gfxD3D11Device.cpp 54 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 <d3d9.h> //ok now stressing out folks, this is just for debug events(D3DPER) :)
  40. #ifdef TORQUE_DEBUG
  41. #include "d3d11sdklayers.h"
  42. #endif
  43. #pragma comment(lib, "dxgi.lib")
  44. #pragma comment(lib, "d3d11.lib")
  45. GFXAdapter::CreateDeviceInstanceDelegate GFXD3D11Device::mCreateDeviceInstance(GFXD3D11Device::createInstance);
  46. GFXDevice *GFXD3D11Device::createInstance(U32 adapterIndex)
  47. {
  48. GFXD3D11Device* dev = new GFXD3D11Device(adapterIndex);
  49. return dev;
  50. }
  51. class GFXPCD3D11RegisterDevice
  52. {
  53. public:
  54. GFXPCD3D11RegisterDevice()
  55. {
  56. GFXInit::getRegisterDeviceSignal().notify(&GFXD3D11Device::enumerateAdapters);
  57. }
  58. };
  59. static GFXPCD3D11RegisterDevice pPCD3D11RegisterDevice;
  60. //-----------------------------------------------------------------------------
  61. /// Parse command line arguments for window creation
  62. //-----------------------------------------------------------------------------
  63. static void sgPCD3D11DeviceHandleCommandLine(S32 argc, const char **argv)
  64. {
  65. // useful to pass parameters by command line for d3d (e.g. -dx9 -dx11)
  66. for (U32 i = 1; i < argc; i++)
  67. {
  68. argv[i];
  69. }
  70. }
  71. // Register the command line parsing hook
  72. static ProcessRegisterCommandLine sgCommandLine(sgPCD3D11DeviceHandleCommandLine);
  73. GFXD3D11Device::GFXD3D11Device(U32 index)
  74. {
  75. mDeviceSwizzle32 = &Swizzles::bgra;
  76. GFXVertexColor::setSwizzle(mDeviceSwizzle32);
  77. mDeviceSwizzle24 = &Swizzles::bgr;
  78. mAdapterIndex = index;
  79. mD3DDevice = NULL;
  80. mVolatileVB = NULL;
  81. mCurrentPB = NULL;
  82. mDynamicPB = NULL;
  83. mLastVertShader = NULL;
  84. mLastPixShader = NULL;
  85. mCanCurrentlyRender = false;
  86. mTextureManager = NULL;
  87. mCurrentStateBlock = NULL;
  88. mResourceListHead = NULL;
  89. mPixVersion = 0.0;
  90. mVertexShaderTarget = String::EmptyString;
  91. mPixelShaderTarget = String::EmptyString;
  92. mShaderModel = String::EmptyString;
  93. mDrawInstancesCount = 0;
  94. mCardProfiler = NULL;
  95. mDeviceDepthStencil = NULL;
  96. mDeviceBackbuffer = NULL;
  97. mDeviceBackBufferView = NULL;
  98. mDeviceDepthStencilView = NULL;
  99. mCreateFenceType = -1; // Unknown, test on first allocate
  100. mCurrentConstBuffer = NULL;
  101. mOcclusionQuerySupported = false;
  102. mDebugLayers = false;
  103. for (U32 i = 0; i < GS_COUNT; ++i)
  104. mModelViewProjSC[i] = NULL;
  105. // Set up the Enum translation tables
  106. GFXD3D11EnumTranslate::init();
  107. }
  108. GFXD3D11Device::~GFXD3D11Device()
  109. {
  110. // Release our refcount on the current stateblock object
  111. mCurrentStateBlock = NULL;
  112. releaseDefaultPoolResources();
  113. mD3DDeviceContext->ClearState();
  114. mD3DDeviceContext->Flush();
  115. // Free the sampler states
  116. SamplerMap::Iterator sampIter = mSamplersMap.begin();
  117. for (; sampIter != mSamplersMap.end(); ++sampIter)
  118. SAFE_RELEASE(sampIter->value);
  119. // Free the vertex declarations.
  120. VertexDeclMap::Iterator iter = mVertexDecls.begin();
  121. for (; iter != mVertexDecls.end(); iter++)
  122. delete iter->value;
  123. // Forcibly clean up the pools
  124. mVolatileVBList.setSize(0);
  125. mDynamicPB = NULL;
  126. // And release our D3D resources.
  127. SAFE_RELEASE(mDeviceDepthStencilView);
  128. SAFE_RELEASE(mDeviceBackBufferView);
  129. SAFE_RELEASE(mDeviceDepthStencil);
  130. SAFE_RELEASE(mDeviceBackbuffer);
  131. SAFE_RELEASE(mD3DDeviceContext);
  132. SAFE_DELETE(mCardProfiler);
  133. SAFE_DELETE(gScreenShot);
  134. #ifdef TORQUE_DEBUG
  135. if (mDebugLayers)
  136. {
  137. ID3D11Debug *pDebug = NULL;
  138. mD3DDevice->QueryInterface(IID_PPV_ARGS(&pDebug));
  139. AssertFatal(pDebug, "~GFXD3D11Device- Failed to get debug layer");
  140. pDebug->ReportLiveDeviceObjects(D3D11_RLDO_DETAIL);
  141. SAFE_RELEASE(pDebug);
  142. }
  143. #endif
  144. SAFE_RELEASE(mSwapChain);
  145. SAFE_RELEASE(mD3DDevice);
  146. }
  147. GFXFormat GFXD3D11Device::selectSupportedFormat(GFXTextureProfile *profile, const Vector<GFXFormat> &formats, bool texture, bool mustblend, bool mustfilter)
  148. {
  149. U32 features = 0;
  150. if(texture)
  151. features |= D3D11_FORMAT_SUPPORT_TEXTURE2D;
  152. if(mustblend)
  153. features |= D3D11_FORMAT_SUPPORT_BLENDABLE;
  154. if(mustfilter)
  155. features |= D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
  156. for(U32 i = 0; i < formats.size(); i++)
  157. {
  158. if(GFXD3D11TextureFormat[formats[i]] == DXGI_FORMAT_UNKNOWN)
  159. continue;
  160. U32 supportFlag = 0;
  161. mD3DDevice->CheckFormatSupport(GFXD3D11TextureFormat[formats[i]],&supportFlag);
  162. if(supportFlag & features)
  163. return formats[i];
  164. }
  165. return GFXFormatR8G8B8A8;
  166. }
  167. DXGI_SWAP_CHAIN_DESC GFXD3D11Device::setupPresentParams(const GFXVideoMode &mode, const HWND &hwnd)
  168. {
  169. DXGI_SWAP_CHAIN_DESC d3dpp;
  170. ZeroMemory(&d3dpp, sizeof(d3dpp));
  171. DXGI_SAMPLE_DESC sampleDesc;
  172. sampleDesc.Count = 1;
  173. sampleDesc.Quality = 0;
  174. mMultisampleDesc = sampleDesc;
  175. d3dpp.BufferCount = !smDisableVSync ? 2 : 1; // triple buffering when vsync is on.
  176. d3dpp.BufferDesc.Width = mode.resolution.x;
  177. d3dpp.BufferDesc.Height = mode.resolution.y;
  178. d3dpp.BufferDesc.Format = GFXD3D11TextureFormat[GFXFormatR8G8B8A8];
  179. d3dpp.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  180. d3dpp.OutputWindow = hwnd;
  181. d3dpp.SampleDesc = sampleDesc;
  182. d3dpp.Windowed = !mode.fullScreen;
  183. d3dpp.BufferDesc.RefreshRate.Numerator = mode.refreshRate;
  184. d3dpp.BufferDesc.RefreshRate.Denominator = 1;
  185. d3dpp.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
  186. if (mode.fullScreen)
  187. {
  188. d3dpp.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
  189. d3dpp.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
  190. d3dpp.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  191. }
  192. return d3dpp;
  193. }
  194. void GFXD3D11Device::enumerateAdapters(Vector<GFXAdapter*> &adapterList)
  195. {
  196. IDXGIAdapter1* EnumAdapter;
  197. IDXGIFactory1* DXGIFactory;
  198. CreateDXGIFactory1(__uuidof(IDXGIFactory1), reinterpret_cast<void**>(&DXGIFactory));
  199. for(U32 adapterIndex = 0; DXGIFactory->EnumAdapters1(adapterIndex, &EnumAdapter) != DXGI_ERROR_NOT_FOUND; ++adapterIndex)
  200. {
  201. GFXAdapter *toAdd = new GFXAdapter;
  202. toAdd->mType = Direct3D11;
  203. toAdd->mIndex = adapterIndex;
  204. toAdd->mCreateDeviceInstanceDelegate = mCreateDeviceInstance;
  205. toAdd->mShaderModel = 5.0f;
  206. DXGI_ADAPTER_DESC1 desc;
  207. EnumAdapter->GetDesc1(&desc);
  208. // LUID identifies adapter for oculus rift
  209. dMemcpy(&toAdd->mLUID, &desc.AdapterLuid, sizeof(toAdd->mLUID));
  210. size_t size=wcslen(desc.Description);
  211. char *str = new char[size+1];
  212. wcstombs(str, desc.Description,size);
  213. str[size]='\0';
  214. String Description=str;
  215. SAFE_DELETE_ARRAY(str);
  216. dStrncpy(toAdd->mName, Description.c_str(), GFXAdapter::MaxAdapterNameLen);
  217. dStrncat(toAdd->mName, " (D3D11)", GFXAdapter::MaxAdapterNameLen);
  218. IDXGIOutput* pOutput = NULL;
  219. HRESULT hr;
  220. hr = EnumAdapter->EnumOutputs(adapterIndex, &pOutput);
  221. if(hr == DXGI_ERROR_NOT_FOUND)
  222. {
  223. SAFE_RELEASE(EnumAdapter);
  224. break;
  225. }
  226. if(FAILED(hr))
  227. AssertFatal(false, "GFXD3D11Device::enumerateAdapters -> EnumOutputs call failure");
  228. UINT numModes = 0;
  229. DXGI_MODE_DESC* displayModes = NULL;
  230. DXGI_FORMAT format = DXGI_FORMAT_B8G8R8A8_UNORM;
  231. // Get the number of elements
  232. hr = pOutput->GetDisplayModeList(format, 0, &numModes, NULL);
  233. if(FAILED(hr))
  234. AssertFatal(false, "GFXD3D11Device::enumerateAdapters -> GetDisplayModeList call failure");
  235. displayModes = new DXGI_MODE_DESC[numModes];
  236. // Get the list
  237. hr = pOutput->GetDisplayModeList(format, 0, &numModes, displayModes);
  238. if(FAILED(hr))
  239. AssertFatal(false, "GFXD3D11Device::enumerateAdapters -> GetDisplayModeList call failure");
  240. for(U32 numMode = 0; numMode < numModes; ++numMode)
  241. {
  242. GFXVideoMode vmAdd;
  243. vmAdd.fullScreen = true;
  244. vmAdd.bitDepth = 32;
  245. vmAdd.refreshRate = displayModes[numMode].RefreshRate.Numerator / displayModes[numMode].RefreshRate.Denominator;
  246. vmAdd.resolution.x = displayModes[numMode].Width;
  247. vmAdd.resolution.y = displayModes[numMode].Height;
  248. toAdd->mAvailableModes.push_back(vmAdd);
  249. }
  250. //Check adapater can handle feature level 10
  251. D3D_FEATURE_LEVEL deviceFeature;
  252. ID3D11Device *pTmpDevice = nullptr;
  253. // Create temp Direct3D11 device.
  254. bool suitable = true;
  255. UINT createDeviceFlags = D3D11_CREATE_DEVICE_SINGLETHREADED | D3D11_CREATE_DEVICE_BGRA_SUPPORT;
  256. hr = D3D11CreateDevice(EnumAdapter, D3D_DRIVER_TYPE_UNKNOWN, NULL, createDeviceFlags, NULL, 0, D3D11_SDK_VERSION, &pTmpDevice, &deviceFeature, NULL);
  257. if (FAILED(hr))
  258. suitable = false;
  259. if (deviceFeature < D3D_FEATURE_LEVEL_10_0)
  260. suitable = false;
  261. //double check we support required bgra format for LEVEL_10_0 & LEVEL_10_1
  262. if (deviceFeature == D3D_FEATURE_LEVEL_10_0 || deviceFeature == D3D_FEATURE_LEVEL_10_1)
  263. {
  264. U32 formatSupported = 0;
  265. pTmpDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupported);
  266. U32 flagsRequired = D3D11_FORMAT_SUPPORT_RENDER_TARGET | D3D11_FORMAT_SUPPORT_DISPLAY;
  267. if (!(formatSupported && flagsRequired))
  268. {
  269. Con::printf("DXGI adapter: %s does not support BGRA", Description.c_str());
  270. suitable = false;
  271. }
  272. }
  273. delete[] displayModes;
  274. SAFE_RELEASE(pTmpDevice);
  275. SAFE_RELEASE(pOutput);
  276. SAFE_RELEASE(EnumAdapter);
  277. if (suitable)
  278. {
  279. adapterList.push_back(toAdd);
  280. }
  281. else
  282. {
  283. Con::printf("DXGI adapter: %s does not support D3D11 feature level 10 or better", Description.c_str());
  284. delete toAdd;
  285. }
  286. }
  287. SAFE_RELEASE(DXGIFactory);
  288. }
  289. void GFXD3D11Device::enumerateVideoModes()
  290. {
  291. mVideoModes.clear();
  292. IDXGIAdapter1* EnumAdapter;
  293. IDXGIFactory1* DXGIFactory;
  294. HRESULT hr;
  295. hr = CreateDXGIFactory1(__uuidof(IDXGIFactory1), reinterpret_cast<void**>(&DXGIFactory));
  296. if (FAILED(hr))
  297. AssertFatal(false, "GFXD3D11Device::enumerateVideoModes -> CreateDXGIFactory1 call failure");
  298. for(U32 adapterIndex = 0; DXGIFactory->EnumAdapters1(adapterIndex, &EnumAdapter) != DXGI_ERROR_NOT_FOUND; ++adapterIndex)
  299. {
  300. IDXGIOutput* pOutput = NULL;
  301. hr = EnumAdapter->EnumOutputs(adapterIndex, &pOutput);
  302. if(hr == DXGI_ERROR_NOT_FOUND)
  303. {
  304. SAFE_RELEASE(EnumAdapter);
  305. break;
  306. }
  307. if(FAILED(hr))
  308. AssertFatal(false, "GFXD3D11Device::enumerateVideoModes -> EnumOutputs call failure");
  309. UINT numModes = 0;
  310. DXGI_MODE_DESC* displayModes = NULL;
  311. DXGI_FORMAT format = GFXD3D11TextureFormat[GFXFormatR8G8B8A8];
  312. // Get the number of elements
  313. hr = pOutput->GetDisplayModeList(format, 0, &numModes, NULL);
  314. if(FAILED(hr))
  315. AssertFatal(false, "GFXD3D11Device::enumerateVideoModes -> GetDisplayModeList call failure");
  316. displayModes = new DXGI_MODE_DESC[numModes];
  317. // Get the list
  318. hr = pOutput->GetDisplayModeList(format, 0, &numModes, displayModes);
  319. if(FAILED(hr))
  320. AssertFatal(false, "GFXD3D11Device::enumerateVideoModes -> GetDisplayModeList call failure");
  321. for(U32 numMode = 0; numMode < numModes; ++numMode)
  322. {
  323. GFXVideoMode toAdd;
  324. toAdd.fullScreen = false;
  325. toAdd.bitDepth = 32;
  326. toAdd.refreshRate = displayModes[numMode].RefreshRate.Numerator / displayModes[numMode].RefreshRate.Denominator;
  327. toAdd.resolution.x = displayModes[numMode].Width;
  328. toAdd.resolution.y = displayModes[numMode].Height;
  329. mVideoModes.push_back(toAdd);
  330. }
  331. delete[] displayModes;
  332. SAFE_RELEASE(pOutput);
  333. SAFE_RELEASE(EnumAdapter);
  334. }
  335. SAFE_RELEASE(DXGIFactory);
  336. }
  337. void GFXD3D11Device::init(const GFXVideoMode &mode, PlatformWindow *window)
  338. {
  339. AssertFatal(window, "GFXD3D11Device::init - must specify a window!");
  340. HWND hwnd = (HWND)window->getSystemWindow(PlatformWindow::WindowSystem_Windows);
  341. SetFocus(hwnd);//ensure window has focus
  342. UINT createDeviceFlags = D3D11_CREATE_DEVICE_SINGLETHREADED | D3D11_CREATE_DEVICE_BGRA_SUPPORT;
  343. #ifdef TORQUE_DEBUG
  344. createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  345. mDebugLayers = true;
  346. #endif
  347. D3D_DRIVER_TYPE driverType = D3D_DRIVER_TYPE_HARDWARE;// use D3D_DRIVER_TYPE_REFERENCE for reference device
  348. // create a device & device context
  349. HRESULT hres = D3D11CreateDevice(NULL,
  350. driverType,
  351. NULL,
  352. createDeviceFlags,
  353. NULL,
  354. 0,
  355. D3D11_SDK_VERSION,
  356. &mD3DDevice,
  357. &mFeatureLevel,
  358. &mD3DDeviceContext);
  359. if(FAILED(hres))
  360. {
  361. #ifdef TORQUE_DEBUG
  362. //try again without debug device layer enabled
  363. createDeviceFlags &= ~D3D11_CREATE_DEVICE_DEBUG;
  364. hres = D3D11CreateDevice(NULL,
  365. driverType,
  366. NULL,
  367. createDeviceFlags,
  368. NULL,
  369. 0,
  370. D3D11_SDK_VERSION,
  371. &mD3DDevice,
  372. &mFeatureLevel,
  373. &mD3DDeviceContext);
  374. //if we failed again than we definitely have a problem
  375. if (FAILED(hres))
  376. AssertFatal(false, "GFXD3D11Device::init - D3D11CreateDeviceAndSwapChain failed!");
  377. Con::warnf("GFXD3D11Device::init - Debug layers not detected!");
  378. mDebugLayers = false;
  379. #else
  380. AssertFatal(false, "GFXD3D11Device::init - D3D11CreateDeviceAndSwapChain failed!");
  381. #endif
  382. }
  383. #ifdef TORQUE_DEBUG
  384. _suppressDebugMessages();
  385. #endif
  386. mTextureManager = new GFXD3D11TextureManager();
  387. // Now reacquire all the resources we trashed earlier
  388. reacquireDefaultPoolResources();
  389. //set vert/pixel shader targets
  390. switch (mFeatureLevel)
  391. {
  392. case D3D_FEATURE_LEVEL_11_0:
  393. mVertexShaderTarget = "vs_5_0";
  394. mPixelShaderTarget = "ps_5_0";
  395. mPixVersion = 5.0f;
  396. mShaderModel = "50";
  397. break;
  398. case D3D_FEATURE_LEVEL_10_1:
  399. mVertexShaderTarget = "vs_4_1";
  400. mPixelShaderTarget = "ps_4_1";
  401. mPixVersion = 4.1f;
  402. mShaderModel = "41";
  403. break;
  404. case D3D_FEATURE_LEVEL_10_0:
  405. mVertexShaderTarget = "vs_4_0";
  406. mPixelShaderTarget = "ps_4_0";
  407. mPixVersion = 4.0f;
  408. mShaderModel = "40";
  409. break;
  410. default:
  411. AssertFatal(false, "GFXD3D11Device::init - We don't support this feature level");
  412. }
  413. D3D11_QUERY_DESC queryDesc;
  414. queryDesc.Query = D3D11_QUERY_OCCLUSION;
  415. queryDesc.MiscFlags = 0;
  416. ID3D11Query *testQuery = NULL;
  417. // detect occlusion query support
  418. if (SUCCEEDED(mD3DDevice->CreateQuery(&queryDesc, &testQuery))) mOcclusionQuerySupported = true;
  419. SAFE_RELEASE(testQuery);
  420. Con::printf("Hardware occlusion query detected: %s", mOcclusionQuerySupported ? "Yes" : "No");
  421. mCardProfiler = new GFXD3D11CardProfiler();
  422. mCardProfiler->init();
  423. gScreenShot = new ScreenShotD3D11;
  424. mInitialized = true;
  425. deviceInited();
  426. }
  427. // Supress any debug layer messages we don't want to see
  428. void GFXD3D11Device::_suppressDebugMessages()
  429. {
  430. if (mDebugLayers)
  431. {
  432. ID3D11Debug *pDebug = NULL;
  433. if (SUCCEEDED(mD3DDevice->QueryInterface(__uuidof(ID3D11Debug), (void**)&pDebug)))
  434. {
  435. ID3D11InfoQueue *pInfoQueue = NULL;
  436. if (SUCCEEDED(pDebug->QueryInterface(__uuidof(ID3D11InfoQueue), (void**)&pInfoQueue)))
  437. {
  438. //Disable breaking on error or corruption, this can be handy when using VS graphics debugging
  439. pInfoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, false);
  440. pInfoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, false);
  441. D3D11_MESSAGE_ID hide[] =
  442. {
  443. //this is harmless and no need to spam the console
  444. D3D11_MESSAGE_ID_QUERY_BEGIN_ABANDONING_PREVIOUS_RESULTS
  445. };
  446. D3D11_INFO_QUEUE_FILTER filter;
  447. memset(&filter, 0, sizeof(filter));
  448. filter.DenyList.NumIDs = _countof(hide);
  449. filter.DenyList.pIDList = hide;
  450. pInfoQueue->AddStorageFilterEntries(&filter);
  451. SAFE_RELEASE(pInfoQueue);
  452. }
  453. SAFE_RELEASE(pDebug);
  454. }
  455. }
  456. }
  457. bool GFXD3D11Device::beginSceneInternal()
  458. {
  459. mCanCurrentlyRender = true;
  460. return mCanCurrentlyRender;
  461. }
  462. GFXWindowTarget * GFXD3D11Device::allocWindowTarget(PlatformWindow *window)
  463. {
  464. AssertFatal(window,"GFXD3D11Device::allocWindowTarget - no window provided!");
  465. // Set up a new window target...
  466. GFXD3D11WindowTarget *gdwt = new GFXD3D11WindowTarget();
  467. gdwt->mWindow = window;
  468. gdwt->mSize = window->getClientExtent();
  469. if (!mInitialized)
  470. {
  471. gdwt->mSecondaryWindow = false;
  472. // Allocate the device.
  473. init(window->getVideoMode(), window);
  474. gdwt->initPresentationParams();
  475. gdwt->createSwapChain();
  476. gdwt->createBuffersAndViews();
  477. mSwapChain = gdwt->getSwapChain();
  478. mDeviceBackbuffer = gdwt->getBackBuffer();
  479. mDeviceDepthStencil = gdwt->getDepthStencil();
  480. mDeviceBackBufferView = gdwt->getBackBufferView();
  481. mDeviceDepthStencilView = gdwt->getDepthStencilView();
  482. }
  483. else //additional window/s
  484. {
  485. gdwt->mSecondaryWindow = true;
  486. gdwt->initPresentationParams();
  487. gdwt->createSwapChain();
  488. gdwt->createBuffersAndViews();
  489. }
  490. gdwt->registerResourceWithDevice(this);
  491. return gdwt;
  492. }
  493. GFXTextureTarget* GFXD3D11Device::allocRenderToTextureTarget()
  494. {
  495. GFXD3D11TextureTarget *targ = new GFXD3D11TextureTarget();
  496. targ->registerResourceWithDevice(this);
  497. return targ;
  498. }
  499. void GFXD3D11Device::beginReset()
  500. {
  501. if (!mD3DDevice)
  502. return;
  503. mInitialized = false;
  504. releaseDefaultPoolResources();
  505. // Clean up some commonly dangling state. This helps prevents issues with
  506. // items that are destroyed by the texture manager callbacks and recreated
  507. // later, but still left bound.
  508. setVertexBuffer(NULL);
  509. setPrimitiveBuffer(NULL);
  510. for (S32 i = 0; i<getNumSamplers(); i++)
  511. setTexture(i, NULL);
  512. mD3DDeviceContext->ClearState();
  513. //release old buffers and views
  514. SAFE_RELEASE(mDeviceDepthStencilView);
  515. SAFE_RELEASE(mDeviceBackBufferView);
  516. SAFE_RELEASE(mDeviceDepthStencil);
  517. SAFE_RELEASE(mDeviceBackbuffer);
  518. }
  519. void GFXD3D11Device::endReset(GFXD3D11WindowTarget *windowTarget)
  520. {
  521. //grab new references
  522. mDeviceBackbuffer = windowTarget->getBackBuffer();
  523. mDeviceDepthStencil = windowTarget->getDepthStencil();
  524. mDeviceBackBufferView = windowTarget->getBackBufferView();
  525. mDeviceDepthStencilView = windowTarget->getDepthStencilView();
  526. mD3DDeviceContext->OMSetRenderTargets(1, &mDeviceBackBufferView, mDeviceDepthStencilView);
  527. // Now reacquire all the resources we trashed earlier
  528. reacquireDefaultPoolResources();
  529. mInitialized = true;
  530. // Mark everything dirty and flush to card, for sanity.
  531. updateStates(true);
  532. }
  533. void GFXD3D11Device::setupGenericShaders(GenericShaderType type)
  534. {
  535. AssertFatal(type != GSTargetRestore, ""); //not used
  536. if(mGenericShader[GSColor] == NULL)
  537. {
  538. ShaderData *shaderData;
  539. //shader model 4.0 is enough for the generic shaders
  540. const char* shaderModel = "4.0";
  541. shaderData = new ShaderData();
  542. shaderData->setField("DXVertexShaderFile", "shaders/common/fixedFunction/colorV.hlsl");
  543. shaderData->setField("DXPixelShaderFile", "shaders/common/fixedFunction/colorP.hlsl");
  544. shaderData->setField("pixVersion", shaderModel);
  545. shaderData->registerObject();
  546. mGenericShader[GSColor] = shaderData->getShader();
  547. mGenericShaderBuffer[GSColor] = mGenericShader[GSColor]->allocConstBuffer();
  548. mModelViewProjSC[GSColor] = mGenericShader[GSColor]->getShaderConstHandle("$modelView");
  549. Sim::getRootGroup()->addObject(shaderData);
  550. shaderData = new ShaderData();
  551. shaderData->setField("DXVertexShaderFile", "shaders/common/fixedFunction/modColorTextureV.hlsl");
  552. shaderData->setField("DXPixelShaderFile", "shaders/common/fixedFunction/modColorTextureP.hlsl");
  553. shaderData->setField("pixVersion", shaderModel);
  554. shaderData->registerObject();
  555. mGenericShader[GSModColorTexture] = shaderData->getShader();
  556. mGenericShaderBuffer[GSModColorTexture] = mGenericShader[GSModColorTexture]->allocConstBuffer();
  557. mModelViewProjSC[GSModColorTexture] = mGenericShader[GSModColorTexture]->getShaderConstHandle("$modelView");
  558. Sim::getRootGroup()->addObject(shaderData);
  559. shaderData = new ShaderData();
  560. shaderData->setField("DXVertexShaderFile", "shaders/common/fixedFunction/addColorTextureV.hlsl");
  561. shaderData->setField("DXPixelShaderFile", "shaders/common/fixedFunction/addColorTextureP.hlsl");
  562. shaderData->setField("pixVersion", shaderModel);
  563. shaderData->registerObject();
  564. mGenericShader[GSAddColorTexture] = shaderData->getShader();
  565. mGenericShaderBuffer[GSAddColorTexture] = mGenericShader[GSAddColorTexture]->allocConstBuffer();
  566. mModelViewProjSC[GSAddColorTexture] = mGenericShader[GSAddColorTexture]->getShaderConstHandle("$modelView");
  567. Sim::getRootGroup()->addObject(shaderData);
  568. shaderData = new ShaderData();
  569. shaderData->setField("DXVertexShaderFile", "shaders/common/fixedFunction/textureV.hlsl");
  570. shaderData->setField("DXPixelShaderFile", "shaders/common/fixedFunction/textureP.hlsl");
  571. shaderData->setField("pixVersion", shaderModel);
  572. shaderData->registerObject();
  573. mGenericShader[GSTexture] = shaderData->getShader();
  574. mGenericShaderBuffer[GSTexture] = mGenericShader[GSTexture]->allocConstBuffer();
  575. mModelViewProjSC[GSTexture] = mGenericShader[GSTexture]->getShaderConstHandle("$modelView");
  576. Sim::getRootGroup()->addObject(shaderData);
  577. //Force an update
  578. mViewportDirty = true;
  579. _updateRenderTargets();
  580. }
  581. MatrixF tempMatrix = mProjectionMatrix * mViewMatrix * mWorldMatrix[mWorldStackSize];
  582. mGenericShaderBuffer[type]->setSafe(mModelViewProjSC[type], tempMatrix);
  583. setShader(mGenericShader[type]);
  584. setShaderConstBuffer(mGenericShaderBuffer[type]);
  585. }
  586. //-----------------------------------------------------------------------------
  587. /// Creates a state block object based on the desc passed in. This object
  588. /// represents an immutable state.
  589. GFXStateBlockRef GFXD3D11Device::createStateBlockInternal(const GFXStateBlockDesc& desc)
  590. {
  591. return GFXStateBlockRef(new GFXD3D11StateBlock(desc));
  592. }
  593. /// Activates a stateblock
  594. void GFXD3D11Device::setStateBlockInternal(GFXStateBlock* block, bool force)
  595. {
  596. AssertFatal(static_cast<GFXD3D11StateBlock*>(block), "Incorrect stateblock type for this device!");
  597. GFXD3D11StateBlock* d3dBlock = static_cast<GFXD3D11StateBlock*>(block);
  598. GFXD3D11StateBlock* d3dCurrent = static_cast<GFXD3D11StateBlock*>(mCurrentStateBlock.getPointer());
  599. if (force)
  600. d3dCurrent = NULL;
  601. d3dBlock->activate(d3dCurrent);
  602. }
  603. /// Called by base GFXDevice to actually set a const buffer
  604. void GFXD3D11Device::setShaderConstBufferInternal(GFXShaderConstBuffer* buffer)
  605. {
  606. if (buffer)
  607. {
  608. PROFILE_SCOPE(GFXD3D11Device_setShaderConstBufferInternal);
  609. AssertFatal(static_cast<GFXD3D11ShaderConstBuffer*>(buffer), "Incorrect shader const buffer type for this device!");
  610. GFXD3D11ShaderConstBuffer* d3dBuffer = static_cast<GFXD3D11ShaderConstBuffer*>(buffer);
  611. d3dBuffer->activate(mCurrentConstBuffer);
  612. mCurrentConstBuffer = d3dBuffer;
  613. }
  614. else
  615. {
  616. mCurrentConstBuffer = NULL;
  617. }
  618. }
  619. //-----------------------------------------------------------------------------
  620. void GFXD3D11Device::clear(U32 flags, ColorI color, F32 z, U32 stencil)
  621. {
  622. // Make sure we have flushed our render target state.
  623. _updateRenderTargets();
  624. UINT depthstencilFlag = 0;
  625. ID3D11RenderTargetView* rtView = NULL;
  626. ID3D11DepthStencilView* dsView = NULL;
  627. mD3DDeviceContext->OMGetRenderTargets(1, &rtView, &dsView);
  628. const FLOAT clearColor[4] = {
  629. static_cast<F32>(color.red) * (1.0f / 255.0f),
  630. static_cast<F32>(color.green) * (1.0f / 255.0f),
  631. static_cast<F32>(color.blue) * (1.0f / 255.0f),
  632. static_cast<F32>(color.alpha) * (1.0f / 255.0f)
  633. };
  634. if (flags & GFXClearTarget && rtView)
  635. mD3DDeviceContext->ClearRenderTargetView(rtView, clearColor);
  636. if (flags & GFXClearZBuffer)
  637. depthstencilFlag |= D3D11_CLEAR_DEPTH;
  638. if (flags & GFXClearStencil)
  639. depthstencilFlag |= D3D11_CLEAR_STENCIL;
  640. if (depthstencilFlag && dsView)
  641. mD3DDeviceContext->ClearDepthStencilView(dsView, depthstencilFlag, z, stencil);
  642. SAFE_RELEASE(rtView);
  643. SAFE_RELEASE(dsView);
  644. }
  645. void GFXD3D11Device::endSceneInternal()
  646. {
  647. mCanCurrentlyRender = false;
  648. }
  649. void GFXD3D11Device::_updateRenderTargets()
  650. {
  651. if (mRTDirty || (mCurrentRT && mCurrentRT->isPendingState()))
  652. {
  653. if (mRTDeactivate)
  654. {
  655. mRTDeactivate->deactivate();
  656. mRTDeactivate = NULL;
  657. }
  658. // NOTE: The render target changes are not really accurate
  659. // as the GFXTextureTarget supports MRT internally. So when
  660. // we activate a GFXTarget it could result in multiple calls
  661. // to SetRenderTarget on the actual device.
  662. mDeviceStatistics.mRenderTargetChanges++;
  663. mCurrentRT->activate();
  664. mRTDirty = false;
  665. }
  666. if (mViewportDirty)
  667. {
  668. D3D11_VIEWPORT viewport;
  669. viewport.TopLeftX = mViewport.point.x;
  670. viewport.TopLeftY = mViewport.point.y;
  671. viewport.Width = mViewport.extent.x;
  672. viewport.Height = mViewport.extent.y;
  673. viewport.MinDepth = 0.0f;
  674. viewport.MaxDepth = 1.0f;
  675. mD3DDeviceContext->RSSetViewports(1, &viewport);
  676. mViewportDirty = false;
  677. }
  678. }
  679. void GFXD3D11Device::releaseDefaultPoolResources()
  680. {
  681. // Release all the dynamic vertex buffer arrays
  682. // Forcibly clean up the pools
  683. for(U32 i=0; i<mVolatileVBList.size(); i++)
  684. {
  685. SAFE_RELEASE(mVolatileVBList[i]->vb);
  686. mVolatileVBList[i] = NULL;
  687. }
  688. mVolatileVBList.setSize(0);
  689. // We gotta clear the current const buffer else the next
  690. // activate may erroneously think the device is still holding
  691. // this state and fail to set it.
  692. mCurrentConstBuffer = NULL;
  693. // Set current VB to NULL and set state dirty
  694. for (U32 i=0; i < VERTEX_STREAM_COUNT; i++)
  695. {
  696. mCurrentVertexBuffer[i] = NULL;
  697. mVertexBufferDirty[i] = true;
  698. mVertexBufferFrequency[i] = 0;
  699. mVertexBufferFrequencyDirty[i] = true;
  700. }
  701. // Release dynamic index buffer
  702. if(mDynamicPB != NULL)
  703. {
  704. SAFE_RELEASE(mDynamicPB->ib);
  705. }
  706. // Set current PB/IB to NULL and set state dirty
  707. mCurrentPrimitiveBuffer = NULL;
  708. mCurrentPB = NULL;
  709. mPrimitiveBufferDirty = true;
  710. // Zombify texture manager (for D3D this only modifies default pool textures)
  711. if( mTextureManager )
  712. mTextureManager->zombify();
  713. // Set global dirty state so the IB/PB and VB get reset
  714. mStateDirty = true;
  715. // Walk the resource list and zombify everything.
  716. GFXResource *walk = mResourceListHead;
  717. while(walk)
  718. {
  719. walk->zombify();
  720. walk = walk->getNextResource();
  721. }
  722. }
  723. void GFXD3D11Device::reacquireDefaultPoolResources()
  724. {
  725. // Now do the dynamic index buffers
  726. if( mDynamicPB == NULL )
  727. mDynamicPB = new GFXD3D11PrimitiveBuffer(this, 0, 0, GFXBufferTypeDynamic);
  728. D3D11_BUFFER_DESC desc;
  729. desc.ByteWidth = sizeof(U16) * MAX_DYNAMIC_INDICES;
  730. desc.Usage = D3D11_USAGE_DYNAMIC;
  731. desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
  732. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  733. desc.MiscFlags = 0;
  734. desc.StructureByteStride = 0;
  735. HRESULT hr = D3D11DEVICE->CreateBuffer(&desc, NULL, &mDynamicPB->ib);
  736. if(FAILED(hr))
  737. {
  738. AssertFatal(false, "Failed to allocate dynamic IB");
  739. }
  740. // Walk the resource list and zombify everything.
  741. GFXResource *walk = mResourceListHead;
  742. while(walk)
  743. {
  744. walk->resurrect();
  745. walk = walk->getNextResource();
  746. }
  747. if(mTextureManager)
  748. mTextureManager->resurrect();
  749. }
  750. GFXD3D11VertexBuffer* GFXD3D11Device::findVBPool( const GFXVertexFormat *vertexFormat, U32 vertsNeeded )
  751. {
  752. PROFILE_SCOPE( GFXD3D11Device_findVBPool );
  753. for( U32 i=0; i<mVolatileVBList.size(); i++ )
  754. if( mVolatileVBList[i]->mVertexFormat.isEqual( *vertexFormat ) )
  755. return mVolatileVBList[i];
  756. return NULL;
  757. }
  758. GFXD3D11VertexBuffer * GFXD3D11Device::createVBPool( const GFXVertexFormat *vertexFormat, U32 vertSize )
  759. {
  760. PROFILE_SCOPE( GFXD3D11Device_createVBPool );
  761. // this is a bit funky, but it will avoid problems with (lack of) copy constructors
  762. // with a push_back() situation
  763. mVolatileVBList.increment();
  764. StrongRefPtr<GFXD3D11VertexBuffer> newBuff;
  765. mVolatileVBList.last() = new GFXD3D11VertexBuffer();
  766. newBuff = mVolatileVBList.last();
  767. newBuff->mNumVerts = 0;
  768. newBuff->mBufferType = GFXBufferTypeVolatile;
  769. newBuff->mVertexFormat.copy( *vertexFormat );
  770. newBuff->mVertexSize = vertSize;
  771. newBuff->mDevice = this;
  772. // Requesting it will allocate it.
  773. vertexFormat->getDecl();
  774. D3D11_BUFFER_DESC desc;
  775. desc.ByteWidth = vertSize * MAX_DYNAMIC_VERTS;
  776. desc.Usage = D3D11_USAGE_DYNAMIC;
  777. desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
  778. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  779. desc.MiscFlags = 0;
  780. desc.StructureByteStride = 0;
  781. HRESULT hr = D3D11DEVICE->CreateBuffer(&desc, NULL, &newBuff->vb);
  782. if(FAILED(hr))
  783. {
  784. AssertFatal(false, "Failed to allocate dynamic VB");
  785. }
  786. return newBuff;
  787. }
  788. //-----------------------------------------------------------------------------
  789. void GFXD3D11Device::setClipRect( const RectI &inRect )
  790. {
  791. // We transform the incoming rect by the view
  792. // matrix first, so that it can be used to pan
  793. // and scale the clip rect.
  794. //
  795. // This is currently used to take tiled screenshots.
  796. Point3F pos( inRect.point.x, inRect.point.y, 0.0f );
  797. Point3F extent( inRect.extent.x, inRect.extent.y, 0.0f );
  798. getViewMatrix().mulP( pos );
  799. getViewMatrix().mulV( extent );
  800. RectI rect( pos.x, pos.y, extent.x, extent.y );
  801. // Clip the rect against the renderable size.
  802. Point2I size = mCurrentRT->getSize();
  803. RectI maxRect(Point2I(0,0), size);
  804. rect.intersect(maxRect);
  805. mClipRect = rect;
  806. F32 l = F32( mClipRect.point.x );
  807. F32 r = F32( mClipRect.point.x + mClipRect.extent.x );
  808. F32 b = F32( mClipRect.point.y + mClipRect.extent.y );
  809. F32 t = F32( mClipRect.point.y );
  810. // Set up projection matrix,
  811. static Point4F pt;
  812. pt.set(2.0f / (r - l), 0.0f, 0.0f, 0.0f);
  813. mTempMatrix.setColumn(0, pt);
  814. pt.set(0.0f, 2.0f/(t - b), 0.0f, 0.0f);
  815. mTempMatrix.setColumn(1, pt);
  816. pt.set(0.0f, 0.0f, 1.0f, 0.0f);
  817. mTempMatrix.setColumn(2, pt);
  818. pt.set((l+r)/(l-r), (t+b)/(b-t), 1.0f, 1.0f);
  819. mTempMatrix.setColumn(3, pt);
  820. setProjectionMatrix( mTempMatrix );
  821. // Set up world/view matrix
  822. mTempMatrix.identity();
  823. setWorldMatrix( mTempMatrix );
  824. setViewport( mClipRect );
  825. }
  826. void GFXD3D11Device::setVertexStream( U32 stream, GFXVertexBuffer *buffer )
  827. {
  828. GFXD3D11VertexBuffer *d3dBuffer = static_cast<GFXD3D11VertexBuffer*>( buffer );
  829. if ( stream == 0 )
  830. {
  831. // Set the volatile buffer which is used to
  832. // offset the start index when doing draw calls.
  833. if ( d3dBuffer && d3dBuffer->mVolatileStart > 0 )
  834. mVolatileVB = d3dBuffer;
  835. else
  836. mVolatileVB = NULL;
  837. }
  838. // NOTE: We do not use the stream offset here for stream 0
  839. // as that feature is *supposedly* not as well supported as
  840. // using the start index in drawPrimitive.
  841. //
  842. // If we can verify that this is not the case then we should
  843. // start using this method exclusively for all streams.
  844. U32 strides[1] = { d3dBuffer ? d3dBuffer->mVertexSize : 0 };
  845. U32 offset = d3dBuffer && stream != 0 ? d3dBuffer->mVolatileStart * d3dBuffer->mVertexSize : 0;
  846. ID3D11Buffer* buff = d3dBuffer ? d3dBuffer->vb : NULL;
  847. getDeviceContext()->IASetVertexBuffers(stream, 1, &buff, strides, &offset);
  848. }
  849. void GFXD3D11Device::setVertexStreamFrequency( U32 stream, U32 frequency )
  850. {
  851. if (stream == 0)
  852. mDrawInstancesCount = frequency; // instances count
  853. }
  854. void GFXD3D11Device::_setPrimitiveBuffer( GFXPrimitiveBuffer *buffer )
  855. {
  856. mCurrentPB = static_cast<GFXD3D11PrimitiveBuffer *>( buffer );
  857. mD3DDeviceContext->IASetIndexBuffer(mCurrentPB->ib, DXGI_FORMAT_R16_UINT, 0);
  858. }
  859. U32 GFXD3D11Device::primCountToIndexCount(GFXPrimitiveType primType, U32 primitiveCount)
  860. {
  861. switch (primType)
  862. {
  863. case GFXPointList:
  864. return primitiveCount;
  865. break;
  866. case GFXLineList:
  867. return primitiveCount * 2;
  868. break;
  869. case GFXLineStrip:
  870. return primitiveCount + 1;
  871. break;
  872. case GFXTriangleList:
  873. return primitiveCount * 3;
  874. break;
  875. case GFXTriangleStrip:
  876. return 2 + primitiveCount;
  877. break;
  878. default:
  879. AssertFatal(false, "GFXGLDevice::primCountToIndexCount - unrecognized prim type");
  880. break;
  881. }
  882. return 0;
  883. }
  884. void GFXD3D11Device::drawPrimitive( GFXPrimitiveType primType, U32 vertexStart, U32 primitiveCount )
  885. {
  886. // This is done to avoid the function call overhead if possible
  887. if( mStateDirty )
  888. updateStates();
  889. if (mCurrentShaderConstBuffer)
  890. setShaderConstBufferInternal(mCurrentShaderConstBuffer);
  891. if ( mVolatileVB )
  892. vertexStart += mVolatileVB->mVolatileStart;
  893. mD3DDeviceContext->IASetPrimitiveTopology(GFXD3D11PrimType[primType]);
  894. if ( mDrawInstancesCount )
  895. mD3DDeviceContext->DrawInstanced(primCountToIndexCount(primType, primitiveCount), mDrawInstancesCount, vertexStart, 0);
  896. else
  897. mD3DDeviceContext->Draw(primCountToIndexCount(primType, primitiveCount), vertexStart);
  898. mDeviceStatistics.mDrawCalls++;
  899. if ( mVertexBufferFrequency[0] > 1 )
  900. mDeviceStatistics.mPolyCount += primitiveCount * mVertexBufferFrequency[0];
  901. else
  902. mDeviceStatistics.mPolyCount += primitiveCount;
  903. }
  904. void GFXD3D11Device::drawIndexedPrimitive( GFXPrimitiveType primType,
  905. U32 startVertex,
  906. U32 minIndex,
  907. U32 numVerts,
  908. U32 startIndex,
  909. U32 primitiveCount )
  910. {
  911. // This is done to avoid the function call overhead if possible
  912. if( mStateDirty )
  913. updateStates();
  914. if (mCurrentShaderConstBuffer)
  915. setShaderConstBufferInternal(mCurrentShaderConstBuffer);
  916. AssertFatal( mCurrentPB != NULL, "Trying to call drawIndexedPrimitive with no current index buffer, call setIndexBuffer()" );
  917. if ( mVolatileVB )
  918. startVertex += mVolatileVB->mVolatileStart;
  919. mD3DDeviceContext->IASetPrimitiveTopology(GFXD3D11PrimType[primType]);
  920. if ( mDrawInstancesCount )
  921. mD3DDeviceContext->DrawIndexedInstanced(primCountToIndexCount(primType, primitiveCount), mDrawInstancesCount, mCurrentPB->mVolatileStart + startIndex, startVertex, 0);
  922. else
  923. mD3DDeviceContext->DrawIndexed(primCountToIndexCount(primType,primitiveCount), mCurrentPB->mVolatileStart + startIndex, startVertex);
  924. mDeviceStatistics.mDrawCalls++;
  925. if ( mVertexBufferFrequency[0] > 1 )
  926. mDeviceStatistics.mPolyCount += primitiveCount * mVertexBufferFrequency[0];
  927. else
  928. mDeviceStatistics.mPolyCount += primitiveCount;
  929. }
  930. GFXShader* GFXD3D11Device::createShader()
  931. {
  932. GFXD3D11Shader* shader = new GFXD3D11Shader();
  933. shader->registerResourceWithDevice( this );
  934. return shader;
  935. }
  936. //-----------------------------------------------------------------------------
  937. // Set shader - this function exists to make sure this is done in one place,
  938. // and to make sure redundant shader states are not being
  939. // sent to the card.
  940. //-----------------------------------------------------------------------------
  941. void GFXD3D11Device::setShader(GFXShader *shader, bool force)
  942. {
  943. if(shader)
  944. {
  945. GFXD3D11Shader *d3dShader = static_cast<GFXD3D11Shader*>(shader);
  946. if (d3dShader->mPixShader != mLastPixShader || force)
  947. {
  948. mD3DDeviceContext->PSSetShader( d3dShader->mPixShader, NULL, 0);
  949. mLastPixShader = d3dShader->mPixShader;
  950. }
  951. if (d3dShader->mVertShader != mLastVertShader || force)
  952. {
  953. mD3DDeviceContext->VSSetShader( d3dShader->mVertShader, NULL, 0);
  954. mLastVertShader = d3dShader->mVertShader;
  955. }
  956. }
  957. else
  958. {
  959. setupGenericShaders();
  960. }
  961. }
  962. GFXPrimitiveBuffer * GFXD3D11Device::allocPrimitiveBuffer(U32 numIndices, U32 numPrimitives, GFXBufferType bufferType, void *data )
  963. {
  964. // Allocate a buffer to return
  965. GFXD3D11PrimitiveBuffer * res = new GFXD3D11PrimitiveBuffer(this, numIndices, numPrimitives, bufferType);
  966. // Determine usage flags
  967. D3D11_USAGE usage = D3D11_USAGE_DEFAULT;
  968. // Assumptions:
  969. // - static buffers are write once, use many
  970. // - dynamic buffers are write many, use many
  971. // - volatile buffers are write once, use once
  972. // You may never read from a buffer.
  973. //TODO: enable proper support for D3D11_USAGE_IMMUTABLE
  974. switch(bufferType)
  975. {
  976. case GFXBufferTypeImmutable:
  977. case GFXBufferTypeStatic:
  978. usage = D3D11_USAGE_DEFAULT; //D3D11_USAGE_IMMUTABLE;
  979. break;
  980. case GFXBufferTypeDynamic:
  981. case GFXBufferTypeVolatile:
  982. usage = D3D11_USAGE_DYNAMIC;
  983. break;
  984. }
  985. // Register resource
  986. res->registerResourceWithDevice(this);
  987. // Create d3d index buffer
  988. if(bufferType == GFXBufferTypeVolatile)
  989. {
  990. // Get it from the pool if it's a volatile...
  991. AssertFatal(numIndices < MAX_DYNAMIC_INDICES, "Cannot allocate that many indices in a volatile buffer, increase MAX_DYNAMIC_INDICES.");
  992. res->ib = mDynamicPB->ib;
  993. res->mVolatileBuffer = mDynamicPB;
  994. }
  995. else
  996. {
  997. // Otherwise, get it as a seperate buffer...
  998. D3D11_BUFFER_DESC desc;
  999. desc.ByteWidth = sizeof(U16) * numIndices;
  1000. desc.Usage = usage;
  1001. if(bufferType == GFXBufferTypeDynamic)
  1002. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; // We never allow reading from a primitive buffer.
  1003. else
  1004. desc.CPUAccessFlags = 0;
  1005. desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
  1006. desc.MiscFlags = 0;
  1007. desc.StructureByteStride = 0;
  1008. HRESULT hr = D3D11DEVICE->CreateBuffer(&desc, NULL, &res->ib);
  1009. if(FAILED(hr))
  1010. {
  1011. AssertFatal(false, "Failed to allocate an index buffer.");
  1012. }
  1013. }
  1014. if (data)
  1015. {
  1016. void* dest;
  1017. res->lock(0, numIndices, &dest);
  1018. dMemcpy(dest, data, sizeof(U16) * numIndices);
  1019. res->unlock();
  1020. }
  1021. return res;
  1022. }
  1023. GFXVertexBuffer * GFXD3D11Device::allocVertexBuffer(U32 numVerts, const GFXVertexFormat *vertexFormat, U32 vertSize, GFXBufferType bufferType, void *data)
  1024. {
  1025. PROFILE_SCOPE( GFXD3D11Device_allocVertexBuffer );
  1026. GFXD3D11VertexBuffer *res = new GFXD3D11VertexBuffer( this,
  1027. numVerts,
  1028. vertexFormat,
  1029. vertSize,
  1030. bufferType );
  1031. // Determine usage flags
  1032. D3D11_USAGE usage = D3D11_USAGE_DEFAULT;
  1033. res->mNumVerts = 0;
  1034. // Assumptions:
  1035. // - static buffers are write once, use many
  1036. // - dynamic buffers are write many, use many
  1037. // - volatile buffers are write once, use once
  1038. // You may never read from a buffer.
  1039. //TODO: enable proper support for D3D11_USAGE_IMMUTABLE
  1040. switch(bufferType)
  1041. {
  1042. case GFXBufferTypeImmutable:
  1043. case GFXBufferTypeStatic:
  1044. usage = D3D11_USAGE_DEFAULT;
  1045. break;
  1046. case GFXBufferTypeDynamic:
  1047. case GFXBufferTypeVolatile:
  1048. usage = D3D11_USAGE_DYNAMIC;
  1049. break;
  1050. }
  1051. // Register resource
  1052. res->registerResourceWithDevice(this);
  1053. // Create vertex buffer
  1054. if(bufferType == GFXBufferTypeVolatile)
  1055. {
  1056. // NOTE: Volatile VBs are pooled and will be allocated at lock time.
  1057. AssertFatal(numVerts <= MAX_DYNAMIC_VERTS, "GFXD3D11Device::allocVertexBuffer - Volatile vertex buffer is too big... see MAX_DYNAMIC_VERTS!");
  1058. }
  1059. else
  1060. {
  1061. // Requesting it will allocate it.
  1062. vertexFormat->getDecl(); //-ALEX disabled to postpone until after shader is actually set...
  1063. // Get a new buffer...
  1064. D3D11_BUFFER_DESC desc;
  1065. desc.ByteWidth = vertSize * numVerts;
  1066. desc.Usage = usage;
  1067. desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
  1068. if(bufferType == GFXBufferTypeDynamic)
  1069. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; // We never allow reading from a vertex buffer.
  1070. else
  1071. desc.CPUAccessFlags = 0;
  1072. desc.MiscFlags = 0;
  1073. desc.StructureByteStride = 0;
  1074. HRESULT hr = D3D11DEVICE->CreateBuffer(&desc, NULL, &res->vb);
  1075. if(FAILED(hr))
  1076. {
  1077. AssertFatal(false, "Failed to allocate VB");
  1078. }
  1079. }
  1080. res->mNumVerts = numVerts;
  1081. if (data)
  1082. {
  1083. void* dest;
  1084. res->lock(0, numVerts, &dest);
  1085. dMemcpy(dest, data, vertSize * numVerts);
  1086. res->unlock();
  1087. }
  1088. return res;
  1089. }
  1090. String GFXD3D11Device::_createTempShaderInternal(const GFXVertexFormat *vertexFormat)
  1091. {
  1092. U32 elemCount = vertexFormat->getElementCount();
  1093. //Input data
  1094. StringBuilder inputData;
  1095. inputData.append("struct VertIn {");
  1096. //Output data
  1097. StringBuilder outputData;
  1098. outputData.append("struct VertOut {");
  1099. // Shader main body data
  1100. StringBuilder mainBodyData;
  1101. //make shader
  1102. mainBodyData.append("VertOut main(VertIn IN){VertOut OUT;");
  1103. bool addedPadding = false;
  1104. for (U32 i = 0; i < elemCount; i++)
  1105. {
  1106. const GFXVertexElement &element = vertexFormat->getElement(i);
  1107. String semantic = element.getSemantic();
  1108. String semanticOut = semantic;
  1109. String type;
  1110. AssertFatal(!(addedPadding && !element.isSemantic(GFXSemantic::PADDING)), "Padding added before data");
  1111. if (element.isSemantic(GFXSemantic::POSITION))
  1112. {
  1113. semantic = "POSITION";
  1114. semanticOut = "SV_Position";
  1115. }
  1116. else if (element.isSemantic(GFXSemantic::NORMAL))
  1117. {
  1118. semantic = "NORMAL";
  1119. semanticOut = semantic;
  1120. }
  1121. else if (element.isSemantic(GFXSemantic::COLOR))
  1122. {
  1123. semantic = "COLOR";
  1124. semanticOut = semantic;
  1125. }
  1126. else if (element.isSemantic(GFXSemantic::TANGENT))
  1127. {
  1128. semantic = "TANGENT";
  1129. semanticOut = semantic;
  1130. }
  1131. else if (element.isSemantic(GFXSemantic::BINORMAL))
  1132. {
  1133. semantic = "BINORMAL";
  1134. semanticOut = semantic;
  1135. }
  1136. else if (element.isSemantic(GFXSemantic::BLENDINDICES))
  1137. {
  1138. semantic = String::ToString("BLENDINDICES%d", element.getSemanticIndex());
  1139. semanticOut = semantic;
  1140. }
  1141. else if (element.isSemantic(GFXSemantic::BLENDWEIGHT))
  1142. {
  1143. semantic = String::ToString("BLENDWEIGHT%d", element.getSemanticIndex());
  1144. semanticOut = semantic;
  1145. }
  1146. else if (element.isSemantic(GFXSemantic::PADDING))
  1147. {
  1148. addedPadding = true;
  1149. continue;
  1150. }
  1151. else
  1152. {
  1153. //Anything that falls thru to here will be a texture coord.
  1154. semantic = String::ToString("TEXCOORD%d", element.getSemanticIndex());
  1155. semanticOut = semantic;
  1156. }
  1157. switch (GFXD3D11DeclType[element.getType()])
  1158. {
  1159. case DXGI_FORMAT_R32_FLOAT:
  1160. type = "float";
  1161. break;
  1162. case DXGI_FORMAT_R32G32_FLOAT:
  1163. type = "float2";
  1164. break;
  1165. case DXGI_FORMAT_R32G32B32_FLOAT:
  1166. type = "float3";
  1167. break;
  1168. case DXGI_FORMAT_R32G32B32A32_FLOAT:
  1169. case DXGI_FORMAT_B8G8R8A8_UNORM:
  1170. case DXGI_FORMAT_R8G8B8A8_UNORM:
  1171. type = "float4";
  1172. break;
  1173. case DXGI_FORMAT_R8G8B8A8_UINT:
  1174. type = "uint4";
  1175. break;
  1176. }
  1177. StringBuilder in;
  1178. in.format("%s %s%d : %s;", type.c_str(), "var", i, semantic.c_str());
  1179. inputData.append(in.data());
  1180. //SV_Position must be float4
  1181. if (semanticOut == String("SV_Position"))
  1182. {
  1183. StringBuilder out;
  1184. out.format("float4 %s%d : %s;", "var", i, semanticOut.c_str());
  1185. outputData.append(out.data());
  1186. StringBuilder body;
  1187. body.format("OUT.%s%d = float4(IN.%s%d.xyz,1);", "var", i, "var", i);
  1188. mainBodyData.append(body.data());
  1189. }
  1190. else
  1191. {
  1192. StringBuilder out;
  1193. out.format("%s %s%d : %s;", type.c_str(), "var", i, semanticOut.c_str());
  1194. outputData.append(out.data());
  1195. StringBuilder body;
  1196. body.format("OUT.%s%d = IN.%s%d;", "var", i, "var", i);
  1197. mainBodyData.append(body.data());
  1198. }
  1199. }
  1200. inputData.append("};");
  1201. outputData.append("};");
  1202. mainBodyData.append("return OUT;}");
  1203. //final data
  1204. StringBuilder finalData;
  1205. finalData.append(inputData.data());
  1206. finalData.append(outputData.data());
  1207. finalData.append(mainBodyData.data());
  1208. return String(finalData.data());
  1209. }
  1210. GFXVertexDecl* GFXD3D11Device::allocVertexDecl( const GFXVertexFormat *vertexFormat )
  1211. {
  1212. PROFILE_SCOPE( GFXD3D11Device_allocVertexDecl );
  1213. // First check the map... you shouldn't allocate VBs very often
  1214. // if you want performance. The map lookup should never become
  1215. // a performance bottleneck.
  1216. D3D11VertexDecl *decl = mVertexDecls[vertexFormat->getDescription()];
  1217. if ( decl )
  1218. return decl;
  1219. U32 elemCount = vertexFormat->getElementCount();
  1220. ID3DBlob* code = NULL;
  1221. // We have to generate a temporary shader here for now since the input layout creation
  1222. // expects a shader to be already compiled to verify the vertex layout structure. The problem
  1223. // is that most of the time the regular shaders are compiled AFTER allocVertexDecl is called.
  1224. if(!decl)
  1225. {
  1226. //TODO: Perhaps save/cache the ID3DBlob for later use on identical vertex formats,save creating/compiling the temp shader everytime
  1227. String shaderData = _createTempShaderInternal(vertexFormat);
  1228. #ifdef TORQUE_DEBUG
  1229. U32 flags = D3DCOMPILE_DEBUG | D3DCOMPILE_ENABLE_STRICTNESS | D3DCOMPILE_WARNINGS_ARE_ERRORS;
  1230. #else
  1231. U32 flags = D3DCOMPILE_ENABLE_STRICTNESS;
  1232. #endif
  1233. ID3DBlob *errorBlob = NULL;
  1234. HRESULT hr = D3DCompile(shaderData.c_str(), shaderData.length(), NULL, NULL, NULL, "main", "vs_5_0", flags, 0, &code, &errorBlob);
  1235. StringBuilder error;
  1236. if(errorBlob)
  1237. {
  1238. error.append((char*)errorBlob->GetBufferPointer(), errorBlob->GetBufferSize());
  1239. AssertFatal(hr, error.data());
  1240. }
  1241. SAFE_RELEASE(errorBlob);
  1242. }
  1243. AssertFatal(code, "D3D11Device::allocVertexDecl - compiled vert shader code missing!");
  1244. // Setup the declaration struct.
  1245. U32 stream;
  1246. D3D11_INPUT_ELEMENT_DESC *vd = new D3D11_INPUT_ELEMENT_DESC[ elemCount];
  1247. S32 elemIndex = 0;
  1248. for (S32 i = 0; i < elemCount; i++, elemIndex++)
  1249. {
  1250. const GFXVertexElement &element = vertexFormat->getElement(elemIndex);
  1251. stream = element.getStreamIndex();
  1252. vd[i].InputSlot = stream;
  1253. vd[i].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
  1254. vd[i].Format = GFXD3D11DeclType[element.getType()];
  1255. // If instancing is enabled, the per instance data is only used on stream 1.
  1256. if (vertexFormat->hasInstancing() && stream == 1)
  1257. {
  1258. vd[i].InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA;
  1259. vd[i].InstanceDataStepRate = 1;
  1260. }
  1261. else
  1262. {
  1263. vd[i].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
  1264. vd[i].InstanceDataStepRate = 0;
  1265. }
  1266. // We force the usage index of 0 for everything but
  1267. // texture coords for now... this may change later.
  1268. vd[i].SemanticIndex = 0;
  1269. if (element.isSemantic(GFXSemantic::POSITION))
  1270. vd[i].SemanticName = "POSITION";
  1271. else if (element.isSemantic(GFXSemantic::NORMAL))
  1272. vd[i].SemanticName = "NORMAL";
  1273. else if (element.isSemantic(GFXSemantic::COLOR))
  1274. vd[i].SemanticName = "COLOR";
  1275. else if (element.isSemantic(GFXSemantic::TANGENT))
  1276. vd[i].SemanticName = "TANGENT";
  1277. else if (element.isSemantic(GFXSemantic::BINORMAL))
  1278. vd[i].SemanticName = "BINORMAL";
  1279. else if (element.isSemantic(GFXSemantic::BLENDWEIGHT))
  1280. {
  1281. vd[i].SemanticName = "BLENDWEIGHT";
  1282. vd[i].SemanticIndex = element.getSemanticIndex();
  1283. }
  1284. else if (element.isSemantic(GFXSemantic::BLENDINDICES))
  1285. {
  1286. vd[i].SemanticName = "BLENDINDICES";
  1287. vd[i].SemanticIndex = element.getSemanticIndex();
  1288. }
  1289. else if (element.isSemantic(GFXSemantic::PADDING))
  1290. {
  1291. i--;
  1292. elemCount--;
  1293. continue;
  1294. }
  1295. else
  1296. {
  1297. //Anything that falls thru to here will be a texture coord.
  1298. vd[i].SemanticName = "TEXCOORD";
  1299. vd[i].SemanticIndex = element.getSemanticIndex();
  1300. }
  1301. }
  1302. decl = new D3D11VertexDecl();
  1303. HRESULT hr = mD3DDevice->CreateInputLayout(vd, elemCount,code->GetBufferPointer(), code->GetBufferSize(), &decl->decl);
  1304. if (FAILED(hr))
  1305. {
  1306. AssertFatal(false, "GFXD3D11Device::allocVertexDecl - Failed to create vertex input layout!");
  1307. }
  1308. delete [] vd;
  1309. SAFE_RELEASE(code);
  1310. // Store it in the cache.
  1311. mVertexDecls[vertexFormat->getDescription()] = decl;
  1312. return decl;
  1313. }
  1314. void GFXD3D11Device::setVertexDecl( const GFXVertexDecl *decl )
  1315. {
  1316. ID3D11InputLayout *dx11Decl = NULL;
  1317. if (decl)
  1318. dx11Decl = static_cast<const D3D11VertexDecl*>(decl)->decl;
  1319. mD3DDeviceContext->IASetInputLayout(dx11Decl);
  1320. }
  1321. //-----------------------------------------------------------------------------
  1322. // This function should ONLY be called from GFXDevice::updateStates() !!!
  1323. //-----------------------------------------------------------------------------
  1324. void GFXD3D11Device::setTextureInternal( U32 textureUnit, const GFXTextureObject *texture)
  1325. {
  1326. if( texture == NULL )
  1327. {
  1328. ID3D11ShaderResourceView *pView = NULL;
  1329. mD3DDeviceContext->PSSetShaderResources(textureUnit, 1, &pView);
  1330. return;
  1331. }
  1332. GFXD3D11TextureObject *tex = (GFXD3D11TextureObject*)(texture);
  1333. mD3DDeviceContext->PSSetShaderResources(textureUnit, 1, tex->getSRViewPtr());
  1334. }
  1335. GFXFence *GFXD3D11Device::createFence()
  1336. {
  1337. // Figure out what fence type we should be making if we don't know
  1338. if( mCreateFenceType == -1 )
  1339. {
  1340. D3D11_QUERY_DESC desc;
  1341. desc.MiscFlags = 0;
  1342. desc.Query = D3D11_QUERY_EVENT;
  1343. ID3D11Query *testQuery = NULL;
  1344. HRESULT hRes = mD3DDevice->CreateQuery(&desc, &testQuery);
  1345. if(FAILED(hRes))
  1346. {
  1347. mCreateFenceType = true;
  1348. }
  1349. else
  1350. {
  1351. mCreateFenceType = false;
  1352. }
  1353. SAFE_RELEASE(testQuery);
  1354. }
  1355. // Cool, use queries
  1356. if(!mCreateFenceType)
  1357. {
  1358. GFXFence* fence = new GFXD3D11QueryFence( this );
  1359. fence->registerResourceWithDevice(this);
  1360. return fence;
  1361. }
  1362. // CodeReview: At some point I would like a specialized implementation of
  1363. // the method used by the general fence, only without the overhead incurred
  1364. // by using the GFX constructs. Primarily the lock() method on texture handles
  1365. // will do a data copy, and this method doesn't require a copy, just a lock
  1366. // [5/10/2007 Pat]
  1367. GFXFence* fence = new GFXGeneralFence( this );
  1368. fence->registerResourceWithDevice(this);
  1369. return fence;
  1370. }
  1371. GFXOcclusionQuery* GFXD3D11Device::createOcclusionQuery()
  1372. {
  1373. GFXOcclusionQuery *query;
  1374. if (mOcclusionQuerySupported)
  1375. query = new GFXD3D11OcclusionQuery( this );
  1376. else
  1377. return NULL;
  1378. query->registerResourceWithDevice(this);
  1379. return query;
  1380. }
  1381. GFXCubemap * GFXD3D11Device::createCubemap()
  1382. {
  1383. GFXD3D11Cubemap* cube = new GFXD3D11Cubemap();
  1384. cube->registerResourceWithDevice(this);
  1385. return cube;
  1386. }
  1387. //------------------------------------------------------------------------------
  1388. void GFXD3D11Device::enterDebugEvent(ColorI color, const char *name)
  1389. {
  1390. // BJGFIX
  1391. WCHAR eventName[260];
  1392. MultiByteToWideChar(CP_ACP, 0, name, -1, eventName, 260);
  1393. D3DPERF_BeginEvent(D3DCOLOR_ARGB(color.alpha, color.red, color.green, color.blue),
  1394. (LPCWSTR)&eventName);
  1395. }
  1396. //------------------------------------------------------------------------------
  1397. void GFXD3D11Device::leaveDebugEvent()
  1398. {
  1399. D3DPERF_EndEvent();
  1400. }
  1401. //------------------------------------------------------------------------------
  1402. void GFXD3D11Device::setDebugMarker(ColorI color, const char *name)
  1403. {
  1404. // BJGFIX
  1405. WCHAR eventName[260];
  1406. MultiByteToWideChar(CP_ACP, 0, name, -1, eventName, 260);
  1407. D3DPERF_SetMarker(D3DCOLOR_ARGB(color.alpha, color.red, color.green, color.blue),
  1408. (LPCWSTR)&eventName);
  1409. }