From 09b9f1dc1ec69683c3143f309e6e8a0141361624 Mon Sep 17 00:00:00 2001 From: assiduous Date: Thu, 26 Mar 2020 11:40:00 -0700 Subject: Renamed _DEBUG and DEVELOPMENT macros to DILGENT_DEBUG and DILIGENT_DEVELOPMENT --- .../include/DeviceContextD3D11Impl.hpp | 2 +- .../include/EngineD3D11Defines.h | 2 +- .../include/ShaderResourceCacheD3D11.hpp | 2 +- .../include/ShaderResourceLayoutD3D11.hpp | 2 +- .../include/ShaderResourcesD3D11.hpp | 2 +- .../src/DeviceContextD3D11Impl.cpp | 80 +++++++++++----------- .../GraphicsEngineD3D11/src/EngineFactoryD3D11.cpp | 4 +- .../src/PipelineStateD3D11Impl.cpp | 2 +- .../src/ShaderResourceBindingD3D11Impl.cpp | 12 ++-- .../src/ShaderResourceCacheD3D11.cpp | 2 +- .../src/ShaderResourceLayoutD3D11.cpp | 44 ++++++------ .../src/ShaderResourcesD3D11.cpp | 2 +- 12 files changed, 82 insertions(+), 74 deletions(-) (limited to 'Graphics/GraphicsEngineD3D11') diff --git a/Graphics/GraphicsEngineD3D11/include/DeviceContextD3D11Impl.hpp b/Graphics/GraphicsEngineD3D11/include/DeviceContextD3D11Impl.hpp index 987faccc..f8db6f23 100644 --- a/Graphics/GraphicsEngineD3D11/include/DeviceContextD3D11Impl.hpp +++ b/Graphics/GraphicsEngineD3D11/include/DeviceContextD3D11Impl.hpp @@ -39,7 +39,7 @@ #include "QueryD3D11Impl.hpp" #include "DisjointQueryPool.hpp" -#ifdef _DEBUG +#ifdef DILIGENT_DEBUG # define VERIFY_CONTEXT_BINDINGS #endif diff --git a/Graphics/GraphicsEngineD3D11/include/EngineD3D11Defines.h b/Graphics/GraphicsEngineD3D11/include/EngineD3D11Defines.h index b17cf359..0e62e63f 100644 --- a/Graphics/GraphicsEngineD3D11/include/EngineD3D11Defines.h +++ b/Graphics/GraphicsEngineD3D11/include/EngineD3D11Defines.h @@ -27,6 +27,6 @@ #pragma once -#ifdef _DEBUG +#ifdef DILIGENT_DEBUG # define VERIFY_SHADER_BINDINGS #endif diff --git a/Graphics/GraphicsEngineD3D11/include/ShaderResourceCacheD3D11.hpp b/Graphics/GraphicsEngineD3D11/include/ShaderResourceCacheD3D11.hpp index 4c7e2c69..dc70eec1 100644 --- a/Graphics/GraphicsEngineD3D11/include/ShaderResourceCacheD3D11.hpp +++ b/Graphics/GraphicsEngineD3D11/include/ShaderResourceCacheD3D11.hpp @@ -327,7 +327,7 @@ private: Uint8* m_pResourceData = nullptr; -#ifdef _DEBUG +#ifdef DILIGENT_DEBUG IMemoryAllocator* m_pdbgMemoryAllocator = nullptr; #endif }; diff --git a/Graphics/GraphicsEngineD3D11/include/ShaderResourceLayoutD3D11.hpp b/Graphics/GraphicsEngineD3D11/include/ShaderResourceLayoutD3D11.hpp index 6325d3c6..4b4d13b2 100644 --- a/Graphics/GraphicsEngineD3D11/include/ShaderResourceLayoutD3D11.hpp +++ b/Graphics/GraphicsEngineD3D11/include/ShaderResourceLayoutD3D11.hpp @@ -259,7 +259,7 @@ public: // while Layout is alive void BindResources(IResourceMapping* pResourceMapping, Uint32 Flags, const ShaderResourceCacheD3D11& dbgResourceCache); -#ifdef DEVELOPMENT +#ifdef DILIGENT_DEVELOPMENT bool dvpVerifyBindings() const; #endif diff --git a/Graphics/GraphicsEngineD3D11/include/ShaderResourcesD3D11.hpp b/Graphics/GraphicsEngineD3D11/include/ShaderResourcesD3D11.hpp index 6fe91203..ce0e0478 100644 --- a/Graphics/GraphicsEngineD3D11/include/ShaderResourcesD3D11.hpp +++ b/Graphics/GraphicsEngineD3D11/include/ShaderResourcesD3D11.hpp @@ -111,7 +111,7 @@ public: __forceinline Int32 GetMaxUAVBindPoint() const { return m_MaxUAVBindPoint; } // clang-format on -#ifdef DEVELOPMENT +#ifdef DILIGENT_DEVELOPMENT void dvpVerifyCommittedResources(ID3D11Buffer* CommittedD3D11CBs[], ID3D11ShaderResourceView* CommittedD3D11SRVs[], ID3D11Resource* CommittedD3D11SRVResources[], diff --git a/Graphics/GraphicsEngineD3D11/src/DeviceContextD3D11Impl.cpp b/Graphics/GraphicsEngineD3D11/src/DeviceContextD3D11Impl.cpp index f7e8c886..0ff2227d 100755 --- a/Graphics/GraphicsEngineD3D11/src/DeviceContextD3D11Impl.cpp +++ b/Graphics/GraphicsEngineD3D11/src/DeviceContextD3D11Impl.cpp @@ -173,7 +173,7 @@ void DeviceContextD3D11Impl::TransitionAndCommitShaderResources(IPipelineState* if (pShaderResourceBinding == nullptr) { -#ifdef DEVELOPMENT +#ifdef DILIGENT_DEVELOPMENT bool ResourcesPresent = false; for (Uint32 s = 0; s < pPipelineStateD3D11->GetNumShaders(); ++s) { @@ -193,7 +193,7 @@ void DeviceContextD3D11Impl::TransitionAndCommitShaderResources(IPipelineState* auto pShaderResBindingD3D11 = ValidatedCast(pShaderResourceBinding); -#ifdef DEVELOPMENT +#ifdef DILIGENT_DEVELOPMENT if (pPipelineStateD3D11->IsIncompatibleWith(pShaderResourceBinding->GetPipelineState())) { LOG_ERROR_MESSAGE("Shader resource binding does not match Pipeline State"); @@ -204,18 +204,20 @@ void DeviceContextD3D11Impl::TransitionAndCommitShaderResources(IPipelineState* auto NumShaders = pShaderResBindingD3D11->GetNumActiveShaders(); VERIFY(NumShaders == pPipelineStateD3D11->GetNumShaders(), "Number of active shaders in shader resource binding is not consistent with the number of shaders in the pipeline state"); -#ifdef DEVELOPMENT - bool StaticResourcesPresent = false; - for (Uint32 s = 0; s < NumShaders; ++s) - { - const auto& StaticResLayout = pPipelineStateD3D11->GetStaticResourceLayout(s); - if (StaticResLayout.GetTotalResourceCount() > 0) - StaticResourcesPresent = true; - } - // Static resource bindings are verified in BindStaticShaderResources() - if (StaticResourcesPresent && !pShaderResBindingD3D11->IsStaticResourcesBound()) +#ifdef DILIGENT_DEVELOPMENT { - LOG_ERROR_MESSAGE("Static resources have not been initialized in the shader resource binding object being committed for PSO '", pPSO->GetDesc().Name, "'. Please call IShaderResourceBinding::InitializeStaticResources()."); + bool StaticResourcesPresent = false; + for (Uint32 s = 0; s < NumShaders; ++s) + { + const auto& StaticResLayout = pPipelineStateD3D11->GetStaticResourceLayout(s); + if (StaticResLayout.GetTotalResourceCount() > 0) + StaticResourcesPresent = true; + } + // Static resource bindings are verified in BindStaticShaderResources() + if (StaticResourcesPresent && !pShaderResBindingD3D11->IsStaticResourcesBound()) + { + LOG_ERROR_MESSAGE("Static resources have not been initialized in the shader resource binding object being committed for PSO '", pPSO->GetDesc().Name, "'. Please call IShaderResourceBinding::InitializeStaticResources()."); + } } #endif @@ -225,7 +227,7 @@ void DeviceContextD3D11Impl::TransitionAndCommitShaderResources(IPipelineState* { auto ShaderTypeInd = pShaderResBindingD3D11->GetActiveShaderTypeIndex(s); -#ifdef DEVELOPMENT +#ifdef DILIGENT_DEVELOPMENT auto* pShaderD3D11 = pPipelineStateD3D11->GetShader(s); VERIFY_EXPR(ShaderTypeInd == static_cast(GetShaderTypeIndex(pShaderD3D11->GetDesc().ShaderType))); #endif @@ -274,7 +276,7 @@ void DeviceContextD3D11Impl::TransitionAndCommitShaderResources(IPipelineState* } } } -#ifdef DEVELOPMENT +#ifdef DILIGENT_DEVELOPMENT else if (VerifyStates) { if (const auto* pTexture = ValidatedCast(UAVRes.pTexture)) @@ -336,7 +338,7 @@ void DeviceContextD3D11Impl::TransitionAndCommitShaderResources(IPipelineState* } } -#ifdef DEVELOPMENT +#ifdef DILIGENT_DEVELOPMENT if ((m_DebugFlags & D3D11_DEBUG_FLAG_VERIFY_COMMITTED_RESOURCE_RELEVANCE) != 0 && ShaderTypeInd == CSInd) { dbgVerifyCommittedUAVs(pShaderD3D11->GetDesc().ShaderType); @@ -371,7 +373,7 @@ void DeviceContextD3D11Impl::TransitionAndCommitShaderResources(IPipelineState* { auto ShaderTypeInd = pShaderResBindingD3D11->GetActiveShaderTypeIndex(s); -#ifdef DEVELOPMENT +#ifdef DILIGENT_DEVELOPMENT auto* pShaderD3D11 = pPipelineStateD3D11->GetShader(s); VERIFY_EXPR(ShaderTypeInd == static_cast(GetShaderTypeIndex(pShaderD3D11->GetDesc().ShaderType))); #endif @@ -414,7 +416,7 @@ void DeviceContextD3D11Impl::TransitionAndCommitShaderResources(IPipelineState* } } } -#ifdef DEVELOPMENT +#ifdef DILIGENT_DEVELOPMENT else if (VerifyStates) { VERIFY_EXPR(CommitResources); @@ -446,7 +448,7 @@ void DeviceContextD3D11Impl::TransitionAndCommitShaderResources(IPipelineState* (m_pd3d11DeviceContext->*SetCBMethod)(MinSlot, MaxSlot - MinSlot + 1, CommittedD3D11CBs + MinSlot); m_NumCommittedCBs[ShaderTypeInd] = std::max(m_NumCommittedCBs[ShaderTypeInd], static_cast(NumCBs)); } -#ifdef DEVELOPMENT +#ifdef DILIGENT_DEVELOPMENT if (m_DebugFlags & D3D11_DEBUG_FLAG_VERIFY_COMMITTED_RESOURCE_RELEVANCE) { dbgVerifyCommittedCBs(pShaderD3D11->GetDesc().ShaderType); @@ -513,7 +515,7 @@ void DeviceContextD3D11Impl::TransitionAndCommitShaderResources(IPipelineState* } } } -#ifdef DEVELOPMENT +#ifdef DILIGENT_DEVELOPMENT else if (VerifyStates) { VERIFY_EXPR(CommitResources); @@ -553,7 +555,7 @@ void DeviceContextD3D11Impl::TransitionAndCommitShaderResources(IPipelineState* (m_pd3d11DeviceContext->*SetSRVMethod)(MinSlot, MaxSlot - MinSlot + 1, CommittedD3D11SRVs + MinSlot); m_NumCommittedSRVs[ShaderTypeInd] = std::max(m_NumCommittedSRVs[ShaderTypeInd], static_cast(NumSRVs)); } -#ifdef DEVELOPMENT +#ifdef DILIGENT_DEVELOPMENT if (m_DebugFlags & D3D11_DEBUG_FLAG_VERIFY_COMMITTED_RESOURCE_RELEVANCE) { dbgVerifyCommittedSRVs(pShaderD3D11->GetDesc().ShaderType); @@ -593,7 +595,7 @@ void DeviceContextD3D11Impl::TransitionAndCommitShaderResources(IPipelineState* (m_pd3d11DeviceContext->*SetSamplerMethod)(MinSlot, MaxSlot - MinSlot + 1, CommittedD3D11Samplers + MinSlot); m_NumCommittedSamplers[ShaderTypeInd] = std::max(m_NumCommittedSamplers[ShaderTypeInd], static_cast(NumSamplers)); } -#ifdef DEVELOPMENT +#ifdef DILIGENT_DEVELOPMENT if (m_DebugFlags & D3D11_DEBUG_FLAG_VERIFY_COMMITTED_RESOURCE_RELEVANCE) { dbgVerifyCommittedSamplers(pShaderD3D11->GetDesc().ShaderType); @@ -604,7 +606,7 @@ void DeviceContextD3D11Impl::TransitionAndCommitShaderResources(IPipelineState* -#ifdef DEVELOPMENT +#ifdef DILIGENT_DEVELOPMENT if (CommitResources && (m_DebugFlags & D3D11_DEBUG_FLAG_VERIFY_COMMITTED_SHADER_RESOURCES) != 0) { // Use full resource layout to verify that all required resources are committed @@ -751,7 +753,7 @@ void DeviceContextD3D11Impl::CommitD3D11VertexBuffers(PipelineStateD3D11Impl* pP void DeviceContextD3D11Impl::PrepareForDraw(DRAW_FLAGS Flags) { -#ifdef DEVELOPMENT +#ifdef DILIGENT_DEVELOPMENT if ((Flags & DRAW_FLAG_VERIFY_RENDER_TARGETS) != 0) DvpVerifyRenderTargets(); #endif @@ -763,7 +765,7 @@ void DeviceContextD3D11Impl::PrepareForDraw(DRAW_FLAGS Flags) CommitD3D11VertexBuffers(m_pPipelineState); } -#ifdef DEVELOPMENT +#ifdef DILIGENT_DEVELOPMENT if ((Flags & DRAW_FLAG_VERIFY_STATES) != 0) { for (UINT Slot = 0; Slot < m_NumVertexStreams; ++Slot) @@ -801,7 +803,7 @@ void DeviceContextD3D11Impl::PrepareForIndexedDraw(DRAW_FLAGS Flags, VALUE_TYPE { CommitD3D11IndexBuffer(IndexType); } -#ifdef DEVELOPMENT +#ifdef DILIGENT_DEVELOPMENT if (Flags & DRAW_FLAG_VERIFY_STATES) { if (m_pIndexBuffer->IsInKnownState() && m_pIndexBuffer->CheckState(RESOURCE_STATE_UNORDERED_ACCESS)) @@ -873,7 +875,7 @@ void DeviceContextD3D11Impl::DispatchCompute(const DispatchComputeAttribs& Attri if (!DvpVerifyDispatchArguments(Attribs)) return; -#ifdef DEVELOPMENT +#ifdef DILIGENT_DEVELOPMENT if (m_DebugFlags & D3D11_DEBUG_FLAG_VERIFY_COMMITTED_RESOURCE_RELEVANCE) { // Verify bindings @@ -893,7 +895,7 @@ void DeviceContextD3D11Impl::DispatchComputeIndirect(const DispatchComputeIndire if (!DvpVerifyDispatchIndirectArguments(Attribs, pAttribsBuffer)) return; -#ifdef DEVELOPMENT +#ifdef DILIGENT_DEVELOPMENT if (m_DebugFlags & D3D11_DEBUG_FLAG_VERIFY_COMMITTED_RESOURCE_RELEVANCE) { // Verify bindings @@ -1178,7 +1180,7 @@ void DeviceContextD3D11Impl::SetVertexBuffers(Uint32 Sta pBuffD3D11Impl->ClearState(RESOURCE_STATE_UNORDERED_ACCESS); } } -#ifdef DEVELOPMENT +#ifdef DILIGENT_DEVELOPMENT else if (StateTransitionMode == RESOURCE_STATE_TRANSITION_MODE_VERIFY) { if (pBuffD3D11Impl->IsInKnownState() && pBuffD3D11Impl->CheckState(RESOURCE_STATE_UNORDERED_ACCESS)) @@ -1208,7 +1210,7 @@ void DeviceContextD3D11Impl::SetIndexBuffer(IBuffer* pIndexBuffer, Uint32 ByteOf m_pIndexBuffer->ClearState(RESOURCE_STATE_UNORDERED_ACCESS); } } -#ifdef DEVELOPMENT +#ifdef DILIGENT_DEVELOPMENT else if (StateTransitionMode == RESOURCE_STATE_TRANSITION_MODE_VERIFY) { if (m_pIndexBuffer->IsInKnownState() && m_pIndexBuffer->CheckState(RESOURCE_STATE_UNORDERED_ACCESS)) @@ -1444,7 +1446,7 @@ void DeviceContextD3D11Impl::UnbindBufferFromInput(BufferD3D11Impl* pBuffer, ID3 m_bCommittedD3D11IBUpToDate = false; m_pd3d11DeviceContext->IASetIndexBuffer(nullptr, DXGI_FORMAT_R32_UINT, m_CommittedD3D11IndexDataStartOffset); } -#ifdef DEVELOPMENT +#ifdef DILIGENT_DEVELOPMENT if (m_DebugFlags & D3D11_DEBUG_FLAG_VERIFY_COMMITTED_RESOURCE_RELEVANCE) { dbgVerifyCommittedIndexBuffer(); @@ -1472,7 +1474,7 @@ void DeviceContextD3D11Impl::UnbindBufferFromInput(BufferD3D11Impl* pBuffer, ID3 m_pd3d11DeviceContext->IASetVertexBuffers(Slot, _countof(ppNullBuffer), ppNullBuffer, Zero, Zero); } } -#ifdef DEVELOPMENT +#ifdef DILIGENT_DEVELOPMENT if (m_DebugFlags & D3D11_DEBUG_FLAG_VERIFY_COMMITTED_RESOURCE_RELEVANCE) { dbgVerifyCommittedVertexBuffers(); @@ -1498,7 +1500,7 @@ void DeviceContextD3D11Impl::UnbindBufferFromInput(BufferD3D11Impl* pBuffer, ID3 } } } -#ifdef DEVELOPMENT +#ifdef DILIGENT_DEVELOPMENT if (m_DebugFlags & D3D11_DEBUG_FLAG_VERIFY_COMMITTED_RESOURCE_RELEVANCE) { dbgVerifyCommittedCBs(); @@ -1582,7 +1584,7 @@ void DeviceContextD3D11Impl::SetRenderTargets(Uint32 Num if (pTex->IsInKnownState()) pTex->SetState(RESOURCE_STATE_RENDER_TARGET); } -#ifdef DEVELOPMENT +#ifdef DILIGENT_DEVELOPMENT else if (StateTransitionMode == RESOURCE_STATE_TRANSITION_MODE_VERIFY) { DvpVerifyTextureState(*pTex, RESOURCE_STATE_RENDER_TARGET, "Setting render targets (DeviceContextD3D11Impl::SetRenderTargets)"); @@ -1600,7 +1602,7 @@ void DeviceContextD3D11Impl::SetRenderTargets(Uint32 Num if (pTex->IsInKnownState()) pTex->SetState(RESOURCE_STATE_DEPTH_WRITE); } -#ifdef DEVELOPMENT +#ifdef DILIGENT_DEVELOPMENT else if (StateTransitionMode == RESOURCE_STATE_TRANSITION_MODE_VERIFY) { DvpVerifyTextureState(*pTex, RESOURCE_STATE_DEPTH_WRITE, "Setting depth-stencil buffer (DeviceContextD3D11Impl::SetRenderTargets)"); @@ -1684,7 +1686,7 @@ void DeviceContextD3D11Impl::ReleaseCommittedShaderResources() m_NumCommittedUAVs[ShaderType] = 0; } -#ifdef DEVELOPMENT +#ifdef DILIGENT_DEVELOPMENT if (m_DebugFlags & D3D11_DEBUG_FLAG_VERIFY_COMMITTED_RESOURCE_RELEVANCE) { dbgVerifyCommittedSRVs(); @@ -1717,7 +1719,7 @@ void DeviceContextD3D11Impl::FinishCommandList(ICommandList** ppCommandList) // Device context is now in default state InvalidateState(); -#ifdef DEVELOPMENT +#ifdef DILIGENT_DEVELOPMENT if (m_DebugFlags & D3D11_DEBUG_FLAG_VERIFY_COMMITTED_RESOURCE_RELEVANCE) { // Verify bindings @@ -1754,7 +1756,7 @@ void DeviceContextD3D11Impl::ExecuteCommandList(ICommandList* pCommandList) // Device context is now in default state InvalidateState(); -#ifdef DEVELOPMENT +#ifdef DILIGENT_DEVELOPMENT if (m_DebugFlags & D3D11_DEBUG_FLAG_VERIFY_COMMITTED_RESOURCE_RELEVANCE) { // Verify bindings @@ -1945,7 +1947,7 @@ void DeviceContextD3D11Impl::TransitionResourceStates(Uint32 BarrierCount, State for (Uint32 i = 0; i < BarrierCount; ++i) { const auto& Barrier = pResourceBarriers[i]; -#ifdef DEVELOPMENT +#ifdef DILIGENT_DEVELOPMENT DvpVerifyStateTransitionDesc(Barrier); #endif DEV_CHECK_ERR((Barrier.pTexture != nullptr) ^ (Barrier.pBuffer != nullptr), "Exactly one of pTexture or pBuffer must not be null"); diff --git a/Graphics/GraphicsEngineD3D11/src/EngineFactoryD3D11.cpp b/Graphics/GraphicsEngineD3D11/src/EngineFactoryD3D11.cpp index 6dd980a6..d82f0668 100644 --- a/Graphics/GraphicsEngineD3D11/src/EngineFactoryD3D11.cpp +++ b/Graphics/GraphicsEngineD3D11/src/EngineFactoryD3D11.cpp @@ -77,7 +77,7 @@ public: }; -#if defined(_DEBUG) +#if defined(DILIGENT_DEVELOPMENT) // Check for SDK Layer support. inline bool SdkLayersAvailable() { @@ -130,7 +130,7 @@ void EngineFactoryD3D11Impl::CreateDeviceAndContextsD3D11(const EngineD3D11Creat // D3D11_CREATE_DEVICE_BGRA_SUPPORT; UINT creationFlags = 0; -#if defined(DEVELOPMENT) +#if defined(DILIGENT_DEVELOPMENT) if ((EngineCI.DebugFlags & D3D11_DEBUG_FLAG_CREATE_DEBUG_DEVICE) != 0 && SdkLayersAvailable()) { // If the project is in a debug build, enable debugging via SDK Layers with this flag. diff --git a/Graphics/GraphicsEngineD3D11/src/PipelineStateD3D11Impl.cpp b/Graphics/GraphicsEngineD3D11/src/PipelineStateD3D11Impl.cpp index f155c4fd..984a34a6 100644 --- a/Graphics/GraphicsEngineD3D11/src/PipelineStateD3D11Impl.cpp +++ b/Graphics/GraphicsEngineD3D11/src/PipelineStateD3D11Impl.cpp @@ -131,7 +131,7 @@ PipelineStateD3D11Impl::PipelineStateD3D11Impl(IReferenceCounters* pRefCoun const auto& ResourceLayout = m_Desc.ResourceLayout; -#ifdef DEVELOPMENT +#ifdef DILIGENT_DEVELOPMENT { const ShaderResources* pResources[MAX_SHADERS_IN_PIPELINE] = {}; for (Uint32 s = 0; s < m_NumShaders; ++s) diff --git a/Graphics/GraphicsEngineD3D11/src/ShaderResourceBindingD3D11Impl.cpp b/Graphics/GraphicsEngineD3D11/src/ShaderResourceBindingD3D11Impl.cpp index 7af06af3..12875694 100644 --- a/Graphics/GraphicsEngineD3D11/src/ShaderResourceBindingD3D11Impl.cpp +++ b/Graphics/GraphicsEngineD3D11/src/ShaderResourceBindingD3D11Impl.cpp @@ -154,7 +154,7 @@ void ShaderResourceBindingD3D11Impl::InitializeStaticResources(const IPipelineSt { const auto& StaticResLayout = pPSOD3D11->GetStaticResourceLayout(shader); auto* pShaderD3D11 = ValidatedCast(ppShaders[shader]); -#ifdef DEVELOPMENT +#ifdef DILIGENT_DEVELOPMENT if (!StaticResLayout.dvpVerifyBindings()) { LOG_ERROR_MESSAGE("Static resources in SRB of PSO '", pPSOD3D11->GetDesc().Name, @@ -165,10 +165,12 @@ void ShaderResourceBindingD3D11Impl::InitializeStaticResources(const IPipelineSt } #endif -#ifdef _DEBUG - auto ShaderTypeInd = GetShaderTypeIndex(pShaderD3D11->GetDesc().ShaderType); - auto ResourceLayoutInd = m_ResourceLayoutIndex[ShaderTypeInd]; - VERIFY_EXPR(ResourceLayoutInd == static_cast(shader)); +#ifdef DILIGENT_DEBUG + { + auto ShaderTypeInd = GetShaderTypeIndex(pShaderD3D11->GetDesc().ShaderType); + auto ResourceLayoutInd = m_ResourceLayoutIndex[ShaderTypeInd]; + VERIFY_EXPR(ResourceLayoutInd == static_cast(shader)); + } #endif StaticResLayout.CopyResources(m_pBoundResourceCaches[shader]); pPSOD3D11->SetStaticSamplers(m_pBoundResourceCaches[shader], shader); diff --git a/Graphics/GraphicsEngineD3D11/src/ShaderResourceCacheD3D11.cpp b/Graphics/GraphicsEngineD3D11/src/ShaderResourceCacheD3D11.cpp index 2286d65e..28086285 100755 --- a/Graphics/GraphicsEngineD3D11/src/ShaderResourceCacheD3D11.cpp +++ b/Graphics/GraphicsEngineD3D11/src/ShaderResourceCacheD3D11.cpp @@ -99,7 +99,7 @@ void ShaderResourceCacheD3D11::Initialize(Uint32 CBCount, Uint32 SRVCount, Uint3 (sizeof(CachedResource) + sizeof(ID3D11UnorderedAccessView*)) * UAVCount ); // clang-format on -#ifdef _DEBUG +#ifdef DILIGENT_DEBUG m_pdbgMemoryAllocator = &MemAllocator; #endif if (BufferSize > 0) diff --git a/Graphics/GraphicsEngineD3D11/src/ShaderResourceLayoutD3D11.cpp b/Graphics/GraphicsEngineD3D11/src/ShaderResourceLayoutD3D11.cpp index 741b5692..fd6c7299 100755 --- a/Graphics/GraphicsEngineD3D11/src/ShaderResourceLayoutD3D11.cpp +++ b/Graphics/GraphicsEngineD3D11/src/ShaderResourceLayoutD3D11.cpp @@ -239,7 +239,7 @@ ShaderResourceLayoutD3D11::ShaderResourceLayoutD3D11(IObject& if (!SamplerFound) { AssignedSamplerIndex = TexSRVBindInfo::InvalidSamplerIndex; -#ifdef _DEBUG +#ifdef DILIGENT_DEBUG // Shader error will be logged by the PipelineStateD3D11Impl constexpr bool LogStaticSamplerArrayError = false; if (m_pResources->FindStaticSampler(AssignedSamplerAttribs, ResourceLayout, LogStaticSamplerArrayError) < 0) @@ -250,7 +250,7 @@ ShaderResourceLayoutD3D11::ShaderResourceLayoutD3D11(IObject& } else { -#ifdef _DEBUG +#ifdef DILIGENT_DEBUG // Shader error will be logged by the PipelineStateD3D11Impl constexpr bool LogStaticSamplerArrayError = false; if (m_pResources->FindStaticSampler(AssignedSamplerAttribs, ResourceLayout, LogStaticSamplerArrayError) >= 0) @@ -430,7 +430,7 @@ void ShaderResourceLayoutD3D11::ConstBuffBindInfo::BindResource(IDeviceObject* p // We cannot use ValidatedCast<> here as the resource retrieved from the // resource mapping can be of wrong type RefCntAutoPtr pBuffD3D11Impl(pBuffer, IID_BufferD3D11); -#ifdef DEVELOPMENT +#ifdef DILIGENT_DEVELOPMENT { auto& CachedCB = m_ParentResLayout.m_ResourceCache.GetCB(m_Attribs.BindPoint + ArrayIndex); VerifyConstantBufferBinding(m_Attribs, GetType(), ArrayIndex, pBuffer, pBuffD3D11Impl.RawPtr(), CachedCB.pBuff.RawPtr(), m_ParentResLayout.GetShaderName()); @@ -449,7 +449,7 @@ void ShaderResourceLayoutD3D11::TexSRVBindInfo::BindResource(IDeviceObject* pVie // We cannot use ValidatedCast<> here as the resource retrieved from the // resource mapping can be of wrong type RefCntAutoPtr pViewD3D11(pView, IID_TextureViewD3D11); -#ifdef DEVELOPMENT +#ifdef DILIGENT_DEVELOPMENT { auto& CachedSRV = ResourceCache.GetSRV(m_Attribs.BindPoint + ArrayIndex); VerifyResourceViewBinding(m_Attribs, GetType(), ArrayIndex, pView, pViewD3D11.RawPtr(), {TEXTURE_VIEW_SHADER_RESOURCE}, CachedSRV.pView.RawPtr(), m_ParentResLayout.GetShaderName()); @@ -467,7 +467,7 @@ void ShaderResourceLayoutD3D11::TexSRVBindInfo::BindResource(IDeviceObject* pVie if (pViewD3D11) { pSamplerD3D11Impl = ValidatedCast(pViewD3D11->GetSampler()); -#ifdef DEVELOPMENT +#ifdef DILIGENT_DEVELOPMENT if (pSamplerD3D11Impl == nullptr) { if (Sampler.m_Attribs.BindCount > 1) @@ -477,7 +477,7 @@ void ShaderResourceLayoutD3D11::TexSRVBindInfo::BindResource(IDeviceObject* pVie } #endif } -#ifdef DEVELOPMENT +#ifdef DILIGENT_DEVELOPMENT if (Sampler.GetType() != SHADER_RESOURCE_VARIABLE_TYPE_DYNAMIC) { auto& CachedSampler = ResourceCache.GetSampler(SamplerBindPoint); @@ -507,7 +507,7 @@ void ShaderResourceLayoutD3D11::SamplerBindInfo::BindResource(IDeviceObject* pSa // resource mapping can be of wrong type RefCntAutoPtr pSamplerD3D11(pSampler, IID_SamplerD3D11); -#ifdef DEVELOPMENT +#ifdef DILIGENT_DEVELOPMENT if (pSampler && !pSamplerD3D11) { LOG_ERROR_MESSAGE("Failed to bind object '", pSampler->GetDesc().Name, "' to variable '", m_Attribs.GetPrintName(ArrayIndex), @@ -549,7 +549,7 @@ void ShaderResourceLayoutD3D11::BuffSRVBindInfo::BindResource(IDeviceObject* pVi // We cannot use ValidatedCast<> here as the resource retrieved from the // resource mapping can be of wrong type RefCntAutoPtr pViewD3D11(pView, IID_BufferViewD3D11); -#ifdef DEVELOPMENT +#ifdef DILIGENT_DEVELOPMENT { auto& CachedSRV = ResourceCache.GetSRV(m_Attribs.BindPoint + ArrayIndex); VerifyResourceViewBinding(m_Attribs, GetType(), ArrayIndex, pView, pViewD3D11.RawPtr(), {BUFFER_VIEW_SHADER_RESOURCE}, CachedSRV.pView.RawPtr(), m_ParentResLayout.GetShaderName()); @@ -569,7 +569,7 @@ void ShaderResourceLayoutD3D11::TexUAVBindInfo::BindResource(IDeviceObject* pVie // We cannot use ValidatedCast<> here as the resource retrieved from the // resource mapping can be of wrong type RefCntAutoPtr pViewD3D11(pView, IID_TextureViewD3D11); -#ifdef DEVELOPMENT +#ifdef DILIGENT_DEVELOPMENT { auto& CachedUAV = ResourceCache.GetUAV(m_Attribs.BindPoint + ArrayIndex); VerifyResourceViewBinding(m_Attribs, GetType(), ArrayIndex, pView, pViewD3D11.RawPtr(), {TEXTURE_VIEW_UNORDERED_ACCESS}, CachedUAV.pView.RawPtr(), m_ParentResLayout.GetShaderName()); @@ -589,7 +589,7 @@ void ShaderResourceLayoutD3D11::BuffUAVBindInfo::BindResource(IDeviceObject* pVi // We cannot use ValidatedCast<> here as the resource retrieved from the // resource mapping can be of wrong type RefCntAutoPtr pViewD3D11(pView, IID_BufferViewD3D11); -#ifdef DEVELOPMENT +#ifdef DILIGENT_DEVELOPMENT { auto& CachedUAV = ResourceCache.GetUAV(m_Attribs.BindPoint + ArrayIndex); VerifyResourceViewBinding(m_Attribs, GetType(), ArrayIndex, pView, pViewD3D11.RawPtr(), {BUFFER_VIEW_UNORDERED_ACCESS}, CachedUAV.pView.RawPtr(), m_ParentResLayout.GetShaderName()); @@ -752,10 +752,12 @@ public: template bool TryResource(ShaderResourceLayoutD3D11::OffsetType NextResourceTypeOffset) { -#ifdef _DEBUG - VERIFY(Layout.GetResourceOffset() >= dbgPreviousResourceOffset, "Resource types are processed out of order!"); - dbgPreviousResourceOffset = Layout.GetResourceOffset(); - VERIFY_EXPR(NextResourceTypeOffset >= Layout.GetResourceOffset()); +#ifdef DILIGENT_DEBUG + { + VERIFY(Layout.GetResourceOffset() >= dbgPreviousResourceOffset, "Resource types are processed out of order!"); + dbgPreviousResourceOffset = Layout.GetResourceOffset(); + VERIFY_EXPR(NextResourceTypeOffset >= Layout.GetResourceOffset()); + } #endif if (VarOffset < NextResourceTypeOffset) { @@ -777,7 +779,7 @@ private: const ShaderResourceLayoutD3D11& Layout; const size_t VarOffset; Uint32 Index = 0; -#ifdef _DEBUG +#ifdef DILIGENT_DEBUG Uint32 dbgPreviousResourceOffset = 0; #endif }; @@ -830,9 +832,11 @@ public: template IShaderResourceVariable* TryResource() { -#ifdef _DEBUG - VERIFY(Layout.GetResourceOffset() >= dbgPreviousResourceOffset, "Resource types are processed out of order!"); - dbgPreviousResourceOffset = Layout.GetResourceOffset(); +#ifdef DILIGENT_DEBUG + { + VERIFY(Layout.GetResourceOffset() >= dbgPreviousResourceOffset, "Resource types are processed out of order!"); + dbgPreviousResourceOffset = Layout.GetResourceOffset(); + } #endif auto NumResources = Layout.GetNumResources(); if (Index < NumResources) @@ -847,7 +851,7 @@ public: private: ShaderResourceLayoutD3D11& Layout; Uint32 Index = 0; -#ifdef _DEBUG +#ifdef DILIGENT_DEBUG Uint32 dbgPreviousResourceOffset = 0; #endif }; @@ -883,7 +887,7 @@ IShaderResourceVariable* ShaderResourceLayoutD3D11::GetShaderVariable(Uint32 Ind } -#ifdef DEVELOPMENT +#ifdef DILIGENT_DEVELOPMENT bool ShaderResourceLayoutD3D11::dvpVerifyBindings() const { diff --git a/Graphics/GraphicsEngineD3D11/src/ShaderResourcesD3D11.cpp b/Graphics/GraphicsEngineD3D11/src/ShaderResourcesD3D11.cpp index e39830aa..769c91e2 100755 --- a/Graphics/GraphicsEngineD3D11/src/ShaderResourcesD3D11.cpp +++ b/Graphics/GraphicsEngineD3D11/src/ShaderResourcesD3D11.cpp @@ -118,7 +118,7 @@ ShaderResourcesD3D11::~ShaderResourcesD3D11() } -#ifdef DEVELOPMENT +#ifdef DILIGENT_DEVELOPMENT static String DbgMakeResourceName(const D3DShaderResourceAttribs& Attr, Uint32 BindPoint) { VERIFY(BindPoint >= Uint32{Attr.BindPoint} && BindPoint < Uint32{Attr.BindPoint} + Attr.BindCount, "Bind point is out of allowed range"); 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