Move PS constant buffer to register 0

This commit is contained in:
baldurk
2016-11-18 15:44:37 +01:00
parent bb4bbd7403
commit 5de727e254
6 changed files with 24 additions and 24 deletions
+1 -1
View File
@@ -73,7 +73,7 @@ cbuffer DebugGeometryCBuffer REG(b0)
row_major float4x4 InvProj;
};
cbuffer DebugPixelCBufferData REG(b1)
cbuffer DebugPixelCBufferData REG(b0)
{
float4 Channels;
+1 -1
View File
@@ -241,7 +241,7 @@ MultipleOutput RENDERDOC_WireframePS(wireframeV2F IN)
return OUT;
}
cbuffer overlayconsts : register(b1)
cbuffer overlayconsts : register(b0)
{
float4 overlaycol;
};
+1 -1
View File
@@ -98,7 +98,7 @@ void RENDERDOC_TriangleSizeGS(triangle wireframeV2F input[3], inout TriangleStre
#define NUM_RAMP_COLOURS 128
cbuffer triangleRampCBuf : register(b1)
cbuffer triangleRampCBuf : register(b0)
{
const float4 overdrawRampColours[NUM_RAMP_COLOURS];
};
+10 -10
View File
@@ -3516,7 +3516,7 @@ ResourceId D3D11DebugManager::RenderOverlay(ResourceId texid, FormatComponentTyp
float overlayConsts[] = {0.8f, 0.1f, 0.8f, 1.0f};
ID3D11Buffer *buf = MakeCBuffer(overlayConsts, sizeof(overlayConsts));
m_pImmediateContext->PSSetConstantBuffers(1, 1, &buf);
m_pImmediateContext->PSSetConstantBuffers(0, 1, &buf);
m_pImmediateContext->RSSetState(rs);
@@ -3596,7 +3596,7 @@ ResourceId D3D11DebugManager::RenderOverlay(ResourceId texid, FormatComponentTyp
float overlayConsts[] = {1.0f, 0.0f, 0.0f, 1.0f};
ID3D11Buffer *buf = MakeCBuffer(overlayConsts, sizeof(overlayConsts));
m_pImmediateContext->PSSetConstantBuffers(1, 1, &buf);
m_pImmediateContext->PSSetConstantBuffers(0, 1, &buf);
m_pImmediateContext->RSSetState(rs);
@@ -3607,7 +3607,7 @@ ResourceId D3D11DebugManager::RenderOverlay(ResourceId texid, FormatComponentTyp
buf = MakeCBuffer(overlayConsts, sizeof(overlayConsts));
m_pImmediateContext->PSSetConstantBuffers(1, 1, &buf);
m_pImmediateContext->PSSetConstantBuffers(0, 1, &buf);
m_pImmediateContext->RSSetState(rsCull);
@@ -3720,7 +3720,7 @@ ResourceId D3D11DebugManager::RenderOverlay(ResourceId texid, FormatComponentTyp
ID3D11Buffer *buf = MakeCBuffer(&pixelData, sizeof(DebugPixelCBufferData));
m_pImmediateContext->PSSetConstantBuffers(1, 1, &buf);
m_pImmediateContext->PSSetConstantBuffers(0, 1, &buf);
m_pImmediateContext->Draw(3, 0);
@@ -3747,7 +3747,7 @@ ResourceId D3D11DebugManager::RenderOverlay(ResourceId texid, FormatComponentTyp
buf = MakeCBuffer(&pixelData, sizeof(DebugPixelCBufferData));
m_pImmediateContext->PSSetConstantBuffers(1, 1, &buf);
m_pImmediateContext->PSSetConstantBuffers(0, 1, &buf);
m_pImmediateContext->Draw(3, 0);
}
@@ -3817,7 +3817,7 @@ ResourceId D3D11DebugManager::RenderOverlay(ResourceId texid, FormatComponentTyp
overlayConsts[3] = 1.0f;
ID3D11Buffer *buf = MakeCBuffer(overlayConsts, sizeof(overlayConsts));
m_pImmediateContext->PSSetConstantBuffers(1, 1, &buf);
m_pImmediateContext->PSSetConstantBuffers(0, 1, &buf);
m_pImmediateContext->RSSetState(rs);
@@ -3989,7 +3989,7 @@ ResourceId D3D11DebugManager::RenderOverlay(ResourceId texid, FormatComponentTyp
m_pImmediateContext->IASetInputLayout(m_MeshDisplayLayout);
m_pImmediateContext->VSSetConstantBuffers(0, 1, &m_DebugRender.GenericVSCBuffer);
m_pImmediateContext->PSSetConstantBuffers(1, 1, &psbuf);
m_pImmediateContext->PSSetConstantBuffers(0, 1, &psbuf);
m_pImmediateContext->GSSetConstantBuffers(0, 1, &gsbuf);
m_pImmediateContext->VSSetShader(m_DebugRender.MeshVS, NULL, 0);
m_pImmediateContext->GSSetShader(m_DebugRender.TriangleSizeGS, NULL, 0);
@@ -4373,7 +4373,7 @@ ResourceId D3D11DebugManager::RenderOverlay(ResourceId texid, FormatComponentTyp
ID3D11Buffer *buf = MakeCBuffer(redConsts, sizeof(redConsts));
m_pImmediateContext->PSSetConstantBuffers(1, 1, &buf);
m_pImmediateContext->PSSetConstantBuffers(0, 1, &buf);
m_pImmediateContext->PSSetShader(m_DebugRender.OverlayPS, NULL, 0);
@@ -4408,7 +4408,7 @@ ResourceId D3D11DebugManager::RenderOverlay(ResourceId texid, FormatComponentTyp
buf = MakeCBuffer(greenConsts, sizeof(greenConsts));
m_pImmediateContext->PSSetConstantBuffers(1, 1, &buf);
m_pImmediateContext->PSSetConstantBuffers(0, 1, &buf);
m_pImmediateContext->PSSetShader(m_DebugRender.OverlayPS, NULL, 0);
@@ -4468,7 +4468,7 @@ ResourceId D3D11DebugManager::RenderOverlay(ResourceId texid, FormatComponentTyp
float overlayConsts[] = {0.0f, 1.0f, 0.0f, 1.0f};
ID3D11Buffer *buf = MakeCBuffer(overlayConsts, sizeof(overlayConsts));
m_pImmediateContext->PSSetConstantBuffers(1, 1, &buf);
m_pImmediateContext->PSSetConstantBuffers(0, 1, &buf);
m_pImmediateContext->RSSetState(rs);
+10 -10
View File
@@ -3454,7 +3454,7 @@ bool D3D11DebugManager::RenderTexture(TextureDisplay cfg, bool blendAlpha)
if(customPS == NULL)
{
m_pImmediateContext->PSSetShader(m_DebugRender.TexDisplayPS, NULL, 0);
m_pImmediateContext->PSSetConstantBuffers(1, 1, &m_DebugRender.GenericPSCBuffer);
m_pImmediateContext->PSSetConstantBuffers(0, 1, &m_DebugRender.GenericPSCBuffer);
}
else
{
@@ -3531,7 +3531,7 @@ void D3D11DebugManager::RenderHighlightBox(float w, float h, float scale)
m_pImmediateContext->PSSetShader(m_DebugRender.OverlayPS, NULL, 0);
m_pImmediateContext->OMSetBlendState(NULL, NULL, 0xffffffff);
m_pImmediateContext->PSSetConstantBuffers(1, 1, &pconst);
m_pImmediateContext->PSSetConstantBuffers(0, 1, &pconst);
m_pImmediateContext->VSSetConstantBuffers(0, 1, &vconst);
m_pImmediateContext->Draw(5, 0);
@@ -3547,7 +3547,7 @@ void D3D11DebugManager::RenderHighlightBox(float w, float h, float scale)
pconst = MakeCBuffer(overlayConsts, sizeof(overlayConsts));
m_pImmediateContext->VSSetConstantBuffers(0, 1, &vconst);
m_pImmediateContext->PSSetConstantBuffers(1, 1, &pconst);
m_pImmediateContext->PSSetConstantBuffers(0, 1, &pconst);
m_pImmediateContext->Draw(5, 0);
}
@@ -3594,7 +3594,7 @@ void D3D11DebugManager::RenderCheckerboard(Vec3f light, Vec3f dark)
m_pImmediateContext->RSSetState(m_DebugRender.RastState);
m_pImmediateContext->PSSetShader(m_DebugRender.CheckerboardPS, NULL, 0);
m_pImmediateContext->PSSetConstantBuffers(1, 1, &m_DebugRender.GenericPSCBuffer);
m_pImmediateContext->PSSetConstantBuffers(0, 1, &m_DebugRender.GenericPSCBuffer);
float factor[4] = {1.0f, 1.0f, 1.0f, 1.0f};
m_pImmediateContext->OMSetBlendState(NULL, factor, 0xffffffff);
@@ -4539,7 +4539,7 @@ void D3D11DebugManager::RenderMesh(uint32_t eventID, const vector<MeshFormat> &s
pixelData.WireframeColour = Vec3f(0.0f, 0.0f, 0.0f);
FillCBuffer(m_DebugRender.GenericPSCBuffer, &pixelData, sizeof(DebugPixelCBufferData));
m_pImmediateContext->PSSetConstantBuffers(1, 1, &m_DebugRender.GenericPSCBuffer);
m_pImmediateContext->PSSetConstantBuffers(0, 1, &m_DebugRender.GenericPSCBuffer);
m_pImmediateContext->PSSetShader(m_DebugRender.WireframePS, NULL, 0);
m_pImmediateContext->HSSetShader(NULL, NULL, 0);
@@ -4648,7 +4648,7 @@ void D3D11DebugManager::RenderMesh(uint32_t eventID, const vector<MeshFormat> &s
FillCBuffer(m_DebugRender.GenericVSCBuffer, &vertexData, sizeof(DebugVertexCBuffer));
m_pImmediateContext->VSSetConstantBuffers(0, 1, &m_DebugRender.GenericVSCBuffer);
m_pImmediateContext->PSSetConstantBuffers(1, 1, &m_DebugRender.GenericPSCBuffer);
m_pImmediateContext->PSSetConstantBuffers(0, 1, &m_DebugRender.GenericPSCBuffer);
Vec4f meshColour;
@@ -4761,7 +4761,7 @@ void D3D11DebugManager::RenderMesh(uint32_t eventID, const vector<MeshFormat> &s
FillCBuffer(meshColourBuf, &meshColour, sizeof(meshColour));
m_pImmediateContext->PSSetConstantBuffers(2, 1, &meshColourBuf);
m_pImmediateContext->PSSetConstantBuffers(1, 1, &m_DebugRender.GenericPSCBuffer);
m_pImmediateContext->PSSetConstantBuffers(0, 1, &m_DebugRender.GenericPSCBuffer);
if(cfg.solidShadeMode == eShade_Lit)
{
@@ -4800,7 +4800,7 @@ void D3D11DebugManager::RenderMesh(uint32_t eventID, const vector<MeshFormat> &s
FillCBuffer(meshColourBuf, &meshColour, sizeof(meshColour));
m_pImmediateContext->PSSetConstantBuffers(2, 1, &meshColourBuf);
m_pImmediateContext->PSSetConstantBuffers(1, 1, &m_DebugRender.GenericPSCBuffer);
m_pImmediateContext->PSSetConstantBuffers(0, 1, &m_DebugRender.GenericPSCBuffer);
if(cfg.position.topo >= eTopology_PatchList_1CPs)
m_pImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
@@ -4827,14 +4827,14 @@ void D3D11DebugManager::RenderMesh(uint32_t eventID, const vector<MeshFormat> &s
m_pImmediateContext->VSSetConstantBuffers(0, 1, &m_DebugRender.GenericVSCBuffer);
m_pImmediateContext->VSSetShader(m_DebugRender.MeshVS, NULL, 0);
m_pImmediateContext->PSSetConstantBuffers(1, 1, &m_DebugRender.GenericPSCBuffer);
m_pImmediateContext->PSSetConstantBuffers(0, 1, &m_DebugRender.GenericPSCBuffer);
m_pImmediateContext->PSSetShader(m_DebugRender.WireframePS, NULL, 0);
}
// axis markers
if(!cfg.position.unproject)
{
m_pImmediateContext->PSSetConstantBuffers(1, 1, &m_DebugRender.GenericPSCBuffer);
m_pImmediateContext->PSSetConstantBuffers(0, 1, &m_DebugRender.GenericPSCBuffer);
UINT strides[] = {sizeof(Vec4f)};
UINT offsets[] = {0};
+1 -1
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@@ -370,7 +370,7 @@ D3D12DebugManager::D3D12DebugManager(WrappedID3D12Device *wrapper)
// PS CBV
param.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
param.Descriptor.ShaderRegister = 1;
param.Descriptor.ShaderRegister = 0;
rootSig.push_back(param);