//----------------------------------------------------------------------------- // Copyright (c) 2015 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "gfx/gfxDevice.h" #include "gfx/D3D11/gfxD3D11StateBlock.h" #include "gfx/D3D11/gfxD3D11EnumTranslate.h" #include "core/crc.h" namespace DictHash { inline U32 hash(const GFXSamplerStateDesc &data) { return CRC::calculateCRC(&data, sizeof(GFXSamplerStateDesc));; } } GFXD3D11StateBlock::GFXD3D11StateBlock(const GFXStateBlockDesc& desc) { AssertFatal(D3D11DEVICE, "Invalid D3DDevice!"); PROFILE_SCOPE(GFXD3D11StateBlock_CreateStateBlock); mDesc = desc; mCachedHashValue = desc.getHashValue(); // Color writes mColorMask = 0; mColorMask |= (mDesc.colorWriteRed ? D3D11_COLOR_WRITE_ENABLE_RED : 0); mColorMask |= (mDesc.colorWriteGreen ? D3D11_COLOR_WRITE_ENABLE_GREEN : 0); mColorMask |= (mDesc.colorWriteBlue ? D3D11_COLOR_WRITE_ENABLE_BLUE : 0); mColorMask |= (mDesc.colorWriteAlpha ? D3D11_COLOR_WRITE_ENABLE_ALPHA : 0); mBlendState = NULL; for (U32 i = 0; i < 16; i++) { mSamplerStates[i] = NULL; } mDepthStencilState = NULL; mRasterizerState = NULL; ZeroMemory(&mBlendDesc, sizeof(D3D11_BLEND_DESC)); mBlendDesc.AlphaToCoverageEnable = false; mBlendDesc.IndependentBlendEnable = mDesc.separateAlphaBlendEnable; mBlendDesc.RenderTarget[0].BlendEnable = mDesc.blendEnable; mBlendDesc.RenderTarget[0].BlendOp = GFXD3D11BlendOp[mDesc.blendOp]; mBlendDesc.RenderTarget[0].BlendOpAlpha = GFXD3D11BlendOp[mDesc.separateAlphaBlendOp]; mBlendDesc.RenderTarget[0].DestBlend = GFXD3D11Blend[mDesc.blendDest]; mBlendDesc.RenderTarget[0].DestBlendAlpha = GFXD3D11Blend[mDesc.separateAlphaBlendDest]; mBlendDesc.RenderTarget[0].SrcBlend = GFXD3D11Blend[mDesc.blendSrc]; mBlendDesc.RenderTarget[0].SrcBlendAlpha = GFXD3D11Blend[mDesc.separateAlphaBlendSrc]; mBlendDesc.RenderTarget[0].RenderTargetWriteMask = mColorMask; HRESULT hr = D3D11DEVICE->CreateBlendState(&mBlendDesc, &mBlendState); if (FAILED(hr)) { AssertFatal(false, "GFXD3D11StateBlock::GFXD3D11StateBlock - CreateBlendState call failure."); } ZeroMemory(&mDepthStencilDesc, sizeof(D3D11_DEPTH_STENCIL_DESC)); mDepthStencilDesc.DepthWriteMask = mDesc.zWriteEnable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO; mDepthStencilDesc.DepthEnable = mDesc.zEnable; mDepthStencilDesc.DepthFunc = GFXD3D11CmpFunc[mDesc.zFunc]; mDepthStencilDesc.StencilWriteMask = mDesc.stencilWriteMask; mDepthStencilDesc.StencilReadMask = mDesc.stencilMask; mDepthStencilDesc.StencilEnable = mDesc.stencilEnable; mDepthStencilDesc.FrontFace.StencilFunc = GFXD3D11CmpFunc[mDesc.stencilFunc]; mDepthStencilDesc.FrontFace.StencilFailOp = GFXD3D11StencilOp[mDesc.stencilFailOp]; mDepthStencilDesc.FrontFace.StencilDepthFailOp = GFXD3D11StencilOp[mDesc.stencilZFailOp]; mDepthStencilDesc.FrontFace.StencilPassOp = GFXD3D11StencilOp[mDesc.stencilPassOp]; if (mDesc.stencilEnable) mDepthStencilDesc.BackFace = mDepthStencilDesc.FrontFace; else { mDepthStencilDesc.BackFace.StencilFunc = GFXD3D11CmpFunc[GFXCmpAlways]; mDepthStencilDesc.BackFace.StencilFailOp = GFXD3D11StencilOp[GFXStencilOpKeep]; mDepthStencilDesc.BackFace.StencilDepthFailOp = GFXD3D11StencilOp[GFXStencilOpKeep]; mDepthStencilDesc.BackFace.StencilPassOp = GFXD3D11StencilOp[GFXStencilOpKeep]; } hr = D3D11DEVICE->CreateDepthStencilState(&mDepthStencilDesc, &mDepthStencilState); if (FAILED(hr)) { AssertFatal(false, "GFXD3D11StateBlock::GFXD3D11StateBlock - CreateDepthStencilState call failure."); } ZeroMemory(&mRasterizerDesc, sizeof(D3D11_RASTERIZER_DESC)); mRasterizerDesc.CullMode = GFXD3D11CullMode[mDesc.cullMode]; mRasterizerDesc.FillMode = GFXD3D11FillMode[mDesc.fillMode]; mRasterizerDesc.DepthBias = mDesc.zBias; mRasterizerDesc.SlopeScaledDepthBias = mDesc.zSlopeBias; mRasterizerDesc.AntialiasedLineEnable = FALSE; mRasterizerDesc.MultisampleEnable = FALSE; mRasterizerDesc.ScissorEnable = FALSE; mRasterizerDesc.FrontCounterClockwise = FALSE; mRasterizerDesc.DepthBiasClamp = D3D11_DEFAULT_DEPTH_BIAS_CLAMP; if (mDesc.zEnable) mRasterizerDesc.DepthClipEnable = true; else mRasterizerDesc.DepthClipEnable = false; hr = D3D11DEVICE->CreateRasterizerState(&mRasterizerDesc, &mRasterizerState); if (FAILED(hr)) { AssertFatal(false, "GFXD3D11StateBlock::GFXD3D11StateBlock - CreateDepthStencilState call failure."); } ZeroMemory(&mSamplerDesc, sizeof(D3D11_SAMPLER_DESC) * 16); GFXD3D11Device::SamplerMap &dx11SamplerMap = D3D11->getSamplersMap(); for (U32 i = 0; i < GFX->getNumSamplers(); i++) { GFXSamplerStateDesc &gfxSamplerState = mDesc.samplers[i]; U32 hash = DictHash::hash(gfxSamplerState); GFXD3D11Device::SamplerMap::Iterator itr = dx11SamplerMap.find(hash); if (itr == dx11SamplerMap.end()) { mSamplerDesc[i].AddressU = GFXD3D11TextureAddress[gfxSamplerState.addressModeU]; mSamplerDesc[i].AddressV = GFXD3D11TextureAddress[gfxSamplerState.addressModeV]; mSamplerDesc[i].AddressW = GFXD3D11TextureAddress[gfxSamplerState.addressModeW]; mSamplerDesc[i].MaxAnisotropy = gfxSamplerState.maxAnisotropy; mSamplerDesc[i].MipLODBias = gfxSamplerState.mipLODBias; mSamplerDesc[i].MinLOD = 0; mSamplerDesc[i].MaxLOD = FLT_MAX; if (gfxSamplerState.magFilter == GFXTextureFilterPoint && gfxSamplerState.minFilter == GFXTextureFilterPoint && gfxSamplerState.mipFilter == GFXTextureFilterPoint) mSamplerDesc[i].Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; else if (gfxSamplerState.magFilter == GFXTextureFilterPoint && gfxSamplerState.minFilter == GFXTextureFilterPoint && gfxSamplerState.mipFilter == GFXTextureFilterLinear) mSamplerDesc[i].Filter = D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR; else if (gfxSamplerState.magFilter == GFXTextureFilterLinear && gfxSamplerState.minFilter == GFXTextureFilterPoint && gfxSamplerState.mipFilter == GFXTextureFilterPoint) mSamplerDesc[i].Filter = D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT; else if (gfxSamplerState.magFilter == GFXTextureFilterLinear && gfxSamplerState.minFilter == GFXTextureFilterPoint && gfxSamplerState.mipFilter == GFXTextureFilterLinear) mSamplerDesc[i].Filter = D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR; else if (gfxSamplerState.magFilter == GFXTextureFilterPoint && gfxSamplerState.minFilter == GFXTextureFilterLinear && gfxSamplerState.mipFilter == GFXTextureFilterPoint) mSamplerDesc[i].Filter = D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT; else if (gfxSamplerState.magFilter == GFXTextureFilterPoint && gfxSamplerState.minFilter == GFXTextureFilterLinear && gfxSamplerState.mipFilter == GFXTextureFilterLinear) mSamplerDesc[i].Filter = D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR; else if (gfxSamplerState.magFilter == GFXTextureFilterLinear && gfxSamplerState.minFilter == GFXTextureFilterLinear && gfxSamplerState.mipFilter == GFXTextureFilterPoint) mSamplerDesc[i].Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT; else if (gfxSamplerState.magFilter == GFXTextureFilterLinear && gfxSamplerState.minFilter == GFXTextureFilterLinear && mDesc.samplers[i].mipFilter == GFXTextureFilterLinear) mSamplerDesc[i].Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; else mSamplerDesc[i].Filter = D3D11_FILTER_ANISOTROPIC; mSamplerDesc[i].BorderColor[0] = 1.0f; mSamplerDesc[i].BorderColor[1] = 1.0f; mSamplerDesc[i].BorderColor[2] = 1.0f; mSamplerDesc[i].BorderColor[3] = 1.0f; hr = D3D11DEVICE->CreateSamplerState(&mSamplerDesc[i], &mSamplerStates[i]); if (FAILED(hr)) { AssertFatal(false, "GFXD3D11StateBlock::GFXD3D11StateBlock - CreateSamplerState call failure."); } // add sampler state to the map dx11SamplerMap.insert(hash, mSamplerStates[i]); } else { mSamplerStates[i] = itr->value; } } } GFXD3D11StateBlock::~GFXD3D11StateBlock() { SAFE_RELEASE(mBlendState); SAFE_RELEASE(mRasterizerState); SAFE_RELEASE(mDepthStencilState); for (U32 i = 0; i < 16; ++i) { mSamplerStates[i] = NULL; } } /// Returns the hash value of the desc that created this block U32 GFXD3D11StateBlock::getHashValue() const { return mCachedHashValue; } /// Returns a GFXStateBlockDesc that this block represents const GFXStateBlockDesc& GFXD3D11StateBlock::getDesc() const { return mDesc; } /// Called by D3D11 device to active this state block. /// @param oldState The current state, used to make sure we don't set redundant states on the device. Pass NULL to reset all states. void GFXD3D11StateBlock::activate(GFXD3D11StateBlock* oldState) { PROFILE_SCOPE(GFXD3D11StateBlock_Activate); if (!oldState || (mBlendState != oldState->mBlendState)) { F32 blendFactor[] = { 1.0f, 1.0f, 1.0f, 1.0f }; D3D11DEVICECONTEXT->OMSetBlendState(mBlendState, blendFactor, 0xFFFFFFFF); } if (!oldState || (mDepthStencilState != oldState->mDepthStencilState)) D3D11DEVICECONTEXT->OMSetDepthStencilState(mDepthStencilState, mDesc.stencilRef); if (!oldState || (mRasterizerState != oldState->mRasterizerState)) D3D11DEVICECONTEXT->RSSetState(mRasterizerState); U32 numSamplersChanged = 0; U32 numSamplers = GFX->getNumSamplers(); U32 samplerUpdateStartSlot = 0; //figure out which range of samplers changed. for (U32 samplerSlot = 0; samplerSlot < numSamplers; samplerSlot++) { if (oldState && (oldState->mSamplerStates[samplerSlot] == mSamplerStates[samplerSlot])) { //only change the update start slot when there hasn't been any samplers changed so far if (numSamplersChanged == 0) { samplerUpdateStartSlot++; } continue; } numSamplersChanged = (samplerSlot - samplerUpdateStartSlot) + 1; } //TODO samplers for vertex shader // Set all the samplers with one call //D3D11DEVICECONTEXT->VSSetSamplers(0, numSamplers, &mSamplerStates[0]); if (numSamplersChanged > 0) D3D11DEVICECONTEXT->PSSetSamplers(samplerUpdateStartSlot, numSamplersChanged, &mSamplerStates[samplerUpdateStartSlot]); }