From 396661468156646e9f2599cab45b2f76706a36ee Mon Sep 17 00:00:00 2001 From: Caleb Cornett Date: Thu, 26 Oct 2023 21:25:03 -0500 Subject: [PATCH] CreateTexture, SetTextureData, BindIndexBuffer, BindFragmentSamplers, QueueDestroyTexture, DrawIndexedPrimitives, DrawInstancedPrimitives --- src/Refresh_Driver.h | 42 ++++- src/Refresh_Driver_D3D11.c | 345 ++++++++++++++++++++++++++++++++----- 2 files changed, 347 insertions(+), 40 deletions(-) diff --git a/src/Refresh_Driver.h b/src/Refresh_Driver.h index 679539d..b8ae8a2 100644 --- a/src/Refresh_Driver.h +++ b/src/Refresh_Driver.h @@ -48,6 +48,46 @@ void Refresh_LogError(const char *fmt, ...); /* Internal Helper Utilities */ +static inline int32_t Texture_GetBlockSize( + Refresh_TextureFormat format +) { + switch (format) + { + case REFRESH_TEXTUREFORMAT_BC1: + case REFRESH_TEXTUREFORMAT_BC2: + case REFRESH_TEXTUREFORMAT_BC3: + case REFRESH_TEXTUREFORMAT_BC7: + return 4; + case REFRESH_TEXTUREFORMAT_R8: + case REFRESH_TEXTUREFORMAT_R8_UINT: + case REFRESH_TEXTUREFORMAT_R5G6B5: + case REFRESH_TEXTUREFORMAT_B4G4R4A4: + case REFRESH_TEXTUREFORMAT_A1R5G5B5: + case REFRESH_TEXTUREFORMAT_R16_SFLOAT: + case REFRESH_TEXTUREFORMAT_R8G8_SNORM: + case REFRESH_TEXTUREFORMAT_R8G8_UINT: + case REFRESH_TEXTUREFORMAT_R16_UINT: + case REFRESH_TEXTUREFORMAT_R8G8B8A8: + case REFRESH_TEXTUREFORMAT_R32_SFLOAT: + case REFRESH_TEXTUREFORMAT_R16G16_SFLOAT: + case REFRESH_TEXTUREFORMAT_R8G8B8A8_SNORM: + case REFRESH_TEXTUREFORMAT_A2R10G10B10: + case REFRESH_TEXTUREFORMAT_R8G8B8A8_UINT: + case REFRESH_TEXTUREFORMAT_R16G16_UINT: + case REFRESH_TEXTUREFORMAT_R16G16B16A16_SFLOAT: + case REFRESH_TEXTUREFORMAT_R16G16B16A16: + case REFRESH_TEXTUREFORMAT_R32G32_SFLOAT: + case REFRESH_TEXTUREFORMAT_R16G16B16A16_UINT: + case REFRESH_TEXTUREFORMAT_R32G32B32A32_SFLOAT: + return 1; + default: + Refresh_LogError( + "Unrecognized TextureFormat!" + ); + return 0; + } +} + static inline uint32_t Texture_GetFormatSize( Refresh_TextureFormat format ) { @@ -87,7 +127,7 @@ static inline uint32_t Texture_GetFormatSize( return 16; default: Refresh_LogError( - "Unrecognized SurfaceFormat!" + "Unrecognized TextureFormat!" ); return 0; } diff --git a/src/Refresh_Driver_D3D11.c b/src/Refresh_Driver_D3D11.c index 52ae91b..9b47552 100644 --- a/src/Refresh_Driver_D3D11.c +++ b/src/Refresh_Driver_D3D11.c @@ -153,6 +153,14 @@ static DXGI_FORMAT RefreshToD3D11_VertexFormat[] = DXGI_FORMAT_R16G16B16A16_FLOAT /* HALFVECTOR4 */ }; +static uint32_t RefreshToD3D11_SampleCount[] = +{ + 1, /* REFRESH_SAMPLECOUNT_1 */ + 2, /* REFRESH_SAMPLECOUNT_2 */ + 4, /* REFRESH_SAMPLECOUNT_4 */ + 8 /* REFRESH_SAMPLECOUNT_8 */ +}; + static DXGI_FORMAT RefreshToD3D11_IndexType[] = { DXGI_FORMAT_R16_UINT, /* 16BIT */ @@ -338,25 +346,15 @@ typedef struct D3D11Texture /* D3D Handles */ ID3D11Resource *handle; /* ID3D11Texture2D* or ID3D11Texture3D* */ ID3D11ShaderResourceView *shaderView; + ID3D11View *targetView; /* ID3D11RenderTargetView* or ID3D11DepthStencilView* */ /* Basic Info */ + Refresh_TextureFormat format; + uint32_t width; + uint32_t height; + uint32_t depth; uint32_t levelCount; - uint8_t isRenderTarget; - - /* Dimensions*/ - #define REFRESH_D3D11_RENDERTARGET_2D 0 - #define REFRESH_D3D11_RENDERTARGET_3D 1 - #define REFRESH_D3D11_RENDERTARGET_CUBE 2 - uint8_t rtType; - REFRESHNAMELESS union - { - struct - { - uint32_t width; - uint32_t height; - ID3D11View *targetView; /* ID3D11RenderTargetView* or ID3D11DepthStencilView* */ - } twod; - }; + uint8_t isCube; } D3D11Texture; typedef struct D3D11SwapchainData @@ -400,8 +398,10 @@ typedef struct D3D11GraphicsPipeline ID3D11VertexShader *vertexShader; ID3D11InputLayout *inputLayout; uint32_t *vertexStrides; + uint32_t numVertexSamplers; ID3D11PixelShader *fragmentShader; + uint32_t numFragmentSamplers; } D3D11GraphicsPipeline; typedef struct D3D11CommandBuffer @@ -524,6 +524,16 @@ static void D3D11_INTERNAL_LogError( Refresh_LogError("%s! Error Code: %s (0x%08X)", msg, wszMsgBuff, res); } +/* Subresources */ + +static inline uint32_t D3D11_INTERNAL_CalcSubresource( + uint32_t mipLevel, + uint32_t arraySlice, + uint32_t numLevels +) { + return mipLevel + (arraySlice * numLevels); +} + /* Quit */ static void D3D11_DestroyDevice( @@ -590,7 +600,18 @@ static void D3D11_DrawInstancedPrimitives( uint32_t vertexParamOffset, uint32_t fragmentParamOffset ) { - NOT_IMPLEMENTED + D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer; + + ID3D11DeviceContext_DrawIndexedInstanced( + d3d11CommandBuffer->context, + PrimitiveVerts(d3d11CommandBuffer->graphicsPipeline->primitiveType, primitiveCount), + instanceCount, + startIndex, + baseVertex, + 0 + ); + + /* FIXME: vertex/fragment param offsets */ } static void D3D11_DrawIndexedPrimitives( @@ -602,7 +623,16 @@ static void D3D11_DrawIndexedPrimitives( uint32_t vertexParamOffset, uint32_t fragmentParamOffset ) { - NOT_IMPLEMENTED + D3D11_DrawInstancedPrimitives( + driverData, + commandBuffer, + baseVertex, + startIndex, + primitiveCount, + 1, + vertexParamOffset, + fragmentParamOffset + ); } static void D3D11_DrawPrimitives( @@ -969,6 +999,7 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline( ERROR_CHECK_RETURN("Could not create vertex shader", NULL); } pipeline->vertexShader = (ID3D11VertexShader*) vertShaderModule->shader; + pipeline->numVertexSamplers = pipelineCreateInfo->vertexShaderInfo.samplerBindingCount; /* Input Layout */ @@ -1030,6 +1061,7 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline( ERROR_CHECK_RETURN("Could not create pixel shader", NULL); } pipeline->fragmentShader = (ID3D11PixelShader*) fragShaderModule->shader; + pipeline->numFragmentSamplers = pipelineCreateInfo->fragmentShaderInfo.samplerBindingCount; /* FIXME: Need to create uniform buffers for the shaders */ @@ -1107,8 +1139,172 @@ static Refresh_Texture* D3D11_CreateTexture( Refresh_Renderer *driverData, Refresh_TextureCreateInfo *textureCreateInfo ) { - NOT_IMPLEMENTED - return NULL; + D3D11Renderer *renderer = (D3D11Renderer*) driverData; + uint8_t isSampler, isCompute, isRenderTarget, isDepthStencil; + ID3D11Resource *textureHandle; + ID3D11ShaderResourceView *srv = NULL; + ID3D11RenderTargetView *rtv = NULL; + ID3D11DepthStencilView *dsv = NULL; + D3D11Texture *d3d11Texture; + HRESULT res; + + isRenderTarget = textureCreateInfo->usageFlags & REFRESH_TEXTUREUSAGE_COLOR_TARGET_BIT; + isDepthStencil = textureCreateInfo->usageFlags & REFRESH_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT; + isSampler = textureCreateInfo->usageFlags & REFRESH_TEXTUREUSAGE_SAMPLER_BIT; + isCompute = textureCreateInfo->usageFlags & REFRESH_TEXTUREUSAGE_COMPUTE_BIT; + + if (textureCreateInfo->depth <= 1) + { + D3D11_TEXTURE2D_DESC desc2D; + + desc2D.Width = textureCreateInfo->width; + desc2D.Height = textureCreateInfo->height; + + desc2D.BindFlags = 0; + if (isSampler) + { + desc2D.BindFlags |= D3D11_BIND_SHADER_RESOURCE; + } + if (isCompute) + { + desc2D.BindFlags |= D3D11_BIND_UNORDERED_ACCESS; + } + if (isRenderTarget) + { + desc2D.BindFlags |= D3D11_BIND_RENDER_TARGET; + } + if (isDepthStencil) + { + desc2D.BindFlags |= D3D11_BIND_DEPTH_STENCIL; + } + + desc2D.ArraySize = textureCreateInfo->isCube ? 6 : 1; + desc2D.CPUAccessFlags = 0; + desc2D.Format = RefreshToD3D11_TextureFormat[textureCreateInfo->format]; + desc2D.MipLevels = textureCreateInfo->levelCount; + desc2D.MiscFlags = ( + (textureCreateInfo->usageFlags & REFRESH_TEXTUREUSAGE_COLOR_TARGET_BIT) ? + D3D11_RESOURCE_MISC_GENERATE_MIPS : + 0 + ); + desc2D.SampleDesc.Count = RefreshToD3D11_SampleCount[textureCreateInfo->sampleCount]; + desc2D.SampleDesc.Quality = 0; + desc2D.Usage = D3D11_USAGE_DEFAULT; + + res = ID3D11Device_CreateTexture2D( + renderer->device, + &desc2D, + NULL, + (ID3D11Texture2D**) &textureHandle + ); + ERROR_CHECK_RETURN("Could not create Texture2D", NULL); + + /* Create the SRV, if applicable */ + if (isSampler) + { + D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; + srvDesc.Format = desc2D.Format; + + if (textureCreateInfo->isCube) + { + srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE; + srvDesc.TextureCube.MipLevels = desc2D.MipLevels; + srvDesc.TextureCube.MostDetailedMip = 0; + } + else + { + srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; + srvDesc.Texture2D.MipLevels = desc2D.MipLevels; + srvDesc.Texture2D.MostDetailedMip = 0; + } + + res = ID3D11Device_CreateShaderResourceView( + renderer->device, + textureHandle, + &srvDesc, + &srv + ); + if (FAILED(res)) + { + ID3D11Resource_Release(textureHandle); + D3D11_INTERNAL_LogError(renderer->device, "Could not create SRV for 2D texture", res); + return NULL; + } + } + } + else + { + D3D11_TEXTURE3D_DESC desc3D; + + desc3D.Width = textureCreateInfo->width; + desc3D.Height = textureCreateInfo->height; + desc3D.Depth = textureCreateInfo->depth; + + desc3D.BindFlags = 0; + if (isSampler) + { + desc3D.BindFlags |= D3D11_BIND_SHADER_RESOURCE; + } + if (isCompute) + { + desc3D.BindFlags |= D3D11_BIND_UNORDERED_ACCESS; + } + + desc3D.CPUAccessFlags = 0; + desc3D.Format = RefreshToD3D11_TextureFormat[textureCreateInfo->format]; + desc3D.MipLevels = textureCreateInfo->levelCount; + desc3D.MiscFlags = 0; + desc3D.Usage = D3D11_USAGE_DEFAULT; + + res = ID3D11Device_CreateTexture3D( + renderer->device, + &desc3D, + NULL, + (ID3D11Texture3D**) &textureHandle + ); + ERROR_CHECK_RETURN("Could not create Texture3D", NULL); + + /* Create the SRV, if applicable */ + if (isSampler) + { + D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; + + srvDesc.Format = desc3D.Format; + srvDesc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE3D; + srvDesc.Texture3D.MipLevels = desc3D.MipLevels; + srvDesc.Texture3D.MostDetailedMip = 0; + + if (FAILED(res)) + { + ID3D11Resource_Release(textureHandle); + D3D11_INTERNAL_LogError(renderer->device, "Could not create SRV for 3D texture", res); + return NULL; + } + } + } + + /* Create the RTV or DSV, if applicable */ + if (isRenderTarget) + { + NOT_IMPLEMENTED + } + else if (isDepthStencil) + { + NOT_IMPLEMENTED + } + + d3d11Texture = (D3D11Texture*) SDL_malloc(sizeof(D3D11Texture)); + d3d11Texture->handle = textureHandle; + d3d11Texture->format = textureCreateInfo->format; + d3d11Texture->width = textureCreateInfo->width; + d3d11Texture->height = textureCreateInfo->height; + d3d11Texture->depth = textureCreateInfo->depth; + d3d11Texture->levelCount = textureCreateInfo->levelCount; + d3d11Texture->isCube = textureCreateInfo->isCube; + d3d11Texture->targetView = isRenderTarget ? (ID3D11View*) rtv : (ID3D11View*) dsv; + d3d11Texture->shaderView = srv; + + return (Refresh_Texture*) d3d11Texture; } static Refresh_Buffer* D3D11_CreateBuffer( @@ -1167,7 +1363,41 @@ static void D3D11_SetTextureData( void *data, uint32_t dataLengthInBytes ) { - NOT_IMPLEMENTED + D3D11Renderer *renderer = (D3D11Renderer*) driverData; + D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer; + D3D11Texture *d3d11Texture = (D3D11Texture*) textureSlice->texture; + + int32_t w = textureSlice->rectangle.w; + int32_t h = textureSlice->rectangle.h; + + int32_t blockSize = Texture_GetBlockSize(d3d11Texture->format); + if (blockSize > 1) + { + w = (w + blockSize - 1) & ~(blockSize - 1); + h = (h + blockSize - 1) & ~(blockSize - 1); + } + + D3D11_BOX dstBox; + dstBox.left = textureSlice->rectangle.x; + dstBox.top = textureSlice->rectangle.y; + dstBox.front = textureSlice->depth; + dstBox.right = textureSlice->rectangle.x + w; + dstBox.bottom = textureSlice->rectangle.y + h; + dstBox.back = textureSlice->depth + 1; + + ID3D11DeviceContext_UpdateSubresource( + d3d11CommandBuffer->context, + d3d11Texture->handle, + D3D11_INTERNAL_CalcSubresource( + textureSlice->level, + textureSlice->layer, + d3d11Texture->levelCount + ), + &dstBox, + data, + BytesPerRow(w, d3d11Texture->format), + BytesPerImage(w, h, d3d11Texture->format) + ); } static void D3D11_SetTextureDataYUV( @@ -1292,7 +1522,32 @@ static void D3D11_BindFragmentSamplers( Refresh_Texture **pTextures, Refresh_Sampler **pSamplers ) { - NOT_IMPLEMENTED + D3D11Renderer *renderer = (D3D11Renderer*) driverData; + D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer; + ID3D11ShaderResourceView* srvs[MAX_TEXTURE_SAMPLERS]; + ID3D11SamplerState* d3d11Samplers[MAX_TEXTURE_SAMPLERS]; + + int32_t numFragmentSamplers = d3d11CommandBuffer->graphicsPipeline->numFragmentSamplers; + + for (int32_t i = 0; i < numFragmentSamplers; i += 1) + { + srvs[i] = ((D3D11Texture*) pTextures[i])->shaderView; + d3d11Samplers[i] = ((D3D11Sampler*) pSamplers[i])->handle; + } + + ID3D11DeviceContext_PSSetShaderResources( + d3d11CommandBuffer->context, + 0, + numFragmentSamplers, + srvs + ); + + ID3D11DeviceContext_PSSetSamplers( + d3d11CommandBuffer->context, + 0, + numFragmentSamplers, + d3d11Samplers + ); } /* Getters */ @@ -1312,7 +1567,9 @@ static void D3D11_QueueDestroyTexture( Refresh_Renderer *driverData, Refresh_Texture *texture ) { - NOT_IMPLEMENTED + D3D11Texture *d3d11Texture = (D3D11Texture*) texture; + ID3D11Resource_Release(d3d11Texture->handle); + SDL_free(d3d11Texture); } static void D3D11_QueueDestroySampler( @@ -1502,13 +1759,14 @@ static void D3D11_BeginRenderPass( for (i = 0; i < colorAttachmentCount; i += 1) { /* FIXME: Cube RTs */ - d3d11CommandBuffer->rtViews[i] = (ID3D11RenderTargetView*) ((D3D11Texture*) colorAttachmentInfos[i].texture)->twod.targetView; + + d3d11CommandBuffer->rtViews[i] = (ID3D11RenderTargetView*) ((D3D11Texture*) colorAttachmentInfos[i].texture)->targetView; } /* Get the DSV for the depth stencil attachment, if applicable */ if (depthStencilAttachmentInfo != NULL) { - d3d11CommandBuffer->dsView = (ID3D11DepthStencilView*) ((D3D11Texture*) depthStencilAttachmentInfo->texture)->twod.targetView; + d3d11CommandBuffer->dsView = (ID3D11DepthStencilView*) ((D3D11Texture*) depthStencilAttachmentInfo->texture)->targetView; } /* Actually set the RTs */ @@ -1531,7 +1789,7 @@ static void D3D11_BeginRenderPass( ID3D11DeviceContext_ClearRenderTargetView( d3d11CommandBuffer->context, - (ID3D11RenderTargetView*) ((D3D11Texture*) colorAttachmentInfos[i].texture)->twod.targetView, + (ID3D11RenderTargetView*) ((D3D11Texture*) colorAttachmentInfos[i].texture)->targetView, clearColors ); } @@ -1553,7 +1811,7 @@ static void D3D11_BeginRenderPass( { ID3D11DeviceContext_ClearDepthStencilView( d3d11CommandBuffer->context, - (ID3D11DepthStencilView*) ((D3D11Texture*) depthStencilAttachmentInfo->texture)->twod.targetView, + (ID3D11DepthStencilView*) ((D3D11Texture*) depthStencilAttachmentInfo->texture)->targetView, dsClearFlags, depthStencilAttachmentInfo->depthStencilClearValue.depth, (uint8_t) depthStencilAttachmentInfo->depthStencilClearValue.stencil @@ -1564,8 +1822,8 @@ static void D3D11_BeginRenderPass( /* Set default viewport and scissor state */ viewport.TopLeftX = 0; viewport.TopLeftY = 0; - viewport.Width = (float) ((D3D11Texture*) colorAttachmentInfos[0].texture)->twod.width; - viewport.Height = (float) ((D3D11Texture*) colorAttachmentInfos[0].texture)->twod.height; + viewport.Width = (float) ((D3D11Texture*) colorAttachmentInfos[0].texture)->width; + viewport.Height = (float) ((D3D11Texture*) colorAttachmentInfos[0].texture)->height; viewport.MinDepth = 0; viewport.MaxDepth = 1; @@ -1727,7 +1985,16 @@ static void D3D11_BindIndexBuffer( uint64_t offset, Refresh_IndexElementSize indexElementSize ) { - NOT_IMPLEMENTED + D3D11Renderer *renderer = (D3D11Renderer*) driverData; + D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer; + D3D11Buffer *d3d11Buffer = (D3D11Buffer*) buffer; + + ID3D11DeviceContext_IASetIndexBuffer( + d3d11CommandBuffer->context, + d3d11Buffer->handle, + RefreshToD3D11_IndexType[indexElementSize], + (UINT) offset + ); } /* Compute State */ @@ -1795,7 +2062,7 @@ static uint8_t D3D11_INTERNAL_InitializeSwapchainTexture( renderer->device, (ID3D11Resource*) swapchainTexture, &rtvDesc, - (ID3D11RenderTargetView**) &pTexture->twod.targetView + (ID3D11RenderTargetView**) &pTexture->targetView ); if (FAILED(res)) { @@ -1807,13 +2074,13 @@ static uint8_t D3D11_INTERNAL_InitializeSwapchainTexture( /* Fill out the rest of the texture struct */ pTexture->handle = NULL; pTexture->shaderView = NULL; - pTexture->isRenderTarget = 1; - pTexture->rtType = REFRESH_D3D11_RENDERTARGET_2D; + pTexture->depth = 1; + pTexture->isCube = 0; ID3D11Texture2D_GetDesc(swapchainTexture, &textureDesc); pTexture->levelCount = textureDesc.MipLevels; - pTexture->twod.width = textureDesc.Width; - pTexture->twod.height = textureDesc.Height; + pTexture->width = textureDesc.Width; + pTexture->height = textureDesc.Height; /* Cleanup */ ID3D11Texture2D_Release(swapchainTexture); @@ -1933,7 +2200,7 @@ static uint8_t D3D11_INTERNAL_ResizeSwapchain( HRESULT res; /* Release the old RTV */ - ID3D11RenderTargetView_Release(swapchainData->texture.twod.targetView); + ID3D11RenderTargetView_Release(swapchainData->texture.targetView); /* Resize the swapchain */ res = IDXGISwapChain_ResizeBuffers( @@ -1972,7 +2239,7 @@ static void D3D11_INTERNAL_DestroySwapchain( return; } - ID3D11RenderTargetView_Release(swapchainData->texture.twod.targetView); + ID3D11RenderTargetView_Release(swapchainData->texture.targetView); IDXGISwapChain_Release(swapchainData->swapchain); windowData->swapchainData = NULL; @@ -2107,8 +2374,8 @@ static Refresh_Texture* D3D11_AcquireSwapchainTexture( d3d11CommandBuffer->swapchainData = swapchainData; /* Send the dimensions to the out parameters. */ - *pWidth = swapchainData->texture.twod.width; - *pHeight = swapchainData->texture.twod.height; + *pWidth = swapchainData->texture.width; + *pHeight = swapchainData->texture.height; /* Return the swapchain texture */ return (Refresh_Texture*) &swapchainData->texture;