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- #include "Common.h"
- #include "DXRenderDevice.h"
- #include "WinBFApp.h"
- #include "BFWindow.h"
- #include "img/ImageData.h"
- #include "util/PerfTimer.h"
- #include "util/BeefPerf.h"
- #include "Span.h"
- #include "FileStream.h"
- #include "DDS.h"
- using namespace DirectX;
- #include <D3Dcompiler.h>
- #pragma warning (push)
- #pragma warning (disable:4005)
- //#include <d2d1.h>
- //#include <D3DX11async.h>
- //#include <D3DX10math.h>
- //#include <DxErr.h>
- #pragma warning(pop)
- #include "util/AllocDebug.h"
- USING_NS_BF;
- #pragma warning (disable:4996)
- #pragma comment(lib, "d3d10.lib")
- #pragma comment(lib, "d3d11.lib")
- //#pragma comment(lib, "d3d11_1.lib")
- //#pragma comment(lib, "d3dx11.lib")
- #pragma comment(lib, "d2d1.lib")
- //#pragma comment(lib, "dxerr.lib")
- #pragma comment(lib, "dxgi.lib")
- //#pragma comment(lib, "D3DCompiler.lib")
- ///
- #define DXFAILED(check) ((hr = (check)) != 0)
- #define DXCHECK(check) if ((check) != 0) BF_FATAL(StrFormat("DirectX call failed with result 0x%X", check).c_str());
- static int GetBytesPerPixel(DXGI_FORMAT fmt, int& blockSize)
- {
- blockSize = 1;
- switch (fmt)
- {
- case DXGI_FORMAT_UNKNOWN: return 0;
- case DXGI_FORMAT_R32G32B32A32_TYPELESS: return 4 + 4 + 4 + 4;
- case DXGI_FORMAT_R32G32B32A32_FLOAT: return 4 + 4 + 4 + 4;
- case DXGI_FORMAT_R32G32B32A32_UINT: return 4 + 4 + 4 + 4;
- case DXGI_FORMAT_R32G32B32A32_SINT: return 4 + 4 + 4 + 4;
- case DXGI_FORMAT_R32G32B32_TYPELESS: return 4 + 4 + 4;
- case DXGI_FORMAT_R32G32B32_FLOAT: return 4 + 4 + 4;
- case DXGI_FORMAT_R32G32B32_UINT: return 4 + 4 + 4;
- case DXGI_FORMAT_R32G32B32_SINT: return 4 + 4 + 4;
- case DXGI_FORMAT_R16G16B16A16_TYPELESS: return 2 + 2 + 2 + 2;
- case DXGI_FORMAT_R16G16B16A16_FLOAT: return 2 + 2 + 2 + 2;
- case DXGI_FORMAT_R16G16B16A16_UNORM: return 2 + 2 + 2 + 2;
- case DXGI_FORMAT_R16G16B16A16_UINT: return 2 + 2 + 2 + 2;
- case DXGI_FORMAT_R16G16B16A16_SNORM: return 2 + 2 + 2 + 2;
- case DXGI_FORMAT_R16G16B16A16_SINT: return 2 + 2 + 2 + 2;
- case DXGI_FORMAT_R32G32_TYPELESS: return 4 + 4;
- case DXGI_FORMAT_R32G32_FLOAT: return 4 + 4;
- case DXGI_FORMAT_R32G32_UINT: return 4 + 4;
- case DXGI_FORMAT_R32G32_SINT: return 4 + 4;
- case DXGI_FORMAT_R32G8X24_TYPELESS: return 4 + 3;
- case DXGI_FORMAT_D32_FLOAT_S8X24_UINT: return 4 + 1 + 3;
- case DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS: return 4 + 1 + 3;
- case DXGI_FORMAT_X32_TYPELESS_G8X24_UINT: return 4 + 1 + 1 + 3;
- case DXGI_FORMAT_R10G10B10A2_TYPELESS: return 4;
- case DXGI_FORMAT_R10G10B10A2_UNORM: return 4;
- case DXGI_FORMAT_R10G10B10A2_UINT: return 4;
- case DXGI_FORMAT_R11G11B10_FLOAT: return 4;
- case DXGI_FORMAT_R8G8B8A8_TYPELESS: return 4;
- case DXGI_FORMAT_R8G8B8A8_UNORM: return 4;
- case DXGI_FORMAT_R8G8B8A8_UNORM_SRGB: return 4;
- case DXGI_FORMAT_R8G8B8A8_UINT: return 4;
- case DXGI_FORMAT_R8G8B8A8_SNORM: return 4;
- case DXGI_FORMAT_R8G8B8A8_SINT: return 4;
- case DXGI_FORMAT_R16G16_TYPELESS: return 4;
- case DXGI_FORMAT_R16G16_FLOAT: return 4;
- case DXGI_FORMAT_R16G16_UNORM: return 4;
- case DXGI_FORMAT_R16G16_UINT: return 4;
- case DXGI_FORMAT_R16G16_SNORM: return 4;
- case DXGI_FORMAT_R16G16_SINT: return 4;
- case DXGI_FORMAT_R32_TYPELESS: return 4;
- case DXGI_FORMAT_D32_FLOAT: return 4;
- case DXGI_FORMAT_R32_FLOAT: return 4;
- case DXGI_FORMAT_R32_UINT: return 4;
- case DXGI_FORMAT_R32_SINT: return 4;
- case DXGI_FORMAT_R24G8_TYPELESS: return 4;
- case DXGI_FORMAT_D24_UNORM_S8_UINT: return 4;
- case DXGI_FORMAT_R24_UNORM_X8_TYPELESS: return 4;
- case DXGI_FORMAT_X24_TYPELESS_G8_UINT: return 4;
- case DXGI_FORMAT_R8G8_TYPELESS: return 2;
- case DXGI_FORMAT_R8G8_UNORM: return 2;
- case DXGI_FORMAT_R8G8_UINT: return 2;
- case DXGI_FORMAT_R8G8_SNORM: return 2;
- case DXGI_FORMAT_R8G8_SINT: return 2;
- case DXGI_FORMAT_R16_TYPELESS: return 2;
- case DXGI_FORMAT_R16_FLOAT: return 2;
- case DXGI_FORMAT_D16_UNORM: return 2;
- case DXGI_FORMAT_R16_UNORM: return 2;
- case DXGI_FORMAT_R16_UINT: return 2;
- case DXGI_FORMAT_R16_SNORM: return 2;
- case DXGI_FORMAT_R16_SINT: return 2;
- case DXGI_FORMAT_R8_TYPELESS: return 1;
- case DXGI_FORMAT_R8_UNORM: return 1;
- case DXGI_FORMAT_R8_UINT: return 1;
- case DXGI_FORMAT_R8_SNORM: return 1;
- case DXGI_FORMAT_R8_SINT: return 1;
- case DXGI_FORMAT_A8_UNORM: return 1;
- case DXGI_FORMAT_R1_UNORM: return 1;
- case DXGI_FORMAT_R9G9B9E5_SHAREDEXP: return 3;
- case DXGI_FORMAT_R8G8_B8G8_UNORM: return 4;
- case DXGI_FORMAT_G8R8_G8B8_UNORM: return 4;
- case DXGI_FORMAT_BC1_TYPELESS: blockSize = 4; return 8;
- case DXGI_FORMAT_BC1_UNORM: blockSize = 4; return 8;
- case DXGI_FORMAT_BC1_UNORM_SRGB: blockSize = 4; return 8;
- case DXGI_FORMAT_BC2_TYPELESS: blockSize = 4; return 16;
- case DXGI_FORMAT_BC2_UNORM: blockSize = 4; return 16;
- case DXGI_FORMAT_BC2_UNORM_SRGB: blockSize = 4; return 16;
- case DXGI_FORMAT_BC3_TYPELESS: blockSize = 4; return 16;
- case DXGI_FORMAT_BC3_UNORM: blockSize = 4; return 16;
- case DXGI_FORMAT_BC3_UNORM_SRGB: blockSize = 4; return 16;
- case DXGI_FORMAT_BC4_TYPELESS: blockSize = 4; return 8;
- case DXGI_FORMAT_BC4_UNORM: blockSize = 4; return 8;
- case DXGI_FORMAT_BC4_SNORM: blockSize = 4; return 8;
- case DXGI_FORMAT_BC5_TYPELESS: blockSize = 4; return 16;
- case DXGI_FORMAT_BC5_UNORM: blockSize = 4; return 16;
- case DXGI_FORMAT_BC5_SNORM: blockSize = 4; return 16;
- case DXGI_FORMAT_B5G6R5_UNORM: return 1;
- case DXGI_FORMAT_B5G5R5A1_UNORM: return 2;
- case DXGI_FORMAT_B8G8R8A8_UNORM: return 4;
- case DXGI_FORMAT_B8G8R8X8_UNORM: return 4;
- case DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM: return 4;
- case DXGI_FORMAT_B8G8R8A8_TYPELESS: return 4;
- case DXGI_FORMAT_B8G8R8A8_UNORM_SRGB: return 4;
- case DXGI_FORMAT_B8G8R8X8_TYPELESS: return 4;
- case DXGI_FORMAT_B8G8R8X8_UNORM_SRGB: return 4;
- case DXGI_FORMAT_BC6H_TYPELESS: return 1;
- case DXGI_FORMAT_BC6H_UF16: return 1;
- case DXGI_FORMAT_BC6H_SF16: return 1;
- case DXGI_FORMAT_BC7_TYPELESS: blockSize = 4; return 16;
- case DXGI_FORMAT_BC7_UNORM: blockSize = 4; return 16;
- case DXGI_FORMAT_BC7_UNORM_SRGB: blockSize = 4; return 16;
- // case DXGI_FORMAT_AYUV: return 1;
- // case DXGI_FORMAT_Y410: return 1;
- // case DXGI_FORMAT_Y416: return 1;
- // case DXGI_FORMAT_NV12: return 1;
- // case DXGI_FORMAT_P010: return 1;
- // case DXGI_FORMAT_P016: return 1;
- // case DXGI_FORMAT_420_OPAQUE: return 1;
- // case DXGI_FORMAT_YUY2: return 1;
- // case DXGI_FORMAT_Y210: return 1;
- // case DXGI_FORMAT_Y216: return 1;
- // case DXGI_FORMAT_NV11: return 1;
- // case DXGI_FORMAT_AI44: return 1;
- // case DXGI_FORMAT_IA44: return 1;
- // case DXGI_FORMAT_P8: return 1;
- // case DXGI_FORMAT_A8P8: return 1;
- // case DXGI_FORMAT_B4G4R4A4_UNORM: return 1;
- default: return 1;
- }
- }
- DXShaderParam::DXShaderParam()
- {
- mD3DVariable = NULL;
- }
- DXShaderParam::~DXShaderParam()
- {
- }
- void DXShaderParam::SetTexture(Texture* texture)
- {
- DXTexture* dxTexture = (DXTexture*) texture;
- //? DXCHECK(mD3DVariable->AsShaderResource()->SetResource(dXTexture->mD3DTexture));
- }
- void DXShaderParam::SetFloat4(float x, float y, float z, float w)
- {
- float v[4] = {x, y, z, w};
- DXCHECK(mD3DVariable->AsVector()->SetFloatVector(v));
- }
- ///
- DXShader::DXShader()
- {
- //? mD3DEffect = NULL;
- mVertexDef = NULL;
- mD3DPixelShader = NULL;
- mD3DVertexShader = NULL;
- mD3DLayout = NULL;
- mConstBuffer = NULL;
- mHas2DPosition = false;
- }
- DXShader::~DXShader()
- {
- delete mVertexDef;
- ReleaseNative();
- //? if (mD3DEffect != NULL)
- //? mD3DEffect->Release();
- }
- void DXShader::ReleaseNative()
- {
- if (mD3DLayout != NULL)
- mD3DLayout->Release();
- mD3DLayout = NULL;
- if (mD3DVertexShader != NULL)
- mD3DVertexShader->Release();
- mD3DVertexShader = NULL;
- if (mD3DPixelShader != NULL)
- mD3DPixelShader->Release();
- mD3DPixelShader = NULL;
- if (mConstBuffer != NULL)
- mConstBuffer->Release();
- mConstBuffer = NULL;
- }
- extern "C" typedef HRESULT(WINAPI* Func_D3DX10CompileFromFileW)(LPCWSTR pSrcFile, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude,
- LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags1, UINT Flags2, ID3D10Blob** ppShader, ID3D10Blob** ppErrorMsgs);
- static Func_D3DX10CompileFromFileW gFunc_D3DX10CompileFromFileW;
- extern "C" typedef HRESULT(WINAPI* Func_D3DX10Compile)(void* srcData, size_t srcSize, char* sourceName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude,
- LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags1, UINT Flags2, ID3D10Blob** ppShader, ID3D10Blob** ppErrorMsgs);
- static Func_D3DX10Compile gFunc_D3DX10Compile;
- static bool LoadDXShader(const StringImpl& filePath, const StringImpl& entry, const StringImpl& profile, ID3D10Blob** outBuffer)
- {
- HRESULT hr;
- String outObj = filePath + "_" + entry + "_" + profile;
- bool useCache = false;
- auto srcDate = ::BfpFile_GetTime_LastWrite(filePath.c_str());
- auto cacheDate = ::BfpFile_GetTime_LastWrite(outObj.c_str());
- if ((cacheDate != 0) && (cacheDate >= srcDate))
- useCache = true;
- if (!useCache)
- {
- if (gFunc_D3DX10CompileFromFileW == NULL)
- {
- auto lib = LoadLibraryA("D3DCompiler_47.dll");
- if (lib != NULL)
- gFunc_D3DX10CompileFromFileW = (Func_D3DX10CompileFromFileW)::GetProcAddress(lib, "D3DCompileFromFile");
- }
- if (gFunc_D3DX10CompileFromFileW == NULL)
- useCache = true;
- }
- if (!useCache)
- {
- bool useCompile = true;
- HRESULT dxResult;
- ID3D10Blob* errorMessage = NULL;
- if (useCompile)
- {
- if (gFunc_D3DX10Compile == NULL)
- {
- auto lib = LoadLibraryA("D3DCompiler_47.dll");
- if (lib != NULL)
- gFunc_D3DX10Compile = (Func_D3DX10Compile)::GetProcAddress(lib, "D3DCompile");
- }
- int memSize = 0;
- uint8* memPtr = LoadBinaryData(filePath, &memSize);
- dxResult = gFunc_D3DX10Compile(memPtr, memSize, "Shader", NULL, NULL, entry.c_str(), profile.c_str(),
- D3D10_SHADER_DEBUG | D3D10_SHADER_ENABLE_STRICTNESS, 0, outBuffer, &errorMessage);
- }
- else
- {
- if (gFunc_D3DX10CompileFromFileW == NULL)
- {
- auto lib = LoadLibraryA("D3DCompiler_47.dll");
- if (lib != NULL)
- gFunc_D3DX10CompileFromFileW = (Func_D3DX10CompileFromFileW)::GetProcAddress(lib, "D3DCompileFromFile");
- }
-
- dxResult = gFunc_D3DX10CompileFromFileW(UTF8Decode(filePath).c_str(), NULL, NULL, entry.c_str(), profile.c_str(),
- D3D10_SHADER_DEBUG | D3D10_SHADER_ENABLE_STRICTNESS, 0, outBuffer, &errorMessage);
- }
- if (DXFAILED(dxResult))
- {
- if (errorMessage != NULL)
- {
- BF_FATAL(StrFormat("Vertex shader load failed: %s", (char*)errorMessage->GetBufferPointer()).c_str());
- errorMessage->Release();
- }
- else
- BF_FATAL("Shader load failed");
- return false;
- }
- auto ptr = (*outBuffer)->GetBufferPointer();
- int size = (int)(*outBuffer)->GetBufferSize();
- FILE* fp = fopen(outObj.c_str(), "wb");
- if (fp != NULL)
- {
- fwrite(ptr, 1, size, fp);
- fclose(fp);
- }
- return true;
- }
- FILE* fp = fopen(outObj.c_str(), "rb");
- if (fp == NULL)
- {
- BF_FATAL("Failed to load compiled shader");
- return false;
- }
- fseek(fp, 0, SEEK_END);
- int size = ftell(fp);
- fseek(fp, 0, SEEK_SET);
- D3D10CreateBlob(size, outBuffer);
- auto ptr = (*outBuffer)->GetBufferPointer();
- fread(ptr, 1, size, fp);
- fclose(fp);
- return true;
- }
- static bool LoadDXShader(Span<uint8> fileData, const StringImpl& entry, const StringImpl& profile, ID3D10Blob** outBuffer)
- {
- HRESULT hr;
-
- if (gFunc_D3DX10Compile == NULL)
- {
- auto lib = LoadLibraryA("D3DCompiler_47.dll");
- if (lib != NULL)
- gFunc_D3DX10Compile = (Func_D3DX10Compile)::GetProcAddress(lib, "D3DCompile");
- }
- ID3D10Blob* errorMessage = NULL;
- auto dxResult = gFunc_D3DX10Compile(fileData.mVals, fileData.mSize, "ShaderSource", NULL, NULL, entry.c_str(), profile.c_str(),
- D3D10_SHADER_DEBUG | D3D10_SHADER_ENABLE_STRICTNESS, 0, outBuffer, &errorMessage);
- if (DXFAILED(dxResult))
- {
- if (errorMessage != NULL)
- {
- BF_FATAL(StrFormat("Vertex shader load failed: %s", (char*)errorMessage->GetBufferPointer()).c_str());
- errorMessage->Release();
- }
- else
- BF_FATAL("Shader load failed");
- return false;
- }
- return true;
- }
- bool DXShader::Load()
- {
- //HRESULT hr;
- ID3D10Blob* errorMessage = NULL;
- ID3D10Blob* vertexShaderBuffer = NULL;
- ID3D10Blob* pixelShaderBuffer = NULL;
- void* memPtr = NULL;
- int memSize = 0;
- if (ParseMemorySpan(mSrcPath, memPtr, memSize))
- {
- int crPos = (int)mSrcPath.IndexOf('\n');
- if (crPos != -1)
- {
- void* memPtr2 = NULL;
- int memSize2 = 0;
- if (ParseMemorySpan(mSrcPath.Substring(crPos + 1), memPtr2, memSize2))
- {
- D3D10CreateBlob(memSize, &vertexShaderBuffer);
- memcpy(vertexShaderBuffer->GetBufferPointer(), memPtr, memSize);
- D3D10CreateBlob(memSize2, &pixelShaderBuffer);
- memcpy(pixelShaderBuffer->GetBufferPointer(), memPtr2, memSize2);
- }
- }
- else
- {
- Span<uint8> span((uint8*)memPtr, memSize);
- LoadDXShader(span, "VS", "vs_4_0", &vertexShaderBuffer);
- LoadDXShader(span, "PS", "ps_4_0", &pixelShaderBuffer);
- }
- }
- else
- {
- LoadDXShader(mSrcPath + ".fx", "VS", "vs_4_0", &vertexShaderBuffer);
- LoadDXShader(mSrcPath + ".fx", "PS", "ps_4_0", &pixelShaderBuffer);
- }
- defer(
- {
- vertexShaderBuffer->Release();
- pixelShaderBuffer->Release();
- });
- mHas2DPosition = false;
- mVertexSize = 0;
- mD3DLayout = NULL;
- static const char* semanticNames[] = {
- "POSITION",
- "POSITION",
- "COLOR",
- "TEXCOORD",
- "NORMAL",
- "BINORMAL",
- "TANGENT",
- "BLENDINDICES",
- "BLENDWEIGHT",
- "DEPTH",
- "FOG",
- "POINTSIZE",
- "SAMPLE",
- "TESSELLATEFACTOR" };
- static const DXGI_FORMAT dxgiFormat[] = {
- DXGI_FORMAT_R32_FLOAT/*VertexElementFormat_Single*/,
- DXGI_FORMAT_R32G32_FLOAT/*VertexElementFormat_Vector2*/,
- DXGI_FORMAT_R32G32B32_FLOAT/*VertexElementFormat_Vector3*/,
- DXGI_FORMAT_R32G32B32A32_FLOAT/*VertexElementFormat_Vector4*/,
- DXGI_FORMAT_R8G8B8A8_UNORM/*VertexElementFormat_Color*/,
- DXGI_FORMAT_R8G8B8A8_UINT/*VertexElementFormat_Byte4*/,
- DXGI_FORMAT_R16G16_UINT/*VertexElementFormat_Short2*/,
- DXGI_FORMAT_R16G16B16A16_UINT/*VertexElementFormat_Short4*/,
- DXGI_FORMAT_R16G16_UNORM/*VertexElementFormat_NormalizedShort2*/,
- DXGI_FORMAT_R16G16B16A16_UNORM/*VertexElementFormat_NormalizedShort4*/,
- DXGI_FORMAT_R16G16_FLOAT/*VertexElementFormat_HalfVector2*/,
- DXGI_FORMAT_R16G16B16A16_FLOAT/*VertexElementFormat_HalfVector4*/
- };
- static const int dxgiSize[] = {
- sizeof(float) * 1/*VertexElementFormat_Single*/,
- sizeof(float) * 2/*VertexElementFormat_Vector2*/,
- sizeof(float) * 3/*VertexElementFormat_Vector3*/,
- sizeof(float) * 4/*VertexElementFormat_Vector4*/,
- sizeof(uint32)/*VertexElementFormat_Color*/,
- sizeof(uint8) * 4/*VertexElementFormat_Byte4*/,
- sizeof(uint16) * 2/*VertexElementFormat_Short2*/,
- sizeof(uint16) * 4/*VertexElementFormat_Short4*/,
- sizeof(uint16) * 2/*VertexElementFormat_NormalizedShort2*/,
- sizeof(uint16) * 4/*VertexElementFormat_NormalizedShort4*/,
- sizeof(uint16) * 2/*VertexElementFormat_HalfVector2*/,
- sizeof(uint16) * 4/*VertexElementFormat_HalfVector4*/
- };
- D3D11_INPUT_ELEMENT_DESC layout[64];
- for (int elementIdx = 0; elementIdx < mVertexDef->mNumElements; elementIdx++)
- {
- VertexDefData* vertexDefData = &mVertexDef->mElementData[elementIdx];
- if (vertexDefData->mUsage == VertexElementUsage_Position2D)
- mHas2DPosition = true;
- D3D11_INPUT_ELEMENT_DESC* elementDesc = &layout[elementIdx];
- elementDesc->SemanticName = semanticNames[vertexDefData->mUsage];
- elementDesc->SemanticIndex = vertexDefData->mUsageIndex;
- elementDesc->Format = dxgiFormat[vertexDefData->mFormat];
- elementDesc->InputSlot = 0;
- elementDesc->AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
- elementDesc->InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
- elementDesc->InstanceDataStepRate = 0;
- mVertexSize += dxgiSize[vertexDefData->mFormat];
- }
- /* =
- {
- { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
- { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
- { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0 },
- };
- UINT numElements = sizeof(layout) / sizeof(layout[0]);*/
- HRESULT result = mRenderDevice->mD3DDevice->CreateInputLayout(layout, mVertexDef->mNumElements, vertexShaderBuffer->GetBufferPointer(),
- vertexShaderBuffer->GetBufferSize(), &mD3DLayout);
- DXCHECK(result);
- if (FAILED(result))
- return false;
- // Create the vertex shader from the buffer.
- result = mRenderDevice->mD3DDevice->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &mD3DVertexShader);
- DXCHECK(result);
- if (FAILED(result))
- return false;
- // Create the pixel shader from the buffer.
- result = mRenderDevice->mD3DDevice->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &mD3DPixelShader);
- DXCHECK(result);
- if (FAILED(result))
- return false;
- Init();
- return true;
- }
- void DXShader::ReinitNative()
- {
- ReleaseNative();
- Load();
- }
- ShaderParam* DXShader::GetShaderParam(const StringImpl& name)
- {
- DXShaderParamMap::iterator itr = mParamsMap.find(name);
- if (itr != mParamsMap.end())
- return itr->second;
- return NULL;
- /*ID3D11EffectVariable* d3DVariable = mD3DEffect->GetVariableByName(ToString(name).c_str());
- if (d3DVariable == NULL)
- return NULL;
- DXShaderParam* shaderParam = new DXShaderParam();
- shaderParam->mD3DVariable = d3DVariable;
- mParamsMap[name] = shaderParam;
- return shaderParam;*/
- }
- ///
- DXTexture::DXTexture()
- {
- mD3DTexture = NULL;
- mD3DResourceView = NULL;
- mD3DRenderTargetView = NULL;
- mRenderDevice = NULL;
- mD3DDepthBuffer = NULL;
- mD3DDepthStencilView = NULL;
- mContentBits = NULL;
- }
- DXTexture::~DXTexture()
- {
- if ((!mPath.IsEmpty()) && (mRenderDevice != NULL))
- ((DXRenderDevice*)mRenderDevice)->mTextureMap.Remove(mPath);
- //OutputDebugStrF("DXTexture::~DXTexture %@\n", this);
- delete mContentBits;
- if (mD3DResourceView != NULL)
- mD3DResourceView->Release();
- if (mD3DDepthStencilView != NULL)
- mD3DDepthStencilView->Release();
- if (mD3DDepthBuffer != NULL)
- mD3DDepthBuffer->Release();
- if (mD3DTexture != NULL)
- mD3DTexture->Release();
- if (mRenderDevice != NULL)
- mRenderDevice->mTextures.Remove(this);
- }
- void DXTexture::ReleaseNative()
- {
- //mRenderDevice->mD3DDeviceContext->CopyResource(newResource, mD3DTexture)
- if (mD3DResourceView != NULL)
- {
- mD3DResourceView->Release();
- mD3DResourceView = NULL;
- }
- if (mD3DDepthStencilView != NULL)
- {
- mD3DDepthStencilView->Release();
- mD3DDepthStencilView = NULL;
- }
- if (mD3DDepthBuffer != NULL)
- {
- mD3DDepthBuffer->Release();
- mD3DDepthBuffer = NULL;
- }
- if (mD3DTexture != NULL)
- {
- mD3DTexture->Release();
- mD3DTexture = NULL;
- }
- }
- void DXTexture::ReinitNative()
- {
- ReleaseNative();
- int aWidth = 0;
- int aHeight = 0;
- D3D11_SUBRESOURCE_DATA resData;
- resData.pSysMem = mContentBits;
- resData.SysMemPitch = mWidth * 4;
- resData.SysMemSlicePitch = mWidth * mHeight * 4;
- // Create the target texture
- D3D11_TEXTURE2D_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.Width = mWidth;
- desc.Height = mHeight;
- desc.MipLevels = 1;
- desc.ArraySize = 1;
- desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- desc.SampleDesc.Count = 1;
- desc.Usage = D3D11_USAGE_DEFAULT;
- desc.CPUAccessFlags = 0;
- desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
- //OutputDebugStrF("Creating texture\n");
- auto dxRenderDevice = (DXRenderDevice*)mRenderDevice;
- DXCHECK(dxRenderDevice->mD3DDevice->CreateTexture2D(&desc, (mContentBits != NULL) ? &resData : NULL, &mD3DTexture));
- D3D11_SHADER_RESOURCE_VIEW_DESC srDesc;
- srDesc.Format = desc.Format;
- srDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
- srDesc.Texture2D.MostDetailedMip = 0;
- srDesc.Texture2D.MipLevels = 1;
- DXCHECK(dxRenderDevice->mD3DDevice->CreateShaderResourceView(mD3DTexture, &srDesc, &mD3DResourceView));
- OutputDebugStrF("DXTexture::ReinitNative %p\n", this);
- }
- void DXTexture::PhysSetAsTarget()
- {
- {
- D3D11_VIEWPORT viewPort;
- viewPort.Width = (float)mWidth;
- viewPort.Height = (float)mHeight;
- viewPort.MinDepth = 0.0f;
- viewPort.MaxDepth = 1.0f;
- viewPort.TopLeftX = 0;
- viewPort.TopLeftY = 0;
- mRenderDevice->mD3DDeviceContext->OMSetRenderTargets(1, &mD3DRenderTargetView, mD3DDepthStencilView);
- //mRenderDevice->mD3DDeviceContext->OMSetRenderTargets(1, &mD3DRenderTargetView, ((rand() % 2) != 0) ? NULL : mD3DDepthStencilView);
- //mRenderDevice->mD3DDeviceContext->OMSetRenderTargets(1, &mD3DRenderTargetView, NULL);
- mRenderDevice->mD3DDeviceContext->RSSetViewports(1, &viewPort);
- }
- if (mWantsClear)
- {
- float bgColor[4] = {1, (rand() % 256) / 256.0f, 0.5, 1};
- mRenderDevice->mD3DDeviceContext->ClearRenderTargetView(mD3DRenderTargetView, bgColor);
- if (mD3DDepthStencilView != NULL)
- mRenderDevice->mD3DDeviceContext->ClearDepthStencilView(mD3DDepthStencilView, D3D11_CLEAR_DEPTH/*|D3D11_CLEAR_STENCIL*/, 1.0f, 0);
- //mRenderDevice->mD3DDevice->ClearRenderTargetView(mD3DRenderTargetView, D3DXVECTOR4(1, 0.5, 0.5, 1));
- mHasBeenDrawnTo = true;
- if (mResetClear)
- mWantsClear = false;
- }
- }
- void DXTexture::Blt(ImageData* imageData, int x, int y)
- {
- D3D11_BOX box;
- box.left = x;
- box.right = x + imageData->mWidth;
- box.top = y;
- box.bottom = y + imageData->mHeight;
- box.front = 0;
- box.back = 1;
- mRenderDevice->mD3DDeviceContext->UpdateSubresource(mD3DTexture, 0, &box, imageData->mBits, imageData->mWidth * sizeof(uint32), 0);
- if (mContentBits != NULL)
- {
- for (int yOfs = 0; yOfs < imageData->mHeight; yOfs++)
- memcpy(mContentBits + x + (y + yOfs) * mWidth, imageData->mBits + yOfs * imageData->mWidth, imageData->mWidth * 4);
- }
- }
- void DXTexture::SetBits(int destX, int destY, int destWidth, int destHeight, int srcPitch, uint32* bits)
- {
- D3D11_BOX box = { (UINT)destX, (UINT)destY, (UINT)0, (UINT)(destX + destWidth), (UINT)(destY + destHeight), 1 };
- mRenderDevice->mD3DDeviceContext->UpdateSubresource(mD3DTexture, 0, &box, bits, srcPitch * sizeof(uint32), 0);
- if (mContentBits != NULL)
- {
- for (int y = 0; y < destHeight; y++)
- memcpy(mContentBits + destX + (destY + y) * mWidth, bits + (y * srcPitch), destWidth * 4);
- }
- }
- void DXTexture::GetBits(int srcX, int srcY, int srcWidth, int srcHeight, int destPitch, uint32* bits)
- {
- if ((srcWidth <= 0) || (srcHeight <= 0))
- return;
- D3D11_TEXTURE2D_DESC texDesc;
- texDesc.ArraySize = 1;
- texDesc.BindFlags = 0;
- texDesc.CPUAccessFlags = 0;
- texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- texDesc.Width = srcWidth;
- texDesc.Height = srcHeight;
- texDesc.MipLevels = 1;
- texDesc.MiscFlags = 0;
- texDesc.SampleDesc.Count = 1;
- texDesc.SampleDesc.Quality = 0;
- texDesc.Usage = D3D11_USAGE_STAGING;
- texDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
- D3D11_BOX srcBox = { 0 };
- srcBox.left = srcX;
- srcBox.top = srcY;
- srcBox.right = srcX + srcWidth;
- srcBox.bottom = srcY + srcHeight;
- srcBox.back = 1;
- ID3D11Texture2D *texture;
- DXCHECK(mRenderDevice->mD3DDevice->CreateTexture2D(&texDesc, 0, &texture));
- mRenderDevice->mD3DDeviceContext->CopySubresourceRegion(texture, 0, 0, 0, 0, mD3DTexture, 0, &srcBox);
- D3D11_MAPPED_SUBRESOURCE mapTex;
- DXCHECK(mRenderDevice->mD3DDeviceContext->Map(texture, 0, D3D11_MAP_READ, NULL, &mapTex));
- uint8* srcPtr = (uint8*) mapTex.pData;
- uint8* destPtr = (uint8*) bits;
- for (int y = 0; y < srcHeight; y++)
- {
- memcpy(destPtr, srcPtr, srcWidth*sizeof(uint32));
- srcPtr += mapTex.RowPitch;
- destPtr += destPitch * 4;
- }
- mRenderDevice->mD3DDeviceContext->Unmap(texture, 0);
- texture->Release();
- }
- ///
- static int GetPowerOfTwo(int input)
- {
- int value = 1;
- while (value < input)
- value <<= 1;
- return value;
- }
- DXDrawBatch::DXDrawBatch()
- {
- }
- DXDrawBatch::~DXDrawBatch()
- {
- }
- void DXDrawBatch::Render(RenderDevice* renderDevice, RenderWindow* renderWindow)
- {
- if (mVtxIdx == 0)
- return;
- if ((mRenderState->mClipped) &&
- ((mRenderState->mClipRect.width == 0) || (mRenderState->mClipRect.height == 0)))
- return;
- if (mRenderState->mClipped)
- BF_ASSERT((mRenderState->mClipRect.width > 0) && (mRenderState->mClipRect.height > 0));
- DXRenderDevice* aRenderDevice = (DXRenderDevice*)renderDevice;
- /*if ((mDrawLayer->mRenderWindow != NULL) && (aRenderDevice->mPhysRenderWindow != mDrawLayer->mRenderWindow))
- aRenderDevice->PhysSetRenderWindow(mDrawLayer->mRenderWindow);*/
- D3D11_MAP idxMapType = D3D11_MAP_WRITE_NO_OVERWRITE;
- D3D11_MAP vtxMapType = D3D11_MAP_WRITE_NO_OVERWRITE;
- int idxByteStart = aRenderDevice->mIdxByteIdx;
- int idxDataSize = sizeof(uint16) * mIdxIdx;
- aRenderDevice->mIdxByteIdx += idxDataSize;
- if (aRenderDevice->mIdxByteIdx >= DX_IDXBUFFER_SIZE)
- {
- idxMapType = D3D11_MAP_WRITE_DISCARD;
- idxByteStart = 0;
- aRenderDevice->mIdxByteIdx = idxDataSize;
- }
- int vtxByteStart = aRenderDevice->mVtxByteIdx;
- int vtxDataSize = mVtxIdx * mVtxSize;
- //int vtxStartIdx = ((vtxByteStart + mVtxSize - 1) / mVtxSize);
- int vtxStartIdx = vtxByteStart / mVtxSize;
- int vtxOffset = vtxByteStart % mVtxSize;
- //vtxByteStart = vtxStartIdx * mVtxSize;
- //aRenderDevice->mVtxByteIdx += vtxDataSize;
- aRenderDevice->mVtxByteIdx = vtxByteStart + vtxDataSize;
- if (aRenderDevice->mVtxByteIdx >= DX_VTXBUFFER_SIZE)
- {
- vtxMapType = D3D11_MAP_WRITE_DISCARD;
- vtxByteStart = 0;
- vtxOffset = 0;
- vtxStartIdx = 0;
- aRenderDevice->mVtxByteIdx = vtxDataSize;
- }
- //TODO: Round up for various vertex formats, manage stride properly, etc
- D3D11_MAPPED_SUBRESOURCE mappedSubResource;
- DXCHECK(aRenderDevice->mD3DDeviceContext->Map(aRenderDevice->mD3DIndexBuffer, 0, idxMapType, 0, &mappedSubResource));
- void* dxIdxData = mappedSubResource.pData;
- DXCHECK(aRenderDevice->mD3DDeviceContext->Map(aRenderDevice->mD3DVertexBuffer, 0, vtxMapType, 0, &mappedSubResource));
- void* dxVtxData = mappedSubResource.pData;
- //mVtxByteIdx = ((mVtxByteIdx + vtxSize - 1) / vtxSize) * vtxSize;
- memcpy((uint8*)dxIdxData + idxByteStart, mIndices, idxDataSize);
- memcpy((uint8*)dxVtxData + vtxByteStart, mVertices, vtxDataSize);
- aRenderDevice->mD3DDeviceContext->Unmap(aRenderDevice->mD3DVertexBuffer, 0);
- aRenderDevice->mD3DDeviceContext->Unmap(aRenderDevice->mD3DIndexBuffer, 0);
- //DXTexture* dxTexture = (DXTexture*)mCurTexture;
- //aRenderDevice->mD3DDeviceContext->PSSetShaderResources(0, 1, &dxTexture->mD3DTexture);
- if (mRenderState != aRenderDevice->mPhysRenderState)
- aRenderDevice->PhysSetRenderState(mRenderState);
- // Set vertex buffer
- UINT stride = mVtxSize;
- UINT offset = vtxOffset;
- aRenderDevice->mD3DDeviceContext->IASetVertexBuffers(0, 1, &aRenderDevice->mD3DVertexBuffer, &stride, &offset);
- aRenderDevice->mD3DDeviceContext->IASetIndexBuffer(aRenderDevice->mD3DIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
- aRenderDevice->mD3DDeviceContext->DrawIndexed(mIdxIdx, idxByteStart / sizeof(uint16), vtxStartIdx/*vtxByteStart / mVtxSize*/);
- }
- DXDrawLayer::DXDrawLayer()
- {
- }
- DXDrawLayer::~DXDrawLayer()
- {
- }
- DrawBatch* DXDrawLayer::CreateDrawBatch()
- {
- return new DXDrawBatch();
- }
- RenderCmd* Beefy::DXDrawLayer::CreateSetTextureCmd(int textureIdx, Texture* texture)
- {
- DXSetTextureCmd* setTextureCmd = AllocRenderCmd<DXSetTextureCmd>();
- setTextureCmd->mTextureIdx = textureIdx;
- setTextureCmd->mTexture = texture;
- return setTextureCmd;
- }
- void DXRenderDevice::PhysSetRenderState(RenderState* renderState)
- {
- DXRenderState* dxRenderState = (DXRenderState*)renderState;
- DXShader* dxShader = (DXShader*)renderState->mShader;
- if (renderState->mTopology != mPhysRenderState->mTopology)
- {
- D3D_PRIMITIVE_TOPOLOGY topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
- if (dxRenderState->mTopology == Topology3D_LineLine)
- topology = D3D_PRIMITIVE_TOPOLOGY_LINELIST;
- mD3DDeviceContext->IASetPrimitiveTopology(topology);
- }
- if ((renderState->mShader != mPhysRenderState->mShader) && (renderState->mShader != NULL))
- {
- mD3DDeviceContext->PSSetSamplers(0, 1, renderState->mTexWrap ? &mD3DWrapSamplerState : &mD3DDefaultSamplerState);
- mD3DDeviceContext->IASetInputLayout(dxShader->mD3DLayout);
- mD3DDeviceContext->VSSetShader(dxShader->mD3DVertexShader, NULL, 0);
- mD3DDeviceContext->PSSetShader(dxShader->mD3DPixelShader, NULL, 0);
- if (dxShader->mHas2DPosition)
- {
- HRESULT result = NULL;
- if (mMatrix2DBuffer == NULL)
- {
- D3D11_BUFFER_DESC matrixBufferDesc;
- matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
- matrixBufferDesc.ByteWidth = sizeof(float[4]);
- matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
- matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- matrixBufferDesc.MiscFlags = 0;
- matrixBufferDesc.StructureByteStride = 0;
- // Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
- result = mD3DDevice->CreateBuffer(&matrixBufferDesc, NULL, &mMatrix2DBuffer);
- if (FAILED(result))
- {
- return;
- }
- }
- // Lock the constant buffer so it can be written to.
- D3D11_MAPPED_SUBRESOURCE mappedResource;
- result = mD3DDeviceContext->Map(mMatrix2DBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
- if (FAILED(result))
- {
- return;
- }
- // Get a pointer to the data in the constant buffer.
- float* dataPtr = (float*) mappedResource.pData;
- dataPtr[0] = (float) mCurRenderTarget->mWidth;
- dataPtr[1] = (float) mCurRenderTarget->mHeight;
- dataPtr[2] = 0;
- dataPtr[3] = 0;
- // Unlock the constant buffer.
- mD3DDeviceContext->Unmap(mMatrix2DBuffer, 0);
- //float params[4] = {mCurRenderTarget->mWidth, mCurRenderTarget->mHeight, 0, 0};
- mD3DDeviceContext->VSSetConstantBuffers(0, 1, &mMatrix2DBuffer);
- }
- }
- bool setRasterizerState = false;
- bool setDepthFuncState = false;
- if ((renderState->mClipped != mPhysRenderState->mClipped) ||
- ((renderState->mClipped) && (renderState->mClipRect != mPhysRenderState->mClipRect)))
- {
- if (renderState->mClipped)
- {
- D3D11_RECT rects[1];
- rects[0].left = (int)renderState->mClipRect.x;
- rects[0].right = (int) (renderState->mClipRect.x + renderState->mClipRect.width);
- rects[0].top = (int) renderState->mClipRect.y;
- rects[0].bottom = (int) (renderState->mClipRect.y + renderState->mClipRect.height);
- mD3DDeviceContext->RSSetScissorRects(1, rects);
- }
- setRasterizerState = true;
- }
- if (renderState->mWriteDepthBuffer != mPhysRenderState->mWriteDepthBuffer)
- setDepthFuncState = true;
- if (renderState->mDepthFunc != mPhysRenderState->mDepthFunc)
- {
- setDepthFuncState = true;
- setRasterizerState = true;
- }
- if (renderState->mWireframe != mPhysRenderState->mWireframe)
- setRasterizerState = true;
- if (setRasterizerState)
- {
- if (dxRenderState->mD3DRasterizerState == NULL)
- {
- static const D3D11_CULL_MODE cullModes[] =
- {
- D3D11_CULL_NONE,
- D3D11_CULL_FRONT,
- D3D11_CULL_BACK
- };
- D3D11_RASTERIZER_DESC rasterizerState;
- rasterizerState.CullMode = cullModes[dxRenderState->mCullMode];
- //rasterizerState.CullMode = D3D11_CULL_BACK;
- rasterizerState.FillMode = renderState->mWireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
- rasterizerState.FrontCounterClockwise = false;
- rasterizerState.DepthBias = 0;
- rasterizerState.DepthBiasClamp = 0;
- rasterizerState.SlopeScaledDepthBias = 0;
- rasterizerState.DepthClipEnable = renderState->mDepthFunc != DepthFunc_Always;
- rasterizerState.ScissorEnable = renderState->mClipped;
- rasterizerState.MultisampleEnable = false;
- rasterizerState.AntialiasedLineEnable = false;
- mD3DDevice->CreateRasterizerState(&rasterizerState, &dxRenderState->mD3DRasterizerState);
- }
- mD3DDeviceContext->RSSetState(dxRenderState->mD3DRasterizerState);
- }
- if (setDepthFuncState)
- {
- if (dxRenderState->mD3DDepthStencilState == NULL)
- {
- static const D3D11_COMPARISON_FUNC comparisonArray[] =
- {
- D3D11_COMPARISON_NEVER,
- D3D11_COMPARISON_LESS,
- D3D11_COMPARISON_LESS_EQUAL,
- D3D11_COMPARISON_EQUAL,
- D3D11_COMPARISON_GREATER,
- D3D11_COMPARISON_NOT_EQUAL,
- D3D11_COMPARISON_GREATER_EQUAL,
- D3D11_COMPARISON_ALWAYS
- };
- D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
- depthStencilDesc.DepthEnable = (dxRenderState->mDepthFunc != DepthFunc_Always) || (dxRenderState->mWriteDepthBuffer);
- depthStencilDesc.DepthWriteMask = dxRenderState->mWriteDepthBuffer ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
- depthStencilDesc.DepthFunc = comparisonArray[dxRenderState->mDepthFunc];
- depthStencilDesc.StencilEnable = FALSE;
- depthStencilDesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
- depthStencilDesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
- depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
- depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
- depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
- depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
- depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
- depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
- depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
- depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
- mD3DDevice->CreateDepthStencilState(&depthStencilDesc, &dxRenderState->mD3DDepthStencilState);
- }
- mD3DDeviceContext->OMSetDepthStencilState(dxRenderState->mD3DDepthStencilState, 1);
- }
- mPhysRenderState = renderState;
- }
- void DXRenderDevice::PhysSetRenderWindow(RenderWindow* renderWindow)
- {
- mPhysRenderWindow = renderWindow;
- mCurRenderTarget = renderWindow;
- ((DXRenderWindow*)renderWindow)->PhysSetAsTarget();
- }
- void DXRenderDevice::PhysSetRenderTarget(Texture* renderTarget)
- {
- mCurRenderTarget = renderTarget;
- renderTarget->PhysSetAsTarget();
- }
- RenderState* DXRenderDevice::CreateRenderState(RenderState* srcRenderState)
- {
- DXRenderState* renderState = new DXRenderState();
- if (srcRenderState != NULL)
- {
- *renderState = *(DXRenderState*)srcRenderState;
- if (renderState->mD3DRasterizerState != NULL)
- renderState->mD3DRasterizerState->AddRef();
- if (renderState->mD3DDepthStencilState != NULL)
- renderState->mD3DDepthStencilState->AddRef();
- }
- mRenderStates.Add(renderState);
- return renderState;
- }
- struct DXModelVertex
- {
- Vector3 mPosition;
- uint32 mColor;
- TexCoords mTexCoords;
- Vector3 mNormal;
- TexCoords mBumpTexCoords;
- Vector3 mTangent;
- };
- ModelInstance* DXRenderDevice::CreateModelInstance(ModelDef* modelDef, ModelCreateFlags flags)
- {
- DXModelInstance* dxModelInstance = new DXModelInstance(modelDef);
- ////
- VertexDefData vertexDefData[] =
- {
- {VertexElementUsage_Position3D, 0, VertexElementFormat_Vector3},
- {VertexElementUsage_Color, 0, VertexElementFormat_Color},
- {VertexElementUsage_TextureCoordinate, 0, VertexElementFormat_Vector2},
- {VertexElementUsage_Normal, 0, VertexElementFormat_Vector3},
- {VertexElementUsage_TextureCoordinate, 1, VertexElementFormat_Vector2},
- {VertexElementUsage_Tangent, 0, VertexElementFormat_Vector3}
- };
- auto vertexDefinition = CreateVertexDefinition(vertexDefData, sizeof(vertexDefData) / sizeof(vertexDefData[0]));
- RenderState* renderState = NULL;
- if ((flags & ModelCreateFlags_NoSetRenderState) == 0)
- {
- renderState = CreateRenderState(mDefaultRenderState);
- renderState->mShader = LoadShader(gBFApp->mInstallDir + "/shaders/ModelStd", vertexDefinition);
- renderState->mTexWrap = true;
- renderState->mDepthFunc = DepthFunc_LessEqual;
- renderState->mWriteDepthBuffer = true;
- }
- delete vertexDefinition;
- dxModelInstance->mRenderState = renderState;
- ////
- dxModelInstance->mD3DRenderDevice = this;
- dxModelInstance->mDXModelMeshs.Resize(modelDef->mMeshes.size());
- int dxMeshIdx = 0;
- for (int meshIdx = 0; meshIdx < (int)modelDef->mMeshes.size(); meshIdx++)
- {
- ModelMesh* mesh = &modelDef->mMeshes[meshIdx];
- DXModelMesh* dxMesh = &dxModelInstance->mDXModelMeshs[dxMeshIdx];
- dxMesh->mPrimitives.Resize(mesh->mPrimitives.size());
- for (int primitivesIdx = 0 ; primitivesIdx < (int)mesh->mPrimitives.size(); primitivesIdx++)
- {
- auto primitives = &mesh->mPrimitives[primitivesIdx];
- auto dxPrimitives = &dxMesh->mPrimitives[primitivesIdx];
- // String texPath = mesh->mTexFileName;
- // if (!texPath.IsEmpty())
- // {
- // if ((int)texPath.IndexOf(':') == -1)
- // texPath = modelDef->mLoadDir + "Textures/" + texPath;
- // //texPath = gBFApp->mInstallDir + L"models/Textures/" + texPath;
- //
- // dxPrimitives->mTexture = (DXTexture*)((RenderDevice*)this)->LoadTexture(texPath, TextureFlag_NoPremult);
- // }
- Array<String> texPaths = primitives->mTexPaths;
- if (primitives->mMaterial != NULL)
- {
- dxPrimitives->mMaterialName = primitives->mMaterial->mName;
- if (primitives->mMaterial->mDef != NULL)
- {
- for (auto& texParamVal : primitives->mMaterial->mDef->mTextureParameterValues)
- {
- if (texPaths.IsEmpty())
- texPaths.Add(texParamVal->mTexturePath);
- // if (texPath.IsEmpty())
- // texPath = texParamVal->mTexturePath;
- // if ((texParamVal->mName == "Albedo_texture") || (texParamVal->mName.EndsWith("_Color")))
- // texPath = texParamVal->mTexturePath;
- // else if ((texParamVal->mName == "NM_texture") || (texParamVal->mName.EndsWith("_NM")))
- // bumpTexPath = texParamVal->mTexturePath;
- }
- }
- }
- for (auto& texPath : texPaths)
- {
- if (!modelDef->mLoadDir.IsEmpty())
- texPath = GetAbsPath(texPath, modelDef->mLoadDir);
- dxPrimitives->mTextures.Add((DXTexture*)((RenderDevice*)this)->LoadTexture(texPath, TextureFlag_NoPremult));
- }
- dxPrimitives->mNumIndices = (int)primitives->mIndices.size();
- dxPrimitives->mNumVertices = (int)primitives->mVertices.size();
- D3D11_BUFFER_DESC bd;
- bd.Usage = D3D11_USAGE_DYNAMIC;
- bd.ByteWidth = (int)primitives->mIndices.size() * sizeof(uint16);
- bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
- bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- bd.MiscFlags = 0;
- bd.StructureByteStride = 0;
- mD3DDevice->CreateBuffer(&bd, NULL, &dxPrimitives->mD3DIndexBuffer);
- D3D11_MAPPED_SUBRESOURCE mappedSubResource;
- DXCHECK(mD3DDeviceContext->Map(dxPrimitives->mD3DIndexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedSubResource));
- uint16* dxIdxData = (uint16*)mappedSubResource.pData;
- for (int idxIdx = 0; idxIdx < dxPrimitives->mNumIndices; idxIdx++)
- dxIdxData[idxIdx] = (uint16)primitives->mIndices[idxIdx];
- mD3DDeviceContext->Unmap(dxPrimitives->mD3DIndexBuffer, 0);
- //
- bd.Usage = D3D11_USAGE_DYNAMIC;
- bd.ByteWidth = (int)primitives->mVertices.size() * sizeof(DXModelVertex);
- bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
- bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- bd.MiscFlags = 0;
- bd.StructureByteStride = 0;
- mD3DDevice->CreateBuffer(&bd, NULL, &dxPrimitives->mD3DVertexBuffer);
- DXCHECK(mD3DDeviceContext->Map(dxPrimitives->mD3DVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedSubResource));
- DXModelVertex* dxVtxData = (DXModelVertex*)mappedSubResource.pData;
- for (int vtxIdx = 0; vtxIdx < (int)primitives->mVertices.size(); vtxIdx++)
- {
- ModelVertex* srcVtxData = &primitives->mVertices[vtxIdx];
- DXModelVertex* destVtx = dxVtxData + vtxIdx;
- destVtx->mPosition = srcVtxData->mPosition;
- destVtx->mTexCoords = srcVtxData->mTexCoords;
- //destVtx->mTexCoords.mV = 1.0f - destVtx->mTexCoords.mV;
- destVtx->mTexCoords.mV = destVtx->mTexCoords.mV;
- destVtx->mBumpTexCoords = srcVtxData->mBumpTexCoords;
- destVtx->mColor = srcVtxData->mColor;
- destVtx->mTangent = srcVtxData->mTangent;
- }
- mD3DDeviceContext->Unmap(dxPrimitives->mD3DVertexBuffer, 0);
- dxMeshIdx++;
- }
- }
- return dxModelInstance;
- }
- void DXDrawLayer::SetShaderConstantData(int usageIdx, int slotIdx, void* constData, int size)
- {
- DXSetConstantData* dxSetConstantData = AllocRenderCmd<DXSetConstantData>(size);
- dxSetConstantData->mRenderState = mRenderDevice->mCurRenderState;
- dxSetConstantData->mUsageIdx = usageIdx;
- dxSetConstantData->mSlotIdx = slotIdx;
- dxSetConstantData->mSize = size;
- // if (size == 64) // Transpose for shader
- // *((Matrix4*)dxSetConstantData->mData) = Matrix4::Transpose(*((Matrix4*)constData));
- // else
- memcpy(dxSetConstantData->mData, constData, size);
- QueueRenderCmd(dxSetConstantData);
- }
- void DXDrawLayer::SetShaderConstantDataTyped(int usageIdx, int slotIdx, void* constData, int size, int* typeData, int typeCount)
- {
- for (int usageIdx = 0; usageIdx < 2; usageIdx++)
- {
- uint8 destData[1024];
- uint8* destDataPtr = destData;
- float* floatData = (float*) destDataPtr;
- uint8* srcDataPtr = (uint8*) constData;
- for (int typeIdx = 0; typeIdx < typeCount; typeIdx++)
- {
- int typeNum = typeData[typeIdx] & 0xF;
- int dataUsage = typeData[typeIdx] >> 8;
- bool want = (dataUsage & (1 << usageIdx)) != 0;
- if (want)
- {
- switch (typeNum)
- {
- case ConstantDataType_Single:
- memcpy(destDataPtr, srcDataPtr, sizeof(float));
- srcDataPtr += sizeof(float);
- destDataPtr += sizeof(float) * 4;
- break;
- case ConstantDataType_Vector2:
- memcpy(destDataPtr, srcDataPtr, sizeof(float) * 2);
- srcDataPtr += sizeof(float) * 2;
- destDataPtr += sizeof(float) * 4;
- break;
- case ConstantDataType_Vector3:
- memcpy(destDataPtr, srcDataPtr, sizeof(float) * 3);
- srcDataPtr += sizeof(float) * 3;
- destDataPtr += sizeof(float) * 4;
- break;
- case ConstantDataType_Vector4:
- memcpy(destDataPtr, srcDataPtr, sizeof(float) * 4);
- srcDataPtr += sizeof(float) * 4;
- destDataPtr += sizeof(float) * 4;
- break;
- case ConstantDataType_Matrix:
- *((Matrix4*) destDataPtr) = Matrix4::Transpose(*((Matrix4*) srcDataPtr));
- srcDataPtr += sizeof(Matrix4);
- destDataPtr += sizeof(Matrix4);
- break;
- }
- }
- switch (typeNum)
- {
- case ConstantDataType_Single:
- srcDataPtr += sizeof(float);
- break;
- case ConstantDataType_Vector2:
- srcDataPtr += sizeof(float) * 2;
- break;
- case ConstantDataType_Vector3:
- srcDataPtr += sizeof(float) * 3;
- break;
- case ConstantDataType_Vector4:
- srcDataPtr += sizeof(float) * 4;
- break;
- case ConstantDataType_Matrix:
- srcDataPtr += sizeof(Matrix4);
- break;
- }
- }
- int destDataSize = (int)(destDataPtr - destData);
- if (destDataSize > 0)
- {
- DXSetConstantData* dxSetConstantData = AllocRenderCmd<DXSetConstantData>(destDataSize);
- dxSetConstantData->mUsageIdx = usageIdx;
- dxSetConstantData->mRenderState = mRenderDevice->mCurRenderState;
- dxSetConstantData->mSlotIdx = slotIdx;
- dxSetConstantData->mSize = destDataSize;
- memcpy(dxSetConstantData->mData, destData, destDataSize);
- QueueRenderCmd(dxSetConstantData);
- }
- }
- }
- ///
- DXModelPrimitives::DXModelPrimitives()
- {
- mD3DIndexBuffer = NULL;
- mD3DVertexBuffer = NULL;
- }
- DXModelPrimitives::~DXModelPrimitives()
- {
- if (mD3DIndexBuffer != NULL)
- mD3DIndexBuffer->Release();
- if (mD3DVertexBuffer != NULL)
- mD3DVertexBuffer->Release();
- for (auto tex : mTextures)
- tex->Release();
- }
- //////////////////////////////////////////////////////////////////////////
- DXRenderState::DXRenderState()
- {
- mD3DRasterizerState = NULL;
- mD3DDepthStencilState = NULL;
- }
- DXRenderState::~DXRenderState()
- {
- if (mD3DRasterizerState != NULL)
- mD3DRasterizerState->Release();
- if (mD3DDepthStencilState != NULL)
- mD3DDepthStencilState->Release();
- }
- void DXRenderState::ReleaseNative()
- {
- if (mD3DRasterizerState != NULL)
- mD3DRasterizerState->Release();
- mD3DRasterizerState = NULL;
- if (mD3DDepthStencilState != NULL)
- mD3DDepthStencilState->Release();
- mD3DDepthStencilState = NULL;
- }
- void DXRenderState::ReinitNative()
- {
- ReleaseNative();
- }
- void DXRenderState::InvalidateRasterizerState()
- {
- if (mD3DRasterizerState != NULL)
- {
- mD3DRasterizerState->Release();
- mD3DRasterizerState = NULL;
- }
- }
- void DXRenderState::IndalidateDepthStencilState()
- {
- if (mD3DDepthStencilState != NULL)
- {
- mD3DDepthStencilState->Release();
- mD3DDepthStencilState = NULL;
- }
- }
- void DXRenderState::SetClipped(bool clipped)
- {
- mClipped = clipped;
- InvalidateRasterizerState();
- }
- void DXRenderState::SetTexWrap(bool wrap)
- {
- mTexWrap = wrap;
- InvalidateRasterizerState();
- }
- void DXRenderState::SetClipRect(const RectF& rect)
- {
- BF_ASSERT((rect.width >= 0) && (rect.height >= 0));
- mClipRect = rect;
- InvalidateRasterizerState();
- }
- void DXRenderState::SetWriteDepthBuffer(bool writeDepthBuffer)
- {
- mWriteDepthBuffer = writeDepthBuffer;
- IndalidateDepthStencilState();
- }
- void DXRenderState::SetDepthFunc(DepthFunc depthFunc)
- {
- mDepthFunc = depthFunc;
- IndalidateDepthStencilState();
- }
- ///
- DXModelInstance::DXModelInstance(ModelDef* modelDef) : ModelInstance(modelDef)
- {
- }
- DXModelInstance::~DXModelInstance()
- {
- }
- void DXModelInstance::Render(RenderDevice* renderDevice, RenderWindow* renderWindow)
- {
- if (mRenderState != NULL)
- SetRenderState();
- for (int meshIdx = 0; meshIdx < (int)mDXModelMeshs.size(); meshIdx++)
- {
- if (!mMeshesVisible[meshIdx])
- continue;
- DXModelMesh* dxMesh = &mDXModelMeshs[meshIdx];
- for (auto primIdx = 0; primIdx < (int)dxMesh->mPrimitives.size(); primIdx++)
- {
- auto dxPrimitives = &dxMesh->mPrimitives[primIdx];
- if (dxPrimitives->mTextures.IsEmpty())
- continue;
- for (int i = 0; i < (int)dxPrimitives->mTextures.mSize; i++)
- mD3DRenderDevice->mD3DDeviceContext->PSSetShaderResources(i, 1, &dxPrimitives->mTextures[i]->mD3DResourceView);
- // Set vertex buffer
- UINT stride = sizeof(DXModelVertex);
- UINT offset = 0;
- mD3DRenderDevice->mD3DDeviceContext->IASetVertexBuffers(0, 1, &dxPrimitives->mD3DVertexBuffer, &stride, &offset);
- mD3DRenderDevice->mD3DDeviceContext->IASetIndexBuffer(dxPrimitives->mD3DIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
- mD3DRenderDevice->mD3DDeviceContext->DrawIndexed(dxPrimitives->mNumIndices, 0, 0);
- }
- }
- }
- void Beefy::DXModelInstance::CommandQueued(DrawLayer* drawLayer)
- {
- mRenderState = drawLayer->mRenderDevice->mCurRenderState;
- BF_ASSERT(mRenderState->mShader->mVertexSize == sizeof(DXModelVertex));
- drawLayer->mCurTextures[0] = NULL;
- #ifndef BF_NO_FBX
- ModelAnimation* fbxAnim = &mModelDef->mAnims[0];
- Matrix4 jointsMatrices[BF_MAX_NUM_BONES];
- for (int jointIdx = 0; jointIdx < (int)mJointTranslations.size(); jointIdx++)
- {
- ModelJoint* joint = &mModelDef->mJoints[jointIdx];
- BF_ASSERT(joint->mParentIdx < jointIdx);
- ModelJointTranslation* jointPosition = &mJointTranslations[jointIdx];
- Matrix4* mtx = &jointsMatrices[jointIdx];
- *mtx = Matrix4::CreateTransform(jointPosition->mTrans, jointPosition->mScale, jointPosition->mQuat);
- if (joint->mParentIdx >= 0)
- {
- Matrix4* parentMatrix = &jointsMatrices[joint->mParentIdx];
- *mtx = Matrix4::Multiply(*parentMatrix, *mtx);
- }
- }
- for (int jointIdx = 0; jointIdx < (int)mModelDef->mJoints.size(); jointIdx++)
- {
- ModelJoint* joint = &mModelDef->mJoints[jointIdx];
- Matrix4* mtx = &jointsMatrices[jointIdx];
- *mtx = Matrix4::Multiply(*mtx, joint->mPoseInvMatrix);
- }
- for (int meshIdx = 0; meshIdx < (int) mModelDef->mMeshes.size(); meshIdx++)
- {
- if (!mMeshesVisible[meshIdx])
- continue;
- ModelMesh* mesh = &mModelDef->mMeshes[meshIdx];
- DXModelMesh* dxMesh = &mDXModelMeshs[meshIdx];
- D3D11_MAPPED_SUBRESOURCE mappedSubResource;
- DXRenderDevice* dxRenderDevice = (DXRenderDevice*)drawLayer->mRenderDevice;
- DXCHECK(dxRenderDevice->mD3DDeviceContext->Map(dxMesh->mD3DVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedSubResource));
- DXModelVertex* dxVtxData = (DXModelVertex*)mappedSubResource.pData;
- for (int vtxIdx = 0; vtxIdx < (int) mesh->mVertices.size(); vtxIdx++)
- {
- ModelVertex* srcVtxData = &mesh->mVertices[vtxIdx];
- Vector3 vtx(0, 0, 0);
- float totalWeight = 0;
- for (int weightIdx = 0; weightIdx < srcVtxData->mNumBoneWeights; weightIdx++)
- {
- int jointIdx = srcVtxData->mBoneIndices[weightIdx];
- float boneWeight = srcVtxData->mBoneWeights[weightIdx];
- Matrix4* mtx = &jointsMatrices[jointIdx];
- Vector3 origVec = srcVtxData->mPosition;
- Vector3 transVec = Vector3::Transform(origVec, *mtx);
- transVec = transVec * boneWeight;
- vtx = vtx + transVec;
- totalWeight += boneWeight;
- }
- BF_ASSERT(fabs(totalWeight - 1.0) < 0.1f);
- DXModelVertex* destVtx = dxVtxData + vtxIdx;
- //destVtx->mPosition = srcVtxData->mPosition;
- destVtx->mPosition = vtx;
- destVtx->mTexCoords = srcVtxData->mTexCoords;
- destVtx->mBumpTexCoords = srcVtxData->mTexCoords;
- destVtx->mColor = 0xFFFFFFFF; //TODO: Color
- destVtx->mTangent = srcVtxData->mTangent;
- }
- dxRenderDevice->mD3DDeviceContext->Unmap(dxMesh->mD3DVertexBuffer, 0);
- }
- #endif
- }
- ///
- void DXSetTextureCmd::Render(RenderDevice* renderDevice, RenderWindow* renderWindow)
- {
- DXRenderDevice* dxRenderDevice = (DXRenderDevice*)renderDevice;
- dxRenderDevice->mD3DDeviceContext->PSSetShaderResources(mTextureIdx, 1, &((DXTexture*)mTexture)->mD3DResourceView);
- }
- ///
- void DXSetConstantData::Render(RenderDevice* renderDevice, RenderWindow* renderWindow)
- {
- //SetRenderState();
- DXShader* dxShader = (DXShader*)renderDevice->mCurRenderState->mShader;
- DXRenderDevice* dxRenderDevice = (DXRenderDevice*)renderDevice;
- HRESULT result = 0;
- int bufferSize = BF_ALIGN(mSize, 16);
- int id = (mSlotIdx << 24) | (bufferSize << 1) | (mUsageIdx);
- ID3D11Buffer* buffer = NULL;
- ID3D11Buffer** bufferPtr = NULL;
- if (dxRenderDevice->mBufferMap.TryAdd(id, NULL, &bufferPtr))
- {
- D3D11_BUFFER_DESC matrixBufferDesc;
- matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
- matrixBufferDesc.ByteWidth = bufferSize;
- matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
- matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- matrixBufferDesc.MiscFlags = 0;
- matrixBufferDesc.StructureByteStride = 0;
- result = dxRenderDevice->mD3DDevice->CreateBuffer(&matrixBufferDesc, NULL, &buffer);
- if (FAILED(result))
- return;
- //OutputDebugStrF("Created Buffer %d %p\n", bufferSize, buffer);
- *bufferPtr = buffer;
- }
- else
- buffer = *bufferPtr;
- D3D11_MAPPED_SUBRESOURCE mappedResource;
- result = dxRenderDevice->mD3DDeviceContext->Map(buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
- if (FAILED(result))
- return;
- float* dataPtr = (float*)mappedResource.pData;
- memset(dataPtr, 0, bufferSize);
- memcpy(mappedResource.pData, mData, mSize);
- dxRenderDevice->mD3DDeviceContext->Unmap(buffer, 0);
- if (mUsageIdx == 0)
- {
- //OutputDebugStrF("VSSetConstantBuffers %d %p\n", mSlotIdx, buffer);
- dxRenderDevice->mD3DDeviceContext->VSSetConstantBuffers(mSlotIdx, 1, &buffer);
- }
- else
- {
- //OutputDebugStrF("PSSetConstantBuffers %d %p\n", mSlotIdx, buffer);
- dxRenderDevice->mD3DDeviceContext->PSSetConstantBuffers(mSlotIdx, 1, &buffer);
- }
- }
- ///
- DXRenderWindow::DXRenderWindow(DXRenderDevice* renderDevice, WinBFWindow* window, bool windowed)
- {
- BP_ZONE("DXRenderWindow::DXRenderWindow");
- mWindowed = windowed;
- mDXSwapChain = NULL;
- mD3DBackBuffer = NULL;
- mD3DRenderTargetView = NULL;
- mD3DDepthBuffer = NULL;
- mD3DDepthStencilView = NULL;
- mRefreshRate = 0;
- mFrameWaitObject = NULL;
- mRenderDevice = renderDevice;
- mDXRenderDevice = renderDevice;
- mWindow = window;
- mHWnd = window->mHWnd;
- Resized();
- ReinitNative();
- }
- DXRenderWindow::~DXRenderWindow()
- {
- ReleaseNative();
- }
- void DXRenderWindow::ReleaseNative()
- {
- if (mFrameWaitObject != NULL)
- ::CloseHandle(mFrameWaitObject);
- mFrameWaitObject = NULL;
- if (mD3DRenderTargetView != NULL)
- mD3DRenderTargetView->Release();
- mD3DRenderTargetView = NULL;
- if (mD3DBackBuffer != NULL)
- mD3DBackBuffer->Release();
- mD3DBackBuffer = NULL;
- if (mDXSwapChain != NULL)
- mDXSwapChain->Release();
- mDXSwapChain = NULL;
- if (mD3DRenderTargetView != NULL)
- mD3DRenderTargetView->Release();
- mD3DRenderTargetView = NULL;
- if (mD3DDepthStencilView != NULL)
- mD3DDepthStencilView->Release();
- mD3DDepthStencilView = NULL;
- }
- void DXRenderWindow::ReinitNative()
- {
- DXGI_SWAP_CHAIN_DESC swapChainDesc;
- ZeroMemory(&swapChainDesc, sizeof(swapChainDesc));
- swapChainDesc.BufferCount = 1;
- swapChainDesc.BufferDesc.Width = mWidth;
- swapChainDesc.BufferDesc.Height = mHeight;
- swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
- swapChainDesc.OutputWindow = mHWnd;
- swapChainDesc.SampleDesc.Count = 1;
- swapChainDesc.SampleDesc.Quality = 0;
- swapChainDesc.Windowed = mWindowed ? TRUE : FALSE;
- swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;// DXGI_SWAP_EFFECT_FLIP_DISCARD;
- swapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH /*| DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT*/;
- IDXGIDevice* pDXGIDevice = NULL;
- mDXRenderDevice->mD3DDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&pDXGIDevice);
- DXCHECK(mDXRenderDevice->mDXGIFactory->CreateSwapChain(pDXGIDevice, &swapChainDesc, &mDXSwapChain));
- pDXGIDevice->Release();
- pDXGIDevice = NULL;
- // IDXGISwapChain2* swapChain2 = NULL;
- // mDXSwapChain->QueryInterface(__uuidof(IDXGISwapChain2), (void**)&swapChain2);
- // if (swapChain2 != NULL)
- // {
- // mFrameWaitObject = swapChain2->GetFrameLatencyWaitableObject();
- // swapChain2->Release();
- // }
- DXCHECK(mDXSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mD3DBackBuffer));
- DXCHECK(mDXRenderDevice->mD3DDevice->CreateRenderTargetView(mD3DBackBuffer, NULL, &mD3DRenderTargetView));
- // Create depth stencil texture
- D3D11_TEXTURE2D_DESC descDepth;
- ZeroMemory(&descDepth, sizeof(descDepth));
- descDepth.Width = mWidth;
- descDepth.Height = mHeight;
- descDepth.MipLevels = 1;
- descDepth.ArraySize = 1;
- descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
- descDepth.SampleDesc.Count = 1;
- descDepth.SampleDesc.Quality = 0;
- descDepth.Usage = D3D11_USAGE_DEFAULT;
- descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
- descDepth.CPUAccessFlags = 0;
- descDepth.MiscFlags = 0;
- mDXRenderDevice->mD3DDevice->CreateTexture2D(&descDepth, NULL, &mD3DDepthBuffer);
- if ((mWindow->mFlags & BFWINDOW_ALLOW_FULLSCREEN) == 0)
- mDXRenderDevice->mDXGIFactory->MakeWindowAssociation(mHWnd, DXGI_MWA_NO_ALT_ENTER);
- DXCHECK(mDXRenderDevice->mD3DDevice->CreateDepthStencilView(mD3DDepthBuffer, NULL, &mD3DDepthStencilView));
- }
- void DXRenderWindow::PhysSetAsTarget()
- {
- //if (mRenderDevice->mCurRenderTarget != this)
- {
- D3D11_VIEWPORT viewPort;
- viewPort.Width = (float)mWidth;
- viewPort.Height = (float)mHeight;
- viewPort.MinDepth = 0.0f;
- viewPort.MaxDepth = 1.0f;
- viewPort.TopLeftX = 0;
- viewPort.TopLeftY = 0;
- mDXRenderDevice->mD3DDeviceContext->OMSetRenderTargets(1, &mD3DRenderTargetView, mD3DDepthStencilView);
- mDXRenderDevice->mD3DDeviceContext->RSSetViewports(1, &viewPort);
- }
- if (!mHasBeenDrawnTo)
- {
- //mRenderDevice->mD3DDevice->ClearRenderTargetView(mD3DRenderTargetView, D3DXVECTOR4(rand() / (float) RAND_MAX, 0, 1, 0));
- float bgColor[4] = {0, 0, 0, 0};
- mDXRenderDevice->mD3DDeviceContext->ClearRenderTargetView(mD3DRenderTargetView, bgColor);
- mDXRenderDevice->mD3DDeviceContext->ClearDepthStencilView(mD3DDepthStencilView, D3D11_CLEAR_DEPTH/*|D3D11_CLEAR_STENCIL*/, 1.0f, 0);
- }
- mHasBeenDrawnTo = true;
- }
- void DXRenderWindow::SetAsTarget()
- {
- //TODO: Handle this more elegantly when we actually handle draw layers properly...
- //if (mRenderDevice->mCurRenderTarget != NULL)
- //mRenderDevice->mCurDrawLayer->Flush();
- mHasBeenTargeted = true;
- mRenderDevice->mCurRenderTarget = this;
- }
- void DXRenderWindow::CheckDXResult(HRESULT hr)
- {
- if ((hr == DXGI_ERROR_DEVICE_REMOVED) || (hr == DXGI_ERROR_DEVICE_RESET))
- ((DXRenderDevice*)mRenderDevice)->mNeedsReinitNative = true;
- else
- DXCHECK(hr);
- }
- void DXRenderWindow::Resized()
- {
- mRenderDevice->mResizeCount++;
- mResizeNum = mRenderDevice->mResizeCount;
- RECT rect;
- GetClientRect(mHWnd, &rect);
- if (rect.right <= rect.left)
- return;
- mWidth = rect.right - rect.left;
- mHeight = rect.bottom - rect.top;
- if (mDXSwapChain != NULL)
- {
- mD3DBackBuffer->Release();
- mD3DDepthBuffer->Release();
- mD3DRenderTargetView->Release();
- mD3DDepthStencilView->Release();
- CheckDXResult(mDXSwapChain->ResizeBuffers(0, mWidth, mHeight, DXGI_FORMAT_UNKNOWN,
- DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH /*| DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT*/));
- D3D11_TEXTURE2D_DESC descDepth;
- ZeroMemory(&descDepth, sizeof(descDepth));
- descDepth.Width = mWidth;
- descDepth.Height = mHeight;
- descDepth.MipLevels = 1;
- descDepth.ArraySize = 1;
- descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
- descDepth.SampleDesc.Count = 1;
- descDepth.SampleDesc.Quality = 0;
- descDepth.Usage = D3D11_USAGE_DEFAULT;
- descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
- descDepth.CPUAccessFlags = 0;
- descDepth.MiscFlags = 0;
- mDXRenderDevice->mD3DDevice->CreateTexture2D(&descDepth, NULL, &mD3DDepthBuffer);
- CheckDXResult(mDXSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mD3DBackBuffer));
- CheckDXResult(mDXRenderDevice->mD3DDevice->CreateRenderTargetView(mD3DBackBuffer, NULL, &mD3DRenderTargetView));
- CheckDXResult(mDXRenderDevice->mD3DDevice->CreateDepthStencilView(mD3DDepthBuffer, NULL, &mD3DDepthStencilView));
- /*if (mRenderDevice->mCurRenderTarget == this)
- mRenderDevice->mCurRenderTarget = NULL;
- PhysSetAsTarget();*/
- }
- }
- void DXRenderWindow::Present()
- {
- HRESULT hr = mDXSwapChain->Present((mWindow->mFlags & BFWINDOW_VSYNC) ? 1 : 0, 0);
- if ((hr == DXGI_ERROR_DEVICE_REMOVED) || (hr == DXGI_ERROR_DEVICE_RESET))
- ((DXRenderDevice*)mRenderDevice)->mNeedsReinitNative = true;
- }
- void DXRenderWindow::CopyBitsTo(uint32* dest, int width, int height)
- {
- mCurDrawLayer->Flush();
- D3D11_TEXTURE2D_DESC texDesc;
- texDesc.ArraySize = 1;
- texDesc.BindFlags = 0;
- texDesc.CPUAccessFlags = 0;
- texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- texDesc.Width = width;
- texDesc.Height = height;
- texDesc.MipLevels = 1;
- texDesc.MiscFlags = 0;
- texDesc.SampleDesc.Count = 1;
- texDesc.SampleDesc.Quality = 0;
- texDesc.Usage = D3D11_USAGE_STAGING;
- texDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
- ID3D11Texture2D *texture;
- DXCHECK(mDXRenderDevice->mD3DDevice->CreateTexture2D(&texDesc, 0, &texture));
- mDXRenderDevice->mD3DDeviceContext->CopyResource(texture, mD3DBackBuffer);
- /*? D3D11_MAPPED_TEXTURE2D mapTex;
- DXCHECK(texture->Map(D3D11CalcSubresource(0, 0, 1), D3D11_MAP_READ, 0, &mapTex));
- uint8* srcPtr = (uint8*) mapTex.pData;
- uint8* destPtr = (uint8*) dest;
- for (int y = 0; y < height; y++)
- {
- memcpy(destPtr, srcPtr, width*sizeof(uint32));
- srcPtr += mapTex.RowPitch;
- destPtr += width * 4;
- }
- texture->Unmap(0);*/
- texture->Release();
- }
- float DXRenderWindow::GetRefreshRate()
- {
- if (mRefreshRate == 0)
- {
- mRefreshRate = -1;
- IDXGIOutput* output = NULL;
- mDXSwapChain->GetContainingOutput(&output);
- if (output != NULL)
- {
- DXGI_OUTPUT_DESC outputDesc;
- output->GetDesc(&outputDesc);
- MONITORINFOEXW info;
- info.cbSize = sizeof(info);
- // get the associated monitor info
- if (GetMonitorInfoW(outputDesc.Monitor, &info) != 0)
- {
- // using the CCD get the associated path and display configuration
- UINT32 requiredPaths, requiredModes;
- if (GetDisplayConfigBufferSizes(QDC_ONLY_ACTIVE_PATHS, &requiredPaths, &requiredModes) == ERROR_SUCCESS)
- {
- std::vector<DISPLAYCONFIG_PATH_INFO> paths(requiredPaths);
- std::vector<DISPLAYCONFIG_MODE_INFO> modes2(requiredModes);
- if (QueryDisplayConfig(QDC_ONLY_ACTIVE_PATHS, &requiredPaths, paths.data(), &requiredModes, modes2.data(), nullptr) == ERROR_SUCCESS)
- {
- // iterate through all the paths until find the exact source to match
- for (auto& p : paths)
- {
- DISPLAYCONFIG_SOURCE_DEVICE_NAME sourceName;
- sourceName.header.type = DISPLAYCONFIG_DEVICE_INFO_GET_SOURCE_NAME;
- sourceName.header.size = sizeof(sourceName);
- sourceName.header.adapterId = p.sourceInfo.adapterId;
- sourceName.header.id = p.sourceInfo.id;
- if (DisplayConfigGetDeviceInfo(&sourceName.header) == ERROR_SUCCESS)
- {
- // find the matched device which is associated with current device
- // there may be the possibility that display may be duplicated and windows may be one of them in such scenario
- // there may be two callback because source is same target will be different
- // as window is on both the display so either selecting either one is ok
- if (wcscmp(info.szDevice, sourceName.viewGdiDeviceName) == 0)
- {
- // get the refresh rate
- UINT numerator = p.targetInfo.refreshRate.Numerator;
- UINT denominator = p.targetInfo.refreshRate.Denominator;
- mRefreshRate = (float)numerator / (float)denominator;
- break;
- }
- }
- }
- }
- }
- }
- output->Release();
- }
- }
- return mRefreshRate;
- }
- bool DXRenderWindow::WaitForVBlank()
- {
- IDXGIOutput* output = NULL;
- mDXSwapChain->GetContainingOutput(&output);
- if (output == NULL)
- return false;
- bool success = output->WaitForVBlank() == 0;
- return success;
- }
- ///
- DXRenderDevice::DXRenderDevice()
- {
- mD3DDevice = NULL;
- mNeedsReinitNative = false;
- mMatrix2DBuffer = NULL;
- }
- DXRenderDevice::~DXRenderDevice()
- {
- for (auto window : mRenderWindowList)
- ((DXRenderWindow*)window)->ReleaseNative();
- for (auto shader : mShaders)
- shader->ReleaseNative();
- for (auto renderState : mRenderStates)
- renderState->ReleaseNative();
- for (auto texture : mTextures)
- {
- texture->ReleaseNative();
- texture->mRenderDevice = NULL;
- }
- ReleaseNative();
- delete mDefaultRenderState;
- }
- bool DXRenderDevice::Init(BFApp* app)
- {
- BP_ZONE("DXRenderDevice::Init");
- mApp = app;
- WinBFApp* winApp = (WinBFApp*) app;
- D3D_FEATURE_LEVEL featureLevelArr[] =
- {
- D3D_FEATURE_LEVEL_11_0,
- D3D_FEATURE_LEVEL_10_1,
- D3D_FEATURE_LEVEL_10_0,
- D3D_FEATURE_LEVEL_9_3,
- D3D_FEATURE_LEVEL_9_2,
- D3D_FEATURE_LEVEL_9_1,
- };;
- D3D_FEATURE_LEVEL d3dFeatureLevel = (D3D_FEATURE_LEVEL)0;
- int flags = 0;
- //TODO:
- //flags = D3D11_CREATE_DEVICE_DEBUG;
- DXCHECK(D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, flags, featureLevelArr, 6, D3D11_SDK_VERSION, &mD3DDevice, &d3dFeatureLevel, &mD3DDeviceContext));
- OutputDebugStrF("D3D Feature Level: %X\n", d3dFeatureLevel);
- IDXGIDevice* pDXGIDevice = NULL;
- DXCHECK(mD3DDevice->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast<void**>(&pDXGIDevice)));
- IDXGIAdapter* pDXGIAdapter = NULL;
- DXCHECK(pDXGIDevice->GetParent(__uuidof(IDXGIAdapter), reinterpret_cast<void**>(&pDXGIAdapter)));
- IDXGIFactory* pDXGIFactory = NULL;
- DXCHECK(pDXGIAdapter->GetParent(__uuidof(IDXGIFactory), reinterpret_cast<void**>(&mDXGIFactory)));
- DXRenderState* dxRenderState;
- if (mDefaultRenderState == NULL)
- {
- dxRenderState = (DXRenderState*)CreateRenderState(NULL);
- mDefaultRenderState = dxRenderState;
- mDefaultRenderState->mDepthFunc = DepthFunc_Less;
- mDefaultRenderState->mWriteDepthBuffer = true;
- mPhysRenderState = mDefaultRenderState;
- }
- else
- {
- dxRenderState = (DXRenderState*)mDefaultRenderState;
- dxRenderState->ReinitNative();
- }
- D3D11_RASTERIZER_DESC rasterizerState;
- rasterizerState.CullMode = D3D11_CULL_NONE;
- rasterizerState.FillMode = D3D11_FILL_SOLID;
- rasterizerState.FrontCounterClockwise = false;
- rasterizerState.DepthBias = false;
- rasterizerState.DepthBiasClamp = 0;
- rasterizerState.SlopeScaledDepthBias = 0;
- rasterizerState.DepthClipEnable = false;
- rasterizerState.ScissorEnable = false;
- rasterizerState.MultisampleEnable = false;
- rasterizerState.AntialiasedLineEnable = false;
- mD3DDevice->CreateRasterizerState(&rasterizerState, &dxRenderState->mD3DRasterizerState);
- mD3DDeviceContext->RSSetState(dxRenderState->mD3DRasterizerState);
- mD3DDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
- ID3D11BlendState* g_pBlendState = NULL;
- D3D11_BLEND_DESC BlendState;
- ZeroMemory(&BlendState, sizeof(D3D11_BLEND_DESC));
- BlendState.RenderTarget[0].BlendEnable = TRUE;
- BlendState.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
- BlendState.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
- BlendState.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
- BlendState.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
- BlendState.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ONE;
- BlendState.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
- BlendState.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
- mD3DDevice->CreateBlendState(&BlendState, &mD3DNormalBlendState);
- mD3DDeviceContext->OMSetBlendState(mD3DNormalBlendState, NULL, 0xffffffff);
- D3D11_SAMPLER_DESC sampDesc;
- ZeroMemory(&sampDesc, sizeof(sampDesc));
- sampDesc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
- sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
- sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
- sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
- sampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
- sampDesc.MinLOD = 0;
- sampDesc.MaxLOD = D3D11_FLOAT32_MAX;
- DXCHECK(mD3DDevice->CreateSamplerState(&sampDesc, &mD3DDefaultSamplerState));
- ZeroMemory(&sampDesc, sizeof(sampDesc));
- sampDesc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
- sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
- sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
- sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
- sampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
- sampDesc.MinLOD = 0;
- sampDesc.MaxLOD = D3D11_FLOAT32_MAX;
- DXCHECK(mD3DDevice->CreateSamplerState(&sampDesc, &mD3DWrapSamplerState));
- D3D11_BUFFER_DESC bd;
- bd.Usage = D3D11_USAGE_DYNAMIC;
- bd.ByteWidth = DX_VTXBUFFER_SIZE;
- bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
- bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- bd.MiscFlags = 0;
- bd.StructureByteStride = 0;
- mD3DDevice->CreateBuffer(&bd, NULL, &mD3DVertexBuffer);
- bd.Usage = D3D11_USAGE_DYNAMIC;
- bd.ByteWidth = DX_IDXBUFFER_SIZE;
- bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
- bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- bd.MiscFlags = 0;
- bd.StructureByteStride = 0;
- mD3DDevice->CreateBuffer(&bd, NULL, &mD3DIndexBuffer);
- mVtxByteIdx = 0;
- mIdxByteIdx = 0;
- return true;
- }
- void DXRenderDevice::ReleaseNative()
- {
- mD3DVertexBuffer->Release();
- mD3DVertexBuffer = NULL;
- if (mMatrix2DBuffer != NULL)
- mMatrix2DBuffer->Release();
- mMatrix2DBuffer = NULL;
- mD3DIndexBuffer->Release();
- mD3DIndexBuffer = NULL;
- mD3DNormalBlendState->Release();
- mD3DNormalBlendState = NULL;
- mD3DDefaultSamplerState->Release();
- mD3DDefaultSamplerState = NULL;
- mD3DWrapSamplerState->Release();
- mD3DWrapSamplerState = NULL;
- mD3DDeviceContext->Release();
- mD3DDeviceContext = NULL;
- // ID3D11Debug* debug = NULL;
- // mD3DDevice->QueryInterface(__uuidof(ID3D11Debug), (void**)&debug);
- // if (debug != NULL)
- // {
- // debug->ReportLiveDeviceObjects(D3D11_RLDO_DETAIL);
- // debug->Release();
- // }
- mD3DDevice->Release();
- mD3DDevice = NULL;
- }
- void DXRenderDevice::ReinitNative()
- {
- AutoCrit autoCrit(mApp->mCritSect);
- if (mMatrix2DBuffer != NULL)
- mMatrix2DBuffer->Release();
- mMatrix2DBuffer = NULL;
- Init(mApp);
- for (auto window : mRenderWindowList)
- ((DXRenderWindow*)window)->ReinitNative();
- for (auto shader : mShaders)
- shader->ReinitNative();
- for (auto renderState : mRenderStates)
- renderState->ReinitNative();
- for (auto tex : mTextures)
- tex->ReinitNative();
- }
- void DXRenderDevice::FrameStart()
- {
- mCurRenderTarget = NULL;
- mPhysRenderWindow = NULL;
- for (auto renderWindow : mRenderWindowList)
- {
- renderWindow->mHasBeenDrawnTo = false;
- renderWindow->mHasBeenTargeted = false;
- }
- }
- void DXRenderDevice::FrameEnd()
- {
- for (int renderWindowIdx = 0; renderWindowIdx < (int)mRenderWindowList.size(); renderWindowIdx++)
- {
- RenderWindow* aRenderWindow = mRenderWindowList[renderWindowIdx];
- if (aRenderWindow->mHasBeenTargeted)
- {
- PhysSetRenderState(mDefaultRenderState);
- PhysSetRenderWindow(aRenderWindow);
- for (int drawLayerIdx = 0; drawLayerIdx < (int)aRenderWindow->mDrawLayerList.size(); drawLayerIdx++)
- {
- DrawLayer* drawLayer = aRenderWindow->mDrawLayerList[drawLayerIdx];
- drawLayer->Draw();
- }
- aRenderWindow->Present();
- }
- }
- RenderDevice::FrameEnd();
- // Do 'clear' after frame end so we allocate new (and valid) vtx/idx draw buffers
- for (int renderWindowIdx = 0; renderWindowIdx < (int)mRenderWindowList.size(); renderWindowIdx++)
- {
- RenderWindow* aRenderWindow = mRenderWindowList[renderWindowIdx];
- if (aRenderWindow->mHasBeenTargeted)
- {
- for (int drawLayerIdx = 0; drawLayerIdx < (int)aRenderWindow->mDrawLayerList.size(); drawLayerIdx++)
- {
- DrawLayer* drawLayer = aRenderWindow->mDrawLayerList[drawLayerIdx];
- drawLayer->Clear();
- }
- }
- }
- }
- Texture* DXRenderDevice::LoadTexture(const StringImpl& fileName, int flags)
- {
- if (fileName.StartsWith("!backbuffer:"))
- {
- int colon = (int)fileName.IndexOf(':');
- String addrStr = fileName.Substring(colon + 1);
- void* addr = (void*)(intptr)strtoll(addrStr.c_str(), NULL, 16);
- BFWindow* window = (BFWindow*)addr;
- DXRenderWindow* renderWindow = (DXRenderWindow*)window->mRenderWindow;
- DXTexture* aTexture = NULL;
- aTexture->mD3DRenderTargetView = renderWindow->mD3DRenderTargetView;
- aTexture->mD3DTexture = renderWindow->mD3DBackBuffer;
- aTexture->mD3DRenderTargetView->AddRef();
- aTexture->mD3DTexture->AddRef();
- aTexture->AddRef();
- return aTexture;
- }
- String pathEx = fileName;
- if ((flags & TextureFlag_Additive) != 0)
- pathEx += ":add";
- DXTexture* aTexture = NULL;
- if ((!fileName.StartsWith('@')) && (mTextureMap.TryGetValue(pathEx, &aTexture)))
- {
- aTexture->AddRef();
- return aTexture;
- }
- int dotPos = (int)fileName.LastIndexOf('.');
- String ext;
- if (dotPos != -1)
- ext = fileName.Substring(dotPos);
- if (ext.Equals(".dds", StringImpl::CompareKind_OrdinalIgnoreCase))
- {
- FileStream fs;
- if (!fs.Open(fileName, "rb"))
- return NULL;
- int header = fs.ReadInt32();
- if (header != 0x20534444)
- return NULL;
- auto hdr = fs.ReadT<DDS_HEADER>();
- DXGI_FORMAT format = DXGI_FORMAT_R8G8B8A8_UNORM;
- if (hdr.ddspf.dwFlags == DDS_RGBA)
- {
- if (hdr.ddspf.dwRGBBitCount == 32)
- {
- if (hdr.ddspf.dwRBitMask == 0xff)
- format = DXGI_FORMAT_R8G8B8A8_UNORM;
- else if (hdr.ddspf.dwRBitMask = 0xff0000)
- format = DXGI_FORMAT_B8G8R8A8_UNORM;
- else if (hdr.ddspf.dwRBitMask == 0xffff)
- format = DXGI_FORMAT_R16G16_UNORM;
- else if (hdr.ddspf.dwRBitMask == 0x3ff)
- format = DXGI_FORMAT_R10G10B10A2_UNORM;
- }
- else if (hdr.ddspf.dwRGBBitCount == 16)
- {
- if (hdr.ddspf.dwRBitMask == 0x7c00)
- format = DXGI_FORMAT_B5G5R5A1_UNORM;
- else if (hdr.ddspf.dwRBitMask == 0xf800)
- format = DXGI_FORMAT_B5G6R5_UNORM;
- }
- else if (hdr.ddspf.dwRGBBitCount == 8)
- {
- if (hdr.ddspf.dwRBitMask == 0xff)
- format = DXGI_FORMAT_R8_UNORM;
- else if (hdr.ddspf.dwABitMask == 0xff)
- format = DXGI_FORMAT_A8_UNORM;
- }
- }
- if (hdr.ddspf.dwFourCC == '1TXD')
- format = DXGI_FORMAT_BC1_UNORM;
- if (hdr.ddspf.dwFourCC == '3TXD')
- format = DXGI_FORMAT_BC2_UNORM;
- if (hdr.ddspf.dwFourCC == '5TXD')
- format = DXGI_FORMAT_BC3_UNORM;
- if (hdr.ddspf.dwFourCC == 'U4CB')
- format = DXGI_FORMAT_BC4_UNORM;
- if (hdr.ddspf.dwFourCC == 'S4CB')
- format = DXGI_FORMAT_BC4_SNORM;
- if (hdr.ddspf.dwFourCC == '2ITA')
- format = DXGI_FORMAT_BC5_UNORM;
- if (hdr.ddspf.dwFourCC == 'S5CB')
- format = DXGI_FORMAT_BC5_SNORM;
- if (hdr.ddspf.dwFourCC == '01XD')
- {
- auto hdr10 = fs.ReadT<DDS_HEADER_DXT10>();
- format = hdr10.dxgiFormat;
- }
- int blockSize = 0;
- int bytesPerPixel = GetBytesPerPixel(format, blockSize);
- int mipSize = ((hdr.dwWidth + blockSize - 1) / blockSize) * ((hdr.dwHeight + blockSize - 1) / blockSize) * bytesPerPixel;
- Array<uint8> data;
- data.Resize(mipSize);
- fs.Read(data.mVals, data.mSize);
- D3D11_SUBRESOURCE_DATA resData;
- resData.pSysMem = data.mVals;
- resData.SysMemPitch = ((hdr.dwWidth + blockSize - 1) / blockSize) * bytesPerPixel;
- resData.SysMemSlicePitch = mipSize;
- // Create the target texture
- D3D11_TEXTURE2D_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.Width = hdr.dwWidth;
- desc.Height = hdr.dwHeight;
- desc.MipLevels = 1;
- desc.ArraySize = 1;
- desc.Format = format;
- desc.SampleDesc.Count = 1;
- desc.Usage = D3D11_USAGE_DEFAULT;
- desc.CPUAccessFlags = 0;
- desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
- DXGI_FORMAT viewFormat = format;
- switch (viewFormat)
- {
- case DXGI_FORMAT_B8G8R8A8_TYPELESS: viewFormat = DXGI_FORMAT_B8G8R8A8_UNORM; break;
- case DXGI_FORMAT_R8G8B8A8_TYPELESS: viewFormat = DXGI_FORMAT_R8G8B8A8_UNORM; break;
- case DXGI_FORMAT_BC1_TYPELESS: viewFormat = DXGI_FORMAT_BC1_UNORM; break;
- case DXGI_FORMAT_BC2_TYPELESS: viewFormat = DXGI_FORMAT_BC2_UNORM; break;
- case DXGI_FORMAT_BC3_TYPELESS: viewFormat = DXGI_FORMAT_BC3_UNORM; break;
- case DXGI_FORMAT_BC4_TYPELESS: viewFormat = DXGI_FORMAT_BC4_UNORM; break;
- case DXGI_FORMAT_BC5_TYPELESS: viewFormat = DXGI_FORMAT_BC5_UNORM; break;
- }
- //OutputDebugStrF("Creating texture\n");
- ID3D11Texture2D* d3DTexture = NULL;
- DXCHECK(mD3DDevice->CreateTexture2D(&desc, &resData, &d3DTexture));
- D3D11_SHADER_RESOURCE_VIEW_DESC srDesc;
- srDesc.Format = viewFormat;
- srDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
- srDesc.Texture2D.MostDetailedMip = 0;
- srDesc.Texture2D.MipLevels = 1;
- ID3D11ShaderResourceView* d3DShaderResourceView = NULL;
- DXCHECK(mD3DDevice->CreateShaderResourceView(d3DTexture, &srDesc, &d3DShaderResourceView));
- DXTexture* aTexture = new DXTexture();
- aTexture->mPath = fileName;
- aTexture->mRenderDevice = this;
- aTexture->mWidth = hdr.dwWidth;
- aTexture->mHeight = hdr.dwHeight;
- aTexture->mD3DTexture = d3DTexture;
- aTexture->mD3DResourceView = d3DShaderResourceView;
- aTexture->AddRef();
- mTextureMap[aTexture->mPath] = aTexture;
- mTextures.Add(aTexture);
- return aTexture;
- }
- aTexture = (DXTexture*)RenderDevice::LoadTexture(fileName, flags);
- if (aTexture != NULL)
- {
- aTexture->mPath = pathEx;
- mTextureMap[aTexture->mPath] = aTexture;
- }
- return aTexture;
- }
- Texture* DXRenderDevice::LoadTexture(ImageData* imageData, int flags)
- {
- ID3D11ShaderResourceView* d3DShaderResourceView = NULL;
- imageData->mIsAdditive = (flags & TextureFlag_Additive) != 0;
- if ((flags & TextureFlag_NoPremult) == 0)
- imageData->PremultiplyAlpha();
- int aWidth = 0;
- int aHeight = 0;
- D3D11_SUBRESOURCE_DATA resData;
- resData.pSysMem = imageData->mBits;
- resData.SysMemPitch = imageData->mWidth * 4;
- resData.SysMemSlicePitch = imageData->mWidth * imageData->mHeight * 4;
- // Create the target texture
- D3D11_TEXTURE2D_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.Width = imageData->mWidth;
- desc.Height = imageData->mHeight;
- desc.MipLevels = 1;
- desc.ArraySize = 1;
- desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- desc.SampleDesc.Count = 1;
- desc.Usage = D3D11_USAGE_DEFAULT;
- desc.CPUAccessFlags = 0;
- desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
- //OutputDebugStrF("Creating texture\n");
- ID3D11Texture2D* d3DTexture = NULL;
- DXCHECK(mD3DDevice->CreateTexture2D(&desc, &resData, &d3DTexture));
- aWidth = imageData->mWidth;
- aHeight = imageData->mHeight;
- D3D11_SHADER_RESOURCE_VIEW_DESC srDesc;
- srDesc.Format = desc.Format;
- srDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
- srDesc.Texture2D.MostDetailedMip = 0;
- srDesc.Texture2D.MipLevels = 1;
- DXCHECK(mD3DDevice->CreateShaderResourceView(d3DTexture, &srDesc, &d3DShaderResourceView));
- DXTexture* aTexture = new DXTexture();
- aTexture->mContentBits = new uint32[aWidth * aHeight];
- memcpy(aTexture->mContentBits, imageData->mBits, aWidth * aHeight * 4);
- aTexture->mRenderDevice = this;
- aTexture->mWidth = aWidth;
- aTexture->mHeight = aHeight;
- aTexture->mD3DTexture = d3DTexture;
- aTexture->mD3DResourceView = d3DShaderResourceView;
- aTexture->AddRef();
- mTextures.Add(aTexture);
- //OutputDebugStrF("gTextureIdx=%d %@\n", gTextureIdx, aTexture);
- return aTexture;
- }
- Texture* DXRenderDevice::CreateDynTexture(int width, int height)
- {
- ID3D11ShaderResourceView* d3DShaderResourceView = NULL;
- // Create the target texture
- D3D11_TEXTURE2D_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.Width = width;
- desc.Height = height;
- desc.MipLevels = 1;
- desc.ArraySize = 1;
- desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- desc.SampleDesc.Count = 1;
- desc.SampleDesc.Quality = 0;
- desc.Usage = D3D11_USAGE_DEFAULT;
- desc.CPUAccessFlags = 0;
- desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
- ID3D11Texture2D* d3DTexture = NULL;
- DXCHECK(mD3DDevice->CreateTexture2D(&desc, NULL, &d3DTexture));
- D3D11_SHADER_RESOURCE_VIEW_DESC srDesc;
- srDesc.Format = desc.Format;
- srDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
- srDesc.Texture2D.MostDetailedMip = 0;
- srDesc.Texture2D.MipLevels = 1;
- DXCHECK(mD3DDevice->CreateShaderResourceView(d3DTexture, &srDesc, &d3DShaderResourceView));
- DXTexture* aTexture = new DXTexture();
- aTexture->mRenderDevice = this;
- aTexture->mWidth = width;
- aTexture->mHeight = height;
- aTexture->mD3DTexture = d3DTexture;
- aTexture->mD3DResourceView = d3DShaderResourceView;
- aTexture->AddRef();
- mTextures.Add(aTexture);
- //OutputDebugStrF("gTextureIdx=%d %@\n", gTextureIdx, aTexture);
- return aTexture;
- }
- Shader* DXRenderDevice::LoadShader(const StringImpl& fileName, VertexDefinition* vertexDefinition)
- {
- BP_ZONE("DXRenderDevice::LoadShader");
- DXShader* dxShader = new DXShader();
- dxShader->mRenderDevice = this;
- dxShader->mSrcPath = fileName;
- dxShader->mVertexDef = new VertexDefinition(vertexDefinition);
- if (!dxShader->Load())
- {
- delete dxShader;
- return NULL;
- }
- mShaders.Add(dxShader);
- return dxShader;
- }
- void DXRenderDevice::SetRenderState(RenderState* renderState)
- {
- mCurRenderState = renderState;
- }
- Texture* DXRenderDevice::CreateRenderTarget(int width, int height, bool destAlpha)
- {
- ID3D11ShaderResourceView* d3DShaderResourceView = NULL;
- int aWidth = 0;
- int aHeight = 0;
- int sampleQuality = 0;
- // Create the render target texture
- D3D11_TEXTURE2D_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.Width = width;
- desc.Height = height;
- desc.MipLevels = 1;
- desc.ArraySize = 1;
- desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- desc.SampleDesc.Count = 1;
- UINT qualityLevels = 0;
- int samples = 1;
- //DXCHECK(mD3DDevice->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM, samples, &qualityLevels));
- desc.SampleDesc.Count = samples;
- desc.SampleDesc.Quality = sampleQuality;
- desc.Usage = D3D11_USAGE_DEFAULT;
- desc.CPUAccessFlags = 0; //D3D11_CPU_ACCESS_WRITE;
- desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
- ID3D11Texture2D* d3DTexture = NULL;
- DXCHECK(mD3DDevice->CreateTexture2D(&desc, NULL, &d3DTexture));
- aWidth = width;
- aHeight = height;
- D3D11_SHADER_RESOURCE_VIEW_DESC srDesc;
- srDesc.Format = desc.Format;
- srDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
- srDesc.Texture2D.MostDetailedMip = 0;
- srDesc.Texture2D.MipLevels = 1;
- if (qualityLevels != 0)
- {
- srDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMS;
- }
- DXCHECK(mD3DDevice->CreateShaderResourceView(d3DTexture, &srDesc, &d3DShaderResourceView));
- ID3D11RenderTargetView* d3DRenderTargetView;
- DXCHECK(mD3DDevice->CreateRenderTargetView(d3DTexture, NULL, &d3DRenderTargetView));
- DXTexture* aRenderTarget = new DXTexture();
- aRenderTarget->mWidth = width;
- aRenderTarget->mHeight = height;
- aRenderTarget->mRenderDevice = this;
- aRenderTarget->mD3DTexture = d3DTexture;
- aRenderTarget->mD3DResourceView = d3DShaderResourceView;
- aRenderTarget->mD3DRenderTargetView = d3DRenderTargetView;
- aRenderTarget->AddRef();
- D3D11_TEXTURE2D_DESC descDepth;
- ZeroMemory(&descDepth, sizeof(descDepth));
- descDepth.Width = width;
- descDepth.Height = height;
- descDepth.MipLevels = 1;
- descDepth.ArraySize = 1;
- descDepth.SampleDesc.Quality = sampleQuality;
- descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
- descDepth.SampleDesc.Count = 1;
- descDepth.SampleDesc.Quality = 0;
- descDepth.Usage = D3D11_USAGE_DEFAULT;
- descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
- descDepth.CPUAccessFlags = 0;
- descDepth.MiscFlags = 0;
- mD3DDevice->CreateTexture2D(&descDepth, NULL, &aRenderTarget->mD3DDepthBuffer);
- DXCHECK(mD3DDevice->CreateDepthStencilView(aRenderTarget->mD3DDepthBuffer, NULL, &aRenderTarget->mD3DDepthStencilView));
- return aRenderTarget;
- }
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