gfxD3D11Device.h 12 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. #ifndef _GFXD3D11DEVICE_H_
  23. #define _GFXD3D11DEVICE_H_
  24. #include <d3d11_1.h>
  25. #include "platform/tmm_off.h"
  26. #include "platformWin32/platformWin32.h"
  27. #include "gfx/D3D11/gfxD3D11Shader.h"
  28. #include "gfx/D3D11/gfxD3D11StateBlock.h"
  29. #include "gfx/D3D11/gfxD3D11TextureManager.h"
  30. #include "gfx/D3D11/gfxD3D11Cubemap.h"
  31. #include "gfx/D3D11/gfxD3D11PrimitiveBuffer.h"
  32. #include "gfx/gfxInit.h"
  33. #include "gfx/gfxResource.h"
  34. #include "platform/tmm_on.h"
  35. #define D3D11 static_cast<GFXD3D11Device*>(GFX)
  36. #define D3D11DEVICE D3D11->getDevice()
  37. #define D3D11DEVICECONTEXT D3D11->getDeviceContext()
  38. class PlatformWindow;
  39. class GFXD3D11ShaderConstBuffer;
  40. class OculusVRHMDDevice;
  41. class D3D11OculusTexture;
  42. //------------------------------------------------------------------------------
  43. class GFXD3D11Device : public GFXDevice
  44. {
  45. public:
  46. typedef Map<U32, ID3D11SamplerState*> SamplerMap;
  47. typedef Map<String, ID3D11Buffer*> DeviceBufferMap;
  48. private:
  49. friend class GFXResource;
  50. friend class GFXD3D11PrimitiveBuffer;
  51. friend class GFXD3D11VertexBuffer;
  52. friend class GFXD3D11TextureObject;
  53. friend class GFXD3D11TextureTarget;
  54. friend class GFXD3D11WindowTarget;
  55. friend class OculusVRHMDDevice;
  56. friend class D3D11OculusTexture;
  57. GFXFormat selectSupportedFormat(GFXTextureProfile *profile,
  58. const Vector<GFXFormat> &formats, bool texture, bool mustblend, bool mustfilter) override;
  59. void enumerateVideoModes() override;
  60. GFXWindowTarget *allocWindowTarget(PlatformWindow *window) override;
  61. GFXTextureTarget *allocRenderToTextureTarget(bool genMips = true) override;
  62. void enterDebugEvent(ColorI color, const char *name) override;
  63. void leaveDebugEvent() override;
  64. void setDebugMarker(ColorI color, const char *name) override;
  65. protected:
  66. class D3D11VertexDecl : public GFXVertexDecl
  67. {
  68. public:
  69. D3D11VertexDecl() :decl(NULL) {}
  70. virtual ~D3D11VertexDecl()
  71. {
  72. SAFE_RELEASE( decl );
  73. }
  74. ID3D11InputLayout *decl;
  75. };
  76. void initStates() override { };
  77. static GFXAdapter::CreateDeviceInstanceDelegate mCreateDeviceInstance;
  78. MatrixF mTempMatrix; ///< Temporary matrix, no assurances on value at all
  79. RectI mClipRect;
  80. typedef StrongRefPtr<GFXD3D11VertexBuffer> RPGDVB;
  81. Vector<RPGDVB> mVolatileVBList;
  82. /// Used to lookup a vertex declaration for the vertex format.
  83. /// @see allocVertexDecl
  84. typedef Map<String,D3D11VertexDecl*> VertexDeclMap;
  85. VertexDeclMap mVertexDecls;
  86. /// Used to lookup sampler state for a given hash key
  87. SamplerMap mSamplersMap;
  88. DeviceBufferMap mDeviceBufferMap;
  89. ID3D11RenderTargetView* mDeviceBackBufferView;
  90. ID3D11DepthStencilView* mDeviceDepthStencilView;
  91. ID3D11Texture2D *mDeviceBackbuffer;
  92. ID3D11Texture2D *mDeviceDepthStencil;
  93. /// The stream 0 vertex buffer used for volatile VB offseting.
  94. GFXD3D11VertexBuffer *mVolatileVB;
  95. //-----------------------------------------------------------------------
  96. StrongRefPtr<GFXD3D11PrimitiveBuffer> mDynamicPB;
  97. GFXD3D11PrimitiveBuffer *mCurrentPB;
  98. ID3D11VertexShader *mLastVertShader;
  99. ID3D11PixelShader *mLastPixShader;
  100. ID3D11GeometryShader *mLastGeoShader;
  101. S32 mCreateFenceType;
  102. IDXGISwapChain *mSwapChain;
  103. ID3D11Device* mD3DDevice;
  104. ID3D11DeviceContext* mD3DDeviceContext;
  105. GFXShaderRef mGenericShader[GS_COUNT];
  106. GFXShaderConstBufferRef mGenericShaderBuffer[GS_COUNT];
  107. GFXShaderConstHandle *mModelViewProjSC[GS_COUNT];
  108. U32 mAdapterIndex;
  109. F32 mPixVersion;
  110. D3D_FEATURE_LEVEL mFeatureLevel;
  111. // Shader Model targers
  112. String mVertexShaderTarget;
  113. String mPixelShaderTarget;
  114. String mGeometryShaderTarget;
  115. // String for use with shader macros in the form of shader model version * 10
  116. String mShaderModel;
  117. bool mDebugLayers;
  118. DXGI_SAMPLE_DESC mMultisampleDesc;
  119. bool mOcclusionQuerySupported;
  120. U32 mDrawInstancesCount;
  121. /// To manage creating and re-creating of these when device is aquired
  122. void reacquireDefaultPoolResources();
  123. /// To release all resources we control from D3DPOOL_DEFAULT
  124. void releaseDefaultPoolResources();
  125. virtual GFXD3D11VertexBuffer* findVBPool( const GFXVertexFormat *vertexFormat, U32 numVertsNeeded );
  126. virtual GFXD3D11VertexBuffer* createVBPool( const GFXVertexFormat *vertexFormat, U32 vertSize );
  127. // State overrides
  128. // {
  129. ///
  130. void setTextureInternal(U32 textureUnit, const GFXTextureObject* texture) override;
  131. /// Called by GFXDevice to create a device specific stateblock
  132. GFXStateBlockRef createStateBlockInternal(const GFXStateBlockDesc& desc) override;
  133. /// Called by GFXDevice to actually set a stateblock.
  134. void setStateBlockInternal(GFXStateBlock* block, bool force) override;
  135. /// Track the last const buffer we've used. Used to notify new constant buffers that
  136. /// they should send all of their constants up
  137. StrongRefPtr<GFXD3D11ShaderConstBuffer> mCurrentConstBuffer;
  138. /// Called by base GFXDevice to actually set a const buffer
  139. void setShaderConstBufferInternal(GFXShaderConstBuffer* buffer) override;
  140. // }
  141. // Index buffer management
  142. // {
  143. virtual void _setPrimitiveBuffer( GFXPrimitiveBuffer *buffer );
  144. void drawIndexedPrimitive( GFXPrimitiveType primType,
  145. U32 startVertex,
  146. U32 minIndex,
  147. U32 numVerts,
  148. U32 startIndex,
  149. U32 primitiveCount ) override;
  150. // }
  151. GFXShader* createShader() override;
  152. /// Device helper function
  153. virtual DXGI_SWAP_CHAIN_DESC setupPresentParams( const GFXVideoMode &mode, const HWND &hwnd );
  154. String _createTempShaderInternal(const GFXVertexFormat *vertexFormat);
  155. // Supress any debug layer messages we don't want to see
  156. void _suppressDebugMessages();
  157. public:
  158. static GFXDevice *createInstance( U32 adapterIndex );
  159. static void enumerateAdapters( Vector<GFXAdapter*> &adapterList );
  160. ID3D11DepthStencilView* getDepthStencilView() { return mDeviceDepthStencilView; }
  161. ID3D11RenderTargetView* getRenderTargetView() { return mDeviceBackBufferView; }
  162. ID3D11Texture2D* getBackBufferTexture() { return mDeviceBackbuffer; }
  163. /// Constructor
  164. /// @param d3d Direct3D object to instantiate this device with
  165. /// @param index Adapter index since D3D can use multiple graphics adapters
  166. GFXD3D11Device( U32 index );
  167. virtual ~GFXD3D11Device();
  168. // Activate/deactivate
  169. // {
  170. void init( const GFXVideoMode &mode, PlatformWindow *window = NULL ) override;
  171. void preDestroy() override { GFXDevice::preDestroy(); if(mTextureManager) mTextureManager->kill(); }
  172. GFXAdapterType getAdapterType() override{ return Direct3D11; }
  173. U32 getAdaterIndex() const { return mAdapterIndex; }
  174. GFXCubemap *createCubemap() override;
  175. GFXCubemapArray *createCubemapArray() override;
  176. GFXTextureArray* createTextureArray() override;
  177. F32 getPixelShaderVersion() const override { return mPixVersion; }
  178. void setPixelShaderVersion( F32 version ) override{ mPixVersion = version;}
  179. void setShader(GFXShader *shader, bool force = false) override;
  180. U32 getNumSamplers() const override { return 16; }
  181. U32 getNumRenderTargets() const override { return 8; }
  182. // }
  183. // Copy methods
  184. // {
  185. void copyResource(GFXTextureObject *pDst, GFXCubemap *pSrc, const U32 face) override;
  186. // }
  187. // Misc rendering control
  188. // {
  189. void clear( U32 flags, const LinearColorF& color, F32 z, U32 stencil ) override;
  190. void clearColorAttachment(const U32 attachment, const LinearColorF& color) override;
  191. bool beginSceneInternal() override;
  192. void endSceneInternal() override;
  193. void setClipRect( const RectI &rect ) override;
  194. const RectI& getClipRect() const override { return mClipRect; }
  195. // }
  196. /// @name Render Targets
  197. /// @{
  198. void _updateRenderTargets() override;
  199. /// @}
  200. // Vertex/Index buffer management
  201. // {
  202. GFXVertexBuffer* allocVertexBuffer( U32 numVerts,
  203. const GFXVertexFormat *vertexFormat,
  204. U32 vertSize,
  205. GFXBufferType bufferType,
  206. void* data = NULL) override;
  207. GFXPrimitiveBuffer *allocPrimitiveBuffer( U32 numIndices,
  208. U32 numPrimitives,
  209. GFXBufferType bufferType,
  210. void* data = NULL) override;
  211. GFXVertexDecl* allocVertexDecl( const GFXVertexFormat *vertexFormat ) override;
  212. void setVertexDecl( const GFXVertexDecl *decl ) override;
  213. void setVertexStream( U32 stream, GFXVertexBuffer *buffer ) override;
  214. void setVertexStreamFrequency( U32 stream, U32 frequency ) override;
  215. // }
  216. U32 getMaxDynamicVerts() override { return GFX_MAX_DYNAMIC_VERTS; }
  217. U32 getMaxDynamicIndices() override { return GFX_MAX_DYNAMIC_INDICES; }
  218. inline U32 primCountToIndexCount(GFXPrimitiveType primType, U32 primitiveCount);
  219. // Rendering
  220. // {
  221. void drawPrimitive( GFXPrimitiveType primType, U32 vertexStart, U32 primitiveCount ) override;
  222. // }
  223. ID3D11DeviceContext* getDeviceContext(){ return mD3DDeviceContext; }
  224. ID3D11Device* getDevice(){ return mD3DDevice; }
  225. //IDXGISwapChain* getSwapChain() { return mSwapChain; }
  226. /// Reset
  227. //void reset( DXGI_SWAP_CHAIN_DESC &d3dpp );
  228. void beginReset();
  229. void endReset(GFXD3D11WindowTarget* windowTarget);
  230. void setupGenericShaders( GenericShaderType type = GSColor ) override;
  231. inline F32 getFillConventionOffset() const override { return 0.0f; }
  232. void doParanoidStateCheck() override {};
  233. GFXFence *createFence() override;
  234. GFXOcclusionQuery* createOcclusionQuery() override;
  235. // Default multisample parameters
  236. DXGI_SAMPLE_DESC getMultisampleType() const { return mMultisampleDesc; }
  237. // Get feature level this gfx device supports
  238. D3D_FEATURE_LEVEL getFeatureLevel() const { return mFeatureLevel; }
  239. // Shader Model targers
  240. const String &getVertexShaderTarget() const { return mVertexShaderTarget; }
  241. const String &getPixelShaderTarget() const { return mPixelShaderTarget; }
  242. const String &getGeometryShaderTarget() const { return mGeometryShaderTarget; }
  243. const String &getShaderModel() const { return mShaderModel; }
  244. // grab the sampler map
  245. const SamplerMap &getSamplersMap() const { return mSamplersMap; }
  246. SamplerMap &getSamplersMap(){ return mSamplersMap; }
  247. const char* interpretDebugResult(long result) override;
  248. // grab device buffer.
  249. ID3D11Buffer* getDeviceBuffer(const GFXShaderConstDesc desc);
  250. };
  251. #endif