//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #pragma once #include "BsD3D11Prerequisites.h" #include "RenderAPI/BsRenderAPI.h" namespace bs { namespace ct { /** @addtogroup D3D11 * @{ */ /** Implementation of a render system using DirectX 11. Provides abstracted access to various low level DX11 methods. */ class D3D11RenderAPI : public RenderAPI { public: D3D11RenderAPI(); ~D3D11RenderAPI(); /** @copydoc RenderAPI::getName */ const StringID& getName() const override; /** @copydoc RenderAPI::getShadingLanguageName */ const String& getShadingLanguageName() const override; /** @copydoc RenderAPI::setGraphicsPipeline */ void setGraphicsPipeline(const SPtr& pipelineState, const SPtr& commandBuffer = nullptr) override; /** @copydoc RenderAPI::setComputePipeline */ void setComputePipeline(const SPtr& pipelineState, const SPtr& commandBuffer = nullptr) override; /** @copydoc RenderAPI::setGpuParams */ void setGpuParams(const SPtr& gpuParams, const SPtr& commandBuffer = nullptr) override; /** @copydoc RenderAPI::clearRenderTarget */ void clearRenderTarget(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0, UINT8 targetMask = 0xFF, const SPtr& commandBuffer = nullptr) override; /** @copydoc RenderAPI::clearViewport */ void clearViewport(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0, UINT8 targetMask = 0xFF, const SPtr& commandBuffer = nullptr) override; /** @copydoc RenderAPI::setRenderTarget */ void setRenderTarget(const SPtr& target, UINT32 readOnlyFlags, RenderSurfaceMask loadMask = RT_NONE, const SPtr& commandBuffer = nullptr) override; /** @copydoc RenderAPI::setViewport */ void setViewport(const Rect2& area, const SPtr& commandBuffer = nullptr) override; /** @copydoc RenderAPI::setScissorRect */ void setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom, const SPtr& commandBuffer = nullptr) override; /** @copydoc RenderAPI::setStencilRef */ void setStencilRef(UINT32 value, const SPtr& commandBuffer = nullptr) override; /** @copydoc RenderAPI::setVertexBuffers */ void setVertexBuffers(UINT32 index, SPtr* buffers, UINT32 numBuffers, const SPtr& commandBuffer = nullptr) override; /** @copydoc RenderAPI::setIndexBuffer */ void setIndexBuffer(const SPtr& buffer, const SPtr& commandBuffer = nullptr) override; /** @copydoc RenderAPI::setVertexDeclaration */ void setVertexDeclaration(const SPtr& vertexDeclaration, const SPtr& commandBuffer = nullptr) override; /** @copydoc RenderAPI::setDrawOperation */ void setDrawOperation(DrawOperationType op, const SPtr& commandBuffer = nullptr) override; /** @copydoc RenderAPI::draw */ void draw(UINT32 vertexOffset, UINT32 vertexCount, UINT32 instanceCount = 0, const SPtr& commandBuffer = nullptr) override; /** @copydoc RenderAPI::drawIndexed */ void drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount, UINT32 instanceCount = 0, const SPtr& commandBuffer = nullptr) override; /** @copydoc RenderAPI::dispatchCompute */ void dispatchCompute(UINT32 numGroupsX, UINT32 numGroupsY = 1, UINT32 numGroupsZ = 1, const SPtr& commandBuffer = nullptr) override; /** @copydoc RenderAPI::swapBuffers() */ void swapBuffers(const SPtr& target, UINT32 syncMask = 0xFFFFFFFF) override; /** @copydoc RenderAPI::addCommands() */ void addCommands(const SPtr& commandBuffer, const SPtr& secondary) override; /** @copydoc RenderAPI::submitCommandBuffer() */ void submitCommandBuffer(const SPtr& commandBuffer, UINT32 syncMask = 0xFFFFFFFF) override; /** @copydoc RenderAPI::convertProjectionMatrix */ void convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest) override; /** @copydoc RenderAPI::getAPIInfo */ const RenderAPIInfo& getAPIInfo() const override; /** @copydoc RenderAPI::generateParamBlockDesc() */ GpuParamBlockDesc generateParamBlockDesc(const String& name, Vector& params) override; /************************************************************************/ /* Internal use by DX11 backend only */ /************************************************************************/ /** * Determines DXGI multisample settings from the provided parameters. * * @param[in] multisampleCount Number of requested samples. * @param[in] format Pixel format used by the render target. * @param[out] outputSampleDesc Output structure that will contain the requested multisample settings. */ void determineMultisampleSettings(UINT32 multisampleCount, DXGI_FORMAT format, DXGI_SAMPLE_DESC* outputSampleDesc); /** Returns the main DXGI factory object. */ IDXGIFactory* getDXGIFactory() const { return mDXGIFactory; } /** Returns the primary DX11 device object. */ D3D11Device& getPrimaryDevice() const { return *mDevice; } /** Returns information describing all available drivers. */ D3D11DriverList* getDriverList() const { return mDriverList; } protected: friend class D3D11RenderAPIFactory; /** @copydoc RenderAPI::initialize */ void initialize() override; /** @copydoc RenderAPI::initializeWithWindow */ void initializeWithWindow(const SPtr& primaryWindow) override; /** @copydoc RenderAPI::destroyCore */ void destroyCore() override; /** * Creates or retrieves a proper input layout depending on the currently set vertex shader and vertex buffer. * * Applies the input layout to the pipeline. */ void applyInputLayout(); /** * Recalculates actual viewport dimensions based on currently set viewport normalized dimensions and render target * and applies them for further rendering. */ void applyViewport(); /** Creates and populates a set of render system capabilities describing which functionality is available. */ void initCapabilites(IDXGIAdapter* adapter, RenderAPICapabilities& caps) const; private: IDXGIFactory* mDXGIFactory; D3D11Device* mDevice; D3D11DriverList* mDriverList; D3D11Driver* mActiveD3DDriver; D3D_FEATURE_LEVEL mFeatureLevel; D3D11HLSLProgramFactory* mHLSLFactory; D3D11InputLayoutManager* mIAManager; bool mPSUAVsBound; bool mCSUAVsBound; UINT32 mStencilRef; Rect2 mViewportNorm; D3D11_VIEWPORT mViewport; D3D11_RECT mScissorRect; SPtr mActiveVertexDeclaration; SPtr mActiveVertexShader; SPtr mActiveDepthStencilState; DrawOperationType mActiveDrawOp; }; /** @} */ }}