Uniform buffer binding rework for clarity + minor cleanup

d3d11
Caleb Cornett 2024-02-08 23:47:25 -06:00 committed by cosmonaut
parent 06f00c77a0
commit 155d01ed92
1 changed files with 77 additions and 109 deletions

View File

@ -582,7 +582,7 @@ static void D3D11_INTERNAL_LogError(
Refresh_LogError("%s! Error Code: %s (0x%08X)", msg, wszMsgBuff, res);
}
/* Subresources */
/* Helper Functions */
static inline uint32_t D3D11_INTERNAL_CalcSubresource(
uint32_t mipLevel,
@ -592,6 +592,13 @@ static inline uint32_t D3D11_INTERNAL_CalcSubresource(
return mipLevel + (arraySlice * numLevels);
}
static inline uint32_t D3D11_INTERNAL_NextHighestAlignment(
uint32_t n,
uint32_t align
) {
return align * ((n + align - 1) / align);
}
/* Quit */
static void D3D11_DestroyDevice(
@ -896,7 +903,6 @@ static ID3D11BlendState* D3D11_INTERNAL_FetchBlendState(
) {
ID3D11BlendState *result;
D3D11_BLEND_DESC blendDesc;
uint32_t i;
HRESULT res;
/* Create a new blend state.
@ -907,7 +913,7 @@ static ID3D11BlendState* D3D11_INTERNAL_FetchBlendState(
blendDesc.AlphaToCoverageEnable = FALSE;
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].BlendOp = RefreshToD3D11_BlendOp[
@ -1028,8 +1034,7 @@ static uint32_t D3D11_INTERNAL_FindIndexOfVertexBinding(
const Refresh_VertexBinding *bindings,
uint32_t numBindings
) {
uint32_t i;
for (i = 0; i < numBindings; i += 1)
for (uint32_t i = 0; i < numBindings; i += 1)
{
if (bindings[i].binding == targetBinding)
{
@ -1049,7 +1054,7 @@ static ID3D11InputLayout* D3D11_INTERNAL_FetchInputLayout(
) {
ID3D11InputLayout *result = NULL;
D3D11_INPUT_ELEMENT_DESC *elementDescs;
uint32_t i, bindingIndex;
uint32_t bindingIndex;
HRESULT res;
/* 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 */
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].Format = RefreshToD3D11_VertexFormat[
@ -1118,7 +1123,6 @@ static Refresh_ComputePipeline* D3D11_CreateComputePipeline(
Refresh_Renderer *driverData,
Refresh_ComputeShaderInfo *computeShaderInfo
) {
D3D11Renderer* renderer = (D3D11Renderer*) driverData;
D3D11ComputePipeline* pipeline = (D3D11ComputePipeline*) SDL_malloc(sizeof(D3D11ComputePipeline));
D3D11ShaderModule* shaderModule = (D3D11ShaderModule*) computeShaderInfo->shaderModule;
@ -1130,13 +1134,6 @@ static Refresh_ComputePipeline* D3D11_CreateComputePipeline(
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(
Refresh_Renderer *driverData,
Refresh_GraphicsPipelineCreateInfo *pipelineCreateInfo
@ -1148,7 +1145,7 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
ID3D10Blob *errorBlob;
HRESULT res;
/* Color */
/* Blend */
pipeline->colorAttachmentBlendState = D3D11_INTERNAL_FetchBlendState(
renderer,
@ -1169,9 +1166,11 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
pipeline->blendConstants[2] = pipelineCreateInfo->blendConstants[2];
pipeline->blendConstants[3] = pipelineCreateInfo->blendConstants[3];
/* Multisample */
pipeline->multisampleState = pipelineCreateInfo->multisampleState;
/* Depth stencil */
/* Depth-Stencil */
pipeline->depthStencilState = D3D11_INTERNAL_FetchDepthStencilState(
renderer,
@ -1192,7 +1191,7 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
pipelineCreateInfo->rasterizerState
);
/* Vertex shader */
/* Vertex Shader */
if (vertShaderModule->shader == NULL)
{
@ -1344,6 +1343,7 @@ static Refresh_Sampler* D3D11_CreateSampler(
);
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->handle = samplerStateHandle;
@ -1678,7 +1678,7 @@ static Refresh_Buffer* D3D11_CreateBuffer(
return (Refresh_Buffer*) d3d11Buffer;
}
/* Setters */
/* Texture Data */
static void D3D11_SetTextureData(
Refresh_Renderer *driverData,
@ -1765,6 +1765,8 @@ static void D3D11_CopyTextureToBuffer(
NOT_IMPLEMENTED
}
/* Buffer Data */
static void D3D11_INTERNAL_SetBufferData(
D3D11Renderer *renderer,
D3D11CommandBuffer *commandBuffer,
@ -1843,22 +1845,16 @@ static void D3D11_SetBufferData(
);
}
static void D3D11_INTERNAL_BindUniformBuffer(
D3D11CommandBuffer *commandBuffer,
D3D11UniformBuffer *uniformBuffer
static void D3D11_GetBufferData(
Refresh_Renderer *driverData,
Refresh_Buffer *buffer,
void* data,
uint32_t dataLengthInBytes
) {
if (commandBuffer->boundUniformBufferCount >= commandBuffer->boundUniformBufferCapacity)
{
commandBuffer->boundUniformBufferCapacity *= 2;
commandBuffer->boundUniformBuffers = SDL_realloc(
commandBuffer->boundUniformBuffers,
sizeof(D3D11UniformBuffer*) * commandBuffer->boundUniformBufferCapacity
);
NOT_IMPLEMENTED
}
commandBuffer->boundUniformBuffers[commandBuffer->boundUniformBufferCount] = uniformBuffer;
commandBuffer->boundUniformBufferCount += 1;
}
/* Uniforms */
static uint8_t D3D11_INTERNAL_CreateUniformBuffer(
D3D11Renderer *renderer
@ -1888,6 +1884,8 @@ static uint8_t D3D11_INTERNAL_CreateUniformBuffer(
uniformBuffer->d3d11Buffer = SDL_malloc(sizeof(D3D11Buffer));
uniformBuffer->d3d11Buffer->handle = bufferHandle;
uniformBuffer->d3d11Buffer->size = UBO_BUFFER_SIZE;
uniformBuffer->d3d11Buffer->isDynamic = 1;
uniformBuffer->d3d11Buffer->uav = NULL;
/* Add it to the available pool */
if (renderer->availableUniformBufferCount >= renderer->availableUniformBufferCapacity)
@ -1906,12 +1904,15 @@ static uint8_t D3D11_INTERNAL_CreateUniformBuffer(
return 1;
}
static D3D11UniformBuffer* D3D11_INTERNAL_AcquireUniformBufferFromPool(
static uint8_t D3D11_INTERNAL_AcquireUniformBuffer(
D3D11Renderer *renderer,
D3D11CommandBuffer *commandBuffer,
D3D11UniformBuffer **uniformBufferToBind,
uint64_t blockSize
) {
D3D11UniformBuffer *uniformBuffer;
/* Acquire a uniform buffer from the pool */
SDL_LockMutex(renderer->uniformBufferLock);
if (renderer->availableUniformBufferCount == 0)
@ -1920,7 +1921,7 @@ static D3D11UniformBuffer* D3D11_INTERNAL_AcquireUniformBufferFromPool(
{
SDL_UnlockMutex(renderer->uniformBufferLock);
Refresh_LogError("Failed to create uniform buffer!");
return NULL;
return 0;
}
}
@ -1929,9 +1930,24 @@ static D3D11UniformBuffer* D3D11_INTERNAL_AcquireUniformBufferFromPool(
SDL_UnlockMutex(renderer->uniformBufferLock);
/* Reset the uniform buffer */
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(
@ -1947,13 +1963,11 @@ static uint32_t D3D11_PushVertexShaderUniforms(
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 */
D3D11_INTERNAL_BindUniformBuffer(
d3d11CommandBuffer,
d3d11CommandBuffer->vertexUniformBuffer
);
d3d11CommandBuffer->vertexUniformBuffer = D3D11_INTERNAL_AcquireUniformBufferFromPool(
/* Out of space! Get a new uniform buffer. */
D3D11_INTERNAL_AcquireUniformBuffer(
renderer,
d3d11CommandBuffer,
&d3d11CommandBuffer->vertexUniformBuffer,
graphicsPipeline->vertexUniformBlockSize
);
}
@ -1988,13 +2002,11 @@ static uint32_t D3D11_PushFragmentShaderUniforms(
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 */
D3D11_INTERNAL_BindUniformBuffer(
d3d11CommandBuffer,
d3d11CommandBuffer->fragmentUniformBuffer
);
d3d11CommandBuffer->fragmentUniformBuffer = D3D11_INTERNAL_AcquireUniformBufferFromPool(
/* Out of space! Get a new uniform buffer. */
D3D11_INTERNAL_AcquireUniformBuffer(
renderer,
d3d11CommandBuffer,
&d3d11CommandBuffer->fragmentUniformBuffer,
graphicsPipeline->fragmentUniformBlockSize
);
}
@ -2026,6 +2038,8 @@ static uint32_t D3D11_PushComputeShaderUniforms(
return 0;
}
/* Samplers */
static void D3D11_BindVertexSamplers(
Refresh_Renderer *driverData,
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 */
static void D3D11_QueueDestroyTexture(
@ -2322,7 +2325,6 @@ static Refresh_CommandBuffer* D3D11_AcquireCommandBuffer(
) {
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11CommandBuffer *commandBuffer;
uint32_t i;
SDL_LockMutex(renderer->acquireCommandBufferLock);
@ -2337,7 +2339,7 @@ static Refresh_CommandBuffer* D3D11_AcquireCommandBuffer(
commandBuffer->computeUniformBuffer = 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;
}
@ -2364,7 +2366,6 @@ static void D3D11_BeginRenderPass(
D3D11_CLEAR_FLAG dsClearFlags;
D3D11_VIEWPORT viewport;
D3D11_RECT scissorRect;
uint32_t i;
/* FIXME:
* 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 */
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->dsView = NULL;
/* 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 */
@ -2401,7 +2402,7 @@ static void D3D11_BeginRenderPass(
);
/* 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)
{
@ -2474,23 +2475,9 @@ static void D3D11_EndRenderPass(
) {
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
if (d3d11CommandBuffer->vertexUniformBuffer != NULL)
{
D3D11_INTERNAL_BindUniformBuffer(
d3d11CommandBuffer,
d3d11CommandBuffer->vertexUniformBuffer
);
}
d3d11CommandBuffer->vertexUniformBuffer = NULL;
if (d3d11CommandBuffer->fragmentUniformBuffer != NULL)
{
D3D11_INTERNAL_BindUniformBuffer(
d3d11CommandBuffer,
d3d11CommandBuffer->fragmentUniformBuffer
);
}
d3d11CommandBuffer->fragmentUniformBuffer = NULL;
d3d11CommandBuffer->computeUniformBuffer = NULL;
/* FIXME: Resolve MSAA here! */
/* FIXME: Anything else we need to do...? */
@ -2507,31 +2494,17 @@ static void D3D11_BindGraphicsPipeline(
d3d11CommandBuffer->graphicsPipeline = pipeline;
if (d3d11CommandBuffer->vertexUniformBuffer != NULL)
{
D3D11_INTERNAL_BindUniformBuffer(
d3d11CommandBuffer,
d3d11CommandBuffer->vertexUniformBuffer
);
}
if (pipeline->vertexUniformBlockSize == 0)
{
d3d11CommandBuffer->vertexUniformBuffer = NULL;
}
else
{
d3d11CommandBuffer->vertexUniformBuffer = D3D11_INTERNAL_AcquireUniformBufferFromPool(
D3D11_INTERNAL_AcquireUniformBuffer(
renderer,
pipeline->vertexUniformBlockSize
);
}
if (d3d11CommandBuffer->fragmentUniformBuffer != NULL)
{
D3D11_INTERNAL_BindUniformBuffer(
d3d11CommandBuffer,
d3d11CommandBuffer->fragmentUniformBuffer
&d3d11CommandBuffer->vertexUniformBuffer,
pipeline->vertexUniformBlockSize
);
}
@ -2541,8 +2514,10 @@ static void D3D11_BindGraphicsPipeline(
}
else
{
d3d11CommandBuffer->fragmentUniformBuffer = D3D11_INTERNAL_AcquireUniformBufferFromPool(
D3D11_INTERNAL_AcquireUniformBuffer(
renderer,
d3d11CommandBuffer,
&d3d11CommandBuffer->fragmentUniformBuffer,
pipeline->fragmentUniformBlockSize
);
}
@ -2693,22 +2668,16 @@ static void D3D11_BindComputePipeline(
d3d11CommandBuffer->computePipeline = pipeline;
if (d3d11CommandBuffer->computeUniformBuffer != NULL)
{
D3D11_INTERNAL_BindUniformBuffer(
d3d11CommandBuffer,
d3d11CommandBuffer->computeUniformBuffer
);
}
if (pipeline->computeUniformBlockSize == 0)
{
d3d11CommandBuffer->computeUniformBuffer = NULL;
}
else
{
d3d11CommandBuffer->computeUniformBuffer = D3D11_INTERNAL_AcquireUniformBufferFromPool(
D3D11_INTERNAL_AcquireUniformBuffer(
renderer,
d3d11CommandBuffer,
&d3d11CommandBuffer->computeUniformBuffer,
pipeline->computeUniformBlockSize
);
}
@ -3049,7 +3018,6 @@ static void D3D11_UnclaimWindow(
) {
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11WindowData *windowData = D3D11_INTERNAL_FetchWindowData(windowHandle);
uint32_t i;
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)
{