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@@ -1,1143 +1,1144 @@
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-#include "BsD3D11RenderAPI.h"
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-#include "BsD3D11DriverList.h"
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-#include "BsD3D11Driver.h"
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-#include "BsD3D11Device.h"
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-#include "BsD3D11TextureManager.h"
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-#include "BsD3D11Texture.h"
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-#include "BsD3D11HardwareBufferManager.h"
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-#include "BsD3D11RenderWindowManager.h"
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-#include "BsD3D11HLSLProgramFactory.h"
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-#include "BsD3D11BlendState.h"
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-#include "BsD3D11RasterizerState.h"
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-#include "BsD3D11DepthStencilState.h"
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-#include "BsD3D11SamplerState.h"
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-#include "BsD3D11GpuProgram.h"
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-#include "BsD3D11Mappings.h"
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-#include "BsD3D11VertexBuffer.h"
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-#include "BsD3D11IndexBuffer.h"
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-#include "BsD3D11RenderStateManager.h"
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-#include "BsD3D11GpuParamBlockBuffer.h"
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-#include "BsD3D11InputLayoutManager.h"
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-#include "BsD3D11TextureView.h"
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-#include "BsD3D11RenderUtility.h"
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-#include "BsGpuParams.h"
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-#include "BsCoreThread.h"
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-#include "BsD3D11QueryManager.h"
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-#include "BsDebug.h"
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-#include "BsException.h"
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-#include "BsRenderStats.h"
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-
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-namespace BansheeEngine
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-{
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- D3D11RenderAPI::D3D11RenderAPI()
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- : mDXGIFactory(nullptr), mDevice(nullptr), mDriverList(nullptr)
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- , mActiveD3DDriver(nullptr), mFeatureLevel(D3D_FEATURE_LEVEL_11_0)
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- , mHLSLFactory(nullptr), mIAManager(nullptr)
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- , mStencilRef(0), mActiveDrawOp(DOT_TRIANGLE_LIST)
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- , mViewportNorm(0.0f, 0.0f, 1.0f, 1.0f)
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- {
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- mClipPlanesDirty = false; // DX11 handles clip planes through shaders
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- }
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-
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- D3D11RenderAPI::~D3D11RenderAPI()
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- {
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-
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- }
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-
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- const StringID& D3D11RenderAPI::getName() const
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- {
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- static StringID strName("D3D11RenderAPI");
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- return strName;
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- }
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-
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- const String& D3D11RenderAPI::getShadingLanguageName() const
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- {
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- static String strName("hlsl");
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- return strName;
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- }
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-
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- void D3D11RenderAPI::initializePrepare()
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- {
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- THROW_IF_NOT_CORE_THREAD;
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-
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- HRESULT hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&mDXGIFactory);
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- if(FAILED(hr))
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- BS_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 DXGIFactory");
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-
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- mDriverList = bs_new<D3D11DriverList>(mDXGIFactory);
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- mActiveD3DDriver = mDriverList->item(0); // TODO: Always get first driver, for now
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- mVideoModeInfo = mActiveD3DDriver->getVideoModeInfo();
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-
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- IDXGIAdapter* selectedAdapter = mActiveD3DDriver->getDeviceAdapter();
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-
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- D3D_FEATURE_LEVEL requestedLevels[] = {
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- D3D_FEATURE_LEVEL_11_0,
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- D3D_FEATURE_LEVEL_10_1,
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- D3D_FEATURE_LEVEL_10_0,
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- D3D_FEATURE_LEVEL_9_3,
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- D3D_FEATURE_LEVEL_9_2,
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- D3D_FEATURE_LEVEL_9_1
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- };
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-
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- UINT32 numRequestedLevel = sizeof(requestedLevels) / sizeof(requestedLevels[0]);
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-
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- UINT32 deviceFlags = 0;
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-
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-#if BS_DEBUG_MODE
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- deviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
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-#endif
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-
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- ID3D11Device* device;
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- hr = D3D11CreateDevice(selectedAdapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, deviceFlags,
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- requestedLevels, numRequestedLevel, D3D11_SDK_VERSION, &device, &mFeatureLevel, nullptr);
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-
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- if(FAILED(hr))
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- BS_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 object. D3D11CreateDeviceN returned this error code: " + toString(hr));
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-
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- mDevice = bs_new<D3D11Device>(device);
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-
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- // This must query for DirectX 10 interface as this is unsupported for DX11
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- LARGE_INTEGER driverVersion;
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- if(SUCCEEDED(selectedAdapter->CheckInterfaceSupport(IID_ID3D10Device, &driverVersion)))
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- {
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- mDriverVersion.major = HIWORD(driverVersion.HighPart);
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- mDriverVersion.minor = LOWORD(driverVersion.HighPart);
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- mDriverVersion.release = HIWORD(driverVersion.LowPart);
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- mDriverVersion.build = LOWORD(driverVersion.LowPart);
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- }
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-
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- // Create the texture manager for use by others
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- TextureManager::startUp<D3D11TextureManager>();
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- TextureCoreManager::startUp<D3D11TextureCoreManager>();
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-
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- // Create hardware buffer manager
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- HardwareBufferManager::startUp();
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- HardwareBufferCoreManager::startUp<D3D11HardwareBufferCoreManager>(std::ref(*mDevice));
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-
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- // Create render window manager
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- RenderWindowManager::startUp<D3D11RenderWindowManager>(this);
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- RenderWindowCoreManager::startUp<D3D11RenderWindowCoreManager>(this);
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-
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- // Create & register HLSL factory
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- mHLSLFactory = bs_new<D3D11HLSLProgramFactory>();
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-
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- // Create render state manager
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- RenderStateCoreManager::startUp<D3D11RenderStateCoreManager>();
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-
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- mCurrentCapabilities = createRenderSystemCapabilities();
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-
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- mCurrentCapabilities->addShaderProfile("hlsl");
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- GpuProgramCoreManager::instance().addFactory(mHLSLFactory);
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-
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- mIAManager = bs_new<D3D11InputLayoutManager>();
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-
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- RenderAPICore::initializePrepare();
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- }
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-
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- void D3D11RenderAPI::initializeFinalize(const SPtr<RenderWindowCore>& primaryWindow)
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- {
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- D3D11RenderUtility::startUp(mDevice);
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-
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- QueryManager::startUp<D3D11QueryManager>();
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-
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- RenderAPICore::initializeFinalize(primaryWindow);
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- }
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-
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- void D3D11RenderAPI::destroyCore()
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- {
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- THROW_IF_NOT_CORE_THREAD;
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-
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- for (auto& boundUAV : mBoundUAVs)
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- {
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- if (boundUAV.second != nullptr)
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- boundUAV.first->releaseView(boundUAV.second);
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- }
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-
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- QueryManager::shutDown();
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- D3D11RenderUtility::shutDown();
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-
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- if(mIAManager != nullptr)
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- {
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- bs_delete(mIAManager);
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- mIAManager = nullptr;
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- }
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-
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- if(mHLSLFactory != nullptr)
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- {
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- bs_delete(mHLSLFactory);
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- mHLSLFactory = nullptr;
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- }
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-
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- mActiveVertexDeclaration = nullptr;
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- mActiveVertexShader = nullptr;
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- mActiveRenderTarget = nullptr;
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-
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- RenderStateCoreManager::shutDown();
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- RenderWindowCoreManager::shutDown();
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- RenderWindowManager::shutDown();
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- HardwareBufferCoreManager::shutDown();
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- HardwareBufferManager::shutDown();
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- TextureCoreManager::shutDown();
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- TextureManager::shutDown();
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-
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- SAFE_RELEASE(mDXGIFactory);
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-
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- if(mDevice != nullptr)
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- {
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- bs_delete(mDevice);
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- mDevice = nullptr;
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- }
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-
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- if(mDriverList != nullptr)
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- {
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- bs_delete(mDriverList);
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- mDriverList = nullptr;
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- }
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-
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- mActiveD3DDriver = nullptr;
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-
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- RenderAPICore::destroyCore();
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- }
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-
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- void D3D11RenderAPI::setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SPtr<SamplerStateCore>& samplerState)
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- {
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- THROW_IF_NOT_CORE_THREAD;
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-
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- // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
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- // and then set them all up at once before rendering? Needs testing
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-
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- ID3D11SamplerState* samplerArray[1];
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- D3D11SamplerStateCore* d3d11SamplerState = static_cast<D3D11SamplerStateCore*>(const_cast<SamplerStateCore*>(samplerState.get()));
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- samplerArray[0] = d3d11SamplerState->getInternal();
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-
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- switch(gptype)
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- {
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- case GPT_VERTEX_PROGRAM:
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- mDevice->getImmediateContext()->VSSetSamplers(texUnit, 1, samplerArray);
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- break;
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- case GPT_FRAGMENT_PROGRAM:
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- mDevice->getImmediateContext()->PSSetSamplers(texUnit, 1, samplerArray);
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- break;
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- case GPT_GEOMETRY_PROGRAM:
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- mDevice->getImmediateContext()->GSSetSamplers(texUnit, 1, samplerArray);
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- break;
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- case GPT_DOMAIN_PROGRAM:
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- mDevice->getImmediateContext()->DSSetSamplers(texUnit, 1, samplerArray);
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- break;
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- case GPT_HULL_PROGRAM:
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- mDevice->getImmediateContext()->HSSetSamplers(texUnit, 1, samplerArray);
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- break;
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- case GPT_COMPUTE_PROGRAM:
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- mDevice->getImmediateContext()->CSSetSamplers(texUnit, 1, samplerArray);
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- break;
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- default:
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- BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
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- }
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-
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- BS_INC_RENDER_STAT(NumSamplerBinds);
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- }
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-
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- void D3D11RenderAPI::setBlendState(const SPtr<BlendStateCore>& blendState)
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- {
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- THROW_IF_NOT_CORE_THREAD;
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-
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- D3D11BlendStateCore* d3d11BlendState = static_cast<D3D11BlendStateCore*>(const_cast<BlendStateCore*>(blendState.get()));
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- mDevice->getImmediateContext()->OMSetBlendState(d3d11BlendState->getInternal(), nullptr, 0xFFFFFFFF);
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-
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- BS_INC_RENDER_STAT(NumBlendStateChanges);
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- }
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-
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- void D3D11RenderAPI::setRasterizerState(const SPtr<RasterizerStateCore>& rasterizerState)
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- {
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- THROW_IF_NOT_CORE_THREAD;
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-
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- D3D11RasterizerStateCore* d3d11RasterizerState = static_cast<D3D11RasterizerStateCore*>(const_cast<RasterizerStateCore*>(rasterizerState.get()));
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- mDevice->getImmediateContext()->RSSetState(d3d11RasterizerState->getInternal());
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-
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- BS_INC_RENDER_STAT(NumRasterizerStateChanges);
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- }
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-
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- void D3D11RenderAPI::setDepthStencilState(const SPtr<DepthStencilStateCore>& depthStencilState, UINT32 stencilRefValue)
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- {
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- THROW_IF_NOT_CORE_THREAD;
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-
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- D3D11DepthStencilStateCore* d3d11RasterizerState = static_cast<D3D11DepthStencilStateCore*>(const_cast<DepthStencilStateCore*>(depthStencilState.get()));
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- mDevice->getImmediateContext()->OMSetDepthStencilState(d3d11RasterizerState->getInternal(), stencilRefValue);
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-
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- BS_INC_RENDER_STAT(NumDepthStencilStateChanges);
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- }
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-
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- void D3D11RenderAPI::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& texPtr)
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- {
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- THROW_IF_NOT_CORE_THREAD;
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-
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- // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
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- // and then set them all up at once before rendering? Needs testing
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-
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- ID3D11ShaderResourceView* viewArray[1];
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- if(texPtr != nullptr && enabled)
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- {
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- D3D11TextureCore* d3d11Texture = static_cast<D3D11TextureCore*>(texPtr.get());
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- viewArray[0] = d3d11Texture->getSRV();
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- }
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- else
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- viewArray[0] = nullptr;
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-
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- switch(gptype)
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- {
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- case GPT_VERTEX_PROGRAM:
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- mDevice->getImmediateContext()->VSSetShaderResources(unit, 1, viewArray);
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- break;
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- case GPT_FRAGMENT_PROGRAM:
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- mDevice->getImmediateContext()->PSSetShaderResources(unit, 1, viewArray);
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- break;
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- case GPT_GEOMETRY_PROGRAM:
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- mDevice->getImmediateContext()->GSSetShaderResources(unit, 1, viewArray);
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- break;
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- case GPT_DOMAIN_PROGRAM:
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- mDevice->getImmediateContext()->DSSetShaderResources(unit, 1, viewArray);
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- break;
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- case GPT_HULL_PROGRAM:
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- mDevice->getImmediateContext()->HSSetShaderResources(unit, 1, viewArray);
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- break;
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- case GPT_COMPUTE_PROGRAM:
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- mDevice->getImmediateContext()->CSSetShaderResources(unit, 1, viewArray);
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- break;
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- default:
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- BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
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- }
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-
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- BS_INC_RENDER_STAT(NumTextureBinds);
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- }
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-
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- void D3D11RenderAPI::setLoadStoreTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& texPtr,
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- const TextureSurface& surface)
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- {
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- THROW_IF_NOT_CORE_THREAD;
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-
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- // TODO - This hasn't bee tested and might be incorrect. I might need to set UAVs together with render targets,
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- // especially considering DX11 expects number of UAVs to match number of render targets.
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-
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- ID3D11UnorderedAccessView* viewArray[1];
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- if (texPtr != nullptr && enabled)
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- {
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- D3D11TextureCore* d3d11Texture = static_cast<D3D11TextureCore*>(texPtr.get());
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- TextureViewPtr texView = TextureCore::requestView(texPtr, surface.mipLevel, 1,
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- surface.arraySlice, surface.numArraySlices, GVU_RANDOMWRITE);
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-
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- D3D11TextureView* d3d11texView = static_cast<D3D11TextureView*>(texView.get());
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- viewArray[0] = d3d11texView->getUAV();
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-
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- if (mBoundUAVs[unit].second != nullptr)
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- mBoundUAVs[unit].first->releaseView(mBoundUAVs[unit].second);
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-
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- mBoundUAVs[unit] = std::make_pair(texPtr, texView);
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- }
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- else
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- {
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- viewArray[0] = nullptr;
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-
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- if (mBoundUAVs[unit].second != nullptr)
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- mBoundUAVs[unit].first->releaseView(mBoundUAVs[unit].second);
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-
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- mBoundUAVs[unit] = std::pair<SPtr<TextureCore>, TextureViewPtr>();
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- }
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-
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- if (gptype == GPT_FRAGMENT_PROGRAM)
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- {
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- mDevice->getImmediateContext()->OMSetRenderTargetsAndUnorderedAccessViews(
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- D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL, nullptr, nullptr, unit, 1, viewArray, nullptr);
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- }
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- else if (gptype == GPT_COMPUTE_PROGRAM)
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- {
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- mDevice->getImmediateContext()->CSSetUnorderedAccessViews(unit, 1, viewArray, nullptr);
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- }
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- else
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- BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
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-
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- BS_INC_RENDER_STAT(NumTextureBinds);
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- }
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-
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- void D3D11RenderAPI::disableTextureUnit(GpuProgramType gptype, UINT16 texUnit)
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- {
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- THROW_IF_NOT_CORE_THREAD;
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-
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- setTexture(gptype, texUnit, false, nullptr);
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- }
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-
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- void D3D11RenderAPI::beginFrame()
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- {
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- // Not used
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- }
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-
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- void D3D11RenderAPI::endFrame()
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- {
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- // Not used
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- }
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-
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- void D3D11RenderAPI::setViewport(const Rect2& vp)
|
|
|
- {
|
|
|
- THROW_IF_NOT_CORE_THREAD;
|
|
|
-
|
|
|
- mViewportNorm = vp;
|
|
|
- applyViewport();
|
|
|
- }
|
|
|
-
|
|
|
- void D3D11RenderAPI::applyViewport()
|
|
|
- {
|
|
|
- if (mActiveRenderTarget == nullptr)
|
|
|
- return;
|
|
|
-
|
|
|
- const RenderTargetProperties& rtProps = mActiveRenderTarget->getProperties();
|
|
|
-
|
|
|
- // Set viewport dimensions
|
|
|
- mViewport.TopLeftX = (FLOAT)(rtProps.getWidth() * mViewportNorm.x);
|
|
|
- mViewport.TopLeftY = (FLOAT)(rtProps.getHeight() * mViewportNorm.y);
|
|
|
- mViewport.Width = (FLOAT)(rtProps.getWidth() * mViewportNorm.width);
|
|
|
- mViewport.Height = (FLOAT)(rtProps.getHeight() * mViewportNorm.height);
|
|
|
-
|
|
|
- if (rtProps.requiresTextureFlipping())
|
|
|
- {
|
|
|
- // Convert "top-left" to "bottom-left"
|
|
|
- mViewport.TopLeftY = rtProps.getHeight() - mViewport.Height - mViewport.TopLeftY;
|
|
|
- }
|
|
|
-
|
|
|
- mViewport.MinDepth = 0.0f;
|
|
|
- mViewport.MaxDepth = 1.0f;
|
|
|
-
|
|
|
- mDevice->getImmediateContext()->RSSetViewports(1, &mViewport);
|
|
|
- }
|
|
|
-
|
|
|
- void D3D11RenderAPI::setVertexBuffers(UINT32 index, SPtr<VertexBufferCore>* buffers, UINT32 numBuffers)
|
|
|
- {
|
|
|
- THROW_IF_NOT_CORE_THREAD;
|
|
|
-
|
|
|
- UINT32 maxBoundVertexBuffers = mCurrentCapabilities->getMaxBoundVertexBuffers();
|
|
|
- if(index < 0 || (index + numBuffers) >= maxBoundVertexBuffers)
|
|
|
- BS_EXCEPT(InvalidParametersException, "Invalid vertex index: " + toString(index) + ". Valid range is 0 .. " + toString(maxBoundVertexBuffers - 1));
|
|
|
-
|
|
|
- ID3D11Buffer* dx11buffers[MAX_BOUND_VERTEX_BUFFERS];
|
|
|
- UINT32 strides[MAX_BOUND_VERTEX_BUFFERS];
|
|
|
- UINT32 offsets[MAX_BOUND_VERTEX_BUFFERS];
|
|
|
-
|
|
|
- for(UINT32 i = 0; i < numBuffers; i++)
|
|
|
- {
|
|
|
- SPtr<D3D11VertexBufferCore> vertexBuffer = std::static_pointer_cast<D3D11VertexBufferCore>(buffers[i]);
|
|
|
- const VertexBufferProperties& vbProps = vertexBuffer->getProperties();
|
|
|
-
|
|
|
- dx11buffers[i] = vertexBuffer->getD3DVertexBuffer();
|
|
|
-
|
|
|
- strides[i] = vbProps.getVertexSize();
|
|
|
- offsets[i] = 0;
|
|
|
- }
|
|
|
-
|
|
|
- mDevice->getImmediateContext()->IASetVertexBuffers(index, numBuffers, dx11buffers, strides, offsets);
|
|
|
-
|
|
|
- BS_INC_RENDER_STAT(NumVertexBufferBinds);
|
|
|
- }
|
|
|
-
|
|
|
- void D3D11RenderAPI::setIndexBuffer(const SPtr<IndexBufferCore>& buffer)
|
|
|
- {
|
|
|
- THROW_IF_NOT_CORE_THREAD;
|
|
|
-
|
|
|
- SPtr<D3D11IndexBufferCore> indexBuffer = std::static_pointer_cast<D3D11IndexBufferCore>(buffer);
|
|
|
-
|
|
|
- DXGI_FORMAT indexFormat = DXGI_FORMAT_R16_UINT;
|
|
|
- if(indexBuffer->getProperties().getType() == IT_16BIT)
|
|
|
- indexFormat = DXGI_FORMAT_R16_UINT;
|
|
|
- else if (indexBuffer->getProperties().getType() == IT_32BIT)
|
|
|
- indexFormat = DXGI_FORMAT_R32_UINT;
|
|
|
- else
|
|
|
- BS_EXCEPT(InternalErrorException, "Unsupported index format: " + toString(indexBuffer->getProperties().getType()));
|
|
|
-
|
|
|
- mDevice->getImmediateContext()->IASetIndexBuffer(indexBuffer->getD3DIndexBuffer(), indexFormat, 0);
|
|
|
-
|
|
|
- BS_INC_RENDER_STAT(NumIndexBufferBinds);
|
|
|
- }
|
|
|
-
|
|
|
- void D3D11RenderAPI::setVertexDeclaration(const SPtr<VertexDeclarationCore>& vertexDeclaration)
|
|
|
- {
|
|
|
- THROW_IF_NOT_CORE_THREAD;
|
|
|
-
|
|
|
- mActiveVertexDeclaration = vertexDeclaration;
|
|
|
- }
|
|
|
-
|
|
|
- void D3D11RenderAPI::setDrawOperation(DrawOperationType op)
|
|
|
- {
|
|
|
- THROW_IF_NOT_CORE_THREAD;
|
|
|
-
|
|
|
- mDevice->getImmediateContext()->IASetPrimitiveTopology(D3D11Mappings::getPrimitiveType(op));
|
|
|
- }
|
|
|
-
|
|
|
- void D3D11RenderAPI::bindGpuProgram(const SPtr<GpuProgramCore>& prg)
|
|
|
- {
|
|
|
- THROW_IF_NOT_CORE_THREAD;
|
|
|
-
|
|
|
- switch(prg->getProperties().getType())
|
|
|
- {
|
|
|
- case GPT_VERTEX_PROGRAM:
|
|
|
- {
|
|
|
- D3D11GpuVertexProgramCore* d3d11GpuProgram = static_cast<D3D11GpuVertexProgramCore*>(prg.get());
|
|
|
- mDevice->getImmediateContext()->VSSetShader(d3d11GpuProgram->getVertexShader(), nullptr, 0);
|
|
|
- mActiveVertexShader = std::static_pointer_cast<D3D11GpuProgramCore>(prg);
|
|
|
- break;
|
|
|
- }
|
|
|
- case GPT_FRAGMENT_PROGRAM:
|
|
|
- {
|
|
|
- D3D11GpuFragmentProgramCore* d3d11GpuProgram = static_cast<D3D11GpuFragmentProgramCore*>(prg.get());
|
|
|
- mDevice->getImmediateContext()->PSSetShader(d3d11GpuProgram->getPixelShader(), nullptr, 0);
|
|
|
- break;
|
|
|
- }
|
|
|
- case GPT_GEOMETRY_PROGRAM:
|
|
|
- {
|
|
|
- D3D11GpuGeometryProgramCore* d3d11GpuProgram = static_cast<D3D11GpuGeometryProgramCore*>(prg.get());
|
|
|
- mDevice->getImmediateContext()->GSSetShader(d3d11GpuProgram->getGeometryShader(), nullptr, 0);
|
|
|
- break;
|
|
|
- }
|
|
|
- case GPT_DOMAIN_PROGRAM:
|
|
|
- {
|
|
|
- D3D11GpuDomainProgramCore* d3d11GpuProgram = static_cast<D3D11GpuDomainProgramCore*>(prg.get());
|
|
|
- mDevice->getImmediateContext()->DSSetShader(d3d11GpuProgram->getDomainShader(), nullptr, 0);
|
|
|
- break;
|
|
|
- }
|
|
|
- case GPT_HULL_PROGRAM:
|
|
|
- {
|
|
|
- D3D11GpuHullProgramCore* d3d11GpuProgram = static_cast<D3D11GpuHullProgramCore*>(prg.get());
|
|
|
- mDevice->getImmediateContext()->HSSetShader(d3d11GpuProgram->getHullShader(), nullptr, 0);
|
|
|
- break;
|
|
|
- }
|
|
|
- case GPT_COMPUTE_PROGRAM:
|
|
|
- {
|
|
|
- D3D11GpuComputeProgramCore* d3d11GpuProgram = static_cast<D3D11GpuComputeProgramCore*>(prg.get());
|
|
|
- mDevice->getImmediateContext()->CSSetShader(d3d11GpuProgram->getComputeShader(), nullptr, 0);
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(prg->getProperties().getType()));
|
|
|
- }
|
|
|
-
|
|
|
- if (mDevice->hasError())
|
|
|
- BS_EXCEPT(RenderingAPIException, "Failed to bindGpuProgram : " + mDevice->getErrorDescription());
|
|
|
-
|
|
|
- BS_INC_RENDER_STAT(NumGpuProgramBinds);
|
|
|
- }
|
|
|
-
|
|
|
- void D3D11RenderAPI::unbindGpuProgram(GpuProgramType gptype)
|
|
|
- {
|
|
|
- THROW_IF_NOT_CORE_THREAD;
|
|
|
-
|
|
|
- switch(gptype)
|
|
|
- {
|
|
|
- case GPT_VERTEX_PROGRAM:
|
|
|
- mDevice->getImmediateContext()->VSSetShader(nullptr, nullptr, 0);
|
|
|
- mActiveVertexShader = nullptr;
|
|
|
- break;
|
|
|
- case GPT_FRAGMENT_PROGRAM:
|
|
|
- mDevice->getImmediateContext()->PSSetShader(nullptr, nullptr, 0);
|
|
|
- break;
|
|
|
- case GPT_GEOMETRY_PROGRAM:
|
|
|
- mDevice->getImmediateContext()->GSSetShader(nullptr, nullptr, 0);
|
|
|
- break;
|
|
|
- case GPT_DOMAIN_PROGRAM:
|
|
|
- mDevice->getImmediateContext()->DSSetShader(nullptr, nullptr, 0);
|
|
|
- break;
|
|
|
- case GPT_HULL_PROGRAM:
|
|
|
- mDevice->getImmediateContext()->HSSetShader(nullptr, nullptr, 0);
|
|
|
- break;
|
|
|
- case GPT_COMPUTE_PROGRAM:
|
|
|
- mDevice->getImmediateContext()->CSSetShader(nullptr, nullptr, 0);
|
|
|
- break;
|
|
|
- default:
|
|
|
- BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
|
|
|
- }
|
|
|
-
|
|
|
- BS_INC_RENDER_STAT(NumGpuProgramBinds);
|
|
|
- }
|
|
|
-
|
|
|
- void D3D11RenderAPI::setConstantBuffers(GpuProgramType gptype, const SPtr<GpuParamsCore>& bindableParams)
|
|
|
- {
|
|
|
- THROW_IF_NOT_CORE_THREAD;
|
|
|
-
|
|
|
- bindableParams->updateHardwareBuffers();
|
|
|
- const GpuParamDesc& paramDesc = bindableParams->getParamDesc();
|
|
|
-
|
|
|
- // TODO - I assign constant buffers one by one but it might be more efficient to do them all at once?
|
|
|
- ID3D11Buffer* bufferArray[1];
|
|
|
- for(auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
|
|
|
- {
|
|
|
- SPtr<GpuParamBlockBufferCore> currentBlockBuffer = bindableParams->getParamBlockBuffer(iter->second.slot);
|
|
|
-
|
|
|
- if(currentBlockBuffer != nullptr)
|
|
|
- {
|
|
|
- const D3D11GpuParamBlockBufferCore* d3d11paramBlockBuffer =
|
|
|
- static_cast<const D3D11GpuParamBlockBufferCore*>(currentBlockBuffer.get());
|
|
|
- bufferArray[0] = d3d11paramBlockBuffer->getD3D11Buffer();
|
|
|
- }
|
|
|
- else
|
|
|
- bufferArray[0] = nullptr;
|
|
|
-
|
|
|
- switch(gptype)
|
|
|
- {
|
|
|
- case GPT_VERTEX_PROGRAM:
|
|
|
- mDevice->getImmediateContext()->VSSetConstantBuffers(iter->second.slot, 1, bufferArray);
|
|
|
- break;
|
|
|
- case GPT_FRAGMENT_PROGRAM:
|
|
|
- mDevice->getImmediateContext()->PSSetConstantBuffers(iter->second.slot, 1, bufferArray);
|
|
|
- break;
|
|
|
- case GPT_GEOMETRY_PROGRAM:
|
|
|
- mDevice->getImmediateContext()->GSSetConstantBuffers(iter->second.slot, 1, bufferArray);
|
|
|
- break;
|
|
|
- case GPT_HULL_PROGRAM:
|
|
|
- mDevice->getImmediateContext()->HSSetConstantBuffers(iter->second.slot, 1, bufferArray);
|
|
|
- break;
|
|
|
- case GPT_DOMAIN_PROGRAM:
|
|
|
- mDevice->getImmediateContext()->DSSetConstantBuffers(iter->second.slot, 1, bufferArray);
|
|
|
- break;
|
|
|
- case GPT_COMPUTE_PROGRAM:
|
|
|
- mDevice->getImmediateContext()->CSSetConstantBuffers(iter->second.slot, 1, bufferArray);
|
|
|
- break;
|
|
|
- };
|
|
|
-
|
|
|
- BS_INC_RENDER_STAT(NumGpuParamBufferBinds);
|
|
|
- }
|
|
|
-
|
|
|
- if (mDevice->hasError())
|
|
|
- BS_EXCEPT(RenderingAPIException, "Failed to setConstantBuffers : " + mDevice->getErrorDescription());
|
|
|
- }
|
|
|
-
|
|
|
- void D3D11RenderAPI::draw(UINT32 vertexOffset, UINT32 vertexCount)
|
|
|
- {
|
|
|
- THROW_IF_NOT_CORE_THREAD;
|
|
|
-
|
|
|
- applyInputLayout();
|
|
|
-
|
|
|
- mDevice->getImmediateContext()->Draw(vertexCount, vertexOffset);
|
|
|
-
|
|
|
-#if BS_DEBUG_MODE
|
|
|
- if(mDevice->hasError())
|
|
|
- LOGWRN(mDevice->getErrorDescription());
|
|
|
-#endif
|
|
|
-
|
|
|
- UINT32 primCount = vertexCountToPrimCount(mActiveDrawOp, vertexCount);
|
|
|
-
|
|
|
- BS_INC_RENDER_STAT(NumDrawCalls);
|
|
|
- BS_ADD_RENDER_STAT(NumVertices, vertexCount);
|
|
|
- BS_ADD_RENDER_STAT(NumPrimitives, primCount);
|
|
|
- }
|
|
|
-
|
|
|
- void D3D11RenderAPI::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount)
|
|
|
- {
|
|
|
- THROW_IF_NOT_CORE_THREAD;
|
|
|
-
|
|
|
- applyInputLayout();
|
|
|
-
|
|
|
- mDevice->getImmediateContext()->DrawIndexed(indexCount, startIndex, vertexOffset);
|
|
|
-
|
|
|
-#if BS_DEBUG_MODE
|
|
|
- if(mDevice->hasError())
|
|
|
- LOGWRN(mDevice->getErrorDescription());
|
|
|
-#endif
|
|
|
-
|
|
|
- UINT32 primCount = vertexCountToPrimCount(mActiveDrawOp, vertexCount);
|
|
|
-
|
|
|
- BS_INC_RENDER_STAT(NumDrawCalls);
|
|
|
- BS_ADD_RENDER_STAT(NumVertices, vertexCount);
|
|
|
- BS_ADD_RENDER_STAT(NumPrimitives, primCount);
|
|
|
- }
|
|
|
-
|
|
|
- void D3D11RenderAPI::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
|
|
|
- {
|
|
|
- THROW_IF_NOT_CORE_THREAD;
|
|
|
-
|
|
|
- mScissorRect.left = static_cast<LONG>(left);
|
|
|
- mScissorRect.top = static_cast<LONG>(top);
|
|
|
- mScissorRect.bottom = static_cast<LONG>(bottom);
|
|
|
- mScissorRect.right = static_cast<LONG>(right);
|
|
|
-
|
|
|
- mDevice->getImmediateContext()->RSSetScissorRects(1, &mScissorRect);
|
|
|
- }
|
|
|
-
|
|
|
- void D3D11RenderAPI::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
|
|
|
- {
|
|
|
- THROW_IF_NOT_CORE_THREAD;
|
|
|
-
|
|
|
- if(mActiveRenderTarget == nullptr)
|
|
|
- return;
|
|
|
-
|
|
|
- const RenderTargetProperties& rtProps = mActiveRenderTarget->getProperties();
|
|
|
-
|
|
|
- Rect2I clearArea((int)mViewport.TopLeftX, (int)mViewport.TopLeftY, (int)mViewport.Width, (int)mViewport.Height);
|
|
|
-
|
|
|
- bool clearEntireTarget = clearArea.width == 0 || clearArea.height == 0;
|
|
|
- clearEntireTarget |= (clearArea.x == 0 && clearArea.y == 0 && clearArea.width == rtProps.getWidth() && clearArea.height == rtProps.getHeight());
|
|
|
-
|
|
|
- if (!clearEntireTarget)
|
|
|
- {
|
|
|
- D3D11RenderUtility::instance().drawClearQuad(buffers, color, depth, stencil);
|
|
|
- BS_INC_RENDER_STAT(NumClears);
|
|
|
- }
|
|
|
- else
|
|
|
- clearRenderTarget(buffers, color, depth, stencil);
|
|
|
- }
|
|
|
-
|
|
|
- void D3D11RenderAPI::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
|
|
|
- {
|
|
|
- THROW_IF_NOT_CORE_THREAD;
|
|
|
-
|
|
|
- if(mActiveRenderTarget == nullptr)
|
|
|
- return;
|
|
|
-
|
|
|
- // Clear render surfaces
|
|
|
- if (buffers & FBT_COLOR)
|
|
|
- {
|
|
|
- UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
|
|
|
-
|
|
|
- ID3D11RenderTargetView** views = bs_newN<ID3D11RenderTargetView*>(maxRenderTargets);
|
|
|
- memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
|
|
|
-
|
|
|
- mActiveRenderTarget->getCustomAttribute("RTV", views);
|
|
|
- if (!views[0])
|
|
|
- {
|
|
|
- bs_deleteN(views, maxRenderTargets);
|
|
|
- return;
|
|
|
- }
|
|
|
-
|
|
|
- float clearColor[4];
|
|
|
- clearColor[0] = color.r;
|
|
|
- clearColor[1] = color.g;
|
|
|
- clearColor[2] = color.b;
|
|
|
- clearColor[3] = color.a;
|
|
|
-
|
|
|
- for(UINT32 i = 0; i < maxRenderTargets; i++)
|
|
|
- {
|
|
|
- if(views[i] != nullptr)
|
|
|
- mDevice->getImmediateContext()->ClearRenderTargetView(views[i], clearColor);
|
|
|
- }
|
|
|
-
|
|
|
- bs_deleteN(views, maxRenderTargets);
|
|
|
- }
|
|
|
-
|
|
|
- // Clear depth stencil
|
|
|
- if((buffers & FBT_DEPTH) != 0 || (buffers & FBT_STENCIL) != 0)
|
|
|
- {
|
|
|
- ID3D11DepthStencilView* depthStencilView = nullptr;
|
|
|
- mActiveRenderTarget->getCustomAttribute("DSV", &depthStencilView);
|
|
|
-
|
|
|
- D3D11_CLEAR_FLAG clearFlag;
|
|
|
-
|
|
|
- if((buffers & FBT_DEPTH) != 0 && (buffers & FBT_STENCIL) != 0)
|
|
|
- clearFlag = (D3D11_CLEAR_FLAG)(D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL);
|
|
|
- else if((buffers & FBT_STENCIL) != 0)
|
|
|
- clearFlag = D3D11_CLEAR_STENCIL;
|
|
|
- else
|
|
|
- clearFlag = D3D11_CLEAR_DEPTH;
|
|
|
-
|
|
|
- if(depthStencilView != nullptr)
|
|
|
- mDevice->getImmediateContext()->ClearDepthStencilView(depthStencilView, clearFlag, depth, (UINT8)stencil);
|
|
|
- }
|
|
|
-
|
|
|
- BS_INC_RENDER_STAT(NumClears);
|
|
|
- }
|
|
|
-
|
|
|
- void D3D11RenderAPI::setRenderTarget(const SPtr<RenderTargetCore>& target)
|
|
|
- {
|
|
|
- THROW_IF_NOT_CORE_THREAD;
|
|
|
-
|
|
|
- mActiveRenderTarget = target;
|
|
|
-
|
|
|
- UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
|
|
|
- ID3D11RenderTargetView** views = bs_newN<ID3D11RenderTargetView*>(maxRenderTargets);
|
|
|
- memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
|
|
|
-
|
|
|
- ID3D11DepthStencilView* depthStencilView = nullptr;
|
|
|
-
|
|
|
- if (target != nullptr)
|
|
|
- {
|
|
|
- target->getCustomAttribute("RTV", views);
|
|
|
- target->getCustomAttribute("DSV", &depthStencilView);
|
|
|
- }
|
|
|
-
|
|
|
- // Bind render targets
|
|
|
- mDevice->getImmediateContext()->OMSetRenderTargets(maxRenderTargets, views, depthStencilView);
|
|
|
- if (mDevice->hasError())
|
|
|
- BS_EXCEPT(RenderingAPIException, "Failed to setRenderTarget : " + mDevice->getErrorDescription());
|
|
|
-
|
|
|
- bs_deleteN(views, maxRenderTargets);
|
|
|
- applyViewport();
|
|
|
-
|
|
|
- BS_INC_RENDER_STAT(NumRenderTargetChanges);
|
|
|
- }
|
|
|
-
|
|
|
- void D3D11RenderAPI::setClipPlanesImpl(const PlaneList& clipPlanes)
|
|
|
- {
|
|
|
- LOGWRN("This call will be ignored. DX11 uses shaders for setting clip planes.");
|
|
|
- }
|
|
|
-
|
|
|
- RenderAPICapabilities* D3D11RenderAPI::createRenderSystemCapabilities() const
|
|
|
- {
|
|
|
- THROW_IF_NOT_CORE_THREAD;
|
|
|
-
|
|
|
- RenderAPICapabilities* rsc = bs_new<RenderAPICapabilities>();
|
|
|
-
|
|
|
- rsc->setDriverVersion(mDriverVersion);
|
|
|
- rsc->setDeviceName(mActiveD3DDriver->getDriverDescription());
|
|
|
- rsc->setRenderAPIName(getName());
|
|
|
-
|
|
|
- rsc->setStencilBufferBitDepth(8);
|
|
|
-
|
|
|
- rsc->setCapability(RSC_ANISOTROPY);
|
|
|
- rsc->setCapability(RSC_AUTOMIPMAP);
|
|
|
-
|
|
|
- // Cube map
|
|
|
- rsc->setCapability(RSC_CUBEMAPPING);
|
|
|
-
|
|
|
- // We always support compression, D3DX will decompress if device does not support
|
|
|
- rsc->setCapability(RSC_TEXTURE_COMPRESSION);
|
|
|
- rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
|
|
|
- rsc->setCapability(RSC_TWO_SIDED_STENCIL);
|
|
|
- rsc->setCapability(RSC_STENCIL_WRAP);
|
|
|
- rsc->setCapability(RSC_HWOCCLUSION);
|
|
|
- rsc->setCapability(RSC_HWOCCLUSION_ASYNCHRONOUS);
|
|
|
-
|
|
|
- if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
|
|
|
- rsc->setMaxBoundVertexBuffers(32);
|
|
|
- else
|
|
|
- rsc->setMaxBoundVertexBuffers(16);
|
|
|
-
|
|
|
- if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0)
|
|
|
- {
|
|
|
- rsc->addShaderProfile("ps_4_0");
|
|
|
- rsc->addShaderProfile("vs_4_0");
|
|
|
- rsc->addShaderProfile("gs_4_0");
|
|
|
-
|
|
|
- rsc->addGpuProgramProfile(GPP_FS_4_0, "ps_4_0");
|
|
|
- rsc->addGpuProgramProfile(GPP_VS_4_0, "vs_4_0");
|
|
|
- rsc->addGpuProgramProfile(GPP_GS_4_0, "gs_4_0");
|
|
|
-
|
|
|
- rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
|
|
|
- rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
|
|
|
- rsc->setNumTextureUnits(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
|
|
|
-
|
|
|
- rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
|
|
|
- + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM));
|
|
|
-
|
|
|
- rsc->setNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
|
|
|
- rsc->setNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
|
|
|
- rsc->setNumGpuParamBlockBuffers(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
|
|
|
-
|
|
|
- rsc->setNumCombinedGpuParamBlockBuffers(rsc->getNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM)
|
|
|
- + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM));
|
|
|
- }
|
|
|
-
|
|
|
- if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
|
|
|
- {
|
|
|
- rsc->addShaderProfile("ps_4_1");
|
|
|
- rsc->addShaderProfile("vs_4_1");
|
|
|
- rsc->addShaderProfile("gs_4_1");
|
|
|
-
|
|
|
- rsc->addGpuProgramProfile(GPP_FS_4_1, "ps_4_1");
|
|
|
- rsc->addGpuProgramProfile(GPP_VS_4_1, "vs_4_1");
|
|
|
- rsc->addGpuProgramProfile(GPP_GS_4_1, "gs_4_1");
|
|
|
- }
|
|
|
-
|
|
|
- if(mFeatureLevel >= D3D_FEATURE_LEVEL_11_0)
|
|
|
- {
|
|
|
- rsc->addShaderProfile("ps_5_0");
|
|
|
- rsc->addShaderProfile("vs_5_0");
|
|
|
- rsc->addShaderProfile("gs_5_0");
|
|
|
- rsc->addShaderProfile("cs_5_0");
|
|
|
- rsc->addShaderProfile("hs_5_0");
|
|
|
- rsc->addShaderProfile("ds_5_0");
|
|
|
-
|
|
|
- rsc->addGpuProgramProfile(GPP_FS_5_0, "ps_5_0");
|
|
|
- rsc->addGpuProgramProfile(GPP_VS_5_0, "vs_5_0");
|
|
|
- rsc->addGpuProgramProfile(GPP_GS_5_0, "gs_5_0");
|
|
|
- rsc->addGpuProgramProfile(GPP_CS_5_0, "cs_5_0");
|
|
|
- rsc->addGpuProgramProfile(GPP_HS_5_0, "hs_5_0");
|
|
|
- rsc->addGpuProgramProfile(GPP_DS_5_0, "ds_5_0");
|
|
|
-
|
|
|
- rsc->setNumTextureUnits(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
|
|
|
- rsc->setNumTextureUnits(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
|
|
|
- rsc->setNumTextureUnits(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
|
|
|
-
|
|
|
- rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
|
|
|
- + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM)
|
|
|
- + rsc->getNumTextureUnits(GPT_HULL_PROGRAM) + rsc->getNumTextureUnits(GPT_DOMAIN_PROGRAM)
|
|
|
- + rsc->getNumTextureUnits(GPT_COMPUTE_PROGRAM));
|
|
|
-
|
|
|
- rsc->setNumGpuParamBlockBuffers(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
|
|
|
- rsc->setNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
|
|
|
- rsc->setNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
|
|
|
-
|
|
|
- rsc->setNumCombinedGpuParamBlockBuffers(rsc->getNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM)
|
|
|
- + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM)
|
|
|
- + rsc->getNumGpuParamBlockBuffers(GPT_HULL_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM)
|
|
|
- + rsc->getNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM));
|
|
|
-
|
|
|
- rsc->setCapability(RSC_SHADER_SUBROUTINE);
|
|
|
- }
|
|
|
-
|
|
|
- rsc->setCapability(RSC_USER_CLIP_PLANES);
|
|
|
- rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
|
|
|
-
|
|
|
- // Adapter details
|
|
|
- const DXGI_ADAPTER_DESC& adapterID = mActiveD3DDriver->getAdapterIdentifier();
|
|
|
-
|
|
|
- // Determine vendor
|
|
|
- switch(adapterID.VendorId)
|
|
|
- {
|
|
|
- case 0x10DE:
|
|
|
- rsc->setVendor(GPU_NVIDIA);
|
|
|
- break;
|
|
|
- case 0x1002:
|
|
|
- rsc->setVendor(GPU_AMD);
|
|
|
- break;
|
|
|
- case 0x163C:
|
|
|
- case 0x8086:
|
|
|
- rsc->setVendor(GPU_INTEL);
|
|
|
- break;
|
|
|
- default:
|
|
|
- rsc->setVendor(GPU_UNKNOWN);
|
|
|
- break;
|
|
|
- };
|
|
|
-
|
|
|
- rsc->setCapability(RSC_INFINITE_FAR_PLANE);
|
|
|
-
|
|
|
- rsc->setCapability(RSC_TEXTURE_3D);
|
|
|
- rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
|
|
|
- rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
|
|
|
- rsc->setCapability(RSC_TEXTURE_FLOAT);
|
|
|
-
|
|
|
- rsc->setNumMultiRenderTargets(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT);
|
|
|
- rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
|
|
|
-
|
|
|
- rsc->setCapability(RSC_POINT_SPRITES);
|
|
|
- rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS);
|
|
|
- rsc->setMaxPointSize(256);
|
|
|
-
|
|
|
- rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
|
|
|
-
|
|
|
- rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
|
|
|
-
|
|
|
- rsc->setCapability(RSC_PERSTAGECONSTANT);
|
|
|
-
|
|
|
- return rsc;
|
|
|
- }
|
|
|
-
|
|
|
- void D3D11RenderAPI::determineMultisampleSettings(UINT32 multisampleCount, DXGI_FORMAT format, DXGI_SAMPLE_DESC* outputSampleDesc)
|
|
|
- {
|
|
|
- bool tryCSAA = false; // Note: Disabled for now, but leaving the code for later so it might be useful
|
|
|
- enum CSAAMode { CSAA_Normal, CSAA_Quality };
|
|
|
- CSAAMode csaaMode = CSAA_Normal;
|
|
|
-
|
|
|
- bool foundValid = false;
|
|
|
- size_t origNumSamples = multisampleCount;
|
|
|
- while (!foundValid)
|
|
|
- {
|
|
|
- // Deal with special cases
|
|
|
- if (tryCSAA)
|
|
|
- {
|
|
|
- switch(multisampleCount)
|
|
|
- {
|
|
|
- case 8:
|
|
|
- if (csaaMode == CSAA_Quality)
|
|
|
- {
|
|
|
- outputSampleDesc->Count = 8;
|
|
|
- outputSampleDesc->Quality = 8;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- outputSampleDesc->Count = 4;
|
|
|
- outputSampleDesc->Quality = 8;
|
|
|
- }
|
|
|
- break;
|
|
|
- case 16:
|
|
|
- if (csaaMode == CSAA_Quality)
|
|
|
- {
|
|
|
- outputSampleDesc->Count = 8;
|
|
|
- outputSampleDesc->Quality = 16;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- outputSampleDesc->Count = 4;
|
|
|
- outputSampleDesc->Quality = 16;
|
|
|
- }
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- else // !CSAA
|
|
|
- {
|
|
|
- outputSampleDesc->Count = multisampleCount == 0 ? 1 : multisampleCount;
|
|
|
- outputSampleDesc->Quality = D3D11_STANDARD_MULTISAMPLE_PATTERN;
|
|
|
- }
|
|
|
-
|
|
|
-
|
|
|
- HRESULT hr;
|
|
|
- UINT outQuality;
|
|
|
- hr = mDevice->getD3D11Device()->CheckMultisampleQualityLevels(format, outputSampleDesc->Count, &outQuality);
|
|
|
-
|
|
|
- if (SUCCEEDED(hr) && (!tryCSAA || outQuality > outputSampleDesc->Quality))
|
|
|
- {
|
|
|
- foundValid = true;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- // Downgrade
|
|
|
- if (tryCSAA && multisampleCount == 8)
|
|
|
- {
|
|
|
- // For CSAA, we'll try downgrading with quality mode at all samples.
|
|
|
- // then try without quality, then drop CSAA
|
|
|
- if (csaaMode == CSAA_Quality)
|
|
|
- {
|
|
|
- // Drop quality first
|
|
|
- csaaMode = CSAA_Normal;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- // Drop CSAA entirely
|
|
|
- tryCSAA = false;
|
|
|
- }
|
|
|
-
|
|
|
- // Return to original requested samples
|
|
|
- multisampleCount = static_cast<UINT32>(origNumSamples);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- // Drop samples
|
|
|
- multisampleCount--;
|
|
|
-
|
|
|
- if (multisampleCount == 1)
|
|
|
- {
|
|
|
- // Ran out of options, no multisampling
|
|
|
- multisampleCount = 0;
|
|
|
- foundValid = true;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- VertexElementType D3D11RenderAPI::getColorVertexElementType() const
|
|
|
- {
|
|
|
- return VET_COLOR_ABGR;
|
|
|
- }
|
|
|
-
|
|
|
- void D3D11RenderAPI::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest)
|
|
|
- {
|
|
|
- dest = matrix;
|
|
|
-
|
|
|
- // Convert depth range from [-1,+1] to [0,1]
|
|
|
- dest[2][0] = (dest[2][0] + dest[3][0]) / 2;
|
|
|
- dest[2][1] = (dest[2][1] + dest[3][1]) / 2;
|
|
|
- dest[2][2] = (dest[2][2] + dest[3][2]) / 2;
|
|
|
- dest[2][3] = (dest[2][3] + dest[3][3]) / 2;
|
|
|
- }
|
|
|
-
|
|
|
- float D3D11RenderAPI::getHorizontalTexelOffset()
|
|
|
- {
|
|
|
- return 0.0f;
|
|
|
- }
|
|
|
-
|
|
|
- float D3D11RenderAPI::getVerticalTexelOffset()
|
|
|
- {
|
|
|
- return 0.0f;
|
|
|
- }
|
|
|
-
|
|
|
- float D3D11RenderAPI::getMinimumDepthInputValue()
|
|
|
- {
|
|
|
- return 0.0f;
|
|
|
- }
|
|
|
-
|
|
|
- float D3D11RenderAPI::getMaximumDepthInputValue()
|
|
|
- {
|
|
|
- return 1.0f;
|
|
|
- }
|
|
|
-
|
|
|
- GpuParamBlockDesc D3D11RenderAPI::generateParamBlockDesc(const String& name, Vector<GpuParamDataDesc>& params)
|
|
|
- {
|
|
|
- GpuParamBlockDesc block;
|
|
|
- block.blockSize = 0;
|
|
|
- block.isShareable = true;
|
|
|
- block.name = name;
|
|
|
- block.slot = 0;
|
|
|
-
|
|
|
- for (auto& param : params)
|
|
|
- {
|
|
|
- const GpuParamDataTypeInfo& typeInfo = GpuParams::PARAM_SIZES.lookup[param.type];
|
|
|
- UINT32 size = typeInfo.size / 4;
|
|
|
-
|
|
|
- if (param.arraySize > 1)
|
|
|
- {
|
|
|
- // Arrays perform no packing and their elements are always padded and aligned to four component vectors
|
|
|
- UINT32 alignOffset = size % typeInfo.baseTypeSize;
|
|
|
- if (alignOffset != 0)
|
|
|
- {
|
|
|
- UINT32 padding = (typeInfo.baseTypeSize - alignOffset);
|
|
|
- size += padding;
|
|
|
- }
|
|
|
-
|
|
|
- alignOffset = block.blockSize % typeInfo.baseTypeSize;
|
|
|
- if (alignOffset != 0)
|
|
|
- {
|
|
|
- UINT32 padding = (typeInfo.baseTypeSize - alignOffset);
|
|
|
- block.blockSize += padding;
|
|
|
- }
|
|
|
-
|
|
|
- param.elementSize = size;
|
|
|
- param.arrayElementStride = size;
|
|
|
- param.cpuMemOffset = block.blockSize;
|
|
|
- param.gpuMemOffset = 0;
|
|
|
-
|
|
|
- block.blockSize += size * param.arraySize;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- // Pack everything as tightly as possible as long as the data doesn't cross 16 byte boundary
|
|
|
- UINT32 alignOffset = block.blockSize % 4;
|
|
|
- if (alignOffset != 0 && size > (4 - alignOffset))
|
|
|
- {
|
|
|
- UINT32 padding = (4 - alignOffset);
|
|
|
- block.blockSize += padding;
|
|
|
- }
|
|
|
-
|
|
|
- param.elementSize = size;
|
|
|
- param.arrayElementStride = size;
|
|
|
- param.cpuMemOffset = block.blockSize;
|
|
|
- param.gpuMemOffset = 0;
|
|
|
-
|
|
|
- block.blockSize += size;
|
|
|
- }
|
|
|
-
|
|
|
- param.paramBlockSlot = 0;
|
|
|
- }
|
|
|
-
|
|
|
- // Constant buffer size must always be a multiple of 16
|
|
|
- if (block.blockSize % 4 != 0)
|
|
|
- block.blockSize += (4 - (block.blockSize % 4));
|
|
|
-
|
|
|
- return block;
|
|
|
- }
|
|
|
-
|
|
|
- /************************************************************************/
|
|
|
- /* PRIVATE */
|
|
|
- /************************************************************************/
|
|
|
-
|
|
|
- void D3D11RenderAPI::applyInputLayout()
|
|
|
- {
|
|
|
- if(mActiveVertexDeclaration == nullptr)
|
|
|
- {
|
|
|
- LOGWRN("Cannot apply input layout without a vertex declaration. Set vertex declaration before calling this method.");
|
|
|
- return;
|
|
|
- }
|
|
|
-
|
|
|
- if(mActiveVertexShader == nullptr)
|
|
|
- {
|
|
|
- LOGWRN("Cannot apply input layout without a vertex shader. Set vertex shader before calling this method.");
|
|
|
- return;
|
|
|
- }
|
|
|
-
|
|
|
- ID3D11InputLayout* ia = mIAManager->retrieveInputLayout(mActiveVertexShader->getInputDeclaration(), mActiveVertexDeclaration, *mActiveVertexShader);
|
|
|
-
|
|
|
- mDevice->getImmediateContext()->IASetInputLayout(ia);
|
|
|
- }
|
|
|
+#include "BsD3D11RenderAPI.h"
|
|
|
+#include "BsD3D11DriverList.h"
|
|
|
+#include "BsD3D11Driver.h"
|
|
|
+#include "BsD3D11Device.h"
|
|
|
+#include "BsD3D11TextureManager.h"
|
|
|
+#include "BsD3D11Texture.h"
|
|
|
+#include "BsD3D11HardwareBufferManager.h"
|
|
|
+#include "BsD3D11RenderWindowManager.h"
|
|
|
+#include "BsD3D11HLSLProgramFactory.h"
|
|
|
+#include "BsD3D11BlendState.h"
|
|
|
+#include "BsD3D11RasterizerState.h"
|
|
|
+#include "BsD3D11DepthStencilState.h"
|
|
|
+#include "BsD3D11SamplerState.h"
|
|
|
+#include "BsD3D11GpuProgram.h"
|
|
|
+#include "BsD3D11Mappings.h"
|
|
|
+#include "BsD3D11VertexBuffer.h"
|
|
|
+#include "BsD3D11IndexBuffer.h"
|
|
|
+#include "BsD3D11RenderStateManager.h"
|
|
|
+#include "BsD3D11GpuParamBlockBuffer.h"
|
|
|
+#include "BsD3D11InputLayoutManager.h"
|
|
|
+#include "BsD3D11TextureView.h"
|
|
|
+#include "BsD3D11RenderUtility.h"
|
|
|
+#include "BsGpuParams.h"
|
|
|
+#include "BsCoreThread.h"
|
|
|
+#include "BsD3D11QueryManager.h"
|
|
|
+#include "BsDebug.h"
|
|
|
+#include "BsException.h"
|
|
|
+#include "BsRenderStats.h"
|
|
|
+#include "BsGpuParamDesc.h"
|
|
|
+
|
|
|
+namespace BansheeEngine
|
|
|
+{
|
|
|
+ D3D11RenderAPI::D3D11RenderAPI()
|
|
|
+ : mDXGIFactory(nullptr), mDevice(nullptr), mDriverList(nullptr)
|
|
|
+ , mActiveD3DDriver(nullptr), mFeatureLevel(D3D_FEATURE_LEVEL_11_0)
|
|
|
+ , mHLSLFactory(nullptr), mIAManager(nullptr)
|
|
|
+ , mStencilRef(0), mActiveDrawOp(DOT_TRIANGLE_LIST)
|
|
|
+ , mViewportNorm(0.0f, 0.0f, 1.0f, 1.0f)
|
|
|
+ {
|
|
|
+ mClipPlanesDirty = false; // DX11 handles clip planes through shaders
|
|
|
+ }
|
|
|
+
|
|
|
+ D3D11RenderAPI::~D3D11RenderAPI()
|
|
|
+ {
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ const StringID& D3D11RenderAPI::getName() const
|
|
|
+ {
|
|
|
+ static StringID strName("D3D11RenderAPI");
|
|
|
+ return strName;
|
|
|
+ }
|
|
|
+
|
|
|
+ const String& D3D11RenderAPI::getShadingLanguageName() const
|
|
|
+ {
|
|
|
+ static String strName("hlsl");
|
|
|
+ return strName;
|
|
|
+ }
|
|
|
+
|
|
|
+ void D3D11RenderAPI::initializePrepare()
|
|
|
+ {
|
|
|
+ THROW_IF_NOT_CORE_THREAD;
|
|
|
+
|
|
|
+ HRESULT hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&mDXGIFactory);
|
|
|
+ if(FAILED(hr))
|
|
|
+ BS_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 DXGIFactory");
|
|
|
+
|
|
|
+ mDriverList = bs_new<D3D11DriverList>(mDXGIFactory);
|
|
|
+ mActiveD3DDriver = mDriverList->item(0); // TODO: Always get first driver, for now
|
|
|
+ mVideoModeInfo = mActiveD3DDriver->getVideoModeInfo();
|
|
|
+
|
|
|
+ IDXGIAdapter* selectedAdapter = mActiveD3DDriver->getDeviceAdapter();
|
|
|
+
|
|
|
+ D3D_FEATURE_LEVEL requestedLevels[] = {
|
|
|
+ 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
|
|
|
+ };
|
|
|
+
|
|
|
+ UINT32 numRequestedLevel = sizeof(requestedLevels) / sizeof(requestedLevels[0]);
|
|
|
+
|
|
|
+ UINT32 deviceFlags = 0;
|
|
|
+
|
|
|
+#if BS_DEBUG_MODE
|
|
|
+ deviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
|
|
|
+#endif
|
|
|
+
|
|
|
+ ID3D11Device* device;
|
|
|
+ hr = D3D11CreateDevice(selectedAdapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, deviceFlags,
|
|
|
+ requestedLevels, numRequestedLevel, D3D11_SDK_VERSION, &device, &mFeatureLevel, nullptr);
|
|
|
+
|
|
|
+ if(FAILED(hr))
|
|
|
+ BS_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 object. D3D11CreateDeviceN returned this error code: " + toString(hr));
|
|
|
+
|
|
|
+ mDevice = bs_new<D3D11Device>(device);
|
|
|
+
|
|
|
+ // This must query for DirectX 10 interface as this is unsupported for DX11
|
|
|
+ LARGE_INTEGER driverVersion;
|
|
|
+ if(SUCCEEDED(selectedAdapter->CheckInterfaceSupport(IID_ID3D10Device, &driverVersion)))
|
|
|
+ {
|
|
|
+ mDriverVersion.major = HIWORD(driverVersion.HighPart);
|
|
|
+ mDriverVersion.minor = LOWORD(driverVersion.HighPart);
|
|
|
+ mDriverVersion.release = HIWORD(driverVersion.LowPart);
|
|
|
+ mDriverVersion.build = LOWORD(driverVersion.LowPart);
|
|
|
+ }
|
|
|
+
|
|
|
+ // Create the texture manager for use by others
|
|
|
+ TextureManager::startUp<D3D11TextureManager>();
|
|
|
+ TextureCoreManager::startUp<D3D11TextureCoreManager>();
|
|
|
+
|
|
|
+ // Create hardware buffer manager
|
|
|
+ HardwareBufferManager::startUp();
|
|
|
+ HardwareBufferCoreManager::startUp<D3D11HardwareBufferCoreManager>(std::ref(*mDevice));
|
|
|
+
|
|
|
+ // Create render window manager
|
|
|
+ RenderWindowManager::startUp<D3D11RenderWindowManager>(this);
|
|
|
+ RenderWindowCoreManager::startUp<D3D11RenderWindowCoreManager>(this);
|
|
|
+
|
|
|
+ // Create & register HLSL factory
|
|
|
+ mHLSLFactory = bs_new<D3D11HLSLProgramFactory>();
|
|
|
+
|
|
|
+ // Create render state manager
|
|
|
+ RenderStateCoreManager::startUp<D3D11RenderStateCoreManager>();
|
|
|
+
|
|
|
+ mCurrentCapabilities = createRenderSystemCapabilities();
|
|
|
+
|
|
|
+ mCurrentCapabilities->addShaderProfile("hlsl");
|
|
|
+ GpuProgramCoreManager::instance().addFactory(mHLSLFactory);
|
|
|
+
|
|
|
+ mIAManager = bs_new<D3D11InputLayoutManager>();
|
|
|
+
|
|
|
+ RenderAPICore::initializePrepare();
|
|
|
+ }
|
|
|
+
|
|
|
+ void D3D11RenderAPI::initializeFinalize(const SPtr<RenderWindowCore>& primaryWindow)
|
|
|
+ {
|
|
|
+ D3D11RenderUtility::startUp(mDevice);
|
|
|
+
|
|
|
+ QueryManager::startUp<D3D11QueryManager>();
|
|
|
+
|
|
|
+ RenderAPICore::initializeFinalize(primaryWindow);
|
|
|
+ }
|
|
|
+
|
|
|
+ void D3D11RenderAPI::destroyCore()
|
|
|
+ {
|
|
|
+ THROW_IF_NOT_CORE_THREAD;
|
|
|
+
|
|
|
+ for (auto& boundUAV : mBoundUAVs)
|
|
|
+ {
|
|
|
+ if (boundUAV.second != nullptr)
|
|
|
+ boundUAV.first->releaseView(boundUAV.second);
|
|
|
+ }
|
|
|
+
|
|
|
+ QueryManager::shutDown();
|
|
|
+ D3D11RenderUtility::shutDown();
|
|
|
+
|
|
|
+ if(mIAManager != nullptr)
|
|
|
+ {
|
|
|
+ bs_delete(mIAManager);
|
|
|
+ mIAManager = nullptr;
|
|
|
+ }
|
|
|
+
|
|
|
+ if(mHLSLFactory != nullptr)
|
|
|
+ {
|
|
|
+ bs_delete(mHLSLFactory);
|
|
|
+ mHLSLFactory = nullptr;
|
|
|
+ }
|
|
|
+
|
|
|
+ mActiveVertexDeclaration = nullptr;
|
|
|
+ mActiveVertexShader = nullptr;
|
|
|
+ mActiveRenderTarget = nullptr;
|
|
|
+
|
|
|
+ RenderStateCoreManager::shutDown();
|
|
|
+ RenderWindowCoreManager::shutDown();
|
|
|
+ RenderWindowManager::shutDown();
|
|
|
+ HardwareBufferCoreManager::shutDown();
|
|
|
+ HardwareBufferManager::shutDown();
|
|
|
+ TextureCoreManager::shutDown();
|
|
|
+ TextureManager::shutDown();
|
|
|
+
|
|
|
+ SAFE_RELEASE(mDXGIFactory);
|
|
|
+
|
|
|
+ if(mDevice != nullptr)
|
|
|
+ {
|
|
|
+ bs_delete(mDevice);
|
|
|
+ mDevice = nullptr;
|
|
|
+ }
|
|
|
+
|
|
|
+ if(mDriverList != nullptr)
|
|
|
+ {
|
|
|
+ bs_delete(mDriverList);
|
|
|
+ mDriverList = nullptr;
|
|
|
+ }
|
|
|
+
|
|
|
+ mActiveD3DDriver = nullptr;
|
|
|
+
|
|
|
+ RenderAPICore::destroyCore();
|
|
|
+ }
|
|
|
+
|
|
|
+ void D3D11RenderAPI::setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SPtr<SamplerStateCore>& samplerState)
|
|
|
+ {
|
|
|
+ THROW_IF_NOT_CORE_THREAD;
|
|
|
+
|
|
|
+ // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
|
|
|
+ // and then set them all up at once before rendering? Needs testing
|
|
|
+
|
|
|
+ ID3D11SamplerState* samplerArray[1];
|
|
|
+ D3D11SamplerStateCore* d3d11SamplerState = static_cast<D3D11SamplerStateCore*>(const_cast<SamplerStateCore*>(samplerState.get()));
|
|
|
+ samplerArray[0] = d3d11SamplerState->getInternal();
|
|
|
+
|
|
|
+ switch(gptype)
|
|
|
+ {
|
|
|
+ case GPT_VERTEX_PROGRAM:
|
|
|
+ mDevice->getImmediateContext()->VSSetSamplers(texUnit, 1, samplerArray);
|
|
|
+ break;
|
|
|
+ case GPT_FRAGMENT_PROGRAM:
|
|
|
+ mDevice->getImmediateContext()->PSSetSamplers(texUnit, 1, samplerArray);
|
|
|
+ break;
|
|
|
+ case GPT_GEOMETRY_PROGRAM:
|
|
|
+ mDevice->getImmediateContext()->GSSetSamplers(texUnit, 1, samplerArray);
|
|
|
+ break;
|
|
|
+ case GPT_DOMAIN_PROGRAM:
|
|
|
+ mDevice->getImmediateContext()->DSSetSamplers(texUnit, 1, samplerArray);
|
|
|
+ break;
|
|
|
+ case GPT_HULL_PROGRAM:
|
|
|
+ mDevice->getImmediateContext()->HSSetSamplers(texUnit, 1, samplerArray);
|
|
|
+ break;
|
|
|
+ case GPT_COMPUTE_PROGRAM:
|
|
|
+ mDevice->getImmediateContext()->CSSetSamplers(texUnit, 1, samplerArray);
|
|
|
+ break;
|
|
|
+ default:
|
|
|
+ BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
|
|
|
+ }
|
|
|
+
|
|
|
+ BS_INC_RENDER_STAT(NumSamplerBinds);
|
|
|
+ }
|
|
|
+
|
|
|
+ void D3D11RenderAPI::setBlendState(const SPtr<BlendStateCore>& blendState)
|
|
|
+ {
|
|
|
+ THROW_IF_NOT_CORE_THREAD;
|
|
|
+
|
|
|
+ D3D11BlendStateCore* d3d11BlendState = static_cast<D3D11BlendStateCore*>(const_cast<BlendStateCore*>(blendState.get()));
|
|
|
+ mDevice->getImmediateContext()->OMSetBlendState(d3d11BlendState->getInternal(), nullptr, 0xFFFFFFFF);
|
|
|
+
|
|
|
+ BS_INC_RENDER_STAT(NumBlendStateChanges);
|
|
|
+ }
|
|
|
+
|
|
|
+ void D3D11RenderAPI::setRasterizerState(const SPtr<RasterizerStateCore>& rasterizerState)
|
|
|
+ {
|
|
|
+ THROW_IF_NOT_CORE_THREAD;
|
|
|
+
|
|
|
+ D3D11RasterizerStateCore* d3d11RasterizerState = static_cast<D3D11RasterizerStateCore*>(const_cast<RasterizerStateCore*>(rasterizerState.get()));
|
|
|
+ mDevice->getImmediateContext()->RSSetState(d3d11RasterizerState->getInternal());
|
|
|
+
|
|
|
+ BS_INC_RENDER_STAT(NumRasterizerStateChanges);
|
|
|
+ }
|
|
|
+
|
|
|
+ void D3D11RenderAPI::setDepthStencilState(const SPtr<DepthStencilStateCore>& depthStencilState, UINT32 stencilRefValue)
|
|
|
+ {
|
|
|
+ THROW_IF_NOT_CORE_THREAD;
|
|
|
+
|
|
|
+ D3D11DepthStencilStateCore* d3d11RasterizerState = static_cast<D3D11DepthStencilStateCore*>(const_cast<DepthStencilStateCore*>(depthStencilState.get()));
|
|
|
+ mDevice->getImmediateContext()->OMSetDepthStencilState(d3d11RasterizerState->getInternal(), stencilRefValue);
|
|
|
+
|
|
|
+ BS_INC_RENDER_STAT(NumDepthStencilStateChanges);
|
|
|
+ }
|
|
|
+
|
|
|
+ void D3D11RenderAPI::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& texPtr)
|
|
|
+ {
|
|
|
+ THROW_IF_NOT_CORE_THREAD;
|
|
|
+
|
|
|
+ // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
|
|
|
+ // and then set them all up at once before rendering? Needs testing
|
|
|
+
|
|
|
+ ID3D11ShaderResourceView* viewArray[1];
|
|
|
+ if(texPtr != nullptr && enabled)
|
|
|
+ {
|
|
|
+ D3D11TextureCore* d3d11Texture = static_cast<D3D11TextureCore*>(texPtr.get());
|
|
|
+ viewArray[0] = d3d11Texture->getSRV();
|
|
|
+ }
|
|
|
+ else
|
|
|
+ viewArray[0] = nullptr;
|
|
|
+
|
|
|
+ switch(gptype)
|
|
|
+ {
|
|
|
+ case GPT_VERTEX_PROGRAM:
|
|
|
+ mDevice->getImmediateContext()->VSSetShaderResources(unit, 1, viewArray);
|
|
|
+ break;
|
|
|
+ case GPT_FRAGMENT_PROGRAM:
|
|
|
+ mDevice->getImmediateContext()->PSSetShaderResources(unit, 1, viewArray);
|
|
|
+ break;
|
|
|
+ case GPT_GEOMETRY_PROGRAM:
|
|
|
+ mDevice->getImmediateContext()->GSSetShaderResources(unit, 1, viewArray);
|
|
|
+ break;
|
|
|
+ case GPT_DOMAIN_PROGRAM:
|
|
|
+ mDevice->getImmediateContext()->DSSetShaderResources(unit, 1, viewArray);
|
|
|
+ break;
|
|
|
+ case GPT_HULL_PROGRAM:
|
|
|
+ mDevice->getImmediateContext()->HSSetShaderResources(unit, 1, viewArray);
|
|
|
+ break;
|
|
|
+ case GPT_COMPUTE_PROGRAM:
|
|
|
+ mDevice->getImmediateContext()->CSSetShaderResources(unit, 1, viewArray);
|
|
|
+ break;
|
|
|
+ default:
|
|
|
+ BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
|
|
|
+ }
|
|
|
+
|
|
|
+ BS_INC_RENDER_STAT(NumTextureBinds);
|
|
|
+ }
|
|
|
+
|
|
|
+ void D3D11RenderAPI::setLoadStoreTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& texPtr,
|
|
|
+ const TextureSurface& surface)
|
|
|
+ {
|
|
|
+ THROW_IF_NOT_CORE_THREAD;
|
|
|
+
|
|
|
+ // TODO - This hasn't bee tested and might be incorrect. I might need to set UAVs together with render targets,
|
|
|
+ // especially considering DX11 expects number of UAVs to match number of render targets.
|
|
|
+
|
|
|
+ ID3D11UnorderedAccessView* viewArray[1];
|
|
|
+ if (texPtr != nullptr && enabled)
|
|
|
+ {
|
|
|
+ D3D11TextureCore* d3d11Texture = static_cast<D3D11TextureCore*>(texPtr.get());
|
|
|
+ TextureViewPtr texView = TextureCore::requestView(texPtr, surface.mipLevel, 1,
|
|
|
+ surface.arraySlice, surface.numArraySlices, GVU_RANDOMWRITE);
|
|
|
+
|
|
|
+ D3D11TextureView* d3d11texView = static_cast<D3D11TextureView*>(texView.get());
|
|
|
+ viewArray[0] = d3d11texView->getUAV();
|
|
|
+
|
|
|
+ if (mBoundUAVs[unit].second != nullptr)
|
|
|
+ mBoundUAVs[unit].first->releaseView(mBoundUAVs[unit].second);
|
|
|
+
|
|
|
+ mBoundUAVs[unit] = std::make_pair(texPtr, texView);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ viewArray[0] = nullptr;
|
|
|
+
|
|
|
+ if (mBoundUAVs[unit].second != nullptr)
|
|
|
+ mBoundUAVs[unit].first->releaseView(mBoundUAVs[unit].second);
|
|
|
+
|
|
|
+ mBoundUAVs[unit] = std::pair<SPtr<TextureCore>, TextureViewPtr>();
|
|
|
+ }
|
|
|
+
|
|
|
+ if (gptype == GPT_FRAGMENT_PROGRAM)
|
|
|
+ {
|
|
|
+ mDevice->getImmediateContext()->OMSetRenderTargetsAndUnorderedAccessViews(
|
|
|
+ D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL, nullptr, nullptr, unit, 1, viewArray, nullptr);
|
|
|
+ }
|
|
|
+ else if (gptype == GPT_COMPUTE_PROGRAM)
|
|
|
+ {
|
|
|
+ mDevice->getImmediateContext()->CSSetUnorderedAccessViews(unit, 1, viewArray, nullptr);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
|
|
|
+
|
|
|
+ BS_INC_RENDER_STAT(NumTextureBinds);
|
|
|
+ }
|
|
|
+
|
|
|
+ void D3D11RenderAPI::disableTextureUnit(GpuProgramType gptype, UINT16 texUnit)
|
|
|
+ {
|
|
|
+ THROW_IF_NOT_CORE_THREAD;
|
|
|
+
|
|
|
+ setTexture(gptype, texUnit, false, nullptr);
|
|
|
+ }
|
|
|
+
|
|
|
+ void D3D11RenderAPI::beginFrame()
|
|
|
+ {
|
|
|
+ // Not used
|
|
|
+ }
|
|
|
+
|
|
|
+ void D3D11RenderAPI::endFrame()
|
|
|
+ {
|
|
|
+ // Not used
|
|
|
+ }
|
|
|
+
|
|
|
+ void D3D11RenderAPI::setViewport(const Rect2& vp)
|
|
|
+ {
|
|
|
+ THROW_IF_NOT_CORE_THREAD;
|
|
|
+
|
|
|
+ mViewportNorm = vp;
|
|
|
+ applyViewport();
|
|
|
+ }
|
|
|
+
|
|
|
+ void D3D11RenderAPI::applyViewport()
|
|
|
+ {
|
|
|
+ if (mActiveRenderTarget == nullptr)
|
|
|
+ return;
|
|
|
+
|
|
|
+ const RenderTargetProperties& rtProps = mActiveRenderTarget->getProperties();
|
|
|
+
|
|
|
+ // Set viewport dimensions
|
|
|
+ mViewport.TopLeftX = (FLOAT)(rtProps.getWidth() * mViewportNorm.x);
|
|
|
+ mViewport.TopLeftY = (FLOAT)(rtProps.getHeight() * mViewportNorm.y);
|
|
|
+ mViewport.Width = (FLOAT)(rtProps.getWidth() * mViewportNorm.width);
|
|
|
+ mViewport.Height = (FLOAT)(rtProps.getHeight() * mViewportNorm.height);
|
|
|
+
|
|
|
+ if (rtProps.requiresTextureFlipping())
|
|
|
+ {
|
|
|
+ // Convert "top-left" to "bottom-left"
|
|
|
+ mViewport.TopLeftY = rtProps.getHeight() - mViewport.Height - mViewport.TopLeftY;
|
|
|
+ }
|
|
|
+
|
|
|
+ mViewport.MinDepth = 0.0f;
|
|
|
+ mViewport.MaxDepth = 1.0f;
|
|
|
+
|
|
|
+ mDevice->getImmediateContext()->RSSetViewports(1, &mViewport);
|
|
|
+ }
|
|
|
+
|
|
|
+ void D3D11RenderAPI::setVertexBuffers(UINT32 index, SPtr<VertexBufferCore>* buffers, UINT32 numBuffers)
|
|
|
+ {
|
|
|
+ THROW_IF_NOT_CORE_THREAD;
|
|
|
+
|
|
|
+ UINT32 maxBoundVertexBuffers = mCurrentCapabilities->getMaxBoundVertexBuffers();
|
|
|
+ if(index < 0 || (index + numBuffers) >= maxBoundVertexBuffers)
|
|
|
+ BS_EXCEPT(InvalidParametersException, "Invalid vertex index: " + toString(index) + ". Valid range is 0 .. " + toString(maxBoundVertexBuffers - 1));
|
|
|
+
|
|
|
+ ID3D11Buffer* dx11buffers[MAX_BOUND_VERTEX_BUFFERS];
|
|
|
+ UINT32 strides[MAX_BOUND_VERTEX_BUFFERS];
|
|
|
+ UINT32 offsets[MAX_BOUND_VERTEX_BUFFERS];
|
|
|
+
|
|
|
+ for(UINT32 i = 0; i < numBuffers; i++)
|
|
|
+ {
|
|
|
+ SPtr<D3D11VertexBufferCore> vertexBuffer = std::static_pointer_cast<D3D11VertexBufferCore>(buffers[i]);
|
|
|
+ const VertexBufferProperties& vbProps = vertexBuffer->getProperties();
|
|
|
+
|
|
|
+ dx11buffers[i] = vertexBuffer->getD3DVertexBuffer();
|
|
|
+
|
|
|
+ strides[i] = vbProps.getVertexSize();
|
|
|
+ offsets[i] = 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ mDevice->getImmediateContext()->IASetVertexBuffers(index, numBuffers, dx11buffers, strides, offsets);
|
|
|
+
|
|
|
+ BS_INC_RENDER_STAT(NumVertexBufferBinds);
|
|
|
+ }
|
|
|
+
|
|
|
+ void D3D11RenderAPI::setIndexBuffer(const SPtr<IndexBufferCore>& buffer)
|
|
|
+ {
|
|
|
+ THROW_IF_NOT_CORE_THREAD;
|
|
|
+
|
|
|
+ SPtr<D3D11IndexBufferCore> indexBuffer = std::static_pointer_cast<D3D11IndexBufferCore>(buffer);
|
|
|
+
|
|
|
+ DXGI_FORMAT indexFormat = DXGI_FORMAT_R16_UINT;
|
|
|
+ if(indexBuffer->getProperties().getType() == IT_16BIT)
|
|
|
+ indexFormat = DXGI_FORMAT_R16_UINT;
|
|
|
+ else if (indexBuffer->getProperties().getType() == IT_32BIT)
|
|
|
+ indexFormat = DXGI_FORMAT_R32_UINT;
|
|
|
+ else
|
|
|
+ BS_EXCEPT(InternalErrorException, "Unsupported index format: " + toString(indexBuffer->getProperties().getType()));
|
|
|
+
|
|
|
+ mDevice->getImmediateContext()->IASetIndexBuffer(indexBuffer->getD3DIndexBuffer(), indexFormat, 0);
|
|
|
+
|
|
|
+ BS_INC_RENDER_STAT(NumIndexBufferBinds);
|
|
|
+ }
|
|
|
+
|
|
|
+ void D3D11RenderAPI::setVertexDeclaration(const SPtr<VertexDeclarationCore>& vertexDeclaration)
|
|
|
+ {
|
|
|
+ THROW_IF_NOT_CORE_THREAD;
|
|
|
+
|
|
|
+ mActiveVertexDeclaration = vertexDeclaration;
|
|
|
+ }
|
|
|
+
|
|
|
+ void D3D11RenderAPI::setDrawOperation(DrawOperationType op)
|
|
|
+ {
|
|
|
+ THROW_IF_NOT_CORE_THREAD;
|
|
|
+
|
|
|
+ mDevice->getImmediateContext()->IASetPrimitiveTopology(D3D11Mappings::getPrimitiveType(op));
|
|
|
+ }
|
|
|
+
|
|
|
+ void D3D11RenderAPI::bindGpuProgram(const SPtr<GpuProgramCore>& prg)
|
|
|
+ {
|
|
|
+ THROW_IF_NOT_CORE_THREAD;
|
|
|
+
|
|
|
+ switch(prg->getProperties().getType())
|
|
|
+ {
|
|
|
+ case GPT_VERTEX_PROGRAM:
|
|
|
+ {
|
|
|
+ D3D11GpuVertexProgramCore* d3d11GpuProgram = static_cast<D3D11GpuVertexProgramCore*>(prg.get());
|
|
|
+ mDevice->getImmediateContext()->VSSetShader(d3d11GpuProgram->getVertexShader(), nullptr, 0);
|
|
|
+ mActiveVertexShader = std::static_pointer_cast<D3D11GpuProgramCore>(prg);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ case GPT_FRAGMENT_PROGRAM:
|
|
|
+ {
|
|
|
+ D3D11GpuFragmentProgramCore* d3d11GpuProgram = static_cast<D3D11GpuFragmentProgramCore*>(prg.get());
|
|
|
+ mDevice->getImmediateContext()->PSSetShader(d3d11GpuProgram->getPixelShader(), nullptr, 0);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ case GPT_GEOMETRY_PROGRAM:
|
|
|
+ {
|
|
|
+ D3D11GpuGeometryProgramCore* d3d11GpuProgram = static_cast<D3D11GpuGeometryProgramCore*>(prg.get());
|
|
|
+ mDevice->getImmediateContext()->GSSetShader(d3d11GpuProgram->getGeometryShader(), nullptr, 0);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ case GPT_DOMAIN_PROGRAM:
|
|
|
+ {
|
|
|
+ D3D11GpuDomainProgramCore* d3d11GpuProgram = static_cast<D3D11GpuDomainProgramCore*>(prg.get());
|
|
|
+ mDevice->getImmediateContext()->DSSetShader(d3d11GpuProgram->getDomainShader(), nullptr, 0);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ case GPT_HULL_PROGRAM:
|
|
|
+ {
|
|
|
+ D3D11GpuHullProgramCore* d3d11GpuProgram = static_cast<D3D11GpuHullProgramCore*>(prg.get());
|
|
|
+ mDevice->getImmediateContext()->HSSetShader(d3d11GpuProgram->getHullShader(), nullptr, 0);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ case GPT_COMPUTE_PROGRAM:
|
|
|
+ {
|
|
|
+ D3D11GpuComputeProgramCore* d3d11GpuProgram = static_cast<D3D11GpuComputeProgramCore*>(prg.get());
|
|
|
+ mDevice->getImmediateContext()->CSSetShader(d3d11GpuProgram->getComputeShader(), nullptr, 0);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(prg->getProperties().getType()));
|
|
|
+ }
|
|
|
+
|
|
|
+ if (mDevice->hasError())
|
|
|
+ BS_EXCEPT(RenderingAPIException, "Failed to bindGpuProgram : " + mDevice->getErrorDescription());
|
|
|
+
|
|
|
+ BS_INC_RENDER_STAT(NumGpuProgramBinds);
|
|
|
+ }
|
|
|
+
|
|
|
+ void D3D11RenderAPI::unbindGpuProgram(GpuProgramType gptype)
|
|
|
+ {
|
|
|
+ THROW_IF_NOT_CORE_THREAD;
|
|
|
+
|
|
|
+ switch(gptype)
|
|
|
+ {
|
|
|
+ case GPT_VERTEX_PROGRAM:
|
|
|
+ mDevice->getImmediateContext()->VSSetShader(nullptr, nullptr, 0);
|
|
|
+ mActiveVertexShader = nullptr;
|
|
|
+ break;
|
|
|
+ case GPT_FRAGMENT_PROGRAM:
|
|
|
+ mDevice->getImmediateContext()->PSSetShader(nullptr, nullptr, 0);
|
|
|
+ break;
|
|
|
+ case GPT_GEOMETRY_PROGRAM:
|
|
|
+ mDevice->getImmediateContext()->GSSetShader(nullptr, nullptr, 0);
|
|
|
+ break;
|
|
|
+ case GPT_DOMAIN_PROGRAM:
|
|
|
+ mDevice->getImmediateContext()->DSSetShader(nullptr, nullptr, 0);
|
|
|
+ break;
|
|
|
+ case GPT_HULL_PROGRAM:
|
|
|
+ mDevice->getImmediateContext()->HSSetShader(nullptr, nullptr, 0);
|
|
|
+ break;
|
|
|
+ case GPT_COMPUTE_PROGRAM:
|
|
|
+ mDevice->getImmediateContext()->CSSetShader(nullptr, nullptr, 0);
|
|
|
+ break;
|
|
|
+ default:
|
|
|
+ BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
|
|
|
+ }
|
|
|
+
|
|
|
+ BS_INC_RENDER_STAT(NumGpuProgramBinds);
|
|
|
+ }
|
|
|
+
|
|
|
+ void D3D11RenderAPI::setConstantBuffers(GpuProgramType gptype, const SPtr<GpuParamsCore>& bindableParams)
|
|
|
+ {
|
|
|
+ THROW_IF_NOT_CORE_THREAD;
|
|
|
+
|
|
|
+ bindableParams->updateHardwareBuffers();
|
|
|
+ const GpuParamDesc& paramDesc = bindableParams->getParamDesc();
|
|
|
+
|
|
|
+ // TODO - I assign constant buffers one by one but it might be more efficient to do them all at once?
|
|
|
+ ID3D11Buffer* bufferArray[1];
|
|
|
+ for(auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
|
|
|
+ {
|
|
|
+ SPtr<GpuParamBlockBufferCore> currentBlockBuffer = bindableParams->getParamBlockBuffer(iter->second.slot);
|
|
|
+
|
|
|
+ if(currentBlockBuffer != nullptr)
|
|
|
+ {
|
|
|
+ const D3D11GpuParamBlockBufferCore* d3d11paramBlockBuffer =
|
|
|
+ static_cast<const D3D11GpuParamBlockBufferCore*>(currentBlockBuffer.get());
|
|
|
+ bufferArray[0] = d3d11paramBlockBuffer->getD3D11Buffer();
|
|
|
+ }
|
|
|
+ else
|
|
|
+ bufferArray[0] = nullptr;
|
|
|
+
|
|
|
+ switch(gptype)
|
|
|
+ {
|
|
|
+ case GPT_VERTEX_PROGRAM:
|
|
|
+ mDevice->getImmediateContext()->VSSetConstantBuffers(iter->second.slot, 1, bufferArray);
|
|
|
+ break;
|
|
|
+ case GPT_FRAGMENT_PROGRAM:
|
|
|
+ mDevice->getImmediateContext()->PSSetConstantBuffers(iter->second.slot, 1, bufferArray);
|
|
|
+ break;
|
|
|
+ case GPT_GEOMETRY_PROGRAM:
|
|
|
+ mDevice->getImmediateContext()->GSSetConstantBuffers(iter->second.slot, 1, bufferArray);
|
|
|
+ break;
|
|
|
+ case GPT_HULL_PROGRAM:
|
|
|
+ mDevice->getImmediateContext()->HSSetConstantBuffers(iter->second.slot, 1, bufferArray);
|
|
|
+ break;
|
|
|
+ case GPT_DOMAIN_PROGRAM:
|
|
|
+ mDevice->getImmediateContext()->DSSetConstantBuffers(iter->second.slot, 1, bufferArray);
|
|
|
+ break;
|
|
|
+ case GPT_COMPUTE_PROGRAM:
|
|
|
+ mDevice->getImmediateContext()->CSSetConstantBuffers(iter->second.slot, 1, bufferArray);
|
|
|
+ break;
|
|
|
+ };
|
|
|
+
|
|
|
+ BS_INC_RENDER_STAT(NumGpuParamBufferBinds);
|
|
|
+ }
|
|
|
+
|
|
|
+ if (mDevice->hasError())
|
|
|
+ BS_EXCEPT(RenderingAPIException, "Failed to setConstantBuffers : " + mDevice->getErrorDescription());
|
|
|
+ }
|
|
|
+
|
|
|
+ void D3D11RenderAPI::draw(UINT32 vertexOffset, UINT32 vertexCount)
|
|
|
+ {
|
|
|
+ THROW_IF_NOT_CORE_THREAD;
|
|
|
+
|
|
|
+ applyInputLayout();
|
|
|
+
|
|
|
+ mDevice->getImmediateContext()->Draw(vertexCount, vertexOffset);
|
|
|
+
|
|
|
+#if BS_DEBUG_MODE
|
|
|
+ if(mDevice->hasError())
|
|
|
+ LOGWRN(mDevice->getErrorDescription());
|
|
|
+#endif
|
|
|
+
|
|
|
+ UINT32 primCount = vertexCountToPrimCount(mActiveDrawOp, vertexCount);
|
|
|
+
|
|
|
+ BS_INC_RENDER_STAT(NumDrawCalls);
|
|
|
+ BS_ADD_RENDER_STAT(NumVertices, vertexCount);
|
|
|
+ BS_ADD_RENDER_STAT(NumPrimitives, primCount);
|
|
|
+ }
|
|
|
+
|
|
|
+ void D3D11RenderAPI::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount)
|
|
|
+ {
|
|
|
+ THROW_IF_NOT_CORE_THREAD;
|
|
|
+
|
|
|
+ applyInputLayout();
|
|
|
+
|
|
|
+ mDevice->getImmediateContext()->DrawIndexed(indexCount, startIndex, vertexOffset);
|
|
|
+
|
|
|
+#if BS_DEBUG_MODE
|
|
|
+ if(mDevice->hasError())
|
|
|
+ LOGWRN(mDevice->getErrorDescription());
|
|
|
+#endif
|
|
|
+
|
|
|
+ UINT32 primCount = vertexCountToPrimCount(mActiveDrawOp, vertexCount);
|
|
|
+
|
|
|
+ BS_INC_RENDER_STAT(NumDrawCalls);
|
|
|
+ BS_ADD_RENDER_STAT(NumVertices, vertexCount);
|
|
|
+ BS_ADD_RENDER_STAT(NumPrimitives, primCount);
|
|
|
+ }
|
|
|
+
|
|
|
+ void D3D11RenderAPI::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
|
|
|
+ {
|
|
|
+ THROW_IF_NOT_CORE_THREAD;
|
|
|
+
|
|
|
+ mScissorRect.left = static_cast<LONG>(left);
|
|
|
+ mScissorRect.top = static_cast<LONG>(top);
|
|
|
+ mScissorRect.bottom = static_cast<LONG>(bottom);
|
|
|
+ mScissorRect.right = static_cast<LONG>(right);
|
|
|
+
|
|
|
+ mDevice->getImmediateContext()->RSSetScissorRects(1, &mScissorRect);
|
|
|
+ }
|
|
|
+
|
|
|
+ void D3D11RenderAPI::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
|
|
|
+ {
|
|
|
+ THROW_IF_NOT_CORE_THREAD;
|
|
|
+
|
|
|
+ if(mActiveRenderTarget == nullptr)
|
|
|
+ return;
|
|
|
+
|
|
|
+ const RenderTargetProperties& rtProps = mActiveRenderTarget->getProperties();
|
|
|
+
|
|
|
+ Rect2I clearArea((int)mViewport.TopLeftX, (int)mViewport.TopLeftY, (int)mViewport.Width, (int)mViewport.Height);
|
|
|
+
|
|
|
+ bool clearEntireTarget = clearArea.width == 0 || clearArea.height == 0;
|
|
|
+ clearEntireTarget |= (clearArea.x == 0 && clearArea.y == 0 && clearArea.width == rtProps.getWidth() && clearArea.height == rtProps.getHeight());
|
|
|
+
|
|
|
+ if (!clearEntireTarget)
|
|
|
+ {
|
|
|
+ D3D11RenderUtility::instance().drawClearQuad(buffers, color, depth, stencil);
|
|
|
+ BS_INC_RENDER_STAT(NumClears);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ clearRenderTarget(buffers, color, depth, stencil);
|
|
|
+ }
|
|
|
+
|
|
|
+ void D3D11RenderAPI::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
|
|
|
+ {
|
|
|
+ THROW_IF_NOT_CORE_THREAD;
|
|
|
+
|
|
|
+ if(mActiveRenderTarget == nullptr)
|
|
|
+ return;
|
|
|
+
|
|
|
+ // Clear render surfaces
|
|
|
+ if (buffers & FBT_COLOR)
|
|
|
+ {
|
|
|
+ UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
|
|
|
+
|
|
|
+ ID3D11RenderTargetView** views = bs_newN<ID3D11RenderTargetView*>(maxRenderTargets);
|
|
|
+ memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
|
|
|
+
|
|
|
+ mActiveRenderTarget->getCustomAttribute("RTV", views);
|
|
|
+ if (!views[0])
|
|
|
+ {
|
|
|
+ bs_deleteN(views, maxRenderTargets);
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ float clearColor[4];
|
|
|
+ clearColor[0] = color.r;
|
|
|
+ clearColor[1] = color.g;
|
|
|
+ clearColor[2] = color.b;
|
|
|
+ clearColor[3] = color.a;
|
|
|
+
|
|
|
+ for(UINT32 i = 0; i < maxRenderTargets; i++)
|
|
|
+ {
|
|
|
+ if(views[i] != nullptr)
|
|
|
+ mDevice->getImmediateContext()->ClearRenderTargetView(views[i], clearColor);
|
|
|
+ }
|
|
|
+
|
|
|
+ bs_deleteN(views, maxRenderTargets);
|
|
|
+ }
|
|
|
+
|
|
|
+ // Clear depth stencil
|
|
|
+ if((buffers & FBT_DEPTH) != 0 || (buffers & FBT_STENCIL) != 0)
|
|
|
+ {
|
|
|
+ ID3D11DepthStencilView* depthStencilView = nullptr;
|
|
|
+ mActiveRenderTarget->getCustomAttribute("DSV", &depthStencilView);
|
|
|
+
|
|
|
+ D3D11_CLEAR_FLAG clearFlag;
|
|
|
+
|
|
|
+ if((buffers & FBT_DEPTH) != 0 && (buffers & FBT_STENCIL) != 0)
|
|
|
+ clearFlag = (D3D11_CLEAR_FLAG)(D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL);
|
|
|
+ else if((buffers & FBT_STENCIL) != 0)
|
|
|
+ clearFlag = D3D11_CLEAR_STENCIL;
|
|
|
+ else
|
|
|
+ clearFlag = D3D11_CLEAR_DEPTH;
|
|
|
+
|
|
|
+ if(depthStencilView != nullptr)
|
|
|
+ mDevice->getImmediateContext()->ClearDepthStencilView(depthStencilView, clearFlag, depth, (UINT8)stencil);
|
|
|
+ }
|
|
|
+
|
|
|
+ BS_INC_RENDER_STAT(NumClears);
|
|
|
+ }
|
|
|
+
|
|
|
+ void D3D11RenderAPI::setRenderTarget(const SPtr<RenderTargetCore>& target)
|
|
|
+ {
|
|
|
+ THROW_IF_NOT_CORE_THREAD;
|
|
|
+
|
|
|
+ mActiveRenderTarget = target;
|
|
|
+
|
|
|
+ UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
|
|
|
+ ID3D11RenderTargetView** views = bs_newN<ID3D11RenderTargetView*>(maxRenderTargets);
|
|
|
+ memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
|
|
|
+
|
|
|
+ ID3D11DepthStencilView* depthStencilView = nullptr;
|
|
|
+
|
|
|
+ if (target != nullptr)
|
|
|
+ {
|
|
|
+ target->getCustomAttribute("RTV", views);
|
|
|
+ target->getCustomAttribute("DSV", &depthStencilView);
|
|
|
+ }
|
|
|
+
|
|
|
+ // Bind render targets
|
|
|
+ mDevice->getImmediateContext()->OMSetRenderTargets(maxRenderTargets, views, depthStencilView);
|
|
|
+ if (mDevice->hasError())
|
|
|
+ BS_EXCEPT(RenderingAPIException, "Failed to setRenderTarget : " + mDevice->getErrorDescription());
|
|
|
+
|
|
|
+ bs_deleteN(views, maxRenderTargets);
|
|
|
+ applyViewport();
|
|
|
+
|
|
|
+ BS_INC_RENDER_STAT(NumRenderTargetChanges);
|
|
|
+ }
|
|
|
+
|
|
|
+ void D3D11RenderAPI::setClipPlanesImpl(const PlaneList& clipPlanes)
|
|
|
+ {
|
|
|
+ LOGWRN("This call will be ignored. DX11 uses shaders for setting clip planes.");
|
|
|
+ }
|
|
|
+
|
|
|
+ RenderAPICapabilities* D3D11RenderAPI::createRenderSystemCapabilities() const
|
|
|
+ {
|
|
|
+ THROW_IF_NOT_CORE_THREAD;
|
|
|
+
|
|
|
+ RenderAPICapabilities* rsc = bs_new<RenderAPICapabilities>();
|
|
|
+
|
|
|
+ rsc->setDriverVersion(mDriverVersion);
|
|
|
+ rsc->setDeviceName(mActiveD3DDriver->getDriverDescription());
|
|
|
+ rsc->setRenderAPIName(getName());
|
|
|
+
|
|
|
+ rsc->setStencilBufferBitDepth(8);
|
|
|
+
|
|
|
+ rsc->setCapability(RSC_ANISOTROPY);
|
|
|
+ rsc->setCapability(RSC_AUTOMIPMAP);
|
|
|
+
|
|
|
+ // Cube map
|
|
|
+ rsc->setCapability(RSC_CUBEMAPPING);
|
|
|
+
|
|
|
+ // We always support compression, D3DX will decompress if device does not support
|
|
|
+ rsc->setCapability(RSC_TEXTURE_COMPRESSION);
|
|
|
+ rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
|
|
|
+ rsc->setCapability(RSC_TWO_SIDED_STENCIL);
|
|
|
+ rsc->setCapability(RSC_STENCIL_WRAP);
|
|
|
+ rsc->setCapability(RSC_HWOCCLUSION);
|
|
|
+ rsc->setCapability(RSC_HWOCCLUSION_ASYNCHRONOUS);
|
|
|
+
|
|
|
+ if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
|
|
|
+ rsc->setMaxBoundVertexBuffers(32);
|
|
|
+ else
|
|
|
+ rsc->setMaxBoundVertexBuffers(16);
|
|
|
+
|
|
|
+ if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0)
|
|
|
+ {
|
|
|
+ rsc->addShaderProfile("ps_4_0");
|
|
|
+ rsc->addShaderProfile("vs_4_0");
|
|
|
+ rsc->addShaderProfile("gs_4_0");
|
|
|
+
|
|
|
+ rsc->addGpuProgramProfile(GPP_FS_4_0, "ps_4_0");
|
|
|
+ rsc->addGpuProgramProfile(GPP_VS_4_0, "vs_4_0");
|
|
|
+ rsc->addGpuProgramProfile(GPP_GS_4_0, "gs_4_0");
|
|
|
+
|
|
|
+ rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
|
|
|
+ rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
|
|
|
+ rsc->setNumTextureUnits(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
|
|
|
+
|
|
|
+ rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
|
|
|
+ + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM));
|
|
|
+
|
|
|
+ rsc->setNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
|
|
|
+ rsc->setNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
|
|
|
+ rsc->setNumGpuParamBlockBuffers(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
|
|
|
+
|
|
|
+ rsc->setNumCombinedGpuParamBlockBuffers(rsc->getNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM)
|
|
|
+ + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM));
|
|
|
+ }
|
|
|
+
|
|
|
+ if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
|
|
|
+ {
|
|
|
+ rsc->addShaderProfile("ps_4_1");
|
|
|
+ rsc->addShaderProfile("vs_4_1");
|
|
|
+ rsc->addShaderProfile("gs_4_1");
|
|
|
+
|
|
|
+ rsc->addGpuProgramProfile(GPP_FS_4_1, "ps_4_1");
|
|
|
+ rsc->addGpuProgramProfile(GPP_VS_4_1, "vs_4_1");
|
|
|
+ rsc->addGpuProgramProfile(GPP_GS_4_1, "gs_4_1");
|
|
|
+ }
|
|
|
+
|
|
|
+ if(mFeatureLevel >= D3D_FEATURE_LEVEL_11_0)
|
|
|
+ {
|
|
|
+ rsc->addShaderProfile("ps_5_0");
|
|
|
+ rsc->addShaderProfile("vs_5_0");
|
|
|
+ rsc->addShaderProfile("gs_5_0");
|
|
|
+ rsc->addShaderProfile("cs_5_0");
|
|
|
+ rsc->addShaderProfile("hs_5_0");
|
|
|
+ rsc->addShaderProfile("ds_5_0");
|
|
|
+
|
|
|
+ rsc->addGpuProgramProfile(GPP_FS_5_0, "ps_5_0");
|
|
|
+ rsc->addGpuProgramProfile(GPP_VS_5_0, "vs_5_0");
|
|
|
+ rsc->addGpuProgramProfile(GPP_GS_5_0, "gs_5_0");
|
|
|
+ rsc->addGpuProgramProfile(GPP_CS_5_0, "cs_5_0");
|
|
|
+ rsc->addGpuProgramProfile(GPP_HS_5_0, "hs_5_0");
|
|
|
+ rsc->addGpuProgramProfile(GPP_DS_5_0, "ds_5_0");
|
|
|
+
|
|
|
+ rsc->setNumTextureUnits(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
|
|
|
+ rsc->setNumTextureUnits(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
|
|
|
+ rsc->setNumTextureUnits(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
|
|
|
+
|
|
|
+ rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
|
|
|
+ + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM)
|
|
|
+ + rsc->getNumTextureUnits(GPT_HULL_PROGRAM) + rsc->getNumTextureUnits(GPT_DOMAIN_PROGRAM)
|
|
|
+ + rsc->getNumTextureUnits(GPT_COMPUTE_PROGRAM));
|
|
|
+
|
|
|
+ rsc->setNumGpuParamBlockBuffers(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
|
|
|
+ rsc->setNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
|
|
|
+ rsc->setNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
|
|
|
+
|
|
|
+ rsc->setNumCombinedGpuParamBlockBuffers(rsc->getNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM)
|
|
|
+ + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM)
|
|
|
+ + rsc->getNumGpuParamBlockBuffers(GPT_HULL_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM)
|
|
|
+ + rsc->getNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM));
|
|
|
+
|
|
|
+ rsc->setCapability(RSC_SHADER_SUBROUTINE);
|
|
|
+ }
|
|
|
+
|
|
|
+ rsc->setCapability(RSC_USER_CLIP_PLANES);
|
|
|
+ rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
|
|
|
+
|
|
|
+ // Adapter details
|
|
|
+ const DXGI_ADAPTER_DESC& adapterID = mActiveD3DDriver->getAdapterIdentifier();
|
|
|
+
|
|
|
+ // Determine vendor
|
|
|
+ switch(adapterID.VendorId)
|
|
|
+ {
|
|
|
+ case 0x10DE:
|
|
|
+ rsc->setVendor(GPU_NVIDIA);
|
|
|
+ break;
|
|
|
+ case 0x1002:
|
|
|
+ rsc->setVendor(GPU_AMD);
|
|
|
+ break;
|
|
|
+ case 0x163C:
|
|
|
+ case 0x8086:
|
|
|
+ rsc->setVendor(GPU_INTEL);
|
|
|
+ break;
|
|
|
+ default:
|
|
|
+ rsc->setVendor(GPU_UNKNOWN);
|
|
|
+ break;
|
|
|
+ };
|
|
|
+
|
|
|
+ rsc->setCapability(RSC_INFINITE_FAR_PLANE);
|
|
|
+
|
|
|
+ rsc->setCapability(RSC_TEXTURE_3D);
|
|
|
+ rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
|
|
|
+ rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
|
|
|
+ rsc->setCapability(RSC_TEXTURE_FLOAT);
|
|
|
+
|
|
|
+ rsc->setNumMultiRenderTargets(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT);
|
|
|
+ rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
|
|
|
+
|
|
|
+ rsc->setCapability(RSC_POINT_SPRITES);
|
|
|
+ rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS);
|
|
|
+ rsc->setMaxPointSize(256);
|
|
|
+
|
|
|
+ rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
|
|
|
+
|
|
|
+ rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
|
|
|
+
|
|
|
+ rsc->setCapability(RSC_PERSTAGECONSTANT);
|
|
|
+
|
|
|
+ return rsc;
|
|
|
+ }
|
|
|
+
|
|
|
+ void D3D11RenderAPI::determineMultisampleSettings(UINT32 multisampleCount, DXGI_FORMAT format, DXGI_SAMPLE_DESC* outputSampleDesc)
|
|
|
+ {
|
|
|
+ bool tryCSAA = false; // Note: Disabled for now, but leaving the code for later so it might be useful
|
|
|
+ enum CSAAMode { CSAA_Normal, CSAA_Quality };
|
|
|
+ CSAAMode csaaMode = CSAA_Normal;
|
|
|
+
|
|
|
+ bool foundValid = false;
|
|
|
+ size_t origNumSamples = multisampleCount;
|
|
|
+ while (!foundValid)
|
|
|
+ {
|
|
|
+ // Deal with special cases
|
|
|
+ if (tryCSAA)
|
|
|
+ {
|
|
|
+ switch(multisampleCount)
|
|
|
+ {
|
|
|
+ case 8:
|
|
|
+ if (csaaMode == CSAA_Quality)
|
|
|
+ {
|
|
|
+ outputSampleDesc->Count = 8;
|
|
|
+ outputSampleDesc->Quality = 8;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ outputSampleDesc->Count = 4;
|
|
|
+ outputSampleDesc->Quality = 8;
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ case 16:
|
|
|
+ if (csaaMode == CSAA_Quality)
|
|
|
+ {
|
|
|
+ outputSampleDesc->Count = 8;
|
|
|
+ outputSampleDesc->Quality = 16;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ outputSampleDesc->Count = 4;
|
|
|
+ outputSampleDesc->Quality = 16;
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else // !CSAA
|
|
|
+ {
|
|
|
+ outputSampleDesc->Count = multisampleCount == 0 ? 1 : multisampleCount;
|
|
|
+ outputSampleDesc->Quality = D3D11_STANDARD_MULTISAMPLE_PATTERN;
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ HRESULT hr;
|
|
|
+ UINT outQuality;
|
|
|
+ hr = mDevice->getD3D11Device()->CheckMultisampleQualityLevels(format, outputSampleDesc->Count, &outQuality);
|
|
|
+
|
|
|
+ if (SUCCEEDED(hr) && (!tryCSAA || outQuality > outputSampleDesc->Quality))
|
|
|
+ {
|
|
|
+ foundValid = true;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ // Downgrade
|
|
|
+ if (tryCSAA && multisampleCount == 8)
|
|
|
+ {
|
|
|
+ // For CSAA, we'll try downgrading with quality mode at all samples.
|
|
|
+ // then try without quality, then drop CSAA
|
|
|
+ if (csaaMode == CSAA_Quality)
|
|
|
+ {
|
|
|
+ // Drop quality first
|
|
|
+ csaaMode = CSAA_Normal;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ // Drop CSAA entirely
|
|
|
+ tryCSAA = false;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Return to original requested samples
|
|
|
+ multisampleCount = static_cast<UINT32>(origNumSamples);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ // Drop samples
|
|
|
+ multisampleCount--;
|
|
|
+
|
|
|
+ if (multisampleCount == 1)
|
|
|
+ {
|
|
|
+ // Ran out of options, no multisampling
|
|
|
+ multisampleCount = 0;
|
|
|
+ foundValid = true;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ VertexElementType D3D11RenderAPI::getColorVertexElementType() const
|
|
|
+ {
|
|
|
+ return VET_COLOR_ABGR;
|
|
|
+ }
|
|
|
+
|
|
|
+ void D3D11RenderAPI::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest)
|
|
|
+ {
|
|
|
+ dest = matrix;
|
|
|
+
|
|
|
+ // Convert depth range from [-1,+1] to [0,1]
|
|
|
+ dest[2][0] = (dest[2][0] + dest[3][0]) / 2;
|
|
|
+ dest[2][1] = (dest[2][1] + dest[3][1]) / 2;
|
|
|
+ dest[2][2] = (dest[2][2] + dest[3][2]) / 2;
|
|
|
+ dest[2][3] = (dest[2][3] + dest[3][3]) / 2;
|
|
|
+ }
|
|
|
+
|
|
|
+ float D3D11RenderAPI::getHorizontalTexelOffset()
|
|
|
+ {
|
|
|
+ return 0.0f;
|
|
|
+ }
|
|
|
+
|
|
|
+ float D3D11RenderAPI::getVerticalTexelOffset()
|
|
|
+ {
|
|
|
+ return 0.0f;
|
|
|
+ }
|
|
|
+
|
|
|
+ float D3D11RenderAPI::getMinimumDepthInputValue()
|
|
|
+ {
|
|
|
+ return 0.0f;
|
|
|
+ }
|
|
|
+
|
|
|
+ float D3D11RenderAPI::getMaximumDepthInputValue()
|
|
|
+ {
|
|
|
+ return 1.0f;
|
|
|
+ }
|
|
|
+
|
|
|
+ GpuParamBlockDesc D3D11RenderAPI::generateParamBlockDesc(const String& name, Vector<GpuParamDataDesc>& params)
|
|
|
+ {
|
|
|
+ GpuParamBlockDesc block;
|
|
|
+ block.blockSize = 0;
|
|
|
+ block.isShareable = true;
|
|
|
+ block.name = name;
|
|
|
+ block.slot = 0;
|
|
|
+
|
|
|
+ for (auto& param : params)
|
|
|
+ {
|
|
|
+ const GpuParamDataTypeInfo& typeInfo = GpuParams::PARAM_SIZES.lookup[param.type];
|
|
|
+ UINT32 size = typeInfo.size / 4;
|
|
|
+
|
|
|
+ if (param.arraySize > 1)
|
|
|
+ {
|
|
|
+ // Arrays perform no packing and their elements are always padded and aligned to four component vectors
|
|
|
+ UINT32 alignOffset = size % typeInfo.baseTypeSize;
|
|
|
+ if (alignOffset != 0)
|
|
|
+ {
|
|
|
+ UINT32 padding = (typeInfo.baseTypeSize - alignOffset);
|
|
|
+ size += padding;
|
|
|
+ }
|
|
|
+
|
|
|
+ alignOffset = block.blockSize % typeInfo.baseTypeSize;
|
|
|
+ if (alignOffset != 0)
|
|
|
+ {
|
|
|
+ UINT32 padding = (typeInfo.baseTypeSize - alignOffset);
|
|
|
+ block.blockSize += padding;
|
|
|
+ }
|
|
|
+
|
|
|
+ param.elementSize = size;
|
|
|
+ param.arrayElementStride = size;
|
|
|
+ param.cpuMemOffset = block.blockSize;
|
|
|
+ param.gpuMemOffset = 0;
|
|
|
+
|
|
|
+ block.blockSize += size * param.arraySize;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ // Pack everything as tightly as possible as long as the data doesn't cross 16 byte boundary
|
|
|
+ UINT32 alignOffset = block.blockSize % 4;
|
|
|
+ if (alignOffset != 0 && size > (4 - alignOffset))
|
|
|
+ {
|
|
|
+ UINT32 padding = (4 - alignOffset);
|
|
|
+ block.blockSize += padding;
|
|
|
+ }
|
|
|
+
|
|
|
+ param.elementSize = size;
|
|
|
+ param.arrayElementStride = size;
|
|
|
+ param.cpuMemOffset = block.blockSize;
|
|
|
+ param.gpuMemOffset = 0;
|
|
|
+
|
|
|
+ block.blockSize += size;
|
|
|
+ }
|
|
|
+
|
|
|
+ param.paramBlockSlot = 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Constant buffer size must always be a multiple of 16
|
|
|
+ if (block.blockSize % 4 != 0)
|
|
|
+ block.blockSize += (4 - (block.blockSize % 4));
|
|
|
+
|
|
|
+ return block;
|
|
|
+ }
|
|
|
+
|
|
|
+ /************************************************************************/
|
|
|
+ /* PRIVATE */
|
|
|
+ /************************************************************************/
|
|
|
+
|
|
|
+ void D3D11RenderAPI::applyInputLayout()
|
|
|
+ {
|
|
|
+ if(mActiveVertexDeclaration == nullptr)
|
|
|
+ {
|
|
|
+ LOGWRN("Cannot apply input layout without a vertex declaration. Set vertex declaration before calling this method.");
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ if(mActiveVertexShader == nullptr)
|
|
|
+ {
|
|
|
+ LOGWRN("Cannot apply input layout without a vertex shader. Set vertex shader before calling this method.");
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ ID3D11InputLayout* ia = mIAManager->retrieveInputLayout(mActiveVertexShader->getInputDeclaration(), mActiveVertexDeclaration, *mActiveVertexShader);
|
|
|
+
|
|
|
+ mDevice->getImmediateContext()->IASetInputLayout(ia);
|
|
|
+ }
|
|
|
}
|