forked from MoonsideGames/Refresh
First pass at CreateBuffer, SetBufferData, QueueDestroyBuffer, CreateGraphicsPipeline, QueueDestroyGraphicsPipeline, DrawPrimitives, and setting default viewport/scissor rects on render passes
parent
5529a4a9ae
commit
05d200c7fa
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@ -158,7 +158,7 @@ static D3D11_PRIMITIVE_TOPOLOGY RefreshToD3D11_PrimitiveType[] =
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D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP /* TRIANGLESTRIP */
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};
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static D3D11_FILL_MODE RefreshToD3D11_PolygonMode[] =
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static D3D11_FILL_MODE RefreshToD3D11_FillMode[] =
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{
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D3D11_FILL_SOLID, /* FILL */
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D3D11_FILL_WIREFRAME, /* LINE */
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@ -289,6 +289,11 @@ typedef struct D3D11Texture
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};
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} D3D11Texture;
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typedef struct D3D11Buffer
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{
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ID3D11Buffer *handle;
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} D3D11Buffer;
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typedef struct D3D11SwapchainData
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{
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IDXGISwapChain* swapchain;
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@ -327,8 +332,32 @@ typedef struct D3D11ShaderModule
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size_t numEntryPoints;
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const spvc_entry_point *entryPoints;
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ID3D11DeviceChild **shaders; /* ID3D11VertexShader, ID3D11PixelShader, ID3D11ComputeShader */
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ID3D10Blob **blobs;
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} D3D11ShaderModule;
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typedef struct D3D11GraphicsPipeline
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{
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float blendConstants[4];
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int32_t numColorAttachments;
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int32_t colorAttachmentSampleCounts[MAX_COLOR_TARGET_BINDINGS];
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DXGI_FORMAT colorAttachmentFormats[MAX_COLOR_TARGET_BINDINGS];
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ID3D11BlendState *colorAttachmentBlendState;
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uint8_t hasDepthStencilAttachment;
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DXGI_FORMAT depthStencilAttachmentFormat;
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D3D11_PRIMITIVE_TOPOLOGY primitiveTopology;
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uint32_t stencilRef;
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ID3D11DepthStencilState *depthStencilState;
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ID3D11RasterizerState *rasterizerState;
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ID3D11InputLayout *inputLayout;
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Refresh_MultisampleState multisampleState;
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ID3D11VertexShader *vertexShader;
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ID3D11PixelShader *fragmentShader;
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} D3D11GraphicsPipeline;
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typedef struct D3D11Renderer
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{
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ID3D11Device *device;
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@ -351,7 +380,6 @@ typedef struct D3D11Renderer
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uint8_t debugMode;
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D3D_FEATURE_LEVEL featureLevel;
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PFN_D3DCOMPILE D3DCompileFunc;
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} D3D11Renderer;
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@ -693,7 +721,14 @@ static void D3D11_DrawPrimitives(
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uint32_t vertexParamOffset,
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uint32_t fragmentParamOffset
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) {
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NOT_IMPLEMENTED
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D3D11CommandBuffer *cmdbuf = (D3D11CommandBuffer*) commandBuffer;
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ID3D11DeviceContext_Draw(
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cmdbuf->context,
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primitiveCount * 3, /* FIXME: Needs to use a primitive lookup table! */
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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_DispatchCompute(
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@ -709,6 +744,224 @@ static void D3D11_DispatchCompute(
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/* State Creation */
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static ID3D11BlendState* D3D11_INTERNAL_FetchBlendState(
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D3D11Renderer *renderer,
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uint32_t numColorAttachments,
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Refresh_ColorAttachmentDescription *colorAttachments
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) {
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ID3D11BlendState *result;
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D3D11_BLEND_DESC blendDesc;
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uint32_t i;
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HRESULT res;
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/* Create a new blend state.
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* The spec says the driver will not create duplicate states, so there's no need to cache.
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*/
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SDL_zero(blendDesc); /* needed for any unused RT entries */
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blendDesc.AlphaToCoverageEnable = FALSE;
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blendDesc.IndependentBlendEnable = TRUE;
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for (i = 0; i < numColorAttachments; i += 1)
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{
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blendDesc.RenderTarget[i].BlendEnable = colorAttachments[i].blendState.blendEnable;
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blendDesc.RenderTarget[i].BlendOp = RefreshToD3D11_BlendOp[
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colorAttachments[i].blendState.colorBlendOp
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];
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blendDesc.RenderTarget[i].BlendOpAlpha = RefreshToD3D11_BlendOp[
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colorAttachments[i].blendState.alphaBlendOp
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];
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blendDesc.RenderTarget[i].DestBlend = RefreshToD3D11_BlendFactor[
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colorAttachments[i].blendState.dstColorBlendFactor
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];
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blendDesc.RenderTarget[i].DestBlendAlpha = RefreshToD3D11_BlendFactor[
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colorAttachments[i].blendState.dstAlphaBlendFactor
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];
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blendDesc.RenderTarget[i].RenderTargetWriteMask = colorAttachments[i].blendState.colorWriteMask;
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blendDesc.RenderTarget[i].SrcBlend = RefreshToD3D11_BlendFactor[
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colorAttachments[i].blendState.srcColorBlendFactor
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];
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blendDesc.RenderTarget[i].SrcBlendAlpha = RefreshToD3D11_BlendFactor[
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colorAttachments[i].blendState.srcAlphaBlendFactor
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];
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}
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res = ID3D11Device_CreateBlendState(
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renderer->device,
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&blendDesc,
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&result
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);
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ERROR_CHECK_RETURN("Could not create blend state", NULL);
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return result;
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}
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static ID3D11DepthStencilState* D3D11_INTERNAL_FetchDepthStencilState(
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D3D11Renderer *renderer,
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Refresh_DepthStencilState depthStencilState
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) {
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ID3D11DepthStencilState *result;
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D3D11_DEPTH_STENCIL_DESC dsDesc;
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HRESULT res;
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/* Create a new depth-stencil state.
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* The spec says the driver will not create duplicate states, so there's no need to cache.
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*/
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dsDesc.DepthEnable = depthStencilState.depthTestEnable;
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dsDesc.StencilEnable = depthStencilState.stencilTestEnable;
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dsDesc.DepthFunc = depthStencilState.compareOp;
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dsDesc.DepthWriteMask = (
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depthStencilState.depthWriteEnable ?
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D3D11_DEPTH_WRITE_MASK_ALL :
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D3D11_DEPTH_WRITE_MASK_ZERO
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);
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dsDesc.BackFace.StencilFunc = depthStencilState.backStencilState.compareOp;
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dsDesc.BackFace.StencilDepthFailOp = depthStencilState.backStencilState.depthFailOp;
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dsDesc.BackFace.StencilFailOp = depthStencilState.backStencilState.failOp;
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dsDesc.BackFace.StencilPassOp = depthStencilState.backStencilState.passOp;
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dsDesc.FrontFace.StencilFunc = depthStencilState.frontStencilState.compareOp;
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dsDesc.FrontFace.StencilDepthFailOp = depthStencilState.frontStencilState.depthFailOp;
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dsDesc.FrontFace.StencilFailOp = depthStencilState.frontStencilState.failOp;
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dsDesc.FrontFace.StencilPassOp = depthStencilState.frontStencilState.passOp;
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/* FIXME: D3D11 doesn't have separate read/write masks for each stencil side. What should we do? */
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dsDesc.StencilReadMask = depthStencilState.backStencilState.compareMask;
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dsDesc.StencilWriteMask = depthStencilState.backStencilState.writeMask;
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/* FIXME: What do we do with these?
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* depthStencilState.depthBoundsTestEnable
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* depthStencilState.maxDepthBounds
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* depthStencilState.minDepthBounds
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*/
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res = ID3D11Device_CreateDepthStencilState(
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renderer->device,
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&dsDesc,
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&result
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);
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ERROR_CHECK_RETURN("Could not create depth-stencil state", NULL);
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return result;
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}
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static ID3D11RasterizerState* D3D11_INTERNAL_FetchRasterizerState(
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D3D11Renderer *renderer,
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Refresh_RasterizerState rasterizerState
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) {
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ID3D11RasterizerState *result;
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D3D11_RASTERIZER_DESC rasterizerDesc;
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HRESULT res;
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/* Create a new rasterizer state.
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* The spec says the driver will not create duplicate states, so there's no need to cache.
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*/
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rasterizerDesc.AntialiasedLineEnable = FALSE;
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rasterizerDesc.CullMode = RefreshToD3D11_CullMode[rasterizerState.cullMode];
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rasterizerDesc.DepthBias = (INT) rasterizerState.depthBiasConstantFactor; /* FIXME: Is this cast correct? */
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rasterizerDesc.DepthBiasClamp = rasterizerState.depthBiasClamp;
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rasterizerDesc.DepthClipEnable = TRUE; /* FIXME: Do we want this...? */
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rasterizerDesc.FillMode = RefreshToD3D11_FillMode[rasterizerState.fillMode];
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rasterizerDesc.FrontCounterClockwise = (rasterizerState.frontFace == REFRESH_FRONTFACE_COUNTER_CLOCKWISE);
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rasterizerDesc.MultisampleEnable = TRUE; /* only applies to MSAA render targets */
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rasterizerDesc.ScissorEnable = TRUE;
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rasterizerDesc.SlopeScaledDepthBias = rasterizerState.depthBiasSlopeFactor;
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res = ID3D11Device_CreateRasterizerState(
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renderer->device,
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&rasterizerDesc,
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&result
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);
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ERROR_CHECK_RETURN("Could not create rasterizer state", NULL);
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return result;
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}
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static uint32_t D3D11_INTERNAL_FindIndexOfVertexBinding(
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uint32_t targetBinding,
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const Refresh_VertexBinding *bindings,
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uint32_t numBindings
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) {
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uint32_t i;
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for (i = 0; i < numBindings; i += 1)
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{
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if (bindings[i].binding == targetBinding)
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{
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return i;
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}
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}
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Refresh_LogError("Could not find vertex binding %d!", targetBinding);
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return 0;
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}
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static ID3D11InputLayout* D3D11_INTERNAL_FetchInputLayout(
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D3D11Renderer *renderer,
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Refresh_VertexInputState inputState,
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ID3D10Blob *shaderBlob
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) {
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ID3D11InputLayout *result = NULL;
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D3D11_INPUT_ELEMENT_DESC *elementDescs;
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uint32_t i, bindingIndex;
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HRESULT res;
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/* Allocate an array of vertex elements */
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elementDescs = SDL_stack_alloc(
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D3D11_INPUT_ELEMENT_DESC,
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inputState.vertexAttributeCount
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);
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/* Create the array of input elements */
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for (i = 0; i < inputState.vertexAttributeCount; i += 1)
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{
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elementDescs[i].AlignedByteOffset = inputState.vertexAttributes[i].offset;
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elementDescs[i].Format = RefreshToD3D11_VertexFormat[
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inputState.vertexAttributes[i].format
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];
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elementDescs[i].InputSlot = inputState.vertexAttributes[i].binding;
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bindingIndex = D3D11_INTERNAL_FindIndexOfVertexBinding(
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elementDescs[i].InputSlot,
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inputState.vertexBindings,
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inputState.vertexBindingCount
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);
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elementDescs[i].InputSlotClass = RefreshToD3D11_VertexInputRate[
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inputState.vertexBindings[bindingIndex].inputRate
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];
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/* The spec requires this to be 0 for per-vertex data */
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elementDescs[i].InstanceDataStepRate = (
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elementDescs[i].InputSlotClass == D3D11_INPUT_PER_INSTANCE_DATA ? 1 : 0
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);
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elementDescs[i].SemanticIndex = inputState.vertexAttributes[i].location;
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elementDescs[i].SemanticName = "TEXCOORD";
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}
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res = ID3D11Device_CreateInputLayout(
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renderer->device,
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elementDescs,
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inputState.vertexAttributeCount,
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(void*) ID3D10Blob_GetBufferPointer(shaderBlob),
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ID3D10Blob_GetBufferSize(shaderBlob),
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&result
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);
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if (FAILED(res))
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{
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Refresh_LogError("Could not create input layout! Error: %X", res);
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SDL_stack_free(elementDescs);
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return NULL;
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}
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/* FIXME:
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* These are not cached by the driver! Should we cache them, or allow duplicates?
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* If we have one input layout per graphics pipeline maybe that wouldn't be so bad...?
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*/
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SDL_stack_free(elementDescs);
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return result;
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}
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static Refresh_ComputePipeline* D3D11_CreateComputePipeline(
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Refresh_Renderer* driverData,
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Refresh_ComputeShaderInfo* computeShaderInfo
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@ -720,7 +973,109 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
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Refresh_Renderer* driverData,
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Refresh_GraphicsPipelineCreateInfo* pipelineCreateInfo
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) {
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NOT_IMPLEMENTED
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11GraphicsPipeline *pipeline = (D3D11GraphicsPipeline*) SDL_malloc(sizeof(D3D11GraphicsPipeline));
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D3D11ShaderModule* vertShaderModule = (D3D11ShaderModule*) pipelineCreateInfo->vertexShaderInfo.shaderModule;
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D3D11ShaderModule* fragShaderModule = (D3D11ShaderModule*) pipelineCreateInfo->fragmentShaderInfo.shaderModule;
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int32_t vertexShaderIndex, fragmentShaderIndex;
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int32_t i;
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/* Color attachments */
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pipeline->numColorAttachments = pipelineCreateInfo->attachmentInfo.colorAttachmentCount;
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for (i = 0; i < pipeline->numColorAttachments; i += 1)
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{
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pipeline->colorAttachmentSampleCounts[i] = RefreshToD3D11_SampleCount[
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pipelineCreateInfo->attachmentInfo.colorAttachmentDescriptions[i].sampleCount
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];
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pipeline->colorAttachmentFormats[i] = RefreshToD3D11_SurfaceFormat[
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pipelineCreateInfo->attachmentInfo.colorAttachmentDescriptions[i].format
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];
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}
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pipeline->blendConstants[0] = pipelineCreateInfo->blendConstants[0];
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pipeline->blendConstants[1] = pipelineCreateInfo->blendConstants[1];
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pipeline->blendConstants[2] = pipelineCreateInfo->blendConstants[2];
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pipeline->blendConstants[3] = pipelineCreateInfo->blendConstants[3];
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pipeline->multisampleState = pipelineCreateInfo->multisampleState;
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pipeline->colorAttachmentBlendState = D3D11_INTERNAL_FetchBlendState(
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renderer,
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pipelineCreateInfo->attachmentInfo.colorAttachmentCount,
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pipelineCreateInfo->attachmentInfo.colorAttachmentDescriptions
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);
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/* Depth stencil */
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pipeline->hasDepthStencilAttachment = pipelineCreateInfo->attachmentInfo.hasDepthStencilAttachment;
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pipeline->depthStencilAttachmentFormat = RefreshToD3D11_SurfaceFormat[
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pipelineCreateInfo->attachmentInfo.depthStencilFormat
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];
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pipeline->stencilRef = pipelineCreateInfo->depthStencilState.backStencilState.reference; /* FIXME: Should we use front or back? */
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pipeline->depthStencilState = D3D11_INTERNAL_FetchDepthStencilState(
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renderer,
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pipelineCreateInfo->depthStencilState
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);
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/* Rasterizer state */
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pipeline->primitiveTopology = RefreshToD3D11_PrimitiveType[pipelineCreateInfo->primitiveType];
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pipeline->rasterizerState = D3D11_INTERNAL_FetchRasterizerState(
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renderer,
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pipelineCreateInfo->rasterizerState
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);
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/* Vertex Shader + Input Layout */
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vertexShaderIndex = -1;
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for (i = 0; i < vertShaderModule->numEntryPoints; i += 1)
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{
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if ( vertShaderModule->entryPoints[i].execution_model == SpvExecutionModelVertex &&
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SDL_strcmp(vertShaderModule->entryPoints[i].name, pipelineCreateInfo->vertexShaderInfo.entryPointName) == 0 )
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{
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vertexShaderIndex = i;
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break;
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}
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}
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if (vertexShaderIndex == -1)
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{
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Refresh_LogError(
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"Graphics pipeline creation failed! No entry point '%s' exists for the vertex shader!",
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pipelineCreateInfo->vertexShaderInfo.entryPointName
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);
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return NULL;
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}
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pipeline->inputLayout = D3D11_INTERNAL_FetchInputLayout(
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renderer,
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pipelineCreateInfo->vertexInputState,
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vertShaderModule->blobs[vertexShaderIndex]
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);
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pipeline->vertexShader = (ID3D11VertexShader*) vertShaderModule->shaders[vertexShaderIndex];
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/* Fragment Shader */
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fragmentShaderIndex = -1;
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for (i = 0; i < fragShaderModule->numEntryPoints; i += 1)
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{
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if ( fragShaderModule->entryPoints[i].execution_model == SpvExecutionModelFragment &&
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SDL_strcmp(fragShaderModule->entryPoints[i].name, pipelineCreateInfo->fragmentShaderInfo.entryPointName) == 0 )
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{
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fragmentShaderIndex = i;
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break;
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}
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}
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if (fragmentShaderIndex == -1)
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{
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Refresh_LogError(
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"Graphics pipeline creation failed! No entry point '%s' exists for the fragment shader!",
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pipelineCreateInfo->vertexShaderInfo.entryPointName
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);
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return NULL;
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}
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pipeline->fragmentShader = (ID3D11PixelShader*) fragShaderModule->shaders[fragmentShaderIndex];
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/* FIXME: Need to create uniform buffers for the shaders */
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return (Refresh_GraphicsPipeline*) pipeline;
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}
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static Refresh_Sampler* D3D11_CreateSampler(
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|
@ -744,7 +1099,7 @@ static Refresh_ShaderModule* D3D11_CreateShaderModule(
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spvc_compiler_options compilerOptions;
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char *hlslSource;
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const char *shaderModel;
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ID3DBlob *blob;
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ID3DBlob **blobs;
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ID3DBlob *errorBlob = NULL;
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ID3D11DeviceChild **shaders;
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D3D11ShaderModule *shaderModule;
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|
@ -804,6 +1159,11 @@ static Refresh_ShaderModule* D3D11_CreateShaderModule(
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SPVC_COMPILER_OPTION_HLSL_SHADER_MODEL,
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50 /* shader model 5.0 */
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);
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spvc_compiler_options_set_bool(
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compilerOptions,
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SPVC_COMPILER_OPTION_FLIP_VERTEX_Y,
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SPVC_TRUE
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);
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spvc_compiler_install_compiler_options(compiler, compilerOptions);
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/* Cross compile to HLSL */
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|
@ -817,6 +1177,7 @@ static Refresh_ShaderModule* D3D11_CreateShaderModule(
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/* Allocate memory for the D3D11 shader list */
|
||||
shaders = (ID3D11DeviceChild**) SDL_malloc(numEntryPoints * sizeof(ID3D11DeviceChild*));
|
||||
blobs = (ID3D10Blob**) SDL_malloc(numEntryPoints * sizeof(ID3D10Blob*));
|
||||
|
||||
/* Compile each HLSL entry point into a D3D shader */
|
||||
for (i = 0; i < numEntryPoints; i += 1)
|
||||
|
@ -857,7 +1218,7 @@ static Refresh_ShaderModule* D3D11_CreateShaderModule(
|
|||
shaderModel,
|
||||
0,
|
||||
0,
|
||||
&blob,
|
||||
&blobs[i],
|
||||
&errorBlob
|
||||
);
|
||||
if (FAILED(res))
|
||||
|
@ -879,8 +1240,8 @@ static Refresh_ShaderModule* D3D11_CreateShaderModule(
|
|||
case SpvExecutionModelVertex:
|
||||
res = ID3D11Device_CreateVertexShader(
|
||||
renderer->device,
|
||||
ID3D10Blob_GetBufferPointer(blob),
|
||||
ID3D10Blob_GetBufferSize(blob),
|
||||
ID3D10Blob_GetBufferPointer(blobs[i]),
|
||||
ID3D10Blob_GetBufferSize(blobs[i]),
|
||||
NULL,
|
||||
(ID3D11VertexShader**) &shaders[i]
|
||||
);
|
||||
|
@ -889,8 +1250,8 @@ static Refresh_ShaderModule* D3D11_CreateShaderModule(
|
|||
case SpvExecutionModelFragment:
|
||||
res = ID3D11Device_CreatePixelShader(
|
||||
renderer->device,
|
||||
ID3D10Blob_GetBufferPointer(blob),
|
||||
ID3D10Blob_GetBufferSize(blob),
|
||||
ID3D10Blob_GetBufferPointer(blobs[i]),
|
||||
ID3D10Blob_GetBufferSize(blobs[i]),
|
||||
NULL,
|
||||
(ID3D11PixelShader**) &shaders[i]
|
||||
);
|
||||
|
@ -899,8 +1260,8 @@ static Refresh_ShaderModule* D3D11_CreateShaderModule(
|
|||
case SpvExecutionModelGLCompute:
|
||||
res = ID3D11Device_CreateComputeShader(
|
||||
renderer->device,
|
||||
ID3D10Blob_GetBufferPointer(blob),
|
||||
ID3D10Blob_GetBufferSize(blob),
|
||||
ID3D10Blob_GetBufferPointer(blobs[i]),
|
||||
ID3D10Blob_GetBufferSize(blobs[i]),
|
||||
NULL,
|
||||
(ID3D11ComputeShader**) &shaders[i]
|
||||
);
|
||||
|
@ -921,6 +1282,7 @@ static Refresh_ShaderModule* D3D11_CreateShaderModule(
|
|||
shaderModule->entryPoints = entryPoints;
|
||||
shaderModule->numEntryPoints = numEntryPoints;
|
||||
shaderModule->shaders = shaders;
|
||||
shaderModule->blobs = blobs;
|
||||
return (Refresh_ShaderModule*) shaderModule;
|
||||
}
|
||||
|
||||
|
@ -936,7 +1298,45 @@ static Refresh_Buffer* D3D11_CreateBuffer(
|
|||
Refresh_BufferUsageFlags usageFlags,
|
||||
uint32_t sizeInBytes
|
||||
) {
|
||||
NOT_IMPLEMENTED
|
||||
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
|
||||
ID3D11Buffer *bufferHandle;
|
||||
D3D11_BUFFER_DESC bufferDesc;
|
||||
uint32_t bindFlags = 0;
|
||||
D3D11Buffer *result;
|
||||
HRESULT res;
|
||||
|
||||
if (usageFlags & REFRESH_BUFFERUSAGE_INDEX_BIT)
|
||||
{
|
||||
bindFlags |= D3D11_BIND_INDEX_BUFFER;
|
||||
}
|
||||
if (usageFlags & REFRESH_BUFFERUSAGE_VERTEX_BIT)
|
||||
{
|
||||
bindFlags |= D3D11_BIND_VERTEX_BUFFER;
|
||||
}
|
||||
if (usageFlags & REFRESH_BUFFERUSAGE_COMPUTE_BIT)
|
||||
{
|
||||
bindFlags |= D3D11_BIND_UNORDERED_ACCESS;
|
||||
bindFlags |= D3D11_BIND_SHADER_RESOURCE;
|
||||
}
|
||||
|
||||
bufferDesc.BindFlags = bindFlags;
|
||||
bufferDesc.ByteWidth = sizeInBytes;
|
||||
bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
bufferDesc.MiscFlags = 0;
|
||||
bufferDesc.StructureByteStride = 0; /* FIXME: Is this right...? */
|
||||
bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
|
||||
res = ID3D11Device_CreateBuffer(
|
||||
renderer->device,
|
||||
&bufferDesc,
|
||||
NULL,
|
||||
&bufferHandle
|
||||
);
|
||||
ERROR_CHECK_RETURN("Could not create buffer", NULL);
|
||||
|
||||
result = (D3D11Buffer*) SDL_malloc(sizeof(D3D11Buffer));
|
||||
result->handle = bufferHandle;
|
||||
return (Refresh_Buffer*) result;
|
||||
}
|
||||
|
||||
/* Setters */
|
||||
|
@ -994,7 +1394,38 @@ static void D3D11_SetBufferData(
|
|||
void *data,
|
||||
uint32_t dataLength
|
||||
) {
|
||||
NOT_IMPLEMENTED
|
||||
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
|
||||
D3D11CommandBuffer *cmdbuf = (D3D11CommandBuffer*) commandBuffer;
|
||||
D3D11Buffer *buf = (D3D11Buffer*) buffer;
|
||||
D3D11_MAPPED_SUBRESOURCE mappedSubresource;
|
||||
HRESULT res;
|
||||
|
||||
/* FIXME: How should we handle partial updates? */
|
||||
|
||||
/* Map the buffer */
|
||||
res = ID3D11DeviceContext_Map(
|
||||
cmdbuf->context,
|
||||
(ID3D11Resource*) buf->handle,
|
||||
0,
|
||||
D3D11_MAP_WRITE_DISCARD,
|
||||
0,
|
||||
&mappedSubresource
|
||||
);
|
||||
ERROR_CHECK_RETURN("Could not map buffer",);
|
||||
|
||||
/* Copy in the data */
|
||||
SDL_memcpy(
|
||||
(uint8_t*) mappedSubresource.pData + offsetInBytes,
|
||||
data,
|
||||
dataLength
|
||||
);
|
||||
|
||||
/* Unmap the buffer */
|
||||
ID3D11DeviceContext_Unmap(
|
||||
cmdbuf->context,
|
||||
(ID3D11Resource*) buf->handle,
|
||||
0
|
||||
);
|
||||
}
|
||||
|
||||
static uint32_t D3D11_PushVertexShaderUniforms(
|
||||
|
@ -1073,7 +1504,9 @@ static void D3D11_QueueDestroyBuffer(
|
|||
Refresh_Renderer* driverData,
|
||||
Refresh_Buffer* buffer
|
||||
) {
|
||||
NOT_IMPLEMENTED
|
||||
D3D11Buffer *d3dBuffer = (D3D11Buffer*) buffer;
|
||||
ID3D11Buffer_Release(d3dBuffer->handle);
|
||||
SDL_free(d3dBuffer);
|
||||
}
|
||||
|
||||
static void D3D11_QueueDestroyShaderModule(
|
||||
|
@ -1083,12 +1516,14 @@ static void D3D11_QueueDestroyShaderModule(
|
|||
D3D11ShaderModule *d3dShaderModule = (D3D11ShaderModule*) shaderModule;
|
||||
uint32_t i;
|
||||
|
||||
/* Release the D3D11 shader objects and free the array */
|
||||
/* Release the D3D11 shader objects and free the arrays */
|
||||
for (i = 0; i < d3dShaderModule->numEntryPoints; i += 1)
|
||||
{
|
||||
ID3D11DeviceChild_Release(d3dShaderModule->shaders[i]);
|
||||
ID3D10Blob_Release(d3dShaderModule->blobs[i]);
|
||||
}
|
||||
SDL_free(d3dShaderModule->shaders);
|
||||
SDL_free(d3dShaderModule->blobs);
|
||||
|
||||
/* Destroy the SPIRV-Cross context.
|
||||
* This should destroy the entryPoints list as well.
|
||||
|
@ -1107,7 +1542,17 @@ static void D3D11_QueueDestroyGraphicsPipeline(
|
|||
Refresh_Renderer* driverData,
|
||||
Refresh_GraphicsPipeline* graphicsPipeline
|
||||
) {
|
||||
NOT_IMPLEMENTED
|
||||
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
|
||||
D3D11GraphicsPipeline *d3dGraphicsPipeline = (D3D11GraphicsPipeline*) graphicsPipeline;
|
||||
|
||||
ID3D11BlendState_Release(d3dGraphicsPipeline->colorAttachmentBlendState);
|
||||
ID3D11DepthStencilState_Release(d3dGraphicsPipeline->depthStencilState);
|
||||
ID3D11RasterizerState_Release(d3dGraphicsPipeline->rasterizerState);
|
||||
ID3D11InputLayout_Release(d3dGraphicsPipeline->inputLayout);
|
||||
|
||||
/* FIXME: Release uniform buffers, once that's written in */
|
||||
|
||||
SDL_free(d3dGraphicsPipeline);
|
||||
}
|
||||
|
||||
/* Graphics State */
|
||||
|
@ -1201,7 +1646,31 @@ static void D3D11_BeginRenderPass(
|
|||
}
|
||||
}
|
||||
|
||||
/* FIXME: Set viewport and scissor state */
|
||||
/* Set default viewport and scissor state */
|
||||
/* FIXME: Check how Vulkan sets these defaults */
|
||||
viewports[0].TopLeftX = 0;
|
||||
viewports[0].TopLeftY = 0;
|
||||
viewports[0].Width = (float) ((D3D11Texture*) colorAttachmentInfos[0].texture)->twod.width;
|
||||
viewports[0].Height = (float) ((D3D11Texture*) colorAttachmentInfos[0].texture)->twod.height;
|
||||
viewports[0].MinDepth = 0; /* FIXME: Check what Vulkan does for these. */
|
||||
viewports[0].MaxDepth = 1;
|
||||
|
||||
ID3D11DeviceContext_RSSetViewports(
|
||||
cmdbuf->context,
|
||||
1,
|
||||
viewports
|
||||
);
|
||||
|
||||
scissorRects[0].left = 0;
|
||||
scissorRects[0].right = (LONG) viewports[0].Width;
|
||||
scissorRects[0].top = 0;
|
||||
scissorRects[0].bottom = (LONG) viewports[0].Height;
|
||||
|
||||
ID3D11DeviceContext_RSSetScissorRects(
|
||||
cmdbuf->context,
|
||||
1,
|
||||
scissorRects
|
||||
);
|
||||
|
||||
/* FIXME: What should we do with render area? */
|
||||
}
|
||||
|
@ -1218,7 +1687,51 @@ static void D3D11_BindGraphicsPipeline(
|
|||
Refresh_CommandBuffer* commandBuffer,
|
||||
Refresh_GraphicsPipeline* graphicsPipeline
|
||||
) {
|
||||
NOT_IMPLEMENTED
|
||||
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
|
||||
D3D11CommandBuffer *cmdbuf = (D3D11CommandBuffer*) commandBuffer;
|
||||
D3D11GraphicsPipeline *pipeline = (D3D11GraphicsPipeline*) graphicsPipeline;
|
||||
|
||||
ID3D11DeviceContext_OMSetBlendState(
|
||||
cmdbuf->context,
|
||||
pipeline->colorAttachmentBlendState,
|
||||
pipeline->blendConstants,
|
||||
0xffffffff
|
||||
);
|
||||
|
||||
ID3D11DeviceContext_OMSetDepthStencilState(
|
||||
cmdbuf->context,
|
||||
pipeline->depthStencilState,
|
||||
pipeline->stencilRef
|
||||
);
|
||||
|
||||
ID3D11DeviceContext_IASetPrimitiveTopology(
|
||||
cmdbuf->context,
|
||||
pipeline->primitiveTopology
|
||||
);
|
||||
|
||||
ID3D11DeviceContext_IASetInputLayout(
|
||||
cmdbuf->context,
|
||||
pipeline->inputLayout
|
||||
);
|
||||
|
||||
ID3D11DeviceContext_RSSetState(
|
||||
cmdbuf->context,
|
||||
pipeline->rasterizerState
|
||||
);
|
||||
|
||||
ID3D11DeviceContext_VSSetShader(
|
||||
cmdbuf->context,
|
||||
pipeline->vertexShader,
|
||||
NULL,
|
||||
0
|
||||
);
|
||||
|
||||
ID3D11DeviceContext_PSSetShader(
|
||||
cmdbuf->context,
|
||||
pipeline->fragmentShader,
|
||||
NULL,
|
||||
0
|
||||
);
|
||||
}
|
||||
|
||||
static void D3D11_SetViewport(
|
||||
|
@ -1245,7 +1758,32 @@ static void D3D11_BindVertexBuffers(
|
|||
Refresh_Buffer** pBuffers,
|
||||
uint64_t* pOffsets
|
||||
) {
|
||||
NOT_IMPLEMENTED
|
||||
D3D11CommandBuffer *cmdbuf = (D3D11CommandBuffer*) commandBuffer;
|
||||
ID3D11Buffer **buffers;
|
||||
uint32_t *strides;
|
||||
uint32_t i;
|
||||
|
||||
buffers = SDL_stack_alloc(ID3D11Buffer*, bindingCount);
|
||||
strides = SDL_stack_alloc(uint32_t, bindingCount);
|
||||
for (i = 0; i < bindingCount; i += 1)
|
||||
{
|
||||
buffers[i] = ((D3D11Buffer*) pBuffers[i])->handle;
|
||||
strides[i] = 20;
|
||||
/* FIXME: Strides! Will probably need to get this from InputLayout somehow. */
|
||||
}
|
||||
|
||||
/* FIXME: State shadowing? */
|
||||
ID3D11DeviceContext_IASetVertexBuffers(
|
||||
cmdbuf->context,
|
||||
firstBinding,
|
||||
bindingCount,
|
||||
buffers,
|
||||
strides,
|
||||
(const UINT*) pOffsets
|
||||
);
|
||||
|
||||
SDL_stack_free(buffers);
|
||||
SDL_stack_free(strides);
|
||||
}
|
||||
|
||||
static void D3D11_BindIndexBuffer(
|
||||
|
|
Loading…
Reference in New Issue