BsD3D11RenderSystem.cpp 34 KB

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  1. #include "BsD3D11RenderSystem.h"
  2. #include "BsD3D11DriverList.h"
  3. #include "BsD3D11Driver.h"
  4. #include "BsD3D11Device.h"
  5. #include "BsD3D11TextureManager.h"
  6. #include "BsD3D11Texture.h"
  7. #include "BsD3D11HardwareBufferManager.h"
  8. #include "BsD3D11RenderWindowManager.h"
  9. #include "BsD3D11HLSLProgramFactory.h"
  10. #include "BsD3D11BlendState.h"
  11. #include "BsD3D11RasterizerState.h"
  12. #include "BsD3D11DepthStencilState.h"
  13. #include "BsD3D11SamplerState.h"
  14. #include "BsD3D11GpuProgram.h"
  15. #include "BsD3D11Mappings.h"
  16. #include "BsD3D11VertexBuffer.h"
  17. #include "BsD3D11IndexBuffer.h"
  18. #include "BsD3D11RenderStateManager.h"
  19. #include "BsD3D11GpuParamBlockBuffer.h"
  20. #include "BsD3D11InputLayoutManager.h"
  21. #include "BsD3D11TextureView.h"
  22. #include "BsD3D11RenderUtility.h"
  23. #include "BsGpuParams.h"
  24. #include "BsCoreThread.h"
  25. #include "BsD3D11QueryManager.h"
  26. #include "BsDebug.h"
  27. #include "BsException.h"
  28. #include "BsRenderStats.h"
  29. namespace BansheeEngine
  30. {
  31. D3D11RenderSystem::D3D11RenderSystem()
  32. : mDXGIFactory(nullptr), mDevice(nullptr), mDriverList(nullptr)
  33. , mActiveD3DDriver(nullptr), mFeatureLevel(D3D_FEATURE_LEVEL_11_0)
  34. , mHLSLFactory(nullptr), mIAManager(nullptr)
  35. , mStencilRef(0), mActiveDrawOp(DOT_TRIANGLE_LIST)
  36. {
  37. mClipPlanesDirty = false; // DX11 handles clip planes through shaders
  38. }
  39. D3D11RenderSystem::~D3D11RenderSystem()
  40. {
  41. }
  42. const String& D3D11RenderSystem::getName() const
  43. {
  44. static String strName("D3D11RenderSystem");
  45. return strName;
  46. }
  47. const String& D3D11RenderSystem::getShadingLanguageName() const
  48. {
  49. static String strName("hlsl");
  50. return strName;
  51. }
  52. void D3D11RenderSystem::initialize_internal(AsyncOp& asyncOp)
  53. {
  54. THROW_IF_NOT_CORE_THREAD;
  55. HRESULT hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&mDXGIFactory);
  56. if(FAILED(hr))
  57. BS_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 DXGIFactory");
  58. mDriverList = bs_new<D3D11DriverList>(mDXGIFactory);
  59. mActiveD3DDriver = mDriverList->item(0); // TODO: Always get first driver, for now
  60. mVideoModeInfo = mActiveD3DDriver->getVideoModeInfo();
  61. IDXGIAdapter* selectedAdapter = mActiveD3DDriver->getDeviceAdapter();
  62. D3D_FEATURE_LEVEL requestedLevels[] = {
  63. D3D_FEATURE_LEVEL_11_0,
  64. D3D_FEATURE_LEVEL_10_1,
  65. D3D_FEATURE_LEVEL_10_0,
  66. D3D_FEATURE_LEVEL_9_3,
  67. D3D_FEATURE_LEVEL_9_2,
  68. D3D_FEATURE_LEVEL_9_1
  69. };
  70. UINT32 numRequestedLevel = sizeof(requestedLevels) / sizeof(requestedLevels[0]);
  71. UINT32 deviceFlags = 0;
  72. #if BS_DEBUG_MODE
  73. deviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  74. #endif
  75. ID3D11Device* device;
  76. hr = D3D11CreateDevice(selectedAdapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, deviceFlags,
  77. requestedLevels, numRequestedLevel, D3D11_SDK_VERSION, &device, &mFeatureLevel, nullptr);
  78. if(FAILED(hr))
  79. BS_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 object. D3D11CreateDeviceN returned this error code: " + toString(hr));
  80. mDevice = bs_new<D3D11Device>(device);
  81. // This must query for DirectX 10 interface as this is unsupported for DX11
  82. LARGE_INTEGER driverVersion;
  83. if(SUCCEEDED(selectedAdapter->CheckInterfaceSupport(IID_ID3D10Device, &driverVersion)))
  84. {
  85. mDriverVersion.major = HIWORD(driverVersion.HighPart);
  86. mDriverVersion.minor = LOWORD(driverVersion.HighPart);
  87. mDriverVersion.release = HIWORD(driverVersion.LowPart);
  88. mDriverVersion.build = LOWORD(driverVersion.LowPart);
  89. }
  90. // Create the texture manager for use by others
  91. TextureManager::startUp<D3D11TextureManager>();
  92. // Create hardware buffer manager
  93. HardwareBufferManager::startUp<D3D11HardwareBufferManager>(std::ref(*mDevice));
  94. HardwareBufferCoreManager::startUp<D3D11HardwareBufferCoreManager>(std::ref(*mDevice));
  95. // Create render window manager
  96. RenderWindowManager::startUp<D3D11RenderWindowManager>(this);
  97. // Create & register HLSL factory
  98. mHLSLFactory = bs_new<D3D11HLSLProgramFactory>();
  99. // Create render state manager
  100. RenderStateManager::startUp<D3D11RenderStateManager>();
  101. mCurrentCapabilities = createRenderSystemCapabilities();
  102. mCurrentCapabilities->addShaderProfile("hlsl");
  103. GpuProgramManager::instance().addFactory(mHLSLFactory);
  104. mIAManager = bs_new<D3D11InputLayoutManager>();
  105. RenderWindowPtr primaryWindow = RenderWindow::create(mPrimaryWindowDesc);
  106. D3D11RenderUtility::startUp(mDevice);
  107. QueryManager::startUp<D3D11QueryManager>();
  108. RenderSystem::initialize_internal(asyncOp);
  109. asyncOp._completeOperation(primaryWindow);
  110. }
  111. void D3D11RenderSystem::destroy_internal()
  112. {
  113. THROW_IF_NOT_CORE_THREAD;
  114. for (auto& boundUAV : mBoundUAVs)
  115. {
  116. if (boundUAV.second != nullptr)
  117. boundUAV.first->releaseView(boundUAV.second);
  118. }
  119. QueryManager::shutDown();
  120. D3D11RenderUtility::shutDown();
  121. if(mIAManager != nullptr)
  122. {
  123. bs_delete(mIAManager);
  124. mIAManager = nullptr;
  125. }
  126. if(mHLSLFactory != nullptr)
  127. {
  128. bs_delete(mHLSLFactory);
  129. mHLSLFactory = nullptr;
  130. }
  131. mActiveVertexDeclaration = nullptr;
  132. mActiveVertexShader = nullptr;
  133. RenderStateManager::shutDown();
  134. RenderWindowManager::shutDown();
  135. HardwareBufferCoreManager::shutDown();
  136. HardwareBufferManager::shutDown();
  137. TextureManager::shutDown();
  138. SAFE_RELEASE(mDXGIFactory);
  139. if(mDevice != nullptr)
  140. {
  141. bs_delete(mDevice);
  142. mDevice = nullptr;
  143. }
  144. if(mDriverList != nullptr)
  145. {
  146. bs_delete(mDriverList);
  147. mDriverList = nullptr;
  148. }
  149. mActiveD3DDriver = nullptr;
  150. RenderSystem::destroy_internal();
  151. }
  152. void D3D11RenderSystem::setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SamplerStatePtr& samplerState)
  153. {
  154. THROW_IF_NOT_CORE_THREAD;
  155. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  156. // and then set them all up at once before rendering? Needs testing
  157. ID3D11SamplerState* samplerArray[1];
  158. D3D11SamplerState* d3d11SamplerState = static_cast<D3D11SamplerState*>(const_cast<SamplerState*>(samplerState.get()));
  159. samplerArray[0] = d3d11SamplerState->getInternal();
  160. switch(gptype)
  161. {
  162. case GPT_VERTEX_PROGRAM:
  163. mDevice->getImmediateContext()->VSSetSamplers(texUnit, 1, samplerArray);
  164. break;
  165. case GPT_FRAGMENT_PROGRAM:
  166. mDevice->getImmediateContext()->PSSetSamplers(texUnit, 1, samplerArray);
  167. break;
  168. case GPT_GEOMETRY_PROGRAM:
  169. mDevice->getImmediateContext()->GSSetSamplers(texUnit, 1, samplerArray);
  170. break;
  171. case GPT_DOMAIN_PROGRAM:
  172. mDevice->getImmediateContext()->DSSetSamplers(texUnit, 1, samplerArray);
  173. break;
  174. case GPT_HULL_PROGRAM:
  175. mDevice->getImmediateContext()->HSSetSamplers(texUnit, 1, samplerArray);
  176. break;
  177. case GPT_COMPUTE_PROGRAM:
  178. mDevice->getImmediateContext()->CSSetSamplers(texUnit, 1, samplerArray);
  179. break;
  180. default:
  181. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  182. }
  183. BS_INC_RENDER_STAT(NumSamplerBinds);
  184. }
  185. void D3D11RenderSystem::setBlendState(const BlendStatePtr& blendState)
  186. {
  187. THROW_IF_NOT_CORE_THREAD;
  188. D3D11BlendState* d3d11BlendState = static_cast<D3D11BlendState*>(const_cast<BlendState*>(blendState.get()));
  189. mDevice->getImmediateContext()->OMSetBlendState(d3d11BlendState->getInternal(), nullptr, 0xFFFFFFFF);
  190. BS_INC_RENDER_STAT(NumBlendStateChanges);
  191. }
  192. void D3D11RenderSystem::setRasterizerState(const RasterizerStatePtr& rasterizerState)
  193. {
  194. THROW_IF_NOT_CORE_THREAD;
  195. D3D11RasterizerState* d3d11RasterizerState = static_cast<D3D11RasterizerState*>(const_cast<RasterizerState*>(rasterizerState.get()));
  196. mDevice->getImmediateContext()->RSSetState(d3d11RasterizerState->getInternal());
  197. BS_INC_RENDER_STAT(NumRasterizerStateChanges);
  198. }
  199. void D3D11RenderSystem::setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue)
  200. {
  201. THROW_IF_NOT_CORE_THREAD;
  202. D3D11DepthStencilState* d3d11RasterizerState = static_cast<D3D11DepthStencilState*>(const_cast<DepthStencilState*>(depthStencilState.get()));
  203. mDevice->getImmediateContext()->OMSetDepthStencilState(d3d11RasterizerState->getInternal(), stencilRefValue);
  204. BS_INC_RENDER_STAT(NumDepthStencilStateChanges);
  205. }
  206. void D3D11RenderSystem::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr &texPtr)
  207. {
  208. THROW_IF_NOT_CORE_THREAD;
  209. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  210. // and then set them all up at once before rendering? Needs testing
  211. ID3D11ShaderResourceView* viewArray[1];
  212. if(texPtr != nullptr && enabled)
  213. {
  214. D3D11Texture* d3d11Texture = static_cast<D3D11Texture*>(texPtr.get());
  215. viewArray[0] = d3d11Texture->getSRV();
  216. }
  217. else
  218. viewArray[0] = nullptr;
  219. switch(gptype)
  220. {
  221. case GPT_VERTEX_PROGRAM:
  222. mDevice->getImmediateContext()->VSSetShaderResources(unit, 1, viewArray);
  223. break;
  224. case GPT_FRAGMENT_PROGRAM:
  225. mDevice->getImmediateContext()->PSSetShaderResources(unit, 1, viewArray);
  226. break;
  227. case GPT_GEOMETRY_PROGRAM:
  228. mDevice->getImmediateContext()->GSSetShaderResources(unit, 1, viewArray);
  229. break;
  230. case GPT_DOMAIN_PROGRAM:
  231. mDevice->getImmediateContext()->DSSetShaderResources(unit, 1, viewArray);
  232. break;
  233. case GPT_HULL_PROGRAM:
  234. mDevice->getImmediateContext()->HSSetShaderResources(unit, 1, viewArray);
  235. break;
  236. case GPT_COMPUTE_PROGRAM:
  237. mDevice->getImmediateContext()->CSSetShaderResources(unit, 1, viewArray);
  238. break;
  239. default:
  240. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  241. }
  242. BS_INC_RENDER_STAT(NumTextureBinds);
  243. }
  244. void D3D11RenderSystem::setLoadStoreTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr& texPtr,
  245. const TextureSurface& surface)
  246. {
  247. THROW_IF_NOT_CORE_THREAD;
  248. // TODO - This hasn't bee tested and might be incorrect. I might need to set UAVs together with render targets,
  249. // especially considering DX11 expects number of UAVs to match number of render targets.
  250. ID3D11UnorderedAccessView* viewArray[1];
  251. if (texPtr != nullptr && enabled)
  252. {
  253. D3D11Texture* d3d11Texture = static_cast<D3D11Texture*>(texPtr.get());
  254. TextureViewPtr texView = Texture::requestView(texPtr, surface.mipLevel, 1,
  255. surface.arraySlice, surface.numArraySlices, GVU_RANDOMWRITE);
  256. D3D11TextureView* d3d11texView = static_cast<D3D11TextureView*>(texView.get());
  257. viewArray[0] = d3d11texView->getUAV();
  258. if (mBoundUAVs[unit].second != nullptr)
  259. mBoundUAVs[unit].first->releaseView(mBoundUAVs[unit].second);
  260. mBoundUAVs[unit] = std::make_pair(texPtr, texView);
  261. }
  262. else
  263. {
  264. viewArray[0] = nullptr;
  265. if (mBoundUAVs[unit].second != nullptr)
  266. mBoundUAVs[unit].first->releaseView(mBoundUAVs[unit].second);
  267. mBoundUAVs[unit] = std::pair<TexturePtr, TextureViewPtr>();
  268. }
  269. if (gptype == GPT_FRAGMENT_PROGRAM)
  270. {
  271. mDevice->getImmediateContext()->OMSetRenderTargetsAndUnorderedAccessViews(
  272. D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL, nullptr, nullptr, unit, 1, viewArray, nullptr);
  273. }
  274. else if (gptype == GPT_COMPUTE_PROGRAM)
  275. {
  276. mDevice->getImmediateContext()->CSSetUnorderedAccessViews(unit, 1, viewArray, nullptr);
  277. }
  278. else
  279. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  280. BS_INC_RENDER_STAT(NumTextureBinds);
  281. }
  282. void D3D11RenderSystem::disableTextureUnit(GpuProgramType gptype, UINT16 texUnit)
  283. {
  284. THROW_IF_NOT_CORE_THREAD;
  285. setTexture(gptype, texUnit, false, nullptr);
  286. }
  287. void D3D11RenderSystem::beginFrame()
  288. {
  289. // Not used
  290. }
  291. void D3D11RenderSystem::endFrame()
  292. {
  293. // Not used
  294. }
  295. void D3D11RenderSystem::setViewport(Viewport vp)
  296. {
  297. THROW_IF_NOT_CORE_THREAD;
  298. // Set render target
  299. RenderTargetPtr target = vp.getTarget();
  300. setRenderTarget(target);
  301. const RenderTargetProperties& rtProps = target->getCore()->getProperties();
  302. // Set viewport dimensions
  303. mViewport.TopLeftX = (FLOAT)(rtProps.getWidth() * vp.getNormalizedX());
  304. mViewport.TopLeftY = (FLOAT)(rtProps.getHeight() * vp.getNormalizedY());
  305. mViewport.Width = (FLOAT)(rtProps.getWidth() * vp.getNormalizedWidth());
  306. mViewport.Height = (FLOAT)(rtProps.getHeight() * vp.getNormalizedHeight());
  307. if (target->requiresTextureFlipping())
  308. {
  309. // Convert "top-left" to "bottom-left"
  310. mViewport.TopLeftY = target->getCore()->getProperties().getHeight() - mViewport.Height - mViewport.TopLeftY;
  311. }
  312. mViewport.MinDepth = 0.0f;
  313. mViewport.MaxDepth = 1.0f;
  314. mDevice->getImmediateContext()->RSSetViewports(1, &mViewport);
  315. }
  316. void D3D11RenderSystem::setVertexBuffers(UINT32 index, SPtr<VertexBufferCore>* buffers, UINT32 numBuffers)
  317. {
  318. THROW_IF_NOT_CORE_THREAD;
  319. UINT32 maxBoundVertexBuffers = mCurrentCapabilities->getMaxBoundVertexBuffers();
  320. if(index < 0 || (index + numBuffers) >= maxBoundVertexBuffers)
  321. BS_EXCEPT(InvalidParametersException, "Invalid vertex index: " + toString(index) + ". Valid range is 0 .. " + toString(maxBoundVertexBuffers - 1));
  322. ID3D11Buffer* dx11buffers[MAX_BOUND_VERTEX_BUFFERS];
  323. UINT32 strides[MAX_BOUND_VERTEX_BUFFERS];
  324. UINT32 offsets[MAX_BOUND_VERTEX_BUFFERS];
  325. for(UINT32 i = 0; i < numBuffers; i++)
  326. {
  327. SPtr<D3D11VertexBufferCore> vertexBuffer = std::static_pointer_cast<D3D11VertexBufferCore>(buffers[i]);
  328. const VertexBufferProperties& vbProps = vertexBuffer->getProperties();
  329. dx11buffers[i] = vertexBuffer->getD3DVertexBuffer();
  330. strides[i] = vbProps.getVertexSize();
  331. offsets[i] = 0;
  332. }
  333. mDevice->getImmediateContext()->IASetVertexBuffers(index, numBuffers, dx11buffers, strides, offsets);
  334. BS_INC_RENDER_STAT(NumVertexBufferBinds);
  335. }
  336. void D3D11RenderSystem::setIndexBuffer(const SPtr<IndexBufferCore>& buffer)
  337. {
  338. THROW_IF_NOT_CORE_THREAD;
  339. SPtr<D3D11IndexBufferCore> indexBuffer = std::static_pointer_cast<D3D11IndexBufferCore>(buffer);
  340. DXGI_FORMAT indexFormat = DXGI_FORMAT_R16_UINT;
  341. if(indexBuffer->getProperties().getType() == IT_16BIT)
  342. indexFormat = DXGI_FORMAT_R16_UINT;
  343. else if (indexBuffer->getProperties().getType() == IT_32BIT)
  344. indexFormat = DXGI_FORMAT_R32_UINT;
  345. else
  346. BS_EXCEPT(InternalErrorException, "Unsupported index format: " + toString(indexBuffer->getProperties().getType()));
  347. mDevice->getImmediateContext()->IASetIndexBuffer(indexBuffer->getD3DIndexBuffer(), indexFormat, 0);
  348. BS_INC_RENDER_STAT(NumIndexBufferBinds);
  349. }
  350. void D3D11RenderSystem::setVertexDeclaration(VertexDeclarationPtr vertexDeclaration)
  351. {
  352. THROW_IF_NOT_CORE_THREAD;
  353. mActiveVertexDeclaration = vertexDeclaration;
  354. }
  355. void D3D11RenderSystem::setDrawOperation(DrawOperationType op)
  356. {
  357. THROW_IF_NOT_CORE_THREAD;
  358. mDevice->getImmediateContext()->IASetPrimitiveTopology(D3D11Mappings::getPrimitiveType(op));
  359. }
  360. void D3D11RenderSystem::bindGpuProgram(HGpuProgram prg)
  361. {
  362. THROW_IF_NOT_CORE_THREAD;
  363. if(!prg.isLoaded())
  364. return;
  365. switch(prg->getType())
  366. {
  367. case GPT_VERTEX_PROGRAM:
  368. {
  369. D3D11GpuVertexProgram* d3d11GpuProgram = static_cast<D3D11GpuVertexProgram*>(prg.get());
  370. mDevice->getImmediateContext()->VSSetShader(d3d11GpuProgram->getVertexShader(), nullptr, 0);
  371. mActiveVertexShader = std::static_pointer_cast<D3D11GpuProgram>(prg.getInternalPtr());
  372. break;
  373. }
  374. case GPT_FRAGMENT_PROGRAM:
  375. {
  376. D3D11GpuFragmentProgram* d3d11GpuProgram = static_cast<D3D11GpuFragmentProgram*>(prg.get());
  377. mDevice->getImmediateContext()->PSSetShader(d3d11GpuProgram->getPixelShader(), nullptr, 0);
  378. break;
  379. }
  380. case GPT_GEOMETRY_PROGRAM:
  381. {
  382. D3D11GpuGeometryProgram* d3d11GpuProgram = static_cast<D3D11GpuGeometryProgram*>(prg.get());
  383. mDevice->getImmediateContext()->GSSetShader(d3d11GpuProgram->getGeometryShader(), nullptr, 0);
  384. break;
  385. }
  386. case GPT_DOMAIN_PROGRAM:
  387. {
  388. D3D11GpuDomainProgram* d3d11GpuProgram = static_cast<D3D11GpuDomainProgram*>(prg.get());
  389. mDevice->getImmediateContext()->DSSetShader(d3d11GpuProgram->getDomainShader(), nullptr, 0);
  390. break;
  391. }
  392. case GPT_HULL_PROGRAM:
  393. {
  394. D3D11GpuHullProgram* d3d11GpuProgram = static_cast<D3D11GpuHullProgram*>(prg.get());
  395. mDevice->getImmediateContext()->HSSetShader(d3d11GpuProgram->getHullShader(), nullptr, 0);
  396. break;
  397. }
  398. case GPT_COMPUTE_PROGRAM:
  399. {
  400. D3D11GpuComputeProgram* d3d11GpuProgram = static_cast<D3D11GpuComputeProgram*>(prg.get());
  401. mDevice->getImmediateContext()->CSSetShader(d3d11GpuProgram->getComputeShader(), nullptr, 0);
  402. break;
  403. }
  404. default:
  405. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(prg->getType()));
  406. }
  407. if (mDevice->hasError())
  408. BS_EXCEPT(RenderingAPIException, "Failed to bindGpuProgram : " + mDevice->getErrorDescription());
  409. BS_INC_RENDER_STAT(NumGpuProgramBinds);
  410. }
  411. void D3D11RenderSystem::unbindGpuProgram(GpuProgramType gptype)
  412. {
  413. THROW_IF_NOT_CORE_THREAD;
  414. switch(gptype)
  415. {
  416. case GPT_VERTEX_PROGRAM:
  417. mDevice->getImmediateContext()->VSSetShader(nullptr, nullptr, 0);
  418. mActiveVertexShader = nullptr;
  419. break;
  420. case GPT_FRAGMENT_PROGRAM:
  421. mDevice->getImmediateContext()->PSSetShader(nullptr, nullptr, 0);
  422. break;
  423. case GPT_GEOMETRY_PROGRAM:
  424. mDevice->getImmediateContext()->GSSetShader(nullptr, nullptr, 0);
  425. break;
  426. case GPT_DOMAIN_PROGRAM:
  427. mDevice->getImmediateContext()->DSSetShader(nullptr, nullptr, 0);
  428. break;
  429. case GPT_HULL_PROGRAM:
  430. mDevice->getImmediateContext()->HSSetShader(nullptr, nullptr, 0);
  431. break;
  432. case GPT_COMPUTE_PROGRAM:
  433. mDevice->getImmediateContext()->CSSetShader(nullptr, nullptr, 0);
  434. break;
  435. default:
  436. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  437. }
  438. BS_INC_RENDER_STAT(NumGpuProgramBinds);
  439. }
  440. void D3D11RenderSystem::bindGpuParams(GpuProgramType gptype, GpuParamsPtr bindableParams)
  441. {
  442. THROW_IF_NOT_CORE_THREAD;
  443. bindableParams->updateHardwareBuffers();
  444. const GpuParamDesc& paramDesc = bindableParams->getParamDesc();
  445. for(auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  446. {
  447. HSamplerState& samplerState = bindableParams->getSamplerState(iter->second.slot);
  448. if(samplerState == nullptr)
  449. setSamplerState(gptype, iter->second.slot, SamplerState::getDefault());
  450. else
  451. setSamplerState(gptype, iter->second.slot, samplerState.getInternalPtr());
  452. }
  453. for(auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  454. {
  455. HTexture texture = bindableParams->getTexture(iter->second.slot);
  456. if (!bindableParams->isLoadStoreTexture(iter->second.slot))
  457. {
  458. if (!texture.isLoaded())
  459. setTexture(gptype, iter->second.slot, false, nullptr);
  460. else
  461. setTexture(gptype, iter->second.slot, true, texture.getInternalPtr());
  462. }
  463. else
  464. {
  465. const TextureSurface& surface = bindableParams->getLoadStoreSurface(iter->second.slot);
  466. if (!texture.isLoaded())
  467. setLoadStoreTexture(gptype, iter->second.slot, false, nullptr, surface);
  468. else
  469. setLoadStoreTexture(gptype, iter->second.slot, true, texture.getInternalPtr(), surface);
  470. }
  471. }
  472. // TODO - I assign constant buffers one by one but it might be more efficient to do them all at once?
  473. ID3D11Buffer* bufferArray[1];
  474. for(auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
  475. {
  476. GpuParamBlockBufferPtr currentBlockBuffer = bindableParams->getParamBlockBuffer(iter->second.slot);
  477. if(currentBlockBuffer != nullptr)
  478. {
  479. const D3D11GpuParamBlockBuffer* d3d11paramBlockBuffer = static_cast<const D3D11GpuParamBlockBuffer*>(currentBlockBuffer.get());
  480. bufferArray[0] = d3d11paramBlockBuffer->getD3D11Buffer();
  481. }
  482. else
  483. bufferArray[0] = nullptr;
  484. switch(gptype)
  485. {
  486. case GPT_VERTEX_PROGRAM:
  487. mDevice->getImmediateContext()->VSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  488. break;
  489. case GPT_FRAGMENT_PROGRAM:
  490. mDevice->getImmediateContext()->PSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  491. break;
  492. case GPT_GEOMETRY_PROGRAM:
  493. mDevice->getImmediateContext()->GSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  494. break;
  495. case GPT_HULL_PROGRAM:
  496. mDevice->getImmediateContext()->HSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  497. break;
  498. case GPT_DOMAIN_PROGRAM:
  499. mDevice->getImmediateContext()->DSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  500. break;
  501. case GPT_COMPUTE_PROGRAM:
  502. mDevice->getImmediateContext()->CSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  503. break;
  504. };
  505. BS_INC_RENDER_STAT(NumGpuParamBufferBinds);
  506. }
  507. if (mDevice->hasError())
  508. BS_EXCEPT(RenderingAPIException, "Failed to bindGpuParams : " + mDevice->getErrorDescription());
  509. }
  510. void D3D11RenderSystem::draw(UINT32 vertexOffset, UINT32 vertexCount)
  511. {
  512. THROW_IF_NOT_CORE_THREAD;
  513. applyInputLayout();
  514. mDevice->getImmediateContext()->Draw(vertexCount, vertexOffset);
  515. #if BS_DEBUG_MODE
  516. if(mDevice->hasError())
  517. LOGWRN(mDevice->getErrorDescription());
  518. #endif
  519. UINT32 primCount = vertexCountToPrimCount(mActiveDrawOp, vertexCount);
  520. BS_INC_RENDER_STAT(NumDrawCalls);
  521. BS_ADD_RENDER_STAT(NumVertices, vertexCount);
  522. BS_ADD_RENDER_STAT(NumPrimitives, primCount);
  523. }
  524. void D3D11RenderSystem::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount)
  525. {
  526. THROW_IF_NOT_CORE_THREAD;
  527. applyInputLayout();
  528. mDevice->getImmediateContext()->DrawIndexed(indexCount, startIndex, vertexOffset);
  529. #if BS_DEBUG_MODE
  530. if(mDevice->hasError())
  531. LOGWRN(mDevice->getErrorDescription());
  532. #endif
  533. UINT32 primCount = vertexCountToPrimCount(mActiveDrawOp, vertexCount);
  534. BS_INC_RENDER_STAT(NumDrawCalls);
  535. BS_ADD_RENDER_STAT(NumVertices, vertexCount);
  536. BS_ADD_RENDER_STAT(NumPrimitives, primCount);
  537. }
  538. void D3D11RenderSystem::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  539. {
  540. THROW_IF_NOT_CORE_THREAD;
  541. mScissorRect.left = static_cast<LONG>(left);
  542. mScissorRect.top = static_cast<LONG>(top);
  543. mScissorRect.bottom = static_cast<LONG>(bottom);
  544. mScissorRect.right = static_cast<LONG>(right);
  545. mDevice->getImmediateContext()->RSSetScissorRects(1, &mScissorRect);
  546. }
  547. void D3D11RenderSystem::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  548. {
  549. THROW_IF_NOT_CORE_THREAD;
  550. if(mActiveRenderTarget == nullptr)
  551. return;
  552. const RenderTargetProperties& rtProps = mActiveRenderTarget->getCore()->getProperties();
  553. Rect2I clearArea((int)mViewport.TopLeftX, (int)mViewport.TopLeftY, (int)mViewport.Width, (int)mViewport.Height);
  554. bool clearEntireTarget = clearArea.width == 0 || clearArea.height == 0;
  555. clearEntireTarget |= (clearArea.x == 0 && clearArea.y == 0 && clearArea.width == rtProps.getWidth() && clearArea.height == rtProps.getHeight());
  556. if (!clearEntireTarget)
  557. {
  558. D3D11RenderUtility::instance().drawClearQuad(buffers, color, depth, stencil);
  559. BS_INC_RENDER_STAT(NumClears);
  560. }
  561. else
  562. clearRenderTarget(buffers, color, depth, stencil);
  563. }
  564. void D3D11RenderSystem::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  565. {
  566. THROW_IF_NOT_CORE_THREAD;
  567. if(mActiveRenderTarget == nullptr)
  568. return;
  569. // Clear render surfaces
  570. if (buffers & FBT_COLOR)
  571. {
  572. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  573. ID3D11RenderTargetView** views = bs_newN<ID3D11RenderTargetView*, ScratchAlloc>(maxRenderTargets);
  574. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  575. mActiveRenderTarget->getCore()->getCustomAttribute("RTV", views);
  576. if (!views[0])
  577. {
  578. bs_deleteN<ScratchAlloc>(views, maxRenderTargets);
  579. return;
  580. }
  581. float clearColor[4];
  582. clearColor[0] = color.r;
  583. clearColor[1] = color.g;
  584. clearColor[2] = color.b;
  585. clearColor[3] = color.a;
  586. for(UINT32 i = 0; i < maxRenderTargets; i++)
  587. {
  588. if(views[i] != nullptr)
  589. mDevice->getImmediateContext()->ClearRenderTargetView(views[i], clearColor);
  590. }
  591. bs_deleteN<ScratchAlloc>(views, maxRenderTargets);
  592. }
  593. // Clear depth stencil
  594. if((buffers & FBT_DEPTH) != 0 || (buffers & FBT_STENCIL) != 0)
  595. {
  596. ID3D11DepthStencilView* depthStencilView = nullptr;
  597. mActiveRenderTarget->getCore()->getCustomAttribute("DSV", &depthStencilView);
  598. D3D11_CLEAR_FLAG clearFlag;
  599. if((buffers & FBT_DEPTH) != 0 && (buffers & FBT_STENCIL) != 0)
  600. clearFlag = (D3D11_CLEAR_FLAG)(D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL);
  601. else if((buffers & FBT_STENCIL) != 0)
  602. clearFlag = D3D11_CLEAR_STENCIL;
  603. else
  604. clearFlag = D3D11_CLEAR_DEPTH;
  605. if(depthStencilView != nullptr)
  606. mDevice->getImmediateContext()->ClearDepthStencilView(depthStencilView, clearFlag, depth, (UINT8)stencil);
  607. }
  608. BS_INC_RENDER_STAT(NumClears);
  609. }
  610. void D3D11RenderSystem::setRenderTarget(RenderTargetPtr target)
  611. {
  612. THROW_IF_NOT_CORE_THREAD;
  613. mActiveRenderTarget = target;
  614. // Retrieve render surfaces
  615. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  616. ID3D11RenderTargetView** views = bs_newN<ID3D11RenderTargetView*, ScratchAlloc>(maxRenderTargets);
  617. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  618. target->getCore()->getCustomAttribute("RTV", views);
  619. if (!views[0])
  620. {
  621. bs_deleteN<ScratchAlloc>(views, maxRenderTargets);
  622. return;
  623. }
  624. // Retrieve depth stencil
  625. ID3D11DepthStencilView* depthStencilView = nullptr;
  626. target->getCore()->getCustomAttribute("DSV", &depthStencilView);
  627. // Bind render targets
  628. mDevice->getImmediateContext()->OMSetRenderTargets(maxRenderTargets, views, depthStencilView);
  629. if (mDevice->hasError())
  630. BS_EXCEPT(RenderingAPIException, "Failed to setRenderTarget : " + mDevice->getErrorDescription());
  631. bs_deleteN<ScratchAlloc>(views, maxRenderTargets);
  632. BS_INC_RENDER_STAT(NumRenderTargetChanges);
  633. }
  634. void D3D11RenderSystem::setClipPlanesImpl(const PlaneList& clipPlanes)
  635. {
  636. LOGWRN("This call will be ignored. DX11 uses shaders for setting clip planes.");
  637. }
  638. RenderSystemCapabilities* D3D11RenderSystem::createRenderSystemCapabilities() const
  639. {
  640. THROW_IF_NOT_CORE_THREAD;
  641. RenderSystemCapabilities* rsc = bs_new<RenderSystemCapabilities>();
  642. rsc->setDriverVersion(mDriverVersion);
  643. rsc->setDeviceName(mActiveD3DDriver->getDriverDescription());
  644. rsc->setRenderSystemName(getName());
  645. rsc->setStencilBufferBitDepth(8);
  646. rsc->setCapability(RSC_ANISOTROPY);
  647. rsc->setCapability(RSC_AUTOMIPMAP);
  648. // Cube map
  649. rsc->setCapability(RSC_CUBEMAPPING);
  650. // We always support compression, D3DX will decompress if device does not support
  651. rsc->setCapability(RSC_TEXTURE_COMPRESSION);
  652. rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
  653. rsc->setCapability(RSC_TWO_SIDED_STENCIL);
  654. rsc->setCapability(RSC_STENCIL_WRAP);
  655. rsc->setCapability(RSC_HWOCCLUSION);
  656. rsc->setCapability(RSC_HWOCCLUSION_ASYNCHRONOUS);
  657. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  658. rsc->setMaxBoundVertexBuffers(32);
  659. else
  660. rsc->setMaxBoundVertexBuffers(16);
  661. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0)
  662. {
  663. rsc->addShaderProfile("ps_4_0");
  664. rsc->addShaderProfile("vs_4_0");
  665. rsc->addShaderProfile("gs_4_0");
  666. rsc->addGpuProgramProfile(GPP_FS_4_0, "ps_4_0");
  667. rsc->addGpuProgramProfile(GPP_VS_4_0, "vs_4_0");
  668. rsc->addGpuProgramProfile(GPP_GS_4_0, "gs_4_0");
  669. rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  670. rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  671. rsc->setNumTextureUnits(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  672. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  673. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM));
  674. rsc->setNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  675. rsc->setNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  676. rsc->setNumGpuParamBlockBuffers(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  677. rsc->setNumCombinedGpuParamBlockBuffers(rsc->getNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM)
  678. + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM));
  679. }
  680. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  681. {
  682. rsc->addShaderProfile("ps_4_1");
  683. rsc->addShaderProfile("vs_4_1");
  684. rsc->addShaderProfile("gs_4_1");
  685. rsc->addGpuProgramProfile(GPP_FS_4_1, "ps_4_1");
  686. rsc->addGpuProgramProfile(GPP_VS_4_1, "vs_4_1");
  687. rsc->addGpuProgramProfile(GPP_GS_4_1, "gs_4_1");
  688. }
  689. if(mFeatureLevel >= D3D_FEATURE_LEVEL_11_0)
  690. {
  691. rsc->addShaderProfile("ps_5_0");
  692. rsc->addShaderProfile("vs_5_0");
  693. rsc->addShaderProfile("gs_5_0");
  694. rsc->addShaderProfile("cs_5_0");
  695. rsc->addShaderProfile("hs_5_0");
  696. rsc->addShaderProfile("ds_5_0");
  697. rsc->addGpuProgramProfile(GPP_FS_5_0, "ps_5_0");
  698. rsc->addGpuProgramProfile(GPP_VS_5_0, "vs_5_0");
  699. rsc->addGpuProgramProfile(GPP_GS_5_0, "gs_5_0");
  700. rsc->addGpuProgramProfile(GPP_CS_5_0, "cs_5_0");
  701. rsc->addGpuProgramProfile(GPP_HS_5_0, "hs_5_0");
  702. rsc->addGpuProgramProfile(GPP_DS_5_0, "ds_5_0");
  703. rsc->setNumTextureUnits(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  704. rsc->setNumTextureUnits(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  705. rsc->setNumTextureUnits(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  706. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  707. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM)
  708. + rsc->getNumTextureUnits(GPT_HULL_PROGRAM) + rsc->getNumTextureUnits(GPT_DOMAIN_PROGRAM)
  709. + rsc->getNumTextureUnits(GPT_COMPUTE_PROGRAM));
  710. rsc->setNumGpuParamBlockBuffers(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  711. rsc->setNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  712. rsc->setNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  713. rsc->setNumCombinedGpuParamBlockBuffers(rsc->getNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM)
  714. + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM)
  715. + rsc->getNumGpuParamBlockBuffers(GPT_HULL_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM)
  716. + rsc->getNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM));
  717. rsc->setCapability(RSC_SHADER_SUBROUTINE);
  718. }
  719. rsc->setCapability(RSC_USER_CLIP_PLANES);
  720. rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
  721. // Adapter details
  722. const DXGI_ADAPTER_DESC& adapterID = mActiveD3DDriver->getAdapterIdentifier();
  723. // Determine vendor
  724. switch(adapterID.VendorId)
  725. {
  726. case 0x10DE:
  727. rsc->setVendor(GPU_NVIDIA);
  728. break;
  729. case 0x1002:
  730. rsc->setVendor(GPU_AMD);
  731. break;
  732. case 0x163C:
  733. case 0x8086:
  734. rsc->setVendor(GPU_INTEL);
  735. break;
  736. default:
  737. rsc->setVendor(GPU_UNKNOWN);
  738. break;
  739. };
  740. rsc->setCapability(RSC_INFINITE_FAR_PLANE);
  741. rsc->setCapability(RSC_TEXTURE_3D);
  742. rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
  743. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  744. rsc->setCapability(RSC_TEXTURE_FLOAT);
  745. rsc->setNumMultiRenderTargets(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT);
  746. rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  747. rsc->setCapability(RSC_POINT_SPRITES);
  748. rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS);
  749. rsc->setMaxPointSize(256);
  750. rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
  751. rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
  752. rsc->setCapability(RSC_PERSTAGECONSTANT);
  753. return rsc;
  754. }
  755. void D3D11RenderSystem::determineMultisampleSettings(UINT32 multisampleCount, DXGI_FORMAT format, DXGI_SAMPLE_DESC* outputSampleDesc)
  756. {
  757. bool tryCSAA = false; // Note: Disabled for now, but leaving the code for later so it might be useful
  758. enum CSAAMode { CSAA_Normal, CSAA_Quality };
  759. CSAAMode csaaMode = CSAA_Normal;
  760. bool foundValid = false;
  761. size_t origNumSamples = multisampleCount;
  762. while (!foundValid)
  763. {
  764. // Deal with special cases
  765. if (tryCSAA)
  766. {
  767. switch(multisampleCount)
  768. {
  769. case 8:
  770. if (csaaMode == CSAA_Quality)
  771. {
  772. outputSampleDesc->Count = 8;
  773. outputSampleDesc->Quality = 8;
  774. }
  775. else
  776. {
  777. outputSampleDesc->Count = 4;
  778. outputSampleDesc->Quality = 8;
  779. }
  780. break;
  781. case 16:
  782. if (csaaMode == CSAA_Quality)
  783. {
  784. outputSampleDesc->Count = 8;
  785. outputSampleDesc->Quality = 16;
  786. }
  787. else
  788. {
  789. outputSampleDesc->Count = 4;
  790. outputSampleDesc->Quality = 16;
  791. }
  792. break;
  793. }
  794. }
  795. else // !CSAA
  796. {
  797. outputSampleDesc->Count = multisampleCount == 0 ? 1 : multisampleCount;
  798. outputSampleDesc->Quality = D3D11_STANDARD_MULTISAMPLE_PATTERN;
  799. }
  800. HRESULT hr;
  801. UINT outQuality;
  802. hr = mDevice->getD3D11Device()->CheckMultisampleQualityLevels(format, outputSampleDesc->Count, &outQuality);
  803. if (SUCCEEDED(hr) && (!tryCSAA || outQuality > outputSampleDesc->Quality))
  804. {
  805. foundValid = true;
  806. }
  807. else
  808. {
  809. // Downgrade
  810. if (tryCSAA && multisampleCount == 8)
  811. {
  812. // For CSAA, we'll try downgrading with quality mode at all samples.
  813. // then try without quality, then drop CSAA
  814. if (csaaMode == CSAA_Quality)
  815. {
  816. // Drop quality first
  817. csaaMode = CSAA_Normal;
  818. }
  819. else
  820. {
  821. // Drop CSAA entirely
  822. tryCSAA = false;
  823. }
  824. // Return to original requested samples
  825. multisampleCount = static_cast<UINT32>(origNumSamples);
  826. }
  827. else
  828. {
  829. // Drop samples
  830. multisampleCount--;
  831. if (multisampleCount == 1)
  832. {
  833. // Ran out of options, no multisampling
  834. multisampleCount = 0;
  835. foundValid = true;
  836. }
  837. }
  838. }
  839. }
  840. }
  841. VertexElementType D3D11RenderSystem::getColorVertexElementType() const
  842. {
  843. return VET_COLOR_ABGR;
  844. }
  845. void D3D11RenderSystem::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest)
  846. {
  847. dest = matrix;
  848. // Convert depth range from [-1,+1] to [0,1]
  849. dest[2][0] = (dest[2][0] + dest[3][0]) / 2;
  850. dest[2][1] = (dest[2][1] + dest[3][1]) / 2;
  851. dest[2][2] = (dest[2][2] + dest[3][2]) / 2;
  852. dest[2][3] = (dest[2][3] + dest[3][3]) / 2;
  853. }
  854. float D3D11RenderSystem::getHorizontalTexelOffset()
  855. {
  856. return 0.0f;
  857. }
  858. float D3D11RenderSystem::getVerticalTexelOffset()
  859. {
  860. return 0.0f;
  861. }
  862. float D3D11RenderSystem::getMinimumDepthInputValue()
  863. {
  864. return 0.0f;
  865. }
  866. float D3D11RenderSystem::getMaximumDepthInputValue()
  867. {
  868. return 1.0f;
  869. }
  870. /************************************************************************/
  871. /* PRIVATE */
  872. /************************************************************************/
  873. void D3D11RenderSystem::applyInputLayout()
  874. {
  875. if(mActiveVertexDeclaration == nullptr)
  876. {
  877. LOGWRN("Cannot apply input layout without a vertex declaration. Set vertex declaration before calling this method.");
  878. return;
  879. }
  880. if(mActiveVertexShader == nullptr)
  881. {
  882. LOGWRN("Cannot apply input layout without a vertex shader. Set vertex shader before calling this method.");
  883. return;
  884. }
  885. ID3D11InputLayout* ia = mIAManager->retrieveInputLayout(mActiveVertexShader->getInputDeclaration(), mActiveVertexDeclaration, *mActiveVertexShader);
  886. mDevice->getImmediateContext()->IASetInputLayout(ia);
  887. }
  888. }