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-rw-r--r--src/gui/rhi/qrhi.cpp30
-rw-r--r--src/gui/rhi/qrhid3d11.cpp549
-rw-r--r--src/gui/rhi/qrhid3d11_p_p.h98
-rwxr-xr-xtests/manual/rhi/geometryshader/buildshaders.bat5
-rw-r--r--tests/manual/rhi/geometryshader/test.frag.qsbbin345 -> 456 bytes
-rw-r--r--tests/manual/rhi/geometryshader/test.geom.qsbbin991 -> 1222 bytes
-rw-r--r--tests/manual/rhi/geometryshader/test.vert.qsbbin429 -> 591 bytes
-rw-r--r--tests/manual/rhi/geometryshader/test_geom.hlsl26
-rw-r--r--tests/manual/rhi/tessellation/buildshaders.bat6
-rw-r--r--tests/manual/rhi/tessellation/test.frag.qsbbin425 -> 581 bytes
-rw-r--r--tests/manual/rhi/tessellation/test.tesc.qsbbin840 -> 1202 bytes
-rw-r--r--tests/manual/rhi/tessellation/test.tese.qsbbin1174 -> 1522 bytes
-rw-r--r--tests/manual/rhi/tessellation/test.vert.qsbbin527 -> 714 bytes
-rw-r--r--tests/manual/rhi/tessellation/test_domain.hlsl38
-rw-r--r--tests/manual/rhi/tessellation/test_hull.hlsl40
15 files changed, 491 insertions, 301 deletions
diff --git a/src/gui/rhi/qrhi.cpp b/src/gui/rhi/qrhi.cpp
index 94367fbcd5..3cc6a8da83 100644
--- a/src/gui/rhi/qrhi.cpp
+++ b/src/gui/rhi/qrhi.cpp
@@ -677,23 +677,27 @@ Q_LOGGING_CATEGORY(QRHI_LOG_INFO, "qt.rhi.general")
can be set via
\l{QRhiGraphicsPipeline::setPatchControlPointCount()}{setPatchControlPointCount()},
and shaders for tessellation control and evaluation can be specified in the
- QRhiShaderStage list. \b{Tessellation is considered an experimental feature
- in QRhi and can only be expected to be supported with Vulkan, OpenGL and
- OpenGL ES for the time being}, assuming the implementation reports it as
- supported at run time. Tessellation shaders have portability issues between
- APIs (for example, translating GLSL/SPIR-V to HLSL is problematic due to
- the way hull shaders are structured, whereas Metal uses a somewhat
- different tessellation pipeline than others), and therefore no guarantees
- can be given for a universal solution for now.
+ QRhiShaderStage list. Tessellation is considered an experimental feature in
+ QRhi and can only be expected to be supported with Vulkan, OpenGL (ES), and
+ Direct 3D, assuming the implementation reports it as supported at run time.
+ Tessellation shaders have portability issues between APIs (for example,
+ translating GLSL/SPIR-V to HLSL is problematic due to the way hull shaders
+ are structured, whereas Metal uses a somewhat different tessellation
+ pipeline than others), and therefore no guarantees can be given for a
+ universal solution for now. (for Direct 3D in particular, handwritten HLSL
+ hull and domain shaders must be injected into each QShader since qsb cannot
+ generate these from SPIR-V)
\value GeometryShader Indicates that the geometry shader stage is
supported. When supported, a geometry shader can be specified in the
- QRhiShaderStage list. \b{Geometry Shaders are considered an experimental
+ QRhiShaderStage list. Geometry Shaders are considered an experimental
feature in QRhi and can only be expected to be supported with Vulkan,
- OpenGL (3.2+) and OpenGL ES (3.2+) for the time being}, assuming the
- implementation reports it as supported at run time. Geometry shaders have
- portability issues between APIs, and therefore no guarantees can be given
- for a universal solution for now.
+ Direct 3D, OpenGL (3.2+) and OpenGL ES (3.2+), assuming the implementation
+ reports it as supported at run time. Geometry shaders have portability
+ issues between APIs, and therefore no guarantees can be given for a
+ universal solution for now. (for Direct 3D in particular, a handwritten
+ HLSL geometry shader must be injected into each QShader since qsb cannot
+ generate this from SPIR-V)
\value TextureArrayRange Indicates that for
\l{QRhi::newTextureArray()}{texture arrays} it is possible to specify a
diff --git a/src/gui/rhi/qrhid3d11.cpp b/src/gui/rhi/qrhid3d11.cpp
index 7c45b9c561..2a69474433 100644
--- a/src/gui/rhi/qrhid3d11.cpp
+++ b/src/gui/rhi/qrhid3d11.cpp
@@ -537,9 +537,9 @@ bool QRhiD3D11::isFeatureSupported(QRhi::Feature feature) const
case QRhi::TextureArrays:
return true;
case QRhi::Tessellation:
- return false;
+ return true;
case QRhi::GeometryShader:
- return false;
+ return true;
case QRhi::TextureArrayRange:
return true;
case QRhi::NonFillPolygonMode:
@@ -840,10 +840,13 @@ void QRhiD3D11::setGraphicsPipeline(QRhiCommandBuffer *cb, QRhiGraphicsPipeline
}
}
-static const int RBM_SUPPORTED_STAGES = 3;
+static const int RBM_SUPPORTED_STAGES = 6;
static const int RBM_VERTEX = 0;
-static const int RBM_FRAGMENT = 1;
-static const int RBM_COMPUTE = 2;
+static const int RBM_HULL = 1;
+static const int RBM_DOMAIN = 2;
+static const int RBM_GEOMETRY = 3;
+static const int RBM_FRAGMENT = 4;
+static const int RBM_COMPUTE = 5;
void QRhiD3D11::setShaderResources(QRhiCommandBuffer *cb, QRhiShaderResourceBindings *srb,
int dynamicOffsetCount,
@@ -952,6 +955,9 @@ void QRhiD3D11::setShaderResources(QRhiCommandBuffer *cb, QRhiShaderResourceBind
memset(resBindMaps, 0, sizeof(resBindMaps));
if (gfxPsD) {
resBindMaps[RBM_VERTEX] = &gfxPsD->vs.nativeResourceBindingMap;
+ resBindMaps[RBM_HULL] = &gfxPsD->hs.nativeResourceBindingMap;
+ resBindMaps[RBM_DOMAIN] = &gfxPsD->ds.nativeResourceBindingMap;
+ resBindMaps[RBM_GEOMETRY] = &gfxPsD->gs.nativeResourceBindingMap;
resBindMaps[RBM_FRAGMENT] = &gfxPsD->fs.nativeResourceBindingMap;
} else {
resBindMaps[RBM_COMPUTE] = &compPsD->cs.nativeResourceBindingMap;
@@ -2077,7 +2083,7 @@ static inline QPair<int, int> mapBinding(int binding,
{
const QShader::NativeResourceBindingMap *map = nativeResourceBindingMaps[stageIndex];
if (!map || map->isEmpty())
- return { binding, binding }; // old QShader versions do not have this map, assume 1:1 mapping then
+ return { binding, binding }; // assume 1:1 mapping
auto it = map->constFind(binding);
if (it != map->cend())
@@ -2092,31 +2098,21 @@ static inline QPair<int, int> mapBinding(int binding,
void QRhiD3D11::updateShaderResourceBindings(QD3D11ShaderResourceBindings *srbD,
const QShader::NativeResourceBindingMap *nativeResourceBindingMaps[])
{
- srbD->vsubufs.clear();
- srbD->vsubuforigbindings.clear();
- srbD->vsubufoffsets.clear();
- srbD->vsubufsizes.clear();
-
- srbD->fsubufs.clear();
- srbD->fsubuforigbindings.clear();
- srbD->fsubufoffsets.clear();
- srbD->fsubufsizes.clear();
-
- srbD->csubufs.clear();
- srbD->csubuforigbindings.clear();
- srbD->csubufoffsets.clear();
- srbD->csubufsizes.clear();
-
- srbD->vssamplers.clear();
- srbD->vsshaderresources.clear();
+ srbD->vsUniformBufferBatches.clear();
+ srbD->hsUniformBufferBatches.clear();
+ srbD->dsUniformBufferBatches.clear();
+ srbD->gsUniformBufferBatches.clear();
+ srbD->fsUniformBufferBatches.clear();
+ srbD->csUniformBufferBatches.clear();
- srbD->fssamplers.clear();
- srbD->fsshaderresources.clear();
+ srbD->vsSamplerBatches.clear();
+ srbD->hsSamplerBatches.clear();
+ srbD->dsSamplerBatches.clear();
+ srbD->gsSamplerBatches.clear();
+ srbD->fsSamplerBatches.clear();
+ srbD->csSamplerBatches.clear();
- srbD->cssamplers.clear();
- srbD->csshaderresources.clear();
-
- srbD->csUAVs.clear();
+ srbD->csUavBatches.clear();
struct Stage {
struct Buffer {
@@ -2142,6 +2138,30 @@ void QRhiD3D11::updateShaderResourceBindings(QD3D11ShaderResourceBindings *srbD,
QVarLengthArray<Texture, 8> textures;
QVarLengthArray<Sampler, 8> samplers;
QVarLengthArray<Uav, 8> uavs;
+ void buildBufferBatches(QD3D11ShaderResourceBindings::StageUniformBufferBatches &batches) const
+ {
+ for (const Buffer &buf : buffers) {
+ batches.ubufs.feed(buf.breg, buf.buffer);
+ batches.ubuforigbindings.feed(buf.breg, UINT(buf.binding));
+ batches.ubufoffsets.feed(buf.breg, buf.offsetInConstants);
+ batches.ubufsizes.feed(buf.breg, buf.sizeInConstants);
+ }
+ batches.finish();
+ }
+ void buildSamplerBatches(QD3D11ShaderResourceBindings::StageSamplerBatches &batches) const
+ {
+ for (const Texture &t : textures)
+ batches.shaderresources.feed(t.treg, t.srv);
+ for (const Sampler &s : samplers)
+ batches.samplers.feed(s.sreg, s.sampler);
+ batches.finish();
+ }
+ void buildUavBatches(QD3D11ShaderResourceBindings::StageUavBatches &batches) const
+ {
+ for (const Stage::Uav &u : uavs)
+ batches.uavs.feed(u.ureg, u.uav);
+ batches.finish();
+ }
} res[RBM_SUPPORTED_STAGES];
for (int i = 0, ie = srbD->sortedBindings.count(); i != ie; ++i) {
@@ -2170,6 +2190,21 @@ void QRhiD3D11::updateShaderResourceBindings(QD3D11ShaderResourceBindings *srbD,
if (nativeBinding.first >= 0)
res[RBM_VERTEX].buffers.append({ b->binding, nativeBinding.first, bufD->buffer, offsetInConstants, sizeInConstants });
}
+ if (b->stage.testFlag(QRhiShaderResourceBinding::TessellationControlStage)) {
+ QPair<int, int> nativeBinding = mapBinding(b->binding, RBM_HULL, nativeResourceBindingMaps);
+ if (nativeBinding.first >= 0)
+ res[RBM_HULL].buffers.append({ b->binding, nativeBinding.first, bufD->buffer, offsetInConstants, sizeInConstants });
+ }
+ if (b->stage.testFlag(QRhiShaderResourceBinding::TessellationEvaluationStage)) {
+ QPair<int, int> nativeBinding = mapBinding(b->binding, RBM_DOMAIN, nativeResourceBindingMaps);
+ if (nativeBinding.first >= 0)
+ res[RBM_DOMAIN].buffers.append({ b->binding, nativeBinding.first, bufD->buffer, offsetInConstants, sizeInConstants });
+ }
+ if (b->stage.testFlag(QRhiShaderResourceBinding::GeometryStage)) {
+ QPair<int, int> nativeBinding = mapBinding(b->binding, RBM_GEOMETRY, nativeResourceBindingMaps);
+ if (nativeBinding.first >= 0)
+ res[RBM_GEOMETRY].buffers.append({ b->binding, nativeBinding.first, bufD->buffer, offsetInConstants, sizeInConstants });
+ }
if (b->stage.testFlag(QRhiShaderResourceBinding::FragmentStage)) {
QPair<int, int> nativeBinding = mapBinding(b->binding, RBM_FRAGMENT, nativeResourceBindingMaps);
if (nativeBinding.first >= 0)
@@ -2189,6 +2224,9 @@ void QRhiD3D11::updateShaderResourceBindings(QD3D11ShaderResourceBindings *srbD,
const QRhiShaderResourceBinding::Data::TextureAndOrSamplerData *data = &b->u.stex;
bd.stex.count = data->count;
const QPair<int, int> nativeBindingVert = mapBinding(b->binding, RBM_VERTEX, nativeResourceBindingMaps);
+ const QPair<int, int> nativeBindingHull = mapBinding(b->binding, RBM_HULL, nativeResourceBindingMaps);
+ const QPair<int, int> nativeBindingDomain = mapBinding(b->binding, RBM_DOMAIN, nativeResourceBindingMaps);
+ const QPair<int, int> nativeBindingGeom = mapBinding(b->binding, RBM_GEOMETRY, nativeResourceBindingMaps);
const QPair<int, int> nativeBindingFrag = mapBinding(b->binding, RBM_FRAGMENT, nativeResourceBindingMaps);
const QPair<int, int> nativeBindingComp = mapBinding(b->binding, RBM_COMPUTE, nativeResourceBindingMaps);
// if SPIR-V binding b is mapped to tN and sN in HLSL, and it
@@ -2201,11 +2239,11 @@ void QRhiD3D11::updateShaderResourceBindings(QD3D11ShaderResourceBindings *srbD,
bd.stex.d[elem].texGeneration = texD ? texD->generation : 0;
bd.stex.d[elem].samplerId = samplerD ? samplerD->m_id : 0;
bd.stex.d[elem].samplerGeneration = samplerD ? samplerD->generation : 0;
+ // Must handle all three cases (combined, separate, separate):
+ // first = texture binding, second = sampler binding
+ // first = texture binding
+ // first = sampler binding
if (b->stage.testFlag(QRhiShaderResourceBinding::VertexStage)) {
- // Must handle all three cases (combined, separate, separate):
- // first = texture binding, second = sampler binding
- // first = texture binding
- // first = sampler binding
const int samplerBinding = texD && samplerD ? nativeBindingVert.second
: (samplerD ? nativeBindingVert.first : -1);
if (nativeBindingVert.first >= 0 && texD)
@@ -2213,9 +2251,33 @@ void QRhiD3D11::updateShaderResourceBindings(QD3D11ShaderResourceBindings *srbD,
if (samplerBinding >= 0)
res[RBM_VERTEX].samplers.append({ samplerBinding + elem, samplerD->samplerState });
}
+ if (b->stage.testFlag(QRhiShaderResourceBinding::TessellationControlStage)) {
+ const int samplerBinding = texD && samplerD ? nativeBindingHull.second
+ : (samplerD ? nativeBindingHull.first : -1);
+ if (nativeBindingHull.first >= 0 && texD)
+ res[RBM_HULL].textures.append({ nativeBindingHull.first + elem, texD->srv });
+ if (samplerBinding >= 0)
+ res[RBM_HULL].samplers.append({ samplerBinding + elem, samplerD->samplerState });
+ }
+ if (b->stage.testFlag(QRhiShaderResourceBinding::TessellationEvaluationStage)) {
+ const int samplerBinding = texD && samplerD ? nativeBindingDomain.second
+ : (samplerD ? nativeBindingDomain.first : -1);
+ if (nativeBindingDomain.first >= 0 && texD)
+ res[RBM_DOMAIN].textures.append({ nativeBindingDomain.first + elem, texD->srv });
+ if (samplerBinding >= 0)
+ res[RBM_DOMAIN].samplers.append({ samplerBinding + elem, samplerD->samplerState });
+ }
+ if (b->stage.testFlag(QRhiShaderResourceBinding::GeometryStage)) {
+ const int samplerBinding = texD && samplerD ? nativeBindingGeom.second
+ : (samplerD ? nativeBindingGeom.first : -1);
+ if (nativeBindingGeom.first >= 0 && texD)
+ res[RBM_GEOMETRY].textures.append({ nativeBindingGeom.first + elem, texD->srv });
+ if (samplerBinding >= 0)
+ res[RBM_GEOMETRY].samplers.append({ samplerBinding + elem, samplerD->samplerState });
+ }
if (b->stage.testFlag(QRhiShaderResourceBinding::FragmentStage)) {
const int samplerBinding = texD && samplerD ? nativeBindingFrag.second
- : (samplerD ? nativeBindingVert.first : -1);
+ : (samplerD ? nativeBindingFrag.first : -1);
if (nativeBindingFrag.first >= 0 && texD)
res[RBM_FRAGMENT].textures.append({ nativeBindingFrag.first + elem, texD->srv });
if (samplerBinding >= 0)
@@ -2223,7 +2285,7 @@ void QRhiD3D11::updateShaderResourceBindings(QD3D11ShaderResourceBindings *srbD,
}
if (b->stage.testFlag(QRhiShaderResourceBinding::ComputeStage)) {
const int samplerBinding = texD && samplerD ? nativeBindingComp.second
- : (samplerD ? nativeBindingVert.first : -1);
+ : (samplerD ? nativeBindingComp.first : -1);
if (nativeBindingComp.first >= 0 && texD)
res[RBM_COMPUTE].textures.append({ nativeBindingComp.first + elem, texD->srv });
if (samplerBinding >= 0)
@@ -2295,63 +2357,21 @@ void QRhiD3D11::updateShaderResourceBindings(QD3D11ShaderResourceBindings *srbD,
});
}
- for (const Stage::Buffer &buf : qAsConst(res[RBM_VERTEX].buffers)) {
- srbD->vsubufs.feed(buf.breg, buf.buffer);
- srbD->vsubuforigbindings.feed(buf.breg, UINT(buf.binding));
- srbD->vsubufoffsets.feed(buf.breg, buf.offsetInConstants);
- srbD->vsubufsizes.feed(buf.breg, buf.sizeInConstants);
- }
- srbD->vsubufsPresent = srbD->vsubufs.finish();
- srbD->vsubuforigbindings.finish();
- srbD->vsubufoffsets.finish();
- srbD->vsubufsizes.finish();
-
- for (const Stage::Buffer &buf : qAsConst(res[RBM_FRAGMENT].buffers)) {
- srbD->fsubufs.feed(buf.breg, buf.buffer);
- srbD->fsubuforigbindings.feed(buf.breg, UINT(buf.binding));
- srbD->fsubufoffsets.feed(buf.breg, buf.offsetInConstants);
- srbD->fsubufsizes.feed(buf.breg, buf.sizeInConstants);
- }
- srbD->fsubufsPresent = srbD->fsubufs.finish();
- srbD->fsubuforigbindings.finish();
- srbD->fsubufoffsets.finish();
- srbD->fsubufsizes.finish();
-
- for (const Stage::Buffer &buf : qAsConst(res[RBM_COMPUTE].buffers)) {
- srbD->csubufs.feed(buf.breg, buf.buffer);
- srbD->csubuforigbindings.feed(buf.breg, UINT(buf.binding));
- srbD->csubufoffsets.feed(buf.breg, buf.offsetInConstants);
- srbD->csubufsizes.feed(buf.breg, buf.sizeInConstants);
- }
- srbD->csubufsPresent = srbD->csubufs.finish();
- srbD->csubuforigbindings.finish();
- srbD->csubufoffsets.finish();
- srbD->csubufsizes.finish();
-
- for (const Stage::Texture &t : qAsConst(res[RBM_VERTEX].textures))
- srbD->vsshaderresources.feed(t.treg, t.srv);
- for (const Stage::Sampler &s : qAsConst(res[RBM_VERTEX].samplers))
- srbD->vssamplers.feed(s.sreg, s.sampler);
- srbD->vssamplersPresent = srbD->vssamplers.finish();
- srbD->vsshaderresources.finish();
-
- for (const Stage::Texture &t : qAsConst(res[RBM_FRAGMENT].textures))
- srbD->fsshaderresources.feed(t.treg, t.srv);
- for (const Stage::Sampler &s : qAsConst(res[RBM_FRAGMENT].samplers))
- srbD->fssamplers.feed(s.sreg, s.sampler);
- srbD->fssamplersPresent = srbD->fssamplers.finish();
- srbD->fsshaderresources.finish();
-
- for (const Stage::Texture &t : qAsConst(res[RBM_COMPUTE].textures))
- srbD->csshaderresources.feed(t.treg, t.srv);
- for (const Stage::Sampler &s : qAsConst(res[RBM_COMPUTE].samplers))
- srbD->cssamplers.feed(s.sreg, s.sampler);
- srbD->cssamplersPresent = srbD->cssamplers.finish();
- srbD->csshaderresources.finish();
-
- for (const Stage::Uav &u : qAsConst(res[RBM_COMPUTE].uavs))
- srbD->csUAVs.feed(u.ureg, u.uav);
- srbD->csUAVsPresent = srbD->csUAVs.finish();
+ res[RBM_VERTEX].buildBufferBatches(srbD->vsUniformBufferBatches);
+ res[RBM_HULL].buildBufferBatches(srbD->hsUniformBufferBatches);
+ res[RBM_DOMAIN].buildBufferBatches(srbD->dsUniformBufferBatches);
+ res[RBM_GEOMETRY].buildBufferBatches(srbD->gsUniformBufferBatches);
+ res[RBM_FRAGMENT].buildBufferBatches(srbD->fsUniformBufferBatches);
+ res[RBM_COMPUTE].buildBufferBatches(srbD->csUniformBufferBatches);
+
+ res[RBM_VERTEX].buildSamplerBatches(srbD->vsSamplerBatches);
+ res[RBM_HULL].buildSamplerBatches(srbD->hsSamplerBatches);
+ res[RBM_DOMAIN].buildSamplerBatches(srbD->dsSamplerBatches);
+ res[RBM_GEOMETRY].buildSamplerBatches(srbD->gsSamplerBatches);
+ res[RBM_FRAGMENT].buildSamplerBatches(srbD->fsSamplerBatches);
+ res[RBM_COMPUTE].buildSamplerBatches(srbD->csSamplerBatches);
+
+ res[RBM_COMPUTE].buildUavBatches(srbD->csUavBatches);
}
void QRhiD3D11::executeBufferHostWrites(QD3D11Buffer *bufD)
@@ -2373,8 +2393,8 @@ void QRhiD3D11::executeBufferHostWrites(QD3D11Buffer *bufD)
static void applyDynamicOffsets(UINT *offsets,
int batchIndex,
- QRhiBatchedBindings<UINT> *originalBindings,
- QRhiBatchedBindings<UINT> *staticOffsets,
+ const QRhiBatchedBindings<UINT> *originalBindings,
+ const QRhiBatchedBindings<UINT> *staticOffsets,
const uint *dynOfsPairs, int dynOfsPairCount)
{
const int count = staticOffsets->batches[batchIndex].resources.count();
@@ -2405,162 +2425,92 @@ static inline uint clampedResourceCount(uint startSlot, int countSlots, uint max
return countSlots;
}
+#define SETUBUFBATCH(stagePrefixL, stagePrefixU) \
+ if (srbD->stagePrefixL##UniformBufferBatches.present) { \
+ const QD3D11ShaderResourceBindings::StageUniformBufferBatches &batches(srbD->stagePrefixL##UniformBufferBatches); \
+ for (int i = 0, ie = batches.ubufs.batches.count(); i != ie; ++i) { \
+ const uint count = clampedResourceCount(batches.ubufs.batches[i].startBinding, \
+ batches.ubufs.batches[i].resources.count(), \
+ D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, \
+ #stagePrefixU " cbuf"); \
+ if (count) { \
+ if (!dynOfsPairCount) { \
+ context->stagePrefixU##SetConstantBuffers1(batches.ubufs.batches[i].startBinding, \
+ count, \
+ batches.ubufs.batches[i].resources.constData(), \
+ batches.ubufoffsets.batches[i].resources.constData(), \
+ batches.ubufsizes.batches[i].resources.constData()); \
+ } else { \
+ applyDynamicOffsets(offsets, i, \
+ &batches.ubuforigbindings, &batches.ubufoffsets, \
+ dynOfsPairs, dynOfsPairCount); \
+ context->stagePrefixU##SetConstantBuffers1(batches.ubufs.batches[i].startBinding, \
+ count, \
+ batches.ubufs.batches[i].resources.constData(), \
+ offsets, \
+ batches.ubufsizes.batches[i].resources.constData()); \
+ } \
+ } \
+ } \
+ }
+
+#define SETSAMPLERBATCH(stagePrefixL, stagePrefixU) \
+ if (srbD->stagePrefixL##SamplerBatches.present) { \
+ for (const auto &batch : srbD->stagePrefixL##SamplerBatches.samplers.batches) { \
+ const uint count = clampedResourceCount(batch.startBinding, batch.resources.count(), \
+ D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, #stagePrefixU " sampler"); \
+ if (count) \
+ context->stagePrefixU##SetSamplers(batch.startBinding, count, batch.resources.constData()); \
+ } \
+ for (const auto &batch : srbD->stagePrefixL##SamplerBatches.shaderresources.batches) { \
+ const uint count = clampedResourceCount(batch.startBinding, batch.resources.count(), \
+ D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, #stagePrefixU " SRV"); \
+ if (count) { \
+ context->stagePrefixU##SetShaderResources(batch.startBinding, count, batch.resources.constData()); \
+ contextState.stagePrefixL##HighestActiveSrvBinding = qMax(contextState.stagePrefixL##HighestActiveSrvBinding, \
+ int(batch.startBinding + count) - 1); \
+ } \
+ } \
+ }
+
+#define SETUAVBATCH(stagePrefixL, stagePrefixU) \
+ if (srbD->stagePrefixL##UavBatches.present) { \
+ for (const auto &batch : srbD->stagePrefixL##UavBatches.uavs.batches) { \
+ const uint count = clampedResourceCount(batch.startBinding, batch.resources.count(), \
+ D3D11_1_UAV_SLOT_COUNT, #stagePrefixU " UAV"); \
+ if (count) { \
+ context->stagePrefixU##SetUnorderedAccessViews(batch.startBinding, \
+ count, \
+ batch.resources.constData(), \
+ nullptr); \
+ contextState.stagePrefixL##HighestActiveUavBinding = qMax(contextState.stagePrefixL##HighestActiveUavBinding, \
+ int(batch.startBinding + count) - 1); \
+ } \
+ } \
+ }
+
void QRhiD3D11::bindShaderResources(QD3D11ShaderResourceBindings *srbD,
const uint *dynOfsPairs, int dynOfsPairCount,
bool offsetOnlyChange)
{
UINT offsets[QD3D11CommandBuffer::MAX_DYNAMIC_OFFSET_COUNT];
- if (srbD->vsubufsPresent) {
- for (int i = 0, ie = srbD->vsubufs.batches.count(); i != ie; ++i) {
- const uint count = clampedResourceCount(srbD->vsubufs.batches[i].startBinding,
- srbD->vsubufs.batches[i].resources.count(),
- D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
- "VS cbuf");
- if (count) {
- if (!dynOfsPairCount) {
- context->VSSetConstantBuffers1(srbD->vsubufs.batches[i].startBinding,
- count,
- srbD->vsubufs.batches[i].resources.constData(),
- srbD->vsubufoffsets.batches[i].resources.constData(),
- srbD->vsubufsizes.batches[i].resources.constData());
- } else {
- applyDynamicOffsets(offsets, i, &srbD->vsubuforigbindings, &srbD->vsubufoffsets,
- dynOfsPairs, dynOfsPairCount);
- context->VSSetConstantBuffers1(srbD->vsubufs.batches[i].startBinding,
- count,
- srbD->vsubufs.batches[i].resources.constData(),
- offsets,
- srbD->vsubufsizes.batches[i].resources.constData());
- }
- }
- }
- }
-
- if (srbD->fsubufsPresent) {
- for (int i = 0, ie = srbD->fsubufs.batches.count(); i != ie; ++i) {
- const uint count = clampedResourceCount(srbD->fsubufs.batches[i].startBinding,
- srbD->fsubufs.batches[i].resources.count(),
- D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
- "PS cbuf");
- if (count) {
- if (!dynOfsPairCount) {
- context->PSSetConstantBuffers1(srbD->fsubufs.batches[i].startBinding,
- count,
- srbD->fsubufs.batches[i].resources.constData(),
- srbD->fsubufoffsets.batches[i].resources.constData(),
- srbD->fsubufsizes.batches[i].resources.constData());
- } else {
- applyDynamicOffsets(offsets, i, &srbD->fsubuforigbindings, &srbD->fsubufoffsets,
- dynOfsPairs, dynOfsPairCount);
- context->PSSetConstantBuffers1(srbD->fsubufs.batches[i].startBinding,
- count,
- srbD->fsubufs.batches[i].resources.constData(),
- offsets,
- srbD->fsubufsizes.batches[i].resources.constData());
- }
- }
- }
- }
-
- if (srbD->csubufsPresent) {
- for (int i = 0, ie = srbD->csubufs.batches.count(); i != ie; ++i) {
- const uint count = clampedResourceCount(srbD->csubufs.batches[i].startBinding,
- srbD->csubufs.batches[i].resources.count(),
- D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT,
- "CS cbuf");
- if (count) {
- if (!dynOfsPairCount) {
- context->CSSetConstantBuffers1(srbD->csubufs.batches[i].startBinding,
- count,
- srbD->csubufs.batches[i].resources.constData(),
- srbD->csubufoffsets.batches[i].resources.constData(),
- srbD->csubufsizes.batches[i].resources.constData());
- } else {
- applyDynamicOffsets(offsets, i, &srbD->csubuforigbindings, &srbD->csubufoffsets,
- dynOfsPairs, dynOfsPairCount);
- context->CSSetConstantBuffers1(srbD->csubufs.batches[i].startBinding,
- count,
- srbD->csubufs.batches[i].resources.constData(),
- offsets,
- srbD->csubufsizes.batches[i].resources.constData());
- }
- }
- }
- }
+ SETUBUFBATCH(vs, VS)
+ SETUBUFBATCH(hs, HS)
+ SETUBUFBATCH(ds, DS)
+ SETUBUFBATCH(gs, GS)
+ SETUBUFBATCH(fs, PS)
+ SETUBUFBATCH(cs, CS)
if (!offsetOnlyChange) {
- if (srbD->vssamplersPresent) {
- for (const auto &batch : srbD->vssamplers.batches) {
- const uint count = clampedResourceCount(batch.startBinding, batch.resources.count(),
- D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, "VS sampler");
- if (count)
- context->VSSetSamplers(batch.startBinding, count, batch.resources.constData());
- }
-
- for (const auto &batch : srbD->vsshaderresources.batches) {
- const uint count = clampedResourceCount(batch.startBinding, batch.resources.count(),
- D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, "VS SRV");
- if (count) {
- context->VSSetShaderResources(batch.startBinding, count, batch.resources.constData());
- contextState.vsHighestActiveSrvBinding = qMax(contextState.vsHighestActiveSrvBinding,
- int(batch.startBinding + count) - 1);
- }
- }
- }
-
- if (srbD->fssamplersPresent) {
- for (const auto &batch : srbD->fssamplers.batches) {
- const uint count = clampedResourceCount(batch.startBinding, batch.resources.count(),
- D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, "PS sampler");
- if (count)
- context->PSSetSamplers(batch.startBinding, count, batch.resources.constData());
- }
-
- for (const auto &batch : srbD->fsshaderresources.batches) {
- const uint count = clampedResourceCount(batch.startBinding, batch.resources.count(),
- D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, "PS SRV");
- if (count) {
- context->PSSetShaderResources(batch.startBinding, count, batch.resources.constData());
- contextState.fsHighestActiveSrvBinding = qMax(contextState.fsHighestActiveSrvBinding,
- int(batch.startBinding + count) - 1);
- }
- }
- }
+ SETSAMPLERBATCH(vs, VS)
+ SETSAMPLERBATCH(hs, HS)
+ SETSAMPLERBATCH(ds, DS)
+ SETSAMPLERBATCH(gs, GS)
+ SETSAMPLERBATCH(fs, PS)
+ SETSAMPLERBATCH(cs, CS)
- if (srbD->cssamplersPresent) {
- for (const auto &batch : srbD->cssamplers.batches) {
- const uint count = clampedResourceCount(batch.startBinding, batch.resources.count(),
- D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, "CS sampler");
- if (count)
- context->CSSetSamplers(batch.startBinding, count, batch.resources.constData());
- }
-
- for (const auto &batch : srbD->csshaderresources.batches) {
- const uint count = clampedResourceCount(batch.startBinding, batch.resources.count(),
- D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, "CS SRV");
- if (count) {
- context->CSSetShaderResources(batch.startBinding, count, batch.resources.constData());
- contextState.csHighestActiveSrvBinding = qMax(contextState.csHighestActiveSrvBinding,
- int(batch.startBinding + count) - 1);
- }
- }
- }
-
- if (srbD->csUAVsPresent) {
- for (const auto &batch : srbD->csUAVs.batches) {
- const uint count = clampedResourceCount(batch.startBinding, batch.resources.count(),
- D3D11_1_UAV_SLOT_COUNT, "CS UAV");
- if (count) {
- context->CSSetUnorderedAccessViews(batch.startBinding,
- count,
- batch.resources.constData(),
- nullptr);
- contextState.csHighestActiveUavBinding = qMax(contextState.csHighestActiveUavBinding,
- int(batch.startBinding + count) - 1);
- }
- }
- }
+ SETUAVBATCH(cs, CS)
}
}
@@ -2589,6 +2539,9 @@ void QRhiD3D11::resetShaderResources()
}
int nullsrvCount = qMax(contextState.vsHighestActiveSrvBinding, contextState.fsHighestActiveSrvBinding);
+ nullsrvCount = qMax(nullsrvCount, contextState.hsHighestActiveSrvBinding);
+ nullsrvCount = qMax(nullsrvCount, contextState.dsHighestActiveSrvBinding);
+ nullsrvCount = qMax(nullsrvCount, contextState.gsHighestActiveSrvBinding);
nullsrvCount = qMax(nullsrvCount, contextState.csHighestActiveSrvBinding);
nullsrvCount += 1;
if (nullsrvCount > 0) {
@@ -2600,6 +2553,18 @@ void QRhiD3D11::resetShaderResources()
context->VSSetShaderResources(0, UINT(contextState.vsHighestActiveSrvBinding + 1), nullsrvs.constData());
contextState.vsHighestActiveSrvBinding = -1;
}
+ if (contextState.hsHighestActiveSrvBinding >= 0) {
+ context->HSSetShaderResources(0, UINT(contextState.hsHighestActiveSrvBinding + 1), nullsrvs.constData());
+ contextState.hsHighestActiveSrvBinding = -1;
+ }
+ if (contextState.dsHighestActiveSrvBinding >= 0) {
+ context->DSSetShaderResources(0, UINT(contextState.dsHighestActiveSrvBinding + 1), nullsrvs.constData());
+ contextState.dsHighestActiveSrvBinding = -1;
+ }
+ if (contextState.gsHighestActiveSrvBinding >= 0) {
+ context->GSSetShaderResources(0, UINT(contextState.gsHighestActiveSrvBinding + 1), nullsrvs.constData());
+ contextState.gsHighestActiveSrvBinding = -1;
+ }
if (contextState.fsHighestActiveSrvBinding >= 0) {
context->PSSetShaderResources(0, UINT(contextState.fsHighestActiveSrvBinding + 1), nullsrvs.constData());
contextState.fsHighestActiveSrvBinding = -1;
@@ -2621,10 +2586,27 @@ void QRhiD3D11::resetShaderResources()
}
}
+#define SETSHADER(StageL, StageU) \
+ if (psD->StageL.shader) { \
+ context->StageU##SetShader(psD->StageL.shader, nullptr, 0); \
+ currentShaderMask |= StageU##MaskBit; \
+ } else if (currentShaderMask & StageU##MaskBit) { \
+ context->StageU##SetShader(nullptr, nullptr, 0); \
+ currentShaderMask &= ~StageU##MaskBit; \
+ }
+
void QRhiD3D11::executeCommandBuffer(QD3D11CommandBuffer *cbD, QD3D11SwapChain *timestampSwapChain)
{
quint32 stencilRef = 0;
float blendConstants[] = { 1, 1, 1, 1 };
+ enum ActiveShaderMask {
+ VSMaskBit = 0x01,
+ HSMaskBit = 0x02,
+ DSMaskBit = 0x04,
+ GSMaskBit = 0x08,
+ PSMaskBit = 0x10
+ };
+ int currentShaderMask = 0xFF;
if (timestampSwapChain) {
const int currentFrameSlot = timestampSwapChain->currentFrameSlot;
@@ -2713,8 +2695,11 @@ void QRhiD3D11::executeCommandBuffer(QD3D11CommandBuffer *cbD, QD3D11SwapChain *
case QD3D11CommandBuffer::Command::BindGraphicsPipeline:
{
QD3D11GraphicsPipeline *psD = cmd.args.bindGraphicsPipeline.ps;
- context->VSSetShader(psD->vs.shader, nullptr, 0);
- context->PSSetShader(psD->fs.shader, nullptr, 0);
+ SETSHADER(vs, VS)
+ SETSHADER(hs, HS)
+ SETSHADER(ds, DS)
+ SETSHADER(gs, GS)
+ SETSHADER(fs, PS)
context->IASetPrimitiveTopology(psD->d3dTopology);
context->IASetInputLayout(psD->inputLayout); // may be null, that's ok
context->OMSetDepthStencilState(psD->dsState, stencilRef);
@@ -3853,6 +3838,16 @@ QD3D11GraphicsPipeline::~QD3D11GraphicsPipeline()
destroy();
}
+template<typename T>
+inline void releasePipelineShader(T &s)
+{
+ if (s.shader) {
+ s.shader->Release();
+ s.shader = nullptr;
+ }
+ s.nativeResourceBindingMap.clear();
+}
+
void QD3D11GraphicsPipeline::destroy()
{
if (!dsState)
@@ -3876,17 +3871,11 @@ void QD3D11GraphicsPipeline::destroy()
rastState = nullptr;
}
- if (vs.shader) {
- vs.shader->Release();
- vs.shader = nullptr;
- }
- vs.nativeResourceBindingMap.clear();
-
- if (fs.shader) {
- fs.shader->Release();
- fs.shader = nullptr;
- }
- fs.nativeResourceBindingMap.clear();
+ releasePipelineShader(vs);
+ releasePipelineShader(hs);
+ releasePipelineShader(ds);
+ releasePipelineShader(gs);
+ releasePipelineShader(fs);
QRHI_RES_RHI(QRhiD3D11);
if (rhiD)
@@ -4010,7 +3999,7 @@ static inline DXGI_FORMAT toD3DAttributeFormat(QRhiVertexInputAttribute::Format
}
}
-static inline D3D11_PRIMITIVE_TOPOLOGY toD3DTopology(QRhiGraphicsPipeline::Topology t)
+static inline D3D11_PRIMITIVE_TOPOLOGY toD3DTopology(QRhiGraphicsPipeline::Topology t, int patchControlPointCount)
{
switch (t) {
case QRhiGraphicsPipeline::Triangles:
@@ -4023,6 +4012,9 @@ static inline D3D11_PRIMITIVE_TOPOLOGY toD3DTopology(QRhiGraphicsPipeline::Topol
return D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP;
case QRhiGraphicsPipeline::Points:
return D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
+ case QRhiGraphicsPipeline::Patches:
+ Q_ASSERT(patchControlPointCount >= 1 && patchControlPointCount <= 32);
+ return D3D11_PRIMITIVE_TOPOLOGY(D3D11_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST + (patchControlPointCount - 1));
default:
Q_UNREACHABLE();
return D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
@@ -4307,6 +4299,21 @@ bool QD3D11GraphicsPipeline::create()
vsByteCode = cacheIt->bytecode;
vs.nativeResourceBindingMap = cacheIt->nativeResourceBindingMap;
break;
+ case QRhiShaderStage::TessellationControl:
+ hs.shader = static_cast<ID3D11HullShader *>(cacheIt->s);
+ hs.shader->AddRef();
+ hs.nativeResourceBindingMap = cacheIt->nativeResourceBindingMap;
+ break;
+ case QRhiShaderStage::TessellationEvaluation:
+ ds.shader = static_cast<ID3D11DomainShader *>(cacheIt->s);
+ ds.shader->AddRef();
+ ds.nativeResourceBindingMap = cacheIt->nativeResourceBindingMap;
+ break;
+ case QRhiShaderStage::Geometry:
+ gs.shader = static_cast<ID3D11GeometryShader *>(cacheIt->s);
+ gs.shader->AddRef();
+ gs.nativeResourceBindingMap = cacheIt->nativeResourceBindingMap;
+ break;
case QRhiShaderStage::Fragment:
fs.shader = static_cast<ID3D11PixelShader *>(cacheIt->s);
fs.shader->AddRef();
@@ -4346,6 +4353,36 @@ bool QD3D11GraphicsPipeline::create()
rhiD->m_shaderCache.insert(shaderStage, QRhiD3D11::Shader(vs.shader, bytecode, vs.nativeResourceBindingMap));
vs.shader->AddRef();
break;
+ case QRhiShaderStage::TessellationControl:
+ hr = rhiD->dev->CreateHullShader(bytecode.constData(), SIZE_T(bytecode.size()), nullptr, &hs.shader);
+ if (FAILED(hr)) {
+ qWarning("Failed to create hull shader: %s", qPrintable(comErrorMessage(hr)));
+ return false;
+ }
+ hs.nativeResourceBindingMap = shaderStage.shader().nativeResourceBindingMap(shaderKey);
+ rhiD->m_shaderCache.insert(shaderStage, QRhiD3D11::Shader(hs.shader, bytecode, hs.nativeResourceBindingMap));
+ hs.shader->AddRef();
+ break;
+ case QRhiShaderStage::TessellationEvaluation:
+ hr = rhiD->dev->CreateDomainShader(bytecode.constData(), SIZE_T(bytecode.size()), nullptr, &ds.shader);
+ if (FAILED(hr)) {
+ qWarning("Failed to create domain shader: %s", qPrintable(comErrorMessage(hr)));
+ return false;
+ }
+ ds.nativeResourceBindingMap = shaderStage.shader().nativeResourceBindingMap(shaderKey);
+ rhiD->m_shaderCache.insert(shaderStage, QRhiD3D11::Shader(ds.shader, bytecode, ds.nativeResourceBindingMap));
+ ds.shader->AddRef();
+ break;
+ case QRhiShaderStage::Geometry:
+ hr = rhiD->dev->CreateGeometryShader(bytecode.constData(), SIZE_T(bytecode.size()), nullptr, &gs.shader);
+ if (FAILED(hr)) {
+ qWarning("Failed to create geometry shader: %s", qPrintable(comErrorMessage(hr)));
+ return false;
+ }
+ gs.nativeResourceBindingMap = shaderStage.shader().nativeResourceBindingMap(shaderKey);
+ rhiD->m_shaderCache.insert(shaderStage, QRhiD3D11::Shader(gs.shader, bytecode, gs.nativeResourceBindingMap));
+ gs.shader->AddRef();
+ break;
case QRhiShaderStage::Fragment:
hr = rhiD->dev->CreatePixelShader(bytecode.constData(), SIZE_T(bytecode.size()), nullptr, &fs.shader);
if (FAILED(hr)) {
@@ -4362,7 +4399,7 @@ bool QD3D11GraphicsPipeline::create()
}
}
- d3dTopology = toD3DTopology(m_topology);
+ d3dTopology = toD3DTopology(m_topology, m_patchControlPointCount);
if (!vsByteCode.isEmpty()) {
QByteArrayList matrixSliceSemantics;
diff --git a/src/gui/rhi/qrhid3d11_p_p.h b/src/gui/rhi/qrhid3d11_p_p.h
index 50ea3fbbfe..96c7818ee9 100644
--- a/src/gui/rhi/qrhid3d11_p_p.h
+++ b/src/gui/rhi/qrhid3d11_p_p.h
@@ -221,39 +221,66 @@ struct QD3D11ShaderResourceBindings : public QRhiShaderResourceBindings
};
QVarLengthArray<BoundResourceData, 8> boundResourceData;
- bool vsubufsPresent = false;
- bool fsubufsPresent = false;
- bool csubufsPresent = false;
- bool vssamplersPresent = false;
- bool fssamplersPresent = false;
- bool cssamplersPresent = false;
- bool csUAVsPresent = false;
-
- QRhiBatchedBindings<ID3D11Buffer *> vsubufs;
- QRhiBatchedBindings<UINT> vsubuforigbindings;
- QRhiBatchedBindings<UINT> vsubufoffsets;
- QRhiBatchedBindings<UINT> vsubufsizes;
-
- QRhiBatchedBindings<ID3D11Buffer *> fsubufs;
- QRhiBatchedBindings<UINT> fsubuforigbindings;
- QRhiBatchedBindings<UINT> fsubufoffsets;
- QRhiBatchedBindings<UINT> fsubufsizes;
+ struct StageUniformBufferBatches {
+ bool present = false;
+ QRhiBatchedBindings<ID3D11Buffer *> ubufs;
+ QRhiBatchedBindings<UINT> ubuforigbindings;
+ QRhiBatchedBindings<UINT> ubufoffsets;
+ QRhiBatchedBindings<UINT> ubufsizes;
+ void finish() {
+ present = ubufs.finish();
+ ubuforigbindings.finish();
+ ubufoffsets.finish();
+ ubufsizes.finish();
+ }
+ void clear() {
+ ubufs.clear();
+ ubuforigbindings.clear();
+ ubufoffsets.clear();
+ ubufsizes.clear();
+ }
+ };
- QRhiBatchedBindings<ID3D11Buffer *> csubufs;
- QRhiBatchedBindings<UINT> csubuforigbindings;
- QRhiBatchedBindings<UINT> csubufoffsets;
- QRhiBatchedBindings<UINT> csubufsizes;
+ struct StageSamplerBatches {
+ bool present = false;
+ QRhiBatchedBindings<ID3D11SamplerState *> samplers;
+ QRhiBatchedBindings<ID3D11ShaderResourceView *> shaderresources;
+ void finish() {
+ present = samplers.finish();
+ shaderresources.finish();
+ }
+ void clear() {
+ samplers.clear();
+ shaderresources.clear();
+ }
+ };
- QRhiBatchedBindings<ID3D11SamplerState *> vssamplers;
- QRhiBatchedBindings<ID3D11ShaderResourceView *> vsshaderresources;
+ struct StageUavBatches {
+ bool present = false;
+ QRhiBatchedBindings<ID3D11UnorderedAccessView *> uavs;
+ void finish() {
+ present = uavs.finish();
+ }
+ void clear() {
+ uavs.clear();
+ }
+ };
- QRhiBatchedBindings<ID3D11SamplerState *> fssamplers;
- QRhiBatchedBindings<ID3D11ShaderResourceView *> fsshaderresources;
+ StageUniformBufferBatches vsUniformBufferBatches;
+ StageUniformBufferBatches hsUniformBufferBatches;
+ StageUniformBufferBatches dsUniformBufferBatches;
+ StageUniformBufferBatches gsUniformBufferBatches;
+ StageUniformBufferBatches fsUniformBufferBatches;
+ StageUniformBufferBatches csUniformBufferBatches;
- QRhiBatchedBindings<ID3D11SamplerState *> cssamplers;
- QRhiBatchedBindings<ID3D11ShaderResourceView *> csshaderresources;
+ StageSamplerBatches vsSamplerBatches;
+ StageSamplerBatches hsSamplerBatches;
+ StageSamplerBatches dsSamplerBatches;
+ StageSamplerBatches gsSamplerBatches;
+ StageSamplerBatches fsSamplerBatches;
+ StageSamplerBatches csSamplerBatches;
- QRhiBatchedBindings<ID3D11UnorderedAccessView *> csUAVs;
+ StageUavBatches csUavBatches;
friend class QRhiD3D11;
};
@@ -274,6 +301,18 @@ struct QD3D11GraphicsPipeline : public QRhiGraphicsPipeline
QShader::NativeResourceBindingMap nativeResourceBindingMap;
} vs;
struct {
+ ID3D11HullShader *shader = nullptr;
+ QShader::NativeResourceBindingMap nativeResourceBindingMap;
+ } hs;
+ struct {
+ ID3D11DomainShader *shader = nullptr;
+ QShader::NativeResourceBindingMap nativeResourceBindingMap;
+ } ds;
+ struct {
+ ID3D11GeometryShader *shader = nullptr;
+ QShader::NativeResourceBindingMap nativeResourceBindingMap;
+ } gs;
+ struct {
ID3D11PixelShader *shader = nullptr;
QShader::NativeResourceBindingMap nativeResourceBindingMap;
} fs;
@@ -707,6 +746,9 @@ public:
int vsHighestActiveVertexBufferBinding = -1;
bool vsHasIndexBufferBound = false;
int vsHighestActiveSrvBinding = -1;
+ int hsHighestActiveSrvBinding = -1;
+ int dsHighestActiveSrvBinding = -1;
+ int gsHighestActiveSrvBinding = -1;
int fsHighestActiveSrvBinding = -1;
int csHighestActiveSrvBinding = -1;
int csHighestActiveUavBinding = -1;
diff --git a/tests/manual/rhi/geometryshader/buildshaders.bat b/tests/manual/rhi/geometryshader/buildshaders.bat
index e15ca63aea..6da26a6a2a 100755
--- a/tests/manual/rhi/geometryshader/buildshaders.bat
+++ b/tests/manual/rhi/geometryshader/buildshaders.bat
@@ -1,3 +1,4 @@
-qsb --glsl 320es,410 test.vert -o test.vert.qsb
+qsb --glsl 320es,410 --hlsl 50 test.vert -o test.vert.qsb
qsb --glsl 320es,410 test.geom -o test.geom.qsb
-qsb --glsl 320es,410 test.frag -o test.frag.qsb
+qsb -r hlsl,50,test_geom.hlsl test.geom.qsb
+qsb --glsl 320es,410 --hlsl 50 test.frag -o test.frag.qsb
diff --git a/tests/manual/rhi/geometryshader/test.frag.qsb b/tests/manual/rhi/geometryshader/test.frag.qsb
index ab1aa3d02e..b6a5877b95 100644
--- a/tests/manual/rhi/geometryshader/test.frag.qsb
+++ b/tests/manual/rhi/geometryshader/test.frag.qsb
Binary files differ
diff --git a/tests/manual/rhi/geometryshader/test.geom.qsb b/tests/manual/rhi/geometryshader/test.geom.qsb
index 72ef3bc075..9aa4a0cf98 100644
--- a/tests/manual/rhi/geometryshader/test.geom.qsb
+++ b/tests/manual/rhi/geometryshader/test.geom.qsb
Binary files differ
diff --git a/tests/manual/rhi/geometryshader/test.vert.qsb b/tests/manual/rhi/geometryshader/test.vert.qsb
index e317e297cf..7238d8037b 100644
--- a/tests/manual/rhi/geometryshader/test.vert.qsb
+++ b/tests/manual/rhi/geometryshader/test.vert.qsb
Binary files differ
diff --git a/tests/manual/rhi/geometryshader/test_geom.hlsl b/tests/manual/rhi/geometryshader/test_geom.hlsl
new file mode 100644
index 0000000000..e58659252b
--- /dev/null
+++ b/tests/manual/rhi/geometryshader/test_geom.hlsl
@@ -0,0 +1,26 @@
+struct VertexOutput
+{
+ float4 position : SV_Position;
+};
+
+struct PixelInput
+{
+ float4 position : SV_POSITION;
+};
+
+cbuffer buf : register(b0)
+{
+ float radius : packoffset(c0);
+};
+
+[maxvertexcount(7)]
+void main(point VertexOutput input[1], inout LineStream<PixelInput> OutputStream)
+{
+ PixelInput output;
+ for (int i = 0; i < 7; ++i) {
+ float theta = float(i) / 6.0f * 2.0 * 3.14159265;
+ output.position = input[0].position;
+ output.position.xy += radius * float2(cos(theta), sin(theta));
+ OutputStream.Append(output);
+ }
+}
diff --git a/tests/manual/rhi/tessellation/buildshaders.bat b/tests/manual/rhi/tessellation/buildshaders.bat
index c44916067d..c9afe1b178 100644
--- a/tests/manual/rhi/tessellation/buildshaders.bat
+++ b/tests/manual/rhi/tessellation/buildshaders.bat
@@ -1,4 +1,6 @@
-qsb --glsl 320es,410 test.vert -o test.vert.qsb
+qsb --glsl 320es,410 --hlsl 50 test.vert -o test.vert.qsb
qsb --glsl 320es,410 test.tesc -o test.tesc.qsb
+qsb -r hlsl,50,test_hull.hlsl test.tesc.qsb
qsb --glsl 320es,410 test.tese -o test.tese.qsb
-qsb --glsl 320es,410 test.frag -o test.frag.qsb
+qsb -r hlsl,50,test_domain.hlsl test.tese.qsb
+qsb --glsl 320es,410 --hlsl 50 test.frag -o test.frag.qsb
diff --git a/tests/manual/rhi/tessellation/test.frag.qsb b/tests/manual/rhi/tessellation/test.frag.qsb
index d680373221..4ec03e5700 100644
--- a/tests/manual/rhi/tessellation/test.frag.qsb
+++ b/tests/manual/rhi/tessellation/test.frag.qsb
Binary files differ
diff --git a/tests/manual/rhi/tessellation/test.tesc.qsb b/tests/manual/rhi/tessellation/test.tesc.qsb
index fc9dfbaea1..57451d7c08 100644
--- a/tests/manual/rhi/tessellation/test.tesc.qsb
+++ b/tests/manual/rhi/tessellation/test.tesc.qsb
Binary files differ
diff --git a/tests/manual/rhi/tessellation/test.tese.qsb b/tests/manual/rhi/tessellation/test.tese.qsb
index fe99cd5001..4ca3c35e92 100644
--- a/tests/manual/rhi/tessellation/test.tese.qsb
+++ b/tests/manual/rhi/tessellation/test.tese.qsb
Binary files differ
diff --git a/tests/manual/rhi/tessellation/test.vert.qsb b/tests/manual/rhi/tessellation/test.vert.qsb
index 18f2e7b297..ac261d2b41 100644
--- a/tests/manual/rhi/tessellation/test.vert.qsb
+++ b/tests/manual/rhi/tessellation/test.vert.qsb
Binary files differ
diff --git a/tests/manual/rhi/tessellation/test_domain.hlsl b/tests/manual/rhi/tessellation/test_domain.hlsl
new file mode 100644
index 0000000000..a3de658c0e
--- /dev/null
+++ b/tests/manual/rhi/tessellation/test_domain.hlsl
@@ -0,0 +1,38 @@
+struct Input
+{
+ float edges[3] : SV_TessFactor;
+ float inside : SV_InsideTessFactor;
+};
+
+struct PatchInput
+{
+ float3 position : POSITION;
+ float3 color : COLOR;
+};
+
+struct PixelInput
+{
+ float3 color : TEXCOORD0;
+ float4 position : SV_POSITION;
+};
+
+cbuffer buf : register(b0)
+{
+ row_major float4x4 mvp : packoffset(c0);
+ float time : packoffset(c4);
+ float amplitude : packoffset(c4.y);
+};
+
+[domain("tri")]
+PixelInput main(Input input, float3 uvwCoord : SV_DomainLocation, const OutputPatch<PatchInput, 3> patch)
+{
+ PixelInput output;
+
+ float3 vertexPosition = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position;
+ output.position = mul(float4(vertexPosition, 1.0f), mvp);
+ output.position.x += sin(time + output.position.y) * amplitude;
+
+ output.color = uvwCoord.x * patch[0].color + uvwCoord.y * patch[1].color + uvwCoord.z * patch[2].color;
+
+ return output;
+}
diff --git a/tests/manual/rhi/tessellation/test_hull.hlsl b/tests/manual/rhi/tessellation/test_hull.hlsl
new file mode 100644
index 0000000000..3d09307159
--- /dev/null
+++ b/tests/manual/rhi/tessellation/test_hull.hlsl
@@ -0,0 +1,40 @@
+struct Input
+{
+ float3 color : TEXCOORD0;
+ float4 position : SV_Position;
+};
+
+struct Output
+{
+ float3 position : POSITION;
+ float3 color : COLOR;
+};
+
+struct ConstantData
+{
+ float edges[3] : SV_TessFactor;
+ float inside : SV_InsideTessFactor;
+};
+
+ConstantData patchConstFunc(InputPatch<Input, 3> ip, uint PatchID : SV_PrimitiveID )
+{
+ ConstantData d;
+ d.edges[0] = 4.0;
+ d.edges[1] = 4.0;
+ d.edges[2] = 4.0;
+ d.inside = 4.0;
+ return d;
+}
+
+[domain("tri")]
+[partitioning("integer")]
+[outputtopology("triangle_cw")]
+[outputcontrolpoints(3)]
+[patchconstantfunc("patchConstFunc")]
+Output main(InputPatch<Input, 3> patch, uint pointId : SV_OutputControlPointID, uint patchId : SV_PrimitiveID)
+{
+ Output output;
+ output.position = patch[pointId].position;
+ output.color = patch[pointId].color;
+ return output;
+}