FX11/EffectRuntime.cpp

719 строки
25 KiB
C++

//--------------------------------------------------------------------------------------
// File: EffectRuntime.cpp
//
// Direct3D 11 Effect runtime routines (performance critical)
// These functions are expected to be called at high frequency
// (when applying a pass).
//
// Copyright (c) Microsoft Corporation.
// Licensed under the MIT License.
//
// http://go.microsoft.com/fwlink/p/?LinkId=271568
//--------------------------------------------------------------------------------------
#include "pchfx.h"
namespace D3DX11Effects
{
// D3D11_KEEP_UNORDERED_ACCESS_VIEWS == (uint32_t)-1
uint32_t 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( _In_ const SShaderBlock* pBlock )
{
if( pBlock->InterfaceDepCount > 0 )
{
assert( pBlock->InterfaceDepCount == 1 );
for( size_t 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
#pragma warning(push)
#pragma warning(disable: 4616 6282)
bool SPassBlock::CheckDependencies()
{
if( HasDependencies )
return true;
for( size_t i=0; i < AssignmentCount; i++ )
{
if( pAssignments[i].DependencyCount > 0 )
return HasDependencies = true;
}
if( BackingStore.pBlendBlock && BackingStore.pBlendBlock->AssignmentCount > 0 )
{
for( size_t 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( size_t 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( size_t 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;
}
#pragma warning(pop)
// Update constant buffer contents if necessary
inline void CheckAndUpdateCB_FX(ID3D11DeviceContext *pContext, SConstantBuffer *pCB)
{
if (pCB->IsDirty && !pCB->IsNonUpdatable)
{
// CB out of date; rebuild it
pContext->UpdateSubresource(pCB->pD3DObject, 0, nullptr, pCB->pBackingStore, pCB->Size, pCB->Size);
pCB->IsDirty = false;
}
}
//--------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------
// Set the shader and dependent state (SRVs, samplers, UAVs, interfaces)
void CEffect::ApplyShaderBlock(_In_ SShaderBlock *pBlock)
{
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++)
{
assert(pCBDep->ppFXPointers);
for (size_t 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++)
{
assert(pSampDep->ppFXPointers);
for (size_t 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
assert( pBlock->UAVDepCount < 2 );
if( pBlock->UAVDepCount > 0 )
{
SUnorderedAccessViewDependency *pUAVDep = pBlock->pUAVDeps;
assert(pUAVDep->ppFXPointers != 0);
_Analysis_assume_(pUAVDep->ppFXPointers != 0);
for (size_t 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, nullptr, nullptr, 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++)
{
assert(pResourceDep->ppFXPointers != 0);
_Analysis_assume_(pResourceDep->ppFXPointers != 0);
for (size_t 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
uint32_t Interfaces = 0;
ID3D11ClassInstance** ppClassInstances = nullptr;
assert( pBlock->InterfaceDepCount < 2 );
if( pBlock->InterfaceDepCount > 0 )
{
SInterfaceDependency *pInterfaceDep = pBlock->pInterfaceDeps;
assert(pInterfaceDep->ppFXPointers);
ppClassInstances = pInterfaceDep->ppD3DObjects;
Interfaces = pInterfaceDep->Count;
for (size_t i=0; i<pInterfaceDep->Count; i++)
{
assert(pInterfaceDep->ppFXPointers != 0);
_Analysis_assume_(pInterfaceDep->ppFXPointers != 0);
SClassInstanceGlobalVariable* pCI = pInterfaceDep->ppFXPointers[i]->pClassInstance;
if( pCI )
{
assert( pCI->pMemberData != 0 );
_Analysis_assume_( pCI->pMemberData != 0 );
pInterfaceDep->ppD3DObjects[i] = pCI->pMemberData->Data.pD3DClassInstance;
}
else
{
pInterfaceDep->ppD3DObjects[i] = nullptr;
}
}
}
// Now set the shader
(m_pContext->*(pVT->pSetShader))(pBlock->pD3DObject, ppClassInstances, Interfaces);
}
// Returns true if the block D3D data was recreated
bool CEffect::ApplyRenderStateBlock(_In_ SBaseBlock *pBlock)
{
if( pBlock->IsUserManaged )
{
return false;
}
bool bRecreate = pBlock->ApplyAssignments(this);
if (bRecreate)
{
switch (pBlock->BlockType)
{
case EBT_Sampler:
{
SSamplerBlock *pSBlock = pBlock->AsSampler();
assert(pSBlock->pD3DObject != 0);
_Analysis_assume_(pSBlock->pD3DObject != 0);
pSBlock->pD3DObject->Release();
HRESULT hr = m_pDevice->CreateSamplerState( &pSBlock->BackingStore.SamplerDesc, &pSBlock->pD3DObject );
if ( SUCCEEDED(hr) )
{
SetDebugObjectName(pSBlock->pD3DObject, "D3DX11Effect");
}
}
break;
case EBT_DepthStencil:
{
SDepthStencilBlock *pDSBlock = pBlock->AsDepthStencil();
assert(nullptr != pDSBlock->pDSObject);
SAFE_RELEASE( pDSBlock->pDSObject );
if( SUCCEEDED( m_pDevice->CreateDepthStencilState( &pDSBlock->BackingStore, &pDSBlock->pDSObject ) ) )
{
pDSBlock->IsValid = true;
SetDebugObjectName( pDSBlock->pDSObject, "D3DX11Effect" );
}
else
pDSBlock->IsValid = false;
}
break;
case EBT_Blend:
{
SBlendBlock *pBBlock = pBlock->AsBlend();
assert(nullptr != pBBlock->pBlendObject);
SAFE_RELEASE( pBBlock->pBlendObject );
if( SUCCEEDED( m_pDevice->CreateBlendState( &pBBlock->BackingStore, &pBBlock->pBlendObject ) ) )
{
pBBlock->IsValid = true;
SetDebugObjectName( pBBlock->pBlendObject, "D3DX11Effect" );
}
else
pBBlock->IsValid = false;
}
break;
case EBT_Rasterizer:
{
SRasterizerBlock *pRBlock = pBlock->AsRasterizer();
assert(nullptr != pRBlock->pRasterizerObject);
SAFE_RELEASE( pRBlock->pRasterizerObject );
if( SUCCEEDED( m_pDevice->CreateRasterizerState( &pRBlock->BackingStore, &pRBlock->pRasterizerObject ) ) )
{
pRBlock->IsValid = true;
SetDebugObjectName( pRBlock->pRasterizerObject, "D3DX11Effect" );
}
else
pRBlock->IsValid = false;
}
break;
default:
assert(0);
}
}
return bRecreate;
}
void CEffect::ValidateIndex(_In_ uint32_t Elements)
{
if (m_FXLIndex >= Elements)
{
DPF(0, "ID3DX11Effect: Overindexing variable array (size: %u, index: %u), using index = 0 instead", Elements, m_FXLIndex);
m_FXLIndex = 0;
}
}
// Returns true if the assignment was changed
bool CEffect::EvaluateAssignment(_Inout_ SAssignment *pAssignment)
{
bool bNeedUpdate = false;
SGlobalVariable *pVarDep0, *pVarDep1;
switch (pAssignment->AssignmentType)
{
case ERAT_NumericVariable:
assert(pAssignment->DependencyCount == 1);
if (pAssignment->pDependencies[0].pVariable->LastModifiedTime >= pAssignment->LastRecomputedTime)
{
memcpy(pAssignment->Destination.pNumeric, pAssignment->Source.pNumeric, pAssignment->DataSize);
bNeedUpdate = true;
}
break;
case ERAT_NumericVariableIndex:
assert(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
memcpy(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
memcpy(pAssignment->Destination.pNumeric, pAssignment->Source.pNumeric, pAssignment->DataSize);
bNeedUpdate = true;
}
break;
case ERAT_ObjectVariableIndex:
assert(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
assert(0);
break;
}
// Mark the assignment as not dirty
pAssignment->LastRecomputedTime = m_LocalTimer;
return bNeedUpdate;
}
// Returns false if this shader has interface dependencies which are nullptr (SetShader will fail).
bool CEffect::ValidateShaderBlock( _Inout_ SShaderBlock* pBlock )
{
if( !pBlock->IsValid )
return false;
if( pBlock->InterfaceDepCount > 0 )
{
assert( pBlock->InterfaceDepCount == 1 );
for( size_t i=0; i < pBlock->pInterfaceDeps[0].Count; i++ )
{
SInterface* pInterfaceDep = pBlock->pInterfaceDeps[0].ppFXPointers[i];
assert( pInterfaceDep != 0 );
_Analysis_assume_( pInterfaceDep != 0 );
if( pInterfaceDep->pClassInstance == nullptr )
{
return false;
}
}
}
return true;
}
// Returns false if any state in the pass is invalid
bool CEffect::ValidatePassBlock( _Inout_ SPassBlock* pBlock )
{
pBlock->ApplyPassAssignments();
if (nullptr != pBlock->BackingStore.pBlendBlock)
{
ApplyRenderStateBlock(pBlock->BackingStore.pBlendBlock);
pBlock->BackingStore.pBlendState = pBlock->BackingStore.pBlendBlock->pBlendObject;
if( !pBlock->BackingStore.pBlendBlock->IsValid )
return false;
}
if( nullptr != pBlock->BackingStore.pDepthStencilBlock )
{
ApplyRenderStateBlock( pBlock->BackingStore.pDepthStencilBlock );
pBlock->BackingStore.pDepthStencilState = pBlock->BackingStore.pDepthStencilBlock->pDSObject;
if( !pBlock->BackingStore.pDepthStencilBlock->IsValid )
return false;
}
if( nullptr != pBlock->BackingStore.pRasterizerBlock )
{
ApplyRenderStateBlock( pBlock->BackingStore.pRasterizerBlock );
if( !pBlock->BackingStore.pRasterizerBlock->IsValid )
return false;
}
if( nullptr != pBlock->BackingStore.pVertexShaderBlock && !ValidateShaderBlock(pBlock->BackingStore.pVertexShaderBlock) )
return false;
if( nullptr != pBlock->BackingStore.pGeometryShaderBlock && !ValidateShaderBlock(pBlock->BackingStore.pGeometryShaderBlock) )
return false;
if( nullptr != 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( nullptr != pBlock->BackingStore.pHullShaderBlock && !ValidateShaderBlock(pBlock->BackingStore.pHullShaderBlock) )
return false;
if( nullptr != pBlock->BackingStore.pDomainShaderBlock && !ValidateShaderBlock(pBlock->BackingStore.pDomainShaderBlock) )
return false;
if( nullptr != pBlock->BackingStore.pComputeShaderBlock && !ValidateShaderBlock(pBlock->BackingStore.pComputeShaderBlock) )
return false;
return true;
}
// Set all state defined in the pass
void CEffect::ApplyPassBlock(_Inout_ SPassBlock *pBlock)
{
pBlock->ApplyPassAssignments();
if (nullptr != 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 (nullptr != 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 (nullptr != 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 (nullptr != pBlock->BackingStore.pRenderTargetViews[0])
{
// Grab all render targets
ID3D11RenderTargetView *pRTV[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT];
assert(pBlock->BackingStore.RenderTargetViewCount <= D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT);
_Analysis_assume_(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT >= pBlock->BackingStore.RenderTargetViewCount);
for (uint32_t 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, nullptr, nullptr );
}
if (nullptr != 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 (nullptr != 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 (nullptr != 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 (nullptr != 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 (nullptr != 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 (nullptr != 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++;
#if !defined(_M_X64) && !defined(_M_ARM64)
#ifdef _DEBUG
if (m_LocalTimer > g_TimerRolloverCount)
{
DPF(0, "Rolling over timer (current time: %zu, rollover cap: %u).", m_LocalTimer, g_TimerRolloverCount);
#else
if (m_LocalTimer >= 0x80000000) // check to see if we've exceeded ~2 billion
{
#endif
HandleLocalTimerRollover();
m_LocalTimer = 1;
}
#endif // _M_X64
}
// 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()
{
uint32_t 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 (uint32_t 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;
}
}
}
}