Added support for Cube Textures, Improved dds import (and textures in general), Texture refactoring and DX11 DeviceContext synchronization

This commit is contained in:
Simon Lübeß
2023-06-25 17:58:16 +02:00
parent 46693666aa
commit bb520b43ec
20 changed files with 1222 additions and 241 deletions
+16 -2
View File
@@ -104,6 +104,18 @@ public class EffectLibrary
public bool Exists(String effectName) => _effects.ContainsKey(effectName);
}*/
public enum TextureDimension
{
Unknown,
Texture1D,
Texture1DArray,
Texture2D,
Texture2DArray,
Texture3D,
TextureCube,
TextureCubeArray
}
public class Effect : Asset
{
internal VertexShader _vs ~ _?.ReleaseRef();
@@ -137,14 +149,16 @@ public class Effect : Asset
public struct TextureEntry
{
public TextureViewBinding BoundTexture;
public TextureDimension TextureDimension;
public ShaderTextureCollection.ResourceEntry* VsSlot;
public ShaderTextureCollection.ResourceEntry* PsSlot;
public this(TextureViewBinding boundTexture, ShaderTextureCollection.ResourceEntry* vsSlot, ShaderTextureCollection.ResourceEntry* psSlot)
public this(TextureViewBinding boundTexture, TextureDimension textureDimension, ShaderTextureCollection.ResourceEntry* vsSlot, ShaderTextureCollection.ResourceEntry* psSlot)
{
BoundTexture = boundTexture;
VsSlot = vsSlot;
PsSlot = psSlot;
TextureDimension = textureDimension;
}
}
@@ -741,7 +755,7 @@ public class Effect : Asset
// Get existing entry or create new
if(!_textures.TryGetValue(shaderEntry.Name, out entry))
{
entry = .(shaderEntry.BoundTexture, null, null);
entry = .(shaderEntry.BoundTexture, shaderEntry.Dimension, null, null);
entry.BoundTexture.AddRef();
}
+31 -5
View File
@@ -14,7 +14,7 @@ public class Material : Asset
private uint8[] _rawVariables ~ delete _;
private Dictionary<String, AssetHandle<Texture>> _textures = new .() ~ delete _;
private Dictionary<String, (AssetHandle<Texture> Handle, TextureDimension Dimension)> _textures = new .() ~ delete _;
private Dictionary<String, (uint32 Offset, BufferVariable Variable)> _variables = new .() ~ delete _;
@@ -34,7 +34,7 @@ public class Material : Asset
// At best whole paths. Shouldn't be that hard to do...
/*var texture = entry.BoundTexture;*/
_textures.Add(name, .Invalid);
_textures.Add(name, (AssetHandle<Texture>.Invalid, entry.TextureDimension));
}
InitRawData();
@@ -66,7 +66,19 @@ public class Material : Asset
for(let (name, texture) in _textures)
{
_effect.SetTexture(name, texture);
switch (texture.Dimension)
{
//case .Texture1D, .Texture1DArray:
case .Texture2D, .Texture2DArray:
AssetHandle<Texture2D> handle2D = .(texture.Handle);
_effect.SetTexture(name, handle2D);
case .TextureCube, .TextureCubeArray:
AssetHandle<TextureCube> cubeHandle = .(texture.Handle);
_effect.SetTexture(name, cubeHandle);
//case .Texture3D:
default:
Log.EngineLogger.Error("Tryied to bind undefined texture dimension!");
}
}
for(let (name, variable) in _variables)
@@ -86,13 +98,27 @@ public class Material : Asset
{
if(_textures.TryGetValue(name, var entry))
{
/*switch (texture.Get().GetType())
{
//case .Texture1D:
// _textures[name].Dimension = .Texture1D;
case typeof(Texture2D):
_textures[name].Dimension = .Texture2D;
case typeof(TextureCube):
_textures[name].Dimension = .TextureCube;
//case .Texture3D:
// _textures[name].Dimension = .Texture3D;
default:
_textures[name].Dimension = .Unknown;
}*/
//entry?.ReleaseRef();
_textures[name] = texture;
_textures[name].Handle = texture;
//texture?.AddRef();
}
else
{
Log.EngineLogger.Assert(false);
Log.EngineLogger.Error($"Material doesn't have the texture slot \"{name}\"");
//Log.EngineLogger.Assert(false);
}
}
@@ -79,15 +79,6 @@ namespace GlitchyEngine.Renderer
protected extern TextureViewBinding PlatformGetViewBinding();
protected internal override void SneakySwappyTexture(Texture otherTexture)
{
Log.EngineLogger.AssertDebug(otherTexture is RenderTarget2D, "Swapping texture must be a RenderTarget2D!");
SamplerState = otherTexture.SamplerState;
PlatformSneakySwappyTexture(otherTexture as RenderTarget2D);
}
protected extern void PlatformSneakySwappyTexture(RenderTarget2D otherTexture);
}
@@ -3,9 +3,9 @@ using System.Collections;
namespace GlitchyEngine.Renderer
{
public class ShaderTextureCollection : IEnumerable<(String Name, uint32 Index, TextureViewBinding BoundTexture)>
public class ShaderTextureCollection : IEnumerable<(String Name, uint32 Index, TextureViewBinding BoundTexture, TextureDimension Dimension)>
{
public typealias ResourceEntry = (String Name, uint32 Index, TextureViewBinding BoundTexture);
public typealias ResourceEntry = (String Name, uint32 Index, TextureViewBinding BoundTexture, TextureDimension Dimension);
List<ResourceEntry> _textures ~ DeleteTextureEntries!(_);
@@ -39,14 +39,14 @@ namespace GlitchyEngine.Renderer
// TODO: finish implementation (like BufferCollection)
public void Add(String name, uint32 index, TextureViewBinding texture)
public void Add(String name, uint32 index, TextureViewBinding texture, TextureDimension dimension)
{
Add((name, index, texture));
Add((name, index, texture, dimension));
}
public void Add(ResourceEntry entry)
{
ResourceEntry copy = (new String(entry.Name), entry.Index, entry.BoundTexture);
ResourceEntry copy = (new String(entry.Name), entry.Index, entry.BoundTexture, entry.Dimension);
entry.BoundTexture.AddRef();
_textures.Add(copy);
+45 -45
View File
@@ -30,11 +30,6 @@ namespace GlitchyEngine.Renderer
public abstract uint32 MipLevels {get;}
public abstract TextureViewBinding GetViewBinding();
/// Very dirtily swaps the internals with the given texture.
/// TODO: Please do this differently!!!!!!!!!!!!!!!!!!!!!!
/// This is for texture hot reloading POC, I know... it's bad...
protected internal abstract void SneakySwappyTexture(Texture otherTexture);
}
public struct Texture2DDesc
@@ -69,17 +64,6 @@ namespace GlitchyEngine.Renderer
//public override extern uint32 ArraySize {get;}
//public override extern uint32 MipLevels {get;}
// TODO: remove
private this(Stream data)
{
LoadDds(data);
}
protected void LoadDds(Stream stream)
{
LoadDdsPlatform(stream);
}
public this(Texture2DDesc desc)
{
PrepareTexturePlatform(desc, false);
@@ -100,8 +84,6 @@ namespace GlitchyEngine.Renderer
uint32 mipLevels = 1, uint32 arraySize = 1, Usage usage = .Default, CPUAccessFlags cpuAccess = .None
*/
protected extern void LoadDdsPlatform(Stream stream);
protected extern void CreateTexturePlatform(Texture2DDesc desc, bool isRenderTarget, void* data, uint32 linePitch);
/**
@@ -130,17 +112,16 @@ namespace GlitchyEngine.Renderer
}
protected extern TextureViewBinding PlatformGetViewBinding();
}
protected internal override void SneakySwappyTexture(Texture otherTexture)
{
Log.EngineLogger.AssertDebug(otherTexture is Texture2D, "Swapping texture must be a Texture2D!");
SamplerState = otherTexture.SamplerState;
PlatformSneakySwappyTexture(otherTexture as Texture2D);
}
protected extern void PlatformSneakySwappyTexture(Texture2D otherTexture);
public enum TextureCubeFace
{
PositiveX = 0,
NegativeX = 1,
PositiveY = 2,
NegativeY = 3,
PositiveZ = 4,
NegativeZ = 5,
}
public class TextureCube : Texture
@@ -152,24 +133,48 @@ namespace GlitchyEngine.Renderer
public override uint32 Depth => 1;
// public override extern uint32 ArraySize {get;}
// public override extern uint32 MipLevels {get;}
public this(String path)
public this(Texture2DDesc desc)
{
this._path = new String(path);
LoadTexture();
PrepareTexturePlatform(desc, false);
}
private void LoadTexture()
public void SetData(void* data, int elementSize, TextureCubeFace cubeFace, uint32 arraySlice = 0, uint32 mipSlice = 0)
{
Debug.Profiler.ProfileResourceFunction!();
Stream data = Application.Get().ContentManager.GetStream(_path);
defer delete data;
LoadTexturePlatform(data);
PlatformSetData(data, (.)elementSize, 0, 0, Width, Height, arraySlice * 6 + (uint32)cubeFace, mipSlice, .Write);
}
protected extern void LoadTexturePlatform(Stream stream);
public void SetData<T>(T* data, TextureCubeFace cubeFace, uint32 arraySlice = 0, uint32 mipSlice = 0)
{
PlatformSetData(data, (.)sizeof(T), 0, 0, Width, Height, arraySlice * 6 + (uint32)cubeFace, mipSlice, .Write);
}
public void SetData<T>(T* data, uint32 x, uint32 y, uint32 width, uint32 height, TextureCubeFace cubeFace, uint32 arraySlice = 0, uint32 mipSlice = 0)
{
PlatformSetData(data, (.)sizeof(T), x, y, width, height, arraySlice * 6 + (uint32)cubeFace, mipSlice, .Write);
}
protected extern void CreateTexturePlatform(Texture2DDesc desc, bool isRenderTarget, void* data, uint32 linePitch);
/**
* Prepares the texture so that a call to SetData can successfully upload the data to the gpu.
*/
protected extern void PrepareTexturePlatform(Texture2DDesc desc, bool isRenderTarget);
protected extern Result<void> PlatformSetData(void* data, uint32 elementSize, uint32 destX,
uint32 destY, uint32 destWidth, uint32 destHeight, uint32 arraySlice, uint32 mipLevel, GlitchyEngine.Renderer.MapType mapType);
/**
* Copies the texel-data of this texture to the given destination texture.
*/
public static extern void CopySubresourceRegion(Texture2D source, Texture2D destination,
ResourceBox sourceBox = default, uint32 destX = 0, uint32 destY = 0,
uint32 srcArraySlice = 0, uint32 srcMipSlice = 0, uint32 destArraySlice = 0, uint32 destMipSlice = 0);
/**
* Copies the data to the given destination.
*/
//public extern void CopyTo(TextureCube destination);
public override TextureViewBinding GetViewBinding()
{
@@ -177,10 +182,5 @@ namespace GlitchyEngine.Renderer
}
protected extern TextureViewBinding PlatformGetViewBinding();
protected internal override void SneakySwappyTexture(Texture otherTexture)
{
Runtime.NotImplemented();
}
}
}