Predefined uniforms refactoring.

This commit is contained in:
Branimir Karadžić
2014-12-27 19:00:41 -08:00
parent 0a594cdb91
commit 6e73d4ea34
9 changed files with 366 additions and 562 deletions

View File

@@ -1056,7 +1056,7 @@ namespace bgfx
PredefinedUniform& predefined = program.m_predefined[0];
uint8_t flags = predefined.m_type;
setShaderConstant(flags, predefined.m_loc, proj, 4);
setShaderUniform(flags, predefined.m_loc, proj, 4);
commitShaderConstants();
m_textures[_blitter.m_texture.idx].commit(0);
@@ -1285,7 +1285,7 @@ namespace bgfx
}
}
void setShaderConstant(uint8_t _flags, uint16_t _regIndex, const void* _val, uint16_t _numRegs)
void setShaderUniform(uint8_t _flags, uint16_t _regIndex, const void* _val, uint16_t _numRegs)
{
if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
{
@@ -1299,6 +1299,16 @@ namespace bgfx
}
}
void setShaderUniform4f(uint8_t _flags, uint16_t _regIndex, const void* _val, uint16_t _numRegs)
{
setShaderUniform(_flags, _regIndex, _val, _numRegs);
}
void setShaderUniform4x4f(uint8_t _flags, uint16_t _regIndex, const void* _val, uint16_t _numRegs)
{
setShaderUniform(_flags, _regIndex, _val, _numRegs);
}
void commitShaderConstants()
{
if (0 < m_vsChanges)
@@ -1951,7 +1961,7 @@ namespace bgfx
case UniformType::_uniform: \
case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
{ \
setShaderConstant(type, loc, data, num); \
setShaderUniform(type, loc, data, num); \
} \
break;
@@ -1976,7 +1986,7 @@ namespace bgfx
mtx.un.val[ 9] = value[7];
mtx.un.val[10] = value[8];
mtx.un.val[11] = 0.0f;
setShaderConstant(type, loc, &mtx.un.val[0], 3);
setShaderUniform(type, loc, &mtx.un.val[0], 3);
}
}
break;
@@ -2997,10 +3007,6 @@ namespace bgfx
currentState.m_flags = BGFX_STATE_NONE;
currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
Matrix4 mtxViewTmp[2][BGFX_CONFIG_MAX_VIEWS];
Matrix4* mtxView[2] = { _render->m_view, mtxViewTmp[1] };
Matrix4 mtxViewProj[2][BGFX_CONFIG_MAX_VIEWS];
const bool hmdEnabled = m_ovr.isEnabled() || m_ovr.isDebug();
_render->m_hmdEnabled = hmdEnabled;
@@ -3008,52 +3014,9 @@ namespace bgfx
{
HMD& hmd = _render->m_hmd;
m_ovr.getEyePose(hmd);
mtxView[0] = mtxViewTmp[0];
Matrix4 viewAdjust;
bx::mtxIdentity(viewAdjust.un.val);
for (uint32_t eye = 0; eye < 2; ++eye)
{
const HMD::Eye& hmdEye = hmd.eye[eye];
viewAdjust.un.val[12] = hmdEye.viewOffset[0];
viewAdjust.un.val[13] = hmdEye.viewOffset[1];
viewAdjust.un.val[14] = hmdEye.viewOffset[2];
for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
{
if (BGFX_VIEW_STEREO == (_render->m_viewFlags[ii] & BGFX_VIEW_STEREO) )
{
bx::float4x4_mul(&mtxView[eye][ii].un.f4x4
, &_render->m_view[ii].un.f4x4
, &viewAdjust.un.f4x4
);
}
else
{
memcpy(&mtxView[0][ii].un.f4x4, &_render->m_view[ii].un.f4x4, sizeof(Matrix4) );
}
}
}
}
for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
{
for (uint32_t eye = 0; eye < uint32_t(hmdEnabled)+1; ++eye)
{
bx::float4x4_mul(&mtxViewProj[eye][ii].un.f4x4
, &mtxView[eye][ii].un.f4x4
, &_render->m_proj[eye][ii].un.f4x4
);
}
}
Matrix4 invView;
Matrix4 invProj;
Matrix4 invViewProj;
uint16_t invViewCached = UINT16_MAX;
uint16_t invProjCached = UINT16_MAX;
uint16_t invViewProjCached = UINT16_MAX;
ViewState viewState(_render, hmdEnabled);
bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
bool scissorEnabled = false;
@@ -3063,7 +3026,6 @@ namespace bgfx
SortKey key;
uint8_t view = 0xff;
FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
float alphaRef = 0.0f;
const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
uint8_t primIndex = uint8_t(primType>>BGFX_STATE_PT_SHIFT);
@@ -3085,7 +3047,7 @@ namespace bgfx
bool viewRestart = false;
uint8_t eye = 0;
uint8_t restartState = 0;
Rect rect = _render->m_rect[0];
viewState.m_rect = _render->m_rect[0];
int32_t numItems = _render->m_num;
for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
@@ -3139,15 +3101,15 @@ namespace bgfx
PIX_ENDEVENT();
rect = _render->m_rect[view];
viewState.m_rect = _render->m_rect[view];
if (viewRestart)
{
wchar_t* viewNameW = s_viewNameW[view];
viewNameW[3] = eye ? L'R' : L'L';
PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
rect.m_x = eye * (rect.m_width+1)/2;
rect.m_width /= 2;
viewState.m_rect.m_x = eye * (viewState.m_rect.m_width+1)/2;
viewState.m_rect.m_width /= 2;
}
else
{
@@ -3158,13 +3120,13 @@ namespace bgfx
const Rect& scissorRect = _render->m_scissor[view];
viewHasScissor = !scissorRect.isZero();
viewScissorRect = viewHasScissor ? scissorRect : rect;
viewScissorRect = viewHasScissor ? scissorRect : viewState.m_rect;
D3D11_VIEWPORT vp;
vp.TopLeftX = rect.m_x;
vp.TopLeftY = rect.m_y;
vp.Width = rect.m_width;
vp.Height = rect.m_height;
vp.TopLeftX = viewState.m_rect.m_x;
vp.TopLeftY = viewState.m_rect.m_y;
vp.Width = viewState.m_rect.m_width;
vp.Height = viewState.m_rect.m_height;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
deviceCtx->RSSetViewports(1, &vp);
@@ -3172,7 +3134,7 @@ namespace bgfx
if (BGFX_CLEAR_NONE != clear.m_flags)
{
clearQuad(_clearQuad, rect, clear, _render->m_clearColor);
clearQuad(_clearQuad, viewState.m_rect, clear, _render->m_clearColor);
prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update after clear quad.
}
}
@@ -3226,6 +3188,8 @@ namespace bgfx
}
}
viewState.setPredefined<4>(this, view, eye, program, _render, compute);
if (constantsChanged
|| program.m_numPredefined > 0)
{
@@ -3392,7 +3356,7 @@ namespace bgfx
if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
{
uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
alphaRef = ref/255.0f;
viewState.m_alphaRef = ref/255.0f;
}
const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
@@ -3463,131 +3427,7 @@ namespace bgfx
}
}
for (uint32_t ii = 0, num = program.m_numPredefined; ii < num; ++ii)
{
PredefinedUniform& predefined = program.m_predefined[ii];
uint8_t flags = predefined.m_type&BGFX_UNIFORM_FRAGMENTBIT;
switch (predefined.m_type&(~BGFX_UNIFORM_FRAGMENTBIT) )
{
case PredefinedUniform::ViewRect:
{
float frect[4];
frect[0] = rect.m_x;
frect[1] = rect.m_y;
frect[2] = rect.m_width;
frect[3] = rect.m_height;
setShaderConstant(flags, predefined.m_loc, &frect[0], 1);
}
break;
case PredefinedUniform::ViewTexel:
{
float frect[4];
frect[0] = 1.0f/float(rect.m_width);
frect[1] = 1.0f/float(rect.m_height);
setShaderConstant(flags, predefined.m_loc, &frect[0], 1);
}
break;
case PredefinedUniform::View:
{
setShaderConstant(flags
, predefined.m_loc
, mtxView[eye][view].un.val
, bx::uint32_min(4, predefined.m_count)
);
}
break;
case PredefinedUniform::InvView:
{
uint16_t viewEye = (view << 1) | eye;
if (viewEye != invViewCached)
{
invViewCached = viewEye;
bx::float4x4_inverse(&invView.un.f4x4, &mtxView[eye][view].un.f4x4);
}
setShaderConstant(flags, predefined.m_loc, invView.un.val, bx::uint32_min(4, predefined.m_count) );
}
break;
case PredefinedUniform::Proj:
{
setShaderConstant(flags, predefined.m_loc, _render->m_proj[eye][view].un.val, bx::uint32_min(4, predefined.m_count) );
}
break;
case PredefinedUniform::InvProj:
{
uint16_t viewEye = (view << 1) | eye;
if (viewEye != invProjCached)
{
invProjCached = viewEye;
bx::float4x4_inverse(&invProj.un.f4x4, &_render->m_proj[eye][view].un.f4x4);
}
setShaderConstant(flags, predefined.m_loc, invProj.un.val, bx::uint32_min(4, predefined.m_count) );
}
break;
case PredefinedUniform::ViewProj:
{
setShaderConstant(flags, predefined.m_loc, mtxViewProj[eye][view].un.val, bx::uint32_min(4, predefined.m_count) );
}
break;
case PredefinedUniform::InvViewProj:
{
uint16_t viewEye = (view << 1) | eye;
if (viewEye != invViewProjCached)
{
invViewProjCached = viewEye;
bx::float4x4_inverse(&invViewProj.un.f4x4, &mtxViewProj[eye][view].un.f4x4);
}
setShaderConstant(flags, predefined.m_loc, invViewProj.un.val, bx::uint32_min(4, predefined.m_count) );
}
break;
case PredefinedUniform::Model:
{
const Matrix4& model = _render->m_matrixCache.m_cache[draw.m_matrix];
setShaderConstant(flags, predefined.m_loc, model.un.val, bx::uint32_min(draw.m_num*4, predefined.m_count) );
}
break;
case PredefinedUniform::ModelView:
{
Matrix4 modelView;
const Matrix4& model = _render->m_matrixCache.m_cache[draw.m_matrix];
bx::float4x4_mul(&modelView.un.f4x4, &model.un.f4x4, &mtxView[eye][view].un.f4x4);
setShaderConstant(flags, predefined.m_loc, modelView.un.val, bx::uint32_min(4, predefined.m_count) );
}
break;
case PredefinedUniform::ModelViewProj:
{
Matrix4 modelViewProj;
const Matrix4& model = _render->m_matrixCache.m_cache[draw.m_matrix];
bx::float4x4_mul(&modelViewProj.un.f4x4, &model.un.f4x4, &mtxViewProj[eye][view].un.f4x4);
setShaderConstant(flags, predefined.m_loc, modelViewProj.un.val, bx::uint32_min(4, predefined.m_count) );
}
break;
case PredefinedUniform::AlphaRef:
{
setShaderConstant(flags, predefined.m_loc, &alphaRef, 1);
}
break;
default:
BX_CHECK(false, "predefined %d not handled", predefined.m_type);
break;
}
}
viewState.setPredefined<4>(this, view, eye, program, _render, draw);
if (constantsChanged
|| program.m_numPredefined > 0)