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

@@ -914,7 +914,7 @@ namespace bgfx
PredefinedUniform& predefined = program.m_predefined[0];
uint8_t flags = predefined.m_type;
setShaderConstantF(flags, predefined.m_loc, proj, 4);
setShaderUniform(flags, predefined.m_loc, proj, 4);
m_textures[_blitter.m_texture.idx].commit(0);
}
@@ -1047,18 +1047,28 @@ namespace bgfx
m_rtMsaa = _msaa;
}
void setShaderConstantF(uint8_t _flags, uint16_t _regIndex, const float* _val, uint16_t _numRegs)
void setShaderUniform(uint8_t _flags, uint16_t _regIndex, const void* _val, uint16_t _numRegs)
{
if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
{
DX_CHECK(m_device->SetPixelShaderConstantF(_regIndex, _val, _numRegs) );
DX_CHECK(m_device->SetPixelShaderConstantF(_regIndex, (const float*)_val, _numRegs) );
}
else
{
DX_CHECK(m_device->SetVertexShaderConstantF(_regIndex, _val, _numRegs) );
DX_CHECK(m_device->SetVertexShaderConstantF(_regIndex, (const float*)_val, _numRegs) );
}
}
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 reset()
{
preReset();
@@ -2812,25 +2822,13 @@ namespace bgfx
currentState.m_flags = BGFX_STATE_NONE;
currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
Matrix4 viewProj[BGFX_CONFIG_MAX_VIEWS];
for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
{
bx::float4x4_mul(&viewProj[ii].un.f4x4, &_render->m_view[ii].un.f4x4, &_render->m_proj[0][ii].un.f4x4);
}
Matrix4 invView;
Matrix4 invProj;
Matrix4 invViewProj;
uint8_t invViewCached = 0xff;
uint8_t invProjCached = 0xff;
uint8_t invViewProjCached = 0xff;
ViewState viewState(_render, false);
DX_CHECK(device->SetRenderState(D3DRS_FILLMODE, _render->m_debug&BGFX_DEBUG_WIREFRAME ? D3DFILL_WIREFRAME : D3DFILL_SOLID) );
uint16_t programIdx = invalidHandle;
SortKey key;
uint8_t view = 0xff;
FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
float alphaRef = 0.0f;
uint32_t blendFactor = 0;
const uint64_t pt = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
@@ -2891,16 +2889,16 @@ namespace bgfx
setFrameBuffer(fbh);
}
const Rect& rect = _render->m_rect[view];
viewState.m_rect = _render->m_rect[view];
const Rect& scissorRect = _render->m_scissor[view];
viewHasScissor = !scissorRect.isZero();
viewScissorRect = viewHasScissor ? scissorRect : rect;
viewHasScissor = !scissorRect.isZero();
viewScissorRect = viewHasScissor ? scissorRect : viewState.m_rect;
D3DVIEWPORT9 vp;
vp.X = rect.m_x;
vp.Y = rect.m_y;
vp.Width = rect.m_width;
vp.Height = rect.m_height;
vp.X = viewState.m_rect.m_x;
vp.Y = viewState.m_rect.m_y;
vp.Width = viewState.m_rect.m_width;
vp.Height = viewState.m_rect.m_height;
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
DX_CHECK(device->SetViewport(&vp) );
@@ -2909,7 +2907,7 @@ 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.
}
@@ -2932,9 +2930,9 @@ namespace bgfx
if (viewHasScissor)
{
RECT rc;
rc.left = viewScissorRect.m_x;
rc.top = viewScissorRect.m_y;
rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
rc.left = viewScissorRect.m_x;
rc.top = viewScissorRect.m_y;
rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
DX_CHECK(device->SetScissorRect(&rc) );
}
@@ -2945,9 +2943,9 @@ namespace bgfx
scissorRect.intersect(viewScissorRect, _render->m_rectCache.m_cache[scissor]);
DX_CHECK(device->SetRenderState(D3DRS_SCISSORTESTENABLE, true) );
RECT rc;
rc.left = scissorRect.m_x;
rc.top = scissorRect.m_y;
rc.right = scissorRect.m_x + scissorRect.m_width;
rc.left = scissorRect.m_x;
rc.top = scissorRect.m_y;
rc.right = scissorRect.m_x + scissorRect.m_width;
rc.bottom = scissorRect.m_y + scissorRect.m_height;
DX_CHECK(device->SetScissorRect(&rc) );
}
@@ -3047,7 +3045,7 @@ 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;
}
if ( (BGFX_STATE_PT_POINTS|BGFX_STATE_POINT_SIZE_MASK) & changedFlags)
@@ -3164,124 +3162,7 @@ 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 rect[4];
rect[0] = _render->m_rect[view].m_x;
rect[1] = _render->m_rect[view].m_y;
rect[2] = _render->m_rect[view].m_width;
rect[3] = _render->m_rect[view].m_height;
setShaderConstantF(flags, predefined.m_loc, &rect[0], 1);
}
break;
case PredefinedUniform::ViewTexel:
{
float rect[4];
rect[0] = 1.0f/float(_render->m_rect[view].m_width);
rect[1] = 1.0f/float(_render->m_rect[view].m_height);
setShaderConstantF(flags, predefined.m_loc, &rect[0], 1);
}
break;
case PredefinedUniform::View:
{
setShaderConstantF(flags, predefined.m_loc, _render->m_view[view].un.val, bx::uint32_min(4, predefined.m_count) );
}
break;
case PredefinedUniform::InvView:
{
if (view != invViewCached)
{
invViewCached = view;
bx::float4x4_inverse(&invView.un.f4x4, &_render->m_view[view].un.f4x4);
}
setShaderConstantF(flags, predefined.m_loc, invView.un.val, bx::uint32_min(4, predefined.m_count) );
}
break;
case PredefinedUniform::Proj:
{
setShaderConstantF(flags, predefined.m_loc, _render->m_proj[0][view].un.val, bx::uint32_min(4, predefined.m_count) );
}
break;
case PredefinedUniform::InvProj:
{
if (view != invProjCached)
{
invProjCached = view;
bx::float4x4_inverse(&invProj.un.f4x4, &_render->m_proj[0][view].un.f4x4);
}
setShaderConstantF(flags, predefined.m_loc, invProj.un.val, bx::uint32_min(4, predefined.m_count) );
}
break;
case PredefinedUniform::ViewProj:
{
setShaderConstantF(flags, predefined.m_loc, viewProj[view].un.val, bx::uint32_min(4, predefined.m_count) );
}
break;
case PredefinedUniform::InvViewProj:
{
if (view != invViewProjCached)
{
invViewProjCached = view;
bx::float4x4_inverse(&invViewProj.un.f4x4, &viewProj[view].un.f4x4);
}
setShaderConstantF(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];
setShaderConstantF(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, &_render->m_view[view].un.f4x4);
setShaderConstantF(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, &viewProj[view].un.f4x4);
setShaderConstantF(flags, predefined.m_loc, modelViewProj.un.val, bx::uint32_min(4, predefined.m_count) );
}
break;
case PredefinedUniform::AlphaRef:
{
setShaderConstantF(flags, predefined.m_loc, &alphaRef, 1);
}
break;
default:
BX_CHECK(false, "predefined %d not handled", predefined.m_type);
break;
}
}
viewState.setPredefined<4>(this, view, 0, program, _render, draw);
}
{