Pipeline creation copied over from old work + shaderc update

Caleb Cornett 2023-10-10 21:27:36 -05:00
parent e48941eb48
commit e7b2542bc0
2 changed files with 390 additions and 20 deletions

View File

@ -200,20 +200,20 @@ partial class Program
WriteShaderBlob(writer, inputPath, 1);
}
if (data.d3d11)
{
string inputPath = Path.Combine(tempDir, $"{shaderName}.hlsl");
WriteShaderBlob(writer, inputPath, 2);
}
#if PS5
if (data.ps5)
{
string ext = GetPS5ShaderFileExtension();
string inputPath = Path.Combine(tempDir, $"{shaderName}{ext}");
WriteShaderBlob(writer, inputPath, 2);
}
#endif
if (data.d3d11)
{
string inputPath = Path.Combine(tempDir, $"{shaderName}.hlsl");
WriteShaderBlob(writer, inputPath, 3);
}
#endif
}
}

View File

@ -228,17 +228,6 @@ static D3D11_STENCIL_OP RefreshToD3D11_StencilOp[] =
D3D11_STENCIL_OP_DECR /* DECREMENT_AND_WRAP */
};
static int32_t RefreshToD3D11_SampleCount[] =
{
1, /* 1 */
2, /* 2 */
4, /* 4 */
8, /* 8 */
16, /* 16 */
32, /* 32 */
64 /* 64 */
};
static D3D11_INPUT_CLASSIFICATION RefreshToD3D11_VertexInputRate[] =
{
D3D11_INPUT_PER_VERTEX_DATA, /* VERTEX */
@ -317,6 +306,36 @@ typedef struct D3D11CommandBufferPool
uint32_t capacity;
} D3D11CommandBufferPool;
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;
uint8_t hasDepthStencilAttachment;
DXGI_FORMAT depthStencilAttachmentFormat;
D3D11_PRIMITIVE_TOPOLOGY primitiveTopology;
uint32_t stencilRef;
ID3D11DepthStencilState *depthStencilState;
ID3D11RasterizerState *rasterizerState;
ID3D11InputLayout *inputLayout;
Refresh_MultisampleState multisampleState;
ID3D11VertexShader *vertexShader;
ID3D11PixelShader *fragmentShader;
} D3D11GraphicsPipeline;
typedef struct D3D11Renderer
{
ID3D11Device *device;
@ -475,6 +494,224 @@ static void D3D11_DispatchCompute(
/* State Creation */
static ID3D11BlendState* D3D11_INTERNAL_FetchBlendState(
D3D11Renderer *renderer,
uint32_t numColorAttachments,
Refresh_ColorAttachmentDescription *colorAttachments
) {
ID3D11BlendState *result;
D3D11_BLEND_DESC blendDesc;
uint32_t i;
HRESULT res;
/* Create a new blend state.
* The spec says the driver will not create duplicate states, so there's no need to cache.
*/
SDL_zero(blendDesc); /* needed for any unused RT entries */
blendDesc.AlphaToCoverageEnable = FALSE;
blendDesc.IndependentBlendEnable = TRUE;
for (i = 0; i < numColorAttachments; i += 1)
{
blendDesc.RenderTarget[i].BlendEnable = colorAttachments[i].blendState.blendEnable;
blendDesc.RenderTarget[i].BlendOp = RefreshToD3D11_BlendOp[
colorAttachments[i].blendState.colorBlendOp
];
blendDesc.RenderTarget[i].BlendOpAlpha = RefreshToD3D11_BlendOp[
colorAttachments[i].blendState.alphaBlendOp
];
blendDesc.RenderTarget[i].DestBlend = RefreshToD3D11_BlendFactor[
colorAttachments[i].blendState.dstColorBlendFactor
];
blendDesc.RenderTarget[i].DestBlendAlpha = RefreshToD3D11_BlendFactor[
colorAttachments[i].blendState.dstAlphaBlendFactor
];
blendDesc.RenderTarget[i].RenderTargetWriteMask = colorAttachments[i].blendState.colorWriteMask;
blendDesc.RenderTarget[i].SrcBlend = RefreshToD3D11_BlendFactor[
colorAttachments[i].blendState.srcColorBlendFactor
];
blendDesc.RenderTarget[i].SrcBlendAlpha = RefreshToD3D11_BlendFactor[
colorAttachments[i].blendState.srcAlphaBlendFactor
];
}
res = ID3D11Device_CreateBlendState(
renderer->device,
&blendDesc,
&result
);
ERROR_CHECK_RETURN("Could not create blend state", NULL);
return result;
}
static ID3D11DepthStencilState* D3D11_INTERNAL_FetchDepthStencilState(
D3D11Renderer *renderer,
Refresh_DepthStencilState depthStencilState
) {
ID3D11DepthStencilState *result;
D3D11_DEPTH_STENCIL_DESC dsDesc;
HRESULT res;
/* Create a new depth-stencil state.
* The spec says the driver will not create duplicate states, so there's no need to cache.
*/
dsDesc.DepthEnable = depthStencilState.depthTestEnable;
dsDesc.StencilEnable = depthStencilState.stencilTestEnable;
dsDesc.DepthFunc = depthStencilState.compareOp;
dsDesc.DepthWriteMask = (
depthStencilState.depthWriteEnable ?
D3D11_DEPTH_WRITE_MASK_ALL :
D3D11_DEPTH_WRITE_MASK_ZERO
);
dsDesc.BackFace.StencilFunc = depthStencilState.backStencilState.compareOp;
dsDesc.BackFace.StencilDepthFailOp = depthStencilState.backStencilState.depthFailOp;
dsDesc.BackFace.StencilFailOp = depthStencilState.backStencilState.failOp;
dsDesc.BackFace.StencilPassOp = depthStencilState.backStencilState.passOp;
dsDesc.FrontFace.StencilFunc = depthStencilState.frontStencilState.compareOp;
dsDesc.FrontFace.StencilDepthFailOp = depthStencilState.frontStencilState.depthFailOp;
dsDesc.FrontFace.StencilFailOp = depthStencilState.frontStencilState.failOp;
dsDesc.FrontFace.StencilPassOp = depthStencilState.frontStencilState.passOp;
/* FIXME: D3D11 doesn't have separate read/write masks for each stencil side. What should we do? */
dsDesc.StencilReadMask = depthStencilState.backStencilState.compareMask;
dsDesc.StencilWriteMask = depthStencilState.backStencilState.writeMask;
/* FIXME: What do we do with these?
* depthStencilState.depthBoundsTestEnable
* depthStencilState.maxDepthBounds
* depthStencilState.minDepthBounds
*/
res = ID3D11Device_CreateDepthStencilState(
renderer->device,
&dsDesc,
&result
);
ERROR_CHECK_RETURN("Could not create depth-stencil state", NULL);
return result;
}
static ID3D11RasterizerState* D3D11_INTERNAL_FetchRasterizerState(
D3D11Renderer *renderer,
Refresh_RasterizerState rasterizerState
) {
ID3D11RasterizerState *result;
D3D11_RASTERIZER_DESC rasterizerDesc;
HRESULT res;
/* Create a new rasterizer state.
* The spec says the driver will not create duplicate states, so there's no need to cache.
*/
rasterizerDesc.AntialiasedLineEnable = FALSE;
rasterizerDesc.CullMode = RefreshToD3D11_CullMode[rasterizerState.cullMode];
rasterizerDesc.DepthBias = (INT) rasterizerState.depthBiasConstantFactor; /* FIXME: Is this cast correct? */
rasterizerDesc.DepthBiasClamp = rasterizerState.depthBiasClamp;
rasterizerDesc.DepthClipEnable = TRUE; /* FIXME: Do we want this...? */
rasterizerDesc.FillMode = (rasterizerState.fillMode == REFRESH_FILLMODE_FILL) ? D3D11_FILL_SOLID : D3D11_FILL_WIREFRAME;
rasterizerDesc.FrontCounterClockwise = (rasterizerState.frontFace == REFRESH_FRONTFACE_COUNTER_CLOCKWISE);
rasterizerDesc.MultisampleEnable = TRUE; /* only applies to MSAA render targets */
rasterizerDesc.ScissorEnable = TRUE;
rasterizerDesc.SlopeScaledDepthBias = rasterizerState.depthBiasSlopeFactor;
res = ID3D11Device_CreateRasterizerState(
renderer->device,
&rasterizerDesc,
&result
);
ERROR_CHECK_RETURN("Could not create rasterizer state", NULL);
return result;
}
static uint32_t D3D11_INTERNAL_FindIndexOfVertexBinding(
uint32_t targetBinding,
const Refresh_VertexBinding *bindings,
uint32_t numBindings
) {
uint32_t i;
for (i = 0; i < numBindings; i += 1)
{
if (bindings[i].binding == targetBinding)
{
return i;
}
}
Refresh_LogError("Could not find vertex binding %d!", targetBinding);
return 0;
}
static ID3D11InputLayout* D3D11_INTERNAL_FetchInputLayout(
D3D11Renderer *renderer,
Refresh_VertexInputState inputState,
void *shaderBytes,
size_t shaderByteLength
) {
ID3D11InputLayout *result = NULL;
D3D11_INPUT_ELEMENT_DESC *elementDescs;
uint32_t i, bindingIndex;
HRESULT res;
/* Allocate an array of vertex elements */
elementDescs = SDL_stack_alloc(
D3D11_INPUT_ELEMENT_DESC,
inputState.vertexAttributeCount
);
/* Create the array of input elements */
for (i = 0; i < inputState.vertexAttributeCount; i += 1)
{
elementDescs[i].AlignedByteOffset = inputState.vertexAttributes[i].offset;
elementDescs[i].Format = RefreshToD3D11_VertexFormat[
inputState.vertexAttributes[i].format
];
elementDescs[i].InputSlot = inputState.vertexAttributes[i].binding;
bindingIndex = D3D11_INTERNAL_FindIndexOfVertexBinding(
elementDescs[i].InputSlot,
inputState.vertexBindings,
inputState.vertexBindingCount
);
elementDescs[i].InputSlotClass = RefreshToD3D11_VertexInputRate[
inputState.vertexBindings[bindingIndex].inputRate
];
/* The spec requires this to be 0 for per-vertex data */
elementDescs[i].InstanceDataStepRate = (
elementDescs[i].InputSlotClass == D3D11_INPUT_PER_INSTANCE_DATA ? 1 : 0
);
elementDescs[i].SemanticIndex = inputState.vertexAttributes[i].location;
elementDescs[i].SemanticName = "TEXCOORD";
}
res = ID3D11Device_CreateInputLayout(
renderer->device,
elementDescs,
inputState.vertexAttributeCount,
shaderBytes,
shaderByteLength,
&result
);
if (FAILED(res))
{
Refresh_LogError("Could not create input layout! Error: %X", res);
SDL_stack_free(elementDescs);
return NULL;
}
/* FIXME:
* These are not cached by the driver! Should we cache them, or allow duplicates?
* If we have one input layout per graphics pipeline maybe that wouldn't be so bad...?
*/
SDL_stack_free(elementDescs);
return result;
}
static Refresh_ComputePipeline* D3D11_CreateComputePipeline(
Refresh_Renderer *driverData,
@ -488,10 +725,143 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
Refresh_Renderer *driverData,
Refresh_GraphicsPipelineCreateInfo *pipelineCreateInfo
) {
NOT_IMPLEMENTED
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11GraphicsPipeline *pipeline = (D3D11GraphicsPipeline*) SDL_malloc(sizeof(D3D11GraphicsPipeline));
D3D11ShaderModule *vertShaderModule = (D3D11ShaderModule*) pipelineCreateInfo->vertexShaderInfo.shaderModule;
D3D11ShaderModule *fragShaderModule = (D3D11ShaderModule*) pipelineCreateInfo->fragmentShaderInfo.shaderModule;
ID3D10Blob *errorBlob;
int32_t i;
HRESULT res;
/* Color */
pipeline->numColorAttachments = pipelineCreateInfo->attachmentInfo.colorAttachmentCount;
for (i = 0; i < pipeline->numColorAttachments; i += 1)
{
pipeline->colorAttachmentFormats[i] = RefreshToD3D11_TextureFormat[
pipelineCreateInfo->attachmentInfo.colorAttachmentDescriptions[i].format
];
}
pipeline->blendConstants[0] = pipelineCreateInfo->blendConstants[0];
pipeline->blendConstants[1] = pipelineCreateInfo->blendConstants[1];
pipeline->blendConstants[2] = pipelineCreateInfo->blendConstants[2];
pipeline->blendConstants[3] = pipelineCreateInfo->blendConstants[3];
pipeline->multisampleState = pipelineCreateInfo->multisampleState;
pipeline->colorAttachmentBlendState = D3D11_INTERNAL_FetchBlendState(
renderer,
pipelineCreateInfo->attachmentInfo.colorAttachmentCount,
pipelineCreateInfo->attachmentInfo.colorAttachmentDescriptions
);
/* Depth stencil */
pipeline->hasDepthStencilAttachment = pipelineCreateInfo->attachmentInfo.hasDepthStencilAttachment;
pipeline->depthStencilAttachmentFormat = RefreshToD3D11_TextureFormat[
pipelineCreateInfo->attachmentInfo.depthStencilFormat
];
pipeline->stencilRef = pipelineCreateInfo->depthStencilState.backStencilState.reference; /* FIXME: Should we use front or back? */
pipeline->depthStencilState = D3D11_INTERNAL_FetchDepthStencilState(
renderer,
pipelineCreateInfo->depthStencilState
);
/* Rasterizer */
pipeline->primitiveTopology = RefreshToD3D11_PrimitiveType[pipelineCreateInfo->primitiveType];
pipeline->rasterizerState = D3D11_INTERNAL_FetchRasterizerState(
renderer,
pipelineCreateInfo->rasterizerState
);
/* Vertex shader */
if (vertShaderModule->shader == NULL)
{
res = renderer->D3DCompileFunc(
vertShaderModule->shaderSource,
vertShaderModule->shaderSourceLength,
NULL,
NULL,
NULL,
"main",
"vs_5_0",
0,
0,
&vertShaderModule->blob,
&errorBlob
);
if (FAILED(res))
{
Refresh_LogError("Vertex Shader Compile Error: %s", ID3D10Blob_GetBufferPointer(errorBlob));
return NULL;
}
res = ID3D11Device_CreateVertexShader(
renderer->device,
ID3D10Blob_GetBufferPointer(vertShaderModule->blob),
ID3D10Blob_GetBufferSize(vertShaderModule->blob),
NULL,
(ID3D11VertexShader**) &vertShaderModule->shader
);
ERROR_CHECK_RETURN("Could not create vertex shader", NULL);
}
pipeline->vertexShader = (ID3D11VertexShader*) vertShaderModule->shader;
/* Input Layout */
pipeline->inputLayout = D3D11_INTERNAL_FetchInputLayout(
renderer,
pipelineCreateInfo->vertexInputState,
ID3D10Blob_GetBufferPointer(vertShaderModule->blob),
ID3D10Blob_GetBufferSize(vertShaderModule->blob)
);
/* Fragment Shader */
if (fragShaderModule->shader == NULL)
{
res = renderer->D3DCompileFunc(
fragShaderModule->shaderSource,
fragShaderModule->shaderSourceLength,
NULL,
NULL,
NULL,
"main",
"ps_5_0",
0,
0,
&fragShaderModule->blob,
&errorBlob
);
if (FAILED(res))
{
Refresh_LogError("Fragment Shader Compile Error: %s", ID3D10Blob_GetBufferPointer(errorBlob));
return NULL;
}
res = ID3D11Device_CreatePixelShader(
renderer->device,
ID3D10Blob_GetBufferPointer(fragShaderModule->blob),
ID3D10Blob_GetBufferSize(fragShaderModule->blob),
NULL,
(ID3D11PixelShader**) &fragShaderModule->shader
);
ERROR_CHECK_RETURN("Could not create pixel shader", NULL);
}
pipeline->fragmentShader = (ID3D11PixelShader*) fragShaderModule->shader;
/* FIXME: Need to create uniform buffers for the shaders */
return (Refresh_GraphicsPipeline*) pipeline;
}
static Refresh_Sampler* D3D11_CreateSampler(
Refresh_Renderer *driverData,
Refresh_SamplerStateCreateInfo *samplerStateCreateInfo