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- #include "CmD3D11RenderSystem.h"
- #include "CmD3D11DriverList.h"
- #include "CmD3D11Driver.h"
- #include "CmD3D11Device.h"
- #include "CmD3D11TextureManager.h"
- #include "CmD3D11Texture.h"
- #include "CmD3D11HardwareBufferManager.h"
- #include "CmD3D11GpuProgramManager.h"
- #include "CmD3D11RenderWindowManager.h"
- #include "CmD3D11HLSLProgramFactory.h"
- #include "CmD3D11BlendState.h"
- #include "CmD3D11RasterizerState.h"
- #include "CmD3D11DepthStencilState.h"
- #include "CmD3D11SamplerState.h"
- #include "CmD3D11GpuProgram.h"
- #include "CmD3D11Mappings.h"
- #include "CmD3D11VertexBuffer.h"
- #include "CmD3D11IndexBuffer.h"
- #include "CmD3D11RenderStateManager.h"
- #include "CmD3D11GpuParamBlock.h"
- #include "CmD3D11InputLayoutManager.h"
- #include "CmD3D11HLSLProgram.h"
- #include "CmGpuParams.h"
- #include "CmDebug.h"
- #include "CmException.h"
- #if CM_DEBUG_MODE
- #define THROW_IF_NOT_RENDER_THREAD throwIfNotRenderThread();
- #else
- #define THROW_IF_NOT_RENDER_THREAD
- #endif
- namespace CamelotEngine
- {
- D3D11RenderSystem::D3D11RenderSystem()
- : mDXGIFactory(nullptr), mDevice(nullptr), mDriverList(nullptr)
- , mActiveD3DDriver(nullptr), mFeatureLevel(D3D_FEATURE_LEVEL_9_1)
- , mHLSLFactory(nullptr), mIAManager(nullptr)
- , mStencilRef(0), mActiveVertexShader(nullptr)
- {
- mClipPlanesDirty = false; // DX11 handles clip planes through shaders
- }
- D3D11RenderSystem::~D3D11RenderSystem()
- {
- destroy_internal();
- }
- const String& D3D11RenderSystem::getName() const
- {
- static String strName("D3D11RenderSystem");
- return strName;
- }
- const String& D3D11RenderSystem::getShadingLanguageName() const
- {
- static String strName("hlsl");
- return strName;
- }
- void D3D11RenderSystem::initialize_internal()
- {
- THROW_IF_NOT_RENDER_THREAD;
- HRESULT hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&mDXGIFactory);
- if(FAILED(hr))
- CM_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 DXGIFactory");
- mDriverList = new D3D11DriverList(mDXGIFactory);
- mActiveD3DDriver = mDriverList->item(0); // TODO: Always get first driver, for now
- 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 CM_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))
- CM_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 object. D3D11CreateDeviceN returned this error code: " + toString(hr));
- mDevice = new D3D11Device(device);
- LARGE_INTEGER driverVersion;
- if(SUCCEEDED(selectedAdapter->CheckInterfaceSupport(IID_ID3D10Device /* intentionally D3D10, not D3D11 */, &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(new D3D11TextureManager());
- // Also create hardware buffer manager
- HardwareBufferManager::startUp(new D3D11HardwareBufferManager(*mDevice));
- // Create the GPU program manager
- GpuProgramManager::startUp(new D3D11GpuProgramManager(*mDevice));
- // Create render window manager
- RenderWindowManager::startUp(new D3D11RenderWindowManager(this));
- // Create & register HLSL factory
- mHLSLFactory = new D3D11HLSLProgramFactory();
- // Create render state manager
- RenderStateManager::startUp(new D3D11RenderStateManager());
- mCurrentCapabilities = createRenderSystemCapabilities();
- mCurrentCapabilities->addShaderProfile("hlsl");
- HighLevelGpuProgramManager::instance().addFactory(mHLSLFactory);
- mIAManager = new D3D11InputLayoutManager();
- RenderSystem::initialize_internal();
- }
- void D3D11RenderSystem::destroy_internal()
- {
- THROW_IF_NOT_RENDER_THREAD;
- SAFE_DELETE(mIAManager);
- SAFE_DELETE(mHLSLFactory);
- RenderStateManager::shutDown();
- RenderWindowManager::shutDown();
- GpuProgramManager::shutDown();
- HardwareBufferManager::shutDown();
- TextureManager::shutDown();
- SAFE_RELEASE(mDXGIFactory);
- SAFE_DELETE(mDevice);
- SAFE_DELETE(mDriverList);
- mActiveD3DDriver = nullptr;
- RenderSystem::destroy_internal();
- }
- void D3D11RenderSystem::setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SamplerStatePtr& samplerState)
- {
- THROW_IF_NOT_RENDER_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];
- D3D11SamplerState* d3d11SamplerState = static_cast<D3D11SamplerState*>(const_cast<SamplerState*>(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:
- CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
- }
- }
- void D3D11RenderSystem::setBlendState(const BlendStatePtr& blendState)
- {
- THROW_IF_NOT_RENDER_THREAD;
- D3D11BlendState* d3d11BlendState = static_cast<D3D11BlendState*>(const_cast<BlendState*>(blendState.get()));
- mDevice->getImmediateContext()->OMSetBlendState(d3d11BlendState->getInternal(), nullptr, 0xFFFFFFFF);
- }
- void D3D11RenderSystem::setRasterizerState(const RasterizerStatePtr& rasterizerState)
- {
- THROW_IF_NOT_RENDER_THREAD;
- D3D11RasterizerState* d3d11RasterizerState = static_cast<D3D11RasterizerState*>(const_cast<RasterizerState*>(rasterizerState.get()));
- mDevice->getImmediateContext()->RSSetState(d3d11RasterizerState->getInternal());
- }
- void D3D11RenderSystem::setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue)
- {
- THROW_IF_NOT_RENDER_THREAD;
- D3D11DepthStencilState* d3d11RasterizerState = static_cast<D3D11DepthStencilState*>(const_cast<DepthStencilState*>(depthStencilState.get()));
- mDevice->getImmediateContext()->OMSetDepthStencilState(d3d11RasterizerState->getInternal(), stencilRefValue);
- }
- void D3D11RenderSystem::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr &texPtr)
- {
- THROW_IF_NOT_RENDER_THREAD;
- // TODO - Set up UAVs?
- // 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)
- {
- D3D11Texture* d3d11Texture = static_cast<D3D11Texture*>(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:
- CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
- }
- }
- void D3D11RenderSystem::disableTextureUnit(GpuProgramType gptype, UINT16 texUnit)
- {
- THROW_IF_NOT_RENDER_THREAD;
- setTexture(gptype, texUnit, false, nullptr);
- }
- void D3D11RenderSystem::beginFrame()
- {
- // Not used
- }
- void D3D11RenderSystem::endFrame()
- {
- // Not used
- }
- void D3D11RenderSystem::setViewport(const Viewport& vp)
- {
- THROW_IF_NOT_RENDER_THREAD;
- mActiveViewport = vp;
- // Set render target
- RenderTargetPtr target = vp.getTarget();
- setRenderTarget(target.get());
- // set viewport dimensions
- mViewport.TopLeftX = (FLOAT)vp.getActualLeft();
- mViewport.TopLeftY = (FLOAT)vp.getActualTop();
- mViewport.Width = (FLOAT)vp.getActualWidth();
- mViewport.Height = (FLOAT)vp.getActualHeight();
- if (vp.getTarget()->requiresTextureFlipping())
- {
- // Convert "top-left" to "bottom-left"
- mViewport.TopLeftY = vp.getTarget()->getHeight() - mViewport.Height - mViewport.TopLeftY;
- }
- // Z-values from 0.0 to 1.0 (TODO: standardise with OpenGL)
- mViewport.MinDepth = 0.0f;
- mViewport.MaxDepth = 1.0f;
- mDevice->getImmediateContext()->RSSetViewports(1, &mViewport);
- }
- void D3D11RenderSystem::setVertexBuffer(UINT32 index, const VertexBufferPtr& buffer)
- {
- THROW_IF_NOT_RENDER_THREAD;
- UINT32 maxBoundVertexBuffers = mCurrentCapabilities->getMaxBoundVertexBuffers();
- if(index < 0 || index >= maxBoundVertexBuffers)
- CM_EXCEPT(InvalidParametersException, "Invalid vertex index: " + toString(index) + ". Valid range is 0 .. " + toString(maxBoundVertexBuffers - 1));
- ID3D11Buffer* buffers[1];
- D3D11VertexBuffer* vertexBuffer = static_cast<D3D11VertexBuffer*>(buffer.get());
- buffers[0] = vertexBuffer->getD3DVertexBuffer();
- UINT32 strides[1] = { buffer->getVertexSize() };
- UINT32 offsets[1] = { 0 };
- mDevice->getImmediateContext()->IASetVertexBuffers(index, 1, buffers, strides, offsets);
- }
- void D3D11RenderSystem::setIndexBuffer(const IndexBufferPtr& buffer)
- {
- THROW_IF_NOT_RENDER_THREAD;
- D3D11IndexBuffer* indexBuffer = static_cast<D3D11IndexBuffer*>(buffer.get());
- DXGI_FORMAT indexFormat = DXGI_FORMAT_R16_UINT;
- if(indexBuffer->getType() == IndexBuffer::IT_16BIT)
- indexFormat = DXGI_FORMAT_R16_UINT;
- else if(indexBuffer->getType() == IndexBuffer::IT_32BIT)
- indexFormat = DXGI_FORMAT_R32_UINT;
- else
- CM_EXCEPT(InternalErrorException, "Unsupported index format: " + toString(indexBuffer->getType()));
- mDevice->getImmediateContext()->IASetIndexBuffer(indexBuffer->getD3DIndexBuffer(), indexFormat, 0);
- }
- void D3D11RenderSystem::setVertexDeclaration(VertexDeclarationPtr vertexDeclaration)
- {
- THROW_IF_NOT_RENDER_THREAD;
- mActiveVertexDeclaration = vertexDeclaration;
- }
- void D3D11RenderSystem::setDrawOperation(DrawOperationType op)
- {
- THROW_IF_NOT_RENDER_THREAD;
- mDevice->getImmediateContext()->IASetPrimitiveTopology(D3D11Mappings::getPrimitiveType(op));
- }
- void D3D11RenderSystem::bindGpuProgram(GpuProgramHandle prg)
- {
- THROW_IF_NOT_RENDER_THREAD;
- switch(prg->getType())
- {
- case GPT_VERTEX_PROGRAM:
- {
- D3D11GpuVertexProgram* d3d11GpuProgram = static_cast<D3D11GpuVertexProgram*>(prg->getBindingDelegate());
- mDevice->getImmediateContext()->VSSetShader(d3d11GpuProgram->getVertexShader(), nullptr, 0);
- mActiveVertexShader = static_cast<D3D11HLSLProgram*>(prg.get());
- break;
- }
- case GPT_FRAGMENT_PROGRAM:
- {
- D3D11GpuFragmentProgram* d3d11GpuProgram = static_cast<D3D11GpuFragmentProgram*>(prg->getBindingDelegate());
- mDevice->getImmediateContext()->PSSetShader(d3d11GpuProgram->getPixelShader(), nullptr, 0);
- break;
- }
- case GPT_GEOMETRY_PROGRAM:
- {
- D3D11GpuGeometryProgram* d3d11GpuProgram = static_cast<D3D11GpuGeometryProgram*>(prg->getBindingDelegate());
- mDevice->getImmediateContext()->GSSetShader(d3d11GpuProgram->getGeometryShader(), nullptr, 0);
- break;
- }
- case GPT_DOMAIN_PROGRAM:
- {
- D3D11GpuDomainProgram* d3d11GpuProgram = static_cast<D3D11GpuDomainProgram*>(prg->getBindingDelegate());
- mDevice->getImmediateContext()->DSSetShader(d3d11GpuProgram->getDomainShader(), nullptr, 0);
- break;
- }
- case GPT_HULL_PROGRAM:
- {
- D3D11GpuHullProgram* d3d11GpuProgram = static_cast<D3D11GpuHullProgram*>(prg->getBindingDelegate());
- mDevice->getImmediateContext()->HSSetShader(d3d11GpuProgram->getHullShader(), nullptr, 0);
- break;
- }
- case GPT_COMPUTE_PROGRAM:
- {
- D3D11GpuComputeProgram* d3d11GpuProgram = static_cast<D3D11GpuComputeProgram*>(prg->getBindingDelegate());
- mDevice->getImmediateContext()->CSSetShader(d3d11GpuProgram->getComputeShader(), nullptr, 0);
- break;
- }
- default:
- CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(prg->getType()));
- }
- }
- void D3D11RenderSystem::unbindGpuProgram(GpuProgramType gptype)
- {
- THROW_IF_NOT_RENDER_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:
- CM_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
- }
- }
- void D3D11RenderSystem::bindGpuParams(GpuProgramType gptype, GpuParamsPtr params)
- {
- THROW_IF_NOT_RENDER_THREAD;
- params->updateIfDirty();
- const GpuParamDesc& paramDesc = params->getParamDesc();
- for(auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
- {
- SamplerStateHandle& samplerState = params->getSamplerState(iter->second.slot);
- if(samplerState == nullptr)
- setSamplerState(gptype, iter->second.slot, SamplerState::getDefault());
- else
- setSamplerState(gptype, iter->second.slot, samplerState.getInternalPtr());
- }
- for(auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
- {
- TextureHandle texture = params->getTexture(iter->second.slot);
- if(!texture.isLoaded())
- setTexture(gptype, iter->second.slot, false, nullptr);
- else
- setTexture(gptype, iter->second.slot, true, texture.getInternalPtr());
- }
- // 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)
- {
- GpuParamBlockPtr currentBlock = params->getParamBlock(iter->second.slot);
- if(currentBlock != nullptr)
- {
- D3D11GpuParamBlock* d3d11paramBlock = static_cast<D3D11GpuParamBlock*>(currentBlock.get());
- bufferArray[0] = d3d11paramBlock->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;
- };
- }
- }
- void D3D11RenderSystem::draw(UINT32 vertexCount)
- {
- THROW_IF_NOT_RENDER_THREAD;
- applyInputLayout();
- mDevice->getImmediateContext()->Draw(vertexCount, 0);
- }
- void D3D11RenderSystem::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexCount)
- {
- THROW_IF_NOT_RENDER_THREAD;
- applyInputLayout();
- mDevice->getImmediateContext()->DrawIndexed(indexCount, startIndex, 0);
- }
- void D3D11RenderSystem::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
- {
- THROW_IF_NOT_RENDER_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 D3D11RenderSystem::clear(RenderTargetPtr target, unsigned int buffers, const Color& color, float depth, unsigned short stencil)
- {
- THROW_IF_NOT_RENDER_THREAD;
- // Clear render surfaces
- if (buffers & FBT_COLOUR)
- {
- UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
- ID3D11RenderTargetView** views = new ID3D11RenderTargetView*[maxRenderTargets];
- memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
- target->getCustomAttribute("RTV", views);
- if (!views[0])
- {
- delete[] views;
- 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);
- }
- delete[] views;
- }
- // Clear depth stencil
- if((buffers & FBT_DEPTH) != 0 || (buffers & FBT_STENCIL) != 0)
- {
- ID3D11DepthStencilView* depthStencilView = nullptr;
- target->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);
- }
- }
- void D3D11RenderSystem::setRenderTarget(RenderTarget* target)
- {
- THROW_IF_NOT_RENDER_THREAD;
- mActiveRenderTarget = target;
- // Retrieve render surfaces
- UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
- ID3D11RenderTargetView** views = new ID3D11RenderTargetView*[maxRenderTargets];
- memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
- target->getCustomAttribute("RTV", views);
- if (!views[0])
- {
- delete[] views;
- return;
- }
- // Retrieve depth stencil
- ID3D11DepthStencilView* depthStencilView = nullptr;
- target->getCustomAttribute("DSV", &depthStencilView);
- // Bind render targets
- mDevice->getImmediateContext()->OMSetRenderTargets(maxRenderTargets, views, depthStencilView);
- if (mDevice->hasError())
- CM_EXCEPT(RenderingAPIException, "Failed to setRenderTarget : " + mDevice->getErrorDescription());
- delete[] views;
- }
- void D3D11RenderSystem::setClipPlanesImpl(const PlaneList& clipPlanes)
- {
- LOGWRN("This call will be ignored. DX11 uses shaders for setting clip planes.");
- }
- RenderSystemCapabilities* D3D11RenderSystem::createRenderSystemCapabilities() const
- {
- THROW_IF_NOT_RENDER_THREAD;
- RenderSystemCapabilities* rsc = new RenderSystemCapabilities();
- rsc->setDriverVersion(mDriverVersion);
- rsc->setDeviceName(mActiveD3DDriver->getDriverDescription());
- rsc->setRenderSystemName(getName());
- rsc->setCapability(RSC_HWSTENCIL);
- rsc->setStencilBufferBitDepth(8);
- rsc->setCapability(RSC_ANISOTROPY);
- rsc->setCapability(RSC_AUTOMIPMAP);
- rsc->setCapability(RSC_BLENDING);
- rsc->setCapability(RSC_DOT3);
- // 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_VBO);
- rsc->setCapability(RSC_SCISSOR_TEST);
- 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_PS_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->setNumUniformBlockBuffers(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
- rsc->setNumUniformBlockBuffers(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
- rsc->setNumUniformBlockBuffers(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
- rsc->setNumCombinedUniformBlockBuffers(rsc->getNumUniformBlockBuffers(GPT_FRAGMENT_PROGRAM)
- + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumUniformBlockBuffers(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_PS_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_PS_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->setNumUniformBlockBuffers(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
- rsc->setNumUniformBlockBuffers(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
- rsc->setNumUniformBlockBuffers(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
- rsc->setNumCombinedUniformBlockBuffers(rsc->getNumUniformBlockBuffers(GPT_FRAGMENT_PROGRAM)
- + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumUniformBlockBuffers(GPT_VERTEX_PROGRAM)
- + rsc->getNumUniformBlockBuffers(GPT_HULL_PROGRAM) + rsc->getNumUniformBlockBuffers(GPT_DOMAIN_PROGRAM)
- + rsc->getNumUniformBlockBuffers(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
- // Full list of vendors here: http://www.pcidatabase.com/vendors.php?sort=id
- switch(adapterID.VendorId)
- {
- case 0x10DE:
- rsc->setVendor(GPU_NVIDIA);
- break;
- case 0x1002:
- rsc->setVendor(GPU_ATI);
- break;
- case 0x163C:
- case 0x8086:
- rsc->setVendor(GPU_INTEL);
- break;
- case 0x5333:
- rsc->setVendor(GPU_S3);
- break;
- case 0x3D3D:
- rsc->setVendor(GPU_3DLABS);
- break;
- case 0x102B:
- rsc->setVendor(GPU_MATROX);
- 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 D3D11RenderSystem::initialiseFromRenderSystemCapabilities(RenderSystemCapabilities* caps)
- {
- // Do nothing
- }
- String D3D11RenderSystem::getErrorDescription(long errorNumber) const
- {
- return mDevice->getErrorDescription();
- }
- void D3D11RenderSystem::determineFSAASettings(UINT32 fsaa, const String& fsaaHint, DXGI_FORMAT format, DXGI_SAMPLE_DESC* outFSAASettings)
- {
- bool ok = false;
- bool qualityHint = fsaaHint.find("Quality") != String::npos;
- size_t origFSAA = fsaa;
- bool tryCSAA = false;
- // NVIDIA, prefer CSAA if available for 8+
- // it would be tempting to use getCapabilities()->getVendor() == GPU_NVIDIA but
- // if this is the first window, caps will not be initialised yet
-
- if (mActiveD3DDriver->getAdapterIdentifier().VendorId == 0x10DE &&
- fsaa >= 8)
- {
- tryCSAA = true;
- }
- while (!ok)
- {
- // Deal with special cases
- if (tryCSAA)
- {
- // see http://developer.nvidia.com/object/coverage-sampled-aa.html
- switch(fsaa)
- {
- case 8:
- if (qualityHint)
- {
- outFSAASettings->Count = 8;
- outFSAASettings->Quality = 8;
- }
- else
- {
- outFSAASettings->Count = 4;
- outFSAASettings->Quality = 8;
- }
- break;
- case 16:
- if (qualityHint)
- {
- outFSAASettings->Count = 8;
- outFSAASettings->Quality = 16;
- }
- else
- {
- outFSAASettings->Count = 4;
- outFSAASettings->Quality = 16;
- }
- break;
- }
- }
- else // !CSAA
- {
- outFSAASettings->Count = fsaa == 0 ? 1 : fsaa;
- outFSAASettings->Quality = 0;
- }
- HRESULT hr;
- UINT outQuality;
- hr = mDevice->getD3D11Device()->CheckMultisampleQualityLevels(format, outFSAASettings->Count, &outQuality);
- if (SUCCEEDED(hr) && (!tryCSAA || outQuality > outFSAASettings->Quality))
- {
- ok = true;
- }
- else
- {
- // downgrade
- if (tryCSAA && fsaa == 8)
- {
- // for CSAA, we'll try downgrading with quality mode at all samples.
- // then try without quality, then drop CSAA
- if (qualityHint)
- {
- // drop quality first
- qualityHint = false;
- }
- else
- {
- // drop CSAA entirely
- tryCSAA = false;
- }
- // return to original requested samples
- fsaa = static_cast<UINT32>(origFSAA);
- }
- else
- {
- // drop samples
- --fsaa;
- if (fsaa == 1)
- {
- // ran out of options, no FSAA
- fsaa = 0;
- ok = true;
- }
- }
- }
- } // while !ok
- }
- bool D3D11RenderSystem::checkTextureFilteringSupported(TextureType ttype, PixelFormat format, int usage)
- {
- return true;
- }
- VertexElementType D3D11RenderSystem::getColorVertexElementType() const
- {
- return VET_COLOR_ABGR;
- }
- void D3D11RenderSystem::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest, bool forGpuProgram /*= false */)
- {
- 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;
- if (!forGpuProgram)
- {
- // Convert right-handed to left-handed
- dest[0][2] = -dest[0][2];
- dest[1][2] = -dest[1][2];
- dest[2][2] = -dest[2][2];
- dest[3][2] = -dest[3][2];
- }
- }
- float D3D11RenderSystem::getHorizontalTexelOffset()
- {
- return 0.0f;
- }
- float D3D11RenderSystem::getVerticalTexelOffset()
- {
- return 0.0f;
- }
- float D3D11RenderSystem::getMinimumDepthInputValue()
- {
- return 0.0f;
- }
- float D3D11RenderSystem::getMaximumDepthInputValue()
- {
- return -1.0f;
- }
- /************************************************************************/
- /* PRIVATE */
- /************************************************************************/
- void D3D11RenderSystem::applyInputLayout()
- {
- if(mActiveVertexDeclaration == nullptr)
- {
- LOGWRN("Cannot apply input layout without a vertex declaration. Set vertex declaration before calling this method.");
- return;
- }
- ID3D11InputLayout* ia = mIAManager->retrieveInputLayout(mActiveVertexShader->getInputDeclaration(), mActiveVertexDeclaration, *mActiveVertexShader);
- mDevice->getImmediateContext()->IASetInputLayout(ia);
- }
- }
- #undef THROW_IF_NOT_RENDER_THREAD
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