mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-06 05:01:53 +00:00
Manual constant buffer binding
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@@ -185,23 +185,36 @@ namespace GlitchyEngine.Renderer
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}
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}
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private void BindState()
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{
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Debug.Profiler.ProfileRendererFunction!();
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BindInputLayout();
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if (_hasVs)
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NativeContext.VertexShader.SetConstantBuffers(0, _vsBuffers.Count, &_vsBuffers);
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if (_hasPs)
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NativeContext.PixelShader.SetConstantBuffers(0, _psBuffers.Count, &_psBuffers);
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}
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public override void Draw(uint32 vertexCount, uint32 startVertexIndex = 0)
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{
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BindInputLayout();
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BindState();
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NativeContext.Draw(vertexCount, startVertexIndex);
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}
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public override void DrawIndexed(uint32 indexCount, uint32 startIndexLocation = 0, int32 vertexOffset = 0)
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{
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BindInputLayout();
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BindState();
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NativeContext.DrawIndexed(indexCount, startIndexLocation, vertexOffset);
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}
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public override void DrawIndexedInstanced(uint32 indexCountPerInstance, uint32 instanceCount, uint32 startIndexLocation, int32 baseVertexLocation, uint32 startInstanceLocation)
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{
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BindInputLayout();
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BindState();
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NativeContext.DrawIndexedInstanced(indexCountPerInstance, instanceCount, startIndexLocation, baseVertexLocation, startInstanceLocation);
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}
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@@ -236,6 +249,12 @@ namespace GlitchyEngine.Renderer
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private uint32 _vs_FirstTexture;
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private uint32 _vs_BoundTextures;
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private bool _hasPs;
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private bool _hasVs;
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private ID3D11Buffer*[DirectX.D3D11.D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT] _vsBuffers;
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private ID3D11Buffer*[DirectX.D3D11.D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT] _psBuffers;
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/**
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* Binds the given shader to the corresponding shader stage.
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* @param shader The shader that will be bound to the graphics context.
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@@ -250,7 +269,7 @@ namespace GlitchyEngine.Renderer
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ID3D11ShaderResourceView*[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT] _textures = .();
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ID3D11SamplerState*[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT] _samplers = .();
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for (let entry in shader.Textures)
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for (let entry in shader?.Textures)
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{
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_textures[entry.Index] = entry.BoundTexture._nativeShaderResourceView;
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_samplers[entry.Index] = entry.BoundTexture._nativeSamplerState;
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@@ -263,51 +282,62 @@ namespace GlitchyEngine.Renderer
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shader.Buffers.PlatformFetchNativeBuffers();
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//if (_textureCount > 0)
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//{
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switch (typeof(TShader))
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switch (typeof(TShader))
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{
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// TODO: Add remaining shader stages
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case typeof(PixelShader):
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_hasPs = shader != null;
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// TODO: bind uavs
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if (_textureCount > 0)
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{
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// TODO: Add remaining shader stages
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case typeof(PixelShader):
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// TODO: bind uavs
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if (_textureCount > 0)
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{
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NativeContext.PixelShader.SetShaderResources(_firstTexture, _textureCount, &_textures[_firstTexture]);
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NativeContext.PixelShader.SetSamplers(_firstTexture, _textureCount, &_samplers[_firstTexture]);
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}
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_ps_FirstTexture = _firstTexture;
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_ps_BoundTextures = _textureCount;
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NativeContext.PixelShader.SetConstantBuffers(0, shader.Buffers.nativeBuffers.Count, &shader.Buffers.nativeBuffers);
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NativeContext.PixelShader.SetShader((ID3D11PixelShader*)shader.nativeShader);
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case typeof(VertexShader):
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if (_textureCount > 0)
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{
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NativeContext.VertexShader.SetShaderResources(_firstTexture, _textureCount, &_textures[_firstTexture]);
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NativeContext.VertexShader.SetSamplers(_firstTexture, _textureCount, &_samplers[_firstTexture]);
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}
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NativeContext.VertexShader.SetConstantBuffers(0, shader.Buffers.nativeBuffers.Count, &shader.Buffers.nativeBuffers);
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NativeContext.VertexShader.SetShader((ID3D11VertexShader*)shader.nativeShader);
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_vs_FirstTexture = _firstTexture;
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_vs_BoundTextures = _textureCount;
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//if (VertexShader vs = shader as VertexShader)
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[ConstSkip]
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{
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SetReference!(_currentVertexShader, shader);
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_currentInputLayout?.Release();
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_currentInputLayout = null;
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}
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default:
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Runtime.FatalError(scope $"Shader stage \"{typeof(TShader)}\" not implemented.");
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NativeContext.PixelShader.SetShaderResources(_firstTexture, _textureCount, &_textures[_firstTexture]);
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NativeContext.PixelShader.SetSamplers(_firstTexture, _textureCount, &_samplers[_firstTexture]);
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}
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//}
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_ps_FirstTexture = _firstTexture;
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_ps_BoundTextures = _textureCount;
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for (var buffer in shader?.Buffers)
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{
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_psBuffers[buffer.Index] = buffer.Buffer.nativeBuffer;
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}
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//NativeContext.PixelShader.SetConstantBuffers(0, shader.Buffers.nativeBuffers.Count, &shader.Buffers.nativeBuffers);
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NativeContext.PixelShader.SetShader((ID3D11PixelShader*)shader?.nativeShader);
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case typeof(VertexShader):
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_hasVs = shader != null;
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if (_textureCount > 0)
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{
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NativeContext.VertexShader.SetShaderResources(_firstTexture, _textureCount, &_textures[_firstTexture]);
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NativeContext.VertexShader.SetSamplers(_firstTexture, _textureCount, &_samplers[_firstTexture]);
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}
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for (var buffer in shader?.Buffers)
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{
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_vsBuffers[buffer.Index] = buffer.Buffer.nativeBuffer;
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}
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//NativeContext.VertexShader.SetConstantBuffers(0, shader.Buffers.nativeBuffers.Count, &shader.Buffers.nativeBuffers);
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NativeContext.VertexShader.SetShader((ID3D11VertexShader*)shader?.nativeShader);
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_vs_FirstTexture = _firstTexture;
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_vs_BoundTextures = _textureCount;
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//if (VertexShader vs = shader as VertexShader)
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[ConstSkip]
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{
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SetReference!(_currentVertexShader, shader);
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_currentInputLayout?.Release();
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_currentInputLayout = null;
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}
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default:
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Runtime.FatalError(scope $"Shader stage \"{typeof(TShader)}\" not implemented.");
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}
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}
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public override void UnbindTextures()
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@@ -327,6 +357,21 @@ namespace GlitchyEngine.Renderer
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{
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BindShaderToStage(pixelShader);
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}
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public override void BindConstantBuffer(Buffer buffer, int slot, ShaderStage stage)
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{
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Debug.Assert((slot >= 0) && (slot < DirectX.D3D11.D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT));
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if (stage.HasFlag(.Vertex))
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{
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_vsBuffers[slot] = buffer.nativeBuffer;
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}
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if (stage.HasFlag(.Pixel))
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{
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_psBuffers[slot] = buffer.nativeBuffer;
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}
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}
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}
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}
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@@ -249,6 +249,11 @@ namespace GlitchyEngine.Renderer
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{
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_context.UnbindTextures();
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}
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public override void BindConstantBuffer(Buffer buffer, int slot, ShaderStage stage)
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{
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_context.BindConstantBuffer(buffer, slot, stage);
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}
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}
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}
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