mirror of
https://github.com/Ed94/raddebugger.git
synced 2026-07-18 23:21:32 -07:00
default to no d3d11 debug features; use command line flag to enable
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@@ -143,7 +143,7 @@ r_init(CmdLine *cmdln)
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//- rjf: create base device
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UINT creation_flags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
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#if !defined(NDEBUG)
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if(!cmd_line_has_flag(cmdln, str8_lit("disable_d3d11_debug")))
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if(cmd_line_has_flag(cmdln, str8_lit("d3d11_debug")))
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{
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creation_flags |= D3D11_CREATE_DEVICE_DEBUG;
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}
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@@ -172,7 +172,7 @@ r_init(CmdLine *cmdln)
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D3D11_SDK_VERSION,
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&r_d3d11_state->base_device, 0, &r_d3d11_state->base_device_ctx);
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}
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if(FAILED(error))
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{
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char buffer[256] = {0};
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@@ -183,7 +183,7 @@ r_init(CmdLine *cmdln)
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//- rjf: enable break-on-error
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#if !defined(NDEBUG)
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if(!cmd_line_has_flag(cmdln, str8_lit("disable_d3d11_debug")))
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if(cmd_line_has_flag(cmdln, str8_lit("d3d11_debug")))
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{
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ID3D11InfoQueue *info = 0;
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error = r_d3d11_state->base_device->QueryInterface(__uuidof(ID3D11InfoQueue), (void **)(&info));
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@@ -240,7 +240,7 @@ r_init(CmdLine *cmdln)
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}
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error = r_d3d11_state->device->CreateBlendState(&desc, &r_d3d11_state->no_blend_state);
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}
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//- rjf: create nearest-neighbor sampler
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{
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D3D11_SAMPLER_DESC desc = zero_struct;
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@@ -349,7 +349,7 @@ r_init(CmdLine *cmdln)
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vshad_source_blob->GetBufferSize(),
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&ilay);
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}
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vshad_source_blob->Release();
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// rjf: store
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@@ -393,7 +393,7 @@ r_init(CmdLine *cmdln)
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error = r_d3d11_state->device->CreatePixelShader(pshad_source_blob->GetBufferPointer(), pshad_source_blob->GetBufferSize(), 0, &pshad);
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}
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}
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pshad_source_blob->Release();
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// rjf: store
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@@ -1196,49 +1196,49 @@ r_window_submit(OS_Handle window, R_Handle window_equip, R_PassList *passes)
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ID3D11VertexShader *vshad = r_d3d11_state->vshads[R_D3D11_VShadKind_Blur];
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ID3D11PixelShader *pshad = r_d3d11_state->pshads[R_D3D11_PShadKind_Blur];
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ID3D11Buffer *uniforms_buffer = r_d3d11_state->uniform_type_kind_buffers[R_D3D11_VShadKind_Blur];
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// rjf: setup output merger
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d_ctx->OMSetDepthStencilState(r_d3d11_state->noop_depth_stencil, 0);
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d_ctx->OMSetBlendState(r_d3d11_state->no_blend_state, 0, 0xffffffff);
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// rjf: set up viewport
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Vec2S32 resolution = wnd->last_resolution;
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D3D11_VIEWPORT viewport = { 0.0f, 0.0f, (F32)resolution.x, (F32)resolution.y, 0.0f, 1.0f };
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d_ctx->RSSetViewports(1, &viewport);
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d_ctx->RSSetState(r_d3d11_state->main_rasterizer);
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// rjf: setup input assembly
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d_ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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d_ctx->IASetInputLayout(0);
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// rjf: setup shaders
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d_ctx->VSSetShader(vshad, 0, 0);
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d_ctx->VSSetConstantBuffers(0, 1, &uniforms_buffer);
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d_ctx->PSSetShader(pshad, 0, 0);
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d_ctx->PSSetSamplers(0, 1, &sampler);
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// rjf: setup scissor rect
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{
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D3D11_RECT rect = { 0 };
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rect.left = 0;
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rect.right = (LONG)wnd->last_resolution.x;
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rect.top = 0;
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rect.bottom = (LONG)wnd->last_resolution.y;
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d_ctx->RSSetScissorRects(1, &rect);
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D3D11_RECT rect = { 0 };
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rect.left = 0;
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rect.right = (LONG)wnd->last_resolution.x;
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rect.top = 0;
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rect.bottom = (LONG)wnd->last_resolution.y;
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d_ctx->RSSetScissorRects(1, &rect);
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}
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// rjf: set up uniforms
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R_D3D11_Uniforms_Blur uniforms = { 0 };
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{
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F32 weights[ArrayCount(uniforms.kernel)*2] = {0};
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F32 blur_size = Min(params->blur_size, ArrayCount(weights));
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U64 blur_count = (U64)round_f32(blur_size);
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F32 stdev = (blur_size-1.f)/2.f;
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F32 one_over_root_2pi_stdev2 = 1/sqrt_f32(2*pi32*stdev*stdev);
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F32 euler32 = 2.718281828459045f;
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weights[0] = 1.f;
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if(stdev > 0.f)
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{
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@@ -1262,64 +1262,64 @@ r_window_submit(OS_Handle window, R_Handle window_equip, R_PassList *passes)
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// thus w=w0+w1 and t=w1/w
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for (U64 idx = 1; idx < blur_count; idx += 2)
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{
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F32 w0 = weights[idx + 0];
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F32 w1 = weights[idx + 1];
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F32 w = w0 + w1;
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F32 t = w1 / w;
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// each kernel element is float2(weight, offset)
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// weights & offsets are adjusted for bilinear sampling
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// zw elements are not used, a bit of waste but it allows for simpler shader code
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uniforms.kernel[(idx+1)/2] = v4f32(w, (F32)idx + t, 0, 0);
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F32 w0 = weights[idx + 0];
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F32 w1 = weights[idx + 1];
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F32 w = w0 + w1;
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F32 t = w1 / w;
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// each kernel element is float2(weight, offset)
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// weights & offsets are adjusted for bilinear sampling
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// zw elements are not used, a bit of waste but it allows for simpler shader code
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uniforms.kernel[(idx+1)/2] = v4f32(w, (F32)idx + t, 0, 0);
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}
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}
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uniforms.kernel[0].x = weights[0];
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// technically we need just direction be different
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// but there are 256 bytes of usable space anyway for each constant buffer chunk
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uniforms.passes[Axis2_X].viewport_size = v2f32(resolution.x, resolution.y);
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uniforms.passes[Axis2_X].rect = params->rect;
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uniforms.passes[Axis2_X].direction = v2f32(1.f / resolution.x, 0);
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uniforms.passes[Axis2_X].blur_count = 1 + blur_count / 2; // 2x smaller because of bilinear sampling
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MemoryCopyArray(uniforms.passes[Axis2_X].corner_radii.v, params->corner_radii);
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uniforms.passes[Axis2_Y].viewport_size = v2f32(resolution.x, resolution.y);
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uniforms.passes[Axis2_Y].rect = params->rect;
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uniforms.passes[Axis2_Y].direction = v2f32(0, 1.f / resolution.y);
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uniforms.passes[Axis2_Y].blur_count = 1 + blur_count / 2; // 2x smaller because of bilinear sampling
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MemoryCopyArray(uniforms.passes[Axis2_Y].corner_radii.v, params->corner_radii);
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D3D11_MAPPED_SUBRESOURCE sub_rsrc = {0};
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r_d3d11_state->device_ctx->Map(uniforms_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &sub_rsrc);
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MemoryCopy((U8 *)sub_rsrc.pData, &uniforms, sizeof(uniforms));
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r_d3d11_state->device_ctx->Unmap(uniforms_buffer, 0);
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}
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ID3D11Buffer* uniforms_buffers[] = { uniforms_buffer, uniforms_buffer };
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U32 uniform_offset[Axis2_COUNT][2] =
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{
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{ 0 * sizeof(R_D3D11_Uniforms_BlurPass) / 16, (U32)OffsetOf(R_D3D11_Uniforms_Blur, kernel) / 16 },
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{ 1 * sizeof(R_D3D11_Uniforms_BlurPass) / 16, (U32)OffsetOf(R_D3D11_Uniforms_Blur, kernel) / 16 },
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{ 0 * sizeof(R_D3D11_Uniforms_BlurPass) / 16, (U32)OffsetOf(R_D3D11_Uniforms_Blur, kernel) / 16 },
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{ 1 * sizeof(R_D3D11_Uniforms_BlurPass) / 16, (U32)OffsetOf(R_D3D11_Uniforms_Blur, kernel) / 16 },
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};
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U32 uniform_count[Axis2_COUNT][2] =
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{
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{ sizeof(R_D3D11_Uniforms_BlurPass) / 16, sizeof(uniforms.kernel) / 16 },
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{ sizeof(R_D3D11_Uniforms_BlurPass) / 16, sizeof(uniforms.kernel) / 16 },
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{ sizeof(R_D3D11_Uniforms_BlurPass) / 16, sizeof(uniforms.kernel) / 16 },
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{ sizeof(R_D3D11_Uniforms_BlurPass) / 16, sizeof(uniforms.kernel) / 16 },
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};
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// rjf: for unsetting srv
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ID3D11ShaderResourceView* srv = 0;
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// horizontal pass
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d_ctx->OMSetRenderTargets(1, &wnd->stage_scratch_color_rtv, 0);
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d_ctx->PSSetConstantBuffers1(0, ArrayCount(uniforms_buffers), uniforms_buffers, uniform_offset[Axis2_X], uniform_count[Axis2_X]);
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d_ctx->PSSetShaderResources(0, 1, &wnd->stage_color_srv);
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d_ctx->Draw(4, 0);
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d_ctx->PSSetShaderResources(0, 1, &srv);
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// vertical pass
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d_ctx->OMSetRenderTargets(1, &wnd->stage_color_rtv, 0);
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d_ctx->PSSetConstantBuffers1(0, ArrayCount(uniforms_buffers), uniforms_buffers, uniform_offset[Axis2_Y], uniform_count[Axis2_Y]);
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