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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 "console/console.h"
- #include "core/stream/fileStream.h"
- #include "core/strings/unicode.h"
- #include "core/util/journal/process.h"
- #include "gfx/D3D11/gfxD3D11Device.h"
- #include "gfx/D3D11/gfxD3D11CardProfiler.h"
- #include "gfx/D3D11/gfxD3D11VertexBuffer.h"
- #include "gfx/D3D11/gfxD3D11EnumTranslate.h"
- #include "gfx/D3D11/gfxD3D11QueryFence.h"
- #include "gfx/D3D11/gfxD3D11OcclusionQuery.h"
- #include "gfx/D3D11/gfxD3D11Shader.h"
- #include "gfx/D3D11/gfxD3D11Target.h"
- #include "platformWin32/platformWin32.h"
- #include "windowManager/win32/win32Window.h"
- #include "windowManager/platformWindow.h"
- #include "gfx/D3D11/screenshotD3D11.h"
- #include "materials/shaderData.h"
- #include <d3d9.h> //ok now stressing out folks, this is just for debug events(D3DPER) :)
- #ifdef TORQUE_DEBUG
- #include "d3d11sdklayers.h"
- #endif
- #pragma comment(lib, "dxgi.lib")
- #pragma comment(lib, "d3d11.lib")
- GFXAdapter::CreateDeviceInstanceDelegate GFXD3D11Device::mCreateDeviceInstance(GFXD3D11Device::createInstance);
- GFXDevice *GFXD3D11Device::createInstance(U32 adapterIndex)
- {
- GFXD3D11Device* dev = new GFXD3D11Device(adapterIndex);
- return dev;
- }
- class GFXPCD3D11RegisterDevice
- {
- public:
- GFXPCD3D11RegisterDevice()
- {
- GFXInit::getRegisterDeviceSignal().notify(&GFXD3D11Device::enumerateAdapters);
- }
- };
- static GFXPCD3D11RegisterDevice pPCD3D11RegisterDevice;
- //-----------------------------------------------------------------------------
- /// Parse command line arguments for window creation
- //-----------------------------------------------------------------------------
- static void sgPCD3D11DeviceHandleCommandLine(S32 argc, const char **argv)
- {
- // useful to pass parameters by command line for d3d (e.g. -dx9 -dx11)
- for (U32 i = 1; i < argc; i++)
- {
- argv[i];
- }
- }
- // Register the command line parsing hook
- static ProcessRegisterCommandLine sgCommandLine(sgPCD3D11DeviceHandleCommandLine);
- GFXD3D11Device::GFXD3D11Device(U32 index)
- {
- mDeviceSwizzle32 = &Swizzles::bgra;
- GFXVertexColor::setSwizzle(mDeviceSwizzle32);
- mDeviceSwizzle24 = &Swizzles::bgr;
- mAdapterIndex = index;
- mD3DDevice = NULL;
- mVolatileVB = NULL;
- mCurrentPB = NULL;
- mDynamicPB = NULL;
- mLastVertShader = NULL;
- mLastPixShader = NULL;
- mCanCurrentlyRender = false;
- mTextureManager = NULL;
- mCurrentStateBlock = NULL;
- mResourceListHead = NULL;
- mPixVersion = 0.0;
- mVertexShaderTarget = String::EmptyString;
- mPixelShaderTarget = String::EmptyString;
- mShaderModel = String::EmptyString;
- mDrawInstancesCount = 0;
- mCardProfiler = NULL;
- mDeviceDepthStencil = NULL;
- mDeviceBackbuffer = NULL;
- mDeviceBackBufferView = NULL;
- mDeviceDepthStencilView = NULL;
- mCreateFenceType = -1; // Unknown, test on first allocate
- mCurrentConstBuffer = NULL;
- mOcclusionQuerySupported = false;
- mDebugLayers = false;
- for (U32 i = 0; i < GS_COUNT; ++i)
- mModelViewProjSC[i] = NULL;
- // Set up the Enum translation tables
- GFXD3D11EnumTranslate::init();
- }
- GFXD3D11Device::~GFXD3D11Device()
- {
- // Release our refcount on the current stateblock object
- mCurrentStateBlock = NULL;
- releaseDefaultPoolResources();
- mD3DDeviceContext->ClearState();
- mD3DDeviceContext->Flush();
- // Free the sampler states
- SamplerMap::Iterator sampIter = mSamplersMap.begin();
- for (; sampIter != mSamplersMap.end(); ++sampIter)
- SAFE_RELEASE(sampIter->value);
- // Free the vertex declarations.
- VertexDeclMap::Iterator iter = mVertexDecls.begin();
- for (; iter != mVertexDecls.end(); iter++)
- delete iter->value;
- // Forcibly clean up the pools
- mVolatileVBList.setSize(0);
- mDynamicPB = NULL;
- // And release our D3D resources.
- SAFE_RELEASE(mDeviceDepthStencilView);
- SAFE_RELEASE(mDeviceBackBufferView);
- SAFE_RELEASE(mDeviceDepthStencil);
- SAFE_RELEASE(mDeviceBackbuffer);
- SAFE_RELEASE(mD3DDeviceContext);
- SAFE_DELETE(mCardProfiler);
- SAFE_DELETE(gScreenShot);
- #ifdef TORQUE_DEBUG
- if (mDebugLayers)
- {
- ID3D11Debug *pDebug = NULL;
- mD3DDevice->QueryInterface(IID_PPV_ARGS(&pDebug));
- AssertFatal(pDebug, "~GFXD3D11Device- Failed to get debug layer");
- pDebug->ReportLiveDeviceObjects(D3D11_RLDO_DETAIL);
- SAFE_RELEASE(pDebug);
- }
- #endif
- SAFE_RELEASE(mSwapChain);
- SAFE_RELEASE(mD3DDevice);
- }
- GFXFormat GFXD3D11Device::selectSupportedFormat(GFXTextureProfile *profile, const Vector<GFXFormat> &formats, bool texture, bool mustblend, bool mustfilter)
- {
- U32 features = 0;
- if(texture)
- features |= D3D11_FORMAT_SUPPORT_TEXTURE2D;
- if(mustblend)
- features |= D3D11_FORMAT_SUPPORT_BLENDABLE;
- if(mustfilter)
- features |= D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
-
- for(U32 i = 0; i < formats.size(); i++)
- {
- if(GFXD3D11TextureFormat[formats[i]] == DXGI_FORMAT_UNKNOWN)
- continue;
- U32 supportFlag = 0;
- mD3DDevice->CheckFormatSupport(GFXD3D11TextureFormat[formats[i]],&supportFlag);
- if(supportFlag & features)
- return formats[i];
- }
-
- return GFXFormatR8G8B8A8;
- }
- DXGI_SWAP_CHAIN_DESC GFXD3D11Device::setupPresentParams(const GFXVideoMode &mode, const HWND &hwnd)
- {
- DXGI_SWAP_CHAIN_DESC d3dpp;
- ZeroMemory(&d3dpp, sizeof(d3dpp));
- DXGI_SAMPLE_DESC sampleDesc;
- sampleDesc.Count = 1;
- sampleDesc.Quality = 0;
- mMultisampleDesc = sampleDesc;
- d3dpp.BufferCount = !smDisableVSync ? 2 : 1; // triple buffering when vsync is on.
- d3dpp.BufferDesc.Width = mode.resolution.x;
- d3dpp.BufferDesc.Height = mode.resolution.y;
- d3dpp.BufferDesc.Format = GFXD3D11TextureFormat[GFXFormatR8G8B8A8];
- d3dpp.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
- d3dpp.OutputWindow = hwnd;
- d3dpp.SampleDesc = sampleDesc;
- d3dpp.Windowed = !mode.fullScreen;
- d3dpp.BufferDesc.RefreshRate.Numerator = mode.refreshRate;
- d3dpp.BufferDesc.RefreshRate.Denominator = 1;
- d3dpp.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
- if (mode.fullScreen)
- {
- d3dpp.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
- d3dpp.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
- d3dpp.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
- }
- return d3dpp;
- }
- void GFXD3D11Device::enumerateAdapters(Vector<GFXAdapter*> &adapterList)
- {
- IDXGIAdapter1* EnumAdapter;
- IDXGIFactory1* DXGIFactory;
- CreateDXGIFactory1(__uuidof(IDXGIFactory1), reinterpret_cast<void**>(&DXGIFactory));
- for(U32 adapterIndex = 0; DXGIFactory->EnumAdapters1(adapterIndex, &EnumAdapter) != DXGI_ERROR_NOT_FOUND; ++adapterIndex)
- {
- GFXAdapter *toAdd = new GFXAdapter;
- toAdd->mType = Direct3D11;
- toAdd->mIndex = adapterIndex;
- toAdd->mCreateDeviceInstanceDelegate = mCreateDeviceInstance;
- toAdd->mShaderModel = 5.0f;
- DXGI_ADAPTER_DESC1 desc;
- EnumAdapter->GetDesc1(&desc);
- // LUID identifies adapter for oculus rift
- dMemcpy(&toAdd->mLUID, &desc.AdapterLuid, sizeof(toAdd->mLUID));
- size_t size=wcslen(desc.Description);
- char *str = new char[size+1];
- wcstombs(str, desc.Description,size);
- str[size]='\0';
- String Description=str;
- SAFE_DELETE_ARRAY(str);
- dStrncpy(toAdd->mName, Description.c_str(), GFXAdapter::MaxAdapterNameLen);
- dStrncat(toAdd->mName, " (D3D11)", GFXAdapter::MaxAdapterNameLen);
- IDXGIOutput* pOutput = NULL;
- HRESULT hr;
- hr = EnumAdapter->EnumOutputs(adapterIndex, &pOutput);
- if(hr == DXGI_ERROR_NOT_FOUND)
- {
- SAFE_RELEASE(EnumAdapter);
- break;
- }
- if(FAILED(hr))
- AssertFatal(false, "GFXD3D11Device::enumerateAdapters -> EnumOutputs call failure");
- UINT numModes = 0;
- DXGI_MODE_DESC* displayModes = NULL;
- DXGI_FORMAT format = DXGI_FORMAT_B8G8R8A8_UNORM;
- // Get the number of elements
- hr = pOutput->GetDisplayModeList(format, 0, &numModes, NULL);
- if(FAILED(hr))
- AssertFatal(false, "GFXD3D11Device::enumerateAdapters -> GetDisplayModeList call failure");
- displayModes = new DXGI_MODE_DESC[numModes];
- // Get the list
- hr = pOutput->GetDisplayModeList(format, 0, &numModes, displayModes);
- if(FAILED(hr))
- AssertFatal(false, "GFXD3D11Device::enumerateAdapters -> GetDisplayModeList call failure");
- for(U32 numMode = 0; numMode < numModes; ++numMode)
- {
- GFXVideoMode vmAdd;
- vmAdd.fullScreen = true;
- vmAdd.bitDepth = 32;
- vmAdd.refreshRate = displayModes[numMode].RefreshRate.Numerator / displayModes[numMode].RefreshRate.Denominator;
- vmAdd.resolution.x = displayModes[numMode].Width;
- vmAdd.resolution.y = displayModes[numMode].Height;
- toAdd->mAvailableModes.push_back(vmAdd);
- }
- //Check adapater can handle feature level 10
- D3D_FEATURE_LEVEL deviceFeature;
- ID3D11Device *pTmpDevice = nullptr;
- // Create temp Direct3D11 device.
- bool suitable = true;
- UINT createDeviceFlags = D3D11_CREATE_DEVICE_SINGLETHREADED | D3D11_CREATE_DEVICE_BGRA_SUPPORT;
- hr = D3D11CreateDevice(EnumAdapter, D3D_DRIVER_TYPE_UNKNOWN, NULL, createDeviceFlags, NULL, 0, D3D11_SDK_VERSION, &pTmpDevice, &deviceFeature, NULL);
- if (FAILED(hr))
- suitable = false;
- if (deviceFeature < D3D_FEATURE_LEVEL_10_0)
- suitable = false;
- //double check we support required bgra format for LEVEL_10_0 & LEVEL_10_1
- if (deviceFeature == D3D_FEATURE_LEVEL_10_0 || deviceFeature == D3D_FEATURE_LEVEL_10_1)
- {
- U32 formatSupported = 0;
- pTmpDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupported);
- U32 flagsRequired = D3D11_FORMAT_SUPPORT_RENDER_TARGET | D3D11_FORMAT_SUPPORT_DISPLAY;
- if (!(formatSupported && flagsRequired))
- {
- Con::printf("DXGI adapter: %s does not support BGRA", Description.c_str());
- suitable = false;
- }
- }
- delete[] displayModes;
- SAFE_RELEASE(pTmpDevice);
- SAFE_RELEASE(pOutput);
- SAFE_RELEASE(EnumAdapter);
- if (suitable)
- {
- adapterList.push_back(toAdd);
- }
- else
- {
- Con::printf("DXGI adapter: %s does not support D3D11 feature level 10 or better", Description.c_str());
- delete toAdd;
- }
- }
- SAFE_RELEASE(DXGIFactory);
- }
- void GFXD3D11Device::enumerateVideoModes()
- {
- mVideoModes.clear();
- IDXGIAdapter1* EnumAdapter;
- IDXGIFactory1* DXGIFactory;
- HRESULT hr;
- hr = CreateDXGIFactory1(__uuidof(IDXGIFactory1), reinterpret_cast<void**>(&DXGIFactory));
- if (FAILED(hr))
- AssertFatal(false, "GFXD3D11Device::enumerateVideoModes -> CreateDXGIFactory1 call failure");
- for(U32 adapterIndex = 0; DXGIFactory->EnumAdapters1(adapterIndex, &EnumAdapter) != DXGI_ERROR_NOT_FOUND; ++adapterIndex)
- {
- IDXGIOutput* pOutput = NULL;
- hr = EnumAdapter->EnumOutputs(adapterIndex, &pOutput);
- if(hr == DXGI_ERROR_NOT_FOUND)
- {
- SAFE_RELEASE(EnumAdapter);
- break;
- }
- if(FAILED(hr))
- AssertFatal(false, "GFXD3D11Device::enumerateVideoModes -> EnumOutputs call failure");
- UINT numModes = 0;
- DXGI_MODE_DESC* displayModes = NULL;
- DXGI_FORMAT format = GFXD3D11TextureFormat[GFXFormatR8G8B8A8];
- // Get the number of elements
- hr = pOutput->GetDisplayModeList(format, 0, &numModes, NULL);
- if(FAILED(hr))
- AssertFatal(false, "GFXD3D11Device::enumerateVideoModes -> GetDisplayModeList call failure");
- displayModes = new DXGI_MODE_DESC[numModes];
- // Get the list
- hr = pOutput->GetDisplayModeList(format, 0, &numModes, displayModes);
- if(FAILED(hr))
- AssertFatal(false, "GFXD3D11Device::enumerateVideoModes -> GetDisplayModeList call failure");
- for(U32 numMode = 0; numMode < numModes; ++numMode)
- {
- GFXVideoMode toAdd;
- toAdd.fullScreen = false;
- toAdd.bitDepth = 32;
- toAdd.refreshRate = displayModes[numMode].RefreshRate.Numerator / displayModes[numMode].RefreshRate.Denominator;
- toAdd.resolution.x = displayModes[numMode].Width;
- toAdd.resolution.y = displayModes[numMode].Height;
- mVideoModes.push_back(toAdd);
- }
- delete[] displayModes;
- SAFE_RELEASE(pOutput);
- SAFE_RELEASE(EnumAdapter);
- }
- SAFE_RELEASE(DXGIFactory);
- }
- void GFXD3D11Device::init(const GFXVideoMode &mode, PlatformWindow *window)
- {
- AssertFatal(window, "GFXD3D11Device::init - must specify a window!");
- HWND hwnd = (HWND)window->getSystemWindow(PlatformWindow::WindowSystem_Windows);
- SetFocus(hwnd);//ensure window has focus
- UINT createDeviceFlags = D3D11_CREATE_DEVICE_SINGLETHREADED | D3D11_CREATE_DEVICE_BGRA_SUPPORT;
- #ifdef TORQUE_DEBUG
- createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
- mDebugLayers = true;
- #endif
- D3D_DRIVER_TYPE driverType = D3D_DRIVER_TYPE_HARDWARE;// use D3D_DRIVER_TYPE_REFERENCE for reference device
- // create a device & device context
- HRESULT hres = D3D11CreateDevice(NULL,
- driverType,
- NULL,
- createDeviceFlags,
- NULL,
- 0,
- D3D11_SDK_VERSION,
- &mD3DDevice,
- &mFeatureLevel,
- &mD3DDeviceContext);
- if(FAILED(hres))
- {
- #ifdef TORQUE_DEBUG
- //try again without debug device layer enabled
- createDeviceFlags &= ~D3D11_CREATE_DEVICE_DEBUG;
- hres = D3D11CreateDevice(NULL,
- driverType,
- NULL,
- createDeviceFlags,
- NULL,
- 0,
- D3D11_SDK_VERSION,
- &mD3DDevice,
- &mFeatureLevel,
- &mD3DDeviceContext);
- //if we failed again than we definitely have a problem
- if (FAILED(hres))
- AssertFatal(false, "GFXD3D11Device::init - D3D11CreateDeviceAndSwapChain failed!");
- Con::warnf("GFXD3D11Device::init - Debug layers not detected!");
- mDebugLayers = false;
- #else
- AssertFatal(false, "GFXD3D11Device::init - D3D11CreateDeviceAndSwapChain failed!");
- #endif
- }
- #ifdef TORQUE_DEBUG
- _suppressDebugMessages();
- #endif
- mTextureManager = new GFXD3D11TextureManager();
- // Now reacquire all the resources we trashed earlier
- reacquireDefaultPoolResources();
- //set vert/pixel shader targets
- switch (mFeatureLevel)
- {
- case D3D_FEATURE_LEVEL_11_0:
- mVertexShaderTarget = "vs_5_0";
- mPixelShaderTarget = "ps_5_0";
- mPixVersion = 5.0f;
- mShaderModel = "50";
- break;
- case D3D_FEATURE_LEVEL_10_1:
- mVertexShaderTarget = "vs_4_1";
- mPixelShaderTarget = "ps_4_1";
- mPixVersion = 4.1f;
- mShaderModel = "41";
- break;
- case D3D_FEATURE_LEVEL_10_0:
- mVertexShaderTarget = "vs_4_0";
- mPixelShaderTarget = "ps_4_0";
- mPixVersion = 4.0f;
- mShaderModel = "40";
- break;
- default:
- AssertFatal(false, "GFXD3D11Device::init - We don't support this feature level");
- }
- D3D11_QUERY_DESC queryDesc;
- queryDesc.Query = D3D11_QUERY_OCCLUSION;
- queryDesc.MiscFlags = 0;
- ID3D11Query *testQuery = NULL;
- // detect occlusion query support
- if (SUCCEEDED(mD3DDevice->CreateQuery(&queryDesc, &testQuery))) mOcclusionQuerySupported = true;
- SAFE_RELEASE(testQuery);
- Con::printf("Hardware occlusion query detected: %s", mOcclusionQuerySupported ? "Yes" : "No");
-
- mCardProfiler = new GFXD3D11CardProfiler();
- mCardProfiler->init();
- gScreenShot = new ScreenShotD3D11;
- mInitialized = true;
- deviceInited();
- }
- // Supress any debug layer messages we don't want to see
- void GFXD3D11Device::_suppressDebugMessages()
- {
- if (mDebugLayers)
- {
- ID3D11Debug *pDebug = NULL;
- if (SUCCEEDED(mD3DDevice->QueryInterface(__uuidof(ID3D11Debug), (void**)&pDebug)))
- {
- ID3D11InfoQueue *pInfoQueue = NULL;
- if (SUCCEEDED(pDebug->QueryInterface(__uuidof(ID3D11InfoQueue), (void**)&pInfoQueue)))
- {
- //Disable breaking on error or corruption, this can be handy when using VS graphics debugging
- pInfoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, false);
- pInfoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, false);
- D3D11_MESSAGE_ID hide[] =
- {
- //this is harmless and no need to spam the console
- D3D11_MESSAGE_ID_QUERY_BEGIN_ABANDONING_PREVIOUS_RESULTS
- };
- D3D11_INFO_QUEUE_FILTER filter;
- memset(&filter, 0, sizeof(filter));
- filter.DenyList.NumIDs = _countof(hide);
- filter.DenyList.pIDList = hide;
- pInfoQueue->AddStorageFilterEntries(&filter);
- SAFE_RELEASE(pInfoQueue);
- }
- SAFE_RELEASE(pDebug);
- }
- }
- }
- bool GFXD3D11Device::beginSceneInternal()
- {
- mCanCurrentlyRender = true;
- return mCanCurrentlyRender;
- }
- GFXWindowTarget * GFXD3D11Device::allocWindowTarget(PlatformWindow *window)
- {
- AssertFatal(window,"GFXD3D11Device::allocWindowTarget - no window provided!");
- // Set up a new window target...
- GFXD3D11WindowTarget *gdwt = new GFXD3D11WindowTarget();
- gdwt->mWindow = window;
- gdwt->mSize = window->getClientExtent();
-
- if (!mInitialized)
- {
- gdwt->mSecondaryWindow = false;
- // Allocate the device.
- init(window->getVideoMode(), window);
- gdwt->initPresentationParams();
- gdwt->createSwapChain();
- gdwt->createBuffersAndViews();
- mSwapChain = gdwt->getSwapChain();
- mDeviceBackbuffer = gdwt->getBackBuffer();
- mDeviceDepthStencil = gdwt->getDepthStencil();
- mDeviceBackBufferView = gdwt->getBackBufferView();
- mDeviceDepthStencilView = gdwt->getDepthStencilView();
- }
- else //additional window/s
- {
- gdwt->mSecondaryWindow = true;
- gdwt->initPresentationParams();
- gdwt->createSwapChain();
- gdwt->createBuffersAndViews();
- }
-
- gdwt->registerResourceWithDevice(this);
- return gdwt;
- }
- GFXTextureTarget* GFXD3D11Device::allocRenderToTextureTarget()
- {
- GFXD3D11TextureTarget *targ = new GFXD3D11TextureTarget();
- targ->registerResourceWithDevice(this);
- return targ;
- }
- void GFXD3D11Device::beginReset()
- {
- if (!mD3DDevice)
- return;
- mInitialized = false;
- releaseDefaultPoolResources();
- // Clean up some commonly dangling state. This helps prevents issues with
- // items that are destroyed by the texture manager callbacks and recreated
- // later, but still left bound.
- setVertexBuffer(NULL);
- setPrimitiveBuffer(NULL);
- for (S32 i = 0; i<getNumSamplers(); i++)
- setTexture(i, NULL);
- mD3DDeviceContext->ClearState();
- //release old buffers and views
- SAFE_RELEASE(mDeviceDepthStencilView);
- SAFE_RELEASE(mDeviceBackBufferView);
- SAFE_RELEASE(mDeviceDepthStencil);
- SAFE_RELEASE(mDeviceBackbuffer);
- }
- void GFXD3D11Device::endReset(GFXD3D11WindowTarget *windowTarget)
- {
- //grab new references
- mDeviceBackbuffer = windowTarget->getBackBuffer();
- mDeviceDepthStencil = windowTarget->getDepthStencil();
- mDeviceBackBufferView = windowTarget->getBackBufferView();
- mDeviceDepthStencilView = windowTarget->getDepthStencilView();
- mD3DDeviceContext->OMSetRenderTargets(1, &mDeviceBackBufferView, mDeviceDepthStencilView);
- // Now reacquire all the resources we trashed earlier
- reacquireDefaultPoolResources();
- mInitialized = true;
- // Mark everything dirty and flush to card, for sanity.
- updateStates(true);
- }
- void GFXD3D11Device::setupGenericShaders(GenericShaderType type)
- {
- AssertFatal(type != GSTargetRestore, ""); //not used
- if(mGenericShader[GSColor] == NULL)
- {
- ShaderData *shaderData;
- //shader model 4.0 is enough for the generic shaders
- const char* shaderModel = "4.0";
- shaderData = new ShaderData();
- shaderData->setField("DXVertexShaderFile", "shaders/common/fixedFunction/colorV.hlsl");
- shaderData->setField("DXPixelShaderFile", "shaders/common/fixedFunction/colorP.hlsl");
- shaderData->setField("pixVersion", shaderModel);
- shaderData->registerObject();
- mGenericShader[GSColor] = shaderData->getShader();
- mGenericShaderBuffer[GSColor] = mGenericShader[GSColor]->allocConstBuffer();
- mModelViewProjSC[GSColor] = mGenericShader[GSColor]->getShaderConstHandle("$modelView");
- Sim::getRootGroup()->addObject(shaderData);
- shaderData = new ShaderData();
- shaderData->setField("DXVertexShaderFile", "shaders/common/fixedFunction/modColorTextureV.hlsl");
- shaderData->setField("DXPixelShaderFile", "shaders/common/fixedFunction/modColorTextureP.hlsl");
- shaderData->setField("pixVersion", shaderModel);
- shaderData->registerObject();
- mGenericShader[GSModColorTexture] = shaderData->getShader();
- mGenericShaderBuffer[GSModColorTexture] = mGenericShader[GSModColorTexture]->allocConstBuffer();
- mModelViewProjSC[GSModColorTexture] = mGenericShader[GSModColorTexture]->getShaderConstHandle("$modelView");
- Sim::getRootGroup()->addObject(shaderData);
- shaderData = new ShaderData();
- shaderData->setField("DXVertexShaderFile", "shaders/common/fixedFunction/addColorTextureV.hlsl");
- shaderData->setField("DXPixelShaderFile", "shaders/common/fixedFunction/addColorTextureP.hlsl");
- shaderData->setField("pixVersion", shaderModel);
- shaderData->registerObject();
- mGenericShader[GSAddColorTexture] = shaderData->getShader();
- mGenericShaderBuffer[GSAddColorTexture] = mGenericShader[GSAddColorTexture]->allocConstBuffer();
- mModelViewProjSC[GSAddColorTexture] = mGenericShader[GSAddColorTexture]->getShaderConstHandle("$modelView");
- Sim::getRootGroup()->addObject(shaderData);
- shaderData = new ShaderData();
- shaderData->setField("DXVertexShaderFile", "shaders/common/fixedFunction/textureV.hlsl");
- shaderData->setField("DXPixelShaderFile", "shaders/common/fixedFunction/textureP.hlsl");
- shaderData->setField("pixVersion", shaderModel);
- shaderData->registerObject();
- mGenericShader[GSTexture] = shaderData->getShader();
- mGenericShaderBuffer[GSTexture] = mGenericShader[GSTexture]->allocConstBuffer();
- mModelViewProjSC[GSTexture] = mGenericShader[GSTexture]->getShaderConstHandle("$modelView");
- Sim::getRootGroup()->addObject(shaderData);
- //Force an update
- mViewportDirty = true;
- _updateRenderTargets();
- }
- MatrixF tempMatrix = mProjectionMatrix * mViewMatrix * mWorldMatrix[mWorldStackSize];
- mGenericShaderBuffer[type]->setSafe(mModelViewProjSC[type], tempMatrix);
- setShader(mGenericShader[type]);
- setShaderConstBuffer(mGenericShaderBuffer[type]);
- }
- //-----------------------------------------------------------------------------
- /// Creates a state block object based on the desc passed in. This object
- /// represents an immutable state.
- GFXStateBlockRef GFXD3D11Device::createStateBlockInternal(const GFXStateBlockDesc& desc)
- {
- return GFXStateBlockRef(new GFXD3D11StateBlock(desc));
- }
- /// Activates a stateblock
- void GFXD3D11Device::setStateBlockInternal(GFXStateBlock* block, bool force)
- {
- AssertFatal(static_cast<GFXD3D11StateBlock*>(block), "Incorrect stateblock type for this device!");
- GFXD3D11StateBlock* d3dBlock = static_cast<GFXD3D11StateBlock*>(block);
- GFXD3D11StateBlock* d3dCurrent = static_cast<GFXD3D11StateBlock*>(mCurrentStateBlock.getPointer());
- if (force)
- d3dCurrent = NULL;
- d3dBlock->activate(d3dCurrent);
- }
- /// Called by base GFXDevice to actually set a const buffer
- void GFXD3D11Device::setShaderConstBufferInternal(GFXShaderConstBuffer* buffer)
- {
- if (buffer)
- {
- PROFILE_SCOPE(GFXD3D11Device_setShaderConstBufferInternal);
- AssertFatal(static_cast<GFXD3D11ShaderConstBuffer*>(buffer), "Incorrect shader const buffer type for this device!");
- GFXD3D11ShaderConstBuffer* d3dBuffer = static_cast<GFXD3D11ShaderConstBuffer*>(buffer);
- d3dBuffer->activate(mCurrentConstBuffer);
- mCurrentConstBuffer = d3dBuffer;
- }
- else
- {
- mCurrentConstBuffer = NULL;
- }
- }
- //-----------------------------------------------------------------------------
- void GFXD3D11Device::clear(U32 flags, ColorI color, F32 z, U32 stencil)
- {
- // Make sure we have flushed our render target state.
- _updateRenderTargets();
- UINT depthstencilFlag = 0;
- ID3D11RenderTargetView* rtView = NULL;
- ID3D11DepthStencilView* dsView = NULL;
- mD3DDeviceContext->OMGetRenderTargets(1, &rtView, &dsView);
- const FLOAT clearColor[4] = {
- static_cast<F32>(color.red) * (1.0f / 255.0f),
- static_cast<F32>(color.green) * (1.0f / 255.0f),
- static_cast<F32>(color.blue) * (1.0f / 255.0f),
- static_cast<F32>(color.alpha) * (1.0f / 255.0f)
- };
- if (flags & GFXClearTarget && rtView)
- mD3DDeviceContext->ClearRenderTargetView(rtView, clearColor);
- if (flags & GFXClearZBuffer)
- depthstencilFlag |= D3D11_CLEAR_DEPTH;
- if (flags & GFXClearStencil)
- depthstencilFlag |= D3D11_CLEAR_STENCIL;
- if (depthstencilFlag && dsView)
- mD3DDeviceContext->ClearDepthStencilView(dsView, depthstencilFlag, z, stencil);
- SAFE_RELEASE(rtView);
- SAFE_RELEASE(dsView);
- }
- void GFXD3D11Device::endSceneInternal()
- {
- mCanCurrentlyRender = false;
- }
- void GFXD3D11Device::_updateRenderTargets()
- {
- if (mRTDirty || (mCurrentRT && mCurrentRT->isPendingState()))
- {
- if (mRTDeactivate)
- {
- mRTDeactivate->deactivate();
- mRTDeactivate = NULL;
- }
- // NOTE: The render target changes are not really accurate
- // as the GFXTextureTarget supports MRT internally. So when
- // we activate a GFXTarget it could result in multiple calls
- // to SetRenderTarget on the actual device.
- mDeviceStatistics.mRenderTargetChanges++;
- mCurrentRT->activate();
- mRTDirty = false;
- }
- if (mViewportDirty)
- {
- D3D11_VIEWPORT viewport;
- viewport.TopLeftX = mViewport.point.x;
- viewport.TopLeftY = mViewport.point.y;
- viewport.Width = mViewport.extent.x;
- viewport.Height = mViewport.extent.y;
- viewport.MinDepth = 0.0f;
- viewport.MaxDepth = 1.0f;
- mD3DDeviceContext->RSSetViewports(1, &viewport);
- mViewportDirty = false;
- }
- }
- void GFXD3D11Device::releaseDefaultPoolResources()
- {
- // Release all the dynamic vertex buffer arrays
- // Forcibly clean up the pools
- for(U32 i=0; i<mVolatileVBList.size(); i++)
- {
- SAFE_RELEASE(mVolatileVBList[i]->vb);
- mVolatileVBList[i] = NULL;
- }
- mVolatileVBList.setSize(0);
- // We gotta clear the current const buffer else the next
- // activate may erroneously think the device is still holding
- // this state and fail to set it.
- mCurrentConstBuffer = NULL;
- // Set current VB to NULL and set state dirty
- for (U32 i=0; i < VERTEX_STREAM_COUNT; i++)
- {
- mCurrentVertexBuffer[i] = NULL;
- mVertexBufferDirty[i] = true;
- mVertexBufferFrequency[i] = 0;
- mVertexBufferFrequencyDirty[i] = true;
- }
- // Release dynamic index buffer
- if(mDynamicPB != NULL)
- {
- SAFE_RELEASE(mDynamicPB->ib);
- }
- // Set current PB/IB to NULL and set state dirty
- mCurrentPrimitiveBuffer = NULL;
- mCurrentPB = NULL;
- mPrimitiveBufferDirty = true;
- // Zombify texture manager (for D3D this only modifies default pool textures)
- if( mTextureManager )
- mTextureManager->zombify();
- // Set global dirty state so the IB/PB and VB get reset
- mStateDirty = true;
- // Walk the resource list and zombify everything.
- GFXResource *walk = mResourceListHead;
- while(walk)
- {
- walk->zombify();
- walk = walk->getNextResource();
- }
- }
- void GFXD3D11Device::reacquireDefaultPoolResources()
- {
- // Now do the dynamic index buffers
- if( mDynamicPB == NULL )
- mDynamicPB = new GFXD3D11PrimitiveBuffer(this, 0, 0, GFXBufferTypeDynamic);
- D3D11_BUFFER_DESC desc;
- desc.ByteWidth = sizeof(U16) * MAX_DYNAMIC_INDICES;
- desc.Usage = D3D11_USAGE_DYNAMIC;
- desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
- desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- desc.MiscFlags = 0;
- desc.StructureByteStride = 0;
- HRESULT hr = D3D11DEVICE->CreateBuffer(&desc, NULL, &mDynamicPB->ib);
- if(FAILED(hr))
- {
- AssertFatal(false, "Failed to allocate dynamic IB");
- }
- // Walk the resource list and zombify everything.
- GFXResource *walk = mResourceListHead;
- while(walk)
- {
- walk->resurrect();
- walk = walk->getNextResource();
- }
- if(mTextureManager)
- mTextureManager->resurrect();
- }
- GFXD3D11VertexBuffer* GFXD3D11Device::findVBPool( const GFXVertexFormat *vertexFormat, U32 vertsNeeded )
- {
- PROFILE_SCOPE( GFXD3D11Device_findVBPool );
- for( U32 i=0; i<mVolatileVBList.size(); i++ )
- if( mVolatileVBList[i]->mVertexFormat.isEqual( *vertexFormat ) )
- return mVolatileVBList[i];
- return NULL;
- }
- GFXD3D11VertexBuffer * GFXD3D11Device::createVBPool( const GFXVertexFormat *vertexFormat, U32 vertSize )
- {
- PROFILE_SCOPE( GFXD3D11Device_createVBPool );
- // this is a bit funky, but it will avoid problems with (lack of) copy constructors
- // with a push_back() situation
- mVolatileVBList.increment();
- StrongRefPtr<GFXD3D11VertexBuffer> newBuff;
- mVolatileVBList.last() = new GFXD3D11VertexBuffer();
- newBuff = mVolatileVBList.last();
- newBuff->mNumVerts = 0;
- newBuff->mBufferType = GFXBufferTypeVolatile;
- newBuff->mVertexFormat.copy( *vertexFormat );
- newBuff->mVertexSize = vertSize;
- newBuff->mDevice = this;
- // Requesting it will allocate it.
- vertexFormat->getDecl();
- D3D11_BUFFER_DESC desc;
- desc.ByteWidth = vertSize * MAX_DYNAMIC_VERTS;
- desc.Usage = D3D11_USAGE_DYNAMIC;
- desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
- desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- desc.MiscFlags = 0;
- desc.StructureByteStride = 0;
- HRESULT hr = D3D11DEVICE->CreateBuffer(&desc, NULL, &newBuff->vb);
- if(FAILED(hr))
- {
- AssertFatal(false, "Failed to allocate dynamic VB");
- }
- return newBuff;
- }
- //-----------------------------------------------------------------------------
- void GFXD3D11Device::setClipRect( const RectI &inRect )
- {
- // We transform the incoming rect by the view
- // matrix first, so that it can be used to pan
- // and scale the clip rect.
- //
- // This is currently used to take tiled screenshots.
- Point3F pos( inRect.point.x, inRect.point.y, 0.0f );
- Point3F extent( inRect.extent.x, inRect.extent.y, 0.0f );
- getViewMatrix().mulP( pos );
- getViewMatrix().mulV( extent );
- RectI rect( pos.x, pos.y, extent.x, extent.y );
- // Clip the rect against the renderable size.
- Point2I size = mCurrentRT->getSize();
- RectI maxRect(Point2I(0,0), size);
- rect.intersect(maxRect);
- mClipRect = rect;
- F32 l = F32( mClipRect.point.x );
- F32 r = F32( mClipRect.point.x + mClipRect.extent.x );
- F32 b = F32( mClipRect.point.y + mClipRect.extent.y );
- F32 t = F32( mClipRect.point.y );
- // Set up projection matrix,
- static Point4F pt;
- pt.set(2.0f / (r - l), 0.0f, 0.0f, 0.0f);
- mTempMatrix.setColumn(0, pt);
- pt.set(0.0f, 2.0f/(t - b), 0.0f, 0.0f);
- mTempMatrix.setColumn(1, pt);
- pt.set(0.0f, 0.0f, 1.0f, 0.0f);
- mTempMatrix.setColumn(2, pt);
- pt.set((l+r)/(l-r), (t+b)/(b-t), 1.0f, 1.0f);
- mTempMatrix.setColumn(3, pt);
- setProjectionMatrix( mTempMatrix );
- // Set up world/view matrix
- mTempMatrix.identity();
- setWorldMatrix( mTempMatrix );
- setViewport( mClipRect );
- }
- void GFXD3D11Device::setVertexStream( U32 stream, GFXVertexBuffer *buffer )
- {
- GFXD3D11VertexBuffer *d3dBuffer = static_cast<GFXD3D11VertexBuffer*>( buffer );
- if ( stream == 0 )
- {
- // Set the volatile buffer which is used to
- // offset the start index when doing draw calls.
- if ( d3dBuffer && d3dBuffer->mVolatileStart > 0 )
- mVolatileVB = d3dBuffer;
- else
- mVolatileVB = NULL;
- }
- // NOTE: We do not use the stream offset here for stream 0
- // as that feature is *supposedly* not as well supported as
- // using the start index in drawPrimitive.
- //
- // If we can verify that this is not the case then we should
- // start using this method exclusively for all streams.
- U32 strides[1] = { d3dBuffer ? d3dBuffer->mVertexSize : 0 };
- U32 offset = d3dBuffer && stream != 0 ? d3dBuffer->mVolatileStart * d3dBuffer->mVertexSize : 0;
- ID3D11Buffer* buff = d3dBuffer ? d3dBuffer->vb : NULL;
- getDeviceContext()->IASetVertexBuffers(stream, 1, &buff, strides, &offset);
- }
- void GFXD3D11Device::setVertexStreamFrequency( U32 stream, U32 frequency )
- {
- if (stream == 0)
- mDrawInstancesCount = frequency; // instances count
- }
- void GFXD3D11Device::_setPrimitiveBuffer( GFXPrimitiveBuffer *buffer )
- {
- mCurrentPB = static_cast<GFXD3D11PrimitiveBuffer *>( buffer );
- mD3DDeviceContext->IASetIndexBuffer(mCurrentPB->ib, DXGI_FORMAT_R16_UINT, 0);
- }
- U32 GFXD3D11Device::primCountToIndexCount(GFXPrimitiveType primType, U32 primitiveCount)
- {
- switch (primType)
- {
- case GFXPointList:
- return primitiveCount;
- break;
- case GFXLineList:
- return primitiveCount * 2;
- break;
- case GFXLineStrip:
- return primitiveCount + 1;
- break;
- case GFXTriangleList:
- return primitiveCount * 3;
- break;
- case GFXTriangleStrip:
- return 2 + primitiveCount;
- break;
- default:
- AssertFatal(false, "GFXGLDevice::primCountToIndexCount - unrecognized prim type");
- break;
- }
- return 0;
- }
- void GFXD3D11Device::drawPrimitive( GFXPrimitiveType primType, U32 vertexStart, U32 primitiveCount )
- {
- // This is done to avoid the function call overhead if possible
- if( mStateDirty )
- updateStates();
- if (mCurrentShaderConstBuffer)
- setShaderConstBufferInternal(mCurrentShaderConstBuffer);
- if ( mVolatileVB )
- vertexStart += mVolatileVB->mVolatileStart;
- mD3DDeviceContext->IASetPrimitiveTopology(GFXD3D11PrimType[primType]);
-
- if ( mDrawInstancesCount )
- mD3DDeviceContext->DrawInstanced(primCountToIndexCount(primType, primitiveCount), mDrawInstancesCount, vertexStart, 0);
- else
- mD3DDeviceContext->Draw(primCountToIndexCount(primType, primitiveCount), vertexStart);
-
- mDeviceStatistics.mDrawCalls++;
- if ( mVertexBufferFrequency[0] > 1 )
- mDeviceStatistics.mPolyCount += primitiveCount * mVertexBufferFrequency[0];
- else
- mDeviceStatistics.mPolyCount += primitiveCount;
- }
- void GFXD3D11Device::drawIndexedPrimitive( GFXPrimitiveType primType,
- U32 startVertex,
- U32 minIndex,
- U32 numVerts,
- U32 startIndex,
- U32 primitiveCount )
- {
- // This is done to avoid the function call overhead if possible
- if( mStateDirty )
- updateStates();
- if (mCurrentShaderConstBuffer)
- setShaderConstBufferInternal(mCurrentShaderConstBuffer);
- AssertFatal( mCurrentPB != NULL, "Trying to call drawIndexedPrimitive with no current index buffer, call setIndexBuffer()" );
- if ( mVolatileVB )
- startVertex += mVolatileVB->mVolatileStart;
- mD3DDeviceContext->IASetPrimitiveTopology(GFXD3D11PrimType[primType]);
-
- if ( mDrawInstancesCount )
- mD3DDeviceContext->DrawIndexedInstanced(primCountToIndexCount(primType, primitiveCount), mDrawInstancesCount, mCurrentPB->mVolatileStart + startIndex, startVertex, 0);
- else
- mD3DDeviceContext->DrawIndexed(primCountToIndexCount(primType,primitiveCount), mCurrentPB->mVolatileStart + startIndex, startVertex);
- mDeviceStatistics.mDrawCalls++;
- if ( mVertexBufferFrequency[0] > 1 )
- mDeviceStatistics.mPolyCount += primitiveCount * mVertexBufferFrequency[0];
- else
- mDeviceStatistics.mPolyCount += primitiveCount;
- }
- GFXShader* GFXD3D11Device::createShader()
- {
- GFXD3D11Shader* shader = new GFXD3D11Shader();
- shader->registerResourceWithDevice( this );
- return shader;
- }
- //-----------------------------------------------------------------------------
- // Set shader - this function exists to make sure this is done in one place,
- // and to make sure redundant shader states are not being
- // sent to the card.
- //-----------------------------------------------------------------------------
- void GFXD3D11Device::setShader(GFXShader *shader, bool force)
- {
- if(shader)
- {
- GFXD3D11Shader *d3dShader = static_cast<GFXD3D11Shader*>(shader);
- if (d3dShader->mPixShader != mLastPixShader || force)
- {
- mD3DDeviceContext->PSSetShader( d3dShader->mPixShader, NULL, 0);
- mLastPixShader = d3dShader->mPixShader;
- }
- if (d3dShader->mVertShader != mLastVertShader || force)
- {
- mD3DDeviceContext->VSSetShader( d3dShader->mVertShader, NULL, 0);
- mLastVertShader = d3dShader->mVertShader;
- }
- }
- else
- {
- setupGenericShaders();
- }
- }
- GFXPrimitiveBuffer * GFXD3D11Device::allocPrimitiveBuffer(U32 numIndices, U32 numPrimitives, GFXBufferType bufferType, void *data )
- {
- // Allocate a buffer to return
- GFXD3D11PrimitiveBuffer * res = new GFXD3D11PrimitiveBuffer(this, numIndices, numPrimitives, bufferType);
- // Determine usage flags
- D3D11_USAGE usage = D3D11_USAGE_DEFAULT;
- // Assumptions:
- // - static buffers are write once, use many
- // - dynamic buffers are write many, use many
- // - volatile buffers are write once, use once
- // You may never read from a buffer.
- //TODO: enable proper support for D3D11_USAGE_IMMUTABLE
- switch(bufferType)
- {
- case GFXBufferTypeImmutable:
- case GFXBufferTypeStatic:
- usage = D3D11_USAGE_DEFAULT; //D3D11_USAGE_IMMUTABLE;
- break;
- case GFXBufferTypeDynamic:
- case GFXBufferTypeVolatile:
- usage = D3D11_USAGE_DYNAMIC;
- break;
- }
- // Register resource
- res->registerResourceWithDevice(this);
- // Create d3d index buffer
- if(bufferType == GFXBufferTypeVolatile)
- {
- // Get it from the pool if it's a volatile...
- AssertFatal(numIndices < MAX_DYNAMIC_INDICES, "Cannot allocate that many indices in a volatile buffer, increase MAX_DYNAMIC_INDICES.");
- res->ib = mDynamicPB->ib;
- res->mVolatileBuffer = mDynamicPB;
- }
- else
- {
- // Otherwise, get it as a seperate buffer...
- D3D11_BUFFER_DESC desc;
- desc.ByteWidth = sizeof(U16) * numIndices;
- desc.Usage = usage;
- if(bufferType == GFXBufferTypeDynamic)
- desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; // We never allow reading from a primitive buffer.
- else
- desc.CPUAccessFlags = 0;
- desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
- desc.MiscFlags = 0;
- desc.StructureByteStride = 0;
- HRESULT hr = D3D11DEVICE->CreateBuffer(&desc, NULL, &res->ib);
- if(FAILED(hr))
- {
- AssertFatal(false, "Failed to allocate an index buffer.");
- }
- }
- if (data)
- {
- void* dest;
- res->lock(0, numIndices, &dest);
- dMemcpy(dest, data, sizeof(U16) * numIndices);
- res->unlock();
- }
- return res;
- }
- GFXVertexBuffer * GFXD3D11Device::allocVertexBuffer(U32 numVerts, const GFXVertexFormat *vertexFormat, U32 vertSize, GFXBufferType bufferType, void *data)
- {
- PROFILE_SCOPE( GFXD3D11Device_allocVertexBuffer );
- GFXD3D11VertexBuffer *res = new GFXD3D11VertexBuffer( this,
- numVerts,
- vertexFormat,
- vertSize,
- bufferType );
-
- // Determine usage flags
- D3D11_USAGE usage = D3D11_USAGE_DEFAULT;
- res->mNumVerts = 0;
- // Assumptions:
- // - static buffers are write once, use many
- // - dynamic buffers are write many, use many
- // - volatile buffers are write once, use once
- // You may never read from a buffer.
- //TODO: enable proper support for D3D11_USAGE_IMMUTABLE
- switch(bufferType)
- {
- case GFXBufferTypeImmutable:
- case GFXBufferTypeStatic:
- usage = D3D11_USAGE_DEFAULT;
- break;
- case GFXBufferTypeDynamic:
- case GFXBufferTypeVolatile:
- usage = D3D11_USAGE_DYNAMIC;
- break;
- }
- // Register resource
- res->registerResourceWithDevice(this);
- // Create vertex buffer
- if(bufferType == GFXBufferTypeVolatile)
- {
- // NOTE: Volatile VBs are pooled and will be allocated at lock time.
- AssertFatal(numVerts <= MAX_DYNAMIC_VERTS, "GFXD3D11Device::allocVertexBuffer - Volatile vertex buffer is too big... see MAX_DYNAMIC_VERTS!");
- }
- else
- {
- // Requesting it will allocate it.
- vertexFormat->getDecl(); //-ALEX disabled to postpone until after shader is actually set...
- // Get a new buffer...
- D3D11_BUFFER_DESC desc;
- desc.ByteWidth = vertSize * numVerts;
- desc.Usage = usage;
- desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
- if(bufferType == GFXBufferTypeDynamic)
- desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; // We never allow reading from a vertex buffer.
- else
- desc.CPUAccessFlags = 0;
- desc.MiscFlags = 0;
- desc.StructureByteStride = 0;
- HRESULT hr = D3D11DEVICE->CreateBuffer(&desc, NULL, &res->vb);
- if(FAILED(hr))
- {
- AssertFatal(false, "Failed to allocate VB");
- }
- }
- res->mNumVerts = numVerts;
- if (data)
- {
- void* dest;
- res->lock(0, numVerts, &dest);
- dMemcpy(dest, data, vertSize * numVerts);
- res->unlock();
- }
- return res;
- }
- String GFXD3D11Device::_createTempShaderInternal(const GFXVertexFormat *vertexFormat)
- {
- U32 elemCount = vertexFormat->getElementCount();
- //Input data
- StringBuilder inputData;
- inputData.append("struct VertIn {");
- //Output data
- StringBuilder outputData;
- outputData.append("struct VertOut {");
- // Shader main body data
- StringBuilder mainBodyData;
- //make shader
- mainBodyData.append("VertOut main(VertIn IN){VertOut OUT;");
- bool addedPadding = false;
- for (U32 i = 0; i < elemCount; i++)
- {
- const GFXVertexElement &element = vertexFormat->getElement(i);
- String semantic = element.getSemantic();
- String semanticOut = semantic;
- String type;
- AssertFatal(!(addedPadding && !element.isSemantic(GFXSemantic::PADDING)), "Padding added before data");
- if (element.isSemantic(GFXSemantic::POSITION))
- {
- semantic = "POSITION";
- semanticOut = "SV_Position";
- }
- else if (element.isSemantic(GFXSemantic::NORMAL))
- {
- semantic = "NORMAL";
- semanticOut = semantic;
- }
- else if (element.isSemantic(GFXSemantic::COLOR))
- {
- semantic = "COLOR";
- semanticOut = semantic;
- }
- else if (element.isSemantic(GFXSemantic::TANGENT))
- {
- semantic = "TANGENT";
- semanticOut = semantic;
- }
- else if (element.isSemantic(GFXSemantic::BINORMAL))
- {
- semantic = "BINORMAL";
- semanticOut = semantic;
- }
- else if (element.isSemantic(GFXSemantic::BLENDINDICES))
- {
- semantic = String::ToString("BLENDINDICES%d", element.getSemanticIndex());
- semanticOut = semantic;
- }
- else if (element.isSemantic(GFXSemantic::BLENDWEIGHT))
- {
- semantic = String::ToString("BLENDWEIGHT%d", element.getSemanticIndex());
- semanticOut = semantic;
- }
- else if (element.isSemantic(GFXSemantic::PADDING))
- {
- addedPadding = true;
- continue;
- }
- else
- {
- //Anything that falls thru to here will be a texture coord.
- semantic = String::ToString("TEXCOORD%d", element.getSemanticIndex());
- semanticOut = semantic;
- }
- switch (GFXD3D11DeclType[element.getType()])
- {
- case DXGI_FORMAT_R32_FLOAT:
- type = "float";
- break;
- case DXGI_FORMAT_R32G32_FLOAT:
- type = "float2";
- break;
- case DXGI_FORMAT_R32G32B32_FLOAT:
- type = "float3";
- break;
- case DXGI_FORMAT_R32G32B32A32_FLOAT:
- case DXGI_FORMAT_B8G8R8A8_UNORM:
- case DXGI_FORMAT_R8G8B8A8_UNORM:
- type = "float4";
- break;
- case DXGI_FORMAT_R8G8B8A8_UINT:
- type = "uint4";
- break;
- }
- StringBuilder in;
- in.format("%s %s%d : %s;", type.c_str(), "var", i, semantic.c_str());
- inputData.append(in.data());
- //SV_Position must be float4
- if (semanticOut == String("SV_Position"))
- {
- StringBuilder out;
- out.format("float4 %s%d : %s;", "var", i, semanticOut.c_str());
- outputData.append(out.data());
- StringBuilder body;
- body.format("OUT.%s%d = float4(IN.%s%d.xyz,1);", "var", i, "var", i);
- mainBodyData.append(body.data());
- }
- else
- {
- StringBuilder out;
- out.format("%s %s%d : %s;", type.c_str(), "var", i, semanticOut.c_str());
- outputData.append(out.data());
- StringBuilder body;
- body.format("OUT.%s%d = IN.%s%d;", "var", i, "var", i);
- mainBodyData.append(body.data());
- }
- }
- inputData.append("};");
- outputData.append("};");
- mainBodyData.append("return OUT;}");
- //final data
- StringBuilder finalData;
- finalData.append(inputData.data());
- finalData.append(outputData.data());
- finalData.append(mainBodyData.data());
- return String(finalData.data());
- }
- GFXVertexDecl* GFXD3D11Device::allocVertexDecl( const GFXVertexFormat *vertexFormat )
- {
- PROFILE_SCOPE( GFXD3D11Device_allocVertexDecl );
- // First check the map... you shouldn't allocate VBs very often
- // if you want performance. The map lookup should never become
- // a performance bottleneck.
- D3D11VertexDecl *decl = mVertexDecls[vertexFormat->getDescription()];
- if ( decl )
- return decl;
- U32 elemCount = vertexFormat->getElementCount();
-
- ID3DBlob* code = NULL;
-
- // We have to generate a temporary shader here for now since the input layout creation
- // expects a shader to be already compiled to verify the vertex layout structure. The problem
- // is that most of the time the regular shaders are compiled AFTER allocVertexDecl is called.
- if(!decl)
- {
- //TODO: Perhaps save/cache the ID3DBlob for later use on identical vertex formats,save creating/compiling the temp shader everytime
- String shaderData = _createTempShaderInternal(vertexFormat);
- #ifdef TORQUE_DEBUG
- U32 flags = D3DCOMPILE_DEBUG | D3DCOMPILE_ENABLE_STRICTNESS | D3DCOMPILE_WARNINGS_ARE_ERRORS;
- #else
- U32 flags = D3DCOMPILE_ENABLE_STRICTNESS;
- #endif
- ID3DBlob *errorBlob = NULL;
- HRESULT hr = D3DCompile(shaderData.c_str(), shaderData.length(), NULL, NULL, NULL, "main", "vs_5_0", flags, 0, &code, &errorBlob);
- StringBuilder error;
- if(errorBlob)
- {
- error.append((char*)errorBlob->GetBufferPointer(), errorBlob->GetBufferSize());
- AssertFatal(hr, error.data());
- }
- SAFE_RELEASE(errorBlob);
- }
-
- AssertFatal(code, "D3D11Device::allocVertexDecl - compiled vert shader code missing!");
- // Setup the declaration struct.
-
- U32 stream;
- D3D11_INPUT_ELEMENT_DESC *vd = new D3D11_INPUT_ELEMENT_DESC[ elemCount];
- S32 elemIndex = 0;
- for (S32 i = 0; i < elemCount; i++, elemIndex++)
- {
- const GFXVertexElement &element = vertexFormat->getElement(elemIndex);
- stream = element.getStreamIndex();
- vd[i].InputSlot = stream;
- vd[i].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
- vd[i].Format = GFXD3D11DeclType[element.getType()];
- // If instancing is enabled, the per instance data is only used on stream 1.
- if (vertexFormat->hasInstancing() && stream == 1)
- {
- vd[i].InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA;
- vd[i].InstanceDataStepRate = 1;
- }
- else
- {
- vd[i].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
- vd[i].InstanceDataStepRate = 0;
- }
- // We force the usage index of 0 for everything but
- // texture coords for now... this may change later.
- vd[i].SemanticIndex = 0;
- if (element.isSemantic(GFXSemantic::POSITION))
- vd[i].SemanticName = "POSITION";
- else if (element.isSemantic(GFXSemantic::NORMAL))
- vd[i].SemanticName = "NORMAL";
- else if (element.isSemantic(GFXSemantic::COLOR))
- vd[i].SemanticName = "COLOR";
- else if (element.isSemantic(GFXSemantic::TANGENT))
- vd[i].SemanticName = "TANGENT";
- else if (element.isSemantic(GFXSemantic::BINORMAL))
- vd[i].SemanticName = "BINORMAL";
- else if (element.isSemantic(GFXSemantic::BLENDWEIGHT))
- {
- vd[i].SemanticName = "BLENDWEIGHT";
- vd[i].SemanticIndex = element.getSemanticIndex();
- }
- else if (element.isSemantic(GFXSemantic::BLENDINDICES))
- {
- vd[i].SemanticName = "BLENDINDICES";
- vd[i].SemanticIndex = element.getSemanticIndex();
- }
- else if (element.isSemantic(GFXSemantic::PADDING))
- {
- i--;
- elemCount--;
- continue;
- }
- else
- {
- //Anything that falls thru to here will be a texture coord.
- vd[i].SemanticName = "TEXCOORD";
- vd[i].SemanticIndex = element.getSemanticIndex();
- }
- }
- decl = new D3D11VertexDecl();
- HRESULT hr = mD3DDevice->CreateInputLayout(vd, elemCount,code->GetBufferPointer(), code->GetBufferSize(), &decl->decl);
-
- if (FAILED(hr))
- {
- AssertFatal(false, "GFXD3D11Device::allocVertexDecl - Failed to create vertex input layout!");
- }
- delete [] vd;
- SAFE_RELEASE(code);
- // Store it in the cache.
- mVertexDecls[vertexFormat->getDescription()] = decl;
- return decl;
- }
- void GFXD3D11Device::setVertexDecl( const GFXVertexDecl *decl )
- {
- ID3D11InputLayout *dx11Decl = NULL;
- if (decl)
- dx11Decl = static_cast<const D3D11VertexDecl*>(decl)->decl;
-
- mD3DDeviceContext->IASetInputLayout(dx11Decl);
- }
- //-----------------------------------------------------------------------------
- // This function should ONLY be called from GFXDevice::updateStates() !!!
- //-----------------------------------------------------------------------------
- void GFXD3D11Device::setTextureInternal( U32 textureUnit, const GFXTextureObject *texture)
- {
- if( texture == NULL )
- {
- ID3D11ShaderResourceView *pView = NULL;
- mD3DDeviceContext->PSSetShaderResources(textureUnit, 1, &pView);
- return;
- }
- GFXD3D11TextureObject *tex = (GFXD3D11TextureObject*)(texture);
- mD3DDeviceContext->PSSetShaderResources(textureUnit, 1, tex->getSRViewPtr());
- }
- GFXFence *GFXD3D11Device::createFence()
- {
- // Figure out what fence type we should be making if we don't know
- if( mCreateFenceType == -1 )
- {
- D3D11_QUERY_DESC desc;
- desc.MiscFlags = 0;
- desc.Query = D3D11_QUERY_EVENT;
- ID3D11Query *testQuery = NULL;
- HRESULT hRes = mD3DDevice->CreateQuery(&desc, &testQuery);
- if(FAILED(hRes))
- {
- mCreateFenceType = true;
- }
- else
- {
- mCreateFenceType = false;
- }
- SAFE_RELEASE(testQuery);
- }
- // Cool, use queries
- if(!mCreateFenceType)
- {
- GFXFence* fence = new GFXD3D11QueryFence( this );
- fence->registerResourceWithDevice(this);
- return fence;
- }
- // CodeReview: At some point I would like a specialized implementation of
- // the method used by the general fence, only without the overhead incurred
- // by using the GFX constructs. Primarily the lock() method on texture handles
- // will do a data copy, and this method doesn't require a copy, just a lock
- // [5/10/2007 Pat]
- GFXFence* fence = new GFXGeneralFence( this );
- fence->registerResourceWithDevice(this);
- return fence;
- }
- GFXOcclusionQuery* GFXD3D11Device::createOcclusionQuery()
- {
- GFXOcclusionQuery *query;
- if (mOcclusionQuerySupported)
- query = new GFXD3D11OcclusionQuery( this );
- else
- return NULL;
- query->registerResourceWithDevice(this);
- return query;
- }
- GFXCubemap * GFXD3D11Device::createCubemap()
- {
- GFXD3D11Cubemap* cube = new GFXD3D11Cubemap();
- cube->registerResourceWithDevice(this);
- return cube;
- }
- //------------------------------------------------------------------------------
- void GFXD3D11Device::enterDebugEvent(ColorI color, const char *name)
- {
- // BJGFIX
- WCHAR eventName[260];
- MultiByteToWideChar(CP_ACP, 0, name, -1, eventName, 260);
- D3DPERF_BeginEvent(D3DCOLOR_ARGB(color.alpha, color.red, color.green, color.blue),
- (LPCWSTR)&eventName);
- }
- //------------------------------------------------------------------------------
- void GFXD3D11Device::leaveDebugEvent()
- {
- D3DPERF_EndEvent();
- }
- //------------------------------------------------------------------------------
- void GFXD3D11Device::setDebugMarker(ColorI color, const char *name)
- {
- // BJGFIX
- WCHAR eventName[260];
- MultiByteToWideChar(CP_ACP, 0, name, -1, eventName, 260);
- D3DPERF_SetMarker(D3DCOLOR_ARGB(color.alpha, color.red, color.green, color.blue),
- (LPCWSTR)&eventName);
- }
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