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//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
#ifndef D3D11_RENDERER_VARIABLE_MANAGER_H
#define D3D11_RENDERER_VARIABLE_MANAGER_H
#include <RendererConfig.h>
#if defined(RENDERER_ENABLE_DIRECT3D11)
#include <RendererMaterial.h>
#include "D3D11RendererMaterial.h"
#include "D3D11RendererTraits.h"
#include "D3D11RendererUtils.h"
#include "D3Dcompiler.h"
#include <set>
#include <string>
#include <limits>
// Enable to check that binding a shared variable by name actually
// finds the specified shared variable
#define RENDERER_ASSERT_SHARED_VARIABLE_EXISTS 0
namespace SampleRenderer
{
static const PxU32 NUM_SHADER_TYPES = D3DTypes::NUM_SHADER_TYPES + RendererMaterial::NUM_PASSES;
class D3D11RendererVariableManager
{
public:
enum SharedVariableSize
{
USE_DEFAULT = 0,
};
enum BindMode
{
BIND_MAP = 0,
BIND_SUBRESOURCE
};
public:
typedef std::set<std::string> StringSet;
D3D11RendererVariableManager(D3D11Renderer& renderer, StringSet& cbNames, BindMode bindMode = BIND_SUBRESOURCE);
virtual ~D3D11RendererVariableManager(void);
public:
void bind(const void* pResource, D3DType shaderType, RendererMaterial::Pass pass = RendererMaterial::NUM_PASSES) const;
void setSharedVariable(const char* sharedBufferName, const char* variableName, const void* data, UINT size = USE_DEFAULT, UINT offset = 0);
void loadVariables(D3D11RendererMaterial* pMaterial, ID3DBlob* pShader, D3DType shaderType, RendererMaterial::Pass pass = RendererMaterial::NUM_PASSES);
void loadSharedVariables(const void* pResource, ID3DBlob* pShader, D3DType shaderType, RendererMaterial::Pass pass = RendererMaterial::NUM_PASSES);
void unloadVariables(const void* pResource);
class D3D11ConstantBuffer;
class D3D11DataVariable;
class D3D11TextureVariable;
class D3D11SharedVariable;
typedef std::vector<D3D11ConstantBuffer*> ConstantBuffers;
typedef std::vector<ID3D11Buffer*> D3DBuffers;
typedef std::vector<D3D11SharedVariable*> Variables;
typedef std::vector<D3D11RendererMaterial::Variable*> MaterialVariables;
typedef D3D11StringKey StringKey;
typedef const void* ResourceKey;
typedef PxU32 ShaderTypeKey;
typedef std::pair<StringKey, StringKey> VariableKey;
typedef std::map<StringKey, D3D11ConstantBuffer*> NameBuffersMap;
typedef std::map<VariableKey, D3D11SharedVariable*> NameVariablesMap;
typedef std::map<ResourceKey, ConstantBuffers> ResourceBuffersMap;
typedef ConstantBuffers::const_iterator CBIterator;
private:
D3D11RendererVariableManager& operator=(const D3D11RendererVariableManager&)
{
return *this;
}
D3D11ConstantBuffer* loadBuffer(MaterialVariables& variables,
PxU32& variableBufferSize,
ShaderTypeKey typeKey,
ID3D11ShaderReflectionConstantBuffer* pReflectionBuffer,
const D3D11_SHADER_BUFFER_DESC& sbDesc,
const D3D11_BUFFER_DESC& cbDesc);
D3D11ConstantBuffer* loadSharedBuffer(ShaderTypeKey typeKey,
ID3D11ShaderReflectionConstantBuffer* pReflectionBuffer,
const D3D11_SHADER_BUFFER_DESC& sbDesc,
const D3D11_BUFFER_DESC& cbDesc);
void loadConstantVariables(const void* pResource,
ID3DBlob* pShader,
ShaderTypeKey typeKey,
ID3D11ShaderReflection* pReflection,
MaterialVariables* pVariables = NULL,
PxU32* pVariableBufferSize = NULL);
void loadTextureVariables(D3D11RendererMaterial* pMaterial,
ID3DBlob* pShader,
ShaderTypeKey typeKey,
ID3D11ShaderReflection* pReflection);
void internalSetVariable(D3D11ConstantBuffer* pBuffer, PxU32 offset, const void* data, PxU32 size);
void updateVariables(const ConstantBuffers*) const;
void bindVariables(const ConstantBuffers*, bool bFragment) const;
private:
D3D11Renderer& mRenderer;
StringSet mSharedBufferNames;
BindMode mBindMode;
Variables mVariables;
NameBuffersMap mNameToSharedBuffer;
NameVariablesMap mNameToSharedVariables;
ResourceBuffersMap mResourceToBuffers[NUM_SHADER_TYPES];
};
} // namespace SampleRenderer
#endif // #if defined(RENDERER_ENABLE_DIRECT3D11)
#endif
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