forked from MoonsideGames/Refresh
DrawPrimitives, BindGraphicsPipeline, misc cleanup
parent
2cb678d9a1
commit
9b139cf672
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@ -290,9 +290,9 @@ typedef struct D3D11CommandBuffer
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D3D11SwapchainData *swapchainData;
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/* Render Pass */
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uint8_t numBoundColorAttachments;
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ID3D11RenderTargetView *rtViews[MAX_COLOR_TARGET_BINDINGS];
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ID3D11DepthStencilView* dsView;
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ID3D11DepthStencilView *dsView;
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struct D3D11GraphicsPipeline *graphicsPipeline;
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/* State */
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SDL_threadID threadID;
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@ -325,7 +325,7 @@ typedef struct D3D11GraphicsPipeline
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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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Refresh_PrimitiveType primitiveType;
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uint32_t stencilRef;
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ID3D11DepthStencilState *depthStencilState;
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ID3D11RasterizerState *rasterizerState;
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@ -465,7 +465,15 @@ 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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PrimitiveVerts(cmdbuf->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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@ -735,6 +743,12 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
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/* Color */
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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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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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@ -750,31 +764,22 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
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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_TextureFormat[
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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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pipeline->hasDepthStencilAttachment = pipelineCreateInfo->attachmentInfo.hasDepthStencilAttachment;
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pipeline->depthStencilAttachmentFormat = RefreshToD3D11_TextureFormat[
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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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/* Rasterizer */
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pipeline->primitiveTopology = RefreshToD3D11_PrimitiveType[pipelineCreateInfo->primitiveType];
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pipeline->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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@ -1056,7 +1061,11 @@ static void D3D11_QueueDestroyShaderModule(
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Refresh_Renderer *driverData,
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Refresh_ShaderModule *shaderModule
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) {
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NOT_IMPLEMENTED
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D3D11ShaderModule *d3dShaderModule = (D3D11ShaderModule*) shaderModule;
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ID3D11DeviceChild_Release(d3dShaderModule->shader);
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ID3D10Blob_Release(d3dShaderModule->blob);
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SDL_free(d3dShaderModule->shaderSource);
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SDL_free(d3dShaderModule);
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}
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static void D3D11_QueueDestroyComputePipeline(
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@ -1070,7 +1079,17 @@ static void D3D11_QueueDestroyGraphicsPipeline(
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Refresh_Renderer *driverData,
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Refresh_GraphicsPipeline *graphicsPipeline
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) {
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NOT_IMPLEMENTED
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11GraphicsPipeline *d3dGraphicsPipeline = (D3D11GraphicsPipeline*) graphicsPipeline;
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ID3D11BlendState_Release(d3dGraphicsPipeline->colorAttachmentBlendState);
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ID3D11DepthStencilState_Release(d3dGraphicsPipeline->depthStencilState);
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ID3D11RasterizerState_Release(d3dGraphicsPipeline->rasterizerState);
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ID3D11InputLayout_Release(d3dGraphicsPipeline->inputLayout);
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/* FIXME: Release uniform buffers, once that's written in */
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SDL_free(d3dGraphicsPipeline);
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}
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/* Graphics State */
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@ -1152,7 +1171,7 @@ static Refresh_CommandBuffer* D3D11_AcquireCommandBuffer(
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commandBuffer->threadID = SDL_ThreadID();
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commandBuffer->swapchainData = NULL;
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commandBuffer->dsView = NULL;
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commandBuffer->numBoundColorAttachments = 0;
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commandBuffer->graphicsPipeline = NULL;
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for (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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@ -1292,7 +1311,53 @@ static void D3D11_BindGraphicsPipeline(
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Refresh_CommandBuffer *commandBuffer,
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Refresh_GraphicsPipeline *graphicsPipeline
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) {
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NOT_IMPLEMENTED
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11CommandBuffer *cmdbuf = (D3D11CommandBuffer*) commandBuffer;
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D3D11GraphicsPipeline *pipeline = (D3D11GraphicsPipeline*) graphicsPipeline;
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cmdbuf->graphicsPipeline = pipeline;
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ID3D11DeviceContext_OMSetBlendState(
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cmdbuf->context,
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pipeline->colorAttachmentBlendState,
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pipeline->blendConstants,
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pipeline->multisampleState.sampleMask
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);
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ID3D11DeviceContext_OMSetDepthStencilState(
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cmdbuf->context,
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pipeline->depthStencilState,
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pipeline->stencilRef
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);
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ID3D11DeviceContext_IASetPrimitiveTopology(
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cmdbuf->context,
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RefreshToD3D11_PrimitiveType[pipeline->primitiveType]
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);
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ID3D11DeviceContext_IASetInputLayout(
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cmdbuf->context,
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pipeline->inputLayout
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);
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ID3D11DeviceContext_RSSetState(
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cmdbuf->context,
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pipeline->rasterizerState
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);
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ID3D11DeviceContext_VSSetShader(
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cmdbuf->context,
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pipeline->vertexShader,
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NULL,
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0
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);
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ID3D11DeviceContext_PSSetShader(
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cmdbuf->context,
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pipeline->fragmentShader,
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NULL,
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0
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);
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}
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static void D3D11_SetViewport(
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