Added tristrip support.

This commit is contained in:
Branimir Karadžić
2014-04-26 23:48:41 -07:00
parent e295cdda4d
commit 7bc62b1d07
7 changed files with 351 additions and 157 deletions

View File

@@ -12,11 +12,28 @@ namespace bgfx
{
static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][256];
static const D3D11_PRIMITIVE_TOPOLOGY s_primType[] =
struct PrimInfo
{
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
D3D11_PRIMITIVE_TOPOLOGY_LINELIST,
D3D11_PRIMITIVE_TOPOLOGY_POINTLIST,
D3D11_PRIMITIVE_TOPOLOGY m_type;
uint32_t m_min;
uint32_t m_div;
uint32_t m_sub;
};
static const PrimInfo s_primInfo[] =
{
{ D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, 3, 3, 0 },
{ D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, 3, 1, 2 },
{ D3D11_PRIMITIVE_TOPOLOGY_LINELIST, 2, 2, 0 },
{ D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, 1, 1, 0 },
};
static const char* s_primName[] =
{
"TriList",
"TriStrip",
"Line",
"Point",
};
static const uint32_t s_checkMsaa[] =
@@ -498,6 +515,31 @@ namespace bgfx
);
BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
{
ID3D11InfoQueue* infoQueue;
hr = m_device->QueryInterface(__uuidof(ID3D11InfoQueue), (void**)&infoQueue);
BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 device.");
infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, false);
D3D11_INFO_QUEUE_FILTER filter;
memset(&filter, 0, sizeof(filter) );
D3D11_MESSAGE_CATEGORY categies[] =
{
D3D11_MESSAGE_CATEGORY_STATE_SETTING,
D3D11_MESSAGE_CATEGORY_EXECUTION,
};
filter.DenyList.NumCategories = BX_COUNTOF(categies);
filter.DenyList.pCategoryList = categies;
infoQueue->PushStorageFilter(&filter);
DX_RELEASE(infoQueue, 3);
}
UniformHandle handle = BGFX_INVALID_HANDLE;
for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
{
@@ -1423,7 +1465,7 @@ namespace bgfx
data = (const char*)s_renderCtx->m_uniforms[handle.idx];
}
#define CASE_IMPLEMENT_UNIFORM(_uniform, _glsuffix, _dxsuffix, _type) \
#define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
case UniformType::_uniform: \
case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
{ \
@@ -1431,17 +1473,40 @@ namespace bgfx
} \
break;
switch ((int32_t)type)
switch ( (int32_t)type)
{
CASE_IMPLEMENT_UNIFORM(Uniform1i, 1iv, I, int);
CASE_IMPLEMENT_UNIFORM(Uniform1f, 1fv, F, float);
CASE_IMPLEMENT_UNIFORM(Uniform1iv, 1iv, I, int);
CASE_IMPLEMENT_UNIFORM(Uniform1fv, 1fv, F, float);
CASE_IMPLEMENT_UNIFORM(Uniform2fv, 2fv, F, float);
CASE_IMPLEMENT_UNIFORM(Uniform3fv, 3fv, F, float);
CASE_IMPLEMENT_UNIFORM(Uniform4fv, 4fv, F, float);
CASE_IMPLEMENT_UNIFORM(Uniform3x3fv, Matrix3fv, F, float);
CASE_IMPLEMENT_UNIFORM(Uniform4x4fv, Matrix4fv, F, float);
case UniformType::Uniform3x3fv:
case UniformType::Uniform3x3fv|BGFX_UNIFORM_FRAGMENTBIT: \
{
float* value = (float*)data;
for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
{
Matrix4 mtx;
mtx.un.val[ 0] = value[0];
mtx.un.val[ 1] = value[1];
mtx.un.val[ 2] = value[2];
mtx.un.val[ 3] = 0.0f;
mtx.un.val[ 4] = value[3];
mtx.un.val[ 5] = value[4];
mtx.un.val[ 6] = value[5];
mtx.un.val[ 7] = 0.0f;
mtx.un.val[ 8] = value[6];
mtx.un.val[ 9] = value[7];
mtx.un.val[10] = value[8];
mtx.un.val[11] = 0.0f;
s_renderCtx->setShaderConstant(type, loc, &mtx.un.val[0], 3);
}
}
break;
CASE_IMPLEMENT_UNIFORM(Uniform1i, I, int);
CASE_IMPLEMENT_UNIFORM(Uniform1f, F, float);
CASE_IMPLEMENT_UNIFORM(Uniform1iv, I, int);
CASE_IMPLEMENT_UNIFORM(Uniform1fv, F, float);
CASE_IMPLEMENT_UNIFORM(Uniform2fv, F, float);
CASE_IMPLEMENT_UNIFORM(Uniform3fv, F, float);
CASE_IMPLEMENT_UNIFORM(Uniform4fv, F, float);
CASE_IMPLEMENT_UNIFORM(Uniform4x4fv, F, float);
case UniformType::End:
break;
@@ -2340,17 +2405,20 @@ namespace bgfx
uint8_t view = 0xff;
FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
float alphaRef = 0.0f;
D3D11_PRIMITIVE_TOPOLOGY primType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
deviceCtx->IASetPrimitiveTopology(primType);
uint32_t primNumVerts = 3;
const uint64_t pt = m_render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
uint8_t primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
PrimInfo prim = s_primInfo[primIndex];
deviceCtx->IASetPrimitiveTopology(prim.m_type);
bool viewHasScissor = false;
Rect viewScissorRect;
viewScissorRect.clear();
uint32_t statsNumPrimsSubmitted = 0;
uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
uint32_t statsNumIndices = 0;
uint32_t statsNumInstances = 0;
uint32_t statsNumPrimsRendered = 0;
if (0 == (m_render->m_debug&BGFX_DEBUG_IFH) )
{
@@ -2411,12 +2479,12 @@ namespace bgfx
s_renderCtx->setBlendState(newFlags);
s_renderCtx->setDepthStencilState(newFlags, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) );
uint8_t primIndex = uint8_t( (newFlags&BGFX_STATE_PT_MASK)>>BGFX_STATE_PT_SHIFT);
if (primType != s_primType[primIndex])
const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
if (prim.m_type != s_primInfo[primIndex].m_type)
{
primType = s_primType[primIndex];
primNumVerts = 3-primIndex;
deviceCtx->IASetPrimitiveTopology(primType);
prim = s_primInfo[primIndex];
deviceCtx->IASetPrimitiveTopology(prim.m_type);
}
}
@@ -2488,12 +2556,12 @@ namespace bgfx
alphaRef = ref/255.0f;
}
uint8_t primIndex = uint8_t( (newFlags&BGFX_STATE_PT_MASK)>>BGFX_STATE_PT_SHIFT);
if (primType != s_primType[primIndex])
const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
if (prim.m_type != s_primInfo[primIndex].m_type)
{
primType = s_primType[primIndex];
primNumVerts = 3-primIndex;
deviceCtx->IASetPrimitiveTopology(primType);
prim = s_primInfo[primIndex];
deviceCtx->IASetPrimitiveTopology(prim.m_type);
}
}
@@ -2768,7 +2836,7 @@ namespace bgfx
if (UINT32_MAX == state.m_numIndices)
{
numIndices = s_renderCtx->m_indexBuffers[state.m_indexBuffer.idx].m_size/2;
numPrimsSubmitted = numIndices/primNumVerts;
numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
numInstances = state.m_numInstances;
numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
@@ -2779,10 +2847,10 @@ namespace bgfx
, 0
);
}
else if (primNumVerts <= state.m_numIndices)
else if (prim.m_min <= state.m_numIndices)
{
numIndices = state.m_numIndices;
numPrimsSubmitted = numIndices/primNumVerts;
numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
numInstances = state.m_numInstances;
numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
@@ -2796,7 +2864,7 @@ namespace bgfx
}
else
{
numPrimsSubmitted = numVertices/primNumVerts;
numPrimsSubmitted = numVertices/prim.m_div - prim.m_sub;
numInstances = state.m_numInstances;
numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
@@ -2807,10 +2875,10 @@ namespace bgfx
);
}
statsNumPrimsSubmitted += numPrimsSubmitted;
statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
statsNumPrimsRendered[primIndex] += numPrimsRendered;
statsNumInstances[primIndex] += numInstances;
statsNumIndices += numIndices;
statsNumInstances += numInstances;
statsNumPrimsRendered += numPrimsRendered;
}
}
@@ -2882,18 +2950,23 @@ namespace bgfx
, m_render->m_num
, elapsedCpuMs
);
tvm.printf(10, pos++, 0x8e, " Prims: %7d (#inst: %5d), submitted: %7d"
, statsNumPrimsRendered
, statsNumInstances
, statsNumPrimsSubmitted
);
for (uint32_t ii = 0; ii < BX_COUNTOF(s_primInfo); ++ii)
{
tvm.printf(10, pos++, 0x8e, " %8s: %7d (#inst: %5d), submitted: %7d"
, s_primName[ii]
, statsNumPrimsRendered[ii]
, statsNumInstances[ii]
, statsNumPrimsSubmitted[ii]
);
}
double captureMs = double(captureElapsed)*toMs;
tvm.printf(10, pos++, 0x8e, " Capture: %3.4f [ms]", captureMs);
tvm.printf(10, pos++, 0x8e, " Indices: %7d", statsNumIndices);
tvm.printf(10, pos++, 0x8e, " DVB size: %7d", m_render->m_vboffset);
tvm.printf(10, pos++, 0x8e, " DIB size: %7d", m_render->m_iboffset);
double captureMs = double(captureElapsed)*toMs;
tvm.printf(10, pos++, 0x8e, " Capture: %3.4f [ms]", captureMs);
uint8_t attr[2] = { 0x89, 0x8a };
uint8_t attrIndex = m_render->m_waitSubmit < m_render->m_waitRender;