffer->fragmentUniformBuffer = NULL;
|
||||||
|
d3d11CommandBuffer->computeUniformBuffer = NULL;
|
||||||
|
|
||||||
/* FIXME: Resolve MSAA here! */
|
/* FIXME: Resolve MSAA here! */
|
||||||
/* FIXME: Anything else we need to do...? */
|
/* FIXME: Anything else we need to do...? */
|
||||||
|
@ -2507,31 +2494,17 @@ static void D3D11_BindGraphicsPipeline(
|
||||||
|
|
||||||
d3d11CommandBuffer->graphicsPipeline = pipeline;
|
d3d11CommandBuffer->graphicsPipeline = pipeline;
|
||||||
|
|
||||||
if (d3d11CommandBuffer->vertexUniformBuffer != NULL)
|
|
||||||
{
|
|
||||||
D3D11_INTERNAL_BindUniformBuffer(
|
|
||||||
d3d11CommandBuffer,
|
|
||||||
d3d11CommandBuffer->vertexUniformBuffer
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (pipeline->vertexUniformBlockSize == 0)
|
if (pipeline->vertexUniformBlockSize == 0)
|
||||||
{
|
{
|
||||||
d3d11CommandBuffer->vertexUniformBuffer = NULL;
|
d3d11CommandBuffer->vertexUniformBuffer = NULL;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
d3d11CommandBuffer->vertexUniformBuffer = D3D11_INTERNAL_AcquireUniformBufferFromPool(
|
D3D11_INTERNAL_AcquireUniformBuffer(
|
||||||
renderer,
|
renderer,
|
||||||
pipeline->vertexUniformBlockSize
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (d3d11CommandBuffer->fragmentUniformBuffer != NULL)
|
|
||||||
{
|
|
||||||
D3D11_INTERNAL_BindUniformBuffer(
|
|
||||||
d3d11CommandBuffer,
|
d3d11CommandBuffer,
|
||||||
d3d11CommandBuffer->fragmentUniformBuffer
|
&d3d11CommandBuffer->vertexUniformBuffer,
|
||||||
|
pipeline->vertexUniformBlockSize
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -2541,8 +2514,10 @@ static void D3D11_BindGraphicsPipeline(
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
d3d11CommandBuffer->fragmentUniformBuffer = D3D11_INTERNAL_AcquireUniformBufferFromPool(
|
D3D11_INTERNAL_AcquireUniformBuffer(
|
||||||
renderer,
|
renderer,
|
||||||
|
d3d11CommandBuffer,
|
||||||
|
&d3d11CommandBuffer->fragmentUniformBuffer,
|
||||||
pipeline->fragmentUniformBlockSize
|
pipeline->fragmentUniformBlockSize
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
@ -2693,22 +2668,16 @@ static void D3D11_BindComputePipeline(
|
||||||
|
|
||||||
d3d11CommandBuffer->computePipeline = pipeline;
|
d3d11CommandBuffer->computePipeline = pipeline;
|
||||||
|
|
||||||
if (d3d11CommandBuffer->computeUniformBuffer != NULL)
|
|
||||||
{
|
|
||||||
D3D11_INTERNAL_BindUniformBuffer(
|
|
||||||
d3d11CommandBuffer,
|
|
||||||
d3d11CommandBuffer->computeUniformBuffer
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (pipeline->computeUniformBlockSize == 0)
|
if (pipeline->computeUniformBlockSize == 0)
|
||||||
{
|
{
|
||||||
d3d11CommandBuffer->computeUniformBuffer = NULL;
|
d3d11CommandBuffer->computeUniformBuffer = NULL;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
d3d11CommandBuffer->computeUniformBuffer = D3D11_INTERNAL_AcquireUniformBufferFromPool(
|
D3D11_INTERNAL_AcquireUniformBuffer(
|
||||||
renderer,
|
renderer,
|
||||||
|
d3d11CommandBuffer,
|
||||||
|
&d3d11CommandBuffer->computeUniformBuffer,
|
||||||
pipeline->computeUniformBlockSize
|
pipeline->computeUniformBlockSize
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
@ -3049,7 +3018,6 @@ static void D3D11_UnclaimWindow(
|
||||||
) {
|
) {
|
||||||
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
|
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
|
||||||
D3D11WindowData *windowData = D3D11_INTERNAL_FetchWindowData(windowHandle);
|
D3D11WindowData *windowData = D3D11_INTERNAL_FetchWindowData(windowHandle);
|
||||||
uint32_t i;
|
|
||||||
|
|
||||||
if (windowData == NULL)
|
if (windowData == NULL)
|
||||||
{
|
{
|
||||||
|
@ -3065,7 +3033,7 @@ static void D3D11_UnclaimWindow(
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
for (i = 0; i < renderer->claimedWindowCount; i += 1)
|
for (uint32_t i = 0; i < renderer->claimedWindowCount; i += 1)
|
||||||
{
|
{
|
||||||
if (renderer->claimedWindows[i]->windowHandle == windowHandle)
|
if (renderer->claimedWindows[i]->windowHandle == windowHandle)
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in New Issue