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d3d12: Use constant buffer content
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d627f9cb83
commit
411265d83a
2 changed files with 17 additions and 6 deletions
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@ -345,24 +345,28 @@ void D3D12GSRender::FillVertexShaderConstantsBuffer()
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memcpy((char*)constantsBufferMap + m_constantsBufferOffset + currentoffset, scaleOffsetMat, 16 * sizeof(float));
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currentoffset += 16 * sizeof(float);
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size_t bufferSize = currentoffset;
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for (const RSXTransformConstant& c : m_transform_constants)
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{
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size_t offset = c.id * 4 * sizeof(float) + currentoffset;
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float vector[] = { c.x, c.y, c.z, c.w };
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memcpy((char*)constantsBufferMap + m_constantsBufferOffset + currentoffset, vector, 4 * sizeof(float));
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currentoffset += 4 * sizeof(float);
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memcpy((char*)constantsBufferMap + m_constantsBufferOffset + offset, vector, 4 * sizeof(float));
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size_t bufferSizeCandidate = offset + 4 * sizeof(float);
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bufferSize = bufferSizeCandidate > bufferSize ? bufferSizeCandidate : bufferSize;
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}
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m_constantsBuffer->Unmap(0, &range);
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// Align to 256 byte
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currentoffset = (currentoffset + 255) & ~255;
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bufferSize = (bufferSize + 255) & ~255;
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D3D12_CONSTANT_BUFFER_VIEW_DESC constantBufferViewDesc = {};
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constantBufferViewDesc.BufferLocation = m_constantsBuffer->GetGPUVirtualAddress() + m_constantsBufferOffset;
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constantBufferViewDesc.SizeInBytes = (UINT)currentoffset;
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constantBufferViewDesc.SizeInBytes = (UINT)bufferSize;
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D3D12_CPU_DESCRIPTOR_HANDLE Handle = m_constantsBufferDescriptorsHeap->GetCPUDescriptorHandleForHeapStart();
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Handle.ptr += m_constantsBufferIndex * m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
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m_device->CreateConstantBufferView(&constantBufferViewDesc, Handle);
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m_constantsBufferOffset += currentoffset;
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m_constantsBufferOffset += bufferSize;
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}
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void D3D12GSRender::FillPixelShaderConstantsBuffer()
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@ -256,6 +256,7 @@ void Shader::Compile(SHADER_TYPE st)
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cbuffer CONSTANT : register(b0)
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{
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float4x4 scaleOffsetMat;
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float4 vc[468];
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};
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struct vertex {
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@ -271,7 +272,13 @@ void Shader::Compile(SHADER_TYPE st)
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pixel main(vertex In)
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{
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pixel Out;
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Out.pos = mul(float4(In.pos.x, In.pos.y, 0., 1.), scaleOffsetMat);
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float4 pos = In.pos;
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pos.w = dot(pos, vc[259]);
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pos.z = dot(pos, vc[258]);
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pos.y = dot(pos, vc[257]);
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pos.x = dot(pos, vc[256]);
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pos.z = 0;
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Out.pos = mul(pos, scaleOffsetMat);
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Out.color = In.color;
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return Out;
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});
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