DXRenderDevice.cpp 75 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 "FileStream.h"
  9. #include "DDS.h"
  10. using namespace DirectX;
  11. #include <D3Dcompiler.h>
  12. #pragma warning (push)
  13. #pragma warning (disable:4005)
  14. //#include <d2d1.h>
  15. //#include <D3DX11async.h>
  16. //#include <D3DX10math.h>
  17. //#include <DxErr.h>
  18. #include <dxgi1_3.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"
  209. typedef HRESULT(WINAPI* Func_D3DX10CompileFromFileW)(LPCWSTR pSrcFile, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude,
  210. LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags1, UINT Flags2, ID3D10Blob** ppShader, ID3D10Blob** ppErrorMsgs);
  211. static Func_D3DX10CompileFromFileW gFunc_D3DX10CompileFromFileW;
  212. static bool LoadDXShader(const StringImpl& filePath, const StringImpl& entry, const StringImpl& profile, ID3D10Blob** outBuffer)
  213. {
  214. HRESULT hr;
  215. String outObj = filePath + "_" + entry + "_" + profile;
  216. bool useCache = false;
  217. auto srcDate = ::BfpFile_GetTime_LastWrite(filePath.c_str());
  218. auto cacheDate = ::BfpFile_GetTime_LastWrite(outObj.c_str());
  219. if (cacheDate >= srcDate)
  220. useCache = true;
  221. if (!useCache)
  222. {
  223. if (gFunc_D3DX10CompileFromFileW == NULL)
  224. {
  225. auto lib = LoadLibraryA("D3DCompiler_47.dll");
  226. if (lib != NULL)
  227. gFunc_D3DX10CompileFromFileW = (Func_D3DX10CompileFromFileW)::GetProcAddress(lib, "D3DCompileFromFile");
  228. }
  229. if (gFunc_D3DX10CompileFromFileW == NULL)
  230. useCache = true;
  231. }
  232. if (!useCache)
  233. {
  234. if (gFunc_D3DX10CompileFromFileW == NULL)
  235. {
  236. auto lib = LoadLibraryA("D3DCompiler_47.dll");
  237. if (lib != NULL)
  238. gFunc_D3DX10CompileFromFileW = (Func_D3DX10CompileFromFileW)::GetProcAddress(lib, "D3DCompileFromFile");
  239. }
  240. ID3D10Blob* errorMessage = NULL;
  241. auto dxResult = gFunc_D3DX10CompileFromFileW(UTF8Decode(filePath).c_str(), NULL, NULL, entry.c_str(), profile.c_str(),
  242. D3D10_SHADER_DEBUG | D3D10_SHADER_ENABLE_STRICTNESS, 0, outBuffer, &errorMessage);
  243. if (DXFAILED(dxResult))
  244. {
  245. if (errorMessage != NULL)
  246. {
  247. BF_FATAL(StrFormat("Vertex shader load failed: %s", (char*)errorMessage->GetBufferPointer()).c_str());
  248. errorMessage->Release();
  249. }
  250. else
  251. BF_FATAL("Shader load failed");
  252. return false;
  253. }
  254. auto ptr = (*outBuffer)->GetBufferPointer();
  255. int size = (int)(*outBuffer)->GetBufferSize();
  256. FILE* fp = fopen(outObj.c_str(), "wb");
  257. if (fp != NULL)
  258. {
  259. fwrite(ptr, 1, size, fp);
  260. fclose(fp);
  261. }
  262. return true;
  263. }
  264. FILE* fp = fopen(outObj.c_str(), "rb");
  265. if (fp == NULL)
  266. {
  267. BF_FATAL("Failed to load compiled shader");
  268. return false;
  269. }
  270. fseek(fp, 0, SEEK_END);
  271. int size = ftell(fp);
  272. fseek(fp, 0, SEEK_SET);
  273. D3D10CreateBlob(size, outBuffer);
  274. auto ptr = (*outBuffer)->GetBufferPointer();
  275. fread(ptr, 1, size, fp);
  276. fclose(fp);
  277. return true;
  278. }
  279. bool DXShader::Load()
  280. {
  281. //HRESULT hr;
  282. ID3D10Blob* errorMessage = NULL;
  283. ID3D10Blob* vertexShaderBuffer = NULL;
  284. ID3D10Blob* pixelShaderBuffer = NULL;
  285. LoadDXShader(mSrcPath + ".fx", "VS", "vs_4_0", &vertexShaderBuffer);
  286. LoadDXShader(mSrcPath + ".fx", "PS", "ps_4_0", &pixelShaderBuffer);
  287. defer(
  288. {
  289. vertexShaderBuffer->Release();
  290. pixelShaderBuffer->Release();
  291. });
  292. mHas2DPosition = false;
  293. mVertexSize = 0;
  294. mD3DLayout = NULL;
  295. static const char* semanticNames[] = {
  296. "POSITION",
  297. "POSITION",
  298. "COLOR",
  299. "TEXCOORD",
  300. "NORMAL",
  301. "BINORMAL",
  302. "TANGENT",
  303. "BLENDINDICES",
  304. "BLENDWEIGHT",
  305. "DEPTH",
  306. "FOG",
  307. "POINTSIZE",
  308. "SAMPLE",
  309. "TESSELLATEFACTOR" };
  310. static const DXGI_FORMAT dxgiFormat[] = {
  311. DXGI_FORMAT_R32_FLOAT/*VertexElementFormat_Single*/,
  312. DXGI_FORMAT_R32G32_FLOAT/*VertexElementFormat_Vector2*/,
  313. DXGI_FORMAT_R32G32B32_FLOAT/*VertexElementFormat_Vector3*/,
  314. DXGI_FORMAT_R32G32B32A32_FLOAT/*VertexElementFormat_Vector4*/,
  315. DXGI_FORMAT_R8G8B8A8_UNORM/*VertexElementFormat_Color*/,
  316. DXGI_FORMAT_R8G8B8A8_UINT/*VertexElementFormat_Byte4*/,
  317. DXGI_FORMAT_R16G16_UINT/*VertexElementFormat_Short2*/,
  318. DXGI_FORMAT_R16G16B16A16_UINT/*VertexElementFormat_Short4*/,
  319. DXGI_FORMAT_R16G16_UNORM/*VertexElementFormat_NormalizedShort2*/,
  320. DXGI_FORMAT_R16G16B16A16_UNORM/*VertexElementFormat_NormalizedShort4*/,
  321. DXGI_FORMAT_R16G16_FLOAT/*VertexElementFormat_HalfVector2*/,
  322. DXGI_FORMAT_R16G16B16A16_FLOAT/*VertexElementFormat_HalfVector4*/
  323. };
  324. static const int dxgiSize[] = {
  325. sizeof(float) * 1/*VertexElementFormat_Single*/,
  326. sizeof(float) * 2/*VertexElementFormat_Vector2*/,
  327. sizeof(float) * 3/*VertexElementFormat_Vector3*/,
  328. sizeof(float) * 4/*VertexElementFormat_Vector4*/,
  329. sizeof(uint32)/*VertexElementFormat_Color*/,
  330. sizeof(uint8) * 4/*VertexElementFormat_Byte4*/,
  331. sizeof(uint16) * 2/*VertexElementFormat_Short2*/,
  332. sizeof(uint16) * 4/*VertexElementFormat_Short4*/,
  333. sizeof(uint16) * 2/*VertexElementFormat_NormalizedShort2*/,
  334. sizeof(uint16) * 4/*VertexElementFormat_NormalizedShort4*/,
  335. sizeof(uint16) * 2/*VertexElementFormat_HalfVector2*/,
  336. sizeof(uint16) * 4/*VertexElementFormat_HalfVector4*/
  337. };
  338. D3D11_INPUT_ELEMENT_DESC layout[64];
  339. for (int elementIdx = 0; elementIdx < mVertexDef->mNumElements; elementIdx++)
  340. {
  341. VertexDefData* vertexDefData = &mVertexDef->mElementData[elementIdx];
  342. if (vertexDefData->mUsage == VertexElementUsage_Position2D)
  343. mHas2DPosition = true;
  344. D3D11_INPUT_ELEMENT_DESC* elementDesc = &layout[elementIdx];
  345. elementDesc->SemanticName = semanticNames[vertexDefData->mUsage];
  346. elementDesc->SemanticIndex = vertexDefData->mUsageIndex;
  347. elementDesc->Format = dxgiFormat[vertexDefData->mFormat];
  348. elementDesc->InputSlot = 0;
  349. elementDesc->AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
  350. elementDesc->InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
  351. elementDesc->InstanceDataStepRate = 0;
  352. mVertexSize += dxgiSize[vertexDefData->mFormat];
  353. }
  354. /* =
  355. {
  356. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  357. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  358. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  359. };
  360. UINT numElements = sizeof(layout) / sizeof(layout[0]);*/
  361. HRESULT result = mRenderDevice->mD3DDevice->CreateInputLayout(layout, mVertexDef->mNumElements, vertexShaderBuffer->GetBufferPointer(),
  362. vertexShaderBuffer->GetBufferSize(), &mD3DLayout);
  363. DXCHECK(result);
  364. if (FAILED(result))
  365. return false;
  366. // Create the vertex shader from the buffer.
  367. result = mRenderDevice->mD3DDevice->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &mD3DVertexShader);
  368. DXCHECK(result);
  369. if (FAILED(result))
  370. return false;
  371. // Create the pixel shader from the buffer.
  372. result = mRenderDevice->mD3DDevice->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &mD3DPixelShader);
  373. DXCHECK(result);
  374. if (FAILED(result))
  375. return false;
  376. Init();
  377. return true;
  378. }
  379. void DXShader::ReinitNative()
  380. {
  381. ReleaseNative();
  382. Load();
  383. }
  384. ShaderParam* DXShader::GetShaderParam(const StringImpl& name)
  385. {
  386. DXShaderParamMap::iterator itr = mParamsMap.find(name);
  387. if (itr != mParamsMap.end())
  388. return itr->second;
  389. return NULL;
  390. /*ID3D11EffectVariable* d3DVariable = mD3DEffect->GetVariableByName(ToString(name).c_str());
  391. if (d3DVariable == NULL)
  392. return NULL;
  393. DXShaderParam* shaderParam = new DXShaderParam();
  394. shaderParam->mD3DVariable = d3DVariable;
  395. mParamsMap[name] = shaderParam;
  396. return shaderParam;*/
  397. }
  398. ///
  399. DXTexture::DXTexture()
  400. {
  401. mD3DTexture = NULL;
  402. mD3DResourceView = NULL;
  403. mD3DRenderTargetView = NULL;
  404. mRenderDevice = NULL;
  405. mD3DDepthBuffer = NULL;
  406. mD3DDepthStencilView = NULL;
  407. mContentBits = NULL;
  408. }
  409. DXTexture::~DXTexture()
  410. {
  411. if ((!mPath.IsEmpty()) && (mRenderDevice != NULL))
  412. ((DXRenderDevice*)mRenderDevice)->mTextureMap.Remove(mPath);
  413. //OutputDebugStrF("DXTexture::~DXTexture %@\n", this);
  414. delete mContentBits;
  415. if (mD3DResourceView != NULL)
  416. mD3DResourceView->Release();
  417. if (mD3DDepthStencilView != NULL)
  418. mD3DDepthStencilView->Release();
  419. if (mD3DDepthBuffer != NULL)
  420. mD3DDepthBuffer->Release();
  421. if (mD3DTexture != NULL)
  422. mD3DTexture->Release();
  423. if (mRenderDevice != NULL)
  424. mRenderDevice->mTextures.Remove(this);
  425. }
  426. void DXTexture::ReleaseNative()
  427. {
  428. //mRenderDevice->mD3DDeviceContext->CopyResource(newResource, mD3DTexture)
  429. if (mD3DResourceView != NULL)
  430. {
  431. mD3DResourceView->Release();
  432. mD3DResourceView = NULL;
  433. }
  434. if (mD3DDepthStencilView != NULL)
  435. {
  436. mD3DDepthStencilView->Release();
  437. mD3DDepthStencilView = NULL;
  438. }
  439. if (mD3DDepthBuffer != NULL)
  440. {
  441. mD3DDepthBuffer->Release();
  442. mD3DDepthBuffer = NULL;
  443. }
  444. if (mD3DTexture != NULL)
  445. {
  446. mD3DTexture->Release();
  447. mD3DTexture = NULL;
  448. }
  449. }
  450. void DXTexture::ReinitNative()
  451. {
  452. ReleaseNative();
  453. int aWidth = 0;
  454. int aHeight = 0;
  455. D3D11_SUBRESOURCE_DATA resData;
  456. resData.pSysMem = mContentBits;
  457. resData.SysMemPitch = mWidth * 4;
  458. resData.SysMemSlicePitch = mWidth * mHeight * 4;
  459. // Create the target texture
  460. D3D11_TEXTURE2D_DESC desc;
  461. ZeroMemory(&desc, sizeof(desc));
  462. desc.Width = mWidth;
  463. desc.Height = mHeight;
  464. desc.MipLevels = 1;
  465. desc.ArraySize = 1;
  466. desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  467. desc.SampleDesc.Count = 1;
  468. desc.Usage = D3D11_USAGE_DEFAULT;
  469. desc.CPUAccessFlags = 0;
  470. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  471. //OutputDebugStrF("Creating texture\n");
  472. auto dxRenderDevice = (DXRenderDevice*)mRenderDevice;
  473. DXCHECK(dxRenderDevice->mD3DDevice->CreateTexture2D(&desc, (mContentBits != NULL) ? &resData : NULL, &mD3DTexture));
  474. D3D11_SHADER_RESOURCE_VIEW_DESC srDesc;
  475. srDesc.Format = desc.Format;
  476. srDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  477. srDesc.Texture2D.MostDetailedMip = 0;
  478. srDesc.Texture2D.MipLevels = 1;
  479. DXCHECK(dxRenderDevice->mD3DDevice->CreateShaderResourceView(mD3DTexture, &srDesc, &mD3DResourceView));
  480. OutputDebugStrF("DXTexture::ReinitNative %p\n", this);
  481. }
  482. void DXTexture::PhysSetAsTarget()
  483. {
  484. {
  485. D3D11_VIEWPORT viewPort;
  486. viewPort.Width = (float)mWidth;
  487. viewPort.Height = (float)mHeight;
  488. viewPort.MinDepth = 0.0f;
  489. viewPort.MaxDepth = 1.0f;
  490. viewPort.TopLeftX = 0;
  491. viewPort.TopLeftY = 0;
  492. mRenderDevice->mD3DDeviceContext->OMSetRenderTargets(1, &mD3DRenderTargetView, mD3DDepthStencilView);
  493. //mRenderDevice->mD3DDeviceContext->OMSetRenderTargets(1, &mD3DRenderTargetView, ((rand() % 2) != 0) ? NULL : mD3DDepthStencilView);
  494. //mRenderDevice->mD3DDeviceContext->OMSetRenderTargets(1, &mD3DRenderTargetView, NULL);
  495. mRenderDevice->mD3DDeviceContext->RSSetViewports(1, &viewPort);
  496. }
  497. //if (!mHasBeenDrawnTo)
  498. {
  499. float bgColor[4] = {1, (rand() % 256) / 256.0f, 0.5, 1};
  500. mRenderDevice->mD3DDeviceContext->ClearRenderTargetView(mD3DRenderTargetView, bgColor);
  501. if (mD3DDepthStencilView != NULL)
  502. mRenderDevice->mD3DDeviceContext->ClearDepthStencilView(mD3DDepthStencilView, D3D11_CLEAR_DEPTH/*|D3D11_CLEAR_STENCIL*/, 1.0f, 0);
  503. //mRenderDevice->mD3DDevice->ClearRenderTargetView(mD3DRenderTargetView, D3DXVECTOR4(1, 0.5, 0.5, 1));
  504. mHasBeenDrawnTo = true;
  505. }
  506. }
  507. void DXTexture::Blt(ImageData* imageData, int x, int y)
  508. {
  509. D3D11_BOX box;
  510. box.left = x;
  511. box.right = x + imageData->mWidth;
  512. box.top = y;
  513. box.bottom = y + imageData->mHeight;
  514. box.front = 0;
  515. box.back = 1;
  516. mRenderDevice->mD3DDeviceContext->UpdateSubresource(mD3DTexture, 0, &box, imageData->mBits, imageData->mWidth * sizeof(uint32), 0);
  517. if (mContentBits != NULL)
  518. {
  519. for (int yOfs = 0; yOfs < imageData->mHeight; yOfs++)
  520. memcpy(mContentBits + x + (y + yOfs) * mWidth, imageData->mBits + yOfs * imageData->mWidth, imageData->mWidth * 4);
  521. }
  522. }
  523. void DXTexture::SetBits(int destX, int destY, int destWidth, int destHeight, int srcPitch, uint32* bits)
  524. {
  525. D3D11_BOX box = { (UINT)destX, (UINT)destY, (UINT)0, (UINT)(destX + destWidth), (UINT)(destY + destHeight), 1 };
  526. mRenderDevice->mD3DDeviceContext->UpdateSubresource(mD3DTexture, 0, &box, bits, srcPitch * sizeof(uint32), 0);
  527. if (mContentBits != NULL)
  528. {
  529. for (int y = 0; y < destHeight; y++)
  530. memcpy(mContentBits + destX + (destY + y) * mWidth, bits + (y * srcPitch), destWidth * 4);
  531. }
  532. }
  533. void DXTexture::GetBits(int srcX, int srcY, int srcWidth, int srcHeight, int destPitch, uint32* bits)
  534. {
  535. D3D11_TEXTURE2D_DESC texDesc;
  536. texDesc.ArraySize = 1;
  537. texDesc.BindFlags = 0;
  538. texDesc.CPUAccessFlags = 0;
  539. texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  540. texDesc.Width = srcWidth;
  541. texDesc.Height = srcHeight;
  542. texDesc.MipLevels = 1;
  543. texDesc.MiscFlags = 0;
  544. texDesc.SampleDesc.Count = 1;
  545. texDesc.SampleDesc.Quality = 0;
  546. texDesc.Usage = D3D11_USAGE_STAGING;
  547. texDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  548. D3D11_BOX srcBox = { 0 };
  549. srcBox.left = srcX;
  550. srcBox.top = srcY;
  551. srcBox.right = srcX + srcWidth;
  552. srcBox.bottom = srcY + srcHeight;
  553. srcBox.back = 1;
  554. ID3D11Texture2D *texture;
  555. DXCHECK(mRenderDevice->mD3DDevice->CreateTexture2D(&texDesc, 0, &texture));
  556. mRenderDevice->mD3DDeviceContext->CopySubresourceRegion(texture, 0, 0, 0, 0, mD3DTexture, 0, &srcBox);
  557. D3D11_MAPPED_SUBRESOURCE mapTex;
  558. DXCHECK(mRenderDevice->mD3DDeviceContext->Map(texture, 0, D3D11_MAP_READ, NULL, &mapTex));
  559. uint8* srcPtr = (uint8*) mapTex.pData;
  560. uint8* destPtr = (uint8*) bits;
  561. for (int y = 0; y < srcHeight; y++)
  562. {
  563. memcpy(destPtr, srcPtr, srcWidth*sizeof(uint32));
  564. srcPtr += mapTex.RowPitch;
  565. destPtr += destPitch * 4;
  566. }
  567. mRenderDevice->mD3DDeviceContext->Unmap(texture, 0);
  568. texture->Release();
  569. }
  570. ///
  571. static int GetPowerOfTwo(int input)
  572. {
  573. int value = 1;
  574. while (value < input)
  575. value <<= 1;
  576. return value;
  577. }
  578. DXDrawBatch::DXDrawBatch()
  579. {
  580. }
  581. DXDrawBatch::~DXDrawBatch()
  582. {
  583. }
  584. void DXDrawBatch::Render(RenderDevice* renderDevice, RenderWindow* renderWindow)
  585. {
  586. if (mVtxIdx == 0)
  587. return;
  588. if ((mRenderState->mClipped) &&
  589. ((mRenderState->mClipRect.mWidth == 0) || (mRenderState->mClipRect.mHeight == 0)))
  590. return;
  591. if (mRenderState->mClipped)
  592. BF_ASSERT((mRenderState->mClipRect.mWidth > 0) && (mRenderState->mClipRect.mHeight > 0));
  593. DXRenderDevice* aRenderDevice = (DXRenderDevice*)renderDevice;
  594. /*if ((mDrawLayer->mRenderWindow != NULL) && (aRenderDevice->mPhysRenderWindow != mDrawLayer->mRenderWindow))
  595. aRenderDevice->PhysSetRenderWindow(mDrawLayer->mRenderWindow);*/
  596. D3D11_MAP idxMapType = D3D11_MAP_WRITE_NO_OVERWRITE;
  597. D3D11_MAP vtxMapType = D3D11_MAP_WRITE_NO_OVERWRITE;
  598. int idxByteStart = aRenderDevice->mIdxByteIdx;
  599. int idxDataSize = sizeof(uint16) * mIdxIdx;
  600. aRenderDevice->mIdxByteIdx += idxDataSize;
  601. if (aRenderDevice->mIdxByteIdx >= DX_IDXBUFFER_SIZE)
  602. {
  603. idxMapType = D3D11_MAP_WRITE_DISCARD;
  604. idxByteStart = 0;
  605. aRenderDevice->mIdxByteIdx = idxDataSize;
  606. }
  607. int vtxByteStart = aRenderDevice->mVtxByteIdx;
  608. int vtxDataSize = mVtxIdx * mVtxSize;
  609. //int vtxStartIdx = ((vtxByteStart + mVtxSize - 1) / mVtxSize);
  610. int vtxStartIdx = vtxByteStart / mVtxSize;
  611. int vtxOffset = vtxByteStart % mVtxSize;
  612. //vtxByteStart = vtxStartIdx * mVtxSize;
  613. //aRenderDevice->mVtxByteIdx += vtxDataSize;
  614. aRenderDevice->mVtxByteIdx = vtxByteStart + vtxDataSize;
  615. if (aRenderDevice->mVtxByteIdx >= DX_VTXBUFFER_SIZE)
  616. {
  617. vtxMapType = D3D11_MAP_WRITE_DISCARD;
  618. vtxByteStart = 0;
  619. vtxOffset = 0;
  620. vtxStartIdx = 0;
  621. aRenderDevice->mVtxByteIdx = vtxDataSize;
  622. }
  623. //TODO: Round up for various vertex formats, manage stride properly, etc
  624. D3D11_MAPPED_SUBRESOURCE mappedSubResource;
  625. DXCHECK(aRenderDevice->mD3DDeviceContext->Map(aRenderDevice->mD3DIndexBuffer, 0, idxMapType, 0, &mappedSubResource));
  626. void* dxIdxData = mappedSubResource.pData;
  627. DXCHECK(aRenderDevice->mD3DDeviceContext->Map(aRenderDevice->mD3DVertexBuffer, 0, vtxMapType, 0, &mappedSubResource));
  628. void* dxVtxData = mappedSubResource.pData;
  629. //mVtxByteIdx = ((mVtxByteIdx + vtxSize - 1) / vtxSize) * vtxSize;
  630. memcpy((uint8*)dxIdxData + idxByteStart, mIndices, idxDataSize);
  631. memcpy((uint8*)dxVtxData + vtxByteStart, mVertices, vtxDataSize);
  632. aRenderDevice->mD3DDeviceContext->Unmap(aRenderDevice->mD3DVertexBuffer, 0);
  633. aRenderDevice->mD3DDeviceContext->Unmap(aRenderDevice->mD3DIndexBuffer, 0);
  634. //DXTexture* dxTexture = (DXTexture*)mCurTexture;
  635. //aRenderDevice->mD3DDeviceContext->PSSetShaderResources(0, 1, &dxTexture->mD3DTexture);
  636. if (mRenderState != aRenderDevice->mPhysRenderState)
  637. aRenderDevice->PhysSetRenderState(mRenderState);
  638. // Set vertex buffer
  639. UINT stride = mVtxSize;
  640. UINT offset = vtxOffset;
  641. aRenderDevice->mD3DDeviceContext->IASetVertexBuffers(0, 1, &aRenderDevice->mD3DVertexBuffer, &stride, &offset);
  642. aRenderDevice->mD3DDeviceContext->IASetIndexBuffer(aRenderDevice->mD3DIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
  643. aRenderDevice->mD3DDeviceContext->DrawIndexed(mIdxIdx, idxByteStart / sizeof(uint16), vtxStartIdx/*vtxByteStart / mVtxSize*/);
  644. }
  645. DXDrawLayer::DXDrawLayer()
  646. {
  647. }
  648. DXDrawLayer::~DXDrawLayer()
  649. {
  650. }
  651. DrawBatch* DXDrawLayer::CreateDrawBatch()
  652. {
  653. return new DXDrawBatch();
  654. }
  655. RenderCmd* Beefy::DXDrawLayer::CreateSetTextureCmd(int textureIdx, Texture* texture)
  656. {
  657. DXSetTextureCmd* setTextureCmd = AllocRenderCmd<DXSetTextureCmd>();
  658. setTextureCmd->mTextureIdx = textureIdx;
  659. setTextureCmd->mTexture = texture;
  660. return setTextureCmd;
  661. }
  662. void DXRenderDevice::PhysSetRenderState(RenderState* renderState)
  663. {
  664. DXRenderState* dxRenderState = (DXRenderState*)renderState;
  665. DXShader* dxShader = (DXShader*)renderState->mShader;
  666. if (renderState->mTopology != mPhysRenderState->mTopology)
  667. {
  668. D3D_PRIMITIVE_TOPOLOGY topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
  669. if (dxRenderState->mTopology == Topology3D_LineLine)
  670. topology = D3D_PRIMITIVE_TOPOLOGY_LINELIST;
  671. mD3DDeviceContext->IASetPrimitiveTopology(topology);
  672. }
  673. if ((renderState->mShader != mPhysRenderState->mShader) && (renderState->mShader != NULL))
  674. {
  675. mD3DDeviceContext->PSSetSamplers(0, 1, renderState->mTexWrap ? &mD3DWrapSamplerState : &mD3DDefaultSamplerState);
  676. mD3DDeviceContext->IASetInputLayout(dxShader->mD3DLayout);
  677. mD3DDeviceContext->VSSetShader(dxShader->mD3DVertexShader, NULL, 0);
  678. mD3DDeviceContext->PSSetShader(dxShader->mD3DPixelShader, NULL, 0);
  679. if (dxShader->mHas2DPosition)
  680. {
  681. HRESULT result = NULL;
  682. if (mMatrix2DBuffer == NULL)
  683. {
  684. D3D11_BUFFER_DESC matrixBufferDesc;
  685. matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
  686. matrixBufferDesc.ByteWidth = sizeof(float[4]);
  687. matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  688. matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  689. matrixBufferDesc.MiscFlags = 0;
  690. matrixBufferDesc.StructureByteStride = 0;
  691. // Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
  692. result = mD3DDevice->CreateBuffer(&matrixBufferDesc, NULL, &mMatrix2DBuffer);
  693. if (FAILED(result))
  694. {
  695. return;
  696. }
  697. }
  698. // Lock the constant buffer so it can be written to.
  699. D3D11_MAPPED_SUBRESOURCE mappedResource;
  700. result = mD3DDeviceContext->Map(mMatrix2DBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
  701. if (FAILED(result))
  702. {
  703. return;
  704. }
  705. // Get a pointer to the data in the constant buffer.
  706. float* dataPtr = (float*) mappedResource.pData;
  707. dataPtr[0] = (float) mCurRenderTarget->mWidth;
  708. dataPtr[1] = (float) mCurRenderTarget->mHeight;
  709. dataPtr[2] = 0;
  710. dataPtr[3] = 0;
  711. // Unlock the constant buffer.
  712. mD3DDeviceContext->Unmap(mMatrix2DBuffer, 0);
  713. //float params[4] = {mCurRenderTarget->mWidth, mCurRenderTarget->mHeight, 0, 0};
  714. mD3DDeviceContext->VSSetConstantBuffers(0, 1, &mMatrix2DBuffer);
  715. }
  716. }
  717. bool setRasterizerState = false;
  718. bool setDepthFuncState = false;
  719. if ((renderState->mClipped != mPhysRenderState->mClipped) ||
  720. ((renderState->mClipped) && (renderState->mClipRect != mPhysRenderState->mClipRect)))
  721. {
  722. if (renderState->mClipped)
  723. {
  724. D3D11_RECT rects[1];
  725. rects[0].left = (int)renderState->mClipRect.mX;
  726. rects[0].right = (int) (renderState->mClipRect.mX + renderState->mClipRect.mWidth);
  727. rects[0].top = (int) renderState->mClipRect.mY;
  728. rects[0].bottom = (int) (renderState->mClipRect.mY + renderState->mClipRect.mHeight);
  729. mD3DDeviceContext->RSSetScissorRects(1, rects);
  730. }
  731. setRasterizerState = true;
  732. }
  733. if (renderState->mWriteDepthBuffer != mPhysRenderState->mWriteDepthBuffer)
  734. setDepthFuncState = true;
  735. if (renderState->mDepthFunc != mPhysRenderState->mDepthFunc)
  736. {
  737. setDepthFuncState = true;
  738. setRasterizerState = true;
  739. }
  740. if (renderState->mWireframe != mPhysRenderState->mWireframe)
  741. setRasterizerState = true;
  742. if (setRasterizerState)
  743. {
  744. if (dxRenderState->mD3DRasterizerState == NULL)
  745. {
  746. static const D3D11_CULL_MODE cullModes[] =
  747. {
  748. D3D11_CULL_NONE,
  749. D3D11_CULL_FRONT,
  750. D3D11_CULL_BACK
  751. };
  752. D3D11_RASTERIZER_DESC rasterizerState;
  753. rasterizerState.CullMode = cullModes[dxRenderState->mCullMode];
  754. //rasterizerState.CullMode = D3D11_CULL_BACK;
  755. rasterizerState.FillMode = renderState->mWireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  756. rasterizerState.FrontCounterClockwise = false;
  757. rasterizerState.DepthBias = 0;
  758. rasterizerState.DepthBiasClamp = 0;
  759. rasterizerState.SlopeScaledDepthBias = 0;
  760. rasterizerState.DepthClipEnable = renderState->mDepthFunc != DepthFunc_Always;
  761. rasterizerState.ScissorEnable = renderState->mClipped;
  762. rasterizerState.MultisampleEnable = false;
  763. rasterizerState.AntialiasedLineEnable = false;
  764. mD3DDevice->CreateRasterizerState(&rasterizerState, &dxRenderState->mD3DRasterizerState);
  765. }
  766. mD3DDeviceContext->RSSetState(dxRenderState->mD3DRasterizerState);
  767. }
  768. if (setDepthFuncState)
  769. {
  770. if (dxRenderState->mD3DDepthStencilState == NULL)
  771. {
  772. static const D3D11_COMPARISON_FUNC comparisonArray[] =
  773. {
  774. D3D11_COMPARISON_NEVER,
  775. D3D11_COMPARISON_LESS,
  776. D3D11_COMPARISON_LESS_EQUAL,
  777. D3D11_COMPARISON_EQUAL,
  778. D3D11_COMPARISON_GREATER,
  779. D3D11_COMPARISON_NOT_EQUAL,
  780. D3D11_COMPARISON_GREATER_EQUAL,
  781. D3D11_COMPARISON_ALWAYS
  782. };
  783. D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
  784. depthStencilDesc.DepthEnable = (dxRenderState->mDepthFunc != DepthFunc_Always) || (dxRenderState->mWriteDepthBuffer);
  785. depthStencilDesc.DepthWriteMask = dxRenderState->mWriteDepthBuffer ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  786. depthStencilDesc.DepthFunc = comparisonArray[dxRenderState->mDepthFunc];
  787. depthStencilDesc.StencilEnable = FALSE;
  788. depthStencilDesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
  789. depthStencilDesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
  790. depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
  791. depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
  792. depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
  793. depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
  794. depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
  795. depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
  796. depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
  797. depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
  798. mD3DDevice->CreateDepthStencilState(&depthStencilDesc, &dxRenderState->mD3DDepthStencilState);
  799. }
  800. mD3DDeviceContext->OMSetDepthStencilState(dxRenderState->mD3DDepthStencilState, 1);
  801. }
  802. mPhysRenderState = renderState;
  803. }
  804. void DXRenderDevice::PhysSetRenderWindow(RenderWindow* renderWindow)
  805. {
  806. mPhysRenderWindow = renderWindow;
  807. mCurRenderTarget = renderWindow;
  808. ((DXRenderWindow*)renderWindow)->PhysSetAsTarget();
  809. }
  810. void DXRenderDevice::PhysSetRenderTarget(Texture* renderTarget)
  811. {
  812. mCurRenderTarget = renderTarget;
  813. renderTarget->PhysSetAsTarget();
  814. }
  815. RenderState* DXRenderDevice::CreateRenderState(RenderState* srcRenderState)
  816. {
  817. DXRenderState* renderState = new DXRenderState();
  818. if (srcRenderState != NULL)
  819. {
  820. *renderState = *(DXRenderState*)srcRenderState;
  821. if (renderState->mD3DRasterizerState != NULL)
  822. renderState->mD3DRasterizerState->AddRef();
  823. if (renderState->mD3DDepthStencilState != NULL)
  824. renderState->mD3DDepthStencilState->AddRef();
  825. }
  826. mRenderStates.Add(renderState);
  827. return renderState;
  828. }
  829. struct DXModelVertex
  830. {
  831. Vector3 mPosition;
  832. uint32 mColor;
  833. TexCoords mTexCoords;
  834. Vector3 mNormal;
  835. TexCoords mBumpTexCoords;
  836. Vector3 mTangent;
  837. };
  838. ModelInstance* DXRenderDevice::CreateModelInstance(ModelDef* modelDef, ModelCreateFlags flags)
  839. {
  840. DXModelInstance* dxModelInstance = new DXModelInstance(modelDef);
  841. ////
  842. VertexDefData vertexDefData[] =
  843. {
  844. {VertexElementUsage_Position3D, 0, VertexElementFormat_Vector3},
  845. {VertexElementUsage_Color, 0, VertexElementFormat_Color},
  846. {VertexElementUsage_TextureCoordinate, 0, VertexElementFormat_Vector2},
  847. {VertexElementUsage_Normal, 0, VertexElementFormat_Vector3},
  848. {VertexElementUsage_TextureCoordinate, 1, VertexElementFormat_Vector2},
  849. {VertexElementUsage_Tangent, 0, VertexElementFormat_Vector3}
  850. };
  851. auto vertexDefinition = CreateVertexDefinition(vertexDefData, sizeof(vertexDefData) / sizeof(vertexDefData[0]));
  852. RenderState* renderState = NULL;
  853. if ((flags & ModelCreateFlags_NoSetRenderState) == 0)
  854. {
  855. renderState = CreateRenderState(mDefaultRenderState);
  856. renderState->mShader = LoadShader(gBFApp->mInstallDir + "/shaders/ModelStd", vertexDefinition);
  857. renderState->mTexWrap = true;
  858. renderState->mDepthFunc = DepthFunc_LessEqual;
  859. renderState->mWriteDepthBuffer = true;
  860. }
  861. delete vertexDefinition;
  862. dxModelInstance->mRenderState = renderState;
  863. ////
  864. dxModelInstance->mD3DRenderDevice = this;
  865. dxModelInstance->mDXModelMeshs.Resize(modelDef->mMeshes.size());
  866. int dxMeshIdx = 0;
  867. for (int meshIdx = 0; meshIdx < (int)modelDef->mMeshes.size(); meshIdx++)
  868. {
  869. ModelMesh* mesh = &modelDef->mMeshes[meshIdx];
  870. DXModelMesh* dxMesh = &dxModelInstance->mDXModelMeshs[dxMeshIdx];
  871. dxMesh->mPrimitives.Resize(mesh->mPrimitives.size());
  872. for (int primitivesIdx = 0 ; primitivesIdx < (int)mesh->mPrimitives.size(); primitivesIdx++)
  873. {
  874. auto primitives = &mesh->mPrimitives[primitivesIdx];
  875. auto dxPrimitives = &dxMesh->mPrimitives[primitivesIdx];
  876. // String texPath = mesh->mTexFileName;
  877. // if (!texPath.IsEmpty())
  878. // {
  879. // if ((int)texPath.IndexOf(':') == -1)
  880. // texPath = modelDef->mLoadDir + "Textures/" + texPath;
  881. // //texPath = gBFApp->mInstallDir + L"models/Textures/" + texPath;
  882. //
  883. // dxPrimitives->mTexture = (DXTexture*)((RenderDevice*)this)->LoadTexture(texPath, TextureFlag_NoPremult);
  884. // }
  885. Array<String> texPaths = primitives->mTexPaths;
  886. if (primitives->mMaterial != NULL)
  887. {
  888. dxPrimitives->mMaterialName = primitives->mMaterial->mName;
  889. if (primitives->mMaterial->mDef != NULL)
  890. {
  891. for (auto& texParamVal : primitives->mMaterial->mDef->mTextureParameterValues)
  892. {
  893. if (texPaths.IsEmpty())
  894. texPaths.Add(texParamVal->mTexturePath);
  895. // if (texPath.IsEmpty())
  896. // texPath = texParamVal->mTexturePath;
  897. // if ((texParamVal->mName == "Albedo_texture") || (texParamVal->mName.EndsWith("_Color")))
  898. // texPath = texParamVal->mTexturePath;
  899. // else if ((texParamVal->mName == "NM_texture") || (texParamVal->mName.EndsWith("_NM")))
  900. // bumpTexPath = texParamVal->mTexturePath;
  901. }
  902. }
  903. }
  904. for (auto& texPath : texPaths)
  905. {
  906. if (!modelDef->mLoadDir.IsEmpty())
  907. texPath = GetAbsPath(texPath, modelDef->mLoadDir);
  908. dxPrimitives->mTextures.Add((DXTexture*)((RenderDevice*)this)->LoadTexture(texPath, TextureFlag_NoPremult));
  909. }
  910. dxPrimitives->mNumIndices = (int)primitives->mIndices.size();
  911. dxPrimitives->mNumVertices = (int)primitives->mVertices.size();
  912. D3D11_BUFFER_DESC bd;
  913. bd.Usage = D3D11_USAGE_DYNAMIC;
  914. bd.ByteWidth = (int)primitives->mIndices.size() * sizeof(uint16);
  915. bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
  916. bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  917. bd.MiscFlags = 0;
  918. bd.StructureByteStride = 0;
  919. mD3DDevice->CreateBuffer(&bd, NULL, &dxPrimitives->mD3DIndexBuffer);
  920. D3D11_MAPPED_SUBRESOURCE mappedSubResource;
  921. DXCHECK(mD3DDeviceContext->Map(dxPrimitives->mD3DIndexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedSubResource));
  922. uint16* dxIdxData = (uint16*)mappedSubResource.pData;
  923. for (int idxIdx = 0; idxIdx < dxPrimitives->mNumIndices; idxIdx++)
  924. dxIdxData[idxIdx] = (uint16)primitives->mIndices[idxIdx];
  925. mD3DDeviceContext->Unmap(dxPrimitives->mD3DIndexBuffer, 0);
  926. //
  927. bd.Usage = D3D11_USAGE_DYNAMIC;
  928. bd.ByteWidth = (int)primitives->mVertices.size() * sizeof(DXModelVertex);
  929. bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
  930. bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  931. bd.MiscFlags = 0;
  932. bd.StructureByteStride = 0;
  933. mD3DDevice->CreateBuffer(&bd, NULL, &dxPrimitives->mD3DVertexBuffer);
  934. DXCHECK(mD3DDeviceContext->Map(dxPrimitives->mD3DVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedSubResource));
  935. DXModelVertex* dxVtxData = (DXModelVertex*)mappedSubResource.pData;
  936. for (int vtxIdx = 0; vtxIdx < (int)primitives->mVertices.size(); vtxIdx++)
  937. {
  938. ModelVertex* srcVtxData = &primitives->mVertices[vtxIdx];
  939. DXModelVertex* destVtx = dxVtxData + vtxIdx;
  940. destVtx->mPosition = srcVtxData->mPosition;
  941. destVtx->mTexCoords = srcVtxData->mTexCoords;
  942. //destVtx->mTexCoords.mV = 1.0f - destVtx->mTexCoords.mV;
  943. destVtx->mTexCoords.mV = destVtx->mTexCoords.mV;
  944. destVtx->mBumpTexCoords = srcVtxData->mBumpTexCoords;
  945. destVtx->mColor = srcVtxData->mColor;
  946. destVtx->mTangent = srcVtxData->mTangent;
  947. }
  948. mD3DDeviceContext->Unmap(dxPrimitives->mD3DVertexBuffer, 0);
  949. dxMeshIdx++;
  950. }
  951. }
  952. return dxModelInstance;
  953. }
  954. void DXDrawLayer::SetShaderConstantData(int usageIdx, int slotIdx, void* constData, int size)
  955. {
  956. DXSetConstantData* dxSetConstantData = AllocRenderCmd<DXSetConstantData>(size);
  957. dxSetConstantData->mRenderState = mRenderDevice->mCurRenderState;
  958. dxSetConstantData->mUsageIdx = usageIdx;
  959. dxSetConstantData->mSlotIdx = slotIdx;
  960. dxSetConstantData->mSize = size;
  961. // if (size == 64) // Transpose for shader
  962. // *((Matrix4*)dxSetConstantData->mData) = Matrix4::Transpose(*((Matrix4*)constData));
  963. // else
  964. memcpy(dxSetConstantData->mData, constData, size);
  965. QueueRenderCmd(dxSetConstantData);
  966. }
  967. void DXDrawLayer::SetShaderConstantDataTyped(int usageIdx, int slotIdx, void* constData, int size, int* typeData, int typeCount)
  968. {
  969. for (int usageIdx = 0; usageIdx < 2; usageIdx++)
  970. {
  971. uint8 destData[1024];
  972. uint8* destDataPtr = destData;
  973. float* floatData = (float*) destDataPtr;
  974. uint8* srcDataPtr = (uint8*) constData;
  975. for (int typeIdx = 0; typeIdx < typeCount; typeIdx++)
  976. {
  977. int typeNum = typeData[typeIdx] & 0xF;
  978. int dataUsage = typeData[typeIdx] >> 8;
  979. bool want = (dataUsage & (1 << usageIdx)) != 0;
  980. if (want)
  981. {
  982. switch (typeNum)
  983. {
  984. case ConstantDataType_Single:
  985. memcpy(destDataPtr, srcDataPtr, sizeof(float));
  986. srcDataPtr += sizeof(float);
  987. destDataPtr += sizeof(float) * 4;
  988. break;
  989. case ConstantDataType_Vector2:
  990. memcpy(destDataPtr, srcDataPtr, sizeof(float) * 2);
  991. srcDataPtr += sizeof(float) * 2;
  992. destDataPtr += sizeof(float) * 4;
  993. break;
  994. case ConstantDataType_Vector3:
  995. memcpy(destDataPtr, srcDataPtr, sizeof(float) * 3);
  996. srcDataPtr += sizeof(float) * 3;
  997. destDataPtr += sizeof(float) * 4;
  998. break;
  999. case ConstantDataType_Vector4:
  1000. memcpy(destDataPtr, srcDataPtr, sizeof(float) * 4);
  1001. srcDataPtr += sizeof(float) * 4;
  1002. destDataPtr += sizeof(float) * 4;
  1003. break;
  1004. case ConstantDataType_Matrix:
  1005. *((Matrix4*) destDataPtr) = Matrix4::Transpose(*((Matrix4*) srcDataPtr));
  1006. srcDataPtr += sizeof(Matrix4);
  1007. destDataPtr += sizeof(Matrix4);
  1008. break;
  1009. }
  1010. }
  1011. switch (typeNum)
  1012. {
  1013. case ConstantDataType_Single:
  1014. srcDataPtr += sizeof(float);
  1015. break;
  1016. case ConstantDataType_Vector2:
  1017. srcDataPtr += sizeof(float) * 2;
  1018. break;
  1019. case ConstantDataType_Vector3:
  1020. srcDataPtr += sizeof(float) * 3;
  1021. break;
  1022. case ConstantDataType_Vector4:
  1023. srcDataPtr += sizeof(float) * 4;
  1024. break;
  1025. case ConstantDataType_Matrix:
  1026. srcDataPtr += sizeof(Matrix4);
  1027. break;
  1028. }
  1029. }
  1030. int destDataSize = (int)(destDataPtr - destData);
  1031. if (destDataSize > 0)
  1032. {
  1033. DXSetConstantData* dxSetConstantData = AllocRenderCmd<DXSetConstantData>(destDataSize);
  1034. dxSetConstantData->mUsageIdx = usageIdx;
  1035. dxSetConstantData->mRenderState = mRenderDevice->mCurRenderState;
  1036. dxSetConstantData->mSlotIdx = slotIdx;
  1037. dxSetConstantData->mSize = destDataSize;
  1038. memcpy(dxSetConstantData->mData, destData, destDataSize);
  1039. QueueRenderCmd(dxSetConstantData);
  1040. }
  1041. }
  1042. }
  1043. ///
  1044. DXModelPrimitives::DXModelPrimitives()
  1045. {
  1046. mD3DIndexBuffer = NULL;
  1047. mD3DVertexBuffer = NULL;
  1048. }
  1049. DXModelPrimitives::~DXModelPrimitives()
  1050. {
  1051. if (mD3DIndexBuffer != NULL)
  1052. mD3DIndexBuffer->Release();
  1053. if (mD3DVertexBuffer != NULL)
  1054. mD3DVertexBuffer->Release();
  1055. for (auto tex : mTextures)
  1056. tex->Release();
  1057. }
  1058. //////////////////////////////////////////////////////////////////////////
  1059. DXRenderState::DXRenderState()
  1060. {
  1061. mD3DRasterizerState = NULL;
  1062. mD3DDepthStencilState = NULL;
  1063. }
  1064. DXRenderState::~DXRenderState()
  1065. {
  1066. if (mD3DRasterizerState != NULL)
  1067. mD3DRasterizerState->Release();
  1068. if (mD3DDepthStencilState != NULL)
  1069. mD3DDepthStencilState->Release();
  1070. }
  1071. void DXRenderState::ReleaseNative()
  1072. {
  1073. if (mD3DRasterizerState != NULL)
  1074. mD3DRasterizerState->Release();
  1075. mD3DRasterizerState = NULL;
  1076. if (mD3DDepthStencilState != NULL)
  1077. mD3DDepthStencilState->Release();
  1078. mD3DDepthStencilState = NULL;
  1079. }
  1080. void DXRenderState::ReinitNative()
  1081. {
  1082. ReleaseNative();
  1083. }
  1084. void DXRenderState::InvalidateRasterizerState()
  1085. {
  1086. if (mD3DRasterizerState != NULL)
  1087. {
  1088. mD3DRasterizerState->Release();
  1089. mD3DRasterizerState = NULL;
  1090. }
  1091. }
  1092. void DXRenderState::IndalidateDepthStencilState()
  1093. {
  1094. if (mD3DDepthStencilState != NULL)
  1095. {
  1096. mD3DDepthStencilState->Release();
  1097. mD3DDepthStencilState = NULL;
  1098. }
  1099. }
  1100. void DXRenderState::SetClipped(bool clipped)
  1101. {
  1102. mClipped = clipped;
  1103. InvalidateRasterizerState();
  1104. }
  1105. void DXRenderState::SetTexWrap(bool wrap)
  1106. {
  1107. mTexWrap = wrap;
  1108. InvalidateRasterizerState();
  1109. }
  1110. void DXRenderState::SetClipRect(const Rect& rect)
  1111. {
  1112. BF_ASSERT((rect.mWidth >= 0) && (rect.mHeight >= 0));
  1113. mClipRect = rect;
  1114. InvalidateRasterizerState();
  1115. }
  1116. void DXRenderState::SetWriteDepthBuffer(bool writeDepthBuffer)
  1117. {
  1118. mWriteDepthBuffer = writeDepthBuffer;
  1119. IndalidateDepthStencilState();
  1120. }
  1121. void DXRenderState::SetDepthFunc(DepthFunc depthFunc)
  1122. {
  1123. mDepthFunc = depthFunc;
  1124. IndalidateDepthStencilState();
  1125. }
  1126. ///
  1127. DXModelInstance::DXModelInstance(ModelDef* modelDef) : ModelInstance(modelDef)
  1128. {
  1129. }
  1130. DXModelInstance::~DXModelInstance()
  1131. {
  1132. }
  1133. void DXModelInstance::Render(RenderDevice* renderDevice, RenderWindow* renderWindow)
  1134. {
  1135. if (mRenderState != NULL)
  1136. SetRenderState();
  1137. for (int meshIdx = 0; meshIdx < (int)mDXModelMeshs.size(); meshIdx++)
  1138. {
  1139. if (!mMeshesVisible[meshIdx])
  1140. continue;
  1141. DXModelMesh* dxMesh = &mDXModelMeshs[meshIdx];
  1142. for (auto primIdx = 0; primIdx < (int)dxMesh->mPrimitives.size(); primIdx++)
  1143. {
  1144. auto dxPrimitives = &dxMesh->mPrimitives[primIdx];
  1145. if (dxPrimitives->mTextures.IsEmpty())
  1146. continue;
  1147. for (int i = 0; i < (int)dxPrimitives->mTextures.mSize; i++)
  1148. mD3DRenderDevice->mD3DDeviceContext->PSSetShaderResources(i, 1, &dxPrimitives->mTextures[i]->mD3DResourceView);
  1149. // Set vertex buffer
  1150. UINT stride = sizeof(DXModelVertex);
  1151. UINT offset = 0;
  1152. mD3DRenderDevice->mD3DDeviceContext->IASetVertexBuffers(0, 1, &dxPrimitives->mD3DVertexBuffer, &stride, &offset);
  1153. mD3DRenderDevice->mD3DDeviceContext->IASetIndexBuffer(dxPrimitives->mD3DIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
  1154. mD3DRenderDevice->mD3DDeviceContext->DrawIndexed(dxPrimitives->mNumIndices, 0, 0);
  1155. }
  1156. }
  1157. }
  1158. void Beefy::DXModelInstance::CommandQueued(DrawLayer* drawLayer)
  1159. {
  1160. mRenderState = drawLayer->mRenderDevice->mCurRenderState;
  1161. BF_ASSERT(mRenderState->mShader->mVertexSize == sizeof(DXModelVertex));
  1162. drawLayer->mCurTextures[0] = NULL;
  1163. #ifndef BF_NO_FBX
  1164. ModelAnimation* fbxAnim = &mModelDef->mAnims[0];
  1165. Matrix4 jointsMatrices[BF_MAX_NUM_BONES];
  1166. for (int jointIdx = 0; jointIdx < (int)mJointTranslations.size(); jointIdx++)
  1167. {
  1168. ModelJoint* joint = &mModelDef->mJoints[jointIdx];
  1169. BF_ASSERT(joint->mParentIdx < jointIdx);
  1170. ModelJointTranslation* jointPosition = &mJointTranslations[jointIdx];
  1171. Matrix4* mtx = &jointsMatrices[jointIdx];
  1172. *mtx = Matrix4::CreateTransform(jointPosition->mTrans, jointPosition->mScale, jointPosition->mQuat);
  1173. if (joint->mParentIdx >= 0)
  1174. {
  1175. Matrix4* parentMatrix = &jointsMatrices[joint->mParentIdx];
  1176. *mtx = Matrix4::Multiply(*parentMatrix, *mtx);
  1177. }
  1178. }
  1179. for (int jointIdx = 0; jointIdx < (int)mModelDef->mJoints.size(); jointIdx++)
  1180. {
  1181. ModelJoint* joint = &mModelDef->mJoints[jointIdx];
  1182. Matrix4* mtx = &jointsMatrices[jointIdx];
  1183. *mtx = Matrix4::Multiply(*mtx, joint->mPoseInvMatrix);
  1184. }
  1185. for (int meshIdx = 0; meshIdx < (int) mModelDef->mMeshes.size(); meshIdx++)
  1186. {
  1187. if (!mMeshesVisible[meshIdx])
  1188. continue;
  1189. ModelMesh* mesh = &mModelDef->mMeshes[meshIdx];
  1190. DXModelMesh* dxMesh = &mDXModelMeshs[meshIdx];
  1191. D3D11_MAPPED_SUBRESOURCE mappedSubResource;
  1192. DXRenderDevice* dxRenderDevice = (DXRenderDevice*)drawLayer->mRenderDevice;
  1193. DXCHECK(dxRenderDevice->mD3DDeviceContext->Map(dxMesh->mD3DVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedSubResource));
  1194. DXModelVertex* dxVtxData = (DXModelVertex*)mappedSubResource.pData;
  1195. for (int vtxIdx = 0; vtxIdx < (int) mesh->mVertices.size(); vtxIdx++)
  1196. {
  1197. ModelVertex* srcVtxData = &mesh->mVertices[vtxIdx];
  1198. Vector3 vtx(0, 0, 0);
  1199. float totalWeight = 0;
  1200. for (int weightIdx = 0; weightIdx < srcVtxData->mNumBoneWeights; weightIdx++)
  1201. {
  1202. int jointIdx = srcVtxData->mBoneIndices[weightIdx];
  1203. float boneWeight = srcVtxData->mBoneWeights[weightIdx];
  1204. Matrix4* mtx = &jointsMatrices[jointIdx];
  1205. Vector3 origVec = srcVtxData->mPosition;
  1206. Vector3 transVec = Vector3::Transform(origVec, *mtx);
  1207. transVec = transVec * boneWeight;
  1208. vtx = vtx + transVec;
  1209. totalWeight += boneWeight;
  1210. }
  1211. BF_ASSERT(fabs(totalWeight - 1.0) < 0.1f);
  1212. DXModelVertex* destVtx = dxVtxData + vtxIdx;
  1213. //destVtx->mPosition = srcVtxData->mPosition;
  1214. destVtx->mPosition = vtx;
  1215. destVtx->mTexCoords = srcVtxData->mTexCoords;
  1216. destVtx->mBumpTexCoords = srcVtxData->mTexCoords;
  1217. destVtx->mColor = 0xFFFFFFFF; //TODO: Color
  1218. destVtx->mTangent = srcVtxData->mTangent;
  1219. }
  1220. dxRenderDevice->mD3DDeviceContext->Unmap(dxMesh->mD3DVertexBuffer, 0);
  1221. }
  1222. #endif
  1223. }
  1224. ///
  1225. void DXSetTextureCmd::Render(RenderDevice* renderDevice, RenderWindow* renderWindow)
  1226. {
  1227. DXRenderDevice* dxRenderDevice = (DXRenderDevice*)renderDevice;
  1228. dxRenderDevice->mD3DDeviceContext->PSSetShaderResources(mTextureIdx, 1, &((DXTexture*)mTexture)->mD3DResourceView);
  1229. }
  1230. ///
  1231. void DXSetConstantData::Render(RenderDevice* renderDevice, RenderWindow* renderWindow)
  1232. {
  1233. //SetRenderState();
  1234. DXShader* dxShader = (DXShader*)renderDevice->mCurRenderState->mShader;
  1235. DXRenderDevice* dxRenderDevice = (DXRenderDevice*)renderDevice;
  1236. HRESULT result = 0;
  1237. int bufferSize = BF_ALIGN(mSize, 16);
  1238. int id = (mSlotIdx << 24) | (bufferSize << 1) | (mUsageIdx);
  1239. ID3D11Buffer* buffer = NULL;
  1240. ID3D11Buffer** bufferPtr = NULL;
  1241. if (dxRenderDevice->mBufferMap.TryAdd(id, NULL, &bufferPtr))
  1242. {
  1243. D3D11_BUFFER_DESC matrixBufferDesc;
  1244. matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
  1245. matrixBufferDesc.ByteWidth = bufferSize;
  1246. matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  1247. matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  1248. matrixBufferDesc.MiscFlags = 0;
  1249. matrixBufferDesc.StructureByteStride = 0;
  1250. result = dxRenderDevice->mD3DDevice->CreateBuffer(&matrixBufferDesc, NULL, &buffer);
  1251. if (FAILED(result))
  1252. return;
  1253. //OutputDebugStrF("Created Buffer %d %p\n", bufferSize, buffer);
  1254. *bufferPtr = buffer;
  1255. }
  1256. else
  1257. buffer = *bufferPtr;
  1258. D3D11_MAPPED_SUBRESOURCE mappedResource;
  1259. result = dxRenderDevice->mD3DDeviceContext->Map(buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
  1260. if (FAILED(result))
  1261. return;
  1262. float* dataPtr = (float*)mappedResource.pData;
  1263. memset(dataPtr, 0, bufferSize);
  1264. memcpy(mappedResource.pData, mData, mSize);
  1265. dxRenderDevice->mD3DDeviceContext->Unmap(buffer, 0);
  1266. if (mUsageIdx == 0)
  1267. {
  1268. //OutputDebugStrF("VSSetConstantBuffers %d %p\n", mSlotIdx, buffer);
  1269. dxRenderDevice->mD3DDeviceContext->VSSetConstantBuffers(mSlotIdx, 1, &buffer);
  1270. }
  1271. else
  1272. {
  1273. //OutputDebugStrF("PSSetConstantBuffers %d %p\n", mSlotIdx, buffer);
  1274. dxRenderDevice->mD3DDeviceContext->PSSetConstantBuffers(mSlotIdx, 1, &buffer);
  1275. }
  1276. }
  1277. ///
  1278. DXRenderWindow::DXRenderWindow(DXRenderDevice* renderDevice, WinBFWindow* window, bool windowed)
  1279. {
  1280. BP_ZONE("DXRenderWindow::DXRenderWindow");
  1281. mWindowed = windowed;
  1282. mDXSwapChain = NULL;
  1283. mD3DBackBuffer = NULL;
  1284. mD3DRenderTargetView = NULL;
  1285. mD3DDepthBuffer = NULL;
  1286. mD3DDepthStencilView = NULL;
  1287. mRefreshRate = 0;
  1288. mFrameWaitObject = NULL;
  1289. mRenderDevice = renderDevice;
  1290. mDXRenderDevice = renderDevice;
  1291. mWindow = window;
  1292. mHWnd = window->mHWnd;
  1293. Resized();
  1294. ReinitNative();
  1295. }
  1296. DXRenderWindow::~DXRenderWindow()
  1297. {
  1298. ReleaseNative();
  1299. }
  1300. void DXRenderWindow::ReleaseNative()
  1301. {
  1302. if (mFrameWaitObject != NULL)
  1303. ::CloseHandle(mFrameWaitObject);
  1304. mFrameWaitObject = NULL;
  1305. if (mD3DRenderTargetView != NULL)
  1306. mD3DRenderTargetView->Release();
  1307. mD3DRenderTargetView = NULL;
  1308. if (mD3DBackBuffer != NULL)
  1309. mD3DBackBuffer->Release();
  1310. mD3DBackBuffer = NULL;
  1311. if (mDXSwapChain != NULL)
  1312. mDXSwapChain->Release();
  1313. mDXSwapChain = NULL;
  1314. if (mD3DRenderTargetView != NULL)
  1315. mD3DRenderTargetView->Release();
  1316. mD3DRenderTargetView = NULL;
  1317. if (mD3DDepthStencilView != NULL)
  1318. mD3DDepthStencilView->Release();
  1319. mD3DDepthStencilView = NULL;
  1320. }
  1321. void DXRenderWindow::ReinitNative()
  1322. {
  1323. DXGI_SWAP_CHAIN_DESC swapChainDesc;
  1324. ZeroMemory(&swapChainDesc, sizeof(swapChainDesc));
  1325. swapChainDesc.BufferCount = 1;
  1326. swapChainDesc.BufferDesc.Width = mWidth;
  1327. swapChainDesc.BufferDesc.Height = mHeight;
  1328. swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  1329. swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  1330. swapChainDesc.OutputWindow = mHWnd;
  1331. swapChainDesc.SampleDesc.Count = 1;
  1332. swapChainDesc.SampleDesc.Quality = 0;
  1333. swapChainDesc.Windowed = mWindowed ? TRUE : FALSE;
  1334. swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;// DXGI_SWAP_EFFECT_FLIP_DISCARD;
  1335. swapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH /*| DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT*/;
  1336. IDXGIDevice* pDXGIDevice = NULL;
  1337. mDXRenderDevice->mD3DDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&pDXGIDevice);
  1338. DXCHECK(mDXRenderDevice->mDXGIFactory->CreateSwapChain(pDXGIDevice, &swapChainDesc, &mDXSwapChain));
  1339. pDXGIDevice->Release();
  1340. pDXGIDevice = NULL;
  1341. // IDXGISwapChain2* swapChain2 = NULL;
  1342. // mDXSwapChain->QueryInterface(__uuidof(IDXGISwapChain2), (void**)&swapChain2);
  1343. // if (swapChain2 != NULL)
  1344. // {
  1345. // mFrameWaitObject = swapChain2->GetFrameLatencyWaitableObject();
  1346. // swapChain2->Release();
  1347. // }
  1348. DXCHECK(mDXSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mD3DBackBuffer));
  1349. DXCHECK(mDXRenderDevice->mD3DDevice->CreateRenderTargetView(mD3DBackBuffer, NULL, &mD3DRenderTargetView));
  1350. // Create depth stencil texture
  1351. D3D11_TEXTURE2D_DESC descDepth;
  1352. ZeroMemory(&descDepth, sizeof(descDepth));
  1353. descDepth.Width = mWidth;
  1354. descDepth.Height = mHeight;
  1355. descDepth.MipLevels = 1;
  1356. descDepth.ArraySize = 1;
  1357. descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1358. descDepth.SampleDesc.Count = 1;
  1359. descDepth.SampleDesc.Quality = 0;
  1360. descDepth.Usage = D3D11_USAGE_DEFAULT;
  1361. descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  1362. descDepth.CPUAccessFlags = 0;
  1363. descDepth.MiscFlags = 0;
  1364. mDXRenderDevice->mD3DDevice->CreateTexture2D(&descDepth, NULL, &mD3DDepthBuffer);
  1365. if ((mWindow->mFlags & BFWINDOW_ALLOW_FULLSCREEN) == 0)
  1366. mDXRenderDevice->mDXGIFactory->MakeWindowAssociation(mHWnd, DXGI_MWA_NO_ALT_ENTER);
  1367. DXCHECK(mDXRenderDevice->mD3DDevice->CreateDepthStencilView(mD3DDepthBuffer, NULL, &mD3DDepthStencilView));
  1368. }
  1369. void DXRenderWindow::PhysSetAsTarget()
  1370. {
  1371. //if (mRenderDevice->mCurRenderTarget != this)
  1372. {
  1373. D3D11_VIEWPORT viewPort;
  1374. viewPort.Width = (float)mWidth;
  1375. viewPort.Height = (float)mHeight;
  1376. viewPort.MinDepth = 0.0f;
  1377. viewPort.MaxDepth = 1.0f;
  1378. viewPort.TopLeftX = 0;
  1379. viewPort.TopLeftY = 0;
  1380. mDXRenderDevice->mD3DDeviceContext->OMSetRenderTargets(1, &mD3DRenderTargetView, mD3DDepthStencilView);
  1381. mDXRenderDevice->mD3DDeviceContext->RSSetViewports(1, &viewPort);
  1382. }
  1383. if (!mHasBeenDrawnTo)
  1384. {
  1385. //mRenderDevice->mD3DDevice->ClearRenderTargetView(mD3DRenderTargetView, D3DXVECTOR4(rand() / (float) RAND_MAX, 0, 1, 0));
  1386. float bgColor[4] = {0, 0, 0, 0};
  1387. mDXRenderDevice->mD3DDeviceContext->ClearRenderTargetView(mD3DRenderTargetView, bgColor);
  1388. mDXRenderDevice->mD3DDeviceContext->ClearDepthStencilView(mD3DDepthStencilView, D3D11_CLEAR_DEPTH/*|D3D11_CLEAR_STENCIL*/, 1.0f, 0);
  1389. }
  1390. mHasBeenDrawnTo = true;
  1391. }
  1392. void DXRenderWindow::SetAsTarget()
  1393. {
  1394. //TODO: Handle this more elegantly when we actually handle draw layers properly...
  1395. //if (mRenderDevice->mCurRenderTarget != NULL)
  1396. //mRenderDevice->mCurDrawLayer->Flush();
  1397. mHasBeenTargeted = true;
  1398. mRenderDevice->mCurRenderTarget = this;
  1399. }
  1400. void DXRenderWindow::Resized()
  1401. {
  1402. mRenderDevice->mResizeCount++;
  1403. mResizeNum = mRenderDevice->mResizeCount;
  1404. RECT rect;
  1405. GetClientRect(mHWnd, &rect);
  1406. if (rect.right <= rect.left)
  1407. return;
  1408. mWidth = rect.right - rect.left;
  1409. mHeight = rect.bottom - rect.top;
  1410. if (mDXSwapChain != NULL)
  1411. {
  1412. mD3DBackBuffer->Release();
  1413. mD3DDepthBuffer->Release();
  1414. mD3DRenderTargetView->Release();
  1415. mD3DDepthStencilView->Release();
  1416. HRESULT hr = mDXSwapChain->ResizeBuffers(0, mWidth, mHeight, DXGI_FORMAT_UNKNOWN,
  1417. DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH /*| DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT*/);
  1418. if ((hr == DXGI_ERROR_DEVICE_REMOVED) || (hr == DXGI_ERROR_DEVICE_RESET))
  1419. ((DXRenderDevice*)mRenderDevice)->mNeedsReinitNative = true;
  1420. else
  1421. DXCHECK(hr);
  1422. D3D11_TEXTURE2D_DESC descDepth;
  1423. ZeroMemory(&descDepth, sizeof(descDepth));
  1424. descDepth.Width = mWidth;
  1425. descDepth.Height = mHeight;
  1426. descDepth.MipLevels = 1;
  1427. descDepth.ArraySize = 1;
  1428. descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1429. descDepth.SampleDesc.Count = 1;
  1430. descDepth.SampleDesc.Quality = 0;
  1431. descDepth.Usage = D3D11_USAGE_DEFAULT;
  1432. descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  1433. descDepth.CPUAccessFlags = 0;
  1434. descDepth.MiscFlags = 0;
  1435. mDXRenderDevice->mD3DDevice->CreateTexture2D(&descDepth, NULL, &mD3DDepthBuffer);
  1436. DXCHECK(mDXSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mD3DBackBuffer));
  1437. DXCHECK(mDXRenderDevice->mD3DDevice->CreateRenderTargetView(mD3DBackBuffer, NULL, &mD3DRenderTargetView));
  1438. DXCHECK(mDXRenderDevice->mD3DDevice->CreateDepthStencilView(mD3DDepthBuffer, NULL, &mD3DDepthStencilView));
  1439. /*if (mRenderDevice->mCurRenderTarget == this)
  1440. mRenderDevice->mCurRenderTarget = NULL;
  1441. PhysSetAsTarget();*/
  1442. }
  1443. }
  1444. void DXRenderWindow::Present()
  1445. {
  1446. HRESULT hr = mDXSwapChain->Present((mWindow->mFlags & BFWINDOW_VSYNC) ? 1 : 0, 0);
  1447. if ((hr == DXGI_ERROR_DEVICE_REMOVED) || (hr == DXGI_ERROR_DEVICE_RESET))
  1448. ((DXRenderDevice*)mRenderDevice)->mNeedsReinitNative = true;
  1449. }
  1450. void DXRenderWindow::CopyBitsTo(uint32* dest, int width, int height)
  1451. {
  1452. mCurDrawLayer->Flush();
  1453. D3D11_TEXTURE2D_DESC texDesc;
  1454. texDesc.ArraySize = 1;
  1455. texDesc.BindFlags = 0;
  1456. texDesc.CPUAccessFlags = 0;
  1457. texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  1458. texDesc.Width = width;
  1459. texDesc.Height = height;
  1460. texDesc.MipLevels = 1;
  1461. texDesc.MiscFlags = 0;
  1462. texDesc.SampleDesc.Count = 1;
  1463. texDesc.SampleDesc.Quality = 0;
  1464. texDesc.Usage = D3D11_USAGE_STAGING;
  1465. texDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  1466. ID3D11Texture2D *texture;
  1467. DXCHECK(mDXRenderDevice->mD3DDevice->CreateTexture2D(&texDesc, 0, &texture));
  1468. mDXRenderDevice->mD3DDeviceContext->CopyResource(texture, mD3DBackBuffer);
  1469. /*? D3D11_MAPPED_TEXTURE2D mapTex;
  1470. DXCHECK(texture->Map(D3D11CalcSubresource(0, 0, 1), D3D11_MAP_READ, 0, &mapTex));
  1471. uint8* srcPtr = (uint8*) mapTex.pData;
  1472. uint8* destPtr = (uint8*) dest;
  1473. for (int y = 0; y < height; y++)
  1474. {
  1475. memcpy(destPtr, srcPtr, width*sizeof(uint32));
  1476. srcPtr += mapTex.RowPitch;
  1477. destPtr += width * 4;
  1478. }
  1479. texture->Unmap(0);*/
  1480. texture->Release();
  1481. }
  1482. float DXRenderWindow::GetRefreshRate()
  1483. {
  1484. if (mRefreshRate == 0)
  1485. {
  1486. mRefreshRate = -1;
  1487. IDXGIOutput* output = NULL;
  1488. mDXSwapChain->GetContainingOutput(&output);
  1489. if (output != NULL)
  1490. {
  1491. DXGI_OUTPUT_DESC outputDesc;
  1492. output->GetDesc(&outputDesc);
  1493. MONITORINFOEXW info;
  1494. info.cbSize = sizeof(info);
  1495. // get the associated monitor info
  1496. if (GetMonitorInfoW(outputDesc.Monitor, &info) != 0)
  1497. {
  1498. // using the CCD get the associated path and display configuration
  1499. UINT32 requiredPaths, requiredModes;
  1500. if (GetDisplayConfigBufferSizes(QDC_ONLY_ACTIVE_PATHS, &requiredPaths, &requiredModes) == ERROR_SUCCESS)
  1501. {
  1502. std::vector<DISPLAYCONFIG_PATH_INFO> paths(requiredPaths);
  1503. std::vector<DISPLAYCONFIG_MODE_INFO> modes2(requiredModes);
  1504. if (QueryDisplayConfig(QDC_ONLY_ACTIVE_PATHS, &requiredPaths, paths.data(), &requiredModes, modes2.data(), nullptr) == ERROR_SUCCESS)
  1505. {
  1506. // iterate through all the paths until find the exact source to match
  1507. for (auto& p : paths)
  1508. {
  1509. DISPLAYCONFIG_SOURCE_DEVICE_NAME sourceName;
  1510. sourceName.header.type = DISPLAYCONFIG_DEVICE_INFO_GET_SOURCE_NAME;
  1511. sourceName.header.size = sizeof(sourceName);
  1512. sourceName.header.adapterId = p.sourceInfo.adapterId;
  1513. sourceName.header.id = p.sourceInfo.id;
  1514. if (DisplayConfigGetDeviceInfo(&sourceName.header) == ERROR_SUCCESS)
  1515. {
  1516. // find the matched device which is associated with current device
  1517. // there may be the possibility that display may be duplicated and windows may be one of them in such scenario
  1518. // there may be two callback because source is same target will be different
  1519. // as window is on both the display so either selecting either one is ok
  1520. if (wcscmp(info.szDevice, sourceName.viewGdiDeviceName) == 0)
  1521. {
  1522. // get the refresh rate
  1523. UINT numerator = p.targetInfo.refreshRate.Numerator;
  1524. UINT denominator = p.targetInfo.refreshRate.Denominator;
  1525. mRefreshRate = (float)numerator / (float)denominator;
  1526. break;
  1527. }
  1528. }
  1529. }
  1530. }
  1531. }
  1532. }
  1533. output->Release();
  1534. }
  1535. }
  1536. return mRefreshRate;
  1537. }
  1538. bool DXRenderWindow::WaitForVBlank()
  1539. {
  1540. IDXGIOutput* output = NULL;
  1541. mDXSwapChain->GetContainingOutput(&output);
  1542. if (output == NULL)
  1543. return false;
  1544. bool success = output->WaitForVBlank() == 0;
  1545. return success;
  1546. }
  1547. ///
  1548. DXRenderDevice::DXRenderDevice()
  1549. {
  1550. mD3DDevice = NULL;
  1551. mNeedsReinitNative = false;
  1552. mMatrix2DBuffer = NULL;
  1553. }
  1554. DXRenderDevice::~DXRenderDevice()
  1555. {
  1556. for (auto window : mRenderWindowList)
  1557. ((DXRenderWindow*)window)->ReleaseNative();
  1558. for (auto shader : mShaders)
  1559. shader->ReleaseNative();
  1560. for (auto renderState : mRenderStates)
  1561. renderState->ReleaseNative();
  1562. for (auto texture : mTextures)
  1563. {
  1564. texture->ReleaseNative();
  1565. texture->mRenderDevice = NULL;
  1566. }
  1567. ReleaseNative();
  1568. delete mDefaultRenderState;
  1569. }
  1570. bool DXRenderDevice::Init(BFApp* app)
  1571. {
  1572. BP_ZONE("DXRenderDevice::Init");
  1573. mApp = app;
  1574. WinBFApp* winApp = (WinBFApp*) app;
  1575. D3D_FEATURE_LEVEL featureLevelArr[] =
  1576. {
  1577. D3D_FEATURE_LEVEL_11_0,
  1578. D3D_FEATURE_LEVEL_10_1,
  1579. D3D_FEATURE_LEVEL_10_0,
  1580. D3D_FEATURE_LEVEL_9_3,
  1581. D3D_FEATURE_LEVEL_9_2,
  1582. D3D_FEATURE_LEVEL_9_1,
  1583. };;
  1584. D3D_FEATURE_LEVEL d3dFeatureLevel = (D3D_FEATURE_LEVEL)0;
  1585. int flags = 0;
  1586. //TODO:
  1587. //flags = D3D11_CREATE_DEVICE_DEBUG;
  1588. DXCHECK(D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, flags, featureLevelArr, 6, D3D11_SDK_VERSION, &mD3DDevice, &d3dFeatureLevel, &mD3DDeviceContext));
  1589. OutputDebugStrF("D3D Feature Level: %X\n", d3dFeatureLevel);
  1590. IDXGIDevice* pDXGIDevice = NULL;
  1591. DXCHECK(mD3DDevice->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast<void**>(&pDXGIDevice)));
  1592. IDXGIAdapter* pDXGIAdapter = NULL;
  1593. DXCHECK(pDXGIDevice->GetParent(__uuidof(IDXGIAdapter), reinterpret_cast<void**>(&pDXGIAdapter)));
  1594. IDXGIFactory* pDXGIFactory = NULL;
  1595. DXCHECK(pDXGIAdapter->GetParent(__uuidof(IDXGIFactory), reinterpret_cast<void**>(&mDXGIFactory)));
  1596. DXRenderState* dxRenderState;
  1597. if (mDefaultRenderState == NULL)
  1598. {
  1599. dxRenderState = (DXRenderState*)CreateRenderState(NULL);
  1600. mDefaultRenderState = dxRenderState;
  1601. mDefaultRenderState->mDepthFunc = DepthFunc_Less;
  1602. mDefaultRenderState->mWriteDepthBuffer = true;
  1603. mPhysRenderState = mDefaultRenderState;
  1604. }
  1605. else
  1606. {
  1607. dxRenderState = (DXRenderState*)mDefaultRenderState;
  1608. dxRenderState->ReinitNative();
  1609. }
  1610. D3D11_RASTERIZER_DESC rasterizerState;
  1611. rasterizerState.CullMode = D3D11_CULL_NONE;
  1612. rasterizerState.FillMode = D3D11_FILL_SOLID;
  1613. rasterizerState.FrontCounterClockwise = false;
  1614. rasterizerState.DepthBias = false;
  1615. rasterizerState.DepthBiasClamp = 0;
  1616. rasterizerState.SlopeScaledDepthBias = 0;
  1617. rasterizerState.DepthClipEnable = false;
  1618. rasterizerState.ScissorEnable = false;
  1619. rasterizerState.MultisampleEnable = false;
  1620. rasterizerState.AntialiasedLineEnable = false;
  1621. mD3DDevice->CreateRasterizerState(&rasterizerState, &dxRenderState->mD3DRasterizerState);
  1622. mD3DDeviceContext->RSSetState(dxRenderState->mD3DRasterizerState);
  1623. mD3DDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1624. ID3D11BlendState* g_pBlendState = NULL;
  1625. D3D11_BLEND_DESC BlendState;
  1626. ZeroMemory(&BlendState, sizeof(D3D11_BLEND_DESC));
  1627. BlendState.RenderTarget[0].BlendEnable = TRUE;
  1628. BlendState.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
  1629. BlendState.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
  1630. BlendState.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
  1631. BlendState.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
  1632. BlendState.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ONE;
  1633. BlendState.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
  1634. BlendState.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
  1635. mD3DDevice->CreateBlendState(&BlendState, &mD3DNormalBlendState);
  1636. mD3DDeviceContext->OMSetBlendState(mD3DNormalBlendState, NULL, 0xffffffff);
  1637. D3D11_SAMPLER_DESC sampDesc;
  1638. ZeroMemory(&sampDesc, sizeof(sampDesc));
  1639. sampDesc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
  1640. sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
  1641. sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
  1642. sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
  1643. sampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
  1644. sampDesc.MinLOD = 0;
  1645. sampDesc.MaxLOD = D3D11_FLOAT32_MAX;
  1646. DXCHECK(mD3DDevice->CreateSamplerState(&sampDesc, &mD3DDefaultSamplerState));
  1647. ZeroMemory(&sampDesc, sizeof(sampDesc));
  1648. sampDesc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
  1649. sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
  1650. sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
  1651. sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
  1652. sampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
  1653. sampDesc.MinLOD = 0;
  1654. sampDesc.MaxLOD = D3D11_FLOAT32_MAX;
  1655. DXCHECK(mD3DDevice->CreateSamplerState(&sampDesc, &mD3DWrapSamplerState));
  1656. D3D11_BUFFER_DESC bd;
  1657. bd.Usage = D3D11_USAGE_DYNAMIC;
  1658. bd.ByteWidth = DX_VTXBUFFER_SIZE;
  1659. bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
  1660. bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  1661. bd.MiscFlags = 0;
  1662. bd.StructureByteStride = 0;
  1663. mD3DDevice->CreateBuffer(&bd, NULL, &mD3DVertexBuffer);
  1664. bd.Usage = D3D11_USAGE_DYNAMIC;
  1665. bd.ByteWidth = DX_IDXBUFFER_SIZE;
  1666. bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
  1667. bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  1668. bd.MiscFlags = 0;
  1669. bd.StructureByteStride = 0;
  1670. mD3DDevice->CreateBuffer(&bd, NULL, &mD3DIndexBuffer);
  1671. mVtxByteIdx = 0;
  1672. mIdxByteIdx = 0;
  1673. return true;
  1674. }
  1675. void DXRenderDevice::ReleaseNative()
  1676. {
  1677. mD3DVertexBuffer->Release();
  1678. mD3DVertexBuffer = NULL;
  1679. if (mMatrix2DBuffer != NULL)
  1680. mMatrix2DBuffer->Release();
  1681. mMatrix2DBuffer = NULL;
  1682. mD3DIndexBuffer->Release();
  1683. mD3DIndexBuffer = NULL;
  1684. mD3DNormalBlendState->Release();
  1685. mD3DNormalBlendState = NULL;
  1686. mD3DDefaultSamplerState->Release();
  1687. mD3DDefaultSamplerState = NULL;
  1688. mD3DWrapSamplerState->Release();
  1689. mD3DWrapSamplerState = NULL;
  1690. mD3DDeviceContext->Release();
  1691. mD3DDeviceContext = NULL;
  1692. // ID3D11Debug* debug = NULL;
  1693. // mD3DDevice->QueryInterface(__uuidof(ID3D11Debug), (void**)&debug);
  1694. // if (debug != NULL)
  1695. // {
  1696. // debug->ReportLiveDeviceObjects(D3D11_RLDO_DETAIL);
  1697. // debug->Release();
  1698. // }
  1699. mD3DDevice->Release();
  1700. mD3DDevice = NULL;
  1701. }
  1702. void DXRenderDevice::ReinitNative()
  1703. {
  1704. AutoCrit autoCrit(mApp->mCritSect);
  1705. if (mMatrix2DBuffer != NULL)
  1706. mMatrix2DBuffer->Release();
  1707. mMatrix2DBuffer = NULL;
  1708. Init(mApp);
  1709. for (auto window : mRenderWindowList)
  1710. ((DXRenderWindow*)window)->ReinitNative();
  1711. for (auto shader : mShaders)
  1712. shader->ReinitNative();
  1713. for (auto renderState : mRenderStates)
  1714. renderState->ReinitNative();
  1715. for (auto tex : mTextures)
  1716. tex->ReinitNative();
  1717. }
  1718. void DXRenderDevice::FrameStart()
  1719. {
  1720. mCurRenderTarget = NULL;
  1721. mPhysRenderWindow = NULL;
  1722. for (auto renderWindow : mRenderWindowList)
  1723. {
  1724. renderWindow->mHasBeenDrawnTo = false;
  1725. renderWindow->mHasBeenTargeted = false;
  1726. }
  1727. }
  1728. void DXRenderDevice::FrameEnd()
  1729. {
  1730. for (int renderWindowIdx = 0; renderWindowIdx < (int)mRenderWindowList.size(); renderWindowIdx++)
  1731. {
  1732. RenderWindow* aRenderWindow = mRenderWindowList[renderWindowIdx];
  1733. if (aRenderWindow->mHasBeenTargeted)
  1734. {
  1735. PhysSetRenderState(mDefaultRenderState);
  1736. PhysSetRenderWindow(aRenderWindow);
  1737. for (int drawLayerIdx = 0; drawLayerIdx < (int)aRenderWindow->mDrawLayerList.size(); drawLayerIdx++)
  1738. {
  1739. DrawLayer* drawLayer = aRenderWindow->mDrawLayerList[drawLayerIdx];
  1740. drawLayer->Draw();
  1741. }
  1742. aRenderWindow->Present();
  1743. }
  1744. }
  1745. RenderDevice::FrameEnd();
  1746. // Do 'clear' after frame end so we allocate new (and valid) vtx/idx draw buffers
  1747. for (int renderWindowIdx = 0; renderWindowIdx < (int)mRenderWindowList.size(); renderWindowIdx++)
  1748. {
  1749. RenderWindow* aRenderWindow = mRenderWindowList[renderWindowIdx];
  1750. if (aRenderWindow->mHasBeenTargeted)
  1751. {
  1752. for (int drawLayerIdx = 0; drawLayerIdx < (int)aRenderWindow->mDrawLayerList.size(); drawLayerIdx++)
  1753. {
  1754. DrawLayer* drawLayer = aRenderWindow->mDrawLayerList[drawLayerIdx];
  1755. drawLayer->Clear();
  1756. }
  1757. }
  1758. }
  1759. }
  1760. Texture* DXRenderDevice::LoadTexture(const StringImpl& fileName, int flags)
  1761. {
  1762. if (fileName.StartsWith("!backbuffer:"))
  1763. {
  1764. int colon = (int)fileName.IndexOf(':');
  1765. String addrStr = fileName.Substring(colon + 1);
  1766. void* addr = (void*)(intptr)strtoll(addrStr.c_str(), NULL, 16);
  1767. BFWindow* window = (BFWindow*)addr;
  1768. DXRenderWindow* renderWindow = (DXRenderWindow*)window->mRenderWindow;
  1769. DXTexture* aTexture = NULL;
  1770. aTexture->mD3DRenderTargetView = renderWindow->mD3DRenderTargetView;
  1771. aTexture->mD3DTexture = renderWindow->mD3DBackBuffer;
  1772. aTexture->mD3DRenderTargetView->AddRef();
  1773. aTexture->mD3DTexture->AddRef();
  1774. aTexture->AddRef();
  1775. return aTexture;
  1776. }
  1777. DXTexture* aTexture = NULL;
  1778. if (mTextureMap.TryGetValue(fileName, &aTexture))
  1779. {
  1780. aTexture->AddRef();
  1781. return aTexture;
  1782. }
  1783. int dotPos = (int)fileName.LastIndexOf('.');
  1784. String ext;
  1785. if (dotPos != -1)
  1786. ext = fileName.Substring(dotPos);
  1787. if (ext.Equals(".dds", StringImpl::CompareKind_OrdinalIgnoreCase))
  1788. {
  1789. FileStream fs;
  1790. if (!fs.Open(fileName, "rb"))
  1791. return NULL;
  1792. int header = fs.ReadInt32();
  1793. if (header != 0x20534444)
  1794. return NULL;
  1795. auto hdr = fs.ReadT<DDS_HEADER>();
  1796. DXGI_FORMAT format = DXGI_FORMAT_R8G8B8A8_UNORM;
  1797. if (hdr.ddspf.dwFlags == DDS_RGBA)
  1798. {
  1799. if (hdr.ddspf.dwRGBBitCount == 32)
  1800. {
  1801. if (hdr.ddspf.dwRBitMask == 0xff)
  1802. format = DXGI_FORMAT_R8G8B8A8_UNORM;
  1803. else if (hdr.ddspf.dwRBitMask = 0xff0000)
  1804. format = DXGI_FORMAT_B8G8R8A8_UNORM;
  1805. else if (hdr.ddspf.dwRBitMask == 0xffff)
  1806. format = DXGI_FORMAT_R16G16_UNORM;
  1807. else if (hdr.ddspf.dwRBitMask == 0x3ff)
  1808. format = DXGI_FORMAT_R10G10B10A2_UNORM;
  1809. }
  1810. else if (hdr.ddspf.dwRGBBitCount == 16)
  1811. {
  1812. if (hdr.ddspf.dwRBitMask == 0x7c00)
  1813. format = DXGI_FORMAT_B5G5R5A1_UNORM;
  1814. else if (hdr.ddspf.dwRBitMask == 0xf800)
  1815. format = DXGI_FORMAT_B5G6R5_UNORM;
  1816. }
  1817. else if (hdr.ddspf.dwRGBBitCount == 8)
  1818. {
  1819. if (hdr.ddspf.dwRBitMask == 0xff)
  1820. format = DXGI_FORMAT_R8_UNORM;
  1821. else if (hdr.ddspf.dwABitMask == 0xff)
  1822. format = DXGI_FORMAT_A8_UNORM;
  1823. }
  1824. }
  1825. if (hdr.ddspf.dwFourCC == '1TXD')
  1826. format = DXGI_FORMAT_BC1_UNORM;
  1827. if (hdr.ddspf.dwFourCC == '3TXD')
  1828. format = DXGI_FORMAT_BC2_UNORM;
  1829. if (hdr.ddspf.dwFourCC == '5TXD')
  1830. format = DXGI_FORMAT_BC3_UNORM;
  1831. if (hdr.ddspf.dwFourCC == 'U4CB')
  1832. format = DXGI_FORMAT_BC4_UNORM;
  1833. if (hdr.ddspf.dwFourCC == 'S4CB')
  1834. format = DXGI_FORMAT_BC4_SNORM;
  1835. if (hdr.ddspf.dwFourCC == '2ITA')
  1836. format = DXGI_FORMAT_BC5_UNORM;
  1837. if (hdr.ddspf.dwFourCC == 'S5CB')
  1838. format = DXGI_FORMAT_BC5_SNORM;
  1839. if (hdr.ddspf.dwFourCC == '01XD')
  1840. {
  1841. auto hdr10 = fs.ReadT<DDS_HEADER_DXT10>();
  1842. format = hdr10.dxgiFormat;
  1843. }
  1844. int blockSize = 0;
  1845. int bytesPerPixel = GetBytesPerPixel(format, blockSize);
  1846. int mipSize = ((hdr.dwWidth + blockSize - 1) / blockSize) * ((hdr.dwHeight + blockSize - 1) / blockSize) * bytesPerPixel;
  1847. Array<uint8> data;
  1848. data.Resize(mipSize);
  1849. fs.Read(data.mVals, data.mSize);
  1850. D3D11_SUBRESOURCE_DATA resData;
  1851. resData.pSysMem = data.mVals;
  1852. resData.SysMemPitch = ((hdr.dwWidth + blockSize - 1) / blockSize) * bytesPerPixel;
  1853. resData.SysMemSlicePitch = mipSize;
  1854. // Create the target texture
  1855. D3D11_TEXTURE2D_DESC desc;
  1856. ZeroMemory(&desc, sizeof(desc));
  1857. desc.Width = hdr.dwWidth;
  1858. desc.Height = hdr.dwHeight;
  1859. desc.MipLevels = 1;
  1860. desc.ArraySize = 1;
  1861. desc.Format = format;
  1862. desc.SampleDesc.Count = 1;
  1863. desc.Usage = D3D11_USAGE_DEFAULT;
  1864. desc.CPUAccessFlags = 0;
  1865. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  1866. DXGI_FORMAT viewFormat = format;
  1867. switch (viewFormat)
  1868. {
  1869. case DXGI_FORMAT_B8G8R8A8_TYPELESS: viewFormat = DXGI_FORMAT_B8G8R8A8_UNORM; break;
  1870. case DXGI_FORMAT_R8G8B8A8_TYPELESS: viewFormat = DXGI_FORMAT_R8G8B8A8_UNORM; break;
  1871. case DXGI_FORMAT_BC1_TYPELESS: viewFormat = DXGI_FORMAT_BC1_UNORM; break;
  1872. case DXGI_FORMAT_BC2_TYPELESS: viewFormat = DXGI_FORMAT_BC2_UNORM; break;
  1873. case DXGI_FORMAT_BC3_TYPELESS: viewFormat = DXGI_FORMAT_BC3_UNORM; break;
  1874. case DXGI_FORMAT_BC4_TYPELESS: viewFormat = DXGI_FORMAT_BC4_UNORM; break;
  1875. case DXGI_FORMAT_BC5_TYPELESS: viewFormat = DXGI_FORMAT_BC5_UNORM; break;
  1876. }
  1877. //OutputDebugStrF("Creating texture\n");
  1878. ID3D11Texture2D* d3DTexture = NULL;
  1879. DXCHECK(mD3DDevice->CreateTexture2D(&desc, &resData, &d3DTexture));
  1880. D3D11_SHADER_RESOURCE_VIEW_DESC srDesc;
  1881. srDesc.Format = viewFormat;
  1882. srDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  1883. srDesc.Texture2D.MostDetailedMip = 0;
  1884. srDesc.Texture2D.MipLevels = 1;
  1885. ID3D11ShaderResourceView* d3DShaderResourceView = NULL;
  1886. DXCHECK(mD3DDevice->CreateShaderResourceView(d3DTexture, &srDesc, &d3DShaderResourceView));
  1887. DXTexture* aTexture = new DXTexture();
  1888. aTexture->mPath = fileName;
  1889. aTexture->mRenderDevice = this;
  1890. aTexture->mWidth = hdr.dwWidth;
  1891. aTexture->mHeight = hdr.dwHeight;
  1892. aTexture->mD3DTexture = d3DTexture;
  1893. aTexture->mD3DResourceView = d3DShaderResourceView;
  1894. aTexture->AddRef();
  1895. mTextureMap[aTexture->mPath] = aTexture;
  1896. mTextures.Add(aTexture);
  1897. return aTexture;
  1898. }
  1899. aTexture = (DXTexture*)RenderDevice::LoadTexture(fileName, flags);
  1900. if (aTexture != NULL)
  1901. {
  1902. aTexture->mPath = fileName;
  1903. mTextureMap[aTexture->mPath] = aTexture;
  1904. }
  1905. return aTexture;
  1906. }
  1907. Texture* DXRenderDevice::LoadTexture(ImageData* imageData, int flags)
  1908. {
  1909. ID3D11ShaderResourceView* d3DShaderResourceView = NULL;
  1910. imageData->mIsAdditive = (flags & TextureFlag_Additive) != 0;
  1911. if ((flags & TextureFlag_NoPremult) == 0)
  1912. imageData->PremultiplyAlpha();
  1913. int aWidth = 0;
  1914. int aHeight = 0;
  1915. D3D11_SUBRESOURCE_DATA resData;
  1916. resData.pSysMem = imageData->mBits;
  1917. resData.SysMemPitch = imageData->mWidth * 4;
  1918. resData.SysMemSlicePitch = imageData->mWidth * imageData->mHeight * 4;
  1919. // Create the target texture
  1920. D3D11_TEXTURE2D_DESC desc;
  1921. ZeroMemory(&desc, sizeof(desc));
  1922. desc.Width = imageData->mWidth;
  1923. desc.Height = imageData->mHeight;
  1924. desc.MipLevels = 1;
  1925. desc.ArraySize = 1;
  1926. desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  1927. desc.SampleDesc.Count = 1;
  1928. desc.Usage = D3D11_USAGE_DEFAULT;
  1929. desc.CPUAccessFlags = 0;
  1930. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  1931. //OutputDebugStrF("Creating texture\n");
  1932. ID3D11Texture2D* d3DTexture = NULL;
  1933. DXCHECK(mD3DDevice->CreateTexture2D(&desc, &resData, &d3DTexture));
  1934. aWidth = imageData->mWidth;
  1935. aHeight = imageData->mHeight;
  1936. D3D11_SHADER_RESOURCE_VIEW_DESC srDesc;
  1937. srDesc.Format = desc.Format;
  1938. srDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  1939. srDesc.Texture2D.MostDetailedMip = 0;
  1940. srDesc.Texture2D.MipLevels = 1;
  1941. DXCHECK(mD3DDevice->CreateShaderResourceView(d3DTexture, &srDesc, &d3DShaderResourceView));
  1942. DXTexture* aTexture = new DXTexture();
  1943. aTexture->mContentBits = new uint32[aWidth * aHeight];
  1944. memcpy(aTexture->mContentBits, imageData->mBits, aWidth * aHeight * 4);
  1945. aTexture->mRenderDevice = this;
  1946. aTexture->mWidth = aWidth;
  1947. aTexture->mHeight = aHeight;
  1948. aTexture->mD3DTexture = d3DTexture;
  1949. aTexture->mD3DResourceView = d3DShaderResourceView;
  1950. aTexture->AddRef();
  1951. mTextures.Add(aTexture);
  1952. //OutputDebugStrF("gTextureIdx=%d %@\n", gTextureIdx, aTexture);
  1953. return aTexture;
  1954. }
  1955. Texture* DXRenderDevice::CreateDynTexture(int width, int height)
  1956. {
  1957. ID3D11ShaderResourceView* d3DShaderResourceView = NULL;
  1958. // Create the target texture
  1959. D3D11_TEXTURE2D_DESC desc;
  1960. ZeroMemory(&desc, sizeof(desc));
  1961. desc.Width = width;
  1962. desc.Height = height;
  1963. desc.MipLevels = 1;
  1964. desc.ArraySize = 1;
  1965. desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  1966. desc.SampleDesc.Count = 1;
  1967. desc.SampleDesc.Quality = 0;
  1968. desc.Usage = D3D11_USAGE_DEFAULT;
  1969. desc.CPUAccessFlags = 0;
  1970. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  1971. ID3D11Texture2D* d3DTexture = NULL;
  1972. DXCHECK(mD3DDevice->CreateTexture2D(&desc, NULL, &d3DTexture));
  1973. D3D11_SHADER_RESOURCE_VIEW_DESC srDesc;
  1974. srDesc.Format = desc.Format;
  1975. srDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  1976. srDesc.Texture2D.MostDetailedMip = 0;
  1977. srDesc.Texture2D.MipLevels = 1;
  1978. DXCHECK(mD3DDevice->CreateShaderResourceView(d3DTexture, &srDesc, &d3DShaderResourceView));
  1979. DXTexture* aTexture = new DXTexture();
  1980. aTexture->mRenderDevice = this;
  1981. aTexture->mWidth = width;
  1982. aTexture->mHeight = height;
  1983. aTexture->mD3DTexture = d3DTexture;
  1984. aTexture->mD3DResourceView = d3DShaderResourceView;
  1985. aTexture->AddRef();
  1986. mTextures.Add(aTexture);
  1987. //OutputDebugStrF("gTextureIdx=%d %@\n", gTextureIdx, aTexture);
  1988. return aTexture;
  1989. }
  1990. Shader* DXRenderDevice::LoadShader(const StringImpl& fileName, VertexDefinition* vertexDefinition)
  1991. {
  1992. BP_ZONE("DXRenderDevice::LoadShader");
  1993. DXShader* dxShader = new DXShader();
  1994. dxShader->mRenderDevice = this;
  1995. dxShader->mSrcPath = fileName;
  1996. dxShader->mVertexDef = new VertexDefinition(vertexDefinition);
  1997. if (!dxShader->Load())
  1998. {
  1999. delete dxShader;
  2000. return NULL;
  2001. }
  2002. mShaders.Add(dxShader);
  2003. return dxShader;
  2004. }
  2005. void DXRenderDevice::SetRenderState(RenderState* renderState)
  2006. {
  2007. mCurRenderState = renderState;
  2008. }
  2009. Texture* DXRenderDevice::CreateRenderTarget(int width, int height, bool destAlpha)
  2010. {
  2011. ID3D11ShaderResourceView* d3DShaderResourceView = NULL;
  2012. int aWidth = 0;
  2013. int aHeight = 0;
  2014. int sampleQuality = 0;
  2015. // Create the render target texture
  2016. D3D11_TEXTURE2D_DESC desc;
  2017. ZeroMemory(&desc, sizeof(desc));
  2018. desc.Width = width;
  2019. desc.Height = height;
  2020. desc.MipLevels = 1;
  2021. desc.ArraySize = 1;
  2022. desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  2023. desc.SampleDesc.Count = 1;
  2024. UINT qualityLevels = 0;
  2025. int samples = 1;
  2026. //DXCHECK(mD3DDevice->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM, samples, &qualityLevels));
  2027. desc.SampleDesc.Count = samples;
  2028. desc.SampleDesc.Quality = sampleQuality;
  2029. desc.Usage = D3D11_USAGE_DEFAULT;
  2030. desc.CPUAccessFlags = 0; //D3D11_CPU_ACCESS_WRITE;
  2031. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
  2032. ID3D11Texture2D* d3DTexture = NULL;
  2033. DXCHECK(mD3DDevice->CreateTexture2D(&desc, NULL, &d3DTexture));
  2034. aWidth = width;
  2035. aHeight = height;
  2036. D3D11_SHADER_RESOURCE_VIEW_DESC srDesc;
  2037. srDesc.Format = desc.Format;
  2038. srDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  2039. srDesc.Texture2D.MostDetailedMip = 0;
  2040. srDesc.Texture2D.MipLevels = 1;
  2041. if (qualityLevels != 0)
  2042. {
  2043. srDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMS;
  2044. }
  2045. DXCHECK(mD3DDevice->CreateShaderResourceView(d3DTexture, &srDesc, &d3DShaderResourceView));
  2046. ID3D11RenderTargetView* d3DRenderTargetView;
  2047. DXCHECK(mD3DDevice->CreateRenderTargetView(d3DTexture, NULL, &d3DRenderTargetView));
  2048. DXTexture* aRenderTarget = new DXTexture();
  2049. aRenderTarget->mWidth = width;
  2050. aRenderTarget->mHeight = height;
  2051. aRenderTarget->mRenderDevice = this;
  2052. aRenderTarget->mD3DTexture = d3DTexture;
  2053. aRenderTarget->mD3DResourceView = d3DShaderResourceView;
  2054. aRenderTarget->mD3DRenderTargetView = d3DRenderTargetView;
  2055. aRenderTarget->AddRef();
  2056. D3D11_TEXTURE2D_DESC descDepth;
  2057. ZeroMemory(&descDepth, sizeof(descDepth));
  2058. descDepth.Width = width;
  2059. descDepth.Height = height;
  2060. descDepth.MipLevels = 1;
  2061. descDepth.ArraySize = 1;
  2062. descDepth.SampleDesc.Quality = sampleQuality;
  2063. descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  2064. descDepth.SampleDesc.Count = 1;
  2065. descDepth.SampleDesc.Quality = 0;
  2066. descDepth.Usage = D3D11_USAGE_DEFAULT;
  2067. descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  2068. descDepth.CPUAccessFlags = 0;
  2069. descDepth.MiscFlags = 0;
  2070. mD3DDevice->CreateTexture2D(&descDepth, NULL, &aRenderTarget->mD3DDepthBuffer);
  2071. DXCHECK(mD3DDevice->CreateDepthStencilView(aRenderTarget->mD3DDepthBuffer, NULL, &aRenderTarget->mD3DDepthStencilView));
  2072. return aRenderTarget;
  2073. }