Implemented BeginRenderPass and Submit, ClearScreen works now!

d3d11-revived
Caleb Cornett 2023-09-27 21:01:45 -05:00
parent f4c332f4e3
commit d7d89530de
1 changed files with 158 additions and 8 deletions

View File

@ -333,7 +333,9 @@ typedef struct D3D11Renderer
uint32_t claimedWindowCapacity;
D3D11CommandBufferPool *commandBufferPool;
SDL_mutex *commandBufferAcquisitionMutex;
SDL_mutex *contextLock;
SDL_mutex *commandBufferAcquisitionLock;
} D3D11Renderer;
/* Logging */
@ -693,7 +695,7 @@ static Refresh_CommandBuffer* D3D11_AcquireCommandBuffer(
HRESULT res;
/* Make sure multiple threads can't acquire the same command buffer. */
SDL_LockMutex(renderer->commandBufferAcquisitionMutex);
SDL_LockMutex(renderer->commandBufferAcquisitionLock);
/* Try to use an existing command buffer, if one is available. */
for (i = 0; i < renderer->commandBufferPool->count; i += 1)
@ -729,7 +731,7 @@ static Refresh_CommandBuffer* D3D11_AcquireCommandBuffer(
);
if (FAILED(res))
{
SDL_UnlockMutex(renderer->commandBufferAcquisitionMutex);
SDL_UnlockMutex(renderer->commandBufferAcquisitionLock);
ERROR_CHECK_RETURN("Could not create deferred context for command buffer", NULL);
}
@ -750,7 +752,7 @@ static Refresh_CommandBuffer* D3D11_AcquireCommandBuffer(
commandBuffer->rtViews[i] = NULL;
}
SDL_UnlockMutex(renderer->commandBufferAcquisitionMutex);
SDL_UnlockMutex(renderer->commandBufferAcquisitionLock);
return (Refresh_CommandBuffer*) commandBuffer;
}
@ -762,14 +764,121 @@ static void D3D11_BeginRenderPass(
uint32_t colorAttachmentCount,
Refresh_DepthStencilAttachmentInfo *depthStencilAttachmentInfo
) {
NOT_IMPLEMENTED
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
float clearColors[4];
D3D11_CLEAR_FLAG dsClearFlags;
D3D11_VIEWPORT viewport;
D3D11_RECT scissorRect;
uint32_t i;
/* FIXME:
* We need to unbind the RT textures on the Refresh side
* if they're bound for sampling on the command buffer!
*/
/* Clear the bound RTs for the current command buffer */
for (i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1)
{
d3d11CommandBuffer->rtViews[i] = NULL;
}
d3d11CommandBuffer->dsView = NULL;
/* Get RTVs for the color attachments */
for (i = 0; i < colorAttachmentCount; i += 1)
{
/* FIXME: Cube RTs */
d3d11CommandBuffer->rtViews[i] = (ID3D11RenderTargetView*) ((D3D11Texture*) colorAttachmentInfos[i].texture)->twod.targetView;
}
/* Get the DSV for the depth stencil attachment, if applicable */
if (depthStencilAttachmentInfo != NULL)
{
d3d11CommandBuffer->dsView = (ID3D11DepthStencilView*) ((D3D11Texture*) depthStencilAttachmentInfo->texture)->twod.targetView;
}
/* Actually set the RTs */
ID3D11DeviceContext_OMSetRenderTargets(
d3d11CommandBuffer->context,
colorAttachmentCount,
d3d11CommandBuffer->rtViews,
d3d11CommandBuffer->dsView
);
/* Perform load ops on the RTs */
for (i = 0; i < colorAttachmentCount; i += 1)
{
if (colorAttachmentInfos[i].loadOp == REFRESH_LOADOP_CLEAR)
{
clearColors[0] = colorAttachmentInfos[i].clearColor.x;
clearColors[1] = colorAttachmentInfos[i].clearColor.y;
clearColors[2] = colorAttachmentInfos[i].clearColor.z;
clearColors[3] = colorAttachmentInfos[i].clearColor.w;
ID3D11DeviceContext_ClearRenderTargetView(
d3d11CommandBuffer->context,
(ID3D11RenderTargetView*) ((D3D11Texture*) colorAttachmentInfos[i].texture)->twod.targetView,
clearColors
);
}
}
if (d3d11CommandBuffer->dsView != NULL)
{
dsClearFlags = 0;
if (depthStencilAttachmentInfo->loadOp == REFRESH_LOADOP_CLEAR)
{
dsClearFlags |= D3D11_CLEAR_DEPTH;
}
if (depthStencilAttachmentInfo->stencilLoadOp == REFRESH_LOADOP_CLEAR)
{
dsClearFlags |= D3D11_CLEAR_STENCIL;
}
if (dsClearFlags != 0)
{
ID3D11DeviceContext_ClearDepthStencilView(
d3d11CommandBuffer->context,
(ID3D11DepthStencilView*) ((D3D11Texture*) depthStencilAttachmentInfo->texture)->twod.targetView,
dsClearFlags,
depthStencilAttachmentInfo->depthStencilClearValue.depth,
(uint8_t) depthStencilAttachmentInfo->depthStencilClearValue.stencil
);
}
}
/* Set default viewport and scissor state */
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = (float) ((D3D11Texture*) colorAttachmentInfos[0].texture)->twod.width;
viewport.Height = (float) ((D3D11Texture*) colorAttachmentInfos[0].texture)->twod.height;
viewport.MinDepth = 0;
viewport.MaxDepth = 1;
ID3D11DeviceContext_RSSetViewports(
d3d11CommandBuffer->context,
1,
&viewport
);
scissorRect.left = 0;
scissorRect.right = (LONG) viewport.Width;
scissorRect.top = 0;
scissorRect.bottom = (LONG) viewport.Height;
ID3D11DeviceContext_RSSetScissorRects(
d3d11CommandBuffer->context,
1,
&scissorRect
);
}
static void D3D11_EndRenderPass(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer
) {
NOT_IMPLEMENTED
/* FIXME: Resolve MSAA here! */
/* FIXME: Anything else we need to do...? */
}
static void D3D11_BindGraphicsPipeline(
@ -1168,7 +1277,47 @@ static void D3D11_Submit(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer
) {
NOT_IMPLEMENTED
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
ID3D11CommandList *commandList;
HRESULT res;
/* FIXME: Should add sanity check that current thread ID matches the command buffer's threadID. */
/* Serialize the commands into the command list */
res = ID3D11DeviceContext_FinishCommandList(
d3d11CommandBuffer->context,
0,
&commandList
);
ERROR_CHECK("Could not finish command list recording!");
/* Submit the command list to the immediate context */
SDL_LockMutex(renderer->contextLock);
ID3D11DeviceContext_ExecuteCommandList(
renderer->immediateContext,
commandList,
0
);
SDL_UnlockMutex(renderer->contextLock);
/* Now that we're done with the command list, release it! */
ID3D11CommandList_Release(commandList);
/* Mark the command buffer as not-recording so that it can be used to record again. */
d3d11CommandBuffer->recording = 0;
/* Present, if applicable */
if (d3d11CommandBuffer->swapchainData)
{
SDL_LockMutex(renderer->contextLock);
IDXGISwapChain_Present(
d3d11CommandBuffer->swapchainData->swapchain,
1, /* FIXME: Assumes vsync! */
0
);
SDL_UnlockMutex(renderer->contextLock);
}
}
static Refresh_Fence* D3D11_SubmitAndAcquireFence(
@ -1461,7 +1610,8 @@ tryCreateDevice:
);
/* Create mutexes */
renderer->commandBufferAcquisitionMutex = SDL_CreateMutex();
renderer->contextLock = SDL_CreateMutex();
renderer->commandBufferAcquisitionLock = SDL_CreateMutex();
/* Initialize miscellaneous renderer members */
renderer->debugMode = (flags & D3D11_CREATE_DEVICE_DEBUG);