Moving viewport transform to vertex shaders.
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7b9a804fc0
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@ -143,23 +143,7 @@ int D3D11GeometryShader::Generate(D3D11VertexShader* vertex_shader,
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output->Append(
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"cbuffer geo_consts {\n"
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" float4 window;\n" // x,y,w,h
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" float4 viewport_z_enable;\n" // min,(max - min),?,enabled
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" float4 viewport_size;\n" // x,y,w,h
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"};"
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"float4 applyViewport(float4 pos) {\n"
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" if (viewport_z_enable.w) {\n"
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//" pos.x = (pos.x + 1) * viewport_size.z * 0.5 + viewport_size.x;\n"
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//" pos.y = (1 - pos.y) * viewport_size.w * 0.5 + viewport_size.y;\n"
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//" pos.z = viewport_z_enable.x + pos.z * viewport_z_enable.y;\n"
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// w?
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" } else {\n"
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" pos.xy = pos.xy / float2(window.z / 2.0, -window.w / 2.0) + float2(-1.0, 1.0);\n"
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" pos.zw = float2(0.0, 1.0);\n"
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" }\n"
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" pos.xy += window.xy;\n"
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" return pos;\n"
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"}\n");
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"};\n");
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return 0;
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}
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@ -225,11 +209,10 @@ int D3D11RectListGeometryShader::Generate(D3D11VertexShader* vertex_shader,
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"void main(triangle VERTEX input[3], inout TriangleStream<VERTEX> output) {\n"
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" for (uint n = 0; n < 3; n++) {\n"
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" VERTEX v = input[n];\n"
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" v.oPos = applyViewport(v.oPos);\n"
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" output.Append(v);\n"
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" }\n"
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" VERTEX v = input[2];\n"
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" v.oPos = applyViewport(v.oPos + input[1].oPos - input[0].oPos);\n"
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" v.oPos += input[1].oPos - input[0].oPos;\n"
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// TODO(benvanik): only if needed?
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" v.oPointSize += input[1].oPointSize - input[0].oPointSize;\n");
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auto alloc_counts = vertex_shader->alloc_counts();
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@ -268,7 +251,6 @@ int D3D11QuadListGeometryShader::Generate(D3D11VertexShader* vertex_shader,
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" const uint order[4] = { 0, 1, 3, 2 };\n"
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" for (uint n = 0; n < 4; n++) {\n"
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" VERTEX v = input[order[n]];\n"
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" v.oPos = applyViewport(v.oPos);\n"
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" output.Append(v);\n"
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" }\n"
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" output.RestartStrip();\n"
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@ -52,7 +52,10 @@ D3D11GraphicsDriver::D3D11GraphicsDriver(
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&buffer_desc, NULL, &state_.constant_buffers.loop_constants);
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buffer_desc.ByteWidth = (32) * sizeof(int);
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hr = device_->CreateBuffer(
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&buffer_desc, NULL, &state_.constant_buffers.geo_constants);
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&buffer_desc, NULL, &state_.constant_buffers.vs_consts);
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buffer_desc.ByteWidth = (32) * sizeof(int);
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hr = device_->CreateBuffer(
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&buffer_desc, NULL, &state_.constant_buffers.gs_consts);
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}
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D3D11GraphicsDriver::~D3D11GraphicsDriver() {
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@ -60,7 +63,8 @@ D3D11GraphicsDriver::~D3D11GraphicsDriver() {
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XESAFERELEASE(state_.constant_buffers.float_constants);
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XESAFERELEASE(state_.constant_buffers.bool_constants);
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XESAFERELEASE(state_.constant_buffers.loop_constants);
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XESAFERELEASE(state_.constant_buffers.geo_constants);
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XESAFERELEASE(state_.constant_buffers.vs_consts);
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XESAFERELEASE(state_.constant_buffers.gs_consts);
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delete shader_cache_;
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XESAFERELEASE(context_);
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XESAFERELEASE(device_);
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@ -193,7 +197,7 @@ int D3D11GraphicsDriver::SetupDraw(XE_GPU_PRIMITIVE_TYPE prim_type) {
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if (geometry_shader) {
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context_->GSSetShader(geometry_shader->handle(), NULL, NULL);
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context_->GSSetConstantBuffers(
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0, 1, &state_.constant_buffers.geo_constants);
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0, 1, &state_.constant_buffers.gs_consts);
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} else {
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context_->GSSetShader(NULL, NULL, NULL);
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}
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@ -491,29 +495,31 @@ int D3D11GraphicsDriver::UpdateState(uint32_t state_overrides) {
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}
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context_->RSSetViewports(1, &viewport);
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//"cbuffer geo_consts {\n"
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// Viewport constants from D3D11VertexShader.
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//"cbuffer vs_consts {\n"
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//" float4 window;\n" // x,y,w,h
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//" float4 viewport_z_enable;\n" // min,(max - min),?,enabled
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//" float4 viewport_size;\n" // x,y,w,h
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//"};"
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// TODO(benvanik): only when viewport changes.
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D3D11_MAPPED_SUBRESOURCE res;
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context_->Map(
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state_.constant_buffers.geo_constants, 0,
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state_.constant_buffers.vs_consts, 0,
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D3D11_MAP_WRITE_DISCARD, 0, &res);
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float* geo_buffer = (float*)res.pData;
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geo_buffer[0] = (float)window_offset_x;
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geo_buffer[1] = (float)window_offset_y;
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geo_buffer[2] = (float)window_width;
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geo_buffer[3] = (float)window_height;
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geo_buffer[4] = viewport.MinDepth;
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geo_buffer[5] = viewport.MaxDepth - viewport.MinDepth;
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geo_buffer[6] = 0; // unused
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geo_buffer[7] = vport_xscale_enable ? 1.0f : 0.0f;
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geo_buffer[8] = viewport.TopLeftX;
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geo_buffer[9] = viewport.TopLeftY;
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geo_buffer[10] = viewport.Width;
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geo_buffer[11] = viewport.Height;
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context_->Unmap(state_.constant_buffers.geo_constants, 0);
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float* vsc_buffer = (float*)res.pData;
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vsc_buffer[0] = (float)window_offset_x;
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vsc_buffer[1] = (float)window_offset_y;
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vsc_buffer[2] = (float)window_width;
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vsc_buffer[3] = (float)window_height;
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vsc_buffer[4] = viewport.MinDepth;
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vsc_buffer[5] = viewport.MaxDepth - viewport.MinDepth;
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vsc_buffer[6] = 0; // unused
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vsc_buffer[7] = vport_xscale_enable ? 1.0f : 0.0f;
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vsc_buffer[8] = viewport.TopLeftX;
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vsc_buffer[9] = viewport.TopLeftY;
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vsc_buffer[10] = viewport.Width;
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vsc_buffer[11] = viewport.Height;
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context_->Unmap(state_.constant_buffers.vs_consts, 0);
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// Scissoring.
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// TODO(benvanik): pull from scissor registers.
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@ -733,10 +739,14 @@ int D3D11GraphicsDriver::BindShaders() {
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context_->VSSetShader(vs->handle(), NULL, 0);
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// Set constant buffers.
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ID3D11Buffer* vs_constant_buffers[] = {
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state_.constant_buffers.float_constants,
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state_.constant_buffers.bool_constants,
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state_.constant_buffers.loop_constants,
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state_.constant_buffers.vs_consts,
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};
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context_->VSSetConstantBuffers(
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0,
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sizeof(state_.constant_buffers) / sizeof(ID3D11Buffer*),
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(ID3D11Buffer**)&state_.constant_buffers);
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0, XECOUNT(vs_constant_buffers), vs_constant_buffers);
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// Setup input layout (as encoded in vertex shader).
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context_->IASetInputLayout(vs->input_layout());
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@ -765,10 +775,13 @@ int D3D11GraphicsDriver::BindShaders() {
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context_->PSSetShader(ps->handle(), NULL, 0);
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// Set constant buffers.
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ID3D11Buffer* vs_constant_buffers[] = {
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state_.constant_buffers.float_constants,
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state_.constant_buffers.bool_constants,
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state_.constant_buffers.loop_constants,
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};
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context_->PSSetConstantBuffers(
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0,
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sizeof(state_.constant_buffers) / sizeof(ID3D11Buffer*),
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(ID3D11Buffer**)&state_.constant_buffers);
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0, XECOUNT(vs_constant_buffers), vs_constant_buffers);
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// TODO(benvanik): set samplers for all inputs.
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D3D11_SAMPLER_DESC sampler_desc;
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@ -95,7 +95,8 @@ private:
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ID3D11Buffer* float_constants;
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ID3D11Buffer* bool_constants;
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ID3D11Buffer* loop_constants;
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ID3D11Buffer* geo_constants;
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ID3D11Buffer* vs_consts;
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ID3D11Buffer* gs_consts;
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} constant_buffers;
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} state_;
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@ -393,6 +393,28 @@ const char* D3D11VertexShader::Translate(xe_gpu_program_cntl_t* program_cntl) {
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"};\n");
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// TODO(benvanik): add bool/loop constants.
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// Transform utilities. We adjust the output position in various ways
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// as we can't do this via D3D11 APIs.
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output->append(
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"cbuffer vs_consts : register(b3) {\n"
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" float4 window;\n" // x,y,w,h
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" float4 viewport_z_enable;\n" // min,(max - min),?,enabled
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" float4 viewport_size;\n" // x,y,w,h
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"};"
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"float4 applyViewport(float4 pos) {\n"
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" if (viewport_z_enable.w) {\n"
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//" pos.x = (pos.x + 1) * viewport_size.z * 0.5 + viewport_size.x;\n"
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//" pos.y = (1 - pos.y) * viewport_size.w * 0.5 + viewport_size.y;\n"
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//" pos.z = viewport_z_enable.x + pos.z * viewport_z_enable.y;\n"
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// w?
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" } else {\n"
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" pos.xy = pos.xy / float2(window.z / 2.0, -window.w / 2.0) + float2(-1.0, 1.0);\n"
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" pos.zw = float2(0.0, 1.0);\n"
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" }\n"
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" pos.xy += window.xy;\n"
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" return pos;\n"
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"}\n");
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// Add vertex shader input.
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output->append(
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"struct VS_INPUT {\n");
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@ -472,6 +494,7 @@ const char* D3D11VertexShader::Translate(xe_gpu_program_cntl_t* program_cntl) {
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// main footer.
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output->append(
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" o.oPos = applyViewport(o.oPos);\n"
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" return o;\n"
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"};\n");
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