Merge remote-tracking branch 'origin/master' into 1.9

This commit is contained in:
Wojtek Figat
2024-04-05 21:50:42 +02:00
67 changed files with 638 additions and 253 deletions

View File

@@ -49,7 +49,8 @@ GPUContextDX11::GPUContextDX11(GPUDeviceDX11* device, ID3D11DeviceContext* conte
, _omDirtyFlag(false)
, _rtCount(0)
, _rtDepth(nullptr)
, _srDirtyFlag(false)
, _srMaskDirtyGraphics(0)
, _srMaskDirtyCompute(0)
, _uaDirtyFlag(false)
, _cbDirtyFlag(false)
, _currentState(nullptr)
@@ -80,8 +81,9 @@ void GPUContextDX11::FrameBegin()
// Setup
_omDirtyFlag = false;
_uaDirtyFlag = false;
_srDirtyFlag = false;
_cbDirtyFlag = false;
_srMaskDirtyGraphics = 0;
_srMaskDirtyCompute = 0;
_rtCount = 0;
_currentState = nullptr;
_rtDepth = nullptr;
@@ -97,9 +99,13 @@ void GPUContextDX11::FrameBegin()
CurrentRasterizerState = nullptr;
CurrentDepthStencilState = nullptr;
CurrentVS = nullptr;
#if GPU_ALLOW_TESSELLATION_SHADERS
CurrentHS = nullptr;
CurrentDS = nullptr;
#endif
#if GPU_ALLOW_GEOMETRY_SHADERS
CurrentGS = nullptr;
#endif
CurrentPS = nullptr;
CurrentCS = nullptr;
CurrentPrimitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED;
@@ -117,7 +123,9 @@ void GPUContextDX11::FrameBegin()
_device->_samplerShadowLinear
};
_context->VSSetSamplers(0, ARRAY_COUNT(samplers), samplers);
#if GPU_ALLOW_TESSELLATION_SHADERS
_context->DSSetSamplers(0, ARRAY_COUNT(samplers), samplers);
#endif
_context->PSSetSamplers(0, ARRAY_COUNT(samplers), samplers);
_context->CSSetSamplers(0, ARRAY_COUNT(samplers), samplers);
}
@@ -282,13 +290,18 @@ void GPUContextDX11::SetStencilRef(uint32 value)
void GPUContextDX11::ResetSR()
{
_srDirtyFlag = false;
_srMaskDirtyGraphics = MAX_uint32;
_srMaskDirtyCompute = MAX_uint32;
Platform::MemoryClear(_srHandles, sizeof(_srHandles));
_context->VSSetShaderResources(0, ARRAY_COUNT(_srHandles), _srHandles);
#if GPU_ALLOW_TESSELLATION_SHADERS
_context->HSSetShaderResources(0, ARRAY_COUNT(_srHandles), _srHandles);
_context->DSSetShaderResources(0, ARRAY_COUNT(_srHandles), _srHandles);
#endif
#if GPU_ALLOW_GEOMETRY_SHADERS
_context->GSSetShaderResources(0, ARRAY_COUNT(_srHandles), _srHandles);
#endif
_context->PSSetShaderResources(0, ARRAY_COUNT(_srHandles), _srHandles);
_context->CSSetShaderResources(0, ARRAY_COUNT(_srHandles), _srHandles);
}
@@ -308,9 +321,13 @@ void GPUContextDX11::ResetCB()
Platform::MemoryClear(_cbHandles, sizeof(_cbHandles));
_context->VSSetConstantBuffers(0, ARRAY_COUNT(_cbHandles), _cbHandles);
#if GPU_ALLOW_TESSELLATION_SHADERS
_context->HSSetConstantBuffers(0, ARRAY_COUNT(_cbHandles), _cbHandles);
_context->DSSetConstantBuffers(0, ARRAY_COUNT(_cbHandles), _cbHandles);
#endif
#if GPU_ALLOW_GEOMETRY_SHADERS
_context->GSSetConstantBuffers(0, ARRAY_COUNT(_cbHandles), _cbHandles);
#endif
_context->PSSetConstantBuffers(0, ARRAY_COUNT(_cbHandles), _cbHandles);
_context->CSSetConstantBuffers(0, ARRAY_COUNT(_cbHandles), _cbHandles);
}
@@ -339,7 +356,8 @@ void GPUContextDX11::BindSR(int32 slot, GPUResourceView* view)
auto handle = view ? ((IShaderResourceDX11*)view->GetNativePtr())->SRV() : nullptr;
if (_srHandles[slot] != handle)
{
_srDirtyFlag = true;
_srMaskDirtyGraphics |= 1 << slot;
_srMaskDirtyCompute |= 1 << slot;
_srHandles[slot] = handle;
if (view)
*view->LastRenderTime = _lastRenderTime;
@@ -397,7 +415,9 @@ void GPUContextDX11::BindSampler(int32 slot, GPUSampler* sampler)
{
const auto samplerDX11 = sampler ? static_cast<GPUSamplerDX11*>(sampler)->SamplerState : nullptr;
_context->VSSetSamplers(slot, 1, &samplerDX11);
#if GPU_ALLOW_TESSELLATION_SHADERS
_context->DSSetSamplers(slot, 1, &samplerDX11);
#endif
_context->PSSetSamplers(slot, 1, &samplerDX11);
_context->CSSetSamplers(slot, 1, &samplerDX11);
}
@@ -536,9 +556,13 @@ void GPUContextDX11::SetState(GPUPipelineState* state)
ID3D11RasterizerState* rasterizerState = nullptr;
ID3D11DepthStencilState* depthStencilState = nullptr;
GPUShaderProgramVSDX11* vs = nullptr;
#if GPU_ALLOW_TESSELLATION_SHADERS
GPUShaderProgramHSDX11* hs = nullptr;
GPUShaderProgramDSDX11* ds = nullptr;
#endif
#if GPU_ALLOW_GEOMETRY_SHADERS
GPUShaderProgramGSDX11* gs = nullptr;
#endif
GPUShaderProgramPSDX11* ps = nullptr;
D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED;
@@ -552,9 +576,13 @@ void GPUContextDX11::SetState(GPUPipelineState* state)
ASSERT(_currentState->VS != nullptr);
vs = _currentState->VS;
#if GPU_ALLOW_TESSELLATION_SHADERS
hs = _currentState->HS;
ds = _currentState->DS;
#endif
#if GPU_ALLOW_GEOMETRY_SHADERS
gs = _currentState->GS;
#endif
ps = _currentState->PS;
primitiveTopology = _currentState->PrimitiveTopology;
@@ -588,6 +616,7 @@ void GPUContextDX11::SetState(GPUPipelineState* state)
_context->VSSetShader(vs ? vs->GetBufferHandleDX11() : nullptr, nullptr, 0);
_context->IASetInputLayout(vs ? vs->GetInputLayoutDX11() : nullptr);
}
#if GPU_ALLOW_TESSELLATION_SHADERS
if (CurrentHS != hs)
{
#if DX11_CLEAR_SR_ON_STAGE_DISABLE
@@ -610,6 +639,8 @@ void GPUContextDX11::SetState(GPUPipelineState* state)
CurrentDS = ds;
_context->DSSetShader(ds ? ds->GetBufferHandleDX11() : nullptr, nullptr, 0);
}
#endif
#if GPU_ALLOW_GEOMETRY_SHADERS
if (CurrentGS != gs)
{
#if DX11_CLEAR_SR_ON_STAGE_DISABLE
@@ -621,6 +652,7 @@ void GPUContextDX11::SetState(GPUPipelineState* state)
CurrentGS = gs;
_context->GSSetShader(gs ? gs->GetBufferHandleDX11() : nullptr, nullptr, 0);
}
#endif
if (CurrentPS != ps)
{
#if DX11_CLEAR_SR_ON_STAGE_DISABLE
@@ -667,7 +699,9 @@ void GPUContextDX11::ClearState()
_device->_samplerShadowPCF
};
_context->VSSetSamplers(0, ARRAY_COUNT(samplers), samplers);
#if GPU_ALLOW_TESSELLATION_SHADERS
_context->DSSetSamplers(0, ARRAY_COUNT(samplers), samplers);
#endif
_context->PSSetSamplers(0, ARRAY_COUNT(samplers), samplers);
_context->CSSetSamplers(0, ARRAY_COUNT(samplers), samplers);
#endif
@@ -802,25 +836,32 @@ void GPUContextDX11::CopySubresource(GPUResource* dstResource, uint32 dstSubreso
void GPUContextDX11::flushSRVs()
{
if (_srDirtyFlag)
#define FLUSH_STAGE(STAGE) if (Current##STAGE) _context->STAGE##SetShaderResources(0, ARRAY_COUNT(_srHandles), _srHandles)
if (CurrentCS)
{
_srDirtyFlag = false;
// Flush with the driver
// TODO: don't bind SRV to all stages and all slots (use mask for bind diff?)
#define FLUSH_STAGE(STAGE) \
if (Current##STAGE) \
{ \
_context->STAGE##SetShaderResources(0, ARRAY_COUNT(_srHandles), _srHandles); \
}
FLUSH_STAGE(VS);
FLUSH_STAGE(HS);
FLUSH_STAGE(DS);
FLUSH_STAGE(GS);
FLUSH_STAGE(PS);
FLUSH_STAGE(CS);
#undef FLUSH_STAGE
if (_srMaskDirtyCompute)
{
_srMaskDirtyCompute = 0;
FLUSH_STAGE(CS);
}
}
else
{
if (_srMaskDirtyGraphics)
{
_srMaskDirtyGraphics = 0;
FLUSH_STAGE(VS);
#if GPU_ALLOW_TESSELLATION_SHADERS
FLUSH_STAGE(HS);
FLUSH_STAGE(DS);
#endif
#if GPU_ALLOW_GEOMETRY_SHADERS
FLUSH_STAGE(GS);
#endif
FLUSH_STAGE(PS);
}
}
#undef FLUSH_STAGE
}
void GPUContextDX11::flushUAVs()
@@ -846,15 +887,15 @@ void GPUContextDX11::flushCBs()
// Flush with the driver
// TODO: don't bind CBV to all stages and all slots (use mask for bind diff? eg. cache mask from last flush and check if there is a diff + include mask from diff slots?)
#define FLUSH_STAGE(STAGE) \
if (Current##STAGE) \
{ \
_context->STAGE##SetConstantBuffers(0, ARRAY_COUNT(_cbHandles), _cbHandles); \
}
#define FLUSH_STAGE(STAGE) if (Current##STAGE) _context->STAGE##SetConstantBuffers(0, ARRAY_COUNT(_cbHandles), _cbHandles)
FLUSH_STAGE(VS);
#if GPU_ALLOW_TESSELLATION_SHADERS
FLUSH_STAGE(HS);
FLUSH_STAGE(DS);
#endif
#if GPU_ALLOW_GEOMETRY_SHADERS
FLUSH_STAGE(GS);
#endif
FLUSH_STAGE(PS);
FLUSH_STAGE(CS);
#undef FLUSH_STAGE