Moving viewport transform to vertex shaders.

This commit is contained in:
Ben Vanik
2014-01-20 10:46:43 -08:00
parent 7b9a804fc0
commit 0efd7b4a62
4 changed files with 65 additions and 46 deletions

View File

@@ -52,7 +52,10 @@ D3D11GraphicsDriver::D3D11GraphicsDriver(
&buffer_desc, NULL, &state_.constant_buffers.loop_constants);
buffer_desc.ByteWidth = (32) * sizeof(int);
hr = device_->CreateBuffer(
&buffer_desc, NULL, &state_.constant_buffers.geo_constants);
&buffer_desc, NULL, &state_.constant_buffers.vs_consts);
buffer_desc.ByteWidth = (32) * sizeof(int);
hr = device_->CreateBuffer(
&buffer_desc, NULL, &state_.constant_buffers.gs_consts);
}
D3D11GraphicsDriver::~D3D11GraphicsDriver() {
@@ -60,7 +63,8 @@ D3D11GraphicsDriver::~D3D11GraphicsDriver() {
XESAFERELEASE(state_.constant_buffers.float_constants);
XESAFERELEASE(state_.constant_buffers.bool_constants);
XESAFERELEASE(state_.constant_buffers.loop_constants);
XESAFERELEASE(state_.constant_buffers.geo_constants);
XESAFERELEASE(state_.constant_buffers.vs_consts);
XESAFERELEASE(state_.constant_buffers.gs_consts);
delete shader_cache_;
XESAFERELEASE(context_);
XESAFERELEASE(device_);
@@ -193,7 +197,7 @@ int D3D11GraphicsDriver::SetupDraw(XE_GPU_PRIMITIVE_TYPE prim_type) {
if (geometry_shader) {
context_->GSSetShader(geometry_shader->handle(), NULL, NULL);
context_->GSSetConstantBuffers(
0, 1, &state_.constant_buffers.geo_constants);
0, 1, &state_.constant_buffers.gs_consts);
} else {
context_->GSSetShader(NULL, NULL, NULL);
}
@@ -491,29 +495,31 @@ int D3D11GraphicsDriver::UpdateState(uint32_t state_overrides) {
}
context_->RSSetViewports(1, &viewport);
//"cbuffer geo_consts {\n"
// Viewport constants from D3D11VertexShader.
//"cbuffer vs_consts {\n"
//" float4 window;\n" // x,y,w,h
//" float4 viewport_z_enable;\n" // min,(max - min),?,enabled
//" float4 viewport_size;\n" // x,y,w,h
//"};"
// TODO(benvanik): only when viewport changes.
D3D11_MAPPED_SUBRESOURCE res;
context_->Map(
state_.constant_buffers.geo_constants, 0,
state_.constant_buffers.vs_consts, 0,
D3D11_MAP_WRITE_DISCARD, 0, &res);
float* geo_buffer = (float*)res.pData;
geo_buffer[0] = (float)window_offset_x;
geo_buffer[1] = (float)window_offset_y;
geo_buffer[2] = (float)window_width;
geo_buffer[3] = (float)window_height;
geo_buffer[4] = viewport.MinDepth;
geo_buffer[5] = viewport.MaxDepth - viewport.MinDepth;
geo_buffer[6] = 0; // unused
geo_buffer[7] = vport_xscale_enable ? 1.0f : 0.0f;
geo_buffer[8] = viewport.TopLeftX;
geo_buffer[9] = viewport.TopLeftY;
geo_buffer[10] = viewport.Width;
geo_buffer[11] = viewport.Height;
context_->Unmap(state_.constant_buffers.geo_constants, 0);
float* vsc_buffer = (float*)res.pData;
vsc_buffer[0] = (float)window_offset_x;
vsc_buffer[1] = (float)window_offset_y;
vsc_buffer[2] = (float)window_width;
vsc_buffer[3] = (float)window_height;
vsc_buffer[4] = viewport.MinDepth;
vsc_buffer[5] = viewport.MaxDepth - viewport.MinDepth;
vsc_buffer[6] = 0; // unused
vsc_buffer[7] = vport_xscale_enable ? 1.0f : 0.0f;
vsc_buffer[8] = viewport.TopLeftX;
vsc_buffer[9] = viewport.TopLeftY;
vsc_buffer[10] = viewport.Width;
vsc_buffer[11] = viewport.Height;
context_->Unmap(state_.constant_buffers.vs_consts, 0);
// Scissoring.
// TODO(benvanik): pull from scissor registers.
@@ -733,10 +739,14 @@ int D3D11GraphicsDriver::BindShaders() {
context_->VSSetShader(vs->handle(), NULL, 0);
// Set constant buffers.
ID3D11Buffer* vs_constant_buffers[] = {
state_.constant_buffers.float_constants,
state_.constant_buffers.bool_constants,
state_.constant_buffers.loop_constants,
state_.constant_buffers.vs_consts,
};
context_->VSSetConstantBuffers(
0,
sizeof(state_.constant_buffers) / sizeof(ID3D11Buffer*),
(ID3D11Buffer**)&state_.constant_buffers);
0, XECOUNT(vs_constant_buffers), vs_constant_buffers);
// Setup input layout (as encoded in vertex shader).
context_->IASetInputLayout(vs->input_layout());
@@ -765,10 +775,13 @@ int D3D11GraphicsDriver::BindShaders() {
context_->PSSetShader(ps->handle(), NULL, 0);
// Set constant buffers.
ID3D11Buffer* vs_constant_buffers[] = {
state_.constant_buffers.float_constants,
state_.constant_buffers.bool_constants,
state_.constant_buffers.loop_constants,
};
context_->PSSetConstantBuffers(
0,
sizeof(state_.constant_buffers) / sizeof(ID3D11Buffer*),
(ID3D11Buffer**)&state_.constant_buffers);
0, XECOUNT(vs_constant_buffers), vs_constant_buffers);
// TODO(benvanik): set samplers for all inputs.
D3D11_SAMPLER_DESC sampler_desc;