D3D11 cleanup

This commit is contained in:
Noel Berry 2020-12-30 16:17:03 -08:00
parent ed1f26895b
commit 7401304bc4
4 changed files with 218 additions and 216 deletions

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@ -79,149 +79,16 @@ namespace Blah
ID3D11DepthStencilState* get_depthstencil(const RenderPass& pass);
};
// D3D11 State
D3D11 state;
D3D11_BLEND_OP blend_op(BlendOp op)
{
switch (op)
{
case BlendOp::Add: return D3D11_BLEND_OP_ADD;
case BlendOp::Subtract: return D3D11_BLEND_OP_SUBTRACT;
case BlendOp::ReverseSubtract: return D3D11_BLEND_OP_REV_SUBTRACT;
case BlendOp::Min: return D3D11_BLEND_OP_MIN;
case BlendOp::Max: return D3D11_BLEND_OP_MAX;
}
// Utility Methods
D3D11_BLEND_OP blend_op(BlendOp op);
D3D11_BLEND blend_factor(BlendFactor factor);
bool reflect_uniforms(Vector<UniformInfo>& append_uniforms_to, Vector<ID3D11Buffer*>& append_buffers_to, ID3DBlob* shader, ShaderType shader_type);
void apply_uniforms(D3D11_Shader* shader, const MaterialRef& material, ShaderType type);
return D3D11_BLEND_OP_ADD;
}
D3D11_BLEND blend_factor(BlendFactor factor)
{
switch (factor)
{
case BlendFactor::Zero: return D3D11_BLEND_ZERO;
case BlendFactor::One: return D3D11_BLEND_ONE;
case BlendFactor::SrcColor: return D3D11_BLEND_SRC_COLOR;
case BlendFactor::OneMinusSrcColor: return D3D11_BLEND_INV_SRC_COLOR;
case BlendFactor::DstColor: return D3D11_BLEND_DEST_COLOR;
case BlendFactor::OneMinusDstColor: return D3D11_BLEND_INV_DEST_COLOR;
case BlendFactor::SrcAlpha: return D3D11_BLEND_SRC_ALPHA;
case BlendFactor::OneMinusSrcAlpha: return D3D11_BLEND_INV_SRC_ALPHA;
case BlendFactor::DstAlpha: return D3D11_BLEND_DEST_ALPHA;
case BlendFactor::OneMinusDstAlpha: return D3D11_BLEND_INV_DEST_ALPHA;
case BlendFactor::ConstantColor: return D3D11_BLEND_BLEND_FACTOR;
case BlendFactor::OneMinusConstantColor: return D3D11_BLEND_INV_BLEND_FACTOR;
case BlendFactor::ConstantAlpha: return D3D11_BLEND_BLEND_FACTOR;
case BlendFactor::OneMinusConstantAlpha: return D3D11_BLEND_INV_BLEND_FACTOR;
case BlendFactor::SrcAlphaSaturate: return D3D11_BLEND_SRC_ALPHA_SAT;
case BlendFactor::Src1Color: return D3D11_BLEND_SRC1_COLOR;
case BlendFactor::OneMinusSrc1Color: return D3D11_BLEND_INV_SRC1_COLOR;
case BlendFactor::Src1Alpha: return D3D11_BLEND_SRC1_ALPHA;
case BlendFactor::OneMinusSrc1Alpha: return D3D11_BLEND_INV_SRC1_ALPHA;
}
return D3D11_BLEND_ZERO;
}
bool reflect_uniforms(Vector<UniformInfo>& append_to, Vector<ID3D11Buffer*>& buffers, ID3DBlob* shader, ShaderType shader_type)
{
ID3D11ShaderReflection* reflector = nullptr;
D3DReflect(shader->GetBufferPointer(), shader->GetBufferSize(), IID_ID3D11ShaderReflection, (void**)&reflector);
D3D11_SHADER_DESC shader_desc;
reflector->GetDesc(&shader_desc);
for (int i = 0; i < shader_desc.BoundResources; i++)
{
D3D11_SHADER_INPUT_BIND_DESC desc;
reflector->GetResourceBindingDesc(i, &desc);
if (desc.Type == D3D_SIT_TEXTURE && desc.Dimension == D3D_SRV_DIMENSION_TEXTURE2D)
{
auto uniform = append_to.expand();
uniform->name = desc.Name;
uniform->shader = shader_type;
uniform->buffer_index = 0;
uniform->array_length = max(1, desc.BindCount);
uniform->type = UniformType::Texture2D;
}
else if (desc.Type == D3D_SIT_SAMPLER)
{
auto uniform = append_to.expand();
uniform->name = desc.Name;
uniform->shader = shader_type;
uniform->buffer_index = 0;
uniform->array_length = max(1, desc.BindCount);
uniform->type = UniformType::Sampler2D;
}
}
for (int i = 0; i < shader_desc.ConstantBuffers; i++)
{
D3D11_SHADER_BUFFER_DESC desc;
auto cb = reflector->GetConstantBufferByIndex(i);
cb->GetDesc(&desc);
// create the constant buffer for assigning data later
{
D3D11_BUFFER_DESC buffer_desc = {};
buffer_desc.ByteWidth = desc.Size;
buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
ID3D11Buffer* buffer;
state.device->CreateBuffer(&buffer_desc, nullptr, &buffer);
buffers.push_back(buffer);
}
// get the uniforms
for (int j = 0; j < desc.Variables; j++)
{
D3D11_SHADER_VARIABLE_DESC var_desc;
D3D11_SHADER_TYPE_DESC type_desc;
auto var = cb->GetVariableByIndex(j);
var->GetDesc(&var_desc);
auto type = var->GetType();
type->GetDesc(&type_desc);
auto uniform = append_to.expand();
uniform->name = var_desc.Name;
uniform->shader = shader_type;
uniform->buffer_index = i;
uniform->array_length = max(1, type_desc.Elements);
uniform->type = UniformType::None;
if (type_desc.Type == D3D_SVT_FLOAT)
{
if (type_desc.Rows == 1)
{
if (type_desc.Columns == 1)
uniform->type = UniformType::Float;
else if (type_desc.Columns == 2)
uniform->type = UniformType::Float2;
else if (type_desc.Columns == 3)
uniform->type = UniformType::Float3;
else if (type_desc.Columns == 4)
uniform->type = UniformType::Float4;
}
else if (type_desc.Rows == 2 && type_desc.Columns == 3)
{
uniform->type = UniformType::Mat3x2;
}
else if (type_desc.Rows == 4 && type_desc.Columns == 4)
{
uniform->type = UniformType::Mat4x4;
}
}
}
}
return true;
}
// ~ BEGIN IMPLEMENTATION ~
class D3D11_Texture : public Texture
{
@ -432,8 +299,10 @@ namespace Blah
ID3D11PixelShader* fragment = nullptr;
ID3DBlob* vertex_blob = nullptr;
ID3DBlob* fragment_blob = nullptr;
Vector<ID3D11Buffer*> vcb;
Vector<ID3D11Buffer*> fcb;
Vector<ID3D11Buffer*> vertex_uniform_buffers;
Vector<ID3D11Buffer*> fragment_uniform_buffers;
Vector<Vector<float>> vertex_uniform_values;
Vector<Vector<float>> fragment_uniform_values;
StackVector<ShaderData::HLSL_Attribute, 16> attributes;
Vector<UniformInfo> uniform_list;
uint32_t hash = 0;
@ -523,8 +392,8 @@ namespace Blah
}
// get uniforms
reflect_uniforms(uniform_list, vcb, vertex_blob, ShaderType::Vertex);
reflect_uniforms(uniform_list, fcb, fragment_blob, ShaderType::Fragment);
reflect_uniforms(uniform_list, vertex_uniform_buffers, vertex_blob, ShaderType::Vertex);
reflect_uniforms(uniform_list, fragment_uniform_buffers, fragment_blob, ShaderType::Fragment);
// combine uniforms that were in both
for (int i = 0; i < uniform_list.size(); i++)
@ -539,19 +408,13 @@ namespace Blah
uniform_list.erase(j);
j--;
}
else
{
// TODO:
// We don't allow uniforms to share names ...
// This should result in an invalid shader
}
}
}
}
// TODO:
// Validate Uniforms! Make sure they're all types we understand
// (ex. float/matrix only)
// create CPU uniform buffers, so we don't need to create them during rendering
vertex_uniform_values.expand(vertex_uniform_buffers.size());
fragment_uniform_values.expand(fragment_uniform_buffers.size());
// copy HLSL attributes
attributes = data->hlsl_attributes;
@ -888,62 +751,6 @@ namespace Blah
return MeshRef(new D3D11_Mesh());
}
void apply_uniforms(D3D11_Shader* shader, const MaterialRef& material, ShaderType type)
{
// TODO:
// I don't like how this is set up at all! This needs to be better!!
// The fact it builds this every render call is UGLY
auto& buffers = (type == ShaderType::Vertex ? shader->vcb : shader->fcb);
Vector<float> buffer_input;
for (int i = 0; i < buffers.size(); i++)
{
// build block
const float* data = material->data();
for (auto& it : shader->uniforms())
{
if (it.type == UniformType::None ||
it.type == UniformType::Texture2D ||
it.type == UniformType::Sampler2D)
continue;
int size = 0;
switch (it.type)
{
case UniformType::Float: size = 1; break;
case UniformType::Float2: size = 2; break;
case UniformType::Float3: size = 3; break;
case UniformType::Float4: size = 4; break;
case UniformType::Mat3x2: size = 6; break;
case UniformType::Mat4x4: size = 16; break;
}
int length = size * it.array_length;
if (it.buffer_index == i && ((int)it.shader & (int)type) != 0)
{
auto start = buffer_input.expand(length);
memcpy(start, data, sizeof(float) * length);
}
data += length;
}
// apply block
if (buffers[i])
{
D3D11_MAPPED_SUBRESOURCE map;
state.context->Map(buffers[i], 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, buffer_input.begin(), buffer_input.size() * sizeof(float));
state.context->Unmap(buffers[i], 0);
}
// clear for next buffer
buffer_input.clear();
}
}
void GraphicsBackend::render(const RenderPass& pass)
{
auto ctx = state.context;
@ -1031,14 +838,14 @@ namespace Blah
{
apply_uniforms(shader, pass.material, ShaderType::Vertex);
ctx->VSSetShader(shader->vertex, nullptr, 0);
ctx->VSSetConstantBuffers(0, shader->vcb.size(), shader->vcb.begin());
ctx->VSSetConstantBuffers(0, shader->vertex_uniform_buffers.size(), shader->vertex_uniform_buffers.begin());
}
// PS
{
apply_uniforms(shader, pass.material, ShaderType::Fragment);
ctx->PSSetShader(shader->fragment, nullptr, 0);
ctx->PSSetConstantBuffers(0, shader->fcb.size(), shader->fcb.begin());
ctx->PSSetConstantBuffers(0, shader->fragment_uniform_buffers.size(), shader->fragment_uniform_buffers.begin());
// Fragment Shader Textures
auto& textures = pass.material->textures();
@ -1125,6 +932,202 @@ namespace Blah
state.context->ClearRenderTargetView(state.backbuffer, clear);
}
// Utility Methods
D3D11_BLEND_OP blend_op(BlendOp op)
{
switch (op)
{
case BlendOp::Add: return D3D11_BLEND_OP_ADD;
case BlendOp::Subtract: return D3D11_BLEND_OP_SUBTRACT;
case BlendOp::ReverseSubtract: return D3D11_BLEND_OP_REV_SUBTRACT;
case BlendOp::Min: return D3D11_BLEND_OP_MIN;
case BlendOp::Max: return D3D11_BLEND_OP_MAX;
}
return D3D11_BLEND_OP_ADD;
}
D3D11_BLEND blend_factor(BlendFactor factor)
{
switch (factor)
{
case BlendFactor::Zero: return D3D11_BLEND_ZERO;
case BlendFactor::One: return D3D11_BLEND_ONE;
case BlendFactor::SrcColor: return D3D11_BLEND_SRC_COLOR;
case BlendFactor::OneMinusSrcColor: return D3D11_BLEND_INV_SRC_COLOR;
case BlendFactor::DstColor: return D3D11_BLEND_DEST_COLOR;
case BlendFactor::OneMinusDstColor: return D3D11_BLEND_INV_DEST_COLOR;
case BlendFactor::SrcAlpha: return D3D11_BLEND_SRC_ALPHA;
case BlendFactor::OneMinusSrcAlpha: return D3D11_BLEND_INV_SRC_ALPHA;
case BlendFactor::DstAlpha: return D3D11_BLEND_DEST_ALPHA;
case BlendFactor::OneMinusDstAlpha: return D3D11_BLEND_INV_DEST_ALPHA;
case BlendFactor::ConstantColor: return D3D11_BLEND_BLEND_FACTOR;
case BlendFactor::OneMinusConstantColor: return D3D11_BLEND_INV_BLEND_FACTOR;
case BlendFactor::ConstantAlpha: return D3D11_BLEND_BLEND_FACTOR;
case BlendFactor::OneMinusConstantAlpha: return D3D11_BLEND_INV_BLEND_FACTOR;
case BlendFactor::SrcAlphaSaturate: return D3D11_BLEND_SRC_ALPHA_SAT;
case BlendFactor::Src1Color: return D3D11_BLEND_SRC1_COLOR;
case BlendFactor::OneMinusSrc1Color: return D3D11_BLEND_INV_SRC1_COLOR;
case BlendFactor::Src1Alpha: return D3D11_BLEND_SRC1_ALPHA;
case BlendFactor::OneMinusSrc1Alpha: return D3D11_BLEND_INV_SRC1_ALPHA;
}
return D3D11_BLEND_ZERO;
}
bool reflect_uniforms(Vector<UniformInfo>& append_uniforms_to, Vector<ID3D11Buffer*>& append_buffers_to, ID3DBlob* shader, ShaderType shader_type)
{
ID3D11ShaderReflection* reflector = nullptr;
D3DReflect(shader->GetBufferPointer(), shader->GetBufferSize(), IID_ID3D11ShaderReflection, (void**)&reflector);
D3D11_SHADER_DESC shader_desc;
reflector->GetDesc(&shader_desc);
for (int i = 0; i < shader_desc.BoundResources; i++)
{
D3D11_SHADER_INPUT_BIND_DESC desc;
reflector->GetResourceBindingDesc(i, &desc);
if (desc.Type == D3D_SIT_TEXTURE && desc.Dimension == D3D_SRV_DIMENSION_TEXTURE2D)
{
auto uniform = append_uniforms_to.expand();
uniform->name = desc.Name;
uniform->shader = shader_type;
uniform->buffer_index = 0;
uniform->array_length = max(1, desc.BindCount);
uniform->type = UniformType::Texture2D;
}
else if (desc.Type == D3D_SIT_SAMPLER)
{
auto uniform = append_uniforms_to.expand();
uniform->name = desc.Name;
uniform->shader = shader_type;
uniform->buffer_index = 0;
uniform->array_length = max(1, desc.BindCount);
uniform->type = UniformType::Sampler2D;
}
}
for (int i = 0; i < shader_desc.ConstantBuffers; i++)
{
D3D11_SHADER_BUFFER_DESC desc;
auto cb = reflector->GetConstantBufferByIndex(i);
cb->GetDesc(&desc);
// create the constant buffer for assigning data later
{
D3D11_BUFFER_DESC buffer_desc = {};
buffer_desc.ByteWidth = desc.Size;
buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
ID3D11Buffer* buffer;
state.device->CreateBuffer(&buffer_desc, nullptr, &buffer);
append_buffers_to.push_back(buffer);
}
// get the uniforms
for (int j = 0; j < desc.Variables; j++)
{
D3D11_SHADER_VARIABLE_DESC var_desc;
D3D11_SHADER_TYPE_DESC type_desc;
auto var = cb->GetVariableByIndex(j);
var->GetDesc(&var_desc);
auto type = var->GetType();
type->GetDesc(&type_desc);
auto uniform = append_uniforms_to.expand();
uniform->name = var_desc.Name;
uniform->shader = shader_type;
uniform->buffer_index = i;
uniform->array_length = max(1, type_desc.Elements);
uniform->type = UniformType::None;
if (type_desc.Type == D3D_SVT_FLOAT)
{
if (type_desc.Rows == 1)
{
if (type_desc.Columns == 1)
uniform->type = UniformType::Float;
else if (type_desc.Columns == 2)
uniform->type = UniformType::Float2;
else if (type_desc.Columns == 3)
uniform->type = UniformType::Float3;
else if (type_desc.Columns == 4)
uniform->type = UniformType::Float4;
}
else if (type_desc.Rows == 2 && type_desc.Columns == 3)
{
uniform->type = UniformType::Mat3x2;
}
else if (type_desc.Rows == 4 && type_desc.Columns == 4)
{
uniform->type = UniformType::Mat4x4;
}
}
}
}
return true;
}
void apply_uniforms(D3D11_Shader* shader, const MaterialRef& material, ShaderType type)
{
auto& buffers = (type == ShaderType::Vertex ? shader->vertex_uniform_buffers : shader->fragment_uniform_buffers);
auto& values = (type == ShaderType::Vertex ? shader->vertex_uniform_values : shader->fragment_uniform_values);
for (int i = 0; i < buffers.size(); i++)
{
// clear previous values
values[i].clear();
// build block
const float* data = material->data();
for (auto& it : shader->uniforms())
{
if (it.type == UniformType::None ||
it.type == UniformType::Texture2D ||
it.type == UniformType::Sampler2D)
continue;
int size = 0;
switch (it.type)
{
case UniformType::Float: size = 1; break;
case UniformType::Float2: size = 2; break;
case UniformType::Float3: size = 3; break;
case UniformType::Float4: size = 4; break;
case UniformType::Mat3x2: size = 6; break;
case UniformType::Mat4x4: size = 16; break;
}
int length = size * it.array_length;
if (it.buffer_index == i && ((int)it.shader & (int)type) != 0)
{
auto start = values[i].expand(length);
memcpy(start, data, sizeof(float) * length);
}
data += length;
}
// apply block
if (buffers[i])
{
D3D11_MAPPED_SUBRESOURCE map;
state.context->Map(buffers[i], 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, values[i].begin(), values[i].size() * sizeof(float));
state.context->Unmap(buffers[i], 0);
}
}
}
ID3D11InputLayout* D3D11::get_layout(D3D11_Shader* shader, const VertexFormat& format)
{
// find existing

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@ -374,7 +374,7 @@ void Batch::render(const FrameBufferRef& target, const Mat4x4& matrix)
m_mesh = Mesh::create();
if (!m_default_shader)
m_default_shader = Shader::create(&shader_data);
m_default_shader = Shader::create(shader_data);
if (!m_default_material)
m_default_material = Material::create(m_default_shader);

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@ -3,10 +3,9 @@
using namespace Blah;
ShaderRef Shader::create(const ShaderData* data)
ShaderRef Shader::create(const ShaderData& data)
{
// get the shader
auto shader = GraphicsBackend::create_shader(data);
auto shader = GraphicsBackend::create_shader(&data);
// validate the shader
if (shader)

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@ -89,7 +89,7 @@ namespace Blah
// Creates a Shader with the given Shader Data.
// If the Shader creation fails, it will return an invalid ShaderRef.
static ShaderRef create(const ShaderData* data);
static ShaderRef create(const ShaderData& data);
// Gets a list of Shader Uniforms from Shader
virtual Vector<UniformInfo>& uniforms() = 0;