Reuse the constant buffers of the shader executable.

TRAC #22327 Signed-off-by: Daniel Koch Signed-off-by: Geoff Lang Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1767 736b8ea6-26fd-11df-bfd4-992fa37f6226
parent 358e88d7
......@@ -1045,37 +1045,32 @@ void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, const gl::UniformArray *uniformArray)
{
D3D11_BUFFER_DESC constantBufferDescriptionVS = {0};
constantBufferDescriptionVS.ByteWidth = D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * sizeof(float[4]);
constantBufferDescriptionVS.Usage = D3D11_USAGE_DYNAMIC;
constantBufferDescriptionVS.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
constantBufferDescriptionVS.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
constantBufferDescriptionVS.MiscFlags = 0;
constantBufferDescriptionVS.StructureByteStride = 0;
ID3D11Buffer *constantBufferVS = NULL;
HRESULT result = mDevice->CreateBuffer(&constantBufferDescriptionVS, NULL, &constantBufferVS);
ASSERT(SUCCEEDED(result));
ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
D3D11_BUFFER_DESC constantBufferDescriptionPS = {0};
constantBufferDescriptionPS.ByteWidth = D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * sizeof(float[4]);
constantBufferDescriptionPS.Usage = D3D11_USAGE_DYNAMIC;
constantBufferDescriptionPS.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
constantBufferDescriptionPS.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
constantBufferDescriptionPS.MiscFlags = 0;
constantBufferDescriptionPS.StructureByteStride = 0;
unsigned int totalRegisterCountVS = 0;
unsigned int totalRegisterCountPS = 0;
ID3D11Buffer *constantBufferPS = NULL;
result = mDevice->CreateBuffer(&constantBufferDescriptionPS, NULL, &constantBufferPS);
ASSERT(SUCCEEDED(result));
for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
{
const gl::Uniform *uniform = *uniform_iterator;
D3D11_MAPPED_SUBRESOURCE mapVS = {0};
result = mDeviceContext->Map(constantBufferVS, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapVS);
ASSERT(SUCCEEDED(result));
if (uniform->vsRegisterIndex >= 0)
{
totalRegisterCountVS += uniform->registerCount;
}
D3D11_MAPPED_SUBRESOURCE mapPS = {0};
result = mDeviceContext->Map(constantBufferPS, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapPS);
ASSERT(SUCCEEDED(result));
if (uniform->psRegisterIndex >= 0)
{
totalRegisterCountPS += uniform->registerCount;
}
}
ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
void *mapVS = new float[4 * totalRegisterCountVS];
void *mapPS = new float[4 * totalRegisterCountPS];
for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
{
......@@ -1095,7 +1090,7 @@ void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, const gl::Unifo
case GL_FLOAT_MAT4:
if (uniform->vsRegisterIndex >= 0)
{
GLfloat (*c)[4] = (GLfloat(*)[4])mapVS.pData;
GLfloat (*c)[4] = (GLfloat(*)[4])mapVS;
float (*f)[4] = (float(*)[4])uniform->data;
for (unsigned int i = 0; i < uniform->registerCount; i++)
......@@ -1108,7 +1103,7 @@ void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, const gl::Unifo
}
if (uniform->psRegisterIndex >= 0)
{
GLfloat (*c)[4] = (GLfloat(*)[4])mapPS.pData;
GLfloat (*c)[4] = (GLfloat(*)[4])mapPS;
float (*f)[4] = (float(*)[4])uniform->data;
for (unsigned int i = 0; i < uniform->registerCount; i++)
......@@ -1126,7 +1121,7 @@ void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, const gl::Unifo
case GL_INT_VEC4:
if (uniform->vsRegisterIndex >= 0)
{
int (*c)[4] = (int(*)[4])mapVS.pData;
int (*c)[4] = (int(*)[4])mapVS;
GLint *x = (GLint*)uniform->data;
int count = gl::VariableColumnCount(uniform->type);
......@@ -1140,7 +1135,7 @@ void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, const gl::Unifo
}
if (uniform->psRegisterIndex >= 0)
{
int (*c)[4] = (int(*)[4])mapPS.pData;
int (*c)[4] = (int(*)[4])mapPS;
GLint *x = (GLint*)uniform->data;
int count = gl::VariableColumnCount(uniform->type);
......@@ -1159,7 +1154,7 @@ void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, const gl::Unifo
case GL_BOOL_VEC4:
if (uniform->vsRegisterIndex >= 0)
{
int (*c)[4] = (int(*)[4])mapVS.pData;
int (*c)[4] = (int(*)[4])mapVS;
GLboolean *b = (GLboolean*)uniform->data;
int count = gl::VariableColumnCount(uniform->type);
......@@ -1173,7 +1168,7 @@ void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, const gl::Unifo
}
if (uniform->psRegisterIndex >= 0)
{
int (*c)[4] = (int(*)[4])mapPS.pData;
int (*c)[4] = (int(*)[4])mapPS;
GLboolean *b = (GLboolean*)uniform->data;
int count = gl::VariableColumnCount(uniform->type);
......@@ -1191,13 +1186,21 @@ void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, const gl::Unifo
}
}
mDeviceContext->Unmap(constantBufferVS, 0);
mDeviceContext->VSSetConstantBuffers(0, 1, &constantBufferVS);
constantBufferVS->Release();
if (vertexConstantBuffer)
{
mDeviceContext->UpdateSubresource(vertexConstantBuffer, 0, NULL, mapVS, 0, 0);
}
if (pixelConstantBuffer)
{
mDeviceContext->UpdateSubresource(pixelConstantBuffer, 0, NULL, mapPS, 0, 0);
}
mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
mDeviceContext->Unmap(constantBufferPS, 0);
mDeviceContext->PSSetConstantBuffers(0, 1, &constantBufferPS);
constantBufferPS->Release();
delete[] mapVS;
delete[] mapPS;
// Driver uniforms
if (!mDriverConstantBufferVS)
......@@ -1210,7 +1213,7 @@ void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, const gl::Unifo
constantBufferDescription.MiscFlags = 0;
constantBufferDescription.StructureByteStride = 0;
result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
ASSERT(SUCCEEDED(result));
mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
......@@ -1226,7 +1229,7 @@ void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, const gl::Unifo
constantBufferDescription.MiscFlags = 0;
constantBufferDescription.StructureByteStride = 0;
result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
ASSERT(SUCCEEDED(result));
mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
......
......@@ -65,8 +65,22 @@ ID3D11PixelShader *ShaderExecutable11::getPixelShader() const
return mPixelExecutable;
}
ID3D11Buffer *ShaderExecutable11::getConstantBuffer()
ID3D11Buffer *ShaderExecutable11::getConstantBuffer(ID3D11Device *device, unsigned int registerCount)
{
if (!mConstantBuffer && registerCount > 0)
{
D3D11_BUFFER_DESC constantBufferDescription = {0};
constantBufferDescription.ByteWidth = registerCount * sizeof(float[4]);
constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
constantBufferDescription.CPUAccessFlags = 0;
constantBufferDescription.MiscFlags = 0;
constantBufferDescription.StructureByteStride = 0;
HRESULT result = device->CreateBuffer(&constantBufferDescription, NULL, &mConstantBuffer);
ASSERT(SUCCEEDED(result));
}
return mConstantBuffer;
}
......
......@@ -30,7 +30,7 @@ class ShaderExecutable11 : public ShaderExecutable
ID3D11PixelShader *getPixelShader() const;
ID3D11VertexShader *getVertexShader() const;
ID3D11Buffer *getConstantBuffer();
ID3D11Buffer *getConstantBuffer(ID3D11Device *device, unsigned int registerCount);
private:
DISALLOW_COPY_AND_ASSIGN(ShaderExecutable11);
......
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