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-rw-r--r--src/gui/rhi/qrhid3d11.cpp282
1 files changed, 179 insertions, 103 deletions
diff --git a/src/gui/rhi/qrhid3d11.cpp b/src/gui/rhi/qrhid3d11.cpp
index 7b583e6fd2..ed202958f3 100644
--- a/src/gui/rhi/qrhid3d11.cpp
+++ b/src/gui/rhi/qrhid3d11.cpp
@@ -113,6 +113,10 @@ QT_BEGIN_NAMESPACE
#define DXGI_ADAPTER_FLAG_SOFTWARE 2
#endif
+#ifndef D3D11_1_UAV_SLOT_COUNT
+#define D3D11_1_UAV_SLOT_COUNT 64
+#endif
+
QRhiD3D11::QRhiD3D11(QRhiD3D11InitParams *params, QRhiD3D11NativeHandles *importDevice)
: ofr(this),
deviceCurse(this)
@@ -627,18 +631,25 @@ void QRhiD3D11::setShaderResources(QRhiCommandBuffer *cb, QRhiShaderResourceBind
break;
case QRhiShaderResourceBinding::SampledTexture:
{
- QD3D11Texture *texD = QRHI_RES(QD3D11Texture, b->u.stex.tex);
- QD3D11Sampler *samplerD = QRHI_RES(QD3D11Sampler, b->u.stex.sampler);
- if (texD->generation != bd.stex.texGeneration
- || texD->m_id != bd.stex.texId
- || samplerD->generation != bd.stex.samplerGeneration
- || samplerD->m_id != bd.stex.samplerId)
- {
+ const QRhiShaderResourceBinding::Data::SampledTextureData *data = &b->u.stex;
+ if (bd.stex.count != data->count) {
+ bd.stex.count = data->count;
srbUpdate = true;
- bd.stex.texId = texD->m_id;
- bd.stex.texGeneration = texD->generation;
- bd.stex.samplerId = samplerD->m_id;
- bd.stex.samplerGeneration = samplerD->generation;
+ }
+ for (int elem = 0; elem < data->count; ++elem) {
+ QD3D11Texture *texD = QRHI_RES(QD3D11Texture, data->texSamplers[elem].tex);
+ QD3D11Sampler *samplerD = QRHI_RES(QD3D11Sampler, data->texSamplers[elem].sampler);
+ if (texD->generation != bd.stex.d[elem].texGeneration
+ || texD->m_id != bd.stex.d[elem].texId
+ || samplerD->generation != bd.stex.d[elem].samplerGeneration
+ || samplerD->m_id != bd.stex.d[elem].samplerId)
+ {
+ srbUpdate = true;
+ bd.stex.d[elem].texId = texD->m_id;
+ bd.stex.d[elem].texGeneration = texD->generation;
+ bd.stex.d[elem].samplerId = samplerD->m_id;
+ bd.stex.d[elem].samplerGeneration = samplerD->generation;
+ }
}
}
break;
@@ -1894,31 +1905,38 @@ void QRhiD3D11::updateShaderResourceBindings(QD3D11ShaderResourceBindings *srbD,
break;
case QRhiShaderResourceBinding::SampledTexture:
{
- QD3D11Texture *texD = QRHI_RES(QD3D11Texture, b->u.stex.tex);
- QD3D11Sampler *samplerD = QRHI_RES(QD3D11Sampler, b->u.stex.sampler);
- bd.stex.texId = texD->m_id;
- bd.stex.texGeneration = texD->generation;
- bd.stex.samplerId = samplerD->m_id;
- bd.stex.samplerGeneration = samplerD->generation;
- if (b->stage.testFlag(QRhiShaderResourceBinding::VertexStage)) {
- QPair<int, int> nativeBinding = mapBinding(b->binding, RBM_VERTEX, nativeResourceBindingMaps);
- if (nativeBinding.first >= 0 && nativeBinding.second >= 0) {
- res[RBM_VERTEX].textures.append({ nativeBinding.first, texD->srv });
- res[RBM_VERTEX].samplers.append({ nativeBinding.second, samplerD->samplerState });
+ const QRhiShaderResourceBinding::Data::SampledTextureData *data = &b->u.stex;
+ bd.stex.count = data->count;
+ const QPair<int, int> nativeBindingVert = mapBinding(b->binding, RBM_VERTEX, 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
+ // is an array, then it will use tN, tN+1, tN+2, ..., and sN,
+ // sN+1, sN+2, ...
+ for (int elem = 0; elem < data->count; ++elem) {
+ QD3D11Texture *texD = QRHI_RES(QD3D11Texture, data->texSamplers[elem].tex);
+ QD3D11Sampler *samplerD = QRHI_RES(QD3D11Sampler, data->texSamplers[elem].sampler);
+ bd.stex.d[elem].texId = texD->m_id;
+ bd.stex.d[elem].texGeneration = texD->generation;
+ bd.stex.d[elem].samplerId = samplerD->m_id;
+ bd.stex.d[elem].samplerGeneration = samplerD->generation;
+ if (b->stage.testFlag(QRhiShaderResourceBinding::VertexStage)) {
+ if (nativeBindingVert.first >= 0 && nativeBindingVert.second >= 0) {
+ res[RBM_VERTEX].textures.append({ nativeBindingVert.first + elem, texD->srv });
+ res[RBM_VERTEX].samplers.append({ nativeBindingVert.second + elem, samplerD->samplerState });
+ }
}
- }
- if (b->stage.testFlag(QRhiShaderResourceBinding::FragmentStage)) {
- QPair<int, int> nativeBinding = mapBinding(b->binding, RBM_FRAGMENT, nativeResourceBindingMaps);
- if (nativeBinding.first >= 0 && nativeBinding.second >= 0) {
- res[RBM_FRAGMENT].textures.append({ nativeBinding.first, texD->srv });
- res[RBM_FRAGMENT].samplers.append({ nativeBinding.second, samplerD->samplerState });
+ if (b->stage.testFlag(QRhiShaderResourceBinding::FragmentStage)) {
+ if (nativeBindingFrag.first >= 0 && nativeBindingFrag.second >= 0) {
+ res[RBM_FRAGMENT].textures.append({ nativeBindingFrag.first + elem, texD->srv });
+ res[RBM_FRAGMENT].samplers.append({ nativeBindingFrag.second + elem, samplerD->samplerState });
+ }
}
- }
- if (b->stage.testFlag(QRhiShaderResourceBinding::ComputeStage)) {
- QPair<int, int> nativeBinding = mapBinding(b->binding, RBM_COMPUTE, nativeResourceBindingMaps);
- if (nativeBinding.first >= 0 && nativeBinding.second >= 0) {
- res[RBM_COMPUTE].textures.append({ nativeBinding.first, texD->srv });
- res[RBM_COMPUTE].samplers.append({ nativeBinding.second, samplerD->samplerState });
+ if (b->stage.testFlag(QRhiShaderResourceBinding::ComputeStage)) {
+ if (nativeBindingComp.first >= 0 && nativeBindingComp.second >= 0) {
+ res[RBM_COMPUTE].textures.append({ nativeBindingComp.first + elem, texD->srv });
+ res[RBM_COMPUTE].samplers.append({ nativeBindingComp.second + elem, samplerD->samplerState });
+ }
}
}
}
@@ -2077,102 +2095,156 @@ static void applyDynamicOffsets(QVarLengthArray<UINT, 4> *offsets,
}
}
+static inline uint clampedResourceCount(uint startSlot, int countSlots, uint maxSlots, const char *resType)
+{
+ if (startSlot + countSlots > maxSlots) {
+ qWarning("Not enough D3D11 %s slots to bind %d resources starting at slot %d, max slots is %d",
+ resType, countSlots, startSlot, maxSlots);
+ countSlots = maxSlots > startSlot ? maxSlots - startSlot : 0;
+ }
+ return countSlots;
+}
+
void QRhiD3D11::bindShaderResources(QD3D11ShaderResourceBindings *srbD,
const uint *dynOfsPairs, int dynOfsPairCount,
bool offsetOnlyChange)
{
if (!offsetOnlyChange) {
- for (const auto &batch : srbD->vssamplers.batches)
- context->VSSetSamplers(batch.startBinding, UINT(batch.resources.count()), batch.resources.constData());
+ 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) {
- context->VSSetShaderResources(batch.startBinding, UINT(batch.resources.count()), batch.resources.constData());
- contextState.vsHighestActiveSrvBinding = qMax<int>(contextState.vsHighestActiveSrvBinding,
- int(batch.startBinding) + batch.resources.count() - 1);
+ 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);
+ }
}
- for (const auto &batch : srbD->fssamplers.batches)
- context->PSSetSamplers(batch.startBinding, UINT(batch.resources.count()), batch.resources.constData());
+ 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) {
- context->PSSetShaderResources(batch.startBinding, UINT(batch.resources.count()), batch.resources.constData());
- contextState.fsHighestActiveSrvBinding = qMax<int>(contextState.fsHighestActiveSrvBinding,
- int(batch.startBinding) + batch.resources.count() - 1);
+ 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);
+ }
}
- for (const auto &batch : srbD->cssamplers.batches)
- context->CSSetSamplers(batch.startBinding, UINT(batch.resources.count()), batch.resources.constData());
+ 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) {
- context->CSSetShaderResources(batch.startBinding, UINT(batch.resources.count()), batch.resources.constData());
- contextState.csHighestActiveSrvBinding = qMax<int>(contextState.csHighestActiveSrvBinding,
- int(batch.startBinding) + batch.resources.count() - 1);
+ 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);
+ }
}
}
for (int i = 0, ie = srbD->vsubufs.batches.count(); i != ie; ++i) {
- if (!dynOfsPairCount) {
- context->VSSetConstantBuffers1(srbD->vsubufs.batches[i].startBinding,
- UINT(srbD->vsubufs.batches[i].resources.count()),
- srbD->vsubufs.batches[i].resources.constData(),
- srbD->vsubufoffsets.batches[i].resources.constData(),
- srbD->vsubufsizes.batches[i].resources.constData());
- } else {
- QVarLengthArray<UINT, 4> offsets;
- applyDynamicOffsets(&offsets, i, &srbD->vsubufs, &srbD->vsubufoffsets, dynOfsPairs, dynOfsPairCount);
- context->VSSetConstantBuffers1(srbD->vsubufs.batches[i].startBinding,
- UINT(srbD->vsubufs.batches[i].resources.count()),
- srbD->vsubufs.batches[i].resources.constData(),
- offsets.constData(),
- srbD->vsubufsizes.batches[i].resources.constData());
+ 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 {
+ QVarLengthArray<UINT, 4> offsets;
+ applyDynamicOffsets(&offsets, i, &srbD->vsubufs, &srbD->vsubufoffsets, dynOfsPairs, dynOfsPairCount);
+ context->VSSetConstantBuffers1(srbD->vsubufs.batches[i].startBinding,
+ count,
+ srbD->vsubufs.batches[i].resources.constData(),
+ offsets.constData(),
+ srbD->vsubufsizes.batches[i].resources.constData());
+ }
}
}
for (int i = 0, ie = srbD->fsubufs.batches.count(); i != ie; ++i) {
- if (!dynOfsPairCount) {
- context->PSSetConstantBuffers1(srbD->fsubufs.batches[i].startBinding,
- UINT(srbD->fsubufs.batches[i].resources.count()),
- srbD->fsubufs.batches[i].resources.constData(),
- srbD->fsubufoffsets.batches[i].resources.constData(),
- srbD->fsubufsizes.batches[i].resources.constData());
- } else {
- QVarLengthArray<UINT, 4> offsets;
- applyDynamicOffsets(&offsets, i, &srbD->fsubufs, &srbD->fsubufoffsets, dynOfsPairs, dynOfsPairCount);
- context->PSSetConstantBuffers1(srbD->fsubufs.batches[i].startBinding,
- UINT(srbD->fsubufs.batches[i].resources.count()),
- srbD->fsubufs.batches[i].resources.constData(),
- offsets.constData(),
- srbD->fsubufsizes.batches[i].resources.constData());
+ 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 {
+ QVarLengthArray<UINT, 4> offsets;
+ applyDynamicOffsets(&offsets, i, &srbD->fsubufs, &srbD->fsubufoffsets, dynOfsPairs, dynOfsPairCount);
+ context->PSSetConstantBuffers1(srbD->fsubufs.batches[i].startBinding,
+ count,
+ srbD->fsubufs.batches[i].resources.constData(),
+ offsets.constData(),
+ srbD->fsubufsizes.batches[i].resources.constData());
+ }
}
}
for (int i = 0, ie = srbD->csubufs.batches.count(); i != ie; ++i) {
- if (!dynOfsPairCount) {
- context->CSSetConstantBuffers1(srbD->csubufs.batches[i].startBinding,
- UINT(srbD->csubufs.batches[i].resources.count()),
- srbD->csubufs.batches[i].resources.constData(),
- srbD->csubufoffsets.batches[i].resources.constData(),
- srbD->csubufsizes.batches[i].resources.constData());
- } else {
- QVarLengthArray<UINT, 4> offsets;
- applyDynamicOffsets(&offsets, i, &srbD->csubufs, &srbD->csubufoffsets, dynOfsPairs, dynOfsPairCount);
- context->CSSetConstantBuffers1(srbD->csubufs.batches[i].startBinding,
- UINT(srbD->csubufs.batches[i].resources.count()),
- srbD->csubufs.batches[i].resources.constData(),
- offsets.constData(),
- srbD->csubufsizes.batches[i].resources.constData());
+ 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 {
+ QVarLengthArray<UINT, 4> offsets;
+ applyDynamicOffsets(&offsets, i, &srbD->csubufs, &srbD->csubufoffsets, dynOfsPairs, dynOfsPairCount);
+ context->CSSetConstantBuffers1(srbD->csubufs.batches[i].startBinding,
+ count,
+ srbD->csubufs.batches[i].resources.constData(),
+ offsets.constData(),
+ srbD->csubufsizes.batches[i].resources.constData());
+ }
}
}
- for (int i = 0, ie = srbD->csUAVs.batches.count(); i != ie; ++i) {
- const uint startBinding = srbD->csUAVs.batches[i].startBinding;
- const uint count = uint(srbD->csUAVs.batches[i].resources.count());
- context->CSSetUnorderedAccessViews(startBinding,
- count,
- srbD->csUAVs.batches[i].resources.constData(),
- nullptr);
- contextState.csHighestActiveUavBinding = qMax<int>(contextState.csHighestActiveUavBinding,
- int(startBinding + count - 1));
+ 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);
+ }
}
}
@@ -3529,11 +3601,15 @@ static pD3DCompile resolveD3DCompile()
static QByteArray compileHlslShaderSource(const QShader &shader, QShader::Variant shaderVariant, QString *error, QShaderKey *usedShaderKey)
{
- QShaderCode dxbc = shader.shader({ QShader::DxbcShader, 50, shaderVariant });
- if (!dxbc.shader().isEmpty())
+ QShaderKey key = { QShader::DxbcShader, 50, shaderVariant };
+ QShaderCode dxbc = shader.shader(key);
+ if (!dxbc.shader().isEmpty()) {
+ if (usedShaderKey)
+ *usedShaderKey = key;
return dxbc.shader();
+ }
- const QShaderKey key = { QShader::HlslShader, 50, shaderVariant };
+ key = { QShader::HlslShader, 50, shaderVariant };
QShaderCode hlslSource = shader.shader(key);
if (hlslSource.shader().isEmpty()) {
qWarning() << "No HLSL (shader model 5.0) code found in baked shader" << shader;