// // Copyright (c) 2008-2017 the Urho3D project. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // #include "../../Precompiled.h" #include "../../Core/Context.h" #include "../../Core/ProcessUtils.h" #include "../../Core/Profiler.h" #include "../../Graphics/ConstantBuffer.h" #include "../../Graphics/Geometry.h" #include "../../Graphics/Graphics.h" #include "../../Graphics/GraphicsEvents.h" #include "../../Graphics/GraphicsImpl.h" #include "../../Graphics/IndexBuffer.h" #include "../../Graphics/Renderer.h" #include "../../Graphics/Shader.h" #include "../../Graphics/ShaderPrecache.h" #include "../../Graphics/ShaderProgram.h" #include "../../Graphics/Texture2D.h" #include "../../Graphics/TextureCube.h" #include "../../Graphics/VertexBuffer.h" #include "../../IO/File.h" #include "../../IO/Log.h" #include "../../Resource/ResourceCache.h" // ATOMIC BEGIN #include #include // ATOMIC END #include "../../DebugNew.h" #ifdef _MSC_VER #pragma warning(disable:4355) #endif // Prefer the high-performance GPU on switchable GPU systems extern "C" { __declspec(dllexport) DWORD NvOptimusEnablement = 1; __declspec(dllexport) int AmdPowerXpressRequestHighPerformance = 1; } namespace Atomic { static const D3D11_COMPARISON_FUNC d3dCmpFunc[] = { D3D11_COMPARISON_ALWAYS, D3D11_COMPARISON_EQUAL, D3D11_COMPARISON_NOT_EQUAL, D3D11_COMPARISON_LESS, D3D11_COMPARISON_LESS_EQUAL, D3D11_COMPARISON_GREATER, D3D11_COMPARISON_GREATER_EQUAL }; static const DWORD d3dBlendEnable[] = { FALSE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE }; static const D3D11_BLEND d3dSrcBlend[] = { D3D11_BLEND_ONE, D3D11_BLEND_ONE, D3D11_BLEND_DEST_COLOR, D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_ONE, D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_ONE, D3D11_BLEND_SRC_ALPHA, }; static const D3D11_BLEND d3dDestBlend[] = { D3D11_BLEND_ZERO, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_ONE, D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_ONE, D3D11_BLEND_ONE }; static const D3D11_BLEND_OP d3dBlendOp[] = { D3D11_BLEND_OP_ADD, D3D11_BLEND_OP_ADD, D3D11_BLEND_OP_ADD, D3D11_BLEND_OP_ADD, D3D11_BLEND_OP_ADD, D3D11_BLEND_OP_ADD, D3D11_BLEND_OP_ADD, D3D11_BLEND_OP_REV_SUBTRACT, D3D11_BLEND_OP_REV_SUBTRACT }; static const D3D11_STENCIL_OP d3dStencilOp[] = { D3D11_STENCIL_OP_KEEP, D3D11_STENCIL_OP_ZERO, D3D11_STENCIL_OP_REPLACE, D3D11_STENCIL_OP_INCR, D3D11_STENCIL_OP_DECR }; static const D3D11_CULL_MODE d3dCullMode[] = { D3D11_CULL_NONE, D3D11_CULL_BACK, D3D11_CULL_FRONT }; static const D3D11_FILL_MODE d3dFillMode[] = { D3D11_FILL_SOLID, D3D11_FILL_WIREFRAME, D3D11_FILL_WIREFRAME // Point fill mode not supported }; static void GetD3DPrimitiveType(unsigned elementCount, PrimitiveType type, unsigned& primitiveCount, D3D_PRIMITIVE_TOPOLOGY& d3dPrimitiveType) { switch (type) { case TRIANGLE_LIST: primitiveCount = elementCount / 3; d3dPrimitiveType = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break; case LINE_LIST: primitiveCount = elementCount / 2; d3dPrimitiveType = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break; case POINT_LIST: primitiveCount = elementCount; d3dPrimitiveType = D3D_PRIMITIVE_TOPOLOGY_POINTLIST; break; case TRIANGLE_STRIP: primitiveCount = elementCount - 2; d3dPrimitiveType = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break; case LINE_STRIP: primitiveCount = elementCount - 1; d3dPrimitiveType = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break; case TRIANGLE_FAN: // Triangle fan is not supported on D3D11 primitiveCount = 0; d3dPrimitiveType = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED; break; } } static HWND GetWindowHandle(SDL_Window* window) { SDL_SysWMinfo sysInfo; SDL_VERSION(&sysInfo.version); SDL_GetWindowWMInfo(window, &sysInfo); return sysInfo.info.win.window; } const Vector2 Graphics::pixelUVOffset(0.0f, 0.0f); bool Graphics::gl3Support = false; Graphics::Graphics(Context* context) : Object(context), impl_(new GraphicsImpl()), window_(0), externalWindow_(0), width_(0), height_(0), position_(SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED), multiSample_(1), fullscreen_(false), borderless_(false), resizable_(false), highDPI_(false), vsync_(false), monitor_(0), refreshRate_(0), tripleBuffer_(false), flushGPU_(false), forceGL2_(false), sRGB_(false), anisotropySupport_(false), dxtTextureSupport_(false), etcTextureSupport_(false), pvrtcTextureSupport_(false), hardwareShadowSupport_(false), lightPrepassSupport_(false), deferredSupport_(false), instancingSupport_(false), sRGBSupport_(false), sRGBWriteSupport_(false), numPrimitives_(0), numBatches_(0), maxScratchBufferRequest_(0), defaultTextureFilterMode_(FILTER_TRILINEAR), defaultTextureAnisotropy_(4), shaderPath_("Shaders/HLSL/"), shaderExtension_(".hlsl"), orientations_("LandscapeLeft LandscapeRight"), apiName_("D3D11") { SetTextureUnitMappings(); ResetCachedState(); context_->RequireSDL(SDL_INIT_VIDEO); // Register Graphics library object factories RegisterGraphicsLibrary(context_); } Graphics::~Graphics() { { MutexLock lock(gpuObjectMutex_); // Release all GPU objects that still exist for (PODVector::Iterator i = gpuObjects_.Begin(); i != gpuObjects_.End(); ++i) (*i)->Release(); gpuObjects_.Clear(); } impl_->vertexDeclarations_.Clear(); impl_->allConstantBuffers_.Clear(); for (HashMap::Iterator i = impl_->blendStates_.Begin(); i != impl_->blendStates_.End(); ++i) { ATOMIC_SAFE_RELEASE(i->second_); } impl_->blendStates_.Clear(); for (HashMap::Iterator i = impl_->depthStates_.Begin(); i != impl_->depthStates_.End(); ++i) { ATOMIC_SAFE_RELEASE(i->second_); } impl_->depthStates_.Clear(); for (HashMap::Iterator i = impl_->rasterizerStates_.Begin(); i != impl_->rasterizerStates_.End(); ++i) { ATOMIC_SAFE_RELEASE(i->second_); } impl_->rasterizerStates_.Clear(); ATOMIC_SAFE_RELEASE(impl_->defaultRenderTargetView_); ATOMIC_SAFE_RELEASE(impl_->defaultDepthStencilView_); ATOMIC_SAFE_RELEASE(impl_->defaultDepthTexture_); ATOMIC_SAFE_RELEASE(impl_->resolveTexture_); ATOMIC_SAFE_RELEASE(impl_->swapChain_); ATOMIC_SAFE_RELEASE(impl_->deviceContext_); ATOMIC_SAFE_RELEASE(impl_->device_); if (window_) { SDL_ShowCursor(SDL_TRUE); SDL_DestroyWindow(window_); window_ = 0; } delete impl_; impl_ = 0; context_->ReleaseSDL(); } bool Graphics::SetMode(int width, int height, bool fullscreen, bool borderless, bool resizable, bool highDPI, bool vsync, bool tripleBuffer, int multiSample, int monitor, int refreshRate) { ATOMIC_PROFILE(SetScreenMode); highDPI = false; // SDL does not support High DPI mode on Windows platform yet, so always disable it for now bool maximize = false; // Make sure monitor index is not bigger than the currently detected monitors int monitors = SDL_GetNumVideoDisplays(); if (monitor >= monitors || monitor < 0) monitor = 0; // this monitor is not present, use first monitor // Find out the full screen mode display format (match desktop color depth) SDL_DisplayMode mode; SDL_GetDesktopDisplayMode(monitor, &mode); DXGI_FORMAT fullscreenFormat = SDL_BITSPERPIXEL(mode.format) == 16 ? DXGI_FORMAT_B5G6R5_UNORM : DXGI_FORMAT_R8G8B8A8_UNORM; // If zero dimensions in windowed mode, set windowed mode to maximize and set a predefined default restored window size. If zero in fullscreen, use desktop mode if (!width || !height) { if (fullscreen || borderless) { width = mode.w; height = mode.h; } else { maximize = resizable; width = 1024; height = 768; } } // Fullscreen or Borderless can not be resizable if (fullscreen || borderless) resizable = false; // Borderless cannot be fullscreen, they are mutually exclusive if (borderless) fullscreen = false; // If nothing changes, do not reset the device if (width == width_ && height == height_ && fullscreen == fullscreen_ && borderless == borderless_ && resizable == resizable_ && vsync == vsync_ && tripleBuffer == tripleBuffer_ && multiSample == multiSample_) return true; SDL_SetHint(SDL_HINT_ORIENTATIONS, orientations_.CString()); if (!window_) { if (!OpenWindow(width, height, resizable, borderless)) return false; } // Check fullscreen mode validity. Use a closest match if not found if (fullscreen) { PODVector resolutions = GetResolutions(monitor); if (resolutions.Size()) { unsigned best = 0; unsigned bestError = M_MAX_UNSIGNED; for (unsigned i = 0; i < resolutions.Size(); ++i) { unsigned error = (unsigned)(Abs(resolutions[i].x_ - width) + Abs(resolutions[i].y_ - height)); if (error < bestError) { best = i; bestError = error; } } width = resolutions[best].x_; height = resolutions[best].y_; refreshRate = resolutions[best].z_; } } AdjustWindow(width, height, fullscreen, borderless, monitor); monitor_ = monitor; refreshRate_ = refreshRate; if (maximize) { Maximize(); SDL_GetWindowSize(window_, &width, &height); } if (!impl_->device_ || multiSample_ != multiSample) CreateDevice(width, height, multiSample); UpdateSwapChain(width, height); fullscreen_ = fullscreen; borderless_ = borderless; resizable_ = resizable; highDPI_ = highDPI; vsync_ = vsync; tripleBuffer_ = tripleBuffer; // Clear the initial window contents to black Clear(CLEAR_COLOR); impl_->swapChain_->Present(0, 0); #ifdef ATOMIC_LOGGING String msg; msg.AppendWithFormat("Set screen mode %dx%d %s monitor %d", width_, height_, (fullscreen_ ? "fullscreen" : "windowed"), monitor_); if (borderless_) msg.Append(" borderless"); if (resizable_) msg.Append(" resizable"); if (multiSample > 1) msg.AppendWithFormat(" multisample %d", multiSample); ATOMIC_LOGINFO(msg); #endif using namespace ScreenMode; VariantMap& eventData = GetEventDataMap(); eventData[P_WIDTH] = width_; eventData[P_HEIGHT] = height_; eventData[P_FULLSCREEN] = fullscreen_; eventData[P_BORDERLESS] = borderless_; eventData[P_RESIZABLE] = resizable_; eventData[P_HIGHDPI] = highDPI_; eventData[P_MONITOR] = monitor_; eventData[P_REFRESHRATE] = refreshRate_; SendEvent(E_SCREENMODE, eventData); return true; } bool Graphics::SetMode(int width, int height) { return SetMode(width, height, fullscreen_, borderless_, resizable_, highDPI_, vsync_, tripleBuffer_, multiSample_, monitor_, refreshRate_); } void Graphics::SetSRGB(bool enable) { bool newEnable = enable && sRGBWriteSupport_; if (newEnable != sRGB_) { sRGB_ = newEnable; if (impl_->swapChain_) { // Recreate swap chain for the new backbuffer format CreateDevice(width_, height_, multiSample_); UpdateSwapChain(width_, height_); } } } void Graphics::SetDither(bool enable) { // No effect on Direct3D11 } void Graphics::SetFlushGPU(bool enable) { flushGPU_ = enable; if (impl_->device_) { IDXGIDevice1* dxgiDevice; impl_->device_->QueryInterface(IID_IDXGIDevice1, (void**)&dxgiDevice); if (dxgiDevice) { dxgiDevice->SetMaximumFrameLatency(enable ? 1 : 3); dxgiDevice->Release(); } } } void Graphics::SetForceGL2(bool enable) { // No effect on Direct3D11 } void Graphics::Close() { if (window_) { SDL_ShowCursor(SDL_TRUE); SDL_DestroyWindow(window_); window_ = 0; } } bool Graphics::TakeScreenShot(Image* destImage_) { ATOMIC_PROFILE(TakeScreenShot); if (!impl_->device_) return false; // ATOMIC BEGIN if (!destImage_) return false; Image& destImage = *destImage_; // ATOMIC END D3D11_TEXTURE2D_DESC textureDesc; memset(&textureDesc, 0, sizeof textureDesc); textureDesc.Width = (UINT)width_; textureDesc.Height = (UINT)height_; textureDesc.MipLevels = 1; textureDesc.ArraySize = 1; textureDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; textureDesc.SampleDesc.Count = 1; textureDesc.SampleDesc.Quality = 0; textureDesc.Usage = D3D11_USAGE_STAGING; textureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ; ID3D11Texture2D* stagingTexture = 0; HRESULT hr = impl_->device_->CreateTexture2D(&textureDesc, 0, &stagingTexture); if (FAILED(hr)) { ATOMIC_SAFE_RELEASE(stagingTexture); ATOMIC_LOGD3DERROR("Could not create staging texture for screenshot", hr); return false; } ID3D11Resource* source = 0; impl_->defaultRenderTargetView_->GetResource(&source); if (multiSample_ > 1) { // If backbuffer is multisampled, need another DEFAULT usage texture to resolve the data to first CreateResolveTexture(); if (!impl_->resolveTexture_) { stagingTexture->Release(); source->Release(); return false; } impl_->deviceContext_->ResolveSubresource(impl_->resolveTexture_, 0, source, 0, DXGI_FORMAT_R8G8B8A8_UNORM); impl_->deviceContext_->CopyResource(stagingTexture, impl_->resolveTexture_); } else impl_->deviceContext_->CopyResource(stagingTexture, source); source->Release(); D3D11_MAPPED_SUBRESOURCE mappedData; mappedData.pData = 0; hr = impl_->deviceContext_->Map(stagingTexture, 0, D3D11_MAP_READ, 0, &mappedData); if (FAILED(hr) || !mappedData.pData) { ATOMIC_LOGD3DERROR("Could not map staging texture for screenshot", hr); stagingTexture->Release(); return false; } destImage.SetSize(width_, height_, 3); unsigned char* destData = destImage.GetData(); for (int y = 0; y < height_; ++y) { unsigned char* src = (unsigned char*)mappedData.pData + y * mappedData.RowPitch; for (int x = 0; x < width_; ++x) { *destData++ = *src++; *destData++ = *src++; *destData++ = *src++; ++src; } } impl_->deviceContext_->Unmap(stagingTexture, 0); stagingTexture->Release(); return true; } bool Graphics::BeginFrame() { if (!IsInitialized()) return false; // If using an external window, check it for size changes, and reset screen mode if necessary if (externalWindow_) { int width, height; SDL_GetWindowSize(window_, &width, &height); if (width != width_ || height != height_) SetMode(width, height); } else { // To prevent a loop of endless device loss and flicker, do not attempt to render when in fullscreen // and the window is minimized if (fullscreen_ && (SDL_GetWindowFlags(window_) & SDL_WINDOW_MINIMIZED)) return false; } // Set default rendertarget and depth buffer ResetRenderTargets(); // Cleanup textures from previous frame for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i) SetTexture(i, 0); numPrimitives_ = 0; numBatches_ = 0; SendEvent(E_BEGINRENDERING); return true; } void Graphics::EndFrame() { if (!IsInitialized()) return; { ATOMIC_PROFILE(Present); SendEvent(E_ENDRENDERING); impl_->swapChain_->Present(vsync_ ? 1 : 0, 0); } // Clean up too large scratch buffers CleanupScratchBuffers(); } void Graphics::Clear(unsigned flags, const Color& color, float depth, unsigned stencil) { IntVector2 rtSize = GetRenderTargetDimensions(); bool oldColorWrite = colorWrite_; bool oldDepthWrite = depthWrite_; // D3D11 clear always clears the whole target regardless of viewport or scissor test settings // Emulate partial clear by rendering a quad if (!viewport_.left_ && !viewport_.top_ && viewport_.right_ == rtSize.x_ && viewport_.bottom_ == rtSize.y_) { // Make sure we use the read-write version of the depth stencil SetDepthWrite(true); PrepareDraw(); if ((flags & CLEAR_COLOR) && impl_->renderTargetViews_[0]) impl_->deviceContext_->ClearRenderTargetView(impl_->renderTargetViews_[0], color.Data()); if ((flags & (CLEAR_DEPTH | CLEAR_STENCIL)) && impl_->depthStencilView_) { unsigned depthClearFlags = 0; if (flags & CLEAR_DEPTH) depthClearFlags |= D3D11_CLEAR_DEPTH; if (flags & CLEAR_STENCIL) depthClearFlags |= D3D11_CLEAR_STENCIL; impl_->deviceContext_->ClearDepthStencilView(impl_->depthStencilView_, depthClearFlags, depth, (UINT8)stencil); } } else { Renderer* renderer = GetSubsystem(); if (!renderer) return; Geometry* geometry = renderer->GetQuadGeometry(); Matrix3x4 model = Matrix3x4::IDENTITY; Matrix4 projection = Matrix4::IDENTITY; model.m23_ = Clamp(depth, 0.0f, 1.0f); SetBlendMode(BLEND_REPLACE); SetColorWrite((flags & CLEAR_COLOR) != 0); SetCullMode(CULL_NONE); SetDepthTest(CMP_ALWAYS); SetDepthWrite((flags & CLEAR_DEPTH) != 0); SetFillMode(FILL_SOLID); SetScissorTest(false); SetStencilTest((flags & CLEAR_STENCIL) != 0, CMP_ALWAYS, OP_REF, OP_KEEP, OP_KEEP, stencil); SetShaders(GetShader(VS, "ClearFramebuffer"), GetShader(PS, "ClearFramebuffer")); SetShaderParameter(VSP_MODEL, model); SetShaderParameter(VSP_VIEWPROJ, projection); SetShaderParameter(PSP_MATDIFFCOLOR, color); geometry->Draw(this); SetStencilTest(false); ClearParameterSources(); } // Restore color & depth write state now SetColorWrite(oldColorWrite); SetDepthWrite(oldDepthWrite); } bool Graphics::ResolveToTexture(Texture2D* destination, const IntRect& viewport) { if (!destination || !destination->GetRenderSurface()) return false; ATOMIC_PROFILE(ResolveToTexture); IntRect vpCopy = viewport; if (vpCopy.right_ <= vpCopy.left_) vpCopy.right_ = vpCopy.left_ + 1; if (vpCopy.bottom_ <= vpCopy.top_) vpCopy.bottom_ = vpCopy.top_ + 1; D3D11_BOX srcBox; srcBox.left = Clamp(vpCopy.left_, 0, width_); srcBox.top = Clamp(vpCopy.top_, 0, height_); srcBox.right = Clamp(vpCopy.right_, 0, width_); srcBox.bottom = Clamp(vpCopy.bottom_, 0, height_); srcBox.front = 0; srcBox.back = 1; ID3D11Resource* source = 0; bool resolve = multiSample_ > 1; impl_->defaultRenderTargetView_->GetResource(&source); if (!resolve) { if (!srcBox.left && !srcBox.top && srcBox.right == width_ && srcBox.bottom == height_) impl_->deviceContext_->CopyResource((ID3D11Resource*)destination->GetGPUObject(), source); else impl_->deviceContext_->CopySubresourceRegion((ID3D11Resource*)destination->GetGPUObject(), 0, 0, 0, 0, source, 0, &srcBox); } else { if (!srcBox.left && !srcBox.top && srcBox.right == width_ && srcBox.bottom == height_) { impl_->deviceContext_->ResolveSubresource((ID3D11Resource*)destination->GetGPUObject(), 0, source, 0, (DXGI_FORMAT) destination->GetFormat()); } else { CreateResolveTexture(); if (impl_->resolveTexture_) { impl_->deviceContext_->ResolveSubresource(impl_->resolveTexture_, 0, source, 0, DXGI_FORMAT_R8G8B8A8_UNORM); impl_->deviceContext_->CopySubresourceRegion((ID3D11Resource*)destination->GetGPUObject(), 0, 0, 0, 0, impl_->resolveTexture_, 0, &srcBox); } } } source->Release(); return true; } bool Graphics::ResolveToTexture(Texture2D* texture) { if (!texture) return false; RenderSurface* surface = texture->GetRenderSurface(); if (!surface) return false; texture->SetResolveDirty(false); surface->SetResolveDirty(false); ID3D11Resource* source = (ID3D11Resource*)texture->GetGPUObject(); ID3D11Resource* dest = (ID3D11Resource*)texture->GetResolveTexture(); if (!source || !dest) return false; impl_->deviceContext_->ResolveSubresource(dest, 0, source, 0, (DXGI_FORMAT)texture->GetFormat()); return true; } bool Graphics::ResolveToTexture(TextureCube* texture) { if (!texture) return false; texture->SetResolveDirty(false); ID3D11Resource* source = (ID3D11Resource*)texture->GetGPUObject(); ID3D11Resource* dest = (ID3D11Resource*)texture->GetResolveTexture(); if (!source || !dest) return false; for (unsigned i = 0; i < MAX_CUBEMAP_FACES; ++i) { // Resolve only the surface(s) that were actually rendered to RenderSurface* surface = texture->GetRenderSurface((CubeMapFace)i); if (!surface->IsResolveDirty()) continue; surface->SetResolveDirty(false); unsigned subResource = D3D11CalcSubresource(0, i, texture->GetLevels()); impl_->deviceContext_->ResolveSubresource(dest, subResource, source, subResource, (DXGI_FORMAT)texture->GetFormat()); } return true; } void Graphics::Draw(PrimitiveType type, unsigned vertexStart, unsigned vertexCount) { if (!vertexCount || !impl_->shaderProgram_) return; PrepareDraw(); unsigned primitiveCount; D3D_PRIMITIVE_TOPOLOGY d3dPrimitiveType; if (fillMode_ == FILL_POINT) type = POINT_LIST; GetD3DPrimitiveType(vertexCount, type, primitiveCount, d3dPrimitiveType); if (d3dPrimitiveType != primitiveType_) { impl_->deviceContext_->IASetPrimitiveTopology(d3dPrimitiveType); primitiveType_ = d3dPrimitiveType; } impl_->deviceContext_->Draw(vertexCount, vertexStart); numPrimitives_ += primitiveCount; ++numBatches_; } void Graphics::Draw(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned minVertex, unsigned vertexCount) { if (!vertexCount || !impl_->shaderProgram_) return; PrepareDraw(); unsigned primitiveCount; D3D_PRIMITIVE_TOPOLOGY d3dPrimitiveType; if (fillMode_ == FILL_POINT) type = POINT_LIST; GetD3DPrimitiveType(indexCount, type, primitiveCount, d3dPrimitiveType); if (d3dPrimitiveType != primitiveType_) { impl_->deviceContext_->IASetPrimitiveTopology(d3dPrimitiveType); primitiveType_ = d3dPrimitiveType; } impl_->deviceContext_->DrawIndexed(indexCount, indexStart, 0); numPrimitives_ += primitiveCount; ++numBatches_; } void Graphics::Draw(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned baseVertexIndex, unsigned minVertex, unsigned vertexCount) { if (!vertexCount || !impl_->shaderProgram_) return; PrepareDraw(); unsigned primitiveCount; D3D_PRIMITIVE_TOPOLOGY d3dPrimitiveType; if (fillMode_ == FILL_POINT) type = POINT_LIST; GetD3DPrimitiveType(indexCount, type, primitiveCount, d3dPrimitiveType); if (d3dPrimitiveType != primitiveType_) { impl_->deviceContext_->IASetPrimitiveTopology(d3dPrimitiveType); primitiveType_ = d3dPrimitiveType; } impl_->deviceContext_->DrawIndexed(indexCount, indexStart, baseVertexIndex); numPrimitives_ += primitiveCount; ++numBatches_; } void Graphics::DrawInstanced(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned minVertex, unsigned vertexCount, unsigned instanceCount) { if (!indexCount || !instanceCount || !impl_->shaderProgram_) return; PrepareDraw(); unsigned primitiveCount; D3D_PRIMITIVE_TOPOLOGY d3dPrimitiveType; if (fillMode_ == FILL_POINT) type = POINT_LIST; GetD3DPrimitiveType(indexCount, type, primitiveCount, d3dPrimitiveType); if (d3dPrimitiveType != primitiveType_) { impl_->deviceContext_->IASetPrimitiveTopology(d3dPrimitiveType); primitiveType_ = d3dPrimitiveType; } impl_->deviceContext_->DrawIndexedInstanced(indexCount, instanceCount, indexStart, 0, 0); numPrimitives_ += instanceCount * primitiveCount; ++numBatches_; } void Graphics::DrawInstanced(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned baseVertexIndex, unsigned minVertex, unsigned vertexCount, unsigned instanceCount) { if (!indexCount || !instanceCount || !impl_->shaderProgram_) return; PrepareDraw(); unsigned primitiveCount; D3D_PRIMITIVE_TOPOLOGY d3dPrimitiveType; if (fillMode_ == FILL_POINT) type = POINT_LIST; GetD3DPrimitiveType(indexCount, type, primitiveCount, d3dPrimitiveType); if (d3dPrimitiveType != primitiveType_) { impl_->deviceContext_->IASetPrimitiveTopology(d3dPrimitiveType); primitiveType_ = d3dPrimitiveType; } impl_->deviceContext_->DrawIndexedInstanced(indexCount, instanceCount, indexStart, baseVertexIndex, 0); numPrimitives_ += instanceCount * primitiveCount; ++numBatches_; } void Graphics::SetVertexBuffer(VertexBuffer* buffer) { // Note: this is not multi-instance safe static PODVector vertexBuffers(1); vertexBuffers[0] = buffer; SetVertexBuffers(vertexBuffers); } bool Graphics::SetVertexBuffers(const PODVector& buffers, unsigned instanceOffset) { if (buffers.Size() > MAX_VERTEX_STREAMS) { ATOMIC_LOGERROR("Too many vertex buffers"); return false; } for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i) { VertexBuffer* buffer = 0; bool changed = false; buffer = i < buffers.Size() ? buffers[i] : 0; if (buffer) { const PODVector& elements = buffer->GetElements(); // Check if buffer has per-instance data bool hasInstanceData = elements.Size() && elements[0].perInstance_; unsigned offset = hasInstanceData ? instanceOffset * buffer->GetVertexSize() : 0; if (buffer != vertexBuffers_[i] || offset != impl_->vertexOffsets_[i]) { vertexBuffers_[i] = buffer; impl_->vertexBuffers_[i] = (ID3D11Buffer*)buffer->GetGPUObject(); impl_->vertexSizes_[i] = buffer->GetVertexSize(); impl_->vertexOffsets_[i] = offset; changed = true; } } else if (vertexBuffers_[i]) { vertexBuffers_[i] = 0; impl_->vertexBuffers_[i] = 0; impl_->vertexSizes_[i] = 0; impl_->vertexOffsets_[i] = 0; changed = true; } if (changed) { impl_->vertexDeclarationDirty_ = true; if (impl_->firstDirtyVB_ == M_MAX_UNSIGNED) impl_->firstDirtyVB_ = impl_->lastDirtyVB_ = i; else { if (i < impl_->firstDirtyVB_) impl_->firstDirtyVB_ = i; if (i > impl_->lastDirtyVB_) impl_->lastDirtyVB_ = i; } } } return true; } bool Graphics::SetVertexBuffers(const Vector >& buffers, unsigned instanceOffset) { return SetVertexBuffers(reinterpret_cast&>(buffers), instanceOffset); } void Graphics::SetIndexBuffer(IndexBuffer* buffer) { if (buffer != indexBuffer_) { if (buffer) impl_->deviceContext_->IASetIndexBuffer((ID3D11Buffer*)buffer->GetGPUObject(), buffer->GetIndexSize() == sizeof(unsigned short) ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); else impl_->deviceContext_->IASetIndexBuffer(0, DXGI_FORMAT_UNKNOWN, 0); indexBuffer_ = buffer; } } void Graphics::SetShaders(ShaderVariation* vs, ShaderVariation* ps) { // Switch to the clip plane variations if necessary if (useClipPlane_) { if (vs) vs = vs->GetOwner()->GetVariation(VS, vs->GetDefinesClipPlane()); if (ps) ps = ps->GetOwner()->GetVariation(PS, ps->GetDefinesClipPlane()); } if (vs == vertexShader_ && ps == pixelShader_) return; if (vs != vertexShader_) { // Create the shader now if not yet created. If already attempted, do not retry if (vs && !vs->GetGPUObject()) { if (vs->GetCompilerOutput().Empty()) { ATOMIC_PROFILE(CompileVertexShader); bool success = vs->Create(); if (!success) { ATOMIC_LOGERROR("Failed to compile vertex shader " + vs->GetFullName() + ":\n" + vs->GetCompilerOutput()); vs = 0; } } else vs = 0; } impl_->deviceContext_->VSSetShader((ID3D11VertexShader*)(vs ? vs->GetGPUObject() : 0), 0, 0); vertexShader_ = vs; impl_->vertexDeclarationDirty_ = true; } if (ps != pixelShader_) { if (ps && !ps->GetGPUObject()) { if (ps->GetCompilerOutput().Empty()) { ATOMIC_PROFILE(CompilePixelShader); bool success = ps->Create(); if (!success) { ATOMIC_LOGERROR("Failed to compile pixel shader " + ps->GetFullName() + ":\n" + ps->GetCompilerOutput()); ps = 0; } } else ps = 0; } impl_->deviceContext_->PSSetShader((ID3D11PixelShader*)(ps ? ps->GetGPUObject() : 0), 0, 0); pixelShader_ = ps; } // Update current shader parameters & constant buffers if (vertexShader_ && pixelShader_) { Pair key = MakePair(vertexShader_, pixelShader_); ShaderProgramMap::Iterator i = impl_->shaderPrograms_.Find(key); if (i != impl_->shaderPrograms_.End()) impl_->shaderProgram_ = i->second_.Get(); else { ShaderProgram* newProgram = impl_->shaderPrograms_[key] = new ShaderProgram(this, vertexShader_, pixelShader_); impl_->shaderProgram_ = newProgram; } bool vsBuffersChanged = false; bool psBuffersChanged = false; for (unsigned i = 0; i < MAX_SHADER_PARAMETER_GROUPS; ++i) { ID3D11Buffer* vsBuffer = impl_->shaderProgram_->vsConstantBuffers_[i] ? (ID3D11Buffer*)impl_->shaderProgram_->vsConstantBuffers_[i]-> GetGPUObject() : 0; if (vsBuffer != impl_->constantBuffers_[VS][i]) { impl_->constantBuffers_[VS][i] = vsBuffer; shaderParameterSources_[i] = (const void*)M_MAX_UNSIGNED; vsBuffersChanged = true; } ID3D11Buffer* psBuffer = impl_->shaderProgram_->psConstantBuffers_[i] ? (ID3D11Buffer*)impl_->shaderProgram_->psConstantBuffers_[i]-> GetGPUObject() : 0; if (psBuffer != impl_->constantBuffers_[PS][i]) { impl_->constantBuffers_[PS][i] = psBuffer; shaderParameterSources_[i] = (const void*)M_MAX_UNSIGNED; psBuffersChanged = true; } } if (vsBuffersChanged) impl_->deviceContext_->VSSetConstantBuffers(0, MAX_SHADER_PARAMETER_GROUPS, &impl_->constantBuffers_[VS][0]); if (psBuffersChanged) impl_->deviceContext_->PSSetConstantBuffers(0, MAX_SHADER_PARAMETER_GROUPS, &impl_->constantBuffers_[PS][0]); } else impl_->shaderProgram_ = 0; // Store shader combination if shader dumping in progress if (shaderPrecache_) shaderPrecache_->StoreShaders(vertexShader_, pixelShader_); // Update clip plane parameter if necessary if (useClipPlane_) SetShaderParameter(VSP_CLIPPLANE, clipPlane_); } void Graphics::SetShaderParameter(StringHash param, const float* data, unsigned count) { HashMap::Iterator i; if (!impl_->shaderProgram_ || (i = impl_->shaderProgram_->parameters_.Find(param)) == impl_->shaderProgram_->parameters_.End()) return; ConstantBuffer* buffer = i->second_.bufferPtr_; if (!buffer->IsDirty()) impl_->dirtyConstantBuffers_.Push(buffer); buffer->SetParameter(i->second_.offset_, (unsigned)(count * sizeof(float)), data); } void Graphics::SetShaderParameter(StringHash param, float value) { HashMap::Iterator i; if (!impl_->shaderProgram_ || (i = impl_->shaderProgram_->parameters_.Find(param)) == impl_->shaderProgram_->parameters_.End()) return; ConstantBuffer* buffer = i->second_.bufferPtr_; if (!buffer->IsDirty()) impl_->dirtyConstantBuffers_.Push(buffer); buffer->SetParameter(i->second_.offset_, sizeof(float), &value); } void Graphics::SetShaderParameter(StringHash param, int value) { HashMap::Iterator i; if (!impl_->shaderProgram_ || (i = impl_->shaderProgram_->parameters_.Find(param)) == impl_->shaderProgram_->parameters_.End()) return; ConstantBuffer* buffer = i->second_.bufferPtr_; if (!buffer->IsDirty()) impl_->dirtyConstantBuffers_.Push(buffer); buffer->SetParameter(i->second_.offset_, sizeof(int), &value); } void Graphics::SetShaderParameter(StringHash param, bool value) { HashMap::Iterator i; if (!impl_->shaderProgram_ || (i = impl_->shaderProgram_->parameters_.Find(param)) == impl_->shaderProgram_->parameters_.End()) return; ConstantBuffer* buffer = i->second_.bufferPtr_; if (!buffer->IsDirty()) impl_->dirtyConstantBuffers_.Push(buffer); buffer->SetParameter(i->second_.offset_, sizeof(bool), &value); } void Graphics::SetShaderParameter(StringHash param, const Color& color) { HashMap::Iterator i; if (!impl_->shaderProgram_ || (i = impl_->shaderProgram_->parameters_.Find(param)) == impl_->shaderProgram_->parameters_.End()) return; ConstantBuffer* buffer = i->second_.bufferPtr_; if (!buffer->IsDirty()) impl_->dirtyConstantBuffers_.Push(buffer); buffer->SetParameter(i->second_.offset_, sizeof(Color), &color); } void Graphics::SetShaderParameter(StringHash param, const Vector2& vector) { HashMap::Iterator i; if (!impl_->shaderProgram_ || (i = impl_->shaderProgram_->parameters_.Find(param)) == impl_->shaderProgram_->parameters_.End()) return; ConstantBuffer* buffer = i->second_.bufferPtr_; if (!buffer->IsDirty()) impl_->dirtyConstantBuffers_.Push(buffer); buffer->SetParameter(i->second_.offset_, sizeof(Vector2), &vector); } void Graphics::SetShaderParameter(StringHash param, const Matrix3& matrix) { HashMap::Iterator i; if (!impl_->shaderProgram_ || (i = impl_->shaderProgram_->parameters_.Find(param)) == impl_->shaderProgram_->parameters_.End()) return; ConstantBuffer* buffer = i->second_.bufferPtr_; if (!buffer->IsDirty()) impl_->dirtyConstantBuffers_.Push(buffer); buffer->SetVector3ArrayParameter(i->second_.offset_, 3, &matrix); } void Graphics::SetShaderParameter(StringHash param, const Vector3& vector) { HashMap::Iterator i; if (!impl_->shaderProgram_ || (i = impl_->shaderProgram_->parameters_.Find(param)) == impl_->shaderProgram_->parameters_.End()) return; ConstantBuffer* buffer = i->second_.bufferPtr_; if (!buffer->IsDirty()) impl_->dirtyConstantBuffers_.Push(buffer); buffer->SetParameter(i->second_.offset_, sizeof(Vector3), &vector); } void Graphics::SetShaderParameter(StringHash param, const Matrix4& matrix) { HashMap::Iterator i; if (!impl_->shaderProgram_ || (i = impl_->shaderProgram_->parameters_.Find(param)) == impl_->shaderProgram_->parameters_.End()) return; ConstantBuffer* buffer = i->second_.bufferPtr_; if (!buffer->IsDirty()) impl_->dirtyConstantBuffers_.Push(buffer); buffer->SetParameter(i->second_.offset_, sizeof(Matrix4), &matrix); } void Graphics::SetShaderParameter(StringHash param, const Vector4& vector) { HashMap::Iterator i; if (!impl_->shaderProgram_ || (i = impl_->shaderProgram_->parameters_.Find(param)) == impl_->shaderProgram_->parameters_.End()) return; ConstantBuffer* buffer = i->second_.bufferPtr_; if (!buffer->IsDirty()) impl_->dirtyConstantBuffers_.Push(buffer); buffer->SetParameter(i->second_.offset_, sizeof(Vector4), &vector); } void Graphics::SetShaderParameter(StringHash param, const Matrix3x4& matrix) { HashMap::Iterator i; if (!impl_->shaderProgram_ || (i = impl_->shaderProgram_->parameters_.Find(param)) == impl_->shaderProgram_->parameters_.End()) return; ConstantBuffer* buffer = i->second_.bufferPtr_; if (!buffer->IsDirty()) impl_->dirtyConstantBuffers_.Push(buffer); buffer->SetParameter(i->second_.offset_, sizeof(Matrix3x4), &matrix); } bool Graphics::NeedParameterUpdate(ShaderParameterGroup group, const void* source) { if ((unsigned)(size_t)shaderParameterSources_[group] == M_MAX_UNSIGNED || shaderParameterSources_[group] != source) { shaderParameterSources_[group] = source; return true; } else return false; } bool Graphics::HasShaderParameter(StringHash param) { return impl_->shaderProgram_ && impl_->shaderProgram_->parameters_.Find(param) != impl_->shaderProgram_->parameters_.End(); } bool Graphics::HasTextureUnit(TextureUnit unit) { return (vertexShader_ && vertexShader_->HasTextureUnit(unit)) || (pixelShader_ && pixelShader_->HasTextureUnit(unit)); } void Graphics::ClearParameterSource(ShaderParameterGroup group) { shaderParameterSources_[group] = (const void*)M_MAX_UNSIGNED; } void Graphics::ClearParameterSources() { for (unsigned i = 0; i < MAX_SHADER_PARAMETER_GROUPS; ++i) shaderParameterSources_[i] = (const void*)M_MAX_UNSIGNED; } void Graphics::ClearTransformSources() { shaderParameterSources_[SP_CAMERA] = (const void*)M_MAX_UNSIGNED; shaderParameterSources_[SP_OBJECT] = (const void*)M_MAX_UNSIGNED; } void Graphics::SetTexture(unsigned index, Texture* texture) { if (index >= MAX_TEXTURE_UNITS) return; // Check if texture is currently bound as a rendertarget. In that case, use its backup texture, or blank if not defined if (texture) { if (renderTargets_[0] && renderTargets_[0]->GetParentTexture() == texture) texture = texture->GetBackupTexture(); else { // Resolve multisampled texture now as necessary if (texture->GetMultiSample() > 1 && texture->GetAutoResolve() && texture->IsResolveDirty()) { if (texture->GetType() == Texture2D::GetTypeStatic()) ResolveToTexture(static_cast(texture)); if (texture->GetType() == TextureCube::GetTypeStatic()) ResolveToTexture(static_cast(texture)); } } if (texture->GetLevelsDirty()) texture->RegenerateLevels(); } if (texture && texture->GetParametersDirty()) { texture->UpdateParameters(); textures_[index] = 0; // Force reassign } if (texture != textures_[index]) { if (impl_->firstDirtyTexture_ == M_MAX_UNSIGNED) impl_->firstDirtyTexture_ = impl_->lastDirtyTexture_ = index; else { if (index < impl_->firstDirtyTexture_) impl_->firstDirtyTexture_ = index; if (index > impl_->lastDirtyTexture_) impl_->lastDirtyTexture_ = index; } textures_[index] = texture; impl_->shaderResourceViews_[index] = texture ? (ID3D11ShaderResourceView*)texture->GetShaderResourceView() : 0; impl_->samplers_[index] = texture ? (ID3D11SamplerState*)texture->GetSampler() : 0; impl_->texturesDirty_ = true; } } void SetTextureForUpdate(Texture* texture) { // No-op on Direct3D11 } void Graphics::SetDefaultTextureFilterMode(TextureFilterMode mode) { if (mode != defaultTextureFilterMode_) { defaultTextureFilterMode_ = mode; SetTextureParametersDirty(); } } void Graphics::SetDefaultTextureAnisotropy(unsigned level) { level = Max(level, 1U); if (level != defaultTextureAnisotropy_) { defaultTextureAnisotropy_ = level; SetTextureParametersDirty(); } } void Graphics::Restore() { // No-op on Direct3D11 } void Graphics::SetTextureParametersDirty() { MutexLock lock(gpuObjectMutex_); for (PODVector::Iterator i = gpuObjects_.Begin(); i != gpuObjects_.End(); ++i) { Texture* texture = dynamic_cast(*i); if (texture) texture->SetParametersDirty(); } } void Graphics::ResetRenderTargets() { for (unsigned i = 0; i < MAX_RENDERTARGETS; ++i) SetRenderTarget(i, (RenderSurface*)0); SetDepthStencil((RenderSurface*)0); SetViewport(IntRect(0, 0, width_, height_)); } void Graphics::ResetRenderTarget(unsigned index) { SetRenderTarget(index, (RenderSurface*)0); } void Graphics::ResetDepthStencil() { SetDepthStencil((RenderSurface*)0); } void Graphics::SetRenderTarget(unsigned index, RenderSurface* renderTarget) { if (index >= MAX_RENDERTARGETS) return; if (renderTarget != renderTargets_[index]) { renderTargets_[index] = renderTarget; impl_->renderTargetsDirty_ = true; // If the rendertarget is also bound as a texture, replace with backup texture or null if (renderTarget) { Texture* parentTexture = renderTarget->GetParentTexture(); for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i) { if (textures_[i] == parentTexture) SetTexture(i, textures_[i]->GetBackupTexture()); } // If multisampled, mark the texture & surface needing resolve if (parentTexture->GetMultiSample() > 1 && parentTexture->GetAutoResolve()) { parentTexture->SetResolveDirty(true); renderTarget->SetResolveDirty(true); } // If mipmapped, mark the levels needing regeneration if (parentTexture->GetLevels() > 1) parentTexture->SetLevelsDirty(); } } } void Graphics::SetRenderTarget(unsigned index, Texture2D* texture) { RenderSurface* renderTarget = 0; if (texture) renderTarget = texture->GetRenderSurface(); SetRenderTarget(index, renderTarget); } void Graphics::SetDepthStencil(RenderSurface* depthStencil) { if (depthStencil != depthStencil_) { depthStencil_ = depthStencil; impl_->renderTargetsDirty_ = true; } } void Graphics::SetDepthStencil(Texture2D* texture) { RenderSurface* depthStencil = 0; if (texture) depthStencil = texture->GetRenderSurface(); SetDepthStencil(depthStencil); // Constant depth bias depends on the bitdepth impl_->rasterizerStateDirty_ = true; } void Graphics::SetViewport(const IntRect& rect) { IntVector2 size = GetRenderTargetDimensions(); IntRect rectCopy = rect; if (rectCopy.right_ <= rectCopy.left_) rectCopy.right_ = rectCopy.left_ + 1; if (rectCopy.bottom_ <= rectCopy.top_) rectCopy.bottom_ = rectCopy.top_ + 1; rectCopy.left_ = Clamp(rectCopy.left_, 0, size.x_); rectCopy.top_ = Clamp(rectCopy.top_, 0, size.y_); rectCopy.right_ = Clamp(rectCopy.right_, 0, size.x_); rectCopy.bottom_ = Clamp(rectCopy.bottom_, 0, size.y_); static D3D11_VIEWPORT d3dViewport; d3dViewport.TopLeftX = (float)rectCopy.left_; d3dViewport.TopLeftY = (float)rectCopy.top_; d3dViewport.Width = (float)(rectCopy.right_ - rectCopy.left_); d3dViewport.Height = (float)(rectCopy.bottom_ - rectCopy.top_); d3dViewport.MinDepth = 0.0f; d3dViewport.MaxDepth = 1.0f; impl_->deviceContext_->RSSetViewports(1, &d3dViewport); viewport_ = rectCopy; // Disable scissor test, needs to be re-enabled by the user SetScissorTest(false); } void Graphics::SetBlendMode(BlendMode mode, bool alphaToCoverage) { if (mode != blendMode_ || alphaToCoverage != alphaToCoverage_) { blendMode_ = mode; alphaToCoverage_ = alphaToCoverage; impl_->blendStateDirty_ = true; } } void Graphics::SetColorWrite(bool enable) { if (enable != colorWrite_) { colorWrite_ = enable; impl_->blendStateDirty_ = true; } } void Graphics::SetCullMode(CullMode mode) { if (mode != cullMode_) { cullMode_ = mode; impl_->rasterizerStateDirty_ = true; } } void Graphics::SetDepthBias(float constantBias, float slopeScaledBias) { if (constantBias != constantDepthBias_ || slopeScaledBias != slopeScaledDepthBias_) { constantDepthBias_ = constantBias; slopeScaledDepthBias_ = slopeScaledBias; impl_->rasterizerStateDirty_ = true; } } void Graphics::SetDepthTest(CompareMode mode) { if (mode != depthTestMode_) { depthTestMode_ = mode; impl_->depthStateDirty_ = true; } } void Graphics::SetDepthWrite(bool enable) { if (enable != depthWrite_) { depthWrite_ = enable; impl_->depthStateDirty_ = true; // Also affects whether a read-only version of depth-stencil should be bound, to allow sampling impl_->renderTargetsDirty_ = true; } } void Graphics::SetFillMode(FillMode mode) { if (mode != fillMode_) { fillMode_ = mode; impl_->rasterizerStateDirty_ = true; } } void Graphics::SetLineAntiAlias(bool enable) { if (enable != lineAntiAlias_) { lineAntiAlias_ = enable; impl_->rasterizerStateDirty_ = true; } } void Graphics::SetScissorTest(bool enable, const Rect& rect, bool borderInclusive) { // During some light rendering loops, a full rect is toggled on/off repeatedly. // Disable scissor in that case to reduce state changes if (rect.min_.x_ <= 0.0f && rect.min_.y_ <= 0.0f && rect.max_.x_ >= 1.0f && rect.max_.y_ >= 1.0f) enable = false; if (enable) { IntVector2 rtSize(GetRenderTargetDimensions()); IntVector2 viewSize(viewport_.Size()); IntVector2 viewPos(viewport_.left_, viewport_.top_); IntRect intRect; int expand = borderInclusive ? 1 : 0; intRect.left_ = Clamp((int)((rect.min_.x_ + 1.0f) * 0.5f * viewSize.x_) + viewPos.x_, 0, rtSize.x_ - 1); intRect.top_ = Clamp((int)((-rect.max_.y_ + 1.0f) * 0.5f * viewSize.y_) + viewPos.y_, 0, rtSize.y_ - 1); intRect.right_ = Clamp((int)((rect.max_.x_ + 1.0f) * 0.5f * viewSize.x_) + viewPos.x_ + expand, 0, rtSize.x_); intRect.bottom_ = Clamp((int)((-rect.min_.y_ + 1.0f) * 0.5f * viewSize.y_) + viewPos.y_ + expand, 0, rtSize.y_); if (intRect.right_ == intRect.left_) intRect.right_++; if (intRect.bottom_ == intRect.top_) intRect.bottom_++; if (intRect.right_ < intRect.left_ || intRect.bottom_ < intRect.top_) enable = false; if (enable && intRect != scissorRect_) { scissorRect_ = intRect; impl_->scissorRectDirty_ = true; } } if (enable != scissorTest_) { scissorTest_ = enable; impl_->rasterizerStateDirty_ = true; } } void Graphics::SetScissorTest(bool enable, const IntRect& rect) { IntVector2 rtSize(GetRenderTargetDimensions()); IntVector2 viewPos(viewport_.left_, viewport_.top_); if (enable) { IntRect intRect; intRect.left_ = Clamp(rect.left_ + viewPos.x_, 0, rtSize.x_ - 1); intRect.top_ = Clamp(rect.top_ + viewPos.y_, 0, rtSize.y_ - 1); intRect.right_ = Clamp(rect.right_ + viewPos.x_, 0, rtSize.x_); intRect.bottom_ = Clamp(rect.bottom_ + viewPos.y_, 0, rtSize.y_); if (intRect.right_ == intRect.left_) intRect.right_++; if (intRect.bottom_ == intRect.top_) intRect.bottom_++; if (intRect.right_ < intRect.left_ || intRect.bottom_ < intRect.top_) enable = false; if (enable && intRect != scissorRect_) { scissorRect_ = intRect; impl_->scissorRectDirty_ = true; } } if (enable != scissorTest_) { scissorTest_ = enable; impl_->rasterizerStateDirty_ = true; } } void Graphics::SetStencilTest(bool enable, CompareMode mode, StencilOp pass, StencilOp fail, StencilOp zFail, unsigned stencilRef, unsigned compareMask, unsigned writeMask) { if (enable != stencilTest_) { stencilTest_ = enable; impl_->depthStateDirty_ = true; } if (enable) { if (mode != stencilTestMode_) { stencilTestMode_ = mode; impl_->depthStateDirty_ = true; } if (pass != stencilPass_) { stencilPass_ = pass; impl_->depthStateDirty_ = true; } if (fail != stencilFail_) { stencilFail_ = fail; impl_->depthStateDirty_ = true; } if (zFail != stencilZFail_) { stencilZFail_ = zFail; impl_->depthStateDirty_ = true; } if (compareMask != stencilCompareMask_) { stencilCompareMask_ = compareMask; impl_->depthStateDirty_ = true; } if (writeMask != stencilWriteMask_) { stencilWriteMask_ = writeMask; impl_->depthStateDirty_ = true; } if (stencilRef != stencilRef_) { stencilRef_ = stencilRef; impl_->stencilRefDirty_ = true; impl_->depthStateDirty_ = true; } } } void Graphics::SetClipPlane(bool enable, const Plane& clipPlane, const Matrix3x4& view, const Matrix4& projection) { useClipPlane_ = enable; if (enable) { Matrix4 viewProj = projection * view; clipPlane_ = clipPlane.Transformed(viewProj).ToVector4(); SetShaderParameter(VSP_CLIPPLANE, clipPlane_); } } bool Graphics::IsInitialized() const { return window_ != 0 && impl_->GetDevice() != 0; } PODVector Graphics::GetMultiSampleLevels() const { PODVector ret; ret.Push(1); if (impl_->device_) { for (unsigned i = 2; i <= 16; ++i) { if (impl_->CheckMultiSampleSupport(sRGB_ ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB : DXGI_FORMAT_R8G8B8A8_UNORM, i)) ret.Push(i); } } return ret; } unsigned Graphics::GetFormat(CompressedFormat format) const { switch (format) { case CF_RGBA: return DXGI_FORMAT_R8G8B8A8_UNORM; case CF_DXT1: return DXGI_FORMAT_BC1_UNORM; case CF_DXT3: return DXGI_FORMAT_BC2_UNORM; case CF_DXT5: return DXGI_FORMAT_BC3_UNORM; default: return 0; } } ShaderVariation* Graphics::GetShader(ShaderType type, const String& name, const String& defines) const { return GetShader(type, name.CString(), defines.CString()); } ShaderVariation* Graphics::GetShader(ShaderType type, const char* name, const char* defines) const { if (lastShaderName_ != name || !lastShader_) { ResourceCache* cache = GetSubsystem(); String fullShaderName = shaderPath_ + name + shaderExtension_; // Try to reduce repeated error log prints because of missing shaders if (lastShaderName_ == name && !cache->Exists(fullShaderName)) return 0; lastShader_ = cache->GetResource(fullShaderName); lastShaderName_ = name; } return lastShader_ ? lastShader_->GetVariation(type, defines) : (ShaderVariation*)0; } VertexBuffer* Graphics::GetVertexBuffer(unsigned index) const { return index < MAX_VERTEX_STREAMS ? vertexBuffers_[index] : 0; } ShaderProgram* Graphics::GetShaderProgram() const { return impl_->shaderProgram_; } TextureUnit Graphics::GetTextureUnit(const String& name) { HashMap::Iterator i = textureUnits_.Find(name); if (i != textureUnits_.End()) return i->second_; else return MAX_TEXTURE_UNITS; } const String& Graphics::GetTextureUnitName(TextureUnit unit) { for (HashMap::Iterator i = textureUnits_.Begin(); i != textureUnits_.End(); ++i) { if (i->second_ == unit) return i->first_; } return String::EMPTY; } Texture* Graphics::GetTexture(unsigned index) const { return index < MAX_TEXTURE_UNITS ? textures_[index] : 0; } RenderSurface* Graphics::GetRenderTarget(unsigned index) const { return index < MAX_RENDERTARGETS ? renderTargets_[index] : 0; } IntVector2 Graphics::GetRenderTargetDimensions() const { int width, height; if (renderTargets_[0]) { width = renderTargets_[0]->GetWidth(); height = renderTargets_[0]->GetHeight(); } else if (depthStencil_) // Depth-only rendering { width = depthStencil_->GetWidth(); height = depthStencil_->GetHeight(); } else { width = width_; height = height_; } return IntVector2(width, height); } bool Graphics::GetDither() const { return false; } bool Graphics::IsDeviceLost() const { // Direct3D11 graphics context is never considered lost /// \todo The device could be lost in case of graphics adapters getting disabled during runtime. This is not currently handled return false; } void Graphics::OnWindowResized() { if (!impl_->device_ || !window_) return; int newWidth, newHeight; SDL_GetWindowSize(window_, &newWidth, &newHeight); if (newWidth == width_ && newHeight == height_) return; UpdateSwapChain(newWidth, newHeight); // Reset rendertargets and viewport for the new screen size ResetRenderTargets(); ATOMIC_LOGDEBUGF("Window was resized to %dx%d", width_, height_); using namespace ScreenMode; VariantMap& eventData = GetEventDataMap(); eventData[P_WIDTH] = width_; eventData[P_HEIGHT] = height_; eventData[P_FULLSCREEN] = fullscreen_; eventData[P_RESIZABLE] = resizable_; eventData[P_BORDERLESS] = borderless_; eventData[P_HIGHDPI] = highDPI_; SendEvent(E_SCREENMODE, eventData); } void Graphics::OnWindowMoved() { if (!impl_->device_ || !window_ || fullscreen_) return; int newX, newY; SDL_GetWindowPosition(window_, &newX, &newY); if (newX == position_.x_ && newY == position_.y_) return; position_.x_ = newX; position_.y_ = newY; ATOMIC_LOGDEBUGF("Window was moved to %d,%d", position_.x_, position_.y_); using namespace WindowPos; VariantMap& eventData = GetEventDataMap(); eventData[P_X] = position_.x_; eventData[P_Y] = position_.y_; SendEvent(E_WINDOWPOS, eventData); } void Graphics::CleanupShaderPrograms(ShaderVariation* variation) { for (ShaderProgramMap::Iterator i = impl_->shaderPrograms_.Begin(); i != impl_->shaderPrograms_.End();) { if (i->first_.first_ == variation || i->first_.second_ == variation) i = impl_->shaderPrograms_.Erase(i); else ++i; } if (vertexShader_ == variation || pixelShader_ == variation) impl_->shaderProgram_ = 0; } void Graphics::CleanupRenderSurface(RenderSurface* surface) { // No-op on Direct3D11 } ConstantBuffer* Graphics::GetOrCreateConstantBuffer(ShaderType type, unsigned index, unsigned size) { // Ensure that different shader types and index slots get unique buffers, even if the size is same unsigned key = type | (index << 1) | (size << 4); ConstantBufferMap::Iterator i = impl_->allConstantBuffers_.Find(key); if (i != impl_->allConstantBuffers_.End()) return i->second_.Get(); else { SharedPtr newConstantBuffer(new ConstantBuffer(context_)); newConstantBuffer->SetSize(size); impl_->allConstantBuffers_[key] = newConstantBuffer; return newConstantBuffer.Get(); } } unsigned Graphics::GetAlphaFormat() { return DXGI_FORMAT_A8_UNORM; } unsigned Graphics::GetLuminanceFormat() { // Note: not same sampling behavior as on D3D9; need to sample the R channel only return DXGI_FORMAT_R8_UNORM; } unsigned Graphics::GetLuminanceAlphaFormat() { // Note: not same sampling behavior as on D3D9; need to sample the RG channels return DXGI_FORMAT_R8G8_UNORM; } unsigned Graphics::GetRGBFormat() { return DXGI_FORMAT_R8G8B8A8_UNORM; } unsigned Graphics::GetRGBAFormat() { return DXGI_FORMAT_R8G8B8A8_UNORM; } unsigned Graphics::GetRGBA16Format() { return DXGI_FORMAT_R16G16B16A16_UNORM; } unsigned Graphics::GetRGBAFloat16Format() { return DXGI_FORMAT_R16G16B16A16_FLOAT; } unsigned Graphics::GetRGBAFloat32Format() { return DXGI_FORMAT_R32G32B32A32_FLOAT; } unsigned Graphics::GetRG16Format() { return DXGI_FORMAT_R16G16_UNORM; } unsigned Graphics::GetRGFloat16Format() { return DXGI_FORMAT_R16G16_FLOAT; } unsigned Graphics::GetRGFloat32Format() { return DXGI_FORMAT_R32G32_FLOAT; } unsigned Graphics::GetFloat16Format() { return DXGI_FORMAT_R16_FLOAT; } unsigned Graphics::GetFloat32Format() { return DXGI_FORMAT_R32_FLOAT; } unsigned Graphics::GetLinearDepthFormat() { return DXGI_FORMAT_R32_FLOAT; } unsigned Graphics::GetDepthStencilFormat() { return DXGI_FORMAT_R24G8_TYPELESS; } unsigned Graphics::GetReadableDepthFormat() { return DXGI_FORMAT_R24G8_TYPELESS; } unsigned Graphics::GetFormat(const String& formatName) { String nameLower = formatName.ToLower().Trimmed(); if (nameLower == "a") return GetAlphaFormat(); if (nameLower == "l") return GetLuminanceFormat(); if (nameLower == "la") return GetLuminanceAlphaFormat(); if (nameLower == "rgb") return GetRGBFormat(); if (nameLower == "rgba") return GetRGBAFormat(); if (nameLower == "rgba16") return GetRGBA16Format(); if (nameLower == "rgba16f") return GetRGBAFloat16Format(); if (nameLower == "rgba32f") return GetRGBAFloat32Format(); if (nameLower == "rg16") return GetRG16Format(); if (nameLower == "rg16f") return GetRGFloat16Format(); if (nameLower == "rg32f") return GetRGFloat32Format(); if (nameLower == "r16f") return GetFloat16Format(); if (nameLower == "r32f" || nameLower == "float") return GetFloat32Format(); if (nameLower == "lineardepth" || nameLower == "depth") return GetLinearDepthFormat(); if (nameLower == "d24s8") return GetDepthStencilFormat(); if (nameLower == "readabledepth" || nameLower == "hwdepth") return GetReadableDepthFormat(); return GetRGBFormat(); } unsigned Graphics::GetMaxBones() { return 128; } bool Graphics::GetGL3Support() { return gl3Support; } bool Graphics::OpenWindow(int width, int height, bool resizable, bool borderless) { if (!externalWindow_) { unsigned flags = 0; if (resizable) flags |= SDL_WINDOW_RESIZABLE; if (borderless) flags |= SDL_WINDOW_BORDERLESS; window_ = SDL_CreateWindow(windowTitle_.CString(), position_.x_, position_.y_, width, height, flags); } else window_ = SDL_CreateWindowFrom(externalWindow_, 0); if (!window_) { ATOMIC_LOGERRORF("Could not create window, root cause: '%s'", SDL_GetError()); return false; } SDL_GetWindowPosition(window_, &position_.x_, &position_.y_); CreateWindowIcon(); return true; } void Graphics::AdjustWindow(int& newWidth, int& newHeight, bool& newFullscreen, bool& newBorderless, int& monitor) { if (!externalWindow_) { if (!newWidth || !newHeight) { SDL_MaximizeWindow(window_); SDL_GetWindowSize(window_, &newWidth, &newHeight); } else { SDL_Rect display_rect; SDL_GetDisplayBounds(monitor, &display_rect); if (newFullscreen || (newBorderless && newWidth >= display_rect.w && newHeight >= display_rect.h)) { // Reposition the window on the specified monitor if it's supposed to cover the entire monitor SDL_SetWindowPosition(window_, display_rect.x, display_rect.y); } SDL_SetWindowSize(window_, newWidth, newHeight); } // Hack fix: on SDL 2.0.4 a fullscreen->windowed transition results in a maximized window when the D3D device is reset, so hide before SDL_HideWindow(window_); SDL_SetWindowFullscreen(window_, newFullscreen ? SDL_WINDOW_FULLSCREEN : 0); SDL_SetWindowBordered(window_, newBorderless ? SDL_FALSE : SDL_TRUE); SDL_ShowWindow(window_); } else { // If external window, must ask its dimensions instead of trying to set them SDL_GetWindowSize(window_, &newWidth, &newHeight); newFullscreen = false; } } bool Graphics::CreateDevice(int width, int height, int multiSample) { // Device needs only to be created once if (!impl_->device_) { HRESULT hr = D3D11CreateDevice( 0, D3D_DRIVER_TYPE_HARDWARE, 0, 0, 0, 0, D3D11_SDK_VERSION, &impl_->device_, 0, &impl_->deviceContext_ ); if (FAILED(hr)) { ATOMIC_SAFE_RELEASE(impl_->device_); ATOMIC_SAFE_RELEASE(impl_->deviceContext_); ATOMIC_LOGD3DERROR("Failed to create D3D11 device", hr); return false; } CheckFeatureSupport(); // Set the flush mode now as the device has been created SetFlushGPU(flushGPU_); } // Check that multisample level is supported PODVector multiSampleLevels = GetMultiSampleLevels(); if (!multiSampleLevels.Contains(multiSample)) multiSample = 1; // Create swap chain. Release old if necessary if (impl_->swapChain_) { impl_->swapChain_->Release(); impl_->swapChain_ = 0; } DXGI_SWAP_CHAIN_DESC swapChainDesc; memset(&swapChainDesc, 0, sizeof swapChainDesc); swapChainDesc.BufferCount = 1; swapChainDesc.BufferDesc.Width = (UINT)width; swapChainDesc.BufferDesc.Height = (UINT)height; swapChainDesc.BufferDesc.Format = sRGB_ ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB : DXGI_FORMAT_R8G8B8A8_UNORM; swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; swapChainDesc.OutputWindow = GetWindowHandle(window_); swapChainDesc.SampleDesc.Count = (UINT)multiSample; swapChainDesc.SampleDesc.Quality = impl_->GetMultiSampleQuality(swapChainDesc.BufferDesc.Format, multiSample); swapChainDesc.Windowed = TRUE; swapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; IDXGIDevice* dxgiDevice = 0; impl_->device_->QueryInterface(IID_IDXGIDevice, (void**)&dxgiDevice); IDXGIAdapter* dxgiAdapter = 0; dxgiDevice->GetParent(IID_IDXGIAdapter, (void**)&dxgiAdapter); IDXGIFactory* dxgiFactory = 0; dxgiAdapter->GetParent(IID_IDXGIFactory, (void**)&dxgiFactory); HRESULT hr = dxgiFactory->CreateSwapChain(impl_->device_, &swapChainDesc, &impl_->swapChain_); // After creating the swap chain, disable automatic Alt-Enter fullscreen/windowed switching // (the application will switch manually if it wants to) dxgiFactory->MakeWindowAssociation(GetWindowHandle(window_), DXGI_MWA_NO_ALT_ENTER); dxgiFactory->Release(); dxgiAdapter->Release(); dxgiDevice->Release(); if (FAILED(hr)) { ATOMIC_SAFE_RELEASE(impl_->swapChain_); ATOMIC_LOGD3DERROR("Failed to create D3D11 swap chain", hr); return false; } multiSample_ = multiSample; return true; } bool Graphics::UpdateSwapChain(int width, int height) { bool success = true; ID3D11RenderTargetView* nullView = 0; impl_->deviceContext_->OMSetRenderTargets(1, &nullView, 0); if (impl_->defaultRenderTargetView_) { impl_->defaultRenderTargetView_->Release(); impl_->defaultRenderTargetView_ = 0; } if (impl_->defaultDepthStencilView_) { impl_->defaultDepthStencilView_->Release(); impl_->defaultDepthStencilView_ = 0; } if (impl_->defaultDepthTexture_) { impl_->defaultDepthTexture_->Release(); impl_->defaultDepthTexture_ = 0; } if (impl_->resolveTexture_) { impl_->resolveTexture_->Release(); impl_->resolveTexture_ = 0; } impl_->depthStencilView_ = 0; for (unsigned i = 0; i < MAX_RENDERTARGETS; ++i) impl_->renderTargetViews_[i] = 0; impl_->renderTargetsDirty_ = true; impl_->swapChain_->ResizeBuffers(1, (UINT)width, (UINT)height, DXGI_FORMAT_UNKNOWN, DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH); // Create default rendertarget view representing the backbuffer ID3D11Texture2D* backbufferTexture; HRESULT hr = impl_->swapChain_->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backbufferTexture); if (FAILED(hr)) { ATOMIC_SAFE_RELEASE(backbufferTexture); ATOMIC_LOGD3DERROR("Failed to get backbuffer texture", hr); success = false; } else { hr = impl_->device_->CreateRenderTargetView(backbufferTexture, 0, &impl_->defaultRenderTargetView_); backbufferTexture->Release(); if (FAILED(hr)) { ATOMIC_SAFE_RELEASE(impl_->defaultRenderTargetView_); ATOMIC_LOGD3DERROR("Failed to create backbuffer rendertarget view", hr); success = false; } } // Create default depth-stencil texture and view D3D11_TEXTURE2D_DESC depthDesc; memset(&depthDesc, 0, sizeof depthDesc); depthDesc.Width = (UINT)width; depthDesc.Height = (UINT)height; depthDesc.MipLevels = 1; depthDesc.ArraySize = 1; depthDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; depthDesc.SampleDesc.Count = (UINT)multiSample_; depthDesc.SampleDesc.Quality = impl_->GetMultiSampleQuality(depthDesc.Format, multiSample_); depthDesc.Usage = D3D11_USAGE_DEFAULT; depthDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL; depthDesc.CPUAccessFlags = 0; depthDesc.MiscFlags = 0; hr = impl_->device_->CreateTexture2D(&depthDesc, 0, &impl_->defaultDepthTexture_); if (FAILED(hr)) { ATOMIC_SAFE_RELEASE(impl_->defaultDepthTexture_); ATOMIC_LOGD3DERROR("Failed to create backbuffer depth-stencil texture", hr); success = false; } else { hr = impl_->device_->CreateDepthStencilView(impl_->defaultDepthTexture_, 0, &impl_->defaultDepthStencilView_); if (FAILED(hr)) { ATOMIC_SAFE_RELEASE(impl_->defaultDepthStencilView_); ATOMIC_LOGD3DERROR("Failed to create backbuffer depth-stencil view", hr); success = false; } } // Update internally held backbuffer size width_ = width; height_ = height; ResetRenderTargets(); return success; } void Graphics::CheckFeatureSupport() { anisotropySupport_ = true; dxtTextureSupport_ = true; lightPrepassSupport_ = true; deferredSupport_ = true; hardwareShadowSupport_ = true; instancingSupport_ = true; shadowMapFormat_ = DXGI_FORMAT_R16_TYPELESS; hiresShadowMapFormat_ = DXGI_FORMAT_R32_TYPELESS; dummyColorFormat_ = DXGI_FORMAT_UNKNOWN; sRGBSupport_ = true; sRGBWriteSupport_ = true; } void Graphics::ResetCachedState() { for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i) { vertexBuffers_[i] = 0; impl_->vertexBuffers_[i] = 0; impl_->vertexSizes_[i] = 0; impl_->vertexOffsets_[i] = 0; } for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i) { textures_[i] = 0; impl_->shaderResourceViews_[i] = 0; impl_->samplers_[i] = 0; } for (unsigned i = 0; i < MAX_RENDERTARGETS; ++i) { renderTargets_[i] = 0; impl_->renderTargetViews_[i] = 0; } for (unsigned i = 0; i < MAX_SHADER_PARAMETER_GROUPS; ++i) { impl_->constantBuffers_[VS][i] = 0; impl_->constantBuffers_[PS][i] = 0; } depthStencil_ = 0; impl_->depthStencilView_ = 0; viewport_ = IntRect(0, 0, width_, height_); indexBuffer_ = 0; vertexDeclarationHash_ = 0; primitiveType_ = 0; vertexShader_ = 0; pixelShader_ = 0; blendMode_ = BLEND_REPLACE; alphaToCoverage_ = false; colorWrite_ = true; cullMode_ = CULL_CCW; constantDepthBias_ = 0.0f; slopeScaledDepthBias_ = 0.0f; depthTestMode_ = CMP_LESSEQUAL; depthWrite_ = true; fillMode_ = FILL_SOLID; lineAntiAlias_ = false; scissorTest_ = false; scissorRect_ = IntRect::ZERO; stencilTest_ = false; stencilTestMode_ = CMP_ALWAYS; stencilPass_ = OP_KEEP; stencilFail_ = OP_KEEP; stencilZFail_ = OP_KEEP; stencilRef_ = 0; stencilCompareMask_ = M_MAX_UNSIGNED; stencilWriteMask_ = M_MAX_UNSIGNED; useClipPlane_ = false; impl_->shaderProgram_ = 0; impl_->renderTargetsDirty_ = true; impl_->texturesDirty_ = true; impl_->vertexDeclarationDirty_ = true; impl_->blendStateDirty_ = true; impl_->depthStateDirty_ = true; impl_->rasterizerStateDirty_ = true; impl_->scissorRectDirty_ = true; impl_->stencilRefDirty_ = true; impl_->blendStateHash_ = M_MAX_UNSIGNED; impl_->depthStateHash_ = M_MAX_UNSIGNED; impl_->rasterizerStateHash_ = M_MAX_UNSIGNED; impl_->firstDirtyTexture_ = impl_->lastDirtyTexture_ = M_MAX_UNSIGNED; impl_->firstDirtyVB_ = impl_->lastDirtyVB_ = M_MAX_UNSIGNED; impl_->dirtyConstantBuffers_.Clear(); } void Graphics::PrepareDraw() { if (impl_->renderTargetsDirty_) { impl_->depthStencilView_ = (depthStencil_ && depthStencil_->GetUsage() == TEXTURE_DEPTHSTENCIL) ? (ID3D11DepthStencilView*)depthStencil_->GetRenderTargetView() : impl_->defaultDepthStencilView_; // If possible, bind a read-only depth stencil view to allow reading depth in shader if (!depthWrite_ && depthStencil_ && depthStencil_->GetReadOnlyView()) impl_->depthStencilView_ = (ID3D11DepthStencilView*)depthStencil_->GetReadOnlyView(); for (unsigned i = 0; i < MAX_RENDERTARGETS; ++i) impl_->renderTargetViews_[i] = (renderTargets_[i] && renderTargets_[i]->GetUsage() == TEXTURE_RENDERTARGET) ? (ID3D11RenderTargetView*)renderTargets_[i]->GetRenderTargetView() : 0; // If rendertarget 0 is null and not doing depth-only rendering, render to the backbuffer // Special case: if rendertarget 0 is null and depth stencil has same size as backbuffer, assume the intention is to do // backbuffer rendering with a custom depth stencil if (!renderTargets_[0] && (!depthStencil_ || (depthStencil_ && depthStencil_->GetWidth() == width_ && depthStencil_->GetHeight() == height_))) impl_->renderTargetViews_[0] = impl_->defaultRenderTargetView_; impl_->deviceContext_->OMSetRenderTargets(MAX_RENDERTARGETS, &impl_->renderTargetViews_[0], impl_->depthStencilView_); impl_->renderTargetsDirty_ = false; } if (impl_->texturesDirty_ && impl_->firstDirtyTexture_ < M_MAX_UNSIGNED) { // Set also VS textures to enable vertex texture fetch to work the same way as on OpenGL impl_->deviceContext_->VSSetShaderResources(impl_->firstDirtyTexture_, impl_->lastDirtyTexture_ - impl_->firstDirtyTexture_ + 1, &impl_->shaderResourceViews_[impl_->firstDirtyTexture_]); impl_->deviceContext_->VSSetSamplers(impl_->firstDirtyTexture_, impl_->lastDirtyTexture_ - impl_->firstDirtyTexture_ + 1, &impl_->samplers_[impl_->firstDirtyTexture_]); impl_->deviceContext_->PSSetShaderResources(impl_->firstDirtyTexture_, impl_->lastDirtyTexture_ - impl_->firstDirtyTexture_ + 1, &impl_->shaderResourceViews_[impl_->firstDirtyTexture_]); impl_->deviceContext_->PSSetSamplers(impl_->firstDirtyTexture_, impl_->lastDirtyTexture_ - impl_->firstDirtyTexture_ + 1, &impl_->samplers_[impl_->firstDirtyTexture_]); impl_->firstDirtyTexture_ = impl_->lastDirtyTexture_ = M_MAX_UNSIGNED; impl_->texturesDirty_ = false; } if (impl_->vertexDeclarationDirty_ && vertexShader_ && vertexShader_->GetByteCode().Size()) { if (impl_->firstDirtyVB_ < M_MAX_UNSIGNED) { impl_->deviceContext_->IASetVertexBuffers(impl_->firstDirtyVB_, impl_->lastDirtyVB_ - impl_->firstDirtyVB_ + 1, &impl_->vertexBuffers_[impl_->firstDirtyVB_], &impl_->vertexSizes_[impl_->firstDirtyVB_], &impl_->vertexOffsets_[impl_->firstDirtyVB_]); impl_->firstDirtyVB_ = impl_->lastDirtyVB_ = M_MAX_UNSIGNED; } unsigned long long newVertexDeclarationHash = 0; for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i) { if (vertexBuffers_[i]) newVertexDeclarationHash |= vertexBuffers_[i]->GetBufferHash(i); } // Do not create input layout if no vertex buffers / elements if (newVertexDeclarationHash) { /// \todo Using a 64bit total hash for vertex shader and vertex buffer elements hash may not guarantee uniqueness newVertexDeclarationHash += vertexShader_->GetElementHash(); if (newVertexDeclarationHash != vertexDeclarationHash_) { VertexDeclarationMap::Iterator i = impl_->vertexDeclarations_.Find(newVertexDeclarationHash); if (i == impl_->vertexDeclarations_.End()) { SharedPtr newVertexDeclaration(new VertexDeclaration(this, vertexShader_, vertexBuffers_)); i = impl_->vertexDeclarations_.Insert(MakePair(newVertexDeclarationHash, newVertexDeclaration)); } impl_->deviceContext_->IASetInputLayout((ID3D11InputLayout*)i->second_->GetInputLayout()); vertexDeclarationHash_ = newVertexDeclarationHash; } } impl_->vertexDeclarationDirty_ = false; } if (impl_->blendStateDirty_) { unsigned newBlendStateHash = (unsigned)((colorWrite_ ? 1 : 0) | (alphaToCoverage_ ? 2 : 0) | (blendMode_ << 2)); if (newBlendStateHash != impl_->blendStateHash_) { HashMap::Iterator i = impl_->blendStates_.Find(newBlendStateHash); if (i == impl_->blendStates_.End()) { ATOMIC_PROFILE(CreateBlendState); D3D11_BLEND_DESC stateDesc; memset(&stateDesc, 0, sizeof stateDesc); stateDesc.AlphaToCoverageEnable = alphaToCoverage_ ? TRUE : FALSE; stateDesc.IndependentBlendEnable = false; stateDesc.RenderTarget[0].BlendEnable = d3dBlendEnable[blendMode_]; stateDesc.RenderTarget[0].SrcBlend = d3dSrcBlend[blendMode_]; stateDesc.RenderTarget[0].DestBlend = d3dDestBlend[blendMode_]; stateDesc.RenderTarget[0].BlendOp = d3dBlendOp[blendMode_]; stateDesc.RenderTarget[0].SrcBlendAlpha = d3dSrcBlend[blendMode_]; stateDesc.RenderTarget[0].DestBlendAlpha = d3dDestBlend[blendMode_]; stateDesc.RenderTarget[0].BlendOpAlpha = d3dBlendOp[blendMode_]; stateDesc.RenderTarget[0].RenderTargetWriteMask = colorWrite_ ? D3D11_COLOR_WRITE_ENABLE_ALL : 0x0; ID3D11BlendState* newBlendState = 0; HRESULT hr = impl_->device_->CreateBlendState(&stateDesc, &newBlendState); if (FAILED(hr)) { ATOMIC_SAFE_RELEASE(newBlendState); ATOMIC_LOGD3DERROR("Failed to create blend state", hr); } i = impl_->blendStates_.Insert(MakePair(newBlendStateHash, newBlendState)); } impl_->deviceContext_->OMSetBlendState(i->second_, 0, M_MAX_UNSIGNED); impl_->blendStateHash_ = newBlendStateHash; } impl_->blendStateDirty_ = false; } if (impl_->depthStateDirty_) { unsigned newDepthStateHash = (depthWrite_ ? 1 : 0) | (stencilTest_ ? 2 : 0) | (depthTestMode_ << 2) | ((stencilCompareMask_ & 0xff) << 5) | ((stencilWriteMask_ & 0xff) << 13) | (stencilTestMode_ << 21) | ((stencilFail_ + stencilZFail_ * 5 + stencilPass_ * 25) << 24); if (newDepthStateHash != impl_->depthStateHash_ || impl_->stencilRefDirty_) { HashMap::Iterator i = impl_->depthStates_.Find(newDepthStateHash); if (i == impl_->depthStates_.End()) { ATOMIC_PROFILE(CreateDepthState); D3D11_DEPTH_STENCIL_DESC stateDesc; memset(&stateDesc, 0, sizeof stateDesc); stateDesc.DepthEnable = TRUE; stateDesc.DepthWriteMask = depthWrite_ ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO; stateDesc.DepthFunc = d3dCmpFunc[depthTestMode_]; stateDesc.StencilEnable = stencilTest_ ? TRUE : FALSE; stateDesc.StencilReadMask = (unsigned char)stencilCompareMask_; stateDesc.StencilWriteMask = (unsigned char)stencilWriteMask_; stateDesc.FrontFace.StencilFailOp = d3dStencilOp[stencilFail_]; stateDesc.FrontFace.StencilDepthFailOp = d3dStencilOp[stencilZFail_]; stateDesc.FrontFace.StencilPassOp = d3dStencilOp[stencilPass_]; stateDesc.FrontFace.StencilFunc = d3dCmpFunc[stencilTestMode_]; stateDesc.BackFace.StencilFailOp = d3dStencilOp[stencilFail_]; stateDesc.BackFace.StencilDepthFailOp = d3dStencilOp[stencilZFail_]; stateDesc.BackFace.StencilPassOp = d3dStencilOp[stencilPass_]; stateDesc.BackFace.StencilFunc = d3dCmpFunc[stencilTestMode_]; ID3D11DepthStencilState* newDepthState = 0; HRESULT hr = impl_->device_->CreateDepthStencilState(&stateDesc, &newDepthState); if (FAILED(hr)) { ATOMIC_SAFE_RELEASE(newDepthState); ATOMIC_LOGD3DERROR("Failed to create depth state", hr); } i = impl_->depthStates_.Insert(MakePair(newDepthStateHash, newDepthState)); } impl_->deviceContext_->OMSetDepthStencilState(i->second_, stencilRef_); impl_->depthStateHash_ = newDepthStateHash; } impl_->depthStateDirty_ = false; impl_->stencilRefDirty_ = false; } if (impl_->rasterizerStateDirty_) { unsigned depthBits = 24; if (depthStencil_ && depthStencil_->GetParentTexture()->GetFormat() == DXGI_FORMAT_R16_TYPELESS) depthBits = 16; int scaledDepthBias = (int)(constantDepthBias_ * (1 << depthBits)); unsigned newRasterizerStateHash = (scissorTest_ ? 1 : 0) | (lineAntiAlias_ ? 2 : 0) | (fillMode_ << 2) | (cullMode_ << 4) | ((scaledDepthBias & 0x1fff) << 6) | (((int)(slopeScaledDepthBias_ * 100.0f) & 0x1fff) << 19); if (newRasterizerStateHash != impl_->rasterizerStateHash_) { HashMap::Iterator i = impl_->rasterizerStates_.Find(newRasterizerStateHash); if (i == impl_->rasterizerStates_.End()) { ATOMIC_PROFILE(CreateRasterizerState); D3D11_RASTERIZER_DESC stateDesc; memset(&stateDesc, 0, sizeof stateDesc); stateDesc.FillMode = d3dFillMode[fillMode_]; stateDesc.CullMode = d3dCullMode[cullMode_]; stateDesc.FrontCounterClockwise = FALSE; stateDesc.DepthBias = scaledDepthBias; stateDesc.DepthBiasClamp = M_INFINITY; stateDesc.SlopeScaledDepthBias = slopeScaledDepthBias_; stateDesc.DepthClipEnable = TRUE; stateDesc.ScissorEnable = scissorTest_ ? TRUE : FALSE; stateDesc.MultisampleEnable = lineAntiAlias_ ? FALSE : TRUE; stateDesc.AntialiasedLineEnable = lineAntiAlias_ ? TRUE : FALSE; ID3D11RasterizerState* newRasterizerState = 0; HRESULT hr = impl_->device_->CreateRasterizerState(&stateDesc, &newRasterizerState); if (FAILED(hr)) { ATOMIC_SAFE_RELEASE(newRasterizerState); ATOMIC_LOGD3DERROR("Failed to create rasterizer state", hr); } i = impl_->rasterizerStates_.Insert(MakePair(newRasterizerStateHash, newRasterizerState)); } impl_->deviceContext_->RSSetState(i->second_); impl_->rasterizerStateHash_ = newRasterizerStateHash; } impl_->rasterizerStateDirty_ = false; } if (impl_->scissorRectDirty_) { D3D11_RECT d3dRect; d3dRect.left = scissorRect_.left_; d3dRect.top = scissorRect_.top_; d3dRect.right = scissorRect_.right_; d3dRect.bottom = scissorRect_.bottom_; impl_->deviceContext_->RSSetScissorRects(1, &d3dRect); impl_->scissorRectDirty_ = false; } for (unsigned i = 0; i < impl_->dirtyConstantBuffers_.Size(); ++i) impl_->dirtyConstantBuffers_[i]->Apply(); impl_->dirtyConstantBuffers_.Clear(); } void Graphics::CreateResolveTexture() { if (impl_->resolveTexture_) return; D3D11_TEXTURE2D_DESC textureDesc; memset(&textureDesc, 0, sizeof textureDesc); textureDesc.Width = (UINT)width_; textureDesc.Height = (UINT)height_; textureDesc.MipLevels = 1; textureDesc.ArraySize = 1; textureDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; textureDesc.SampleDesc.Count = 1; textureDesc.SampleDesc.Quality = 0; textureDesc.Usage = D3D11_USAGE_DEFAULT; textureDesc.CPUAccessFlags = 0; HRESULT hr = impl_->device_->CreateTexture2D(&textureDesc, 0, &impl_->resolveTexture_); if (FAILED(hr)) { ATOMIC_SAFE_RELEASE(impl_->resolveTexture_); ATOMIC_LOGD3DERROR("Could not create resolve texture", hr); } } void Graphics::SetTextureUnitMappings() { textureUnits_["DiffMap"] = TU_DIFFUSE; textureUnits_["DiffCubeMap"] = TU_DIFFUSE; textureUnits_["NormalMap"] = TU_NORMAL; textureUnits_["SpecMap"] = TU_SPECULAR; textureUnits_["EmissiveMap"] = TU_EMISSIVE; textureUnits_["EnvMap"] = TU_ENVIRONMENT; textureUnits_["EnvCubeMap"] = TU_ENVIRONMENT; textureUnits_["LightRampMap"] = TU_LIGHTRAMP; textureUnits_["LightSpotMap"] = TU_LIGHTSHAPE; textureUnits_["LightCubeMap"] = TU_LIGHTSHAPE; textureUnits_["ShadowMap"] = TU_SHADOWMAP; textureUnits_["FaceSelectCubeMap"] = TU_FACESELECT; textureUnits_["IndirectionCubeMap"] = TU_INDIRECTION; textureUnits_["VolumeMap"] = TU_VOLUMEMAP; textureUnits_["ZoneCubeMap"] = TU_ZONE; textureUnits_["ZoneVolumeMap"] = TU_ZONE; } // ATOMIC BEGIN // To satisfy script binding linking void Graphics::SetTextureForUpdate(Texture* texture) { } void Graphics::MarkFBODirty() { } void Graphics::SetVBO(unsigned object) { } void Graphics::SetUBO(unsigned object) { } // ATOMIC END }