Implemented BeginRenderPass and Submit, ClearScreen works now!
parent
287d3a7a6e
commit
d5a3438547
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@ -333,7 +333,9 @@ typedef struct D3D11Renderer
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uint32_t claimedWindowCapacity;
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D3D11CommandBufferPool *commandBufferPool;
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SDL_mutex *commandBufferAcquisitionMutex;
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SDL_mutex *contextLock;
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SDL_mutex *commandBufferAcquisitionLock;
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} D3D11Renderer;
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/* Logging */
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@ -693,7 +695,7 @@ static Refresh_CommandBuffer* D3D11_AcquireCommandBuffer(
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HRESULT res;
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/* Make sure multiple threads can't acquire the same command buffer. */
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SDL_LockMutex(renderer->commandBufferAcquisitionMutex);
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SDL_LockMutex(renderer->commandBufferAcquisitionLock);
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/* Try to use an existing command buffer, if one is available. */
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for (i = 0; i < renderer->commandBufferPool->count; i += 1)
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@ -729,7 +731,7 @@ static Refresh_CommandBuffer* D3D11_AcquireCommandBuffer(
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);
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if (FAILED(res))
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{
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SDL_UnlockMutex(renderer->commandBufferAcquisitionMutex);
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SDL_UnlockMutex(renderer->commandBufferAcquisitionLock);
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ERROR_CHECK_RETURN("Could not create deferred context for command buffer", NULL);
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}
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@ -750,7 +752,7 @@ static Refresh_CommandBuffer* D3D11_AcquireCommandBuffer(
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commandBuffer->rtViews[i] = NULL;
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}
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SDL_UnlockMutex(renderer->commandBufferAcquisitionMutex);
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SDL_UnlockMutex(renderer->commandBufferAcquisitionLock);
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return (Refresh_CommandBuffer*) commandBuffer;
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}
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@ -762,14 +764,121 @@ static void D3D11_BeginRenderPass(
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uint32_t colorAttachmentCount,
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Refresh_DepthStencilAttachmentInfo *depthStencilAttachmentInfo
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) {
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NOT_IMPLEMENTED
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
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float clearColors[4];
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D3D11_CLEAR_FLAG dsClearFlags;
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D3D11_VIEWPORT viewport;
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D3D11_RECT scissorRect;
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uint32_t i;
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/* FIXME:
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* We need to unbind the RT textures on the Refresh side
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* if they're bound for sampling on the command buffer!
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*/
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/* Clear the bound RTs for the current command buffer */
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for (i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1)
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{
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d3d11CommandBuffer->rtViews[i] = NULL;
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}
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d3d11CommandBuffer->dsView = NULL;
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/* Get RTVs for the color attachments */
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for (i = 0; i < colorAttachmentCount; i += 1)
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{
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/* FIXME: Cube RTs */
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d3d11CommandBuffer->rtViews[i] = (ID3D11RenderTargetView*) ((D3D11Texture*) colorAttachmentInfos[i].texture)->twod.targetView;
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}
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/* Get the DSV for the depth stencil attachment, if applicable */
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if (depthStencilAttachmentInfo != NULL)
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{
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d3d11CommandBuffer->dsView = (ID3D11DepthStencilView*) ((D3D11Texture*) depthStencilAttachmentInfo->texture)->twod.targetView;
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}
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/* Actually set the RTs */
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ID3D11DeviceContext_OMSetRenderTargets(
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d3d11CommandBuffer->context,
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colorAttachmentCount,
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d3d11CommandBuffer->rtViews,
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d3d11CommandBuffer->dsView
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);
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/* Perform load ops on the RTs */
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for (i = 0; i < colorAttachmentCount; i += 1)
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{
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if (colorAttachmentInfos[i].loadOp == REFRESH_LOADOP_CLEAR)
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{
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clearColors[0] = colorAttachmentInfos[i].clearColor.x;
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clearColors[1] = colorAttachmentInfos[i].clearColor.y;
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clearColors[2] = colorAttachmentInfos[i].clearColor.z;
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clearColors[3] = colorAttachmentInfos[i].clearColor.w;
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ID3D11DeviceContext_ClearRenderTargetView(
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d3d11CommandBuffer->context,
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(ID3D11RenderTargetView*) ((D3D11Texture*) colorAttachmentInfos[i].texture)->twod.targetView,
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clearColors
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);
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}
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}
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if (d3d11CommandBuffer->dsView != NULL)
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{
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dsClearFlags = 0;
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if (depthStencilAttachmentInfo->loadOp == REFRESH_LOADOP_CLEAR)
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{
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dsClearFlags |= D3D11_CLEAR_DEPTH;
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}
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if (depthStencilAttachmentInfo->stencilLoadOp == REFRESH_LOADOP_CLEAR)
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{
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dsClearFlags |= D3D11_CLEAR_STENCIL;
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}
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if (dsClearFlags != 0)
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{
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ID3D11DeviceContext_ClearDepthStencilView(
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d3d11CommandBuffer->context,
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(ID3D11DepthStencilView*) ((D3D11Texture*) depthStencilAttachmentInfo->texture)->twod.targetView,
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dsClearFlags,
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depthStencilAttachmentInfo->depthStencilClearValue.depth,
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(uint8_t) depthStencilAttachmentInfo->depthStencilClearValue.stencil
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);
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}
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}
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/* Set default viewport and scissor state */
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viewport.TopLeftX = 0;
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viewport.TopLeftY = 0;
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viewport.Width = (float) ((D3D11Texture*) colorAttachmentInfos[0].texture)->twod.width;
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viewport.Height = (float) ((D3D11Texture*) colorAttachmentInfos[0].texture)->twod.height;
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viewport.MinDepth = 0;
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viewport.MaxDepth = 1;
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ID3D11DeviceContext_RSSetViewports(
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d3d11CommandBuffer->context,
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1,
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&viewport
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);
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scissorRect.left = 0;
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scissorRect.right = (LONG) viewport.Width;
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scissorRect.top = 0;
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scissorRect.bottom = (LONG) viewport.Height;
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ID3D11DeviceContext_RSSetScissorRects(
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d3d11CommandBuffer->context,
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1,
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&scissorRect
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);
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}
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static void D3D11_EndRenderPass(
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer
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) {
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NOT_IMPLEMENTED
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/* FIXME: Resolve MSAA here! */
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/* FIXME: Anything else we need to do...? */
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}
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static void D3D11_BindGraphicsPipeline(
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@ -1168,7 +1277,47 @@ static void D3D11_Submit(
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer
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) {
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NOT_IMPLEMENTED
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
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ID3D11CommandList *commandList;
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HRESULT res;
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/* FIXME: Should add sanity check that current thread ID matches the command buffer's threadID. */
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/* Serialize the commands into the command list */
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res = ID3D11DeviceContext_FinishCommandList(
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d3d11CommandBuffer->context,
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0,
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&commandList
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);
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ERROR_CHECK("Could not finish command list recording!");
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/* Submit the command list to the immediate context */
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SDL_LockMutex(renderer->contextLock);
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ID3D11DeviceContext_ExecuteCommandList(
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renderer->immediateContext,
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commandList,
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0
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);
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SDL_UnlockMutex(renderer->contextLock);
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/* Now that we're done with the command list, release it! */
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ID3D11CommandList_Release(commandList);
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/* Mark the command buffer as not-recording so that it can be used to record again. */
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d3d11CommandBuffer->recording = 0;
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/* Present, if applicable */
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if (d3d11CommandBuffer->swapchainData)
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{
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SDL_LockMutex(renderer->contextLock);
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IDXGISwapChain_Present(
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d3d11CommandBuffer->swapchainData->swapchain,
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1, /* FIXME: Assumes vsync! */
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0
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);
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SDL_UnlockMutex(renderer->contextLock);
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}
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}
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static Refresh_Fence* D3D11_SubmitAndAcquireFence(
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@ -1461,7 +1610,8 @@ tryCreateDevice:
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);
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/* Create mutexes */
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renderer->commandBufferAcquisitionMutex = SDL_CreateMutex();
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renderer->contextLock = SDL_CreateMutex();
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renderer->commandBufferAcquisitionLock = SDL_CreateMutex();
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/* Initialize miscellaneous renderer members */
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renderer->debugMode = (flags & D3D11_CREATE_DEVICE_DEBUG);
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