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DXRenderDevice.cpp 78 KB

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  1. #include "Common.h"
  2. #include "DXRenderDevice.h"
  3. #include "WinBFApp.h"
  4. #include "BFWindow.h"
  5. #include "img/ImageData.h"
  6. #include "util/PerfTimer.h"
  7. #include "util/BeefPerf.h"
  8. #include "Span.h"
  9. #include "FileStream.h"
  10. #include "DDS.h"
  11. using namespace DirectX;
  12. #include <D3Dcompiler.h>
  13. #pragma warning (push)
  14. #pragma warning (disable:4005)
  15. //#include <d2d1.h>
  16. //#include <D3DX11async.h>
  17. //#include <D3DX10math.h>
  18. //#include <DxErr.h>
  19. #pragma warning(pop)
  20. #include "util/AllocDebug.h"
  21. USING_NS_BF;
  22. #pragma warning (disable:4996)
  23. #pragma comment(lib, "d3d10.lib")
  24. #pragma comment(lib, "d3d11.lib")
  25. //#pragma comment(lib, "d3d11_1.lib")
  26. //#pragma comment(lib, "d3dx11.lib")
  27. #pragma comment(lib, "d2d1.lib")
  28. //#pragma comment(lib, "dxerr.lib")
  29. #pragma comment(lib, "dxgi.lib")
  30. //#pragma comment(lib, "D3DCompiler.lib")
  31. ///
  32. #define DXFAILED(check) ((hr = (check)) != 0)
  33. #define DXCHECK(check) if ((check) != 0) BF_FATAL(StrFormat("DirectX call failed with result 0x%X", check).c_str());
  34. static int GetBytesPerPixel(DXGI_FORMAT fmt, int& blockSize)
  35. {
  36. blockSize = 1;
  37. switch (fmt)
  38. {
  39. case DXGI_FORMAT_UNKNOWN: return 0;
  40. case DXGI_FORMAT_R32G32B32A32_TYPELESS: return 4 + 4 + 4 + 4;
  41. case DXGI_FORMAT_R32G32B32A32_FLOAT: return 4 + 4 + 4 + 4;
  42. case DXGI_FORMAT_R32G32B32A32_UINT: return 4 + 4 + 4 + 4;
  43. case DXGI_FORMAT_R32G32B32A32_SINT: return 4 + 4 + 4 + 4;
  44. case DXGI_FORMAT_R32G32B32_TYPELESS: return 4 + 4 + 4;
  45. case DXGI_FORMAT_R32G32B32_FLOAT: return 4 + 4 + 4;
  46. case DXGI_FORMAT_R32G32B32_UINT: return 4 + 4 + 4;
  47. case DXGI_FORMAT_R32G32B32_SINT: return 4 + 4 + 4;
  48. case DXGI_FORMAT_R16G16B16A16_TYPELESS: return 2 + 2 + 2 + 2;
  49. case DXGI_FORMAT_R16G16B16A16_FLOAT: return 2 + 2 + 2 + 2;
  50. case DXGI_FORMAT_R16G16B16A16_UNORM: return 2 + 2 + 2 + 2;
  51. case DXGI_FORMAT_R16G16B16A16_UINT: return 2 + 2 + 2 + 2;
  52. case DXGI_FORMAT_R16G16B16A16_SNORM: return 2 + 2 + 2 + 2;
  53. case DXGI_FORMAT_R16G16B16A16_SINT: return 2 + 2 + 2 + 2;
  54. case DXGI_FORMAT_R32G32_TYPELESS: return 4 + 4;
  55. case DXGI_FORMAT_R32G32_FLOAT: return 4 + 4;
  56. case DXGI_FORMAT_R32G32_UINT: return 4 + 4;
  57. case DXGI_FORMAT_R32G32_SINT: return 4 + 4;
  58. case DXGI_FORMAT_R32G8X24_TYPELESS: return 4 + 3;
  59. case DXGI_FORMAT_D32_FLOAT_S8X24_UINT: return 4 + 1 + 3;
  60. case DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS: return 4 + 1 + 3;
  61. case DXGI_FORMAT_X32_TYPELESS_G8X24_UINT: return 4 + 1 + 1 + 3;
  62. case DXGI_FORMAT_R10G10B10A2_TYPELESS: return 4;
  63. case DXGI_FORMAT_R10G10B10A2_UNORM: return 4;
  64. case DXGI_FORMAT_R10G10B10A2_UINT: return 4;
  65. case DXGI_FORMAT_R11G11B10_FLOAT: return 4;
  66. case DXGI_FORMAT_R8G8B8A8_TYPELESS: return 4;
  67. case DXGI_FORMAT_R8G8B8A8_UNORM: return 4;
  68. case DXGI_FORMAT_R8G8B8A8_UNORM_SRGB: return 4;
  69. case DXGI_FORMAT_R8G8B8A8_UINT: return 4;
  70. case DXGI_FORMAT_R8G8B8A8_SNORM: return 4;
  71. case DXGI_FORMAT_R8G8B8A8_SINT: return 4;
  72. case DXGI_FORMAT_R16G16_TYPELESS: return 4;
  73. case DXGI_FORMAT_R16G16_FLOAT: return 4;
  74. case DXGI_FORMAT_R16G16_UNORM: return 4;
  75. case DXGI_FORMAT_R16G16_UINT: return 4;
  76. case DXGI_FORMAT_R16G16_SNORM: return 4;
  77. case DXGI_FORMAT_R16G16_SINT: return 4;
  78. case DXGI_FORMAT_R32_TYPELESS: return 4;
  79. case DXGI_FORMAT_D32_FLOAT: return 4;
  80. case DXGI_FORMAT_R32_FLOAT: return 4;
  81. case DXGI_FORMAT_R32_UINT: return 4;
  82. case DXGI_FORMAT_R32_SINT: return 4;
  83. case DXGI_FORMAT_R24G8_TYPELESS: return 4;
  84. case DXGI_FORMAT_D24_UNORM_S8_UINT: return 4;
  85. case DXGI_FORMAT_R24_UNORM_X8_TYPELESS: return 4;
  86. case DXGI_FORMAT_X24_TYPELESS_G8_UINT: return 4;
  87. case DXGI_FORMAT_R8G8_TYPELESS: return 2;
  88. case DXGI_FORMAT_R8G8_UNORM: return 2;
  89. case DXGI_FORMAT_R8G8_UINT: return 2;
  90. case DXGI_FORMAT_R8G8_SNORM: return 2;
  91. case DXGI_FORMAT_R8G8_SINT: return 2;
  92. case DXGI_FORMAT_R16_TYPELESS: return 2;
  93. case DXGI_FORMAT_R16_FLOAT: return 2;
  94. case DXGI_FORMAT_D16_UNORM: return 2;
  95. case DXGI_FORMAT_R16_UNORM: return 2;
  96. case DXGI_FORMAT_R16_UINT: return 2;
  97. case DXGI_FORMAT_R16_SNORM: return 2;
  98. case DXGI_FORMAT_R16_SINT: return 2;
  99. case DXGI_FORMAT_R8_TYPELESS: return 1;
  100. case DXGI_FORMAT_R8_UNORM: return 1;
  101. case DXGI_FORMAT_R8_UINT: return 1;
  102. case DXGI_FORMAT_R8_SNORM: return 1;
  103. case DXGI_FORMAT_R8_SINT: return 1;
  104. case DXGI_FORMAT_A8_UNORM: return 1;
  105. case DXGI_FORMAT_R1_UNORM: return 1;
  106. case DXGI_FORMAT_R9G9B9E5_SHAREDEXP: return 3;
  107. case DXGI_FORMAT_R8G8_B8G8_UNORM: return 4;
  108. case DXGI_FORMAT_G8R8_G8B8_UNORM: return 4;
  109. case DXGI_FORMAT_BC1_TYPELESS: blockSize = 4; return 8;
  110. case DXGI_FORMAT_BC1_UNORM: blockSize = 4; return 8;
  111. case DXGI_FORMAT_BC1_UNORM_SRGB: blockSize = 4; return 8;
  112. case DXGI_FORMAT_BC2_TYPELESS: blockSize = 4; return 16;
  113. case DXGI_FORMAT_BC2_UNORM: blockSize = 4; return 16;
  114. case DXGI_FORMAT_BC2_UNORM_SRGB: blockSize = 4; return 16;
  115. case DXGI_FORMAT_BC3_TYPELESS: blockSize = 4; return 16;
  116. case DXGI_FORMAT_BC3_UNORM: blockSize = 4; return 16;
  117. case DXGI_FORMAT_BC3_UNORM_SRGB: blockSize = 4; return 16;
  118. case DXGI_FORMAT_BC4_TYPELESS: blockSize = 4; return 8;
  119. case DXGI_FORMAT_BC4_UNORM: blockSize = 4; return 8;
  120. case DXGI_FORMAT_BC4_SNORM: blockSize = 4; return 8;
  121. case DXGI_FORMAT_BC5_TYPELESS: blockSize = 4; return 16;
  122. case DXGI_FORMAT_BC5_UNORM: blockSize = 4; return 16;
  123. case DXGI_FORMAT_BC5_SNORM: blockSize = 4; return 16;
  124. case DXGI_FORMAT_B5G6R5_UNORM: return 1;
  125. case DXGI_FORMAT_B5G5R5A1_UNORM: return 2;
  126. case DXGI_FORMAT_B8G8R8A8_UNORM: return 4;
  127. case DXGI_FORMAT_B8G8R8X8_UNORM: return 4;
  128. case DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM: return 4;
  129. case DXGI_FORMAT_B8G8R8A8_TYPELESS: return 4;
  130. case DXGI_FORMAT_B8G8R8A8_UNORM_SRGB: return 4;
  131. case DXGI_FORMAT_B8G8R8X8_TYPELESS: return 4;
  132. case DXGI_FORMAT_B8G8R8X8_UNORM_SRGB: return 4;
  133. case DXGI_FORMAT_BC6H_TYPELESS: return 1;
  134. case DXGI_FORMAT_BC6H_UF16: return 1;
  135. case DXGI_FORMAT_BC6H_SF16: return 1;
  136. case DXGI_FORMAT_BC7_TYPELESS: blockSize = 4; return 16;
  137. case DXGI_FORMAT_BC7_UNORM: blockSize = 4; return 16;
  138. case DXGI_FORMAT_BC7_UNORM_SRGB: blockSize = 4; return 16;
  139. // case DXGI_FORMAT_AYUV: return 1;
  140. // case DXGI_FORMAT_Y410: return 1;
  141. // case DXGI_FORMAT_Y416: return 1;
  142. // case DXGI_FORMAT_NV12: return 1;
  143. // case DXGI_FORMAT_P010: return 1;
  144. // case DXGI_FORMAT_P016: return 1;
  145. // case DXGI_FORMAT_420_OPAQUE: return 1;
  146. // case DXGI_FORMAT_YUY2: return 1;
  147. // case DXGI_FORMAT_Y210: return 1;
  148. // case DXGI_FORMAT_Y216: return 1;
  149. // case DXGI_FORMAT_NV11: return 1;
  150. // case DXGI_FORMAT_AI44: return 1;
  151. // case DXGI_FORMAT_IA44: return 1;
  152. // case DXGI_FORMAT_P8: return 1;
  153. // case DXGI_FORMAT_A8P8: return 1;
  154. // case DXGI_FORMAT_B4G4R4A4_UNORM: return 1;
  155. default: return 1;
  156. }
  157. }
  158. DXShaderParam::DXShaderParam()
  159. {
  160. mD3DVariable = NULL;
  161. }
  162. DXShaderParam::~DXShaderParam()
  163. {
  164. }
  165. void DXShaderParam::SetTexture(Texture* texture)
  166. {
  167. DXTexture* dxTexture = (DXTexture*) texture;
  168. //? DXCHECK(mD3DVariable->AsShaderResource()->SetResource(dXTexture->mD3DTexture));
  169. }
  170. void DXShaderParam::SetFloat4(float x, float y, float z, float w)
  171. {
  172. float v[4] = {x, y, z, w};
  173. DXCHECK(mD3DVariable->AsVector()->SetFloatVector(v));
  174. }
  175. ///
  176. DXShader::DXShader()
  177. {
  178. //? mD3DEffect = NULL;
  179. mVertexDef = NULL;
  180. mD3DPixelShader = NULL;
  181. mD3DVertexShader = NULL;
  182. mD3DLayout = NULL;
  183. mConstBuffer = NULL;
  184. mHas2DPosition = false;
  185. }
  186. DXShader::~DXShader()
  187. {
  188. delete mVertexDef;
  189. ReleaseNative();
  190. //? if (mD3DEffect != NULL)
  191. //? mD3DEffect->Release();
  192. }
  193. void DXShader::ReleaseNative()
  194. {
  195. if (mD3DLayout != NULL)
  196. mD3DLayout->Release();
  197. mD3DLayout = NULL;
  198. if (mD3DVertexShader != NULL)
  199. mD3DVertexShader->Release();
  200. mD3DVertexShader = NULL;
  201. if (mD3DPixelShader != NULL)
  202. mD3DPixelShader->Release();
  203. mD3DPixelShader = NULL;
  204. if (mConstBuffer != NULL)
  205. mConstBuffer->Release();
  206. mConstBuffer = NULL;
  207. }
  208. extern "C" typedef HRESULT(WINAPI* Func_D3DX10CompileFromFileW)(LPCWSTR pSrcFile, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude,
  209. LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags1, UINT Flags2, ID3D10Blob** ppShader, ID3D10Blob** ppErrorMsgs);
  210. static Func_D3DX10CompileFromFileW gFunc_D3DX10CompileFromFileW;
  211. extern "C" typedef HRESULT(WINAPI* Func_D3DX10Compile)(void* srcData, size_t srcSize, char* sourceName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude,
  212. LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags1, UINT Flags2, ID3D10Blob** ppShader, ID3D10Blob** ppErrorMsgs);
  213. static Func_D3DX10Compile gFunc_D3DX10Compile;
  214. static bool LoadDXShader(const StringImpl& filePath, const StringImpl& entry, const StringImpl& profile, ID3D10Blob** outBuffer)
  215. {
  216. HRESULT hr;
  217. String outObj = filePath + "_" + entry + "_" + profile;
  218. bool useCache = false;
  219. auto srcDate = ::BfpFile_GetTime_LastWrite(filePath.c_str());
  220. auto cacheDate = ::BfpFile_GetTime_LastWrite(outObj.c_str());
  221. if ((cacheDate != 0) && (cacheDate >= srcDate))
  222. useCache = true;
  223. if (!useCache)
  224. {
  225. if (gFunc_D3DX10CompileFromFileW == NULL)
  226. {
  227. auto lib = LoadLibraryA("D3DCompiler_47.dll");
  228. if (lib != NULL)
  229. gFunc_D3DX10CompileFromFileW = (Func_D3DX10CompileFromFileW)::GetProcAddress(lib, "D3DCompileFromFile");
  230. }
  231. if (gFunc_D3DX10CompileFromFileW == NULL)
  232. useCache = true;
  233. }
  234. if (!useCache)
  235. {
  236. bool useCompile = true;
  237. HRESULT dxResult;
  238. ID3D10Blob* errorMessage = NULL;
  239. if (useCompile)
  240. {
  241. if (gFunc_D3DX10Compile == NULL)
  242. {
  243. auto lib = LoadLibraryA("D3DCompiler_47.dll");
  244. if (lib != NULL)
  245. gFunc_D3DX10Compile = (Func_D3DX10Compile)::GetProcAddress(lib, "D3DCompile");
  246. }
  247. int memSize = 0;
  248. uint8* memPtr = LoadBinaryData(filePath, &memSize);
  249. dxResult = gFunc_D3DX10Compile(memPtr, memSize, "Shader", NULL, NULL, entry.c_str(), profile.c_str(),
  250. D3D10_SHADER_DEBUG | D3D10_SHADER_ENABLE_STRICTNESS, 0, outBuffer, &errorMessage);
  251. }
  252. else
  253. {
  254. if (gFunc_D3DX10CompileFromFileW == NULL)
  255. {
  256. auto lib = LoadLibraryA("D3DCompiler_47.dll");
  257. if (lib != NULL)
  258. gFunc_D3DX10CompileFromFileW = (Func_D3DX10CompileFromFileW)::GetProcAddress(lib, "D3DCompileFromFile");
  259. }
  260. dxResult = gFunc_D3DX10CompileFromFileW(UTF8Decode(filePath).c_str(), NULL, NULL, entry.c_str(), profile.c_str(),
  261. D3D10_SHADER_DEBUG | D3D10_SHADER_ENABLE_STRICTNESS, 0, outBuffer, &errorMessage);
  262. }
  263. if (DXFAILED(dxResult))
  264. {
  265. if (errorMessage != NULL)
  266. {
  267. BF_FATAL(StrFormat("Vertex shader load failed: %s", (char*)errorMessage->GetBufferPointer()).c_str());
  268. errorMessage->Release();
  269. }
  270. else
  271. BF_FATAL("Shader load failed");
  272. return false;
  273. }
  274. auto ptr = (*outBuffer)->GetBufferPointer();
  275. int size = (int)(*outBuffer)->GetBufferSize();
  276. FILE* fp = fopen(outObj.c_str(), "wb");
  277. if (fp != NULL)
  278. {
  279. fwrite(ptr, 1, size, fp);
  280. fclose(fp);
  281. }
  282. return true;
  283. }
  284. FILE* fp = fopen(outObj.c_str(), "rb");
  285. if (fp == NULL)
  286. {
  287. BF_FATAL("Failed to load compiled shader");
  288. return false;
  289. }
  290. fseek(fp, 0, SEEK_END);
  291. int size = ftell(fp);
  292. fseek(fp, 0, SEEK_SET);
  293. D3D10CreateBlob(size, outBuffer);
  294. auto ptr = (*outBuffer)->GetBufferPointer();
  295. fread(ptr, 1, size, fp);
  296. fclose(fp);
  297. return true;
  298. }
  299. static bool LoadDXShader(Span<uint8> fileData, const StringImpl& entry, const StringImpl& profile, ID3D10Blob** outBuffer)
  300. {
  301. HRESULT hr;
  302. if (gFunc_D3DX10Compile == NULL)
  303. {
  304. auto lib = LoadLibraryA("D3DCompiler_47.dll");
  305. if (lib != NULL)
  306. gFunc_D3DX10Compile = (Func_D3DX10Compile)::GetProcAddress(lib, "D3DCompile");
  307. }
  308. ID3D10Blob* errorMessage = NULL;
  309. auto dxResult = gFunc_D3DX10Compile(fileData.mVals, fileData.mSize, "ShaderSource", NULL, NULL, entry.c_str(), profile.c_str(),
  310. D3D10_SHADER_DEBUG | D3D10_SHADER_ENABLE_STRICTNESS, 0, outBuffer, &errorMessage);
  311. if (DXFAILED(dxResult))
  312. {
  313. if (errorMessage != NULL)
  314. {
  315. BF_FATAL(StrFormat("Vertex shader load failed: %s", (char*)errorMessage->GetBufferPointer()).c_str());
  316. errorMessage->Release();
  317. }
  318. else
  319. BF_FATAL("Shader load failed");
  320. return false;
  321. }
  322. return true;
  323. }
  324. bool DXShader::Load()
  325. {
  326. //HRESULT hr;
  327. ID3D10Blob* errorMessage = NULL;
  328. ID3D10Blob* vertexShaderBuffer = NULL;
  329. ID3D10Blob* pixelShaderBuffer = NULL;
  330. void* memPtr = NULL;
  331. int memSize = 0;
  332. if (ParseMemorySpan(mSrcPath, memPtr, memSize))
  333. {
  334. int crPos = (int)mSrcPath.IndexOf('\n');
  335. if (crPos != -1)
  336. {
  337. void* memPtr2 = NULL;
  338. int memSize2 = 0;
  339. if (ParseMemorySpan(mSrcPath.Substring(crPos + 1), memPtr2, memSize2))
  340. {
  341. D3D10CreateBlob(memSize, &vertexShaderBuffer);
  342. memcpy(vertexShaderBuffer->GetBufferPointer(), memPtr, memSize);
  343. D3D10CreateBlob(memSize2, &pixelShaderBuffer);
  344. memcpy(pixelShaderBuffer->GetBufferPointer(), memPtr2, memSize2);
  345. }
  346. }
  347. else
  348. {
  349. Span<uint8> span((uint8*)memPtr, memSize);
  350. LoadDXShader(span, "VS", "vs_4_0", &vertexShaderBuffer);
  351. LoadDXShader(span, "PS", "ps_4_0", &pixelShaderBuffer);
  352. }
  353. }
  354. else
  355. {
  356. LoadDXShader(mSrcPath + ".fx", "VS", "vs_4_0", &vertexShaderBuffer);
  357. LoadDXShader(mSrcPath + ".fx", "PS", "ps_4_0", &pixelShaderBuffer);
  358. }
  359. defer(
  360. {
  361. vertexShaderBuffer->Release();
  362. pixelShaderBuffer->Release();
  363. });
  364. mHas2DPosition = false;
  365. mVertexSize = 0;
  366. mD3DLayout = NULL;
  367. static const char* semanticNames[] = {
  368. "POSITION",
  369. "POSITION",
  370. "COLOR",
  371. "TEXCOORD",
  372. "NORMAL",
  373. "BINORMAL",
  374. "TANGENT",
  375. "BLENDINDICES",
  376. "BLENDWEIGHT",
  377. "DEPTH",
  378. "FOG",
  379. "POINTSIZE",
  380. "SAMPLE",
  381. "TESSELLATEFACTOR" };
  382. static const DXGI_FORMAT dxgiFormat[] = {
  383. DXGI_FORMAT_R32_FLOAT/*VertexElementFormat_Single*/,
  384. DXGI_FORMAT_R32G32_FLOAT/*VertexElementFormat_Vector2*/,
  385. DXGI_FORMAT_R32G32B32_FLOAT/*VertexElementFormat_Vector3*/,
  386. DXGI_FORMAT_R32G32B32A32_FLOAT/*VertexElementFormat_Vector4*/,
  387. DXGI_FORMAT_R8G8B8A8_UNORM/*VertexElementFormat_Color*/,
  388. DXGI_FORMAT_R8G8B8A8_UINT/*VertexElementFormat_Byte4*/,
  389. DXGI_FORMAT_R16G16_UINT/*VertexElementFormat_Short2*/,
  390. DXGI_FORMAT_R16G16B16A16_UINT/*VertexElementFormat_Short4*/,
  391. DXGI_FORMAT_R16G16_UNORM/*VertexElementFormat_NormalizedShort2*/,
  392. DXGI_FORMAT_R16G16B16A16_UNORM/*VertexElementFormat_NormalizedShort4*/,
  393. DXGI_FORMAT_R16G16_FLOAT/*VertexElementFormat_HalfVector2*/,
  394. DXGI_FORMAT_R16G16B16A16_FLOAT/*VertexElementFormat_HalfVector4*/
  395. };
  396. static const int dxgiSize[] = {
  397. sizeof(float) * 1/*VertexElementFormat_Single*/,
  398. sizeof(float) * 2/*VertexElementFormat_Vector2*/,
  399. sizeof(float) * 3/*VertexElementFormat_Vector3*/,
  400. sizeof(float) * 4/*VertexElementFormat_Vector4*/,
  401. sizeof(uint32)/*VertexElementFormat_Color*/,
  402. sizeof(uint8) * 4/*VertexElementFormat_Byte4*/,
  403. sizeof(uint16) * 2/*VertexElementFormat_Short2*/,
  404. sizeof(uint16) * 4/*VertexElementFormat_Short4*/,
  405. sizeof(uint16) * 2/*VertexElementFormat_NormalizedShort2*/,
  406. sizeof(uint16) * 4/*VertexElementFormat_NormalizedShort4*/,
  407. sizeof(uint16) * 2/*VertexElementFormat_HalfVector2*/,
  408. sizeof(uint16) * 4/*VertexElementFormat_HalfVector4*/
  409. };
  410. D3D11_INPUT_ELEMENT_DESC layout[64];
  411. for (int elementIdx = 0; elementIdx < mVertexDef->mNumElements; elementIdx++)
  412. {
  413. VertexDefData* vertexDefData = &mVertexDef->mElementData[elementIdx];
  414. if (vertexDefData->mUsage == VertexElementUsage_Position2D)
  415. mHas2DPosition = true;
  416. D3D11_INPUT_ELEMENT_DESC* elementDesc = &layout[elementIdx];
  417. elementDesc->SemanticName = semanticNames[vertexDefData->mUsage];
  418. elementDesc->SemanticIndex = vertexDefData->mUsageIndex;
  419. elementDesc->Format = dxgiFormat[vertexDefData->mFormat];
  420. elementDesc->InputSlot = 0;
  421. elementDesc->AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
  422. elementDesc->InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
  423. elementDesc->InstanceDataStepRate = 0;
  424. mVertexSize += dxgiSize[vertexDefData->mFormat];
  425. }
  426. /* =
  427. {
  428. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  429. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  430. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  431. };
  432. UINT numElements = sizeof(layout) / sizeof(layout[0]);*/
  433. HRESULT result = mRenderDevice->mD3DDevice->CreateInputLayout(layout, mVertexDef->mNumElements, vertexShaderBuffer->GetBufferPointer(),
  434. vertexShaderBuffer->GetBufferSize(), &mD3DLayout);
  435. DXCHECK(result);
  436. if (FAILED(result))
  437. return false;
  438. // Create the vertex shader from the buffer.
  439. result = mRenderDevice->mD3DDevice->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &mD3DVertexShader);
  440. DXCHECK(result);
  441. if (FAILED(result))
  442. return false;
  443. // Create the pixel shader from the buffer.
  444. result = mRenderDevice->mD3DDevice->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &mD3DPixelShader);
  445. DXCHECK(result);
  446. if (FAILED(result))
  447. return false;
  448. Init();
  449. return true;
  450. }
  451. void DXShader::ReinitNative()
  452. {
  453. ReleaseNative();
  454. Load();
  455. }
  456. ShaderParam* DXShader::GetShaderParam(const StringImpl& name)
  457. {
  458. DXShaderParamMap::iterator itr = mParamsMap.find(name);
  459. if (itr != mParamsMap.end())
  460. return itr->second;
  461. return NULL;
  462. /*ID3D11EffectVariable* d3DVariable = mD3DEffect->GetVariableByName(ToString(name).c_str());
  463. if (d3DVariable == NULL)
  464. return NULL;
  465. DXShaderParam* shaderParam = new DXShaderParam();
  466. shaderParam->mD3DVariable = d3DVariable;
  467. mParamsMap[name] = shaderParam;
  468. return shaderParam;*/
  469. }
  470. ///
  471. DXTexture::DXTexture()
  472. {
  473. mD3DTexture = NULL;
  474. mD3DResourceView = NULL;
  475. mD3DRenderTargetView = NULL;
  476. mRenderDevice = NULL;
  477. mD3DDepthBuffer = NULL;
  478. mD3DDepthStencilView = NULL;
  479. mContentBits = NULL;
  480. }
  481. DXTexture::~DXTexture()
  482. {
  483. if ((!mPath.IsEmpty()) && (mRenderDevice != NULL))
  484. ((DXRenderDevice*)mRenderDevice)->mTextureMap.Remove(mPath);
  485. //OutputDebugStrF("DXTexture::~DXTexture %@\n", this);
  486. delete mContentBits;
  487. if (mD3DResourceView != NULL)
  488. mD3DResourceView->Release();
  489. if (mD3DDepthStencilView != NULL)
  490. mD3DDepthStencilView->Release();
  491. if (mD3DDepthBuffer != NULL)
  492. mD3DDepthBuffer->Release();
  493. if (mD3DTexture != NULL)
  494. mD3DTexture->Release();
  495. if (mRenderDevice != NULL)
  496. mRenderDevice->mTextures.Remove(this);
  497. }
  498. void DXTexture::ReleaseNative()
  499. {
  500. //mRenderDevice->mD3DDeviceContext->CopyResource(newResource, mD3DTexture)
  501. if (mD3DResourceView != NULL)
  502. {
  503. mD3DResourceView->Release();
  504. mD3DResourceView = NULL;
  505. }
  506. if (mD3DDepthStencilView != NULL)
  507. {
  508. mD3DDepthStencilView->Release();
  509. mD3DDepthStencilView = NULL;
  510. }
  511. if (mD3DDepthBuffer != NULL)
  512. {
  513. mD3DDepthBuffer->Release();
  514. mD3DDepthBuffer = NULL;
  515. }
  516. if (mD3DTexture != NULL)
  517. {
  518. mD3DTexture->Release();
  519. mD3DTexture = NULL;
  520. }
  521. }
  522. void DXTexture::ReinitNative()
  523. {
  524. ReleaseNative();
  525. int aWidth = 0;
  526. int aHeight = 0;
  527. D3D11_SUBRESOURCE_DATA resData;
  528. resData.pSysMem = mContentBits;
  529. resData.SysMemPitch = mWidth * 4;
  530. resData.SysMemSlicePitch = mWidth * mHeight * 4;
  531. // Create the target texture
  532. D3D11_TEXTURE2D_DESC desc;
  533. ZeroMemory(&desc, sizeof(desc));
  534. desc.Width = mWidth;
  535. desc.Height = mHeight;
  536. desc.MipLevels = 1;
  537. desc.ArraySize = 1;
  538. desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  539. desc.SampleDesc.Count = 1;
  540. desc.Usage = D3D11_USAGE_DEFAULT;
  541. desc.CPUAccessFlags = 0;
  542. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  543. //OutputDebugStrF("Creating texture\n");
  544. auto dxRenderDevice = (DXRenderDevice*)mRenderDevice;
  545. DXCHECK(dxRenderDevice->mD3DDevice->CreateTexture2D(&desc, (mContentBits != NULL) ? &resData : NULL, &mD3DTexture));
  546. D3D11_SHADER_RESOURCE_VIEW_DESC srDesc;
  547. srDesc.Format = desc.Format;
  548. srDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  549. srDesc.Texture2D.MostDetailedMip = 0;
  550. srDesc.Texture2D.MipLevels = 1;
  551. DXCHECK(dxRenderDevice->mD3DDevice->CreateShaderResourceView(mD3DTexture, &srDesc, &mD3DResourceView));
  552. OutputDebugStrF("DXTexture::ReinitNative %p\n", this);
  553. }
  554. void DXTexture::PhysSetAsTarget()
  555. {
  556. {
  557. D3D11_VIEWPORT viewPort;
  558. viewPort.Width = (float)mWidth;
  559. viewPort.Height = (float)mHeight;
  560. viewPort.MinDepth = 0.0f;
  561. viewPort.MaxDepth = 1.0f;
  562. viewPort.TopLeftX = 0;
  563. viewPort.TopLeftY = 0;
  564. mRenderDevice->mD3DDeviceContext->OMSetRenderTargets(1, &mD3DRenderTargetView, mD3DDepthStencilView);
  565. //mRenderDevice->mD3DDeviceContext->OMSetRenderTargets(1, &mD3DRenderTargetView, ((rand() % 2) != 0) ? NULL : mD3DDepthStencilView);
  566. //mRenderDevice->mD3DDeviceContext->OMSetRenderTargets(1, &mD3DRenderTargetView, NULL);
  567. mRenderDevice->mD3DDeviceContext->RSSetViewports(1, &viewPort);
  568. }
  569. //if (!mHasBeenDrawnTo)
  570. {
  571. float bgColor[4] = {1, (rand() % 256) / 256.0f, 0.5, 1};
  572. mRenderDevice->mD3DDeviceContext->ClearRenderTargetView(mD3DRenderTargetView, bgColor);
  573. if (mD3DDepthStencilView != NULL)
  574. mRenderDevice->mD3DDeviceContext->ClearDepthStencilView(mD3DDepthStencilView, D3D11_CLEAR_DEPTH/*|D3D11_CLEAR_STENCIL*/, 1.0f, 0);
  575. //mRenderDevice->mD3DDevice->ClearRenderTargetView(mD3DRenderTargetView, D3DXVECTOR4(1, 0.5, 0.5, 1));
  576. mHasBeenDrawnTo = true;
  577. }
  578. }
  579. void DXTexture::Blt(ImageData* imageData, int x, int y)
  580. {
  581. D3D11_BOX box;
  582. box.left = x;
  583. box.right = x + imageData->mWidth;
  584. box.top = y;
  585. box.bottom = y + imageData->mHeight;
  586. box.front = 0;
  587. box.back = 1;
  588. mRenderDevice->mD3DDeviceContext->UpdateSubresource(mD3DTexture, 0, &box, imageData->mBits, imageData->mWidth * sizeof(uint32), 0);
  589. if (mContentBits != NULL)
  590. {
  591. for (int yOfs = 0; yOfs < imageData->mHeight; yOfs++)
  592. memcpy(mContentBits + x + (y + yOfs) * mWidth, imageData->mBits + yOfs * imageData->mWidth, imageData->mWidth * 4);
  593. }
  594. }
  595. void DXTexture::SetBits(int destX, int destY, int destWidth, int destHeight, int srcPitch, uint32* bits)
  596. {
  597. D3D11_BOX box = { (UINT)destX, (UINT)destY, (UINT)0, (UINT)(destX + destWidth), (UINT)(destY + destHeight), 1 };
  598. mRenderDevice->mD3DDeviceContext->UpdateSubresource(mD3DTexture, 0, &box, bits, srcPitch * sizeof(uint32), 0);
  599. if (mContentBits != NULL)
  600. {
  601. for (int y = 0; y < destHeight; y++)
  602. memcpy(mContentBits + destX + (destY + y) * mWidth, bits + (y * srcPitch), destWidth * 4);
  603. }
  604. }
  605. void DXTexture::GetBits(int srcX, int srcY, int srcWidth, int srcHeight, int destPitch, uint32* bits)
  606. {
  607. if ((srcWidth <= 0) || (srcHeight <= 0))
  608. return;
  609. D3D11_TEXTURE2D_DESC texDesc;
  610. texDesc.ArraySize = 1;
  611. texDesc.BindFlags = 0;
  612. texDesc.CPUAccessFlags = 0;
  613. texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  614. texDesc.Width = srcWidth;
  615. texDesc.Height = srcHeight;
  616. texDesc.MipLevels = 1;
  617. texDesc.MiscFlags = 0;
  618. texDesc.SampleDesc.Count = 1;
  619. texDesc.SampleDesc.Quality = 0;
  620. texDesc.Usage = D3D11_USAGE_STAGING;
  621. texDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  622. D3D11_BOX srcBox = { 0 };
  623. srcBox.left = srcX;
  624. srcBox.top = srcY;
  625. srcBox.right = srcX + srcWidth;
  626. srcBox.bottom = srcY + srcHeight;
  627. srcBox.back = 1;
  628. ID3D11Texture2D *texture;
  629. DXCHECK(mRenderDevice->mD3DDevice->CreateTexture2D(&texDesc, 0, &texture));
  630. mRenderDevice->mD3DDeviceContext->CopySubresourceRegion(texture, 0, 0, 0, 0, mD3DTexture, 0, &srcBox);
  631. D3D11_MAPPED_SUBRESOURCE mapTex;
  632. DXCHECK(mRenderDevice->mD3DDeviceContext->Map(texture, 0, D3D11_MAP_READ, NULL, &mapTex));
  633. uint8* srcPtr = (uint8*) mapTex.pData;
  634. uint8* destPtr = (uint8*) bits;
  635. for (int y = 0; y < srcHeight; y++)
  636. {
  637. memcpy(destPtr, srcPtr, srcWidth*sizeof(uint32));
  638. srcPtr += mapTex.RowPitch;
  639. destPtr += destPitch * 4;
  640. }
  641. mRenderDevice->mD3DDeviceContext->Unmap(texture, 0);
  642. texture->Release();
  643. }
  644. ///
  645. static int GetPowerOfTwo(int input)
  646. {
  647. int value = 1;
  648. while (value < input)
  649. value <<= 1;
  650. return value;
  651. }
  652. DXDrawBatch::DXDrawBatch()
  653. {
  654. }
  655. DXDrawBatch::~DXDrawBatch()
  656. {
  657. }
  658. void DXDrawBatch::Render(RenderDevice* renderDevice, RenderWindow* renderWindow)
  659. {
  660. if (mVtxIdx == 0)
  661. return;
  662. if ((mRenderState->mClipped) &&
  663. ((mRenderState->mClipRect.mWidth == 0) || (mRenderState->mClipRect.mHeight == 0)))
  664. return;
  665. if (mRenderState->mClipped)
  666. BF_ASSERT((mRenderState->mClipRect.mWidth > 0) && (mRenderState->mClipRect.mHeight > 0));
  667. DXRenderDevice* aRenderDevice = (DXRenderDevice*)renderDevice;
  668. /*if ((mDrawLayer->mRenderWindow != NULL) && (aRenderDevice->mPhysRenderWindow != mDrawLayer->mRenderWindow))
  669. aRenderDevice->PhysSetRenderWindow(mDrawLayer->mRenderWindow);*/
  670. D3D11_MAP idxMapType = D3D11_MAP_WRITE_NO_OVERWRITE;
  671. D3D11_MAP vtxMapType = D3D11_MAP_WRITE_NO_OVERWRITE;
  672. int idxByteStart = aRenderDevice->mIdxByteIdx;
  673. int idxDataSize = sizeof(uint16) * mIdxIdx;
  674. aRenderDevice->mIdxByteIdx += idxDataSize;
  675. if (aRenderDevice->mIdxByteIdx >= DX_IDXBUFFER_SIZE)
  676. {
  677. idxMapType = D3D11_MAP_WRITE_DISCARD;
  678. idxByteStart = 0;
  679. aRenderDevice->mIdxByteIdx = idxDataSize;
  680. }
  681. int vtxByteStart = aRenderDevice->mVtxByteIdx;
  682. int vtxDataSize = mVtxIdx * mVtxSize;
  683. //int vtxStartIdx = ((vtxByteStart + mVtxSize - 1) / mVtxSize);
  684. int vtxStartIdx = vtxByteStart / mVtxSize;
  685. int vtxOffset = vtxByteStart % mVtxSize;
  686. //vtxByteStart = vtxStartIdx * mVtxSize;
  687. //aRenderDevice->mVtxByteIdx += vtxDataSize;
  688. aRenderDevice->mVtxByteIdx = vtxByteStart + vtxDataSize;
  689. if (aRenderDevice->mVtxByteIdx >= DX_VTXBUFFER_SIZE)
  690. {
  691. vtxMapType = D3D11_MAP_WRITE_DISCARD;
  692. vtxByteStart = 0;
  693. vtxOffset = 0;
  694. vtxStartIdx = 0;
  695. aRenderDevice->mVtxByteIdx = vtxDataSize;
  696. }
  697. //TODO: Round up for various vertex formats, manage stride properly, etc
  698. D3D11_MAPPED_SUBRESOURCE mappedSubResource;
  699. DXCHECK(aRenderDevice->mD3DDeviceContext->Map(aRenderDevice->mD3DIndexBuffer, 0, idxMapType, 0, &mappedSubResource));
  700. void* dxIdxData = mappedSubResource.pData;
  701. DXCHECK(aRenderDevice->mD3DDeviceContext->Map(aRenderDevice->mD3DVertexBuffer, 0, vtxMapType, 0, &mappedSubResource));
  702. void* dxVtxData = mappedSubResource.pData;
  703. //mVtxByteIdx = ((mVtxByteIdx + vtxSize - 1) / vtxSize) * vtxSize;
  704. memcpy((uint8*)dxIdxData + idxByteStart, mIndices, idxDataSize);
  705. memcpy((uint8*)dxVtxData + vtxByteStart, mVertices, vtxDataSize);
  706. aRenderDevice->mD3DDeviceContext->Unmap(aRenderDevice->mD3DVertexBuffer, 0);
  707. aRenderDevice->mD3DDeviceContext->Unmap(aRenderDevice->mD3DIndexBuffer, 0);
  708. //DXTexture* dxTexture = (DXTexture*)mCurTexture;
  709. //aRenderDevice->mD3DDeviceContext->PSSetShaderResources(0, 1, &dxTexture->mD3DTexture);
  710. if (mRenderState != aRenderDevice->mPhysRenderState)
  711. aRenderDevice->PhysSetRenderState(mRenderState);
  712. // Set vertex buffer
  713. UINT stride = mVtxSize;
  714. UINT offset = vtxOffset;
  715. aRenderDevice->mD3DDeviceContext->IASetVertexBuffers(0, 1, &aRenderDevice->mD3DVertexBuffer, &stride, &offset);
  716. aRenderDevice->mD3DDeviceContext->IASetIndexBuffer(aRenderDevice->mD3DIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
  717. aRenderDevice->mD3DDeviceContext->DrawIndexed(mIdxIdx, idxByteStart / sizeof(uint16), vtxStartIdx/*vtxByteStart / mVtxSize*/);
  718. }
  719. DXDrawLayer::DXDrawLayer()
  720. {
  721. }
  722. DXDrawLayer::~DXDrawLayer()
  723. {
  724. }
  725. DrawBatch* DXDrawLayer::CreateDrawBatch()
  726. {
  727. return new DXDrawBatch();
  728. }
  729. RenderCmd* Beefy::DXDrawLayer::CreateSetTextureCmd(int textureIdx, Texture* texture)
  730. {
  731. DXSetTextureCmd* setTextureCmd = AllocRenderCmd<DXSetTextureCmd>();
  732. setTextureCmd->mTextureIdx = textureIdx;
  733. setTextureCmd->mTexture = texture;
  734. return setTextureCmd;
  735. }
  736. void DXRenderDevice::PhysSetRenderState(RenderState* renderState)
  737. {
  738. DXRenderState* dxRenderState = (DXRenderState*)renderState;
  739. DXShader* dxShader = (DXShader*)renderState->mShader;
  740. if (renderState->mTopology != mPhysRenderState->mTopology)
  741. {
  742. D3D_PRIMITIVE_TOPOLOGY topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
  743. if (dxRenderState->mTopology == Topology3D_LineLine)
  744. topology = D3D_PRIMITIVE_TOPOLOGY_LINELIST;
  745. mD3DDeviceContext->IASetPrimitiveTopology(topology);
  746. }
  747. if ((renderState->mShader != mPhysRenderState->mShader) && (renderState->mShader != NULL))
  748. {
  749. mD3DDeviceContext->PSSetSamplers(0, 1, renderState->mTexWrap ? &mD3DWrapSamplerState : &mD3DDefaultSamplerState);
  750. mD3DDeviceContext->IASetInputLayout(dxShader->mD3DLayout);
  751. mD3DDeviceContext->VSSetShader(dxShader->mD3DVertexShader, NULL, 0);
  752. mD3DDeviceContext->PSSetShader(dxShader->mD3DPixelShader, NULL, 0);
  753. if (dxShader->mHas2DPosition)
  754. {
  755. HRESULT result = NULL;
  756. if (mMatrix2DBuffer == NULL)
  757. {
  758. D3D11_BUFFER_DESC matrixBufferDesc;
  759. matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
  760. matrixBufferDesc.ByteWidth = sizeof(float[4]);
  761. matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  762. matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  763. matrixBufferDesc.MiscFlags = 0;
  764. matrixBufferDesc.StructureByteStride = 0;
  765. // Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
  766. result = mD3DDevice->CreateBuffer(&matrixBufferDesc, NULL, &mMatrix2DBuffer);
  767. if (FAILED(result))
  768. {
  769. return;
  770. }
  771. }
  772. // Lock the constant buffer so it can be written to.
  773. D3D11_MAPPED_SUBRESOURCE mappedResource;
  774. result = mD3DDeviceContext->Map(mMatrix2DBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
  775. if (FAILED(result))
  776. {
  777. return;
  778. }
  779. // Get a pointer to the data in the constant buffer.
  780. float* dataPtr = (float*) mappedResource.pData;
  781. dataPtr[0] = (float) mCurRenderTarget->mWidth;
  782. dataPtr[1] = (float) mCurRenderTarget->mHeight;
  783. dataPtr[2] = 0;
  784. dataPtr[3] = 0;
  785. // Unlock the constant buffer.
  786. mD3DDeviceContext->Unmap(mMatrix2DBuffer, 0);
  787. //float params[4] = {mCurRenderTarget->mWidth, mCurRenderTarget->mHeight, 0, 0};
  788. mD3DDeviceContext->VSSetConstantBuffers(0, 1, &mMatrix2DBuffer);
  789. }
  790. }
  791. bool setRasterizerState = false;
  792. bool setDepthFuncState = false;
  793. if ((renderState->mClipped != mPhysRenderState->mClipped) ||
  794. ((renderState->mClipped) && (renderState->mClipRect != mPhysRenderState->mClipRect)))
  795. {
  796. if (renderState->mClipped)
  797. {
  798. D3D11_RECT rects[1];
  799. rects[0].left = (int)renderState->mClipRect.mX;
  800. rects[0].right = (int) (renderState->mClipRect.mX + renderState->mClipRect.mWidth);
  801. rects[0].top = (int) renderState->mClipRect.mY;
  802. rects[0].bottom = (int) (renderState->mClipRect.mY + renderState->mClipRect.mHeight);
  803. mD3DDeviceContext->RSSetScissorRects(1, rects);
  804. }
  805. setRasterizerState = true;
  806. }
  807. if (renderState->mWriteDepthBuffer != mPhysRenderState->mWriteDepthBuffer)
  808. setDepthFuncState = true;
  809. if (renderState->mDepthFunc != mPhysRenderState->mDepthFunc)
  810. {
  811. setDepthFuncState = true;
  812. setRasterizerState = true;
  813. }
  814. if (renderState->mWireframe != mPhysRenderState->mWireframe)
  815. setRasterizerState = true;
  816. if (setRasterizerState)
  817. {
  818. if (dxRenderState->mD3DRasterizerState == NULL)
  819. {
  820. static const D3D11_CULL_MODE cullModes[] =
  821. {
  822. D3D11_CULL_NONE,
  823. D3D11_CULL_FRONT,
  824. D3D11_CULL_BACK
  825. };
  826. D3D11_RASTERIZER_DESC rasterizerState;
  827. rasterizerState.CullMode = cullModes[dxRenderState->mCullMode];
  828. //rasterizerState.CullMode = D3D11_CULL_BACK;
  829. rasterizerState.FillMode = renderState->mWireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  830. rasterizerState.FrontCounterClockwise = false;
  831. rasterizerState.DepthBias = 0;
  832. rasterizerState.DepthBiasClamp = 0;
  833. rasterizerState.SlopeScaledDepthBias = 0;
  834. rasterizerState.DepthClipEnable = renderState->mDepthFunc != DepthFunc_Always;
  835. rasterizerState.ScissorEnable = renderState->mClipped;
  836. rasterizerState.MultisampleEnable = false;
  837. rasterizerState.AntialiasedLineEnable = false;
  838. mD3DDevice->CreateRasterizerState(&rasterizerState, &dxRenderState->mD3DRasterizerState);
  839. }
  840. mD3DDeviceContext->RSSetState(dxRenderState->mD3DRasterizerState);
  841. }
  842. if (setDepthFuncState)
  843. {
  844. if (dxRenderState->mD3DDepthStencilState == NULL)
  845. {
  846. static const D3D11_COMPARISON_FUNC comparisonArray[] =
  847. {
  848. D3D11_COMPARISON_NEVER,
  849. D3D11_COMPARISON_LESS,
  850. D3D11_COMPARISON_LESS_EQUAL,
  851. D3D11_COMPARISON_EQUAL,
  852. D3D11_COMPARISON_GREATER,
  853. D3D11_COMPARISON_NOT_EQUAL,
  854. D3D11_COMPARISON_GREATER_EQUAL,
  855. D3D11_COMPARISON_ALWAYS
  856. };
  857. D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
  858. depthStencilDesc.DepthEnable = (dxRenderState->mDepthFunc != DepthFunc_Always) || (dxRenderState->mWriteDepthBuffer);
  859. depthStencilDesc.DepthWriteMask = dxRenderState->mWriteDepthBuffer ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  860. depthStencilDesc.DepthFunc = comparisonArray[dxRenderState->mDepthFunc];
  861. depthStencilDesc.StencilEnable = FALSE;
  862. depthStencilDesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
  863. depthStencilDesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
  864. depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
  865. depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
  866. depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
  867. depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
  868. depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
  869. depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
  870. depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
  871. depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
  872. mD3DDevice->CreateDepthStencilState(&depthStencilDesc, &dxRenderState->mD3DDepthStencilState);
  873. }
  874. mD3DDeviceContext->OMSetDepthStencilState(dxRenderState->mD3DDepthStencilState, 1);
  875. }
  876. mPhysRenderState = renderState;
  877. }
  878. void DXRenderDevice::PhysSetRenderWindow(RenderWindow* renderWindow)
  879. {
  880. mPhysRenderWindow = renderWindow;
  881. mCurRenderTarget = renderWindow;
  882. ((DXRenderWindow*)renderWindow)->PhysSetAsTarget();
  883. }
  884. void DXRenderDevice::PhysSetRenderTarget(Texture* renderTarget)
  885. {
  886. mCurRenderTarget = renderTarget;
  887. renderTarget->PhysSetAsTarget();
  888. }
  889. RenderState* DXRenderDevice::CreateRenderState(RenderState* srcRenderState)
  890. {
  891. DXRenderState* renderState = new DXRenderState();
  892. if (srcRenderState != NULL)
  893. {
  894. *renderState = *(DXRenderState*)srcRenderState;
  895. if (renderState->mD3DRasterizerState != NULL)
  896. renderState->mD3DRasterizerState->AddRef();
  897. if (renderState->mD3DDepthStencilState != NULL)
  898. renderState->mD3DDepthStencilState->AddRef();
  899. }
  900. mRenderStates.Add(renderState);
  901. return renderState;
  902. }
  903. struct DXModelVertex
  904. {
  905. Vector3 mPosition;
  906. uint32 mColor;
  907. TexCoords mTexCoords;
  908. Vector3 mNormal;
  909. TexCoords mBumpTexCoords;
  910. Vector3 mTangent;
  911. };
  912. ModelInstance* DXRenderDevice::CreateModelInstance(ModelDef* modelDef, ModelCreateFlags flags)
  913. {
  914. DXModelInstance* dxModelInstance = new DXModelInstance(modelDef);
  915. ////
  916. VertexDefData vertexDefData[] =
  917. {
  918. {VertexElementUsage_Position3D, 0, VertexElementFormat_Vector3},
  919. {VertexElementUsage_Color, 0, VertexElementFormat_Color},
  920. {VertexElementUsage_TextureCoordinate, 0, VertexElementFormat_Vector2},
  921. {VertexElementUsage_Normal, 0, VertexElementFormat_Vector3},
  922. {VertexElementUsage_TextureCoordinate, 1, VertexElementFormat_Vector2},
  923. {VertexElementUsage_Tangent, 0, VertexElementFormat_Vector3}
  924. };
  925. auto vertexDefinition = CreateVertexDefinition(vertexDefData, sizeof(vertexDefData) / sizeof(vertexDefData[0]));
  926. RenderState* renderState = NULL;
  927. if ((flags & ModelCreateFlags_NoSetRenderState) == 0)
  928. {
  929. renderState = CreateRenderState(mDefaultRenderState);
  930. renderState->mShader = LoadShader(gBFApp->mInstallDir + "/shaders/ModelStd", vertexDefinition);
  931. renderState->mTexWrap = true;
  932. renderState->mDepthFunc = DepthFunc_LessEqual;
  933. renderState->mWriteDepthBuffer = true;
  934. }
  935. delete vertexDefinition;
  936. dxModelInstance->mRenderState = renderState;
  937. ////
  938. dxModelInstance->mD3DRenderDevice = this;
  939. dxModelInstance->mDXModelMeshs.Resize(modelDef->mMeshes.size());
  940. int dxMeshIdx = 0;
  941. for (int meshIdx = 0; meshIdx < (int)modelDef->mMeshes.size(); meshIdx++)
  942. {
  943. ModelMesh* mesh = &modelDef->mMeshes[meshIdx];
  944. DXModelMesh* dxMesh = &dxModelInstance->mDXModelMeshs[dxMeshIdx];
  945. dxMesh->mPrimitives.Resize(mesh->mPrimitives.size());
  946. for (int primitivesIdx = 0 ; primitivesIdx < (int)mesh->mPrimitives.size(); primitivesIdx++)
  947. {
  948. auto primitives = &mesh->mPrimitives[primitivesIdx];
  949. auto dxPrimitives = &dxMesh->mPrimitives[primitivesIdx];
  950. // String texPath = mesh->mTexFileName;
  951. // if (!texPath.IsEmpty())
  952. // {
  953. // if ((int)texPath.IndexOf(':') == -1)
  954. // texPath = modelDef->mLoadDir + "Textures/" + texPath;
  955. // //texPath = gBFApp->mInstallDir + L"models/Textures/" + texPath;
  956. //
  957. // dxPrimitives->mTexture = (DXTexture*)((RenderDevice*)this)->LoadTexture(texPath, TextureFlag_NoPremult);
  958. // }
  959. Array<String> texPaths = primitives->mTexPaths;
  960. if (primitives->mMaterial != NULL)
  961. {
  962. dxPrimitives->mMaterialName = primitives->mMaterial->mName;
  963. if (primitives->mMaterial->mDef != NULL)
  964. {
  965. for (auto& texParamVal : primitives->mMaterial->mDef->mTextureParameterValues)
  966. {
  967. if (texPaths.IsEmpty())
  968. texPaths.Add(texParamVal->mTexturePath);
  969. // if (texPath.IsEmpty())
  970. // texPath = texParamVal->mTexturePath;
  971. // if ((texParamVal->mName == "Albedo_texture") || (texParamVal->mName.EndsWith("_Color")))
  972. // texPath = texParamVal->mTexturePath;
  973. // else if ((texParamVal->mName == "NM_texture") || (texParamVal->mName.EndsWith("_NM")))
  974. // bumpTexPath = texParamVal->mTexturePath;
  975. }
  976. }
  977. }
  978. for (auto& texPath : texPaths)
  979. {
  980. if (!modelDef->mLoadDir.IsEmpty())
  981. texPath = GetAbsPath(texPath, modelDef->mLoadDir);
  982. dxPrimitives->mTextures.Add((DXTexture*)((RenderDevice*)this)->LoadTexture(texPath, TextureFlag_NoPremult));
  983. }
  984. dxPrimitives->mNumIndices = (int)primitives->mIndices.size();
  985. dxPrimitives->mNumVertices = (int)primitives->mVertices.size();
  986. D3D11_BUFFER_DESC bd;
  987. bd.Usage = D3D11_USAGE_DYNAMIC;
  988. bd.ByteWidth = (int)primitives->mIndices.size() * sizeof(uint16);
  989. bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
  990. bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  991. bd.MiscFlags = 0;
  992. bd.StructureByteStride = 0;
  993. mD3DDevice->CreateBuffer(&bd, NULL, &dxPrimitives->mD3DIndexBuffer);
  994. D3D11_MAPPED_SUBRESOURCE mappedSubResource;
  995. DXCHECK(mD3DDeviceContext->Map(dxPrimitives->mD3DIndexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedSubResource));
  996. uint16* dxIdxData = (uint16*)mappedSubResource.pData;
  997. for (int idxIdx = 0; idxIdx < dxPrimitives->mNumIndices; idxIdx++)
  998. dxIdxData[idxIdx] = (uint16)primitives->mIndices[idxIdx];
  999. mD3DDeviceContext->Unmap(dxPrimitives->mD3DIndexBuffer, 0);
  1000. //
  1001. bd.Usage = D3D11_USAGE_DYNAMIC;
  1002. bd.ByteWidth = (int)primitives->mVertices.size() * sizeof(DXModelVertex);
  1003. bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
  1004. bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  1005. bd.MiscFlags = 0;
  1006. bd.StructureByteStride = 0;
  1007. mD3DDevice->CreateBuffer(&bd, NULL, &dxPrimitives->mD3DVertexBuffer);
  1008. DXCHECK(mD3DDeviceContext->Map(dxPrimitives->mD3DVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedSubResource));
  1009. DXModelVertex* dxVtxData = (DXModelVertex*)mappedSubResource.pData;
  1010. for (int vtxIdx = 0; vtxIdx < (int)primitives->mVertices.size(); vtxIdx++)
  1011. {
  1012. ModelVertex* srcVtxData = &primitives->mVertices[vtxIdx];
  1013. DXModelVertex* destVtx = dxVtxData + vtxIdx;
  1014. destVtx->mPosition = srcVtxData->mPosition;
  1015. destVtx->mTexCoords = srcVtxData->mTexCoords;
  1016. //destVtx->mTexCoords.mV = 1.0f - destVtx->mTexCoords.mV;
  1017. destVtx->mTexCoords.mV = destVtx->mTexCoords.mV;
  1018. destVtx->mBumpTexCoords = srcVtxData->mBumpTexCoords;
  1019. destVtx->mColor = srcVtxData->mColor;
  1020. destVtx->mTangent = srcVtxData->mTangent;
  1021. }
  1022. mD3DDeviceContext->Unmap(dxPrimitives->mD3DVertexBuffer, 0);
  1023. dxMeshIdx++;
  1024. }
  1025. }
  1026. return dxModelInstance;
  1027. }
  1028. void DXDrawLayer::SetShaderConstantData(int usageIdx, int slotIdx, void* constData, int size)
  1029. {
  1030. DXSetConstantData* dxSetConstantData = AllocRenderCmd<DXSetConstantData>(size);
  1031. dxSetConstantData->mRenderState = mRenderDevice->mCurRenderState;
  1032. dxSetConstantData->mUsageIdx = usageIdx;
  1033. dxSetConstantData->mSlotIdx = slotIdx;
  1034. dxSetConstantData->mSize = size;
  1035. // if (size == 64) // Transpose for shader
  1036. // *((Matrix4*)dxSetConstantData->mData) = Matrix4::Transpose(*((Matrix4*)constData));
  1037. // else
  1038. memcpy(dxSetConstantData->mData, constData, size);
  1039. QueueRenderCmd(dxSetConstantData);
  1040. }
  1041. void DXDrawLayer::SetShaderConstantDataTyped(int usageIdx, int slotIdx, void* constData, int size, int* typeData, int typeCount)
  1042. {
  1043. for (int usageIdx = 0; usageIdx < 2; usageIdx++)
  1044. {
  1045. uint8 destData[1024];
  1046. uint8* destDataPtr = destData;
  1047. float* floatData = (float*) destDataPtr;
  1048. uint8* srcDataPtr = (uint8*) constData;
  1049. for (int typeIdx = 0; typeIdx < typeCount; typeIdx++)
  1050. {
  1051. int typeNum = typeData[typeIdx] & 0xF;
  1052. int dataUsage = typeData[typeIdx] >> 8;
  1053. bool want = (dataUsage & (1 << usageIdx)) != 0;
  1054. if (want)
  1055. {
  1056. switch (typeNum)
  1057. {
  1058. case ConstantDataType_Single:
  1059. memcpy(destDataPtr, srcDataPtr, sizeof(float));
  1060. srcDataPtr += sizeof(float);
  1061. destDataPtr += sizeof(float) * 4;
  1062. break;
  1063. case ConstantDataType_Vector2:
  1064. memcpy(destDataPtr, srcDataPtr, sizeof(float) * 2);
  1065. srcDataPtr += sizeof(float) * 2;
  1066. destDataPtr += sizeof(float) * 4;
  1067. break;
  1068. case ConstantDataType_Vector3:
  1069. memcpy(destDataPtr, srcDataPtr, sizeof(float) * 3);
  1070. srcDataPtr += sizeof(float) * 3;
  1071. destDataPtr += sizeof(float) * 4;
  1072. break;
  1073. case ConstantDataType_Vector4:
  1074. memcpy(destDataPtr, srcDataPtr, sizeof(float) * 4);
  1075. srcDataPtr += sizeof(float) * 4;
  1076. destDataPtr += sizeof(float) * 4;
  1077. break;
  1078. case ConstantDataType_Matrix:
  1079. *((Matrix4*) destDataPtr) = Matrix4::Transpose(*((Matrix4*) srcDataPtr));
  1080. srcDataPtr += sizeof(Matrix4);
  1081. destDataPtr += sizeof(Matrix4);
  1082. break;
  1083. }
  1084. }
  1085. switch (typeNum)
  1086. {
  1087. case ConstantDataType_Single:
  1088. srcDataPtr += sizeof(float);
  1089. break;
  1090. case ConstantDataType_Vector2:
  1091. srcDataPtr += sizeof(float) * 2;
  1092. break;
  1093. case ConstantDataType_Vector3:
  1094. srcDataPtr += sizeof(float) * 3;
  1095. break;
  1096. case ConstantDataType_Vector4:
  1097. srcDataPtr += sizeof(float) * 4;
  1098. break;
  1099. case ConstantDataType_Matrix:
  1100. srcDataPtr += sizeof(Matrix4);
  1101. break;
  1102. }
  1103. }
  1104. int destDataSize = (int)(destDataPtr - destData);
  1105. if (destDataSize > 0)
  1106. {
  1107. DXSetConstantData* dxSetConstantData = AllocRenderCmd<DXSetConstantData>(destDataSize);
  1108. dxSetConstantData->mUsageIdx = usageIdx;
  1109. dxSetConstantData->mRenderState = mRenderDevice->mCurRenderState;
  1110. dxSetConstantData->mSlotIdx = slotIdx;
  1111. dxSetConstantData->mSize = destDataSize;
  1112. memcpy(dxSetConstantData->mData, destData, destDataSize);
  1113. QueueRenderCmd(dxSetConstantData);
  1114. }
  1115. }
  1116. }
  1117. ///
  1118. DXModelPrimitives::DXModelPrimitives()
  1119. {
  1120. mD3DIndexBuffer = NULL;
  1121. mD3DVertexBuffer = NULL;
  1122. }
  1123. DXModelPrimitives::~DXModelPrimitives()
  1124. {
  1125. if (mD3DIndexBuffer != NULL)
  1126. mD3DIndexBuffer->Release();
  1127. if (mD3DVertexBuffer != NULL)
  1128. mD3DVertexBuffer->Release();
  1129. for (auto tex : mTextures)
  1130. tex->Release();
  1131. }
  1132. //////////////////////////////////////////////////////////////////////////
  1133. DXRenderState::DXRenderState()
  1134. {
  1135. mD3DRasterizerState = NULL;
  1136. mD3DDepthStencilState = NULL;
  1137. }
  1138. DXRenderState::~DXRenderState()
  1139. {
  1140. if (mD3DRasterizerState != NULL)
  1141. mD3DRasterizerState->Release();
  1142. if (mD3DDepthStencilState != NULL)
  1143. mD3DDepthStencilState->Release();
  1144. }
  1145. void DXRenderState::ReleaseNative()
  1146. {
  1147. if (mD3DRasterizerState != NULL)
  1148. mD3DRasterizerState->Release();
  1149. mD3DRasterizerState = NULL;
  1150. if (mD3DDepthStencilState != NULL)
  1151. mD3DDepthStencilState->Release();
  1152. mD3DDepthStencilState = NULL;
  1153. }
  1154. void DXRenderState::ReinitNative()
  1155. {
  1156. ReleaseNative();
  1157. }
  1158. void DXRenderState::InvalidateRasterizerState()
  1159. {
  1160. if (mD3DRasterizerState != NULL)
  1161. {
  1162. mD3DRasterizerState->Release();
  1163. mD3DRasterizerState = NULL;
  1164. }
  1165. }
  1166. void DXRenderState::IndalidateDepthStencilState()
  1167. {
  1168. if (mD3DDepthStencilState != NULL)
  1169. {
  1170. mD3DDepthStencilState->Release();
  1171. mD3DDepthStencilState = NULL;
  1172. }
  1173. }
  1174. void DXRenderState::SetClipped(bool clipped)
  1175. {
  1176. mClipped = clipped;
  1177. InvalidateRasterizerState();
  1178. }
  1179. void DXRenderState::SetTexWrap(bool wrap)
  1180. {
  1181. mTexWrap = wrap;
  1182. InvalidateRasterizerState();
  1183. }
  1184. void DXRenderState::SetClipRect(const Rect& rect)
  1185. {
  1186. BF_ASSERT((rect.mWidth >= 0) && (rect.mHeight >= 0));
  1187. mClipRect = rect;
  1188. InvalidateRasterizerState();
  1189. }
  1190. void DXRenderState::SetWriteDepthBuffer(bool writeDepthBuffer)
  1191. {
  1192. mWriteDepthBuffer = writeDepthBuffer;
  1193. IndalidateDepthStencilState();
  1194. }
  1195. void DXRenderState::SetDepthFunc(DepthFunc depthFunc)
  1196. {
  1197. mDepthFunc = depthFunc;
  1198. IndalidateDepthStencilState();
  1199. }
  1200. ///
  1201. DXModelInstance::DXModelInstance(ModelDef* modelDef) : ModelInstance(modelDef)
  1202. {
  1203. }
  1204. DXModelInstance::~DXModelInstance()
  1205. {
  1206. }
  1207. void DXModelInstance::Render(RenderDevice* renderDevice, RenderWindow* renderWindow)
  1208. {
  1209. if (mRenderState != NULL)
  1210. SetRenderState();
  1211. for (int meshIdx = 0; meshIdx < (int)mDXModelMeshs.size(); meshIdx++)
  1212. {
  1213. if (!mMeshesVisible[meshIdx])
  1214. continue;
  1215. DXModelMesh* dxMesh = &mDXModelMeshs[meshIdx];
  1216. for (auto primIdx = 0; primIdx < (int)dxMesh->mPrimitives.size(); primIdx++)
  1217. {
  1218. auto dxPrimitives = &dxMesh->mPrimitives[primIdx];
  1219. if (dxPrimitives->mTextures.IsEmpty())
  1220. continue;
  1221. for (int i = 0; i < (int)dxPrimitives->mTextures.mSize; i++)
  1222. mD3DRenderDevice->mD3DDeviceContext->PSSetShaderResources(i, 1, &dxPrimitives->mTextures[i]->mD3DResourceView);
  1223. // Set vertex buffer
  1224. UINT stride = sizeof(DXModelVertex);
  1225. UINT offset = 0;
  1226. mD3DRenderDevice->mD3DDeviceContext->IASetVertexBuffers(0, 1, &dxPrimitives->mD3DVertexBuffer, &stride, &offset);
  1227. mD3DRenderDevice->mD3DDeviceContext->IASetIndexBuffer(dxPrimitives->mD3DIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
  1228. mD3DRenderDevice->mD3DDeviceContext->DrawIndexed(dxPrimitives->mNumIndices, 0, 0);
  1229. }
  1230. }
  1231. }
  1232. void Beefy::DXModelInstance::CommandQueued(DrawLayer* drawLayer)
  1233. {
  1234. mRenderState = drawLayer->mRenderDevice->mCurRenderState;
  1235. BF_ASSERT(mRenderState->mShader->mVertexSize == sizeof(DXModelVertex));
  1236. drawLayer->mCurTextures[0] = NULL;
  1237. #ifndef BF_NO_FBX
  1238. ModelAnimation* fbxAnim = &mModelDef->mAnims[0];
  1239. Matrix4 jointsMatrices[BF_MAX_NUM_BONES];
  1240. for (int jointIdx = 0; jointIdx < (int)mJointTranslations.size(); jointIdx++)
  1241. {
  1242. ModelJoint* joint = &mModelDef->mJoints[jointIdx];
  1243. BF_ASSERT(joint->mParentIdx < jointIdx);
  1244. ModelJointTranslation* jointPosition = &mJointTranslations[jointIdx];
  1245. Matrix4* mtx = &jointsMatrices[jointIdx];
  1246. *mtx = Matrix4::CreateTransform(jointPosition->mTrans, jointPosition->mScale, jointPosition->mQuat);
  1247. if (joint->mParentIdx >= 0)
  1248. {
  1249. Matrix4* parentMatrix = &jointsMatrices[joint->mParentIdx];
  1250. *mtx = Matrix4::Multiply(*parentMatrix, *mtx);
  1251. }
  1252. }
  1253. for (int jointIdx = 0; jointIdx < (int)mModelDef->mJoints.size(); jointIdx++)
  1254. {
  1255. ModelJoint* joint = &mModelDef->mJoints[jointIdx];
  1256. Matrix4* mtx = &jointsMatrices[jointIdx];
  1257. *mtx = Matrix4::Multiply(*mtx, joint->mPoseInvMatrix);
  1258. }
  1259. for (int meshIdx = 0; meshIdx < (int) mModelDef->mMeshes.size(); meshIdx++)
  1260. {
  1261. if (!mMeshesVisible[meshIdx])
  1262. continue;
  1263. ModelMesh* mesh = &mModelDef->mMeshes[meshIdx];
  1264. DXModelMesh* dxMesh = &mDXModelMeshs[meshIdx];
  1265. D3D11_MAPPED_SUBRESOURCE mappedSubResource;
  1266. DXRenderDevice* dxRenderDevice = (DXRenderDevice*)drawLayer->mRenderDevice;
  1267. DXCHECK(dxRenderDevice->mD3DDeviceContext->Map(dxMesh->mD3DVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedSubResource));
  1268. DXModelVertex* dxVtxData = (DXModelVertex*)mappedSubResource.pData;
  1269. for (int vtxIdx = 0; vtxIdx < (int) mesh->mVertices.size(); vtxIdx++)
  1270. {
  1271. ModelVertex* srcVtxData = &mesh->mVertices[vtxIdx];
  1272. Vector3 vtx(0, 0, 0);
  1273. float totalWeight = 0;
  1274. for (int weightIdx = 0; weightIdx < srcVtxData->mNumBoneWeights; weightIdx++)
  1275. {
  1276. int jointIdx = srcVtxData->mBoneIndices[weightIdx];
  1277. float boneWeight = srcVtxData->mBoneWeights[weightIdx];
  1278. Matrix4* mtx = &jointsMatrices[jointIdx];
  1279. Vector3 origVec = srcVtxData->mPosition;
  1280. Vector3 transVec = Vector3::Transform(origVec, *mtx);
  1281. transVec = transVec * boneWeight;
  1282. vtx = vtx + transVec;
  1283. totalWeight += boneWeight;
  1284. }
  1285. BF_ASSERT(fabs(totalWeight - 1.0) < 0.1f);
  1286. DXModelVertex* destVtx = dxVtxData + vtxIdx;
  1287. //destVtx->mPosition = srcVtxData->mPosition;
  1288. destVtx->mPosition = vtx;
  1289. destVtx->mTexCoords = srcVtxData->mTexCoords;
  1290. destVtx->mBumpTexCoords = srcVtxData->mTexCoords;
  1291. destVtx->mColor = 0xFFFFFFFF; //TODO: Color
  1292. destVtx->mTangent = srcVtxData->mTangent;
  1293. }
  1294. dxRenderDevice->mD3DDeviceContext->Unmap(dxMesh->mD3DVertexBuffer, 0);
  1295. }
  1296. #endif
  1297. }
  1298. ///
  1299. void DXSetTextureCmd::Render(RenderDevice* renderDevice, RenderWindow* renderWindow)
  1300. {
  1301. DXRenderDevice* dxRenderDevice = (DXRenderDevice*)renderDevice;
  1302. dxRenderDevice->mD3DDeviceContext->PSSetShaderResources(mTextureIdx, 1, &((DXTexture*)mTexture)->mD3DResourceView);
  1303. }
  1304. ///
  1305. void DXSetConstantData::Render(RenderDevice* renderDevice, RenderWindow* renderWindow)
  1306. {
  1307. //SetRenderState();
  1308. DXShader* dxShader = (DXShader*)renderDevice->mCurRenderState->mShader;
  1309. DXRenderDevice* dxRenderDevice = (DXRenderDevice*)renderDevice;
  1310. HRESULT result = 0;
  1311. int bufferSize = BF_ALIGN(mSize, 16);
  1312. int id = (mSlotIdx << 24) | (bufferSize << 1) | (mUsageIdx);
  1313. ID3D11Buffer* buffer = NULL;
  1314. ID3D11Buffer** bufferPtr = NULL;
  1315. if (dxRenderDevice->mBufferMap.TryAdd(id, NULL, &bufferPtr))
  1316. {
  1317. D3D11_BUFFER_DESC matrixBufferDesc;
  1318. matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
  1319. matrixBufferDesc.ByteWidth = bufferSize;
  1320. matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  1321. matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  1322. matrixBufferDesc.MiscFlags = 0;
  1323. matrixBufferDesc.StructureByteStride = 0;
  1324. result = dxRenderDevice->mD3DDevice->CreateBuffer(&matrixBufferDesc, NULL, &buffer);
  1325. if (FAILED(result))
  1326. return;
  1327. //OutputDebugStrF("Created Buffer %d %p\n", bufferSize, buffer);
  1328. *bufferPtr = buffer;
  1329. }
  1330. else
  1331. buffer = *bufferPtr;
  1332. D3D11_MAPPED_SUBRESOURCE mappedResource;
  1333. result = dxRenderDevice->mD3DDeviceContext->Map(buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
  1334. if (FAILED(result))
  1335. return;
  1336. float* dataPtr = (float*)mappedResource.pData;
  1337. memset(dataPtr, 0, bufferSize);
  1338. memcpy(mappedResource.pData, mData, mSize);
  1339. dxRenderDevice->mD3DDeviceContext->Unmap(buffer, 0);
  1340. if (mUsageIdx == 0)
  1341. {
  1342. //OutputDebugStrF("VSSetConstantBuffers %d %p\n", mSlotIdx, buffer);
  1343. dxRenderDevice->mD3DDeviceContext->VSSetConstantBuffers(mSlotIdx, 1, &buffer);
  1344. }
  1345. else
  1346. {
  1347. //OutputDebugStrF("PSSetConstantBuffers %d %p\n", mSlotIdx, buffer);
  1348. dxRenderDevice->mD3DDeviceContext->PSSetConstantBuffers(mSlotIdx, 1, &buffer);
  1349. }
  1350. }
  1351. ///
  1352. DXRenderWindow::DXRenderWindow(DXRenderDevice* renderDevice, WinBFWindow* window, bool windowed)
  1353. {
  1354. BP_ZONE("DXRenderWindow::DXRenderWindow");
  1355. mWindowed = windowed;
  1356. mDXSwapChain = NULL;
  1357. mD3DBackBuffer = NULL;
  1358. mD3DRenderTargetView = NULL;
  1359. mD3DDepthBuffer = NULL;
  1360. mD3DDepthStencilView = NULL;
  1361. mRefreshRate = 0;
  1362. mFrameWaitObject = NULL;
  1363. mRenderDevice = renderDevice;
  1364. mDXRenderDevice = renderDevice;
  1365. mWindow = window;
  1366. mHWnd = window->mHWnd;
  1367. Resized();
  1368. ReinitNative();
  1369. }
  1370. DXRenderWindow::~DXRenderWindow()
  1371. {
  1372. ReleaseNative();
  1373. }
  1374. void DXRenderWindow::ReleaseNative()
  1375. {
  1376. if (mFrameWaitObject != NULL)
  1377. ::CloseHandle(mFrameWaitObject);
  1378. mFrameWaitObject = NULL;
  1379. if (mD3DRenderTargetView != NULL)
  1380. mD3DRenderTargetView->Release();
  1381. mD3DRenderTargetView = NULL;
  1382. if (mD3DBackBuffer != NULL)
  1383. mD3DBackBuffer->Release();
  1384. mD3DBackBuffer = NULL;
  1385. if (mDXSwapChain != NULL)
  1386. mDXSwapChain->Release();
  1387. mDXSwapChain = NULL;
  1388. if (mD3DRenderTargetView != NULL)
  1389. mD3DRenderTargetView->Release();
  1390. mD3DRenderTargetView = NULL;
  1391. if (mD3DDepthStencilView != NULL)
  1392. mD3DDepthStencilView->Release();
  1393. mD3DDepthStencilView = NULL;
  1394. }
  1395. void DXRenderWindow::ReinitNative()
  1396. {
  1397. DXGI_SWAP_CHAIN_DESC swapChainDesc;
  1398. ZeroMemory(&swapChainDesc, sizeof(swapChainDesc));
  1399. swapChainDesc.BufferCount = 1;
  1400. swapChainDesc.BufferDesc.Width = mWidth;
  1401. swapChainDesc.BufferDesc.Height = mHeight;
  1402. swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  1403. swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  1404. swapChainDesc.OutputWindow = mHWnd;
  1405. swapChainDesc.SampleDesc.Count = 1;
  1406. swapChainDesc.SampleDesc.Quality = 0;
  1407. swapChainDesc.Windowed = mWindowed ? TRUE : FALSE;
  1408. swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;// DXGI_SWAP_EFFECT_FLIP_DISCARD;
  1409. swapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH /*| DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT*/;
  1410. IDXGIDevice* pDXGIDevice = NULL;
  1411. mDXRenderDevice->mD3DDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&pDXGIDevice);
  1412. DXCHECK(mDXRenderDevice->mDXGIFactory->CreateSwapChain(pDXGIDevice, &swapChainDesc, &mDXSwapChain));
  1413. pDXGIDevice->Release();
  1414. pDXGIDevice = NULL;
  1415. // IDXGISwapChain2* swapChain2 = NULL;
  1416. // mDXSwapChain->QueryInterface(__uuidof(IDXGISwapChain2), (void**)&swapChain2);
  1417. // if (swapChain2 != NULL)
  1418. // {
  1419. // mFrameWaitObject = swapChain2->GetFrameLatencyWaitableObject();
  1420. // swapChain2->Release();
  1421. // }
  1422. DXCHECK(mDXSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mD3DBackBuffer));
  1423. DXCHECK(mDXRenderDevice->mD3DDevice->CreateRenderTargetView(mD3DBackBuffer, NULL, &mD3DRenderTargetView));
  1424. // Create depth stencil texture
  1425. D3D11_TEXTURE2D_DESC descDepth;
  1426. ZeroMemory(&descDepth, sizeof(descDepth));
  1427. descDepth.Width = mWidth;
  1428. descDepth.Height = mHeight;
  1429. descDepth.MipLevels = 1;
  1430. descDepth.ArraySize = 1;
  1431. descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1432. descDepth.SampleDesc.Count = 1;
  1433. descDepth.SampleDesc.Quality = 0;
  1434. descDepth.Usage = D3D11_USAGE_DEFAULT;
  1435. descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  1436. descDepth.CPUAccessFlags = 0;
  1437. descDepth.MiscFlags = 0;
  1438. mDXRenderDevice->mD3DDevice->CreateTexture2D(&descDepth, NULL, &mD3DDepthBuffer);
  1439. if ((mWindow->mFlags & BFWINDOW_ALLOW_FULLSCREEN) == 0)
  1440. mDXRenderDevice->mDXGIFactory->MakeWindowAssociation(mHWnd, DXGI_MWA_NO_ALT_ENTER);
  1441. DXCHECK(mDXRenderDevice->mD3DDevice->CreateDepthStencilView(mD3DDepthBuffer, NULL, &mD3DDepthStencilView));
  1442. }
  1443. void DXRenderWindow::PhysSetAsTarget()
  1444. {
  1445. //if (mRenderDevice->mCurRenderTarget != this)
  1446. {
  1447. D3D11_VIEWPORT viewPort;
  1448. viewPort.Width = (float)mWidth;
  1449. viewPort.Height = (float)mHeight;
  1450. viewPort.MinDepth = 0.0f;
  1451. viewPort.MaxDepth = 1.0f;
  1452. viewPort.TopLeftX = 0;
  1453. viewPort.TopLeftY = 0;
  1454. mDXRenderDevice->mD3DDeviceContext->OMSetRenderTargets(1, &mD3DRenderTargetView, mD3DDepthStencilView);
  1455. mDXRenderDevice->mD3DDeviceContext->RSSetViewports(1, &viewPort);
  1456. }
  1457. if (!mHasBeenDrawnTo)
  1458. {
  1459. //mRenderDevice->mD3DDevice->ClearRenderTargetView(mD3DRenderTargetView, D3DXVECTOR4(rand() / (float) RAND_MAX, 0, 1, 0));
  1460. float bgColor[4] = {0, 0, 0, 0};
  1461. mDXRenderDevice->mD3DDeviceContext->ClearRenderTargetView(mD3DRenderTargetView, bgColor);
  1462. mDXRenderDevice->mD3DDeviceContext->ClearDepthStencilView(mD3DDepthStencilView, D3D11_CLEAR_DEPTH/*|D3D11_CLEAR_STENCIL*/, 1.0f, 0);
  1463. }
  1464. mHasBeenDrawnTo = true;
  1465. }
  1466. void DXRenderWindow::SetAsTarget()
  1467. {
  1468. //TODO: Handle this more elegantly when we actually handle draw layers properly...
  1469. //if (mRenderDevice->mCurRenderTarget != NULL)
  1470. //mRenderDevice->mCurDrawLayer->Flush();
  1471. mHasBeenTargeted = true;
  1472. mRenderDevice->mCurRenderTarget = this;
  1473. }
  1474. void DXRenderWindow::CheckDXResult(HRESULT hr)
  1475. {
  1476. if ((hr == DXGI_ERROR_DEVICE_REMOVED) || (hr == DXGI_ERROR_DEVICE_RESET))
  1477. ((DXRenderDevice*)mRenderDevice)->mNeedsReinitNative = true;
  1478. else
  1479. DXCHECK(hr);
  1480. }
  1481. void DXRenderWindow::Resized()
  1482. {
  1483. mRenderDevice->mResizeCount++;
  1484. mResizeNum = mRenderDevice->mResizeCount;
  1485. RECT rect;
  1486. GetClientRect(mHWnd, &rect);
  1487. if (rect.right <= rect.left)
  1488. return;
  1489. mWidth = rect.right - rect.left;
  1490. mHeight = rect.bottom - rect.top;
  1491. if (mDXSwapChain != NULL)
  1492. {
  1493. mD3DBackBuffer->Release();
  1494. mD3DDepthBuffer->Release();
  1495. mD3DRenderTargetView->Release();
  1496. mD3DDepthStencilView->Release();
  1497. CheckDXResult(mDXSwapChain->ResizeBuffers(0, mWidth, mHeight, DXGI_FORMAT_UNKNOWN,
  1498. DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH /*| DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT*/));
  1499. D3D11_TEXTURE2D_DESC descDepth;
  1500. ZeroMemory(&descDepth, sizeof(descDepth));
  1501. descDepth.Width = mWidth;
  1502. descDepth.Height = mHeight;
  1503. descDepth.MipLevels = 1;
  1504. descDepth.ArraySize = 1;
  1505. descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1506. descDepth.SampleDesc.Count = 1;
  1507. descDepth.SampleDesc.Quality = 0;
  1508. descDepth.Usage = D3D11_USAGE_DEFAULT;
  1509. descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  1510. descDepth.CPUAccessFlags = 0;
  1511. descDepth.MiscFlags = 0;
  1512. mDXRenderDevice->mD3DDevice->CreateTexture2D(&descDepth, NULL, &mD3DDepthBuffer);
  1513. CheckDXResult(mDXSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mD3DBackBuffer));
  1514. CheckDXResult(mDXRenderDevice->mD3DDevice->CreateRenderTargetView(mD3DBackBuffer, NULL, &mD3DRenderTargetView));
  1515. CheckDXResult(mDXRenderDevice->mD3DDevice->CreateDepthStencilView(mD3DDepthBuffer, NULL, &mD3DDepthStencilView));
  1516. /*if (mRenderDevice->mCurRenderTarget == this)
  1517. mRenderDevice->mCurRenderTarget = NULL;
  1518. PhysSetAsTarget();*/
  1519. }
  1520. }
  1521. void DXRenderWindow::Present()
  1522. {
  1523. HRESULT hr = mDXSwapChain->Present((mWindow->mFlags & BFWINDOW_VSYNC) ? 1 : 0, 0);
  1524. if ((hr == DXGI_ERROR_DEVICE_REMOVED) || (hr == DXGI_ERROR_DEVICE_RESET))
  1525. ((DXRenderDevice*)mRenderDevice)->mNeedsReinitNative = true;
  1526. }
  1527. void DXRenderWindow::CopyBitsTo(uint32* dest, int width, int height)
  1528. {
  1529. mCurDrawLayer->Flush();
  1530. D3D11_TEXTURE2D_DESC texDesc;
  1531. texDesc.ArraySize = 1;
  1532. texDesc.BindFlags = 0;
  1533. texDesc.CPUAccessFlags = 0;
  1534. texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  1535. texDesc.Width = width;
  1536. texDesc.Height = height;
  1537. texDesc.MipLevels = 1;
  1538. texDesc.MiscFlags = 0;
  1539. texDesc.SampleDesc.Count = 1;
  1540. texDesc.SampleDesc.Quality = 0;
  1541. texDesc.Usage = D3D11_USAGE_STAGING;
  1542. texDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  1543. ID3D11Texture2D *texture;
  1544. DXCHECK(mDXRenderDevice->mD3DDevice->CreateTexture2D(&texDesc, 0, &texture));
  1545. mDXRenderDevice->mD3DDeviceContext->CopyResource(texture, mD3DBackBuffer);
  1546. /*? D3D11_MAPPED_TEXTURE2D mapTex;
  1547. DXCHECK(texture->Map(D3D11CalcSubresource(0, 0, 1), D3D11_MAP_READ, 0, &mapTex));
  1548. uint8* srcPtr = (uint8*) mapTex.pData;
  1549. uint8* destPtr = (uint8*) dest;
  1550. for (int y = 0; y < height; y++)
  1551. {
  1552. memcpy(destPtr, srcPtr, width*sizeof(uint32));
  1553. srcPtr += mapTex.RowPitch;
  1554. destPtr += width * 4;
  1555. }
  1556. texture->Unmap(0);*/
  1557. texture->Release();
  1558. }
  1559. float DXRenderWindow::GetRefreshRate()
  1560. {
  1561. if (mRefreshRate == 0)
  1562. {
  1563. mRefreshRate = -1;
  1564. IDXGIOutput* output = NULL;
  1565. mDXSwapChain->GetContainingOutput(&output);
  1566. if (output != NULL)
  1567. {
  1568. DXGI_OUTPUT_DESC outputDesc;
  1569. output->GetDesc(&outputDesc);
  1570. MONITORINFOEXW info;
  1571. info.cbSize = sizeof(info);
  1572. // get the associated monitor info
  1573. if (GetMonitorInfoW(outputDesc.Monitor, &info) != 0)
  1574. {
  1575. // using the CCD get the associated path and display configuration
  1576. UINT32 requiredPaths, requiredModes;
  1577. if (GetDisplayConfigBufferSizes(QDC_ONLY_ACTIVE_PATHS, &requiredPaths, &requiredModes) == ERROR_SUCCESS)
  1578. {
  1579. std::vector<DISPLAYCONFIG_PATH_INFO> paths(requiredPaths);
  1580. std::vector<DISPLAYCONFIG_MODE_INFO> modes2(requiredModes);
  1581. if (QueryDisplayConfig(QDC_ONLY_ACTIVE_PATHS, &requiredPaths, paths.data(), &requiredModes, modes2.data(), nullptr) == ERROR_SUCCESS)
  1582. {
  1583. // iterate through all the paths until find the exact source to match
  1584. for (auto& p : paths)
  1585. {
  1586. DISPLAYCONFIG_SOURCE_DEVICE_NAME sourceName;
  1587. sourceName.header.type = DISPLAYCONFIG_DEVICE_INFO_GET_SOURCE_NAME;
  1588. sourceName.header.size = sizeof(sourceName);
  1589. sourceName.header.adapterId = p.sourceInfo.adapterId;
  1590. sourceName.header.id = p.sourceInfo.id;
  1591. if (DisplayConfigGetDeviceInfo(&sourceName.header) == ERROR_SUCCESS)
  1592. {
  1593. // find the matched device which is associated with current device
  1594. // there may be the possibility that display may be duplicated and windows may be one of them in such scenario
  1595. // there may be two callback because source is same target will be different
  1596. // as window is on both the display so either selecting either one is ok
  1597. if (wcscmp(info.szDevice, sourceName.viewGdiDeviceName) == 0)
  1598. {
  1599. // get the refresh rate
  1600. UINT numerator = p.targetInfo.refreshRate.Numerator;
  1601. UINT denominator = p.targetInfo.refreshRate.Denominator;
  1602. mRefreshRate = (float)numerator / (float)denominator;
  1603. break;
  1604. }
  1605. }
  1606. }
  1607. }
  1608. }
  1609. }
  1610. output->Release();
  1611. }
  1612. }
  1613. return mRefreshRate;
  1614. }
  1615. bool DXRenderWindow::WaitForVBlank()
  1616. {
  1617. IDXGIOutput* output = NULL;
  1618. mDXSwapChain->GetContainingOutput(&output);
  1619. if (output == NULL)
  1620. return false;
  1621. bool success = output->WaitForVBlank() == 0;
  1622. return success;
  1623. }
  1624. ///
  1625. DXRenderDevice::DXRenderDevice()
  1626. {
  1627. mD3DDevice = NULL;
  1628. mNeedsReinitNative = false;
  1629. mMatrix2DBuffer = NULL;
  1630. }
  1631. DXRenderDevice::~DXRenderDevice()
  1632. {
  1633. for (auto window : mRenderWindowList)
  1634. ((DXRenderWindow*)window)->ReleaseNative();
  1635. for (auto shader : mShaders)
  1636. shader->ReleaseNative();
  1637. for (auto renderState : mRenderStates)
  1638. renderState->ReleaseNative();
  1639. for (auto texture : mTextures)
  1640. {
  1641. texture->ReleaseNative();
  1642. texture->mRenderDevice = NULL;
  1643. }
  1644. ReleaseNative();
  1645. delete mDefaultRenderState;
  1646. }
  1647. bool DXRenderDevice::Init(BFApp* app)
  1648. {
  1649. BP_ZONE("DXRenderDevice::Init");
  1650. mApp = app;
  1651. WinBFApp* winApp = (WinBFApp*) app;
  1652. D3D_FEATURE_LEVEL featureLevelArr[] =
  1653. {
  1654. D3D_FEATURE_LEVEL_11_0,
  1655. D3D_FEATURE_LEVEL_10_1,
  1656. D3D_FEATURE_LEVEL_10_0,
  1657. D3D_FEATURE_LEVEL_9_3,
  1658. D3D_FEATURE_LEVEL_9_2,
  1659. D3D_FEATURE_LEVEL_9_1,
  1660. };;
  1661. D3D_FEATURE_LEVEL d3dFeatureLevel = (D3D_FEATURE_LEVEL)0;
  1662. int flags = 0;
  1663. //TODO:
  1664. //flags = D3D11_CREATE_DEVICE_DEBUG;
  1665. DXCHECK(D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, flags, featureLevelArr, 6, D3D11_SDK_VERSION, &mD3DDevice, &d3dFeatureLevel, &mD3DDeviceContext));
  1666. OutputDebugStrF("D3D Feature Level: %X\n", d3dFeatureLevel);
  1667. IDXGIDevice* pDXGIDevice = NULL;
  1668. DXCHECK(mD3DDevice->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast<void**>(&pDXGIDevice)));
  1669. IDXGIAdapter* pDXGIAdapter = NULL;
  1670. DXCHECK(pDXGIDevice->GetParent(__uuidof(IDXGIAdapter), reinterpret_cast<void**>(&pDXGIAdapter)));
  1671. IDXGIFactory* pDXGIFactory = NULL;
  1672. DXCHECK(pDXGIAdapter->GetParent(__uuidof(IDXGIFactory), reinterpret_cast<void**>(&mDXGIFactory)));
  1673. DXRenderState* dxRenderState;
  1674. if (mDefaultRenderState == NULL)
  1675. {
  1676. dxRenderState = (DXRenderState*)CreateRenderState(NULL);
  1677. mDefaultRenderState = dxRenderState;
  1678. mDefaultRenderState->mDepthFunc = DepthFunc_Less;
  1679. mDefaultRenderState->mWriteDepthBuffer = true;
  1680. mPhysRenderState = mDefaultRenderState;
  1681. }
  1682. else
  1683. {
  1684. dxRenderState = (DXRenderState*)mDefaultRenderState;
  1685. dxRenderState->ReinitNative();
  1686. }
  1687. D3D11_RASTERIZER_DESC rasterizerState;
  1688. rasterizerState.CullMode = D3D11_CULL_NONE;
  1689. rasterizerState.FillMode = D3D11_FILL_SOLID;
  1690. rasterizerState.FrontCounterClockwise = false;
  1691. rasterizerState.DepthBias = false;
  1692. rasterizerState.DepthBiasClamp = 0;
  1693. rasterizerState.SlopeScaledDepthBias = 0;
  1694. rasterizerState.DepthClipEnable = false;
  1695. rasterizerState.ScissorEnable = false;
  1696. rasterizerState.MultisampleEnable = false;
  1697. rasterizerState.AntialiasedLineEnable = false;
  1698. mD3DDevice->CreateRasterizerState(&rasterizerState, &dxRenderState->mD3DRasterizerState);
  1699. mD3DDeviceContext->RSSetState(dxRenderState->mD3DRasterizerState);
  1700. mD3DDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1701. ID3D11BlendState* g_pBlendState = NULL;
  1702. D3D11_BLEND_DESC BlendState;
  1703. ZeroMemory(&BlendState, sizeof(D3D11_BLEND_DESC));
  1704. BlendState.RenderTarget[0].BlendEnable = TRUE;
  1705. BlendState.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
  1706. BlendState.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
  1707. BlendState.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
  1708. BlendState.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
  1709. BlendState.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ONE;
  1710. BlendState.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
  1711. BlendState.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
  1712. mD3DDevice->CreateBlendState(&BlendState, &mD3DNormalBlendState);
  1713. mD3DDeviceContext->OMSetBlendState(mD3DNormalBlendState, NULL, 0xffffffff);
  1714. D3D11_SAMPLER_DESC sampDesc;
  1715. ZeroMemory(&sampDesc, sizeof(sampDesc));
  1716. sampDesc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
  1717. sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
  1718. sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
  1719. sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
  1720. sampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
  1721. sampDesc.MinLOD = 0;
  1722. sampDesc.MaxLOD = D3D11_FLOAT32_MAX;
  1723. DXCHECK(mD3DDevice->CreateSamplerState(&sampDesc, &mD3DDefaultSamplerState));
  1724. ZeroMemory(&sampDesc, sizeof(sampDesc));
  1725. sampDesc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
  1726. sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
  1727. sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
  1728. sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
  1729. sampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
  1730. sampDesc.MinLOD = 0;
  1731. sampDesc.MaxLOD = D3D11_FLOAT32_MAX;
  1732. DXCHECK(mD3DDevice->CreateSamplerState(&sampDesc, &mD3DWrapSamplerState));
  1733. D3D11_BUFFER_DESC bd;
  1734. bd.Usage = D3D11_USAGE_DYNAMIC;
  1735. bd.ByteWidth = DX_VTXBUFFER_SIZE;
  1736. bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
  1737. bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  1738. bd.MiscFlags = 0;
  1739. bd.StructureByteStride = 0;
  1740. mD3DDevice->CreateBuffer(&bd, NULL, &mD3DVertexBuffer);
  1741. bd.Usage = D3D11_USAGE_DYNAMIC;
  1742. bd.ByteWidth = DX_IDXBUFFER_SIZE;
  1743. bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
  1744. bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  1745. bd.MiscFlags = 0;
  1746. bd.StructureByteStride = 0;
  1747. mD3DDevice->CreateBuffer(&bd, NULL, &mD3DIndexBuffer);
  1748. mVtxByteIdx = 0;
  1749. mIdxByteIdx = 0;
  1750. return true;
  1751. }
  1752. void DXRenderDevice::ReleaseNative()
  1753. {
  1754. mD3DVertexBuffer->Release();
  1755. mD3DVertexBuffer = NULL;
  1756. if (mMatrix2DBuffer != NULL)
  1757. mMatrix2DBuffer->Release();
  1758. mMatrix2DBuffer = NULL;
  1759. mD3DIndexBuffer->Release();
  1760. mD3DIndexBuffer = NULL;
  1761. mD3DNormalBlendState->Release();
  1762. mD3DNormalBlendState = NULL;
  1763. mD3DDefaultSamplerState->Release();
  1764. mD3DDefaultSamplerState = NULL;
  1765. mD3DWrapSamplerState->Release();
  1766. mD3DWrapSamplerState = NULL;
  1767. mD3DDeviceContext->Release();
  1768. mD3DDeviceContext = NULL;
  1769. // ID3D11Debug* debug = NULL;
  1770. // mD3DDevice->QueryInterface(__uuidof(ID3D11Debug), (void**)&debug);
  1771. // if (debug != NULL)
  1772. // {
  1773. // debug->ReportLiveDeviceObjects(D3D11_RLDO_DETAIL);
  1774. // debug->Release();
  1775. // }
  1776. mD3DDevice->Release();
  1777. mD3DDevice = NULL;
  1778. }
  1779. void DXRenderDevice::ReinitNative()
  1780. {
  1781. AutoCrit autoCrit(mApp->mCritSect);
  1782. if (mMatrix2DBuffer != NULL)
  1783. mMatrix2DBuffer->Release();
  1784. mMatrix2DBuffer = NULL;
  1785. Init(mApp);
  1786. for (auto window : mRenderWindowList)
  1787. ((DXRenderWindow*)window)->ReinitNative();
  1788. for (auto shader : mShaders)
  1789. shader->ReinitNative();
  1790. for (auto renderState : mRenderStates)
  1791. renderState->ReinitNative();
  1792. for (auto tex : mTextures)
  1793. tex->ReinitNative();
  1794. }
  1795. void DXRenderDevice::FrameStart()
  1796. {
  1797. mCurRenderTarget = NULL;
  1798. mPhysRenderWindow = NULL;
  1799. for (auto renderWindow : mRenderWindowList)
  1800. {
  1801. renderWindow->mHasBeenDrawnTo = false;
  1802. renderWindow->mHasBeenTargeted = false;
  1803. }
  1804. }
  1805. void DXRenderDevice::FrameEnd()
  1806. {
  1807. for (int renderWindowIdx = 0; renderWindowIdx < (int)mRenderWindowList.size(); renderWindowIdx++)
  1808. {
  1809. RenderWindow* aRenderWindow = mRenderWindowList[renderWindowIdx];
  1810. if (aRenderWindow->mHasBeenTargeted)
  1811. {
  1812. PhysSetRenderState(mDefaultRenderState);
  1813. PhysSetRenderWindow(aRenderWindow);
  1814. for (int drawLayerIdx = 0; drawLayerIdx < (int)aRenderWindow->mDrawLayerList.size(); drawLayerIdx++)
  1815. {
  1816. DrawLayer* drawLayer = aRenderWindow->mDrawLayerList[drawLayerIdx];
  1817. drawLayer->Draw();
  1818. }
  1819. aRenderWindow->Present();
  1820. }
  1821. }
  1822. RenderDevice::FrameEnd();
  1823. // Do 'clear' after frame end so we allocate new (and valid) vtx/idx draw buffers
  1824. for (int renderWindowIdx = 0; renderWindowIdx < (int)mRenderWindowList.size(); renderWindowIdx++)
  1825. {
  1826. RenderWindow* aRenderWindow = mRenderWindowList[renderWindowIdx];
  1827. if (aRenderWindow->mHasBeenTargeted)
  1828. {
  1829. for (int drawLayerIdx = 0; drawLayerIdx < (int)aRenderWindow->mDrawLayerList.size(); drawLayerIdx++)
  1830. {
  1831. DrawLayer* drawLayer = aRenderWindow->mDrawLayerList[drawLayerIdx];
  1832. drawLayer->Clear();
  1833. }
  1834. }
  1835. }
  1836. }
  1837. Texture* DXRenderDevice::LoadTexture(const StringImpl& fileName, int flags)
  1838. {
  1839. if (fileName.StartsWith("!backbuffer:"))
  1840. {
  1841. int colon = (int)fileName.IndexOf(':');
  1842. String addrStr = fileName.Substring(colon + 1);
  1843. void* addr = (void*)(intptr)strtoll(addrStr.c_str(), NULL, 16);
  1844. BFWindow* window = (BFWindow*)addr;
  1845. DXRenderWindow* renderWindow = (DXRenderWindow*)window->mRenderWindow;
  1846. DXTexture* aTexture = NULL;
  1847. aTexture->mD3DRenderTargetView = renderWindow->mD3DRenderTargetView;
  1848. aTexture->mD3DTexture = renderWindow->mD3DBackBuffer;
  1849. aTexture->mD3DRenderTargetView->AddRef();
  1850. aTexture->mD3DTexture->AddRef();
  1851. aTexture->AddRef();
  1852. return aTexture;
  1853. }
  1854. String pathEx = fileName;
  1855. if ((flags & TextureFlag_Additive) != 0)
  1856. pathEx += ":add";
  1857. DXTexture* aTexture = NULL;
  1858. if (mTextureMap.TryGetValue(pathEx, &aTexture))
  1859. {
  1860. aTexture->AddRef();
  1861. return aTexture;
  1862. }
  1863. int dotPos = (int)fileName.LastIndexOf('.');
  1864. String ext;
  1865. if (dotPos != -1)
  1866. ext = fileName.Substring(dotPos);
  1867. if (ext.Equals(".dds", StringImpl::CompareKind_OrdinalIgnoreCase))
  1868. {
  1869. FileStream fs;
  1870. if (!fs.Open(fileName, "rb"))
  1871. return NULL;
  1872. int header = fs.ReadInt32();
  1873. if (header != 0x20534444)
  1874. return NULL;
  1875. auto hdr = fs.ReadT<DDS_HEADER>();
  1876. DXGI_FORMAT format = DXGI_FORMAT_R8G8B8A8_UNORM;
  1877. if (hdr.ddspf.dwFlags == DDS_RGBA)
  1878. {
  1879. if (hdr.ddspf.dwRGBBitCount == 32)
  1880. {
  1881. if (hdr.ddspf.dwRBitMask == 0xff)
  1882. format = DXGI_FORMAT_R8G8B8A8_UNORM;
  1883. else if (hdr.ddspf.dwRBitMask = 0xff0000)
  1884. format = DXGI_FORMAT_B8G8R8A8_UNORM;
  1885. else if (hdr.ddspf.dwRBitMask == 0xffff)
  1886. format = DXGI_FORMAT_R16G16_UNORM;
  1887. else if (hdr.ddspf.dwRBitMask == 0x3ff)
  1888. format = DXGI_FORMAT_R10G10B10A2_UNORM;
  1889. }
  1890. else if (hdr.ddspf.dwRGBBitCount == 16)
  1891. {
  1892. if (hdr.ddspf.dwRBitMask == 0x7c00)
  1893. format = DXGI_FORMAT_B5G5R5A1_UNORM;
  1894. else if (hdr.ddspf.dwRBitMask == 0xf800)
  1895. format = DXGI_FORMAT_B5G6R5_UNORM;
  1896. }
  1897. else if (hdr.ddspf.dwRGBBitCount == 8)
  1898. {
  1899. if (hdr.ddspf.dwRBitMask == 0xff)
  1900. format = DXGI_FORMAT_R8_UNORM;
  1901. else if (hdr.ddspf.dwABitMask == 0xff)
  1902. format = DXGI_FORMAT_A8_UNORM;
  1903. }
  1904. }
  1905. if (hdr.ddspf.dwFourCC == '1TXD')
  1906. format = DXGI_FORMAT_BC1_UNORM;
  1907. if (hdr.ddspf.dwFourCC == '3TXD')
  1908. format = DXGI_FORMAT_BC2_UNORM;
  1909. if (hdr.ddspf.dwFourCC == '5TXD')
  1910. format = DXGI_FORMAT_BC3_UNORM;
  1911. if (hdr.ddspf.dwFourCC == 'U4CB')
  1912. format = DXGI_FORMAT_BC4_UNORM;
  1913. if (hdr.ddspf.dwFourCC == 'S4CB')
  1914. format = DXGI_FORMAT_BC4_SNORM;
  1915. if (hdr.ddspf.dwFourCC == '2ITA')
  1916. format = DXGI_FORMAT_BC5_UNORM;
  1917. if (hdr.ddspf.dwFourCC == 'S5CB')
  1918. format = DXGI_FORMAT_BC5_SNORM;
  1919. if (hdr.ddspf.dwFourCC == '01XD')
  1920. {
  1921. auto hdr10 = fs.ReadT<DDS_HEADER_DXT10>();
  1922. format = hdr10.dxgiFormat;
  1923. }
  1924. int blockSize = 0;
  1925. int bytesPerPixel = GetBytesPerPixel(format, blockSize);
  1926. int mipSize = ((hdr.dwWidth + blockSize - 1) / blockSize) * ((hdr.dwHeight + blockSize - 1) / blockSize) * bytesPerPixel;
  1927. Array<uint8> data;
  1928. data.Resize(mipSize);
  1929. fs.Read(data.mVals, data.mSize);
  1930. D3D11_SUBRESOURCE_DATA resData;
  1931. resData.pSysMem = data.mVals;
  1932. resData.SysMemPitch = ((hdr.dwWidth + blockSize - 1) / blockSize) * bytesPerPixel;
  1933. resData.SysMemSlicePitch = mipSize;
  1934. // Create the target texture
  1935. D3D11_TEXTURE2D_DESC desc;
  1936. ZeroMemory(&desc, sizeof(desc));
  1937. desc.Width = hdr.dwWidth;
  1938. desc.Height = hdr.dwHeight;
  1939. desc.MipLevels = 1;
  1940. desc.ArraySize = 1;
  1941. desc.Format = format;
  1942. desc.SampleDesc.Count = 1;
  1943. desc.Usage = D3D11_USAGE_DEFAULT;
  1944. desc.CPUAccessFlags = 0;
  1945. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  1946. DXGI_FORMAT viewFormat = format;
  1947. switch (viewFormat)
  1948. {
  1949. case DXGI_FORMAT_B8G8R8A8_TYPELESS: viewFormat = DXGI_FORMAT_B8G8R8A8_UNORM; break;
  1950. case DXGI_FORMAT_R8G8B8A8_TYPELESS: viewFormat = DXGI_FORMAT_R8G8B8A8_UNORM; break;
  1951. case DXGI_FORMAT_BC1_TYPELESS: viewFormat = DXGI_FORMAT_BC1_UNORM; break;
  1952. case DXGI_FORMAT_BC2_TYPELESS: viewFormat = DXGI_FORMAT_BC2_UNORM; break;
  1953. case DXGI_FORMAT_BC3_TYPELESS: viewFormat = DXGI_FORMAT_BC3_UNORM; break;
  1954. case DXGI_FORMAT_BC4_TYPELESS: viewFormat = DXGI_FORMAT_BC4_UNORM; break;
  1955. case DXGI_FORMAT_BC5_TYPELESS: viewFormat = DXGI_FORMAT_BC5_UNORM; break;
  1956. }
  1957. //OutputDebugStrF("Creating texture\n");
  1958. ID3D11Texture2D* d3DTexture = NULL;
  1959. DXCHECK(mD3DDevice->CreateTexture2D(&desc, &resData, &d3DTexture));
  1960. D3D11_SHADER_RESOURCE_VIEW_DESC srDesc;
  1961. srDesc.Format = viewFormat;
  1962. srDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  1963. srDesc.Texture2D.MostDetailedMip = 0;
  1964. srDesc.Texture2D.MipLevels = 1;
  1965. ID3D11ShaderResourceView* d3DShaderResourceView = NULL;
  1966. DXCHECK(mD3DDevice->CreateShaderResourceView(d3DTexture, &srDesc, &d3DShaderResourceView));
  1967. DXTexture* aTexture = new DXTexture();
  1968. aTexture->mPath = fileName;
  1969. aTexture->mRenderDevice = this;
  1970. aTexture->mWidth = hdr.dwWidth;
  1971. aTexture->mHeight = hdr.dwHeight;
  1972. aTexture->mD3DTexture = d3DTexture;
  1973. aTexture->mD3DResourceView = d3DShaderResourceView;
  1974. aTexture->AddRef();
  1975. mTextureMap[aTexture->mPath] = aTexture;
  1976. mTextures.Add(aTexture);
  1977. return aTexture;
  1978. }
  1979. aTexture = (DXTexture*)RenderDevice::LoadTexture(fileName, flags);
  1980. if (aTexture != NULL)
  1981. {
  1982. aTexture->mPath = pathEx;
  1983. mTextureMap[aTexture->mPath] = aTexture;
  1984. }
  1985. return aTexture;
  1986. }
  1987. Texture* DXRenderDevice::LoadTexture(ImageData* imageData, int flags)
  1988. {
  1989. ID3D11ShaderResourceView* d3DShaderResourceView = NULL;
  1990. imageData->mIsAdditive = (flags & TextureFlag_Additive) != 0;
  1991. if ((flags & TextureFlag_NoPremult) == 0)
  1992. imageData->PremultiplyAlpha();
  1993. int aWidth = 0;
  1994. int aHeight = 0;
  1995. D3D11_SUBRESOURCE_DATA resData;
  1996. resData.pSysMem = imageData->mBits;
  1997. resData.SysMemPitch = imageData->mWidth * 4;
  1998. resData.SysMemSlicePitch = imageData->mWidth * imageData->mHeight * 4;
  1999. // Create the target texture
  2000. D3D11_TEXTURE2D_DESC desc;
  2001. ZeroMemory(&desc, sizeof(desc));
  2002. desc.Width = imageData->mWidth;
  2003. desc.Height = imageData->mHeight;
  2004. desc.MipLevels = 1;
  2005. desc.ArraySize = 1;
  2006. desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  2007. desc.SampleDesc.Count = 1;
  2008. desc.Usage = D3D11_USAGE_DEFAULT;
  2009. desc.CPUAccessFlags = 0;
  2010. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  2011. //OutputDebugStrF("Creating texture\n");
  2012. ID3D11Texture2D* d3DTexture = NULL;
  2013. DXCHECK(mD3DDevice->CreateTexture2D(&desc, &resData, &d3DTexture));
  2014. aWidth = imageData->mWidth;
  2015. aHeight = imageData->mHeight;
  2016. D3D11_SHADER_RESOURCE_VIEW_DESC srDesc;
  2017. srDesc.Format = desc.Format;
  2018. srDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  2019. srDesc.Texture2D.MostDetailedMip = 0;
  2020. srDesc.Texture2D.MipLevels = 1;
  2021. DXCHECK(mD3DDevice->CreateShaderResourceView(d3DTexture, &srDesc, &d3DShaderResourceView));
  2022. DXTexture* aTexture = new DXTexture();
  2023. aTexture->mContentBits = new uint32[aWidth * aHeight];
  2024. memcpy(aTexture->mContentBits, imageData->mBits, aWidth * aHeight * 4);
  2025. aTexture->mRenderDevice = this;
  2026. aTexture->mWidth = aWidth;
  2027. aTexture->mHeight = aHeight;
  2028. aTexture->mD3DTexture = d3DTexture;
  2029. aTexture->mD3DResourceView = d3DShaderResourceView;
  2030. aTexture->AddRef();
  2031. mTextures.Add(aTexture);
  2032. //OutputDebugStrF("gTextureIdx=%d %@\n", gTextureIdx, aTexture);
  2033. return aTexture;
  2034. }
  2035. Texture* DXRenderDevice::CreateDynTexture(int width, int height)
  2036. {
  2037. ID3D11ShaderResourceView* d3DShaderResourceView = NULL;
  2038. // Create the target texture
  2039. D3D11_TEXTURE2D_DESC desc;
  2040. ZeroMemory(&desc, sizeof(desc));
  2041. desc.Width = width;
  2042. desc.Height = height;
  2043. desc.MipLevels = 1;
  2044. desc.ArraySize = 1;
  2045. desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  2046. desc.SampleDesc.Count = 1;
  2047. desc.SampleDesc.Quality = 0;
  2048. desc.Usage = D3D11_USAGE_DEFAULT;
  2049. desc.CPUAccessFlags = 0;
  2050. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  2051. ID3D11Texture2D* d3DTexture = NULL;
  2052. DXCHECK(mD3DDevice->CreateTexture2D(&desc, NULL, &d3DTexture));
  2053. D3D11_SHADER_RESOURCE_VIEW_DESC srDesc;
  2054. srDesc.Format = desc.Format;
  2055. srDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  2056. srDesc.Texture2D.MostDetailedMip = 0;
  2057. srDesc.Texture2D.MipLevels = 1;
  2058. DXCHECK(mD3DDevice->CreateShaderResourceView(d3DTexture, &srDesc, &d3DShaderResourceView));
  2059. DXTexture* aTexture = new DXTexture();
  2060. aTexture->mRenderDevice = this;
  2061. aTexture->mWidth = width;
  2062. aTexture->mHeight = height;
  2063. aTexture->mD3DTexture = d3DTexture;
  2064. aTexture->mD3DResourceView = d3DShaderResourceView;
  2065. aTexture->AddRef();
  2066. mTextures.Add(aTexture);
  2067. //OutputDebugStrF("gTextureIdx=%d %@\n", gTextureIdx, aTexture);
  2068. return aTexture;
  2069. }
  2070. Shader* DXRenderDevice::LoadShader(const StringImpl& fileName, VertexDefinition* vertexDefinition)
  2071. {
  2072. BP_ZONE("DXRenderDevice::LoadShader");
  2073. DXShader* dxShader = new DXShader();
  2074. dxShader->mRenderDevice = this;
  2075. dxShader->mSrcPath = fileName;
  2076. dxShader->mVertexDef = new VertexDefinition(vertexDefinition);
  2077. if (!dxShader->Load())
  2078. {
  2079. delete dxShader;
  2080. return NULL;
  2081. }
  2082. mShaders.Add(dxShader);
  2083. return dxShader;
  2084. }
  2085. void DXRenderDevice::SetRenderState(RenderState* renderState)
  2086. {
  2087. mCurRenderState = renderState;
  2088. }
  2089. Texture* DXRenderDevice::CreateRenderTarget(int width, int height, bool destAlpha)
  2090. {
  2091. ID3D11ShaderResourceView* d3DShaderResourceView = NULL;
  2092. int aWidth = 0;
  2093. int aHeight = 0;
  2094. int sampleQuality = 0;
  2095. // Create the render target texture
  2096. D3D11_TEXTURE2D_DESC desc;
  2097. ZeroMemory(&desc, sizeof(desc));
  2098. desc.Width = width;
  2099. desc.Height = height;
  2100. desc.MipLevels = 1;
  2101. desc.ArraySize = 1;
  2102. desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  2103. desc.SampleDesc.Count = 1;
  2104. UINT qualityLevels = 0;
  2105. int samples = 1;
  2106. //DXCHECK(mD3DDevice->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM, samples, &qualityLevels));
  2107. desc.SampleDesc.Count = samples;
  2108. desc.SampleDesc.Quality = sampleQuality;
  2109. desc.Usage = D3D11_USAGE_DEFAULT;
  2110. desc.CPUAccessFlags = 0; //D3D11_CPU_ACCESS_WRITE;
  2111. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
  2112. ID3D11Texture2D* d3DTexture = NULL;
  2113. DXCHECK(mD3DDevice->CreateTexture2D(&desc, NULL, &d3DTexture));
  2114. aWidth = width;
  2115. aHeight = height;
  2116. D3D11_SHADER_RESOURCE_VIEW_DESC srDesc;
  2117. srDesc.Format = desc.Format;
  2118. srDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  2119. srDesc.Texture2D.MostDetailedMip = 0;
  2120. srDesc.Texture2D.MipLevels = 1;
  2121. if (qualityLevels != 0)
  2122. {
  2123. srDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMS;
  2124. }
  2125. DXCHECK(mD3DDevice->CreateShaderResourceView(d3DTexture, &srDesc, &d3DShaderResourceView));
  2126. ID3D11RenderTargetView* d3DRenderTargetView;
  2127. DXCHECK(mD3DDevice->CreateRenderTargetView(d3DTexture, NULL, &d3DRenderTargetView));
  2128. DXTexture* aRenderTarget = new DXTexture();
  2129. aRenderTarget->mWidth = width;
  2130. aRenderTarget->mHeight = height;
  2131. aRenderTarget->mRenderDevice = this;
  2132. aRenderTarget->mD3DTexture = d3DTexture;
  2133. aRenderTarget->mD3DResourceView = d3DShaderResourceView;
  2134. aRenderTarget->mD3DRenderTargetView = d3DRenderTargetView;
  2135. aRenderTarget->AddRef();
  2136. D3D11_TEXTURE2D_DESC descDepth;
  2137. ZeroMemory(&descDepth, sizeof(descDepth));
  2138. descDepth.Width = width;
  2139. descDepth.Height = height;
  2140. descDepth.MipLevels = 1;
  2141. descDepth.ArraySize = 1;
  2142. descDepth.SampleDesc.Quality = sampleQuality;
  2143. descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  2144. descDepth.SampleDesc.Count = 1;
  2145. descDepth.SampleDesc.Quality = 0;
  2146. descDepth.Usage = D3D11_USAGE_DEFAULT;
  2147. descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  2148. descDepth.CPUAccessFlags = 0;
  2149. descDepth.MiscFlags = 0;
  2150. mD3DDevice->CreateTexture2D(&descDepth, NULL, &aRenderTarget->mD3DDepthBuffer);
  2151. DXCHECK(mD3DDevice->CreateDepthStencilView(aRenderTarget->mD3DDepthBuffer, NULL, &aRenderTarget->mD3DDepthStencilView));
  2152. return aRenderTarget;
  2153. }