Uniform buffer infrastructure, still missing offset support
parent
cdad57d1dd
commit
eb956a2f8b
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@ -47,6 +47,7 @@
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#define D3DCOMPILE_FUNC "D3DCompile"
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#define CREATE_DXGI_FACTORY1_FUNC "CreateDXGIFactory1"
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#define WINDOW_DATA "Refresh_D3D11WindowData"
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#define UBO_BUFFER_SIZE 16000 /* 16KB */
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#define NOT_IMPLEMENTED SDL_assert(0 && "Not implemented!");
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@ -406,11 +407,25 @@ typedef struct D3D11GraphicsPipeline
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ID3D11InputLayout *inputLayout;
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uint32_t *vertexStrides;
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uint32_t numVertexSamplers;
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uint32_t vertexUniformBlockSize;
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ID3D11PixelShader *fragmentShader;
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uint32_t numFragmentSamplers;
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uint32_t fragmentUniformBlockSize;
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} D3D11GraphicsPipeline;
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typedef struct D3D11Buffer
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{
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ID3D11Buffer *handle;
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uint32_t size;
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} D3D11Buffer;
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typedef struct D3D11UniformBuffer
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{
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D3D11Buffer *d3d11Buffer;
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uint32_t offset;
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} D3D11UniformBuffer;
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typedef struct D3D11CommandBuffer
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{
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/* D3D11 Object References */
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@ -425,21 +440,16 @@ typedef struct D3D11CommandBuffer
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/* State */
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SDL_threadID threadID;
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ID3D11Query *completionQuery;
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/* Uniforms */
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D3D11UniformBuffer *vertexUniformBuffer;
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D3D11UniformBuffer *fragmentUniformBuffer;
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D3D11UniformBuffer **boundUniformBuffers;
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uint32_t boundUniformBufferCount;
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uint32_t boundUniformBufferCapacity;
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} D3D11CommandBuffer;
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typedef struct D3D11CommandBufferPool
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{
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D3D11CommandBuffer **elements;
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uint32_t count;
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uint32_t capacity;
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} D3D11CommandBufferPool;
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typedef struct D3D11Buffer
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{
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ID3D11Buffer *handle;
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uint32_t size;
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} D3D11Buffer;
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typedef struct D3D11Sampler
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{
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ID3D11SamplerState *handle;
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@ -463,14 +473,21 @@ typedef struct D3D11Renderer
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uint32_t claimedWindowCount;
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uint32_t claimedWindowCapacity;
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D3D11CommandBufferPool commandBufferPool;
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SDL_mutex *contextLock;
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SDL_mutex *acquireCommandBufferLock;
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D3D11CommandBuffer **availableCommandBuffers;
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uint32_t availableCommandBufferCount;
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uint32_t availableCommandBufferCapacity;
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D3D11CommandBuffer **submittedCommandBuffers;
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uint32_t submittedCommandBufferCount;
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uint32_t submittedCommandBufferCapacity;
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D3D11UniformBuffer **availableUniformBuffers;
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uint32_t availableUniformBufferCount;
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uint32_t availableUniformBufferCapacity;
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SDL_mutex *contextLock;
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SDL_mutex *acquireCommandBufferLock;
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SDL_mutex *uniformBufferLock;
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} D3D11Renderer;
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/* Logging */
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@ -547,45 +564,51 @@ static void D3D11_DestroyDevice(
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Refresh_Device *device
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) {
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D3D11Renderer *renderer = (D3D11Renderer*) device->driverData;
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D3D11CommandBuffer *commandBuffer;
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/* Flush any remaining GPU work... */
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D3D11_Wait(device->driverData);
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/* Release the window data */
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for (int32_t i = renderer->claimedWindowCount - 1; i >= 0; i -= 1)
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{
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D3D11_UnclaimWindow(device->driverData, renderer->claimedWindows[i]->windowHandle);
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}
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SDL_free(renderer->claimedWindows);
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D3D11_Wait(device->driverData); /* FIXME: Copied this from Vulkan, is it actually necessary? */
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/* FIXME: Copied this from Vulkan, is it actually necessary? */
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D3D11_Wait(device->driverData);
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/* Release command buffer infrastructure */
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SDL_free(renderer->submittedCommandBuffers);
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for (uint32_t i = 0; i < renderer->commandBufferPool.count; i += 1)
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for (uint32_t i = 0; i < renderer->availableCommandBufferCount; i += 1)
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{
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commandBuffer = renderer->commandBufferPool.elements[i];
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D3D11CommandBuffer *commandBuffer = renderer->availableCommandBuffers[i];
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ID3D11Query_Release(commandBuffer->completionQuery);
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ID3D11DeviceContext_Release(commandBuffer->context);
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SDL_free(commandBuffer);
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}
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SDL_free(renderer->availableCommandBuffers);
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SDL_free(renderer->submittedCommandBuffers);
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/* Release uniform buffer infrastructure */
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for (uint32_t i = 0; i < renderer->availableUniformBufferCount; i += 1)
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{
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D3D11UniformBuffer *uniformBuffer = renderer->availableUniformBuffers[i];
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ID3D11Buffer_Release(uniformBuffer->d3d11Buffer->handle);
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SDL_free(uniformBuffer->d3d11Buffer);
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SDL_free(uniformBuffer);
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}
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SDL_free(renderer->availableCommandBuffers);
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/* Release the mutexes */
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SDL_DestroyMutex(renderer->acquireCommandBufferLock);
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SDL_DestroyMutex(renderer->contextLock);
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SDL_DestroyMutex(renderer->uniformBufferLock);
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/* Release the DLLs and D3D11 device infrastructure */
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/* Release the DLLs */
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SDL_UnloadObject(renderer->d3d11_dll);
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SDL_UnloadObject(renderer->d3dcompiler_dll);
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/* Release the device and associated objects */
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ID3D11DeviceContext_Release(renderer->immediateContext);
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ID3D11Device_Release(renderer->device);
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IDXGIAdapter_Release(renderer->adapter);
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@ -609,6 +632,26 @@ static void D3D11_DrawInstancedPrimitives(
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) {
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D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
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if (d3d11CommandBuffer->vertexUniformBuffer != NULL)
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{
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ID3D11DeviceContext_VSSetConstantBuffers(
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d3d11CommandBuffer->context,
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0,
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1,
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&d3d11CommandBuffer->vertexUniformBuffer->d3d11Buffer->handle
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);
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}
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if (d3d11CommandBuffer->fragmentUniformBuffer != NULL)
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{
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ID3D11DeviceContext_PSSetConstantBuffers(
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d3d11CommandBuffer->context,
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0,
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1,
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&d3d11CommandBuffer->fragmentUniformBuffer->d3d11Buffer->handle
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);
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}
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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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@ -652,13 +695,31 @@ static void D3D11_DrawPrimitives(
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) {
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D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
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if (d3d11CommandBuffer->vertexUniformBuffer != NULL)
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{
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ID3D11DeviceContext_VSSetConstantBuffers(
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d3d11CommandBuffer->context,
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0,
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1,
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&d3d11CommandBuffer->vertexUniformBuffer->d3d11Buffer->handle
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);
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}
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if (d3d11CommandBuffer->fragmentUniformBuffer != NULL)
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{
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ID3D11DeviceContext_PSSetConstantBuffers(
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d3d11CommandBuffer->context,
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0,
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1,
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&d3d11CommandBuffer->fragmentUniformBuffer->d3d11Buffer->handle
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);
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}
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ID3D11DeviceContext_Draw(
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d3d11CommandBuffer->context,
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PrimitiveVerts(d3d11CommandBuffer->graphicsPipeline->primitiveType, primitiveCount),
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vertexStart
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);
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/* FIXME: vertex/fragment param offsets */
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}
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static void D3D11_DrawPrimitivesIndirect(
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@ -983,7 +1044,7 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
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NULL,
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NULL,
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NULL,
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"main",
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"main", /* FIXME: Is this correct or should this be vertexShaderInfo.entryPoint? */
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"vs_5_0",
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0,
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0,
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@ -1007,6 +1068,7 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
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}
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pipeline->vertexShader = (ID3D11VertexShader*) vertShaderModule->shader;
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pipeline->numVertexSamplers = pipelineCreateInfo->vertexShaderInfo.samplerBindingCount;
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pipeline->vertexUniformBlockSize = (uint32_t) pipelineCreateInfo->vertexShaderInfo.uniformBufferSize;
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/* Input Layout */
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@ -1045,7 +1107,7 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
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NULL,
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NULL,
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NULL,
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"main",
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"main", /* FIXME: Is this correct or should this be fragmentShaderInfo.entryPoint? */
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"ps_5_0",
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0,
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0,
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@ -1069,8 +1131,7 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
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}
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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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pipeline->fragmentUniformBlockSize = (uint32_t) pipelineCreateInfo->fragmentShaderInfo.uniformBufferSize;
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return (Refresh_GraphicsPipeline*) pipeline;
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}
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@ -1447,25 +1508,23 @@ static void D3D11_CopyTextureToBuffer(
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NOT_IMPLEMENTED
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}
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static void D3D11_SetBufferData(
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer,
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Refresh_Buffer *buffer,
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static void D3D11_INTERNAL_SetBufferData(
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D3D11Renderer *renderer,
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D3D11CommandBuffer *commandBuffer,
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D3D11Buffer *buffer,
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uint32_t offsetInBytes,
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void* data,
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uint32_t dataLength
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uint32_t dataLength,
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uint8_t noOverwrite
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) {
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
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D3D11Buffer *d3d11Buffer = (D3D11Buffer*) buffer;
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D3D11_MAPPED_SUBRESOURCE subres = { 0 };
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D3D11_MAPPED_SUBRESOURCE subres;
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HRESULT res;
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res = ID3D11DeviceContext_Map(
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d3d11CommandBuffer->context,
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(ID3D11Resource*) d3d11Buffer->handle,
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commandBuffer->context,
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(ID3D11Resource*) buffer->handle,
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0,
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D3D11_MAP_WRITE_DISCARD,
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noOverwrite ? D3D11_MAP_WRITE_NO_OVERWRITE : D3D11_MAP_WRITE_DISCARD,
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0,
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&subres
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);
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@ -1478,20 +1537,156 @@ static void D3D11_SetBufferData(
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);
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ID3D11DeviceContext_Unmap(
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d3d11CommandBuffer->context,
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(ID3D11Resource*) d3d11Buffer->handle,
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commandBuffer->context,
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(ID3D11Resource*) buffer->handle,
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0
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);
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}
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static void D3D11_SetBufferData(
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer,
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Refresh_Buffer *buffer,
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uint32_t offsetInBytes,
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void* data,
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uint32_t dataLength
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) {
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D3D11_INTERNAL_SetBufferData(
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(D3D11Renderer*) driverData,
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(D3D11CommandBuffer*) commandBuffer,
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(D3D11Buffer*) buffer,
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offsetInBytes,
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data,
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dataLength,
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0
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);
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}
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static void D3D11_INTERNAL_BindUniformBuffer(
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D3D11CommandBuffer *commandBuffer,
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D3D11UniformBuffer *uniformBuffer
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) {
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if (commandBuffer->boundUniformBufferCount >= commandBuffer->boundUniformBufferCapacity)
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{
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commandBuffer->boundUniformBufferCapacity *= 2;
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commandBuffer->boundUniformBuffers = SDL_realloc(
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commandBuffer->boundUniformBuffers,
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sizeof(D3D11UniformBuffer*) * commandBuffer->boundUniformBufferCapacity
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);
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}
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commandBuffer->boundUniformBuffers[commandBuffer->boundUniformBufferCount] = uniformBuffer;
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commandBuffer->boundUniformBufferCount += 1;
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}
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static uint8_t D3D11_INTERNAL_CreateUniformBuffer(
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D3D11Renderer *renderer
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) {
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D3D11_BUFFER_DESC bufferDesc;
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bufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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bufferDesc.ByteWidth = UBO_BUFFER_SIZE;
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bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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bufferDesc.MiscFlags = 0;
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bufferDesc.StructureByteStride = 0;
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bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
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ID3D11Buffer *bufferHandle;
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HRESULT res = ID3D11Device_CreateBuffer(
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renderer->device,
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&bufferDesc,
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NULL,
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&bufferHandle
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);
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ERROR_CHECK_RETURN("Failed to create uniform buffer", 0);
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D3D11UniformBuffer *uniformBuffer = SDL_malloc(sizeof(D3D11UniformBuffer));
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uniformBuffer->offset = 0;
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uniformBuffer->d3d11Buffer = SDL_malloc(sizeof(D3D11Buffer));
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uniformBuffer->d3d11Buffer->handle = bufferHandle;
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uniformBuffer->d3d11Buffer->size = UBO_BUFFER_SIZE;
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/* Add it to the available pool */
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if (renderer->availableUniformBufferCount >= renderer->availableUniformBufferCapacity)
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{
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renderer->availableUniformBufferCapacity *= 2;
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renderer->availableUniformBuffers = SDL_realloc(
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renderer->availableUniformBuffers,
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sizeof(D3D11UniformBuffer*) * renderer->availableUniformBufferCapacity
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);
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}
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renderer->availableUniformBuffers[renderer->availableUniformBufferCount] = uniformBuffer;
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renderer->availableUniformBufferCount += 1;
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return 1;
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}
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static D3D11UniformBuffer* D3D11_INTERNAL_AcquireUniformBufferFromPool(
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D3D11Renderer *renderer,
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uint64_t blockSize
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) {
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SDL_LockMutex(renderer->uniformBufferLock);
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if (renderer->availableUniformBufferCount == 0)
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{
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if (!D3D11_INTERNAL_CreateUniformBuffer(renderer))
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{
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SDL_UnlockMutex(renderer->uniformBufferLock);
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Refresh_LogError("Failed to create uniform buffer!");
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return NULL;
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}
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}
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D3D11UniformBuffer *uniformBuffer = renderer->availableUniformBuffers[renderer->availableUniformBufferCount - 1];
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renderer->availableUniformBufferCount -= 1;
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SDL_UnlockMutex(renderer->uniformBufferLock);
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uniformBuffer->offset = 0;
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return uniformBuffer;
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}
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static uint32_t D3D11_PushVertexShaderUniforms(
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer,
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void *data,
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uint32_t dataLengthInBytes
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) {
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NOT_IMPLEMENTED
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return 0;
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
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D3D11GraphicsPipeline *graphicsPipeline = d3d11CommandBuffer->graphicsPipeline;
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uint32_t offset;
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if (d3d11CommandBuffer->vertexUniformBuffer->offset + graphicsPipeline->vertexUniformBlockSize >= UBO_BUFFER_SIZE)
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{
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/* We're out of space in this buffer, bind the old one and acquire a new one */
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D3D11_INTERNAL_BindUniformBuffer(
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d3d11CommandBuffer,
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d3d11CommandBuffer->vertexUniformBuffer
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);
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d3d11CommandBuffer->vertexUniformBuffer = D3D11_INTERNAL_AcquireUniformBufferFromPool(
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renderer,
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graphicsPipeline->vertexUniformBlockSize
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);
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}
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offset = d3d11CommandBuffer->vertexUniformBuffer->offset;
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D3D11_INTERNAL_SetBufferData(
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renderer,
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d3d11CommandBuffer,
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d3d11CommandBuffer->vertexUniformBuffer->d3d11Buffer,
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d3d11CommandBuffer->vertexUniformBuffer->offset,
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data,
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dataLengthInBytes,
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0
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);
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d3d11CommandBuffer->vertexUniformBuffer->offset += graphicsPipeline->vertexUniformBlockSize;
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return offset;
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}
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static uint32_t D3D11_PushFragmentShaderUniforms(
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@ -1500,8 +1695,39 @@ static uint32_t D3D11_PushFragmentShaderUniforms(
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void *data,
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uint32_t dataLengthInBytes
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) {
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NOT_IMPLEMENTED
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return 0;
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
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D3D11GraphicsPipeline *graphicsPipeline = d3d11CommandBuffer->graphicsPipeline;
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uint32_t offset;
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if (d3d11CommandBuffer->fragmentUniformBuffer->offset + graphicsPipeline->fragmentUniformBlockSize >= UBO_BUFFER_SIZE)
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{
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/* We're out of space in this buffer, bind the old one and acquire a new one */
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D3D11_INTERNAL_BindUniformBuffer(
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d3d11CommandBuffer,
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d3d11CommandBuffer->fragmentUniformBuffer
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);
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d3d11CommandBuffer->fragmentUniformBuffer = D3D11_INTERNAL_AcquireUniformBufferFromPool(
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renderer,
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graphicsPipeline->fragmentUniformBlockSize
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);
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}
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offset = d3d11CommandBuffer->fragmentUniformBuffer->offset;
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D3D11_INTERNAL_SetBufferData(
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renderer,
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d3d11CommandBuffer,
|
||||
d3d11CommandBuffer->fragmentUniformBuffer->d3d11Buffer,
|
||||
d3d11CommandBuffer->fragmentUniformBuffer->offset,
|
||||
data,
|
||||
dataLengthInBytes,
|
||||
0
|
||||
);
|
||||
|
||||
d3d11CommandBuffer->fragmentUniformBuffer->offset += graphicsPipeline->fragmentUniformBlockSize;
|
||||
|
||||
return offset;
|
||||
}
|
||||
|
||||
static uint32_t D3D11_PushComputeShaderUniforms(
|
||||
|
@ -1651,22 +1877,22 @@ static void D3D11_INTERNAL_AllocateCommandBuffers(
|
|||
D3D11Renderer *renderer,
|
||||
uint32_t allocateCount
|
||||
) {
|
||||
D3D11CommandBufferPool *pool = &renderer->commandBufferPool;
|
||||
D3D11CommandBuffer *commandBuffer;
|
||||
D3D11_QUERY_DESC queryDesc;
|
||||
HRESULT res;
|
||||
|
||||
pool->capacity += allocateCount;
|
||||
renderer->availableCommandBufferCapacity += allocateCount;
|
||||
|
||||
pool->elements = SDL_realloc(
|
||||
pool->elements,
|
||||
sizeof(D3D11CommandBuffer*) * pool->capacity
|
||||
renderer->availableCommandBuffers = SDL_realloc(
|
||||
renderer->availableCommandBuffers,
|
||||
sizeof(D3D11CommandBuffer*) * renderer->availableCommandBufferCapacity
|
||||
);
|
||||
|
||||
for (uint32_t i = 0; i < allocateCount; i += 1)
|
||||
{
|
||||
commandBuffer = SDL_malloc(sizeof(D3D11CommandBuffer));
|
||||
|
||||
/* Deferred Device Context */
|
||||
res = ID3D11Device_CreateDeferredContext(
|
||||
renderer->device,
|
||||
0,
|
||||
|
@ -1674,6 +1900,7 @@ static void D3D11_INTERNAL_AllocateCommandBuffers(
|
|||
);
|
||||
ERROR_CHECK("Could not create deferred context");
|
||||
|
||||
/* Fence Query */
|
||||
queryDesc.Query = D3D11_QUERY_EVENT;
|
||||
queryDesc.MiscFlags = 0;
|
||||
res = ID3D11Device_CreateQuery(
|
||||
|
@ -1683,29 +1910,35 @@ static void D3D11_INTERNAL_AllocateCommandBuffers(
|
|||
);
|
||||
ERROR_CHECK("Could not create query");
|
||||
|
||||
/* Bound Uniform Buffers */
|
||||
commandBuffer->boundUniformBufferCapacity = 16;
|
||||
commandBuffer->boundUniformBufferCount = 0;
|
||||
commandBuffer->boundUniformBuffers = SDL_malloc(
|
||||
commandBuffer->boundUniformBufferCapacity * sizeof(D3D11UniformBuffer*)
|
||||
);
|
||||
|
||||
/* FIXME: Resource tracking? */
|
||||
|
||||
pool->elements[pool->count] = commandBuffer;
|
||||
pool->count += 1;
|
||||
renderer->availableCommandBuffers[renderer->availableCommandBufferCount] = commandBuffer;
|
||||
renderer->availableCommandBufferCount += 1;
|
||||
}
|
||||
}
|
||||
|
||||
static D3D11CommandBuffer* D3D11_INTERNAL_GetInactiveCommandBufferFromPool(
|
||||
D3D11Renderer *renderer
|
||||
) {
|
||||
D3D11CommandBufferPool *pool = &renderer->commandBufferPool;
|
||||
D3D11CommandBuffer *commandBuffer;
|
||||
|
||||
if (pool->count == 0)
|
||||
if (renderer->availableCommandBufferCount == 0)
|
||||
{
|
||||
D3D11_INTERNAL_AllocateCommandBuffers(
|
||||
renderer,
|
||||
pool->capacity
|
||||
renderer->availableCommandBufferCapacity
|
||||
);
|
||||
}
|
||||
|
||||
commandBuffer = pool->elements[pool->count - 1];
|
||||
pool->count -= 1;
|
||||
commandBuffer = renderer->availableCommandBuffers[renderer->availableCommandBufferCount - 1];
|
||||
renderer->availableCommandBufferCount -= 1;
|
||||
|
||||
return commandBuffer;
|
||||
}
|
||||
|
@ -1723,8 +1956,9 @@ static Refresh_CommandBuffer* D3D11_AcquireCommandBuffer(
|
|||
commandBuffer = D3D11_INTERNAL_GetInactiveCommandBufferFromPool(renderer);
|
||||
commandBuffer->threadID = SDL_ThreadID();
|
||||
commandBuffer->swapchainData = NULL;
|
||||
commandBuffer->dsView = NULL;
|
||||
commandBuffer->graphicsPipeline = NULL;
|
||||
commandBuffer->vertexUniformBuffer = NULL;
|
||||
commandBuffer->dsView = NULL;
|
||||
for (i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1)
|
||||
{
|
||||
commandBuffer->rtViews[i] = NULL;
|
||||
|
@ -1856,6 +2090,26 @@ static void D3D11_EndRenderPass(
|
|||
Refresh_Renderer *driverData,
|
||||
Refresh_CommandBuffer *commandBuffer
|
||||
) {
|
||||
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
|
||||
|
||||
if (d3d11CommandBuffer->vertexUniformBuffer != NULL)
|
||||
{
|
||||
D3D11_INTERNAL_BindUniformBuffer(
|
||||
d3d11CommandBuffer,
|
||||
d3d11CommandBuffer->vertexUniformBuffer
|
||||
);
|
||||
}
|
||||
d3d11CommandBuffer->vertexUniformBuffer = NULL;
|
||||
|
||||
if (d3d11CommandBuffer->fragmentUniformBuffer != NULL)
|
||||
{
|
||||
D3D11_INTERNAL_BindUniformBuffer(
|
||||
d3d11CommandBuffer,
|
||||
d3d11CommandBuffer->fragmentUniformBuffer
|
||||
);
|
||||
}
|
||||
d3d11CommandBuffer->fragmentUniformBuffer = NULL;
|
||||
|
||||
/* FIXME: Resolve MSAA here! */
|
||||
/* FIXME: Anything else we need to do...? */
|
||||
}
|
||||
|
@ -1871,6 +2125,46 @@ static void D3D11_BindGraphicsPipeline(
|
|||
|
||||
d3d11CommandBuffer->graphicsPipeline = pipeline;
|
||||
|
||||
if (d3d11CommandBuffer->vertexUniformBuffer != NULL)
|
||||
{
|
||||
D3D11_INTERNAL_BindUniformBuffer(
|
||||
d3d11CommandBuffer,
|
||||
d3d11CommandBuffer->vertexUniformBuffer
|
||||
);
|
||||
}
|
||||
|
||||
if (pipeline->vertexUniformBlockSize == 0)
|
||||
{
|
||||
d3d11CommandBuffer->vertexUniformBuffer = NULL;
|
||||
}
|
||||
else
|
||||
{
|
||||
d3d11CommandBuffer->vertexUniformBuffer = D3D11_INTERNAL_AcquireUniformBufferFromPool(
|
||||
renderer,
|
||||
pipeline->vertexUniformBlockSize
|
||||
);
|
||||
}
|
||||
|
||||
if (d3d11CommandBuffer->fragmentUniformBuffer != NULL)
|
||||
{
|
||||
D3D11_INTERNAL_BindUniformBuffer(
|
||||
d3d11CommandBuffer,
|
||||
d3d11CommandBuffer->fragmentUniformBuffer
|
||||
);
|
||||
}
|
||||
|
||||
if (pipeline->fragmentUniformBlockSize == 0)
|
||||
{
|
||||
d3d11CommandBuffer->fragmentUniformBuffer = NULL;
|
||||
}
|
||||
else
|
||||
{
|
||||
d3d11CommandBuffer->fragmentUniformBuffer = D3D11_INTERNAL_AcquireUniformBufferFromPool(
|
||||
renderer,
|
||||
pipeline->fragmentUniformBlockSize
|
||||
);
|
||||
}
|
||||
|
||||
ID3D11DeviceContext_OMSetBlendState(
|
||||
d3d11CommandBuffer->context,
|
||||
pipeline->colorAttachmentBlendState,
|
||||
|
@ -2409,29 +2703,47 @@ static void D3D11_INTERNAL_CleanCommandBuffer(
|
|||
D3D11Renderer *renderer,
|
||||
D3D11CommandBuffer *commandBuffer
|
||||
) {
|
||||
D3D11CommandBufferPool *commandBufferPool = &renderer->commandBufferPool;
|
||||
uint32_t i;
|
||||
|
||||
/* FIXME: All kinds of stuff should go here... */
|
||||
|
||||
/* Bound uniform buffers are now available */
|
||||
SDL_LockMutex(renderer->uniformBufferLock);
|
||||
for (uint32_t i = 0; i < commandBuffer->boundUniformBufferCount; i += 1)
|
||||
{
|
||||
if (renderer->availableUniformBufferCount == renderer->availableUniformBufferCapacity)
|
||||
{
|
||||
renderer->availableUniformBufferCapacity *= 2;
|
||||
renderer->availableUniformBuffers = SDL_realloc(
|
||||
renderer->availableUniformBuffers,
|
||||
renderer->availableUniformBufferCapacity * sizeof(D3D11UniformBuffer*)
|
||||
);
|
||||
}
|
||||
|
||||
renderer->availableUniformBuffers[renderer->availableUniformBufferCount] = commandBuffer->boundUniformBuffers[i];
|
||||
renderer->availableUniformBufferCount += 1;
|
||||
}
|
||||
SDL_UnlockMutex(renderer->uniformBufferLock);
|
||||
|
||||
commandBuffer->boundUniformBufferCount = 0;
|
||||
|
||||
/* Return command buffer to pool */
|
||||
SDL_LockMutex(renderer->acquireCommandBufferLock);
|
||||
|
||||
if (commandBufferPool->count == commandBufferPool->capacity)
|
||||
if (renderer->availableCommandBufferCount == renderer->availableCommandBufferCapacity)
|
||||
{
|
||||
commandBufferPool->capacity += 1;
|
||||
commandBufferPool->elements = SDL_realloc(
|
||||
commandBufferPool->elements,
|
||||
commandBufferPool->capacity * sizeof(D3D11CommandBuffer*)
|
||||
renderer->availableCommandBufferCapacity += 1;
|
||||
renderer->availableCommandBuffers = SDL_realloc(
|
||||
renderer->availableCommandBuffers,
|
||||
renderer->availableCommandBufferCapacity * sizeof(D3D11CommandBuffer*)
|
||||
);
|
||||
}
|
||||
|
||||
commandBufferPool->elements[commandBufferPool->count] = commandBuffer;
|
||||
commandBufferPool->count += 1;
|
||||
renderer->availableCommandBuffers[renderer->availableCommandBufferCount] = commandBuffer;
|
||||
renderer->availableCommandBufferCount += 1;
|
||||
|
||||
SDL_UnlockMutex(renderer->acquireCommandBufferLock);
|
||||
|
||||
/* Remove this command buffer from the submitted list */
|
||||
for (i = 0; i < renderer->submittedCommandBufferCount; i += 1)
|
||||
for (uint32_t i = 0; i < renderer->submittedCommandBufferCount; i += 1)
|
||||
{
|
||||
if (renderer->submittedCommandBuffers[i] == commandBuffer)
|
||||
{
|
||||
|
@ -2700,7 +3012,7 @@ static Refresh_Device* D3D11_CreateDevice(
|
|||
D3D11Renderer *renderer;
|
||||
PFN_CREATE_DXGI_FACTORY1 CreateDXGIFactoryFunc;
|
||||
PFN_D3D11_CREATE_DEVICE D3D11CreateDeviceFunc;
|
||||
D3D_FEATURE_LEVEL levels[] = { D3D_FEATURE_LEVEL_11_0 };
|
||||
D3D_FEATURE_LEVEL levels[] = { D3D_FEATURE_LEVEL_11_1 };
|
||||
IDXGIFactory6 *factory6;
|
||||
uint32_t flags;
|
||||
DXGI_ADAPTER_DESC1 adapterDesc;
|
||||
|
@ -2838,12 +3150,10 @@ tryCreateDevice:
|
|||
Refresh_LogInfo("Refresh Driver: D3D11");
|
||||
Refresh_LogInfo("D3D11 Adapter: %S", adapterDesc.Description);
|
||||
|
||||
/* Initialize the command buffer pool */
|
||||
renderer->commandBufferPool = (D3D11CommandBufferPool) { 0 };
|
||||
|
||||
/* Create mutexes */
|
||||
renderer->contextLock = SDL_CreateMutex();
|
||||
renderer->acquireCommandBufferLock = SDL_CreateMutex();
|
||||
renderer->uniformBufferLock = SDL_CreateMutex();
|
||||
|
||||
/* Initialize miscellaneous renderer members */
|
||||
renderer->debugMode = (flags & D3D11_CREATE_DEVICE_DEBUG);
|
||||
|
@ -2851,6 +3161,10 @@ tryCreateDevice:
|
|||
/* Create command buffers to initialize the pool */
|
||||
D3D11_INTERNAL_AllocateCommandBuffers(renderer, 2);
|
||||
|
||||
/* Create uniform buffer pool */
|
||||
renderer->availableUniformBufferCapacity = 2;
|
||||
renderer->availableUniformBuffers = SDL_malloc(sizeof(D3D11UniformBuffer*) * renderer->availableUniformBufferCapacity);
|
||||
|
||||
/* Create the Refresh Device */
|
||||
result = (Refresh_Device*) SDL_malloc(sizeof(Refresh_Device));
|
||||
ASSIGN_DRIVER(D3D11)
|
||||
|
|
Loading…
Reference in New Issue