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authorJason Maskell <[email protected]>2016-05-12 10:58:15 +0200
committerJason Maskell <[email protected]>2016-05-12 10:58:15 +0200
commit72b21c69e32c73abf3a18b0e962746e64faebba4 (patch)
treecd22b1b298bc865c3ae6037e8eb89a64a94203ea /sample/d3d11/Effects11/EffectRuntime.cpp
parentMerge branch 'master' of https://github.com/NVIDIAGameWorks/WaveWorks (diff)
downloadwaveworks_archive-72b21c69e32c73abf3a18b0e962746e64faebba4.tar.xz
waveworks_archive-72b21c69e32c73abf3a18b0e962746e64faebba4.zip
Restructuring starts. Got some initial CMake problems sorted. Need to extend.
Diffstat (limited to 'sample/d3d11/Effects11/EffectRuntime.cpp')
-rw-r--r--sample/d3d11/Effects11/EffectRuntime.cpp694
1 files changed, 0 insertions, 694 deletions
diff --git a/sample/d3d11/Effects11/EffectRuntime.cpp b/sample/d3d11/Effects11/EffectRuntime.cpp
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index c09dc84..0000000
--- a/sample/d3d11/Effects11/EffectRuntime.cpp
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@@ -1,694 +0,0 @@
-//////////////////////////////////////////////////////////////////////////////
-//
-// Copyright (C) Microsoft Corporation. All Rights Reserved.
-//
-// File: EffectRuntime.cpp
-// Content: D3DX11 Effect runtime routines (performance critical)
-// These functions are expected to be called at high frequency
-// (when applying a pass).
-//
-//////////////////////////////////////////////////////////////////////////////
-
-#include "pchfx.h"
-
-namespace D3DX11Effects
-{
- // D3D11_KEEP_UNORDERED_ACCESS_VIEWS == (UINT)-1
- UINT g_pNegativeOnes[8] = { D3D11_KEEP_UNORDERED_ACCESS_VIEWS, D3D11_KEEP_UNORDERED_ACCESS_VIEWS, D3D11_KEEP_UNORDERED_ACCESS_VIEWS,
- D3D11_KEEP_UNORDERED_ACCESS_VIEWS, D3D11_KEEP_UNORDERED_ACCESS_VIEWS, D3D11_KEEP_UNORDERED_ACCESS_VIEWS,
- D3D11_KEEP_UNORDERED_ACCESS_VIEWS, D3D11_KEEP_UNORDERED_ACCESS_VIEWS };
-
-BOOL SBaseBlock::ApplyAssignments(CEffect *pEffect)
-{
- SAssignment *pAssignment = pAssignments;
- SAssignment *pLastAssn = pAssignments + AssignmentCount;
- BOOL bRecreate = FALSE;
-
- for(; pAssignment < pLastAssn; pAssignment++)
- {
- bRecreate |= pEffect->EvaluateAssignment(pAssignment);
- }
-
- return bRecreate;
-}
-
-void SPassBlock::ApplyPassAssignments()
-{
- SAssignment *pAssignment = pAssignments;
- SAssignment *pLastAssn = pAssignments + AssignmentCount;
-
- pEffect->IncrementTimer();
-
- for(; pAssignment < pLastAssn; pAssignment++)
- {
- pEffect->EvaluateAssignment(pAssignment);
- }
-}
-
-// Returns TRUE if the shader uses global interfaces (since these interfaces can be updated through SetClassInstance)
-BOOL SPassBlock::CheckShaderDependencies( SShaderBlock* pBlock )
-{
- if( pBlock->InterfaceDepCount > 0 )
- {
- D3DXASSERT( pBlock->InterfaceDepCount == 1 );
- for( UINT i=0; i < pBlock->pInterfaceDeps[0].Count; i++ )
- {
- SInterface* pInterfaceDep = pBlock->pInterfaceDeps[0].ppFXPointers[i];
- if( pInterfaceDep > pEffect->m_pInterfaces && pInterfaceDep < (pEffect->m_pInterfaces + pEffect->m_InterfaceCount) )
- {
- // This is a global interface pointer (as opposed to an SInterface created in a BindInterface call
- return TRUE;
- }
- }
- }
- return FALSE;
-}
-
-// Returns TRUE if the pass (and sets HasDependencies) if the pass sets objects whose backing stores can be updated
-BOOL SPassBlock::CheckDependencies()
-{
- if( HasDependencies )
- return TRUE;
-
- for( UINT i=0; i < AssignmentCount; i++ )
- {
- if( pAssignments[i].DependencyCount > 0 )
- return HasDependencies = TRUE;
- }
- if( BackingStore.pBlendBlock && BackingStore.pBlendBlock->AssignmentCount > 0 )
- {
- for( UINT i=0; i < BackingStore.pBlendBlock->AssignmentCount; i++ )
- {
- if( BackingStore.pBlendBlock->pAssignments[i].DependencyCount > 0 )
- return HasDependencies = TRUE;
- }
- }
- if( BackingStore.pDepthStencilBlock && BackingStore.pDepthStencilBlock->AssignmentCount > 0 )
- {
- for( UINT i=0; i < BackingStore.pDepthStencilBlock->AssignmentCount; i++ )
- {
- if( BackingStore.pDepthStencilBlock->pAssignments[i].DependencyCount > 0 )
- return HasDependencies = TRUE;
- }
- }
- if( BackingStore.pRasterizerBlock && BackingStore.pRasterizerBlock->AssignmentCount > 0 )
- {
- for( UINT i=0; i < BackingStore.pRasterizerBlock->AssignmentCount; i++ )
- {
- if( BackingStore.pRasterizerBlock->pAssignments[i].DependencyCount > 0 )
- return HasDependencies = TRUE;
- }
- }
- if( BackingStore.pVertexShaderBlock && CheckShaderDependencies( BackingStore.pVertexShaderBlock ) )
- {
- return HasDependencies = TRUE;
- }
- if( BackingStore.pGeometryShaderBlock && CheckShaderDependencies( BackingStore.pGeometryShaderBlock ) )
- {
- return HasDependencies = TRUE;
- }
- if( BackingStore.pPixelShaderBlock && CheckShaderDependencies( BackingStore.pPixelShaderBlock ) )
- {
- return HasDependencies = TRUE;
- }
- if( BackingStore.pHullShaderBlock && CheckShaderDependencies( BackingStore.pHullShaderBlock ) )
- {
- return HasDependencies = TRUE;
- }
- if( BackingStore.pDomainShaderBlock && CheckShaderDependencies( BackingStore.pDomainShaderBlock ) )
- {
- return HasDependencies = TRUE;
- }
- if( BackingStore.pComputeShaderBlock && CheckShaderDependencies( BackingStore.pComputeShaderBlock ) )
- {
- return HasDependencies = TRUE;
- }
-
- return HasDependencies;
-}
-
-
-// Update constant buffer contents if necessary
-D3DX11INLINE void CheckAndUpdateCB_FX(ID3D11DeviceContext *pContext, SConstantBuffer *pCB)
-{
- if (pCB->IsDirty && !pCB->IsNonUpdatable)
- {
- // CB out of date; rebuild it
- pContext->UpdateSubresource(pCB->pD3DObject, 0, NULL, pCB->pBackingStore, pCB->Size, pCB->Size);
- pCB->IsDirty = FALSE;
- }
-}
-
-
-// Set the shader and dependent state (SRVs, samplers, UAVs, interfaces)
-void CEffect::ApplyShaderBlock(SShaderBlock *pBlock)
-{
- UINT i;
-
- SD3DShaderVTable *pVT = pBlock->pVT;
-
- // Apply constant buffers first (tbuffers are done later)
- SShaderCBDependency *pCBDep = pBlock->pCBDeps;
- SShaderCBDependency *pLastCBDep = pBlock->pCBDeps + pBlock->CBDepCount;
-
- for (; pCBDep<pLastCBDep; pCBDep++)
- {
- D3DXASSERT(pCBDep->ppFXPointers);
-
- for (i = 0; i < pCBDep->Count; ++ i)
- {
- CheckAndUpdateCB_FX(m_pContext, (SConstantBuffer*)pCBDep->ppFXPointers[i]);
- }
-
- (m_pContext->*(pVT->pSetConstantBuffers))(pCBDep->StartIndex, pCBDep->Count, pCBDep->ppD3DObjects);
- }
-
- // Next, apply samplers
- SShaderSamplerDependency *pSampDep = pBlock->pSampDeps;
- SShaderSamplerDependency *pLastSampDep = pBlock->pSampDeps + pBlock->SampDepCount;
-
- for (; pSampDep<pLastSampDep; pSampDep++)
- {
- D3DXASSERT(pSampDep->ppFXPointers);
-
- for (i=0; i<pSampDep->Count; i++)
- {
- if ( ApplyRenderStateBlock(pSampDep->ppFXPointers[i]) )
- {
- // If the sampler was updated, its pointer will have changed
- pSampDep->ppD3DObjects[i] = pSampDep->ppFXPointers[i]->pD3DObject;
- }
- }
- (m_pContext->*(pVT->pSetSamplers))(pSampDep->StartIndex, pSampDep->Count, pSampDep->ppD3DObjects);
- }
-
- // Set the UAVs
- // UAV ranges were combined in EffectLoad. This code remains unchanged, however, so that ranges can be easily split
- D3DXASSERT( pBlock->UAVDepCount < 2 );
- if( pBlock->UAVDepCount > 0 )
- {
- SUnorderedAccessViewDependency *pUAVDep = pBlock->pUAVDeps;
- D3DXASSERT(pUAVDep->ppFXPointers);
-
- for (i=0; i<pUAVDep->Count; i++)
- {
- pUAVDep->ppD3DObjects[i] = pUAVDep->ppFXPointers[i]->pUnorderedAccessView;
- }
-
- if( EOT_ComputeShader5 == pBlock->GetShaderType() )
- {
- m_pContext->CSSetUnorderedAccessViews( pUAVDep->StartIndex, pUAVDep->Count, pUAVDep->ppD3DObjects, g_pNegativeOnes );
- }
- else
- {
- // This call could be combined with the call to set render targets if both exist in the pass
- m_pContext->OMSetRenderTargetsAndUnorderedAccessViews( D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL, NULL, NULL, pUAVDep->StartIndex, pUAVDep->Count, pUAVDep->ppD3DObjects, g_pNegativeOnes );
- }
- }
-
- // TBuffers are funny:
- // We keep two references to them. One is in as a standard texture dep, and that gets used for all sets
- // The other is as a part of the TBufferDeps array, which tells us to rebuild the matching CBs.
- // These two refs could be rolled into one, but then we would have to predicate on each CB or each texture.
- SConstantBuffer **ppTB = pBlock->ppTbufDeps;
- SConstantBuffer **ppLastTB = ppTB + pBlock->TBufferDepCount;
-
- for (; ppTB<ppLastTB; ppTB++)
- {
- CheckAndUpdateCB_FX(m_pContext, (SConstantBuffer*)*ppTB);
- }
-
- // Set the textures
- SShaderResourceDependency *pResourceDep = pBlock->pResourceDeps;
- SShaderResourceDependency *pLastResourceDep = pBlock->pResourceDeps + pBlock->ResourceDepCount;
-
- for (; pResourceDep<pLastResourceDep; pResourceDep++)
- {
- D3DXASSERT(pResourceDep->ppFXPointers);
-
- for (i=0; i<pResourceDep->Count; i++)
- {
- pResourceDep->ppD3DObjects[i] = pResourceDep->ppFXPointers[i]->pShaderResource;
- }
-
- (m_pContext->*(pVT->pSetShaderResources))(pResourceDep->StartIndex, pResourceDep->Count, pResourceDep->ppD3DObjects);
- }
-
- // Update Interface dependencies
- UINT Interfaces = 0;
- ID3D11ClassInstance** ppClassInstances = NULL;
- D3DXASSERT( pBlock->InterfaceDepCount < 2 );
- if( pBlock->InterfaceDepCount > 0 )
- {
- SInterfaceDependency *pInterfaceDep = pBlock->pInterfaceDeps;
- D3DXASSERT(pInterfaceDep->ppFXPointers);
-
- ppClassInstances = pInterfaceDep->ppD3DObjects;
- Interfaces = pInterfaceDep->Count;
- for (i=0; i<pInterfaceDep->Count; i++)
- {
- SClassInstanceGlobalVariable* pCI = pInterfaceDep->ppFXPointers[i]->pClassInstance;
- if( pCI )
- {
- D3DXASSERT( pCI->pMemberData != NULL );
- pInterfaceDep->ppD3DObjects[i] = pCI->pMemberData->Data.pD3DClassInstance;
- }
- else
- {
- pInterfaceDep->ppD3DObjects[i] = NULL;
- }
- }
- }
-
- // Now set the shader
- (m_pContext->*(pVT->pSetShader))(pBlock->pD3DObject, ppClassInstances, Interfaces);
-}
-
-// Returns TRUE if the block D3D data was recreated
-BOOL CEffect::ApplyRenderStateBlock(SBaseBlock *pBlock)
-{
- if( pBlock->IsUserManaged )
- {
- return FALSE;
- }
-
- BOOL bRecreate = pBlock->ApplyAssignments(this);
-
- if (bRecreate)
- {
- switch (pBlock->BlockType)
- {
- case EBT_Sampler:
- {
- SSamplerBlock *pSBlock = pBlock->AsSampler();
-
- D3DXASSERT(NULL != pSBlock->pD3DObject);
- pSBlock->pD3DObject->Release();
-
- m_pDevice->CreateSamplerState( &pSBlock->BackingStore.SamplerDesc, &pSBlock->pD3DObject );
-
- }
- break;
-
- case EBT_DepthStencil:
- {
- SDepthStencilBlock *pDSBlock = pBlock->AsDepthStencil();
-
- D3DXASSERT(NULL != pDSBlock->pDSObject);
- SAFE_RELEASE( pDSBlock->pDSObject );
- if( SUCCEEDED( m_pDevice->CreateDepthStencilState( &pDSBlock->BackingStore, &pDSBlock->pDSObject ) ) )
- pDSBlock->IsValid = TRUE;
- else
- pDSBlock->IsValid = FALSE;
- }
- break;
-
- case EBT_Blend:
- {
- SBlendBlock *pBBlock = pBlock->AsBlend();
-
- D3DXASSERT(NULL != pBBlock->pBlendObject);
- SAFE_RELEASE( pBBlock->pBlendObject );
- if( SUCCEEDED( m_pDevice->CreateBlendState( &pBBlock->BackingStore, &pBBlock->pBlendObject ) ) )
- pBBlock->IsValid = TRUE;
- else
- pBBlock->IsValid = FALSE;
- }
- break;
-
- case EBT_Rasterizer:
- {
- SRasterizerBlock *pRBlock = pBlock->AsRasterizer();
-
- D3DXASSERT(NULL != pRBlock->pRasterizerObject);
-
- SAFE_RELEASE( pRBlock->pRasterizerObject );
- if( SUCCEEDED( m_pDevice->CreateRasterizerState( &pRBlock->BackingStore, &pRBlock->pRasterizerObject ) ) )
- pRBlock->IsValid = TRUE;
- else
- pRBlock->IsValid = FALSE;
- }
- break;
-
- default:
- D3DXASSERT(0);
- }
- }
-
- return bRecreate;
-}
-
-void CEffect::ValidateIndex(UINT Elements)
-{
- if (m_FXLIndex >= Elements)
- {
- DPF(0, "ID3DX11Effect: Overindexing variable array (size: %d, index: %d), using index = 0 instead", Elements, m_FXLIndex);
- m_FXLIndex = 0;
- }
-}
-
-// Returns TRUE if the assignment was changed
-BOOL CEffect::EvaluateAssignment(SAssignment *pAssignment)
-{
- BOOL bNeedUpdate = FALSE;
- SGlobalVariable *pVarDep0, *pVarDep1;
-
- switch (pAssignment->AssignmentType)
- {
- case ERAT_NumericVariable:
- D3DXASSERT(pAssignment->DependencyCount == 1);
- if (pAssignment->pDependencies[0].pVariable->LastModifiedTime >= pAssignment->LastRecomputedTime)
- {
- dwordMemcpy(pAssignment->Destination.pNumeric, pAssignment->Source.pNumeric, pAssignment->DataSize);
- bNeedUpdate = TRUE;
- }
- break;
-
- case ERAT_NumericVariableIndex:
- D3DXASSERT(pAssignment->DependencyCount == 2);
- pVarDep0 = pAssignment->pDependencies[0].pVariable;
- pVarDep1 = pAssignment->pDependencies[1].pVariable;
-
- if (pVarDep0->LastModifiedTime >= pAssignment->LastRecomputedTime)
- {
- m_FXLIndex = *pVarDep0->Data.pNumericDword;
-
- ValidateIndex(pVarDep1->pType->Elements);
-
- // Array index variable is dirty, update the pointer
- pAssignment->Source.pNumeric = pVarDep1->Data.pNumeric + pVarDep1->pType->Stride * m_FXLIndex;
-
- // Copy the new data
- dwordMemcpy(pAssignment->Destination.pNumeric, pAssignment->Source.pNumeric, pAssignment->DataSize);
- bNeedUpdate = TRUE;
- }
- else if (pVarDep1->LastModifiedTime >= pAssignment->LastRecomputedTime)
- {
- // Only the array variable is dirty, copy the new data
- dwordMemcpy(pAssignment->Destination.pNumeric, pAssignment->Source.pNumeric, pAssignment->DataSize);
- bNeedUpdate = TRUE;
- }
- break;
-
- case ERAT_ObjectVariableIndex:
- D3DXASSERT(pAssignment->DependencyCount == 1);
- pVarDep0 = pAssignment->pDependencies[0].pVariable;
- if (pVarDep0->LastModifiedTime >= pAssignment->LastRecomputedTime)
- {
- m_FXLIndex = *pVarDep0->Data.pNumericDword;
- ValidateIndex(pAssignment->MaxElements);
-
- // Array index variable is dirty, update the destination pointer
- *((void **)pAssignment->Destination.pGeneric) = pAssignment->Source.pNumeric +
- pAssignment->DataSize * m_FXLIndex;
- bNeedUpdate = TRUE;
- }
- break;
-
- default:
- //case ERAT_Constant: -- These are consumed and discarded
- //case ERAT_ObjectVariable: -- These are consumed and discarded
- //case ERAT_ObjectConstIndex: -- These are consumed and discarded
- //case ERAT_ObjectInlineShader: -- These are consumed and discarded
- //case ERAT_NumericConstIndex: -- ERAT_NumericVariable should be generated instead
- D3DXASSERT(0);
- break;
- }
-
- // Mark the assignment as not dirty
- pAssignment->LastRecomputedTime = m_LocalTimer;
-
- return bNeedUpdate;
-}
-
-// Returns FALSE if this shader has interface dependencies which are NULL (SetShader will fail).
-BOOL CEffect::ValidateShaderBlock( SShaderBlock* pBlock )
-{
- if( !pBlock->IsValid )
- return FALSE;
- if( pBlock->InterfaceDepCount > 0 )
- {
- D3DXASSERT( pBlock->InterfaceDepCount == 1 );
- for( UINT i=0; i < pBlock->pInterfaceDeps[0].Count; i++ )
- {
- SInterface* pInterfaceDep = pBlock->pInterfaceDeps[0].ppFXPointers[i];
- D3DXASSERT( pInterfaceDep != NULL );
- if( pInterfaceDep->pClassInstance == NULL )
- {
- return FALSE;
- }
- }
- }
- return TRUE;
-}
-
-// Returns FALSE if any state in the pass is invalid
-BOOL CEffect::ValidatePassBlock( SPassBlock* pBlock )
-{
- pBlock->ApplyPassAssignments();
-
- if (NULL != pBlock->BackingStore.pBlendBlock)
- {
- ApplyRenderStateBlock(pBlock->BackingStore.pBlendBlock);
- pBlock->BackingStore.pBlendState = pBlock->BackingStore.pBlendBlock->pBlendObject;
- if( !pBlock->BackingStore.pBlendBlock->IsValid )
- return FALSE;
- }
-
- if( NULL != pBlock->BackingStore.pDepthStencilBlock )
- {
- ApplyRenderStateBlock( pBlock->BackingStore.pDepthStencilBlock );
- pBlock->BackingStore.pDepthStencilState = pBlock->BackingStore.pDepthStencilBlock->pDSObject;
- if( !pBlock->BackingStore.pDepthStencilBlock->IsValid )
- return FALSE;
- }
-
- if( NULL != pBlock->BackingStore.pRasterizerBlock )
- {
- ApplyRenderStateBlock( pBlock->BackingStore.pRasterizerBlock );
- if( !pBlock->BackingStore.pRasterizerBlock->IsValid )
- return FALSE;
- }
-
- if( NULL != pBlock->BackingStore.pVertexShaderBlock && !ValidateShaderBlock(pBlock->BackingStore.pVertexShaderBlock) )
- return FALSE;
-
- if( NULL != pBlock->BackingStore.pGeometryShaderBlock && !ValidateShaderBlock(pBlock->BackingStore.pGeometryShaderBlock) )
- return FALSE;
-
- if( NULL != pBlock->BackingStore.pPixelShaderBlock )
- {
- if( !ValidateShaderBlock(pBlock->BackingStore.pPixelShaderBlock) )
- return FALSE;
- else if( pBlock->BackingStore.pPixelShaderBlock->UAVDepCount > 0 &&
- pBlock->BackingStore.RenderTargetViewCount > pBlock->BackingStore.pPixelShaderBlock->pUAVDeps[0].StartIndex )
- {
- return FALSE;
- }
- }
-
- if( NULL != pBlock->BackingStore.pHullShaderBlock && !ValidateShaderBlock(pBlock->BackingStore.pHullShaderBlock) )
- return FALSE;
-
- if( NULL != pBlock->BackingStore.pDomainShaderBlock && !ValidateShaderBlock(pBlock->BackingStore.pDomainShaderBlock) )
- return FALSE;
-
- if( NULL != pBlock->BackingStore.pComputeShaderBlock && !ValidateShaderBlock(pBlock->BackingStore.pComputeShaderBlock) )
- return FALSE;
-
- return TRUE;
-}
-
-// Set all state defined in the pass
-void CEffect::ApplyPassBlock(SPassBlock *pBlock)
-{
- pBlock->ApplyPassAssignments();
-
- if (NULL != pBlock->BackingStore.pBlendBlock)
- {
- ApplyRenderStateBlock(pBlock->BackingStore.pBlendBlock);
-#ifdef FXDEBUG
- if( !pBlock->BackingStore.pBlendBlock->IsValid )
- DPF( 0, "Pass::Apply - warning: applying invalid BlendState." );
-#endif
- pBlock->BackingStore.pBlendState = pBlock->BackingStore.pBlendBlock->pBlendObject;
- m_pContext->OMSetBlendState(pBlock->BackingStore.pBlendState,
- pBlock->BackingStore.BlendFactor,
- pBlock->BackingStore.SampleMask);
- }
-
- if (NULL != pBlock->BackingStore.pDepthStencilBlock)
- {
- ApplyRenderStateBlock(pBlock->BackingStore.pDepthStencilBlock);
-#ifdef FXDEBUG
- if( !pBlock->BackingStore.pDepthStencilBlock->IsValid )
- DPF( 0, "Pass::Apply - warning: applying invalid DepthStencilState." );
-#endif
- pBlock->BackingStore.pDepthStencilState = pBlock->BackingStore.pDepthStencilBlock->pDSObject;
- m_pContext->OMSetDepthStencilState(pBlock->BackingStore.pDepthStencilState,
- pBlock->BackingStore.StencilRef);
- }
-
- if (NULL != pBlock->BackingStore.pRasterizerBlock)
- {
- ApplyRenderStateBlock(pBlock->BackingStore.pRasterizerBlock);
-#ifdef FXDEBUG
- if( !pBlock->BackingStore.pRasterizerBlock->IsValid )
- DPF( 0, "Pass::Apply - warning: applying invalid RasterizerState." );
-#endif
- m_pContext->RSSetState(pBlock->BackingStore.pRasterizerBlock->pRasterizerObject);
- }
-
- if (NULL != pBlock->BackingStore.pRenderTargetViews[0])
- {
- // Grab all render targets
- ID3D11RenderTargetView *pRTV[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT];
-
- D3DXASSERT(pBlock->BackingStore.RenderTargetViewCount <= D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT);
- __analysis_assume(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT >= pBlock->BackingStore.RenderTargetViewCount);
-
- for (UINT i=0; i<pBlock->BackingStore.RenderTargetViewCount; i++)
- {
- pRTV[i] = pBlock->BackingStore.pRenderTargetViews[i]->pRenderTargetView;
- }
-
- // This call could be combined with the call to set PS UAVs if both exist in the pass
- m_pContext->OMSetRenderTargetsAndUnorderedAccessViews( pBlock->BackingStore.RenderTargetViewCount, pRTV, pBlock->BackingStore.pDepthStencilView->pDepthStencilView, 7, D3D11_KEEP_UNORDERED_ACCESS_VIEWS, NULL, NULL );
- }
-
- if (NULL != pBlock->BackingStore.pVertexShaderBlock)
- {
-#ifdef FXDEBUG
- if( !pBlock->BackingStore.pVertexShaderBlock->IsValid )
- DPF( 0, "Pass::Apply - warning: applying invalid vertex shader." );
-#endif
- ApplyShaderBlock(pBlock->BackingStore.pVertexShaderBlock);
- }
-
- if (NULL != pBlock->BackingStore.pPixelShaderBlock)
- {
-#ifdef FXDEBUG
- if( !pBlock->BackingStore.pPixelShaderBlock->IsValid )
- DPF( 0, "Pass::Apply - warning: applying invalid pixel shader." );
-#endif
- ApplyShaderBlock(pBlock->BackingStore.pPixelShaderBlock);
- }
-
- if (NULL != pBlock->BackingStore.pGeometryShaderBlock)
- {
-#ifdef FXDEBUG
- if( !pBlock->BackingStore.pGeometryShaderBlock->IsValid )
- DPF( 0, "Pass::Apply - warning: applying invalid geometry shader." );
-#endif
- ApplyShaderBlock(pBlock->BackingStore.pGeometryShaderBlock);
- }
-
- if (NULL != pBlock->BackingStore.pHullShaderBlock)
- {
-#ifdef FXDEBUG
- if( !pBlock->BackingStore.pHullShaderBlock->IsValid )
- DPF( 0, "Pass::Apply - warning: applying invalid hull shader." );
-#endif
- ApplyShaderBlock(pBlock->BackingStore.pHullShaderBlock);
- }
-
- if (NULL != pBlock->BackingStore.pDomainShaderBlock)
- {
-#ifdef FXDEBUG
- if( !pBlock->BackingStore.pDomainShaderBlock->IsValid )
- DPF( 0, "Pass::Apply - warning: applying invalid domain shader." );
-#endif
- ApplyShaderBlock(pBlock->BackingStore.pDomainShaderBlock);
- }
-
- if (NULL != pBlock->BackingStore.pComputeShaderBlock)
- {
-#ifdef FXDEBUG
- if( !pBlock->BackingStore.pComputeShaderBlock->IsValid )
- DPF( 0, "Pass::Apply - warning: applying invalid compute shader." );
-#endif
- ApplyShaderBlock(pBlock->BackingStore.pComputeShaderBlock);
- }
-}
-
-void CEffect::IncrementTimer()
-{
- m_LocalTimer++;
-
-#ifndef _WIN64
-#if _DEBUG && FXDEBUG
- if (m_LocalTimer > g_TimerRolloverCount)
- {
- DPF(0, "Rolling over timer (current time: %d, rollover cap: %d).", m_LocalTimer, g_TimerRolloverCount);
-#else // else !(_DEBUG && FXDEBUG)
- if (m_LocalTimer >= 0x80000000) // check to see if we've exceeded ~2 billion
- {
-#endif // _DEBUG && FXDEBUG
- HandleLocalTimerRollover();
-
- m_LocalTimer = 1;
- }
-#endif // _WIN64
-}
-
-// This function resets all timers, rendering all assignments dirty
-// This is clearly bad for performance, but should only happen every few billion ticks
-void CEffect::HandleLocalTimerRollover()
-{
- UINT i, j, k;
-
- // step 1: update variables
- for (i = 0; i < m_VariableCount; ++ i)
- {
- m_pVariables[i].LastModifiedTime = 0;
- }
-
- // step 2: update assignments on all blocks (pass, depth stencil, rasterizer, blend, sampler)
- for (UINT iGroup = 0; iGroup < m_GroupCount; ++ iGroup)
- {
- for (i = 0; i < m_pGroups[iGroup].TechniqueCount; ++ i)
- {
- for (j = 0; j < m_pGroups[iGroup].pTechniques[i].PassCount; ++ j)
- {
- for (k = 0; k < m_pGroups[iGroup].pTechniques[i].pPasses[j].AssignmentCount; ++ k)
- {
- m_pGroups[iGroup].pTechniques[i].pPasses[j].pAssignments[k].LastRecomputedTime = 0;
- }
- }
- }
- }
-
- for (i = 0; i < m_DepthStencilBlockCount; ++ i)
- {
- for (j = 0; j < m_pDepthStencilBlocks[i].AssignmentCount; ++ j)
- {
- m_pDepthStencilBlocks[i].pAssignments[j].LastRecomputedTime = 0;
- }
- }
-
- for (i = 0; i < m_RasterizerBlockCount; ++ i)
- {
- for (j = 0; j < m_pRasterizerBlocks[i].AssignmentCount; ++ j)
- {
- m_pRasterizerBlocks[i].pAssignments[j].LastRecomputedTime = 0;
- }
- }
-
- for (i = 0; i < m_BlendBlockCount; ++ i)
- {
- for (j = 0; j < m_pBlendBlocks[i].AssignmentCount; ++ j)
- {
- m_pBlendBlocks[i].pAssignments[j].LastRecomputedTime = 0;
- }
- }
-
- for (i = 0; i < m_SamplerBlockCount; ++ i)
- {
- for (j = 0; j < m_pSamplerBlocks[i].AssignmentCount; ++ j)
- {
- m_pSamplerBlocks[i].pAssignments[j].LastRecomputedTime = 0;
- }
- }
-}
-
-}