CreateTexture, SetTextureData, BindIndexBuffer, BindFragmentSamplers, QueueDestroyTexture, DrawIndexedPrimitives, DrawInstancedPrimitives
continuous-integration/drone/pr Build is failing
Details
continuous-integration/drone/pr Build is failing
Details
parent
21c5ded803
commit
3966614681
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@ -48,6 +48,46 @@ void Refresh_LogError(const char *fmt, ...);
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/* Internal Helper Utilities */
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/* Internal Helper Utilities */
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static inline int32_t Texture_GetBlockSize(
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Refresh_TextureFormat format
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) {
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switch (format)
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{
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case REFRESH_TEXTUREFORMAT_BC1:
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case REFRESH_TEXTUREFORMAT_BC2:
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case REFRESH_TEXTUREFORMAT_BC3:
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case REFRESH_TEXTUREFORMAT_BC7:
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return 4;
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case REFRESH_TEXTUREFORMAT_R8:
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case REFRESH_TEXTUREFORMAT_R8_UINT:
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case REFRESH_TEXTUREFORMAT_R5G6B5:
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case REFRESH_TEXTUREFORMAT_B4G4R4A4:
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case REFRESH_TEXTUREFORMAT_A1R5G5B5:
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case REFRESH_TEXTUREFORMAT_R16_SFLOAT:
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case REFRESH_TEXTUREFORMAT_R8G8_SNORM:
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case REFRESH_TEXTUREFORMAT_R8G8_UINT:
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case REFRESH_TEXTUREFORMAT_R16_UINT:
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case REFRESH_TEXTUREFORMAT_R8G8B8A8:
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case REFRESH_TEXTUREFORMAT_R32_SFLOAT:
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case REFRESH_TEXTUREFORMAT_R16G16_SFLOAT:
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case REFRESH_TEXTUREFORMAT_R8G8B8A8_SNORM:
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case REFRESH_TEXTUREFORMAT_A2R10G10B10:
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case REFRESH_TEXTUREFORMAT_R8G8B8A8_UINT:
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case REFRESH_TEXTUREFORMAT_R16G16_UINT:
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case REFRESH_TEXTUREFORMAT_R16G16B16A16_SFLOAT:
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case REFRESH_TEXTUREFORMAT_R16G16B16A16:
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case REFRESH_TEXTUREFORMAT_R32G32_SFLOAT:
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case REFRESH_TEXTUREFORMAT_R16G16B16A16_UINT:
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case REFRESH_TEXTUREFORMAT_R32G32B32A32_SFLOAT:
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return 1;
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default:
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Refresh_LogError(
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"Unrecognized TextureFormat!"
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);
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return 0;
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}
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}
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static inline uint32_t Texture_GetFormatSize(
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static inline uint32_t Texture_GetFormatSize(
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Refresh_TextureFormat format
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Refresh_TextureFormat format
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) {
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) {
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@ -87,7 +127,7 @@ static inline uint32_t Texture_GetFormatSize(
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return 16;
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return 16;
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default:
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default:
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Refresh_LogError(
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Refresh_LogError(
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"Unrecognized SurfaceFormat!"
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"Unrecognized TextureFormat!"
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);
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);
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return 0;
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return 0;
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}
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}
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@ -153,6 +153,14 @@ static DXGI_FORMAT RefreshToD3D11_VertexFormat[] =
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DXGI_FORMAT_R16G16B16A16_FLOAT /* HALFVECTOR4 */
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DXGI_FORMAT_R16G16B16A16_FLOAT /* HALFVECTOR4 */
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};
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};
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static uint32_t RefreshToD3D11_SampleCount[] =
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{
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1, /* REFRESH_SAMPLECOUNT_1 */
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2, /* REFRESH_SAMPLECOUNT_2 */
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4, /* REFRESH_SAMPLECOUNT_4 */
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8 /* REFRESH_SAMPLECOUNT_8 */
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};
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static DXGI_FORMAT RefreshToD3D11_IndexType[] =
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static DXGI_FORMAT RefreshToD3D11_IndexType[] =
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{
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{
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DXGI_FORMAT_R16_UINT, /* 16BIT */
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DXGI_FORMAT_R16_UINT, /* 16BIT */
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@ -338,25 +346,15 @@ typedef struct D3D11Texture
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/* D3D Handles */
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/* D3D Handles */
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ID3D11Resource *handle; /* ID3D11Texture2D* or ID3D11Texture3D* */
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ID3D11Resource *handle; /* ID3D11Texture2D* or ID3D11Texture3D* */
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ID3D11ShaderResourceView *shaderView;
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ID3D11ShaderResourceView *shaderView;
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ID3D11View *targetView; /* ID3D11RenderTargetView* or ID3D11DepthStencilView* */
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/* Basic Info */
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/* Basic Info */
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Refresh_TextureFormat format;
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uint32_t width;
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uint32_t height;
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uint32_t depth;
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uint32_t levelCount;
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uint32_t levelCount;
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uint8_t isRenderTarget;
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uint8_t isCube;
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/* Dimensions*/
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#define REFRESH_D3D11_RENDERTARGET_2D 0
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#define REFRESH_D3D11_RENDERTARGET_3D 1
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#define REFRESH_D3D11_RENDERTARGET_CUBE 2
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uint8_t rtType;
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REFRESHNAMELESS union
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{
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struct
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{
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uint32_t width;
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uint32_t height;
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ID3D11View *targetView; /* ID3D11RenderTargetView* or ID3D11DepthStencilView* */
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} twod;
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};
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} D3D11Texture;
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} D3D11Texture;
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typedef struct D3D11SwapchainData
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typedef struct D3D11SwapchainData
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@ -400,8 +398,10 @@ typedef struct D3D11GraphicsPipeline
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ID3D11VertexShader *vertexShader;
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ID3D11VertexShader *vertexShader;
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ID3D11InputLayout *inputLayout;
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ID3D11InputLayout *inputLayout;
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uint32_t *vertexStrides;
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uint32_t *vertexStrides;
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uint32_t numVertexSamplers;
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ID3D11PixelShader *fragmentShader;
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ID3D11PixelShader *fragmentShader;
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uint32_t numFragmentSamplers;
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} D3D11GraphicsPipeline;
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} D3D11GraphicsPipeline;
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typedef struct D3D11CommandBuffer
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typedef struct D3D11CommandBuffer
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@ -524,6 +524,16 @@ static void D3D11_INTERNAL_LogError(
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Refresh_LogError("%s! Error Code: %s (0x%08X)", msg, wszMsgBuff, res);
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Refresh_LogError("%s! Error Code: %s (0x%08X)", msg, wszMsgBuff, res);
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}
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}
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/* Subresources */
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static inline uint32_t D3D11_INTERNAL_CalcSubresource(
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uint32_t mipLevel,
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uint32_t arraySlice,
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uint32_t numLevels
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) {
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return mipLevel + (arraySlice * numLevels);
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}
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/* Quit */
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/* Quit */
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static void D3D11_DestroyDevice(
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static void D3D11_DestroyDevice(
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@ -590,7 +600,18 @@ static void D3D11_DrawInstancedPrimitives(
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uint32_t vertexParamOffset,
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uint32_t vertexParamOffset,
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uint32_t fragmentParamOffset
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uint32_t fragmentParamOffset
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) {
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) {
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NOT_IMPLEMENTED
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D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
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ID3D11DeviceContext_DrawIndexedInstanced(
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d3d11CommandBuffer->context,
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PrimitiveVerts(d3d11CommandBuffer->graphicsPipeline->primitiveType, primitiveCount),
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instanceCount,
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startIndex,
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baseVertex,
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0
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);
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/* FIXME: vertex/fragment param offsets */
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}
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}
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static void D3D11_DrawIndexedPrimitives(
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static void D3D11_DrawIndexedPrimitives(
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@ -602,7 +623,16 @@ static void D3D11_DrawIndexedPrimitives(
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uint32_t vertexParamOffset,
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uint32_t vertexParamOffset,
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uint32_t fragmentParamOffset
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uint32_t fragmentParamOffset
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) {
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) {
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NOT_IMPLEMENTED
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D3D11_DrawInstancedPrimitives(
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driverData,
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commandBuffer,
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baseVertex,
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startIndex,
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primitiveCount,
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1,
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vertexParamOffset,
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fragmentParamOffset
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);
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}
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}
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static void D3D11_DrawPrimitives(
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static void D3D11_DrawPrimitives(
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@ -969,6 +999,7 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
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ERROR_CHECK_RETURN("Could not create vertex shader", NULL);
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ERROR_CHECK_RETURN("Could not create vertex shader", NULL);
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}
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}
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pipeline->vertexShader = (ID3D11VertexShader*) vertShaderModule->shader;
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pipeline->vertexShader = (ID3D11VertexShader*) vertShaderModule->shader;
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pipeline->numVertexSamplers = pipelineCreateInfo->vertexShaderInfo.samplerBindingCount;
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/* Input Layout */
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/* Input Layout */
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@ -1030,6 +1061,7 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
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ERROR_CHECK_RETURN("Could not create pixel shader", NULL);
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ERROR_CHECK_RETURN("Could not create pixel shader", NULL);
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}
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}
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pipeline->fragmentShader = (ID3D11PixelShader*) fragShaderModule->shader;
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pipeline->fragmentShader = (ID3D11PixelShader*) fragShaderModule->shader;
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pipeline->numFragmentSamplers = pipelineCreateInfo->fragmentShaderInfo.samplerBindingCount;
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/* FIXME: Need to create uniform buffers for the shaders */
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/* FIXME: Need to create uniform buffers for the shaders */
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@ -1107,8 +1139,172 @@ static Refresh_Texture* D3D11_CreateTexture(
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Refresh_Renderer *driverData,
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Refresh_Renderer *driverData,
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Refresh_TextureCreateInfo *textureCreateInfo
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Refresh_TextureCreateInfo *textureCreateInfo
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) {
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) {
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NOT_IMPLEMENTED
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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return NULL;
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uint8_t isSampler, isCompute, isRenderTarget, isDepthStencil;
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ID3D11Resource *textureHandle;
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ID3D11ShaderResourceView *srv = NULL;
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ID3D11RenderTargetView *rtv = NULL;
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ID3D11DepthStencilView *dsv = NULL;
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D3D11Texture *d3d11Texture;
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HRESULT res;
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isRenderTarget = textureCreateInfo->usageFlags & REFRESH_TEXTUREUSAGE_COLOR_TARGET_BIT;
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isDepthStencil = textureCreateInfo->usageFlags & REFRESH_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT;
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isSampler = textureCreateInfo->usageFlags & REFRESH_TEXTUREUSAGE_SAMPLER_BIT;
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isCompute = textureCreateInfo->usageFlags & REFRESH_TEXTUREUSAGE_COMPUTE_BIT;
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if (textureCreateInfo->depth <= 1)
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{
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D3D11_TEXTURE2D_DESC desc2D;
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desc2D.Width = textureCreateInfo->width;
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desc2D.Height = textureCreateInfo->height;
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desc2D.BindFlags = 0;
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if (isSampler)
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{
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desc2D.BindFlags |= D3D11_BIND_SHADER_RESOURCE;
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}
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if (isCompute)
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{
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desc2D.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
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}
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if (isRenderTarget)
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{
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desc2D.BindFlags |= D3D11_BIND_RENDER_TARGET;
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}
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if (isDepthStencil)
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{
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desc2D.BindFlags |= D3D11_BIND_DEPTH_STENCIL;
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}
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desc2D.ArraySize = textureCreateInfo->isCube ? 6 : 1;
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desc2D.CPUAccessFlags = 0;
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desc2D.Format = RefreshToD3D11_TextureFormat[textureCreateInfo->format];
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desc2D.MipLevels = textureCreateInfo->levelCount;
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desc2D.MiscFlags = (
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(textureCreateInfo->usageFlags & REFRESH_TEXTUREUSAGE_COLOR_TARGET_BIT) ?
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D3D11_RESOURCE_MISC_GENERATE_MIPS :
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0
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);
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desc2D.SampleDesc.Count = RefreshToD3D11_SampleCount[textureCreateInfo->sampleCount];
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desc2D.SampleDesc.Quality = 0;
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desc2D.Usage = D3D11_USAGE_DEFAULT;
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res = ID3D11Device_CreateTexture2D(
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renderer->device,
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&desc2D,
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NULL,
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(ID3D11Texture2D**) &textureHandle
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);
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ERROR_CHECK_RETURN("Could not create Texture2D", NULL);
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/* Create the SRV, if applicable */
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if (isSampler)
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{
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D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
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srvDesc.Format = desc2D.Format;
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if (textureCreateInfo->isCube)
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{
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srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
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srvDesc.TextureCube.MipLevels = desc2D.MipLevels;
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srvDesc.TextureCube.MostDetailedMip = 0;
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}
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else
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{
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srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
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srvDesc.Texture2D.MipLevels = desc2D.MipLevels;
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srvDesc.Texture2D.MostDetailedMip = 0;
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}
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res = ID3D11Device_CreateShaderResourceView(
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renderer->device,
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textureHandle,
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&srvDesc,
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&srv
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);
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if (FAILED(res))
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{
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ID3D11Resource_Release(textureHandle);
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D3D11_INTERNAL_LogError(renderer->device, "Could not create SRV for 2D texture", res);
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return NULL;
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}
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}
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}
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else
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{
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D3D11_TEXTURE3D_DESC desc3D;
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desc3D.Width = textureCreateInfo->width;
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desc3D.Height = textureCreateInfo->height;
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desc3D.Depth = textureCreateInfo->depth;
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desc3D.BindFlags = 0;
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if (isSampler)
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{
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desc3D.BindFlags |= D3D11_BIND_SHADER_RESOURCE;
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}
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if (isCompute)
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{
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desc3D.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
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}
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desc3D.CPUAccessFlags = 0;
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desc3D.Format = RefreshToD3D11_TextureFormat[textureCreateInfo->format];
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desc3D.MipLevels = textureCreateInfo->levelCount;
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desc3D.MiscFlags = 0;
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desc3D.Usage = D3D11_USAGE_DEFAULT;
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res = ID3D11Device_CreateTexture3D(
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renderer->device,
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&desc3D,
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NULL,
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(ID3D11Texture3D**) &textureHandle
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);
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ERROR_CHECK_RETURN("Could not create Texture3D", NULL);
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/* Create the SRV, if applicable */
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if (isSampler)
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{
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D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
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srvDesc.Format = desc3D.Format;
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srvDesc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE3D;
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srvDesc.Texture3D.MipLevels = desc3D.MipLevels;
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srvDesc.Texture3D.MostDetailedMip = 0;
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if (FAILED(res))
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{
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ID3D11Resource_Release(textureHandle);
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D3D11_INTERNAL_LogError(renderer->device, "Could not create SRV for 3D texture", res);
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return NULL;
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}
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}
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}
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/* Create the RTV or DSV, if applicable */
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if (isRenderTarget)
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{
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NOT_IMPLEMENTED
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}
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else if (isDepthStencil)
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{
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NOT_IMPLEMENTED
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}
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d3d11Texture = (D3D11Texture*) SDL_malloc(sizeof(D3D11Texture));
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d3d11Texture->handle = textureHandle;
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d3d11Texture->format = textureCreateInfo->format;
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d3d11Texture->width = textureCreateInfo->width;
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d3d11Texture->height = textureCreateInfo->height;
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d3d11Texture->depth = textureCreateInfo->depth;
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|
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(
|
static Refresh_Buffer* D3D11_CreateBuffer(
|
||||||
|
@ -1167,7 +1363,41 @@ static void D3D11_SetTextureData(
|
||||||
void *data,
|
void *data,
|
||||||
uint32_t dataLengthInBytes
|
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(
|
static void D3D11_SetTextureDataYUV(
|
||||||
|
@ -1292,7 +1522,32 @@ static void D3D11_BindFragmentSamplers(
|
||||||
Refresh_Texture **pTextures,
|
Refresh_Texture **pTextures,
|
||||||
Refresh_Sampler **pSamplers
|
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 */
|
/* Getters */
|
||||||
|
@ -1312,7 +1567,9 @@ static void D3D11_QueueDestroyTexture(
|
||||||
Refresh_Renderer *driverData,
|
Refresh_Renderer *driverData,
|
||||||
Refresh_Texture *texture
|
Refresh_Texture *texture
|
||||||
) {
|
) {
|
||||||
NOT_IMPLEMENTED
|
D3D11Texture *d3d11Texture = (D3D11Texture*) texture;
|
||||||
|
ID3D11Resource_Release(d3d11Texture->handle);
|
||||||
|
SDL_free(d3d11Texture);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void D3D11_QueueDestroySampler(
|
static void D3D11_QueueDestroySampler(
|
||||||
|
@ -1502,13 +1759,14 @@ static void D3D11_BeginRenderPass(
|
||||||
for (i = 0; i < colorAttachmentCount; i += 1)
|
for (i = 0; i < colorAttachmentCount; i += 1)
|
||||||
{
|
{
|
||||||
/* FIXME: Cube RTs */
|
/* 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 */
|
/* Get the DSV for the depth stencil attachment, if applicable */
|
||||||
if (depthStencilAttachmentInfo != NULL)
|
if (depthStencilAttachmentInfo != NULL)
|
||||||
{
|
{
|
||||||
d3d11CommandBuffer->dsView = (ID3D11DepthStencilView*) ((D3D11Texture*) depthStencilAttachmentInfo->texture)->twod.targetView;
|
d3d11CommandBuffer->dsView = (ID3D11DepthStencilView*) ((D3D11Texture*) depthStencilAttachmentInfo->texture)->targetView;
|
||||||
}
|
}
|
||||||
|
|
||||||
/* Actually set the RTs */
|
/* Actually set the RTs */
|
||||||
|
@ -1531,7 +1789,7 @@ static void D3D11_BeginRenderPass(
|
||||||
|
|
||||||
ID3D11DeviceContext_ClearRenderTargetView(
|
ID3D11DeviceContext_ClearRenderTargetView(
|
||||||
d3d11CommandBuffer->context,
|
d3d11CommandBuffer->context,
|
||||||
(ID3D11RenderTargetView*) ((D3D11Texture*) colorAttachmentInfos[i].texture)->twod.targetView,
|
(ID3D11RenderTargetView*) ((D3D11Texture*) colorAttachmentInfos[i].texture)->targetView,
|
||||||
clearColors
|
clearColors
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
@ -1553,7 +1811,7 @@ static void D3D11_BeginRenderPass(
|
||||||
{
|
{
|
||||||
ID3D11DeviceContext_ClearDepthStencilView(
|
ID3D11DeviceContext_ClearDepthStencilView(
|
||||||
d3d11CommandBuffer->context,
|
d3d11CommandBuffer->context,
|
||||||
(ID3D11DepthStencilView*) ((D3D11Texture*) depthStencilAttachmentInfo->texture)->twod.targetView,
|
(ID3D11DepthStencilView*) ((D3D11Texture*) depthStencilAttachmentInfo->texture)->targetView,
|
||||||
dsClearFlags,
|
dsClearFlags,
|
||||||
depthStencilAttachmentInfo->depthStencilClearValue.depth,
|
depthStencilAttachmentInfo->depthStencilClearValue.depth,
|
||||||
(uint8_t) depthStencilAttachmentInfo->depthStencilClearValue.stencil
|
(uint8_t) depthStencilAttachmentInfo->depthStencilClearValue.stencil
|
||||||
|
@ -1564,8 +1822,8 @@ static void D3D11_BeginRenderPass(
|
||||||
/* Set default viewport and scissor state */
|
/* Set default viewport and scissor state */
|
||||||
viewport.TopLeftX = 0;
|
viewport.TopLeftX = 0;
|
||||||
viewport.TopLeftY = 0;
|
viewport.TopLeftY = 0;
|
||||||
viewport.Width = (float) ((D3D11Texture*) colorAttachmentInfos[0].texture)->twod.width;
|
viewport.Width = (float) ((D3D11Texture*) colorAttachmentInfos[0].texture)->width;
|
||||||
viewport.Height = (float) ((D3D11Texture*) colorAttachmentInfos[0].texture)->twod.height;
|
viewport.Height = (float) ((D3D11Texture*) colorAttachmentInfos[0].texture)->height;
|
||||||
viewport.MinDepth = 0;
|
viewport.MinDepth = 0;
|
||||||
viewport.MaxDepth = 1;
|
viewport.MaxDepth = 1;
|
||||||
|
|
||||||
|
@ -1727,7 +1985,16 @@ static void D3D11_BindIndexBuffer(
|
||||||
uint64_t offset,
|
uint64_t offset,
|
||||||
Refresh_IndexElementSize indexElementSize
|
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 */
|
/* Compute State */
|
||||||
|
@ -1795,7 +2062,7 @@ static uint8_t D3D11_INTERNAL_InitializeSwapchainTexture(
|
||||||
renderer->device,
|
renderer->device,
|
||||||
(ID3D11Resource*) swapchainTexture,
|
(ID3D11Resource*) swapchainTexture,
|
||||||
&rtvDesc,
|
&rtvDesc,
|
||||||
(ID3D11RenderTargetView**) &pTexture->twod.targetView
|
(ID3D11RenderTargetView**) &pTexture->targetView
|
||||||
);
|
);
|
||||||
if (FAILED(res))
|
if (FAILED(res))
|
||||||
{
|
{
|
||||||
|
@ -1807,13 +2074,13 @@ static uint8_t D3D11_INTERNAL_InitializeSwapchainTexture(
|
||||||
/* Fill out the rest of the texture struct */
|
/* Fill out the rest of the texture struct */
|
||||||
pTexture->handle = NULL;
|
pTexture->handle = NULL;
|
||||||
pTexture->shaderView = NULL;
|
pTexture->shaderView = NULL;
|
||||||
pTexture->isRenderTarget = 1;
|
pTexture->depth = 1;
|
||||||
pTexture->rtType = REFRESH_D3D11_RENDERTARGET_2D;
|
pTexture->isCube = 0;
|
||||||
|
|
||||||
ID3D11Texture2D_GetDesc(swapchainTexture, &textureDesc);
|
ID3D11Texture2D_GetDesc(swapchainTexture, &textureDesc);
|
||||||
pTexture->levelCount = textureDesc.MipLevels;
|
pTexture->levelCount = textureDesc.MipLevels;
|
||||||
pTexture->twod.width = textureDesc.Width;
|
pTexture->width = textureDesc.Width;
|
||||||
pTexture->twod.height = textureDesc.Height;
|
pTexture->height = textureDesc.Height;
|
||||||
|
|
||||||
/* Cleanup */
|
/* Cleanup */
|
||||||
ID3D11Texture2D_Release(swapchainTexture);
|
ID3D11Texture2D_Release(swapchainTexture);
|
||||||
|
@ -1933,7 +2200,7 @@ static uint8_t D3D11_INTERNAL_ResizeSwapchain(
|
||||||
HRESULT res;
|
HRESULT res;
|
||||||
|
|
||||||
/* Release the old RTV */
|
/* Release the old RTV */
|
||||||
ID3D11RenderTargetView_Release(swapchainData->texture.twod.targetView);
|
ID3D11RenderTargetView_Release(swapchainData->texture.targetView);
|
||||||
|
|
||||||
/* Resize the swapchain */
|
/* Resize the swapchain */
|
||||||
res = IDXGISwapChain_ResizeBuffers(
|
res = IDXGISwapChain_ResizeBuffers(
|
||||||
|
@ -1972,7 +2239,7 @@ static void D3D11_INTERNAL_DestroySwapchain(
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
ID3D11RenderTargetView_Release(swapchainData->texture.twod.targetView);
|
ID3D11RenderTargetView_Release(swapchainData->texture.targetView);
|
||||||
IDXGISwapChain_Release(swapchainData->swapchain);
|
IDXGISwapChain_Release(swapchainData->swapchain);
|
||||||
|
|
||||||
windowData->swapchainData = NULL;
|
windowData->swapchainData = NULL;
|
||||||
|
@ -2107,8 +2374,8 @@ static Refresh_Texture* D3D11_AcquireSwapchainTexture(
|
||||||
d3d11CommandBuffer->swapchainData = swapchainData;
|
d3d11CommandBuffer->swapchainData = swapchainData;
|
||||||
|
|
||||||
/* Send the dimensions to the out parameters. */
|
/* Send the dimensions to the out parameters. */
|
||||||
*pWidth = swapchainData->texture.twod.width;
|
*pWidth = swapchainData->texture.width;
|
||||||
*pHeight = swapchainData->texture.twod.height;
|
*pHeight = swapchainData->texture.height;
|
||||||
|
|
||||||
/* Return the swapchain texture */
|
/* Return the swapchain texture */
|
||||||
return (Refresh_Texture*) &swapchainData->texture;
|
return (Refresh_Texture*) &swapchainData->texture;
|
||||||
|
|
Loading…
Reference in New Issue