separated Textures from Samplers, to accommodate HLSL etc

This commit is contained in:
Noel Berry
2020-12-30 14:03:50 -08:00
parent e88030101b
commit d4ff3f66ca
14 changed files with 343 additions and 206 deletions

View File

@ -43,11 +43,11 @@ namespace Blah
// Creates a new Texture.
// if the Texture is invalid, this should return an empty reference.
TextureRef create_texture(int width, int height, TextureFilter filter, TextureWrap wrap_x, TextureWrap wrap_y, TextureFormat format);
TextureRef create_texture(int width, int height, TextureFormat format);
// Creates a new FrameBuffer.
// if the FrameBuffer is invalid, this should return an empty reference.
FrameBufferRef create_framebuffer(int width, int height, const TextureFormat* attachments, int attachmentCount);
FrameBufferRef create_framebuffer(int width, int height, const TextureFormat* attachments, int attachment_count);
// Creates a new Shader.
// if the Shader is invalid, this should return an empty reference.

View File

@ -58,9 +58,7 @@ namespace Blah
struct StoredSampler
{
TextureFilter filter;
TextureWrap wrap_x;
TextureWrap wrap_y;
TextureSampler sampler;
ID3D11SamplerState* state;
};
@ -79,7 +77,7 @@ namespace Blah
ID3D11InputLayout* get_layout(D3D11_Shader* shader, const VertexFormat& format);
ID3D11BlendState* get_blend(const BlendMode& blend);
ID3D11RasterizerState* get_rasterizer(const RenderPass& pass);
ID3D11SamplerState* get_sampler(const TextureRef& texture);
ID3D11SamplerState* get_sampler(const TextureSampler& sampler);
ID3D11DepthStencilState* get_depthstencil(const RenderPass& pass);
};
@ -140,15 +138,23 @@ namespace Blah
D3D11_SHADER_INPUT_BIND_DESC desc;
reflector->GetResourceBindingDesc(i, &desc);
if (desc.Type == D3D_SIT_TEXTURE &&
desc.Dimension == D3D_SRV_DIMENSION_TEXTURE2D)
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::Texture;
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;
}
}
@ -224,10 +230,7 @@ namespace Blah
private:
int m_width;
int m_height;
TextureFilter m_filter;
TextureFormat m_format;
TextureWrap m_wrap_x;
TextureWrap m_wrap_y;
bool m_is_framebuffer;
int m_size;
@ -235,14 +238,11 @@ namespace Blah
ID3D11Texture2D* texture = nullptr;
ID3D11ShaderResourceView* view = nullptr;
D3D11_Texture(int width, int height, TextureFilter filter, TextureWrap wrap_x, TextureWrap wrap_y, TextureFormat format, bool is_framebuffer)
D3D11_Texture(int width, int height, TextureFormat format, bool is_framebuffer)
{
m_width = width;
m_height = height;
m_filter = filter;
m_format = format;
m_wrap_x = wrap_x;
m_wrap_y = wrap_y;
m_is_framebuffer = is_framebuffer;
m_size = 0;
@ -320,32 +320,6 @@ namespace Blah
return m_format;
}
virtual void set_filter(TextureFilter filter) override
{
m_filter = filter;
}
virtual TextureFilter get_filter() const override
{
return m_filter;
}
virtual void set_wrap(TextureWrap x, TextureWrap y) override
{
m_wrap_x = x;
m_wrap_y = y;
}
virtual TextureWrap get_wrap_x() const override
{
return m_wrap_x;
}
virtual TextureWrap get_wrap_y() const override
{
return m_wrap_y;
}
virtual void set_data(unsigned char* data) override
{
D3D11_BOX box;
@ -386,17 +360,12 @@ namespace Blah
StackVector<ID3D11RenderTargetView*, Attachments::MaxCapacity - 1> color_views;
ID3D11DepthStencilView* depth_view = nullptr;
D3D11_FrameBuffer(int width, int height, const TextureFormat* attachments, int attachmentCount)
D3D11_FrameBuffer(int width, int height, const TextureFormat* attachments, int attachment_count)
{
for (int i = 0; i < attachmentCount; i++)
for (int i = 0; i < attachment_count; i++)
{
auto tex = new D3D11_Texture(
width, height,
TextureFilter::Linear,
TextureWrap::Repeat,
TextureWrap::Repeat,
attachments[i],
true);
auto tex = new D3D11_Texture(width, height, attachments[i], true);
m_attachments.push_back(TextureRef(tex));
if (attachments[i] == TextureFormat::DepthStencil)
@ -891,9 +860,9 @@ namespace Blah
state.swap_chain->Present(1, 0);
}
TextureRef GraphicsBackend::create_texture(int width, int height, TextureFilter filter, TextureWrap wrap_x, TextureWrap wrap_y, TextureFormat format)
TextureRef GraphicsBackend::create_texture(int width, int height, TextureFormat format)
{
auto result = new D3D11_Texture(width, height, filter, wrap_x, wrap_y, format, false);
auto result = new D3D11_Texture(width, height, format, false);
if (result->texture)
return TextureRef(result);
@ -901,9 +870,9 @@ namespace Blah
return TextureRef();
}
FrameBufferRef GraphicsBackend::create_framebuffer(int width, int height, const TextureFormat* attachments, int attachmentCount)
FrameBufferRef GraphicsBackend::create_framebuffer(int width, int height, const TextureFormat* attachments, int attachment_count)
{
return FrameBufferRef(new D3D11_FrameBuffer(width, height, attachments, attachmentCount));
return FrameBufferRef(new D3D11_FrameBuffer(width, height, attachments, attachment_count));
}
ShaderRef GraphicsBackend::create_shader(const ShaderData* data)
@ -936,7 +905,9 @@ namespace Blah
const float* data = material->data();
for (auto& it : shader->uniforms())
{
if (it.type == UniformType::Texture)
if (it.type == UniformType::None ||
it.type == UniformType::Texture2D ||
it.type == UniformType::Sampler2D)
continue;
int size = 0;
@ -1071,7 +1042,7 @@ namespace Blah
ctx->PSSetShader(shader->fragment, nullptr, 0);
ctx->PSSetConstantBuffers(0, shader->fcb.size(), shader->fcb.begin());
// Fragment Shader Textures & Samplers
// Fragment Shader Textures
auto& textures = pass.material->textures();
for (int i = 0; i < textures.size(); i++)
{
@ -1080,23 +1051,17 @@ namespace Blah
// Assign the Texture
auto view = ((D3D11_Texture*)textures[i].get())->view;
ctx->PSSetShaderResources(i, 1, &view);
// Assign the Sampler
// TODO:
// This is incorrect! Textures and Samplers are separate in HLSL.
// For now, assuming there's 1 Sampler Per Texture, and we set it to
// the properties of the texture at the same index.
// I think most modern APIs separate these, where as OpenGL makes
// them the same (afaik). Either we need to separate these in our
// API, or find some work around here.
auto sampler = state.get_sampler(textures[i]);
if (sampler)
ctx->PSSetSamplers(i, 1, &sampler);
}
}
// Fragment Shader Samplers
auto& samplers = pass.material->samplers();
for (int i = 0; i < samplers.size(); i++)
{
auto sampler = state.get_sampler(samplers[i]);
if (sampler)
ctx->PSSetSamplers(i, 1, &sampler);
}
}
// RS
@ -1294,14 +1259,10 @@ namespace Blah
return nullptr;
}
ID3D11SamplerState* D3D11::get_sampler(const TextureRef& texture)
ID3D11SamplerState* D3D11::get_sampler(const TextureSampler& sampler)
{
auto filter = texture->get_filter();
auto wrap_x = texture->get_wrap_x();
auto wrap_y = texture->get_wrap_y();
for (auto& it : sampler_cache)
if (it.filter == filter && it.wrap_x == wrap_x && it.wrap_y == wrap_y)
if (it.sampler == sampler)
return it.state;
D3D11_SAMPLER_DESC desc = {};
@ -1311,19 +1272,19 @@ namespace Blah
desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
desc.ComparisonFunc = D3D11_COMPARISON_NEVER;
switch (filter)
switch (sampler.filter)
{
case TextureFilter::Nearest: desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; break;
case TextureFilter::Linear: desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; break;
}
switch (wrap_x)
switch (sampler.wrap_x)
{
case TextureWrap::Clamp: desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; break;
case TextureWrap::Repeat: desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; break;
}
switch (wrap_y)
switch (sampler.wrap_y)
{
case TextureWrap::Clamp: desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; break;
case TextureWrap::Repeat: desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; break;
@ -1335,9 +1296,7 @@ namespace Blah
if (SUCCEEDED(hr))
{
auto entry = sampler_cache.expand();
entry->filter = filter;
entry->wrap_x = wrap_x;
entry->wrap_y = wrap_y;
entry->sampler = sampler;
entry->state = result;
return result;
}

View File

@ -545,9 +545,7 @@ namespace Blah
GLuint m_id;
int m_width;
int m_height;
TextureWrap m_wrap_x;
TextureWrap m_wrap_y;
TextureFilter m_filter;
TextureSampler m_sampler;
TextureFormat m_format;
GLenum m_gl_internal_format;
GLenum m_gl_format;
@ -556,14 +554,12 @@ namespace Blah
public:
bool framebuffer_parent;
OpenGL_Texture(int width, int height, TextureFilter filter, TextureWrap wrap_x, TextureWrap wrap_y, TextureFormat format)
OpenGL_Texture(int width, int height, TextureFormat format)
{
m_id = 0;
m_width = width;
m_height = height;
m_wrap_x = wrap_x;
m_wrap_y = wrap_y;
m_filter = filter;
m_sampler = TextureSampler(TextureFilter::None, TextureWrap::None, TextureWrap::None);
m_format = format;
framebuffer_parent = false;
m_gl_internal_format = GL_RED;
@ -609,12 +605,7 @@ namespace Blah
gl.GenTextures(1, &m_id);
gl.ActiveTexture(GL_TEXTURE0);
gl.BindTexture(GL_TEXTURE_2D, m_id);
gl.TexImage2D(GL_TEXTURE_2D, 0, m_gl_internal_format, width, height, 0, m_gl_format, m_gl_type, nullptr);
gl.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (m_filter == TextureFilter::Nearest ? GL_NEAREST : GL_LINEAR));
gl.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, (m_filter == TextureFilter::Nearest ? GL_NEAREST : GL_LINEAR));
gl.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, (m_wrap_x == TextureWrap::Clamp ? GL_CLAMP_TO_EDGE : GL_REPEAT));
gl.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, (m_wrap_y == TextureWrap::Clamp ? GL_CLAMP_TO_EDGE : GL_REPEAT));
}
~OpenGL_Texture()
@ -643,38 +634,18 @@ namespace Blah
return m_format;
}
virtual void set_filter(TextureFilter filter) override
void update_sampler(const TextureSampler& sampler)
{
m_filter = filter;
if (m_sampler != sampler)
{
m_sampler = sampler;
gl.BindTexture(GL_TEXTURE_2D, m_id);
gl.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (filter == TextureFilter::Nearest ? GL_NEAREST : GL_LINEAR));
gl.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, (filter == TextureFilter::Nearest ? GL_NEAREST : GL_LINEAR));
}
virtual TextureFilter get_filter() const override
{
return m_filter;
}
virtual void set_wrap(TextureWrap x, TextureWrap y) override
{
m_wrap_x = x;
m_wrap_y = y;
gl.BindTexture(GL_TEXTURE_2D, m_id);
gl.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, (x == TextureWrap::Clamp ? GL_CLAMP_TO_EDGE : GL_REPEAT));
gl.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, (y == TextureWrap::Clamp ? GL_CLAMP_TO_EDGE : GL_REPEAT));
}
virtual TextureWrap get_wrap_x() const override
{
return m_wrap_x;
}
virtual TextureWrap get_wrap_y() const override
{
return m_wrap_y;
gl.BindTexture(GL_TEXTURE_2D, m_id);
gl.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (m_sampler.filter == TextureFilter::Nearest ? GL_NEAREST : GL_LINEAR));
gl.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, (m_sampler.filter == TextureFilter::Nearest ? GL_NEAREST : GL_LINEAR));
gl.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, (m_sampler.wrap_x == TextureWrap::Clamp ? GL_CLAMP_TO_EDGE : GL_REPEAT));
gl.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, (m_sampler.wrap_y == TextureWrap::Clamp ? GL_CLAMP_TO_EDGE : GL_REPEAT));
}
}
virtual void set_data(unsigned char* data) override
@ -899,20 +870,34 @@ namespace Blah
}
}
UniformInfo uniform;
uniform.name = name;
uniform.type = UniformType::None;
uniform.buffer_index = 0;
uniform.array_length = size;
uniform_locations.push_back(gl.GetUniformLocation(id, name));
if (type == GL_SAMPLER_2D)
{
uniform.type = UniformType::Texture;
uniform.shader = ShaderType::Fragment;
UniformInfo tex_uniform;
tex_uniform.name = name;
tex_uniform.buffer_index = 0;
tex_uniform.array_length = size;
tex_uniform.type = UniformType::Texture2D;
tex_uniform.shader = ShaderType::Fragment;
uniform_locations.push_back(gl.GetUniformLocation(id, name));
m_uniforms.push_back(tex_uniform);
UniformInfo sampler_uniform;
sampler_uniform.name = String(name).append("_sampler");
sampler_uniform.buffer_index = 0;
sampler_uniform.array_length = size;
sampler_uniform.type = UniformType::Sampler2D;
sampler_uniform.shader = ShaderType::Fragment;
uniform_locations.push_back(gl.GetUniformLocation(id, name));
m_uniforms.push_back(sampler_uniform);
}
else
{
UniformInfo uniform;
uniform.name = name;
uniform.type = UniformType::None;
uniform.buffer_index = 0;
uniform.array_length = size;
uniform_locations.push_back(gl.GetUniformLocation(id, name));
uniform.shader = (ShaderType)((int)ShaderType::Vertex | (int)ShaderType::Fragment);
if (type == GL_FLOAT)
@ -933,9 +918,10 @@ namespace Blah
Log::error("Unsupported Uniform Type");
break;
}
m_uniforms.push_back(uniform);
}
m_uniforms.push_back(uniform);
}
}
@ -1192,9 +1178,9 @@ namespace Blah
void GraphicsBackend::before_render() {}
void GraphicsBackend::after_render() {}
TextureRef GraphicsBackend::create_texture(int width, int height, TextureFilter filter, TextureWrap wrap_x, TextureWrap wrap_y, TextureFormat format)
TextureRef GraphicsBackend::create_texture(int width, int height, TextureFormat format)
{
auto resource = new OpenGL_Texture(width, height, filter, wrap_x, wrap_y, format);
auto resource = new OpenGL_Texture(width, height, format);
if (resource->gl_id() <= 0)
{
@ -1272,10 +1258,9 @@ namespace Blah
{
gl.UseProgram(shader->gl_id());
// upload uniform values
int texture_slot = 0;
int gl_texture_slot = 0;
GLint texture_ids[64];
auto& uniforms = shader->uniforms();
auto data = pass.material->data();
@ -1284,14 +1269,19 @@ namespace Blah
auto location = shader->uniform_locations[i];
auto& uniform = uniforms[i];
// Sampler 2D
if (uniform.type == UniformType::Texture)
// Sampler 2D's are assigned by updating texture values
if (uniform.type == UniformType::Sampler2D)
continue;
// Texture2D
if (uniform.type == UniformType::Texture2D)
{
for (int n = 0; n < uniform.array_length; n++)
{
auto tex = pass.material->get_texture(i, n);
auto tex = pass.material->get_texture(texture_slot, n);
auto sampler = pass.material->get_sampler(texture_slot, n);
gl.ActiveTexture(GL_TEXTURE0 + texture_slot);
gl.ActiveTexture(GL_TEXTURE0 + gl_texture_slot);
if (!tex)
{
@ -1299,14 +1289,17 @@ namespace Blah
}
else
{
gl.BindTexture(GL_TEXTURE_2D, ((OpenGL_Texture*)tex.get())->gl_id());
auto gl_tex = ((OpenGL_Texture*)tex.get());
gl_tex->update_sampler(sampler);
gl.BindTexture(GL_TEXTURE_2D, gl_tex->gl_id());
}
texture_ids[n] = texture_slot;
texture_slot++;
texture_ids[n] = gl_texture_slot;
gl_texture_slot++;
}
gl.Uniform1iv(location, (GLint)uniform.array_length, &texture_ids[0]);
texture_slot++;
continue;
}