//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #pragma once #include "BsD3D11Prerequisites.h" #include "BsRenderAPI.h" namespace BansheeEngine { /** @addtogroup D3D11 * @{ */ /** Implementation of a render system using DirectX 11. Provides abstracted access to various low level DX11 methods. */ class BS_D3D11_EXPORT D3D11RenderAPI : public RenderAPICore { public: D3D11RenderAPI(); ~D3D11RenderAPI(); /** @copydoc RenderAPICore::getName */ const StringID& getName() const override; /** @copydoc RenderAPICore::getShadingLanguageName */ const String& getShadingLanguageName() const override; /** @copydoc RenderAPICore::setBlendState */ void setBlendState(const SPtr& blendState) override; /** @copydoc RenderAPICore::setRasterizerState */ void setRasterizerState(const SPtr& rasterizerState) override; /** @copydoc RenderAPICore::setDepthStencilState */ void setDepthStencilState(const SPtr& depthStencilState, UINT32 stencilRefValue) override; /** @copydoc RenderAPICore::setSamplerState */ void setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SPtr& samplerState) override; /** @copydoc RenderAPICore::setTexture */ void setTexture(GpuProgramType gptype, UINT16 texUnit, const SPtr& texture) override; /** @copydoc RenderAPICore::setLoadStoreTexture */ void setLoadStoreTexture(GpuProgramType gptype, UINT16 texUnit, bool enabled, const SPtr& texture, const TextureSurface& surface) override; /** @copydoc RenderAPICore::setBuffer */ void setBuffer(GpuProgramType gptype, UINT16 unit, const SPtr& buffer, bool loadStore = false) override; /** @copydoc RenderAPICore::beginFrame */ void beginFrame() override; /** @copydoc RenderAPICore::endFrame */ void endFrame() override; /** @copydoc RenderAPICore::clearRenderTarget */ void clearRenderTarget(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0, UINT8 targetMask = 0xFF) override; /** @copydoc RenderAPICore::clearViewport */ void clearViewport(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0, UINT8 targetMask = 0xFF) override; /** @copydoc RenderAPICore::setRenderTarget */ void setRenderTarget(const SPtr& target, bool readOnlyDepthStencil = false) override; /** @copydoc RenderAPICore::setViewport */ void setViewport(const Rect2& area) override; /** @copydoc RenderAPICore::setScissorRect */ void setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom) override; /** @copydoc RenderAPICore::setVertexBuffers */ void setVertexBuffers(UINT32 index, SPtr* buffers, UINT32 numBuffers) override; /** @copydoc RenderAPICore::setIndexBuffer */ void setIndexBuffer(const SPtr& buffer) override; /** @copydoc RenderAPICore::setVertexDeclaration */ void setVertexDeclaration(const SPtr& vertexDeclaration) override; /** @copydoc RenderAPICore::setDrawOperation */ void setDrawOperation(DrawOperationType op) override; /** @copydoc RenderAPICore::draw */ void draw(UINT32 vertexOffset, UINT32 vertexCount, UINT32 instanceCount = 0) override; /** @copydoc RenderAPICore::drawIndexed */ void drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount, UINT32 instanceCount = 0) override; /** @copydoc RenderAPICore::dispatchCompute */ void dispatchCompute(UINT32 numGroupsX, UINT32 numGroupsY = 1, UINT32 numGroupsZ = 1) override; /** @copydoc RenderAPICore::bindGpuProgram */ void bindGpuProgram(const SPtr& prg) override; /** @copydoc RenderAPICore::unbindGpuProgram */ void unbindGpuProgram(GpuProgramType gptype) override; /** @copydoc RenderAPICore::setParamBuffer */ void setParamBuffer(GpuProgramType gptype, UINT32 slot, const SPtr& buffer, const GpuParamDesc& paramDesc) override; /** @copydoc RenderAPICore::setClipPlanesImpl */ void setClipPlanesImpl(const PlaneList& clipPlanes) override; /** @copydoc RenderAPICore::convertProjectionMatrix */ void convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest) override; /** @copydoc RenderAPICore::getAPIInfo */ const RenderAPIInfo& getAPIInfo() const override; /** @copydoc RenderAPICore::generateParamBlockDesc() */ GpuParamBlockDesc generateParamBlockDesc(const String& name, Vector& params) override; /************************************************************************/ /* Internal use by DX11 RenderSystem 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 RenderAPICore::initializePrepare */ void initializePrepare() override; /** @copydoc RenderAPICore::initializeFinalize */ void initializeFinalize(const SPtr& primaryWindow) override; /** @copydoc RenderAPICore::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. */ RenderAPICapabilities* createRenderSystemCapabilities() const; private: IDXGIFactory* mDXGIFactory; D3D11Device* mDevice; D3D11DriverList* mDriverList; D3D11Driver* mActiveD3DDriver; D3D_FEATURE_LEVEL mFeatureLevel; D3D11HLSLProgramFactory* mHLSLFactory; D3D11InputLayoutManager* mIAManager; std::pair, SPtr> mBoundUAVs[D3D11_PS_CS_UAV_REGISTER_COUNT]; UINT32 mStencilRef; Rect2 mViewportNorm; D3D11_VIEWPORT mViewport; D3D11_RECT mScissorRect; SPtr mActiveVertexDeclaration; SPtr mActiveVertexShader; DrawOperationType mActiveDrawOp; }; /** @} */ }