forked from MoonsideGames/Refresh
Uniform buffer binding rework for clarity + minor cleanup
parent
0d6043cfef
commit
8be21dde9b
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@ -582,7 +582,7 @@ static void D3D11_INTERNAL_LogError(
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Refresh_LogError("%s! Error Code: %s (0x%08X)", msg, wszMsgBuff, res);
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}
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/* Subresources */
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/* Helper Functions */
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static inline uint32_t D3D11_INTERNAL_CalcSubresource(
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uint32_t mipLevel,
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@ -592,6 +592,13 @@ static inline uint32_t D3D11_INTERNAL_CalcSubresource(
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return mipLevel + (arraySlice * numLevels);
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}
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static inline uint32_t D3D11_INTERNAL_NextHighestAlignment(
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uint32_t n,
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uint32_t align
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) {
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return align * ((n + align - 1) / align);
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}
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/* Quit */
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static void D3D11_DestroyDevice(
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@ -896,7 +903,6 @@ static ID3D11BlendState* D3D11_INTERNAL_FetchBlendState(
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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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@ -907,7 +913,7 @@ static ID3D11BlendState* D3D11_INTERNAL_FetchBlendState(
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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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for (uint32_t 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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@ -1028,8 +1034,7 @@ static uint32_t D3D11_INTERNAL_FindIndexOfVertexBinding(
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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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for (uint32_t 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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@ -1049,7 +1054,7 @@ static ID3D11InputLayout* D3D11_INTERNAL_FetchInputLayout(
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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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uint32_t bindingIndex;
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HRESULT res;
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/* Don't bother creating/fetching an input layout if there are no attributes. */
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@ -1065,7 +1070,7 @@ static ID3D11InputLayout* D3D11_INTERNAL_FetchInputLayout(
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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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for (uint32_t 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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@ -1118,7 +1123,6 @@ static Refresh_ComputePipeline* D3D11_CreateComputePipeline(
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Refresh_Renderer *driverData,
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Refresh_ComputeShaderInfo *computeShaderInfo
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) {
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D3D11Renderer* renderer = (D3D11Renderer*) driverData;
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D3D11ComputePipeline* pipeline = (D3D11ComputePipeline*) SDL_malloc(sizeof(D3D11ComputePipeline));
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D3D11ShaderModule* shaderModule = (D3D11ShaderModule*) computeShaderInfo->shaderModule;
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@ -1130,13 +1134,6 @@ static Refresh_ComputePipeline* D3D11_CreateComputePipeline(
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return (Refresh_ComputePipeline*) pipeline;
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}
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static inline uint32_t D3D11_INTERNAL_NextHighestAlignment(
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uint32_t n,
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uint32_t align
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) {
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return align * ((n + align - 1) / align);
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}
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static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
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Refresh_Renderer *driverData,
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Refresh_GraphicsPipelineCreateInfo *pipelineCreateInfo
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@ -1148,7 +1145,7 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
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ID3D10Blob *errorBlob;
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HRESULT res;
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/* Color */
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/* Blend */
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pipeline->colorAttachmentBlendState = D3D11_INTERNAL_FetchBlendState(
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renderer,
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@ -1169,9 +1166,11 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
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pipeline->blendConstants[2] = pipelineCreateInfo->blendConstants[2];
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pipeline->blendConstants[3] = pipelineCreateInfo->blendConstants[3];
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/* Multisample */
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pipeline->multisampleState = pipelineCreateInfo->multisampleState;
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/* Depth stencil */
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/* Depth-Stencil */
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pipeline->depthStencilState = D3D11_INTERNAL_FetchDepthStencilState(
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renderer,
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@ -1192,7 +1191,7 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
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pipelineCreateInfo->rasterizerState
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);
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/* Vertex shader */
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/* Vertex Shader */
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if (vertShaderModule->shader == NULL)
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{
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@ -1344,6 +1343,7 @@ static Refresh_Sampler* D3D11_CreateSampler(
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);
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ERROR_CHECK_RETURN("Could not create sampler state", NULL);
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/* FIXME: Is there even a point to having a D3D11Sampler struct if it's just a wrapper? */
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d3d11Sampler = (D3D11Sampler*) SDL_malloc(sizeof(D3D11Sampler));
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d3d11Sampler->handle = samplerStateHandle;
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@ -1678,7 +1678,7 @@ static Refresh_Buffer* D3D11_CreateBuffer(
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return (Refresh_Buffer*) d3d11Buffer;
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}
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/* Setters */
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/* Texture Data */
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static void D3D11_SetTextureData(
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Refresh_Renderer *driverData,
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@ -1765,6 +1765,8 @@ static void D3D11_CopyTextureToBuffer(
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NOT_IMPLEMENTED
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}
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/* Buffer Data */
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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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@ -1843,22 +1845,16 @@ static void D3D11_SetBufferData(
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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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static void D3D11_GetBufferData(
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Refresh_Renderer *driverData,
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Refresh_Buffer *buffer,
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void* data,
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uint32_t dataLengthInBytes
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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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NOT_IMPLEMENTED
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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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/* Uniforms */
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static uint8_t D3D11_INTERNAL_CreateUniformBuffer(
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D3D11Renderer *renderer
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@ -1888,6 +1884,8 @@ static uint8_t D3D11_INTERNAL_CreateUniformBuffer(
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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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uniformBuffer->d3d11Buffer->isDynamic = 1;
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uniformBuffer->d3d11Buffer->uav = NULL;
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/* Add it to the available pool */
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if (renderer->availableUniformBufferCount >= renderer->availableUniformBufferCapacity)
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@ -1906,12 +1904,15 @@ static uint8_t D3D11_INTERNAL_CreateUniformBuffer(
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return 1;
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}
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static D3D11UniformBuffer* D3D11_INTERNAL_AcquireUniformBufferFromPool(
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static uint8_t D3D11_INTERNAL_AcquireUniformBuffer(
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D3D11Renderer *renderer,
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D3D11CommandBuffer *commandBuffer,
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D3D11UniformBuffer **uniformBufferToBind,
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uint64_t blockSize
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) {
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D3D11UniformBuffer *uniformBuffer;
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/* Acquire a uniform buffer from the pool */
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SDL_LockMutex(renderer->uniformBufferLock);
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if (renderer->availableUniformBufferCount == 0)
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@ -1920,7 +1921,7 @@ static D3D11UniformBuffer* D3D11_INTERNAL_AcquireUniformBufferFromPool(
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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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return 0;
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}
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}
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@ -1929,9 +1930,24 @@ static D3D11UniformBuffer* D3D11_INTERNAL_AcquireUniformBufferFromPool(
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SDL_UnlockMutex(renderer->uniformBufferLock);
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/* Reset the uniform buffer */
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uniformBuffer->offset = 0;
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return uniformBuffer;
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/* Bind the uniform buffer to the command buffer */
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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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*uniformBufferToBind = uniformBuffer;
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return 1;
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}
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static uint32_t D3D11_PushVertexShaderUniforms(
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@ -1947,13 +1963,11 @@ static uint32_t D3D11_PushVertexShaderUniforms(
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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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/* Out of space! Get a new uniform buffer. */
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D3D11_INTERNAL_AcquireUniformBuffer(
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renderer,
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d3d11CommandBuffer,
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&d3d11CommandBuffer->vertexUniformBuffer,
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graphicsPipeline->vertexUniformBlockSize
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);
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}
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@ -1988,13 +2002,11 @@ static uint32_t D3D11_PushFragmentShaderUniforms(
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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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/* Out of space! Get a new uniform buffer. */
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D3D11_INTERNAL_AcquireUniformBuffer(
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renderer,
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d3d11CommandBuffer,
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&d3d11CommandBuffer->fragmentUniformBuffer,
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graphicsPipeline->fragmentUniformBlockSize
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);
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}
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@ -2026,6 +2038,8 @@ static uint32_t D3D11_PushComputeShaderUniforms(
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return 0;
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}
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/* Samplers */
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static void D3D11_BindVertexSamplers(
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer,
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@ -2094,17 +2108,6 @@ static void D3D11_BindFragmentSamplers(
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);
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}
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/* Getters */
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static void D3D11_GetBufferData(
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Refresh_Renderer *driverData,
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Refresh_Buffer *buffer,
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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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}
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/* Disposal */
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static void D3D11_QueueDestroyTexture(
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@ -2322,7 +2325,6 @@ static Refresh_CommandBuffer* D3D11_AcquireCommandBuffer(
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) {
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11CommandBuffer *commandBuffer;
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uint32_t i;
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SDL_LockMutex(renderer->acquireCommandBufferLock);
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@ -2337,7 +2339,7 @@ static Refresh_CommandBuffer* D3D11_AcquireCommandBuffer(
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commandBuffer->computeUniformBuffer = NULL;
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commandBuffer->dsView = NULL;
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for (i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1)
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for (uint32_t i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1)
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{
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commandBuffer->rtViews[i] = NULL;
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}
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@ -2364,7 +2366,6 @@ static void D3D11_BeginRenderPass(
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D3D11_CLEAR_FLAG dsClearFlags;
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D3D11_VIEWPORT viewport;
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D3D11_RECT scissorRect;
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uint32_t i;
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/* FIXME:
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* We need to unbind the RT textures on the Refresh side
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@ -2372,14 +2373,14 @@ static void D3D11_BeginRenderPass(
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*/
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/* Clear the bound RTs for the current command buffer */
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for (i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1)
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for (uint32_t i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1)
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{
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d3d11CommandBuffer->rtViews[i] = NULL;
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}
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d3d11CommandBuffer->dsView = NULL;
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/* Get RTVs for the color attachments */
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for (i = 0; i < colorAttachmentCount; i += 1)
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for (uint32_t i = 0; i < colorAttachmentCount; i += 1)
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{
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/* FIXME: Cube RTs */
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@ -2401,7 +2402,7 @@ static void D3D11_BeginRenderPass(
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);
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/* Perform load ops on the RTs */
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for (i = 0; i < colorAttachmentCount; i += 1)
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for (uint32_t i = 0; i < colorAttachmentCount; i += 1)
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{
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if (colorAttachmentInfos[i].loadOp == REFRESH_LOADOP_CLEAR)
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{
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@ -2474,23 +2475,9 @@ static void D3D11_EndRenderPass(
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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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D3D11_INTERNAL_BindUniformBuffer(
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d3d11CommandBuffer,
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d3d11CommandBuffer->vertexUniformBuffer
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);
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}
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d3d11CommandBuffer->vertexUniformBuffer = NULL;
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if (d3d11CommandBuffer->fragmentUniformBuffer != NULL)
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{
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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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}
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d3d11CommandBuffer->fragmentUniformBuffer = NULL;
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d3d11CommandBuffer->computeUniformBuffer = NULL;
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/* FIXME: Resolve MSAA here! */
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/* FIXME: Anything else we need to do...? */
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@ -2507,31 +2494,17 @@ static void D3D11_BindGraphicsPipeline(
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d3d11CommandBuffer->graphicsPipeline = pipeline;
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if (d3d11CommandBuffer->vertexUniformBuffer != NULL)
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{
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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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}
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if (pipeline->vertexUniformBlockSize == 0)
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{
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d3d11CommandBuffer->vertexUniformBuffer = NULL;
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}
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else
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{
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d3d11CommandBuffer->vertexUniformBuffer = D3D11_INTERNAL_AcquireUniformBufferFromPool(
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D3D11_INTERNAL_AcquireUniformBuffer(
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renderer,
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pipeline->vertexUniformBlockSize
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);
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}
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if (d3d11CommandBuffer->fragmentUniformBuffer != NULL)
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{
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D3D11_INTERNAL_BindUniformBuffer(
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d3d11CommandBuffer,
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d3d11CommandBuffer->fragmentUniformBuffer
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&d3d11CommandBuffer->vertexUniformBuffer,
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pipeline->vertexUniformBlockSize
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);
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}
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@ -2541,8 +2514,10 @@ static void D3D11_BindGraphicsPipeline(
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}
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else
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{
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d3d11CommandBuffer->fragmentUniformBuffer = D3D11_INTERNAL_AcquireUniformBufferFromPool(
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D3D11_INTERNAL_AcquireUniformBuffer(
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renderer,
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d3d11CommandBuffer,
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&d3d11CommandBuffer->fragmentUniformBuffer,
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pipeline->fragmentUniformBlockSize
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);
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}
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@ -2693,22 +2668,16 @@ static void D3D11_BindComputePipeline(
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d3d11CommandBuffer->computePipeline = pipeline;
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if (d3d11CommandBuffer->computeUniformBuffer != NULL)
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{
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D3D11_INTERNAL_BindUniformBuffer(
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d3d11CommandBuffer,
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d3d11CommandBuffer->computeUniformBuffer
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);
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}
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if (pipeline->computeUniformBlockSize == 0)
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{
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d3d11CommandBuffer->computeUniformBuffer = NULL;
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}
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else
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{
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d3d11CommandBuffer->computeUniformBuffer = D3D11_INTERNAL_AcquireUniformBufferFromPool(
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D3D11_INTERNAL_AcquireUniformBuffer(
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renderer,
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d3d11CommandBuffer,
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&d3d11CommandBuffer->computeUniformBuffer,
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pipeline->computeUniformBlockSize
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);
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}
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|
@ -3049,7 +3018,6 @@ static void D3D11_UnclaimWindow(
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) {
|
||||
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
|
||||
D3D11WindowData *windowData = D3D11_INTERNAL_FetchWindowData(windowHandle);
|
||||
uint32_t i;
|
||||
|
||||
if (windowData == NULL)
|
||||
{
|
||||
|
@ -3065,7 +3033,7 @@ static void D3D11_UnclaimWindow(
|
|||
);
|
||||
}
|
||||
|
||||
for (i = 0; i < renderer->claimedWindowCount; i += 1)
|
||||
for (uint32_t i = 0; i < renderer->claimedWindowCount; i += 1)
|
||||
{
|
||||
if (renderer->claimedWindows[i]->windowHandle == windowHandle)
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue