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1 changed files with 48 additions and 17 deletions

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@ -465,11 +465,11 @@ static void D3D11_DrawPrimitives(
uint32_t vertexParamOffset,
uint32_t fragmentParamOffset
) {
D3D11CommandBuffer *cmdbuf = (D3D11CommandBuffer*) commandBuffer;
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
ID3D11DeviceContext_Draw(
cmdbuf->context,
PrimitiveVerts(cmdbuf->graphicsPipeline->primitiveType, primitiveCount),
d3d11CommandBuffer->context,
PrimitiveVerts(d3d11CommandBuffer->graphicsPipeline->primitiveType, primitiveCount),
vertexStart
);
@ -789,6 +789,10 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
if (vertShaderModule->shader == NULL)
{
/* FIXME:
* Could we store a flag in the shaderc output to mark if a shader is vertex/fragment?
* Then we could compile on shader module creation instead of at bind time.
*/
res = renderer->D3DCompileFunc(
vertShaderModule->shaderSource,
vertShaderModule->shaderSourceLength,
@ -1312,48 +1316,48 @@ static void D3D11_BindGraphicsPipeline(
Refresh_GraphicsPipeline *graphicsPipeline
) {
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11CommandBuffer *cmdbuf = (D3D11CommandBuffer*) commandBuffer;
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
D3D11GraphicsPipeline *pipeline = (D3D11GraphicsPipeline*) graphicsPipeline;
cmdbuf->graphicsPipeline = pipeline;
d3d11CommandBuffer->graphicsPipeline = pipeline;
ID3D11DeviceContext_OMSetBlendState(
cmdbuf->context,
d3d11CommandBuffer->context,
pipeline->colorAttachmentBlendState,
pipeline->blendConstants,
pipeline->multisampleState.sampleMask
);
ID3D11DeviceContext_OMSetDepthStencilState(
cmdbuf->context,
d3d11CommandBuffer->context,
pipeline->depthStencilState,
pipeline->stencilRef
);
ID3D11DeviceContext_IASetPrimitiveTopology(
cmdbuf->context,
d3d11CommandBuffer->context,
RefreshToD3D11_PrimitiveType[pipeline->primitiveType]
);
ID3D11DeviceContext_IASetInputLayout(
cmdbuf->context,
d3d11CommandBuffer->context,
pipeline->inputLayout
);
ID3D11DeviceContext_RSSetState(
cmdbuf->context,
d3d11CommandBuffer->context,
pipeline->rasterizerState
);
ID3D11DeviceContext_VSSetShader(
cmdbuf->context,
d3d11CommandBuffer->context,
pipeline->vertexShader,
NULL,
0
);
ID3D11DeviceContext_PSSetShader(
cmdbuf->context,
d3d11CommandBuffer->context,
pipeline->fragmentShader,
NULL,
0
@ -1365,7 +1369,22 @@ static void D3D11_SetViewport(
Refresh_CommandBuffer *commandBuffer,
Refresh_Viewport *viewport
) {
NOT_IMPLEMENTED
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
D3D11_VIEWPORT vp =
{
viewport->x,
viewport->y,
viewport->w,
viewport->h,
viewport->minDepth,
viewport->maxDepth
};
ID3D11DeviceContext_RSSetViewports(
d3d11CommandBuffer->context,
1,
&vp
);
}
static void D3D11_SetScissor(
@ -1373,7 +1392,20 @@ static void D3D11_SetScissor(
Refresh_CommandBuffer *commandBuffer,
Refresh_Rect *scissor
) {
NOT_IMPLEMENTED
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*)commandBuffer;
D3D11_RECT rect =
{
scissor->x,
scissor->y,
scissor->x + scissor->w,
scissor->y + scissor->h
};
ID3D11DeviceContext_RSSetScissorRects(
d3d11CommandBuffer->context,
1,
&rect
);
}
static void D3D11_BindVertexBuffers(
@ -1739,7 +1771,7 @@ static Refresh_Texture* D3D11_AcquireSwapchainTexture(
uint32_t *pHeight
) {
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11CommandBuffer *cmdbuf = (D3D11CommandBuffer*) commandBuffer;
D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
D3D11WindowData *windowData;
D3D11SwapchainData *swapchainData;
DXGI_SWAP_CHAIN_DESC swapchainDesc;
@ -1774,7 +1806,7 @@ static Refresh_Texture* D3D11_AcquireSwapchainTexture(
}
/* Let the command buffer know it's associated with this swapchain. */
cmdbuf->swapchainData = swapchainData;
d3d11CommandBuffer->swapchainData = swapchainData;
/* Send the dimensions to the out parameters. */
*pWidth = swapchainData->texture.twod.width;
@ -1782,7 +1814,6 @@ static Refresh_Texture* D3D11_AcquireSwapchainTexture(
/* Return the swapchain texture */
return (Refresh_Texture*) &swapchainData->texture;
}
static Refresh_TextureFormat D3D11_GetSwapchainFormat(