memory setup
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@@ -1,7 +1,8 @@
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#include "Rendering.h"
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#include "../Log.h"
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#include "../../engine/Shared.h"
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#include "../Global.h"
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#include "bgfx/defines.h"
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#include "bgfx/platform.h"
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#include "bx/timer.h"
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#include <bx/file.h>
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#include <bgfx/bgfx.h>
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@@ -46,7 +47,6 @@ namespace Game
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namespace
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{
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static const bgfx::Memory* loadMem(bx::FileReaderI* _reader, const bx::FilePath& _filePath)
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{
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if (bx::open(_reader, _filePath))
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@@ -68,6 +68,9 @@ namespace Game
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const char* shaderPath = "???";
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switch (bgfx::getRendererType()) {
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case bgfx::RendererType::Agc:
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case bgfx::RendererType::Nvn:
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case bgfx::RendererType::Count:
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case bgfx::RendererType::Noop: break;
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case bgfx::RendererType::Direct3D11:
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case bgfx::RendererType::Direct3D12: shaderPath = "game/compiled-shaders/dx11/"; break;
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@@ -99,20 +102,24 @@ namespace Game
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}
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}
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void GameRendering::Setup(void* window)
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void GameRendering::Setup()
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{
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Log("Game rendering setup...");
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bgfx::renderFrame();
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SharedData& shared = GetShared();
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bgfx::Init init;
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init.type = bgfx::RendererType::Direct3D12;
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init.debug = true;
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init.callback = &Callback;
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init.platformData.nwh = window;
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init.platformData.nwh = shared.Window.Handle;
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init.platformData.ndt = nullptr;
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init.platformData.type = bgfx::NativeWindowHandleType::Default;
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init.resolution.width = State.WindowWidth;
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init.resolution.height = State.WindowHeight;
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init.resolution.width = shared.Window.WindowWidth;
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init.resolution.height = shared.Window.WindowHeight;
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init.resolution.reset = BGFX_RESET_VSYNC;
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Log("%i by %i", init.resolution.width, init.resolution.height);
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if (!bgfx::init(init))
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{
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Log("BGFX setup failed!");
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@@ -134,12 +141,19 @@ namespace Game
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bgfx::ShaderHandle vertexShader = loadShader("vert");
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bgfx::ShaderHandle fragmentShader = loadShader("frag");
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Shader = bgfx::createProgram(vertexShader, fragmentShader, true);
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State.StartTime = bx::getHPCounter();
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if (!GetInstance().IsInitialized)
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{
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GetInstance().IsInitialized = true;
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GetInstance().StartTime = bx::getHPCounter();
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}
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}
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void GameRendering::Update()
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{
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float time = (float)((bx::getHPCounter() - State.StartTime) / double(bx::getHPFrequency()));
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SharedData& shared = GetShared();
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int64_t tickDelta = bx::getHPCounter() - GetInstance().StartTime;
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double time = tickDelta / double(bx::getHPFrequency());
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const bx::Vec3 at = { 0.0f, 0.0f, 0.0f };
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const bx::Vec3 eye = { 0.0f, 0.0f, -35.0f };
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@@ -150,11 +164,11 @@ namespace Game
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bx::mtxLookAt(view, eye, at);
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float proj[16];
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bx::mtxProj(proj, 60.0f, float(State.WindowWidth) / float(State.WindowHeight), 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth);
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bx::mtxProj(proj, 60.0f, float(shared.Window.WindowWidth) / float(shared.Window.WindowHeight), 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth);
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bgfx::setViewTransform(0, view, proj);
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// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, State.WindowWidth, State.WindowHeight);
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bgfx::setViewRect(0, 0, 0, shared.Window.WindowWidth, shared.Window.WindowHeight);
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}
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// This dummy draw call is here to make sure that view 0 is cleared
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@@ -163,15 +177,12 @@ namespace Game
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bgfx::IndexBufferHandle ibh = IndexBuffer;
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uint64_t state = 0
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| (true ? BGFX_STATE_WRITE_R : 0)
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| (true ? BGFX_STATE_WRITE_G : 0)
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| (true ? BGFX_STATE_WRITE_B : 0)
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| (true ? BGFX_STATE_WRITE_A : 0)
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| BGFX_STATE_WRITE_RGB
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| BGFX_STATE_WRITE_A
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| BGFX_STATE_WRITE_Z
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| BGFX_STATE_DEPTH_TEST_LESS
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| BGFX_STATE_CULL_CW
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| BGFX_STATE_MSAA
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| 0
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;
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// Submit 11x11 cubes.
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@@ -200,10 +211,9 @@ namespace Game
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}
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}
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bgfx::dbgTextPrintf(1, 1, 0x0F, "Time: %f", time);
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bgfx::dbgTextPrintf(1, 1, 0x0F, "Time: %.1f", time);
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bgfx::dbgTextPrintf(1, 2, 0x0f, "Frame: %u", GetInstance().FrameCounter);
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// Advance to next frame. Rendering thread will be kicked to
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// process submitted rendering primitives.
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bgfx::frame();
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}
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