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More D3D11
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@ -68,7 +68,17 @@ private:
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ID3D11DeviceContext *context_;
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D3D11Pipeline *curPipeline_;
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DeviceCaps caps_;
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D3D11BlendState *curBlend_ = nullptr;
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D3D11DepthStencilState *curDepth_ = nullptr;
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D3D11RasterState *curRaster_ = nullptr;
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ID3D11InputLayout *curInputLayout_ = nullptr;
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// Dynamic state
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float blendFactor_[4];
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bool blendFactorDirty_ = false;
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uint8_t stencilRef_;
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bool stencilRefDirty_;
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};
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@ -113,13 +123,33 @@ static const D3D11_COMPARISON_FUNC compareToD3D11[] = {
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D3D11_COMPARISON_ALWAYS
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};
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static const D3D11_STENCIL_OP stencilOpToD3D11[] = {
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D3D11_STENCIL_OP_KEEP,
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D3D11_STENCIL_OP_ZERO,
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D3D11_STENCIL_OP_REPLACE,
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D3D11_STENCIL_OP_INCR_SAT,
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D3D11_STENCIL_OP_DECR_SAT,
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D3D11_STENCIL_OP_INVERT,
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D3D11_STENCIL_OP_INCR,
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D3D11_STENCIL_OP_DECR,
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};
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inline void CopyStencilSide(D3D11_DEPTH_STENCILOP_DESC &side, const StencilSide &input) {
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side.StencilFunc = compareToD3D11[(int)input.compareOp];
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side.StencilDepthFailOp = stencilOpToD3D11[(int)input.depthFailOp];
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side.StencilFailOp = stencilOpToD3D11[(int)input.failOp];
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side.StencilPassOp = stencilOpToD3D11[(int)input.passOp];
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}
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DepthStencilState *D3D11DrawContext::CreateDepthStencilState(const DepthStencilStateDesc &desc) {
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D3D11DepthStencilState *ds = new D3D11DepthStencilState();
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D3D11_DEPTH_STENCIL_DESC d3ddesc{};
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d3ddesc.DepthEnable = desc.depthTestEnabled;
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d3ddesc.DepthWriteMask = desc.depthWriteEnabled ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
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d3ddesc.DepthFunc = compareToD3D11[(int)desc.depthCompare];
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// ...
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d3ddesc.StencilEnable = desc.stencilEnabled;
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CopyStencilSide(d3ddesc.FrontFace, desc.front);
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CopyStencilSide(d3ddesc.BackFace, desc.back);
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if (SUCCEEDED(device_->CreateDepthStencilState(&d3ddesc, &ds->dss)))
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return ds;
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delete ds;
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@ -273,6 +303,17 @@ public:
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D3D11RasterState *raster;
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};
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class D3D11ShaderModule {
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public:
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std::vector<uint8_t> byteCode_;
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};
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ShaderModule *CreateShaderModule(ShaderStage stage, ShaderLanguage language, const uint8_t *data, size_t dataSize) {
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// ...
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return nullptr;
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}
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Pipeline *D3D11DrawContext::CreateGraphicsPipeline(const PipelineDesc &desc) {
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D3D11Pipeline *dPipeline = new D3D11Pipeline();
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dPipeline->blend = (D3D11BlendState *)desc.blend;
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@ -283,11 +324,24 @@ Pipeline *D3D11DrawContext::CreateGraphicsPipeline(const PipelineDesc &desc) {
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dPipeline->depth->AddRef();
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dPipeline->input->AddRef();
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dPipeline->raster->AddRef();
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// Can finally create the input layout
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std::vector<D3D11ShaderModule *> shaders;
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D3D11ShaderModule *vshader = nullptr;
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for (auto iter : desc.shaders) {
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shaders.push_back((D3D11ShaderModule *)iter);
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if (iter->GetStage() == ShaderStage::VERTEX)
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vshader = (D3D11ShaderModule *)iter;
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}
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if (!vshader) {
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// No vertex shader - no graphics
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dPipeline->Release();
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return nullptr;
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}
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// Can finally create the input layout
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auto &inputDesc = dPipeline->input->desc;
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std::vector<D3D11_INPUT_ELEMENT_DESC> elements;
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device_->CreateInputLayout(elements.data(), elements.size(), shaderBytecode, shaderBytecodeSize, &dPipeline->il);
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device_->CreateInputLayout(elements.data(), elements.size(), vshader->byteCode_.data(), vshader->byteCode_.size(), &dPipeline->il);
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return dPipeline;
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}
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@ -297,19 +351,36 @@ void D3D11DrawContext::BindPipeline(Pipeline *pipeline) {
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}
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void D3D11DrawContext::ApplyCurrentState() {
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if (curBlend_ != curPipeline_->blend || blendFactorDirty_) {
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context_->OMSetBlendState(curPipeline_->blend->bs, blendFactor_, 0);
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curBlend_ = curPipeline_->blend;
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blendFactorDirty_ = false;
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}
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if (curDepth_ != curPipeline_->depth || stencilRefDirty_) {
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context_->OMSetDepthStencilState(curPipeline_->depth->dss, stencilRef_);
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curDepth_ = curPipeline_->depth;
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stencilRefDirty_ = false;
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}
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if (curRaster_ != curPipeline_->raster) {
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context_->RSSetState(curPipeline_->raster->rs);
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curRaster_ = curPipeline_->raster;
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}
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if (curInputLayout_ != curPipeline_->il) {
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context_->IASetInputLayout(curPipeline_->il);
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curInputLayout_ = curPipeline_->il;
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}
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}
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void D3D11DrawContext::Draw(Buffer *vdata, int vertexCount, int offset) {
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ApplyCurrentState();
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}
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void D3D11DrawContext::DrawIndexed(Buffer *vdata, Buffer *idata, int vertexCount, int offset) {
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ApplyCurrentState();
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}
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void D3D11DrawContext::DrawUP(const void *vdata, int vertexCount) {
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ApplyCurrentState();
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}
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#endif
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