VideoBackends / VideoCommon: add new uniform buffer object for custom shader materials (slot 3, geometry shader buffer moves to slot 4 if available)

This commit is contained in:
iwubcode
2023-09-19 19:29:38 -05:00
parent 92accc3ef7
commit b6d321bfb1
16 changed files with 214 additions and 83 deletions

View File

@ -69,12 +69,18 @@ void StateManager::Apply()
if (dirtyConstants)
{
if (m_current.pixelConstants[0] != m_pending.pixelConstants[0] ||
m_current.pixelConstants[1] != m_pending.pixelConstants[1])
m_current.pixelConstants[1] != m_pending.pixelConstants[1] ||
m_current.pixelConstants[2] != m_pending.pixelConstants[2])
{
D3D::context->PSSetConstantBuffers(0, m_pending.pixelConstants[1] ? 2 : 1,
m_pending.pixelConstants.data());
u32 count = 1;
if (m_pending.pixelConstants[1])
count++;
if (m_pending.pixelConstants[2])
count++;
D3D::context->PSSetConstantBuffers(0, count, m_pending.pixelConstants.data());
m_current.pixelConstants[0] = m_pending.pixelConstants[0];
m_current.pixelConstants[1] = m_pending.pixelConstants[1];
m_current.pixelConstants[2] = m_pending.pixelConstants[2];
}
if (m_current.vertexConstants != m_pending.vertexConstants)

View File

@ -91,13 +91,16 @@ public:
m_pending.samplers[index] = sampler;
}
void SetPixelConstants(ID3D11Buffer* buffer0, ID3D11Buffer* buffer1 = nullptr)
void SetPixelConstants(ID3D11Buffer* buffer0, ID3D11Buffer* buffer1 = nullptr,
ID3D11Buffer* buffer2 = nullptr)
{
if (m_current.pixelConstants[0] != buffer0 || m_current.pixelConstants[1] != buffer1)
if (m_current.pixelConstants[0] != buffer0 || m_current.pixelConstants[1] != buffer1 ||
m_current.pixelConstants[2] != buffer2)
m_dirtyFlags.set(DirtyFlag_PixelConstants);
m_pending.pixelConstants[0] = buffer0;
m_pending.pixelConstants[1] = buffer1;
m_pending.pixelConstants[2] = buffer2;
}
void SetVertexConstants(ID3D11Buffer* buffer)
@ -252,7 +255,7 @@ private:
{
std::array<ID3D11ShaderResourceView*, VideoCommon::MAX_PIXEL_SHADER_SAMPLERS> textures;
std::array<ID3D11SamplerState*, VideoCommon::MAX_PIXEL_SHADER_SAMPLERS> samplers;
std::array<ID3D11Buffer*, 2> pixelConstants;
std::array<ID3D11Buffer*, 3> pixelConstants;
ID3D11Buffer* vertexConstants;
ID3D11Buffer* geometryConstants;
ID3D11Buffer* vertexBuffer;

View File

@ -288,9 +288,25 @@ void VertexManager::UploadUniforms()
pixel_shader_manager.dirty = false;
}
if (pixel_shader_manager.custom_constants_dirty)
{
if (m_last_custom_pixel_buffer_size < pixel_shader_manager.custom_constants.size())
{
m_custom_pixel_constant_buffer =
AllocateConstantBuffer(static_cast<u32>(pixel_shader_manager.custom_constants.size()));
}
UpdateConstantBuffer(m_custom_pixel_constant_buffer.Get(),
pixel_shader_manager.custom_constants.data(),
static_cast<u32>(pixel_shader_manager.custom_constants.size()));
m_last_custom_pixel_buffer_size = pixel_shader_manager.custom_constants.size();
pixel_shader_manager.custom_constants_dirty = false;
}
D3D::stateman->SetPixelConstants(
m_pixel_constant_buffer.Get(),
g_ActiveConfig.bEnablePixelLighting ? m_vertex_constant_buffer.Get() : nullptr);
g_ActiveConfig.bEnablePixelLighting ? m_vertex_constant_buffer.Get() : nullptr,
pixel_shader_manager.custom_constants.empty() ? nullptr :
m_custom_pixel_constant_buffer.Get());
D3D::stateman->SetVertexConstants(m_vertex_constant_buffer.Get());
D3D::stateman->SetGeometryConstants(m_geometry_constant_buffer.Get());
}

View File

@ -68,6 +68,9 @@ private:
ComPtr<ID3D11Buffer> m_geometry_constant_buffer = nullptr;
ComPtr<ID3D11Buffer> m_pixel_constant_buffer = nullptr;
ComPtr<ID3D11Buffer> m_custom_pixel_constant_buffer = nullptr;
std::size_t m_last_custom_pixel_buffer_size = 0;
ComPtr<ID3D11Buffer> m_texel_buffer = nullptr;
std::array<ComPtr<ID3D11ShaderResourceView>, NUM_TEXEL_BUFFER_FORMATS> m_texel_buffer_views;
u32 m_texel_buffer_offset = 0;