Refactor Vertex Shader input vertex layout to use GPUVertexLayout defined on Vertex Buffer rather than Vertex Shader
#3044 #2667
This commit is contained in:
@@ -9,6 +9,7 @@
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#include "GPUTextureDX11.h"
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#include "GPUBufferDX11.h"
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#include "GPUSamplerDX11.h"
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#include "GPUVertexLayoutDX11.h"
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#include "Engine/GraphicsDevice/DirectX/RenderToolsDX.h"
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#include "Engine/Core/Math/Viewport.h"
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#include "Engine/Core/Math/Rectangle.h"
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@@ -82,9 +83,11 @@ void GPUContextDX11::FrameBegin()
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_omDirtyFlag = false;
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_uaDirtyFlag = false;
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_cbDirtyFlag = false;
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_iaInputLayoutDirtyFlag = false;
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_srMaskDirtyGraphics = 0;
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_srMaskDirtyCompute = 0;
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_rtCount = 0;
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_vertexLayout = nullptr;
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_currentState = nullptr;
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_rtDepth = nullptr;
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Platform::MemoryClear(_rtHandles, sizeof(_rtHandles));
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@@ -380,7 +383,7 @@ void GPUContextDX11::BindUA(int32 slot, GPUResourceView* view)
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}
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}
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void GPUContextDX11::BindVB(const Span<GPUBuffer*>& vertexBuffers, const uint32* vertexBuffersOffsets)
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void GPUContextDX11::BindVB(const Span<GPUBuffer*>& vertexBuffers, const uint32* vertexBuffersOffsets, GPUVertexLayout* vertexLayout)
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{
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ASSERT(vertexBuffers.Length() >= 0 && vertexBuffers.Length() <= GPU_MAX_VB_BINDED);
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@@ -402,6 +405,13 @@ void GPUContextDX11::BindVB(const Span<GPUBuffer*>& vertexBuffers, const uint32*
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{
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_context->IASetVertexBuffers(0, vertexBuffers.Length(), _vbHandles, _vbStrides, _vbOffsets);
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}
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if (!vertexLayout)
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vertexLayout = GPUVertexLayout::Get(vertexBuffers);
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if (_vertexLayout != vertexLayout)
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{
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_vertexLayout = (GPUVertexLayoutDX11*)vertexLayout;
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_iaInputLayoutDirtyFlag = true;
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}
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}
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void GPUContextDX11::BindIB(GPUBuffer* indexBuffer)
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@@ -610,7 +620,7 @@ void GPUContextDX11::SetState(GPUPipelineState* state)
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#endif
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CurrentVS = vs;
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_context->VSSetShader(vs ? vs->GetBufferHandleDX11() : nullptr, nullptr, 0);
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_context->IASetInputLayout(vs ? vs->GetInputLayoutDX11() : nullptr);
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_iaInputLayoutDirtyFlag = true;
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}
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#if GPU_ALLOW_TESSELLATION_SHADERS
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if (CurrentHS != hs)
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@@ -720,6 +730,7 @@ void GPUContextDX11::FlushState()
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flushCBs();
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flushSRVs();
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flushUAVs();
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flushIA();
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flushOM();
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}
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@@ -932,11 +943,28 @@ void GPUContextDX11::flushOM()
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}
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}
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void GPUContextDX11::flushIA()
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{
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if (_iaInputLayoutDirtyFlag)
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{
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_iaInputLayoutDirtyFlag = false;
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ID3D11InputLayout* inputLayout = CurrentVS ? CurrentVS->GetInputLayout(_vertexLayout) : nullptr;
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#if GPU_ENABLE_ASSERTION_LOW_LAYERS
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if (!inputLayout && CurrentVS && !_vertexLayout && _vbHandles[0])
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{
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LOG(Error, "Missing Vertex Layout (not assigned to GPUBuffer). Vertex Shader won't read valid data resulting incorrect visuals.");
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}
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#endif
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_context->IASetInputLayout(inputLayout);
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}
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}
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void GPUContextDX11::onDrawCall()
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{
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flushCBs();
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flushSRVs();
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flushUAVs();
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flushIA();
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flushOM();
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}
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@@ -10,6 +10,7 @@
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#if GRAPHICS_API_DIRECTX11
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class GPUBufferDX11;
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class GPUVertexLayoutDX11;
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/// <summary>
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/// GPU Context for DirectX 11 backend.
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@@ -49,6 +50,8 @@ private:
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ID3D11Buffer* _vbHandles[GPU_MAX_VB_BINDED];
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UINT _vbStrides[GPU_MAX_VB_BINDED];
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UINT _vbOffsets[GPU_MAX_VB_BINDED];
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GPUVertexLayoutDX11* _vertexLayout;
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bool _iaInputLayoutDirtyFlag;
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// Pipeline State
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GPUPipelineStateDX11* _currentState;
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@@ -100,6 +103,7 @@ private:
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void flushUAVs();
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void flushCBs();
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void flushOM();
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void flushIA();
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void onDrawCall();
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public:
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@@ -130,7 +134,7 @@ public:
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void BindCB(int32 slot, GPUConstantBuffer* cb) override;
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void BindSR(int32 slot, GPUResourceView* view) override;
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void BindUA(int32 slot, GPUResourceView* view) override;
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void BindVB(const Span<GPUBuffer*>& vertexBuffers, const uint32* vertexBuffersOffsets = nullptr) override;
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void BindVB(const Span<GPUBuffer*>& vertexBuffers, const uint32* vertexBuffersOffsets = nullptr, GPUVertexLayout* vertexLayout = nullptr) override;
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void BindIB(GPUBuffer* indexBuffer) override;
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void BindSampler(int32 slot, GPUSampler* sampler) override;
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void UpdateCB(GPUConstantBuffer* cb, const void* data) override;
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@@ -4,10 +4,33 @@
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#include "GPUShaderDX11.h"
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#include "GPUShaderProgramDX11.h"
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#include "GPUVertexLayoutDX11.h"
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#include "Engine/Serialization/MemoryReadStream.h"
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#include "../RenderToolsDX.h"
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GPUShaderProgram* GPUShaderDX11::CreateGPUShaderProgram(ShaderStage type, const GPUShaderProgramInitializer& initializer, byte* cacheBytes, uint32 cacheSize, MemoryReadStream& stream)
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GPUShaderProgramVSDX11::~GPUShaderProgramVSDX11()
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{
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for (const auto& e : _cache)
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e.Value->Release();
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}
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ID3D11InputLayout* GPUShaderProgramVSDX11::GetInputLayout(GPUVertexLayoutDX11* vertexLayout)
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{
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if (!vertexLayout)
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vertexLayout = (GPUVertexLayoutDX11*)Layout;
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ID3D11InputLayout* inputLayout = nullptr;
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if (!_cache.TryGet(vertexLayout, inputLayout))
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{
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if (vertexLayout && vertexLayout->InputElementsCount)
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{
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VALIDATE_DIRECTX_CALL(vertexLayout->GetDevice()->GetDevice()->CreateInputLayout(vertexLayout->InputElements, vertexLayout->InputElementsCount, Bytecode.Get(), Bytecode.Length(), &inputLayout));
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}
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_cache.Add(vertexLayout, inputLayout);
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}
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return inputLayout;
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}
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GPUShaderProgram* GPUShaderDX11::CreateGPUShaderProgram(ShaderStage type, const GPUShaderProgramInitializer& initializer, Span<byte> bytecode, MemoryReadStream& stream)
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{
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GPUShaderProgram* shader = nullptr;
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HRESULT result;
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@@ -16,80 +39,15 @@ GPUShaderProgram* GPUShaderDX11::CreateGPUShaderProgram(ShaderStage type, const
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case ShaderStage::Vertex:
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{
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// Load Input Layout
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byte inputLayoutSize;
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stream.ReadByte(&inputLayoutSize);
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ASSERT(inputLayoutSize <= VERTEX_SHADER_MAX_INPUT_ELEMENTS);
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D3D11_INPUT_ELEMENT_DESC inputLayoutDesc[VERTEX_SHADER_MAX_INPUT_ELEMENTS];
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for (int32 a = 0; a < inputLayoutSize; a++)
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{
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// Read description
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GPUShaderProgramVS::InputElement inputElement;
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stream.Read(inputElement);
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// Get semantic name
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const char* semanticName = nullptr;
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// TODO: maybe use enum+mapping ?
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switch (inputElement.Type)
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{
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case 1:
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semanticName = "POSITION";
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break;
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case 2:
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semanticName = "COLOR";
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break;
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case 3:
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semanticName = "TEXCOORD";
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break;
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case 4:
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semanticName = "NORMAL";
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break;
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case 5:
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semanticName = "TANGENT";
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break;
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case 6:
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semanticName = "BITANGENT";
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break;
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case 7:
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semanticName = "ATTRIBUTE";
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break;
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case 8:
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semanticName = "BLENDINDICES";
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break;
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case 9:
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semanticName = "BLENDWEIGHT";
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break;
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default:
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LOG(Fatal, "Invalid vertex shader element semantic type: {0}", inputElement.Type);
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break;
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}
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// Set data
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inputLayoutDesc[a] =
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{
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semanticName,
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static_cast<UINT>(inputElement.Index),
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static_cast<DXGI_FORMAT>(inputElement.Format),
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static_cast<UINT>(inputElement.InputSlot),
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static_cast<UINT>(inputElement.AlignedByteOffset),
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static_cast<D3D11_INPUT_CLASSIFICATION>(inputElement.InputSlotClass),
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static_cast<UINT>(inputElement.InstanceDataStepRate)
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};
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}
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ID3D11InputLayout* inputLayout = nullptr;
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if (inputLayoutSize > 0)
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{
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// Create input layout
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VALIDATE_DIRECTX_CALL(_device->GetDevice()->CreateInputLayout(inputLayoutDesc, inputLayoutSize, cacheBytes, cacheSize, &inputLayout));
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}
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GPUVertexLayout* vertexLayout = ReadVertexLayout(stream);
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// Create shader
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ID3D11VertexShader* buffer = nullptr;
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result = _device->GetDevice()->CreateVertexShader(cacheBytes, cacheSize, nullptr, &buffer);
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result = _device->GetDevice()->CreateVertexShader(bytecode.Get(), bytecode.Length(), nullptr, &buffer);
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LOG_DIRECTX_RESULT_WITH_RETURN(result, nullptr);
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// Create object
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shader = New<GPUShaderProgramVSDX11>(initializer, buffer, inputLayout, inputLayoutSize);
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shader = New<GPUShaderProgramVSDX11>(initializer, buffer, vertexLayout, bytecode);
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break;
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}
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#if GPU_ALLOW_TESSELLATION_SHADERS
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@@ -101,7 +59,7 @@ GPUShaderProgram* GPUShaderDX11::CreateGPUShaderProgram(ShaderStage type, const
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// Create shader
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ID3D11HullShader* buffer = nullptr;
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result = _device->GetDevice()->CreateHullShader(cacheBytes, cacheSize, nullptr, &buffer);
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result = _device->GetDevice()->CreateHullShader(bytecode.Get(), bytecode.Length(), nullptr, &buffer);
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LOG_DIRECTX_RESULT_WITH_RETURN(result, nullptr);
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// Create object
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@@ -112,7 +70,7 @@ GPUShaderProgram* GPUShaderDX11::CreateGPUShaderProgram(ShaderStage type, const
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{
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// Create shader
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ID3D11DomainShader* buffer = nullptr;
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result = _device->GetDevice()->CreateDomainShader(cacheBytes, cacheSize, nullptr, &buffer);
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result = _device->GetDevice()->CreateDomainShader(bytecode.Get(), bytecode.Length(), nullptr, &buffer);
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LOG_DIRECTX_RESULT_WITH_RETURN(result, nullptr);
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// Create object
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@@ -132,7 +90,7 @@ GPUShaderProgram* GPUShaderDX11::CreateGPUShaderProgram(ShaderStage type, const
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{
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// Create shader
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ID3D11GeometryShader* buffer = nullptr;
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result = _device->GetDevice()->CreateGeometryShader(cacheBytes, cacheSize, nullptr, &buffer);
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result = _device->GetDevice()->CreateGeometryShader(bytecode.Get(), bytecode.Length(), nullptr, &buffer);
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LOG_DIRECTX_RESULT_WITH_RETURN(result, nullptr);
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// Create object
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@@ -144,7 +102,7 @@ GPUShaderProgram* GPUShaderDX11::CreateGPUShaderProgram(ShaderStage type, const
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{
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// Create shader
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ID3D11PixelShader* buffer = nullptr;
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result = _device->GetDevice()->CreatePixelShader(cacheBytes, cacheSize, nullptr, &buffer);
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result = _device->GetDevice()->CreatePixelShader(bytecode.Get(), bytecode.Length(), nullptr, &buffer);
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LOG_DIRECTX_RESULT_WITH_RETURN(result, nullptr);
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// Create object
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@@ -155,7 +113,7 @@ GPUShaderProgram* GPUShaderDX11::CreateGPUShaderProgram(ShaderStage type, const
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{
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// Create shader
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ID3D11ComputeShader* buffer = nullptr;
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result = _device->GetDevice()->CreateComputeShader(cacheBytes, cacheSize, nullptr, &buffer);
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result = _device->GetDevice()->CreateComputeShader(bytecode.Get(), bytecode.Length(), nullptr, &buffer);
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LOG_DIRECTX_RESULT_WITH_RETURN(result, nullptr);
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// Create object
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@@ -80,7 +80,7 @@ public:
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protected:
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// [GPUShader]
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GPUShaderProgram* CreateGPUShaderProgram(ShaderStage type, const GPUShaderProgramInitializer& initializer, byte* cacheBytes, uint32 cacheSize, MemoryReadStream& stream) override;
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GPUShaderProgram* CreateGPUShaderProgram(ShaderStage type, const GPUShaderProgramInitializer& initializer, Span<byte> bytecode, MemoryReadStream& stream) override;
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void OnReleaseGPU() override;
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public:
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@@ -3,6 +3,7 @@
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#pragma once
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#include "Engine/Graphics/Shaders/GPUShaderProgram.h"
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#include "Engine/Core/Types/DataContainer.h"
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#include "../IncludeDirectXHeaders.h"
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#if GRAPHICS_API_DIRECTX11
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@@ -17,11 +18,6 @@ protected:
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BufferType* _buffer;
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public:
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/// <summary>
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/// Initializes a new instance of the <see cref="GPUShaderProgramDX11"/> class.
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/// </summary>
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/// <param name="initializer">The program initialization data.</param>
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/// <param name="buffer">The shader buffer object.</param>
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GPUShaderProgramDX11(const GPUShaderProgramInitializer& initializer, BufferType* buffer)
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: _buffer(buffer)
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{
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@@ -31,18 +27,11 @@ public:
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#endif
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}
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/// <summary>
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/// Finalizes an instance of the <see cref="GPUShaderProgramDX11"/> class.
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/// </summary>
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~GPUShaderProgramDX11()
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{
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DX_SAFE_RELEASE_CHECK(_buffer, 0);
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}
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public:
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/// <summary>
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/// Gets DirectX 11 buffer handle.
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/// </summary>
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FORCE_INLINE BufferType* GetBufferHandleDX11() const
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{
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return _buffer;
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@@ -66,51 +55,21 @@ public:
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class GPUShaderProgramVSDX11 : public GPUShaderProgramDX11<GPUShaderProgramVS, ID3D11VertexShader>
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{
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private:
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byte _inputLayoutSize;
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ID3D11InputLayout* _inputLayout;
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Dictionary<class GPUVertexLayoutDX11*, ID3D11InputLayout*> _cache;
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public:
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/// <summary>
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/// Initializes a new instance of the <see cref="GPUShaderProgramVSDX11"/> class.
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/// </summary>
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/// <param name="initializer">The program initialization data.</param>
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/// <param name="buffer">The shader buffer object.</param>
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/// <param name="inputLayout">The input layout.</param>
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/// <param name="inputLayoutSize">Size of the input layout.</param>
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GPUShaderProgramVSDX11(const GPUShaderProgramInitializer& initializer, ID3D11VertexShader* buffer, ID3D11InputLayout* inputLayout, byte inputLayoutSize)
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GPUShaderProgramVSDX11(const GPUShaderProgramInitializer& initializer, ID3D11VertexShader* buffer, GPUVertexLayout* vertexLayout, Span<byte> bytecode)
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: GPUShaderProgramDX11(initializer, buffer)
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, _inputLayoutSize(inputLayoutSize)
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, _inputLayout(inputLayout)
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{
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Layout = vertexLayout;
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Bytecode.Copy(bytecode);
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}
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/// <summary>
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/// Finalizes an instance of the <see cref="GPUShaderProgramVSDX11"/> class.
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/// </summary>
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~GPUShaderProgramVSDX11()
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{
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DX_SAFE_RELEASE_CHECK(_inputLayout, 0);
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}
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~GPUShaderProgramVSDX11();
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public:
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/// <summary>
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/// Gets the DirectX 11 input layout handle
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/// </summary>
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FORCE_INLINE ID3D11InputLayout* GetInputLayoutDX11() const
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{
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return _inputLayout;
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}
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BytesContainer Bytecode;
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public:
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// [GPUShaderProgramDX11]
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void* GetInputLayout() const override
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{
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return (void*)_inputLayout;
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}
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byte GetInputLayoutSize() const override
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{
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return _inputLayoutSize;
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}
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ID3D11InputLayout* GetInputLayout(class GPUVertexLayoutDX11* vertexLayout);
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};
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#if GPU_ALLOW_TESSELLATION_SHADERS
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@@ -120,12 +79,6 @@ public:
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class GPUShaderProgramHSDX11 : public GPUShaderProgramDX11<GPUShaderProgramHS, ID3D11HullShader>
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{
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public:
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/// <summary>
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/// Initializes a new instance of the <see cref="GPUShaderProgramHSDX11"/> class.
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/// </summary>
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/// <param name="initializer">The program initialization data.</param>
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/// <param name="buffer">The shader buffer object.</param>
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/// <param name="controlPointsCount">The control points used by the hull shader for processing.</param>
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GPUShaderProgramHSDX11(const GPUShaderProgramInitializer& initializer, ID3D11HullShader* buffer, int32 controlPointsCount)
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: GPUShaderProgramDX11(initializer, buffer)
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{
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@@ -139,11 +92,6 @@ public:
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class GPUShaderProgramDSDX11 : public GPUShaderProgramDX11<GPUShaderProgramDS, ID3D11DomainShader>
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{
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public:
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/// <summary>
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/// Initializes a new instance of the <see cref="GPUShaderProgramDSDX11"/> class.
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/// </summary>
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/// <param name="initializer">The program initialization data.</param>
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/// <param name="buffer">The shader buffer object.</param>
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GPUShaderProgramDSDX11(const GPUShaderProgramInitializer& initializer, ID3D11DomainShader* buffer)
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: GPUShaderProgramDX11(initializer, buffer)
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{
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@@ -158,11 +106,6 @@ public:
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class GPUShaderProgramGSDX11 : public GPUShaderProgramDX11<GPUShaderProgramGS, ID3D11GeometryShader>
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{
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public:
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/// <summary>
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/// Initializes a new instance of the <see cref="GPUShaderProgramGSDX11"/> class.
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/// </summary>
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/// <param name="initializer">The program initialization data.</param>
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/// <param name="buffer">The shader buffer object.</param>
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GPUShaderProgramGSDX11(const GPUShaderProgramInitializer& initializer, ID3D11GeometryShader* buffer)
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: GPUShaderProgramDX11(initializer, buffer)
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{
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@@ -176,11 +119,6 @@ public:
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class GPUShaderProgramPSDX11 : public GPUShaderProgramDX11<GPUShaderProgramPS, ID3D11PixelShader>
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{
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public:
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/// <summary>
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/// Initializes a new instance of the <see cref="GPUShaderProgramPSDX11"/> class.
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/// </summary>
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/// <param name="initializer">The program initialization data.</param>
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/// <param name="buffer">The shader buffer object.</param>
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GPUShaderProgramPSDX11(const GPUShaderProgramInitializer& initializer, ID3D11PixelShader* buffer)
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: GPUShaderProgramDX11(initializer, buffer)
|
||||
{
|
||||
@@ -193,11 +131,6 @@ public:
|
||||
class GPUShaderProgramCSDX11 : public GPUShaderProgramDX11<GPUShaderProgramCS, ID3D11ComputeShader>
|
||||
{
|
||||
public:
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="GPUShaderProgramCSDX11"/> class.
|
||||
/// </summary>
|
||||
/// <param name="initializer">The program initialization data.</param>
|
||||
/// <param name="buffer">The shader buffer object.</param>
|
||||
GPUShaderProgramCSDX11(const GPUShaderProgramInitializer& initializer, ID3D11ComputeShader* buffer)
|
||||
: GPUShaderProgramDX11(initializer, buffer)
|
||||
{
|
||||
|
||||
@@ -26,6 +26,7 @@
|
||||
#include "GPUTextureDX12.h"
|
||||
#include "GPUBufferDX12.h"
|
||||
#include "GPUSamplerDX12.h"
|
||||
#include "GPUVertexLayoutDX12.h"
|
||||
#include "CommandQueueDX12.h"
|
||||
#include "DescriptorHeapDX12.h"
|
||||
#include "Engine/Graphics/RenderTask.h"
|
||||
@@ -244,6 +245,7 @@ void GPUContextDX12::Reset()
|
||||
Platform::MemoryClear(_srHandles, sizeof(_srHandles));
|
||||
Platform::MemoryClear(_uaHandles, sizeof(_uaHandles));
|
||||
Platform::MemoryClear(_vbHandles, sizeof(_vbHandles));
|
||||
_vertexLayout = nullptr;
|
||||
_ibHandle = nullptr;
|
||||
Platform::MemoryClear(&_cbHandles, sizeof(_cbHandles));
|
||||
Platform::MemoryClear(&_samplers, sizeof(_samplers));
|
||||
@@ -560,7 +562,13 @@ void GPUContextDX12::flushPS()
|
||||
|
||||
// Change state
|
||||
ASSERT(_currentState->IsValid());
|
||||
_commandList->SetPipelineState(_currentState->GetState(_rtDepth, _rtCount, _rtHandles));
|
||||
#if GPU_ENABLE_ASSERTION_LOW_LAYERS
|
||||
if (!_vertexLayout && _vbHandles[0] && !_currentState->VertexLayout)
|
||||
{
|
||||
LOG(Error, "Missing Vertex Layout (not assigned to GPUBuffer). Vertex Shader won't read valid data resulting incorrect visuals.");
|
||||
}
|
||||
#endif
|
||||
_commandList->SetPipelineState(_currentState->GetState(_rtDepth, _rtCount, _rtHandles, _vertexLayout));
|
||||
if (_primitiveTopology != _currentState->PrimitiveTopology)
|
||||
{
|
||||
_primitiveTopology = _currentState->PrimitiveTopology;
|
||||
@@ -946,7 +954,7 @@ void GPUContextDX12::BindUA(int32 slot, GPUResourceView* view)
|
||||
*view->LastRenderTime = _lastRenderTime;
|
||||
}
|
||||
|
||||
void GPUContextDX12::BindVB(const Span<GPUBuffer*>& vertexBuffers, const uint32* vertexBuffersOffsets)
|
||||
void GPUContextDX12::BindVB(const Span<GPUBuffer*>& vertexBuffers, const uint32* vertexBuffersOffsets, GPUVertexLayout* vertexLayout)
|
||||
{
|
||||
ASSERT(vertexBuffers.Length() >= 0 && vertexBuffers.Length() <= GPU_MAX_VB_BINDED);
|
||||
|
||||
@@ -982,6 +990,7 @@ void GPUContextDX12::BindVB(const Span<GPUBuffer*>& vertexBuffers, const uint32*
|
||||
#endif
|
||||
_commandList->IASetVertexBuffers(0, vertexBuffers.Length(), views);
|
||||
}
|
||||
_vertexLayout = (GPUVertexLayoutDX12*)(vertexLayout ? vertexLayout : GPUVertexLayout::Get(vertexBuffers));
|
||||
}
|
||||
|
||||
void GPUContextDX12::BindIB(GPUBuffer* indexBuffer)
|
||||
|
||||
@@ -15,6 +15,7 @@ class GPUBufferDX12;
|
||||
class GPUSamplerDX12;
|
||||
class GPUConstantBufferDX12;
|
||||
class GPUTextureViewDX12;
|
||||
class GPUVertexLayoutDX12;
|
||||
|
||||
/// <summary>
|
||||
/// Size of the resource barriers buffer size (will be flushed on overflow)
|
||||
@@ -61,6 +62,7 @@ private:
|
||||
GPUTextureViewDX12* _rtHandles[GPU_MAX_RT_BINDED];
|
||||
IShaderResourceDX12* _srHandles[GPU_MAX_SR_BINDED];
|
||||
IShaderResourceDX12* _uaHandles[GPU_MAX_UA_BINDED];
|
||||
GPUVertexLayoutDX12* _vertexLayout;
|
||||
GPUBufferDX12* _ibHandle;
|
||||
GPUBufferDX12* _vbHandles[GPU_MAX_VB_BINDED];
|
||||
D3D12_INDEX_BUFFER_VIEW _ibView;
|
||||
@@ -176,7 +178,7 @@ public:
|
||||
void BindCB(int32 slot, GPUConstantBuffer* cb) override;
|
||||
void BindSR(int32 slot, GPUResourceView* view) override;
|
||||
void BindUA(int32 slot, GPUResourceView* view) override;
|
||||
void BindVB(const Span<GPUBuffer*>& vertexBuffers, const uint32* vertexBuffersOffsets = nullptr) override;
|
||||
void BindVB(const Span<GPUBuffer*>& vertexBuffers, const uint32* vertexBuffersOffsets = nullptr, GPUVertexLayout* vertexLayout = nullptr) override;
|
||||
void BindIB(GPUBuffer* indexBuffer) override;
|
||||
void BindSampler(int32 slot, GPUSampler* sampler) override;
|
||||
void UpdateCB(GPUConstantBuffer* cb, const void* data) override;
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
|
||||
#include "GPUPipelineStateDX12.h"
|
||||
#include "GPUShaderProgramDX12.h"
|
||||
#include "GPUVertexLayoutDX12.h"
|
||||
#include "GPUTextureDX12.h"
|
||||
#include "Engine/Profiler/ProfilerCPU.h"
|
||||
#include "Engine/GraphicsDevice/DirectX/RenderToolsDX.h"
|
||||
@@ -45,14 +46,16 @@ bool GPUPipelineStateDX12::IsValid() const
|
||||
return !!_memoryUsage;
|
||||
}
|
||||
|
||||
ID3D12PipelineState* GPUPipelineStateDX12::GetState(GPUTextureViewDX12* depth, int32 rtCount, GPUTextureViewDX12** rtHandles)
|
||||
ID3D12PipelineState* GPUPipelineStateDX12::GetState(GPUTextureViewDX12* depth, int32 rtCount, GPUTextureViewDX12** rtHandles, GPUVertexLayoutDX12* vertexLayout)
|
||||
{
|
||||
// Validate
|
||||
ASSERT(depth || rtCount);
|
||||
if (!vertexLayout)
|
||||
vertexLayout = VertexLayout;
|
||||
|
||||
// Prepare key
|
||||
GPUPipelineStateKeyDX12 key;
|
||||
key.RTsCount = rtCount;
|
||||
key.VertexLayout = vertexLayout;
|
||||
key.DepthFormat = depth ? depth->GetFormat() : PixelFormat::Unknown;
|
||||
key.MSAA = depth ? depth->GetMSAA() : (rtCount ? rtHandles[0]->GetMSAA() : MSAALevel::None);
|
||||
for (int32 i = 0; i < rtCount; i++)
|
||||
@@ -72,7 +75,6 @@ ID3D12PipelineState* GPUPipelineStateDX12::GetState(GPUTextureViewDX12* depth, i
|
||||
#endif
|
||||
return state;
|
||||
}
|
||||
|
||||
PROFILE_CPU_NAMED("Create Pipeline State");
|
||||
|
||||
// Update description to match the pipeline
|
||||
@@ -83,6 +85,8 @@ ID3D12PipelineState* GPUPipelineStateDX12::GetState(GPUTextureViewDX12* depth, i
|
||||
_desc.SampleDesc.Quality = key.MSAA == MSAALevel::None ? 0 : GPUDeviceDX12::GetMaxMSAAQuality((int32)key.MSAA);
|
||||
_desc.SampleMask = D3D12_DEFAULT_SAMPLE_MASK;
|
||||
_desc.DSVFormat = RenderToolsDX::ToDxgiFormat(PixelFormatExtensions::FindDepthStencilFormat(key.DepthFormat));
|
||||
_desc.InputLayout.pInputElementDescs = vertexLayout ? vertexLayout->InputElements : nullptr;
|
||||
_desc.InputLayout.NumElements = vertexLayout ? vertexLayout->InputElementsCount : 0;
|
||||
|
||||
// Create object
|
||||
const HRESULT result = _device->GetDevice()->CreateGraphicsPipelineState(&_desc, IID_PPV_ARGS(&state));
|
||||
@@ -96,6 +100,7 @@ ID3D12PipelineState* GPUPipelineStateDX12::GetState(GPUTextureViewDX12* depth, i
|
||||
name.Add(*DebugDesc.VS->GetName(), DebugDesc.VS->GetName().Length());
|
||||
name.Add('+');
|
||||
}
|
||||
#if GPU_ALLOW_TESSELLATION_SHADERS
|
||||
if (DebugDesc.HS)
|
||||
{
|
||||
name.Add(*DebugDesc.HS->GetName(), DebugDesc.HS->GetName().Length());
|
||||
@@ -106,11 +111,14 @@ ID3D12PipelineState* GPUPipelineStateDX12::GetState(GPUTextureViewDX12* depth, i
|
||||
name.Add(*DebugDesc.DS->GetName(), DebugDesc.DS->GetName().Length());
|
||||
name.Add('+');
|
||||
}
|
||||
#endif
|
||||
#if GPU_ALLOW_GEOMETRY_SHADERS
|
||||
if (DebugDesc.GS)
|
||||
{
|
||||
name.Add(*DebugDesc.GS->GetName(), DebugDesc.GS->GetName().Length());
|
||||
name.Add('+');
|
||||
}
|
||||
#endif
|
||||
if (DebugDesc.PS)
|
||||
{
|
||||
name.Add(*DebugDesc.PS->GetName(), DebugDesc.PS->GetName().Length());
|
||||
@@ -148,7 +156,6 @@ bool GPUPipelineStateDX12::Init(const Description& desc)
|
||||
|
||||
// Shaders
|
||||
Platform::MemoryClear(&Header, sizeof(Header));
|
||||
psDesc.InputLayout = { static_cast<D3D12_INPUT_ELEMENT_DESC*>(desc.VS->GetInputLayout()), desc.VS->GetInputLayoutSize() };
|
||||
#define INIT_SHADER_STAGE(stage, type) \
|
||||
if (desc.stage) \
|
||||
{ \
|
||||
@@ -172,14 +179,17 @@ bool GPUPipelineStateDX12::Init(const Description& desc)
|
||||
#endif
|
||||
INIT_SHADER_STAGE(VS, GPUShaderProgramVSDX12);
|
||||
INIT_SHADER_STAGE(PS, GPUShaderProgramPSDX12);
|
||||
const static D3D12_PRIMITIVE_TOPOLOGY_TYPE primTypes1[] =
|
||||
|
||||
// Input Assembly
|
||||
VertexLayout = desc.VS ? (GPUVertexLayoutDX12*)desc.VS->Layout : nullptr;
|
||||
const D3D12_PRIMITIVE_TOPOLOGY_TYPE primTypes1[] =
|
||||
{
|
||||
D3D12_PRIMITIVE_TOPOLOGY_TYPE_UNDEFINED,
|
||||
D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT,
|
||||
D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE,
|
||||
D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
|
||||
};
|
||||
const static D3D_PRIMITIVE_TOPOLOGY primTypes2[] =
|
||||
const D3D_PRIMITIVE_TOPOLOGY primTypes2[] =
|
||||
{
|
||||
D3D_PRIMITIVE_TOPOLOGY_UNDEFINED,
|
||||
D3D_PRIMITIVE_TOPOLOGY_POINTLIST,
|
||||
|
||||
@@ -11,11 +11,13 @@
|
||||
#include "../IncludeDirectXHeaders.h"
|
||||
|
||||
class GPUTextureViewDX12;
|
||||
class GPUVertexLayoutDX12;
|
||||
|
||||
struct GPUPipelineStateKeyDX12
|
||||
{
|
||||
int32 RTsCount;
|
||||
MSAALevel MSAA;
|
||||
GPUVertexLayout* VertexLayout;
|
||||
PixelFormat DepthFormat;
|
||||
PixelFormat RTVsFormats[GPU_MAX_RT_BINDED];
|
||||
|
||||
@@ -29,6 +31,7 @@ struct GPUPipelineStateKeyDX12
|
||||
uint32 hash = (int32)key.MSAA * 11;
|
||||
CombineHash(hash, (uint32)key.DepthFormat * 93473262);
|
||||
CombineHash(hash, key.RTsCount * 136);
|
||||
CombineHash(hash, GetHash(key.VertexLayout));
|
||||
CombineHash(hash, (uint32)key.RTVsFormats[0]);
|
||||
CombineHash(hash, (uint32)key.RTVsFormats[1]);
|
||||
CombineHash(hash, (uint32)key.RTVsFormats[2]);
|
||||
@@ -46,18 +49,16 @@ struct GPUPipelineStateKeyDX12
|
||||
class GPUPipelineStateDX12 : public GPUResourceDX12<GPUPipelineState>
|
||||
{
|
||||
private:
|
||||
|
||||
Dictionary<GPUPipelineStateKeyDX12, ID3D12PipelineState*> _states;
|
||||
D3D12_GRAPHICS_PIPELINE_STATE_DESC _desc;
|
||||
|
||||
public:
|
||||
|
||||
GPUPipelineStateDX12(GPUDeviceDX12* device);
|
||||
|
||||
public:
|
||||
|
||||
D3D_PRIMITIVE_TOPOLOGY PrimitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
|
||||
DxShaderHeader Header;
|
||||
GPUVertexLayoutDX12* VertexLayout;
|
||||
|
||||
/// <summary>
|
||||
/// Gets DirectX 12 graphics pipeline state object for the given rendering state. Uses depth buffer and render targets formats and multi-sample levels to setup a proper PSO. Uses caching.
|
||||
@@ -65,17 +66,16 @@ public:
|
||||
/// <param name="depth">The depth buffer (can be null).</param>
|
||||
/// <param name="rtCount">The render targets count (can be 0).</param>
|
||||
/// <param name="rtHandles">The render target handles array.</param>
|
||||
/// <param name="vertexLayout">The vertex buffers layout.</param>
|
||||
/// <returns>DirectX 12 graphics pipeline state object</returns>
|
||||
ID3D12PipelineState* GetState(GPUTextureViewDX12* depth, int32 rtCount, GPUTextureViewDX12** rtHandles);
|
||||
ID3D12PipelineState* GetState(GPUTextureViewDX12* depth, int32 rtCount, GPUTextureViewDX12** rtHandles, GPUVertexLayoutDX12* vertexLayout);
|
||||
|
||||
public:
|
||||
|
||||
// [GPUPipelineState]
|
||||
bool IsValid() const override;
|
||||
bool Init(const Description& desc) override;
|
||||
|
||||
protected:
|
||||
|
||||
// [GPUResourceDX12]
|
||||
void OnReleaseGPU() override;
|
||||
};
|
||||
|
||||
@@ -8,81 +8,19 @@
|
||||
#include "Types.h"
|
||||
#include "../RenderToolsDX.h"
|
||||
|
||||
GPUShaderProgram* GPUShaderDX12::CreateGPUShaderProgram(ShaderStage type, const GPUShaderProgramInitializer& initializer, byte* cacheBytes, uint32 cacheSize, MemoryReadStream& stream)
|
||||
GPUShaderProgram* GPUShaderDX12::CreateGPUShaderProgram(ShaderStage type, const GPUShaderProgramInitializer& initializer, Span<byte> bytecode, MemoryReadStream& stream)
|
||||
{
|
||||
// Extract the DX shader header from the cache
|
||||
DxShaderHeader* header = (DxShaderHeader*)cacheBytes;
|
||||
cacheBytes += sizeof(DxShaderHeader);
|
||||
cacheSize -= sizeof(DxShaderHeader);
|
||||
DxShaderHeader* header = (DxShaderHeader*)bytecode.Get();
|
||||
bytecode = Span<byte>(bytecode.Get() + sizeof(DxShaderHeader), bytecode.Length() - sizeof(DxShaderHeader));
|
||||
|
||||
GPUShaderProgram* shader = nullptr;
|
||||
switch (type)
|
||||
{
|
||||
case ShaderStage::Vertex:
|
||||
{
|
||||
// Load Input Layout (it may be empty)
|
||||
byte inputLayoutSize;
|
||||
stream.ReadByte(&inputLayoutSize);
|
||||
ASSERT(inputLayoutSize <= VERTEX_SHADER_MAX_INPUT_ELEMENTS);
|
||||
D3D12_INPUT_ELEMENT_DESC inputLayout[VERTEX_SHADER_MAX_INPUT_ELEMENTS];
|
||||
for (int32 a = 0; a < inputLayoutSize; a++)
|
||||
{
|
||||
// Read description
|
||||
GPUShaderProgramVS::InputElement inputElement;
|
||||
stream.Read(inputElement);
|
||||
|
||||
// Get semantic name
|
||||
const char* semanticName = nullptr;
|
||||
// TODO: maybe use enum+mapping ?
|
||||
switch (inputElement.Type)
|
||||
{
|
||||
case 1:
|
||||
semanticName = "POSITION";
|
||||
break;
|
||||
case 2:
|
||||
semanticName = "COLOR";
|
||||
break;
|
||||
case 3:
|
||||
semanticName = "TEXCOORD";
|
||||
break;
|
||||
case 4:
|
||||
semanticName = "NORMAL";
|
||||
break;
|
||||
case 5:
|
||||
semanticName = "TANGENT";
|
||||
break;
|
||||
case 6:
|
||||
semanticName = "BITANGENT";
|
||||
break;
|
||||
case 7:
|
||||
semanticName = "ATTRIBUTE";
|
||||
break;
|
||||
case 8:
|
||||
semanticName = "BLENDINDICES";
|
||||
break;
|
||||
case 9:
|
||||
semanticName = "BLENDWEIGHT";
|
||||
break;
|
||||
default:
|
||||
LOG(Fatal, "Invalid vertex shader element semantic type: {0}", inputElement.Type);
|
||||
break;
|
||||
}
|
||||
|
||||
// Set data
|
||||
inputLayout[a] =
|
||||
{
|
||||
semanticName,
|
||||
static_cast<UINT>(inputElement.Index),
|
||||
static_cast<DXGI_FORMAT>(inputElement.Format),
|
||||
static_cast<UINT>(inputElement.InputSlot),
|
||||
static_cast<UINT>(inputElement.AlignedByteOffset),
|
||||
static_cast<D3D12_INPUT_CLASSIFICATION>(inputElement.InputSlotClass),
|
||||
static_cast<UINT>(inputElement.InstanceDataStepRate)
|
||||
};
|
||||
}
|
||||
|
||||
// Create object
|
||||
shader = New<GPUShaderProgramVSDX12>(initializer, header, cacheBytes, cacheSize, inputLayout, inputLayoutSize);
|
||||
GPUVertexLayout* vertexLayout = ReadVertexLayout(stream);
|
||||
shader = New<GPUShaderProgramVSDX12>(initializer, header, bytecode, vertexLayout);
|
||||
break;
|
||||
}
|
||||
#if GPU_ALLOW_TESSELLATION_SHADERS
|
||||
@@ -90,12 +28,12 @@ GPUShaderProgram* GPUShaderDX12::CreateGPUShaderProgram(ShaderStage type, const
|
||||
{
|
||||
int32 controlPointsCount;
|
||||
stream.ReadInt32(&controlPointsCount);
|
||||
shader = New<GPUShaderProgramHSDX12>(initializer, header, cacheBytes, cacheSize, controlPointsCount);
|
||||
shader = New<GPUShaderProgramHSDX12>(initializer, header, bytecode, controlPointsCount);
|
||||
break;
|
||||
}
|
||||
case ShaderStage::Domain:
|
||||
{
|
||||
shader = New<GPUShaderProgramDSDX12>(initializer, header, cacheBytes, cacheSize);
|
||||
shader = New<GPUShaderProgramDSDX12>(initializer, header, bytecode);
|
||||
break;
|
||||
}
|
||||
#else
|
||||
@@ -109,18 +47,18 @@ GPUShaderProgram* GPUShaderDX12::CreateGPUShaderProgram(ShaderStage type, const
|
||||
#if GPU_ALLOW_GEOMETRY_SHADERS
|
||||
case ShaderStage::Geometry:
|
||||
{
|
||||
shader = New<GPUShaderProgramGSDX12>(initializer, header, cacheBytes, cacheSize);
|
||||
shader = New<GPUShaderProgramGSDX12>(initializer, header, bytecode);
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
case ShaderStage::Pixel:
|
||||
{
|
||||
shader = New<GPUShaderProgramPSDX12>(initializer, header, cacheBytes, cacheSize);
|
||||
shader = New<GPUShaderProgramPSDX12>(initializer, header, bytecode);
|
||||
break;
|
||||
}
|
||||
case ShaderStage::Compute:
|
||||
{
|
||||
shader = New<GPUShaderProgramCSDX12>(_device, initializer, header, cacheBytes, cacheSize);
|
||||
shader = New<GPUShaderProgramCSDX12>(_device, initializer, header, bytecode);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -46,7 +46,7 @@ public:
|
||||
|
||||
protected:
|
||||
// [GPUShader]
|
||||
GPUShaderProgram* CreateGPUShaderProgram(ShaderStage type, const GPUShaderProgramInitializer& initializer, byte* cacheBytes, uint32 cacheSize, MemoryReadStream& stream) override;
|
||||
GPUShaderProgram* CreateGPUShaderProgram(ShaderStage type, const GPUShaderProgramInitializer& initializer, Span<byte> bytecode, MemoryReadStream& stream) override;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
#if GRAPHICS_API_DIRECTX12
|
||||
|
||||
#include "GPUDeviceDX12.h"
|
||||
#include "Engine/Core/Types/DataContainer.h"
|
||||
#include "Engine/Graphics/Shaders/GPUShaderProgram.h"
|
||||
#include "Types.h"
|
||||
#include "../IncludeDirectXHeaders.h"
|
||||
@@ -15,30 +16,27 @@
|
||||
template<typename BaseType>
|
||||
class GPUShaderProgramDX12 : public BaseType
|
||||
{
|
||||
protected:
|
||||
Array<byte> _data;
|
||||
|
||||
public:
|
||||
GPUShaderProgramDX12(const GPUShaderProgramInitializer& initializer, DxShaderHeader* header, byte* cacheBytes, uint32 cacheSize)
|
||||
GPUShaderProgramDX12(const GPUShaderProgramInitializer& initializer, const DxShaderHeader* header, Span<byte> bytecode)
|
||||
: Header(*header)
|
||||
{
|
||||
BaseType::Init(initializer);
|
||||
_data.Set(cacheBytes, cacheSize);
|
||||
Bytecode.Copy(bytecode);
|
||||
}
|
||||
|
||||
public:
|
||||
BytesContainer Bytecode;
|
||||
DxShaderHeader Header;
|
||||
|
||||
public:
|
||||
// [BaseType]
|
||||
void* GetBufferHandle() const override
|
||||
{
|
||||
return (void*)_data.Get();
|
||||
return (void*)Bytecode.Get();
|
||||
}
|
||||
|
||||
uint32 GetBufferSize() const override
|
||||
{
|
||||
return _data.Count();
|
||||
return Bytecode.Length();
|
||||
}
|
||||
};
|
||||
|
||||
@@ -47,29 +45,11 @@ public:
|
||||
/// </summary>
|
||||
class GPUShaderProgramVSDX12 : public GPUShaderProgramDX12<GPUShaderProgramVS>
|
||||
{
|
||||
private:
|
||||
byte _inputLayoutSize;
|
||||
D3D12_INPUT_ELEMENT_DESC _inputLayout[VERTEX_SHADER_MAX_INPUT_ELEMENTS];
|
||||
|
||||
public:
|
||||
GPUShaderProgramVSDX12(const GPUShaderProgramInitializer& initializer, DxShaderHeader* header, byte* cacheBytes, uint32 cacheSize, D3D12_INPUT_ELEMENT_DESC* inputLayout, byte inputLayoutSize)
|
||||
: GPUShaderProgramDX12(initializer, header, cacheBytes, cacheSize)
|
||||
, _inputLayoutSize(inputLayoutSize)
|
||||
GPUShaderProgramVSDX12(const GPUShaderProgramInitializer& initializer, const DxShaderHeader* header, Span<byte> bytecode, GPUVertexLayout* vertexLayout)
|
||||
: GPUShaderProgramDX12(initializer, header, bytecode)
|
||||
{
|
||||
for (byte i = 0; i < inputLayoutSize; i++)
|
||||
_inputLayout[i] = inputLayout[i];
|
||||
}
|
||||
|
||||
public:
|
||||
// [GPUShaderProgramDX12]
|
||||
void* GetInputLayout() const override
|
||||
{
|
||||
return (void*)_inputLayout;
|
||||
}
|
||||
|
||||
byte GetInputLayoutSize() const override
|
||||
{
|
||||
return _inputLayoutSize;
|
||||
Layout = vertexLayout;
|
||||
}
|
||||
};
|
||||
|
||||
@@ -80,8 +60,8 @@ public:
|
||||
class GPUShaderProgramHSDX12 : public GPUShaderProgramDX12<GPUShaderProgramHS>
|
||||
{
|
||||
public:
|
||||
GPUShaderProgramHSDX12(const GPUShaderProgramInitializer& initializer, DxShaderHeader* header, byte* cacheBytes, uint32 cacheSize, int32 controlPointsCount)
|
||||
: GPUShaderProgramDX12(initializer, header, cacheBytes, cacheSize)
|
||||
GPUShaderProgramHSDX12(const GPUShaderProgramInitializer& initializer, const DxShaderHeader* header, Span<byte> bytecode, int32 controlPointsCount)
|
||||
: GPUShaderProgramDX12(initializer, header, bytecode)
|
||||
{
|
||||
_controlPointsCount = controlPointsCount;
|
||||
}
|
||||
@@ -93,8 +73,8 @@ public:
|
||||
class GPUShaderProgramDSDX12 : public GPUShaderProgramDX12<GPUShaderProgramDS>
|
||||
{
|
||||
public:
|
||||
GPUShaderProgramDSDX12(const GPUShaderProgramInitializer& initializer, DxShaderHeader* header, byte* cacheBytes, uint32 cacheSize)
|
||||
: GPUShaderProgramDX12(initializer, header, cacheBytes, cacheSize)
|
||||
GPUShaderProgramDSDX12(const GPUShaderProgramInitializer& initializer, const DxShaderHeader* header, Span<byte> bytecode)
|
||||
: GPUShaderProgramDX12(initializer, header, bytecode)
|
||||
{
|
||||
}
|
||||
};
|
||||
@@ -107,8 +87,8 @@ public:
|
||||
class GPUShaderProgramGSDX12 : public GPUShaderProgramDX12<GPUShaderProgramGS>
|
||||
{
|
||||
public:
|
||||
GPUShaderProgramGSDX12(const GPUShaderProgramInitializer& initializer, DxShaderHeader* header, byte* cacheBytes, uint32 cacheSize)
|
||||
: GPUShaderProgramDX12(initializer, header, cacheBytes, cacheSize)
|
||||
GPUShaderProgramGSDX12(const GPUShaderProgramInitializer& initializer, const DxShaderHeader* header, Span<byte> bytecode)
|
||||
: GPUShaderProgramDX12(initializer, header, bytecode)
|
||||
{
|
||||
}
|
||||
};
|
||||
@@ -120,8 +100,8 @@ public:
|
||||
class GPUShaderProgramPSDX12 : public GPUShaderProgramDX12<GPUShaderProgramPS>
|
||||
{
|
||||
public:
|
||||
GPUShaderProgramPSDX12(const GPUShaderProgramInitializer& initializer, DxShaderHeader* header, byte* cacheBytes, uint32 cacheSize)
|
||||
: GPUShaderProgramDX12(initializer, header, cacheBytes, cacheSize)
|
||||
GPUShaderProgramPSDX12(const GPUShaderProgramInitializer& initializer, const DxShaderHeader* header, Span<byte> bytecode)
|
||||
: GPUShaderProgramDX12(initializer, header, bytecode)
|
||||
{
|
||||
}
|
||||
};
|
||||
@@ -137,8 +117,8 @@ private:
|
||||
ID3D12PipelineState* _state;
|
||||
|
||||
public:
|
||||
GPUShaderProgramCSDX12(GPUDeviceDX12* device, const GPUShaderProgramInitializer& initializer, DxShaderHeader* header, byte* cacheBytes, uint32 cacheSize)
|
||||
: GPUShaderProgramDX12(initializer, header, cacheBytes, cacheSize)
|
||||
GPUShaderProgramCSDX12(GPUDeviceDX12* device, const GPUShaderProgramInitializer& initializer, const DxShaderHeader* header, Span<byte> bytecode)
|
||||
: GPUShaderProgramDX12(initializer, header, bytecode)
|
||||
, _device(device)
|
||||
, _state(nullptr)
|
||||
{
|
||||
|
||||
@@ -17,8 +17,6 @@ struct DxShaderHeader
|
||||
/// The UAV dimensions per-slot.
|
||||
/// </summary>
|
||||
byte UaDimensions[4];
|
||||
|
||||
// .. rest is just a actual data array
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -116,7 +116,7 @@ public:
|
||||
{
|
||||
}
|
||||
|
||||
void BindVB(const Span<GPUBuffer*>& vertexBuffers, const uint32* vertexBuffersOffsets = nullptr) override
|
||||
void BindVB(const Span<GPUBuffer*>& vertexBuffers, const uint32* vertexBuffersOffsets = nullptr, GPUVertexLayout* vertexLayout = nullptr) override
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
@@ -14,7 +14,7 @@ class GPUShaderNull : public GPUShader
|
||||
protected:
|
||||
|
||||
// [GPUShader]
|
||||
GPUShaderProgram* CreateGPUShaderProgram(ShaderStage type, const GPUShaderProgramInitializer& initializer, byte* cacheBytes, uint32 cacheSize, MemoryReadStream& stream) override
|
||||
GPUShaderProgram* CreateGPUShaderProgram(ShaderStage type, const GPUShaderProgramInitializer& initializer, Span<byte> bytecode, MemoryReadStream& stream) override
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
@@ -10,6 +10,7 @@
|
||||
#include "GPUBufferVulkan.h"
|
||||
#include "GPUShaderVulkan.h"
|
||||
#include "GPUSamplerVulkan.h"
|
||||
#include "GPUVertexLayoutVulkan.h"
|
||||
#include "GPUPipelineStateVulkan.h"
|
||||
#include "Engine/Profiler/RenderStats.h"
|
||||
#include "GPUShaderProgramVulkan.h"
|
||||
@@ -650,8 +651,14 @@ void GPUContextVulkan::OnDrawCall()
|
||||
}
|
||||
|
||||
// Bind any missing vertex buffers to null if required by the current state
|
||||
const auto vertexInputState = pipelineState->GetVertexInputState();
|
||||
const int32 missingVBs = vertexInputState->vertexBindingDescriptionCount - _vbCount;
|
||||
GPUVertexLayoutVulkan* vertexLayout = _vertexLayout ? _vertexLayout : pipelineState->VertexShaderLayout;
|
||||
#if GPU_ENABLE_ASSERTION_LOW_LAYERS
|
||||
if (!vertexLayout && pipelineState && !pipelineState->VertexShaderLayout && (pipelineState->UsedStagesMask & (1 << (int32)DescriptorSet::Vertex)) != 0 && !_vertexLayout && _vbCount)
|
||||
{
|
||||
LOG(Error, "Missing Vertex Layout (not assigned to GPUBuffer). Vertex Shader won't read valid data resulting incorrect visuals.");
|
||||
}
|
||||
#endif
|
||||
const int32 missingVBs = vertexLayout ? (int32)vertexLayout->CreateInfo.vertexBindingDescriptionCount - _vbCount : 0;
|
||||
if (missingVBs > 0)
|
||||
{
|
||||
VkBuffer buffers[GPU_MAX_VB_BINDED];
|
||||
@@ -676,7 +683,7 @@ void GPUContextVulkan::OnDrawCall()
|
||||
{
|
||||
_psDirtyFlag = false;
|
||||
const auto cmdBuffer = _cmdBufferManager->GetCmdBuffer();
|
||||
const auto pipeline = pipelineState->GetState(_renderPass);
|
||||
const auto pipeline = pipelineState->GetState(_renderPass, _vertexLayout);
|
||||
vkCmdBindPipeline(cmdBuffer->GetHandle(), VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
|
||||
RENDER_STAT_PS_STATE_CHANGE();
|
||||
}
|
||||
@@ -715,6 +722,7 @@ void GPUContextVulkan::FrameBegin()
|
||||
_stencilRef = 0;
|
||||
_renderPass = nullptr;
|
||||
_currentState = nullptr;
|
||||
_vertexLayout = nullptr;
|
||||
_rtDepth = nullptr;
|
||||
Platform::MemoryClear(_rtHandles, sizeof(_rtHandles));
|
||||
Platform::MemoryClear(_cbHandles, sizeof(_cbHandles));
|
||||
@@ -1023,9 +1031,10 @@ void GPUContextVulkan::BindUA(int32 slot, GPUResourceView* view)
|
||||
}
|
||||
}
|
||||
|
||||
void GPUContextVulkan::BindVB(const Span<GPUBuffer*>& vertexBuffers, const uint32* vertexBuffersOffsets)
|
||||
void GPUContextVulkan::BindVB(const Span<GPUBuffer*>& vertexBuffers, const uint32* vertexBuffersOffsets, GPUVertexLayout* vertexLayout)
|
||||
{
|
||||
_vbCount = vertexBuffers.Length();
|
||||
_vertexLayout = (GPUVertexLayoutVulkan*)(vertexLayout ? vertexLayout : GPUVertexLayout::Get(vertexBuffers));
|
||||
if (vertexBuffers.Length() == 0)
|
||||
return;
|
||||
const auto cmdBuffer = _cmdBufferManager->GetCmdBuffer();
|
||||
|
||||
@@ -14,6 +14,7 @@ class CmdBufferManagerVulkan;
|
||||
class ResourceOwnerVulkan;
|
||||
class GPUTextureViewVulkan;
|
||||
class GPUBufferVulkan;
|
||||
class GPUVertexLayoutVulkan;
|
||||
class GPUPipelineStateVulkan;
|
||||
class ComputePipelineStateVulkan;
|
||||
class GPUConstantBufferVulkan;
|
||||
@@ -82,6 +83,7 @@ private:
|
||||
|
||||
RenderPassVulkan* _renderPass;
|
||||
GPUPipelineStateVulkan* _currentState;
|
||||
GPUVertexLayoutVulkan* _vertexLayout;
|
||||
GPUTextureViewVulkan* _rtDepth;
|
||||
GPUTextureViewVulkan* _rtHandles[GPU_MAX_RT_BINDED];
|
||||
DescriptorOwnerResourceVulkan* _cbHandles[GPU_MAX_CB_BINDED];
|
||||
@@ -168,7 +170,7 @@ public:
|
||||
void BindCB(int32 slot, GPUConstantBuffer* cb) override;
|
||||
void BindSR(int32 slot, GPUResourceView* view) override;
|
||||
void BindUA(int32 slot, GPUResourceView* view) override;
|
||||
void BindVB(const Span<GPUBuffer*>& vertexBuffers, const uint32* vertexBuffersOffsets = nullptr) override;
|
||||
void BindVB(const Span<GPUBuffer*>& vertexBuffers, const uint32* vertexBuffersOffsets = nullptr, GPUVertexLayout* vertexLayout = nullptr) override;
|
||||
void BindIB(GPUBuffer* indexBuffer) override;
|
||||
void BindSampler(int32 slot, GPUSampler* sampler) override;
|
||||
void UpdateCB(GPUConstantBuffer* cb, const void* data) override;
|
||||
|
||||
@@ -922,10 +922,10 @@ GPUTextureVulkan* HelperResourcesVulkan::GetDummyTexture(SpirvShaderResourceType
|
||||
|
||||
GPUBufferVulkan* HelperResourcesVulkan::GetDummyBuffer(PixelFormat format)
|
||||
{
|
||||
if (_dummyBuffers.IsEmpty())
|
||||
if (!_dummyBuffers)
|
||||
{
|
||||
_dummyBuffers.Resize((int32)PixelFormat::MAX);
|
||||
Platform::MemoryClear((void*)_dummyBuffers.Get(), (int32)PixelFormat::MAX * sizeof(void*));
|
||||
_dummyBuffers = (GPUBufferVulkan**)Allocator::Allocate((int32)PixelFormat::MAX * sizeof(void*));
|
||||
Platform::MemoryClear(_dummyBuffers, (int32)PixelFormat::MAX * sizeof(void*));
|
||||
}
|
||||
auto& dummyBuffer = _dummyBuffers[(int32)format];
|
||||
if (!dummyBuffer)
|
||||
@@ -941,7 +941,7 @@ GPUBufferVulkan* HelperResourcesVulkan::GetDummyVertexBuffer()
|
||||
if (!_dummyVB)
|
||||
{
|
||||
_dummyVB = (GPUBufferVulkan*)_device->CreateBuffer(TEXT("DummyVertexBuffer"));
|
||||
_dummyVB->Init(GPUBufferDescription::Vertex(sizeof(Color32), 1, &Color32::Transparent));
|
||||
_dummyVB->Init(GPUBufferDescription::Vertex(nullptr, sizeof(Color32), 1, &Color32::Transparent));
|
||||
}
|
||||
return _dummyVB;
|
||||
}
|
||||
@@ -950,9 +950,16 @@ void HelperResourcesVulkan::Dispose()
|
||||
{
|
||||
SAFE_DELETE_GPU_RESOURCES(_dummyTextures);
|
||||
SAFE_DELETE_GPU_RESOURCE(_dummyVB);
|
||||
for (GPUBuffer* buffer : _dummyBuffers)
|
||||
Delete(buffer);
|
||||
_dummyBuffers.Clear();
|
||||
if (_dummyBuffers)
|
||||
{
|
||||
for (int32 i = 0; i < (int32)PixelFormat::MAX; i++)
|
||||
{
|
||||
if (GPUBufferVulkan* buffer = _dummyBuffers[i])
|
||||
Delete(buffer);
|
||||
}
|
||||
Allocator::Free(_dummyBuffers);
|
||||
_dummyBuffers = nullptr;
|
||||
}
|
||||
|
||||
for (int32 i = 0; i < ARRAY_COUNT(_staticSamplers); i++)
|
||||
{
|
||||
|
||||
@@ -308,7 +308,7 @@ class HelperResourcesVulkan
|
||||
private:
|
||||
GPUDeviceVulkan* _device;
|
||||
GPUTextureVulkan* _dummyTextures[6];
|
||||
Array<GPUBufferVulkan*> _dummyBuffers;
|
||||
GPUBufferVulkan** _dummyBuffers = nullptr;
|
||||
GPUBufferVulkan* _dummyVB;
|
||||
VkSampler _staticSamplers[GPU_STATIC_SAMPLERS_COUNT];
|
||||
|
||||
|
||||
@@ -3,10 +3,12 @@
|
||||
#if GRAPHICS_API_VULKAN
|
||||
|
||||
#include "GPUPipelineStateVulkan.h"
|
||||
#include "GPUVertexLayoutVulkan.h"
|
||||
#include "RenderToolsVulkan.h"
|
||||
#include "DescriptorSetVulkan.h"
|
||||
#include "GPUShaderProgramVulkan.h"
|
||||
#include "Engine/Core/Log.h"
|
||||
#include "Engine/Core/Types/Pair.h"
|
||||
#include "Engine/Profiler/ProfilerCPU.h"
|
||||
|
||||
static VkStencilOp ToVulkanStencilOp(const StencilOperation value)
|
||||
@@ -169,7 +171,6 @@ ComputePipelineStateVulkan::~ComputePipelineStateVulkan()
|
||||
|
||||
GPUPipelineStateVulkan::GPUPipelineStateVulkan(GPUDeviceVulkan* device)
|
||||
: GPUResourceVulkan<GPUPipelineState>(device, StringView::Empty)
|
||||
, _pipelines(16)
|
||||
, _layout(nullptr)
|
||||
{
|
||||
}
|
||||
@@ -201,25 +202,30 @@ PipelineLayoutVulkan* GPUPipelineStateVulkan::GetLayout()
|
||||
return _layout;
|
||||
}
|
||||
|
||||
VkPipeline GPUPipelineStateVulkan::GetState(RenderPassVulkan* renderPass)
|
||||
VkPipeline GPUPipelineStateVulkan::GetState(RenderPassVulkan* renderPass, GPUVertexLayoutVulkan* vertexLayout)
|
||||
{
|
||||
ASSERT(renderPass);
|
||||
if (!vertexLayout)
|
||||
vertexLayout = VertexShaderLayout;
|
||||
|
||||
// Try reuse cached version
|
||||
VkPipeline pipeline = VK_NULL_HANDLE;
|
||||
if (_pipelines.TryGet(renderPass, pipeline))
|
||||
const Pair<RenderPassVulkan*, GPUVertexLayoutVulkan*> key(renderPass, vertexLayout);
|
||||
if (_pipelines.TryGet(key, pipeline))
|
||||
{
|
||||
#if BUILD_DEBUG
|
||||
// Verify
|
||||
RenderPassVulkan* refKey = nullptr;
|
||||
Pair<RenderPassVulkan*, GPUVertexLayoutVulkan*> refKey(nullptr, nullptr);
|
||||
_pipelines.KeyOf(pipeline, &refKey);
|
||||
ASSERT(refKey == renderPass);
|
||||
ASSERT(refKey == key);
|
||||
#endif
|
||||
return pipeline;
|
||||
}
|
||||
|
||||
PROFILE_CPU_NAMED("Create Pipeline");
|
||||
|
||||
// Bind vertex input
|
||||
_desc.pVertexInputState = vertexLayout ? &vertexLayout->CreateInfo : nullptr;
|
||||
|
||||
// Update description to match the pipeline
|
||||
_descColorBlend.attachmentCount = renderPass->Layout.RTsCount;
|
||||
_descMultisample.rasterizationSamples = (VkSampleCountFlagBits)renderPass->Layout.MSAA;
|
||||
@@ -245,7 +251,7 @@ VkPipeline GPUPipelineStateVulkan::GetState(RenderPassVulkan* renderPass)
|
||||
}
|
||||
|
||||
// Cache it
|
||||
_pipelines.Add(renderPass, pipeline);
|
||||
_pipelines.Add(key, pipeline);
|
||||
|
||||
return pipeline;
|
||||
}
|
||||
@@ -278,12 +284,9 @@ bool GPUPipelineStateVulkan::Init(const Description& desc)
|
||||
{
|
||||
ASSERT(!IsValid());
|
||||
|
||||
// Create description
|
||||
// Reset description
|
||||
RenderToolsVulkan::ZeroStruct(_desc, VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO);
|
||||
|
||||
// Vertex Input
|
||||
_desc.pVertexInputState = (VkPipelineVertexInputStateCreateInfo*)desc.VS->GetInputLayout();
|
||||
|
||||
// Stages
|
||||
UsedStagesMask = 0;
|
||||
HasDescriptorsPerStageMask = 0;
|
||||
@@ -318,6 +321,7 @@ bool GPUPipelineStateVulkan::Init(const Description& desc)
|
||||
_desc.pStages = _shaderStages;
|
||||
|
||||
// Input Assembly
|
||||
VertexShaderLayout = desc.VS ? (GPUVertexLayoutVulkan*)desc.VS->Layout : nullptr;
|
||||
RenderToolsVulkan::ZeroStruct(_descInputAssembly, VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO);;
|
||||
switch (desc.PrimitiveTopology)
|
||||
{
|
||||
|
||||
@@ -9,6 +9,7 @@
|
||||
|
||||
#if GRAPHICS_API_VULKAN
|
||||
|
||||
class GPUVertexLayoutVulkan;
|
||||
class PipelineLayoutVulkan;
|
||||
|
||||
class ComputePipelineStateVulkan
|
||||
@@ -89,7 +90,7 @@ public:
|
||||
class GPUPipelineStateVulkan : public GPUResourceVulkan<GPUPipelineState>
|
||||
{
|
||||
private:
|
||||
Dictionary<RenderPassVulkan*, VkPipeline> _pipelines;
|
||||
Dictionary<Pair<RenderPassVulkan*, GPUVertexLayoutVulkan*>, VkPipeline> _pipelines;
|
||||
VkGraphicsPipelineCreateInfo _desc;
|
||||
VkPipelineShaderStageCreateInfo _shaderStages[ShaderStage_Count - 1];
|
||||
VkPipelineInputAssemblyStateCreateInfo _descInputAssembly;
|
||||
@@ -140,18 +141,13 @@ public:
|
||||
/// </summary>
|
||||
const SpirvShaderDescriptorInfo* DescriptorInfoPerStage[DescriptorSet::GraphicsStagesCount];
|
||||
|
||||
const VkPipelineVertexInputStateCreateInfo* GetVertexInputState() const
|
||||
{
|
||||
return _desc.pVertexInputState;
|
||||
}
|
||||
|
||||
DescriptorSetWriteContainerVulkan DSWriteContainer;
|
||||
DescriptorSetWriterVulkan DSWriter[DescriptorSet::GraphicsStagesCount];
|
||||
|
||||
const DescriptorSetLayoutVulkan* DescriptorSetsLayout = nullptr;
|
||||
TypedDescriptorPoolSetVulkan* CurrentTypedDescriptorPoolSet = nullptr;
|
||||
GPUVertexLayoutVulkan* VertexShaderLayout = nullptr;
|
||||
Array<VkDescriptorSet> DescriptorSetHandles;
|
||||
|
||||
Array<uint32> DynamicOffsets;
|
||||
|
||||
public:
|
||||
@@ -184,8 +180,9 @@ public:
|
||||
/// Gets the Vulkan graphics pipeline object for the given rendering state. Uses depth buffer and render targets formats and multi-sample levels to setup a proper PSO. Uses caching.
|
||||
/// </summary>
|
||||
/// <param name="renderPass">The render pass.</param>
|
||||
/// <param name="vertexLayout">The vertex layout.</param>
|
||||
/// <returns>Vulkan graphics pipeline object.</returns>
|
||||
VkPipeline GetState(RenderPassVulkan* renderPass);
|
||||
VkPipeline GetState(RenderPassVulkan* renderPass, GPUVertexLayoutVulkan* vertexLayout);
|
||||
|
||||
public:
|
||||
// [GPUPipelineState]
|
||||
|
||||
@@ -21,13 +21,6 @@ protected:
|
||||
GPUDeviceVulkan* _device;
|
||||
|
||||
public:
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="GPUShaderProgramVulkan"/> class.
|
||||
/// </summary>
|
||||
/// <param name="device">The graphics device.</param>
|
||||
/// <param name="initializer">The program initialization data.</param>
|
||||
/// <param name="descriptorInfo">The program descriptors usage info.</param>
|
||||
/// <param name="shaderModule">The shader module object.</param>
|
||||
GPUShaderProgramVulkan(GPUDeviceVulkan* device, const GPUShaderProgramInitializer& initializer, const SpirvShaderDescriptorInfo& descriptorInfo, VkShaderModule shaderModule)
|
||||
: _device(device)
|
||||
, ShaderModule(shaderModule)
|
||||
@@ -36,9 +29,6 @@ public:
|
||||
BaseType::Init(initializer);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Finalizes an instance of the <see cref="GPUShaderProgramVulkan"/> class.
|
||||
/// </summary>
|
||||
~GPUShaderProgramVulkan()
|
||||
{
|
||||
if (ShaderModule)
|
||||
@@ -64,7 +54,6 @@ public:
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
void* GetBufferHandle() const override
|
||||
{
|
||||
return (void*)ShaderModule;
|
||||
@@ -77,33 +66,10 @@ public:
|
||||
class GPUShaderProgramVSVulkan : public GPUShaderProgramVulkan<GPUShaderProgramVS>
|
||||
{
|
||||
public:
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="GPUShaderProgramVSVulkan"/> class.
|
||||
/// </summary>
|
||||
/// <param name="device">The graphics device.</param>
|
||||
/// <param name="initializer">The program initialization data.</param>
|
||||
/// <param name="descriptorInfo">The program descriptors usage info.</param>
|
||||
/// <param name="shaderModule">The shader module object.</param>
|
||||
GPUShaderProgramVSVulkan(GPUDeviceVulkan* device, const GPUShaderProgramInitializer& initializer, const SpirvShaderDescriptorInfo& descriptorInfo, VkShaderModule shaderModule)
|
||||
GPUShaderProgramVSVulkan(GPUDeviceVulkan* device, const GPUShaderProgramInitializer& initializer, const SpirvShaderDescriptorInfo& descriptorInfo, VkShaderModule shaderModule, GPUVertexLayout* vertexLayout)
|
||||
: GPUShaderProgramVulkan(device, initializer, descriptorInfo, shaderModule)
|
||||
{
|
||||
}
|
||||
|
||||
public:
|
||||
VkPipelineVertexInputStateCreateInfo VertexInputState;
|
||||
VkVertexInputBindingDescription VertexBindingDescriptions[VERTEX_SHADER_MAX_INPUT_ELEMENTS];
|
||||
VkVertexInputAttributeDescription VertexAttributeDescriptions[VERTEX_SHADER_MAX_INPUT_ELEMENTS];
|
||||
|
||||
public:
|
||||
// [GPUShaderProgramVulkan]
|
||||
void* GetInputLayout() const override
|
||||
{
|
||||
return (void*)&VertexInputState;
|
||||
}
|
||||
|
||||
byte GetInputLayoutSize() const override
|
||||
{
|
||||
return 0;
|
||||
Layout = vertexLayout;
|
||||
}
|
||||
};
|
||||
|
||||
@@ -114,14 +80,6 @@ public:
|
||||
class GPUShaderProgramHSVulkan : public GPUShaderProgramVulkan<GPUShaderProgramHS>
|
||||
{
|
||||
public:
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="GPUShaderProgramHSVulkan"/> class.
|
||||
/// </summary>
|
||||
/// <param name="device">The graphics device.</param>
|
||||
/// <param name="initializer">The program initialization data.</param>
|
||||
/// <param name="descriptorInfo">The program descriptors usage info.</param>
|
||||
/// <param name="shaderModule">The shader module object.</param>
|
||||
/// <param name="controlPointsCount">The control points used by the hull shader for processing.</param>
|
||||
GPUShaderProgramHSVulkan(GPUDeviceVulkan* device, const GPUShaderProgramInitializer& initializer, const SpirvShaderDescriptorInfo& descriptorInfo, VkShaderModule shaderModule, int32 controlPointsCount)
|
||||
: GPUShaderProgramVulkan(device, initializer, descriptorInfo, shaderModule)
|
||||
{
|
||||
@@ -135,13 +93,6 @@ public:
|
||||
class GPUShaderProgramDSVulkan : public GPUShaderProgramVulkan<GPUShaderProgramDS>
|
||||
{
|
||||
public:
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="GPUShaderProgramDSVulkan"/> class.
|
||||
/// </summary>
|
||||
/// <param name="device">The graphics device.</param>
|
||||
/// <param name="initializer">The program initialization data.</param>
|
||||
/// <param name="descriptorInfo">The program descriptors usage info.</param>
|
||||
/// <param name="shaderModule">The shader module object.</param>
|
||||
GPUShaderProgramDSVulkan(GPUDeviceVulkan* device, const GPUShaderProgramInitializer& initializer, const SpirvShaderDescriptorInfo& descriptorInfo, VkShaderModule shaderModule)
|
||||
: GPUShaderProgramVulkan(device, initializer, descriptorInfo, shaderModule)
|
||||
{
|
||||
@@ -156,13 +107,6 @@ public:
|
||||
class GPUShaderProgramGSVulkan : public GPUShaderProgramVulkan<GPUShaderProgramGS>
|
||||
{
|
||||
public:
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="GPUShaderProgramGSVulkan"/> class.
|
||||
/// </summary>
|
||||
/// <param name="device">The graphics device.</param>
|
||||
/// <param name="initializer">The program initialization data.</param>
|
||||
/// <param name="descriptorInfo">The program descriptors usage info.</param>
|
||||
/// <param name="shaderModule">The shader module object.</param>
|
||||
GPUShaderProgramGSVulkan(GPUDeviceVulkan* device, const GPUShaderProgramInitializer& initializer, const SpirvShaderDescriptorInfo& descriptorInfo, VkShaderModule shaderModule)
|
||||
: GPUShaderProgramVulkan(device, initializer, descriptorInfo, shaderModule)
|
||||
{
|
||||
@@ -176,13 +120,6 @@ public:
|
||||
class GPUShaderProgramPSVulkan : public GPUShaderProgramVulkan<GPUShaderProgramPS>
|
||||
{
|
||||
public:
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="GPUShaderProgramPSVulkan"/> class.
|
||||
/// </summary>
|
||||
/// <param name="device">The graphics device.</param>
|
||||
/// <param name="initializer">The program initialization data.</param>
|
||||
/// <param name="descriptorInfo">The program descriptors usage info.</param>
|
||||
/// <param name="shaderModule">The shader module object.</param>
|
||||
GPUShaderProgramPSVulkan(GPUDeviceVulkan* device, const GPUShaderProgramInitializer& initializer, const SpirvShaderDescriptorInfo& descriptorInfo, VkShaderModule shaderModule)
|
||||
: GPUShaderProgramVulkan(device, initializer, descriptorInfo, shaderModule)
|
||||
{
|
||||
@@ -198,29 +135,18 @@ private:
|
||||
ComputePipelineStateVulkan* _pipelineState;
|
||||
|
||||
public:
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="GPUShaderProgramCSVulkan"/> class.
|
||||
/// </summary>
|
||||
/// <param name="device">The graphics device.</param>
|
||||
/// <param name="initializer">The program initialization data.</param>
|
||||
/// <param name="descriptorInfo">The program descriptors usage info.</param>
|
||||
/// <param name="shaderModule">The shader module object.</param>
|
||||
GPUShaderProgramCSVulkan(GPUDeviceVulkan* device, const GPUShaderProgramInitializer& initializer, const SpirvShaderDescriptorInfo& descriptorInfo, VkShaderModule shaderModule)
|
||||
: GPUShaderProgramVulkan(device, initializer, descriptorInfo, shaderModule)
|
||||
, _pipelineState(nullptr)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Finalizes an instance of the <see cref="GPUShaderProgramCSVulkan"/> class.
|
||||
/// </summary>
|
||||
~GPUShaderProgramCSVulkan();
|
||||
|
||||
public:
|
||||
/// <summary>
|
||||
/// Gets the state of the pipeline for the compute shader execution or creates a new one if missing.
|
||||
/// </summary>
|
||||
/// <returns>The compute pipeline state.</returns>
|
||||
ComputePipelineStateVulkan* GetOrCreateState();
|
||||
};
|
||||
|
||||
|
||||
@@ -98,17 +98,16 @@ void UniformBufferUploaderVulkan::OnReleaseGPU()
|
||||
}
|
||||
}
|
||||
|
||||
GPUShaderProgram* GPUShaderVulkan::CreateGPUShaderProgram(ShaderStage type, const GPUShaderProgramInitializer& initializer, byte* cacheBytes, uint32 cacheSize, MemoryReadStream& stream)
|
||||
GPUShaderProgram* GPUShaderVulkan::CreateGPUShaderProgram(ShaderStage type, const GPUShaderProgramInitializer& initializer, Span<byte> bytecode, MemoryReadStream& stream)
|
||||
{
|
||||
// Extract the SPIR-V shader header from the cache
|
||||
SpirvShaderHeader* header = (SpirvShaderHeader*)cacheBytes;
|
||||
cacheBytes += sizeof(SpirvShaderHeader);
|
||||
cacheSize -= sizeof(SpirvShaderHeader);
|
||||
SpirvShaderHeader* header = (SpirvShaderHeader*)bytecode.Get();
|
||||
bytecode = Span<byte>(bytecode.Get() + sizeof(SpirvShaderHeader), bytecode.Length() - sizeof(SpirvShaderHeader));
|
||||
|
||||
// Extract the SPIR-V bytecode
|
||||
BytesContainer spirv;
|
||||
ASSERT(header->Type == SpirvShaderHeader::Types::Raw);
|
||||
spirv.Link(cacheBytes, cacheSize);
|
||||
spirv.Link(bytecode);
|
||||
|
||||
// Create shader module from SPIR-V bytecode
|
||||
VkShaderModule shaderModule = VK_NULL_HANDLE;
|
||||
@@ -139,59 +138,8 @@ GPUShaderProgram* GPUShaderVulkan::CreateGPUShaderProgram(ShaderStage type, cons
|
||||
{
|
||||
case ShaderStage::Vertex:
|
||||
{
|
||||
// Create object
|
||||
auto vsShader = New<GPUShaderProgramVSVulkan>(_device, initializer, header->DescriptorInfo, shaderModule);
|
||||
shader = vsShader;
|
||||
VkPipelineVertexInputStateCreateInfo& inputState = vsShader->VertexInputState;
|
||||
VkVertexInputBindingDescription* vertexBindingDescriptions = vsShader->VertexBindingDescriptions;
|
||||
VkVertexInputAttributeDescription* vertexAttributeDescriptions = vsShader->VertexAttributeDescriptions;
|
||||
RenderToolsVulkan::ZeroStruct(inputState, VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO);
|
||||
for (int32 i = 0; i < VERTEX_SHADER_MAX_INPUT_ELEMENTS; i++)
|
||||
{
|
||||
vertexBindingDescriptions[i].binding = i;
|
||||
vertexBindingDescriptions[i].stride = 0;
|
||||
vertexBindingDescriptions[i].inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
|
||||
}
|
||||
|
||||
// Load Input Layout (it may be empty)
|
||||
byte inputLayoutSize;
|
||||
stream.ReadByte(&inputLayoutSize);
|
||||
ASSERT(inputLayoutSize <= VERTEX_SHADER_MAX_INPUT_ELEMENTS);
|
||||
uint32 attributesCount = inputLayoutSize;
|
||||
uint32 bindingsCount = 0;
|
||||
int32 offset = 0;
|
||||
for (int32 a = 0; a < inputLayoutSize; a++)
|
||||
{
|
||||
// Read description
|
||||
GPUShaderProgramVS::InputElement inputElement;
|
||||
stream.Read(inputElement);
|
||||
|
||||
const auto size = PixelFormatExtensions::SizeInBytes((PixelFormat)inputElement.Format);
|
||||
if (inputElement.AlignedByteOffset != INPUT_LAYOUT_ELEMENT_ALIGN)
|
||||
offset = inputElement.AlignedByteOffset;
|
||||
|
||||
auto& vertexBindingDescription = vertexBindingDescriptions[inputElement.InputSlot];
|
||||
vertexBindingDescription.binding = inputElement.InputSlot;
|
||||
vertexBindingDescription.stride = Math::Max(vertexBindingDescription.stride, (uint32_t)(offset + size));
|
||||
vertexBindingDescription.inputRate = inputElement.InputSlotClass == INPUT_LAYOUT_ELEMENT_PER_VERTEX_DATA ? VK_VERTEX_INPUT_RATE_VERTEX : VK_VERTEX_INPUT_RATE_INSTANCE;
|
||||
ASSERT(inputElement.InstanceDataStepRate == 0 || inputElement.InstanceDataStepRate == 1);
|
||||
|
||||
auto& vertexAttributeDescription = vertexAttributeDescriptions[a];
|
||||
vertexAttributeDescription.location = a;
|
||||
vertexAttributeDescription.binding = inputElement.InputSlot;
|
||||
vertexAttributeDescription.format = RenderToolsVulkan::ToVulkanFormat((PixelFormat)inputElement.Format);
|
||||
vertexAttributeDescription.offset = offset;
|
||||
|
||||
bindingsCount = Math::Max(bindingsCount, (uint32)inputElement.InputSlot + 1);
|
||||
offset += size;
|
||||
}
|
||||
|
||||
inputState.vertexBindingDescriptionCount = bindingsCount;
|
||||
inputState.pVertexBindingDescriptions = vertexBindingDescriptions;
|
||||
|
||||
inputState.vertexAttributeDescriptionCount = attributesCount;
|
||||
inputState.pVertexAttributeDescriptions = vertexAttributeDescriptions;
|
||||
|
||||
GPUVertexLayout* vertexLayout = ReadVertexLayout(stream);
|
||||
shader = New<GPUShaderProgramVSVulkan>(_device, initializer, header->DescriptorInfo, shaderModule, vertexLayout);
|
||||
break;
|
||||
}
|
||||
#if GPU_ALLOW_TESSELLATION_SHADERS
|
||||
|
||||
@@ -130,7 +130,7 @@ public:
|
||||
|
||||
protected:
|
||||
// [GPUShader]
|
||||
GPUShaderProgram* CreateGPUShaderProgram(ShaderStage type, const GPUShaderProgramInitializer& initializer, byte* cacheBytes, uint32 cacheSize, MemoryReadStream& stream) override;
|
||||
GPUShaderProgram* CreateGPUShaderProgram(ShaderStage type, const GPUShaderProgramInitializer& initializer, Span<byte> bytecode, MemoryReadStream& stream) override;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user