gfxD3D11Device.cpp 59 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2015 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "console/console.h"
  23. #include "core/stream/fileStream.h"
  24. #include "core/strings/unicode.h"
  25. #include "core/util/journal/process.h"
  26. #include "gfx/D3D11/gfxD3D11Device.h"
  27. #include "gfx/D3D11/gfxD3D11CardProfiler.h"
  28. #include "gfx/D3D11/gfxD3D11VertexBuffer.h"
  29. #include "gfx/D3D11/gfxD3D11EnumTranslate.h"
  30. #include "gfx/D3D11/gfxD3D11QueryFence.h"
  31. #include "gfx/D3D11/gfxD3D11OcclusionQuery.h"
  32. #include "gfx/D3D11/gfxD3D11Shader.h"
  33. #include "gfx/D3D11/gfxD3D11Target.h"
  34. #include "platformWin32/platformWin32.h"
  35. #include "windowManager/win32/win32Window.h"
  36. #include "windowManager/platformWindow.h"
  37. #include "gfx/D3D11/screenshotD3D11.h"
  38. #include "materials/shaderData.h"
  39. #include "shaderGen/shaderGen.h"
  40. #include <d3d9.h> //d3dperf
  41. #include "gfxD3D11TextureArray.h"
  42. #ifdef TORQUE_DEBUG
  43. #include "d3d11sdklayers.h"
  44. #endif
  45. #pragma comment(lib, "dxgi.lib")
  46. #pragma comment(lib, "d3d9.lib") //d3dperf
  47. #pragma comment(lib, "d3d11.lib")
  48. class GFXD3D11TextureArray;
  49. class GFXPCD3D11RegisterDevice
  50. {
  51. public:
  52. GFXPCD3D11RegisterDevice()
  53. {
  54. GFXInit::getRegisterDeviceSignal().notify(&GFXD3D11Device::enumerateAdapters);
  55. }
  56. };
  57. static GFXPCD3D11RegisterDevice pPCD3D11RegisterDevice;
  58. //-----------------------------------------------------------------------------
  59. /// Parse command line arguments for window creation
  60. //-----------------------------------------------------------------------------
  61. static void sgPCD3D11DeviceHandleCommandLine(S32 argc, const char **argv)
  62. {
  63. // useful to pass parameters by command line for d3d (e.g. -dx9 -dx11)
  64. for (U32 i = 1; i < argc; i++)
  65. {
  66. argv[i];
  67. }
  68. }
  69. // Register the command line parsing hook
  70. static ProcessRegisterCommandLine sgCommandLine(sgPCD3D11DeviceHandleCommandLine);
  71. GFXAdapter::CreateDeviceInstanceDelegate GFXD3D11Device::mCreateDeviceInstance(GFXD3D11Device::createInstance);
  72. GFXDevice *GFXD3D11Device::createInstance(U32 adapterIndex)
  73. {
  74. GFXD3D11Device* dev = new GFXD3D11Device(adapterIndex);
  75. return dev;
  76. }
  77. GFXD3D11Device::GFXD3D11Device(U32 index)
  78. {
  79. mDeviceSwizzle32 = &Swizzles::bgra;
  80. GFXVertexColor::setSwizzle(mDeviceSwizzle32);
  81. mDeviceSwizzle24 = &Swizzles::bgr;
  82. mAdapterIndex = index;
  83. mSwapChain = NULL;
  84. mD3DDevice = NULL;
  85. mD3DDeviceContext = NULL;
  86. mVolatileVB = NULL;
  87. mCurrentPB = NULL;
  88. mDynamicPB = NULL;
  89. mLastVertShader = NULL;
  90. mLastPixShader = NULL;
  91. mLastGeoShader = NULL;
  92. mCanCurrentlyRender = false;
  93. mTextureManager = NULL;
  94. mCurrentStateBlock = NULL;
  95. mResourceListHead = NULL;
  96. mPixVersion = 0.0;
  97. mFeatureLevel = D3D_FEATURE_LEVEL_9_1; //lowest listed. should be overridden by init
  98. mVertexShaderTarget = String::EmptyString;
  99. mPixelShaderTarget = String::EmptyString;
  100. mShaderModel = String::EmptyString;
  101. mDrawInstancesCount = 0;
  102. mCardProfiler = NULL;
  103. mDeviceDepthStencil = NULL;
  104. mDeviceBackbuffer = NULL;
  105. mDeviceBackBufferView = NULL;
  106. mDeviceDepthStencilView = NULL;
  107. mCreateFenceType = -1; // Unknown, test on first allocate
  108. mCurrentConstBuffer = NULL;
  109. mMultisampleDesc.Count = 0;
  110. mMultisampleDesc.Quality = 0;
  111. mOcclusionQuerySupported = false;
  112. mDebugLayers = false;
  113. for (U32 i = 0; i < GS_COUNT; ++i)
  114. mModelViewProjSC[i] = NULL;
  115. // Set up the Enum translation tables
  116. GFXD3D11EnumTranslate::init();
  117. }
  118. GFXD3D11Device::~GFXD3D11Device()
  119. {
  120. // Release our refcount on the current stateblock object
  121. mCurrentStateBlock = NULL;
  122. releaseDefaultPoolResources();
  123. mD3DDeviceContext->ClearState();
  124. mD3DDeviceContext->Flush();
  125. // Free the sampler states
  126. SamplerMap::Iterator sampIter = mSamplersMap.begin();
  127. for (; sampIter != mSamplersMap.end(); ++sampIter)
  128. SAFE_RELEASE(sampIter->value);
  129. // Free device buffers
  130. DeviceBufferMap::Iterator bufferIter = mDeviceBufferMap.begin();
  131. for (; bufferIter != mDeviceBufferMap.end(); ++bufferIter)
  132. SAFE_RELEASE(bufferIter->value);
  133. // Free the vertex declarations.
  134. VertexDeclMap::Iterator iter = mVertexDecls.begin();
  135. for (; iter != mVertexDecls.end(); ++iter)
  136. delete iter->value;
  137. // Forcibly clean up the pools
  138. mVolatileVBList.setSize(0);
  139. mDynamicPB = NULL;
  140. // And release our D3D resources.
  141. SAFE_RELEASE(mDeviceDepthStencilView);
  142. SAFE_RELEASE(mDeviceBackBufferView);
  143. SAFE_RELEASE(mDeviceDepthStencil);
  144. SAFE_RELEASE(mDeviceBackbuffer);
  145. SAFE_RELEASE(mD3DDeviceContext);
  146. SAFE_DELETE(mCardProfiler);
  147. SAFE_DELETE(gScreenShot);
  148. #ifdef TORQUE_DEBUG
  149. if (mDebugLayers)
  150. {
  151. ID3D11Debug *pDebug = NULL;
  152. mD3DDevice->QueryInterface(IID_PPV_ARGS(&pDebug));
  153. AssertFatal(pDebug, "~GFXD3D11Device- Failed to get debug layer");
  154. pDebug->ReportLiveDeviceObjects(D3D11_RLDO_DETAIL);
  155. SAFE_RELEASE(pDebug);
  156. }
  157. #endif
  158. SAFE_RELEASE(mSwapChain);
  159. SAFE_RELEASE(mD3DDevice);
  160. }
  161. GFXFormat GFXD3D11Device::selectSupportedFormat(GFXTextureProfile *profile, const Vector<GFXFormat> &formats, bool texture, bool mustblend, bool mustfilter)
  162. {
  163. U32 features = 0;
  164. if(texture)
  165. features |= D3D11_FORMAT_SUPPORT_TEXTURE2D;
  166. if(mustblend)
  167. features |= D3D11_FORMAT_SUPPORT_BLENDABLE;
  168. if(mustfilter)
  169. features |= D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
  170. for(U32 i = 0; i < formats.size(); i++)
  171. {
  172. if(GFXD3D11TextureFormat[formats[i]] == DXGI_FORMAT_UNKNOWN)
  173. continue;
  174. U32 supportFlag = 0;
  175. mD3DDevice->CheckFormatSupport(GFXD3D11TextureFormat[formats[i]],&supportFlag);
  176. if(supportFlag & features)
  177. return formats[i];
  178. }
  179. return GFXFormatR8G8B8A8;
  180. }
  181. DXGI_SWAP_CHAIN_DESC GFXD3D11Device::setupPresentParams(const GFXVideoMode &mode, const HWND &hwnd)
  182. {
  183. DXGI_SWAP_CHAIN_DESC d3dpp;
  184. ZeroMemory(&d3dpp, sizeof(d3dpp));
  185. DXGI_SAMPLE_DESC sampleDesc;
  186. sampleDesc.Count = 1;
  187. sampleDesc.Quality = 0;
  188. mMultisampleDesc = sampleDesc;
  189. d3dpp.BufferCount = smEnableVSync ? 2 : 1; // triple buffering when vsync is on.
  190. d3dpp.BufferDesc.Width = mode.resolution.x;
  191. d3dpp.BufferDesc.Height = mode.resolution.y;
  192. d3dpp.BufferDesc.Format = GFXD3D11TextureFormat[GFXFormatR8G8B8A8_SRGB];
  193. d3dpp.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  194. d3dpp.OutputWindow = hwnd;
  195. d3dpp.SampleDesc = sampleDesc;
  196. d3dpp.Windowed = !mode.fullScreen;
  197. d3dpp.BufferDesc.RefreshRate.Numerator = mode.refreshRate;
  198. d3dpp.BufferDesc.RefreshRate.Denominator = 1;
  199. d3dpp.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
  200. if (mode.fullScreen)
  201. {
  202. d3dpp.BufferDesc.Scaling = DXGI_MODE_SCALING_CENTERED;
  203. d3dpp.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
  204. d3dpp.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  205. }
  206. return d3dpp;
  207. }
  208. void GFXD3D11Device::enumerateAdapters(Vector<GFXAdapter*> &adapterList)
  209. {
  210. #ifdef TORQUE_TESTS_ENABLED
  211. return;
  212. #endif
  213. IDXGIAdapter1* EnumAdapter;
  214. IDXGIFactory1* DXGIFactory;
  215. CreateDXGIFactory1(__uuidof(IDXGIFactory1), reinterpret_cast<void**>(&DXGIFactory));
  216. for(U32 adapterIndex = 0; DXGIFactory->EnumAdapters1(adapterIndex, &EnumAdapter) != DXGI_ERROR_NOT_FOUND; ++adapterIndex)
  217. {
  218. GFXAdapter *toAdd = new GFXAdapter;
  219. toAdd->mType = Direct3D11;
  220. toAdd->mIndex = adapterIndex;
  221. toAdd->mCreateDeviceInstanceDelegate = mCreateDeviceInstance;
  222. toAdd->mShaderModel = 5.0f;
  223. DXGI_ADAPTER_DESC1 desc;
  224. EnumAdapter->GetDesc1(&desc);
  225. // LUID identifies adapter for oculus rift
  226. dMemcpy(&toAdd->mLUID, &desc.AdapterLuid, sizeof(toAdd->mLUID));
  227. size_t size=wcslen(desc.Description);
  228. char *str = new char[size+1];
  229. wcstombs(str, desc.Description,size);
  230. str[size]='\0';
  231. String Description=str;
  232. SAFE_DELETE_ARRAY(str);
  233. dStrncpy(toAdd->mName, Description.c_str(), GFXAdapter::MaxAdapterNameLen);
  234. dStrncat(toAdd->mName, " (D3D11)", sizeof(toAdd->mName) - strlen(toAdd->mName) - 1);
  235. IDXGIOutput* pOutput = NULL;
  236. HRESULT hr;
  237. hr = EnumAdapter->EnumOutputs(adapterIndex, &pOutput);
  238. if(hr == DXGI_ERROR_NOT_FOUND)
  239. {
  240. SAFE_RELEASE(EnumAdapter);
  241. break;
  242. }
  243. if(FAILED(hr))
  244. AssertFatal(false, "GFXD3D11Device::enumerateAdapters -> EnumOutputs call failure");
  245. UINT numModes = 0;
  246. DXGI_MODE_DESC* displayModes = NULL;
  247. DXGI_FORMAT format = GFXD3D11TextureFormat[GFXFormatR8G8B8A8_SRGB];
  248. // Get the number of elements
  249. hr = pOutput->GetDisplayModeList(format, 0, &numModes, NULL);
  250. if(FAILED(hr))
  251. AssertFatal(false, "GFXD3D11Device::enumerateAdapters -> GetDisplayModeList call failure");
  252. displayModes = new DXGI_MODE_DESC[numModes];
  253. // Get the list
  254. hr = pOutput->GetDisplayModeList(format, 0, &numModes, displayModes);
  255. if(FAILED(hr))
  256. AssertFatal(false, "GFXD3D11Device::enumerateAdapters -> GetDisplayModeList call failure");
  257. for(U32 numMode = 0; numMode < numModes; ++numMode)
  258. {
  259. GFXVideoMode vmAdd;
  260. vmAdd.fullScreen = true;
  261. vmAdd.bitDepth = 32;
  262. vmAdd.refreshRate = displayModes[numMode].RefreshRate.Numerator / displayModes[numMode].RefreshRate.Denominator;
  263. vmAdd.resolution.x = displayModes[numMode].Width;
  264. vmAdd.resolution.y = displayModes[numMode].Height;
  265. toAdd->mAvailableModes.push_back(vmAdd);
  266. }
  267. //Check adapater can handle feature level 10_!
  268. D3D_FEATURE_LEVEL deviceFeature;
  269. ID3D11Device *pTmpDevice = nullptr;
  270. // Create temp Direct3D11 device.
  271. bool suitable = true;
  272. UINT createDeviceFlags = D3D11_CREATE_DEVICE_SINGLETHREADED | D3D11_CREATE_DEVICE_BGRA_SUPPORT;
  273. hr = D3D11CreateDevice(EnumAdapter, D3D_DRIVER_TYPE_UNKNOWN, NULL, createDeviceFlags, NULL, 0, D3D11_SDK_VERSION, &pTmpDevice, &deviceFeature, NULL);
  274. if (FAILED(hr))
  275. suitable = false;
  276. if (deviceFeature < D3D_FEATURE_LEVEL_10_1)
  277. suitable = false;
  278. //double check we support required bgra format for LEVEL_10_1
  279. if (deviceFeature == D3D_FEATURE_LEVEL_10_1)
  280. {
  281. U32 formatSupported = 0;
  282. pTmpDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupported);
  283. U32 flagsRequired = D3D11_FORMAT_SUPPORT_RENDER_TARGET | D3D11_FORMAT_SUPPORT_DISPLAY;
  284. if (!(formatSupported && flagsRequired))
  285. {
  286. Con::printf("DXGI adapter: %s does not support BGRA", Description.c_str());
  287. suitable = false;
  288. }
  289. }
  290. delete[] displayModes;
  291. SAFE_RELEASE(pTmpDevice);
  292. SAFE_RELEASE(pOutput);
  293. SAFE_RELEASE(EnumAdapter);
  294. if (suitable)
  295. {
  296. adapterList.push_back(toAdd);
  297. }
  298. else
  299. {
  300. Con::printf("DXGI adapter: %s does not support D3D11 feature level 10 or better", Description.c_str());
  301. delete toAdd;
  302. }
  303. }
  304. SAFE_RELEASE(DXGIFactory);
  305. }
  306. void GFXD3D11Device::enumerateVideoModes()
  307. {
  308. mVideoModes.clear();
  309. IDXGIAdapter1* EnumAdapter;
  310. IDXGIFactory1* DXGIFactory;
  311. HRESULT hr;
  312. hr = CreateDXGIFactory1(__uuidof(IDXGIFactory1), reinterpret_cast<void**>(&DXGIFactory));
  313. if (FAILED(hr))
  314. AssertFatal(false, "GFXD3D11Device::enumerateVideoModes -> CreateDXGIFactory1 call failure");
  315. for(U32 adapterIndex = 0; DXGIFactory->EnumAdapters1(adapterIndex, &EnumAdapter) != DXGI_ERROR_NOT_FOUND; ++adapterIndex)
  316. {
  317. IDXGIOutput* pOutput = NULL;
  318. hr = EnumAdapter->EnumOutputs(adapterIndex, &pOutput);
  319. if(hr == DXGI_ERROR_NOT_FOUND)
  320. {
  321. SAFE_RELEASE(EnumAdapter);
  322. break;
  323. }
  324. if(FAILED(hr))
  325. AssertFatal(false, "GFXD3D11Device::enumerateVideoModes -> EnumOutputs call failure");
  326. UINT numModes = 0;
  327. DXGI_MODE_DESC* displayModes = NULL;
  328. DXGI_FORMAT format = GFXD3D11TextureFormat[GFXFormatR8G8B8A8_SRGB];
  329. // Get the number of elements
  330. hr = pOutput->GetDisplayModeList(format, 0, &numModes, NULL);
  331. if(FAILED(hr))
  332. AssertFatal(false, "GFXD3D11Device::enumerateVideoModes -> GetDisplayModeList call failure");
  333. displayModes = new DXGI_MODE_DESC[numModes];
  334. // Get the list
  335. hr = pOutput->GetDisplayModeList(format, 0, &numModes, displayModes);
  336. if(FAILED(hr))
  337. AssertFatal(false, "GFXD3D11Device::enumerateVideoModes -> GetDisplayModeList call failure");
  338. for(U32 numMode = 0; numMode < numModes; ++numMode)
  339. {
  340. GFXVideoMode toAdd;
  341. toAdd.fullScreen = false;
  342. toAdd.bitDepth = 32;
  343. toAdd.refreshRate = displayModes[numMode].RefreshRate.Numerator / displayModes[numMode].RefreshRate.Denominator;
  344. toAdd.resolution.x = displayModes[numMode].Width;
  345. toAdd.resolution.y = displayModes[numMode].Height;
  346. mVideoModes.push_back(toAdd);
  347. }
  348. delete[] displayModes;
  349. SAFE_RELEASE(pOutput);
  350. SAFE_RELEASE(EnumAdapter);
  351. }
  352. SAFE_RELEASE(DXGIFactory);
  353. }
  354. void GFXD3D11Device::init(const GFXVideoMode &mode, PlatformWindow *window)
  355. {
  356. AssertFatal(window, "GFXD3D11Device::init - must specify a window!");
  357. //HWND winHwnd = (HWND)window->getSystemWindow( PlatformWindow::WindowSystem_Windows );
  358. //SetFocus(winHwnd);
  359. UINT createDeviceFlags = D3D11_CREATE_DEVICE_SINGLETHREADED | D3D11_CREATE_DEVICE_BGRA_SUPPORT;
  360. #ifdef TORQUE_DEBUG
  361. createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  362. mDebugLayers = true;
  363. #endif
  364. // TODO support at least feature level 10 to match GL
  365. D3D_FEATURE_LEVEL pFeatureLevels[] = { D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1 };
  366. U32 nFeatureCount = ARRAYSIZE(pFeatureLevels);
  367. D3D_DRIVER_TYPE driverType = D3D_DRIVER_TYPE_HARDWARE;// use D3D_DRIVER_TYPE_REFERENCE for reference device
  368. // create a device, device context and swap chain using the information in the d3dpp struct
  369. HRESULT hres = D3D11CreateDevice(NULL,
  370. driverType,
  371. NULL,
  372. createDeviceFlags,
  373. pFeatureLevels,
  374. nFeatureCount,
  375. D3D11_SDK_VERSION,
  376. &mD3DDevice,
  377. &mFeatureLevel,
  378. &mD3DDeviceContext);
  379. if(FAILED(hres))
  380. {
  381. #ifdef TORQUE_DEBUG
  382. //try again without debug device layer enabled
  383. createDeviceFlags &= ~D3D11_CREATE_DEVICE_DEBUG;
  384. hres = D3D11CreateDevice(NULL,
  385. driverType,
  386. NULL,
  387. createDeviceFlags,
  388. pFeatureLevels,
  389. nFeatureCount,
  390. D3D11_SDK_VERSION,
  391. &mD3DDevice,
  392. &mFeatureLevel,
  393. &mD3DDeviceContext);
  394. //if we failed again than we definitely have a problem
  395. if (FAILED(hres))
  396. AssertFatal(false, "GFXD3D11Device::init - D3D11CreateDeviceAndSwapChain failed!");
  397. Con::warnf("GFXD3D11Device::init - Debug layers not detected!");
  398. mDebugLayers = false;
  399. #else
  400. AssertFatal(false, "GFXD3D11Device::init - D3D11CreateDeviceAndSwapChain failed!");
  401. #endif
  402. }
  403. //set the fullscreen state here if we need to
  404. if(mode.fullScreen)
  405. {
  406. hres = mSwapChain->SetFullscreenState(TRUE, NULL);
  407. if(FAILED(hres))
  408. {
  409. AssertFatal(false, "GFXD3D11Device::init- Failed to set fullscreen state!");
  410. }
  411. }
  412. #ifdef TORQUE_DEBUG
  413. _suppressDebugMessages();
  414. #endif
  415. mTextureManager = new GFXD3D11TextureManager();
  416. // Now reacquire all the resources we trashed earlier
  417. reacquireDefaultPoolResources();
  418. //set vert/pixel shader targets
  419. switch (mFeatureLevel)
  420. {
  421. case D3D_FEATURE_LEVEL_11_1:
  422. case D3D_FEATURE_LEVEL_11_0:
  423. mVertexShaderTarget = "vs_5_0";
  424. mPixelShaderTarget = "ps_5_0";
  425. mGeometryShaderTarget = "gs_5_0";
  426. mPixVersion = 5.0f;
  427. mShaderModel = "50";
  428. break;
  429. case D3D_FEATURE_LEVEL_10_1:
  430. mVertexShaderTarget = "vs_4_1";
  431. mPixelShaderTarget = "ps_4_1";
  432. mGeometryShaderTarget = "gs_4_1";
  433. mPixVersion = 4.1f;
  434. mShaderModel = "41";
  435. break;
  436. default:
  437. AssertFatal(false, "GFXD3D11Device::init - We don't support this feature level");
  438. }
  439. D3D11_QUERY_DESC queryDesc;
  440. queryDesc.Query = D3D11_QUERY_OCCLUSION;
  441. queryDesc.MiscFlags = 0;
  442. ID3D11Query *testQuery = NULL;
  443. // detect occlusion query support
  444. if (SUCCEEDED(mD3DDevice->CreateQuery(&queryDesc, &testQuery))) mOcclusionQuerySupported = true;
  445. SAFE_RELEASE(testQuery);
  446. Con::printf("Hardware occlusion query detected: %s", mOcclusionQuerySupported ? "Yes" : "No");
  447. mCardProfiler = new GFXD3D11CardProfiler();
  448. mCardProfiler->init();
  449. gScreenShot = new ScreenShotD3D11;
  450. mInitialized = true;
  451. deviceInited();
  452. }
  453. // Supress any debug layer messages we don't want to see
  454. void GFXD3D11Device::_suppressDebugMessages()
  455. {
  456. if (mDebugLayers)
  457. {
  458. ID3D11Debug *pDebug = NULL;
  459. if (SUCCEEDED(mD3DDevice->QueryInterface(__uuidof(ID3D11Debug), (void**)&pDebug)))
  460. {
  461. ID3D11InfoQueue *pInfoQueue = NULL;
  462. if (SUCCEEDED(pDebug->QueryInterface(__uuidof(ID3D11InfoQueue), (void**)&pInfoQueue)))
  463. {
  464. //Disable breaking on error or corruption, this can be handy when using VS graphics debugging
  465. pInfoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, false);
  466. pInfoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, false);
  467. D3D11_MESSAGE_ID hide[] =
  468. {
  469. //this is harmless and no need to spam the console
  470. D3D11_MESSAGE_ID_QUERY_BEGIN_ABANDONING_PREVIOUS_RESULTS
  471. };
  472. D3D11_INFO_QUEUE_FILTER filter;
  473. memset(&filter, 0, sizeof(filter));
  474. filter.DenyList.NumIDs = _countof(hide);
  475. filter.DenyList.pIDList = hide;
  476. pInfoQueue->AddStorageFilterEntries(&filter);
  477. SAFE_RELEASE(pInfoQueue);
  478. }
  479. SAFE_RELEASE(pDebug);
  480. }
  481. }
  482. }
  483. bool GFXD3D11Device::beginSceneInternal()
  484. {
  485. mCanCurrentlyRender = true;
  486. return mCanCurrentlyRender;
  487. }
  488. GFXWindowTarget * GFXD3D11Device::allocWindowTarget(PlatformWindow *window)
  489. {
  490. AssertFatal(window,"GFXD3D11Device::allocWindowTarget - no window provided!");
  491. // Set up a new window target...
  492. GFXD3D11WindowTarget *gdwt = new GFXD3D11WindowTarget();
  493. gdwt->mWindow = window;
  494. gdwt->mSize = window->getClientExtent();
  495. gdwt->initPresentationParams();
  496. if (!mInitialized)
  497. {
  498. gdwt->mSecondaryWindow = false;
  499. // Allocate the device.
  500. init(window->getVideoMode(), window);
  501. gdwt->initPresentationParams();
  502. gdwt->createSwapChain();
  503. gdwt->createBuffersAndViews();
  504. mSwapChain = gdwt->getSwapChain();
  505. mDeviceBackbuffer = gdwt->getBackBuffer();
  506. mDeviceDepthStencil = gdwt->getDepthStencil();
  507. mDeviceBackBufferView = gdwt->getBackBufferView();
  508. mDeviceDepthStencilView = gdwt->getDepthStencilView();
  509. }
  510. else //additional window/s
  511. {
  512. gdwt->mSecondaryWindow = true;
  513. gdwt->initPresentationParams();
  514. gdwt->createSwapChain();
  515. gdwt->createBuffersAndViews();
  516. }
  517. return gdwt;
  518. }
  519. GFXTextureTarget* GFXD3D11Device::allocRenderToTextureTarget(bool genMips)
  520. {
  521. GFXD3D11TextureTarget *targ = new GFXD3D11TextureTarget(genMips);
  522. targ->registerResourceWithDevice(this);
  523. return targ;
  524. }
  525. void GFXD3D11Device::beginReset()
  526. {
  527. if (!mD3DDevice)
  528. return;
  529. mInitialized = false;
  530. releaseDefaultPoolResources();
  531. // Clean up some commonly dangling state. This helps prevents issues with
  532. // items that are destroyed by the texture manager callbacks and recreated
  533. // later, but still left bound.
  534. setVertexBuffer(NULL);
  535. setPrimitiveBuffer(NULL);
  536. for (S32 i = 0; i<getNumSamplers(); i++)
  537. setTexture(i, NULL);
  538. mD3DDeviceContext->ClearState();
  539. //release old buffers and views
  540. SAFE_RELEASE(mDeviceDepthStencilView);
  541. SAFE_RELEASE(mDeviceBackBufferView);
  542. SAFE_RELEASE(mDeviceDepthStencil);
  543. SAFE_RELEASE(mDeviceBackbuffer);
  544. }
  545. void GFXD3D11Device::endReset(GFXD3D11WindowTarget* windowTarget)
  546. {
  547. //grab new references
  548. mDeviceBackbuffer = windowTarget->getBackBuffer();
  549. mDeviceDepthStencil = windowTarget->getDepthStencil();
  550. mDeviceBackBufferView = windowTarget->getBackBufferView();
  551. mDeviceDepthStencilView = windowTarget->getDepthStencilView();
  552. mD3DDeviceContext->OMSetRenderTargets(1, &mDeviceBackBufferView, mDeviceDepthStencilView);
  553. // Now reacquire all the resources we trashed earlier
  554. reacquireDefaultPoolResources();
  555. mD3DDeviceContext->PSSetShader(mLastPixShader, NULL, 0);
  556. mD3DDeviceContext->VSSetShader(mLastVertShader, NULL, 0);
  557. mInitialized = true;
  558. // Mark everything dirty and flush to card, for sanity.
  559. updateStates(true);
  560. }
  561. void GFXD3D11Device::setupGenericShaders(GenericShaderType type)
  562. {
  563. AssertFatal(type != GSTargetRestore, ""); //not used
  564. if(mGenericShader[GSColor] == NULL)
  565. {
  566. ShaderData *shaderData;
  567. //shader model 4.0 is enough for the generic shaders
  568. const char* shaderModel = "4.0";
  569. shaderData = new ShaderData();
  570. shaderData->setField("DXVertexShaderFile", ShaderGen::smCommonShaderPath + String("/fixedFunction/colorV.hlsl"));
  571. shaderData->setField("DXPixelShaderFile", ShaderGen::smCommonShaderPath + String("/fixedFunction/colorP.hlsl"));
  572. shaderData->setField("pixVersion", shaderModel);
  573. shaderData->registerObject();
  574. mGenericShader[GSColor] = shaderData->getShader();
  575. mGenericShaderBuffer[GSColor] = mGenericShader[GSColor]->allocConstBuffer();
  576. mModelViewProjSC[GSColor] = mGenericShader[GSColor]->getShaderConstHandle("$modelView");
  577. Sim::getRootGroup()->addObject(shaderData);
  578. shaderData = new ShaderData();
  579. shaderData->setField("DXVertexShaderFile", ShaderGen::smCommonShaderPath + String("/fixedFunction/modColorTextureV.hlsl"));
  580. shaderData->setField("DXPixelShaderFile", ShaderGen::smCommonShaderPath + String("/fixedFunction/modColorTextureP.hlsl"));
  581. shaderData->setField("pixVersion", shaderModel);
  582. shaderData->registerObject();
  583. mGenericShader[GSModColorTexture] = shaderData->getShader();
  584. mGenericShaderBuffer[GSModColorTexture] = mGenericShader[GSModColorTexture]->allocConstBuffer();
  585. mModelViewProjSC[GSModColorTexture] = mGenericShader[GSModColorTexture]->getShaderConstHandle("$modelView");
  586. Sim::getRootGroup()->addObject(shaderData);
  587. shaderData = new ShaderData();
  588. shaderData->setField("DXVertexShaderFile", ShaderGen::smCommonShaderPath + String("/fixedFunction/addColorTextureV.hlsl"));
  589. shaderData->setField("DXPixelShaderFile", ShaderGen::smCommonShaderPath + String("/fixedFunction/addColorTextureP.hlsl"));
  590. shaderData->setField("pixVersion", shaderModel);
  591. shaderData->registerObject();
  592. mGenericShader[GSAddColorTexture] = shaderData->getShader();
  593. mGenericShaderBuffer[GSAddColorTexture] = mGenericShader[GSAddColorTexture]->allocConstBuffer();
  594. mModelViewProjSC[GSAddColorTexture] = mGenericShader[GSAddColorTexture]->getShaderConstHandle("$modelView");
  595. Sim::getRootGroup()->addObject(shaderData);
  596. shaderData = new ShaderData();
  597. shaderData->setField("DXVertexShaderFile", ShaderGen::smCommonShaderPath + String("/fixedFunction/textureV.hlsl"));
  598. shaderData->setField("DXPixelShaderFile", ShaderGen::smCommonShaderPath + String("/fixedFunction/textureP.hlsl"));
  599. shaderData->setField("pixVersion", shaderModel);
  600. shaderData->registerObject();
  601. mGenericShader[GSTexture] = shaderData->getShader();
  602. mGenericShaderBuffer[GSTexture] = mGenericShader[GSTexture]->allocConstBuffer();
  603. mModelViewProjSC[GSTexture] = mGenericShader[GSTexture]->getShaderConstHandle("$modelView");
  604. Sim::getRootGroup()->addObject(shaderData);
  605. //Force an update
  606. mViewportDirty = true;
  607. _updateRenderTargets();
  608. }
  609. MatrixF tempMatrix = mProjectionMatrix * mViewMatrix * mWorldMatrix[mWorldStackSize];
  610. mGenericShaderBuffer[type]->setSafe(mModelViewProjSC[type], tempMatrix);
  611. setShader(mGenericShader[type]);
  612. setShaderConstBuffer(mGenericShaderBuffer[type]);
  613. }
  614. //-----------------------------------------------------------------------------
  615. /// Creates a state block object based on the desc passed in. This object
  616. /// represents an immutable state.
  617. GFXStateBlockRef GFXD3D11Device::createStateBlockInternal(const GFXStateBlockDesc& desc)
  618. {
  619. return GFXStateBlockRef(new GFXD3D11StateBlock(desc));
  620. }
  621. /// Activates a stateblock
  622. void GFXD3D11Device::setStateBlockInternal(GFXStateBlock* block, bool force)
  623. {
  624. AssertFatal(static_cast<GFXD3D11StateBlock*>(block), "Incorrect stateblock type for this device!");
  625. GFXD3D11StateBlock* d3dBlock = static_cast<GFXD3D11StateBlock*>(block);
  626. GFXD3D11StateBlock* d3dCurrent = static_cast<GFXD3D11StateBlock*>(mCurrentStateBlock.getPointer());
  627. if (force)
  628. d3dCurrent = NULL;
  629. d3dBlock->activate(d3dCurrent);
  630. }
  631. /// Called by base GFXDevice to actually set a const buffer
  632. void GFXD3D11Device::setShaderConstBufferInternal(GFXShaderConstBuffer* buffer)
  633. {
  634. if (buffer)
  635. {
  636. PROFILE_SCOPE(GFXD3D11Device_setShaderConstBufferInternal);
  637. AssertFatal(static_cast<GFXD3D11ShaderConstBuffer*>(buffer), "Incorrect shader const buffer type for this device!");
  638. GFXD3D11ShaderConstBuffer* d3dBuffer = static_cast<GFXD3D11ShaderConstBuffer*>(buffer);
  639. d3dBuffer->activate(mCurrentConstBuffer);
  640. mCurrentConstBuffer = d3dBuffer;
  641. }
  642. else
  643. {
  644. mCurrentConstBuffer = NULL;
  645. }
  646. }
  647. //-----------------------------------------------------------------------------
  648. void GFXD3D11Device::copyResource(GFXTextureObject *pDst, GFXCubemap *pSrc, const U32 face)
  649. {
  650. AssertFatal(pDst, "GFXD3D11Device::copyResource: Destination texture is null");
  651. AssertFatal(pSrc, "GFXD3D11Device::copyResource: Source cubemap is null");
  652. GFXD3D11TextureObject *pD3DDst = static_cast<GFXD3D11TextureObject*>(pDst);
  653. GFXD3D11Cubemap *pD3DSrc = static_cast<GFXD3D11Cubemap*>(pSrc);
  654. const U32 mipLevels = pD3DSrc->getMipMapLevels();
  655. for (U32 mip = 0; mip < mipLevels; mip++)
  656. {
  657. const U32 srcSubResource = D3D11CalcSubresource(mip, face, mipLevels);
  658. const U32 dstSubResource = D3D11CalcSubresource(mip, 0, mipLevels);
  659. mD3DDeviceContext->CopySubresourceRegion(pD3DDst->get2DTex(), dstSubResource, 0, 0, 0, pD3DSrc->get2DTex(), srcSubResource, NULL);
  660. }
  661. }
  662. //-----------------------------------------------------------------------------
  663. void GFXD3D11Device::clear(U32 flags, const LinearColorF& color, F32 z, U32 stencil)
  664. {
  665. // Make sure we have flushed our render target state.
  666. _updateRenderTargets();
  667. UINT depthstencilFlag = 0;
  668. //TODO: current support is 5 render targets, clean this up
  669. ID3D11RenderTargetView* rtView[5] = { NULL };
  670. ID3D11DepthStencilView* dsView = NULL;
  671. mD3DDeviceContext->OMGetRenderTargets(5, rtView, &dsView);
  672. const FLOAT clearColor[4] = { color.red, color.green, color.blue, color.alpha };
  673. if (flags & GFXClearTarget && rtView)
  674. {
  675. for (U32 i = 0; i < 5; i++)
  676. {
  677. if (rtView[i])
  678. mD3DDeviceContext->ClearRenderTargetView(rtView[i], clearColor);
  679. }
  680. }
  681. if (flags & GFXClearZBuffer)
  682. depthstencilFlag |= D3D11_CLEAR_DEPTH;
  683. if (flags & GFXClearStencil)
  684. depthstencilFlag |= D3D11_CLEAR_STENCIL;
  685. if (depthstencilFlag && dsView)
  686. mD3DDeviceContext->ClearDepthStencilView(dsView, depthstencilFlag, z, stencil);
  687. for (U32 i = 0; i < 5; i++)
  688. SAFE_RELEASE(rtView[i]);
  689. SAFE_RELEASE(dsView);
  690. }
  691. void GFXD3D11Device::clearColorAttachment(const U32 attachment, const LinearColorF& color)
  692. {
  693. GFXD3D11TextureTarget *pTarget = static_cast<GFXD3D11TextureTarget*>(mCurrentRT.getPointer());
  694. ID3D11RenderTargetView* rtView = NULL;
  695. if (!pTarget)
  696. {
  697. rtView = mDeviceBackBufferView;// we are using the default backbuffer
  698. }
  699. else
  700. {
  701. //attachment + 1 to skip past DepthStencil which is first in the list
  702. rtView = static_cast<ID3D11RenderTargetView*>(pTarget->mTargetViews[attachment + 1]);
  703. }
  704. const FLOAT clearColor[4] = { color.red, color.green, color.blue, color.alpha };
  705. mD3DDeviceContext->ClearRenderTargetView(rtView, clearColor);
  706. }
  707. void GFXD3D11Device::endSceneInternal()
  708. {
  709. mCanCurrentlyRender = false;
  710. }
  711. void GFXD3D11Device::_updateRenderTargets()
  712. {
  713. if (mRTDirty || (mCurrentRT && mCurrentRT->isPendingState()))
  714. {
  715. if (mRTDeactivate)
  716. {
  717. mRTDeactivate->deactivate();
  718. mRTDeactivate = NULL;
  719. }
  720. // NOTE: The render target changes are not really accurate
  721. // as the GFXTextureTarget supports MRT internally. So when
  722. // we activate a GFXTarget it could result in multiple calls
  723. // to SetRenderTarget on the actual device.
  724. mDeviceStatistics.mRenderTargetChanges++;
  725. mCurrentRT->activate();
  726. mRTDirty = false;
  727. }
  728. if (mViewportDirty)
  729. {
  730. D3D11_VIEWPORT viewport;
  731. viewport.TopLeftX = mViewport.point.x;
  732. viewport.TopLeftY = mViewport.point.y;
  733. viewport.Width = mViewport.extent.x;
  734. viewport.Height = mViewport.extent.y;
  735. viewport.MinDepth = 0.0f;
  736. viewport.MaxDepth = 1.0f;
  737. mD3DDeviceContext->RSSetViewports(1, &viewport);
  738. mViewportDirty = false;
  739. }
  740. }
  741. void GFXD3D11Device::releaseDefaultPoolResources()
  742. {
  743. // Release all the dynamic vertex buffer arrays
  744. // Forcibly clean up the pools
  745. for(U32 i=0; i<mVolatileVBList.size(); i++)
  746. {
  747. SAFE_RELEASE(mVolatileVBList[i]->vb);
  748. mVolatileVBList[i] = NULL;
  749. }
  750. mVolatileVBList.setSize(0);
  751. // We gotta clear the current const buffer else the next
  752. // activate may erroneously think the device is still holding
  753. // this state and fail to set it.
  754. mCurrentConstBuffer = NULL;
  755. // Set current VB to NULL and set state dirty
  756. for (U32 i=0; i < VERTEX_STREAM_COUNT; i++)
  757. {
  758. mCurrentVertexBuffer[i] = NULL;
  759. mVertexBufferDirty[i] = true;
  760. mVertexBufferFrequency[i] = 0;
  761. mVertexBufferFrequencyDirty[i] = true;
  762. }
  763. // Release dynamic index buffer
  764. if(mDynamicPB != NULL)
  765. {
  766. SAFE_RELEASE(mDynamicPB->ib);
  767. }
  768. // Set current PB/IB to NULL and set state dirty
  769. mCurrentPrimitiveBuffer = NULL;
  770. mCurrentPB = NULL;
  771. mPrimitiveBufferDirty = true;
  772. // Zombify texture manager (for D3D this only modifies default pool textures)
  773. if( mTextureManager )
  774. mTextureManager->zombify();
  775. // Set global dirty state so the IB/PB and VB get reset
  776. mStateDirty = true;
  777. // Walk the resource list and zombify everything.
  778. GFXResource *walk = mResourceListHead;
  779. while(walk)
  780. {
  781. walk->zombify();
  782. walk = walk->getNextResource();
  783. }
  784. }
  785. void GFXD3D11Device::reacquireDefaultPoolResources()
  786. {
  787. // Now do the dynamic index buffers
  788. if( mDynamicPB == NULL )
  789. mDynamicPB = new GFXD3D11PrimitiveBuffer(this, 0, 0, GFXBufferTypeDynamic);
  790. D3D11_BUFFER_DESC desc;
  791. desc.ByteWidth = sizeof(U16) * GFX_MAX_DYNAMIC_INDICES;
  792. desc.Usage = D3D11_USAGE_DYNAMIC;
  793. desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
  794. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  795. desc.MiscFlags = 0;
  796. desc.StructureByteStride = 0;
  797. HRESULT hr = D3D11DEVICE->CreateBuffer(&desc, NULL, &mDynamicPB->ib);
  798. if(FAILED(hr))
  799. {
  800. AssertFatal(false, "Failed to allocate dynamic IB");
  801. }
  802. // Walk the resource list and zombify everything.
  803. GFXResource *walk = mResourceListHead;
  804. while(walk)
  805. {
  806. walk->resurrect();
  807. walk = walk->getNextResource();
  808. }
  809. if(mTextureManager)
  810. mTextureManager->resurrect();
  811. }
  812. GFXD3D11VertexBuffer* GFXD3D11Device::findVBPool( const GFXVertexFormat *vertexFormat, U32 vertsNeeded )
  813. {
  814. PROFILE_SCOPE( GFXD3D11Device_findVBPool );
  815. for( U32 i=0; i<mVolatileVBList.size(); i++ )
  816. if( mVolatileVBList[i]->mVertexFormat.isEqual( *vertexFormat ) )
  817. return mVolatileVBList[i];
  818. return NULL;
  819. }
  820. GFXD3D11VertexBuffer * GFXD3D11Device::createVBPool( const GFXVertexFormat *vertexFormat, U32 vertSize )
  821. {
  822. PROFILE_SCOPE( GFXD3D11Device_createVBPool );
  823. // this is a bit funky, but it will avoid problems with (lack of) copy constructors
  824. // with a push_back() situation
  825. mVolatileVBList.increment();
  826. StrongRefPtr<GFXD3D11VertexBuffer> newBuff;
  827. mVolatileVBList.last() = new GFXD3D11VertexBuffer();
  828. newBuff = mVolatileVBList.last();
  829. newBuff->mNumVerts = 0;
  830. newBuff->mBufferType = GFXBufferTypeVolatile;
  831. newBuff->mVertexFormat.copy( *vertexFormat );
  832. newBuff->mVertexSize = vertSize;
  833. newBuff->mDevice = this;
  834. // Requesting it will allocate it.
  835. vertexFormat->getDecl();
  836. D3D11_BUFFER_DESC desc;
  837. desc.ByteWidth = vertSize * GFX_MAX_DYNAMIC_VERTS;
  838. desc.Usage = D3D11_USAGE_DYNAMIC;
  839. desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
  840. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  841. desc.MiscFlags = 0;
  842. desc.StructureByteStride = 0;
  843. HRESULT hr = D3D11DEVICE->CreateBuffer(&desc, NULL, &newBuff->vb);
  844. if(FAILED(hr))
  845. {
  846. AssertFatal(false, "Failed to allocate dynamic VB");
  847. }
  848. return newBuff;
  849. }
  850. //-----------------------------------------------------------------------------
  851. void GFXD3D11Device::setClipRect( const RectI &inRect )
  852. {
  853. // We transform the incoming rect by the view
  854. // matrix first, so that it can be used to pan
  855. // and scale the clip rect.
  856. //
  857. // This is currently used to take tiled screenshots.
  858. Point3F pos( inRect.point.x, inRect.point.y, 0.0f );
  859. Point3F extent( inRect.extent.x, inRect.extent.y, 0.0f );
  860. getViewMatrix().mulP( pos );
  861. getViewMatrix().mulV( extent );
  862. RectI rect( pos.x, pos.y, extent.x, extent.y );
  863. // Clip the rect against the renderable size.
  864. Point2I size = mCurrentRT->getSize();
  865. RectI maxRect(Point2I(0,0), size);
  866. rect.intersect(maxRect);
  867. mClipRect = rect;
  868. F32 l = F32( mClipRect.point.x );
  869. F32 r = F32( mClipRect.point.x + mClipRect.extent.x );
  870. F32 b = F32( mClipRect.point.y + mClipRect.extent.y );
  871. F32 t = F32( mClipRect.point.y );
  872. // Set up projection matrix,
  873. static Point4F pt;
  874. pt.set(2.0f / (r - l), 0.0f, 0.0f, 0.0f);
  875. mTempMatrix.setColumn(0, pt);
  876. pt.set(0.0f, 2.0f/(t - b), 0.0f, 0.0f);
  877. mTempMatrix.setColumn(1, pt);
  878. pt.set(0.0f, 0.0f, 1.0f, 0.0f);
  879. mTempMatrix.setColumn(2, pt);
  880. pt.set((l+r)/(l-r), (t+b)/(b-t), 1.0f, 1.0f);
  881. mTempMatrix.setColumn(3, pt);
  882. setProjectionMatrix( mTempMatrix );
  883. // Set up world/view matrix
  884. mTempMatrix.identity();
  885. setWorldMatrix( mTempMatrix );
  886. setViewport( mClipRect );
  887. }
  888. void GFXD3D11Device::setVertexStream( U32 stream, GFXVertexBuffer *buffer )
  889. {
  890. GFXD3D11VertexBuffer *d3dBuffer = static_cast<GFXD3D11VertexBuffer*>( buffer );
  891. if ( stream == 0 )
  892. {
  893. // Set the volatile buffer which is used to
  894. // offset the start index when doing draw calls.
  895. if ( d3dBuffer && d3dBuffer->mVolatileStart > 0 )
  896. mVolatileVB = d3dBuffer;
  897. else
  898. mVolatileVB = NULL;
  899. }
  900. // NOTE: We do not use the stream offset here for stream 0
  901. // as that feature is *supposedly* not as well supported as
  902. // using the start index in drawPrimitive.
  903. //
  904. // If we can verify that this is not the case then we should
  905. // start using this method exclusively for all streams.
  906. U32 strides[1] = { d3dBuffer ? d3dBuffer->mVertexSize : 0 };
  907. U32 offset = d3dBuffer && stream != 0 ? d3dBuffer->mVolatileStart * d3dBuffer->mVertexSize : 0;
  908. ID3D11Buffer* buff = d3dBuffer ? d3dBuffer->vb : NULL;
  909. getDeviceContext()->IASetVertexBuffers(stream, 1, &buff, strides, &offset);
  910. }
  911. void GFXD3D11Device::setVertexStreamFrequency( U32 stream, U32 frequency )
  912. {
  913. if (stream == 0)
  914. mDrawInstancesCount = frequency; // instances count
  915. }
  916. void GFXD3D11Device::_setPrimitiveBuffer( GFXPrimitiveBuffer *buffer )
  917. {
  918. mCurrentPB = static_cast<GFXD3D11PrimitiveBuffer *>( buffer );
  919. mD3DDeviceContext->IASetIndexBuffer(mCurrentPB->ib, DXGI_FORMAT_R16_UINT, 0);
  920. }
  921. U32 GFXD3D11Device::primCountToIndexCount(GFXPrimitiveType primType, U32 primitiveCount)
  922. {
  923. switch (primType)
  924. {
  925. case GFXPointList:
  926. return primitiveCount;
  927. break;
  928. case GFXLineList:
  929. return primitiveCount * 2;
  930. break;
  931. case GFXLineStrip:
  932. return primitiveCount + 1;
  933. break;
  934. case GFXTriangleList:
  935. return primitiveCount * 3;
  936. break;
  937. case GFXTriangleStrip:
  938. return 2 + primitiveCount;
  939. break;
  940. default:
  941. AssertFatal(false, "GFXGLDevice::primCountToIndexCount - unrecognized prim type");
  942. break;
  943. }
  944. return 0;
  945. }
  946. void GFXD3D11Device::drawPrimitive( GFXPrimitiveType primType, U32 vertexStart, U32 primitiveCount )
  947. {
  948. // This is done to avoid the function call overhead if possible
  949. if( mStateDirty )
  950. updateStates();
  951. if (mCurrentShaderConstBuffer)
  952. setShaderConstBufferInternal(mCurrentShaderConstBuffer);
  953. if ( mVolatileVB )
  954. vertexStart += mVolatileVB->mVolatileStart;
  955. mD3DDeviceContext->IASetPrimitiveTopology(GFXD3D11PrimType[primType]);
  956. if ( mDrawInstancesCount )
  957. mD3DDeviceContext->DrawInstanced(primCountToIndexCount(primType, primitiveCount), mDrawInstancesCount, vertexStart, 0);
  958. else
  959. mD3DDeviceContext->Draw(primCountToIndexCount(primType, primitiveCount), vertexStart);
  960. mDeviceStatistics.mDrawCalls++;
  961. if ( mVertexBufferFrequency[0] > 1 )
  962. mDeviceStatistics.mPolyCount += primitiveCount * mVertexBufferFrequency[0];
  963. else
  964. mDeviceStatistics.mPolyCount += primitiveCount;
  965. }
  966. void GFXD3D11Device::drawIndexedPrimitive( GFXPrimitiveType primType,
  967. U32 startVertex,
  968. U32 minIndex,
  969. U32 numVerts,
  970. U32 startIndex,
  971. U32 primitiveCount )
  972. {
  973. // This is done to avoid the function call overhead if possible
  974. if( mStateDirty )
  975. updateStates();
  976. if (mCurrentShaderConstBuffer)
  977. setShaderConstBufferInternal(mCurrentShaderConstBuffer);
  978. AssertFatal( mCurrentPB != NULL, "Trying to call drawIndexedPrimitive with no current index buffer, call setIndexBuffer()" );
  979. if ( mVolatileVB )
  980. startVertex += mVolatileVB->mVolatileStart;
  981. mD3DDeviceContext->IASetPrimitiveTopology(GFXD3D11PrimType[primType]);
  982. if ( mDrawInstancesCount )
  983. mD3DDeviceContext->DrawIndexedInstanced(primCountToIndexCount(primType, primitiveCount), mDrawInstancesCount, mCurrentPB->mVolatileStart + startIndex, startVertex, 0);
  984. else
  985. mD3DDeviceContext->DrawIndexed(primCountToIndexCount(primType,primitiveCount), mCurrentPB->mVolatileStart + startIndex, startVertex);
  986. mDeviceStatistics.mDrawCalls++;
  987. if ( mVertexBufferFrequency[0] > 1 )
  988. mDeviceStatistics.mPolyCount += primitiveCount * mVertexBufferFrequency[0];
  989. else
  990. mDeviceStatistics.mPolyCount += primitiveCount;
  991. }
  992. GFXShader* GFXD3D11Device::createShader()
  993. {
  994. GFXD3D11Shader* shader = new GFXD3D11Shader();
  995. shader->registerResourceWithDevice( this );
  996. return shader;
  997. }
  998. //-----------------------------------------------------------------------------
  999. // Set shader - this function exists to make sure this is done in one place,
  1000. // and to make sure redundant shader states are not being
  1001. // sent to the card.
  1002. //-----------------------------------------------------------------------------
  1003. void GFXD3D11Device::setShader(GFXShader *shader, bool force)
  1004. {
  1005. if(shader)
  1006. {
  1007. GFXD3D11Shader *d3dShader = static_cast<GFXD3D11Shader*>(shader);
  1008. if (d3dShader->mPixShader != mLastPixShader || force)
  1009. {
  1010. mD3DDeviceContext->PSSetShader( d3dShader->mPixShader, NULL, 0);
  1011. mLastPixShader = d3dShader->mPixShader;
  1012. }
  1013. if (d3dShader->mVertShader != mLastVertShader || force)
  1014. {
  1015. mD3DDeviceContext->VSSetShader( d3dShader->mVertShader, NULL, 0);
  1016. mLastVertShader = d3dShader->mVertShader;
  1017. }
  1018. if (d3dShader->mGeoShader != mLastGeoShader || force)
  1019. {
  1020. mD3DDeviceContext->GSSetShader(d3dShader->mGeoShader, NULL, 0);
  1021. mLastGeoShader = d3dShader->mGeoShader;
  1022. }
  1023. }
  1024. else
  1025. {
  1026. setupGenericShaders();
  1027. }
  1028. }
  1029. GFXPrimitiveBuffer * GFXD3D11Device::allocPrimitiveBuffer(U32 numIndices, U32 numPrimitives, GFXBufferType bufferType, void *data )
  1030. {
  1031. // Allocate a buffer to return
  1032. GFXD3D11PrimitiveBuffer * res = new GFXD3D11PrimitiveBuffer(this, numIndices, numPrimitives, bufferType);
  1033. // Determine usage flags
  1034. D3D11_USAGE usage = D3D11_USAGE_DEFAULT;
  1035. // Assumptions:
  1036. // - static buffers are write once, use many
  1037. // - dynamic buffers are write many, use many
  1038. // - volatile buffers are write once, use once
  1039. // You may never read from a buffer.
  1040. //TODO: enable proper support for D3D11_USAGE_IMMUTABLE
  1041. switch(bufferType)
  1042. {
  1043. case GFXBufferTypeImmutable:
  1044. case GFXBufferTypeStatic:
  1045. usage = D3D11_USAGE_DEFAULT; //D3D11_USAGE_IMMUTABLE;
  1046. break;
  1047. case GFXBufferTypeDynamic:
  1048. case GFXBufferTypeVolatile:
  1049. usage = D3D11_USAGE_DYNAMIC;
  1050. break;
  1051. }
  1052. // Register resource
  1053. res->registerResourceWithDevice(this);
  1054. // Create d3d index buffer
  1055. if(bufferType == GFXBufferTypeVolatile)
  1056. {
  1057. // Get it from the pool if it's a volatile...
  1058. AssertFatal(numIndices < GFX_MAX_DYNAMIC_INDICES, "Cannot allocate that many indices in a volatile buffer, increase GFX_MAX_DYNAMIC_INDICES.");
  1059. res->ib = mDynamicPB->ib;
  1060. res->mVolatileBuffer = mDynamicPB;
  1061. }
  1062. else
  1063. {
  1064. // Otherwise, get it as a seperate buffer...
  1065. D3D11_BUFFER_DESC desc;
  1066. desc.ByteWidth = sizeof(U16) * numIndices;
  1067. desc.Usage = usage;
  1068. if(bufferType == GFXBufferTypeDynamic)
  1069. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; // We never allow reading from a primitive buffer.
  1070. else
  1071. desc.CPUAccessFlags = 0;
  1072. desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
  1073. desc.MiscFlags = 0;
  1074. desc.StructureByteStride = 0;
  1075. HRESULT hr = D3D11DEVICE->CreateBuffer(&desc, NULL, &res->ib);
  1076. if(FAILED(hr))
  1077. {
  1078. AssertFatal(false, "Failed to allocate an index buffer.");
  1079. }
  1080. }
  1081. if (data)
  1082. {
  1083. void* dest;
  1084. res->lock(0, numIndices, &dest);
  1085. dMemcpy(dest, data, sizeof(U16) * numIndices);
  1086. res->unlock();
  1087. }
  1088. return res;
  1089. }
  1090. GFXVertexBuffer * GFXD3D11Device::allocVertexBuffer(U32 numVerts, const GFXVertexFormat *vertexFormat, U32 vertSize, GFXBufferType bufferType, void *data)
  1091. {
  1092. PROFILE_SCOPE( GFXD3D11Device_allocVertexBuffer );
  1093. GFXD3D11VertexBuffer *res = new GFXD3D11VertexBuffer( this,
  1094. numVerts,
  1095. vertexFormat,
  1096. vertSize,
  1097. bufferType );
  1098. // Determine usage flags
  1099. D3D11_USAGE usage = D3D11_USAGE_DEFAULT;
  1100. res->mNumVerts = 0;
  1101. // Assumptions:
  1102. // - static buffers are write once, use many
  1103. // - dynamic buffers are write many, use many
  1104. // - volatile buffers are write once, use once
  1105. // You may never read from a buffer.
  1106. //TODO: enable proper support for D3D11_USAGE_IMMUTABLE
  1107. switch(bufferType)
  1108. {
  1109. case GFXBufferTypeImmutable:
  1110. case GFXBufferTypeStatic:
  1111. usage = D3D11_USAGE_DEFAULT;
  1112. break;
  1113. case GFXBufferTypeDynamic:
  1114. case GFXBufferTypeVolatile:
  1115. usage = D3D11_USAGE_DYNAMIC;
  1116. break;
  1117. }
  1118. // Register resource
  1119. res->registerResourceWithDevice(this);
  1120. // Create vertex buffer
  1121. if(bufferType == GFXBufferTypeVolatile)
  1122. {
  1123. // NOTE: Volatile VBs are pooled and will be allocated at lock time.
  1124. AssertFatal(numVerts <= GFX_MAX_DYNAMIC_VERTS, "GFXD3D11Device::allocVertexBuffer - Volatile vertex buffer is too big... see GFX_MAX_DYNAMIC_VERTS!");
  1125. }
  1126. else
  1127. {
  1128. // Requesting it will allocate it.
  1129. vertexFormat->getDecl(); //-ALEX disabled to postpone until after shader is actually set...
  1130. // Get a new buffer...
  1131. D3D11_BUFFER_DESC desc;
  1132. desc.ByteWidth = vertSize * numVerts;
  1133. desc.Usage = usage;
  1134. desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
  1135. if(bufferType == GFXBufferTypeDynamic)
  1136. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; // We never allow reading from a vertex buffer.
  1137. else
  1138. desc.CPUAccessFlags = 0;
  1139. desc.MiscFlags = 0;
  1140. desc.StructureByteStride = 0;
  1141. HRESULT hr = D3D11DEVICE->CreateBuffer(&desc, NULL, &res->vb);
  1142. if(FAILED(hr))
  1143. {
  1144. AssertFatal(false, "Failed to allocate VB");
  1145. }
  1146. }
  1147. res->mNumVerts = numVerts;
  1148. if (data)
  1149. {
  1150. void* dest;
  1151. res->lock(0, numVerts, &dest);
  1152. dMemcpy(dest, data, vertSize * numVerts);
  1153. res->unlock();
  1154. }
  1155. return res;
  1156. }
  1157. String GFXD3D11Device::_createTempShaderInternal(const GFXVertexFormat *vertexFormat)
  1158. {
  1159. U32 elemCount = vertexFormat->getElementCount();
  1160. //Input data
  1161. StringBuilder inputData;
  1162. inputData.append("struct VertIn {");
  1163. //Output data
  1164. StringBuilder outputData;
  1165. outputData.append("struct VertOut {");
  1166. // Shader main body data
  1167. StringBuilder mainBodyData;
  1168. //make shader
  1169. mainBodyData.append("VertOut main(VertIn IN){VertOut OUT;");
  1170. for (U32 i = 0; i < elemCount; i++)
  1171. {
  1172. const GFXVertexElement &element = vertexFormat->getElement(i);
  1173. String semantic = element.getSemantic();
  1174. String semanticOut = semantic;
  1175. String type;
  1176. if (element.isSemantic(GFXSemantic::POSITION))
  1177. {
  1178. semantic = "POSITION";
  1179. semanticOut = "SV_Position";
  1180. }
  1181. else if (element.isSemantic(GFXSemantic::NORMAL))
  1182. {
  1183. semantic = "NORMAL";
  1184. semanticOut = semantic;
  1185. }
  1186. else if (element.isSemantic(GFXSemantic::COLOR))
  1187. {
  1188. semantic = "COLOR";
  1189. semanticOut = semantic;
  1190. }
  1191. else if (element.isSemantic(GFXSemantic::TANGENT))
  1192. {
  1193. semantic = "TANGENT";
  1194. semanticOut = semantic;
  1195. }
  1196. else if (element.isSemantic(GFXSemantic::BINORMAL))
  1197. {
  1198. semantic = "BINORMAL";
  1199. semanticOut = semantic;
  1200. }
  1201. else if (element.isSemantic(GFXSemantic::BLENDINDICES))
  1202. {
  1203. semantic = String::ToString("BLENDINDICES%d", element.getSemanticIndex());
  1204. semanticOut = semantic;
  1205. }
  1206. else if (element.isSemantic(GFXSemantic::BLENDWEIGHT))
  1207. {
  1208. semantic = String::ToString("BLENDWEIGHT%d", element.getSemanticIndex());
  1209. semanticOut = semantic;
  1210. }
  1211. else
  1212. {
  1213. //Anything that falls thru to here will be a texture coord.
  1214. semantic = String::ToString("TEXCOORD%d", element.getSemanticIndex());
  1215. semanticOut = semantic;
  1216. }
  1217. switch (GFXD3D11DeclType[element.getType()])
  1218. {
  1219. case DXGI_FORMAT_R32_FLOAT:
  1220. type = "float";
  1221. break;
  1222. case DXGI_FORMAT_R32G32_FLOAT:
  1223. type = "float2";
  1224. break;
  1225. case DXGI_FORMAT_R32G32B32_FLOAT:
  1226. type = "float3";
  1227. break;
  1228. case DXGI_FORMAT_R32G32B32A32_FLOAT:
  1229. case DXGI_FORMAT_B8G8R8A8_UNORM:
  1230. case DXGI_FORMAT_R8G8B8A8_UNORM:
  1231. type = "float4";
  1232. break;
  1233. case DXGI_FORMAT_R8G8B8A8_UINT:
  1234. type = "uint4";
  1235. break;
  1236. }
  1237. StringBuilder in;
  1238. in.format("%s %s%d : %s;", type.c_str(), "var", i, semantic.c_str());
  1239. inputData.append(in.data());
  1240. //SV_Position must be float4
  1241. if (semanticOut == String("SV_Position"))
  1242. {
  1243. StringBuilder out;
  1244. out.format("float4 %s%d : %s;", "var", i, semanticOut.c_str());
  1245. outputData.append(out.data());
  1246. StringBuilder body;
  1247. body.format("OUT.%s%d = float4(IN.%s%d.xyz,1);", "var", i, "var", i);
  1248. mainBodyData.append(body.data());
  1249. }
  1250. else
  1251. {
  1252. StringBuilder out;
  1253. out.format("%s %s%d : %s;", type.c_str(), "var", i, semanticOut.c_str());
  1254. outputData.append(out.data());
  1255. StringBuilder body;
  1256. body.format("OUT.%s%d = IN.%s%d;", "var", i, "var", i);
  1257. mainBodyData.append(body.data());
  1258. }
  1259. }
  1260. inputData.append("};");
  1261. outputData.append("};");
  1262. mainBodyData.append("return OUT;}");
  1263. //final data
  1264. StringBuilder finalData;
  1265. finalData.append(inputData.data());
  1266. finalData.append(outputData.data());
  1267. finalData.append(mainBodyData.data());
  1268. return String(finalData.data());
  1269. }
  1270. GFXVertexDecl* GFXD3D11Device::allocVertexDecl( const GFXVertexFormat *vertexFormat )
  1271. {
  1272. PROFILE_SCOPE( GFXD3D11Device_allocVertexDecl );
  1273. // First check the map... you shouldn't allocate VBs very often
  1274. // if you want performance. The map lookup should never become
  1275. // a performance bottleneck.
  1276. D3D11VertexDecl *decl = mVertexDecls[vertexFormat->getDescription()];
  1277. if ( decl )
  1278. return decl;
  1279. U32 elemCount = vertexFormat->getElementCount();
  1280. ID3DBlob* code = NULL;
  1281. // We have to generate a temporary shader here for now since the input layout creation
  1282. // expects a shader to be already compiled to verify the vertex layout structure. The problem
  1283. // is that most of the time the regular shaders are compiled AFTER allocVertexDecl is called.
  1284. if(!decl)
  1285. {
  1286. //TODO: Perhaps save/cache the ID3DBlob for later use on identical vertex formats,save creating/compiling the temp shader everytime
  1287. String shaderData = _createTempShaderInternal(vertexFormat);
  1288. #ifdef TORQUE_DEBUG
  1289. U32 flags = D3DCOMPILE_DEBUG | D3DCOMPILE_ENABLE_STRICTNESS | D3DCOMPILE_WARNINGS_ARE_ERRORS;
  1290. #else
  1291. U32 flags = D3DCOMPILE_ENABLE_STRICTNESS;
  1292. #endif
  1293. ID3DBlob *errorBlob = NULL;
  1294. HRESULT hr = D3DCompile(shaderData.c_str(), shaderData.length(), NULL, NULL, NULL, "main", "vs_5_0", flags, 0, &code, &errorBlob);
  1295. StringBuilder error;
  1296. if(errorBlob)
  1297. {
  1298. error.append((char*)errorBlob->GetBufferPointer(), errorBlob->GetBufferSize());
  1299. AssertFatal(hr, error.data());
  1300. }
  1301. SAFE_RELEASE(errorBlob);
  1302. }
  1303. AssertFatal(code, "D3D11Device::allocVertexDecl - compiled vert shader code missing!");
  1304. // Setup the declaration struct.
  1305. U32 stream;
  1306. D3D11_INPUT_ELEMENT_DESC *vd = new D3D11_INPUT_ELEMENT_DESC[ elemCount];
  1307. S32 elemIndex = 0;
  1308. for (S32 i = 0; i < elemCount; i++, elemIndex++)
  1309. {
  1310. const GFXVertexElement &element = vertexFormat->getElement(elemIndex);
  1311. stream = element.getStreamIndex();
  1312. vd[i].InputSlot = stream;
  1313. vd[i].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
  1314. vd[i].Format = GFXD3D11DeclType[element.getType()];
  1315. // If instancing is enabled, the per instance data is only used on stream 1.
  1316. if (vertexFormat->hasInstancing() && stream == 1)
  1317. {
  1318. vd[i].InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA;
  1319. vd[i].InstanceDataStepRate = 1;
  1320. }
  1321. else
  1322. {
  1323. vd[i].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
  1324. vd[i].InstanceDataStepRate = 0;
  1325. }
  1326. // We force the usage index of 0 for everything but
  1327. // texture coords for now... this may change later.
  1328. vd[i].SemanticIndex = 0;
  1329. if (element.isSemantic(GFXSemantic::POSITION))
  1330. vd[i].SemanticName = "POSITION";
  1331. else if (element.isSemantic(GFXSemantic::NORMAL))
  1332. vd[i].SemanticName = "NORMAL";
  1333. else if (element.isSemantic(GFXSemantic::COLOR))
  1334. vd[i].SemanticName = "COLOR";
  1335. else if (element.isSemantic(GFXSemantic::TANGENT))
  1336. vd[i].SemanticName = "TANGENT";
  1337. else if (element.isSemantic(GFXSemantic::BINORMAL))
  1338. vd[i].SemanticName = "BINORMAL";
  1339. else if (element.isSemantic(GFXSemantic::BLENDWEIGHT))
  1340. {
  1341. vd[i].SemanticName = "BLENDWEIGHT";
  1342. vd[i].SemanticIndex = element.getSemanticIndex();
  1343. }
  1344. else if (element.isSemantic(GFXSemantic::BLENDINDICES))
  1345. {
  1346. vd[i].SemanticName = "BLENDINDICES";
  1347. vd[i].SemanticIndex = element.getSemanticIndex();
  1348. }
  1349. else
  1350. {
  1351. //Anything that falls thru to here will be a texture coord.
  1352. vd[i].SemanticName = "TEXCOORD";
  1353. vd[i].SemanticIndex = element.getSemanticIndex();
  1354. }
  1355. }
  1356. decl = new D3D11VertexDecl();
  1357. HRESULT hr = mD3DDevice->CreateInputLayout(vd, elemCount,code->GetBufferPointer(), code->GetBufferSize(), &decl->decl);
  1358. if (FAILED(hr))
  1359. {
  1360. AssertFatal(false, "GFXD3D11Device::allocVertexDecl - Failed to create vertex input layout!");
  1361. }
  1362. delete [] vd;
  1363. SAFE_RELEASE(code);
  1364. // Store it in the cache.
  1365. mVertexDecls[vertexFormat->getDescription()] = decl;
  1366. return decl;
  1367. }
  1368. void GFXD3D11Device::setVertexDecl( const GFXVertexDecl *decl )
  1369. {
  1370. ID3D11InputLayout *dx11Decl = NULL;
  1371. if (decl)
  1372. dx11Decl = static_cast<const D3D11VertexDecl*>(decl)->decl;
  1373. mD3DDeviceContext->IASetInputLayout(dx11Decl);
  1374. }
  1375. //-----------------------------------------------------------------------------
  1376. // This function should ONLY be called from GFXDevice::updateStates() !!!
  1377. //-----------------------------------------------------------------------------
  1378. void GFXD3D11Device::setTextureInternal( U32 textureUnit, const GFXTextureObject *texture)
  1379. {
  1380. if( texture == NULL )
  1381. {
  1382. ID3D11ShaderResourceView *pView = NULL;
  1383. mD3DDeviceContext->PSSetShaderResources(textureUnit, 1, &pView);
  1384. return;
  1385. }
  1386. GFXD3D11TextureObject *tex = (GFXD3D11TextureObject*)(texture);
  1387. mD3DDeviceContext->PSSetShaderResources(textureUnit, 1, tex->getSRViewPtr());
  1388. }
  1389. GFXFence *GFXD3D11Device::createFence()
  1390. {
  1391. // Figure out what fence type we should be making if we don't know
  1392. if( mCreateFenceType == -1 )
  1393. {
  1394. D3D11_QUERY_DESC desc;
  1395. desc.MiscFlags = 0;
  1396. desc.Query = D3D11_QUERY_EVENT;
  1397. ID3D11Query *testQuery = NULL;
  1398. HRESULT hRes = mD3DDevice->CreateQuery(&desc, &testQuery);
  1399. if(FAILED(hRes))
  1400. {
  1401. mCreateFenceType = true;
  1402. }
  1403. else
  1404. {
  1405. mCreateFenceType = false;
  1406. }
  1407. SAFE_RELEASE(testQuery);
  1408. }
  1409. // Cool, use queries
  1410. if(!mCreateFenceType)
  1411. {
  1412. GFXFence* fence = new GFXD3D11QueryFence( this );
  1413. fence->registerResourceWithDevice(this);
  1414. return fence;
  1415. }
  1416. // CodeReview: At some point I would like a specialized implementation of
  1417. // the method used by the general fence, only without the overhead incurred
  1418. // by using the GFX constructs. Primarily the lock() method on texture handles
  1419. // will do a data copy, and this method doesn't require a copy, just a lock
  1420. // [5/10/2007 Pat]
  1421. GFXFence* fence = new GFXGeneralFence( this );
  1422. fence->registerResourceWithDevice(this);
  1423. return fence;
  1424. }
  1425. GFXOcclusionQuery* GFXD3D11Device::createOcclusionQuery()
  1426. {
  1427. GFXOcclusionQuery *query;
  1428. if (mOcclusionQuerySupported)
  1429. query = new GFXD3D11OcclusionQuery( this );
  1430. else
  1431. return NULL;
  1432. query->registerResourceWithDevice(this);
  1433. return query;
  1434. }
  1435. GFXCubemap * GFXD3D11Device::createCubemap()
  1436. {
  1437. GFXD3D11Cubemap* cube = new GFXD3D11Cubemap();
  1438. cube->registerResourceWithDevice(this);
  1439. return cube;
  1440. }
  1441. GFXCubemapArray * GFXD3D11Device::createCubemapArray()
  1442. {
  1443. GFXD3D11CubemapArray* cubeArray = new GFXD3D11CubemapArray();
  1444. cubeArray->registerResourceWithDevice(this);
  1445. return cubeArray;
  1446. }
  1447. GFXTextureArray * GFXD3D11Device::createTextureArray()
  1448. {
  1449. GFXD3D11TextureArray* textureArray = new GFXD3D11TextureArray();
  1450. textureArray->registerResourceWithDevice(this);
  1451. return textureArray;
  1452. }
  1453. // Debug events
  1454. //------------------------------------------------------------------------------
  1455. void GFXD3D11Device::enterDebugEvent(ColorI color, const char *name)
  1456. {
  1457. // BJGFIX
  1458. WCHAR eventName[260];
  1459. MultiByteToWideChar(CP_ACP, 0, name, -1, eventName, 260);
  1460. D3DPERF_BeginEvent(D3DCOLOR_ARGB(color.alpha, color.red, color.green, color.blue),
  1461. (LPCWSTR)&eventName);
  1462. }
  1463. //------------------------------------------------------------------------------
  1464. void GFXD3D11Device::leaveDebugEvent()
  1465. {
  1466. D3DPERF_EndEvent();
  1467. }
  1468. //------------------------------------------------------------------------------
  1469. void GFXD3D11Device::setDebugMarker(ColorI color, const char *name)
  1470. {
  1471. // BJGFIX
  1472. WCHAR eventName[260];
  1473. MultiByteToWideChar(CP_ACP, 0, name, -1, eventName, 260);
  1474. D3DPERF_SetMarker(D3DCOLOR_ARGB(color.alpha, color.red, color.green, color.blue),
  1475. (LPCWSTR)&eventName);
  1476. }
  1477. const char* GFXD3D11Device::interpretDebugResult(long result)
  1478. {
  1479. const char* error;
  1480. switch (result) {
  1481. case S_OK:
  1482. error = "S_OK";
  1483. break;
  1484. case S_FALSE:
  1485. error = "S_FALSE";
  1486. break;
  1487. //generics
  1488. case E_UNEXPECTED:
  1489. error = "E_UNEXPECTED";
  1490. break;
  1491. case E_NOTIMPL:
  1492. error = "E_NOTIMPL";
  1493. break;
  1494. case E_OUTOFMEMORY:
  1495. error = "E_OUTOFMEMORY";
  1496. break;
  1497. case E_INVALIDARG:
  1498. error = "E_INVALIDARG";
  1499. break;
  1500. case E_NOINTERFACE:
  1501. error = "E_NOINTERFACE";
  1502. break;
  1503. case E_POINTER:
  1504. error = "E_POINTER";
  1505. break;
  1506. case E_HANDLE:
  1507. error = "E_HANDLE";
  1508. break;
  1509. case E_ABORT:
  1510. error = "E_ABORT";
  1511. break;
  1512. case E_FAIL:
  1513. error = "E_FAIL";
  1514. break;
  1515. case E_ACCESSDENIED:
  1516. error = "E_ACCESSDENIED";
  1517. break;
  1518. //graphics specific
  1519. case DXGI_ERROR_INVALID_CALL:
  1520. error = "DXGI_ERROR_INVALID_CALL";
  1521. break;
  1522. case DXGI_ERROR_WAS_STILL_DRAWING:
  1523. error = "DXGI_ERROR_WAS_STILL_DRAWING";
  1524. break;
  1525. //dx11 specific
  1526. case D3D11_ERROR_FILE_NOT_FOUND:
  1527. error = "D3D11_ERROR_FILE_NOT_FOUND";
  1528. break;
  1529. case D3D11_ERROR_TOO_MANY_UNIQUE_STATE_OBJECTS:
  1530. error = "D3D11_ERROR_TOO_MANY_UNIQUE_STATE_OBJECTS";
  1531. break;
  1532. case D3D11_ERROR_TOO_MANY_UNIQUE_VIEW_OBJECTS:
  1533. error = "D3D11_ERROR_TOO_MANY_UNIQUE_VIEW_OBJECTS";
  1534. break;
  1535. case D3D11_ERROR_DEFERRED_CONTEXT_MAP_WITHOUT_INITIAL_DISCARD:
  1536. error = "D3D11_ERROR_DEFERRED_CONTEXT_MAP_WITHOUT_INITIAL_DISCARD";
  1537. break;
  1538. default:
  1539. error = "UNKNOWN";
  1540. break;
  1541. }
  1542. return error;
  1543. }
  1544. ID3D11Buffer* GFXD3D11Device::getDeviceBuffer(const GFXShaderConstDesc desc)
  1545. {
  1546. String name(desc.name + "_" + String::ToString(desc.size));
  1547. DeviceBufferMap::Iterator buf = mDeviceBufferMap.find(name);
  1548. if (buf != mDeviceBufferMap.end())
  1549. {
  1550. mDeviceBufferMap[name]->AddRef();
  1551. return mDeviceBufferMap[name];
  1552. }
  1553. ID3D11Buffer* tempBuf;
  1554. D3D11_BUFFER_DESC cbDesc;
  1555. cbDesc.ByteWidth = desc.size;
  1556. cbDesc.Usage = D3D11_USAGE_DEFAULT;
  1557. cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  1558. cbDesc.CPUAccessFlags = 0;
  1559. cbDesc.MiscFlags = 0;
  1560. cbDesc.StructureByteStride = 0;
  1561. HRESULT hr;
  1562. hr = D3D11DEVICE->CreateBuffer(&cbDesc, NULL, &tempBuf);
  1563. if (FAILED(hr))
  1564. {
  1565. AssertFatal(false, "Failed to create device buffer.");
  1566. }
  1567. mDeviceBufferMap[name] = tempBuf;
  1568. #ifdef TORQUE_DEBUG
  1569. tempBuf->SetPrivateData(WKPDID_D3DDebugObjectName, name.size(), name.c_str());
  1570. #endif
  1571. return tempBuf;
  1572. }