BsD3D11RenderAPI.cpp 37 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsD3D11RenderAPI.h"
  4. #include "BsD3D11DriverList.h"
  5. #include "BsD3D11Driver.h"
  6. #include "BsD3D11Device.h"
  7. #include "BsD3D11TextureManager.h"
  8. #include "BsD3D11Texture.h"
  9. #include "BsD3D11HardwareBufferManager.h"
  10. #include "BsD3D11RenderWindowManager.h"
  11. #include "BsD3D11HLSLProgramFactory.h"
  12. #include "BsD3D11BlendState.h"
  13. #include "BsD3D11RasterizerState.h"
  14. #include "BsD3D11DepthStencilState.h"
  15. #include "BsD3D11SamplerState.h"
  16. #include "BsD3D11GpuProgram.h"
  17. #include "BsD3D11Mappings.h"
  18. #include "BsD3D11VertexBuffer.h"
  19. #include "BsD3D11IndexBuffer.h"
  20. #include "BsD3D11RenderStateManager.h"
  21. #include "BsD3D11GpuParamBlockBuffer.h"
  22. #include "BsD3D11InputLayoutManager.h"
  23. #include "BsD3D11TextureView.h"
  24. #include "BsD3D11RenderUtility.h"
  25. #include "BsGpuParams.h"
  26. #include "BsCoreThread.h"
  27. #include "BsD3D11QueryManager.h"
  28. #include "BsDebug.h"
  29. #include "BsException.h"
  30. #include "BsRenderStats.h"
  31. #include "BsGpuParamDesc.h"
  32. namespace BansheeEngine
  33. {
  34. D3D11RenderAPI::D3D11RenderAPI()
  35. : mDXGIFactory(nullptr), mDevice(nullptr), mDriverList(nullptr)
  36. , mActiveD3DDriver(nullptr), mFeatureLevel(D3D_FEATURE_LEVEL_11_0)
  37. , mHLSLFactory(nullptr), mIAManager(nullptr)
  38. , mStencilRef(0), mActiveDrawOp(DOT_TRIANGLE_LIST)
  39. , mViewportNorm(0.0f, 0.0f, 1.0f, 1.0f)
  40. {
  41. mClipPlanesDirty = false; // DX11 handles clip planes through shaders
  42. }
  43. D3D11RenderAPI::~D3D11RenderAPI()
  44. {
  45. }
  46. const StringID& D3D11RenderAPI::getName() const
  47. {
  48. static StringID strName("D3D11RenderAPI");
  49. return strName;
  50. }
  51. const String& D3D11RenderAPI::getShadingLanguageName() const
  52. {
  53. static String strName("hlsl");
  54. return strName;
  55. }
  56. void D3D11RenderAPI::initializePrepare()
  57. {
  58. THROW_IF_NOT_CORE_THREAD;
  59. HRESULT hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&mDXGIFactory);
  60. if(FAILED(hr))
  61. BS_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 DXGIFactory");
  62. mDriverList = bs_new<D3D11DriverList>(mDXGIFactory);
  63. mActiveD3DDriver = mDriverList->item(0); // TODO: Always get first driver, for now
  64. mVideoModeInfo = mActiveD3DDriver->getVideoModeInfo();
  65. IDXGIAdapter* selectedAdapter = mActiveD3DDriver->getDeviceAdapter();
  66. D3D_FEATURE_LEVEL requestedLevels[] = {
  67. D3D_FEATURE_LEVEL_11_0,
  68. D3D_FEATURE_LEVEL_10_1,
  69. D3D_FEATURE_LEVEL_10_0,
  70. D3D_FEATURE_LEVEL_9_3,
  71. D3D_FEATURE_LEVEL_9_2,
  72. D3D_FEATURE_LEVEL_9_1
  73. };
  74. UINT32 numRequestedLevel = sizeof(requestedLevels) / sizeof(requestedLevels[0]);
  75. UINT32 deviceFlags = 0;
  76. #if BS_DEBUG_MODE
  77. deviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  78. #endif
  79. ID3D11Device* device;
  80. hr = D3D11CreateDevice(selectedAdapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, deviceFlags,
  81. requestedLevels, numRequestedLevel, D3D11_SDK_VERSION, &device, &mFeatureLevel, nullptr);
  82. if(FAILED(hr))
  83. BS_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 object. D3D11CreateDeviceN returned this error code: " + toString(hr));
  84. mDevice = bs_new<D3D11Device>(device);
  85. // This must query for DirectX 10 interface as this is unsupported for DX11
  86. LARGE_INTEGER driverVersion;
  87. if(SUCCEEDED(selectedAdapter->CheckInterfaceSupport(IID_ID3D10Device, &driverVersion)))
  88. {
  89. mDriverVersion.major = HIWORD(driverVersion.HighPart);
  90. mDriverVersion.minor = LOWORD(driverVersion.HighPart);
  91. mDriverVersion.release = HIWORD(driverVersion.LowPart);
  92. mDriverVersion.build = LOWORD(driverVersion.LowPart);
  93. }
  94. // Create the texture manager for use by others
  95. TextureManager::startUp<D3D11TextureManager>();
  96. TextureCoreManager::startUp<D3D11TextureCoreManager>();
  97. // Create hardware buffer manager
  98. HardwareBufferManager::startUp();
  99. HardwareBufferCoreManager::startUp<D3D11HardwareBufferCoreManager>(std::ref(*mDevice));
  100. // Create render window manager
  101. RenderWindowManager::startUp<D3D11RenderWindowManager>(this);
  102. RenderWindowCoreManager::startUp<D3D11RenderWindowCoreManager>(this);
  103. // Create & register HLSL factory
  104. mHLSLFactory = bs_new<D3D11HLSLProgramFactory>();
  105. // Create render state manager
  106. RenderStateCoreManager::startUp<D3D11RenderStateCoreManager>();
  107. mCurrentCapabilities = createRenderSystemCapabilities();
  108. mCurrentCapabilities->addShaderProfile("hlsl");
  109. GpuProgramCoreManager::instance().addFactory(mHLSLFactory);
  110. mIAManager = bs_new<D3D11InputLayoutManager>();
  111. RenderAPICore::initializePrepare();
  112. }
  113. void D3D11RenderAPI::initializeFinalize(const SPtr<RenderWindowCore>& primaryWindow)
  114. {
  115. D3D11RenderUtility::startUp(mDevice);
  116. QueryManager::startUp<D3D11QueryManager>();
  117. RenderAPICore::initializeFinalize(primaryWindow);
  118. }
  119. void D3D11RenderAPI::destroyCore()
  120. {
  121. THROW_IF_NOT_CORE_THREAD;
  122. for (auto& boundUAV : mBoundUAVs)
  123. {
  124. if (boundUAV.second != nullptr)
  125. boundUAV.first->releaseView(boundUAV.second);
  126. }
  127. QueryManager::shutDown();
  128. D3D11RenderUtility::shutDown();
  129. if(mIAManager != nullptr)
  130. {
  131. bs_delete(mIAManager);
  132. mIAManager = nullptr;
  133. }
  134. if(mHLSLFactory != nullptr)
  135. {
  136. bs_delete(mHLSLFactory);
  137. mHLSLFactory = nullptr;
  138. }
  139. mActiveVertexDeclaration = nullptr;
  140. mActiveVertexShader = nullptr;
  141. mActiveRenderTarget = nullptr;
  142. RenderStateCoreManager::shutDown();
  143. RenderWindowCoreManager::shutDown();
  144. RenderWindowManager::shutDown();
  145. HardwareBufferCoreManager::shutDown();
  146. HardwareBufferManager::shutDown();
  147. TextureCoreManager::shutDown();
  148. TextureManager::shutDown();
  149. SAFE_RELEASE(mDXGIFactory);
  150. if(mDevice != nullptr)
  151. {
  152. bs_delete(mDevice);
  153. mDevice = nullptr;
  154. }
  155. if(mDriverList != nullptr)
  156. {
  157. bs_delete(mDriverList);
  158. mDriverList = nullptr;
  159. }
  160. mActiveD3DDriver = nullptr;
  161. RenderAPICore::destroyCore();
  162. }
  163. void D3D11RenderAPI::setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SPtr<SamplerStateCore>& samplerState)
  164. {
  165. THROW_IF_NOT_CORE_THREAD;
  166. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  167. // and then set them all up at once before rendering? Needs testing
  168. ID3D11SamplerState* samplerArray[1];
  169. D3D11SamplerStateCore* d3d11SamplerState = static_cast<D3D11SamplerStateCore*>(const_cast<SamplerStateCore*>(samplerState.get()));
  170. samplerArray[0] = d3d11SamplerState->getInternal();
  171. switch(gptype)
  172. {
  173. case GPT_VERTEX_PROGRAM:
  174. mDevice->getImmediateContext()->VSSetSamplers(texUnit, 1, samplerArray);
  175. break;
  176. case GPT_FRAGMENT_PROGRAM:
  177. mDevice->getImmediateContext()->PSSetSamplers(texUnit, 1, samplerArray);
  178. break;
  179. case GPT_GEOMETRY_PROGRAM:
  180. mDevice->getImmediateContext()->GSSetSamplers(texUnit, 1, samplerArray);
  181. break;
  182. case GPT_DOMAIN_PROGRAM:
  183. mDevice->getImmediateContext()->DSSetSamplers(texUnit, 1, samplerArray);
  184. break;
  185. case GPT_HULL_PROGRAM:
  186. mDevice->getImmediateContext()->HSSetSamplers(texUnit, 1, samplerArray);
  187. break;
  188. case GPT_COMPUTE_PROGRAM:
  189. mDevice->getImmediateContext()->CSSetSamplers(texUnit, 1, samplerArray);
  190. break;
  191. default:
  192. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  193. }
  194. BS_INC_RENDER_STAT(NumSamplerBinds);
  195. }
  196. void D3D11RenderAPI::setBlendState(const SPtr<BlendStateCore>& blendState)
  197. {
  198. THROW_IF_NOT_CORE_THREAD;
  199. D3D11BlendStateCore* d3d11BlendState = static_cast<D3D11BlendStateCore*>(const_cast<BlendStateCore*>(blendState.get()));
  200. mDevice->getImmediateContext()->OMSetBlendState(d3d11BlendState->getInternal(), nullptr, 0xFFFFFFFF);
  201. BS_INC_RENDER_STAT(NumBlendStateChanges);
  202. }
  203. void D3D11RenderAPI::setRasterizerState(const SPtr<RasterizerStateCore>& rasterizerState)
  204. {
  205. THROW_IF_NOT_CORE_THREAD;
  206. D3D11RasterizerStateCore* d3d11RasterizerState = static_cast<D3D11RasterizerStateCore*>(const_cast<RasterizerStateCore*>(rasterizerState.get()));
  207. mDevice->getImmediateContext()->RSSetState(d3d11RasterizerState->getInternal());
  208. BS_INC_RENDER_STAT(NumRasterizerStateChanges);
  209. }
  210. void D3D11RenderAPI::setDepthStencilState(const SPtr<DepthStencilStateCore>& depthStencilState, UINT32 stencilRefValue)
  211. {
  212. THROW_IF_NOT_CORE_THREAD;
  213. D3D11DepthStencilStateCore* d3d11RasterizerState = static_cast<D3D11DepthStencilStateCore*>(const_cast<DepthStencilStateCore*>(depthStencilState.get()));
  214. mDevice->getImmediateContext()->OMSetDepthStencilState(d3d11RasterizerState->getInternal(), stencilRefValue);
  215. BS_INC_RENDER_STAT(NumDepthStencilStateChanges);
  216. }
  217. void D3D11RenderAPI::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& texPtr)
  218. {
  219. THROW_IF_NOT_CORE_THREAD;
  220. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  221. // and then set them all up at once before rendering? Needs testing
  222. ID3D11ShaderResourceView* viewArray[1];
  223. if(texPtr != nullptr && enabled)
  224. {
  225. D3D11TextureCore* d3d11Texture = static_cast<D3D11TextureCore*>(texPtr.get());
  226. viewArray[0] = d3d11Texture->getSRV();
  227. }
  228. else
  229. viewArray[0] = nullptr;
  230. switch(gptype)
  231. {
  232. case GPT_VERTEX_PROGRAM:
  233. mDevice->getImmediateContext()->VSSetShaderResources(unit, 1, viewArray);
  234. break;
  235. case GPT_FRAGMENT_PROGRAM:
  236. mDevice->getImmediateContext()->PSSetShaderResources(unit, 1, viewArray);
  237. break;
  238. case GPT_GEOMETRY_PROGRAM:
  239. mDevice->getImmediateContext()->GSSetShaderResources(unit, 1, viewArray);
  240. break;
  241. case GPT_DOMAIN_PROGRAM:
  242. mDevice->getImmediateContext()->DSSetShaderResources(unit, 1, viewArray);
  243. break;
  244. case GPT_HULL_PROGRAM:
  245. mDevice->getImmediateContext()->HSSetShaderResources(unit, 1, viewArray);
  246. break;
  247. case GPT_COMPUTE_PROGRAM:
  248. mDevice->getImmediateContext()->CSSetShaderResources(unit, 1, viewArray);
  249. break;
  250. default:
  251. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  252. }
  253. BS_INC_RENDER_STAT(NumTextureBinds);
  254. }
  255. void D3D11RenderAPI::setLoadStoreTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& texPtr,
  256. const TextureSurface& surface)
  257. {
  258. THROW_IF_NOT_CORE_THREAD;
  259. // TODO - This hasn't bee tested and might be incorrect. I might need to set UAVs together with render targets,
  260. // especially considering DX11 expects number of UAVs to match number of render targets.
  261. ID3D11UnorderedAccessView* viewArray[1];
  262. if (texPtr != nullptr && enabled)
  263. {
  264. D3D11TextureCore* d3d11Texture = static_cast<D3D11TextureCore*>(texPtr.get());
  265. TextureViewPtr texView = TextureCore::requestView(texPtr, surface.mipLevel, 1,
  266. surface.arraySlice, surface.numArraySlices, GVU_RANDOMWRITE);
  267. D3D11TextureView* d3d11texView = static_cast<D3D11TextureView*>(texView.get());
  268. viewArray[0] = d3d11texView->getUAV();
  269. if (mBoundUAVs[unit].second != nullptr)
  270. mBoundUAVs[unit].first->releaseView(mBoundUAVs[unit].second);
  271. mBoundUAVs[unit] = std::make_pair(texPtr, texView);
  272. }
  273. else
  274. {
  275. viewArray[0] = nullptr;
  276. if (mBoundUAVs[unit].second != nullptr)
  277. mBoundUAVs[unit].first->releaseView(mBoundUAVs[unit].second);
  278. mBoundUAVs[unit] = std::pair<SPtr<TextureCore>, TextureViewPtr>();
  279. }
  280. if (gptype == GPT_FRAGMENT_PROGRAM)
  281. {
  282. mDevice->getImmediateContext()->OMSetRenderTargetsAndUnorderedAccessViews(
  283. D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL, nullptr, nullptr, unit, 1, viewArray, nullptr);
  284. }
  285. else if (gptype == GPT_COMPUTE_PROGRAM)
  286. {
  287. mDevice->getImmediateContext()->CSSetUnorderedAccessViews(unit, 1, viewArray, nullptr);
  288. }
  289. else
  290. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  291. BS_INC_RENDER_STAT(NumTextureBinds);
  292. }
  293. void D3D11RenderAPI::disableTextureUnit(GpuProgramType gptype, UINT16 texUnit)
  294. {
  295. THROW_IF_NOT_CORE_THREAD;
  296. setTexture(gptype, texUnit, false, nullptr);
  297. }
  298. void D3D11RenderAPI::beginFrame()
  299. {
  300. // Not used
  301. }
  302. void D3D11RenderAPI::endFrame()
  303. {
  304. // Not used
  305. }
  306. void D3D11RenderAPI::setViewport(const Rect2& vp)
  307. {
  308. THROW_IF_NOT_CORE_THREAD;
  309. mViewportNorm = vp;
  310. applyViewport();
  311. }
  312. void D3D11RenderAPI::applyViewport()
  313. {
  314. if (mActiveRenderTarget == nullptr)
  315. return;
  316. const RenderTargetProperties& rtProps = mActiveRenderTarget->getProperties();
  317. // Set viewport dimensions
  318. mViewport.TopLeftX = (FLOAT)(rtProps.getWidth() * mViewportNorm.x);
  319. mViewport.TopLeftY = (FLOAT)(rtProps.getHeight() * mViewportNorm.y);
  320. mViewport.Width = (FLOAT)(rtProps.getWidth() * mViewportNorm.width);
  321. mViewport.Height = (FLOAT)(rtProps.getHeight() * mViewportNorm.height);
  322. if (rtProps.requiresTextureFlipping())
  323. {
  324. // Convert "top-left" to "bottom-left"
  325. mViewport.TopLeftY = rtProps.getHeight() - mViewport.Height - mViewport.TopLeftY;
  326. }
  327. mViewport.MinDepth = 0.0f;
  328. mViewport.MaxDepth = 1.0f;
  329. mDevice->getImmediateContext()->RSSetViewports(1, &mViewport);
  330. }
  331. void D3D11RenderAPI::setVertexBuffers(UINT32 index, SPtr<VertexBufferCore>* buffers, UINT32 numBuffers)
  332. {
  333. THROW_IF_NOT_CORE_THREAD;
  334. UINT32 maxBoundVertexBuffers = mCurrentCapabilities->getMaxBoundVertexBuffers();
  335. if(index < 0 || (index + numBuffers) >= maxBoundVertexBuffers)
  336. BS_EXCEPT(InvalidParametersException, "Invalid vertex index: " + toString(index) + ". Valid range is 0 .. " + toString(maxBoundVertexBuffers - 1));
  337. ID3D11Buffer* dx11buffers[MAX_BOUND_VERTEX_BUFFERS];
  338. UINT32 strides[MAX_BOUND_VERTEX_BUFFERS];
  339. UINT32 offsets[MAX_BOUND_VERTEX_BUFFERS];
  340. for(UINT32 i = 0; i < numBuffers; i++)
  341. {
  342. SPtr<D3D11VertexBufferCore> vertexBuffer = std::static_pointer_cast<D3D11VertexBufferCore>(buffers[i]);
  343. const VertexBufferProperties& vbProps = vertexBuffer->getProperties();
  344. dx11buffers[i] = vertexBuffer->getD3DVertexBuffer();
  345. strides[i] = vbProps.getVertexSize();
  346. offsets[i] = 0;
  347. }
  348. mDevice->getImmediateContext()->IASetVertexBuffers(index, numBuffers, dx11buffers, strides, offsets);
  349. BS_INC_RENDER_STAT(NumVertexBufferBinds);
  350. }
  351. void D3D11RenderAPI::setIndexBuffer(const SPtr<IndexBufferCore>& buffer)
  352. {
  353. THROW_IF_NOT_CORE_THREAD;
  354. SPtr<D3D11IndexBufferCore> indexBuffer = std::static_pointer_cast<D3D11IndexBufferCore>(buffer);
  355. DXGI_FORMAT indexFormat = DXGI_FORMAT_R16_UINT;
  356. if(indexBuffer->getProperties().getType() == IT_16BIT)
  357. indexFormat = DXGI_FORMAT_R16_UINT;
  358. else if (indexBuffer->getProperties().getType() == IT_32BIT)
  359. indexFormat = DXGI_FORMAT_R32_UINT;
  360. else
  361. BS_EXCEPT(InternalErrorException, "Unsupported index format: " + toString(indexBuffer->getProperties().getType()));
  362. mDevice->getImmediateContext()->IASetIndexBuffer(indexBuffer->getD3DIndexBuffer(), indexFormat, 0);
  363. BS_INC_RENDER_STAT(NumIndexBufferBinds);
  364. }
  365. void D3D11RenderAPI::setVertexDeclaration(const SPtr<VertexDeclarationCore>& vertexDeclaration)
  366. {
  367. THROW_IF_NOT_CORE_THREAD;
  368. mActiveVertexDeclaration = vertexDeclaration;
  369. }
  370. void D3D11RenderAPI::setDrawOperation(DrawOperationType op)
  371. {
  372. THROW_IF_NOT_CORE_THREAD;
  373. mDevice->getImmediateContext()->IASetPrimitiveTopology(D3D11Mappings::getPrimitiveType(op));
  374. }
  375. void D3D11RenderAPI::bindGpuProgram(const SPtr<GpuProgramCore>& prg)
  376. {
  377. THROW_IF_NOT_CORE_THREAD;
  378. switch(prg->getProperties().getType())
  379. {
  380. case GPT_VERTEX_PROGRAM:
  381. {
  382. D3D11GpuVertexProgramCore* d3d11GpuProgram = static_cast<D3D11GpuVertexProgramCore*>(prg.get());
  383. mDevice->getImmediateContext()->VSSetShader(d3d11GpuProgram->getVertexShader(), nullptr, 0);
  384. mActiveVertexShader = std::static_pointer_cast<D3D11GpuProgramCore>(prg);
  385. break;
  386. }
  387. case GPT_FRAGMENT_PROGRAM:
  388. {
  389. D3D11GpuFragmentProgramCore* d3d11GpuProgram = static_cast<D3D11GpuFragmentProgramCore*>(prg.get());
  390. mDevice->getImmediateContext()->PSSetShader(d3d11GpuProgram->getPixelShader(), nullptr, 0);
  391. break;
  392. }
  393. case GPT_GEOMETRY_PROGRAM:
  394. {
  395. D3D11GpuGeometryProgramCore* d3d11GpuProgram = static_cast<D3D11GpuGeometryProgramCore*>(prg.get());
  396. mDevice->getImmediateContext()->GSSetShader(d3d11GpuProgram->getGeometryShader(), nullptr, 0);
  397. break;
  398. }
  399. case GPT_DOMAIN_PROGRAM:
  400. {
  401. D3D11GpuDomainProgramCore* d3d11GpuProgram = static_cast<D3D11GpuDomainProgramCore*>(prg.get());
  402. mDevice->getImmediateContext()->DSSetShader(d3d11GpuProgram->getDomainShader(), nullptr, 0);
  403. break;
  404. }
  405. case GPT_HULL_PROGRAM:
  406. {
  407. D3D11GpuHullProgramCore* d3d11GpuProgram = static_cast<D3D11GpuHullProgramCore*>(prg.get());
  408. mDevice->getImmediateContext()->HSSetShader(d3d11GpuProgram->getHullShader(), nullptr, 0);
  409. break;
  410. }
  411. case GPT_COMPUTE_PROGRAM:
  412. {
  413. D3D11GpuComputeProgramCore* d3d11GpuProgram = static_cast<D3D11GpuComputeProgramCore*>(prg.get());
  414. mDevice->getImmediateContext()->CSSetShader(d3d11GpuProgram->getComputeShader(), nullptr, 0);
  415. break;
  416. }
  417. default:
  418. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(prg->getProperties().getType()));
  419. }
  420. if (mDevice->hasError())
  421. BS_EXCEPT(RenderingAPIException, "Failed to bindGpuProgram : " + mDevice->getErrorDescription());
  422. BS_INC_RENDER_STAT(NumGpuProgramBinds);
  423. }
  424. void D3D11RenderAPI::unbindGpuProgram(GpuProgramType gptype)
  425. {
  426. THROW_IF_NOT_CORE_THREAD;
  427. switch(gptype)
  428. {
  429. case GPT_VERTEX_PROGRAM:
  430. mDevice->getImmediateContext()->VSSetShader(nullptr, nullptr, 0);
  431. mActiveVertexShader = nullptr;
  432. break;
  433. case GPT_FRAGMENT_PROGRAM:
  434. mDevice->getImmediateContext()->PSSetShader(nullptr, nullptr, 0);
  435. break;
  436. case GPT_GEOMETRY_PROGRAM:
  437. mDevice->getImmediateContext()->GSSetShader(nullptr, nullptr, 0);
  438. break;
  439. case GPT_DOMAIN_PROGRAM:
  440. mDevice->getImmediateContext()->DSSetShader(nullptr, nullptr, 0);
  441. break;
  442. case GPT_HULL_PROGRAM:
  443. mDevice->getImmediateContext()->HSSetShader(nullptr, nullptr, 0);
  444. break;
  445. case GPT_COMPUTE_PROGRAM:
  446. mDevice->getImmediateContext()->CSSetShader(nullptr, nullptr, 0);
  447. break;
  448. default:
  449. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  450. }
  451. BS_INC_RENDER_STAT(NumGpuProgramBinds);
  452. }
  453. void D3D11RenderAPI::setConstantBuffers(GpuProgramType gptype, const SPtr<GpuParamsCore>& bindableParams)
  454. {
  455. THROW_IF_NOT_CORE_THREAD;
  456. bindableParams->updateHardwareBuffers();
  457. const GpuParamDesc& paramDesc = bindableParams->getParamDesc();
  458. // TODO - I assign constant buffers one by one but it might be more efficient to do them all at once?
  459. ID3D11Buffer* bufferArray[1];
  460. for(auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
  461. {
  462. SPtr<GpuParamBlockBufferCore> currentBlockBuffer = bindableParams->getParamBlockBuffer(iter->second.slot);
  463. if(currentBlockBuffer != nullptr)
  464. {
  465. const D3D11GpuParamBlockBufferCore* d3d11paramBlockBuffer =
  466. static_cast<const D3D11GpuParamBlockBufferCore*>(currentBlockBuffer.get());
  467. bufferArray[0] = d3d11paramBlockBuffer->getD3D11Buffer();
  468. }
  469. else
  470. bufferArray[0] = nullptr;
  471. switch(gptype)
  472. {
  473. case GPT_VERTEX_PROGRAM:
  474. mDevice->getImmediateContext()->VSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  475. break;
  476. case GPT_FRAGMENT_PROGRAM:
  477. mDevice->getImmediateContext()->PSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  478. break;
  479. case GPT_GEOMETRY_PROGRAM:
  480. mDevice->getImmediateContext()->GSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  481. break;
  482. case GPT_HULL_PROGRAM:
  483. mDevice->getImmediateContext()->HSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  484. break;
  485. case GPT_DOMAIN_PROGRAM:
  486. mDevice->getImmediateContext()->DSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  487. break;
  488. case GPT_COMPUTE_PROGRAM:
  489. mDevice->getImmediateContext()->CSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  490. break;
  491. };
  492. BS_INC_RENDER_STAT(NumGpuParamBufferBinds);
  493. }
  494. if (mDevice->hasError())
  495. BS_EXCEPT(RenderingAPIException, "Failed to setConstantBuffers : " + mDevice->getErrorDescription());
  496. }
  497. void D3D11RenderAPI::draw(UINT32 vertexOffset, UINT32 vertexCount)
  498. {
  499. THROW_IF_NOT_CORE_THREAD;
  500. applyInputLayout();
  501. mDevice->getImmediateContext()->Draw(vertexCount, vertexOffset);
  502. #if BS_DEBUG_MODE
  503. if(mDevice->hasError())
  504. LOGWRN(mDevice->getErrorDescription());
  505. #endif
  506. UINT32 primCount = vertexCountToPrimCount(mActiveDrawOp, vertexCount);
  507. BS_INC_RENDER_STAT(NumDrawCalls);
  508. BS_ADD_RENDER_STAT(NumVertices, vertexCount);
  509. BS_ADD_RENDER_STAT(NumPrimitives, primCount);
  510. }
  511. void D3D11RenderAPI::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount)
  512. {
  513. THROW_IF_NOT_CORE_THREAD;
  514. applyInputLayout();
  515. mDevice->getImmediateContext()->DrawIndexed(indexCount, startIndex, vertexOffset);
  516. #if BS_DEBUG_MODE
  517. if(mDevice->hasError())
  518. LOGWRN(mDevice->getErrorDescription());
  519. #endif
  520. UINT32 primCount = vertexCountToPrimCount(mActiveDrawOp, vertexCount);
  521. BS_INC_RENDER_STAT(NumDrawCalls);
  522. BS_ADD_RENDER_STAT(NumVertices, vertexCount);
  523. BS_ADD_RENDER_STAT(NumPrimitives, primCount);
  524. }
  525. void D3D11RenderAPI::dispatchCompute(UINT32 numGroupsX, UINT32 numGroupsY, UINT32 numGroupsZ)
  526. {
  527. mDevice->getImmediateContext()->Dispatch(numGroupsX, numGroupsY, numGroupsZ);
  528. #if BS_DEBUG_MODE
  529. if (mDevice->hasError())
  530. LOGWRN(mDevice->getErrorDescription());
  531. #endif
  532. BS_INC_RENDER_STAT(NumComputeCalls);
  533. }
  534. void D3D11RenderAPI::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  535. {
  536. THROW_IF_NOT_CORE_THREAD;
  537. mScissorRect.left = static_cast<LONG>(left);
  538. mScissorRect.top = static_cast<LONG>(top);
  539. mScissorRect.bottom = static_cast<LONG>(bottom);
  540. mScissorRect.right = static_cast<LONG>(right);
  541. mDevice->getImmediateContext()->RSSetScissorRects(1, &mScissorRect);
  542. }
  543. void D3D11RenderAPI::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil, UINT8 targetMask)
  544. {
  545. THROW_IF_NOT_CORE_THREAD;
  546. if(mActiveRenderTarget == nullptr)
  547. return;
  548. const RenderTargetProperties& rtProps = mActiveRenderTarget->getProperties();
  549. Rect2I clearArea((int)mViewport.TopLeftX, (int)mViewport.TopLeftY, (int)mViewport.Width, (int)mViewport.Height);
  550. bool clearEntireTarget = clearArea.width == 0 || clearArea.height == 0;
  551. clearEntireTarget |= (clearArea.x == 0 && clearArea.y == 0 && clearArea.width == rtProps.getWidth() && clearArea.height == rtProps.getHeight());
  552. if (!clearEntireTarget)
  553. {
  554. // TODO - Ignoring targetMask here
  555. D3D11RenderUtility::instance().drawClearQuad(buffers, color, depth, stencil);
  556. BS_INC_RENDER_STAT(NumClears);
  557. }
  558. else
  559. clearRenderTarget(buffers, color, depth, stencil, targetMask);
  560. }
  561. void D3D11RenderAPI::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil, UINT8 targetMask)
  562. {
  563. THROW_IF_NOT_CORE_THREAD;
  564. if(mActiveRenderTarget == nullptr)
  565. return;
  566. // Clear render surfaces
  567. if (buffers & FBT_COLOR)
  568. {
  569. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  570. ID3D11RenderTargetView** views = bs_newN<ID3D11RenderTargetView*>(maxRenderTargets);
  571. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  572. mActiveRenderTarget->getCustomAttribute("RTV", views);
  573. if (!views[0])
  574. {
  575. bs_deleteN(views, maxRenderTargets);
  576. return;
  577. }
  578. float clearColor[4];
  579. clearColor[0] = color.r;
  580. clearColor[1] = color.g;
  581. clearColor[2] = color.b;
  582. clearColor[3] = color.a;
  583. for(UINT32 i = 0; i < maxRenderTargets; i++)
  584. {
  585. if(views[i] != nullptr && ((1 << i) & targetMask) != 0)
  586. mDevice->getImmediateContext()->ClearRenderTargetView(views[i], clearColor);
  587. }
  588. bs_deleteN(views, maxRenderTargets);
  589. }
  590. // Clear depth stencil
  591. if((buffers & FBT_DEPTH) != 0 || (buffers & FBT_STENCIL) != 0)
  592. {
  593. ID3D11DepthStencilView* depthStencilView = nullptr;
  594. mActiveRenderTarget->getCustomAttribute("DSV", &depthStencilView);
  595. D3D11_CLEAR_FLAG clearFlag;
  596. if((buffers & FBT_DEPTH) != 0 && (buffers & FBT_STENCIL) != 0)
  597. clearFlag = (D3D11_CLEAR_FLAG)(D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL);
  598. else if((buffers & FBT_STENCIL) != 0)
  599. clearFlag = D3D11_CLEAR_STENCIL;
  600. else
  601. clearFlag = D3D11_CLEAR_DEPTH;
  602. if(depthStencilView != nullptr)
  603. mDevice->getImmediateContext()->ClearDepthStencilView(depthStencilView, clearFlag, depth, (UINT8)stencil);
  604. }
  605. BS_INC_RENDER_STAT(NumClears);
  606. }
  607. void D3D11RenderAPI::setRenderTarget(const SPtr<RenderTargetCore>& target, bool readOnlyDepthStencil)
  608. {
  609. THROW_IF_NOT_CORE_THREAD;
  610. mActiveRenderTarget = target;
  611. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  612. ID3D11RenderTargetView** views = bs_newN<ID3D11RenderTargetView*>(maxRenderTargets);
  613. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  614. ID3D11DepthStencilView* depthStencilView = nullptr;
  615. if (target != nullptr)
  616. {
  617. target->getCustomAttribute("RTV", views);
  618. if(readOnlyDepthStencil)
  619. target->getCustomAttribute("RODSV", &depthStencilView);
  620. else
  621. target->getCustomAttribute("DSV", &depthStencilView);
  622. }
  623. // Bind render targets
  624. mDevice->getImmediateContext()->OMSetRenderTargets(maxRenderTargets, views, depthStencilView);
  625. if (mDevice->hasError())
  626. BS_EXCEPT(RenderingAPIException, "Failed to setRenderTarget : " + mDevice->getErrorDescription());
  627. bs_deleteN(views, maxRenderTargets);
  628. applyViewport();
  629. BS_INC_RENDER_STAT(NumRenderTargetChanges);
  630. }
  631. void D3D11RenderAPI::setClipPlanesImpl(const PlaneList& clipPlanes)
  632. {
  633. LOGWRN("This call will be ignored. DX11 uses shaders for setting clip planes.");
  634. }
  635. RenderAPICapabilities* D3D11RenderAPI::createRenderSystemCapabilities() const
  636. {
  637. THROW_IF_NOT_CORE_THREAD;
  638. RenderAPICapabilities* rsc = bs_new<RenderAPICapabilities>();
  639. rsc->setDriverVersion(mDriverVersion);
  640. rsc->setDeviceName(mActiveD3DDriver->getDriverDescription());
  641. rsc->setRenderAPIName(getName());
  642. rsc->setStencilBufferBitDepth(8);
  643. rsc->setCapability(RSC_ANISOTROPY);
  644. rsc->setCapability(RSC_AUTOMIPMAP);
  645. // Cube map
  646. rsc->setCapability(RSC_CUBEMAPPING);
  647. // We always support compression, D3DX will decompress if device does not support
  648. rsc->setCapability(RSC_TEXTURE_COMPRESSION);
  649. rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
  650. rsc->setCapability(RSC_TWO_SIDED_STENCIL);
  651. rsc->setCapability(RSC_STENCIL_WRAP);
  652. rsc->setCapability(RSC_HWOCCLUSION);
  653. rsc->setCapability(RSC_HWOCCLUSION_ASYNCHRONOUS);
  654. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  655. rsc->setMaxBoundVertexBuffers(32);
  656. else
  657. rsc->setMaxBoundVertexBuffers(16);
  658. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0)
  659. {
  660. rsc->addShaderProfile("ps_4_0");
  661. rsc->addShaderProfile("vs_4_0");
  662. rsc->addShaderProfile("gs_4_0");
  663. rsc->addGpuProgramProfile(GPP_FS_4_0, "ps_4_0");
  664. rsc->addGpuProgramProfile(GPP_VS_4_0, "vs_4_0");
  665. rsc->addGpuProgramProfile(GPP_GS_4_0, "gs_4_0");
  666. rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  667. rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  668. rsc->setNumTextureUnits(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  669. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  670. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM));
  671. rsc->setNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  672. rsc->setNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  673. rsc->setNumGpuParamBlockBuffers(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  674. rsc->setNumCombinedGpuParamBlockBuffers(rsc->getNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM)
  675. + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM));
  676. }
  677. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  678. {
  679. rsc->addShaderProfile("ps_4_1");
  680. rsc->addShaderProfile("vs_4_1");
  681. rsc->addShaderProfile("gs_4_1");
  682. rsc->addGpuProgramProfile(GPP_FS_4_1, "ps_4_1");
  683. rsc->addGpuProgramProfile(GPP_VS_4_1, "vs_4_1");
  684. rsc->addGpuProgramProfile(GPP_GS_4_1, "gs_4_1");
  685. }
  686. if(mFeatureLevel >= D3D_FEATURE_LEVEL_11_0)
  687. {
  688. rsc->addShaderProfile("ps_5_0");
  689. rsc->addShaderProfile("vs_5_0");
  690. rsc->addShaderProfile("gs_5_0");
  691. rsc->addShaderProfile("cs_5_0");
  692. rsc->addShaderProfile("hs_5_0");
  693. rsc->addShaderProfile("ds_5_0");
  694. rsc->addGpuProgramProfile(GPP_FS_5_0, "ps_5_0");
  695. rsc->addGpuProgramProfile(GPP_VS_5_0, "vs_5_0");
  696. rsc->addGpuProgramProfile(GPP_GS_5_0, "gs_5_0");
  697. rsc->addGpuProgramProfile(GPP_CS_5_0, "cs_5_0");
  698. rsc->addGpuProgramProfile(GPP_HS_5_0, "hs_5_0");
  699. rsc->addGpuProgramProfile(GPP_DS_5_0, "ds_5_0");
  700. rsc->setNumTextureUnits(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  701. rsc->setNumTextureUnits(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  702. rsc->setNumTextureUnits(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  703. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  704. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM)
  705. + rsc->getNumTextureUnits(GPT_HULL_PROGRAM) + rsc->getNumTextureUnits(GPT_DOMAIN_PROGRAM)
  706. + rsc->getNumTextureUnits(GPT_COMPUTE_PROGRAM));
  707. rsc->setNumGpuParamBlockBuffers(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  708. rsc->setNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  709. rsc->setNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  710. rsc->setNumCombinedGpuParamBlockBuffers(rsc->getNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM)
  711. + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM)
  712. + rsc->getNumGpuParamBlockBuffers(GPT_HULL_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM)
  713. + rsc->getNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM));
  714. rsc->setCapability(RSC_SHADER_SUBROUTINE);
  715. }
  716. rsc->setCapability(RSC_USER_CLIP_PLANES);
  717. rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
  718. // Adapter details
  719. const DXGI_ADAPTER_DESC& adapterID = mActiveD3DDriver->getAdapterIdentifier();
  720. // Determine vendor
  721. switch(adapterID.VendorId)
  722. {
  723. case 0x10DE:
  724. rsc->setVendor(GPU_NVIDIA);
  725. break;
  726. case 0x1002:
  727. rsc->setVendor(GPU_AMD);
  728. break;
  729. case 0x163C:
  730. case 0x8086:
  731. rsc->setVendor(GPU_INTEL);
  732. break;
  733. default:
  734. rsc->setVendor(GPU_UNKNOWN);
  735. break;
  736. };
  737. rsc->setCapability(RSC_INFINITE_FAR_PLANE);
  738. rsc->setCapability(RSC_TEXTURE_3D);
  739. rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
  740. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  741. rsc->setCapability(RSC_TEXTURE_FLOAT);
  742. rsc->setNumMultiRenderTargets(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT);
  743. rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  744. rsc->setCapability(RSC_POINT_SPRITES);
  745. rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS);
  746. rsc->setMaxPointSize(256);
  747. rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
  748. rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
  749. rsc->setCapability(RSC_PERSTAGECONSTANT);
  750. return rsc;
  751. }
  752. void D3D11RenderAPI::determineMultisampleSettings(UINT32 multisampleCount, DXGI_FORMAT format, DXGI_SAMPLE_DESC* outputSampleDesc)
  753. {
  754. bool tryCSAA = false; // Note: Disabled for now, but leaving the code for later so it might be useful
  755. enum CSAAMode { CSAA_Normal, CSAA_Quality };
  756. CSAAMode csaaMode = CSAA_Normal;
  757. bool foundValid = false;
  758. size_t origNumSamples = multisampleCount;
  759. while (!foundValid)
  760. {
  761. // Deal with special cases
  762. if (tryCSAA)
  763. {
  764. switch(multisampleCount)
  765. {
  766. case 8:
  767. if (csaaMode == CSAA_Quality)
  768. {
  769. outputSampleDesc->Count = 8;
  770. outputSampleDesc->Quality = 8;
  771. }
  772. else
  773. {
  774. outputSampleDesc->Count = 4;
  775. outputSampleDesc->Quality = 8;
  776. }
  777. break;
  778. case 16:
  779. if (csaaMode == CSAA_Quality)
  780. {
  781. outputSampleDesc->Count = 8;
  782. outputSampleDesc->Quality = 16;
  783. }
  784. else
  785. {
  786. outputSampleDesc->Count = 4;
  787. outputSampleDesc->Quality = 16;
  788. }
  789. break;
  790. }
  791. }
  792. else // !CSAA
  793. {
  794. outputSampleDesc->Count = multisampleCount == 0 ? 1 : multisampleCount;
  795. outputSampleDesc->Quality = D3D11_STANDARD_MULTISAMPLE_PATTERN;
  796. }
  797. HRESULT hr;
  798. UINT outQuality;
  799. hr = mDevice->getD3D11Device()->CheckMultisampleQualityLevels(format, outputSampleDesc->Count, &outQuality);
  800. if (SUCCEEDED(hr) && (!tryCSAA || outQuality > outputSampleDesc->Quality))
  801. {
  802. foundValid = true;
  803. }
  804. else
  805. {
  806. // Downgrade
  807. if (tryCSAA && multisampleCount == 8)
  808. {
  809. // For CSAA, we'll try downgrading with quality mode at all samples.
  810. // then try without quality, then drop CSAA
  811. if (csaaMode == CSAA_Quality)
  812. {
  813. // Drop quality first
  814. csaaMode = CSAA_Normal;
  815. }
  816. else
  817. {
  818. // Drop CSAA entirely
  819. tryCSAA = false;
  820. }
  821. // Return to original requested samples
  822. multisampleCount = static_cast<UINT32>(origNumSamples);
  823. }
  824. else
  825. {
  826. // Drop samples
  827. multisampleCount--;
  828. if (multisampleCount == 1)
  829. {
  830. // Ran out of options, no multisampling
  831. multisampleCount = 0;
  832. foundValid = true;
  833. }
  834. }
  835. }
  836. }
  837. }
  838. VertexElementType D3D11RenderAPI::getColorVertexElementType() const
  839. {
  840. return VET_COLOR_ABGR;
  841. }
  842. void D3D11RenderAPI::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest)
  843. {
  844. dest = matrix;
  845. // Convert depth range from [-1,+1] to [0,1]
  846. dest[2][0] = (dest[2][0] + dest[3][0]) / 2;
  847. dest[2][1] = (dest[2][1] + dest[3][1]) / 2;
  848. dest[2][2] = (dest[2][2] + dest[3][2]) / 2;
  849. dest[2][3] = (dest[2][3] + dest[3][3]) / 2;
  850. }
  851. float D3D11RenderAPI::getHorizontalTexelOffset()
  852. {
  853. return 0.0f;
  854. }
  855. float D3D11RenderAPI::getVerticalTexelOffset()
  856. {
  857. return 0.0f;
  858. }
  859. float D3D11RenderAPI::getMinimumDepthInputValue()
  860. {
  861. return 0.0f;
  862. }
  863. float D3D11RenderAPI::getMaximumDepthInputValue()
  864. {
  865. return 1.0f;
  866. }
  867. GpuParamBlockDesc D3D11RenderAPI::generateParamBlockDesc(const String& name, Vector<GpuParamDataDesc>& params)
  868. {
  869. GpuParamBlockDesc block;
  870. block.blockSize = 0;
  871. block.isShareable = true;
  872. block.name = name;
  873. block.slot = 0;
  874. for (auto& param : params)
  875. {
  876. const GpuParamDataTypeInfo& typeInfo = GpuParams::PARAM_SIZES.lookup[param.type];
  877. UINT32 size = typeInfo.size / 4;
  878. if (param.arraySize > 1)
  879. {
  880. // Arrays perform no packing and their elements are always padded and aligned to four component vectors
  881. UINT32 alignOffset = size % typeInfo.baseTypeSize;
  882. if (alignOffset != 0)
  883. {
  884. UINT32 padding = (typeInfo.baseTypeSize - alignOffset);
  885. size += padding;
  886. }
  887. alignOffset = block.blockSize % typeInfo.baseTypeSize;
  888. if (alignOffset != 0)
  889. {
  890. UINT32 padding = (typeInfo.baseTypeSize - alignOffset);
  891. block.blockSize += padding;
  892. }
  893. param.elementSize = size;
  894. param.arrayElementStride = size;
  895. param.cpuMemOffset = block.blockSize;
  896. param.gpuMemOffset = 0;
  897. block.blockSize += size * param.arraySize;
  898. }
  899. else
  900. {
  901. // Pack everything as tightly as possible as long as the data doesn't cross 16 byte boundary
  902. UINT32 alignOffset = block.blockSize % 4;
  903. if (alignOffset != 0 && size > (4 - alignOffset))
  904. {
  905. UINT32 padding = (4 - alignOffset);
  906. block.blockSize += padding;
  907. }
  908. param.elementSize = size;
  909. param.arrayElementStride = size;
  910. param.cpuMemOffset = block.blockSize;
  911. param.gpuMemOffset = 0;
  912. block.blockSize += size;
  913. }
  914. param.paramBlockSlot = 0;
  915. }
  916. // Constant buffer size must always be a multiple of 16
  917. if (block.blockSize % 4 != 0)
  918. block.blockSize += (4 - (block.blockSize % 4));
  919. return block;
  920. }
  921. /************************************************************************/
  922. /* PRIVATE */
  923. /************************************************************************/
  924. void D3D11RenderAPI::applyInputLayout()
  925. {
  926. if(mActiveVertexDeclaration == nullptr)
  927. {
  928. LOGWRN("Cannot apply input layout without a vertex declaration. Set vertex declaration before calling this method.");
  929. return;
  930. }
  931. if(mActiveVertexShader == nullptr)
  932. {
  933. LOGWRN("Cannot apply input layout without a vertex shader. Set vertex shader before calling this method.");
  934. return;
  935. }
  936. ID3D11InputLayout* ia = mIAManager->retrieveInputLayout(mActiveVertexShader->getInputDeclaration(), mActiveVertexDeclaration, *mActiveVertexShader);
  937. mDevice->getImmediateContext()->IASetInputLayout(ia);
  938. }
  939. }