BsD3D11RenderAPI.cpp 39 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. #include "BsD3D11GpuBuffer.h"
  33. namespace BansheeEngine
  34. {
  35. D3D11RenderAPI::D3D11RenderAPI()
  36. : mDXGIFactory(nullptr), mDevice(nullptr), mDriverList(nullptr)
  37. , mActiveD3DDriver(nullptr), mFeatureLevel(D3D_FEATURE_LEVEL_11_0)
  38. , mHLSLFactory(nullptr), mIAManager(nullptr)
  39. , mStencilRef(0), mActiveDrawOp(DOT_TRIANGLE_LIST)
  40. , mViewportNorm(0.0f, 0.0f, 1.0f, 1.0f)
  41. {
  42. mClipPlanesDirty = false; // DX11 handles clip planes through shaders
  43. }
  44. D3D11RenderAPI::~D3D11RenderAPI()
  45. {
  46. }
  47. const StringID& D3D11RenderAPI::getName() const
  48. {
  49. static StringID strName("D3D11RenderAPI");
  50. return strName;
  51. }
  52. const String& D3D11RenderAPI::getShadingLanguageName() const
  53. {
  54. static String strName("hlsl");
  55. return strName;
  56. }
  57. void D3D11RenderAPI::initializePrepare()
  58. {
  59. THROW_IF_NOT_CORE_THREAD;
  60. HRESULT hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&mDXGIFactory);
  61. if(FAILED(hr))
  62. BS_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 DXGIFactory");
  63. mDriverList = bs_new<D3D11DriverList>(mDXGIFactory);
  64. mActiveD3DDriver = mDriverList->item(0); // TODO: Always get first driver, for now
  65. mVideoModeInfo = mActiveD3DDriver->getVideoModeInfo();
  66. IDXGIAdapter* selectedAdapter = mActiveD3DDriver->getDeviceAdapter();
  67. D3D_FEATURE_LEVEL requestedLevels[] = {
  68. D3D_FEATURE_LEVEL_11_0,
  69. D3D_FEATURE_LEVEL_10_1,
  70. D3D_FEATURE_LEVEL_10_0,
  71. D3D_FEATURE_LEVEL_9_3,
  72. D3D_FEATURE_LEVEL_9_2,
  73. D3D_FEATURE_LEVEL_9_1
  74. };
  75. UINT32 numRequestedLevel = sizeof(requestedLevels) / sizeof(requestedLevels[0]);
  76. UINT32 deviceFlags = 0;
  77. #if BS_DEBUG_MODE
  78. deviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  79. #endif
  80. ID3D11Device* device;
  81. hr = D3D11CreateDevice(selectedAdapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, deviceFlags,
  82. requestedLevels, numRequestedLevel, D3D11_SDK_VERSION, &device, &mFeatureLevel, nullptr);
  83. if(FAILED(hr))
  84. BS_EXCEPT(RenderingAPIException, "Failed to create Direct3D11 object. D3D11CreateDeviceN returned this error code: " + toString(hr));
  85. mDevice = bs_new<D3D11Device>(device);
  86. // This must query for DirectX 10 interface as this is unsupported for DX11
  87. LARGE_INTEGER driverVersion;
  88. if(SUCCEEDED(selectedAdapter->CheckInterfaceSupport(IID_ID3D10Device, &driverVersion)))
  89. {
  90. mDriverVersion.major = HIWORD(driverVersion.HighPart);
  91. mDriverVersion.minor = LOWORD(driverVersion.HighPart);
  92. mDriverVersion.release = HIWORD(driverVersion.LowPart);
  93. mDriverVersion.build = LOWORD(driverVersion.LowPart);
  94. }
  95. // Create the texture manager for use by others
  96. TextureManager::startUp<D3D11TextureManager>();
  97. TextureCoreManager::startUp<D3D11TextureCoreManager>();
  98. // Create hardware buffer manager
  99. HardwareBufferManager::startUp();
  100. HardwareBufferCoreManager::startUp<D3D11HardwareBufferCoreManager>(std::ref(*mDevice));
  101. // Create render window manager
  102. RenderWindowManager::startUp<D3D11RenderWindowManager>(this);
  103. RenderWindowCoreManager::startUp<D3D11RenderWindowCoreManager>(this);
  104. // Create & register HLSL factory
  105. mHLSLFactory = bs_new<D3D11HLSLProgramFactory>();
  106. // Create render state manager
  107. RenderStateCoreManager::startUp<D3D11RenderStateCoreManager>();
  108. mCurrentCapabilities = createRenderSystemCapabilities();
  109. mCurrentCapabilities->addShaderProfile("hlsl");
  110. GpuProgramCoreManager::instance().addFactory(mHLSLFactory);
  111. mIAManager = bs_new<D3D11InputLayoutManager>();
  112. RenderAPICore::initializePrepare();
  113. }
  114. void D3D11RenderAPI::initializeFinalize(const SPtr<RenderWindowCore>& primaryWindow)
  115. {
  116. D3D11RenderUtility::startUp(mDevice);
  117. QueryManager::startUp<D3D11QueryManager>();
  118. RenderAPICore::initializeFinalize(primaryWindow);
  119. }
  120. void D3D11RenderAPI::destroyCore()
  121. {
  122. THROW_IF_NOT_CORE_THREAD;
  123. for (auto& boundUAV : mBoundUAVs)
  124. {
  125. if (boundUAV.second != nullptr)
  126. boundUAV.first->releaseView(boundUAV.second);
  127. }
  128. QueryManager::shutDown();
  129. D3D11RenderUtility::shutDown();
  130. if(mIAManager != nullptr)
  131. {
  132. bs_delete(mIAManager);
  133. mIAManager = nullptr;
  134. }
  135. if(mHLSLFactory != nullptr)
  136. {
  137. bs_delete(mHLSLFactory);
  138. mHLSLFactory = nullptr;
  139. }
  140. mActiveVertexDeclaration = nullptr;
  141. mActiveVertexShader = nullptr;
  142. mActiveRenderTarget = nullptr;
  143. RenderStateCoreManager::shutDown();
  144. RenderWindowCoreManager::shutDown();
  145. RenderWindowManager::shutDown();
  146. HardwareBufferCoreManager::shutDown();
  147. HardwareBufferManager::shutDown();
  148. TextureCoreManager::shutDown();
  149. TextureManager::shutDown();
  150. SAFE_RELEASE(mDXGIFactory);
  151. if(mDevice != nullptr)
  152. {
  153. bs_delete(mDevice);
  154. mDevice = nullptr;
  155. }
  156. if(mDriverList != nullptr)
  157. {
  158. bs_delete(mDriverList);
  159. mDriverList = nullptr;
  160. }
  161. mActiveD3DDriver = nullptr;
  162. RenderAPICore::destroyCore();
  163. }
  164. void D3D11RenderAPI::setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SPtr<SamplerStateCore>& samplerState)
  165. {
  166. THROW_IF_NOT_CORE_THREAD;
  167. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  168. // and then set them all up at once before rendering? Needs testing
  169. ID3D11SamplerState* samplerArray[1];
  170. D3D11SamplerStateCore* d3d11SamplerState = static_cast<D3D11SamplerStateCore*>(const_cast<SamplerStateCore*>(samplerState.get()));
  171. samplerArray[0] = d3d11SamplerState->getInternal();
  172. switch(gptype)
  173. {
  174. case GPT_VERTEX_PROGRAM:
  175. mDevice->getImmediateContext()->VSSetSamplers(texUnit, 1, samplerArray);
  176. break;
  177. case GPT_FRAGMENT_PROGRAM:
  178. mDevice->getImmediateContext()->PSSetSamplers(texUnit, 1, samplerArray);
  179. break;
  180. case GPT_GEOMETRY_PROGRAM:
  181. mDevice->getImmediateContext()->GSSetSamplers(texUnit, 1, samplerArray);
  182. break;
  183. case GPT_DOMAIN_PROGRAM:
  184. mDevice->getImmediateContext()->DSSetSamplers(texUnit, 1, samplerArray);
  185. break;
  186. case GPT_HULL_PROGRAM:
  187. mDevice->getImmediateContext()->HSSetSamplers(texUnit, 1, samplerArray);
  188. break;
  189. case GPT_COMPUTE_PROGRAM:
  190. mDevice->getImmediateContext()->CSSetSamplers(texUnit, 1, samplerArray);
  191. break;
  192. default:
  193. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  194. }
  195. BS_INC_RENDER_STAT(NumSamplerBinds);
  196. }
  197. void D3D11RenderAPI::setBlendState(const SPtr<BlendStateCore>& blendState)
  198. {
  199. THROW_IF_NOT_CORE_THREAD;
  200. D3D11BlendStateCore* d3d11BlendState = static_cast<D3D11BlendStateCore*>(const_cast<BlendStateCore*>(blendState.get()));
  201. mDevice->getImmediateContext()->OMSetBlendState(d3d11BlendState->getInternal(), nullptr, 0xFFFFFFFF);
  202. BS_INC_RENDER_STAT(NumBlendStateChanges);
  203. }
  204. void D3D11RenderAPI::setRasterizerState(const SPtr<RasterizerStateCore>& rasterizerState)
  205. {
  206. THROW_IF_NOT_CORE_THREAD;
  207. D3D11RasterizerStateCore* d3d11RasterizerState = static_cast<D3D11RasterizerStateCore*>(const_cast<RasterizerStateCore*>(rasterizerState.get()));
  208. mDevice->getImmediateContext()->RSSetState(d3d11RasterizerState->getInternal());
  209. BS_INC_RENDER_STAT(NumRasterizerStateChanges);
  210. }
  211. void D3D11RenderAPI::setDepthStencilState(const SPtr<DepthStencilStateCore>& depthStencilState, UINT32 stencilRefValue)
  212. {
  213. THROW_IF_NOT_CORE_THREAD;
  214. D3D11DepthStencilStateCore* d3d11RasterizerState = static_cast<D3D11DepthStencilStateCore*>(const_cast<DepthStencilStateCore*>(depthStencilState.get()));
  215. mDevice->getImmediateContext()->OMSetDepthStencilState(d3d11RasterizerState->getInternal(), stencilRefValue);
  216. BS_INC_RENDER_STAT(NumDepthStencilStateChanges);
  217. }
  218. void D3D11RenderAPI::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& texPtr)
  219. {
  220. THROW_IF_NOT_CORE_THREAD;
  221. // TODO - I'm setting up views one by one, it might be more efficient to hold them in an array
  222. // and then set them all up at once before rendering? Needs testing
  223. ID3D11ShaderResourceView* viewArray[1];
  224. if(texPtr != nullptr && enabled)
  225. {
  226. D3D11TextureCore* d3d11Texture = static_cast<D3D11TextureCore*>(texPtr.get());
  227. viewArray[0] = d3d11Texture->getSRV();
  228. }
  229. else
  230. viewArray[0] = nullptr;
  231. switch(gptype)
  232. {
  233. case GPT_VERTEX_PROGRAM:
  234. mDevice->getImmediateContext()->VSSetShaderResources(unit, 1, viewArray);
  235. break;
  236. case GPT_FRAGMENT_PROGRAM:
  237. mDevice->getImmediateContext()->PSSetShaderResources(unit, 1, viewArray);
  238. break;
  239. case GPT_GEOMETRY_PROGRAM:
  240. mDevice->getImmediateContext()->GSSetShaderResources(unit, 1, viewArray);
  241. break;
  242. case GPT_DOMAIN_PROGRAM:
  243. mDevice->getImmediateContext()->DSSetShaderResources(unit, 1, viewArray);
  244. break;
  245. case GPT_HULL_PROGRAM:
  246. mDevice->getImmediateContext()->HSSetShaderResources(unit, 1, viewArray);
  247. break;
  248. case GPT_COMPUTE_PROGRAM:
  249. mDevice->getImmediateContext()->CSSetShaderResources(unit, 1, viewArray);
  250. break;
  251. default:
  252. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  253. }
  254. BS_INC_RENDER_STAT(NumTextureBinds);
  255. }
  256. void D3D11RenderAPI::setLoadStoreTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& texPtr,
  257. const TextureSurface& surface)
  258. {
  259. THROW_IF_NOT_CORE_THREAD;
  260. ID3D11UnorderedAccessView* viewArray[1];
  261. if (texPtr != nullptr && enabled)
  262. {
  263. D3D11TextureCore* d3d11Texture = static_cast<D3D11TextureCore*>(texPtr.get());
  264. SPtr<TextureView> texView = TextureCore::requestView(texPtr, surface.mipLevel, 1,
  265. surface.arraySlice, surface.numArraySlices, GVU_RANDOMWRITE);
  266. D3D11TextureView* d3d11texView = static_cast<D3D11TextureView*>(texView.get());
  267. viewArray[0] = d3d11texView->getUAV();
  268. if (mBoundUAVs[unit].second != nullptr)
  269. mBoundUAVs[unit].first->releaseView(mBoundUAVs[unit].second);
  270. mBoundUAVs[unit] = std::make_pair(texPtr, texView);
  271. }
  272. else
  273. {
  274. viewArray[0] = nullptr;
  275. if (mBoundUAVs[unit].second != nullptr)
  276. mBoundUAVs[unit].first->releaseView(mBoundUAVs[unit].second);
  277. mBoundUAVs[unit] = std::pair<SPtr<TextureCore>, SPtr<TextureView>>();
  278. }
  279. if (gptype == GPT_FRAGMENT_PROGRAM)
  280. {
  281. mDevice->getImmediateContext()->OMSetRenderTargetsAndUnorderedAccessViews(
  282. D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL, nullptr, nullptr, unit, 1, viewArray, nullptr);
  283. }
  284. else if (gptype == GPT_COMPUTE_PROGRAM)
  285. {
  286. mDevice->getImmediateContext()->CSSetUnorderedAccessViews(unit, 1, viewArray, nullptr);
  287. }
  288. else
  289. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  290. BS_INC_RENDER_STAT(NumTextureBinds);
  291. }
  292. void D3D11RenderAPI::setBuffer(GpuProgramType gptype, UINT16 unit, const SPtr<GpuBufferCore>& buffer, bool loadStore)
  293. {
  294. THROW_IF_NOT_CORE_THREAD;
  295. if(!loadStore)
  296. {
  297. ID3D11ShaderResourceView* viewArray[1];
  298. if (buffer != nullptr)
  299. {
  300. D3D11GpuBufferCore* d3d11buffer = static_cast<D3D11GpuBufferCore*>(buffer.get());
  301. viewArray[0] = d3d11buffer->getSRV();
  302. }
  303. else
  304. viewArray[0] = nullptr;
  305. switch (gptype)
  306. {
  307. case GPT_VERTEX_PROGRAM:
  308. mDevice->getImmediateContext()->VSSetShaderResources(unit, 1, viewArray);
  309. break;
  310. case GPT_FRAGMENT_PROGRAM:
  311. mDevice->getImmediateContext()->PSSetShaderResources(unit, 1, viewArray);
  312. break;
  313. case GPT_GEOMETRY_PROGRAM:
  314. mDevice->getImmediateContext()->GSSetShaderResources(unit, 1, viewArray);
  315. break;
  316. case GPT_DOMAIN_PROGRAM:
  317. mDevice->getImmediateContext()->DSSetShaderResources(unit, 1, viewArray);
  318. break;
  319. case GPT_HULL_PROGRAM:
  320. mDevice->getImmediateContext()->HSSetShaderResources(unit, 1, viewArray);
  321. break;
  322. case GPT_COMPUTE_PROGRAM:
  323. mDevice->getImmediateContext()->CSSetShaderResources(unit, 1, viewArray);
  324. break;
  325. default:
  326. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  327. }
  328. }
  329. else
  330. {
  331. ID3D11UnorderedAccessView* viewArray[1];
  332. if (buffer != nullptr)
  333. {
  334. D3D11GpuBufferCore* d3d11buffer = static_cast<D3D11GpuBufferCore*>(buffer.get());
  335. viewArray[0] = d3d11buffer->getUAV();
  336. }
  337. else
  338. viewArray[0] = nullptr;
  339. if (gptype == GPT_FRAGMENT_PROGRAM)
  340. {
  341. mDevice->getImmediateContext()->OMSetRenderTargetsAndUnorderedAccessViews(
  342. D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL, nullptr, nullptr, unit, 1, viewArray, nullptr);
  343. }
  344. else if (gptype == GPT_COMPUTE_PROGRAM)
  345. {
  346. mDevice->getImmediateContext()->CSSetUnorderedAccessViews(unit, 1, viewArray, nullptr);
  347. }
  348. else
  349. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  350. }
  351. BS_INC_RENDER_STAT(NumTextureBinds);
  352. }
  353. void D3D11RenderAPI::disableTextureUnit(GpuProgramType gptype, UINT16 texUnit)
  354. {
  355. THROW_IF_NOT_CORE_THREAD;
  356. setTexture(gptype, texUnit, false, nullptr);
  357. }
  358. void D3D11RenderAPI::beginFrame()
  359. {
  360. // Not used
  361. }
  362. void D3D11RenderAPI::endFrame()
  363. {
  364. // Not used
  365. }
  366. void D3D11RenderAPI::setViewport(const Rect2& vp)
  367. {
  368. THROW_IF_NOT_CORE_THREAD;
  369. mViewportNorm = vp;
  370. applyViewport();
  371. }
  372. void D3D11RenderAPI::applyViewport()
  373. {
  374. if (mActiveRenderTarget == nullptr)
  375. return;
  376. const RenderTargetProperties& rtProps = mActiveRenderTarget->getProperties();
  377. // Set viewport dimensions
  378. mViewport.TopLeftX = (FLOAT)(rtProps.getWidth() * mViewportNorm.x);
  379. mViewport.TopLeftY = (FLOAT)(rtProps.getHeight() * mViewportNorm.y);
  380. mViewport.Width = (FLOAT)(rtProps.getWidth() * mViewportNorm.width);
  381. mViewport.Height = (FLOAT)(rtProps.getHeight() * mViewportNorm.height);
  382. if (rtProps.requiresTextureFlipping())
  383. {
  384. // Convert "top-left" to "bottom-left"
  385. mViewport.TopLeftY = rtProps.getHeight() - mViewport.Height - mViewport.TopLeftY;
  386. }
  387. mViewport.MinDepth = 0.0f;
  388. mViewport.MaxDepth = 1.0f;
  389. mDevice->getImmediateContext()->RSSetViewports(1, &mViewport);
  390. }
  391. void D3D11RenderAPI::setVertexBuffers(UINT32 index, SPtr<VertexBufferCore>* buffers, UINT32 numBuffers)
  392. {
  393. THROW_IF_NOT_CORE_THREAD;
  394. UINT32 maxBoundVertexBuffers = mCurrentCapabilities->getMaxBoundVertexBuffers();
  395. if(index < 0 || (index + numBuffers) >= maxBoundVertexBuffers)
  396. BS_EXCEPT(InvalidParametersException, "Invalid vertex index: " + toString(index) + ". Valid range is 0 .. " + toString(maxBoundVertexBuffers - 1));
  397. ID3D11Buffer* dx11buffers[MAX_BOUND_VERTEX_BUFFERS];
  398. UINT32 strides[MAX_BOUND_VERTEX_BUFFERS];
  399. UINT32 offsets[MAX_BOUND_VERTEX_BUFFERS];
  400. for(UINT32 i = 0; i < numBuffers; i++)
  401. {
  402. SPtr<D3D11VertexBufferCore> vertexBuffer = std::static_pointer_cast<D3D11VertexBufferCore>(buffers[i]);
  403. const VertexBufferProperties& vbProps = vertexBuffer->getProperties();
  404. dx11buffers[i] = vertexBuffer->getD3DVertexBuffer();
  405. strides[i] = vbProps.getVertexSize();
  406. offsets[i] = 0;
  407. }
  408. mDevice->getImmediateContext()->IASetVertexBuffers(index, numBuffers, dx11buffers, strides, offsets);
  409. BS_INC_RENDER_STAT(NumVertexBufferBinds);
  410. }
  411. void D3D11RenderAPI::setIndexBuffer(const SPtr<IndexBufferCore>& buffer)
  412. {
  413. THROW_IF_NOT_CORE_THREAD;
  414. SPtr<D3D11IndexBufferCore> indexBuffer = std::static_pointer_cast<D3D11IndexBufferCore>(buffer);
  415. DXGI_FORMAT indexFormat = DXGI_FORMAT_R16_UINT;
  416. if(indexBuffer->getProperties().getType() == IT_16BIT)
  417. indexFormat = DXGI_FORMAT_R16_UINT;
  418. else if (indexBuffer->getProperties().getType() == IT_32BIT)
  419. indexFormat = DXGI_FORMAT_R32_UINT;
  420. else
  421. BS_EXCEPT(InternalErrorException, "Unsupported index format: " + toString(indexBuffer->getProperties().getType()));
  422. mDevice->getImmediateContext()->IASetIndexBuffer(indexBuffer->getD3DIndexBuffer(), indexFormat, 0);
  423. BS_INC_RENDER_STAT(NumIndexBufferBinds);
  424. }
  425. void D3D11RenderAPI::setVertexDeclaration(const SPtr<VertexDeclarationCore>& vertexDeclaration)
  426. {
  427. THROW_IF_NOT_CORE_THREAD;
  428. mActiveVertexDeclaration = vertexDeclaration;
  429. }
  430. void D3D11RenderAPI::setDrawOperation(DrawOperationType op)
  431. {
  432. THROW_IF_NOT_CORE_THREAD;
  433. mDevice->getImmediateContext()->IASetPrimitiveTopology(D3D11Mappings::getPrimitiveType(op));
  434. }
  435. void D3D11RenderAPI::bindGpuProgram(const SPtr<GpuProgramCore>& prg)
  436. {
  437. THROW_IF_NOT_CORE_THREAD;
  438. switch(prg->getProperties().getType())
  439. {
  440. case GPT_VERTEX_PROGRAM:
  441. {
  442. D3D11GpuVertexProgramCore* d3d11GpuProgram = static_cast<D3D11GpuVertexProgramCore*>(prg.get());
  443. mDevice->getImmediateContext()->VSSetShader(d3d11GpuProgram->getVertexShader(), nullptr, 0);
  444. mActiveVertexShader = std::static_pointer_cast<D3D11GpuProgramCore>(prg);
  445. break;
  446. }
  447. case GPT_FRAGMENT_PROGRAM:
  448. {
  449. D3D11GpuFragmentProgramCore* d3d11GpuProgram = static_cast<D3D11GpuFragmentProgramCore*>(prg.get());
  450. mDevice->getImmediateContext()->PSSetShader(d3d11GpuProgram->getPixelShader(), nullptr, 0);
  451. break;
  452. }
  453. case GPT_GEOMETRY_PROGRAM:
  454. {
  455. D3D11GpuGeometryProgramCore* d3d11GpuProgram = static_cast<D3D11GpuGeometryProgramCore*>(prg.get());
  456. mDevice->getImmediateContext()->GSSetShader(d3d11GpuProgram->getGeometryShader(), nullptr, 0);
  457. break;
  458. }
  459. case GPT_DOMAIN_PROGRAM:
  460. {
  461. D3D11GpuDomainProgramCore* d3d11GpuProgram = static_cast<D3D11GpuDomainProgramCore*>(prg.get());
  462. mDevice->getImmediateContext()->DSSetShader(d3d11GpuProgram->getDomainShader(), nullptr, 0);
  463. break;
  464. }
  465. case GPT_HULL_PROGRAM:
  466. {
  467. D3D11GpuHullProgramCore* d3d11GpuProgram = static_cast<D3D11GpuHullProgramCore*>(prg.get());
  468. mDevice->getImmediateContext()->HSSetShader(d3d11GpuProgram->getHullShader(), nullptr, 0);
  469. break;
  470. }
  471. case GPT_COMPUTE_PROGRAM:
  472. {
  473. D3D11GpuComputeProgramCore* d3d11GpuProgram = static_cast<D3D11GpuComputeProgramCore*>(prg.get());
  474. mDevice->getImmediateContext()->CSSetShader(d3d11GpuProgram->getComputeShader(), nullptr, 0);
  475. break;
  476. }
  477. default:
  478. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(prg->getProperties().getType()));
  479. }
  480. if (mDevice->hasError())
  481. BS_EXCEPT(RenderingAPIException, "Failed to bindGpuProgram : " + mDevice->getErrorDescription());
  482. BS_INC_RENDER_STAT(NumGpuProgramBinds);
  483. }
  484. void D3D11RenderAPI::unbindGpuProgram(GpuProgramType gptype)
  485. {
  486. THROW_IF_NOT_CORE_THREAD;
  487. switch(gptype)
  488. {
  489. case GPT_VERTEX_PROGRAM:
  490. mDevice->getImmediateContext()->VSSetShader(nullptr, nullptr, 0);
  491. mActiveVertexShader = nullptr;
  492. break;
  493. case GPT_FRAGMENT_PROGRAM:
  494. mDevice->getImmediateContext()->PSSetShader(nullptr, nullptr, 0);
  495. break;
  496. case GPT_GEOMETRY_PROGRAM:
  497. mDevice->getImmediateContext()->GSSetShader(nullptr, nullptr, 0);
  498. break;
  499. case GPT_DOMAIN_PROGRAM:
  500. mDevice->getImmediateContext()->DSSetShader(nullptr, nullptr, 0);
  501. break;
  502. case GPT_HULL_PROGRAM:
  503. mDevice->getImmediateContext()->HSSetShader(nullptr, nullptr, 0);
  504. break;
  505. case GPT_COMPUTE_PROGRAM:
  506. mDevice->getImmediateContext()->CSSetShader(nullptr, nullptr, 0);
  507. break;
  508. default:
  509. BS_EXCEPT(InvalidParametersException, "Unsupported gpu program type: " + toString(gptype));
  510. }
  511. BS_INC_RENDER_STAT(NumGpuProgramBinds);
  512. }
  513. void D3D11RenderAPI::setConstantBuffers(GpuProgramType gptype, const SPtr<GpuParamsCore>& bindableParams)
  514. {
  515. THROW_IF_NOT_CORE_THREAD;
  516. bindableParams->updateHardwareBuffers();
  517. const GpuParamDesc& paramDesc = bindableParams->getParamDesc();
  518. // TODO - I assign constant buffers one by one but it might be more efficient to do them all at once?
  519. ID3D11Buffer* bufferArray[1];
  520. for(auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
  521. {
  522. SPtr<GpuParamBlockBufferCore> currentBlockBuffer = bindableParams->getParamBlockBuffer(iter->second.slot);
  523. if(currentBlockBuffer != nullptr)
  524. {
  525. const D3D11GpuParamBlockBufferCore* d3d11paramBlockBuffer =
  526. static_cast<const D3D11GpuParamBlockBufferCore*>(currentBlockBuffer.get());
  527. bufferArray[0] = d3d11paramBlockBuffer->getD3D11Buffer();
  528. }
  529. else
  530. bufferArray[0] = nullptr;
  531. switch(gptype)
  532. {
  533. case GPT_VERTEX_PROGRAM:
  534. mDevice->getImmediateContext()->VSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  535. break;
  536. case GPT_FRAGMENT_PROGRAM:
  537. mDevice->getImmediateContext()->PSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  538. break;
  539. case GPT_GEOMETRY_PROGRAM:
  540. mDevice->getImmediateContext()->GSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  541. break;
  542. case GPT_HULL_PROGRAM:
  543. mDevice->getImmediateContext()->HSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  544. break;
  545. case GPT_DOMAIN_PROGRAM:
  546. mDevice->getImmediateContext()->DSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  547. break;
  548. case GPT_COMPUTE_PROGRAM:
  549. mDevice->getImmediateContext()->CSSetConstantBuffers(iter->second.slot, 1, bufferArray);
  550. break;
  551. };
  552. BS_INC_RENDER_STAT(NumGpuParamBufferBinds);
  553. }
  554. if (mDevice->hasError())
  555. BS_EXCEPT(RenderingAPIException, "Failed to setConstantBuffers : " + mDevice->getErrorDescription());
  556. }
  557. void D3D11RenderAPI::draw(UINT32 vertexOffset, UINT32 vertexCount, UINT32 instanceCount)
  558. {
  559. THROW_IF_NOT_CORE_THREAD;
  560. applyInputLayout();
  561. if(instanceCount <= 1)
  562. mDevice->getImmediateContext()->Draw(vertexCount, vertexOffset);
  563. else
  564. mDevice->getImmediateContext()->DrawInstanced(vertexCount, instanceCount, vertexOffset, 0);
  565. #if BS_DEBUG_MODE
  566. if(mDevice->hasError())
  567. LOGWRN(mDevice->getErrorDescription());
  568. #endif
  569. UINT32 primCount = vertexCountToPrimCount(mActiveDrawOp, vertexCount);
  570. BS_INC_RENDER_STAT(NumDrawCalls);
  571. BS_ADD_RENDER_STAT(NumVertices, vertexCount);
  572. BS_ADD_RENDER_STAT(NumPrimitives, primCount);
  573. }
  574. void D3D11RenderAPI::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount,
  575. UINT32 instanceCount)
  576. {
  577. THROW_IF_NOT_CORE_THREAD;
  578. applyInputLayout();
  579. if (instanceCount <= 1)
  580. mDevice->getImmediateContext()->DrawIndexed(indexCount, startIndex, vertexOffset);
  581. else
  582. mDevice->getImmediateContext()->DrawIndexedInstanced(indexCount, instanceCount, startIndex, vertexOffset, 0);
  583. #if BS_DEBUG_MODE
  584. if(mDevice->hasError())
  585. LOGWRN(mDevice->getErrorDescription());
  586. #endif
  587. UINT32 primCount = vertexCountToPrimCount(mActiveDrawOp, vertexCount);
  588. BS_INC_RENDER_STAT(NumDrawCalls);
  589. BS_ADD_RENDER_STAT(NumVertices, vertexCount);
  590. BS_ADD_RENDER_STAT(NumPrimitives, primCount);
  591. }
  592. void D3D11RenderAPI::dispatchCompute(UINT32 numGroupsX, UINT32 numGroupsY, UINT32 numGroupsZ)
  593. {
  594. mDevice->getImmediateContext()->Dispatch(numGroupsX, numGroupsY, numGroupsZ);
  595. #if BS_DEBUG_MODE
  596. if (mDevice->hasError())
  597. LOGWRN(mDevice->getErrorDescription());
  598. #endif
  599. BS_INC_RENDER_STAT(NumComputeCalls);
  600. }
  601. void D3D11RenderAPI::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  602. {
  603. THROW_IF_NOT_CORE_THREAD;
  604. mScissorRect.left = static_cast<LONG>(left);
  605. mScissorRect.top = static_cast<LONG>(top);
  606. mScissorRect.bottom = static_cast<LONG>(bottom);
  607. mScissorRect.right = static_cast<LONG>(right);
  608. mDevice->getImmediateContext()->RSSetScissorRects(1, &mScissorRect);
  609. }
  610. void D3D11RenderAPI::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil, UINT8 targetMask)
  611. {
  612. THROW_IF_NOT_CORE_THREAD;
  613. if(mActiveRenderTarget == nullptr)
  614. return;
  615. const RenderTargetProperties& rtProps = mActiveRenderTarget->getProperties();
  616. Rect2I clearArea((int)mViewport.TopLeftX, (int)mViewport.TopLeftY, (int)mViewport.Width, (int)mViewport.Height);
  617. bool clearEntireTarget = clearArea.width == 0 || clearArea.height == 0;
  618. clearEntireTarget |= (clearArea.x == 0 && clearArea.y == 0 && clearArea.width == rtProps.getWidth() && clearArea.height == rtProps.getHeight());
  619. if (!clearEntireTarget)
  620. {
  621. // TODO - Ignoring targetMask here
  622. D3D11RenderUtility::instance().drawClearQuad(buffers, color, depth, stencil);
  623. BS_INC_RENDER_STAT(NumClears);
  624. }
  625. else
  626. clearRenderTarget(buffers, color, depth, stencil, targetMask);
  627. }
  628. void D3D11RenderAPI::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil, UINT8 targetMask)
  629. {
  630. THROW_IF_NOT_CORE_THREAD;
  631. if(mActiveRenderTarget == nullptr)
  632. return;
  633. // Clear render surfaces
  634. if (buffers & FBT_COLOR)
  635. {
  636. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  637. ID3D11RenderTargetView** views = bs_newN<ID3D11RenderTargetView*>(maxRenderTargets);
  638. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  639. mActiveRenderTarget->getCustomAttribute("RTV", views);
  640. if (!views[0])
  641. {
  642. bs_deleteN(views, maxRenderTargets);
  643. return;
  644. }
  645. float clearColor[4];
  646. clearColor[0] = color.r;
  647. clearColor[1] = color.g;
  648. clearColor[2] = color.b;
  649. clearColor[3] = color.a;
  650. for(UINT32 i = 0; i < maxRenderTargets; i++)
  651. {
  652. if(views[i] != nullptr && ((1 << i) & targetMask) != 0)
  653. mDevice->getImmediateContext()->ClearRenderTargetView(views[i], clearColor);
  654. }
  655. bs_deleteN(views, maxRenderTargets);
  656. }
  657. // Clear depth stencil
  658. if((buffers & FBT_DEPTH) != 0 || (buffers & FBT_STENCIL) != 0)
  659. {
  660. ID3D11DepthStencilView* depthStencilView = nullptr;
  661. mActiveRenderTarget->getCustomAttribute("DSV", &depthStencilView);
  662. D3D11_CLEAR_FLAG clearFlag;
  663. if((buffers & FBT_DEPTH) != 0 && (buffers & FBT_STENCIL) != 0)
  664. clearFlag = (D3D11_CLEAR_FLAG)(D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL);
  665. else if((buffers & FBT_STENCIL) != 0)
  666. clearFlag = D3D11_CLEAR_STENCIL;
  667. else
  668. clearFlag = D3D11_CLEAR_DEPTH;
  669. if(depthStencilView != nullptr)
  670. mDevice->getImmediateContext()->ClearDepthStencilView(depthStencilView, clearFlag, depth, (UINT8)stencil);
  671. }
  672. BS_INC_RENDER_STAT(NumClears);
  673. }
  674. void D3D11RenderAPI::setRenderTarget(const SPtr<RenderTargetCore>& target, bool readOnlyDepthStencil)
  675. {
  676. THROW_IF_NOT_CORE_THREAD;
  677. mActiveRenderTarget = target;
  678. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  679. ID3D11RenderTargetView** views = bs_newN<ID3D11RenderTargetView*>(maxRenderTargets);
  680. memset(views, 0, sizeof(ID3D11RenderTargetView*) * maxRenderTargets);
  681. ID3D11DepthStencilView* depthStencilView = nullptr;
  682. if (target != nullptr)
  683. {
  684. target->getCustomAttribute("RTV", views);
  685. if(readOnlyDepthStencil)
  686. target->getCustomAttribute("RODSV", &depthStencilView);
  687. else
  688. target->getCustomAttribute("DSV", &depthStencilView);
  689. }
  690. // Bind render targets
  691. mDevice->getImmediateContext()->OMSetRenderTargets(maxRenderTargets, views, depthStencilView);
  692. if (mDevice->hasError())
  693. BS_EXCEPT(RenderingAPIException, "Failed to setRenderTarget : " + mDevice->getErrorDescription());
  694. bs_deleteN(views, maxRenderTargets);
  695. applyViewport();
  696. BS_INC_RENDER_STAT(NumRenderTargetChanges);
  697. }
  698. void D3D11RenderAPI::setClipPlanesImpl(const PlaneList& clipPlanes)
  699. {
  700. LOGWRN("This call will be ignored. DX11 uses shaders for setting clip planes.");
  701. }
  702. RenderAPICapabilities* D3D11RenderAPI::createRenderSystemCapabilities() const
  703. {
  704. THROW_IF_NOT_CORE_THREAD;
  705. RenderAPICapabilities* rsc = bs_new<RenderAPICapabilities>();
  706. rsc->setDriverVersion(mDriverVersion);
  707. rsc->setDeviceName(mActiveD3DDriver->getDriverDescription());
  708. rsc->setRenderAPIName(getName());
  709. rsc->setStencilBufferBitDepth(8);
  710. rsc->setCapability(RSC_ANISOTROPY);
  711. rsc->setCapability(RSC_AUTOMIPMAP);
  712. // Cube map
  713. rsc->setCapability(RSC_CUBEMAPPING);
  714. // We always support compression, D3DX will decompress if device does not support
  715. rsc->setCapability(RSC_TEXTURE_COMPRESSION);
  716. rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
  717. rsc->setCapability(RSC_TWO_SIDED_STENCIL);
  718. rsc->setCapability(RSC_STENCIL_WRAP);
  719. rsc->setCapability(RSC_HWOCCLUSION);
  720. rsc->setCapability(RSC_HWOCCLUSION_ASYNCHRONOUS);
  721. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  722. rsc->setMaxBoundVertexBuffers(32);
  723. else
  724. rsc->setMaxBoundVertexBuffers(16);
  725. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0)
  726. {
  727. rsc->addShaderProfile("ps_4_0");
  728. rsc->addShaderProfile("vs_4_0");
  729. rsc->addShaderProfile("gs_4_0");
  730. rsc->addGpuProgramProfile(GPP_FS_4_0, "ps_4_0");
  731. rsc->addGpuProgramProfile(GPP_VS_4_0, "vs_4_0");
  732. rsc->addGpuProgramProfile(GPP_GS_4_0, "gs_4_0");
  733. rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  734. rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  735. rsc->setNumTextureUnits(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  736. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  737. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM));
  738. rsc->setNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  739. rsc->setNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  740. rsc->setNumGpuParamBlockBuffers(GPT_GEOMETRY_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  741. rsc->setNumCombinedGpuParamBlockBuffers(rsc->getNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM)
  742. + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM));
  743. }
  744. if(mFeatureLevel >= D3D_FEATURE_LEVEL_10_1)
  745. {
  746. rsc->addShaderProfile("ps_4_1");
  747. rsc->addShaderProfile("vs_4_1");
  748. rsc->addShaderProfile("gs_4_1");
  749. rsc->addGpuProgramProfile(GPP_FS_4_1, "ps_4_1");
  750. rsc->addGpuProgramProfile(GPP_VS_4_1, "vs_4_1");
  751. rsc->addGpuProgramProfile(GPP_GS_4_1, "gs_4_1");
  752. }
  753. if(mFeatureLevel >= D3D_FEATURE_LEVEL_11_0)
  754. {
  755. rsc->addShaderProfile("ps_5_0");
  756. rsc->addShaderProfile("vs_5_0");
  757. rsc->addShaderProfile("gs_5_0");
  758. rsc->addShaderProfile("cs_5_0");
  759. rsc->addShaderProfile("hs_5_0");
  760. rsc->addShaderProfile("ds_5_0");
  761. rsc->addGpuProgramProfile(GPP_FS_5_0, "ps_5_0");
  762. rsc->addGpuProgramProfile(GPP_VS_5_0, "vs_5_0");
  763. rsc->addGpuProgramProfile(GPP_GS_5_0, "gs_5_0");
  764. rsc->addGpuProgramProfile(GPP_CS_5_0, "cs_5_0");
  765. rsc->addGpuProgramProfile(GPP_HS_5_0, "hs_5_0");
  766. rsc->addGpuProgramProfile(GPP_DS_5_0, "ds_5_0");
  767. rsc->setNumTextureUnits(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  768. rsc->setNumTextureUnits(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  769. rsc->setNumTextureUnits(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT);
  770. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)
  771. + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM)
  772. + rsc->getNumTextureUnits(GPT_HULL_PROGRAM) + rsc->getNumTextureUnits(GPT_DOMAIN_PROGRAM)
  773. + rsc->getNumTextureUnits(GPT_COMPUTE_PROGRAM));
  774. rsc->setNumGpuParamBlockBuffers(GPT_HULL_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  775. rsc->setNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  776. rsc->setNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM, D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
  777. rsc->setNumCombinedGpuParamBlockBuffers(rsc->getNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM)
  778. + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM)
  779. + rsc->getNumGpuParamBlockBuffers(GPT_HULL_PROGRAM) + rsc->getNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM)
  780. + rsc->getNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM));
  781. rsc->setCapability(RSC_SHADER_SUBROUTINE);
  782. }
  783. rsc->setCapability(RSC_USER_CLIP_PLANES);
  784. rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
  785. // Adapter details
  786. const DXGI_ADAPTER_DESC& adapterID = mActiveD3DDriver->getAdapterIdentifier();
  787. // Determine vendor
  788. switch(adapterID.VendorId)
  789. {
  790. case 0x10DE:
  791. rsc->setVendor(GPU_NVIDIA);
  792. break;
  793. case 0x1002:
  794. rsc->setVendor(GPU_AMD);
  795. break;
  796. case 0x163C:
  797. case 0x8086:
  798. rsc->setVendor(GPU_INTEL);
  799. break;
  800. default:
  801. rsc->setVendor(GPU_UNKNOWN);
  802. break;
  803. };
  804. rsc->setCapability(RSC_INFINITE_FAR_PLANE);
  805. rsc->setCapability(RSC_TEXTURE_3D);
  806. rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
  807. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  808. rsc->setCapability(RSC_TEXTURE_FLOAT);
  809. rsc->setNumMultiRenderTargets(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT);
  810. rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  811. rsc->setCapability(RSC_POINT_SPRITES);
  812. rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS);
  813. rsc->setMaxPointSize(256);
  814. rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
  815. rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
  816. rsc->setCapability(RSC_PERSTAGECONSTANT);
  817. return rsc;
  818. }
  819. void D3D11RenderAPI::determineMultisampleSettings(UINT32 multisampleCount, DXGI_FORMAT format, DXGI_SAMPLE_DESC* outputSampleDesc)
  820. {
  821. bool tryCSAA = false; // Note: Disabled for now, but leaving the code for later so it might be useful
  822. enum CSAAMode { CSAA_Normal, CSAA_Quality };
  823. CSAAMode csaaMode = CSAA_Normal;
  824. bool foundValid = false;
  825. size_t origNumSamples = multisampleCount;
  826. while (!foundValid)
  827. {
  828. // Deal with special cases
  829. if (tryCSAA)
  830. {
  831. switch(multisampleCount)
  832. {
  833. case 8:
  834. if (csaaMode == CSAA_Quality)
  835. {
  836. outputSampleDesc->Count = 8;
  837. outputSampleDesc->Quality = 8;
  838. }
  839. else
  840. {
  841. outputSampleDesc->Count = 4;
  842. outputSampleDesc->Quality = 8;
  843. }
  844. break;
  845. case 16:
  846. if (csaaMode == CSAA_Quality)
  847. {
  848. outputSampleDesc->Count = 8;
  849. outputSampleDesc->Quality = 16;
  850. }
  851. else
  852. {
  853. outputSampleDesc->Count = 4;
  854. outputSampleDesc->Quality = 16;
  855. }
  856. break;
  857. }
  858. }
  859. else // !CSAA
  860. {
  861. outputSampleDesc->Count = multisampleCount == 0 ? 1 : multisampleCount;
  862. outputSampleDesc->Quality = D3D11_STANDARD_MULTISAMPLE_PATTERN;
  863. }
  864. HRESULT hr;
  865. UINT outQuality;
  866. hr = mDevice->getD3D11Device()->CheckMultisampleQualityLevels(format, outputSampleDesc->Count, &outQuality);
  867. if (SUCCEEDED(hr) && (!tryCSAA || outQuality > outputSampleDesc->Quality))
  868. {
  869. foundValid = true;
  870. }
  871. else
  872. {
  873. // Downgrade
  874. if (tryCSAA && multisampleCount == 8)
  875. {
  876. // For CSAA, we'll try downgrading with quality mode at all samples.
  877. // then try without quality, then drop CSAA
  878. if (csaaMode == CSAA_Quality)
  879. {
  880. // Drop quality first
  881. csaaMode = CSAA_Normal;
  882. }
  883. else
  884. {
  885. // Drop CSAA entirely
  886. tryCSAA = false;
  887. }
  888. // Return to original requested samples
  889. multisampleCount = static_cast<UINT32>(origNumSamples);
  890. }
  891. else
  892. {
  893. // Drop samples
  894. multisampleCount--;
  895. if (multisampleCount == 1)
  896. {
  897. // Ran out of options, no multisampling
  898. multisampleCount = 0;
  899. foundValid = true;
  900. }
  901. }
  902. }
  903. }
  904. }
  905. void D3D11RenderAPI::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest)
  906. {
  907. dest = matrix;
  908. // Convert depth range from [-1,+1] to [0,1]
  909. dest[2][0] = (dest[2][0] + dest[3][0]) / 2;
  910. dest[2][1] = (dest[2][1] + dest[3][1]) / 2;
  911. dest[2][2] = (dest[2][2] + dest[3][2]) / 2;
  912. dest[2][3] = (dest[2][3] + dest[3][3]) / 2;
  913. }
  914. const RenderAPIInfo& D3D11RenderAPI::getAPIInfo() const
  915. {
  916. static RenderAPIInfo info(0.0f, 0.0f, 0.0f, 1.0f, VET_COLOR_ABGR, false, true, false);
  917. return info;
  918. }
  919. GpuParamBlockDesc D3D11RenderAPI::generateParamBlockDesc(const String& name, Vector<GpuParamDataDesc>& params)
  920. {
  921. GpuParamBlockDesc block;
  922. block.blockSize = 0;
  923. block.isShareable = true;
  924. block.name = name;
  925. block.slot = 0;
  926. for (auto& param : params)
  927. {
  928. const GpuParamDataTypeInfo& typeInfo = GpuParams::PARAM_SIZES.lookup[param.type];
  929. UINT32 size = typeInfo.size / 4;
  930. if (param.arraySize > 1)
  931. {
  932. // Arrays perform no packing and their elements are always padded and aligned to four component vectors
  933. UINT32 alignOffset = size % typeInfo.baseTypeSize;
  934. if (alignOffset != 0)
  935. {
  936. UINT32 padding = (typeInfo.baseTypeSize - alignOffset);
  937. size += padding;
  938. }
  939. alignOffset = block.blockSize % typeInfo.baseTypeSize;
  940. if (alignOffset != 0)
  941. {
  942. UINT32 padding = (typeInfo.baseTypeSize - alignOffset);
  943. block.blockSize += padding;
  944. }
  945. param.elementSize = size;
  946. param.arrayElementStride = size;
  947. param.cpuMemOffset = block.blockSize;
  948. param.gpuMemOffset = 0;
  949. block.blockSize += size * param.arraySize;
  950. }
  951. else
  952. {
  953. // Pack everything as tightly as possible as long as the data doesn't cross 16 byte boundary
  954. UINT32 alignOffset = block.blockSize % 4;
  955. if (alignOffset != 0 && size > (4 - alignOffset))
  956. {
  957. UINT32 padding = (4 - alignOffset);
  958. block.blockSize += padding;
  959. }
  960. param.elementSize = size;
  961. param.arrayElementStride = size;
  962. param.cpuMemOffset = block.blockSize;
  963. param.gpuMemOffset = 0;
  964. block.blockSize += size;
  965. }
  966. param.paramBlockSlot = 0;
  967. }
  968. // Constant buffer size must always be a multiple of 16
  969. if (block.blockSize % 4 != 0)
  970. block.blockSize += (4 - (block.blockSize % 4));
  971. return block;
  972. }
  973. /************************************************************************/
  974. /* PRIVATE */
  975. /************************************************************************/
  976. void D3D11RenderAPI::applyInputLayout()
  977. {
  978. if(mActiveVertexDeclaration == nullptr)
  979. {
  980. LOGWRN("Cannot apply input layout without a vertex declaration. Set vertex declaration before calling this method.");
  981. return;
  982. }
  983. if(mActiveVertexShader == nullptr)
  984. {
  985. LOGWRN("Cannot apply input layout without a vertex shader. Set vertex shader before calling this method.");
  986. return;
  987. }
  988. ID3D11InputLayout* ia = mIAManager->retrieveInputLayout(mActiveVertexShader->getInputDeclaration(), mActiveVertexDeclaration, *mActiveVertexShader);
  989. mDevice->getImmediateContext()->IASetInputLayout(ia);
  990. }
  991. }