D3D11GraphicsImpl.cpp 2.9 KB

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  1. //
  2. // Copyright (c) 2008-2017 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "../../Precompiled.h"
  23. #include "../../Graphics/Graphics.h"
  24. #include "../../Graphics/GraphicsImpl.h"
  25. #include "../../DebugNew.h"
  26. namespace Atomic
  27. {
  28. GraphicsImpl::GraphicsImpl() :
  29. device_(0),
  30. deviceContext_(0),
  31. swapChain_(0),
  32. defaultRenderTargetView_(0),
  33. defaultDepthTexture_(0),
  34. defaultDepthStencilView_(0),
  35. depthStencilView_(0),
  36. resolveTexture_(0),
  37. shaderProgram_(0)
  38. {
  39. for (unsigned i = 0; i < MAX_RENDERTARGETS; ++i)
  40. renderTargetViews_[i] = 0;
  41. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  42. {
  43. shaderResourceViews_[i] = 0;
  44. samplers_[i] = 0;
  45. }
  46. for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i)
  47. {
  48. vertexBuffers_[i] = 0;
  49. vertexSizes_[i] = 0;
  50. vertexOffsets_[i] = 0;
  51. }
  52. for (unsigned i = 0; i < MAX_SHADER_PARAMETER_GROUPS; ++i)
  53. {
  54. constantBuffers_[VS][i] = 0;
  55. constantBuffers_[PS][i] = 0;
  56. }
  57. }
  58. bool GraphicsImpl::CheckMultiSampleSupport(DXGI_FORMAT format, unsigned sampleCount) const
  59. {
  60. if (sampleCount < 2)
  61. return true; // Not multisampled
  62. UINT numLevels = 0;
  63. if (FAILED(device_->CheckMultisampleQualityLevels(format, sampleCount, &numLevels)))
  64. return false;
  65. else
  66. return numLevels > 0;
  67. }
  68. unsigned GraphicsImpl::GetMultiSampleQuality(DXGI_FORMAT format, unsigned sampleCount) const
  69. {
  70. if (sampleCount < 2)
  71. return 0; // Not multisampled, should use quality 0
  72. if (device_->GetFeatureLevel() >= D3D_FEATURE_LEVEL_10_1)
  73. return 0xffffffff; // D3D10.1+ standard level
  74. UINT numLevels = 0;
  75. if (FAILED(device_->CheckMultisampleQualityLevels(format, sampleCount, &numLevels)) || !numLevels)
  76. return 0; // Errored or sample count not supported
  77. else
  78. return numLevels - 1; // D3D10.0 and below: use the best quality
  79. }
  80. }