CreateBuffer, QueueDestroyBuffer, SetBufferData, BindVertexBuffers

pull/47/head
Caleb Cornett 2023-10-12 21:31:04 -05:00
parent 741d3ebcff
commit e35efa4061
1 changed files with 151 additions and 40 deletions

View File

@ -286,6 +286,38 @@ typedef struct D3D11WindowData
D3D11SwapchainData *swapchainData;
} D3D11WindowData;
typedef struct D3D11ShaderModule
{
ID3D11DeviceChild *shader; /* ID3D11VertexShader, ID3D11PixelShader, ID3D11ComputeShader */
ID3D10Blob *blob;
char *shaderSource;
size_t shaderSourceLength;
} D3D11ShaderModule;
typedef struct D3D11GraphicsPipeline
{
float blendConstants[4];
int32_t numColorAttachments;
DXGI_FORMAT colorAttachmentFormats[MAX_COLOR_TARGET_BINDINGS];
ID3D11BlendState *colorAttachmentBlendState;
Refresh_MultisampleState multisampleState;
uint8_t hasDepthStencilAttachment;
DXGI_FORMAT depthStencilAttachmentFormat;
ID3D11DepthStencilState *depthStencilState;
uint32_t stencilRef;
Refresh_PrimitiveType primitiveType;
ID3D11RasterizerState *rasterizerState;
ID3D11VertexShader *vertexShader;
ID3D11InputLayout *inputLayout;
uint32_t *vertexStrides;
ID3D11PixelShader *fragmentShader;
} D3D11GraphicsPipeline;
typedef struct D3D11CommandBuffer
{
/* D3D11 Object References */
@ -295,7 +327,7 @@ typedef struct D3D11CommandBuffer
/* Render Pass */
ID3D11RenderTargetView *rtViews[MAX_COLOR_TARGET_BINDINGS];
ID3D11DepthStencilView *dsView;
struct D3D11GraphicsPipeline *graphicsPipeline;
D3D11GraphicsPipeline *graphicsPipeline;
/* State */
SDL_threadID threadID;
@ -309,35 +341,11 @@ typedef struct D3D11CommandBufferPool
uint32_t capacity;
} D3D11CommandBufferPool;
typedef struct D3D11ShaderModule
typedef struct D3D11Buffer
{
ID3D11DeviceChild *shader; /* ID3D11VertexShader, ID3D11PixelShader, ID3D11ComputeShader */
ID3D10Blob *blob;
char *shaderSource;
size_t shaderSourceLength;
} D3D11ShaderModule;
typedef struct D3D11GraphicsPipeline
{
float blendConstants[4];
int32_t numColorAttachments;
DXGI_FORMAT colorAttachmentFormats[MAX_COLOR_TARGET_BINDINGS];
ID3D11BlendState *colorAttachmentBlendState;
uint8_t hasDepthStencilAttachment;
DXGI_FORMAT depthStencilAttachmentFormat;
Refresh_PrimitiveType primitiveType;
uint32_t stencilRef;
ID3D11DepthStencilState *depthStencilState;
ID3D11RasterizerState *rasterizerState;
ID3D11InputLayout *inputLayout;
Refresh_MultisampleState multisampleState;
ID3D11VertexShader *vertexShader;
ID3D11PixelShader *fragmentShader;
} D3D11GraphicsPipeline;
ID3D11Buffer *handle;
uint32_t size;
} D3D11Buffer;
typedef struct D3D11Renderer
{
@ -432,13 +440,12 @@ static void D3D11_DestroyDevice(
) {
D3D11Renderer *renderer = (D3D11Renderer*) device->driverData;
D3D11CommandBuffer *commandBuffer;
int32_t i;
D3D11_Wait(device->driverData);
/* Release the window data */
for (i = renderer->claimedWindowCount - 1; i >= 0; i -= 1)
for (int32_t i = renderer->claimedWindowCount - 1; i >= 0; i -= 1)
{
D3D11_UnclaimWindow(device->driverData, renderer->claimedWindows[i]->windowHandle);
}
@ -451,7 +458,7 @@ static void D3D11_DestroyDevice(
SDL_free(renderer->submittedCommandBuffers);
for (i = 0; i < renderer->commandBufferPool.count; i += 1)
for (uint32_t i = 0; i < renderer->commandBufferPool.count; i += 1)
{
commandBuffer = renderer->commandBufferPool.elements[i];
@ -788,7 +795,6 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
D3D11ShaderModule *vertShaderModule = (D3D11ShaderModule*) pipelineCreateInfo->vertexShaderInfo.shaderModule;
D3D11ShaderModule *fragShaderModule = (D3D11ShaderModule*) pipelineCreateInfo->fragmentShaderInfo.shaderModule;
ID3D10Blob *errorBlob;
int32_t i;
HRESULT res;
/* Color */
@ -800,7 +806,7 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
);
pipeline->numColorAttachments = pipelineCreateInfo->attachmentInfo.colorAttachmentCount;
for (i = 0; i < pipeline->numColorAttachments; i += 1)
for (int32_t i = 0; i < pipeline->numColorAttachments; i += 1)
{
pipeline->colorAttachmentFormats[i] = RefreshToD3D11_TextureFormat[
pipelineCreateInfo->attachmentInfo.colorAttachmentDescriptions[i].format
@ -882,6 +888,24 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
ID3D10Blob_GetBufferSize(vertShaderModule->blob)
);
if (pipelineCreateInfo->vertexInputState.vertexBindingCount > 0)
{
pipeline->vertexStrides = SDL_malloc(
sizeof(uint32_t) *
pipelineCreateInfo->vertexInputState.vertexBindingCount
);
for (uint32_t i = 0; i < pipelineCreateInfo->vertexInputState.vertexBindingCount; i += 1)
{
pipeline->vertexStrides[i] = pipelineCreateInfo->vertexInputState.vertexBindings[i].stride;
}
}
else
{
/* Not sure if this is even possible, but juuust in case... */
pipeline->vertexStrides = NULL;
}
/* Fragment Shader */
if (fragShaderModule->shader == NULL)
@ -962,8 +986,46 @@ static Refresh_Buffer* D3D11_CreateBuffer(
Refresh_BufferUsageFlags usageFlags,
uint32_t sizeInBytes
) {
NOT_IMPLEMENTED
return NULL;
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11_BUFFER_DESC bufferDesc;
ID3D11Buffer *bufferHandle;
D3D11Buffer *d3d11Buffer;
HRESULT res;
uint32_t bindFlags = 0;
if (usageFlags & REFRESH_BUFFERUSAGE_VERTEX_BIT)
{
bindFlags |= D3D11_BIND_VERTEX_BUFFER;
}
if (usageFlags & REFRESH_BUFFERUSAGE_INDEX_BIT)
{
bindFlags |= D3D11_BIND_INDEX_BUFFER;
}
if (usageFlags & REFRESH_BUFFERUSAGE_COMPUTE_BIT)
{
bindFlags |= D3D11_BIND_UNORDERED_ACCESS;
}
bufferDesc.BindFlags = bindFlags;
bufferDesc.ByteWidth = sizeInBytes;
bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bufferDesc.MiscFlags = 0;
bufferDesc.StructureByteStride = 0;
res = ID3D11Device_CreateBuffer(
renderer->device,
&bufferDesc,
NULL,
&bufferHandle
);
ERROR_CHECK_RETURN("Could not create buffer! Error Code: %08X", NULL);
d3d11Buffer = SDL_malloc(sizeof(D3D11Buffer));
d3d11Buffer->handle = bufferHandle;
d3d11Buffer->size = sizeInBytes;
return (Refresh_Buffer*) d3d11Buffer;
}
/* Setters */
@ -1026,7 +1088,33 @@ static void D3D11_SetBufferData(
void* data,
uint32_t dataLength
) {
NOT_IMPLEMENTED
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
D3D11Buffer *d3d11Buffer = (D3D11Buffer*) buffer;
D3D11_MAPPED_SUBRESOURCE subres = { 0 };
HRESULT res;
res = ID3D11DeviceContext_Map(
d3d11CommandBuffer->context,
(ID3D11Resource*) d3d11Buffer->handle,
0,
D3D11_MAP_WRITE_DISCARD,
0,
&subres
);
ERROR_CHECK_RETURN("Could not map buffer for writing!", );
SDL_memcpy(
(uint8_t*) subres.pData + offsetInBytes,
data,
dataLength
);
ID3D11DeviceContext_Unmap(
d3d11CommandBuffer->context,
(ID3D11Resource*) d3d11Buffer->handle,
0
);
}
static uint32_t D3D11_PushVertexShaderUniforms(
@ -1108,7 +1196,9 @@ static void D3D11_QueueDestroyBuffer(
Refresh_Renderer *driverData,
Refresh_Buffer *buffer
) {
NOT_IMPLEMENTED
D3D11Buffer *d3d11Buffer = (D3D11Buffer*) buffer;
ID3D11Buffer_Release(d3d11Buffer->handle);
SDL_free(d3d11Buffer);
}
static void D3D11_QueueDestroyShaderModule(
@ -1151,6 +1241,11 @@ static void D3D11_QueueDestroyGraphicsPipeline(
/* FIXME: Release uniform buffers, once that's written in */
if (d3dGraphicsPipeline->vertexStrides)
{
SDL_free(d3dGraphicsPipeline->vertexStrides);
}
SDL_free(d3dGraphicsPipeline);
}
@ -1450,7 +1545,7 @@ static void D3D11_SetScissor(
Refresh_CommandBuffer *commandBuffer,
Refresh_Rect *scissor
) {
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*)commandBuffer;
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
D3D11_RECT rect =
{
scissor->x,
@ -1474,7 +1569,23 @@ static void D3D11_BindVertexBuffers(
Refresh_Buffer **pBuffers,
uint64_t *pOffsets
) {
NOT_IMPLEMENTED
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
ID3D11Buffer *bufferHandles[MAX_BUFFER_BINDINGS];
for (uint32_t i = 0; i < bindingCount; i += 1)
{
bufferHandles[i] = ((D3D11Buffer*) pBuffers[i])->handle;
}
ID3D11DeviceContext_IASetVertexBuffers(
d3d11CommandBuffer->context,
firstBinding,
bindingCount,
bufferHandles,
&d3d11CommandBuffer->graphicsPipeline->vertexStrides[firstBinding],
(UINT*) pOffsets
);
}
static void D3D11_BindIndexBuffer(