Manual constant buffer binding

This commit is contained in:
Simon Lübeß
2022-06-13 14:10:54 +02:00
parent a926ef4af2
commit eb03eca4dd
7 changed files with 125 additions and 69 deletions
@@ -98,16 +98,9 @@ namespace GlitchyEngine.Renderer
}
[Inline]
public void SetViewports(Viewport[] viewports)
public void SetViewports(Span<Viewport> viewports)
{
SetViewports((.)viewports.Count, viewports.CArray());
}
[Inline]
public void SetViewports<CSize>(Viewport[CSize] viewports) where CSize : const uint32
{
var viewports;
SetViewports(CSize, &viewports);
SetViewports((.)viewports.Length, viewports.Ptr);
}
public extern void SetViewports(uint32 viewportsLength, Viewport* viewports);
@@ -121,5 +114,7 @@ namespace GlitchyEngine.Renderer
public extern void SetPixelShader(PixelShader pixelShader);
public extern void UnbindTextures();
public extern void BindConstantBuffer(Buffer buffer, int slot, ShaderStage stage);
}
}
@@ -121,5 +121,10 @@ namespace GlitchyEngine.Renderer
{
_rendererAPI.UnbindTextures();
}
public static void BindConstantBuffer(Buffer buffer, int slot, ShaderStage stage)
{
_rendererAPI.BindConstantBuffer(buffer, slot, stage);
}
}
}
+5 -13
View File
@@ -302,12 +302,13 @@ namespace GlitchyEngine.Renderer
RenderCommand.SetBlendState(_gBufferBlend);
for (SubmittedMesh entry in _queue)
{
Debug.Profiler.ProfileRendererScope!("Draw Mesh");
{
Debug.Profiler.ProfileRendererScope!("SetVariables");
Debug.Profiler.ProfileRendererScope!("Update object buffer");
ObjectConstantsBuffer objectData;
objectData.Transform = entry.Transform;
@@ -318,21 +319,12 @@ namespace GlitchyEngine.Renderer
objectData.EntityId = entry.EntityId;
_objectBuffer.SetData(objectData, 0, .WriteDiscard);
entry.Material.Effect.Buffers.TryReplaceBuffer("SceneConstants", _sceneBuffer);
entry.Material.Effect.Buffers.TryReplaceBuffer("ObjectConstants", _objectBuffer);
/*entry.Material.SetVariable("ViewProjection", _sceneConstants.ViewProjection);
entry.Material.SetVariable("Transform", entry.Transform);
entry.Material.SetVariable("EntityId", entry.EntityId);
Matrix3x3 mat = (Matrix3x3)(entry.Transform).Invert().Transpose();
entry.Material.SetVariable("Transform_InvT", mat);*/
}
entry.Material.Bind(_context);
RenderCommand.BindConstantBuffer(_sceneBuffer, 0, .All);
RenderCommand.BindConstantBuffer(_objectBuffer, 1, .All);
entry.Mesh.Bind();
RenderCommand.DrawIndexed(entry.Mesh);
@@ -62,5 +62,7 @@ namespace GlitchyEngine.Renderer
public extern void SetViewport(Viewport viewport);
public extern void UnbindTextures();
public extern void BindConstantBuffer(Buffer buffer, int slot, ShaderStage stage);
}
}
+12
View File
@@ -0,0 +1,12 @@
using System;
namespace GlitchyEngine.Renderer
{
[AllowDuplicates]
public enum ShaderStage
{
Vertex = 1,
Pixel = 2,
All = Vertex | Pixel
}
}