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- //-----------------------------------------------------------------------------
- // 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 "platform/platform.h"
- #include "gfx/D3D11/gfxD3D11Target.h"
- #include "gfx/D3D11/gfxD3D11Cubemap.h"
- #include "gfx/D3D11/gfxD3D11EnumTranslate.h"
- #include "gfx/gfxDebugEvent.h"
- #include "gfx/gfxStringEnumTranslate.h"
- #include "windowManager/win32/win32Window.h"
- GFXD3D11TextureTarget::GFXD3D11TextureTarget()
- : mTargetSize( Point2I::Zero ),
- mTargetFormat( GFXFormatR8G8B8A8 )
- {
- for(S32 i=0; i<MaxRenderSlotId; i++)
- {
- mTargets[i] = NULL;
- mResolveTargets[i] = NULL;
- mTargetViews[i] = NULL;
- mTargetSRViews[i] = NULL;
- }
- }
- GFXD3D11TextureTarget::~GFXD3D11TextureTarget()
- {
- // Release anything we might be holding.
- for(S32 i=0; i<MaxRenderSlotId; i++)
- {
- mResolveTargets[i] = NULL;
- SAFE_RELEASE(mTargetViews[i]);
- SAFE_RELEASE(mTargets[i]);
- SAFE_RELEASE(mTargetSRViews[i]);
- }
- zombify();
- }
- void GFXD3D11TextureTarget::attachTexture( RenderSlot slot, GFXTextureObject *tex, U32 mipLevel/*=0*/, U32 zOffset /*= 0*/ )
- {
- GFXDEBUGEVENT_SCOPE( GFXPCD3D11TextureTarget_attachTexture, ColorI::RED );
- AssertFatal(slot < MaxRenderSlotId, "GFXD3D11TextureTarget::attachTexture - out of range slot.");
- // TODO: The way this is implemented... you can attach a texture
- // object multiple times and it will release and reset it.
- //
- // We should rework this to detect when no change has occured
- // and skip out early.
- // Mark state as dirty so device can know to update.
- invalidateState();
- // Release what we had, it's definitely going to change.
- SAFE_RELEASE(mTargetViews[slot]);
- SAFE_RELEASE(mTargets[slot]);
- SAFE_RELEASE(mTargetSRViews[slot]);
-
- mResolveTargets[slot] = NULL;
- if(slot == Color0)
- {
- mTargetSize = Point2I::Zero;
- mTargetFormat = GFXFormatR8G8B8A8;
- }
- // Are we clearing?
- if(!tex)
- {
- // Yup - just exit, it'll stay NULL.
- return;
- }
- // TODO: Mip map generation currently only supported on dynamic cubemaps
- mTargetSRViews[slot] = NULL;
- // Take care of default targets
- if( tex == GFXTextureTarget::sDefaultDepthStencil )
- {
- mTargets[slot] = D3D11->mDeviceDepthStencil;
- mTargetViews[slot] = D3D11->mDeviceDepthStencilView;
- mTargets[slot]->AddRef();
- mTargetViews[slot]->AddRef();
- }
- else
- {
- // Cast the texture object to D3D...
- AssertFatal(static_cast<GFXD3D11TextureObject*>(tex), "GFXD3D11TextureTarget::attachTexture - invalid texture object.");
- GFXD3D11TextureObject *d3dto = static_cast<GFXD3D11TextureObject*>(tex);
- // Grab the surface level.
- if( slot == DepthStencil )
- {
- mTargets[slot] = d3dto->getSurface();
- if ( mTargets[slot] )
- mTargets[slot]->AddRef();
- mTargetViews[slot] = d3dto->getDSView();
- if( mTargetViews[slot])
- mTargetViews[slot]->AddRef();
- }
- else
- {
- // getSurface will almost always return NULL. It will only return non-NULL
- // if the surface that it needs to render to is different than the mip level
- // in the actual texture. This will happen with MSAA.
- if( d3dto->getSurface() == NULL )
- {
-
- mTargets[slot] = d3dto->get2DTex();
- mTargets[slot]->AddRef();
- mTargetViews[slot] = d3dto->getRTView();
- mTargetViews[slot]->AddRef();
- }
- else
- {
- mTargets[slot] = d3dto->getSurface();
- mTargets[slot]->AddRef();
- mTargetViews[slot]->AddRef();
- // Only assign resolve target if d3dto has a surface to give us.
- //
- // That usually means there is an MSAA target involved, which is why
- // the resolve is needed to get the data out of the target.
- mResolveTargets[slot] = d3dto;
- if ( tex && slot == Color0 )
- {
- mTargetSize.set( tex->getSize().x, tex->getSize().y );
- mTargetFormat = tex->getFormat();
- }
- }
- }
- // Update surface size
- if(slot == Color0)
- {
- ID3D11Texture2D *surface = mTargets[Color0];
- if ( surface )
- {
- D3D11_TEXTURE2D_DESC sd;
- surface->GetDesc(&sd);
- mTargetSize = Point2I(sd.Width, sd.Height);
- S32 format = sd.Format;
- if (format == DXGI_FORMAT_R8G8B8A8_TYPELESS || format == DXGI_FORMAT_B8G8R8A8_TYPELESS)
- {
- mTargetFormat = GFXFormatR8G8B8A8;
- return;
- }
- GFXREVERSE_LOOKUP( GFXD3D11TextureFormat, GFXFormat, format );
- mTargetFormat = (GFXFormat)format;
- }
- }
- }
- }
- void GFXD3D11TextureTarget::attachTexture( RenderSlot slot, GFXCubemap *tex, U32 face, U32 mipLevel/*=0*/ )
- {
- GFXDEBUGEVENT_SCOPE( GFXPCD3D11TextureTarget_attachTexture_Cubemap, ColorI::RED );
- AssertFatal(slot < MaxRenderSlotId, "GFXD3D11TextureTarget::attachTexture - out of range slot.");
- // Mark state as dirty so device can know to update.
- invalidateState();
- // Release what we had, it's definitely going to change.
- SAFE_RELEASE(mTargetViews[slot]);
- SAFE_RELEASE(mTargets[slot]);
- SAFE_RELEASE(mTargetSRViews[slot]);
- mResolveTargets[slot] = NULL;
- // Cast the texture object to D3D...
- AssertFatal(!tex || static_cast<GFXD3D11Cubemap*>(tex), "GFXD3DTextureTarget::attachTexture - invalid cubemap object.");
- if(slot == Color0)
- {
- mTargetSize = Point2I::Zero;
- mTargetFormat = GFXFormatR8G8B8A8;
- }
- // Are we clearing?
- if(!tex)
- {
- // Yup - just exit, it'll stay NULL.
- return;
- }
- GFXD3D11Cubemap *cube = static_cast<GFXD3D11Cubemap*>(tex);
- mTargets[slot] = cube->get2DTex();
- mTargets[slot]->AddRef();
- mTargetViews[slot] = cube->getRTView(face);
- mTargetViews[slot]->AddRef();
- mTargetSRViews[slot] = cube->getSRView();
- mTargetSRViews[slot]->AddRef();
-
- // Update surface size
- if(slot == Color0)
- {
- ID3D11Texture2D *surface = mTargets[Color0];
- if ( surface )
- {
- D3D11_TEXTURE2D_DESC sd;
- surface->GetDesc(&sd);
- mTargetSize = Point2I(sd.Width, sd.Height);
- S32 format = sd.Format;
- GFXREVERSE_LOOKUP( GFXD3D11TextureFormat, GFXFormat, format );
- mTargetFormat = (GFXFormat)format;
- }
- }
- }
- void GFXD3D11TextureTarget::activate()
- {
- GFXDEBUGEVENT_SCOPE( GFXPCD3D11TextureTarget_activate, ColorI::RED );
- AssertFatal( mTargets[GFXTextureTarget::Color0], "GFXD3D11TextureTarget::activate() - You can never have a NULL primary render target!" );
-
- // Clear the state indicator.
- stateApplied();
-
- // Now set all the new surfaces into the appropriate slots.
- ID3D11RenderTargetView* rtViews[MaxRenderSlotId] = { NULL, NULL, NULL, NULL, NULL, NULL };
- ID3D11DepthStencilView* dsView = (ID3D11DepthStencilView*)(mTargetViews[GFXTextureTarget::DepthStencil]);
- for (U32 i = 0; i < 6; i++)
- {
- rtViews[i] = (ID3D11RenderTargetView*)mTargetViews[GFXTextureTarget::Color0 + i];
- }
- D3D11DEVICECONTEXT->OMSetRenderTargets(MaxRenderSlotId, rtViews, dsView);
- }
- void GFXD3D11TextureTarget::deactivate()
- {
- //re-gen mip maps
- for (U32 i = 0; i < 6; i++)
- {
- ID3D11ShaderResourceView* pSRView = mTargetSRViews[GFXTextureTarget::Color0 + i];
- if (pSRView)
- D3D11DEVICECONTEXT->GenerateMips(pSRView);
- }
-
- }
- void GFXD3D11TextureTarget::resolve()
- {
- GFXDEBUGEVENT_SCOPE( GFXPCD3D11TextureTarget_resolve, ColorI::RED );
- for (U32 i = 0; i < MaxRenderSlotId; i++)
- {
- // We use existance @ mResolveTargets as a flag that we need to copy
- // data from the rendertarget into the texture.
- if (mResolveTargets[i])
- {
- D3D11_TEXTURE2D_DESC desc;
- mTargets[i]->GetDesc(&desc);
- D3D11DEVICECONTEXT->CopySubresourceRegion(mResolveTargets[i]->get2DTex(), 0, 0, 0, 0, mTargets[i], 0, NULL);
- }
- }
- }
- void GFXD3D11TextureTarget::resolveTo( GFXTextureObject *tex )
- {
- GFXDEBUGEVENT_SCOPE( GFXPCD3D11TextureTarget_resolveTo, ColorI::RED );
- if ( mTargets[Color0] == NULL )
- return;
- D3D11_TEXTURE2D_DESC desc;
- mTargets[Color0]->GetDesc(&desc);
- D3D11DEVICECONTEXT->CopySubresourceRegion(((GFXD3D11TextureObject*)(tex))->get2DTex(), 0, 0, 0, 0, mTargets[Color0], 0, NULL);
-
- }
- void GFXD3D11TextureTarget::zombify()
- {
- for(U32 i = 0; i < MaxRenderSlotId; i++)
- attachTexture(RenderSlot(i), NULL);
- }
- void GFXD3D11TextureTarget::resurrect()
- {
- }
- GFXD3D11WindowTarget::GFXD3D11WindowTarget()
- {
- mWindow = NULL;
- mBackbuffer = NULL;
- }
- GFXD3D11WindowTarget::~GFXD3D11WindowTarget()
- {
- SAFE_RELEASE(mBackbuffer);
- }
- void GFXD3D11WindowTarget::initPresentationParams()
- {
- // Get some video mode related info.
- GFXVideoMode vm = mWindow->getVideoMode();
- Win32Window* win = static_cast<Win32Window*>(mWindow);
- HWND hwnd = win->getHWND();
- mPresentationParams = D3D11->setupPresentParams(vm, hwnd);
- }
- const Point2I GFXD3D11WindowTarget::getSize()
- {
- return mWindow->getVideoMode().resolution;
- }
- GFXFormat GFXD3D11WindowTarget::getFormat()
- {
- S32 format = mPresentationParams.BufferDesc.Format;
- GFXREVERSE_LOOKUP( GFXD3D11TextureFormat, GFXFormat, format );
- return (GFXFormat)format;
- }
- bool GFXD3D11WindowTarget::present()
- {
- return (D3D11->getSwapChain()->Present(!D3D11->smDisableVSync, 0) == S_OK);
- }
- void GFXD3D11WindowTarget::setImplicitSwapChain()
- {
- if (!mBackbuffer)
- D3D11->mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackbuffer);
- }
- void GFXD3D11WindowTarget::resetMode()
- {
- mWindow->setSuppressReset(true);
- // Setup our presentation params.
- initPresentationParams();
- // Otherwise, we have to reset the device, if we're the implicit swapchain.
- D3D11->reset(mPresentationParams);
- // Update our size, too.
- mSize = Point2I(mPresentationParams.BufferDesc.Width, mPresentationParams.BufferDesc.Height);
- mWindow->setSuppressReset(false);
- GFX->beginReset();
- }
- void GFXD3D11WindowTarget::zombify()
- {
- SAFE_RELEASE(mBackbuffer);
- }
- void GFXD3D11WindowTarget::resurrect()
- {
- setImplicitSwapChain();
- }
- void GFXD3D11WindowTarget::activate()
- {
- GFXDEBUGEVENT_SCOPE(GFXPCD3D11WindowTarget_activate, ColorI::RED);
- //clear ther rendertargets first
- ID3D11RenderTargetView* rtViews[8] = { NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL };
- D3D11DEVICECONTEXT->OMSetRenderTargets(8, rtViews, NULL);
- D3D11DEVICECONTEXT->OMSetRenderTargets(1, &D3D11->mDeviceBackBufferView, D3D11->mDeviceDepthStencilView);
- DXGI_SWAP_CHAIN_DESC pp;
- D3D11->mSwapChain->GetDesc(&pp);
- // Update our video mode here, too.
- GFXVideoMode vm;
- vm = mWindow->getVideoMode();
- vm.resolution.x = pp.BufferDesc.Width;
- vm.resolution.y = pp.BufferDesc.Height;
- vm.fullScreen = !pp.Windowed;
- mSize = vm.resolution;
- }
- void GFXD3D11WindowTarget::resolveTo(GFXTextureObject *tex)
- {
- GFXDEBUGEVENT_SCOPE(GFXPCD3D11WindowTarget_resolveTo, ColorI::RED);
- D3D11_TEXTURE2D_DESC desc;
- ID3D11Texture2D* surf = ((GFXD3D11TextureObject*)(tex))->get2DTex();
- surf->GetDesc(&desc);
- D3D11DEVICECONTEXT->ResolveSubresource(surf, 0, D3D11->mDeviceBackbuffer, 0, desc.Format);
- }
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