BsD3D11RenderAPI.h 7.5 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #pragma once
  4. #include "BsD3D11Prerequisites.h"
  5. #include "BsRenderAPI.h"
  6. namespace BansheeEngine
  7. {
  8. /** @addtogroup D3D11
  9. * @{
  10. */
  11. /** Implementation of a render system using DirectX 11. Provides abstracted access to various low level DX11 methods. */
  12. class BS_D3D11_EXPORT D3D11RenderAPI : public RenderAPICore
  13. {
  14. public:
  15. D3D11RenderAPI();
  16. ~D3D11RenderAPI();
  17. /** @copydoc RenderAPICore::getName */
  18. const StringID& getName() const override;
  19. /** @copydoc RenderAPICore::getShadingLanguageName */
  20. const String& getShadingLanguageName() const override;
  21. /** @copydoc RenderAPICore::setBlendState */
  22. void setBlendState(const SPtr<BlendStateCore>& blendState) override;
  23. /** @copydoc RenderAPICore::setRasterizerState */
  24. void setRasterizerState(const SPtr<RasterizerStateCore>& rasterizerState) override;
  25. /** @copydoc RenderAPICore::setDepthStencilState */
  26. void setDepthStencilState(const SPtr<DepthStencilStateCore>& depthStencilState, UINT32 stencilRefValue) override;
  27. /** @copydoc RenderAPICore::setSamplerState */
  28. void setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SPtr<SamplerStateCore>& samplerState) override;
  29. /** @copydoc RenderAPICore::setTexture */
  30. void setTexture(GpuProgramType gptype, UINT16 texUnit, bool enabled, const SPtr<TextureCore>& texPtr) override;
  31. /** @copydoc RenderAPICore::setLoadStoreTexture */
  32. void setLoadStoreTexture(GpuProgramType gptype, UINT16 texUnit, bool enabled, const SPtr<TextureCore>& texPtr,
  33. const TextureSurface& surface) override;
  34. /** @copydoc RenderAPICore::setBuffer */
  35. void setBuffer(GpuProgramType gptype, UINT16 unit, const SPtr<GpuBufferCore>& buffer, bool loadStore = false) override;
  36. /** @copydoc RenderAPICore::disableTextureUnit */
  37. void disableTextureUnit(GpuProgramType gptype, UINT16 texUnit) override;
  38. /** @copydoc RenderAPICore::beginFrame */
  39. void beginFrame() override;
  40. /** @copydoc RenderAPICore::endFrame */
  41. void endFrame() override;
  42. /** @copydoc RenderAPICore::clearRenderTarget */
  43. void clearRenderTarget(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0,
  44. UINT8 targetMask = 0xFF) override;
  45. /** @copydoc RenderAPICore::clearViewport */
  46. void clearViewport(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0,
  47. UINT8 targetMask = 0xFF) override;
  48. /** @copydoc RenderAPICore::setRenderTarget */
  49. void setRenderTarget(const SPtr<RenderTargetCore>& target, bool readOnlyDepthStencil = false) override;
  50. /** @copydoc RenderAPICore::setViewport */
  51. void setViewport(const Rect2& area) override;
  52. /** @copydoc RenderAPICore::setScissorRect */
  53. void setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom) override;
  54. /** @copydoc RenderAPICore::setVertexBuffers */
  55. void setVertexBuffers(UINT32 index, SPtr<VertexBufferCore>* buffers, UINT32 numBuffers) override;
  56. /** @copydoc RenderAPICore::setIndexBuffer */
  57. void setIndexBuffer(const SPtr<IndexBufferCore>& buffer) override;
  58. /** @copydoc RenderAPICore::setVertexDeclaration */
  59. void setVertexDeclaration(const SPtr<VertexDeclarationCore>& vertexDeclaration) override;
  60. /** @copydoc RenderAPICore::setDrawOperation */
  61. void setDrawOperation(DrawOperationType op) override;
  62. /** @copydoc RenderAPICore::draw */
  63. void draw(UINT32 vertexOffset, UINT32 vertexCount, UINT32 instanceCount = 0) override;
  64. /** @copydoc RenderAPICore::drawIndexed */
  65. void drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount,
  66. UINT32 instanceCount = 0) override;
  67. /** @copydoc RenderAPICore::dispatchCompute */
  68. void dispatchCompute(UINT32 numGroupsX, UINT32 numGroupsY = 1, UINT32 numGroupsZ = 1) override;
  69. /** @copydoc RenderAPICore::bindGpuProgram */
  70. void bindGpuProgram(const SPtr<GpuProgramCore>& prg) override;
  71. /** @copydoc RenderAPICore::unbindGpuProgram */
  72. void unbindGpuProgram(GpuProgramType gptype) override;
  73. /** @copydoc RenderAPICore::setConstantBuffers */
  74. void setConstantBuffers(GpuProgramType gptype, const SPtr<GpuParamsCore>& params) override;
  75. /** @copydoc RenderAPICore::setClipPlanesImpl */
  76. void setClipPlanesImpl(const PlaneList& clipPlanes) override;
  77. /** @copydoc RenderAPICore::convertProjectionMatrix */
  78. void convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest) override;
  79. /** @copydoc RenderAPICore::getAPIInfo */
  80. const RenderAPIInfo& getAPIInfo() const override;
  81. /** @copydoc RenderAPICore::generateParamBlockDesc() */
  82. GpuParamBlockDesc generateParamBlockDesc(const String& name, Vector<GpuParamDataDesc>& params) override;
  83. /************************************************************************/
  84. /* Internal use by DX11 RenderSystem only */
  85. /************************************************************************/
  86. /**
  87. * Determines DXGI multisample settings from the provided parameters.
  88. *
  89. * @param[in] multisampleCount Number of requested samples.
  90. * @param[in] format Pixel format used by the render target.
  91. * @param[out] outputSampleDesc Output structure that will contain the requested multisample settings.
  92. */
  93. void determineMultisampleSettings(UINT32 multisampleCount, DXGI_FORMAT format, DXGI_SAMPLE_DESC* outputSampleDesc);
  94. /** Returns the main DXGI factory object. */
  95. IDXGIFactory* getDXGIFactory() const { return mDXGIFactory; }
  96. /** Returns the primary DX11 device object. */
  97. D3D11Device& getPrimaryDevice() const { return *mDevice; }
  98. /** Returns information describing all available drivers. */
  99. D3D11DriverList* getDriverList() const { return mDriverList; }
  100. protected:
  101. friend class D3D11RenderAPIFactory;
  102. /** @copydoc RenderAPICore::initializePrepare */
  103. void initializePrepare() override;
  104. /** @copydoc RenderAPICore::initializeFinalize */
  105. void initializeFinalize(const SPtr<RenderWindowCore>& primaryWindow) override;
  106. /** @copydoc RenderAPICore::destroyCore */
  107. void destroyCore() override;
  108. /**
  109. * Creates or retrieves a proper input layout depending on the currently set vertex shader and vertex buffer.
  110. *
  111. * Applies the input layout to the pipeline.
  112. */
  113. void applyInputLayout();
  114. /**
  115. * Recalculates actual viewport dimensions based on currently set viewport normalized dimensions and render target
  116. * and applies them for further rendering.
  117. */
  118. void applyViewport();
  119. /** Creates and populates a set of render system capabilities describing which functionality is available. */
  120. RenderAPICapabilities* createRenderSystemCapabilities() const;
  121. private:
  122. IDXGIFactory* mDXGIFactory;
  123. D3D11Device* mDevice;
  124. D3D11DriverList* mDriverList;
  125. D3D11Driver* mActiveD3DDriver;
  126. D3D_FEATURE_LEVEL mFeatureLevel;
  127. D3D11HLSLProgramFactory* mHLSLFactory;
  128. D3D11InputLayoutManager* mIAManager;
  129. std::pair<SPtr<TextureCore>, SPtr<TextureView>> mBoundUAVs[D3D11_PS_CS_UAV_REGISTER_COUNT];
  130. UINT32 mStencilRef;
  131. Rect2 mViewportNorm;
  132. D3D11_VIEWPORT mViewport;
  133. D3D11_RECT mScissorRect;
  134. SPtr<VertexDeclarationCore> mActiveVertexDeclaration;
  135. SPtr<D3D11GpuProgramCore> mActiveVertexShader;
  136. DrawOperationType mActiveDrawOp;
  137. };
  138. /** @} */
  139. }