mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-06 05:01:53 +00:00
213 lines
5.2 KiB
Beef
213 lines
5.2 KiB
Beef
using DirectX.D3D11Shader;
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using System;
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using System.Collections;
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using GlitchyEngine.Math;
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using internal GlitchyEngine.Renderer;
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namespace GlitchyEngine.Renderer
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{
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public class ConstantBuffer : Buffer
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{
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protected String _name ~ delete _;
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/**
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* The buffer that contains the buffer data on the CPU.
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*/
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protected internal uint8[] rawData ~ delete _;
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protected List<BufferVariable> _variables = new .() ~ DeleteContainerAndItems!(_);
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protected Dictionary<String, BufferVariable> _nameToVariable = new .() ~ delete _;
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/// Gets the name of the constant buffer.
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public String Name => _name;
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protected this(GraphicsContext context) : base(context) {}
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public BufferVariable this[String name] => _nameToVariable[name];
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protected internal void AddVariable(BufferVariable ownVariable)
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{
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_variables.Add(ownVariable);
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_nameToVariable.Add(ownVariable.Name, ownVariable);
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}
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/**
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* Construct the buffer description.
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*/
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protected void ConstructBuffer()
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{
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_description.Size = (.)rawData.Count;
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_description.BindFlags = .Constant;
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_description.CPUAccess = .Write;
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_description.Usage = .Dynamic;
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_description.MiscFlags = .None;
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}
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/**
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* Uploads the date to the GPU.
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*/
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public void Update()
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{
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PlatformSetData(rawData.CArray(), (uint32)rawData.Count, 0, .WriteDiscard);
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}
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}
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public enum ShaderVariableType
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{
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Float,
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// todo
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}
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public class BufferVariable
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{
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private ConstantBuffer _constantBuffer;
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private String _name ~ delete _;
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private ShaderVariableType _type;
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private uint32 _columns;
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private uint32 _rows;
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private uint32 _offset;
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private uint32 _sizeInBytes;
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private bool _isUsed;
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public ConstantBuffer ConstantBuffer => _constantBuffer;
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public ShaderVariableType Type => _type;
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public String Name => _name;
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/**
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* Gets a pointer to the start of the variable in the constant buffers backing data.
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*/
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[Inline]
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internal uint8* firstByte => _constantBuffer.rawData.CArray() + _offset;
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public this(ConstantBuffer constantBuffer, ShaderVariableType type, uint32 columns, uint32 rows, uint32 offset, uint32 sizeInBytes, bool isUsed)
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{
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_constantBuffer = constantBuffer..AddRef();
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_type = type;
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_columns = columns;
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_rows = rows;
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_offset = offset;
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_sizeInBytes = sizeInBytes;
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_isUsed = isUsed;
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}
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public void EnsureTypeMatch(int rows, int cols, ShaderVariableType type)
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{
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#if GE_ERROR_SHADER_MATRIX_MISMATCH
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Log.EngineLogger.Assert(rows == _rows || cols == _columns, scope $"The matrix-dimensions do not match: Expected {_rows} rows and {_rows} columns but Received {rows} rows and {cols} columns instead. Variable: \"{_name}\" of buffer: \"{_constantBuffer.Name}\"");
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#elif GE_WARN_SHADER_MATRIX_MISMATCH
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if (rows != _rows || cols != _columns)
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Log.EngineLogger.Warning($"The matrix-dimensions do not match: Expected {_rows} rows and {_rows} columns but Received {rows} rows and {cols} columns instead. Variable: \"{_name}\" of buffer: \"{_constantBuffer.Name}\"");
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#endif
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#if GE_ERROR_SHADER_VAR_TYPE_MISMATCH
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Log.EngineLogger.Assert(type == _type, scope $"The types do not match: Expected \"{_type}\" but Received \"{type}\" instead. Variable: \"{_name}\" of buffer: \"{_constantBuffer.Name}\"");
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#elif GE_WARN_SHADER_VAR_TYPE_MISMATCH
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if (type != _type)
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Log.EngineLogger.Warning($"The types do not match: Expected \"{_type}\" but Received \"{type}\" instead. Variable: \"{_name}\" of buffer: \"{_constantBuffer.Name}\"");
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#endif
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}
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public void SetData(float value)
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{
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EnsureTypeMatch(1, 1, .Float);
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*(float*)firstByte = value;
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}
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public void SetData(Vector2 value)
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{
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EnsureTypeMatch(1, 2, .Float);
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*(Vector2*)firstByte = value;
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}
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public void SetData(Vector3 value)
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{
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EnsureTypeMatch(1, 3, .Float);
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*(Vector3*)firstByte = value;
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}
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public void SetData(Vector4 value)
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{
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EnsureTypeMatch(1, 4, .Float);
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*(Vector4*)firstByte = value;
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}
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public void SetData(Matrix4x3 value)
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{
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// I think this is right
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EnsureTypeMatch(4, 3, .Float);
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*(Matrix4x3*)firstByte = value;
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}
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public void SetData(Matrix3x3 value)
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{
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EnsureTypeMatch(3, 3, .Float);
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*(Matrix4x3*)firstByte = Matrix4x3(value);
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// Todo: maybe manual copy
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}
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public void SetData(Matrix value)
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{
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EnsureTypeMatch(4, 4, .Float);
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*(Matrix*)firstByte = value;
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}
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public void SetData(ColorRGB value)
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{
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EnsureTypeMatch(1, 3, .Float);
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*(ColorRGB*)firstByte = value;
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}
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public void SetData(ColorRGBA value)
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{
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EnsureTypeMatch(1, 4, .Float);
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*(ColorRGBA*)firstByte = value;
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}
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public void SetData(Color value)
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{
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EnsureTypeMatch(1, 4, .Float);
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*(ColorRGBA*)firstByte = (ColorRGBA)value;
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}
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// Todo: add all the other SetData-Methods
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/**
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* Sets the raw data of the variable.
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* @param rawData The pointer to the raw data. If rawData is null the raw data will be set to zero.
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*/
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internal void SetRawData(void* rawData)
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{
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#if DEBUG && !GE_IGNORE_UNUSED_VARIABLE
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if(!_isUsed)
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{
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Log.EngineLogger.Warning($"Setting data for unused Variable \"{_name}\" of constant buffer \"{_constantBuffer.Name}\".");
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}
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#endif
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if(rawData != null)
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Internal.MemCpy(firstByte, rawData, _sizeInBytes);
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else
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Internal.MemSet(firstByte, 0, _sizeInBytes);
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}
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}
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}
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